Undoing that would be the same as kicking every wallet warrior in the face with a sledgehammer dripping in acid.
Easy come, easy go, right?
But wouldn't the best and most skilled PvPers welcome the change? If they removed gear from the equation (and again, assume better class balance), then it's the best PvPers that would shine. No longer would the best be tormented with the cries of losing opponents...."Hurr hurr pay to win loser!" or "I could beat you, but I can't beat your credit card" or "No life loser has all the time to grind for his gear!"...all of that anger and animosity goes away if there's no gear component to PvP.
It really is a level playing field, which after all, seems to be what the true PvPers want, right? So they can decide who really is the best player, not just the best geared? Or am I reading that wrong?
So wouldn't removing "wallet warriors" from PvP be simply one of the best immediate fixes for PvP? And what if all the rewards for PvP were cosmetic? Or you did have a gear progression that was PvP specific, only functioned in PvP and PvE gear wasn't allowed in PvP, but the difference between BiS and the bottom was only 10%?
Or do people just have to accept the fact that monetization plays a huge part in PvP, and either live with it. Or walk away?
All they need to do , aside from some very important balancing is to split pvp up into tiers at 70 based on item level. stronghold boons should add to item level if they are allowed in pvp, as well as pet abilities. This way the complany gets to keep it's income, and players will feel more inclined to play pvp, as the difference in gear level would be capped.
Undoing that would be the same as kicking every wallet warrior in the face with a sledgehammer dripping in acid.
Easy come, easy go, right?
But wouldn't the best and most skilled PvPers welcome the change? If they removed gear from the equation (and again, assume better class balance), then it's the best PvPers that would shine. No longer would the best be tormented with the cries of losing opponents...."Hurr hurr pay to win loser!" or "I could beat you, but I can't beat your credit card" or "No life loser has all the time to grind for his gear!"...all of that anger and animosity goes away if there's no gear component to PvP.
It really is a level playing field, which after all, seems to be what the true PvPers want, right? So they can decide who really is the best player, not just the best geared? Or am I reading that wrong?
So wouldn't removing "wallet warriors" from PvP be simply one of the best immediate fixes for PvP? And what if all the rewards for PvP were cosmetic? Or you did have a gear progression that was PvP specific, only functioned in PvP and PvE gear wasn't allowed in PvP, but the difference between BiS and the bottom was only 10%?
Or do people just have to accept the fact that monetization plays a huge part in PvP, and either live with it. Or walk away?
All they need to do , aside from some very important balancing is to split pvp up into tiers at 70 based on item level. stronghold boons should add to item level if they are allowed in pvp, as well as pet abilities. This way the complany gets to keep it's income, and players will feel more inclined to play pvp, as the difference in gear level would be capped.
There aren't enough people playing Neverwinter to segregate level 70 players that are bothering to play PvP.
One aspect on current vs. pre-Mod-6 "free for all gears", which exacerbates the situation:
Removal of diminishing returns - leveling off the effect gain per stat point spent in higher stat values - means that the (immense) stat advantage of BiS also translates directly to effect advantage. Plus the increasing yield from higher Enchantment Ranks add on top of that (the gain increase is IMHO fully justified, as the costs increase even more, but that's not the dispute here).
Let's do the math, just a rough guesstimation calculation:
Look at a 2.5k player in top-notch T2 PvP armour vs. a 4k+ BiS one. So for simplification's sake assume Tenacity is all but equal, and even ignore the Weapon and Armour Enchantments, and ignore the slightly better HP & base stat values of the elementally infused Armour set. Let's further ignore fancy enchantments like Tenebrous. ArtiGear is Lvl-70-stuff.
2.5-ey is all just-turned-purple gear (to compensate for the last simplification), personalized rings, all R8 => IL somewhere 2.5k +/- a few.
The BiS combatant has all R 12, and all teal artifacts, all-orange ArtiGear, and hence an additional 4 enchantments. (Also keep in mind that with the current pet-participation there's another 6 R12s counting on the augment, but for both of them)
So 2.5-ey has 14 enchantments + 6 on pet = 20. Multiply by 280 and get 5600 stat points (simplicity => single stat).
BiS-Babe (or -Boy) has 4 additional slots on the artiGear. Yields 24 * 700 = 16800 stat points (on a side note, the four additional R12-filled slots give 50% of the stat points 2.5ey has IN ALL HIS SLOTS!!!)
Artifacts: 2.5ey's 6x purples give a rounded 700 stat points each, four slots, 2800 stat points total. BiS: 4 * 2600 = 10400.
