Idk. I am really not supporting when 5 overgeared dps classes are runing w/o support like in mod4 lostmauth.
Now tanks/paladins will be less wanted.
Big facehit to players with main character Paladins.
stock and stone I can master, but there's a Wizard to manage here!
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Idk. I am really not supporting when 5 overgeared dps classes are runing w/o support like in mod4 lostmauth.
Now tanks/paladins will be less wanted.
Big facehit to players with main character Paladins.
Once again a wrong assumption. Dungeons will not be affected by this. Tanks still have an important role to play as this change does nothing for 71-73 mobs or any bosses.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
+ 25% less damage and less hp for level 60-70 mobs
+ 50% less damage and less hp for level 70+ mobs
in open maps and campaign areas.
+ 15% less damage and less hp for level 60-70 mobs
+ 25% less damage and less hp for level 70+ mobs
in normal skirmishes and dungeons.
Gearing up for epic skirmishes and dungeons should be much more easier. Or at least change your numbers:
+ 50% less damage and 25% more hp for level 60-73 (?) mobs
that would still be enough.
And fix the bugs in artifact equipment and armor/weapon enchantments, that should bring a few "difficulty is fine" sayers down to earth again.
This is only for mobs under 70? lol what? The problem is 73 mobs being 500% stronger than their counterparts at equivalent levels. This does nothing but make the 3 dungeons that newbies can do and the content they have to face even harder. Good lord cryptic what goes on at the developer meetings?
well well well I am a op tank and I realy dont care I can do esos and Kessels elol ecc without any problem.
you have to work as a team and hear and listen what another person say.
But al you can think is damage damage and damage after mod6 that is old school.
so try it as a team and dont THINK SOLO
As a tank, I am glad to see, they are not planning to decrease the dmg on mobs 71+. I understand that most people are not able to tank them, but in my opinion that is the whole point if you're not a tank.
However, I realise that in some cases the mob level is 71+, while the quest seems to ask of you do be able to solo it. This might not be the case for all classes and lowering the levels of some mobs, for solo pve quests might be a solution, without harming the dungeons/skirmishes in a negative way, for those who say they cant complete their quests.
+1 Class fixes, hope you realise that the classes still have massive amounts of bugs. Not even half of them are fixed since the release of mod6.
I think many people here are misinterpreting the adjustments to mobs. Shar, DR, WoD and IWD will NOT be affected. This was done to make lvling to cap easier. No change to max lvl/end-game content, which is where this change was sorely needed.
What makes you so sure the: 6-~70, dosent mean mobs over lvl 70?
Maybe theres a reason for the ~
I am still trying to understand the concept of how will it help levelling up, cause in Spinward Rise the Cloud Giants are the ones which are nasty critters, and they don't die easily even when you have a paladin, or a DC. Non healing classes still taste the dirt within 3-4 hits from them, cause the gear they have access to is no better. Mobs and bosses in Spinward Rise, IWD and WoD are still and heavily critted up, but your patch has nothing to do with the last two zones. And look to what you are saying, we are reducing their damage by 25% and increasing their HP by 50%. I mean a simple Maths student from 5th year of junior school will tell you that you have just increased the difficulty nothing else. Just saying to put up a strategy to kill them is not viable unless you have more hands, means now you want us to always party for all such quests? No sir, this is simply not favouring the gamers.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
What makes you so sure the: 6-~70, dosent mean mobs over lvl 70?
Maybe theres a reason for the ~
Well they are notorious for being ambiguous. IMO if they meant all mobs they would have said ALL mobs. Should have written it as 6-70+ then. But then Murikan English is an entity unto its own. They make new HAMSTER up all the time...
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
obsiddiaMember, NW M9 PlaytestPosts: 1,025Arc User
edited June 2015
Wow. I can't imagine an Erinyes with double hit points and near instant regeneration.
Did you really think anyone could steal the power of the god of thieves?
I get the feeling that the devs really don't want to lower the difficulty, but the player outrage has been so deafening that they have to appear to do something. This doesn't cut it, IMO.
