Lol and me who was considering coming back. Yeah maybe in 6+ months once they've finally got their asses around to addressing the major bugs this will go to live with in spite of them being told about them time and time again on the test servers. But I doubt it. I remember how mod 6 was handled and I remember very clearly how they handled or rather didn't handle, mod 15 also. Not to mention they had a much larger staff for mod 6 so this is more likely to take a year.
And some maniac said that this module was going to be awesome. Okay, if they meant and awesome disaster then I might agree. See you guys in another game sometime maybe.
Logic is the beginning of wisdom, not the end of it.
March 1? 10 days before and no preview test server? based on my experience, @everyone could expect 1 may.
3.1 is when they expect it to hit test not go live. at least that's my read
Don't know why they bother putting it on the test servers. All experience tells us they'll listen to nothing that is said, fix none of the bugs that are pointed out and launch it exactly as it is because that's how they want it to be. So personally I can't see why they can't just put it out on March 1st anyway, it'll be what we're getting anyway.
Logic is the beginning of wisdom, not the end of it.
Capping crit at 50% is by far and away the absolute worst idea I have ever heard of. Basically putting everyone on the same level by taking away build options. This is absolutely ludicrous. I gave neverwinter a second chance, but am officially walking away from the game. They shouldn't try to fix something that isn't broken.
Capping crit at 50% is by far and away the absolute worst idea I have ever heard of. Basically putting everyone on the same level by taking away build options. This is absolutely ludicrous. I gave neverwinter a second chance, but am officially walking away from the game. They shouldn't try to fix something that isn't broken.
I'm not saying I'm going to walk away. because lets be honest no other games are out there atm that are meant to hold a persons attention for a month that I am interested in. but i do think there might be a ghost town here after this. all I can say is there better be some exchanges available and some more scaling up of important expensive equipment.. or honestly I just see doom spelled out. there has been too much upset already for people to take this tremendous hit as well. I personally liked the way the game was as far as the roles we had. and the illusion of choice was nice. this seems much more boring
As a player who recently published a PVP TR guide on scoundrel, my main concern are the changes to the feat trees. It sounds like there will be only 2 sets of feats. I'm very concerned that NW will no longer have good tools to support the aggressive tavern brawler playstyle that is currently represented by the scoundrel tree. I've played scoundrel since late module 7/early module 8 and don't want lose the ability to play TR the way I enjoy.
There are also many other players who are attached to a specific feat tree and would be heartbroken if their tree and the essence of it gets removed from the game.
The removal of some stat ratings is my next biggest concern. This would have a drastic effect on nearly everyone's builds and could be disastrous if not handled right. This is also a major wallet concern since we still don't know what will be replacing the removed stat ratings on the items we own.
I am also floored at why movement speed was removed from the game, I am familiar with the push to reduce/remove lifesteal and recovery but don't get why movement speed was also targeted, nobody was saying movement was op and it just comes across as a needless reduction to build variety. Less speed available in the game makes fighting in PVP less smooth and moving through dungeons a little slower. I also really hope the rumor about companion influence replacing movement speed on dark enchantments is wrong, that would be beyond useless for PVPers, who only use darks for their utility slots. Please replace movement speed on darks with something more useful before launch date if this is actually your plan.
Post edited by trgluestickz on
-- PVP Rogue, --[----- "Your friendly neighborhood spawn of Satan." -----]-- ---------------------------------------------------------------- Main Character: Hurricane Marigolds (Rogue WK & Assassin) Ingame Handle: trgluestickz Discord Name: Hurricane🌀Marigolds#2563 Guilds: She Looked LVL 18 & Essence of Aggression Alliances: Imperium & Order of the Silent Shroud Platform: PC
> I'm not saying I'm going to walk away. because lets be honest no other games are out there atm that are meant to hold a persons attention for a month that I am interested in. but i do think there might be a ghost town here after this. all I can say is there better be some exchanges available and some more scaling up of important expensive equipment.. or honestly I just see doom spelled out. there has been too much upset already for people to take this tremendous hit as well. I personally liked the way the game was as far as the roles we had. and the illusion of choice was nice. this seems much more boring
Them taking away stats such as recovery, life steal, and capping others like crit and deflect will make the majority of toons the same. There will be no variety of players/style. Sure everyone may have different pieces of equipment, but ultimately they will all play the same. I'll pass, as I enjoyed the wide variety you would stumble upon in game. It made running dungeons repeatedly for ad more exciting bc you never knew what you would end up with. Now it will be running dungeons repeatedly with the same types of play styles over and over again. You can only do the same thing so many times before it gets played out.
