What makes a MMO fun and engaging with a group is the synergy between classes and roles when in a group. NWO has reduced group synergy which has made combat more tedious and boring. Prior mods with going with 4 support and 1 dps was all do to group synergy; now without having much of any group synergy we are left with combat becoming plain and boring.
I rather have 1 true DPS with a buffing healer, buffing tank and 2 buffing DPS that made group synergy so much fun in prior mods that it made combat fun and engaging. Significant reduction in how group abilities interact has made the game combat less engaging and more repetitive without much of reason to even consider using any ability or feat that would result in group synergy. Those feats and abilities that are designed to provide some form of group synergy are not worth using as it would hinder the damage dealer true nature of being a damage dealer or it takes a major needed healing spell from the healer.
With having only 3 encounters to select I hope the devs consider modifying the encounters a bit in mod 17 to improve them so that the game provides more group synergy than what is available in mod 16.
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Other players may define group sinergy as some teamplay, tank being tank, healer being healer, and dps doing their stuff.
You say that mod 16 is repetitive but mod 15 was the same "buff buff buff, the DPS uses his rotation, Boss dead in 6 secs" That was also repetitive and for me that was not fun.
I understand that some people would have fun melting mobs and bosses in seconds but I think that when you have to learn and use mechanics in boss fights other than Buff + DPs is much more fun for everyone. In mod 15 most people bypassed the mechanics just with Buffs to dmg and dmg reduction.
I dont know about you but when I started playing this game in the Beta, the game was much more like mod 16 than mod 15. And I loved that and boss mechanics that made every dungeon unique.
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What I'm talking about is how powers interact with each other. For instance a Wizard add chill to a target and after the target reaches 5 stacks another damage dealing class (Ranger, Rogue, Barbarian, Fighter, Warlock, or Cleric) are able to use a specific encounter or at will that will shatter the target. This results in AoE damage and spreading the chill effect to other targets or it could increase the damage of the ability used by say 25%.
Other games have it where classes can work together to form synergy and produce more damage, not over the top damage but more. Once the extra damage is produced you would have to reapply chill for instance to have it work again. This type of synergy would allow groups to bring in player who may focus on setting up the high damaging hits so that the other two damage dealers can produce more damage. The 3rd damage dealer would still be producing decent damage but he or she would be helping the other two produce more. Or all players could run an ability to setup others and than the others would get bonus damage.
Another method I seen is where you have Class A provide XY, Class B provides YZ, and Class C provie ZA types of effects. Other classes would not be able to provide the effect but they have abilities that gain bonus damage when a specific effect is in place. This way classes could apply an effect which could be part of the build but another class would get the bonus damage from the effect.
We had synergy in the prior mod all do to how buffs and debuffs worked; yeah it was overboard and something had to be done. Mod 16 stripped that down and we are basically now playing generic tank, generic healer with 3 generic cookie cutter damage dealers. This makes the combat of the game boring and tedious. The synergy that this group has is as basic and boring as it gets.
All the simplification, all the free "good enough" gear that is handed out, it all points in the same direction - "just jump in, and you will be ready for end-game in a week. Ah, you are not powerful enough...well, just spend a bit of money".
There is little need for communication in groups any more. There is no need to synchronize buffs or anything...every player just does his/her thing in his/her corner. There are a few exceptions, like during the first boss in LoMM, but that's it.
So is this bad? It makes the game less appealing to some, but more attractive to others. ...I'm not sure what the final result will be, though.
Role synergy is a safer way to go, and while some already exists (e.g. really obvious things, like a tank's threat control increasing team safety and promoting consistent CA), there may be opportunity to expand on this.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
My gut tells me mod 16 release was on their calendar deploy if it is ready or not, PERIOD. That is how it felt and the cost of doing that decision without listening to feedback has cost them players and revenue. Why did PC players get the free dev pack because mod 16 that launched was not consumer ready product and PC players deserved that award given how crappy mod 16 was on launch day.
Console still have to deal with some of the issue because the devs have no idea on to properly debug their code and resolve ongoing issues. I mean the Tamed Raptor and many other companions not working as intended. Feats not working after the full revamp, etc... these are items that would show up during Alpha testing that could be ironed out by the time the game hit production.
With all of that said, as much as I would like to see more synergy I think that is beyond the capabilities of the small team or maybe the application itself cannot handle such coding. Either way I think mod 17 will give us less than more and that means further reduction in any complexity.
