Nowadays dungeons are small in number but still awesome for players who have about 1500-2500 item level.
But there are a lot of players who have more than 3000-4000 item level. And nowadays dungeons are too easy and boring for them.
As you know in the game there are Legendary items for a long time. And I would like to propose Legendary difficulty of dungeons.
For example players will need to have about 2800-3000 item level to enter to new Legendary dungeons. Could you please make thous dungeons in 1.5-2 times harder than dungeons with 2000 item level to enter. (Like in the past Castle Never was much harder than the other dungeons of that time). And could you please make them really long (minimum 1 hour to reach the boss). Because most of nowadays dungeons are very short to be interesting.
Thank you in advance
Ps: no onehits for mobs and damage resistance bugs, just hard dungeons.
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Thanks for everione for up the thread and for your support. If someone else would like to see hard and "not casual" content could you please write your oppinion or ideas here. Seems like developers of Neverwinter Online are realy awesome in reading our (players) feedback. So, the more players will show their desire to feel really challenging content the more chances all of us will have to enjoy it.
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beating that would be an accomplishment.
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Tabatha@rotters // Scourge Warlock // Co Leader // Civil Anarchy
We are looking for non elitist guilds to join our alliance.
It's pretty obvious that upgrading things are in this games best interest financially speaking- more RP + more artifacts. The grind has grown substantially since I started playing in 2013, but so has the game. The end game is left with few goals at this point for me. What goal is left for a person if they reach 2.5k -2.9kIL - can do pretty much any dungeon in the game right now- have all their gear and have torn through all the campaign content? What was doing all of that hard work for exactly if not to qualify for the next big thing? If every upgrade continues to make the game easier and easier for the person who is end game.. where is the challenge or sense of accomplishment? Sure- we can continue to upgrade the stronghold but- Do we really need the stronghold boons maxed for this PVE content?
If a person plays the game every day it's pretty easy to finish all the end game content aside from the Linu's favor boons including leveling from 0-70 in 2 -3 months or less playing casually. Since I've returned to the game in August- I've started and completed leveling 2 alts and finished all the boons except for Linu's favor requirements. Why did I do all of that?-- aside from a dim hope that one day there would be more content for me to do that would be more fun than doing Sharandar *AGAIN* or Heroic encounters *AGAIN*? I am waiting on more content. I'm waiting for a clear challenge from the game that doesn't end in campfire squatting and whining (I'm looking at you eDemo). I'm ready to have a goal to aim for again- When Castle Never was so hard I it helped motivate me to become even better at playing and gearing my player character-- near the end of mod 5 it was also easy.
For those of us who have more fun when there are goals and challenges in a game and have been dedicated and established networks of friends who keep us logging in every day (also known as guildies) it would be nice to have something to work towards. Some goal to share with the new player base that are being fostered and that players are helping to retain... would be nice.
Why put 4k IL in the game if there is no use for it? If people really want to be end game and have worked to be that way either with real money or grinding why not reward them too? I can't really blame people for wanting to better their player characters- since that's entirely what the game is based around from my perspective.
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I'll never retrace my steps.
Some of my best friends are Imaginary.
that was just a total lost of time and still is
Funny thing:
After the nerf of all dungeons they still use exploits like in eCC ^^.
I too want some really hard dungeons ( 3,5 to 4k) with really hard bossfights. But for this first of all they must nerf the bubble. Doesnt matter how hard a dungeon is when you got a perma bubbledin in grp. So i wish they bring us really endcontent dungeons and they nerf the bubble.
They did the same in another MMO, for the same reason. They stopped releasing new T 2 and T 2 HM dungeons, bc 'the time invested for a small group of players was not needed'. What they did not understand, is, that this is an MMO. One of the major aspects in this games is the community. If all your long time players leave, bc they have nothing to do, many casuals will leave, too, bc there is no familiar face left, when they log in.
My guild in abovementioned game had ca. 100 active players. Maybe 10-20 playing raids and the rest playing a few hours every other day. After they stopped releasing new raids, the raiders left. The casuals logged in, saw, that no one was online, met no one in TS and logged out. 5-10 players switched to other guilds, the rest left. The same happened to most of the other raid guilds. One or two guilds grew, bc they took in the leftovers of the other guilds.
I see the same happening here. Many long time players switched to PvP, to find some challange. By increasing the gear score gap, they stopped many new players from playing PvP at all and by introducing drains and rings, they made some of the long time players leave. PvP is in a bad state. Leaderboard had 5k pages 1 and 1/2 years ago, now there are 500.
PvE is unrewarding. The only challenge is, 'can I do it solo' or 'how many premades do I need, to get triple gold in EDemo'. The best AD return, compared to time invested is running TOS or CTAs or, if you find 4 other players who are not bored to death by 100+x ELoL runs, farm it for salvageable items and maybe a horn.
They either give these long time players someting to do or they will lose them, with the same or similar results as the other MMO I played expirienced.
1) Paladin bubble (if tank) or heals (if healer, yes they are overpowered too, they can heal a whole party from 0 to 100 in a matter of seconds even with 1600 IL and AT WILL powers)
2) People outgearing the content by 4 digits.
Mod 6 dungeons were not hard. They were bugged, that's different. That kind of "difficulty" was never intended to begin with.
The other issue is that they are not rewarding. Even tier 2 seem trash. I did eToS yesterday (in a pug, without paladin, didn't wipe but took nearly 1 hour, last fight is excruciating if dps is not high) and what did I get? A bunch of seals and 1 piece of elemental alliance gear? That's not even tier 2 gear (elven), that's tier 1.5. And it's good only for Surplus equipment guild coffer.
Now when I compare this to eLoL or Mod9 skirmishes it seems like a giant waste of time.
About the OP proposal, there's a cockblock around 2400 IL where it becomes increasingly harder to increase Item Level meaningfully without forking up the cash. Putting an entry barrier so high would effectively put into question the whole "free to play" concept. I don't want to be forced to pay OR grind like a mindless zombie for months just to access content.
Geez, i am nowhere that close, still in 2.7k getting close to 2.8k within 2 weeks.
i never like overland that get too hard, it is still too rough for my alts to get the boons.
it would make so many others who not yet reach 2.5 baseline, they would quit and tired of being frustrated, you got bored so fast and burn too quick into demanding hardcore format, and devs didnt have time to make copies of dungeon zones. those who burn so fast and never give devs a breather or a time.
most devs really dont like "power-players" who dont take time or rest between, they are the ones who forced devs to hurry up with new contents and spliting the team up way too often.
if you got bored, then try help others, you are just being selfish and greedy too fast.
If ya want challenge- fine and well, but Cryptic tried to extended that to all levels of content, and that's just wrong. They have to be careful not waste their time, regardless, as any Blizz employee could prob tell you its pointless trying to challenge the top few% of players continuously- even they didn't really have the sustained resources for it. The best of the best will always chew through new content fast as HAMSTER; you can't really placate them in the long run. I'd rather dev time be spent making sure any new challenging stuff actually will be seen and played by a considerably large chunk of players, rather than a small minority.
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"...I grab my wiener and charge!" - ironzerg79
Dolrey, you had it nailed right about boss being heal from nothing, i have seen some "human npc" drink potions that seem way better than what we have, devs had that nerfed some tanking ability with regenerations so those "PvP" would stop complaining at the cost of PvE set ups, mobs seem got stronger and get heal so much quicker.
these mobs from 60 lvl and 70 lvl are not same, they scaled way off at higher levels. i am sure devs are not done repairing the damages made by mod 6 scripting errors.
I would too, like to see similar concept for "Hardcore" version of current dungeons, the copies of standard epic zones with slightly with extra loots if they beat it, Eq2 had that successfully with 2 difficulty mode dungeons for years.
however, sadly, team are too small and time limits.
we had limited weapon choices at the start of mod 6, it made us so puny and weak, and not able to hurt mobs in reasonable timeframe, otherwise they healed and make the fights longer than we needed. until now, with newer weapons and we are starting to hurt mobs a little better.
my main only got 2.7, and 2 other alts are in barely 2.0k, and last 2 alts i have been around longer are still in 1.3K and 1.6K, i tried to find time for them, and still not hit rank 12 gems yet, just some 9's on my main, and rest of other are rank 7s or not yet slotted for my alts, i will not plan on making new alt, still got long way to catch up.
power players just burn so fast and made lot of maxed rank 12's, whenever devs designed new mods, it was meant to be finished in 30 days or 3 months, but instead these power players just eat them up with lot of info from beta and knowing the shortcuts just to be the "first" on the server racings and bragging rights.
devs are totally focus to create contents that were built to keep causal players busy for months, werent meant for racing to be the first. it took devs several months and power players are screaming at devs for faster or challenging contents too early because they are already bored after 2-3 weeks of hardcore grindings to get full sets or maxing out.
you guys need to watch original karate kid movie, it all about "patience", and, the old saying sound true, "All the good things will come to those who wait", take your time to smell a rose, or savory a taste of your favorite foods.
I'd love to see T3 (3k ilvl), T3.5 (3.5k ilvl) and T4 (4k ilvl) dungeons. But it they drop the same gear/rewards/whatever, then it's certainly not worth it.. especially with the overall lack of drops I've been getting in dungeons lately.
Of course, running the same three dungeons over and over, even at higher difficulty, may still not be the answer... as Crytpic reintroduces the old dungeons, they should be phased in with the OP's recommended difficulty levels... as they introduce new dungeons, same thing.
The Foundry would be an amazing tool to help create "infinite content".. by giving authors more effective editing tools, and proper bosses... there could be an unlimited number of dungeons to keep the playerbase occupied.. but again, it would have to be risk vs. reward... not crappy blue drops or a potato in the end chest.
But, I'm just the idea guy.
"...I grab my wiener and charge!" - ironzerg79