Come on developers what the hell are you thinking, lvl 73 trash mobs ? like polar bears basic trash mob in IWD hits me for 20k, 4 swipes from his claw and im dead, and when there is 2 of em its a lot of work to take em down it's like a boss fight now and the stupid healing potion heals for 10 k with damn cool down it's a joke just to do anything solo now. I Just left Dwarven Valley tried to do a daily, saw a group of dwarves on a quest item i need so i launched a skill and shot one of the dwarves, well 6 lvl 73 dwarves came running out of the bushes and slaughter me in a matter of seconds.
dont bring a single path in this, if class has at least one decent path then its ok even gwf(one of the classes that is better off this mod) has only one viable path in mod6, and its often that there is only one path for a class
dont bring a single path in this, if class has at least one decent path then its ok even gwf(one of the classes that is better off this mod) has only one viable path in mod6, and its often that there is only one path for a class
Did you miss the bit where I said 'any flavour of SW' or was it just too difficult for you to understand?
Oh - and in any case, oh Obtuse one, my point was not that some classes have issues (valid though that might be) but that player experience in Mod 6 will vary wildly depending on the exact class and tree they play. Hence catch-all advice such as that offered in good faith by Kolat is frequently unhelpful.
guildie said sw wasnt that bad, the pet path, myself i dont like sw and use mine just as leadership alt so cant comment, but you did mention archer hr also which is a path not class
i play GF, when you do some tasks, like rescue the captives or punish oppressors, kill those black knights first and fast before they get bigger. watch where you stand when these torturers spin attacking, you dont want to be push into other set of hostile groups nearby, just like these guys said, learn and adapt, and i am aware of most classes are having problems to survive.
need to run faster to get away? get more red enchants for moveablity on utility slots and get them very high ranks.
in Sharandar, always kill Witherers first, they are healers.
also, in IWD and Dread Ring, kill the weakest first so you get less damages, but for IWD, go for archers first if you can if there is no healers in group, they die fast, lower health.
another option, play a few alts just to unlock few more artifacts from Vaults of Nine the better your item scorebase go up. higher the base better you survive.
those who play Hunter or warlocks, they can kite around and dodge alot if played right, CW can do that too until they get badly nerfed on root and hold ups on shorter durability and longer cooldowns that hurt and CW depends to survive.
they shouldnt be nerfed for PvE and should have had PvP skill mode switch for PvE and PvP. devs just did wholesale slaughtered every classes, current team has no clue what did the original dev team created and it was balanced for PvE and these guys came in later replaced originals and put up with PvP which cause so many problems which they should have created a new PvP combat skills.
guildie said sw wasnt that bad, the pet path, myself i dont like sw and use mine just as leadership alt so cant comment, but you did mention archer hr also which is a path not class
Damnation path is OK until you want to fight a lair boss and the pet is trapped outside. Now you are dead meet as more than half your feats are worthless. And this bug has been around since the class was released.
But as I said the main point is that your experience of game difficulty is hugely dependent on what toon you play, so simply telling everyone to 'adapt and play better' is pointless. For instance, my Paladin cruises through all content with no problem whatsoever but my Archer is severely challenged by groups of Redcaps in Sharandar.
dont bring a single path in this, if class has at least one decent path then its ok even gwf(one of the classes that is better off this mod) has only one viable path in mod6, and its often that there is only one path for a class
GWF is king in this Mod 6. Why? High incoming damage => insta-Unstoppable. Plus a reliable quick auto-heal encounter...
Sharandar and Dread Ring are back to being a complete joke, even the lair quests. Advice is not even needed there, just continue to facetank as per usual.