To some degree removing lifesteal is correcting a problem that Mod 6 introduced. Prior to mod 6, lifesteal could give you a percentage of your total HP only. Mod 6 changed it to be all-or-nothing: if it procced, it fully healed you. To me this made no sense and it's evident today: raise your lifesteal chance enough and procs from your attacks will likely keep you fully healed. To counter it, bosses were given more and more damage such that nearly every hit was a splat attack. It made combat in the game more unbalanced, not less.
The irony here is that the explanation given when mod 6 launched was that they wanted players to "see their HP bar dropping over time and be able to decide what to do about it". The opposite occurred. We DID tell you, devs.
IMO what they should do is reintroduce in-combat regen as part of the Regen stat and have it give you a slow trickle of healing. Increasing the stat increases the rate, up to a cap of x% of max per second. Simple.
Now that item level scaling is being improved, can we PLEASE be allowed to run the leveling skirmishes that we missed?
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
"Crit cap is now 50%" I'm 100% crit, so what happens to all of my rank 11/12 brutals? There better be some kind of enchant exchange available. I can understand gear becoming obsolete, but enchants? Come on, now.
You are optimist. To reach 50% chance against mobs at 16k stats (first zone of new mod according to developers) you would need 38.5k crit. And this is just a first zone. Excepct higher values for the dungeons.
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minotaur2857Member, NW M9 PlaytestPosts: 1,141Arc User
Having to completely rebuild and reequip 16 characters, they clearly don't want us veterans in the game. From my point of view I don't want to have to relearn characters I've been playing broadly similarly for 6 years. If I'm going to have to learn how to play again it might as well be in a much more modern game with a newer engine.
"Crit cap is now 50%" I'm 100% crit, so what happens to all of my rank 11/12 brutals? There better be some kind of enchant exchange available. I can understand gear becoming obsolete, but enchants? Come on, now.
You are optimist. To reach 50% chance against mobs at 16k stats (first zone of new mod according to developers) you would need 38.5k crit. And this is just a first zone. Excepct higher values for the dungeons.
I'm smelling p2w vibes coming out of this. How do they expect people to obtain so much crit?
"Crit cap is now 50%" I'm 100% crit, so what happens to all of my rank 11/12 brutals? There better be some kind of enchant exchange available. I can understand gear becoming obsolete, but enchants? Come on, now.
You are optimist. To reach 50% chance against mobs at 16k stats (first zone of new mod according to developers) you would need 38.5k crit. And this is just a first zone. Excepct higher values for the dungeons.
Holy HAMSTER. So I guess brutals and azures will be in demand again for offense slots.
i feel like u all dont even play yr own game, yr not balancing u are nullifing and nerfing every class in the game and destroying quite a few, recovery doesnt make it where encounter and dailys are too good or used too much, do u know why ppl build for recovery and how its used? cause the ppl who build for it have spent months grinding evrything out to perfection and it makes it where u can spam yr daily (cause u have all r14's) and help yr team the acdc and tacgf spam their moves but do u see them at the top of dps charts? no theyre helping their team, the dps which dont have as much recovery are at the top cause they built for the stats that they need, which isnt only recovery, as a tacgf u need recovery to spam cs and fray to help yr team, as a acdc u need it to share power and spam yr daily and reduce yr team mates cooldowns, yr hardly doing any damage with huge recovery, and yr taking away life steal cause the reason of being hp is either full or not, obviously, its always been this way cause of the way u made the game, if u have no defense but 2 mil hp and go into a hard dung yr still gonna get downed very very quick, cause u need defense, which the op and dc give, and all the enemies in the game do so much damage its either yr alive or dead, so the dc and op protect the team while the temp heals any damage that slips through the buffs, and having crit chance is stupid why? every end game play worked hard for their stuff or spent their hard earned money and now their half as effective, ppl min mmo's like seing perfection in their builds and stats, instead of destroying everyone's class why not just raise the armor pen cap more or make a new stat that the new area will drop gear that has, or anything else this isnt a balance, make the game fun, do u think if u played a game for years then all yr work is nullified is fun? its not, and yr changing all the feats cause u think thats theres not enough flexabillity and more reasons but even so it doesnt matter how u change them there will Awlays be 1 set of best feats for everyclass there cant be multiple best feats its impossible there will always be one best way cause thats just how it is, so however much u remove or add it there will still only be 1 or 2 set in stone builds that everyone uses cause if they dont they will only be hurting them selves and everyone they play with, and the feats the way there are now are fine, but either way dont remove a core stat that many many ppl have built their toon around and dont half a stat and force ppl to not have what they want and force away the crit that everyone built for, im getting off subject but just dont destroy everyones work please
Capping crit at 50% is by far and away the absolute worst idea I have ever heard of. Basically putting everyone on the same level by taking away build options. This is absolutely ludicrous. I gave neverwinter a second chance, but am officially walking away from the game. They shouldn't try to fix something that isn't broken.
