We should talk about redesigning boss encounters to make healing relevant again, and to reduce the players' dependence on buffs/debuffs to survive all the one-shot mechanics. Having hard-hitting attacks that don't one-shot most players, but still require quick thinking to restore health before the next hit, would be vastly superior to attacks that will insta-kill you unless guarded by overpowered cleric/pally/guardian buffs.
Also, making some differentiation in the way a heavy damage attack is telegraphed vs a primarily control-type attack with less damage. Maybe different colors? Or a distinctly different pattern? Having both draw the same red spot on the ground does not help someone with a strong GWF Unstoppable build decide whether to get out of the red, or stay because of immunity to control effects during Unstoppable, for instance.
Hi everyone! Just wanted to clarify that this poll is for what Dev topic you would be interested in seeing on a Twitch/FB stream. This would involve having the relevant Developer for that topic do a live Q&A. This poll is not intended to reflect what area of the game you would like to see more work being done on, but simply what area of Neverwinter development you are most interested in learning about. For example, say you really want an update in the Game's PvP aspect but you want to learn more about how classes are balanced or how we design the environment for a dungeon/battle. You would then choose either Systems Design or Environment Art in this poll.
Hope that helps clarify any confusion!
What if you adapt and actually start talking about PvP? It seems like you have lots of players here that wants that. Stop ignoring us pls.
For myself, Im not that interested in HOW things are made. I more interested in WHY things are made or not made in a certain way. We need to talk about how we can get stuff done, not how stuff is done.
For example, Why does PvP not getting any focus at all? Why didnt we get any new maps since the game launched? Why does the leaderboard not work? Why do we still have major gaps in gear/boons in PvP? Why do BiS players get matched against players in green gear? Why do new players have to PvP without tenacity?
i decided to vote for enivorinment concept, but that okay.
what i didnt see, what we really do need as priority, most want pvp, but i dont care for pvp. what i care the most. 1. a full overhaul of invoking for ardent and celestrial boxes, they are outdated and ADs got pull out, blessing cap on ADs doesnt seem right for alts, they need coal wards for upgradings to handle tough weekly missions, they cant do it hard way for refinings and much needed power points. 2. Overflow XP rewards are pitiful, why do some alts already 70 would need rank 5 or xp scrolls, need full overhaul too. 3. profession kits are weak and treated like dirty babywipes after they were nerfed, need complete overhaul, then why those profession kits are same as overland kits, since dungeons are suppose to be as "Elite" for profession kits, should yield more materials and random crafting materials and keep overland as basic resource gatherings. 4. leaderships and craftings, leadership got hurt the most of all, need full overhaul, what we do with refugees and maps after we no longer get ADs. 5. stronghold crafter quests and the cost and materials wasted in fails due to unwanted RNG put a dent to "leveling progression" or get next tier mission reachable, kill that RNG from crafting. 6. boss room chests, no green drops, ever. 7. last on list, clean up all the zen, ADs, and T-bar market, some of items seem to overlap, dont forget seal and consumeable merchants.
oops, almost forgot, Bank need new version of Vault format for potions/alchemy, appearances, and "seasonal" items from festivals and some CTA events. we are sick of inventory hassles for months, and Mod 11 fills up way too fast.
Well in this case i would like devs to have a topic of how they will change the game so players do not get one shot . You know.. i would like to hear what the word " healing " means for them. And what a cleric class should mean in Neverwinter Dungeon and Dragons.
That is what i would love to know.
Are we damage dealers ? Buffers ? Or some third class , cos healing is dead.
@kreatyve it's not so much about them breaking NDA. It's about identifying their perspective. You can tell how people feel about topics by what they say and how they say it (or what they don't say for that matter). These streams are the rare chance for players to gain some insight from the devs perspective on different elements of the game.
It's important that we get to hear about what their thoughts are in relation to PVP. If, for example, the dev/devs chose to briefly touch on PVP and spend most of their time talking about other areas/projects it tells us 2 things:
1) We didn't glean much from them about what we care about.
2) They don't find what we care about that high on the priority list.
Then we make decisions regarding how to spend spare time/money in game.
*addendum: It's difficult enough for you to find a poll suggestion that fits our interest, that's exactly why we're being specific. The suggestions are too vague to know exactly what fits in which category.
Well, they also have the issue where if they say that they like an idea, people seem to think that is a promise that the suggestion will make it into the game, and then if something happens where it's just not possible to implement, people get all mad - "well, you promised" - and stuff like that. I do know that they do not wish to kill PvP, and I do know that they have been actively working on ways to improve the PvP experience, however, resources are limited, so things take a long time for changes to take place.