ArtiGear (classical version, not SH, for simplicity):
Weapon + Offhand (let's ignore the TR & HR stat difference, they're compensated by higher off-hand stats anyway): - Lvl 35 ca. 5400 points + 700 = 6100 stat points - BiS 6850 + 1050 = 7900 stat points... ...plus the slots (figured above), and a higher base damage (not figured in).
Belt & Cloak: - Lvl 35 ca. 1200 * 2 = 2400 - BiS ca. 1900 * 2 = 3800
Augment pet and its Runestones: - 2.5ey's 3 unprefixed Bonding RS =>3 * 370 = ca. 1100 plus R30 Allure Stone's 1200 => 2300 - BiS R12 Bonding RS => 3 * 840 = ca. 2500 plus Legendary Allure Stone's buff (have none, not listed in wiki, don't know stat buff, and guesstimate 1800...) => 4300
Base gear for both is all but equal and - Ignoring basic HP buff and Tenacity - gives something along the line of 14100 stat points (Chest 2500, 3x 1600 = 4800 Helm/Arm/Foot, Rings 800 * 2 = 1600, Undies 750 * 2 =1500, Loyals on Augment give 3 * ca. 1750 = ca. 3700).
...so, 2.5ey has 33300 stat points: 14100 base gear + 5600 Ench + 2800 Artifacts + 8500 Artigear + 2300 AugPet BiS-Boy (or -Babe) has 57300 stat points: 14100 base gear + 16800 Ench + 10400 Artifacts + 11700 Artigear + 4300 AugPet
Not factored in are higher base damage, set bonus, buffs from the other pets, Weapon & Armor Enchants.
Before Mod6, DimRet made this a difference in HP and Damage, mainly, because most other stats gave significantly lower yields when overstacked - and it already was quite a ROFLstomp experience.
Now all these stats can be applied wherever ppl feel like, and they have full effects almost everywhere, which also leads to multiplicative effects which exacerbat this even more - think 150% the HP with twice the DR and being attacked with half the ArPen => imbalance factor ca. 6... ...just for guesstimation & illustration purposes.
TL;DR: The imbalance is bad, due to removal of diminishing returns waaaay worse than pre-Mod-6, as is shown with some figures. All these players are tossed into the the same battle against each other. How could this possibly go wrong...
If you do want to make "end-game" cap easier to reach, it should stop at rank 8s, blue artifacts and greater/normal level enchantments.
Anything beyond that is overgearing for content, if you make it easy to get to what the current cap is, the game would be ridiculously easy, and the gear gap will be HUGE. right now most people are in the same area, with a handful of BiS. if it was easier to get to the current cap, new players will be overshadowed more than they are now
Who would take a 2k player when there would be 4k players a plenty?
Undoing that would be the same as kicking every wallet warrior in the face with a sledgehammer dripping in acid.
Easy come, easy go, right?
But wouldn't the best and most skilled PvPers welcome the change? If they removed gear from the equation (and again, assume better class balance), then it's the best PvPers that would shine. No longer would the best be tormented with the cries of losing opponents...."Hurr hurr pay to win loser!" or "I could beat you, but I can't beat your credit card" or "No life loser has all the time to grind for his gear!"...all of that anger and animosity goes away if there's no gear component to PvP.
It really is a level playing field, which after all, seems to be what the true PvPers want, right? So they can decide who really is the best player, not just the best geared? Or am I reading that wrong?
So wouldn't removing "wallet warriors" from PvP be simply one of the best immediate fixes for PvP? And what if all the rewards for PvP were cosmetic? Or you did have a gear progression that was PvP specific, only functioned in PvP and PvE gear wasn't allowed in PvP, but the difference between BiS and the bottom was only 10%?
Or do people just have to accept the fact that monetization plays a huge part in PvP, and either live with it. Or walk away?
All they need to do , aside from some very important balancing is to split pvp up into tiers at 70 based on item level. stronghold boons should add to item level if they are allowed in pvp, as well as pet abilities. This way the complany gets to keep it's income, and players will feel more inclined to play pvp, as the difference in gear level would be capped.
There aren't enough people playing Neverwinter to segregate level 70 players that are bothering to play PvP.
With strongholds, you have a huge untapped resource for pvp. This is the pve players that want to earn conq shards to raise boon structures. What is keeping them out of pvp right now is the poor matchmaking system. Many people will be much more inclined to play if they know they can at least compete.
