I've been playing NWO for a while coming back and forth, came back for the OP and was pretty disapointed by mod 6 however i still have faith in NWO, I've seen too much MMO sink due to bad decisions so i'll give my ideas to improve the game(hoping some devs are still reading the forum), they are purely subjective so feel free to comment.
btw im not an english native so forgive my mistakes
What needs to be immediately done
- change 61-70 zones(i'll come back to it later)
- change epic dungeons so they are less frustrating and feel more epic in a better way
- fix bugs and lags
- reverse XP change
61-70 zones
When you enter a new zone you get the current vigilance quests as normal quest and once you've finished them you can go to the next zone and unlock repetable vigilance quests also change the XP reward accordingly so you don't have to farm repetable. I think it would be a more natural progression.
epic dungeons
Once you become lvl 70 you get the tittle of "legendary hero", can you tell me where in hell does a legendary hero get one shotted by randome trash mobs still remember my first elol with my fresh 1600iL Prot OP rushed into a pack, got killed, got rezed, killed again, repeated it a few times and finally got kicked.
-I think you should increase mob HP by a lot but drastically reduce the damage of their normal attack so that healer have the time to react if someone get hit.
I think that longer fight would be more epic and feel more challenging because you'll have stay focus longer.
PVP
Give us a freaking deathmatch, i mean PVP is about fighting others but in GG i see more people ignoring the enemy the fighting him. Give us a proper arena so we can kill enemies to our heart content and i don't think it will ever be possible to balance the objective-based PVP of NWO.
-Make some spells work differently in PVP and PVE so that changing one don't affect the other.
-For pre-70 pvp OP pretty much ruined it because they are so annoying to kill so the winner is often the team with the more OP also put a limit to enchantment rank, and arti that can be slotted a character (ever met a lvl 10 OP withe mythic WOE and 20k+ HP that's pretty hard to kill)
Cash shop
First of all when the player feel like he has to pay to play the game "normally" he leaves and that's pretty much what's happening now with new XP and XP boosts.
-So add more fashion, dye, armors and weapons transmute, a lot of player are ready to pay to look cool and more importantly not like everyone else
-After the armored giant strider and the soon to come giant snail you should change every mounts so that they give some kind of bonus and give us a way to upgrade current mount rank 4
-Make old lockboxes availablle somehow so that everyone feel that he can get everything(Why not put it in the tarmalune store)
-For promotions, exclusive things should be purely cosmetic everything that provide a particular bonus should be available after some time
Active companions
I think that making active companion controllable would give much more depth to NWO gameplay so here's afew idea
-We should have one slotted companion that we can summon/unsummon anytime (maybe add a CD) and that we can only change out of combat.
-Give us a few commands like go here, stop, follow
-enable us to manually use their ability, and toggle it on/off
-possiblity to set our companion behaviour the usual aggressive/passive...
Classes
I understand that balancing the game is difficult but i'm sure that some people just want their class/parangon/path to be viable and don't care about being first. Here's a few change i'd like to see
-buff HR at wills and some skill that Trapper don't use (rain of arrow/rain of swords, marauder rush, boar charge) and HR's shift feels slightly off
-Add an invulnerabily frame at the start of GF/OP/GWF/SW shift so that they can be on par with other classes but increase the stamina cost to start it.
Awaiting your reactions
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Comments
then learn to play your class, go to paladin section and dont come out til you read the guides, ofc you will get 1shot if you try to tank everything with your face
if they did the hp and dmg thing then nobody would have a reason to play tank(or healer), ppl would just run 5x GWFs and cut everything to little pieces in seconds, like in previous mods
no wonder you got kicked, LoL doesnt even need a tank nor healer, ToS doesnt need a healer either, as long as party has decent(not BiS) gear and tank knows what hes doing
That is not tanking, that is more like the thing a damagedealer should do... avoiding to get hit at any cost.
I played as tank in several MMOs over the years, most of the time, it's making sure that the NPCs hit you and no one else - with a few exceptions for special attacks, that have to be avoided.
WoW, Karazhan: The Big Bad Wolf comes to mind, only that everyone would be Redcap the whole time over...
its not mod5 when you could <Let's please not use that term. It is considered a slur to many. Thank you.>
For the L2P comment, I know I wasn't playing correctly at the time (not the right build, not the right stuff) but how do you expect people to learn how to play their toon, when they facerolled through all the content at least till 60 and 3 man-dungeons are a joke.
And again I'm just giving my opinion so you're free to disagree but please stay polite
because most ppl know it or have played it at some point.
And btw. if a group of damagedealers can get through dungeons in NWO, then there is something wrong here too, and should be changed... remember your blabla about difficulty?
Shouldn't that work both ways?
Meaning, if you have no tank and no healer around, you shouldn't even be able to complete a dungeon at all.
How would you like that kind difficulty for a change?
A dungeon should require a group of players working together within their class descriptions, the tank does his tanking, the healer does his healing and the damage dealer does his damage dealing.
Running around like headless chickens should only happen, when something goes sideways... and it should not be the "way to play your tank".
But i doubt that any of those concerns will be taken into considerations by the Devs... those are too buzzy with their next new module Stronghold.
Enjoy the grind, that will be coming with Stronholds this summer.
And let's see how many players will be sticking around for the Underdark module at the end of this year...
I didn't realize anyone's class description mentioned 'Stand mostly still, and keep everything grouped around you'.
If you had ever played actual D&D you'd know that 'tanking' is basically running around like a chicken with your head cut off, trying to keep things off your squishies. Its not stand in the center of the room and call all the enemies to you. Its not tank and spank. Hell up until recent editions you had no mechanical way really to make/encourage things to attack you.
A game based around D&D is not going to be a straight up tank and spank game. Its going to require lots of movement. Its going to require you to do things you don't do in other games. You are just going to have to learn how things work.
Now is the way things are implemented the best? Probably not.
In short, if a decent geared tank can't actually take normal hits from trash mobs in dungeons, then something is really off.
But to keep it in the line of "D&D", they should also give the enemies 4k+ run speed, control resistent and have them resetting their targets every x seconds.
Why should the tank be the only one, that has to run around like a chicken... running times for everyone.