With all due respect. It doesn't feel like they have been "actively working on ways to improve the PVP experience". It feels like pvpers have been trying to give honest feedback for many modules now. Stat inflation is creating a huge gear wall for new players to enter pvp. ontop of that, you have bis pvp players who cant find any real competition. the power gap is too much. stats need to be normalized for all players so a new players going into pvp stands a fair shot at beating a bis pvp player.
this is what both the bis pvp player and the new player want.
Well in this case i would like devs to have a topic of how they will change the game so players do not get one shot . You know.. i would like to hear what the word " healing " means for them. And what a cleric class should mean in Neverwinter Dungeon and Dragons.
That is what i would love to know.
Are we damage dealers ? Buffers ? Or some third class , cos healing is dead.
Oh yes, definitely this. I'd like to know what they think about the mechanics between NPC damage, player damage, player self healing (lifesteal) and group healing (healers).
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
i decided to vote for enivorinment concept, but that okay.
what i didnt see, what we really do need as priority, most want pvp, but i dont care for pvp. what i care the most. 1. a full overhaul of invoking for ardent and celestrial boxes, they are outdated and ADs got pull out, blessing cap on ADs doesnt seem right for alts, they need coal wards for upgradings to handle tough weekly missions, they cant do it hard way for refinings and much needed power points. 2. Overflow XP rewards are pitiful, why do some alts already 70 would need rank 5 or xp scrolls, need full overhaul too. 3. profession kits are weak and treated like dirty babywipes after they were nerfed, need complete overhaul, then why those profession kits are same as overland kits, since dungeons are suppose to be as "Elite" for profession kits, should yield more materials and random crafting materials and keep overland as basic resource gatherings. 4. leaderships and craftings, leadership got hurt the most of all, need full overhaul, what we do with refugees and maps after we no longer get ADs. 5. stronghold crafter quests and the cost and materials wasted in fails due to unwanted RNG put a dent to "leveling progression" or get next tier mission reachable, kill that RNG from crafting. 6. boss room chests, no green drops, ever. 7. last on list, clean up all the zen, ADs, and T-bar market, some of items seem to overlap, dont forget seal and consumeable merchants.
oops, almost forgot, Bank need new version of Vault format for potions/alchemy, appearances, and "seasonal" items from festivals and some CTA events. we are sick of inventory hassles for months, and Mod 11 fills up way too fast.
Soooo... what you actually care about is ALL systems design stuff.
@kreatyve it's not so much about them breaking NDA. It's about identifying their perspective. You can tell how people feel about topics by what they say and how they say it (or what they don't say for that matter). These streams are the rare chance for players to gain some insight from the devs perspective on different elements of the game.
It's important that we get to hear about what their thoughts are in relation to PVP. If, for example, the dev/devs chose to briefly touch on PVP and spend most of their time talking about other areas/projects it tells us 2 things:
1) We didn't glean much from them about what we care about.
2) They don't find what we care about that high on the priority list.
Then we make decisions regarding how to spend spare time/money in game.
*addendum: It's difficult enough for you to find a poll suggestion that fits our interest, that's exactly why we're being specific. The suggestions are too vague to know exactly what fits in which category.
Well, they also have the issue where if they say that they like an idea, people seem to think that is a promise that the suggestion will make it into the game, and then if something happens where it's just not possible to implement, people get all mad - "well, you promised" - and stuff like that. I do know that they do not wish to kill PvP, and I do know that they have been actively working on ways to improve the PvP experience, however, resources are limited, so things take a long time for changes to take place.
With all due respect. It doesn't feel like they have been "actively working on ways to improve the PVP experience". It feels like pvpers have been trying to give honest feedback for many modules now. Stat inflation is creating a huge gear wall for new players to enter pvp. ontop of that, you have bis pvp players who cant find any real competition. the power gap is too much. stats need to be normalized for all players so a new players going into pvp stands a fair shot at beating a bis pvp player.
this is what both the bis pvp player and the new player want.
This. PVP used to be amazing and from what I understand, it used to be the biggest revenue maker for this game. Am I wrong?
But PVP seems to have been completely neglected. The "PVP Community" has been posting ruthlessly on the forums to no avail... Honestly @kreatyve at this point, I really see it as an objectively right approach to strip out all the power-creep that has caused PVP so much harm. I get it, they dont want to make all the campaigns worthless, which they WOULDNT be... Let me lay this out so its very clear.