I'm not saying I'm going to walk away. because lets be honest no other games are out there atm that are meant to hold a persons attention for a month that I am interested in. but i do think there might be a ghost town here after this. all I can say is there better be some exchanges available and some more scaling up of important expensive equipment.. or honestly I just see doom spelled out. there has been too much upset already for people to take this tremendous hit as well. I personally liked the way the game was as far as the roles we had. and the illusion of choice was nice. this seems much more boring
The problem with this logic is that people need to spend money on Zen for them to make money (and keep the game going). I am sure there will be some exchanges but the bottom line is they need people to spend real money. (I am not saying that as a negative but something that just is what it is.)
New to medium players tend to spend more money then people who have already mostly topped out. My guess is all of this is an effort to increase the player base (from new) and keep as many old timers that are willing to either grind it out for new gear (and spend Zen to get it) as possible.
There is just no way to keep the old times happy in situations where game mechanics need to change to spur more spending. Again, I am not saying that as something bad but just something that has to take place.
They can introduce all the new companions/mounts they want but that will never bring in the revenue of revamping the whole system with new armours, weapon and enchants that no one at all has.
> @ethanthefirst said: > i feel like u all dont even play yr own game, yr not balancing u are nullifing and nerfing every class in the game and destroying quite a few, recovery doesnt make it where encounter and dailys are too good or used too much, do u know why ppl build for recovery and how its used? cause the ppl who build for it have spent months grinding evrything out to perfection and it makes it where u can spam yr daily (cause u have all r14's) and help yr team the acdc and tacgf spam their moves but do u see them at the top of dps charts? no theyre helping their team, the dps which dont have as much recovery are at the top cause they built for the stats that they need, which isnt only recovery, as a tacgf u need recovery to spam cs and fray to help yr team, as a acdc u need it to share power and spam yr daily and reduce yr team mates cooldowns, yr hardly doing any damage with huge recovery, and yr taking away life steal cause the reason of being hp is either full or not, obviously, its always been this way cause of the way u made the game, if u have no defense but 2 mil hp and go into a hard dung yr still gonna get downed very very quick, cause u need defense, which the op and dc give, and all the enemies in the game do so much damage its either yr alive or dead, so the dc and op protect the team while the temp heals any damage that slips through the buffs, and having crit chance is stupid why? every end game play worked hard for their stuff or spent their hard earned money and now their half as effective, ppl min mmo's like seing perfection in their builds and stats, instead of destroying everyone's class why not just raise the armor pen cap more or make a new stat that the new area will drop gear that has, or anything else this isnt a balance, make the game fun, do u think if u played a game for years then all yr work is nullified is fun? its not, and yr changing all the feats cause u think thats theres not enough flexabillity and more reasons but even so it doesnt matter how u change them there will Awlays be 1 set of best feats for everyclass there cant be multiple best feats its impossible there will always be one best way cause thats just how it is, so however much u remove or add it there will still only be 1 or 2 set in stone builds that everyone uses cause if they dont they will only be hurting them selves and everyone they play with, and the feats the way there are now are fine, but either way dont remove a core stat that many many ppl have built their toon around and dont half a stat and force ppl to not have what they want and force away the crit that everyone built for, im getting off subject but just dont destroy everyones work please
Not off subject at all. You said it perfectly. They're taking away from the hard work, time, and money people have already put into their game to get to the point they are. As I mentioned in a previous post, I will be walking away from this game. I do not see the purpose in sticking around, when they are taking what I worked for away from me. The developers don't care though bc they already have my money in their pockets.
Should be no excuses for not adding new classes with the re-balance. And could they please follow D&D! Cause the current classes only in name... Below are all basic Edition 5...
aesculaepiusMember, NW M9 PlaytestPosts: 69Arc User
I know this will never happen, but is it soon enough to ask that you finally allow clerics to turn undead as a class feature? I mean, you make us all be good-aligned. That this has been missing is embarrassing.
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
I already have my mod 16 build... good luck to everyone else!
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
Not to mention guilds who did the Temple boon, which was...ahem...lifesteal. Because those upgrades were expensive in the guilds that built them. If that's being made useless, guilds should be given credit for structures built, and temporary increases in guild coffers to hold it until spent on other structures.
Yeah, what about boons? Do I get to pick new boons to replace my lifesteal/recovery choices in all the campaigns or am I stuck with whatever you choose to give me? I'm missing my enchants already...