Thankfully, someone at PW decided the whole game doesn't need to be a joke, so they left IWD difficulty at a challenging level. You will have to be relatively well geared, have friends, and/or possess some skill in your class. A healing companion doesn't hurt, either.
dont bring a single path in this, if class has at least one decent path then its ok even gwf(one of the classes that is better off this mod) has only one viable path in mod6, and its often that there is only one path for a class
GWF is king in this Mod 6. Why? High incoming damage => insta-Unstoppable. Plus a reliable quick auto-heal encounter...
i didnt say it isnt one of the best classes, but insti and sent is useless HAMSTER and only destro is worth it
GWF is king in this Mod 6. Why? High incoming damage => insta-Unstoppable. Plus a reliable quick auto-heal encounter...
gwf no, destroyer. one tree like burk said.
and that "auto heal" encounter are overnerfed in this module. temporary hp+ls+big burst damage is what made possible to gwf do your solo content w/o problems. again, only destroyers (ibs+daring shout+daggers rotation).
ps: i HATE THAT NEW FORUM.
ps2:my god, i have 1,659 posts! that is a lot of HAMSTER.
Sharandar and Dread Ring are back to being a complete joke, even the lair quests. Advice is not even needed there, just continue to facetank as per usual.
Again, simply not true for all classes or all gear levels. And remember that these are both 'entry level' endgame zones - they're meant to be a lesser challenge.
I have to agree with the OP. I have 4 different toons. So does my wife. In WoD, we get slaughtered, same with doing quests in IWD. According to Neverwinter's own info, content aside from skirmishes and dungeons are supposed to be able to be done by yourself and a companion. That is no longer true.
I have 2 toons that are over 2K item level, one of whom is 2.2K item level. Prior to mod 6 I slaughtered everything in PVE, regardless of which toon I was on.
Now, due to the changes, that have the devs pushing people towards certain classes and paths, people who choose to be individuals, or have a play style that differs from what the devs push you toward, the toons are all but useless.
Granted I don't have insane gear, nor level 12 enchants, however I do have what is considered "average" gear and average enchants. What does that mean? I have level 70 greens, plus level 70 artifact weapon, off-hand, neck and belt. I have 4 artifacts, 3-4 of which per toon are purple. In my 2 main toons, I have soulforges, and vorpals, and most enchants are level 8. Each toon has over 50K hp.
The same goes with my wife, who is really the only person I tend to group with in the game. However, more frequently than not we die often, either one or both of us. We know our toons inside and out, and set up our skills and paths to maximize damage and survivability.
As to those who say things like "if you suffer playing archer HR" or what was said about SWs...let me re-iterate this, and I'll use small words: If the devs are making the game so only THEIR vision can survive, why bother creating other paths/builds if you're just forcing us into playing one style? That's very much like telling someone, "We have 5 different models of tv for you to buy and they all have 3 different types of connectors!" "Awesome I'll take that Sharp 60' plasma!" "Sure, here you go!" Then you take it home, all excited to set it up, only to find out it won't use HDMI. So you go back to the store and say, "WTF, you said they all have 3 different types of connectors but there's no HDMI!" "That's right sir, they have S-Video, Coax, and Antenna! If you want to be able to watch tv, then you have to have one of those" "But none of those are HD, I won't be able to watch what I want to watch!" "I'm sorry sir, but that's too bad, oh and by the way, if you want to be able to watch HD we can sell you a converter, but it'll cost you $500. Would that be cash, check or charge?"
Get the point? If Neverwinter/Perfect World states all content except Skirmishes and Dungeons can be played by a single player and their companion, regardless of class/path chosen, then that is what should be, otherwise, they've misrepresented the game in order to make money, I believe that's called fraud.
If you're supposed to level up to 70, and be able to survive using drops from mobs (nowhere does it say you need to have an uber character to survive), then that's what it should be.
Let's make it more personal, if your took a job and were told that you would be a system administrator and be paid $55K a year, but you're actual duties are cleaning toilets and you were paid $10/hr, what would you do?
Regarding PVP, personally I have zero interest or use for it. I don't enjoy it, as 99% of the time those who win are those who spend money on this game, insane amounts of money often. I want to challenge myself, hence I PVE. So, if the majority of content on this game is supposedly PVE, why is Perfect World only seeming to care about PVP? Simply put, it's their money maker. Because they know people will spend money every week/month to be able to compete against others who're spending money. So, they'll tailor the game to PVP.
In the most enjoyable games I've played there is a different skill system for pvp and pve, and the devs dealt with each separately.
