Four attempts and best we could manage only to get boss down to 35%.
There seem to be much more aoes attacks, it was constant and back to back.
Not sure if the scaling is correct but a lot of time players are getting one shot or close to it.
[Combat (Self)] Atropal deals 301860 Hit Points to you with Massive Damage. [Combat (Self)] Acererak deals 274395 (527006) Unavoidable Damage to you with Eldritch Blast.
*Also Pull/Push mechanics is not respecting Block mechanics of tank like it did last module. *The stuns from mobs was also very annoying, with no “cleanse” from healers, it is instant death if you are stuns/hand grab and there are aoes.
after this morning patch Castle Never is unplayable. The 1st portal phase the damage seems reasonable now, but 1 of the enemies is missing from each portal or the system isn't filling the meter correctly because they only get to 80% and then nothing happens. my entire team used the ingame help kill me function and tried to re-enter them and still nothing...so we abandoned the dungeon.
For the expedition to Wyllowood my paladin was level 75, and i invited a few level 80 players to help. we were scaled to level 74 which made it a bit difficult, but not unbeatable, but at one point before the boss a random gigantic UNDEAD BONE GOLEM with a boss hp meter spawned in the expedition and my entire group was hitting it for 1-30 dmg......it was one shotting me and another tank with full shield while blocking. after 25-35 mins and at least 50 deaths each...we defeated it, mostly due to the master boon furious retribution or w/e the name is (it mirrors all dmg to the attacker for 15 seconds). the actual 3 bosses were not to0 hard though.
This did not happen when i soloed it on my cleric.
Can you tell me, was the Undead bone golem a wandering monster, or in an arena (end section) of the expedition? This sounds more like a team scaling issue than level scaling- and I've got it on the list. Thanks M.K.
Oh, Soloing, did you encounter the Bone Golem as well?
god damn listen to what raven has posted. everything wrong is what he has said agro doesn't work as it should tanks don't have enough skills to pull agro the tab use to assist to pull single targets from dps now we have a massive cooldown on enforced threat.
@mimicking#6533 in 3 Rune Expeditions there are "wandering" bosses, the bug @iamsmokingone#2455 one reports sounds like one of these 'wandering" bosses from a 3 Rune Expedition appeared. At level 80 with a party of 4 or 5, they are not a problem, but in the described situation they would be.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
So I have a fresh level 70 (1 green artifact from Blackdagger Crypt, 2 rank 7 bondings, a rank 7 arcane runestone, enough pets to fill all the slots and about 400 iL in mount bonuses (Equip Power and Insignia), no Boons, no Guild).
This character in the gear that Neverwinter gives you at the start of the Undermountain campaign is 11.5k
But the lowest scaled dungeons are 2k iL below this!
This is pretty much the problem with scaling. Everything is 2k too low for the content as it exists in Mod 16. (Specific bugs aside.)
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
So I have a fresh level 70 (1 green artifact from Blackdagger Crypt, 2 rank 7 bondings, a rank 7 arcane runestone, enough pets to fill all the slots and about 400 iL in mount bonuses (Equip Power and Insignia), no Boons, no Guild).
This character in the gear that Neverwinter gives you at the start of the Undermountain campaign is 11.5k
But the lowest scaled dungeons are 2k iL below this!
This is pretty much the problem with scaling. Everything is 2k too low for the content as it exists in Mod 16. (Specific bugs aside.)
That gear is same IL we got for Ravenloft. Didn't get you into the dungeons with Ravenloft either. I think its only intended for you to begin undermountain if you aren't already geared up.
OK, seriously, even the lower level Dungeon is undo-able. How are we supposed to do Randoms to get our AD? Two tries on Tiamat at Intermediate and one try at the lower one. Everyone just dropped Instance. Is this going to be fixed? Soon???