SOOO my templock i am working on and have been for last 7 weeks since i joined this game will essentially be totally and utterly crippled? All the time and money into a BROKEN class.. like HAMSTER.. I will have to start over again with some other class .. make a NEW BUILD and get VIP for that toon AND spend MORE MONEY? I hope not.. cause if thats the case i will play till my vip expires and walk away for good... i cant believe how stupid game developers are these days.. they do such ridiculous overhauls and then ask us players to give our input so they can be sure it doesnt end up crippling the game and driving off player base, but IGNORE everything us players say.. why? because they know better? because they want to force us all to just have to trash everything and start over and spend as much time and money again if not twice as much now for new gear for the new level/stat caps? I seen a game do this before.. you know what happened? within 3 months it lost over 75% of its player base.. then slowly it died off till company shut down due to bankruptcy.. They should hold this new mod off from release and postpone for another 3-4 months to test its effects on everything and adjust it.. reaaaaaallly think it over, you know before they basically do a HAMSTER first leap onto a spiked fence.
This seems like another useless change, like Gear Score to iLevel. While it's something that should be done (take a look at the last Call to Arms to see what I mean), this is one of those "too little, too late" moves. They've already created insurmountable power creep. Reduction isn't going to change anything. Everyone, even ones like me that have multiple toons, are going for the 18k, R14s-equipped killer.
Like the Professions change, this is a balancing act for them, not us. Makes it easier for them to tweak things in the long run.
Developer Blog: Stats & Mechanics
"On live, the rating formulas had hit a point where they were maxed out by endgame players (100% crit, lifesteal, deflect, etc.). This presented a couple of options. We could have taken the standard approach and adjust all of the curves down, which would nerf all player by default but give us more room for growth. That type of fix has a very finite lifespan and must be done every couple of years to keep the game healthy and is a nerf every time it happens.
That wasn’t an approach we wanted to take as we wanted a longer lasting change with fewer disruptions over the years."
This is dubious, at best. To paraphrase, "we wanted to scale power creep back, but we also wanted to create an easier way for us to make changes and add new things." This is a MASSIVE swing of the nerf bat at everyone and honestly, will create the same power creep problem Mod 6 started at a later date. In fact, this is Mod 6 all over again. This change just means they can do a mass change quickly. "Hey, the ratings for the last Module were 250,000. Let's make this one 275,000."
This approach just means it's easier and less work for them. After this, no one can complain about "balancing." It's all a "scale."
Opposing Rolls "Opposing rolls simply means that you have a rating, such as Critical Strike, and an opponent has an opposing rating such as Critical Avoidance. These two ratings are compared to figure out how effective you are against that opponent."
Always nice on paper.....
The problem is, we have no actual ratings to go off on. Sure, my TR (excuse me, "Rogue" *rolls eyes*) has a Crit rating of 12000. He's level 70. (I'm a casual player.) My Crit is currently like 66%. What's my Critical going to be against, say a Powrie compared to a Rage Drake? Since our "ratings" don't change on the fly, you'll never really know what you'll need to score a crit. With a cap of 50%, you would need a Crit rating of 50k against a Critical Avoidance 25k to hit 50%.
And remember, Kids, 16,000 is their baseline for Undermountain. Better pack that 32k in Crit, if you want your 50% (well, it's slightly lower, thanks to our default 5%, but you see what I mean.)
Again, since we don't know actual ratings (and Neverwinter stats are NOTHING at all like any edition of D&D - Abilities are just really there for show), we have no comparison to base it off of. Add in Cryptic's penchant for not listening to feedback, this could end badly.
Stat Additions/Removals
"Stats removed from Neverwinter:
AC (Armor Class) AoE Resist DoT Resist Regen – players now have a set value of out of combat regen speed Recovery"
Now this part is ridiculous. First off to rename "Great Weapon Fighters" to "Barbarians" and then imply you're trying to tie in more with D&D is appalling, especially when you're removing Armor Class, which has been a staple of the game since the predecessor, Chainmail. Also, AC was supposed to offer direct damage resistance. Now that it's gone, does this mean we're even squishier? Does this mean that Guardian Fighters, erm, I mean "Fighers", get speed bonuses for wearing Leather, instead of plate? Are you going to see stat bonuses increase in comparison to Leather vs Scale Mail, since in the really, REAL world, Scale Mail would offer more protection than Leather Armor?
"The removal of the Lifesteal and Recovery ratings are the two most significant. Lifesteal was problematic in that it invalidated most sources of healing and created a situation where a player’s health bar was typically in one of two states: full, or dead. For this reason Lifesteal was removed as a rating and there are only a couple of specific sources of lifesteal in the game going forward."
Um, Lifesteal worked fine before Mod 6. If it proc'ed you got a percentage back as health. It wasn't NEARLY as effective as it became in Mod 6. Also the thing that irritates me the most is this:
"Lifesteal was problematic in that it invalidated most sources of healing and created a situation where a player’s health bar was typically in one of two states: full, or dead."
Who exactly is responsible for this? Lifesteal became "problematic" due to the fact that people HAD to slot it to keep from getting constantly one-shotted by mobs.
