Who in the hell come up with this dumb idea? From all the game I had play this is the only game that make my character weaker as my character level up.
For example: I had a GF which had 48% DR at Lv 60, But as I level to 70 it reduce to only 24%? and not to mention about the crit chance and other stat that getting weaker through level up.
I hope the new lead designer will take a look and do sth about his, Because Leveling up is about rewarding and getting stronger not punishment and getting weaker, It just dumb and stupid. :mad:
I do not like the DR Reduction, But it was necessary to fit it, with all the the massive Hit-Points u get from Gear.
You can reach the same amount of DR with lv 70 or higher, I think for GF is still easy than any other class.
There's already some lv70 GF's walking with 50%+ DR around 150kHP+
the maximum that i saw was 180k HP, if i remember correctly.
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
This could be solved by having the 400 points = 1% from level 1 on. Then you would always know that a + in stat points would actually improve your character.
I do not like the DR Reduction, But it was necessary to fit it, with all the the massive Hit-Points u get from Gear.
You can reach the same amount of DR with lv 70 or higher, I think for GF is still easy than any other class.
There's already some lv70 GF's walking with 50%+ DR around 150kHP+
the maximum that i saw was 180k HP, if i remember correctly.
and probably still getting smoked by Tiamat mobs, Black Ice Beholders, eSoT bosses and such.
Your character only gets weaker as you level up. It quickly outgrow the loss and I'm already far stronger than I was in mod 5 due to the disappearance of diminishing returns.
Maybe without changes to stat curve, casuals could actually do daily quest. heh.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited May 2015
Hey guys, I know seeing a level cap increase can be frustrating.
But remember, the goal of the cap increase is to expand the game and challenge the player again. I know it was all the rage to lolfacerollz content for over a year, but those days are gone. Welcome to the new Neverwinter where you actually have to think about what you're doing again.
But remember, the goal of the cap increase is to expand the game and challenge the player again. I know it was all the rage to lolfacerollz content for over a year, but those days are gone. Welcome to the new Neverwinter where you actually have to think about what you're doing again.
It may have been 'lolfacerollz' for the uber-geared minority but for the majority of players the difficulty and challenge was about right. Maybe a little easier than it should have been in the top tier content but otherwise not far off. Now that's changed and no matter how much people want to make this a l2p issue the fact is that large swathes of the game's population are no longer having fun and no longer feel welcome.
...no matter how much people want to make this a l2p issue the fact is that large swathes of the game's population are no longer having fun and no longer feel welcome.
"Hitting the nail on the head" award winner.
(So good I have to put that one into my signature)
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited May 2015
You realize when the game launched, the T1/T2 dungeons were hard? I would argue they were just comparatively as hard as they are now. The only difference is people who joined Neverwinter in Mods 4/5/6 jumped into a game that was already riddled with power-creep.
People were entering dungeons designed around a 7-8k GS with 12-15K GS and thinking that was the norm. It wasn't.
Things will get easier, and they do as you level up, get some of the new level 70 gear and adjust to the changes.
You realize when the game launched, the T1/T2 dungeons were hard? I would argue they were just comparatively as hard as they are now. The only difference is people who joined Neverwinter in Mods 4/5/6 jumped into a game that was already riddled with power-creep.
People were entering dungeons designed around a 7-8k GS with 12-15K GS and thinking that was the norm. It wasn't.
Things will get easier, and they do as you level up, get some of the new level 70 gear and adjust to the changes.
Yeah I completely agree. I still remember training my guildies in ToS one year and a half ago. That thing was hard back then, just as hard as the current epic ToS. Maybe even harder with all the swarms of adds that could kill you and STUN you until you die. And that phase spider around 15-20% was a major cause of wipes...
I also remember 2h SP guild runs. Then six months later gear didn't improve much but guild members did and ToS was on farm mode, while SP was a matter of 40 minutes instead of hours.
You realize when the game launched, the T1/T2 dungeons were hard? I would argue they were just comparatively as hard as they are now. The only difference is people who joined Neverwinter in Mods 4/5/6 jumped into a game that was already riddled with power-creep.
People were entering dungeons designed around a 7-8k GS with 12-15K GS and thinking that was the norm. It wasn't.
Things will get easier, and they do as you level up, get some of the new level 70 gear and adjust to the changes.
People expect group content to be hard, especially at the top tier. They don't expect the same level of difficulty from content that's supposed to be solo content, like campaign dailies. If Cryptic had added new L70 content deigned purely for group play at the current difficulty level there would not have been the outcry that there has been. But scaling up the campaign zones has made content that people were doing and enjoying in Mod 5 unplayable in Mod 6 for a large section of players.
