PVP + Foundry ... = How about a PVP foundry?...Just a thought.
More importantly have PVP instancing Break down into closer Item Level Categories kind of like a Boxing/MMA/Wrestling Match? Heavyweights, Cruiserwights, Middleweights, and so on.
Finally, if you have people who like to play enemy factions, which most games do, possibly have a new open world faction based PVP area with Nashers, Neverembers, Thayans, Amn and Cult Members which give boons to those who have winning support of their cause.
Foundry. Player created content should become a focus here, since it can keep players attracted to the game between modules, while the Devs are working on the next update. When the Foundry is back on it's feet again, it should also be considered as another source for daily rAD quests. May be even come up with something like weekly featured Foundries, that would also reward players with a nice drop at the end of the run.
Strongholds. As mentioned so many times before, i still hope that the Devs will think about reducing the resources needed for the first few ranks of the Stronghold structures. So that everyone can build a small but functional Stronghold within a few days. This wouldn't take much time to implement, but it would add a little bit of "housing" flair to the game...
PvP on the other hand only needs a (better?) matchmaking system based on ItemLevel, where the system counts in the IL of the gear aquired this far on that character. Anything else is up to the players.
Most critters in the world will now have an increased chance to drop Enchantments and Runestones.
For those looking to utilize skill nodes for something beyond professions, we are increasing how often they drop Insignias. Insignias are used in the recently improved mount system that was part of the Neverwinter: The Maze Engine expansion. In addition to being available in skill nodes, bound, uncommon Insignias will now have a chance to drop from most critters. Both of these updates will give adventurers more options to further customize their mounts.
How about addressing this... Fix these worthless skill nodes. Green HAMSTER insignia's are only good for gold. Nothing of any value is even in these anymore. At least make the insignia's blue!
Balance bondings or Buff augments if you don't want to displease the growing horde of rank 12 bonding yelding content 1 shotters.
This 1 way no brainer bonding power creep has gone too far for too many months. Get bondings, stack power, mow through content. That's what the game has gotten down to. There is no build variety just because of this.
Bondings are the sole reason for the ridiculous power creep from which NW is ailing since you people "fixed" the bondings.
EDIT: And something else, FIX THE SADER BUG PLEASE!!! (sorry for caps) I have a strong pc can run the game maxed and my screen turns red or blinding white, I see no textures, only untextured squares. Happens in ESOT, ETOS and PE mostly
hey, dont touch my Bond gem, my highest is rank 8. i only had 4-5 maxed enchants and runes so far.
that took me long time to refine those by 2 years and i still have several others that need tons of coal wards, what i see, high cost paywall. folks spend lot of money and you ask for nerf? there will be mass exodus and the devs dont want to lose them. players are sick of "bait and switch" for so long, it is the very last straw that no one wants, this would kill player loyality and trust.
just my opinion, each companion should have one type of runes, not all 3 of same runes.
To me, bondings are a symptom of a larger problem.
Mod 6 included a lot of changes to the game's combat dynamics, and one them appears to be a decision to use HP as the means to deal with power creep. When you're level 70, the majority of your HP comes from your gear, not your level. From the standpoint of HP, level 70 players are on a completely different tier than level 60 players. Level 70 gear roughly triples the amount of HP one would normally have were it not artificially boosted.
Consequently, the HP and damage of enemies were adjusted upward as well, and damage disproportionately so. This had the effect of unbalancing the dynamics of what makes a player "effective".
Prior to mod 6, the biggest issue with boss fights was add management. You needed a fair amount of DPS, but you also needed robust CC (crowd control) to deal with adds. There were a lot of complaints, but the issue we have today is actually worse. Now, when dealing with bosses whose HP is in the tens of millions, every fight has become a DPS race. Players need the DPS to bring the boss down in something less than an hour, and that same DPS means that there is no point to add management or even introducing adds at all: they would be melted instantly. An entire skill has been rendered redundant.
Another negative consequence was further compounded by the multiple changes to survivability. Lifesteal was changed from a benefit that gradually improved with your stat to an all-or-nothing game of chance. The role of regeneration was removed from combat altogether, and healing potions were made effectively useless in combat. I'll attempt to explain.
Lifesteal is now something you can no longer manage. You can attempt to improve your chances of it saving you, but its random characteristic makes it difficult to justify relying upon it. Further, because enemies post-Mod 6 do so much damage, there isn't much point of a lifesteal stat if the first hit can take 70-100% of your HP. The probability of the second hit killing you is greater than the probability of lifesteal triggering on it.
As mentioned above, the role of regeneration was removed entirely from combat. Well, almost entirely. It allegedly increases your incoming healing, but once again this assumes that the first hit hasn't already killed you. Further compounding the problem is that non-bosses do so much damage: it's not realistic to expect a healer to be able to target a hurt player and fire a heal off before a second hit comes from one of the many enemies in a fight. As with lifesteal, it's no longer a stat that a player can manage. Finally, if you're out soloing -- which is still the majority of the time in NWO -- it is of no benefit whatsoever during combat unless you have a healer companion summoned. However, since enemies do so much damage, the lifespan of any companion is measured in seconds -- especially "leader" companions.