Scaling I really don't need to say anything about that because its been fubar from the start with mod 16. Not sure what its like now, but im sure its better. Now the to the meat and potatoes of the issue that really turned me off from the game entirely......the group buffing and synergy. I know and everyone else that has played this game before mod 16 knows that group buffing was out of control. They needed to do something with it for sure, however, to take it out entirely with a complete rework of abilities with slow cool downs sealed the deal. Again, i don't know what its like now as I won't play the game again till i see what im looking for. NO GROUP COORDINATION whatsoever is the end of it till it changes for me. Its an MMO and we are supposed to work together in different ways to overcome challenges as a whole. What it is now is something i continue to monitor on the forums and elsewhere. The group endgame is what made the game fun, guild raids, pug groups, it didn't matter to me as i had fun win or lose. No thinking and using at wills with occasional ability use pissed me off to no end. Well there you have it. its not about loot, ad, gold, best gear......its the game mechanics within endgame groups. just my own opinion take it for what it is.
However I do agree that cryptic isn't doing the best job when reworking the classes. There are some class that are fun to play while there are classes which has been turn blatant, boring and completely misunderstood. That is why I completely disagree with the dev decision to have different person in charge of different classes. I mean the person who has the ability to understand a class are going to make the class they incharge fun while the person who misunderstood the class are going to make it horrible and end up with decision that makes no sense. Its better to have all of them sit together and go through each class. Only when all changes are finalize and times for executing the changes and bug fix, they should be given charge of each class. Atm the whole class balance feels awkward to me.
In Lomm this is even more noticable, if u run it with a rather good group, the phases of the 2cnd boss are so short, not even all dps players are able to finish their 3 encounters and he is alrdy immune again.
If they wanted to increase difficulty they have failed big time. The only mildly "difficult" Dungeon is CR cause its buggy AF.
Anyway, if playing with good group is too easy for u, u can always join a PUG. Its always a challenge playing with subpar group compare to premade group.
This is totally different than we had in mod 15. Buffs were not synergy were a total disaster, and more, they were neccesary to complete most dungeons, so we were obligated to use them and we had no choice about how to play our class.
Also, I understand that mod 16 is the base of a "new game", I spect that they will add more mechanics to the game in future modules. The problem is that people want everything, and fast.
For example with this new "simple" system, they could add with time a 3rd paragon for each class, that would be impossible in the old system, but now I think is viable. Or a new class.
I still have hope, because the game now is much more healthy than mod 15, and every class is viable (still need tweaks ofc). Maybe some people dont like it, I understand that but the game is much more in line whith mod 0-1-2 that where the gold age of Neverwinter.
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> For example with this new "simple" system, they could add with time a 3rd paragon for each class, that would be impossible in the old system, but now I think is viable. Or a new class.
>
Specializations and/or multi-classing, let's go!
This is because if players find that for maximum efficiancy you need class A doing X, class B doing Y and 3 people from class C doing Z, then those will be the only classes that are wanted...players of classes D, E, F, G and H need not apply.
As it is right now....all the tanking classes can tank, all the healing classes can heal and all the DPS classes can deliver DPS.
Sure, things are not perfect - Warlocks have a problem healing in a specific fight where they have to avoid doing damage, and Clerics might only do 75% of the DPS of a Wizard, but there is room for everyone, so to speak.
I don't think that type of synergy is good as it encourages only magical based damage dealers to be in a group. The synergy I am talking about is based on a control effect or a simple buff.
I am willing to even go as far and state that all buffs should be removed from all current roles, period. This would allow the devs to create a Buffer role where that role responsibilities is around providing group buffs. The buffer will be like a 3rd damage dealer but does around 75% of standard damage dealer.
Using a wizard as an example we have Arcanist and Thaum as the paragon path. I would like to see one of these builds go full on buffer/debuffer. With this build providing the group a 10-15% damage buff (to all not just magic based attacks), and providing 2-3 debuffs such a damage reduction, defense reduction, etc...
I would make sure that the game has just as many buffers as it does tank and healers.
As a wizard with a Thaum build I do provide some damage synergy with control momentum and Swath of Destruction. On bosses if I run my Thaum build I also use Ray of Enfeeblement for another damage buff.
From what I saw with my fighter I can buff the melee based damage dealer but not the magical ones. Making a Fighter preferred for non-magical damage dealers as a tank. If you run with a Fighter tank don't run with any magical based characters as the buffs are melee focused. Again this is a type of synergy but not all classes get the buff. This makes Warlock, Wizard and Clerics less effective when they run with a Fighter tank.
The buffs in mod 16 are more focused on the type of damage than just damage in general. I believe this was done on purpose to form specific group make up. The thing is though, if that is the case and players learn the group makeup that can speed run through content do to group synergy than a new meta will form and leave all other classes outside looking in like prior mods. It is only a matter of time before this happens.