But hey - if some people want to insist that the current difficulty is perfect then that's absolutely fine. Let's see how the game's population fares over the next few weeks. I know plenty of people have left already but who cares about nubs who can't hack a pro game, eh?
You realize when the game launched, the T1/T2 dungeons were hard? I would argue they were just comparatively as hard as they are now. The only difference is people who joined Neverwinter in Mods 4/5/6 jumped into a game that was already riddled with power-creep.
People were entering dungeons designed around a 7-8k GS with 12-15K GS and thinking that was the norm. It wasn't.
Things will get easier, and they do as you level up, get some of the new level 70 gear and adjust to the changes.
It was figuring out the mechanics of the dungeons that made them hard at launch. They quickly became do-able, and not because of power creep.
The worst thing about campaign is that difficulty was increased while they left old lvl60 rewards, LMAO. 2 months later when so many players already lost motivation to log in they say that rewards might get improved in future. Imo they should've release some kind of in game vote poll and ask players if they want early unfinished m6 or they prefer to wait until it's done and without bugs. Let the players who play and often spend $ in this game have some choice.
In bofore: "people often never know what they want"
But hey - if some people want to insist that the current difficulty is perfect then that's absolutely fine. Let's see how the game's population fares over the next few weeks. I know plenty of people have left already but who cares about nubs who can't hack a pro game, eh?
I know of many people, who have left already, too. After each Module.
Some of them left because of power creep. Some because of insufficient PVP support. Some because they got bored with solo stuff. Some of them because of Artifact Equipment. Some because of BiS change after each module. Some because of lags. Some because of a Mod did not turn out as they themselves hopes.
There are thousands of reasons for people to come, stay or go. Whatever Cryptic decides, they will make some players happy, some angry and some won't give a ****.
But in each case it is Cryptic's decision, which will be based on economy. And they are the ones who can decide best, because we don't know the numbers. Which is another thing to consider.
We don't know the numbers.
It is absolutely possible, that the majority of players actually likes the changes to the difficulty. Usually these kind of opinion does not get communicated in forums. Forums are only there to criticise and / or complain. And if you say something positive you get flamed. Sometimes even insulted.
So, there is nothing to do than to wait and hope it works out for us.
Because Leveling up is about rewarding and getting stronger not punishment and getting weaker, It just dumb and stupid. :mad:
Yup... From all the game I played this game leveling system is the most <font color="orange">HAMSTER</font> up of them all since this mod 6. I never even heard of a game that make my character weaker as they level up too....
Yup... From all the game I played this game leveling system is the most <font color="orange">HAMSTER</font> up of them all since this mod 6. I never even heard of a game that make my character weaker as they level up too....
Go back to the whispering caverns. Your character is now stronger! But npcs are also much more dangerous at your level. That's a balancing act.
Also, all of the RPGs i've played (yes including skyrim) get harder once the player is supposed to have learnt to play. Easier? Never. Surely you're joking...
You realize when the game launched, the T1/T2 dungeons were hard? I would argue they were just comparatively as hard as they are now. The only difference is people who joined Neverwinter in Mods 4/5/6 jumped into a game that was already riddled with power-creep.
People were entering dungeons designed around a 7-8k GS with 12-15K GS and thinking that was the norm. It wasn't.
So you got 1-shotted by trashmobs in Mod 1/2 ???
Wow, you must have really had bad gear then. Just, now this happens even when using good gear...
Also, then you had a decent take at getting your prize each run. Plus other epics from the lietenants you fought on the way in. Not some funny smelly tokens of which you eventually will have enough to buy stuff...
Things will get easier, and they do as you level up, get some of the new level 70 gear and adjust to the changes.
This is so plainly, obviously, and from everyone's experience wrong, that I makes me wonder if we're playing the same game. And it's absloutely WAI that stuff at 70 is harder than stuff at 60.
...but I'm digressing. On topic:
Another of Cryptic's slaps in every player's face. People vote with their feet (and deleting posts that name this doesn't help, BTW), and that gets their attention. I only hope they get the ship righted before it capsizes...
Go back to the whispering caverns. Your character is now stronger! But npcs are also much more dangerous at your level. That's a balancing act.
Also, all of the RPGs i've played (yes including skyrim) get harder once the player is supposed to have learnt to play. Easier? Never. Surely you're joking...
I need to send this into a doctor to see if I can get you clinically diagnosed as ******ed.
Scenario:
You're a lvl 20 in a lvl 20 zone. The zone is comparatively difficult considering the gear it drops.
Now, you're lvl 30 in a lvl 30 zone. Your character's stats have gone up, you've earned new powers. The zone is still comparatively difficult, considering your new stats and gear.