I've gotten so disgusted that lately I'm replaying single-player games instead.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Simply stupid idea, 50% HP boost?
Im lucky Im done with lvling my toons.
But Im afraid cmpaigns will be pain in a*s.
Dear PW, do you know how annoying is to lvl up with tank or healer class?
Do you know that Sharandar, Icewindale and Dragons campaigns takes more than a month of daily grind?
How do you expect to see more healers/tanks/nondps classes if you make game so annoying for them?
And you need them because of how new dungeons are made.
Maybe its YOUR way to enforce players to buy ZEN market campaigns or gennies gift from AH.
But it will not improve OUR gameplay.
There are things that are going to be better, Im glad you working on the game and try to make it better.
But I do not think simply adding/decreasing dps/hp will change much.
I would like to see more special attacks on mobs, that hit as hard as they do now,
BUT they can be avoided, mobs can be interrupted, etc. especialy in lvling up and campaing areas.
Now we have stupid things like dread servitors killing hidden TR or shooting with dagger through walls,
Blue Dragon Wings that have better shield than GF or White one, that cannot be stopped by melee class, becaouse he will start spinning quicker than you can cast any melee skill...
Many casters that are immune while casting spells, etc.
In general casters have way to big HP pool which is not reflected in Neverwinter lore.
I know you work hard to improve the game, but its sad to see its not going the way community would like to see it.
I think many people here are misinterpreting the adjustments to mobs. Shar, DR, WoD and IWD will NOT be affected.
That's what I tought... again, some changes that ignores the player's feedback.
Weapon Enchants... are they really bugged? when will it be fixed??
Where's the promised Blog with the information about what fixes are being done, when they will be on and the FAQ for the forum?
Shall we call Tony Stark to fix all this mess?
0
instynctiveMember, NW M9 PlaytestPosts: 1,885Arc User
edited June 2015
There are some nice fixes in this patch... but I have to agree that the 50% more HP is excessive. The numbers in this game are WAY too big as it is.
It saddens me that NW is getting farther and farther from actual AD&D and closer to "other MMOs". Don't cater to that crowd. Cater to the actual AD&Ders, especially since you've got the D&D logo plastered all over everything. That is the sole reason I started playing this thing.
My guild has been bleeding members since Mod 6, and I've lost a significant number after every patch since. The diehards are still there, of course, but even they are grumbling about the direction this game has taken.
I think many people here are misinterpreting the adjustments to mobs. Shar, DR, WoD and IWD will NOT be affected. This was done to make lvling to cap easier. No change to max lvl/end-game content, which is where this change was sorely needed.
Leveling to cap takes 2 weeks at most, which is way too fast. I can level a character from 11 to cap in a month and a half (I used up a character slot to test this. I have a level 70 TR with an ilvl of 100). However, it's going to take me another year to get my artifacts on my mains to orange/teal. The company has it backwards.
I know, I know "power creep". Again, if they based monster difficulty on a character's ilvl, it would be impossible to have a "power creep".
The problem with the current difficulty is just a few trash mobs in T2 dungeons. The rest is OK .. with the exception of Sharandar and Dread Ring that could use a bit of a dmg boost .. way too easy.
CRYPTIC stop destroy game,please remove that "All enemies deal roughly 25% less damage",you again do one step back, again SUPPORT CLASS by dont needed on party. REMOVE THAT!!!
So, you think they should have just increased their hit points??
I was about to purchase the companion from Elminster's shop, but the server went down. Will the remaining 4 hours still be active, when the server comes up?
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santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
I appreciate that the devs are hitting some of the areas I've been stewing on for some time. And I applaud that. Improving invocation (I liked it just fine before Mod 6) is a bonus. As far as PVE difficulty, my no. 1 complaint, I'll have to see how it goes, however.
I think many people here are misinterpreting the adjustments to mobs. Shar, DR, WoD and IWD will NOT be affected. This was done to make lvling to cap easier. No change to max lvl/end-game content, which is where this change was sorely needed.
Lirithiel is right except for one thing. spinward rise ( already long and tedious) will now be impossibly long for OP
It includes the 70-73 enemies, that's what ~70 implies at least.