Here's what I think of those videos..."though-terminating cliche". Those videos don't actually contain any deep, intellectual insight. They just recite a bunch of buzz words, cliches and platitudes designed to get people to agree and nod their heads, without challenging them to think critically about any of it.
You watch a video like that, and your initial reaction is like, "Wow! Awesome! That's so smart. He's totally right!" And then you realize he didn't actually say anything insightful.
That's also why people constantly repost stuff like that (which I guess is good for him). It's so ambiguous and generic that you can pretty much attempt to insert it into any conversation about free to play or monetization and look like you're making a point.
And how is that different than all of the platitudes and buzzwords told to the player base by the developers (propaganda that was reinforced by a plethora of moderator posts) when they instituted the Leadership Change?
"This change is about bots" "People with LS armies were exploiting the game" "We will review the changes and make adjustments in the economy soon" "etc, etc, ad nauseum"
The hard truth is that the LS change turned this game from one that was casual/alt friendly into a hardcore grind-fest overnight. The reality is that Underdark needs to be released as a nearly flawless as possible, while removing/drastically reducing the AD sinks simultaneously, or this game has a very good chance of going dark within 6 months of its release.
Indeed. If people here would just "lay off" the vitriol and personal attacks, and focus on the game...
Seriously. For every well-written, intelligent and insightful post aimed at offering up suggestions to improve the game, there's probably 19 others that include some sort of slam or insult aimed at the devs.
In order to "get feedback" from the community, the devs have to dig through 95% of these demeaning and insulting posts to find ones that are actually worth reading. And after a point, you have to think, "Is this even worth it?"
The forums here, and in every game, are an opportunity to engage in conversation about the game, but if players abuse this opportunity, it diminishes. I can guarantee you that the game communities that have the most vitriolic forums are also the ones that tend to see the smallest amounts of dev participation. The ones that can engage the developers without posting insults or being demeaning tend to see higher participation.
So always keep that in mind when you decide to type some totally unnecessary slam against these guys in your posts. Consider who you're speaking to, and who you want a response from. If you're just looking to score cheap points from other malcontents on the forum, fire away. If you're looking to put together something the devs might read or respond to, I would consider leaving it out.
Indeed. If people here would just "lay off" the vitriol and personal attacks, and focus on the game...
Seriously. For every well-written, intelligent and insightful post aimed at offering up suggestions to improve the game, there's probably 19 others that include some sort of slam or insult aimed at the devs.
In order to "get feedback" from the community, the devs have to dig through 95% of these demeaning and insulting posts to find ones that are actually worth reading. And after a point, you have to think, "Is this even worth it?"
The forums here, and in every game, are an opportunity to engage in conversation about the game, but if players abuse this opportunity, it diminishes. I can guarantee you that the game communities that have the most vitriolic forums are also the ones that tend to see the smallest amounts of dev participation. The ones that can engage the developers without posting insults or being demeaning tend to see higher participation.
So always keep that in mind when you decide to type some totally unnecessary slam against these guys in your posts. Consider who you're speaking to, and who you want a response from. If you're just looking to score cheap points from other malcontents on the forum, fire away. If you're looking to put together something the devs might read or respond to, I would consider leaving it out.
Question?
What is a reasonable time frame for a answer? Im seriously asking. I would think they could've addressed the costing concerns for weeks now.
Indeed. If people here would just "lay off" the vitriol and personal attacks, and focus on the game...
Seriously. For every well-written, intelligent and insightful post aimed at offering up suggestions to improve the game, there's probably 19 others that include some sort of slam or insult aimed at the devs.
In order to "get feedback" from the community, the devs have to dig through 95% of these demeaning and insulting posts to find ones that are actually worth reading. And after a point, you have to think, "Is this even worth it?"
The forums here, and in every game, are an opportunity to engage in conversation about the game, but if players abuse this opportunity, it diminishes. I can guarantee you that the game communities that have the most vitriolic forums are also the ones that tend to see the smallest amounts of dev participation. The ones that can engage the developers without posting insults or being demeaning tend to see higher participation.
So always keep that in mind when you decide to type some totally unnecessary slam against these guys in your posts. Consider who you're speaking to, and who you want a response from. If you're just looking to score cheap points from other malcontents on the forum, fire away. If you're looking to put together something the devs might read or respond to, I would consider leaving it out.
Question?
What is a reasonable time frame for a answer? Im seriously asking. I would think they could've addressed the costing concerns for weeks now.