Reality:
You're a lvl 60 in Drowning Shore. The zone is difficult and your gear is garbage.
Now, you're lvl 68 in Spinward Rise. Your character's stats have gone down. The zone is comparatively a lot more difficult, considering your lack of stats and gear.
Now, you're lvl 70 in Valindra's Tower. Everything in this zone will kill you, even the imps.
Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?
It is absolutely possible, that the majority of players actually likes the changes to the difficulty. Usually these kind of opinion does not get communicated in forums. Forums are only there to criticise and / or complain. And if you say something positive you get flamed. Sometimes even insulted.
So, there is nothing to do than to wait and hope it works out for us.
1shotted, only by some, killed almost instantly - yes
a lot of games base stat efficiency on level - if u are lvl 20 @ lvl 20 gear item might give u 5% crit, if u use it at lvl 60 it gives u 0.5% crit
and they probably left the stats below 60 alone because they dont have manpower to remake ALL CONTENT BELOW LVL 61, though they might do it at some later time, so ull be happy that at all lvls stats work the same
Paladin Master Race
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klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited May 2015
They should have designed a new curve for all levels.
The mistake was keeping the old curve for levels 1-60.
Considering they removed all pre 61 challenging content anyway (The 3 man leveling dungeons are a joke), it wouldn't have affected difficulty as that would have been compensated by the raise in level cap of companions and buffs to various classes.
They should have designed a new curve for all levels.
The mistake was keeping the old curve for levels 1-60.
Considering they removed all pre 61 challenging content anyway, it wouldn't have affected difficulty as that would have been compensated by the raise in level cap of companions and buffs to various classes.
they would still need to create curves for those lvls, and i think the content would need a rebalance, maybe reward change etc.
Paladin Master Race
0
klangeddinMember, NW M9 PlaytestPosts: 882Arc User
they would still need to create curves for those lvls, and i think the content would need a rebalance, maybe reward change etc.
If they designed the new curve in such a bad manner that it can have no real positive values for levels 1-60 then I'm left speechless by their
. Since I refuse to believe they could do something so stupid, I'm pretty sure that the new curve could be extended to levels 1-60 as well. Of course now it's too late to do that and you would only achieve a nerf to characters that are currently leveling. This had to be done when mod 6 came out, not now when people are pissed and the last thing they want to see is another nerf.
Old content would not need any rebalance. Weapon Damage and HP would stay the same, percentage buffs from abilities stay the same as well and during leveling they do most of the work. Consider that there is no hard content left for levels 1-60 (the campaigns are now designed for level 70), and even if your DR plummeted from 40% to 20% during those levels you would hardly notice nowadays.
lets be honest, with the management cryptic has the less they touch the better,
Paladin Master Race
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited May 2015
Its constant threads like this that almost make me wish cryptic had left the game in easymode, simply so that the REAL issues like refining got adressed by the playerbase rather then things like this, where it is just a case of if you know how to play properly then everything is fine.
Been looking forward to upgrading my Perfect Sarcasm font, but due to recent changes it seems I will need to grind the Nine Hells for my Pure Sarcasm font... ironic isn't it?
Comments
You can reach the same amount of DR with lv 70 or higher, I think for GF is still easy than any other class.
There's already some lv70 GF's walking with 50%+ DR around 150kHP+
the maximum that i saw was 180k HP, if i remember correctly.
But remember, the goal of the cap increase is to expand the game and challenge the player again. I know it was all the rage to lolfacerollz content for over a year, but those days are gone. Welcome to the new Neverwinter where you actually have to think about what you're doing again.
And I know the transition can be tough, so I found a video that should help you walk through any more hard feelings about the stat changes.
Cheers!
It may have been 'lolfacerollz' for the uber-geared minority but for the majority of players the difficulty and challenge was about right. Maybe a little easier than it should have been in the top tier content but otherwise not far off. Now that's changed and no matter how much people want to make this a l2p issue the fact is that large swathes of the game's population are no longer having fun and no longer feel welcome.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
"Hitting the nail on the head" award winner.
(So good I have to put that one into my signature)
People were entering dungeons designed around a 7-8k GS with 12-15K GS and thinking that was the norm. It wasn't.
Things will get easier, and they do as you level up, get some of the new level 70 gear and adjust to the changes.
Yeah I completely agree. I still remember training my guildies in ToS one year and a half ago. That thing was hard back then, just as hard as the current epic ToS. Maybe even harder with all the swarms of adds that could kill you and STUN you until you die. And that phase spider around 15-20% was a major cause of wipes...
I also remember 2h SP guild runs. Then six months later gear didn't improve much but guild members did and ToS was on farm mode, while SP was a matter of 40 minutes instead of hours.