Player hits max level. Low GS. Does quests/dailies etc to get boons in order to more easily do PVE content to get higher GearScore/ItemLevel THUS = when they go into PVP, they get more stats.
Its all still connected. Removing boons/mount bonuses/insignias etc from PVP will NOT make those things worthless at all! In fact they are still very necessary to run all the best/hardest PVE content IN ORDER to get the highest item level IN ORDER to have the "most stats in PVP".
There are TWO methods the DEVS can use to "normalize PVP" stats/gear.
Method 1) Remove any item that does not contribute towards Item Level (just for PVP - akin to companions). This would be 100% of boons (minus the PVP specific boons), this would be mount bonuses, companions, insignias, overloads, etc.
Anything that effects a players itemlevel, will stay "active" in PVP. This approach allows for the most customization, BUT does not give as level a playing field as the next option.....
Method 2) Copy what WOW did. This is my recommended approach. What they can do, are create "template" stats for each and every class. This really is not that much work to do. So you create stat templates for each class. Everyone has the same template. A DPS DC will have the same stats as a Healer DC. Why? Because its easy and simple and you can give the DC stats for BOTH. (Power/crit/recovery/HP/defense/deflect/etc. are ALL universal good stats) So you dont need different stats for different builds.
THEN, you estimate a "fair item level" for that template. I would target 3k. THEN, you give a small bonus (say 1% more of all the stats) for every 100 item level your ACTUAL character has over 3k. (so a 4,300 Ilevel gets 13% more stats). So lets say you gave all DCs 5k power. A 4,300 Ilevel player would get 650 more power and have 5,650 Power in PVP.
People will STILL want max Itemlevel to have max stats in PVP. The only difference now is.... ANYONE can be "competitive" in PVP.
Everyone wins. Players will FLOCK back to Neverwinter to do PVP because it still has a great PVP system - regardless of neglect it has faced for years!
3
momnipotentMember, NW M9 PlaytestPosts: 16Arc User
PVP used to be THE END GAME CONTENT in Neverwinter, and for many it still is, but through its lengthy neglect, the pvp pool has diminished drastically. We love PVP because it is constantly changing as to whom you are fighting and what the players will do in given situations. It is very different from the repetitive nature of PVE. One can only do so many runs of MSVA or FBI for a challenge.
As a guild leader of Synergy, I have an entire roster of pvp players who are often unable to find a competitive match unless it is prearranged, or we create a game amongst ourselves with inhouses. I would say that class balance has certainly contributed to that over time. I would also argue that while Stronghold pvp was something that got everyone excited, the amount of lag inside made it unplayable at times. That, combined with the fact that it was tied to currency gain for one mod's gear only...made it quickly obsolete. If it could be updated for new substantial loot or armour gains, I am certain people would play it again.
Lastly, I have been playing this game for years, and yet we have the same PVP maps since the beginning. I did a Cryptic survey recently asking for my input, and in it I strongly suggested new maps for pvp. We would like some variety and some challenge...an acknowledgement that we as pvp players matter. As an aside, when we do 10 minute dungeon runs and get a purple or blue item to salvage, we can make AD. Doing pvp all day we get VERY LITTLE in return, and our efforts are certainly 12-15 per game. If the time and effort is comparable, then why are the rewards incongruous?
Please listen to the PVP community. We control the majority of large Rank 20 Stronghold guilds. We have the majority of veteran players. We have people who love this game and want to play it, but slowly people are slipping away in search of something new for their pvp.
Hi everyone! Just wanted to clarify that this poll is for what Dev topic you would be interested in seeing on a Twitch/FB stream. This would involve having the relevant Developer for that topic do a live Q&A. This poll is not intended to reflect what area of the game you would like to see more work being done on, but simply what area of Neverwinter development you are most interested in learning about. For example, say you really want an update in the Game's PvP aspect but you want to learn more about how classes are balanced or how we design the environment for a dungeon/battle. You would then choose either Systems Design or Environment Art in this poll.
Hope that helps clarify any confusion!
What if you adapt and actually start talking about PvP? It seems like you have lots of players here that wants that. Stop ignoring us pls.
For myself, Im not that interested in HOW things are made. I more interested in WHY things are made or not made in a certain way. We need to talk about how we can get stuff done, not how stuff is done.