Not Bosses. Mobs.
It got even worse with the later Mods. I guess people buying all those Scrolls of Mass Life, since an entire party could be one-shotted all at once by a Uber-Boss, weren't enough?
If "balancing" is such an issue, why wasn't Icewind Dale fixed? The mobs there after Mod 6 were horrendously OP. They still are. Without Lifesteal, people wouldn't survive there. ESPECIALLY after some genius at Cryptic decided that 12 second recharges on potions wasn't enough and bumped it UP to 18. Since Lifesteal is being removed, does this mean you plan on REDUCING it back to what it was pre-Mod 6? In addition those "Exalted" Healing Potions are now a joke. 35k in health with an 18 second cooldown and virtually NO lifesteal?
Ah, this must be when they're going to tell us about the "Ubermensch" Potions of Healing that heal 50k (up from 35k which was up from 20k) with an 18 second cooldown and cost 1.5 Gold per stack. Removing Lifesteal is just another gold sink. No lifesteal means you have to buy pots.
One thing they're also not touching on this is boons and items that have Lifesteal. How is this going to affect Guilds that have the Temple structure? What about Demonic, Black Ice, Draconic and Dark Enchants? What about Insignias of Leeching? You can't just "remove" lifesteal. All of these require some sort of replacement or you break the whole "offense/defense" thing everything seems to have in Neverwinter.
"Recovery was problematic in the fact that Encounter and Daily powers had become used almost as frequently as At-Will powers could be. That left us with two options when fixing the balance: Drastically reduce the damage of Daily and Encounter powers, or make it so that Daily and Encounter powers would be used less frequently, but be much more meaningful. We went with the latter of the two options and that meant recovery needed to be removed. As with lifesteal above, there are fewer and more specific sources of AP Gain and Recharge Speed going forward."
Recovery is the same thing. Are you really saying people are using their "dailies and encounters" too much? That's like saying people are using their phones to text and get on the internet too much! I'm not sure if you Devs have ever played an HR, excuse me, "Ranger", but I don't know of a single one that spray and prays dailies and encounters as fast as they hit the at-will keys. In fact, I don't have a single toon that does this except maybe my "Warlock" and she's a whopping 11k in ilevel, but I can MAYBE fire off Arms of Hadar every 3-5 seconds.
Again, what does this mean for Silvery Enchants, Black Ice Enchants, etc? You can't just strip them of their Recovery and do away with it.
Additional Notes: "Enemies will have the same value for all of their ratings, and all of the enemies in a given zone/dungeon will all have the same rating values. To use the first area of Undermountain as an example, all of the enemies have 16,000 for all of their ratings (this number could change before live as we continue to adjust numbers from feedback and testing)."
That's smart. So you're basically saying, since all the mobs for every Mod have to be changed to this new format, a Rage Drake has the same stats as a Thayan Servitor?!? Does this mean a Powrie has the same stats as a Cyclops Commander? What about a Bear Rider and a Chillborn Zombie?
I don't know what I have a problem with the most: A Witherer that hits like a Fomorian Warrior or a Fomorian Warrior that hits like a Witherer. *rolls eyes*
"Deflect also now caps out at 50%"
Thank goodness for all this new Ubermensch gear we have to grind for in *drum roll* 5 NEW ADVENTURE ZONES! I mean , it's not like we got a level cap increase that wasn't balanced and well thought out.
Oh wait......
All of these changes don't seem well thought out. Removing feats? You're making builds even more cookie cutter than they already are. At least people could make some choices. Now, they're limited to 1 feat between two paragon paths and a single one for each path?
What do you plan on doing for the people that were stupid enough to buy power points from the Zen market?
I hope in the coming days you're going to be LESS "Cryptic" (I hope you see what I did there) about these changes, 'cos from what I've seen, you're about to HAMSTER off a whole SLEW of people.
And here I was about to take a break from NW for a while and they go and announce my favorite D&D Mod. Going to have to wait and see what comes out in the notes. I hope to the gods that the level increase isn't like the one back in Mod 6, (especially wrt new gear and equipment) otherwise I got a very bad feeling about this expansion. The new zones and content seems like a winner, but I'm left wondering if it will be too much. SKT had three new zones to start with a fourth added mid point. While fun at first, it descended into a painful grind. I hope they add in some new features to keep them relevant and exciting between mod 16 and 17.
Well if you were an avid DnD player you'd have seen this coming for almost 7 months since neverwinter is required to follow Wizards rollouts and currently neverwinter is the only platform that is months behind in release schedules. Tabletop and the other games got undermountain last October and it was celebrated at the DnD con in San Diego.
