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
YOU know that you dont hit with 100% efffectiveness because your penetration is too low with the scaling?
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?
You presume some/many of us who could steamroll the content didn't know how to play the mechanics. A good number of us did, and still do. From what you type above it appears we have very different definitions of the concept of fun. You actively want to be joined at the hip with other players. I do not. Speaking of 'waking up the Neverwinter community,' that same community is about to get smaller still. This game does not have the status nor the server population (from the admittedly somewhat limited yet statistically still significant data we have access to) to alienate players on the scale it's currently doing. There is plenty of competition out there - more modern engines, more character & class design freedom, better UI, less bugs, and superior treatment of the playerbase by the developer(s). This applies both to the PC and now also the console platforms; when NW first launched on console it was effectively unique as a f2p MMO on console. Those days are gone.
Teamwork is fine where applicable, but this claim of Cryptic having made the game more "challenging" is about as hollow as it gets. They haven't created much new content, and any 'challenge' they've stirred up isn't due to clever game mechanics nor design. It's been realized through massive nerfs across the board, broken systems, HAMSTER poor class feats, powers, and attacks, a massive devaluing of in-game currency, and the single worst scaling/capping I recall encountering to date (yes, even worse than Oblivion's infamous scaling,) with the added 'bonus' of further hamstringing players' ability to reliably farm rAD in a timely manner.
To those who are apparently content - eager, even - to re-run the same old content for the umpteenth time under the delusion that it's now 'a challenge' and therefore surely must equate more fun, I say, that if those are the standards anyone operates by, they are mighty low standards indeed....and I'm sure I can find someone who has a bridge to sell them somewhere.
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
YOU know that you dont hit with 100% efffectiveness because your penetration is too low with the scaling?
from my testing 107,000 armor penetration at level 80, scales to 58,000 in level 70 content and is enough to not be mitigated. 51,000 was not enough.....so the actual value is somewhere inbetween. (56k-58k?)
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
YOU know that you dont hit with 100% efffectiveness because your penetration is too low with the scaling?
from my testing 107,000 armor penetration at level 80, scales to 58,000 in level 70 content and is enough to not be mitigated. 51,000 was not enough.....so the actual value is somewhere inbetween. (56k-58k?)
AND IS it normal or bug?
Looks about right, assuming their iL is around 20.3k and they are in dread ring (scales you to 11k iL). The target for Armor Penetration is 57,000 for level 70 content (dungeons show 7k ratings +50k since armor penetration is among the higher tier of stats).
Its not a dungeon but... DR in well of dragons is not possible anymore, that is extremely depressing, Do you guys know that there is a daily on stronghold to do DR?
There is nothing good about scaling and it is so atrociously bad it has the potential to ruin the game entirely. In that scenario I was scaled down to having 0 damage reduction. That should not happen. I absolutely should not become weaker than I was at level 80.
There is a mountain of pages in the preview area reporting how bad the scaling was and repeatedly the community was told "It's in a good place". It isn't. I doubt I am the only one who does not believe you can fix it. Removal is most likely your only option.
The team has done a good job of breathing new life in to this game. Don't let this be the thing that ruins all of it.
Just ran my first regular demogorgon, post mod 16. This is supposed to have been fixed???? I'd hate to see what it was like before they fixed it. The difficulty IMO was significantly higher than edemo in mod 15. I had 3 deaths in this run, vs zero on all my runs prior to mod 16.
Just ran my first regular demogorgon, post mod 16. This is supposed to have been fixed???? I'd hate to see what it was like before they fixed it. The difficulty IMO was significantly higher than edemo in mod 15. I had 3 deaths in this run, vs zero on all my runs prior to mod 16.
Oh. That's easy. Before the 'fix' it was "Watch the 23k gear score paladin raise his guard and get one-shotted by the first trash-mob."
Tiamat still isn't working right. The Legion Devil's and Erinyes's are doing too much damage in the fight.