The vastly increased damage from enemies coupled with the 12- to 18-second change in potion cooldown has made drinking them pointless -- unless you conveniently use a stone of health. If you have to drink a healing potion, chances are that multiple hits will land sometime in the next 18 seconds to take you down before you can drink another.
The end result? Everyone has to over-rely on DPS output to be "effective" in the game. Every fight is now a race devoid of strategy: in the case of non-boss fights, melt enemies before taking too many hits. In the case of boss fights, melt the boss so it doesn't take an hour to complete. We're all forced to build for DPS. No longer can players opt to strategize their builds with increased CC, because DPS suffers far too much and is far more "important" in today's climate. Similarly, players can no longer opt to use lifesteal to get by, because if you need lifesteal then more likely than not, with today's HP and damage values, you'll be down before the enemies are. No longer can a player strategically use regeneration to get by because it's now a non-combat stat.
Back to bondings. Their over-reliance -- and on Loyal gear, and on Anointed Army -- are symptoms of the same problem: the need for everyone to pump out absurd amounts of damage while at the same time dealing with absurd amounts of incoming damage. No strategy, just a pure DPS race.
Using HP as the means to deal with power creep was a mistake. Soon after Mod 6 launched, I pointed out to guildies that the devs had unknowingly painted themselves into a corner: with everyone now relying on artificially-inflated HP, how does one undo the stat imbalance? I don't think the Mod 6 crew fully understood the dynamics of how all of the stats interacted that made players "effective": by placing so much emphasis on just one stat, that balance has been disrupted.
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
0
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
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?
Fully agree with you. I stated pretty much the same here.
And fully agree with @hustin1 here above. I'm really looking forward to the the next State of the Game to decide whether to stay or leave.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
Just some small feedback regarding the poll structure, it looks like it is designed for someone that has knowledge of game design prior to voting. The average player has no idea what "system design" or "engineering" means. Maybe in the future compress some of these categories or provide a little explanation under each category.
That being said "pvp" or "systems design" would get my primary vote.
To me, bondings are a symptom of a larger problem.
Mod 6 included a lot of changes to the game's combat dynamics, and one them appears to be a decision to use HP as the means to deal with power creep. When you're level 70, the majority of your HP comes from your gear, not your level. From the standpoint of HP, level 70 players are on a completely different tier than level 60 players. Level 70 gear roughly triples the amount of HP one would normally have were it not artificially boosted.
Consequently, the HP and damage of enemies were adjusted upward as well, and damage disproportionately so. This had the effect of unbalancing the dynamics of what makes a player "effective".
Prior to mod 6, the biggest issue with boss fights was add management. You needed a fair amount of DPS, but you also needed robust CC (crowd control) to deal with adds. There were a lot of complaints, but the issue we have today is actually worse. Now, when dealing with bosses whose HP is in the tens of millions, every fight has become a DPS race. Players need the DPS to bring the boss down in something less than an hour, and that same DPS means that there is no point to add management or even introducing adds at all: they would be melted instantly. An entire skill has been rendered redundant.
Another negative consequence was further compounded by the multiple changes to survivability. Lifesteal was changed from a benefit that gradually improved with your stat to an all-or-nothing game of chance. The role of regeneration was removed from combat altogether, and healing potions were made effectively useless in combat. I'll attempt to explain.
Lifesteal is now something you can no longer manage. You can attempt to improve your chances of it saving you, but its random characteristic makes it difficult to justify relying upon it. Further, because enemies post-Mod 6 do so much damage, there isn't much point of a lifesteal stat if the first hit can take 70-100% of your HP. The probability of the second hit killing you is greater than the probability of lifesteal triggering on it.
As mentioned above, the role of regeneration was removed entirely from combat. Well, almost entirely. It allegedly increases your incoming healing, but once again this assumes that the first hit hasn't already killed you. Further compounding the problem is that non-bosses do so much damage: it's not realistic to expect a healer to be able to target a hurt player and fire a heal off before a second hit comes from one of the many enemies in a fight. As with lifesteal, it's no longer a stat that a player can manage. Finally, if you're out soloing -- which is still the majority of the time in NWO -- it is of no benefit whatsoever during combat unless you have a healer companion summoned. However, since enemies do so much damage, the lifespan of any companion is measured in seconds -- especially "leader" companions: the ones who heal.
The vastly increased damage from enemies coupled with the 12- to 18-second change in potion cooldown has made drinking them pointless -- unless you conveniently use a stone of health. If you have to drink a healing potion, chances are that multiple hits will land sometime in the next 18 seconds to take you down before you can drink another.