For me, the issue isn't taking a long time to address problems, I understand that developers need to do testing and try to determine how a change will affect the game and after a certain change was made, they need to wait and see if the results matched their hypothesized idea. Sometimes it does, sometimes it doesn't but I can see why they need time. What is an issue though is that this isn't communicated to the community. In another game I play, they have excellent communication with the community, it sure is getting better here now that we got strum, but it also has a lot of room to grow. I would really like to see a "state of the game" video series tackled by either one of the devs, or by strum, or by both, whereby they discuss either upcoming changes, or discuss major concerns with the community, or mention what areas the devs were working on. It could be scheduled, say once a week and in that time people would have time to post their questions or their comments. Obviously, they would not need to divulge any info that is not ready yet for the community as there are things that are obviously not yet ready for us to see which are still being worked on, but by just showing a human face and commenting on these things, showing a human face and going to some effort to breach the wall between us players and you devs go a long way. It is a lot easier to be sympathetic with a group of people, then it is to be with a corporation and so it would make a huge difference to me if you made that extra effort to show your humanity (not saying you guys are bots obviously, but you know what I mean)
Heck, you could even do it as a series on twitch that occurred once per week that then got uploaded to youtube, where you sometimes had members of the community join you on a skype call. That simple act of talking makes a huge difference. Yes, it does expose you to the vitriol of trolls, but in the process of communicating, we need to accept that we going to have to put up with some acidic stuff in order to see the good stuff and who knows, with more communication you might get less acid and more constructive feedback. It might lead to us as the community getting the communication we want and you learning more about us a community, leading to a net gain all around.
And this is exactly what most of us are trying to say. Being ignored for weeks, month even does not create a good platform to discuss. Please do not expect people being cool and informative when they're constantly being slapped int he face or plain simply ripped (acc wide companions anyone?).
And you @ironzerg, you've given enough great ideas that could be implemented to make the players happy. Where is the feedback on those? have you heard anything positive about these ideas from the guys in charge?
I agree that negativity is at it's highest ever, and it will remain there if we do not have a proper communication with the game owners.
Information is a key, there is nothing more important than communicate with the players. If we won't have it this forum will be a total garbage.
Many forums have been a great source of information about the game. This one is not nearly as informative as it used to be back in the days when the game was fun.
And for this I agree with @metalldjt most of the grief and toxin caused here is not the players fault. It's the game owners fault by giving us reasons to be pissed.
Nancy - Dragonborn, SM Guardian Fighter A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based? 2). Yes. I am panzer! 3). Get ACT if you want to celebrate your epeen. 4). Horniness will not stand between me and what I believe - "MM"
[...] In order to "get feedback" from the community, the devs have to dig through 95% of these demeaning and insulting posts to find ones that are actually worth reading. [...]
...smart companies handle this by putting someone with sufficient reading comprehension, but lower-end qualification or seniority on the job, and let them excerpt the relevant parts from all that feedback into a weekly digest or linklist or something the like.
Also, well worded, rational, on-topic, detailed, ... feedback in forums and threads explicitly aimed at getting just that, like the preview hierarchy...
...get completely ignored just as well. Not even a "thank you" notice, IIRC, apart from the standard omniblurb in the release blog. So why constrain oneself - let the bile flow, makes for better emotional balance.
Also: Give less reason to gripe, get less gripe...
0
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Veteran player-base literally gave them 5-6 better paths on RP.. OVER a year and a half ago. Every single suggestion has been better then the current gating we have.
Whats the point of any feedback, @ironzerg79 , name me one feedback item in the last year that has been implemented on the players behalf? I really cant think of one, the whole MESS up of damage, experience, hp, mess made it WORSE then what we had at the start of the the mod!
Maybe, the bug fix on arp.. but frankly due to them already messing around with damage, made most of the DDS actually too easy again! Not that it matters , as you dont even get any REAL rewards from dds anyways. There is almost no reason to run them, other then to get AD from salvage. Which as many of us has been testing, seems to also have been ninja nerfed at some point as well. There is clearly LESS drops on bosses then the start of this mod. Most of the time you only get 20 seals now.
All of us say what we ant to say, all of us claim we're right. All of us bash the devs, bash the mods, bash each other.
So the only good option is, silence - no issues, no ideas, no nothing. Quiet forum, no posts, no grief, this is how it should be - right?
Have a good day everyone.
