as a response to
http://www.arcgames.com/en/games/neverwinter/news/detail/9213383-neverwinter%3A-looking-into-elemental-evil
with all these "mod6 is too hard threads" i want to express the opinion of somebody who is happy that there finally is some challenge in game. we havent had anything close to challenge since mod1. Although there are some issues, the game(in terms of difficulty) is closest to mod0 - the time when this game was at its best. after mod0, aka. launch version, there was no difficulty upgrades, but gearscore doubled
mod6 isnt out for long enough for enough ppl to get good gear and polish their builds and strategies, ppl are are used to facetanking everything, dont even try to dodge and then are surprised that they die.
difficulty is fine, dungeons could use a bit of work so they are tankable, tanks getting oneshot by random trash mobs should rarely happen if at all, but dps classes should be hit hard so there is no return of the old CW CW CW GWF GWF full dps no support comps that run dungeons in below 10 min. My suggestion would be either change heavier pve armor to have more hp(but that could make PvE armor BiS for PvP) or to add PvE dmg resist(so it doesnt affect PvP) that works on a separate instance from DR, to AC - so the heavy armor classes are better at soaking damage.
this is supposed to be action oriented game, where is action in facetanking anything and everything in cloth armor ? attacks should hit hard and ppl should be forced to evade telegraphed attacks
Comments
ilvl 1000 GWF
http://nw-forum.perfectworld.com/showthread.php?903201-Biggrin-s-tomb-is-too-difficult!
CW
https://www.youtube.com/watch?v=RpZA-XecRDQ (not made by me, couldnt find the original thread)
Perhaps some adjustments should be made to make the game more available to all player bases, but I'm afraid the tendency to over 'fix' and the heavy handed adjustment will turn this game to a boring, snooze feast.
So like, burkaanc said, lets not jump the gun, people need to adjust, change their play style, their stats, their team choice and only then perhaps with the relevant experience adjustments can be made in a good direction.
In my personal opinion the drastic change to life steal and regen and at the same time introducing the huge numbers on attack both on players and mobs was heavy handed.
Increasing mobs defense a lot, and keeping ArP closer to the old curves would reduced the hit damage significantly and with that the LS gain. And both making the combat slower, more dangerous, and less sustainable by only dps classes.
I do not see the point in increasing mobs defense and yet make the player ArP to match it, and then introduce tenacity's ArP negation to balance it back in PvP.
Also several cheesy mechanics like Lostmauth getting all the platform on fire during the fly part is not an increase in difficulty but only in frustration (If some of the last attack put fire in the center just before lostmauth flys away it will remain on fire and everyone will die when the lava flows).
Or archers circling and one shooting GFs (GWD 75%, 25% HP for example) if something that can one shot a geared player appears I think it should be at least telegraphed with some warning, animation, to give players time to get in position. boom splat is not the way.
So bottom line, first make sure people go to the right zones with the right level and gear, jumping to IWD with no HP is bound to be a failure (a popup that recommends them to do so is not a good thing), and if people have problem with the right level and gear on solo content, that can always be adjusted.
But dungeons should be a step up in difficulty, that take roles and coordination so lets not kill those.
they need to do it if you want new players to play the game and old player to keep gearing up with the hope to see a light at the end of the tunnel.
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
Yes I agree that except minor adjustments (like archers during boss fights in GWD and CC), any significant changes to boss mechanics, damage from adds or from bosses will result in the game brought back to mod 4/5 state, as in 3 CWs 2 GWFs runs; tanks and healers can go **** themselves. Stuff has to hit hard in group content so that support roles are required.
Now, I must admit I have no interest in the fate of solo quests and campaign tasks. They can be nerfed so that being AFK slowly kills the npcs, I don't care, but dungeons and skirmishes should remain mostly unchanged.
All the new gear have hitpoints, but everyone but tanks have abysmal DR now. EVERYONE is a glass cannon. No build is going to stop you from getting 1 shot.
But there ARE hard quests and easy quests. People are complaining about the hard ones. If there are dailies in IWD or WoD that you can't do solo, then don't do them. There are plenty of other quests to do.