You should be able to cleanse stun, otherwise Withers at the Tomb of the Nine Gods becomes impossible as the red AoEs one-shot while you are stunned every second because the Tank cannot block while stunned, the Healer cannot heal when stunned, and the DPS cannot dodge/move when stunned.
30 minutes in to Malabog's Castle, was just past the 1st boss, and kept getting one shot by the fomorian warlords. Whole group (experienced) went down. I am not interested in spending 90 minutes to run a 30 minute dungeon. Nor am I going to waste 50 scrolls. This is mod 6 all over again. Are you sure the scaling is proper? Are the monsters scaled at level 70 to 14000 or 28000 now that it's 1:1000? I feel underpowered. At level 80 I have no issues. The monsters seem to follow a much different scaling system.
Varric the Cursed Dwarven cursed to be Tiefling CW Original Serenity Mostly Retired DC Tokarek Bearded Dwarven OP Tankadin JuiceHead Goofy Human GWF Member of H3llzWarriors and Limitless.
So I have a fresh level 70 (1 green artifact from Blackdagger Crypt, 2 rank 7 bondings, a rank 7 arcane runestone, enough pets to fill all the slots and about 400 iL in mount bonuses (Equip Power and Insignia), no Boons, no Guild).
This character in the gear that Neverwinter gives you at the start of the Undermountain campaign is 11.5k
But the lowest scaled dungeons are 2k iL below this!
This is pretty much the problem with scaling. Everything is 2k too low for the content as it exists in Mod 16. (Specific bugs aside.)
That gear is same IL we got for Ravenloft. Didn't get you into the dungeons with Ravenloft either. I think its only intended for you to begin undermountain if you aren't already geared up.
That would kind of be the point...
Setting dungeons 2k I’ll below gear that wasn’t adequate to get into dungeons in 6-15 is bad.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
TONG: Souls clearly have too much HP in Ras Nsi fight KR: was fine ecc: was fine etos: was fine ndemo: was fine egwd: was fine MC: i find the formorian giants hitting harder than the bosses themselves. The dragon himself at the end hit me for like 25k only. But those formorian dudes, omg?
MSP: Kabal bugged, he's still immune after we break the ball on him. FBI: quite enjoyable CR: never passed the sisters, either the tank was one shot for billions or the red cristal has too much HP anyway just like souls in tong throne: unplayable
Bank heist pretty much needs a tank and heal every lane, so the normal queue allocation doesn't really work at all in there.
I feel like they just need to lower the damage of the mobs in there and it would be better. There are some attacks that do too much damage to players who may or may not have tanking stats to take the hits you get in there. Lowering the damage or capping the damage the mobs can do to players would be the way to go for many coin. When you have 5 dps class characters in there you have the damage to kill everything fine but die over time due to not being able to tank 3 seperate sets of mobs. With 3 tanks you can tank the lanes but can't kill anything fast enough before the tanks temp hp will run out and the tank dies anyway. With 3 healers and 2 dps the dungeon goes better but your shooting at best for bronze because you don't do enough damage to kill all lanes fast enough. If you have 1 person stop playing in any of the skirmishes you more than likely just failed the content. If you just have all 5 players kill in a group setting you kill the lane fast enough to keep them off the bank vault in that lane but the other lanes just kill the vault or make you get bronze. The best I have done in there with all level 80 20k to 22k higher skill level players is silver. By putting normal players in there most of whom haven't setup their stats to be favorable for themselves means you have a lot of players running content without defensive stats needed to take some hits as well as mobs that are setup to punish non tanks for taking hits. This just leads to a bad time especially when you have minimum item level players doing some of this content.
Guild Leader: Under the Influence Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
You should be able to cleanse stun, otherwise Withers at the Tomb of the Nine Gods becomes impossible as the red AoEs one-shot while you are stunned every second because the Tank cannot block while stunned, the Healer cannot heal when stunned, and the DPS cannot dodge/move when stunned.
It is stupid.