Look over these numbers below: [Combat (Other)] Critical Hit! Erinyes gives 0 (587547) Physical Damage to Redacted Player Name with Flitting Blade. [Combat (Other)] Legion Devil deals 121892 (241227) Physical Damage to Redacted Player Name with Melee Attack. [Combat (Other)] Legion Devil deals 60946 (241227) Physical Damage to Redacted Player Name with Melee Attack. [Combat (Other)] Critical Hit! Erinyes deals 223867 (316659) Physical Damage to Redacted Player Name with Devestating Opportunist. [Combat (Other)] Critical Hit! Redacted Player Name deals 21 (26) Fire Damage to Legion Devil with Plague Fire Weapon. [Combat (Other)] Redacted Player Name deals 197 (216) Physical Damage to Legion Devil with Blade Storm [Combat (Other)] Redacted Player Name deals 1948 (2138) Physical Damage to Erinyes with Clear the Ground. [Combat (Other)] Redacted Player Name deals 3283 (10308) Projectile Damage to Legion Devil with Aimed Shot. [Combat (Other)] Redacted Player Name gives 15892 (15672) Hit Points to Redacted Player Name with Healing Word. [Combat (Other)] Critical Hit! Erinyes deals 295624 (587547) Physical Damage to Redacted Player Name with Flitting Blade. [Combat (Other)] Legion Devil deals 353109 (419973) Physical Damage to Redacted Player Name with Melee Attack. [Combat (Other)] Erinyes deals 191499 (380601) Physical Damage to Redacted Player Name with Devestating Opportunist. [Combat (Self)] Your Barkshield Armor absorbs 50012 (28000) damage from Erinyes's Flitting Blade. [Combat (Self)] Critical Hit! Erinyes deals 273683 (538851) Physical Damage to you with Flitting Blade. [Combat (Other)] Erinyes deals 81980 (308662) Physical Damage to Redacted Player Name with Devestating Opportunist. [Combat (Other)] Redacted Player Name shield absorbs 29904 damage from Erinyes's Devestating Opportunist. [Combat (Other)] Critical Hit! Erinyes deals 146316 (304421) Physical Damage to Redacted Player Name with Devestating Opportunist.
At the end you can even see where a tank is getting killed and the damage numbers done to them. You can see where my 22k barbie dps build character is 2 shot from a Erinyes with 47k defense in fight due to scaling (around 80k normally). When mobs do 150,000 to 300,000+ damage to players in one hit but heals are in the less than 20,000 relm how do you expect players to beat this area? If you get aggro from more than 1 of these monsters your dead because they teleport to you and do their attacks. You usually can't even run away or kite them around. The damage in here needs to be trimmed from these two monsters to be able to allow players to finish this event. Can't even get to the boss part of the fight to see if we can beat them.
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
This is not in a dungeon exactly but at level 80 in ice wind dale zones. I checked out my Vorpal enchantment which is rank 14, and was pleased to discover that the enchantment that normally adds 50% to crit severity was only reduced by a very minor amount, yup it gives a whopping 7%.... which is less that half what the lowest I could find on AH (rank 7 which gives 15%) So yeah seriously? If this is the working as intended all I can say is simply amazing!
Edit, just for fun I checked out was it the current Hardest dungeon in the game. and that max rank vorpal is scaled to 7.7% which is still basically half as effective as the lowest rank of vorpal normally gives.... so bravo! side note max rank bondings go from 70% down to 24% as well....
As we all know, Undermountain was a significant update that affected almost every aspect of the game and gameplay. We wanted to let our players know that, despite our very best efforts, we’re aware that there are some problems occurring with scaling in some of our dungeons.
We apologize that players are having a bad experience and want to assure you that the Neverwinter team is committed to finding and addressing these issues as soon as possible. It is our goal to provide both a challenging and enjoyable experience for everyone and we ask for your patience as we continue to identify, evaluate and re-tune scaling abnormalities across Faerun. Today we updated the game with several fixes to some of the more popular areas such as Malabogs Castle, Tomb of the Nine Gods and Demogorgon. More will come in the following days.