For example, Why does PvP not getting any focus at all? Why didnt we get any new maps since the game launched? Why does the leaderboard not work? Why do we still have major gaps in gear/boons in PvP? Why do BiS players get matched against players in green gear? Why do new players have to PvP without tenacity?
Great post. I think they would say they "have" given PVP focus. The problem is, as I wrote in a previous post, they create new PVP content (like SH Siege) but then ignore the PVPer feedback and listen to PVE feedback. A GREAT example for both SH siege and IWD and why they quickly became obsolete - Companions.
No PVPer ever took them seriously because of all the companions/stats/triggers. Siege lasted for a LITTLE while but is now pointless because of the lag.. because of all the interactions, including companions. You get a Paladin/GF that have massive interactions going on, the lag is unbelievable. PART of this issue? Boons/Companions.
Why does LB not work? IDK. Thats a good question. Maybe because they had to remove ELO because matchmaking wasnt working, and in doing so they have nothing to base LB on? Just my guess.
Major gear gap/boons in PVP? Because they think (falsely) that if they dont allow this, they will lose sales. If they can constantly release new gear/items you need RP for, PVPers will buy these things and itll result in profits. This is false though. This is almost like "taxing". We have the "1%ers" in NW, who control most of the wealth, who are not impacted by new RP items each module, and then average players who never had BIS to begin with, that constantly struggle to get gear.
The 1%ers are always BIS and will always be BIS. Thus each module, every new "thing" to get, puts average players further behind the "BIS-elites" who always have what they want. Each module, however, comes with more and more power-creep which just means that "gap" gets larger.
Anyways, PVP has dominated this thread. Its painfully obvious (to me) that this is likely the #1 most desired topic they could address/talk about.
If I were running this company (because it is a company FOR PROFIT) I would take some DEV time away from other things and spend a LITTLE time on PVP. - normalizing gear - new PVP maps/modes - fix the leaderboard - Bring back the NCL with cosmetic rewards at the end of the season.
Doing this, will bring hundreds of PVPers back to NW, all of which ARE willing to PAY for stuff. You dont need to try and "force" them to pay. People will GLADLY pay if they like your product. Path of Exile is case and point. Zero "pay for power" and 100% cosmetic, yet them employ 90+ FULL TIME devs for a 100% F2P game. Maybe its time to look at a change in direction/focus.
People honestly, frankly, truly, dont care about "how" things are made. They care about where the game is today, what its lacking, and where the vision is for the future. This thread has been dominated by PVPers saying they want to know the vision for NW PVP and why it hasnt been given its "dev time" like all the other areas.
I assume this has been touched on earlier, but I would like to hear a little bit about what's next for Masterwork professions. They have been really, really neglected, and are often inferior to a Dragonflight/Dusk combo stat-wise...
I would love to see either an upgrade to existing Armor recipes, and hopefully with an added Set bonus.
An easy way is to just copy the Dusk set-bonus, bump it up 50% or so, and maybe with 4/4 pieces, added a % damage to enemies or lower damage taken depending on type of armor.
Since when is Regeneration a useful stat, for any class?
It used to be useful, before April 7, 2015, when you could regen during combat -- you know, the only time when you actually need it.
We tried to warn them. For three months, starting in January, we warned them that it was a colossal mistake. Most of the game is still about soloing, and we told them that it would make classes that couldn't self-heal worthless.
Someone decided not to listen, and starting on April 7, 2015, regeneration was made useless. The claim that not needing as many healing potions out of combat would actually be useful, was laughable to the point of being insulting. I'll stop the invective there, however -- that's enough to illustrate to people who weren't around then what had happened to the stat.
To get back on-topic, I would really, really, REALLY like some insight into the decisions that go into power selection for new artifact weapons, especially in light of the fact that we cannot self-heal during combat. (oh, I forgot, the cooldown on healing potions was nicely increased from 12 seconds to 18 seconds on that particular aforementioned date, for those not around then). I'd like to see this insight because, in light of the current situation re: Regeneration, I plan to never give up the Drowned weapon set without a suitable replacement.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
My question would be is it possible to have a more balanced difficulty (power curve?) from level 1 to level cap.
For instance I've tried out all the class (took 3 to level 70) and basically your able to face roll everything unit you hit T2 dungeons and level 73 zones.