As an OP primary player now I'm going to "wait and see", it might take some tweaking of stats, and I'll probably have to stop soloing HEs, but I don't really for see a long term problem.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Leveling to cap takes 2 weeks at most, which is way too fast. I can level a character from 11 to cap in a month and a half (I used up a character slot to test this. I have a level 70 TR with an ilvl of 100). However, it's going to take me another year to get my artifacts on my mains to orange/teal. The company has it backwards.
You're probably doing something wrong then. The fastest I can level a toon from 1 to 70 is about 36 hours of gameplay. 1-60 takes me roughly 18 hours. 60-70 is another 18 hours. Are you using Azures in your utility slots? Equipping a cheapo lvl 60 arti belt for the extra utility slot? Using Xvim and Mulhorand/Dragon Bone? All of these are available to every player and don't take that long to farm them. Be smart with your time and you'll see that this change will only shorten the time it takes to level a toon from 1-70.
You should fix your math to deal with the damage. Everyone has noticed base mob damage will be multiplied by large numbers for no obvious reason, mobs do massive combat advantage damage and DR can bug out and be a damage buff for mobs. Fix that and we'll see if spike damage is an issue. Still no LOL set fix, dps classes still wildly imbalanced, no weapon enchant fixes, where are the dungeons?
You're probably doing something wrong then. The fastest I can level a toon from 1 to 70 is about 36 hours of gameplay. 1-60 takes me roughly 18 hours. 60-70 is another 18 hours. Are you using Azures in your utility slots? Equipping a cheapo lvl 60 arti belt for the extra utility slot? Using Xvim and Mulhorand/Dragon Bone? All of these are available to every player and don't take that long to farm them. Be smart with your time and you'll see that this change will only shorten the time it takes to level a toon from 1-70.
I'm not doing anything wrong. I have a life, a family and a job.
However, you just further proved my point that leveling is out of control in this game. Once a character hits 70 (well, 60), this game becomes mind-numbingly, soul-sucking BORING. Same HAMSTER, different day, over and over and over and over. There is no more adventure. There is no more exploration. There is nothing but the daily grind, starting with EE.
No, I don't know why I stay. But I do.
It should take MONTHS to level to cap. Not a day and a half.
Comments
Now tanks/paladins will be less wanted.
Big facehit to players with main character Paladins.
Once again a wrong assumption. Dungeons will not be affected by this. Tanks still have an important role to play as this change does nothing for 71-73 mobs or any bosses.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
+ 50% less damage and less hp for level 70+ mobs
in open maps and campaign areas.
+ 15% less damage and less hp for level 60-70 mobs
+ 25% less damage and less hp for level 70+ mobs
in normal skirmishes and dungeons.
Gearing up for epic skirmishes and dungeons should be much more easier. Or at least change your numbers:
+ 50% less damage and 25% more hp for level 60-73 (?) mobs
that would still be enough.
And fix the bugs in artifact equipment and armor/weapon enchantments, that should bring a few "difficulty is fine" sayers down to earth again.
you have to work as a team and hear and listen what another person say.
But al you can think is damage damage and damage after mod6 that is old school.
so try it as a team and dont THINK SOLO
However, I realise that in some cases the mob level is 71+, while the quest seems to ask of you do be able to solo it. This might not be the case for all classes and lowering the levels of some mobs, for solo pve quests might be a solution, without harming the dungeons/skirmishes in a negative way, for those who say they cant complete their quests.
+1 Class fixes, hope you realise that the classes still have massive amounts of bugs. Not even half of them are fixed since the release of mod6.
What makes you so sure the: 6-~70, dosent mean mobs over lvl 70?
Maybe theres a reason for the ~
Well they are notorious for being ambiguous. IMO if they meant all mobs they would have said ALL mobs. Should have written it as 6-70+ then. But then Murikan English is an entity unto its own. They make new HAMSTER up all the time...
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I've gotten so disgusted that lately I'm replaying single-player games instead.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Im lucky Im done with lvling my toons.