I still have my collection of rulebooks from the first through 3.5 editions all in packed boxes. Got a few rulebooks from the fourth but never really was a fan of that one but haven't finished my collection for 5 ed. I knew they were going in that direction and that Undermountain was the next up. Just didn't know it would be so soon.
Member - Houseclan t'Charvon (STO) Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng T'Lyra, LvL 60, Fed, Vul Sci Ta'el, Lvl 60, Rom Tac
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Some players used their encounters and dailies too often.....
Probably... BECAUSE THIER AT-WILLS SUCKED....?
I mean really, wth do you expect? You want a CW to ray of frost everything one by one? Because CWs are well known for having at-wills on par with the GWF...
(screams like wicked witch of the west from oz) "im melting meEelting"....stops.... "wait i need more info on all this" (pops bck up revitalized strts moaning an walking like a zombie) "moOoreEe inNnfoOo moOoreEe inNnNnNnfoOoOoOoo"
Comments
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Yeah maybe in 6+ months once they've finally got their asses around to addressing the major bugs this will go to live with in spite of them being told about them time and time again on the test servers. But I doubt it. I remember how mod 6 was handled and I remember very clearly how they handled or rather didn't handle, mod 15 also. Not to mention they had a much larger staff for mod 6 so this is more likely to take a year.
And some maniac said that this module was going to be awesome. Okay, if they meant and awesome disaster then I might agree. See you guys in another game sometime maybe.
There are also many other players who are attached to a specific feat tree and would be heartbroken if their tree and the essence of it gets removed from the game.
The removal of some stat ratings is my next biggest concern. This would have a drastic effect on nearly everyone's builds and could be disastrous if not handled right. This is also a major wallet concern since we still don't know what will be replacing the removed stat ratings on the items we own.
I am also floored at why movement speed was removed from the game, I am familiar with the push to reduce/remove lifesteal and recovery but don't get why movement speed was also targeted, nobody was saying movement was op and it just comes across as a needless reduction to build variety. Less speed available in the game makes fighting in PVP less smooth and moving through dungeons a little slower. I also really hope the rumor about companion influence replacing movement speed on dark enchantments is wrong, that would be beyond useless for PVPers, who only use darks for their utility slots. Please replace movement speed on darks with something more useful before launch date if this is actually your plan.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
Them taking away stats such as recovery, life steal, and capping others like crit and deflect will make the majority of toons the same. There will be no variety of players/style. Sure everyone may have different pieces of equipment, but ultimately they will all play the same. I'll pass, as I enjoyed the wide variety you would stumble upon in game. It made running dungeons repeatedly for ad more exciting bc you never knew what you would end up with. Now it will be running dungeons repeatedly with the same types of play styles over and over again. You can only do the same thing so many times before it gets played out.
The irony here is that the explanation given when mod 6 launched was that they wanted players to "see their HP bar dropping over time and be able to decide what to do about it". The opposite occurred. We DID tell you, devs.
IMO what they should do is reintroduce in-combat regen as part of the Regen stat and have it give you a slow trickle of healing. Increasing the stat increases the rate, up to a cap of x% of max per second. Simple.
Now that item level scaling is being improved, can we PLEASE be allowed to run the leveling skirmishes that we missed?
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
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
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
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW
New to medium players tend to spend more money then people who have already mostly topped out. My guess is all of this is an effort to increase the player base (from new) and keep as many old timers that are willing to either grind it out for new gear (and spend Zen to get it) as possible.
There is just no way to keep the old times happy in situations where game mechanics need to change to spur more spending. Again, I am not saying that as something bad but just something that has to take place.
They can introduce all the new companions/mounts they want but that will never bring in the revenue of revamping the whole system with new armours, weapon and enchants that no one at all has.
They have to keep the power on and pay the bills.