Nancy - Dragonborn, SM Guardian Fighter A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based? 2). Yes. I am panzer! 3). Get ACT if you want to celebrate your epeen. 4). Horniness will not stand between me and what I believe - "MM"
"I just can't imagine there's enough players out their buying their way to the top often enough to generate a reliable cash income for Cryptic. I have to believe PvP is mostly ignored because it DOESN'T generate very much revenue,"
Comments
Removal of diminishing returns - leveling off the effect gain per stat point spent in higher stat values - means that the (immense) stat advantage of BiS also translates directly to effect advantage. Plus the increasing yield from higher Enchantment Ranks add on top of that (the gain increase is IMHO fully justified, as the costs increase even more, but that's not the dispute here).
Let's do the math, just a rough guesstimation calculation:
Look at a 2.5k player in top-notch T2 PvP armour vs. a 4k+ BiS one. So for simplification's sake assume Tenacity is all but equal, and even ignore the Weapon and Armour Enchantments, and ignore the slightly better HP & base stat values of the elementally infused Armour set. Let's further ignore fancy enchantments like Tenebrous. ArtiGear is Lvl-70-stuff.
2.5-ey is all just-turned-purple gear (to compensate for the last simplification), personalized rings, all R8 => IL somewhere 2.5k +/- a few.
The BiS combatant has all R 12, and all teal artifacts, all-orange ArtiGear, and hence an additional 4 enchantments. (Also keep in mind that with the current pet-participation there's another 6 R12s counting on the augment, but for both of them)
So 2.5-ey has 14 enchantments + 6 on pet = 20. Multiply by 280 and get 5600 stat points (simplicity => single stat).
BiS-Babe (or -Boy) has 4 additional slots on the artiGear. Yields 24 * 700 = 16800 stat points (on a side note, the four additional R12-filled slots give 50% of the stat points 2.5ey has IN ALL HIS SLOTS!!!)
Artifacts: 2.5ey's 6x purples give a rounded 700 stat points each, four slots, 2800 stat points total. BiS: 4 * 2600 = 10400.
ArtiGear (classical version, not SH, for simplicity):
Weapon + Offhand (let's ignore the TR & HR stat difference, they're compensated by higher off-hand stats anyway):
- Lvl 35 ca. 5400 points + 700 = 6100 stat points
- BiS 6850 + 1050 = 7900 stat points... ...plus the slots (figured above), and a higher base damage (not figured in).
Belt & Cloak:
- Lvl 35 ca. 1200 * 2 = 2400
- BiS ca. 1900 * 2 = 3800
Augment pet and its Runestones:
- 2.5ey's 3 unprefixed Bonding RS =>3 * 370 = ca. 1100 plus R30 Allure Stone's 1200 => 2300
- BiS R12 Bonding RS => 3 * 840 = ca. 2500 plus Legendary Allure Stone's buff (have none, not listed in wiki, don't know stat buff, and guesstimate 1800...) => 4300
Base gear for both is all but equal and - Ignoring basic HP buff and Tenacity - gives something along the line of 14100 stat points (Chest 2500, 3x 1600 = 4800 Helm/Arm/Foot, Rings 800 * 2 = 1600, Undies 750 * 2 =1500, Loyals on Augment give 3 * ca. 1750 = ca. 3700).
...so, 2.5ey has 33300 stat points: 14100 base gear + 5600 Ench + 2800 Artifacts + 8500 Artigear + 2300 AugPet
BiS-Boy (or -Babe) has 57300 stat points: 14100 base gear + 16800 Ench + 10400 Artifacts + 11700 Artigear + 4300 AugPet
Not factored in are higher base damage, set bonus, buffs from the other pets, Weapon & Armor Enchants.
Before Mod6, DimRet made this a difference in HP and Damage, mainly, because most other stats gave significantly lower yields when overstacked - and it already was quite a ROFLstomp experience.
Now all these stats can be applied wherever ppl feel like, and they have full effects almost everywhere, which also leads to multiplicative effects which exacerbat this even more - think 150% the HP with twice the DR and being attacked with half the ArPen => imbalance factor ca. 6... ...just for guesstimation & illustration purposes.
TL;DR: The imbalance is bad, due to removal of diminishing returns waaaay worse than pre-Mod-6, as is shown with some figures. All these players are tossed into the the same battle against each other. How could this possibly go wrong...
Anything beyond that is overgearing for content, if you make it easy to get to what the current cap is, the game would be ridiculously easy, and the gear gap will be HUGE. right now most people are in the same area, with a handful of BiS. if it was easier to get to the current cap, new players will be overshadowed more than they are now
Who would take a 2k player when there would be 4k players a plenty?
and also the featured satirical comedic adventure "A Call for Heroes".