Better question here would be: When will you learn to play and get the proper defense stats and gear for your character?
Bonus question: Do you know there's a dodge button on most classes?
Most of us were well-geared before Mod 6, sir. And not all of us have the wallet it takes to meet the current trash mobs.
What is the dodge button for my GF? I'd like to know!
0
santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
well, a option about "just have a single viable tree" is unify the trees (sustain the hierarch) but, in the end (or beginning) you can just pick one capstone...
more freedom, nothing about "oh, but the broken or weak is the tree "x", etc... will be a hard preview module for the devs (and some playerbase), but...
Just try this, a new level 70 SW, rank 5-7 enchantments, no armor/no weapon enchantment, level 70 blue armor from the auction house, green/blue artifact mainhand and offhand, no broken artifact equipment sets, and only sigils from the vault of nine at green/blue as artifacts... and of course only white/green companions.
Now go on, and try doing quests in Dread Ring and Sharandar solo.
Do the same test with an Oathbound Paladin, and you should be able to see the problem here for yourself... hint, not everyone wants to play OP and/or with a load of broken enchantments or artifact equipment.
But do feel free to send me all the bells and whistles now required to play the game again with my former main character...
In general, the OP has a point. Level 73 mobs in daily/boon building areas was just a bad idea and lazy content design by the devs. Period.
Can it be done with pain and difficulty? Yes.
Can it be done with any reasonable set of gear you will actually HAVE by the time you reach those areas, by ALL classes, in any of the builds that YOU design and that you WANT to play; and at the same time is the content rewarding, efficient, and most importantly FUN to play? Simply: No.
This last part is where the devs fail most spectacularly. While there are gamers that like the "Dark Souls" style of punishing their players for buying their game and see that as "good content"; a healthy majority of the gaming community DON'T. Not to mention the fact that I (and a good amount of others) signed up to play "Neverwinter Online" not "Dark Souls Online." The devs need to realize that most of their player base is this way while they still have a game to run.
Good luck everybody. As for me, no new characters and NO more money into the game until level 73 mobs are GONE from daily areas. No exceptions.
Peace.
Post edited by lewstelamon01 on
Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
> @twilightwatchman said: > Now roll an Archer HR or any flavour of SW instead of an unkillable Paladin, go try the content, and see if you feel the same way. > > Mod 6 mechanics are simply lethal to certain classes, no matter how well someone plays them or with what gear.
I have done it on a SW, so I am well aware... ;)
Like I said, it's not easy, but doable, particularly if you adapt and try different skills/powers. Are some classes better at it? Sure! However it is workable, just have to put the time/effort into learning, that's all!
Sometimes itsjust a fact that the mobs is to hard. I cant go there either i get killed realy fast same as several maps. Got IL 2.0 now and have 3 parts of the pvp gear item lvl 137 rest of gear is item lvl 120-130. no artifact yet tho. i am CW and use shield on Tab to get more def and use pots with 1000 def and they still kill me in 5-6 sec . You that say its not that hard is either a paladin or GF or a op cleric and have full artifact gear and som realy nice enchants. So i agree its to hard. Not possible for me or many others to go at 70 areas to do ordinary quest. My 70k hp is like butter for the mobs and yeah i think you should make it alittle more easy they are still just trash mobs not elites. Sorry for my english and i realy like this game
> @twilightwatchman said:
> Now roll an Archer HR or any flavour of SW instead of an unkillable Paladin, go try the content, and see if you feel the same way.
>
> Mod 6 mechanics are simply lethal to certain classes, no matter how well someone plays them or with what gear.
I have done it on a SW, so I am well aware...
Like I said, it's not easy, but doable, particularly if you adapt and try different skills/powers. Are some classes better at it? Sure! However it is workable, just have to put the time/effort into learning, that's all!
Oh it's possible - although I haven't had the heart to try it on my SW yet. Enjoyable is a different matter. And if a game isn't enjoyable then what's the point?
Mod 6 is basically be tanky or be dead. That would be fine if limited to group content only, but when a pack of 4 redcaps are a life-threatening proposition for someone soloing dailies in Sharandar then something is very wrong.
