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Official Feedback Thread: Fangbreaker Island

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  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    edited August 2016

    Please do not nerf the dungeon. We have been asking for end-game content for years. We finally get it and now it is being rejected. Make a 2.5k one and a 3.1k version if you must. But do not nerf it before I even get to play it.

    Worry not! We have no intention of reducing the difficulty of Fangbreaker. The difficulty is about where we were hoping it would be, if any adjustments are made, it will most likely be in the other direction. We know a lot of you have been looking forward to something challenging and our goal with Fangbreaker was to provide that challenge.

    Obviously there's a broad range of player total item levels above 3100, so the difficulty of this dungeon can vary quite a bit from group to group depending on the difference in item level. We'll be continuing to watch everyone's feedback closely, and we definitely appreciate those of you who are passionate about having a challenge!

    Give my thanks to whoever designed this dungeon though. I absolutely love it. I would just like it if the bosses were tweaked and made harder as currently they are less challenging than the packs of monsters. Over all, it is a great design.

    We appreciate the positive feedback Thefarbciant. I built the boss encounters along with our animation, FX and character team, but the dungeon as a whole was a largely collaborative effort. There will be more blogs going up soon discussing the boss encounter design and environment design. I'll pass along your thanks to the rest of the team!
    asterotg said:

    As many players before me said, you should keep the time/ reward ratio in mind. Ppl would like to have a decent reward for time spent playing.

    Absolutely! One thing everyone should keep in mind that everything on preview is subject to change. Part of getting a new dungeon like Fangbreaker onto preview is getting data on how fast everyone is playing through this content. That helps us make some decisions about what level of rewards should be available.

    Most of the team working on Fangbreaker plays on live at a high level, and believe me when I say we want to make sure the rewards are commensurate with the effort required. We'll be continuing to watch everyone's feedback and clear times, especially when the issue with boss drops is resolved.

    We definitely want to make sure that those of you who can complete our most challenging content are properly rewarded, so please keep the feedback coming, we hear you.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    asterdahl said:

    Please do not nerf the dungeon. We have been asking for end-game content for years. We finally get it and now it is being rejected. Make a 2.5k one and a 3.1k version if you must. But do not nerf it before I even get to play it.

    Worry not! We have no intention of reducing the difficulty of Fangbreaker. The difficulty is about where we were hoping it would be, if any adjustments are made, it will most likely be in the other direction. We know a lot of you have been looking forward to something challenging and our goal with Fangbreaker was to provide that challenge.
    Not nerf it, adjust the requirements to somewhere that make a little more sense.

  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    @asterdahl
    Bug: Last boss.

    It is possible to kill the last boss too quickly, resulting in him running to the middle to do Call of Winter, whilst not having summoned the permafrost shards to hide behind.

    There may be some health adjustments to the bosses, however, this is not a bug. If your DPS exceeds the requirements to this extent, you may need to adjust your strategy.

    Using Fox Shift on the second boss will some times make you hit the "end" of the map, resulting in instant death for the adventurer.

    Abilities that would place you behind the dragon turtle will place you in the ocean. You may want to adjust your abilities for this fight.

  • rinat114rinat114 Member Posts: 913 Arc User
    First of all, kudos for the attempt to make dungeons more difficult on the whole. It's a great dungeon, full of awesome mechanics and I haven't enjoyed a dungeon in this game as much since Mod 4.
    I would say the dungeon is not as difficult as I hoped it would be. We finished in 33 minutes and it was the first run for 3/5 of the party. Mr. turtle needs adds in the room or something to make the boss fight a bit more challenging, yetis or any mobs that would be able to knock you to the water (like Spellplague, the frog-type mobs were fun to deal with).