Not just in ToNG Ras Nisi Fight, but all healers needs some type of cleansing of ALL bad effects on some ability. This makes CoDG very hard as well since the stun locking of characters in the elevator fight causes a lot of deaths. This is actually a problem since players now hit their cap of getting brought back to life and get places outside of the event due to this.
Guild Leader: Under the Influence Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
not sure if this is a bug, but definitely needs to be looked at. way too may mobs are knocking me down! when i que as a tank i spend 90% of the time on my HAMSTER because every 2nd mob has a knockdown, and he takes FOREVER to get back up.
You should be able to cleanse stun, otherwise Withers at the Tomb of the Nine Gods becomes impossible as the red AoEs one-shot while you are stunned every second because the Tank cannot block while stunned, the Healer cannot heal when stunned, and the DPS cannot dodge/move when stunned.
It is stupid.
I do agree there is an all-over need for reviewing control effect usage now hat we cannot use cleanse/aa to stop the control effects.
However, specifically for Withers: Maybe it is time to start playing him by the script and not just brute-force him?
0
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
after this morning patch Castle Never is unplayable. The 1st portal phase the damage seems reasonable now, but 1 of the enemies is missing from each portal or the system isn't filling the meter correctly because they only get to 80% and then nothing happens. my entire team used the ingame help kill me function and tried to re-enter them and still nothing...so we abandoned the dungeon.
For the expedition to Wyllowood my paladin was level 75, and i invited a few level 80 players to help. we were scaled to level 74 which made it a bit difficult, but not unbeatable, but at one point before the boss a random gigantic UNDEAD BONE GOLEM with a boss hp meter spawned in the expedition and my entire group was hitting it for 1-30 dmg......it was one shotting me and another tank with full shield while blocking. after 25-35 mins and at least 50 deaths each...we defeated it, mostly due to the master boon furious retribution or w/e the name is (it mirrors all dmg to the attacker for 15 seconds). the actual 3 bosses were not to0 hard though.
This did not happen when i soloed it on my cleric.
Can you tell me, was the Undead bone golem a wandering monster, or in an arena (end section) of the expedition? This sounds more like a team scaling issue than level scaling- and I've got it on the list. Thanks M.K.
Oh, Soloing, did you encounter the Bone Golem as well?
yesterday we were killing normal groups of mobs and one giant ogre boss hp spawned middle of the fight, same happened on other run it spawned bone golem, 4 player team and second run 5 player group, we were running 3 crystals runes, the normal thing was spawning red spirits. also mid fight it displayed scale down messages for a short period of time
0
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
Castle Never Scaling greatly improved. Thanks. Portals still bugged as others have said.
ToNG Wither's... consider reducing the frequency of the Bigsby's and other traps. Even when strictly following the mechanics (turn off the traps) the new class powers prevent us from withstanding all that CC. Tank spends half the fight stunned, cannot protect the party at all. Ran it 3 times with >20k experienced teams, only got past withers once. It wasn't challenging. It was frustrating and not fun.
Etos Better scaling. Thanks.
I am Took.
"Full plate and packing steel" in NW since 2013.
In this vid it was proven that our stats are lower than it needs to be, that includes crit chance, my build is all about crit damage, could you guys make sure we always have 50% crit chance even with downscale? Because otherwise it's just sad "/
Bank heist pretty much needs a tank and heal every lane, so the normal queue allocation doesn't really work at all in there.