> i feel like u all dont even play yr own game, yr not balancing u are nullifing and nerfing every class in the game and destroying quite a few, recovery doesnt make it where encounter and dailys are too good or used too much, do u know why ppl build for recovery and how its used? cause the ppl who build for it have spent months grinding evrything out to perfection and it makes it where u can spam yr daily (cause u have all r14's) and help yr team the acdc and tacgf spam their moves but do u see them at the top of dps charts? no theyre helping their team, the dps which dont have as much recovery are at the top cause they built for the stats that they need, which isnt only recovery, as a tacgf u need recovery to spam cs and fray to help yr team, as a acdc u need it to share power and spam yr daily and reduce yr team mates cooldowns, yr hardly doing any damage with huge recovery, and yr taking away life steal cause the reason of being hp is either full or not, obviously, its always been this way cause of the way u made the game, if u have no defense but 2 mil hp and go into a hard dung yr still gonna get downed very very quick, cause u need defense, which the op and dc give, and all the enemies in the game do so much damage its either yr alive or dead, so the dc and op protect the team while the temp heals any damage that slips through the buffs, and having crit chance is stupid why? every end game play worked hard for their stuff or spent their hard earned money and now their half as effective, ppl min mmo's like seing perfection in their builds and stats, instead of destroying everyone's class why not just raise the armor pen cap more or make a new stat that the new area will drop gear that has, or anything else this isnt a balance, make the game fun, do u think if u played a game for years then all yr work is nullified is fun? its not, and yr changing all the feats cause u think thats theres not enough flexabillity and more reasons but even so it doesnt matter how u change them there will Awlays be 1 set of best feats for everyclass there cant be multiple best feats its impossible there will always be one best way cause thats just how it is, so however much u remove or add it there will still only be 1 or 2 set in stone builds that everyone uses cause if they dont they will only be hurting them selves and everyone they play with, and the feats the way there are now are fine, but either way dont remove a core stat that many many ppl have built their toon around and dont half a stat and force ppl to not have what they want and force away the crit that everyone built for, im getting off subject but just dont destroy everyones work please
Not off subject at all. You said it perfectly. They're taking away from the hard work, time, and money people have already put into their game to get to the point they are. As I mentioned in a previous post, I will be walking away from this game. I do not see the purpose in sticking around, when they are taking what I worked for away from me. The developers don't care though bc they already have my money in their pockets.
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
"With the Undermountain expansion, 1 Item Level = 20 rating points."
This seems like another useless change, like Gear Score to iLevel. While it's something that should be done (take a look at the last Call to Arms to see what I mean), this is one of those "too little, too late" moves. They've already created insurmountable power creep. Reduction isn't going to change anything. Everyone, even ones like me that have multiple toons, are going for the 18k, R14s-equipped killer.
Like the Professions change, this is a balancing act for them, not us. Makes it easier for them to tweak things in the long run.
Developer Blog: Stats & Mechanics
"On live, the rating formulas had hit a point where they were maxed out by endgame players (100% crit, lifesteal, deflect, etc.). This presented a couple of options. We could have taken the standard approach and adjust all of the curves down, which would nerf all player by default but give us more room for growth. That type of fix has a very finite lifespan and must be done every couple of years to keep the game healthy and is a nerf every time it happens.
That wasn’t an approach we wanted to take as we wanted a longer lasting change with fewer disruptions over the years."
This is dubious, at best. To paraphrase, "we wanted to scale power creep back, but we also wanted to create an easier way for us to make changes and add new things." This is a MASSIVE swing of the nerf bat at everyone and honestly, will create the same power creep problem Mod 6 started at a later date. In fact, this is Mod 6 all over again. This change just means they can do a mass change quickly. "Hey, the ratings for the last Module were 250,000. Let's make this one 275,000."
This approach just means it's easier and less work for them. After this, no one can complain about "balancing." It's all a "scale."
Opposing Rolls
"Opposing rolls simply means that you have a rating, such as Critical Strike, and an opponent has an opposing rating such as Critical Avoidance. These two ratings are compared to figure out how effective you are against that opponent."
Always nice on paper.....
The problem is, we have no actual ratings to go off on. Sure, my TR (excuse me, "Rogue" *rolls eyes*) has a Crit rating of 12000. He's level 70. (I'm a casual player.) My Crit is currently like 66%. What's my Critical going to be against, say a Powrie compared to a Rage Drake? Since our "ratings" don't change on the fly, you'll never really know what you'll need to score a crit. With a cap of 50%, you would need a Crit rating of 50k against a Critical Avoidance 25k to hit 50%.
And remember, Kids, 16,000 is their baseline for Undermountain. Better pack that 32k in Crit, if you want your 50% (well, it's slightly lower, thanks to our default 5%, but you see what I mean.)
Again, since we don't know actual ratings (and Neverwinter stats are NOTHING at all like any edition of D&D - Abilities are just really there for show), we have no comparison to base it off of. Add in Cryptic's penchant for not listening to feedback, this could end badly.
Stat Additions/Removals
"Stats removed from Neverwinter:
AC (Armor Class)
AoE Resist
DoT Resist
Regen – players now have a set value of out of combat regen speed
Recovery"
Now this part is ridiculous. First off to rename "Great Weapon Fighters" to "Barbarians" and then imply you're trying to tie in more with D&D is appalling, especially when you're removing Armor Class, which has been a staple of the game since the predecessor, Chainmail. Also, AC was supposed to offer direct damage resistance. Now that it's gone, does this mean we're even squishier? Does this mean that Guardian Fighters, erm, I mean "Fighers", get speed bonuses for wearing Leather, instead of plate? Are you going to see stat bonuses increase in comparison to Leather vs Scale Mail, since in the really, REAL world, Scale Mail would offer more protection than Leather Armor?