The end result? Everyone has to over-rely on DPS output to be "effective" in the game. Every fight is now a race devoid of strategy: in the case of non-boss fights, melt enemies before taking too many hits. In the case of boss fights, melt the boss so it doesn't take an hour to complete. We're all forced to build for DPS. No longer can players opt to strategize their builds with increased CC, because DPS suffers far too much and is far more "important" in today's climate. Similarly, players can no longer opt to use lifesteal to get by, because if you need lifesteal then more likely than not, with today's HP and damage values, you'll be down before the enemies are. No longer can a player strategically use regeneration to get by because it's now a non-combat stat.
Back to bondings. Their over-reliance -- and on Loyal gear, and on Anointed Army -- are symptoms of the same problem: the need for everyone to pump out absurd amounts of damage while at the same time dealing with absurd amounts of incoming damage. No strategy, just a pure DPS race.
Using HP as the means to deal with power creep was a mistake. Soon after Mod 6 launched, I pointed out to guildies that the devs had unknowingly painted themselves into a corner: with everyone now relying on artificially-inflated HP, how does one undo the stat imbalance? I don't think the Mod 6 crew fully understood the dynamics of how all of the stats interacted that made players "effective": by placing so much emphasis on just one stat, that balance has been disrupted.
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
i blame those pvp folks abusing by removing regeneration for Pve environment, it make other healers work overtime and overclocked trying to heal, sometimes they are out of range or unexpected crit hit by mobs while spells are on cooldowns, and potions are still useless. trolls heal while in combat, wright commanders suck health when you are stuck in corner or objects that you cant jump away as you are pinned and stun effects preventing to use knockbacks.
devs already knew they killed the game by nerfing and should make any regeneration not working if you are in PVP zones, and they do easy way out and not doing right job to make pvp zone to make specific skills and buffs become unavailable. they didnt realized some skills in trait trees bacame useless and waste of points spent.
they need to add complete new skill tree for pvp, almost like old guild wars' pve and pvp format, love those "capture sigil" by finding rare skills from elite mob/ringleaders, then the players can use new pvp skills in designed pvp zones. since those players already had rank 12 gems, so, i wish devs dont bother those but make new skills discovery more fun while pve skills dont suffer by nerfs.
PVP! I don't care about class balance so much, same HAMSTER different patch. I just want some more incentive for people across the board to pvp in the way of new maps/ different types of games maybe? AND definately low number easy to que matches. Something completely fresh and definately PVP centric.
0
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
1. When is the Feytouched Weapon Enchantment (all ranks) random buff debuff gets fixed, it randomly bugs? 2. When is the game gonna get server quality to a point when game population is high and game starts lagging and gets lots o "Server not Responding" message, this problem also happened awhile in past, when Community Manager played with a Developper and game got the same Message(it was so dissapointing to see that happening), stopps appearing?
0
torontodaveMember, NW M9 PlaytestPosts: 992Arc User
I am in the unique position of both being a) a foundry author. and b) in synergy. (the top pvp guild)
I don't login anymore, because both have been neglected.
If you want to know what we want, read all my posts. (980 of them. starting in 2013) They were largely ignored by your predecessors @mimicking#6533 ... as for this thread, @ayroux has some great input.
Thanks for all the fish!
NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
THE perfect quote for these circumstances! I wonder how many understand the meaning. *heads out to train the double-backward somersault through a hoop while whistling the "Star Spangled Banner"*
Imaginary Friends are the best friends you can have!
funny, i dont remember one of my post either went missing or i forgot to hit post when i was so tired, that i had an idea for PvP.
i like concept of finding "rare skills" by hunting elite ringleader bosses like original Guild Wars with Capture Sigils tokens, and then use those skills for PvP, so most of our PvE skills dont get nerfed since those players always find way to abuse, i dont like seeing my regeneration became useless. once going to PvP zones, then most PvE skills get disactivated, have to use PvP skills to play. it needs 2 set of hotbar skills, one for PvE standard play in any areas, and then enter into pvp zones, skills get switch to pvp hotbar. like that STO's multiple skill hotbars, pvp hotbar would be "red" when you select skills after collected from several ringleader bosses. it would suppose to level the fields on pvp zones with only the skills you find, but there nothing we can do with rank 12's, but the devs could make companions disabled in restricted zones.
hopefully if devs make those PvP almost classless skills with few class specific pvp skills, 3 any pvp skills and 1 specific class pvp skill on limited hotbar slots. concept is, find 20 standard non-class pvp skills and 5 specific skills for classes so the players can pick and place in red hotbar sockets. it easy for devs to built instead of nerfing some or breaking character skill trees, easier than fixing for class rebalances.
Devs only need to keep watching new pvp skills dont get boosted by rank 12's. then it would be even or close enough, and create new pvp fields for different types of challenges with rough landscapes.
