I'll be frank, I don't believe any of what you said. Love how you put out important information on Friday afternoon -that's grade "A" management/leadership skills. Time to check out for the weekend.... yeehaw!
I'll be frank, I don't believe any of what you said. Love how you put out important information on Friday afternoon -that's grade "A" management/leadership skills. Time to check out for the weekend.... yeehaw!
you hit the nail squarely on the head. The post was just the sound of someone making themselves feel better so they could enjoy the weekend.
besides the MANY bugs still in the game and the gross over use of cc by the mobs resulting in 90% of a fight being getting up from the floor, the core essence of an mmorpg has been lost with the release of this mod. I, as well as many others, play an MMO to feel a sense of achievement, putting in the time and effort to get that next piece of gear, that next rank to an enchant, finally get your artifacts you have been waiting for, all of that has been lost with scaling, its not worth getting a coalesent and all the items needed to take an enchant to 15 when it is scaled down to 8 or 9. why bother getting a legendary augment when all the stats it provides gets taken away with scaling.
aside from this, why are the enchants we traded in bound? i understand the idea "people might abuse it" but changing the whole stat system forced many players to have to exchange enchants to balance out the new stats, now i have capped stats, i need to start looking at getting radiants, but what do you know, all my r13/14/15 enchants are bound so i have to grind for AD to buy new ones, essentially making the years ive spent building them up wasted. I love that insignia's can now be refined to legendary, but this has resulted in insignia's rocketing to crazy high prices making it impossible for the average player to achieve, i would recommend making all tiers of insignia's refineable, being able to take them all the way from green to legendary should level out their prices somewhat.
the new feat system has ruined many, if not all, play styles. i recognize the attempt to simplify it for new players, but having skill specific feats is not the best way to go about it, we already feel our classes have been butchered with the removal of many integral skills and the increase of cooldowns, complete lack of dps from at wills, but then we are forced to choose feats for specific skills which in turn forces us to use those specific skills giving us little to no freedom on which skills we want to use, i would recommend reworking feats so that they affect specific stats rather than specific skills ie. extra damage if an aoe skill is used, damage reduction if a control skill is used. i dont know, think of something, but dont force us to use specific skills, we already have such a limited choice now, we dont want to be forced to use 1 specific build.
finally, i understand that undermountain dungeon will release "soon" and im sure the rewards will be ok, but something needs to be done about the rewards given out by lower/scaled dungeons. im glad they are harder, those that are actually doable, but this also means they take a longer time to complete, and essentially makes up like 90% of the "end game" content, but the rewards are just nowhere near worth the time. 40 mins in a dungeon for an ilvl 500+ gear when current BiS is 1k+ is just not worth it, there has to be something that can be done that will make the content worth playing for level 80 players. perhaps add "scale bonus" to end of dungeon chests that gives an extra reward based on a players level above the required level to play the dungeon.
and just a little side note which im sure EVERYONE would agree on, we need more re-roll tokens, or at least another way to get them, it is NOT worth 5k AD to re-roll when your already getting such useless rewards. my suggestion would be add them to the challenge campaign store at 1 token each, and increase the number gotten from VIP so we dont feel cheated.
I'll be at work during the livestream but I look forward to viewing the replay when I get home. As for myself, the present state of the game has left me completely demoralized. I haven't played in a full week -- I've been playing a bunch of single-player games instead (heavily story-based to satisfy my storytelling itch now that the Foundry is gone). I haven't even been able to bring myself to log in for my VIP key. Hopefully there will be some major changes coming.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
if they hadn't messed up the scaling while the game i know there wouldn't be bugs and things broken into the game cause if they keep on ignoring us i know there game isn't going to last long even with new player that have quit on them where the new level cap shouldn't had been hard to play in and if they where not going to make us happy than they should of given us back mod15 tell they made the new one playable
Let’s be very clear. I can guarantee this is an attempt to give hope to the players like myself who are looking for some hope that this dying game, “WILL have some light in it in the future!” But, big BUT here, ALL substantial questions and comments will be ignored.... There will be NO talk of why the “upgraded” enchantments are worthless and those who have vested in the game now suffer financially due to it. Why our characters now have a kinder-garden level feat system lacking diversity and functionality. Why neverwinter’s content creators were completely disregarded and instead we had an ABSOLUTE NOOB LIVE-STREAMING THE MOD 16 RELEASE!!!! WITH VIEWBOTS AT THAT..! Why once I hit the level cap and enter into OLD DUNGEONS with absolutely lackluster OLD rewards I am one shot by adds I should be dominating!!! And dominating rightly so, due to the work, effort, gear, and all worthless rank 15 enchantments I am flaunting. “Stop your whining!!!! If you don’t like the old dungeons with the new Thanos level minions and monsters then don’t play them... Play the new dungeo.......... I mean.... Play..Wait...What.....Welp looks like we are out of time with the stream! Tune into the next community livestream!!” All this to say, I can’t wait to see what other wonderful and new ways they can jack up the game once the long awaited dungeon is released later this week!