    You still take damage outside the boss fight after you died. Permafrost spawns outside the boss fight at the last boss, etc.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited August 2016
    FEEDBACK: while i agree in putting some worthwhile drops in the dungeons, something that can really change your day with a nice chance to get it...i need to say a thing:
    THE GAME DOES NOT DESERVE that kind of drop until the debuffs stacking is fixed. Its too easy to say "i finished it i deserve nice things" when average effectiveness of your damage was 300-400%.
    We need a dungeon where mobs-bosses have a cap to max damage effectiveness, lets say 200% for the sake of giving numbers.
    it was designed to last tot minutes???? those tot minutes should be equalized for all team compositions.
    No good "this was my day" loot should be handled until "the speed runs" are fixed.
    if this happens, i pretend and im right to do so, a good loot worth the time and the mind stress.
    Debuffs need to have a cap in harder dungeons, bondings needs to be fixed. Lets end being cheesy.
    Exploit here, exploit there, we are living in exploits and pretending things.
    Fix stuffs and handle nice rewards that will change players' day.
    This dungeon may be the occasion to do it.
    HARD CAP TO DEBUFFS AND PUT THINGS THAT NEEDS TO BE CONTROLLED.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    Hey everyone! There's a lot of feedback on loot, as to be expected, so that the relevant parties can easily examine and identify the feedback pertinent to them, I've taken some time to put up a new thread—OFFICIAL FEEDBACK THREAD: FANGBREAKER ISLAND (LOOT EDITION)—for focused loot feedback. Let's move all discussion of loot to that thread. Any discussion about the boss encounters, trash encounters, environment, audio, etc. should remain in this thread.

    Thank you for your cooperation and continued feedback!
  • kacezetkacezet Member, NW M9 Playtest Posts: 199 Arc User
    Bug: Cutscene before last boss plays twice.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    This whole thing is just bananas now. Demon Lords and a Dragon Goddess = baby content. Valindra and Lostmauth are side villains while Traven Blackdagger and his raggy crew of unthreatening humans and Gnolls in tatters are the main course. The deadly Mindflayers and demons are nothing but slaughter factories for two easy skirmishes....

    Sure, Giants, but everything is so freakin messed up now with what should be the more difficult content and what isn't.
  • hmdq#4491 hmdq Member Posts: 508 Arc User
    edited August 2016
    @rayrdan +1 Or put in mobs and bosses defensive status, we would solve two things in one. I agree with you that it's really easy to say who made the dungeon in 30-40 minutes with a party set with sets "broken" and ubber classes for example. So leave the question to the dev @asterdahl > wich content is not trivialized with this kind of thing?
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  • hmdq#4491 hmdq Member Posts: 508 Arc User
    edited August 2016
    Would be good even halve the buffs and debuffs (internal and external ) and put the mobs and bosses defensive would be a good solution for those who are crying that the dungeon was done in 30 minutes and that the loot is too small! Why is it, do you? Play is thus easy. No more HV set, no more High Prophet set, no more ubber bondings, no more ubber classes, etc...just the nice mecanic dungeon and finger NOW with a good loot! :-)
  • scathiasscathias Member Posts: 1,174 Arc User
    hquadros said:

    Would be good even halve the buffs and debuffs (internal and external ) and put the mobs and bosses defensive would be a good solution for those who are crying that the dungeon was done in 30 minutes and that the loot is too small! Why is it, do you? Play is thus easy. No more HV set, no more High Prophet set, no more ubber bondings, no more ubber classes, etc...just the nice mecanic dungeon and finger NOW with a good loot! :-)

    you think the loot we get now is acceptable? You want to spend 30 minutes running CN and getting 1 +1 ring to salvage for 2k AD in mod 10?
    Guild - The Imaginary Friends
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  • hastati96hastati96 Member Posts: 499 Arc User
    Feedback:
    First of all: The difficulty is very well done. Even as nearly bis players the dungeon is still not too easy. I wish it would be a little bit harder but not that much.
    We went in with 1 DC, 1 GWF, 1 CW, 1 Pally, 1 GF. Everyone was 3.8k+ and bis/ nearly bis.

    We finished the dungeon in about 35min. 1st, 2nd and last boss were pretty easy doable withouth any problems. If the bosses would spawn some adds, maybe similar to greywolf, the bosses would be more challenging and not so linear.

    Feedback 2nd Boss: The phase with the mines was quite boring and except the beam that is casted by the turtle not challenging. Maybe some adds would make it funier. The turtle itself does not enough damage in my opinion because it is no danger for any tank.