We would also take this opportunity to ask for your help in this matter, if you are, or become aware of a dungeon or area exhibiting this kind of behavior, please use THIS thread to report the problem and the team will get to it as soon as they can!
Happy adventuring! The Neverwinter Team
Mhhh...after all the responses BEFORE mod 16 was launched from every streamer/tester/contentmaker/regular player on the ptr and after you own statement
This is not in a dungeon exactly but at level 80 in ice wind dale zones. I checked out my Vorpal enchantment which is rank 14, and was pleased to discover that the enchantment that normally adds 50% to crit severity was only reduced by a very minor amount, yup it gives a whopping 7%.... which is less that half what the lowest I could find on AH (rank 7 which gives 15%) So yeah seriously? If this is the working as intended all I can say is simply amazing!
Edit, just for fun I checked out was it the current Hardest dungeon in the game. and that max rank vorpal is scaled to 7.7% which is still basically half as effective as the lowest rank of vorpal normally gives.... so bravo! side note max rank bondings go from 70% down to 24% as well....
they are scaling everything based on item level equipped gear/enchantments/runestones/insignias/mounts stats bonus and not base on character base ratings this is killing any way of progression, im at level 80 not full best gear and i reached all offensive caps(except ca to much stats for the 100%), armpen, accuracy, critstrike(to reach 50%) on a scaled down to lvl 79 my armpen gets cutted to 32+ from my 66k this is making me give up on upgrading anything and simply farm best gear to wear for my class/companion, another curiosity about failed scaling system, my tr didnt do campaigns since skt, so without skt, chult, omu, ravenloft and AI boons, my tr with 1 blue companion con artist and with wong fighter bolser values(yes @mimicking#6533 the fighter bolser is doing maths wrongs please check it out) 1xr15 bond rune 2xr14 bond rune, r11/12/13 assassin enchantments at level 80 all is ok to kill on that area but once i step on kultoa area for the heroic i get ones hoted easily my hp seems to be scaled down aswell wtheck, what kind of stupid idea was that you guys thought, were is the challenge when we are dead eitther from lag or rubberbanding, plus they added some tornados wtheck these are to be farmed so we can use crystal on expedition but the drops are so low in those heroics because we are being blown away from stupid effect on those heroics, bad developping ideas is behind these, either remove the scalling down on he or remove those tornados/rainstorm/etc. its to stupid to put those together, all classes play different and not all the time we have healers doing those @mimicking#6533 please stop doing more that you were asked for when we asked for challenge either cap those heroics on lvl 80 and warn outsider of the heroic that its a level 80 challenge.
Please guys, don't confuse bugs scaling-related and the scaling in its general idea.
People are annoyed by the bugs, with like the Maze Engine quests and a lot of dungeons being impossible to complete right now. I am too, and it's a shame that these issues made it to live with all the warnings on preview, but eh they'll be fixed eventually and we'll stop complain about it.
No, what the dev/design/coma/else team doesn't seem to understand, is that people are angry about the scaling METHOD. I'm not even against some sort of scaling, if it's well executed. And this scaling is everything but well executed.
You have hundred of posts of feedback, of issues pointed out by lots of players, for months. Did you read them? Because it doesn't seem you did, since there is NO COMMUNICATION AT ALL ABOUT THESE ISSUES. Oh we have indeed communication about broken instances that are on the radar, etc. But nothing about the concerns of players about the general execution of the scaling.
The (legit) question that you'll see in most of the rants is: Why does my lvl 80 stats-capped character so weak in scaled area? A lvl 80 that finished Undermountain, can beat LOMM, and is capped on stats for the hardest content in the game shouldn't be struggling on Icewind Dale, or content that's years old. We shouldn't be so far from the caps on stats when scaled down when we overcap these stats on the hardest content. As everyone said, it's not only incoherent, but removes all sense of progression. Doesn't need to upgrade enchants since they're scaled down at R9 anyway.