There are alot of long time players voicing well though out opinions here (and in the forums). I for one have enjoyed many of the changes, I can feel where the devs were coming from.
The story arc and the new quest ability mechanics are fantastic, PLEASE bring us more of that. It was engaging and fun and the zones are wonderful. I also like the expedition system way better than the clunky chult hunts and its so much more streamlined than the ravenloft hunts (they were fun but you really nailed it on expeditions).
My two concern at this point:
1} There is an extreme lack of income as of late. Scaling causing dungeons to be borked has made RAD scarce and the increase in seal cost for AD bags is cripplingly high. Even with 50k RAD bonus I havn't even made 50kad this week.
2} The CC is out of control. I run a pure elven battle enchant and I spend a huge amount of time getting stunlocked in encounters. If im feeling it this bad with the highest source of CC resistance in the game its bad. I hear in alliance and NWLegit chat constantly of stunlocked to death. Maybe look into diminishing returns for CC on our characters?
I am hopeful and optimistic that this will work itself out with the help of our awesome community and our investment in this game we love
Ara Atheanes GWF
Traxus Atheanes GF
Bastiel Atheanes DC
Ellara Atheanes CW
Keira Atheanes TR
Sarasin Atheanes SW
Jerkface McGee HR
-MANTARA- OP
Honestly you guys need to either LISTEN to your players INTENTLY (and then implement things if feasible) while you are in the process of making a major game changing mod. OR you need to only make VERY minor changes to the game with a DETAILED Q and A session as to your logic behind the changes.
Many of your current CUSTOMERS have spent considerable time and (non-refundable) MONEY to get that perfect build that will do what they want it to do all while knowing all the ins and outs of said build. What MOD 16 did without PROPER (ANY?) feedback is basically tell your CUSTOMERS to shag off, and that you know better than those that pay your salary. Try that at any other job and see how it works out for you. Incremental changes WITH proper dialog is the way to go, and your studio needs to follow this rule or you will quickly find yourself with ZERO revenue!!
As to your blerb about wanting to address the problems, I cannot see with good conscience that this is more than an attempt at damage control, along the lines of spitting on a forest fire. YOU had a chance to LISTEN, but you would rather offer platitudes to your CUSTOMERS, and to that I say FAR to little and FAR FAR to late!!
I have already really shaved down playing time, basically do the 3 daily master expeditions and sometimes a random queue,,,, when LOMM is released on Thursday (something that should have been with the mod the whole time) I will play that if it is bugged to the point of not being able to consistently do it in the estimated amount of time or close to it. I will be gone as well since it will be the last straw of cryptic not caring enough about their customers to even bother testing stuff enough before release to ensure it is actually playable in an enjoyable way.
Hello Thomas, but with all due respect, the game is literally horrible, the pets do not heal, they do not attack, the life potions do not help at all, it's easier to die than to use those healing potions. The races, or classes, were all meaningless, because the wizard, paladin the cleric in my opinion are horrible ... System of seals now with 300 seals you get 1,000 of crystal, before there were 100 seals to get 1,000 of crystal. The enemies are doing an absurd damage compared to module 15, all maps were very difficult, I imagine that player, who started playing the game these days, and can not even pass the first map, because of the difficulty that the game imposed. Imagine doing other things that await you further, so it is difficult to play ... In my opinion the Mod 15 was the most sensational. I participated in all the quest, events, meetings and etc ... Today I can hardly do dungeons, because in unbelievable tiamat, without comment. I think you have to solve a big problem, because there are several people with a new bug ... And I think you should give a solution to these bugs, because anyone who is playing is going through anger or hatred in this game. Or redo this MOD 16, it came bugged, full of error, all crooked ... A disgrace MOD 16 only left the player, passing nervous.
Mod-not-mod note: To the folks complaining about your posts being deleted, they (probably) weren't. You edited them shortly after posting and they got flagged as spam by the forum software and zapped. The mods will come along eventually and restore them and flag your account as "cool" (I believe that's the technical term) and you'll never have that happen again. So just calm down, maybe dial back your mod flaming a bit, and relax.
I've been playing off and on since 2012-2013, In fact, it's been 3 years since I've played, barring the last couple of days... I have a couple things to say.
