Well, because of scaling and stat differences and stuffs, dungeons are harder than running random level 80 mobs in zones yeah?
they are. but it's still indicative imo. solo is one thing group content is another. they have all the tools to be bis to test things out on test but i'm not sure how many people are running content as actual average players would play. r10's and partially leveled sets. with the 500/1 it was easy to get the stats you needed with gear that dropped and what not. imo it was totally doable to do anything as a random. (and that is what I think they were going for) this rebalance has made it more difficult to get the stats to do basic stuff unless you're a try hard.
I think the end game players will be ok. they always are. but the other 95% are going to be struggling with this. imo they should have waited to do the stats 1000/1 and change the balance of the mobs til mod 17 and just given everyone a warning it was coming and focus on fixing the bugs for the next few weeks.
just to be clear, my entire beef is with scaling combined with the stat changes. scaling is the issue here. nearly all of the content will be level 70 that we're running. and they're making it all very very hard now.
Post edited by thefiresidecat on
2
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
The 1000:1 makes perfect sense given the system they are going with. Kudos to whichever dev "mathed" it out and also realized that enemies need higher positive stats than negative stats. Seems obvious afterward... but it was a genius game-saving move.
1
rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
I just wonder if the average player, which currently would have maybe a 12k ilevel toon would agree that the changes are gme-saving? They would probably think all of it is too difficult and either quit or just log in to get daily key. And I do mean those that only run solo content solo, not those that choose to team up for solo content.
they are. but it's still indicative imo. solo is one thing group content is another. they have all the tools to be bis to test things out on test but i'm not sure how many people are running content as actual average players would play. r10's and partially leveled sets. with the 500/1 it was easy to get the stats you needed with gear that dropped and what not. imo it was totally doable to do anything as a random. (and that is what I think they were going for) this rebalance has made it more difficult to get the stats to do basic stuff unless you're a try hard.
I think the end game players will be ok. they always are. but the other 95% are going to be struggling with this. imo they should have waited to do the stats 1000/1 and change the balance of the mobs til mod 17 and just given everyone a warning it was coming and focus on fixing the bugs for the next few weeks.
just to be clear, my entire beef is with scaling combined with the stat changes. scaling is the issue here. nearly all of the content will be level 70 that we're running. and they're making it all very very hard now.
I have been testing things “as is” from live, taking some advantage of preview, and minimal toons (incomplete campaigns, the gifted gear and few pets/mounts) just to get a range of experience with the changes.
And yes the scaling down from 80 is terrible.
It’s not that you are scaled down, it’s that your relative effectiveness is decreased when you are scaled down as well. So if you are doing ok, but not great against level 80 mobs, level 70 content will be hard or worse instead of staying “ok but not great”.
Hopefully now that level 80 seems to be largely working they can go back and tweak the scaling so it works properly as well.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
I just wonder if the average player, which currently would have maybe a 12k ilevel toon would agree that the changes are gme-saving? They would probably think all of it is too difficult and either quit or just log in to get daily key. And I do mean those that only run solo content solo, not those that choose to team up for solo content.
they are. but it's still indicative imo. solo is one thing group content is another. they have all the tools to be bis to test things out on test but i'm not sure how many people are running content as actual average players would play. r10's and partially leveled sets. with the 500/1 it was easy to get the stats you needed with gear that dropped and what not. imo it was totally doable to do anything as a random. (and that is what I think they were going for) this rebalance has made it more difficult to get the stats to do basic stuff unless you're a try hard.
I think the end game players will be ok. they always are. but the other 95% are going to be struggling with this. imo they should have waited to do the stats 1000/1 and change the balance of the mobs til mod 17 and just given everyone a warning it was coming and focus on fixing the bugs for the next few weeks.
just to be clear, my entire beef is with scaling combined with the stat changes. scaling is the issue here. nearly all of the content will be level 70 that we're running. and they're making it all very very hard now.
I have been testing things “as is” from live, taking some advantage of preview, and minimal toons (incomplete campaigns, the gifted gear and few pets/mounts) just to get a range of experience with the changes.
And yes the scaling down from 80 is terrible.
It’s not that you are scaled down, it’s that your relative effectiveness is decreased when you are scaled down as well. So if you are doing ok, but not great against level 80 mobs, level 70 content will be hard or worse instead of staying “ok but not great”.