PLEASE take the time and try to improve the game's optimization. Nothing kills the great setting and gameplay of a game which cannot run well on a top-of-the-line PC. I love the game, but have had frustration over the fact that a 1k build cannot run this game consistently at 60+
What are the barriers for foundry created quests merging with live game content? Such as foundry created pvp maps, or quests that expand/continue on existing game story/lore or dungeon designs, etc. becoming standard content? Would you consider a focus group to develop solutions? For Foundry and PvP? Not a gripe session, but an actual, project management focus group to identify root causes, brainstorm solutions, test and implement solutions? Do an ROI (return on investment) analysis for what it would take to do that process versus the financial gains you could reap from the solutions being successful. How many staff do and/or would it take to maintain the foundry server and fix bugs? Or to correct typos, clean up asset descriptions? How/did any QA exist on your end for quests? As in, an audit system to review quests that were reported for content? Do you ever delete quests? Rules for foundry quests - what is an exploit quest in your terms? Ones that are clearly to farm XP, votes/runs for achievements? EULA issues? Any plans to rework the tab/rating system, for example those quests that are a minute long that squat on the top best list forever? Or to display newer content that is awesome but won't have as many stars as the ones that have been "best" for the past nearly 4 years and so get buried and lost once they move on from the for review and new tabs? How do you decide what assets to make accessible and when to make them accessible? When a new Mod comes out, the Foundry always went down for varying time periods because of republishing so many quests. Would you consider revising the system to better manage how and the order the quests get republished?
Hidden Valley Ranch - NW-DPNGENL6E D&D Adventures Part I House of 1000 Corpses - NW-DIEYVLCML D&D Adventures Part II Well of Dragons - NW-DTPJEKZCT Third Place Winner CotD Foundry Contest
It's Just a Flesh Wound Pt. 1 - NW-DM8GHAME2 Monty Python!
It's Just a Flesh Wound Pt. 2 - NW-DFADOS4EX Monty Python!
Great stories made by gamers for gamers. Infinite content, that could defend himself, but it need more love! From the beginning, this was the main feature for people, that were in Neverwinter Nights/Baldur's Gate/Planescape Torment world, to tell epic stories as in these games or even beyond. But the tool is broken, forgotten in the darkest of deeps, but I still hope that one day it will shine in full glory, as it should have from the start! And only than Neverwinter Online will become the true master of all mmos ;-)
Would like to discuss Skill caps and deminished returns. This was changed back in Mod 6 . Wondering what your data has to say on this topic and rather you still feel that this was a good idea.
Would like to discuss Skill caps and deminished returns. This was changed back in Mod 6 . Wondering what your data has to say on this topic and rather you still feel that this was a good idea.
I think it WAS a great idea - before they released boons that give 8k in stats, and mounts that give 4k, along with another handful of mods since then that each come with thousands of more stats.
Mod 6 was a great time to give a "clean slate" and do anything with the game. rather than revert back to what worked (pre-modules) they made the opposite choice and give us stats galor.
Frankly. at this point. the game needs a clean slate. A level increase wouldnt be a BAD idea, but it would have to be executed properly (something I doubt would happen). What they SHOULD do: - increase the level cap to 80, and transform the module campaigns into the leveling "areas" So Sharandar would be a lvl 60-63ish area and the quests you do for the campaign (dailies- but I would make these reset every ~8 hours instead of 24) would give significant EXP and used as a leveling area. Same with all the other module areas.
So that by the time a player reaches lvl 80, they have done a considerable amount of each campaign.
Then @ lvl 80, they can REMOVE artifact equipment completely from the game. Go back to dungeon drops = BIS gear (remember the OLD CN?!)
Then, as I explained earlier, normalize PVP gear. So now EVERYONE will want to run dungeons to get the BIS gear to have the highest itemlevel to have the most stats in PVP.
You basically just fixed 90% of the problems in NW with these steps. Didnt create ANY new content, but my guess is anyone who reads this probably got a little chubby just thinking about how awesome the game would be. amirite?
Its easy to just pop up and ask about why the devs don't show as much love to pvp as they do to the pve but they would never answer that and its just way to naive a question. what i don't get though is why neglect the thing that makes you the most income in game. Ideally one would think that's were most of their attention would go but its rarely there they give out content noone is ever gonna play. I mean how did siege 25v25 seem like a great idea realistically, i can see that being good on paper "25v25 guild based pvp objective wised game play" but come on that was totally a game since launch of that mod. I'm not one to blab about something and give no ideas on how to solve things but here is some ideas:
intoduce some new differents types of gear that create some competitive nature in the pvp community "gear not weapons"
In the time it took to make Siege master you coulda pumped out 3 maybe 4 new pvp maps
Nothing is wrong with a Teamdeath match/Brawl type of gameplay.