First, the reworking of the Paragon paths, I don't hate it, but I can see why a lot of people might. I personally prefer the old way the Paragon Paths were, but meh.
Second, character creation. I understand with a F2P game, you have to make your money somewhere, so certain races are locked. I understand that, however, why, in the Infinite Abyss, WHY are the classes locked into a set attribute point spread?? I remember when you could roll for your stats. I mean, it wasn't perfect, but it was something. Now, for instance, every Paladin starts with an 8 STR, and a 14 WIS, etc. and only your Racial Bonuses make the difference. This annoys me to no end.
There are other minor changes that are annoying, and several bugs with stats not displaying properly, as well as a new bug for me. When I inspect another player, their STR-CHA are all 0 as well as literally all of their other stats like "Combat Advantage", "Critical Severity" etc. But all of their gear shows stats as normal.
I do give Mimic King some kudos for breaking the number one rule of business: never publicly take responsibility for anything, ever. Posts like this and the upcoming stream (assuming it's not all just a big dog-and-pony show) can do a lot to buy good will. Despite much of the vitriol, I think most people are willing to give companies a chance as long as they believe that the devs are being honest about problems and are genuinely trying hard to get things right. Admitting to challenges and mistakes is a great start. However, little gems like "We feel level scaling is in a good place" when it extremely obviously is not is great way to shatter trust.
I haven't been on here in quite a while because I just haven't been playing. I have to admit, I am really burned out. I was really hoping that Mod 16 would inject some new life into the game for me, but from exploring preview and then trying to get going on live, It just feels like doing a lot of work to play a less fun game than the one I was already burned out on. I think a lot of the proposed changes were good ideas, but the implementation and bugs are bewildering.
From the overwhelming sound of things, I think I may be better to hold until Mod 17 when hopefully most of the carnage has been cleaned up. I'm afraid pushing too hard into it right now might do me in for good. However, I'm sure mod 17 is going to be the "Guild update mod" which I'll find soul-sucking as well...
Old, long term players are DEDICATED players. Dedicated players form guilds, they build alliances, they become streamers, they can make others come back. And spend money. But they need to feel VALUED. PART OF THE GANG. They need to enjoy the game too. Zoom it down to the most basic element, they need to have a bond with their character(s). Old and new players do.
The future of the Neverwinter community is in your hands today Mr Foss. I'll be watching your stream. Many of us will.
As I said on another post (about 2 months ago), you could have taken more time to improve the mod before putting it on live. There was No deadline from our side. Also, you tried to put a lot of things on this patch and that leads to a lot of errors of course. There are many good ideas on this mod (at least on theory), but if you put all of them together not developing them correctly is worse than not implementing them. You did some good mechanics on mod 15 like kteam (even if the rewards were not good, on my clan we did it just for fun), and tales of old was very fun and challenging. You could have exploited these things more and we would be pleased. But no, you forgot all of these and put a new campaign that took me 3 days to complete (with no challenge at all). You could have also exploited pvp and give proper rewards for it to make the community play pvp (atm only people who like the spirit of pvp play it and not all the time). You could have made more improvements to stronghold and sieges and more incentive to that kind of playing that im sure will keep the community entertained for a long time. Then all the improvements to skills and boon and oll of that could have been implemented slowly a bit each patch and there would have been much less errors. If I was a developer I would have made a rollback to mod 15, add the new campaign like it used to be on lvl 70 mobs and then slowly polish these changes that you want to make and add them slowly HEARING THE CUSTOMERS FEEDBACK. I apologize for my english as it is not my native language (maybe at some time you could remember that spanish is the 3rd most spoken language in the world)
BUT you forgot one thing... our INITIAL roll. So many of us are stuck with old start up rolls which are no longer relevant to the game today. I am stuck with a toon that has 9 attribute points in physical damage (STR) and all other attributes in CON and CHA... no matter how many attribute points I put into strength I will always be weak. A Re-roll should have been distributed to all the players or at least make the attribute rolls part of the Respec token. With Classes that have tank & DPS, Heal & DPS... sometimes the different attributes are needed. Some will say, "Make another character." I say that's what loadouts we paid for are there to use.
All characters of a single class, Cleric, Rogue, Barbarian or what have you, start with the same stats. There is no initial rolling, that was removed. For example, ALL clerics have 10 STR, 10 DEX, 10 CON, 15 INT, 16 WIS, and 13 CHA as their base, no matter what. There is simply nothing to re-roll as that choice was taken away from us.
There are Race abilities that you can still assign... So if being a Human give you +3 to any stats... you can assign that, or if you are a Dragonborn +2 to any 2 stats... that's what I mean.