A big part of this problem is the difference between players and ennemies at lvl 70 when you're scaled down. lvl 70 ennemies only have 3000 less stats than lvl 80. 3000. That's nothing, nothing at all. On the other side, scaled players lose between 30-60% stats depending on where do these stats come from. So the gap between players and ennemies is huge, and we end up being way behind the cap of offensive stats to deal decent damage and defensive stats to tank decently.
That problem also make T3 dungeons like FBI or MSP way easier than old T1 dungeons like VT or ELOL. Because once again, the stats on all lvl 70 ennemies are the same, but you're scaled more in T1 than in T3, making your character less efficient. Where's the logic behind that? FBI shouldn't be easier than VT. And no, increasing the IL required to enter T1 won't change the general problem.
For real, as others pointed out before, you have countless posts of feedback about the general scaling and why it is not really wrong, but really badly executed. During weeks, or months counting the alpha testers, you have people telling you that it's not normal for a BiS lvl 80 to be less effective on lvl 70 area than same toon when it was lvl 70 only. You have all the feedback you need, all the posts about it you need, even youtube videos about it.
Yet... You chose to ignore the complaints of your entiere community and release it like that. And all your communication is about the bugs with incorrectly scaled mobs instead of the whole idea of your scaling which is actually the main issue.
Once again, please understand I'm not mad at bugged mobs, these things happen. Well on M16 you don't really have excuse because any QA would have confirmed the players reported bug that make half or more of the dungeons impossible to complete. But bugs happen and will be fixed.
No, I'm mad because you do ZERO effort to understand the complaints of your community about the general idea of your scaling.
Last week on the same time there was 4 channels and people spamming +fane +BHE, now its just nothing. If that doesn't tell you what downscale is doing, nothing will.
Scaling think was good only if was an option avaible for have extra reward and if work proprely.in this state we are forced to play bad really bad. Hope in a fix soon
It's not just the scaling. It's almost the whole Mod 16 that is forcing people to leave. It's not just dungeons being impossible to finish; it's also all the weird changes of feats and powers. Why? Why change good working encounters for bad others? why longer cool downs, etc. etc. Classes were nerfed and mobs were upgraded. Dungeons were too easy? So what? nobody complained. Yes for high level players were very easy (so what?) but there are lots (the majority of players) that are not high level. And those were the first to leave. You can't do that and expect players to accept it and keep playing. I don't really know who is responsible for this disaster but he/she/they have made a really bad mistake. You need to reverse Mod 16 fast or it will slowly die.
Thats true when this HAMSTER hist the console they will loos a lot of players. But i am wondering why eanyone should spend a dime ot that game anymore the devs has shown us that every thing they bring out is to nerf already paid things.
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Thats true when this HAMSTER hist the console they will loos a lot of players. But i am wondering why eanyone should spend a dime ot that game anymore the devs has shown us that every thing they bring out is to nerf already paid things.
We are basically in phase 3 of play testing, "live play testing", before it hits console. I'm sure Microsoft and Sony have standards that wouldn't allow this mod to be released on their platforms in the state that it is currently in. This is what PC is for, to weed out all the bugs and give the devs time to fix them. Sad but true. The company doesn't set standards for themselves, they just let themselves go, and since PC has no 3 party regulating quality, they are able to use us as a free testing platform.
Sure, they can say, no programmer releases code without bugs, no one is perfect. And that's true! BUT, the amount of bugs and broken stuff in this mod is so alarming, it's nothing but pure negligence on the part of the company as a whole, especially true since many of these bugs where present and reported in preview (actual test phase of their product), and still a majority of them make it to Live.
Ya'll need to get your act together, grow some cojones, and take accountability for what is going on here. No joke.
WHY ARE THE HEROICS IN UNDERMOUNTAIN SCALED????????
the quests pertaining to them do not occur until the end of the campaign, when you are already level 80. so why are the heroics level scaled?????? people trying to farm resonance are getting 1 shotted left and right trying to do this..... some of the encounters the mobs regenerate extreme amounts of health, like 54000 per second. makes killing them without ~20 people in the encounter impossible. so trying to do these encounters you get swarmed by very high HP mobs that can kill you in 1 or 2 hits. this seems to happen completely at random.