Hope whe you get to my comment you read and not skip fingers crossed
Comments
Also, making some differentiation in the way a heavy damage attack is telegraphed vs a primarily control-type attack with less damage. Maybe different colors? Or a distinctly different pattern? Having both draw the same red spot on the ground does not help someone with a strong GWF Unstoppable build decide whether to get out of the red, or stay because of immunity to control effects during Unstoppable, for instance.
For myself, Im not that interested in HOW things are made. I more interested in WHY things are made or not made in a certain way. We need to talk about how we can get stuff done, not how stuff is done.
For example,
Why does PvP not getting any focus at all?
Why didnt we get any new maps since the game launched?
Why does the leaderboard not work?
Why do we still have major gaps in gear/boons in PvP?
Why do BiS players get matched against players in green gear?
Why do new players have to PvP without tenacity?
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
what i didnt see, what we really do need as priority, most want pvp, but i dont care for pvp. what i care the most.
1. a full overhaul of invoking for ardent and celestrial boxes, they are outdated and ADs got pull out, blessing cap on ADs doesnt seem right for alts, they need coal wards for upgradings to handle tough weekly missions, they cant do it hard way for refinings and much needed power points.
2. Overflow XP rewards are pitiful, why do some alts already 70 would need rank 5 or xp scrolls, need full overhaul too.
3. profession kits are weak and treated like dirty babywipes after they were nerfed, need complete overhaul, then why those profession kits are same as overland kits, since dungeons are suppose to be as "Elite" for profession kits, should yield more materials and random crafting materials and keep overland as basic resource gatherings.
4. leaderships and craftings, leadership got hurt the most of all, need full overhaul, what we do with refugees and maps after we no longer get ADs.
5. stronghold crafter quests and the cost and materials wasted in fails due to unwanted RNG put a dent to "leveling progression" or get next tier mission reachable, kill that RNG from crafting.
6. boss room chests, no green drops, ever.
7. last on list, clean up all the zen, ADs, and T-bar market, some of items seem to overlap, dont forget seal and consumeable merchants.
oops, almost forgot, Bank need new version of Vault format for potions/alchemy, appearances, and "seasonal" items from festivals and some CTA events. we are sick of inventory hassles for months, and Mod 11 fills up way too fast.
You know.. i would like to hear what the word " healing " means for them.
And what a cleric class should mean in Neverwinter Dungeon and Dragons.
That is what i would love to know.
Are we damage dealers ?
Buffers ?
Or some third class , cos healing is dead.
this is what both the bis pvp player and the new player want.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
1st RULE: We do not talk about Old Dungeons club.
2nd RULE: We do not talk about Old Dungeons club.
Dungeons old!!!
Better?
We need more pvp-modes, more maps, more events.
Sorry my bad English.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
But PVP seems to have been completely neglected. The "PVP Community" has been posting ruthlessly on the forums to no avail... Honestly @kreatyve at this point, I really see it as an objectively right approach to strip out all the power-creep that has caused PVP so much harm. I get it, they dont want to make all the campaigns worthless, which they WOULDNT be... Let me lay this out so its very clear.
Player hits max level. Low GS. Does quests/dailies etc to get boons in order to more easily do PVE content to get higher GearScore/ItemLevel THUS = when they go into PVP, they get more stats.
Its all still connected. Removing boons/mount bonuses/insignias etc from PVP will NOT make those things worthless at all! In fact they are still very necessary to run all the best/hardest PVE content IN ORDER to get the highest item level IN ORDER to have the "most stats in PVP".
There are TWO methods the DEVS can use to "normalize PVP" stats/gear.
Method 1) Remove any item that does not contribute towards Item Level (just for PVP - akin to companions). This would be 100% of boons (minus the PVP specific boons), this would be mount bonuses, companions, insignias, overloads, etc.
Anything that effects a players itemlevel, will stay "active" in PVP. This approach allows for the most customization, BUT does not give as level a playing field as the next option.....
Method 2) Copy what WOW did. This is my recommended approach. What they can do, are create "template" stats for each and every class. This really is not that much work to do. So you create stat templates for each class. Everyone has the same template. A DPS DC will have the same stats as a Healer DC. Why? Because its easy and simple and you can give the DC stats for BOTH. (Power/crit/recovery/HP/defense/deflect/etc. are ALL universal good stats) So you dont need different stats for different builds.
THEN, you estimate a "fair item level" for that template. I would target 3k.