"The removal of the Lifesteal and Recovery ratings are the two most significant. Lifesteal was problematic in that it invalidated most sources of healing and created a situation where a player’s health bar was typically in one of two states: full, or dead. For this reason Lifesteal was removed as a rating and there are only a couple of specific sources of lifesteal in the game going forward."
Um, Lifesteal worked fine before Mod 6. If it proc'ed you got a percentage back as health. It wasn't NEARLY as effective as it became in Mod 6. Also the thing that irritates me the most is this:
"Lifesteal was problematic in that it invalidated most sources of healing and created a situation where a player’s health bar was typically in one of two states: full, or dead."
Who exactly is responsible for this? Lifesteal became "problematic" due to the fact that people HAD to slot it to keep from getting constantly one-shotted by mobs.
Not Bosses. Mobs.
It got even worse with the later Mods. I guess people buying all those Scrolls of Mass Life, since an entire party could be one-shotted all at once by a Uber-Boss, weren't enough?
If "balancing" is such an issue, why wasn't Icewind Dale fixed? The mobs there after Mod 6 were horrendously OP. They still are. Without Lifesteal, people wouldn't survive there. ESPECIALLY after some genius at Cryptic decided that 12 second recharges on potions wasn't enough and bumped it UP to 18. Since Lifesteal is being removed, does this mean you plan on REDUCING it back to what it was pre-Mod 6? In addition those "Exalted" Healing Potions are now a joke. 35k in health with an 18 second cooldown and virtually NO lifesteal?
Ah, this must be when they're going to tell us about the "Ubermensch" Potions of Healing that heal 50k (up from 35k which was up from 20k) with an 18 second cooldown and cost 1.5 Gold per stack. Removing Lifesteal is just another gold sink. No lifesteal means you have to buy pots.
One thing they're also not touching on this is boons and items that have Lifesteal. How is this going to affect Guilds that have the Temple structure? What about Demonic, Black Ice, Draconic and Dark Enchants? What about Insignias of Leeching? You can't just "remove" lifesteal. All of these require some sort of replacement or you break the whole "offense/defense" thing everything seems to have in Neverwinter.
"Recovery was problematic in the fact that Encounter and Daily powers had become used almost as frequently as At-Will powers could be. That left us with two options when fixing the balance: Drastically reduce the damage of Daily and Encounter powers, or make it so that Daily and Encounter powers would be used less frequently, but be much more meaningful. We went with the latter of the two options and that meant recovery needed to be removed. As with lifesteal above, there are fewer and more specific sources of AP Gain and Recharge Speed going forward."
Recovery is the same thing. Are you really saying people are using their "dailies and encounters" too much? That's like saying people are using their phones to text and get on the internet too much! I'm not sure if you Devs have ever played an HR, excuse me, "Ranger", but I don't know of a single one that spray and prays dailies and encounters as fast as they hit the at-will keys. In fact, I don't have a single toon that does this except maybe my "Warlock" and she's a whopping 11k in ilevel, but I can MAYBE fire off Arms of Hadar every 3-5 seconds.
Again, what does this mean for Silvery Enchants, Black Ice Enchants, etc? You can't just strip them of their Recovery and do away with it.
Additional Notes:
"Enemies will have the same value for all of their ratings, and all of the enemies in a given zone/dungeon will all have the same rating values. To use the first area of Undermountain as an example, all of the enemies have 16,000 for all of their ratings (this number could change before live as we continue to adjust numbers from feedback and testing)."
That's smart. So you're basically saying, since all the mobs for every Mod have to be changed to this new format, a Rage Drake has the same stats as a Thayan Servitor?!? Does this mean a Powrie has the same stats as a Cyclops Commander? What about a Bear Rider and a Chillborn Zombie?
I don't know what I have a problem with the most: A Witherer that hits like a Fomorian Warrior or a Fomorian Warrior that hits like a Witherer. *rolls eyes*
"Deflect also now caps out at 50%"
Thank goodness for all this new Ubermensch gear we have to grind for in *drum roll* 5 NEW ADVENTURE ZONES! I mean , it's not like we got a level cap increase that wasn't balanced and well thought out.
Oh wait......
All of these changes don't seem well thought out. Removing feats? You're making builds even more cookie cutter than they already are. At least people could make some choices. Now, they're limited to 1 feat between two paragon paths and a single one for each path?
What do you plan on doing for the people that were stupid enough to buy power points from the Zen market?
I hope in the coming days you're going to be LESS "Cryptic" (I hope you see what I did there) about these changes, 'cos from what I've seen, you're about to HAMSTER off a whole SLEW of people.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Probably... BECAUSE THIER AT-WILLS SUCKED....?
I mean really, wth do you expect? You want a CW to ray of frost everything one by one? Because CWs are well known for having at-wills on par with the GWF...