This. So much THIS. I'm fine with the REs being there, don't mind the mechanic at all - but it's level 80 content and has no need to be scaled down. If players want to wander in, and test their luck, fine. This is especially true given the issues with scaling - I go from 60k+ Armor Penetration at level 80 to ~33k (~55%) at "level 73" - but the difference in "optimal" stats between level 70 and 80 is a mere 5%. Why the *massive* hit to player stats, when the step between 70 & 80 is so minimal?
I have tried Random (all 3) everyday since Mod 16 came out - I have yet to beat a single random queue (mostly due to Tiamat). Its gotten so bad that I have to wait 20 minutes for a queue then everyone leaves as soon as we try the mobs on Tiamat then you just stop trying to get a random and really don't feel like doing anymore dungeons so logoff. Now, maybe I just am not that good at this MMO. I've been playing MMOs since we called them MUDs but I'm far from the best so could certainly be that.
Except, I find I do well in all the lvl80 content including Master's Expeditions & the Undermountain campaign itself and based on the lead designer's notes this means I should be fine on old content, to wit: "This does mean that players who are put in lower difficulty dungeons will find more challenge than in the past, but that challenge will still be less than an endgame dungeon would be." (Developer's blog, item level & Scaling, Feb 19th)
I am one of those who actually likes many of the changes mod16 brought & doesn't mind dungeons being harder (was actually glad to hear Tiamat was harder until I found out that meant impossible - you cannot have everyone dying in one hit from mob enemies).
However, it gets to a point where you cannot finish the few quests one has left in the old content (like getting the boons from Ravenloft), getting rAD is no fun and takes forever so you get stuck not being able to finish refining, & some players (esp. alts) are completely stuck because they don't have enough boons for new content and can no longer survive in old content to earn the boons needed for the new content - and then complain about the difficulty of Undermountain campaign even though its the only thing they can survive in at all.
Fix the scaling or remove the broken dungeons from random queues at least - or many players are going to find they are just bored doing their few quests a day, being stuck on content with no responses from devs, and just start looking at other games.
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
YOU know that you dont hit with 100% efffectiveness because your penetration is too low with the scaling?
Of course i know I capped my stats for 70 not for 80. Whats the point of capping stats for 80 content when there's none? im overcapped at 80 but whatever. Thank you for the reminder though ))))))))))
Comments
Teamwork is fine where applicable, but this claim of Cryptic having made the game more "challenging" is about as hollow as it gets. They haven't created much new content, and any 'challenge' they've stirred up isn't due to clever game mechanics nor design. It's been realized through massive nerfs across the board, broken systems, HAMSTER poor class feats, powers, and attacks, a massive devaluing of in-game currency, and the single worst scaling/capping I recall encountering to date (yes, even worse than Oblivion's infamous scaling,) with the added 'bonus' of further hamstringing players' ability to reliably farm rAD in a timely manner.
To those who are apparently content - eager, even - to re-run the same old content for the umpteenth time under the delusion that it's now 'a challenge' and therefore surely must equate more fun, I say, that if those are the standards anyone operates by, they are mighty low standards indeed....and I'm sure I can find someone who has a bridge to sell them somewhere.
There is nothing good about scaling and it is so atrociously bad it has the potential to ruin the game entirely. In that scenario I was scaled down to having 0 damage reduction. That should not happen. I absolutely should not become weaker than I was at level 80.
There is a mountain of pages in the preview area reporting how bad the scaling was and repeatedly the community was told "It's in a good place". It isn't. I doubt I am the only one who does not believe you can fix it. Removal is most likely your only option.
The team has done a good job of breathing new life in to this game. Don't let this be the thing that ruins all of it.
Look over these numbers below:
[Combat (Other)] Critical Hit! Erinyes gives 0 (587547) Physical Damage to Redacted Player Name with Flitting Blade.
[Combat (Other)] Legion Devil deals 121892 (241227) Physical Damage to Redacted Player Name with Melee Attack.
[Combat (Other)] Legion Devil deals 60946 (241227) Physical Damage to Redacted Player Name with Melee Attack.