THEN, you give a small bonus (say 1% more of all the stats) for every 100 item level your ACTUAL character has over 3k. (so a 4,300 Ilevel gets 13% more stats).
So lets say you gave all DCs 5k power. A 4,300 Ilevel player would get 650 more power and have 5,650 Power in PVP.
People will STILL want max Itemlevel to have max stats in PVP. The only difference now is.... ANYONE can be "competitive" in PVP.
Everyone wins. Players will FLOCK back to Neverwinter to do PVP because it still has a great PVP system - regardless of neglect it has faced for years!
As a guild leader of Synergy, I have an entire roster of pvp players who are often unable to find a competitive match unless it is prearranged, or we create a game amongst ourselves with inhouses. I would say that class balance has certainly contributed to that over time. I would also argue that while Stronghold pvp was something that got everyone excited, the amount of lag inside made it unplayable at times. That, combined with the fact that it was tied to currency gain for one mod's gear only...made it quickly obsolete. If it could be updated for new substantial loot or armour gains, I am certain people would play it again.
Lastly, I have been playing this game for years, and yet we have the same PVP maps since the beginning. I did a Cryptic survey recently asking for my input, and in it I strongly suggested new maps for pvp. We would like some variety and some challenge...an acknowledgement that we as pvp players matter. As an aside, when we do 10 minute dungeon runs and get a purple or blue item to salvage, we can make AD. Doing pvp all day we get VERY LITTLE in return, and our efforts are certainly 12-15 per game. If the time and effort is comparable, then why are the rewards incongruous?
Please listen to the PVP community. We control the majority of large Rank 20 Stronghold guilds. We have the majority of veteran players. We have people who love this game and want to play it, but slowly people are slipping away in search of something new for their pvp.
Signature [WIP] - tyvm John
No PVPer ever took them seriously because of all the companions/stats/triggers. Siege lasted for a LITTLE while but is now pointless because of the lag.. because of all the interactions, including companions. You get a Paladin/GF that have massive interactions going on, the lag is unbelievable. PART of this issue? Boons/Companions.
Why does LB not work? IDK. Thats a good question. Maybe because they had to remove ELO because matchmaking wasnt working, and in doing so they have nothing to base LB on? Just my guess.
Major gear gap/boons in PVP? Because they think (falsely) that if they dont allow this, they will lose sales. If they can constantly release new gear/items you need RP for, PVPers will buy these things and itll result in profits. This is false though. This is almost like "taxing". We have the "1%ers" in NW, who control most of the wealth, who are not impacted by new RP items each module, and then average players who never had BIS to begin with, that constantly struggle to get gear.
The 1%ers are always BIS and will always be BIS. Thus each module, every new "thing" to get, puts average players further behind the "BIS-elites" who always have what they want. Each module, however, comes with more and more power-creep which just means that "gap" gets larger.
Anyways, PVP has dominated this thread. Its painfully obvious (to me) that this is likely the #1 most desired topic they could address/talk about.
If I were running this company (because it is a company FOR PROFIT) I would take some DEV time away from other things and spend a LITTLE time on PVP.
- normalizing gear
- new PVP maps/modes
- fix the leaderboard
- Bring back the NCL with cosmetic rewards at the end of the season.
Doing this, will bring hundreds of PVPers back to NW, all of which ARE willing to PAY for stuff. You dont need to try and "force" them to pay. People will GLADLY pay if they like your product. Path of Exile is case and point. Zero "pay for power" and 100% cosmetic, yet them employ 90+ FULL TIME devs for a 100% F2P game. Maybe its time to look at a change in direction/focus.
People honestly, frankly, truly, dont care about "how" things are made. They care about where the game is today, what its lacking, and where the vision is for the future. This thread has been dominated by PVPers saying they want to know the vision for NW PVP and why it hasnt been given its "dev time" like all the other areas.
They have been really, really neglected, and are often inferior to a Dragonflight/Dusk combo stat-wise...
I would love to see either an upgrade to existing Armor recipes, and hopefully with an added Set bonus.
An easy way is to just copy the Dusk set-bonus, bump it up 50% or so, and maybe with 4/4 pieces, added a % damage to enemies or lower damage taken depending on type of armor.
We tried to warn them. For three months, starting in January, we warned them that it was a colossal mistake. Most of the game is still about soloing, and we told them that it would make classes that couldn't self-heal worthless.
Someone decided not to listen, and starting on April 7, 2015, regeneration was made useless. The claim that not needing as many healing potions out of combat would actually be useful, was laughable to the point of being insulting. I'll stop the invective there, however -- that's enough to illustrate to people who weren't around then what had happened to the stat.