Main Reasons this game was remotely successful and why this game is dying and is nowhere near successful on any front.
1. Foundry (single biggest "selling point" this game ever had - gold mine - completely made useless
2. Difficult PVE - Beta CN - most challenging PVE this game ever had. With stat creep and "balancing"/boons/insignias,companions, bondings - Just no... you guys lost this a long time ago
3. PVP - Believe it or not you have one of the best combat systems around STILL since beta. You never made a new map, you created a power creep and never made pvp gear obtainable enough to give balance to newer players, and it was what... like 8 or 9 mods until you "class balance"....
So far... all discussion has been related to these three topics. People hate the endless grind. Which contributes to the powercreep in PVE and PVP. People hate that the foundry is pointless. It was your biggest selling point when the game was released. People hate getting destroyed in PVP - ELO doesn't work, and gear is impossible for new players to get. I mean you can swing how you want but those are the 3 topics that should be suggested and not mod 12. mod 13. mod 14. mod 15.
The complaints have been the same since mod 3-4. The problem is that whoever fronts the bill and tells the developers what to develop does not care in any shape/form what the community actually wants. Take coalescent wards for example. They were 10 dollars for years. If they were 1 dollar you would have made exponentially more money off that alone than any other item in the entire game. Players didn't pay 10 dollars, instead they bought characters slots and prayed endlessly. You then rather than fixing the problem, create a new one making them bound trying to force players to buy them. Instead they just get the enchant, use the coalescent then sell it. You lose again and now the system sucks. I believe they call them "band-aids". But instead of now being at mod 11 and at the worst state the game has ever been in.... If they only took 1-2 mods to bring the game back to what it was when it had twitch streamers, pvp, foundry, amazing PVE... you would be one of the most successful games around now instead of having a 5 (maybe) man dev team who literally only makes stuff, never changes it, then 1-2 guys most likely as their 2nd 3rd job try and band aid fix when if any real time went into in the first place... it'd work.
In summary - You have a GOLD MINE and you have let it slip through you fingers. PVP - remove boons, remove power creep, make it about skill again - let foundry guys make maps for it for competitions - all of those would bring thousands of players to your game. PVE - tone down ALLLLLLLLLL stats, make them have diminishing returns again, you can then balance it and not just increase numbers more and more and have to generate as many forms of self healing as you possibly can (water weapons, boons, insignias) RATHER THAN JUST FIXING THE PROBLEM - you now created 3... I'm sure there are loads more.. companions.. there 4.
Rather than a poll about what you want to discuss when in reality it is already known what you will discuss which is why the options were so vague.... Why not use a Q and A to actually be what it is supposed to be. Players want to know when PVP will looked at. When the foundry will be what it was supposed to (THE MAIN SELLING POINT OF THE GAME). When PVE will be about PVE and not endless and I mean endless hours of boons and more and more RNGesus. Keep it simple for once... mod 12 isn't the answer. You had enough in mod 1 to have the best MMORPG ever made (Yeah I said it) - and you tossed it for a quick buck which in reality was not a quick buck because if you actually priced things reasonably you wouldn't have the "othe resources" problem that you've had since beta. I digress.... I loved this game more than almost anyone I've ever met that plays it and I dedicated years and thousands of hours to it. I had the most fun I've ever had on any game here. But I watched it get trashed again and again and decided to leave on a good note. But seeing this is just sad. I know you guys know it, and I know it isn't your fault.. It is whoever is writing the checks and there isn't much you can do about it. But please... do not <font color="orange">HAMSTER</font> on us and call it rain with these options. Just be honest for once...
If many ppl still play to NWO instead of Black Desert is cuz NW is easier and it doens't requir to have an alternative life to play it. So, devs should care of PvP comnunity instead of frustrating it, and also trying to find a meltin point by PvP and PvE players, to avoid the madness of GRINDING just to have better stuff to hit dmg ranking or be little stronkier in PvP.
I mean: most PvP players see the PvE like an annoyng moment to get new stuff and then get back fast to Domination; PvE players see the PvP like an useless moment we're ppl with caveman's istincts play to "who is the best, or what pvp guild is the best", with no mercy for who doens't understand their world. Probably, could be an interesting solution make PvP desiderable for PvErs, in the same way the PvE are for PvPrs, adding PvP new content (or like only you devs are able in, to recicle some old content) and stuff useful in PvE.
Imho, creating a mutual interest and benefit could be the right solution to please both communities.
If many ppl still play to NWO instead of Black Desert is cuz NW is easier and it doens't requir to have an alternative life to play it. So, devs should care of PvP comnunity instead of frustrating it, and also trying to find a meltin point by PvP and PvE players, to avoid the madness of GRINDING just to have better stuff to hit dmg ranking or be little stronkier in PvP.