BUT you forgot one thing... our INITIAL roll. So many of us are stuck with old start up rolls which are no longer relevant to the game today. I am stuck with a toon that has 9 attribute points in physical damage (STR) and all other attributes in CON and CHA... no matter how many attribute points I put into strength I will always be weak. A Re-roll should have been distributed to all the players or at least make the attribute rolls part of the Respec token. With Classes that have tank & DPS, Heal & DPS... sometimes the different attributes are needed. Some will say, "Make another character." I say that's what loadouts we paid for are there to use.
All characters of a single class, Cleric, Rogue, Barbarian or what have you, start with the same stats. There is no initial rolling, that was removed. For example, ALL clerics have 10 STR, 10 DEX, 10 CON, 15 INT, 16 WIS, and 13 CHA as their base, no matter what. There is simply nothing to re-roll as that choice was taken away from us.
There are Race abilities that you can still assign... So if being a Human give you +3 to any stats... you can assign that, or if you are a Dragonborn +2 to any 2 stats... that's what I mean.
they've taken all importance out of roll stats. they don't really do anything for you anymore. totally don't matter.
Greetings Adventurers, Thomas Foss, aka the Mimic King, here to talk with you about Neverwinter’s latest launch, Undermountain. With Undermountain, our core goals were to raise the level cap, provide exciting new adventures, and cleanup some longstanding class balance issues. At the same time, we hoped our improvements would pave the way for creating new classes and content in the future. We also wanted a way for players to progress faster through existing campaigns, while also giving us new ways to provide campaign rewards. With so many impactful changes being made, we felt it was important to invite players to participate in a closed beta test and then in the open beta/preview. You came in like gangbusters and gave us fantastic feedback. Whether it was on the forums, or on Reddit, the team here really appreciated the dialogue. I would like to give a shout out to Rainer whose spreadsheet was a great resource and window into the player’s perspective. Because of the feedback we received directly from our community, we were able to address hundreds of bugs and assorted feedback. Thank you!
But, we’re disappointed that we didn’t get to all the reported issues. We received great feedback from players like krsbaws, who told us back in March that Tomb of the Nine Gods was broken, but we did not fully address it. For that, we are sorry, and the Neverwinter team is working hard to review all the issues. We’re even more disappointed in our response to you since launch. It’s pretty clear we could have done a much better job of really listening. There was a lot of excitement at Cryptic about the new content and updates we had made, and we were quite hopeful you too would enjoy them. We fully understand now that some pretty critical bugs made it impossible for you to do just that. It was never our intention to make our most invested and important players feel alienated, but that’s just what we did.
Neverwinter is as dear to my heart as it is to yours, and I don’t like having a broken game, or even the perception of a broken game. We clearly missed some broken critters and levelling. We have been working to fix these as well as levelling and combat balance. Over the last week, the team has been triaging the issues being reported, fixing as many of them as we can, and discussing ways to better incorporate your feedback to make the game more enjoyable. Examples of steps we have already taken are:
• A reduction in specific dungeon difficulties (Demogorgon) • A decrease in damage dealt from some problematic monsters (Malabog’s Castle Redcaps, Tiamat’s Devils) • Fixing core class bugs (Paladin’s Base Dexterity Score) • Fixed scaling issues with Encounters in certain zones and instances • And many more! Check out the patch notes from our last few patches for more details!
We’re not done, and we’re still listening. We are working on additional updates and will roll those out as quickly as possible, and are communicating out the changes as we do.
As we get ready for our console release of Undermountain, we are striving to make sure the concerns of our players have been addressed in all versions of the game. For us, this is an ongoing conversation, where we all work towards making Neverwinter the best game possible. To that effect, I will be holding a Q&A during the May 7 Community Livestream at 11am PT to further discuss the state of Neverwinter and player concerns.
We don’t think we’ll make everything all right by just fixing the known issues, so we’re going to go the extra mile for everything you’ve done for us. Tune in on the stream on Tuesday and I’ll tell you all about it. Thank you! Thomas “Mimic King” Foss
Honestly, Tom, from reading this I really don't think you fully grasp the scale and gravity of the problem.
We told you that this was HAMSTER over the solo players. We told you that it was removing any sense of progression in content that we have already run. We told you that it was removing many valid customization options as well as whatever ones you all had deemed "invalid".
I don't know what else we could have possibly done to spell it out to you guys any better than we already have. What were we supposed to do -- draw you a map? We used direct, blunt language. From our standpoint all of it fell on deaf ears. To be blunt even some more, the tone of any responses we received bordered not only on tone deaf but downright arrogant. That's not just me saying this, this was the consensus among several in our alliance.