Hopefully now that level 80 seems to be largely working they can go back and tweak the scaling so it works properly as well.
level 80 isn' tlargely working though. there are still a few classes that need a LOT of love. and there are still a lot of outstanding bugs. it really seems like they've bitten off more than they can chew here.
I just wonder if the average player, which currently would have maybe a 12k ilevel toon would agree that the changes are gme-saving? They would probably think all of it is too difficult and either quit or just log in to get daily key. And I do mean those that only run solo content solo, not those that choose to team up for solo content.
Yep. +1 here
I’m not average in skill or experience, but I’ve been doing the campaign with 17k, 16k, 12k, and 8k toons (not all in 1 class, but spread over every class) and I see no reason for any of those players to pack it in.
At least not based on the broad mechanics changes, class specific ones is a different and more personal choice.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
1
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
Scaling us down for old content is stupid anyway, even if it was working. And I am in agreement with you that it is not.
Well, the options are
1.) Level 80s are able to utterly steamroll level 70 content 1a.) Therefore, if rewards are valuable to level 80 characters at all, then level 80ers will run around dominating things and not do level 80 content or 1b.) If rewards AREN'T valuable to level 80 characters, then the level 70 content gets abandoned by most players. 2.) Level 80s are NOT able to steamroll level 70 content 2a.) Therefore, level 70 content can still be rewarding without being disproportionately effective BUT you run into the issue where there's no point in getting stronger 2b.) Level 70 content is not rewarding despite the fact that it's hard, so it's SUPER abandoned.
Personally, I prefer option 1b: level earlier content be largely an artifact. But it looks like we're going for 2a or 2b, which I think is a major mistake.
they are. but it's still indicative imo. solo is one thing group content is another. they have all the tools to be bis to test things out on test but i'm not sure how many people are running content as actual average players would play. r10's and partially leveled sets. with the 500/1 it was easy to get the stats you needed with gear that dropped and what not. imo it was totally doable to do anything as a random. (and that is what I think they were going for) this rebalance has made it more difficult to get the stats to do basic stuff unless you're a try hard.
I think the end game players will be ok. they always are. but the other 95% are going to be struggling with this. imo they should have waited to do the stats 1000/1 and change the balance of the mobs til mod 17 and just given everyone a warning it was coming and focus on fixing the bugs for the next few weeks.
just to be clear, my entire beef is with scaling combined with the stat changes. scaling is the issue here. nearly all of the content will be level 70 that we're running. and they're making it all very very hard now.
I have been testing things “as is” from live, taking some advantage of preview, and minimal toons (incomplete campaigns, the gifted gear and few pets/mounts) just to get a range of experience with the changes.
And yes the scaling down from 80 is terrible.
It’s not that you are scaled down, it’s that your relative effectiveness is decreased when you are scaled down as well. So if you are doing ok, but not great against level 80 mobs, level 70 content will be hard or worse instead of staying “ok but not great”.
Hopefully now that level 80 seems to be largely working they can go back and tweak the scaling so it works properly as well.
^this^
Everything can get balanced out and players can adapt, but this will demoralize transferring players more than anything. Once 'competitive' balance is established throughout all areas... they need to implement a scaling slowdown to recent levels, so that when you return to a slightly lower level area... you feel stronger than when you were there before, not weaker.
Scaledown Slowdown example to make it crystal clear:
Actual Character Level: 80 (Content level / Actual Character level ) cubed = The percentage of the scale-down amount that the Character escapes.
I have been testing things “as is” from live, taking some advantage of preview, and minimal toons (incomplete campaigns, the gifted gear and few pets/mounts) just to get a range of experience with the changes.
And yes the scaling down from 80 is terrible.
It’s not that you are scaled down, it’s that your relative effectiveness is decreased when you are scaled down as well. So if you are doing ok, but not great against level 80 mobs, level 70 content will be hard or worse instead of staying “ok but not great”.
Hopefully now that level 80 seems to be largely working they can go back and tweak the scaling so it works properly as well.
^this^
Everything can get balanced out and players can adapt, but this will demoralize transferring players more than anything. Once 'competitive' balance is established throughout all areas... they need to implement a scaling slowdown to recent levels, so that when you return to a slightly lower level area... you feel stronger than when you were there before, not weaker.