But Im afraid cmpaigns will be pain in a*s.
Dear PW, do you know how annoying is to lvl up with tank or healer class?
Do you know that Sharandar, Icewindale and Dragons campaigns takes more than a month of daily grind?
How do you expect to see more healers/tanks/nondps classes if you make game so annoying for them?
And you need them because of how new dungeons are made.
Maybe its YOUR way to enforce players to buy ZEN market campaigns or gennies gift from AH.
But it will not improve OUR gameplay.
There are things that are going to be better, Im glad you working on the game and try to make it better.
But I do not think simply adding/decreasing dps/hp will change much.
I would like to see more special attacks on mobs, that hit as hard as they do now,
BUT they can be avoided, mobs can be interrupted, etc. especialy in lvling up and campaing areas.
Now we have stupid things like dread servitors killing hidden TR or shooting with dagger through walls,
Blue Dragon Wings that have better shield than GF or White one, that cannot be stopped by melee class, becaouse he will start spinning quicker than you can cast any melee skill...
Many casters that are immune while casting spells, etc.
In general casters have way to big HP pool which is not reflected in Neverwinter lore.
I know you work hard to improve the game, but its sad to see its not going the way community would like to see it.
That's what I tought... again, some changes that ignores the player's feedback.
Weapon Enchants... are they really bugged? when will it be fixed??
Where's the promised Blog with the information about what fixes are being done, when they will be on and the FAQ for the forum?
Shall we call Tony Stark to fix all this mess?
It saddens me that NW is getting farther and farther from actual AD&D and closer to "other MMOs". Don't cater to that crowd. Cater to the actual AD&Ders, especially since you've got the D&D logo plastered all over everything. That is the sole reason I started playing this thing.
My guild has been bleeding members since Mod 6, and I've lost a significant number after every patch since. The diehards are still there, of course, but even they are grumbling about the direction this game has taken.
Leveling to cap takes 2 weeks at most, which is way too fast. I can level a character from 11 to cap in a month and a half (I used up a character slot to test this. I have a level 70 TR with an ilvl of 100). However, it's going to take me another year to get my artifacts on my mains to orange/teal. The company has it backwards.
I know, I know "power creep". Again, if they based monster difficulty on a character's ilvl, it would be impossible to have a "power creep".
"...I grab my wiener and charge!" - ironzerg79
So, you think they should have just increased their hit points??
Lirithiel is right except for one thing. spinward rise ( already long and tedious) will now be impossibly long for OP
As an OP primary player now I'm going to "wait and see", it might take some tweaking of stats, and I'll probably have to stop soloing HEs, but I don't really for see a long term problem.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
And still no fix to Harrowstorm, of course.
You're probably doing something wrong then. The fastest I can level a toon from 1 to 70 is about 36 hours of gameplay. 1-60 takes me roughly 18 hours. 60-70 is another 18 hours. Are you using Azures in your utility slots? Equipping a cheapo lvl 60 arti belt for the extra utility slot? Using Xvim and Mulhorand/Dragon Bone? All of these are available to every player and don't take that long to farm them. Be smart with your time and you'll see that this change will only shorten the time it takes to level a toon from 1-70.
//joy
You should fix your math to deal with the damage. Everyone has noticed base mob damage will be multiplied by large numbers for no obvious reason, mobs do massive combat advantage damage and DR can bug out and be a damage buff for mobs. Fix that and we'll see if spike damage is an issue. Still no LOL set fix, dps classes still wildly imbalanced, no weapon enchant fixes, where are the dungeons?
— (The unwritten rule)
I'm not doing anything wrong. I have a life, a family and a job.
However, you just further proved my point that leveling is out of control in this game. Once a character hits 70 (well, 60), this game becomes mind-numbingly, soul-sucking BORING. Same HAMSTER, different day, over and over and over and over. There is no more adventure. There is no more exploration. There is nothing but the daily grind, starting with EE.
No, I don't know why I stay. But I do.
It should take MONTHS to level to cap. Not a day and a half.
"...I grab my wiener and charge!" - ironzerg79