You have a lot of work to do to make this right. It isn't merely a matter of fixing bugs. If you think that's all it is, then you are frankly in denial.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
But, we’re disappointed that we didn’t get to all the reported issues. We received great feedback from players like krsbaws, who told us back in March that Tomb of the Nine Gods was broken, but we did not fully address it. For that, we are sorry, and the Neverwinter team is working hard to review all the issues. We’re even more disappointed in our response to you since launch. It’s pretty clear we could have done a much better job of really listening. There was a lot of excitement at Cryptic about the new content and updates we had made, and we were quite hopeful you too would enjoy them. We fully understand now that some pretty critical bugs made it impossible for you to do just that. It was never our intention to make our most invested and important players feel alienated, but that’s just what we did.
Neverwinter is as dear to my heart as it is to yours, and I don’t like having a broken game, or even the perception of a broken game. We clearly missed some broken critters and levelling.
We don’t think we’ll make everything all right by just fixing the known issues, so we’re going to go the extra mile for everything you’ve done for us. Tune in on the stream on Tuesday and I’ll tell you all about it. Thank you! Thomas “Mimic King” Foss
You know when the game broke, when you HAMSTER release mod 16. Before the game was just fine, just some bugs and glitches here and there. The ONLY WAY to fix what you have done is to COMPLETELY UNDO mod 16, if not then your not gonna have a "dear game" to continue working on because the moment it releases on console it will be DEAD. I for one will quit the game if mod 16 releases on console and I'm sure lots of other players will do so as well.
I'll say this once and just once; I sign up 6 years ago to play a DUNGEONS & DRAGONS game, mod 16 IS NOT A D&D game therefore I wont continue to play it if things change to how they are on PC with mod 16. You may think mod 16 is for the better, but is NOT, you are wrong.
Greetings Adventurers, Thomas Foss, aka the Mimic King, here to talk with you about Neverwinter’s latest launch, Undermountain. With Undermountain, our core goals were to raise the level cap, provide exciting new adventures, and cleanup some longstanding class balance issues. At the same time, we hoped our improvements would pave the way for creating new classes and content in the future. We also wanted a way for players to progress faster through existing campaigns, while also giving us new ways to provide campaign rewards. With so many impactful changes being made, we felt it was important to invite players to participate in a closed beta test and then in the open beta/preview. You came in like gangbusters and gave us fantastic feedback. Whether it was on the forums, or on Reddit, the team here really appreciated the dialogue. I would like to give a shout out to Rainer whose spreadsheet was a great resource and window into the player’s perspective. Because of the feedback we received directly from our community, we were able to address hundreds of bugs and assorted feedback. Thank you!
But, we’re disappointed that we didn’t get to all the reported issues. We received great feedback from players like krsbaws, who told us back in March that Tomb of the Nine Gods was broken, but we did not fully address it. For that, we are sorry, and the Neverwinter team is working hard to review all the issues. We’re even more disappointed in our response to you since launch. It’s pretty clear we could have done a much better job of really listening. There was a lot of excitement at Cryptic about the new content and updates we had made, and we were quite hopeful you too would enjoy them. We fully understand now that some pretty critical bugs made it impossible for you to do just that. It was never our intention to make our most invested and important players feel alienated, but that’s just what we did.
Neverwinter is as dear to my heart as it is to yours, and I don’t like having a broken game, or even the perception of a broken game. We clearly missed some broken critters and levelling. We have been working to fix these as well as levelling and combat balance. Over the last week, the team has been triaging the issues being reported, fixing as many of them as we can, and discussing ways to better incorporate your feedback to make the game more enjoyable. Examples of steps we have already taken are:
• A reduction in specific dungeon difficulties (Demogorgon) • A decrease in damage dealt from some problematic monsters (Malabog’s Castle Redcaps, Tiamat’s Devils) • Fixing core class bugs (Paladin’s Base Dexterity Score) • Fixed scaling issues with Encounters in certain zones and instances • And many more! Check out the patch notes from our last few patches for more details!
We’re not done, and we’re still listening. We are working on additional updates and will roll those out as quickly as possible, and are communicating out the changes as we do.
As we get ready for our console release of Undermountain, we are striving to make sure the concerns of our players have been addressed in all versions of the game. For us, this is an ongoing conversation, where we all work towards making Neverwinter the best game possible. To that effect, I will be holding a Q&A during the May 7 Community Livestream at 11am PT to further discuss the state of Neverwinter and player concerns.