I mean: most PvP players see the PvE like an annoyng moment to get new stuff and then get back fast to Domination; PvE players see the PvP like an useless moment we're ppl with caveman's istincts play to "who is the best, or what pvp guild is the best", with no mercy for who doens't understand their world. Probably, could be an interesting solution make PvP desiderable for PvErs, in the same way the PvE are for PvPrs, adding PvP new content (or like only you devs are able in, to recicle some old content) and stuff useful in PvE.
Imho, creating a mutual interest and benefit could be the right solution to please both communities.
A lot of PvE players avoid PvP because of the toxic community that virtually every PvP game has. I used to play primarily FPSes and I'm playing Neverwinter because I was sick of how toxic people can get. No one that's playing PvE wants to deal with some nutjob that harasses them in PMs because they lost a match.
If they made PvP even remotely necessary for anything in PvE the outrage would dwarf the feedback on the dungeon key changes/leadership AD/gateway etc.
Comments
More importantly have PVP instancing Break down into closer Item Level Categories kind of like a Boxing/MMA/Wrestling Match? Heavyweights, Cruiserwights, Middleweights, and so on.
Finally, if you have people who like to play enemy factions, which most games do, possibly have a new open world faction based PVP area with Nashers, Neverembers, Thayans, Amn and Cult Members which give boons to those who have winning support of their cause.
Player created content should become a focus here, since it can keep players attracted to the game between modules, while the Devs are working on the next update.
When the Foundry is back on it's feet again, it should also be considered as another source for daily rAD quests.
May be even come up with something like weekly featured Foundries, that would also reward players with a nice drop at the end of the run.
Strongholds.
As mentioned so many times before, i still hope that the Devs will think about reducing the resources needed for the first few ranks of the Stronghold structures.
So that everyone can build a small but functional Stronghold within a few days.
This wouldn't take much time to implement, but it would add a little bit of "housing" flair to the game...
PvP on the other hand only needs a (better?) matchmaking system based on ItemLevel, where the system counts in the IL of the gear aquired this far on that character. Anything else is up to the players.
indoor guild halls.
1. trophy room, items or flagged update from defeated dungeon bosses.
2. meeting hall
3. dining table room
4. dungeon
once placed, it became perma fixtures, if not like it, use the wallboard for delete option to remove an item.
For those looking to utilize skill nodes for something beyond professions, we are increasing how often they drop Insignias. Insignias are used in the recently improved mount system that was part of the Neverwinter: The Maze Engine expansion. In addition to being available in skill nodes, bound, uncommon Insignias will now have a chance to drop from most critters. Both of these updates will give adventurers more options to further customize their mounts.
https://arcgames.com/en/games/neverwinter/news/detail/9923543-neverwinter%3A-upcoming-changes-to-skill-nodes
How about addressing this...
Fix these worthless skill nodes. Green HAMSTER insignia's are only good for gold. Nothing of any value is even in these anymore. At least make the insignia's blue!
This 1 way no brainer bonding power creep has gone too far for too many months.
Get bondings, stack power, mow through content. That's what the game has gotten down to.
There is no build variety just because of this.
Bondings are the sole reason for the ridiculous power creep from which NW is ailing since you people "fixed" the bondings.
EDIT: And something else, FIX THE SADER BUG PLEASE!!! (sorry for caps)
I have a strong pc can run the game maxed and my screen turns red or blinding white, I see no textures, only untextured squares. Happens in ESOT, ETOS and PE mostly
that took me long time to refine those by 2 years and i still have several others that need tons of coal wards, what i see, high cost paywall. folks spend lot of money and you ask for nerf? there will be mass exodus and the devs dont want to lose them.
players are sick of "bait and switch" for so long, it is the very last straw that no one wants, this would kill player loyality and trust.
just my opinion, each companion should have one type of runes, not all 3 of same runes.
Mod 6 included a lot of changes to the game's combat dynamics, and one them appears to be a decision to use HP as the means to deal with power creep. When you're level 70, the majority of your HP comes from your gear, not your level. From the standpoint of HP, level 70 players are on a completely different tier than level 60 players. Level 70 gear roughly triples the amount of HP one would normally have were it not artificially boosted.
Consequently, the HP and damage of enemies were adjusted upward as well, and damage disproportionately so. This had the effect of unbalancing the dynamics of what makes a player "effective".
Prior to mod 6, the biggest issue with boss fights was add management. You needed a fair amount of DPS, but you also needed robust CC (crowd control) to deal with adds. There were a lot of complaints, but the issue we have today is actually worse. Now, when dealing with bosses whose HP is in the tens of millions, every fight has become a DPS race. Players need the DPS to bring the boss down in something less than an hour, and that same DPS means that there is no point to add management or even introducing adds at all: they would be melted instantly. An entire skill has been rendered redundant.