Games have been getting easier and easier in the past 30 years since they were introduced so that they would appeal to a wider audience. Even with a game as casual as NW, there are still so many complaints about difficulty. It is getting ridiculous. Also, there is essentially no penalty for death other than the time you spent doing the quest.
if u are full boons in WOD and IWD and u have good gear then its easy to say dont do them
but here is many players and always will be many players with blue gears who try to get that boons and daylies
Only one of my chars have all the IWD boons and still missing the last boon in ToD/WoD. Most boons are attainable fairly easily. Then there are some that are more difficult. This isn't any different than any other mmo.
My atack its good, i made a good demage, but the monsters atack are impossible, need reduce 50% - 70%
Note: i need dungeons to make my sets, if u is new and dont have good gear (cash) u is kicked all time.
I gather you have the time in the day to run 3 characters around the maps. Many of us don't. We get a second or third artifact by either earning or buying them in the time we have available. And I don't mind paying a little into my character--but not when the next mod obsoletes my investment.
Rather than making it easier to fight mobs, they should reduce the amount of grinding that's needed. Make things 10x has hard (or more!), but only necessary to do a few times rather than hundreds... I'd be ok with that.
Edit: oh yeah, I have R8s, but am a LONG way from having an R9. -- I don't play much, a few times a week maybe where I actually spend time playing rather than just popping on for 20 minutes in the morning to invoke and set up professions. So I'm anything but a hardcore player, but yet, I'm advocating for leaving the difficulty alone.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
Come on. Most people don't even have rank 9's, much less 12. Exaggerating this much to make your point just doesn't help.
Says it succintly, thankyou. As an average player i can't solo WoD or IWD content with my gf or my tr unless i spend hours at it and play by tip-toeing around. I play after work, i don't have the time to do dailies when one can take an hour if i'm not careful. Even on my gf who has decent gear, survivability isnt the issue but the time it takes to kill is, but even then survivability is still something that needs concentration. On my TR... huge dps, and although i've thrown most stats at def, deflect and hp now, he's still 3 hit by your average mob, so regardless how much dps he has, the time it takes to kill is too long to remain alive and with potions at 10k... yeah isnt enough, as i've mentioned on another threat, WoD regular mob hits with regular skills for 10k on my gf who has 6k def... on my TR thats considerably more. A potion that heals 10k and then has to cooldown is not helping me survive xD
i play some 30 hours a week, and i have green/blue artifact stuff and rank 5~8 enchants, pvorp and Lsoul on one char and Lterror and Lnegation on other
the tank should be the one taking the hits, at least i am when im tanking, get a guild or make a decent party and it will get much easier
if you cant do the dungeon you dont deserve best gear, if you cant make enough money you dont deserve a bugatti, easy
Sopi SW Youtube channel pvp brickabrack
SAMOTHRACE
Trickster Rogue
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(I did quote, but I'm trying to answer in a more general way)
Few suggestions then:
Stealth->dazing->smoke->blitz->DF->dodge few times, stealth will be up by now, repeat.
Most stuff either controllable (dazing,smoke) or have slow AoE attacks that extremely easy to avoid, even by sidestepping,
there are no strike attacks like Erinyes does.
If you are 3 hit by an average mob that hits 10k each, I assume you have about 30k HP, while doable like i described above, this is not the right equipment for WoD. I think it will be much faster and easier if you go to the new zones and pick up few HP items, or/and get to level 70 and do T1 to get the set or seals. They are easily obtainable and will put you at about 70k-90k HP
10k hitting mobs with 90k HP is more than fair.
And finally, If you see that you have tanking problem, use a companion, yes, augments are the best for a dungeon, but in a dungeon you have that GF or someone else to aggro as TR, if you solo and overwhelmed put any companion out to absorb the first attack wave.
The mobs will kill it, you will kill the mobs, companion resurrects ( they do it in combat too now ) and move to next group.
For people that have issues with mini dungeons, I really do not see why it is so bad to ask for help. People did the lairs with groups just to do it faster and now when a group really can help why not make one, this is the whole essence of MMO. Meet people, help each other, progress. Custom channels, guilds, friend lists..
ofc id prefer better mobs to more damage, but then there would anyway be whining about how mob AI is better than some player I, or whatever nonsense the lazy ppl would come up with this time
also being a global game neverwinter has the problem of latency, games like TERA are nice on low latency, but playing at 150~250 ms would be a nightmare, though they should drop dps from normal attacks, but make red circle attacks stronger, there are limits imposed by being global, and having longer attack ranges, same reason ranged skills lock on target instead of being directly aimed
oh noez, i haz free time
time you enjoy wasting is not wasted time
dont worry, bosses hit harder