If you are playing solo pve or pug dungeons, the game maybe just fine as is.
But if you step in PvP or want join a guild with boons or higher market.
It does need to reach Bis or semi Bis.
I understand there are few channels helping newbie players, but that's just not enough.
"This change is about bots"
"People with LS armies were exploiting the game"
"We will review the changes and make adjustments in the economy soon"
"etc, etc, ad nauseum"
The hard truth is that the LS change turned this game from one that was casual/alt friendly into a hardcore grind-fest overnight. The reality is that Underdark needs to be released as a nearly flawless as possible, while removing/drastically reducing the AD sinks simultaneously, or this game has a very good chance of going dark within 6 months of its release.
Seriously. For every well-written, intelligent and insightful post aimed at offering up suggestions to improve the game, there's probably 19 others that include some sort of slam or insult aimed at the devs.
In order to "get feedback" from the community, the devs have to dig through 95% of these demeaning and insulting posts to find ones that are actually worth reading. And after a point, you have to think, "Is this even worth it?"
The forums here, and in every game, are an opportunity to engage in conversation about the game, but if players abuse this opportunity, it diminishes. I can guarantee you that the game communities that have the most vitriolic forums are also the ones that tend to see the smallest amounts of dev participation. The ones that can engage the developers without posting insults or being demeaning tend to see higher participation.
So always keep that in mind when you decide to type some totally unnecessary slam against these guys in your posts. Consider who you're speaking to, and who you want a response from. If you're just looking to score cheap points from other malcontents on the forum, fire away. If you're looking to put together something the devs might read or respond to, I would consider leaving it out.
Mods, please delete this post.
What is a reasonable time frame for a answer? Im seriously asking. I would think they could've addressed the costing concerns for weeks now.
Heck, you could even do it as a series on twitch that occurred once per week that then got uploaded to youtube, where you sometimes had members of the community join you on a skype call. That simple act of talking makes a huge difference. Yes, it does expose you to the vitriol of trolls, but in the process of communicating, we need to accept that we going to have to put up with some acidic stuff in order to see the good stuff and who knows, with more communication you might get less acid and more constructive feedback. It might lead to us as the community getting the communication we want and you learning more about us a community, leading to a net gain all around.
And you @ironzerg, you've given enough great ideas that could be implemented to make the players happy. Where is the feedback on those? have you heard anything positive about these ideas from the guys in charge?
I agree that negativity is at it's highest ever, and it will remain there if we do not have a proper communication with the game owners.
Information is a key, there is nothing more important than communicate with the players.
If we won't have it this forum will be a total garbage.
Many forums have been a great source of information about the game. This one is not nearly as informative as it used to be back in the days when the game was fun.
And for this I agree with @metalldjt most of the grief and toxin caused here is not the players fault. It's the game owners fault by giving us reasons to be pissed.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
Also, well worded, rational, on-topic, detailed, ... feedback in forums and threads explicitly aimed at getting just that, like the preview hierarchy...
...get completely ignored just as well. Not even a "thank you" notice, IIRC, apart from the standard omniblurb in the release blog. So why constrain oneself - let the bile flow, makes for better emotional balance.
Also: Give less reason to gripe, get less gripe...
Whats the point of any feedback, @ironzerg79 , name me one feedback item in the last year that has been implemented on the players behalf? I really cant think of one, the whole MESS up of damage, experience, hp, mess made it WORSE then what we had at the start of the the mod!
Maybe, the bug fix on arp.. but frankly due to them already messing around with damage, made most of the DDS actually too easy again! Not that it matters , as you dont even get any REAL rewards from dds anyways. There is almost no reason to run them, other then to get AD from salvage. Which as many of us has been testing, seems to also have been ninja nerfed at some point as well. There is clearly LESS drops on bosses then the start of this mod. Most of the time you only get 20 seals now.
...
All of us say what we ant to say, all of us claim we're right.
All of us bash the devs, bash the mods, bash each other.
So the only good option is, silence - no issues, no ideas, no nothing.
Quiet forum, no posts, no grief, this is how it should be - right?
Have a good day everyone.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
No, the real process happened here is
Suggestions- discussion- waiting- frustration- bashing
Report bugs- discussion- waiting- frustration- bashing
And meanwhile mods just blame players, ofc i ll be happy on everything when i have 4k+ toons in game
Before i do put a faith in this game, but now I'm a troll
....... stopped reading after that. enough said