I feel like they just need to lower the damage of the mobs in there and it would be better. There are some attacks that do too much damage to players who may or may not have tanking stats to take the hits you get in there. Lowering the damage or capping the damage the mobs can do to players would be the way to go for many coin. When you have 5 dps class characters in there you have the damage to kill everything fine but die over time due to not being able to tank 3 seperate sets of mobs. With 3 tanks you can tank the lanes but can't kill anything fast enough before the tanks temp hp will run out and the tank dies anyway. With 3 healers and 2 dps the dungeon goes better but your shooting at best for bronze because you don't do enough damage to kill all lanes fast enough. If you have 1 person stop playing in any of the skirmishes you more than likely just failed the content. If you just have all 5 players kill in a group setting you kill the lane fast enough to keep them off the bank vault in that lane but the other lanes just kill the vault or make you get bronze. The best I have done in there with all level 80 20k to 22k higher skill level players is silver. By putting normal players in there most of whom haven't setup their stats to be favorable for themselves means you have a lot of players running content without defensive stats needed to take some hits as well as mobs that are setup to punish non tanks for taking hits. This just leads to a bad time especially when you have minimum item level players doing some of this content.
And that right there is a perfect summation of just how borked the so-called 'new and improved' Neverwinter 2.0 is. The older combat system worked; it really worked! It was fast, effective, and fun - everything the new combat system isn't. Fast-paced action combat was the one indisputable ace-in-the-hole Neverwinter had, and now Cryptic has gone and ruined that too for "balancing" purposes which they haven't managed to achieve either. It's a total loss.
They've failed miserably, and in the process have managed to destroy the good that still existed in an already old game. Incredible but for all the wrong reasons.
People in my guild are talking about how to drop their IL so they can reduce the scaling in previous dungeons, skirmishes, trials, etc. and make the events achievable. Most are thinking we will need additional Load-Outs so we can do lower material. I think this is just wrong.
Scale events so players are bumped to the level of the event sure, that's been done already. But scaling events so they are harder based on a player's IL is wrong. The IL we achieve is something we work hard for. Effectively, we are being punished for our hard work and commitment to the game. The result is people are frustrated with content that was once easy and is now impossible or very close to impossible to do.
Stop scaling based on IL, or at least change how events are adjusted differently. A 21k toon should be able to survive more easily and do more damage than a 15k toon in any material.
not sure if this is a bug, but definitely needs to be looked at. way too may mobs are knocking me down! when i que as a tank i spend 90% of the time on my HAMSTER because every 2nd mob has a knockdown, and he takes FOREVER to get back up.
it has always been like that, developers instead of making CC resistance work or lowering ammout/duration of CC and making it delayed. gave DC CC immunity daily. now that its gone enjoy being perma CC in some fights.
I'm not sure that the development team fully appreciate the situation. Maybe they think we are all just moaning about nothing, or maybe it's another of those situations like the introduction of Random Queues when we screamed at them that putting FBI in the same queue as Malabog was truly awful idea, and explained in detail WHY... but someone upstairs wanted it to happen, and to hell with the players... so it did. And we all know how that worked out...
Sure, people are hacked off at certain specific instances of broken scaling in certain areas of certain dungeons. But the problem is that those broken elements are broken within a system that even when working is a major problem.
Until the Powers That Be realise, accept and determine to fix, the problem that Scaling in general is causing with the punitive caps it's not worth fixing those tiny individual aspects.
It's like ripping the roof of someone's house, then coming back later and saying "We've noticed it's raining... please let us know which of the umbrellas we left you with aren't working properly so we can replace or repair them"
It is in no way the "Fix" we either want or need.
Historically, when this many players agree on something, they're usually right. And this isn't like the Bonding nerf for example, which was very annoying... but an isolated annoyance that didn't dramatically weaken the entire player base against simple, basic, content and dump them back into the game as if their entire adventuring career had been removed when they enter a lower level zone.
And don't think that everyone wants scaling removed entirely and just let us get on with melting everything, that's not the argument here. It is a valid means of adding balance in areas where most players are sub end game. Only the sociopaths amongst us want to ruin other peoples' games, and only lazy people want zero challenge. But Scaling as it stands is many many miles from where it needs to be IN GENERAL, for it to be even acceptable, let alone ENJOYABLE for the majority of your players.
And the goal really should be for a game to aim to be enjoyable, don't you think?