Even better explained than what I said.
If I’m ok at Level X, I should be good at Level X-5 or lower and not scaled at all between level X and level X-4.
Eg at Level 80 if I’m average, I shouldn’t experience scaling until I enter a zone for level 75 or lower content, and in that content I should feel good or strong.
Right now if I’m ok to good at level 80 and I go to any zone where I’m scaled I end up average or poor in feeling, and that just shouldn’t happen.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
3
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
A small thing, but can you PLEASE round ther ratings to a whole number?
Scaling us down for old content is stupid anyway, even if it was working. And I am in agreement with you that it is not.
Well, the options are
1.) Level 80s are able to utterly steamroll level 70 content 1a.) Therefore, if rewards are valuable to level 80 characters at all, then level 80ers will run around dominating things and not do level 80 content or 1b.) If rewards AREN'T valuable to level 80 characters, then the level 70 content gets abandoned by most players. 2.) Level 80s are NOT able to steamroll level 70 content 2a.) Therefore, level 70 content can still be rewarding without being disproportionately effective BUT you run into the issue where there's no point in getting stronger 2b.) Level 70 content is not rewarding despite the fact that it's hard, so it's SUPER abandoned.
Personally, I prefer option 1b: level earlier content be largely an artifact. But it looks like we're going for 2a or 2b, which I think is a major mistake.
I don't think these are accurate or descriptive of the options.
I just wonder if the average player, which currently would have maybe a 12k ilevel toon would agree that the changes are gme-saving? They would probably think all of it is too difficult and either quit or just log in to get daily key. And I do mean those that only run solo content solo, not those that choose to team up for solo content.
I'm no veteran to the game but also not average at best in terms of gamer skill and my main is 9.2k IL and I do struggle to solo more recent module content, but before all of that and even on alts that aren't Lv70 yet I find the game is too easy early in. I for one welcome increased difficulty.
2
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
they are. but it's still indicative imo. solo is one thing group content is another. they have all the tools to be bis to test things out on test but i'm not sure how many people are running content as actual average players would play. r10's and partially leveled sets. with the 500/1 it was easy to get the stats you needed with gear that dropped and what not. imo it was totally doable to do anything as a random. (and that is what I think they were going for) this rebalance has made it more difficult to get the stats to do basic stuff unless you're a try hard.
I think the end game players will be ok. they always are. but the other 95% are going to be struggling with this. imo they should have waited to do the stats 1000/1 and change the balance of the mobs til mod 17 and just given everyone a warning it was coming and focus on fixing the bugs for the next few weeks.
just to be clear, my entire beef is with scaling combined with the stat changes. scaling is the issue here. nearly all of the content will be level 70 that we're running. and they're making it all very very hard now.
I have been testing things “as is” from live, taking some advantage of preview, and minimal toons (incomplete campaigns, the gifted gear and few pets/mounts) just to get a range of experience with the changes.
And yes the scaling down from 80 is terrible.
It’s not that you are scaled down, it’s that your relative effectiveness is decreased when you are scaled down as well. So if you are doing ok, but not great against level 80 mobs, level 70 content will be hard or worse instead of staying “ok but not great”.
Hopefully now that level 80 seems to be largely working they can go back and tweak the scaling so it works properly as well.
they are scalling us down to lower values of armor penetration to counter enemies higher value ofdefense and lower accuracy to counter enemies higher value of deflect while enemies have accuracy, armpen, combat advantage, critstrike stats that surpass our scaled down values of defense, deflect, awareness and critresist, the scaled down should give us the the right values for defense/awareness/deflect/critresist/accuracy/armpen/combat advantage/critstrike @noworries#8859 with the lowering of cd and damage of dailies and encounters, you need to give on scale down chars the right caps for that content and lower the power stats to reduce the damage player do on those levels even equal to enemies power values or slight increase from enemies power values, the scale down system is broken once again and once again will be released that way to live, cryptic studios history once again repeating itself.
I was lucky enough to get one of the new shirts with the cooldown reduction perk from a failed (remorhaz boss disappeared and never came back) expedition.
Please add them to the preview-only shop so everyone can test it.