    Feedback trash adds: They are really great divided. They are challenging and varied. Well done! :)
    Nero - Palacetamol - Essence of Aggression
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited August 2016
    Wrong thread.
    Post edited by thefabricant on
  • hmdq#4491 hmdq Member Posts: 508 Arc User
    @scathias I do not think the current loot is acceptable and not stated it, but use as a premise the fact perform a " speedy run" as an excuse for a greater reward - even more like this " speedy run" is usually done (with bugs , loopholes etc. ) - leads to the conclusion that perhaps the loot is low just given that the devs know that certain players abusing game mechanics and use this as a way to legitimize this invalid argument only to increase their own profit. Moreover I return you the question: what would be an appropriate loot for a legit running 30-40 min? How should this be measured?
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    I guess ad/hour is a good measure. The devs probably have an indication of the expected ad/hour return they want.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • hastati96hastati96 Member Posts: 499 Arc User
    edited August 2016
    The mines at the 2nd boss "fly away" after 1 hit, it doesnt matter how much damage you deal to them. 1 Hit is enough. You dont need to bring them to 0 HP.
    I guess usually we should kill them and not just hit them with 1 spell or whatever.
    Nero - Palacetamol - Essence of Aggression
  • izworizwor Member, NW M9 Playtest Posts: 238 Arc User
    edited August 2016
    This dungeon on preview is a JOKE!

    First... mobs at begining of the dungeon are 5x stronger than bosses and other mobs in whole dungeon.
    Then... disconnected and kick out after completing dungeon (took 1.5h), before we could open chests. GJ Devs!

    One thing on feedback. It seems that final boss mechanic (Mark and hide under Ice) seems to be broken and not working. Only bubble pally or high deff + high HP toons could survive this.

    It looks great, few nice touches with bosses mechanic, but overall I'm dissapointed because no loot ;/


    Was pursuaded to go on preview with my DC, will not make that mistake ever again. Just wasted my time...




  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    hastati96 said:

    The mines at the 2nd boss "fly away" after 1 hit, it doesnt matter how much damage you deal to them. 1 Hit is enough. You dont need to bring them to 0 HP.
    I guess usually we should kill them and not just hit them with 1 spell or whatever.

    The behavior you are describing is working as intended. You'll need to use the mechanic of knocking them back in order to progress.
    izwor said:

    One thing on feedback. It seems that final boss mechanic (Mark and hide under Ice) seems to be broken and not working. Only bubble pally or high deff + high HP toons could survive this.

    There is no interaction between the Hypothermia mechanic and the Permafrost mechanic. The Hypothermia mechanic can be survived without any additional damage resistance abilities if dealt with correctly. (Though such abilities certainly do not hurt.)
    izwor said:

    It looks great, few nice touches with bosses mechanic, but overall I'm dissapointed because no loot ;/

    Was pursuaded to go on preview with my DC, will not make that mistake ever again. Just wasted my time...

    Just as a friendly reminder to those who are not familiar with the preview thread, regardless of what loot you could have received in the dungeon, none of it will transfer to your character on the live shard. Preview is meant as an opportunity for you to get a sneak peak while also providing us with valuable feedback.

    As previously mentioned, please direct all feedback on loot in Fangbreaker Island to the separate feedback thread. And keep in mind that all loot is subject to change. We have no intention of making Fangbreaker less rewarding for your time than Castle Never.
    hastati96 said:

    Feedback:
    First of all: The difficulty is very well done. Even as nearly bis players the dungeon is still not too easy. I wish it would be a little bit harder but not that much.
    We went in with 1 DC, 1 GWF, 1 CW, 1 Pally, 1 GF. Everyone was 3.8k+ and bis/ nearly bis.

    We finished the dungeon in about 35min. 1st, 2nd and last boss were pretty easy doable withouth any problems. If the bosses would spawn some adds, maybe similar to greywolf, the bosses would be more challenging and not so linear.

    Thanks for the kind words Hastati96! After having a chance to watch some of you run through Fangbreaker, I've made some adjustments to the bosses that should make them a bit more of a challenge. In addition, we'll continue to watch and make adjustments as necessary as we get closer to the date where you'll all be unlocking the dungeon on live.

    This week a blog post should be going up where I discuss some of the pillars upon which the bosses for Fangbreaker were designed. As part of that, I discuss how we carefully chose not to include any adds in these fights, instead we'd like bosses to stand on their own two feet (or four flippers) as challenging and interesting encounters.