Another negative consequence was further compounded by the multiple changes to survivability. Lifesteal was changed from a benefit that gradually improved with your stat to an all-or-nothing game of chance. The role of regeneration was removed from combat altogether, and healing potions were made effectively useless in combat. I'll attempt to explain.
Lifesteal is now something you can no longer manage. You can attempt to improve your chances of it saving you, but its random characteristic makes it difficult to justify relying upon it. Further, because enemies post-Mod 6 do so much damage, there isn't much point of a lifesteal stat if the first hit can take 70-100% of your HP. The probability of the second hit killing you is greater than the probability of lifesteal triggering on it.
As mentioned above, the role of regeneration was removed entirely from combat. Well, almost entirely. It allegedly increases your incoming healing, but once again this assumes that the first hit hasn't already killed you. Further compounding the problem is that non-bosses do so much damage: it's not realistic to expect a healer to be able to target a hurt player and fire a heal off before a second hit comes from one of the many enemies in a fight. As with lifesteal, it's no longer a stat that a player can manage. Finally, if you're out soloing -- which is still the majority of the time in NWO -- it is of no benefit whatsoever during combat unless you have a healer companion summoned. However, since enemies do so much damage, the lifespan of any companion is measured in seconds -- especially "leader" companions.
The vastly increased damage from enemies coupled with the 12- to 18-second change in potion cooldown has made drinking them pointless -- unless you conveniently use a stone of health. If you have to drink a healing potion, chances are that multiple hits will land sometime in the next 18 seconds to take you down before you can drink another.
The end result? Everyone has to over-rely on DPS output to be "effective" in the game. Every fight is now a race devoid of strategy: in the case of non-boss fights, melt enemies before taking too many hits. In the case of boss fights, melt the boss so it doesn't take an hour to complete. We're all forced to build for DPS. No longer can players opt to strategize their builds with increased CC, because DPS suffers far too much and is far more "important" in today's climate. Similarly, players can no longer opt to use lifesteal to get by, because if you need lifesteal then more likely than not, with today's HP and damage values, you'll be down before the enemies are. No longer can a player strategically use regeneration to get by because it's now a non-combat stat.
Back to bondings. Their over-reliance -- and on Loyal gear, and on Anointed Army -- are symptoms of the same problem: the need for everyone to pump out absurd amounts of damage while at the same time dealing with absurd amounts of incoming damage. No strategy, just a pure DPS race.
Using HP as the means to deal with power creep was a mistake. Soon after Mod 6 launched, I pointed out to guildies that the devs had unknowingly painted themselves into a corner: with everyone now relying on artificially-inflated HP, how does one undo the stat imbalance? I don't think the Mod 6 crew fully understood the dynamics of how all of the stats interacted that made players "effective": by placing so much emphasis on just one stat, that balance has been disrupted.
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
And fully agree with @hustin1 here above. I'm really looking forward to the the next State of the Game to decide whether to stay or leave.
Born of Black Wind: SW Level 80
Just some small feedback regarding the poll structure, it looks like it is designed for someone that has knowledge of game design prior to voting. The average player has no idea what "system design" or "engineering" means. Maybe in the future compress some of these categories or provide a little explanation under each category.
That being said "pvp" or "systems design" would get my primary vote.
Mod 6 included a lot of changes to the game's combat dynamics, and one them appears to be a decision to use HP as the means to deal with power creep. When you're level 70, the majority of your HP comes from your gear, not your level. From the standpoint of HP, level 70 players are on a completely different tier than level 60 players. Level 70 gear roughly triples the amount of HP one would normally have were it not artificially boosted.
Consequently, the HP and damage of enemies were adjusted upward as well, and damage disproportionately so. This had the effect of unbalancing the dynamics of what makes a player "effective".
Prior to mod 6, the biggest issue with boss fights was add management. You needed a fair amount of DPS, but you also needed robust CC (crowd control) to deal with adds. There were a lot of complaints, but the issue we have today is actually worse. Now, when dealing with bosses whose HP is in the tens of millions, every fight has become a DPS race. Players need the DPS to bring the boss down in something less than an hour, and that same DPS means that there is no point to add management or even introducing adds at all: they would be melted instantly. An entire skill has been rendered redundant.
Another negative consequence was further compounded by the multiple changes to survivability. Lifesteal was changed from a benefit that gradually improved with your stat to an all-or-nothing game of chance. The role of regeneration was removed from combat altogether, and healing potions were made effectively useless in combat. I'll attempt to explain.
Lifesteal is now something you can no longer manage. You can attempt to improve your chances of it saving you, but its random characteristic makes it difficult to justify relying upon it. Further, because enemies post-Mod 6 do so much damage, there isn't much point of a lifesteal stat if the first hit can take 70-100% of your HP. The probability of the second hit killing you is greater than the probability of lifesteal triggering on it.
