There was an answer to the question about level 71+ mobs getting reduced hitpoints, but no one answered whether the difficulty for level 71+ mobs had been adjusted. We are asking if the difficulty was lowered as well as the hitpoints. It was stated that they were being adjusted as well but there is no conformation that it was done in this patch.
Yes, lvl 71+ mobs has been tweaked a little. They updated the patch notes and it now states :
Elemental Evil
Greatly increased the amount of experience Vigilance tasks give across the board.
Reduced the number of Vigilance tasks needed to complete the meta quests from 16 to 8.
Enemies from levels 61 through 70 have had their damage reduced slightly.
Enemies from levels 61 through 70 have had their hit points reduced substantially.
Enemies from levels 71+ have had their Hit Points reduced slightly, this includes campaign zones and dungeons.
Yes, lvl 71+ mobs has been tweaked a little. They updated the patch notes and it now states :
Elemental Evil
Greatly increased the amount of experience Vigilance tasks give across the board.
Reduced the number of Vigilance tasks needed to complete the meta quests from 16 to 8.
Enemies from levels 61 through 70 have had their damage reduced slightly.
Enemies from levels 61 through 70 have had their hit points reduced substantially.
Enemies from levels 71+ have had their Hit Points reduced slightly, this includes campaign zones and dungeons.
That just says their hit points was slightly reduced but doesn't say anything about whether or not their difficulty was changed or not. That is the question that was being asked in the patch notes that wasn't answered there.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Reducing hitpoints does alter the difficulty. Making things die faster makes them easier to deal with. Sheesh.
rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
I was able to run the quests today in Well of Dragons with my main cleric and I did not even come close to even thinking of getting killed. So yes, those mobs are changed now, for certain.
I was afraid that they were only really changing 60-70...I had not problem with 60-70...its only the 70+...either scale down the difficulty or beef up the classes that die against scrubs...you did nothing to really fix the problem...uggh
I went to Icewind Dale today to see what it was like after this update and it wasn't any different. I know they said they changed the mobs 71+ but I did not see any difference. At least in Icewind Dale. I honestly don't think they did change the damage of mobs over 70 as that was never confirmed. And as far as the hit points are concerned, I think they are still to high in the campaign zones. Sharandar and Dread Ring need a 10% more drop in damage and hit points. Icewind Dale and maybe WoD ( haven't tried it yet ) needs at least another 25 to 40% drop in hit points and another 15 to 25% damage reduction on all mobs. My OP took so long just to kill 1 bear in Icewind Dale it was ridiculous. It would take so long to do my 3 quests over there that it just isn't worth even going there anymore nor is it any fun.
rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
I didn't notice much difference on 71+ enemies.
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rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
Well I just got my butt handed to me on the Cult Prison mission in WoD by the Warden same as months ago when Mod 6 went live. This "difficulty patch" is a damn joke. IF the boss has "slightly" lower HP I can't tell because I die in 2-3 hits.
Betting everyone that says this isn't running a DPS class/is over geared for the area.
Well I just got my butt handed to me on the Cult Prison mission in WoD by the Warden same as months ago when Mod 6 went live. This "difficulty patch" is a damn joke. IF the boss has "slightly" lower HP I can't tell because I die in 2-3 hits.
They specifically mentioned that boss HP isn't changed.
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rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
That's nice. Boss HP isn't the problem though. I hope they still plan on addressing the remaining difficulties introduced by Mod6 because what they've done so far isn't going to cut it for a majority of the people wanting this HAMSTER fixed.
Sharandar, Dread Ring, and Stronghold mobs all hit the same and they sure don't seem to die any faster so if they did adjust them; it was by a negligible amount. I run those zones including IWD and WOD solo on my CW so it's not like she's under geared or weak. I haven't tried IWD or WOD since this patch so I can't speak as to whether those mobs have been adjusted or not.
I was goofing off on my 60 pally last night went to well of dragons was able to do all the first quests except the prison quest got to the warden and he anilated me but was surprised could kill anything at all.