    A vast majority of bosses in Neverwinter have relied heavily on adds. Most mechanics have been simply different types or patterns of AoE indicators to dodge. With Fangbreaker we added a number of mechanics that require coordination or forethought to survive. Those mechanics are present in Fangbreaker right now, however, one issue with the bosses as they are on preview now is that their overall health is low enough that a group with sufficient DPS can burn through them while relying on soulforged to make up for a lack of properly understanding and dealing with those mechanics.

    We've increased their health notably, and you should see this change late next week on preview. We've adjusted some damage numbers as well for their abilities, but less significantly. We think for players at the 3100 gear score, the difficulty was pretty good, but the difficulty ramped down too quickly. With most of our adjustments being on the boss health, we shouldn't be punishing those players near 3100, as the fights do not have any hard DPS checks. Obviously we'll be taking the additional boss lengths into account as we examine rewards.
  • cromejohnsencromejohnsen Member, NW M9 Playtest Posts: 207 Arc User
    edited August 2016
    Oh come on not more hp. Its only dragging the fight on and making. Hopefully the reworked rewards are really worth it. So how much is it going to be 80 mil like tiamat heads?

  • izworizwor Member, NW M9 Playtest Posts: 238 Arc User
    edited August 2016
    asterdahl said:

    There is no interaction between the Hypothermia mechanic and the Permafrost mechanic. The Hypothermia mechanic can be survived without any additional damage resistance abilities if dealt with correctly. (Though such abilities certainly do not hurt.)

    OK. Thanks for aswer.

    Can someone explain me how to avoid finall boss 'Mark then kill in 2s' mechanic?
    We tried hiding inside Ice shards, behind them, running, shifting, etc.
    Nothing except OP bubble did work on that. Unless u have toon with maxed DR and 150+ HP or TempHP. And I do not want to limit my party, so we always need to run with OP ;/

    Anyway it seems sometimes ice shards do not spawn (when the boss goes middle, then uses freezing push n kill power) so party cannot hide behind enything ;/

  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited August 2016
    Bug: Companions Unsummoning.
    At the 3rd boss, if the permafrost crystals hit your companions, they are dismissed.


    Feedback: Boss Fights and Controller Purpose.
    Whilst I understand how you do not want all boss fights to derive their difficulty from the presence of adds, this game currently has no purpose for the controller role, which is 1 of the roles available. In the boss fights, the role has no purpose as there are no adds to control and against trash, it has no purpose as our control is ineffective against the monster which need to be controlled, like Dire Bears. For reference, I play Control Wizard, even if I slot orb of imposition, go oppressor, stack control companions and use the valindra set, I still don't have meaningful control against those monsters and I have lost a ton of damage in the process. Since mod 5, the control part of Control Wizard has been meaningless and simply improving its control isn't going to solve the problem, the problem is, there is no content designed with controller classes in mind. This is 1 of the reasons it would be nice if there were adds in boss fights.
    Post edited by thefabricant on
  • hawkeyelhawkeyel Member Posts: 389 Arc User

    Bug: Companions Unsummoning.
    At the 3rd boss, if the permafrost crystals hit your companions, they are dismissed.


    Feedback: Boss Fights and Controller Purpose.
    Whilst I understand how you do not want all boss fights to derive their difficulty from the presence of adds, this game currently has no purpose for the controller role, which is 1 of the roles available. In the boss fights, the role has no purpose as there are no adds to control and against trash, it has no purpose as our control is ineffective against the monster which need to be controlled, like Dire Bears. For reference, I play Control Wizard, even if I slot orb of imposition, go oppressor, stack control companions and use the valindra set, I still don't have meaningful control against those monsters and I have lost a ton of damage in the process. Since mod 5, the control part of Control Wizard has been meaningless and simply improving its control isn't going to solve the problem, the problem is, there is no content designed with controller classes in mind. This is 1 of the reasons it would be nice if there were adds in boss fights.