Comments
The Holy Crusaders guild leader ♚ Mod 10 PVE Destroyer GWF guide ♚ Founding member of the Relentless Alliance
Try different skills, tactics, rotations... If that doesn't work then maybe you do need some better gear w/more HP/defensive stats.
Just saying they are definitely not impossible, just gotta learn and adapt as necessary.
while some classes do have problems with the new content i generally agree
Mod 6 mechanics are simply lethal to certain classes, no matter how well someone plays them or with what gear.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Oh - and in any case, oh Obtuse one, my point was not that some classes have issues (valid though that might be) but that player experience in Mod 6 will vary wildly depending on the exact class and tree they play. Hence catch-all advice such as that offered in good faith by Kolat is frequently unhelpful.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
i play GF, when you do some tasks, like rescue the captives or punish oppressors, kill those black knights first and fast before they get bigger. watch where you stand when these torturers spin attacking, you dont want to be push into other set of hostile groups nearby, just like these guys said, learn and adapt, and i am aware of most classes are having problems to survive.
need to run faster to get away? get more red enchants for moveablity on utility slots and get them very high ranks.
in Sharandar, always kill Witherers first, they are healers.
also, in IWD and Dread Ring, kill the weakest first so you get less damages, but for IWD, go for archers first if you can if there is no healers in group, they die fast, lower health.
another option, play a few alts just to unlock few more artifacts from Vaults of Nine the better your item scorebase go up. higher the base better you survive.
those who play Hunter or warlocks, they can kite around and dodge alot if played right, CW can do that too until they get badly nerfed on root and hold ups on shorter durability and longer cooldowns that hurt and CW depends to survive.
they shouldnt be nerfed for PvE and should have had PvP skill mode switch for PvE and PvP. devs just did wholesale slaughtered every classes, current team has no clue what did the original dev team created and it was balanced for PvE and these guys came in later replaced originals and put up with PvP which cause so many problems which they should have created a new PvP combat skills.
But as I said the main point is that your experience of game difficulty is hugely dependent on what toon you play, so simply telling everyone to 'adapt and play better' is pointless. For instance, my Paladin cruises through all content with no problem whatsoever but my Archer is severely challenged by groups of Redcaps in Sharandar.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
GWF is king in this Mod 6. Why? High incoming damage => insta-Unstoppable. Plus a reliable quick auto-heal encounter...
Thankfully, someone at PW decided the whole game doesn't need to be a joke, so they left IWD difficulty at a challenging level. You will have to be relatively well geared, have friends, and/or possess some skill in your class. A healing companion doesn't hurt, either.
i didnt say it isnt one of the best classes, but insti and sent is useless HAMSTER and only destro is worth it
gwf no, destroyer. one tree like burk said.
and that "auto heal" encounter are overnerfed in this module. temporary hp+ls+big burst damage is what made possible to gwf do your solo content w/o problems. again, only destroyers (ibs+daring shout+daggers rotation).
ps: i HATE THAT NEW FORUM.
ps2:my god, i have 1,659 posts! that is a lot of HAMSTER.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Some builds have always been superior to others. If you suffer playing archer HR, roll another build, simple as that.
I have 2 toons that are over 2K item level, one of whom is 2.2K item level. Prior to mod 6 I slaughtered everything in PVE, regardless of which toon I was on.
Now, due to the changes, that have the devs pushing people towards certain classes and paths, people who choose to be individuals, or have a play style that differs from what the devs push you toward, the toons are all but useless.
Granted I don't have insane gear, nor level 12 enchants, however I do have what is considered "average" gear and average enchants. What does that mean? I have level 70 greens, plus level 70 artifact weapon, off-hand, neck and belt. I have 4 artifacts, 3-4 of which per toon are purple. In my 2 main toons, I have soulforges, and vorpals, and most enchants are level 8. Each toon has over 50K hp.
The same goes with my wife, who is really the only person I tend to group with in the game. However, more frequently than not we die often, either one or both of us. We know our toons inside and out, and set up our skills and paths to maximize damage and survivability.