To get back on-topic, I would really, really, REALLY like some insight into the decisions that go into power selection for new artifact weapons, especially in light of the fact that we cannot self-heal during combat. (oh, I forgot, the cooldown on healing potions was nicely increased from 12 seconds to 18 seconds on that particular aforementioned date, for those not around then). I'd like to see this insight because, in light of the current situation re: Regeneration, I plan to never give up the Drowned weapon set without a suitable replacement.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
My question would be is it possible to have a more balanced difficulty (power curve?) from level 1 to level cap.
For instance I've tried out all the class (took 3 to level 70) and basically your able to face roll everything unit you hit T2 dungeons and level 73 zones.
What are the barriers for foundry created quests merging with live game content? Such as foundry created pvp maps, or quests that expand/continue on existing game story/lore or dungeon designs, etc. becoming standard content?
Would you consider a focus group to develop solutions? For Foundry and PvP? Not a gripe session, but an actual, project management focus group to identify root causes, brainstorm solutions, test and implement solutions? Do an ROI (return on investment) analysis for what it would take to do that process versus the financial gains you could reap from the solutions being successful.
How many staff do and/or would it take to maintain the foundry server and fix bugs? Or to correct typos, clean up asset descriptions?
How/did any QA exist on your end for quests? As in, an audit system to review quests that were reported for content? Do you ever delete quests?
Rules for foundry quests - what is an exploit quest in your terms? Ones that are clearly to farm XP, votes/runs for achievements? EULA issues?
Any plans to rework the tab/rating system, for example those quests that are a minute long that squat on the top best list forever? Or to display newer content that is awesome but won't have as many stars as the ones that have been "best" for the past nearly 4 years and so get buried and lost once they move on from the for review and new tabs?
How do you decide what assets to make accessible and when to make them accessible?
When a new Mod comes out, the Foundry always went down for varying time periods because of republishing so many quests. Would you consider revising the system to better manage how and the order the quests get republished?
House of 1000 Corpses - NW-DIEYVLCML D&D Adventures Part II
Well of Dragons - NW-DTPJEKZCT Third Place Winner CotD Foundry Contest
It's Just a Flesh Wound Pt. 1 - NW-DM8GHAME2 Monty Python!
It's Just a Flesh Wound Pt. 2 - NW-DFADOS4EX Monty Python!
Great stories made by gamers for gamers.
Infinite content, that could defend himself, but it need more love!
From the beginning, this was the main feature for people, that were in Neverwinter Nights/Baldur's Gate/Planescape Torment world, to tell epic stories as in these games or even beyond.
But the tool is broken, forgotten in the darkest of deeps, but I still hope that one day it will shine in full glory, as it should have from the start!
And only than Neverwinter Online will become the true master of all mmos ;-)
RIP Foundry
Mod 6 was a great time to give a "clean slate" and do anything with the game. rather than revert back to what worked (pre-modules) they made the opposite choice and give us stats galor.
Frankly. at this point. the game needs a clean slate. A level increase wouldnt be a BAD idea, but it would have to be executed properly (something I doubt would happen). What they SHOULD do:
- increase the level cap to 80, and transform the module campaigns into the leveling "areas" So Sharandar would be a lvl 60-63ish area and the quests you do for the campaign (dailies- but I would make these reset every ~8 hours instead of 24) would give significant EXP and used as a leveling area. Same with all the other module areas.
So that by the time a player reaches lvl 80, they have done a considerable amount of each campaign.
Then @ lvl 80, they can REMOVE artifact equipment completely from the game. Go back to dungeon drops = BIS gear (remember the OLD CN?!)
Then, as I explained earlier, normalize PVP gear. So now EVERYONE will want to run dungeons to get the BIS gear to have the highest itemlevel to have the most stats in PVP.
You basically just fixed 90% of the problems in NW with these steps. Didnt create ANY new content, but my guess is anyone who reads this probably got a little chubby just thinking about how awesome the game would be. amirite?
Fixing this alone can make you hero's. Just imagine the content that can be created by our talented fellow Neverwinterians.
intoduce some new differents types of gear that create some competitive nature in the pvp community "gear not weapons"-
- In the time it took to make Siege master you coulda pumped out 3 maybe 4 new pvp maps
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Nothing is wrong with a Teamdeath match/Brawl type of gameplay.Hope whe you get to my comment you read and not skip fingers crossed