    Are you sure that when the permafrost crystals hits a companion and dismiss, that it is a bug? Sounds like a really good idea to stop players from using a companion for a tank. Unless we want to see someone with I soloed the tuffest Dungeon in NW on you tube before this even goes live. And it would be nice if they would do some more Boss fights with a secondary mini boss alot like they do in WOW .This way while the team is working on the main boss the controller could keep the secondary boss busy till the team is ready to go after that one. Just some ideas.
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    hawkeyel said:

    Bug: Companions Unsummoning.
    At the 3rd boss, if the permafrost crystals hit your companions, they are dismissed.


    Feedback: Boss Fights and Controller Purpose.
    Whilst I understand how you do not want all boss fights to derive their difficulty from the presence of adds, this game currently has no purpose for the controller role, which is 1 of the roles available. In the boss fights, the role has no purpose as there are no adds to control and against trash, it has no purpose as our control is ineffective against the monster which need to be controlled, like Dire Bears. For reference, I play Control Wizard, even if I slot orb of imposition, go oppressor, stack control companions and use the valindra set, I still don't have meaningful control against those monsters and I have lost a ton of damage in the process. Since mod 5, the control part of Control Wizard has been meaningless and simply improving its control isn't going to solve the problem, the problem is, there is no content designed with controller classes in mind. This is 1 of the reasons it would be nice if there were adds in boss fights.

    Are you sure that when the permafrost crystals hits a companion and dismiss, that it is a bug? Sounds like a really good idea to stop players from using a companion for a tank. Unless we want to see someone with I soloed the tuffest Dungeon in NW on you tube before this even goes live. And it would be nice if they would do some more Boss fights with a secondary mini boss alot like they do in WOW .This way while the team is working on the main boss the controller could keep the secondary boss busy till the team is ready to go after that one. Just some ideas.
    I am fairly sure its a bug and nobody is going to solo this because they had a companion summoned.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User

    hawkeyel said:

    Bug: Companions Unsummoning.
    At the 3rd boss, if the permafrost crystals hit your companions, they are dismissed.


    Feedback: Boss Fights and Controller Purpose.
    Whilst I understand how you do not want all boss fights to derive their difficulty from the presence of adds, this game currently has no purpose for the controller role, which is 1 of the roles available. In the boss fights, the role has no purpose as there are no adds to control and against trash, it has no purpose as our control is ineffective against the monster which need to be controlled, like Dire Bears. For reference, I play Control Wizard, even if I slot orb of imposition, go oppressor, stack control companions and use the valindra set, I still don't have meaningful control against those monsters and I have lost a ton of damage in the process. Since mod 5, the control part of Control Wizard has been meaningless and simply improving its control isn't going to solve the problem, the problem is, there is no content designed with controller classes in mind. This is 1 of the reasons it would be nice if there were adds in boss fights.

    Are you sure that when the permafrost crystals hits a companion and dismiss, that it is a bug? Sounds like a really good idea to stop players from using a companion for a tank. Unless we want to see someone with I soloed the tuffest Dungeon in NW on you tube before this even goes live. And it would be nice if they would do some more Boss fights with a secondary mini boss alot like they do in WOW .This way while the team is working on the main boss the controller could keep the secondary boss busy till the team is ready to go after that one. Just some ideas.
    I am fairly sure its a bug and nobody is going to solo this because they had a companion summoned.
    How to nerf Bonding without actually nerfing Bonding....
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  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    I never tested cuz I always use Augments but do ya still get the companion stats when your companion gets stiffed in ice and/or dies? If the Boss is constantly Freezing the companions, I don't see much of a need to change the Bonding. :|
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    valwryn said:

    I never tested cuz I always use Augments but do ya still get the companion stats when your companion gets stiffed in ice and/or dies? If the Boss is constantly Freezing the companions, I don't see much of a need to change the Bonding. :|

    I am reporting it as a bug, since I assume it is a bug. If the devs declare it isn't a bug and you must just, "adjust your companions accordingly," its not a big deal anyhow since I am going to assume until its proven otherwise, that the loot for this dungeon will be terrible and nobody will run it. This means that you won't need to swap to an augment for this dungeon, since you won't have a reason to run it at all.
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  • izworizwor Member, NW M9 Playtest Posts: 238 Arc User
    We gave FBI another try with our guildmates. This time I went on my TR.
    Got kicked out of server during second boss fight (again), when logged back we were in Beyn Shander ;/
    No comment here...
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