But hey - if some people want to insist that the current difficulty is perfect then that's absolutely fine. Let's see how the game's population fares over the next few weeks. I know plenty of people have left already but who cares about nubs who can't hack a pro game, eh?
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
It was figuring out the mechanics of the dungeons that made them hard at launch. They quickly became do-able, and not because of power creep.
The new 10 levels are garbage.
In bofore: "people often never know what they want"
I know of many people, who have left already, too. After each Module.
Some of them left because of power creep. Some because of insufficient PVP support. Some because they got bored with solo stuff. Some of them because of Artifact Equipment. Some because of BiS change after each module. Some because of lags. Some because of a Mod did not turn out as they themselves hopes.
There are thousands of reasons for people to come, stay or go. Whatever Cryptic decides, they will make some players happy, some angry and some won't give a ****.
But in each case it is Cryptic's decision, which will be based on economy. And they are the ones who can decide best, because we don't know the numbers. Which is another thing to consider.
We don't know the numbers.
It is absolutely possible, that the majority of players actually likes the changes to the difficulty. Usually these kind of opinion does not get communicated in forums. Forums are only there to criticise and / or complain. And if you say something positive you get flamed. Sometimes even insulted.
So, there is nothing to do than to wait and hope it works out for us.
Yup... From all the game I played this game leveling system is the most <font color="orange">HAMSTER</font> up of them all since this mod 6. I never even heard of a game that make my character weaker as they level up too....
Go back to the whispering caverns. Your character is now stronger! But npcs are also much more dangerous at your level. That's a balancing act.
Also, all of the RPGs i've played (yes including skyrim) get harder once the player is supposed to have learnt to play. Easier? Never. Surely you're joking...
So you got 1-shotted by trashmobs in Mod 1/2 ???
Wow, you must have really had bad gear then. Just, now this happens even when using good gear...
Also, then you had a decent take at getting your prize each run. Plus other epics from the lietenants you fought on the way in. Not some funny smelly tokens of which you eventually will have enough to buy stuff...
This is so plainly, obviously, and from everyone's experience wrong, that I makes me wonder if we're playing the same game. And it's absloutely WAI that stuff at 70 is harder than stuff at 60.
...but I'm digressing. On topic:
Another of Cryptic's slaps in every player's face. People vote with their feet (and deleting posts that name this doesn't help, BTW), and that gets their attention. I only hope they get the ship righted before it capsizes...
I need to send this into a doctor to see if I can get you clinically diagnosed as ******ed.
Scenario:
You're a lvl 20 in a lvl 20 zone. The zone is comparatively difficult considering the gear it drops.
Now, you're lvl 30 in a lvl 30 zone. Your character's stats have gone up, you've earned new powers. The zone is still comparatively difficult, considering your new stats and gear.
Reality:
You're a lvl 60 in Drowning Shore. The zone is difficult and your gear is garbage.
Now, you're lvl 68 in Spinward Rise. Your character's stats have gone down. The zone is comparatively a lot more difficult, considering your lack of stats and gear.
Now, you're lvl 70 in Valindra's Tower. Everything in this zone will kill you, even the imps.
Go Cryptic!
PS - I quit.
Wrong.
You might have missed this...
Debunked.
a lot of games base stat efficiency on level - if u are lvl 20 @ lvl 20 gear item might give u 5% crit, if u use it at lvl 60 it gives u 0.5% crit
and they probably left the stats below 60 alone because they dont have manpower to remake ALL CONTENT BELOW LVL 61, though they might do it at some later time, so ull be happy that at all lvls stats work the same
The mistake was keeping the old curve for levels 1-60.
Considering they removed all pre 61 challenging content anyway (The 3 man leveling dungeons are a joke), it wouldn't have affected difficulty as that would have been compensated by the raise in level cap of companions and buffs to various classes.
they would still need to create curves for those lvls, and i think the content would need a rebalance, maybe reward change etc.
If they designed the new curve in such a bad manner that it can have no real positive values for levels 1-60 then I'm left speechless by their
. Since I refuse to believe they could do something so stupid, I'm pretty sure that the new curve could be extended to levels 1-60 as well. Of course now it's too late to do that and you would only achieve a nerf to characters that are currently leveling. This had to be done when mod 6 came out, not now when people are pissed and the last thing they want to see is another nerf.
Old content would not need any rebalance. Weapon Damage and HP would stay the same, percentage buffs from abilities stay the same as well and during leveling they do most of the work. Consider that there is no hard content left for levels 1-60 (the campaigns are now designed for level 70), and even if your DR plummeted from 40% to 20% during those levels you would hardly notice nowadays.