So today we assembled a group of 10ish high end players to try out the event. At the beginning it felt easy and not too challenging - but as waves passed we noticed that mobs' levels keep increasing over time. At some point mobs that are lvl 74 started to appear and at that point it felt like a challenge along with lvl 75 mobs after that.
However with each lvl up on mobs their mitigation (and damage resistance) kept rising at unbelievably fast rate resulting later with damage ticks that would usually hit 180k damage on dummies for example to hit 1-2k damage on lvl 76 mobs with 18k armor penetration (143% RI). Increase in DR is OK if you ask me but increase in damage mitigation is not because ways of lowering it are very limited - and the way it is now it will not be possible to pass beyond wave 40 - 41 (and reaching those waves will take 4+ hours). I am not sure if it is the design you planned, but the way it is - it creates a certain problem. If players stop killing because they are unable to - such as in this case, some mobs will steal portion of supplies and leave for good without more of that kind spawning afterwards - leaving other type of mobs which do not steal but just stand there at which point event will be stuck and will never finish. Two possible solutions for that in my opinion - add round timer, or make mobs who steal goods re-spawn after 1 group successfully steals and leaves the area with plunder.
With great power comes great electricity bill.THChttp://www.theholycrusaders.com/ 1
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Essentially, as the difference between attacker and defender level grows, the attacker deals less damage to the defender. I think this is why some of our debuffs/most of our attacks are only 3/4ths as effective on Level 73 mobs, mob DR non-withstanding.
(Sharpie, Michela, Janne, etc., if you guys are viewing this thread, please confirm/deny if I have this correct.)
So... given the level difference, I honsetly feel like the devs purposely designed it like a classic arcade game/quarter-muncher: You aren't supposed to win. Which is odd, considering how much Thomas Foss is all about "risk-vs-reward/press your luck" style event progression, where you can win, but only if you are prepared for super difficulty.
...
Also, what rewards did you guys get from the event? I'm curious, since it seems like a fun event, but given the state of rewards, well...
However at one of the checkpoints if i remember correctly reward pool was around 140 minor vouchers (campaign currency ones mostly), now what I am not sure is if the vouchers in the pool were mine alone or they are distributed to all guildies that participated in the event.
THC
http://www.theholycrusaders.com/
The DR is also set by mob type and roll, so there are about 9 values per level, it will be probably easier just to see in a week (or preview) what is there.
The debuff mitigation is probably by level only and with some 'luck' can be 'extrapolated'.
THC
http://www.theholycrusaders.com/
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The 600 infl will be very useful though - and I'd encourage guilds to at least run a wave or two per week to get that (time vs reward).
Join Now! - Infernal Paragons , The Infernal Alliance
Can you cc the mobs into the SH moat?
Because I must know if I can let the killer pirhanas do my dirty work.
As far as I can see, this event pays the equivalent of wages for carrying out a tedious, pointless job when people are looking to get nice rewards for having fun playing an enjoyable game. This seems far too much like RL work which is something people play games to get away from.
Clearly, Cryptic really, really need to go back to the drawing board with regard to player rewards for completing events, dungeons and similar things in general. The current trend to keep reducing them, see the threads on master Spellplague and FBI rewards, is just not the right approach. With diminishing rewards for normal activities reducing player motivation to take part, a similar approach with Stronghold events is going to have a negative effect on player participation. Without the incentive of shiny new goods in return for effort expended, people will just lose interest and possibly leave altogether.
THC
http://www.theholycrusaders.com/
if the enemy has 3 level more than you, your attacks are 75% effective
if 4 levels more than you, 50% effective
if 5 levels, 25% effective
if 6 levels, 1% effective
This reduction is applied directly to your base damage, regardless of your resistance ignored and enemy’s damage resistance. It also affects some buffs and debuffs.
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THC
http://www.theholycrusaders.com/
I thought that the Gem vouchers were 25 Gems each on Preview when we tested this originally, but on live they are 5 Gems each. Did I just recall their value incorrectly?
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https://www.arcgames.com/en/forums/neverwinter#/discussion/1229563/neverwinter-m11b-general-feedback/p6
Signature [WIP] - tyvm John
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EDIT: Or to use @terramak wording ---> slightly nerfed
Astoria Gentleharp
Guild Leader of Faith of the Dragon