[Combat (Other)] Critical Hit! Erinyes deals 223867 (316659) Physical Damage to Redacted Player Name with Devestating Opportunist.
[Combat (Other)] Critical Hit! Redacted Player Name deals 21 (26) Fire Damage to Legion Devil with Plague Fire Weapon.
[Combat (Other)] Redacted Player Name deals 197 (216) Physical Damage to Legion Devil with Blade Storm
[Combat (Other)] Redacted Player Name deals 1948 (2138) Physical Damage to Erinyes with Clear the Ground.
[Combat (Other)] Redacted Player Name deals 3283 (10308) Projectile Damage to Legion Devil with Aimed Shot.
[Combat (Other)] Redacted Player Name gives 15892 (15672) Hit Points to Redacted Player Name with Healing Word.
[Combat (Other)] Critical Hit! Erinyes deals 295624 (587547) Physical Damage to Redacted Player Name with Flitting Blade.
[Combat (Other)] Legion Devil deals 353109 (419973) Physical Damage to Redacted Player Name with Melee Attack.
[Combat (Other)] Erinyes deals 191499 (380601) Physical Damage to Redacted Player Name with Devestating Opportunist.
[Combat (Self)] Your Barkshield Armor absorbs 50012 (28000) damage from Erinyes's Flitting Blade.
[Combat (Self)] Critical Hit! Erinyes deals 273683 (538851) Physical Damage to you with Flitting Blade.
[Combat (Other)] Erinyes deals 81980 (308662) Physical Damage to Redacted Player Name with Devestating Opportunist.
[Combat (Other)] Redacted Player Name shield absorbs 29904 damage from Erinyes's Devestating Opportunist.
[Combat (Other)] Critical Hit! Erinyes deals 146316 (304421) Physical Damage to Redacted Player Name with Devestating Opportunist.
At the end you can even see where a tank is getting killed and the damage numbers done to them. You can see where my 22k barbie dps build character is 2 shot from a Erinyes with 47k defense in fight due to scaling (around 80k normally).
When mobs do 150,000 to 300,000+ damage to players in one hit but heals are in the less than 20,000 relm how do you expect players to beat this area? If you get aggro from more than 1 of these monsters your dead because they teleport to you and do their attacks. You usually can't even run away or kite them around. The damage in here needs to be trimmed from these two monsters to be able to allow players to finish this event. Can't even get to the boss part of the fight to see if we can beat them.
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
Edit, just for fun I checked out was it the current Hardest dungeon in the game. and that max rank vorpal is scaled to 7.7% which is still basically half as effective as the lowest rank of vorpal normally gives.... so bravo! side note max rank bondings go from 70% down to 24% as well....
People are annoyed by the bugs, with like the Maze Engine quests and a lot of dungeons being impossible to complete right now. I am too, and it's a shame that these issues made it to live with all the warnings on preview, but eh they'll be fixed eventually and we'll stop complain about it.
No, what the dev/design/coma/else team doesn't seem to understand, is that people are angry about the scaling METHOD. I'm not even against some sort of scaling, if it's well executed. And this scaling is everything but well executed.
You have hundred of posts of feedback, of issues pointed out by lots of players, for months. Did you read them? Because it doesn't seem you did, since there is NO COMMUNICATION AT ALL ABOUT THESE ISSUES.
Oh we have indeed communication about broken instances that are on the radar, etc. But nothing about the concerns of players about the general execution of the scaling.
The (legit) question that you'll see in most of the rants is: Why does my lvl 80 stats-capped character so weak in scaled area?
A lvl 80 that finished Undermountain, can beat LOMM, and is capped on stats for the hardest content in the game shouldn't be struggling on Icewind Dale, or content that's years old. We shouldn't be so far from the caps on stats when scaled down when we overcap these stats on the hardest content.
As everyone said, it's not only incoherent, but removes all sense of progression. Doesn't need to upgrade enchants since they're scaled down at R9 anyway.