We don’t think we’ll make everything all right by just fixing the known issues, so we’re going to go the extra mile for everything you’ve done for us. Tune in on the stream on Tuesday and I’ll tell you all about it. Thank you! Thomas “Mimic King” Foss
at least give us our good old combat system back the encounter high cooldown makes combat unbearably slow and no buffs at all is just a mistake
I have said it many times before, but many of the design philosophies that came with mod 16 are inherently hostile to the solo player. I am not just talking scaling or things that needed to be adjusted, i am talking directed, designed choices meant to ruin the solo's day. Weakend healing companion, weakened healing items, increased cost of healing items, decreased gold and gear drops that can be sold for gold, nerfed powers and long cool-downs against bullet spongy enemies, mobs that have mutiple controllers that fling you around and stun lock, tight spaces that cause you to aggro multiple mobs. I get a "group up, pay up or get out" Vibe the whole time i was on preveiw. I have been playing since 2014 so i am rather attached and if i seem bitter, it is because i am.
The game feels like it has got its foot to my face as it tries to push me out the door. So forgive my skepticism but it seems like you are indeed trying to Alienate some of your players, so i am taking this with a grain or 5 of salt.
I have to completely agree. I have only been playing for a few months and was really liking Mod 15's way of rewarding solo players for advancing. This allows the player to play how they like, not how the devs want them to play. You already had a stout system for advancement that rewarded players for joining together into guilds. Guild boons were good, and made end-game players powerful enough to take on anything - this is a feeling players like once they get high enough.
Now, in Mod 16, I have a level 78 SW that gets it's butt handed to him every time I take him anywhere solo (within his level appropriate content). My TR went from being the weakest character to being a god. My TR now draws so much agro from the damage he is doing that same level tanks he's fighting next to can't keep the agro. You guys nerfed higher level powers in such a way that the advantages of being a higher level have seemed to go away completely. My lvl 78 SW feels like I am playing a level 20 character again. So, you haven't balanced anything with characters; you've just shuffled the pieces around. If you truly want to make this closer to, as I have heard, real DND, get rid of all the class specific gear, let the player economy show you what players want. Offer players powerful weapons and artifacts, and then focus your time on more new storytelling and content.
You have truly alienated a ton of your customer base by making such sweeping changes in the character mechanics, and if you don't do something now, you may look back on this jucture as the point which Neverwinter really started to go the way of WoW.
I keep logging on each day now hoping to find things have been fixed, but I am sadly and deeply disappointed because most of your content is too broken to play. I can only imagine how players feel who have invested hundreds or even thousands of dollars into your online game, only to now have what they have worked so hard for trashed before their very eyes. This doesn't even count the time investment. I play an average of 3 hours per day, and I know people who play on here all day, every day - most of which are folks who have crippling health conditions and disabilities that keep them home. Neverwinter IS their social network and way of still feeling connected to the outside world. Truly, the scope of the impact of the changes you have made effects so much more than you may even realize. Even though it is a game, it has grown to become something that has created huge sub-groups in society.
I understand this dynamic well because I ran a minecraft server for several years that was mainly for home-school families. A large portion of these families all participate in online video games as a way of having fun and having a wider network of folks in their lives, especially and specifically, the community of folks with disabilities and terminal illnesses, or diseases that don't allow them to leave their homes much. I know one specific family on Neverwinter that does this very thing - the husband works a regular job, but his wife and their teenage child have severe health issues that don't allow them to get out of their home. so, in the evenings, they all get on Neverwinter and discord and play together with their guild.
I am also disabled and play Neverwinter as a way to have some interaction with the world. I haven't begun investing much money in it, but I was considering paying for regular VIP before the Mod change. Now, I don't want to put any money in this at all - you have successfully removed any motivation to do so.
And, unfortunately, I am not the only one who feels this way. I have heard many folks complain about this who I know have a much greater investment in time and money than myself. Please take the time to consider rolling back your Mod, or updating it to re-include some of the previous mechanics and rewards systems for soloists.
Comments
aside from this, why are the enchants we traded in bound? i understand the idea "people might abuse it" but changing the whole stat system forced many players to have to exchange enchants to balance out the new stats, now i have capped stats, i need to start looking at getting radiants, but what do you know, all my r13/14/15 enchants are bound so i have to grind for AD to buy new ones, essentially making the years ive spent building them up wasted. I love that insignia's can now be refined to legendary, but this has resulted in insignia's rocketing to crazy high prices making it impossible for the average player to achieve, i would recommend making all tiers of insignia's refineable, being able to take them all the way from green to legendary should level out their prices somewhat.