As mentioned above, the role of regeneration was removed entirely from combat. Well, almost entirely. It allegedly increases your incoming healing, but once again this assumes that the first hit hasn't already killed you. Further compounding the problem is that non-bosses do so much damage: it's not realistic to expect a healer to be able to target a hurt player and fire a heal off before a second hit comes from one of the many enemies in a fight. As with lifesteal, it's no longer a stat that a player can manage. Finally, if you're out soloing -- which is still the majority of the time in NWO -- it is of no benefit whatsoever during combat unless you have a healer companion summoned. However, since enemies do so much damage, the lifespan of any companion is measured in seconds -- especially "leader" companions: the ones who heal.
The vastly increased damage from enemies coupled with the 12- to 18-second change in potion cooldown has made drinking them pointless -- unless you conveniently use a stone of health. If you have to drink a healing potion, chances are that multiple hits will land sometime in the next 18 seconds to take you down before you can drink another.
The end result? Everyone has to over-rely on DPS output to be "effective" in the game. Every fight is now a race devoid of strategy: in the case of non-boss fights, melt enemies before taking too many hits. In the case of boss fights, melt the boss so it doesn't take an hour to complete. We're all forced to build for DPS. No longer can players opt to strategize their builds with increased CC, because DPS suffers far too much and is far more "important" in today's climate. Similarly, players can no longer opt to use lifesteal to get by, because if you need lifesteal then more likely than not, with today's HP and damage values, you'll be down before the enemies are. No longer can a player strategically use regeneration to get by because it's now a non-combat stat.
Back to bondings. Their over-reliance -- and on Loyal gear, and on Anointed Army -- are symptoms of the same problem: the need for everyone to pump out absurd amounts of damage while at the same time dealing with absurd amounts of incoming damage. No strategy, just a pure DPS race.
Using HP as the means to deal with power creep was a mistake. Soon after Mod 6 launched, I pointed out to guildies that the devs had unknowingly painted themselves into a corner: with everyone now relying on artificially-inflated HP, how does one undo the stat imbalance? I don't think the Mod 6 crew fully understood the dynamics of how all of the stats interacted that made players "effective": by placing so much emphasis on just one stat, that balance has been disrupted.
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
trolls heal while in combat, wright commanders suck health when you are stuck in corner or objects that you cant jump away as you are pinned and stun effects preventing to use knockbacks.
devs already knew they killed the game by nerfing and should make any regeneration not working if you are in PVP zones, and they do easy way out and not doing right job to make pvp zone to make specific skills and buffs become unavailable. they didnt realized some skills in trait trees bacame useless and waste of points spent.
they need to add complete new skill tree for pvp, almost like old guild wars' pve and pvp format, love those "capture sigil" by finding rare skills from elite mob/ringleaders, then the players can use new pvp skills in designed pvp zones.
since those players already had rank 12 gems, so, i wish devs dont bother those but make new skills discovery more fun while pve skills dont suffer by nerfs.
Questions:
1. When is the Feytouched Weapon Enchantment (all ranks) random buff debuff gets fixed, it randomly bugs?
2. When is the game gonna get server quality to a point when game population is high and game starts lagging and gets lots o "Server not Responding" message, this problem also happened awhile in past, when Community Manager played with a Developper and game got the same Message(it was so dissapointing to see that happening), stopps appearing?
I am in the unique position of both being a) a foundry author. and b) in synergy. (the top pvp guild)
I don't login anymore, because both have been neglected.
If you want to know what we want, read all my posts. (980 of them. starting in 2013) They were largely ignored by your predecessors @mimicking#6533 ... as for this thread, @ayroux has some great input.
Thanks for all the fish!
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
I wonder how many understand the meaning.
*heads out to train the double-backward somersault through a hoop while whistling the "Star Spangled Banner"*
i like concept of finding "rare skills" by hunting elite ringleader bosses like original Guild Wars with Capture Sigils tokens, and then use those skills for PvP, so most of our PvE skills dont get nerfed since those players always find way to abuse, i dont like seeing my regeneration became useless.
once going to PvP zones, then most PvE skills get disactivated, have to use PvP skills to play. it needs 2 set of hotbar skills, one for PvE standard play in any areas, and then enter into pvp zones, skills get switch to pvp hotbar.
like that STO's multiple skill hotbars, pvp hotbar would be "red" when you select skills after collected from several ringleader bosses. it would suppose to level the fields on pvp zones with only the skills you find, but there nothing we can do with rank 12's, but the devs could make companions disabled in restricted zones.
hopefully if devs make those PvP almost classless skills with few class specific pvp skills, 3 any pvp skills and 1 specific class pvp skill on limited hotbar slots.
concept is, find 20 standard non-class pvp skills and 5 specific skills for classes so the players can pick and place in red hotbar sockets. it easy for devs to built instead of nerfing some or breaking character skill trees, easier than fixing for class rebalances.