For anyone interested, it does what it says : 10% chance of -1s cooldown on a crit with 5s of cooldown.
It is pretty weak against large groups and pretty much worthless against a boss. It also depends wildly on how many hits per second you can deal.
I suggest removing the 10% chance and increasing the cooldown so it can at least be somewhat useful for all builds and fights rather than only effective for classes with fast AoE attacks facing large groups.
Like several people already said before, the changes done to magnitudes don't feel good at all. I still feel like I'm wasting my time when using at-wills and should just run around while waiting for encounters even though encounters themselves are a lot less effective than before.
With the new 1000/1% ratio, I'm afraid the most important part of one's gear will be the armor pieces with +X% buffs again.
That includes all the old stuff (kiuno, boots of the willed, hag's rags, shadowstalker which is bugged on preview, primal paints etc...) and the new stuff (ebonized rings, undermountain hat, spy guild rings etc...), some of which aren't available on the preview-only shop.
Even the demon lord set may prove to be better than the new ones except maybe for a hunter ranger spamming disruptive shot.
mobs have 60000 ratings for Defense, Deflect, Combat Advantage, and Critical Strike other stats are 10k.
Corrected. Thanks!
So in other words, I now have to cap 60k Arp (dps), 60k Accuracy(dps), 60k Awareness (tank) and 60k Crit Resist(tank) same as 10k critical strike, 10k Defense , 10k Deflect , 10 combat Advantage are sufficient to counter mobs stats? At 60k crit I am at the cap (50%) same as CA can be stacked endlessly, not sure what is from mayor interest power>CA or CA>power?
Can't we all agree that the new system is worse than the old one (which already were bad), revert the changes and maybe delay the stats changes to mod 17? We (people that test stuff for our love to the game) seem to have a higher tolerance for broken mechanics, but how do you think the ordinary player will feel once all the sudden their character is weaker and they have no idea why? the game does a terrible job telling what stats values we need for content and adding normalization in the equation only make it worse. This doesn't sound like the kind of problem that can be fixed in less than a month, especially as other classes issues also needs work. You guys are trying to rush what doesn't need to be rushed.
Can't we all agree that the new system is worse than the old one (which already were bad), revert the changes and maybe delay the stats changes to mod 17? We (people that test stuff for our love to the game) seem to have a higher tolerance for broken mechanics, but how do you think the ordinary player will feel once all the sudden their character is weaker and they have no idea why? the game does a terrible job telling what stats values we need for content and adding normalization in the equation only make it worse. This doesn't sound like the kind of problem that can be fixed in less than a month, especially as other classes issues also needs work. You guys are trying to rush what doesn't need to be rushed.
As it looks, you have to study NWO and get a master in "mechanics and stats " before you can even begin mob-hunt. Pretty sure console player will love it. Sad about this mess is as you point at, there is obviously no time to take care of core problems some classes do have actually, still missing any kind of solid feedback in threats for Warlock , Hunter, TR etc.
I wish scaling was simply. if you at level 80 have 23% chance to crit a level 80 mob so will you when scaled with level 15 have 23% chance to crit a level 15 mob.
2
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
mobs have 60000 ratings for Defense, Deflect, Combat Advantage, and Critical Strike other stats are 10k.
Corrected. Thanks!
So in other words, I now have to cap 60k Arp (dps), 60k Accuracy(dps), 60k Awareness (tank) and 60k Crit Resist(tank) same as 10k critical strike, 10k Defense , 10k Deflect , 10 combat Advantage are sufficient to counter mobs stats? At 60k crit I am at the cap (50%) same as CA can be stacked endlessly, not sure what is from mayor interest power>CA or CA>power?
This is the reason not to take in the party anyone except the barbarian
what's your point ? a dps and a tank with nearly bis equipment being able to 15 minutes a third of FBI ? no class comparison ? is it just class bashing ?
With this change, will tanks be given more bonus agro? I am finding I lose about 20 to 30 percent of my damage done but can not find a way I could add enough ArP to allow me to keep agro. As a tank, the vast bulk of my ratings stats go into survival, DPS will max damaging ratings.