Can't echo this enough. I'm one of the higher geared fellows in my guild. The first expedition in the campaign, I went to help a guildmate through it, side by side, since I was a few levels higher due to random encounters in the undermountain area.
This lower level, lower geared individual wound up having to carry *me* through the expedition, because I was level 74. And because I was 3 levels over the cap, I watched my toon, whose gear had not changed since level 70 and was still using things like Hag's Rags and such, have his stats slashed by 25-40% across the board.
You've made leveling up a punishment. A danger. You've made it to where the single most definitive way that a player knew they were making progress and growing in power since Gygax himself sat down to stat out the system way back in the 70s...is now something to be avoided at all costs.
And what do we get in exchange for this? A gutted character progression, the inability to customize and pick our powers and advancement, combat reduced to an absolute drag.
The scaling is merely the most pressing of a number of issues that were introduced with this module. A haunting mirror of Module 6 all over again. Information that you gained over 4 years and learned nothing from. Information and feedback on the preview servers over a two month period that you (the Devs) proceeded to *ignore*. And now you want the players to act the role of unpaid beta testers again? So that you can try to tweak you "magic" dials to fix the problem you yourselves created?
I've got a better idea. How about you actually play your own game? For an extensive period of time. Sit down. Play an expedition or three. Play a Runic Heroic Encounter where you watch your character's stats get halved for no other reason than the fact that he's 1 level higher than the HE, and then give them no rewards. Spend your own hard earned money/keys on lockboxes that give you *broken* rewards...
Sit down. Play the game. Get a first hand understanding of the issues you created. And when you get a grip on that, we'll talk.
In a sick and twisted way I want Tiamat to stay unchanged. Tiamat in mod 15 was a joke, 20 out of the 25 ppl had no clue what so ever the mechanic in that Epic Trial were. Now for players in mod 16 to go in, still with no clue how to do the trial, and expect to make it through is quite ambitious. Imagine if someone made a 25 man party, split it up so that everyone knew the mechanic. Tanks would learn how to bounce aggro, dps and healers would not carelessly stand in 3 red zones and expect to take 0 damage. Just maybe would Tiamat be doable.
If Tiamat stays unchanged and the response from the developers are 'this is how the trial is meant to be player'. Players would know how HAMSTER they actually are, no more can you run as a one-man-army and expect to complete an Epic Trial of such difficulty. It would be a wake up call to the entire Neverwinter community, that in the past 1 and a half year. We have not been playing Neverwinter, but rather Steamroll-Dungeon-Runners, perhaps it's time to play Neverwinter again? Play as a team, communicate with the team, learn the mechanics? Thoughts? Opinions?
Comments
Four attempts and best we could manage only to get boss down to 35%.
There seem to be much more aoes attacks, it was constant and back to back.
Not sure if the scaling is correct but a lot of time players are getting one shot or close to it.
[Combat (Self)] Atropal deals 301860 Hit Points to you with Massive Damage.
[Combat (Self)] Acererak deals 274395 (527006) Unavoidable Damage to you with Eldritch Blast.
*Also Pull/Push mechanics is not respecting Block mechanics of tank like it did last module.
*The stuns from mobs was also very annoying, with no “cleanse” from healers, it is instant death if you are stuns/hand grab and there are aoes.
M.K.
Oh, Soloing, did you encounter the Bone Golem as well?
everything wrong is what he has said
agro doesn't work as it should tanks don't have enough skills to pull agro the tab use to assist to pull single targets from dps now we have a massive cooldown on enforced threat.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
So I have a fresh level 70 (1 green artifact from Blackdagger Crypt, 2 rank 7 bondings, a rank 7 arcane runestone, enough pets to fill all the slots and about 400 iL in mount bonuses (Equip Power and Insignia), no Boons, no Guild).
This character in the gear that Neverwinter gives you at the start of the Undermountain campaign is 11.5k
But the lowest scaled dungeons are 2k iL below this!