the new feat system has ruined many, if not all, play styles. i recognize the attempt to simplify it for new players, but having skill specific feats is not the best way to go about it, we already feel our classes have been butchered with the removal of many integral skills and the increase of cooldowns, complete lack of dps from at wills, but then we are forced to choose feats for specific skills which in turn forces us to use those specific skills giving us little to no freedom on which skills we want to use, i would recommend reworking feats so that they affect specific stats rather than specific skills ie. extra damage if an aoe skill is used, damage reduction if a control skill is used. i dont know, think of something, but dont force us to use specific skills, we already have such a limited choice now, we dont want to be forced to use 1 specific build.
finally, i understand that undermountain dungeon will release "soon" and im sure the rewards will be ok, but something needs to be done about the rewards given out by lower/scaled dungeons. im glad they are harder, those that are actually doable, but this also means they take a longer time to complete, and essentially makes up like 90% of the "end game" content, but the rewards are just nowhere near worth the time. 40 mins in a dungeon for an ilvl 500+ gear when current BiS is 1k+ is just not worth it, there has to be something that can be done that will make the content worth playing for level 80 players. perhaps add "scale bonus" to end of dungeon chests that gives an extra reward based on a players level above the required level to play the dungeon.
and just a little side note which im sure EVERYONE would agree on, we need more re-roll tokens, or at least another way to get them, it is NOT worth 5k AD to re-roll when your already getting such useless rewards. my suggestion would be add them to the challenge campaign store at 1 token each, and increase the number gotten from VIP so we dont feel cheated.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Scaling in dungeons is a big mistake. Many players are disappointed
The story arc and the new quest ability mechanics are fantastic, PLEASE bring us more of that. It was engaging and fun and the zones are wonderful. I also like the expedition system way better than the clunky chult hunts and its so much more streamlined than the ravenloft hunts (they were fun but you really nailed it on expeditions).
My two concern at this point:
1} There is an extreme lack of income as of late. Scaling causing dungeons to be borked has made RAD scarce and the increase in seal cost for AD bags is cripplingly high. Even with 50k RAD bonus I havn't even made 50kad this week.
2} The CC is out of control. I run a pure elven battle enchant and I spend a huge amount of time getting stunlocked in encounters. If im feeling it this bad with the highest source of CC resistance in the game its bad. I hear in alliance and NWLegit chat constantly of stunlocked to death. Maybe look into diminishing returns for CC on our characters?
I am hopeful and optimistic that this will work itself out with the help of our awesome community and our investment in this game we love
Traxus Atheanes GF
Bastiel Atheanes DC
Ellara Atheanes CW
Keira Atheanes TR
Sarasin Atheanes SW
Jerkface McGee HR
-MANTARA- OP
Many of your current CUSTOMERS have spent considerable time and (non-refundable) MONEY to get that perfect build that will do what they want it to do all while knowing all the ins and outs of said build. What MOD 16 did without PROPER (ANY?) feedback is basically tell your CUSTOMERS to shag off, and that you know better than those that pay your salary. Try that at any other job and see how it works out for you. Incremental changes WITH proper dialog is the way to go, and your studio needs to follow this rule or you will quickly find yourself with ZERO revenue!!
As to your blerb about wanting to address the problems, I cannot see with good conscience that this is more than an attempt at damage control, along the lines of spitting on a forest fire. YOU had a chance to LISTEN, but you would rather offer platitudes to your CUSTOMERS, and to that I say FAR to little and FAR FAR to late!!
First, the reworking of the Paragon paths, I don't hate it, but I can see why a lot of people might. I personally prefer the old way the Paragon Paths were, but meh.
Second, character creation. I understand with a F2P game, you have to make your money somewhere, so certain races are locked. I understand that, however, why, in the Infinite Abyss, WHY are the classes locked into a set attribute point spread?? I remember when you could roll for your stats. I mean, it wasn't perfect, but it was something. Now, for instance, every Paladin starts with an 8 STR, and a 14 WIS, etc. and only your Racial Bonuses make the difference. This annoys me to no end.
There are other minor changes that are annoying, and several bugs with stats not displaying properly, as well as a new bug for me. When I inspect another player, their STR-CHA are all 0 as well as literally all of their other stats like "Combat Advantage", "Critical Severity" etc. But all of their gear shows stats as normal.
I haven't been on here in quite a while because I just haven't been playing. I have to admit, I am really burned out. I was really hoping that Mod 16 would inject some new life into the game for me, but from exploring preview and then trying to get going on live, It just feels like doing a lot of work to play a less fun game than the one I was already burned out on. I think a lot of the proposed changes were good ideas, but the implementation and bugs are bewildering.
From the overwhelming sound of things, I think I may be better to hold until Mod 17 when hopefully most of the carnage has been cleaned up. I'm afraid pushing too hard into it right now might do me in for good. However, I'm sure mod 17 is going to be the "Guild update mod" which I'll find soul-sucking as well...