@noworries#8859 i made something for you !!! list of my stats in all 14 dungeons + vanrakdoom !!! didn't sit in campfire in any of them . with augment pet .
from what i saw : - the higher the dungeon il the more stats u have " but some are bugged msc(13k il) , fbi(14k il) , tong(14k il) , cr(15k il) all give the same stats " . - even if you have over cap on acc / arm pen on lvl 80 , i'm under cap for lvl 70 on some stuff .
my question now how does this scale work ? since all lvl 70 mobs in dungeon have same stats isn't by having less stats in stuff like mc and vt making them more hard than tong , cr since you have more stats , what's the logic i'm missing here ?
we know lvl 70 mobs in normal stuff are 7k/57k stats but what's the stats on lvl 70 mobs in dungeons ?
7
silvergryphMember, NW M9 PlaytestPosts: 740Arc User
BUG: The Half-Elf racial ability Dilettante still does not function. No ability score gets the +1 bonus, checked on all classes.
Comments
I think the end game players will be ok. they always are. but the other 95% are going to be struggling with this. imo they should have waited to do the stats 1000/1 and change the balance of the mobs til mod 17 and just given everyone a warning it was coming and focus on fixing the bugs for the next few weeks.
just to be clear, my entire beef is with scaling combined with the stat changes. scaling is the issue here. nearly all of the content will be level 70 that we're running. and they're making it all very very hard now.
And yes the scaling down from 80 is terrible.
It’s not that you are scaled down, it’s that your relative effectiveness is decreased when you are scaled down as well. So if you are doing ok, but not great against level 80 mobs, level 70 content will be hard or worse instead of staying “ok but not great”.
Hopefully now that level 80 seems to be largely working they can go back and tweak the scaling so it works properly as well.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
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
At least not based on the broad mechanics changes, class specific ones is a different and more personal choice.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
1.) Level 80s are able to utterly steamroll level 70 content
1a.) Therefore, if rewards are valuable to level 80 characters at all, then level 80ers will run around dominating things and not do level 80 content or
1b.) If rewards AREN'T valuable to level 80 characters, then the level 70 content gets abandoned by most players.
2.) Level 80s are NOT able to steamroll level 70 content
2a.) Therefore, level 70 content can still be rewarding without being disproportionately effective BUT you run into the issue where there's no point in getting stronger
2b.) Level 70 content is not rewarding despite the fact that it's hard, so it's SUPER abandoned.
Personally, I prefer option 1b: level earlier content be largely an artifact. But it looks like we're going for 2a or 2b, which I think is a major mistake.
Everything can get balanced out and players can adapt, but this will demoralize transferring players more than anything. Once 'competitive' balance is established throughout all areas... they need to implement a scaling slowdown to recent levels, so that when you return to a slightly lower level area... you feel stronger than when you were there before, not weaker.
Scaledown Slowdown example to make it crystal clear:
Actual Character Level: 80
(Content level / Actual Character level ) cubed = The percentage of the scale-down amount that the Character escapes.
This example (below) uses levels for illustration only. I suggest using IL instead of level. For a full description see:
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1247050/truescale-system
Content . .Level 80 Stats scaled down to
Level . . . . Level #
80 . . . 80.00
79 . . . 79.96
78 . . . 79.85
77 . . . 79.67
76 . . . 79.43
75 . . . 79.12
74 . . . 78.75
73 . . . 78.32
72 . . . 77.83
71 . . . 77.29
70 . . . 76.70
69 . . . 76.06
68 . . . 75.37
67 . . . 74.64
66 . . . 73.86
65 . . . 73.05
64 . . . 72.19
63 . . . 71.30
62 . . . 70.38
61 . . . 69.42
60 . . . 68.44
59 . . . 67.42
58 . . . 66.38
57 . . . 65.32
56 . . . 64.23
55 . . . 63.12
54 . . . 62.00
53 . . . 60.85
52 . . . 59.69
51 . . . 58.51
50 . . . 57.32
49 . . . 56.12
48 . . . 54.91
47 . . . 53.69
46 . . . 52.46
45 . . . 51.23
44 . . . 49.99
43 . . . 48.75
42 . . . 47.50
41 . . . 46.25
40 . . . 45.00
39 . . . 43.75
38 . . . 42.50
37 . . . 41.25
36 . . . 40.01
35 . . . 38.77
34 . . . 37.53
33 . . . 36.30
32 . . . 35.07
31 . . . 33.85
30 . . . 32.64
29 . . . 31.43
28 . . . 30.23
27 . . . 29.04
26 . . . 27.85
25 . . . 26.68
24 . . . 25.51
23 . . . 24.35
22 . . . 23.21
21 . . . 22.07
20 . . . 20.94
19 . . . 19.82
18 . . . 18.71
17 . . . 17.60
16 . . . 16.51
15 . . . 15.43
14 . . . 14.35
13 . . . 13.29
12 . . . 12.23
11 . . . 11.18
10 . . . 10.14
9 . . . 9.10
8 . . . 8.07
7 . . . 7.05
6 . . . 6.03
5 . . . 5.02
4 . . . 4.01
3 . . . 3.00
2 . . . 2.00
1 . . . 1.00
If I’m ok at Level X, I should be good at Level X-5 or lower and not scaled at all between level X and level X-4.