This is pretty much the problem with scaling. Everything is 2k too low for the content as it exists in Mod 16. (Specific bugs aside.)
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
It is stupid.
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
Setting dungeons 2k I’ll below gear that wasn’t adequate to get into dungeons in 6-15 is bad.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
TONG: Souls clearly have too much HP in Ras Nsi fight
KR: was fine
ecc: was fine
etos: was fine
ndemo: was fine
egwd: was fine
MC: i find the formorian giants hitting harder than the bosses themselves. The dragon himself at the end hit me for like 25k only. But those formorian dudes, omg?
MSP: Kabal bugged, he's still immune after we break the ball on him.
FBI: quite enjoyable
CR: never passed the sisters, either the tank was one shot for billions or the red cristal has too much HP anyway just like souls in tong
throne: unplayable
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
However, specifically for Withers:
Maybe it is time to start playing him by the script and not just brute-force him?
Scaling greatly improved. Thanks.
Portals still bugged as others have said.
ToNG
Wither's... consider reducing the frequency of the Bigsby's and other traps.
Even when strictly following the mechanics (turn off the traps) the new class powers prevent us from withstanding all that CC.
Tank spends half the fight stunned, cannot protect the party at all.
Ran it 3 times with >20k experienced teams, only got past withers once.
It wasn't challenging. It was frustrating and not fun.
Etos
Better scaling. Thanks.
I am Took.
"Full plate and packing steel" in NW since 2013.
They've failed miserably, and in the process have managed to destroy the good that still existed in an already old game. Incredible but for all the wrong reasons.
Scale events so players are bumped to the level of the event sure, that's been done already. But scaling events so they are harder based on a player's IL is wrong. The IL we achieve is something we work hard for. Effectively, we are being punished for our hard work and commitment to the game. The result is people are frustrated with content that was once easy and is now impossible or very close to impossible to do.
Stop scaling based on IL, or at least change how events are adjusted differently. A 21k toon should be able to survive more easily and do more damage than a 15k toon in any material.
This lower level, lower geared individual wound up having to carry *me* through the expedition, because I was level 74. And because I was 3 levels over the cap, I watched my toon, whose gear had not changed since level 70 and was still using things like Hag's Rags and such, have his stats slashed by 25-40% across the board.
You've made leveling up a punishment. A danger. You've made it to where the single most definitive way that a player knew they were making progress and growing in power since Gygax himself sat down to stat out the system way back in the 70s...is now something to be avoided at all costs.
And what do we get in exchange for this? A gutted character progression, the inability to customize and pick our powers and advancement, combat reduced to an absolute drag.
The scaling is merely the most pressing of a number of issues that were introduced with this module. A haunting mirror of Module 6 all over again. Information that you gained over 4 years and learned nothing from. Information and feedback on the preview servers over a two month period that you (the Devs) proceeded to *ignore*. And now you want the players to act the role of unpaid beta testers again? So that you can try to tweak you "magic" dials to fix the problem you yourselves created?
I've got a better idea. How about you actually play your own game? For an extensive period of time. Sit down. Play an expedition or three. Play a Runic Heroic Encounter where you watch your character's stats get halved for no other reason than the fact that he's 1 level higher than the HE, and then give them no rewards. Spend your own hard earned money/keys on lockboxes that give you *broken* rewards...
Sit down. Play the game. Get a first hand understanding of the issues you created. And when you get a grip on that, we'll talk.
If Tiamat stays unchanged and the response from the developers are 'this is how the trial is meant to be player'. Players would know how HAMSTER they actually are, no more can you run as a one-man-army and expect to complete an Epic Trial of such difficulty. It would be a wake up call to the entire Neverwinter community, that in the past 1 and a half year. We have not been playing Neverwinter, but rather Steamroll-Dungeon-Runners, perhaps it's time to play Neverwinter again? Play as a team, communicate with the team, learn the mechanics?
Thoughts? Opinions?