Mod 18 maybe?
The future of the Neverwinter community is in your hands today Mr Foss. I'll be watching your stream. Many of us will.
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You did some good mechanics on mod 15 like kteam (even if the rewards were not good, on my clan we did it just for fun), and tales of old was very fun and challenging. You could have exploited these things more and we would be pleased. But no, you forgot all of these and put a new campaign that took me 3 days to complete (with no challenge at all). You could have also exploited pvp and give proper rewards for it to make the community play pvp (atm only people who like the spirit of pvp play it and not all the time). You could have made more improvements to stronghold and sieges and more incentive to that kind of playing that im sure will keep the community entertained for a long time.
Then all the improvements to skills and boon and oll of that could have been implemented slowly a bit each patch and there would have been much less errors.
If I was a developer I would have made a rollback to mod 15, add the new campaign like it used to be on lvl 70 mobs and then slowly polish these changes that you want to make and add them slowly HEARING THE CUSTOMERS FEEDBACK.
I apologize for my english as it is not my native language (maybe at some time you could remember that spanish is the 3rd most spoken language in the world)
- Leadership Team
We told you that this was HAMSTER over the solo players. We told you that it was removing any sense of progression in content that we have already run. We told you that it was removing many valid customization options as well as whatever ones you all had deemed "invalid".
I don't know what else we could have possibly done to spell it out to you guys any better than we already have. What were we supposed to do -- draw you a map? We used direct, blunt language. From our standpoint all of it fell on deaf ears. To be blunt even some more, the tone of any responses we received bordered not only on tone deaf but downright arrogant. That's not just me saying this, this was the consensus among several in our alliance.
You have a lot of work to do to make this right. It isn't merely a matter of fixing bugs. If you think that's all it is, then you are frankly in denial.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I'll say this once and just once; I sign up 6 years ago to play a DUNGEONS & DRAGONS game, mod 16 IS NOT A D&D game therefore I wont continue to play it if things change to how they are on PC with mod 16.
You may think mod 16 is for the better, but is NOT, you are wrong.
Now, in Mod 16, I have a level 78 SW that gets it's butt handed to him every time I take him anywhere solo (within his level appropriate content). My TR went from being the weakest character to being a god. My TR now draws so much agro from the damage he is doing that same level tanks he's fighting next to can't keep the agro. You guys nerfed higher level powers in such a way that the advantages of being a higher level have seemed to go away completely. My lvl 78 SW feels like I am playing a level 20 character again. So, you haven't balanced anything with characters; you've just shuffled the pieces around. If you truly want to make this closer to, as I have heard, real DND, get rid of all the class specific gear, let the player economy show you what players want. Offer players powerful weapons and artifacts, and then focus your time on more new storytelling and content.
You have truly alienated a ton of your customer base by making such sweeping changes in the character mechanics, and if you don't do something now, you may look back on this jucture as the point which Neverwinter really started to go the way of WoW.
I keep logging on each day now hoping to find things have been fixed, but I am sadly and deeply disappointed because most of your content is too broken to play. I can only imagine how players feel who have invested hundreds or even thousands of dollars into your online game, only to now have what they have worked so hard for trashed before their very eyes. This doesn't even count the time investment. I play an average of 3 hours per day, and I know people who play on here all day, every day - most of which are folks who have crippling health conditions and disabilities that keep them home. Neverwinter IS their social network and way of still feeling connected to the outside world. Truly, the scope of the impact of the changes you have made effects so much more than you may even realize. Even though it is a game, it has grown to become something that has created huge sub-groups in society.
I understand this dynamic well because I ran a minecraft server for several years that was mainly for home-school families. A large portion of these families all participate in online video games as a way of having fun and having a wider network of folks in their lives, especially and specifically, the community of folks with disabilities and terminal illnesses, or diseases that don't allow them to leave their homes much. I know one specific family on Neverwinter that does this very thing - the husband works a regular job, but his wife and their teenage child have severe health issues that don't allow them to get out of their home. so, in the evenings, they all get on Neverwinter and discord and play together with their guild.
I am also disabled and play Neverwinter as a way to have some interaction with the world. I haven't begun investing much money in it, but I was considering paying for regular VIP before the Mod change. Now, I don't want to put any money in this at all - you have successfully removed any motivation to do so.
And, unfortunately, I am not the only one who feels this way. I have heard many folks complain about this who I know have a much greater investment in time and money than myself. Please take the time to consider rolling back your Mod, or updating it to re-include some of the previous mechanics and rewards systems for soloists.