Eg at Level 80 if I’m average, I shouldn’t experience scaling until I enter a zone for level 75 or lower content, and in that content I should feel good or strong.
Right now if I’m ok to good at level 80 and I go to any zone where I’m scaled I end up average or poor in feeling, and that just shouldn’t happen.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
This is ugly...seriously ugly.
Please add them to the preview-only shop so everyone can test it.
For anyone interested, it does what it says : 10% chance of -1s cooldown on a crit with 5s of cooldown.
It is pretty weak against large groups and pretty much worthless against a boss. It also depends wildly on how many hits per second you can deal.
I suggest removing the 10% chance and increasing the cooldown so it can at least be somewhat useful for all builds and fights rather than only effective for classes with fast AoE attacks facing large groups.
With the new 1000/1% ratio, I'm afraid the most important part of one's gear will be the armor pieces with +X% buffs again.
That includes all the old stuff (kiuno, boots of the willed, hag's rags, shadowstalker which is bugged on preview, primal paints etc...) and the new stuff (ebonized rings, undermountain hat, spy guild rings etc...), some of which aren't available on the preview-only shop.
Even the demon lord set may prove to be better than the new ones except maybe for a hunter ranger spamming disruptive shot.
I see it on some enchants, and companion abilities, but what does it do? I can't see that it is doing anything.
Thanks!
This is the reason not to take in the party anyone except the barbarian
10k critical strike, 10k Defense , 10k Deflect , 10 combat Advantage are sufficient to counter mobs stats?
At 60k crit I am at the cap (50%) same as CA can be stacked endlessly, not sure what is from mayor interest power>CA or CA>power?
We (people that test stuff for our love to the game) seem to have a higher tolerance for broken mechanics, but how do you think the ordinary player will feel once all the sudden their character is weaker and they have no idea why? the game does a terrible job telling what stats values we need for content and adding normalization in the equation only make it worse.
This doesn't sound like the kind of problem that can be fixed in less than a month, especially as other classes issues also needs work. You guys are trying to rush what doesn't need to be rushed.
Pretty sure console player will love it.
Sad about this mess is as you point at, there is obviously no time to take care of core problems some classes do have actually, still missing any kind of solid feedback in threats for Warlock , Hunter, TR etc.
It is a bit more complicated. See here: https://docs.google.com/document/d/12AXzQrEQOeGZfAk7YolOH7YWE7qTmWe49sCwH-RATDg/edit?usp=sharing
a dps and a tank with nearly bis equipment being able to 15 minutes a third of FBI ?
no class comparison ?
is it just class bashing ?
This could end bad.
i made something for you !!! list of my stats in all 14 dungeons + vanrakdoom !!!
didn't sit in campfire in any of them .
with augment pet .
https://imgur.com/a/YRU8uYS
from what i saw :
- the higher the dungeon il the more stats u have " but some are bugged msc(13k il) , fbi(14k il) , tong(14k il) , cr(15k il) all give the same stats " .
- even if you have over cap on acc / arm pen on lvl 80 , i'm under cap for lvl 70 on some stuff .
my question now how does this scale work ?
since all lvl 70 mobs in dungeon have same stats isn't by having less stats in stuff like mc and vt making them more hard than tong , cr since you have more stats , what's the logic i'm missing here ?
we know lvl 70 mobs in normal stuff are 7k/57k stats but what's the stats on lvl 70 mobs in dungeons ?
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