Devs only need to keep watching new pvp skills dont get boosted by rank 12's. then it would be even or close enough, and create new pvp fields for different types of challenges with rough landscapes.
Main Reasons this game was remotely successful and why this game is dying and is nowhere near successful on any front.
1. Foundry (single biggest "selling point" this game ever had - gold mine - completely made useless
2. Difficult PVE - Beta CN - most challenging PVE this game ever had. With stat creep and "balancing"/boons/insignias,companions, bondings - Just no... you guys lost this a long time ago
3. PVP - Believe it or not you have one of the best combat systems around STILL since beta. You never made a new map, you created a power creep and never made pvp gear obtainable enough to give balance to newer players, and it was what... like 8 or 9 mods until you "class balance"....
So far... all discussion has been related to these three topics. People hate the endless grind. Which contributes to the powercreep in PVE and PVP. People hate that the foundry is pointless. It was your biggest selling point when the game was released. People hate getting destroyed in PVP - ELO doesn't work, and gear is impossible for new players to get. I mean you can swing how you want but those are the 3 topics that should be suggested and not mod 12. mod 13. mod 14. mod 15.
The complaints have been the same since mod 3-4. The problem is that whoever fronts the bill and tells the developers what to develop does not care in any shape/form what the community actually wants. Take coalescent wards for example. They were 10 dollars for years. If they were 1 dollar you would have made exponentially more money off that alone than any other item in the entire game. Players didn't pay 10 dollars, instead they bought characters slots and prayed endlessly. You then rather than fixing the problem, create a new one making them bound trying to force players to buy them. Instead they just get the enchant, use the coalescent then sell it. You lose again and now the system sucks. I believe they call them "band-aids". But instead of now being at mod 11 and at the worst state the game has ever been in.... If they only took 1-2 mods to bring the game back to what it was when it had twitch streamers, pvp, foundry, amazing PVE... you would be one of the most successful games around now instead of having a 5 (maybe) man dev team who literally only makes stuff, never changes it, then 1-2 guys most likely as their 2nd 3rd job try and band aid fix when if any real time went into in the first place... it'd work.
In summary - You have a GOLD MINE and you have let it slip through you fingers. PVP - remove boons, remove power creep, make it about skill again - let foundry guys make maps for it for competitions - all of those would bring thousands of players to your game. PVE - tone down ALLLLLLLLLL stats, make them have diminishing returns again, you can then balance it and not just increase numbers more and more and have to generate as many forms of self healing as you possibly can (water weapons, boons, insignias) RATHER THAN JUST FIXING THE PROBLEM - you now created 3... I'm sure there are loads more.. companions.. there 4.
Rather than a poll about what you want to discuss when in reality it is already known what you will discuss which is why the options were so vague.... Why not use a Q and A to actually be what it is supposed to be. Players want to know when PVP will looked at. When the foundry will be what it was supposed to (THE MAIN SELLING POINT OF THE GAME). When PVE will be about PVE and not endless and I mean endless hours of boons and more and more RNGesus. Keep it simple for once... mod 12 isn't the answer. You had enough in mod 1 to have the best MMORPG ever made (Yeah I said it) - and you tossed it for a quick buck which in reality was not a quick buck because if you actually priced things reasonably you wouldn't have the "othe resources" problem that you've had since beta. I digress.... I loved this game more than almost anyone I've ever met that plays it and I dedicated years and thousands of hours to it. I had the most fun I've ever had on any game here. But I watched it get trashed again and again and decided to leave on a good note. But seeing this is just sad. I know you guys know it, and I know it isn't your fault.. It is whoever is writing the checks and there isn't much you can do about it. But please... do not <font color="orange">HAMSTER</font> on us and call it rain with these options. Just be honest for once...
http://www.arcgames.com/en/forums/neverwinter/#/discussion/1229042/why-the-developer-stream-state-of-the-game-3-7-was-soo-far-off-the-mark/p1?new=1
If many ppl still play to NWO instead of Black Desert is cuz NW is easier and it doens't requir to have an alternative life to play it. So, devs should care of PvP comnunity instead of frustrating it, and also trying to find a meltin point by PvP and PvE players, to avoid the madness of GRINDING just to have better stuff to hit dmg ranking or be little stronkier in PvP.
I mean: most PvP players see the PvE like an annoyng moment to get new stuff and then get back fast to Domination; PvE players see the PvP like an useless moment we're ppl with caveman's istincts play to "who is the best, or what pvp guild is the best", with no mercy for who doens't understand their world.
Probably, could be an interesting solution make PvP desiderable for PvErs, in the same way the PvE are for PvPrs, adding PvP new content (or like only you devs are able in, to recicle some old content) and stuff useful in PvE.
Imho, creating a mutual interest and benefit could be the right solution to please both communities.
If they made PvP even remotely necessary for anything in PvE the outrage would dwarf the feedback on the dungeon key changes/leadership AD/gateway etc.