Oathbound Paladin has no problems at all in any campaign area... even if you go in at level 60 with quest equipment.
But do try the same with any other class with the same level and equipment... have fun!
On topic, the answer would be, not really.
The problem with mobs, that can flatline you in a single attack, is still not fixed.
And few less hitpoints won't change the fact, that most level 71+ mobs can still hit you like a truck with normal attacks.
I definitely felt the changes in sharandar and dread ring but WoD was the same. Almost died again when doing cult prison. Haven't tried icewind dale yet.
It would be really helpful, if they reduced the Critical Hit Chance of archers in dungeons, and if they removed the random super-mobs in campaigns. There is nothing more frustrating, if you need to kill a special bunch of mobs and these suddenly appear with a bigger HP bar than normal.
But the changes are active in dungeons too? 1600/2000 a bit easier?
For those dungeons no. I have not seen a change yet. I run my OP and its the same for ELOL and others pre patch and post patch. No difference yet however I did notice a slight diff in IWD... In Shar and Dread well I'm level 70+ so those havent been a problem. If i had to guess i would say they are a bit easier though and mobs seem to die quicker.. (but thats just a guess.) The area's that concerned me were the 1600+ quests/dungoens. I expect they'll get it squared away soon though.
There is a slight bit of a difference but not enough to really be that helpful to a lot of the classes. I still won't even try to play my HR as I know it wouldn't even remotely be fun. And my OP takes so long to kill anything in Icewind Dale that it just isn't worth going there. WoD is probably the same. They still need to do a lot more adjusting to all the campaign zones to make it fun again and not an extreme chore for some classes. Without uber gear, if you can afford it or have the time to grind it, the game still gets less fun as you level up. Especially if you really just enjoy playing on your own as I do.
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dheffernanMember, NW M9 PlaytestPosts: 216Arc User
FWIW, my HR is a freaking killing machine. Plows right through things, at least in the campaign zones. Crushing Roots is a huge help.
@Venture-1@Venture from City of Heroes if you remember that far back. Yes, *that* Venture. Yes, I probably trashed your MA arc. For me it was Tuesday.
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Neverwinter Census 2017
All posts pending disapproval by Cecilia
Elemental Evil
Greatly increased the amount of experience Vigilance tasks give across the board.
Reduced the number of Vigilance tasks needed to complete the meta quests from 16 to 8.
Enemies from levels 61 through 70 have had their damage reduced slightly.
Enemies from levels 61 through 70 have had their hit points reduced substantially.
Enemies from levels 71+ have had their Hit Points reduced slightly, this includes campaign zones and dungeons.
That just says their hit points was slightly reduced but doesn't say anything about whether or not their difficulty was changed or not. That is the question that was being asked in the patch notes that wasn't answered there.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Betting everyone that says this isn't running a DPS class/is over geared for the area.
They specifically mentioned that boss HP isn't changed.
NW-DHNVMMGVJ Dragons horde part one.
http://youtu.be/0KbqTWeJqxc
But do try the same with any other class with the same level and equipment... have fun!
On topic, the answer would be, not really.
The problem with mobs, that can flatline you in a single attack, is still not fixed.
And few less hitpoints won't change the fact, that most level 71+ mobs can still hit you like a truck with normal attacks.
For those dungeons no. I have not seen a change yet. I run my OP and its the same for ELOL and others pre patch and post patch. No difference yet however I did notice a slight diff in IWD... In Shar and Dread well I'm level 70+ so those havent been a problem. If i had to guess i would say they are a bit easier though and mobs seem to die quicker.. (but thats just a guess.) The area's that concerned me were the 1600+ quests/dungoens. I expect they'll get it squared away soon though.
DR remains iffy at best. Servitors appear to be the problematic mob here.
IWD and WoD are complete losses; she gets horribly murdered.
I thought STO had the worst level cap increase implementation I'd seen but Cryptic managed to outdo themselves with this one.