As to those who say things like "if you suffer playing archer HR" or what was said about SWs...let me re-iterate this, and I'll use small words: If the devs are making the game so only THEIR vision can survive, why bother creating other paths/builds if you're just forcing us into playing one style? That's very much like telling someone, "We have 5 different models of tv for you to buy and they all have 3 different types of connectors!" "Awesome I'll take that Sharp 60' plasma!" "Sure, here you go!" Then you take it home, all excited to set it up, only to find out it won't use HDMI. So you go back to the store and say, "WTF, you said they all have 3 different types of connectors but there's no HDMI!" "That's right sir, they have S-Video, Coax, and Antenna! If you want to be able to watch tv, then you have to have one of those" "But none of those are HD, I won't be able to watch what I want to watch!" "I'm sorry sir, but that's too bad, oh and by the way, if you want to be able to watch HD we can sell you a converter, but it'll cost you $500. Would that be cash, check or charge?"
Get the point? If Neverwinter/Perfect World states all content except Skirmishes and Dungeons can be played by a single player and their companion, regardless of class/path chosen, then that is what should be, otherwise, they've misrepresented the game in order to make money, I believe that's called fraud.
If you're supposed to level up to 70, and be able to survive using drops from mobs (nowhere does it say you need to have an uber character to survive), then that's what it should be.
Let's make it more personal, if your took a job and were told that you would be a system administrator and be paid $55K a year, but you're actual duties are cleaning toilets and you were paid $10/hr, what would you do?
Regarding PVP, personally I have zero interest or use for it. I don't enjoy it, as 99% of the time those who win are those who spend money on this game, insane amounts of money often. I want to challenge myself, hence I PVE. So, if the majority of content on this game is supposedly PVE, why is Perfect World only seeming to care about PVP? Simply put, it's their money maker. Because they know people will spend money every week/month to be able to compete against others who're spending money. So, they'll tailor the game to PVP.
In the most enjoyable games I've played there is a different skill system for pvp and pve, and the devs dealt with each separately.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Most of us were well-geared before Mod 6, sir. And not all of us have the wallet it takes to meet the current trash mobs.
What is the dodge button for my GF? I'd like to know!
Mod 6 is and always has been a blankety-blank.
more freedom, nothing about "oh, but the broken or weak is the tree "x", etc... will be a hard preview module for the devs (and some playerbase), but...
Now go on, and try doing quests in Dread Ring and Sharandar solo.
Do the same test with an Oathbound Paladin, and you should be able to see the problem here for yourself... hint, not everyone wants to play OP and/or with a load of broken enchantments or artifact equipment.
But do feel free to send me all the bells and whistles now required to play the game again with my former main character...
Can it be done with pain and difficulty? Yes.
Can it be done with any reasonable set of gear you will actually HAVE by the time you reach those areas, by ALL classes, in any of the builds that YOU design and that you WANT to play; and at the same time is the content rewarding, efficient, and most importantly FUN to play? Simply: No.
This last part is where the devs fail most spectacularly. While there are gamers that like the "Dark Souls" style of punishing their players for buying their game and see that as "good content"; a healthy majority of the gaming community DON'T. Not to mention the fact that I (and a good amount of others) signed up to play "Neverwinter Online" not "Dark Souls Online." The devs need to realize that most of their player base is this way while they still have a game to run.
Good luck everybody. As for me, no new characters and NO more money into the game until level 73 mobs are GONE from daily areas. No exceptions.
Peace.
...that's another D'n'Dniverse.
> Now roll an Archer HR or any flavour of SW instead of an unkillable Paladin, go try the content, and see if you feel the same way.
>
> Mod 6 mechanics are simply lethal to certain classes, no matter how well someone plays them or with what gear.
I have done it on a SW, so I am well aware... ;)
Like I said, it's not easy, but doable, particularly if you adapt and try different skills/powers. Are some classes better at it? Sure! However it is workable, just have to put the time/effort into learning, that's all!
Mod 6 is basically be tanky or be dead. That would be fine if limited to group content only, but when a pack of 4 redcaps are a life-threatening proposition for someone soloing dailies in Sharandar then something is very wrong.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder