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how many players like mod 4/5 over mod 9?

respectpaysrespectpays Member Posts: 344 Arc User
who remember when clerics could heal and u wouldn't get 1 shoted? I do I miss those days game actually had a purpose for every class in the game. but now how ever this game is dieing very quickly the release of paladins which we all know ruined the game for most of the community clerics outside of dps in pve were completely irrelevant / lets not forget when mod 6 first came out the paladin was a REQUIREMENT not a option because mobs would do nothing but 1 shot you. this game is taking a turn to the worse it needs to revert to mod 4/5 in terms of npcs damage output. this post is mainly for the lower end of the community that struggles in pve without having a paladin to hold their hand. the best time this game ever had and had new incomeing players with the highest game population at the time was mod 4/5. arc lost at least 50% of its player base when mod 6 came out and followed mod 7 players just didn't see the dev's trying to revert the game to its original state of fun which made a lot players quit as well. now the game is just slowly dieing day by day. players loved simple things not to complicated and didn't need to be high end game player to do the dungs u just needed a half way decent cleric that knew how to heal. today all you need is a pally for every content and games easy / a good gf can help to but doesn't make low IL invincible like a paladin which seems to cause many players to just to leave a dung. clerics are pretty much irrelevant in terms of damage mitigation even if we mitigate 80% of the damage players still get 1shot. I just want the game to be fun again b4 you lose all your players and all your consumers.

Comments

  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    edited May 2016
    I pretty much agree with that. T2's were challenging* but not ridiculous and every class had its defined role.

    Of course there were problems with class balance but this appears to have always been the case. But yes, clerics healed, GFs tanked, CWs controlled, SWs & TRs DPS'd. Yes, the GWF was uber-nerfed - all down to 1 PvP match between the devs and players - since reversed.

    The game was straightforward and there was enough content. I know the game had to grow but the changes introduced were so badly thought out. Who's brilliant idea was it to give the new class (pally) total damage immunity for an entire party? I mean, I don't have a problem with an alternative tank or healer but such things need to be in balance with existing classes and this was absolutely not considered at all.

    Now of course, Cryptic are going to follow their traditional pattern of class fixing by making the entire Protection paragon unworkable for everyone except the highest specced players - and those high specced players will only be needed for low specced groups...

    I know they have allowed PC players to test the upcoming changes & give feedback, but lets be clear, this feedback has had absolutely no impact on what they are going to deliver.

    Pallies on both forums have said "no problem, take the bubble completely, we don't need it - just fix threat generation so we can hold aggro!". Have they done that? No. They are going ahead with the nerf without balancing it with a fix for the Pallys broken aggro generation - leaving them as completely ineffective.

    Haste - tied to the virtuous DC path which is Heal over Time. Let's be honest - HoT is almost completely useless and Haste was the only thing that made it worth choosing - and that was because the Pally needed it!

    Fine, kill haste - but you're also killing the entire path.

    So many other things have been introduced that have wrecked dungeons, PvP, entire classes or paths within classes.

    So yes, the simplicity of the early days is something they need to think about.

    * T2's are easy enough once your team is past 3k IL but that takes time and people that are still gearing up have a very hard time. This is all down to the enemies ability to kill most players in 1 or 2 hits. How can a healer be effective in such circumstances? By the time they turn and fire a heal skill, the player is dead.
    Post edited by armadeonx on
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  • pr3stigexpr3stigex Member Posts: 419 Arc User
    The want people making new characters all the time, it makes them more money. MOD 5 TR plaguefire/SD glitch everyone rolled one. Mod 6 Paladin DMG loop and everyone rolled one. I bet with this next neft will come something broken that everyone will want to have.
    Lash Urzoth 3.7k GWF, Pr3sTiGe 3k SW.
  • missdayummissdayum Member Posts: 230 Arc User
    I definitely vote for the older mentioned mods. Not a fan of the latest one, not at all.
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  • respectpaysrespectpays Member Posts: 344 Arc User
    ty for the support :-) glad to see others that seem to share the same opinion
  • ddem0n888ddem0n888 Member Posts: 449 Arc User
    I preferred the content we had in mod 4/5 but not the game. I'm a GWF so booting and looting was at an all time high and my mediocre damage didn't help. I was also at a standstill with most of my enchants as I needed greater marks which cost 200k. That doesn't sound a lot but was a fortune to some back then.
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  • dratomic1#3275 dratomic1 Member Posts: 66 Arc User
    Yes, mobs that one shot players are bad. I don't care if they are Dragons or whatevers, it is simply not fun.

    In fact the same argument that goes towards the paladin nerf counts as much the other way around with regards to getting one shotted. In order to make healing viable players need a chance to heal and get healed.

    Conclusion, paladin nerf is needed however at the same time mobs need one shotting taken out.
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    Im a GWF yet I still preffered mod 5. :'3
  • respectpaysrespectpays Member Posts: 344 Arc User
    im in hope this thread jumps at arc and shows them what players truly seek in a mmo and hope they make changes for the better
  • wdj40wdj40 Member Posts: 1,958 Arc User
    I doubt it... 10 posts in a thread does not make up much of a player population.
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  • respectpaysrespectpays Member Posts: 344 Arc User
    can't really have more when games already 90% dead :/
  • unitedweevil679#9682 unitedweevil679 Member Posts: 129 Arc User
    I play 12 characters, mains being a bubble, a rogue, and a warlock. My trickster finally got up to a 3.6k gear score and I thought it was great, I'd finally be able to take a dungeon without a bubble. Not the case, even the quick attacks that come with no warning that are supposed to be the weakest will one shot him right through knights valour. It's the kind of stuff that made me roll a pally in the first place. I'd just make my main my pally and be done with it, but it is just so boring. It seems like there is no middle ground, you either can't be killed, or you are one shot. There is no challenge, just easy mode, or impossible.

    That being said, I came around after mod 5 was done. Everyone I've met since I started this game has reminisced about mod 5. This is more than people don't like change, if it was that easy, it'd be the last modified people were nostalgic for, not this one, very specific mod.

    I'm sad I missed it.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    edited June 2016
    In mod 5 all classes could take a few hits & have time to get out of the aggro & get healed, there was none of this 1 shot business unless you stood in the red. Much more sensible...
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  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    Over the course of Mods 8/9 they've come a long way. It's still not as good as it was in Mod 5, esp. with all the missing epic dungeons. But the game as it is now sure beats what we saw in Mod 6.
  • pr3stigexpr3stigex Member Posts: 419 Arc User
    We need more farmable drops, as it stands the only ways to grind for diamonds, outside of crafting and tedious refining, is farm elol and Castle never for a 1% chance at an artifact. MOD 5 you could farm unbound items in T1, T2, Shores, ELoL, etc. it was easier to make AD. It was a means at progressing your character, right now its total pay to win as there is almost no way to make steady AD.
    Lash Urzoth 3.7k GWF, Pr3sTiGe 3k SW.
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  • satniteeduardosatniteeduardo Member Posts: 136 Arc User
    I actually like each one in its own right. Sad thing is I can not play mod 5 now. We should have a legacy mode event that we get to play every 2 months or something lol
  • amafia313amafia313 Member Posts: 270 Arc User
    I miss mod 4/5 a lot. I was happy to hear they were bringing back the old dungeons, until they made then leveling dungeons. I was pretty upset. As of right now I've had enough of Castle Never.
  • alliera7311alliera7311 Member Posts: 296 Arc User
    Older mods with the new que system was all they ever needed to do to this game.
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  • raymond00713raymond00713 Member Posts: 312 Arc User
    Mod 5 was at a standstill.. most players i knew took a hiatus waiting for something new. I agree about constant one shots, but the game didnt look very promising. It is very active now and moving forward.
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  • pr3stigexpr3stigex Member Posts: 419 Arc User
    Maybe for pay to wins that just bought everything, I was happy grinding away
    Lash Urzoth 3.7k GWF, Pr3sTiGe 3k SW.
  • cscriv79cscriv79 Member Posts: 398 Arc User
    pr3stigex said:

    We need more farmable drops, as it stands the only ways to grind for diamonds, outside of crafting and tedious refining, is farm elol and Castle never for a 1% chance at an artifact. MOD 5 you could farm unbound items in T1, T2, Shores, ELoL, etc. it was easier to make AD. It was a means at progressing your character, right now its total pay to win as there is almost no way to make steady AD.

    And less people bought Zen as it was easier to exchange AD made for Zen, now with what they have implemented and the careful timing of events they have reduced AD making dramatically and increased exchange rate dramatically so its not far from its max.

    "exchange rate is going lower so its time for another 2xRP so people exchange AD for Zen to get coal wards"

    "exchange rate is going down so its time for a discount on......what this time.....keys so exchange rate goes up"

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  • dratomic1#3275 dratomic1 Member Posts: 66 Arc User
    cscriv79 said:

    pr3stigex said:

    We need more farmable drops, as it stands the only ways to grind for diamonds, outside of crafting and tedious refining, is farm elol and Castle never for a 1% chance at an artifact. MOD 5 you could farm unbound items in T1, T2, Shores, ELoL, etc. it was easier to make AD. It was a means at progressing your character, right now its total pay to win as there is almost no way to make steady AD.

    And less people bought Zen as it was easier to exchange AD made for Zen, now with what they have implemented and the careful timing of events they have reduced AD making dramatically and increased exchange rate dramatically so its not far from its max.

    "exchange rate is going lower so its time for another 2xRP so people exchange AD for Zen to get coal wards"

    "exchange rate is going down so its time for a discount on......what this time.....keys so exchange rate goes up"
    Development costs money, the game makes money by selling zen. You have the option to farm AD and exchange that to other players for zen they bought or buy zen yourself. Your issue is?
  • cscriv79cscriv79 Member Posts: 398 Arc User
    edited June 2016
    Development costs money, the game makes money by selling zen. You have the option to farm AD and exchange that to other players for zen they bought or buy zen yourself. Your issue is?

    yes very true but before they went all out money grabbing there were a lot more people playing and getting other people to play, it was a fun gaming experience and people were spending money. All these changes to get people to buy Zen and throwing the Zen purchases in people faces has driven players away and thus they need to then get the fewer players to buy more zen and thus do more changes to that affect.

    long term bugs still there, parts of game still broken yet they do nothing because while those bits are terrible for the gamer they do not affect zen purchases.
    Something that affects zen purchases then gets sorted fast.

    I understand the need to make money but if gamers are having fun and a good experience the money will roll in, the game now is aimed at new players getting started spending money then later when they are higher level they realised how much of a cash cow this game is and what the developers are doing.


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  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    You don't make money by creating restrictions and losing players, you make it by improving game play and attracting more people to the game.
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