A big part of this problem is the difference between players and ennemies at lvl 70 when you're scaled down. lvl 70 ennemies only have 3000 less stats than lvl 80. 3000. That's nothing, nothing at all. On the other side, scaled players lose between 30-60% stats depending on where do these stats come from. So the gap between players and ennemies is huge, and we end up being way behind the cap of offensive stats to deal decent damage and defensive stats to tank decently.
That problem also make T3 dungeons like FBI or MSP way easier than old T1 dungeons like VT or ELOL. Because once again, the stats on all lvl 70 ennemies are the same, but you're scaled more in T1 than in T3, making your character less efficient. Where's the logic behind that? FBI shouldn't be easier than VT. And no, increasing the IL required to enter T1 won't change the general problem.
For real, as others pointed out before, you have countless posts of feedback about the general scaling and why it is not really wrong, but really badly executed. During weeks, or months counting the alpha testers, you have people telling you that it's not normal for a BiS lvl 80 to be less effective on lvl 70 area than same toon when it was lvl 70 only.
You have all the feedback you need, all the posts about it you need, even youtube videos about it.
Yet... You chose to ignore the complaints of your entiere community and release it like that. And all your communication is about the bugs with incorrectly scaled mobs instead of the whole idea of your scaling which is actually the main issue.
Once again, please understand I'm not mad at bugged mobs, these things happen. Well on M16 you don't really have excuse because any QA would have confirmed the players reported bug that make half or more of the dungeons impossible to complete. But bugs happen and will be fixed.
No, I'm mad because you do ZERO effort to understand the complaints of your community about the general idea of your scaling.
Last week on the same time there was 4 channels and people spamming +fane +BHE, now its just nothing.
If that doesn't tell you what downscale is doing, nothing will.
It's not just dungeons being impossible to finish; it's also all the weird changes of feats and powers. Why? Why change good working encounters for bad others? why longer cool downs, etc. etc. Classes were nerfed and mobs were upgraded. Dungeons were too easy? So what? nobody complained. Yes for high level players were very easy (so what?) but there are lots (the majority of players) that are not high level. And those were the first to leave.
You can't do that and expect players to accept it and keep playing. I don't really know who is responsible for this disaster but he/she/they have made a really bad mistake. You need to reverse Mod 16 fast or it will slowly die.
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my wife can hardly wait for M16 to come to the Xbox in the hopes I will finally stop spending time and money playing Neverwinter.
If history tells me anything, it’s, woman are always right!
Please fix this quick!
Sure, they can say, no programmer releases code without bugs, no one is perfect. And that's true! BUT, the amount of bugs and broken stuff in this mod is so alarming, it's nothing but pure negligence on the part of the company as a whole, especially true since many of these bugs where present and reported in preview (actual test phase of their product), and still a majority of them make it to Live.
Ya'll need to get your act together, grow some cojones, and take accountability for what is going on here. No joke.
Except, I find I do well in all the lvl80 content including Master's Expeditions & the Undermountain campaign itself and based on the lead designer's notes this means I should be fine on old content, to wit:
"This does mean that players who are put in lower difficulty dungeons will find more challenge than in the past, but that challenge will still be less than an endgame dungeon would be." (Developer's blog, item level & Scaling, Feb 19th)
I am one of those who actually likes many of the changes mod16 brought & doesn't mind dungeons being harder (was actually glad to hear Tiamat was harder until I found out that meant impossible - you cannot have everyone dying in one hit from mob enemies).
However, it gets to a point where you cannot finish the few quests one has left in the old content (like getting the boons from Ravenloft), getting rAD is no fun and takes forever so you get stuck not being able to finish refining, & some players (esp. alts) are completely stuck because they don't have enough boons for new content and can no longer survive in old content to earn the boons needed for the new content - and then complain about the difficulty of Undermountain campaign even though its the only thing they can survive in at all.
Fix the scaling or remove the broken dungeons from random queues at least - or many players are going to find they are just bored doing their few quests a day, being stuck on content with no responses from devs, and just start looking at other games.
Thank you for the reminder though ))))))))))