I ran some 100% pug groups. I got into eToS for my intermediate q. I ended as a wizard with most healing out. Yup; the healer was that bad; he had half o my healing out as a healer. Damage in; I had the most damage in on my wizard, 3x of that as the tank. Looking at the threat bar; I had threat the whole run; tank could not hold threat. The synergy is a tank hold threat, the healer heals and the damage dealers do damage. That is a standard group synergy for a very BASIC mmo. Mod 16 seems to have removed that as many players are not able to do their role well enough in dungeons, random dungeons and that makes content harder than it needs to be.
As a wizard with a Thaum build I do provide some damage synergy with control momentum and Swath of Destruction. On bosses if I run my Thaum build I also use Ray of Enfeeblement for another damage buff.
From what I saw with my fighter I can buff the melee based damage dealer but not the magical ones. Making a Fighter preferred for non-magical damage dealers as a tank. If you run with a Fighter tank don't run with any magical based characters as the buffs are melee focused. Again this is a type of synergy but not all classes get the buff. This makes Warlock, Wizard and Clerics less effective when they run with a Fighter tank.
The buffs in mod 16 are more focused on the type of damage than just damage in general. I believe this was done on purpose to form specific group make up. The thing is though, if that is the case and players learn the group makeup that can speed run through content do to group synergy than a new meta will form and leave all other classes outside looking in like prior mods. It is only a matter of time before this happens.
I agree with you. Players right now do not know how to play the new roles. I am on console and I did the Many Coins Bank Heist the other night with my paladin and did not receive a single heal. Everyone ended up abandoning. Pre-mod 16, I was able to in let's say Castle Never, in the final boss fight against Orcus, I would park my pally in front of him and hold his attention the entire fight. With all the new changes, don't think that's possible until players figure out the mechanics of their respective toons.
Boss pop, dps pop their artefacts, 5 lengendary mounts summoned ( T-Rex, bats ...), then 5 seconds window dps.
Repeat 1 min after
I miss buffing greatly. I miss knowing that a well time AA, use of an artifact, ITF, etc... all allowed my group to kill enemies quicker. With proper group communication and timing from buffs a group could one phase almost all bosses in the game but it required communication.
Now, why even communicate. The only thing you need to do is be close enough to the healer to ensure you get heals. Outside of that buffs are very limited to the point it doesn't matter if you debuff an enemy or buff the group up because both do very little to the overall effective of the team. In fact, its better as a tank or healer to do more damage than buff the group.
I also noticed that the groups I use to run with we use to communicate openly to ensure we max our buffs, now, no communicating. Even during our first LoMM dungeon communication was limited.
As for mechanics, players ignore them still all do to well being able to stack everyone near the healer and heal through any damage we receive.
Time to complete a boss for combat is about the same not because enemies health have been greatly reduced. Outside of that, combat overall is rather dull, boring and way less engaging than in prior mods. In prior mods if I timed things just right, do to buffs, I could land a multi million damage hit now even with all the right timing the difference in damage is minimal and well not worth trying to time it.
This game needs a buff role added to it. It would help bring about more group synergy; I would also work towards ensuring that only one group buffer can be in the group as adding another would simply override the other buffer buffs, making the group be 1 Tank, 1 healer, 1 buffer, and 2 DPS.
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
Instead 2 warlocks cross consuming each other. If one uses 10%DMG feat and other consumes then instant damage reduction. If one is about to use hadars grasp and another uses curse consume, say bye to 35% damage potential from ri stacks. If one consumes curse then curse bite cant activate till next rotation. Whatever small dots warlocks have left in this mod, whenever a curse consumed and they applied by another warlock, curse damage halts. Running 2 warlocks is just a continuous breaking of each warlocks feats, powers, and passives.
The exact opposite of synergy. Would be nice if they had personal curse and shared ri stacks as wizards do with arcane and chill stacks.
But highly doubt devs would even consider fixing issues like that or even the existing broken feats, mechanics and powers that have been around since th e beginning considering thier silence on warlock threads since initial preview.
With only 1 encounter and 1 daily to even summon a soul pupper, then the wait to actually get a stack on rotation after getting a soul puppet. Warlocks are lucky to even get more than 3 stacks in actual combat since adds die fast and boss fights have phases, stuns, etc. where you loose all stacks.
Add a 2nd warlock and you are pretty much guaranteed to never get past 1 stack.
With the changes to mod 17 bringing harder content expect a really mad player base for the classes that aren't balanced correctly. If they don't get class balance right I expect to see another large migration of the player base out of the game.
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
When perma buble was a thing we abused it until they nerfed it...
Then it came the AA era once again we abused it and they nerfed it... (well it was still good after the nerf but they did it)
Then you could abuse having 2 buff clerics on the party and they nerfed it ...
In mod 15 it was powershare + 2 other classes you could find or had preference for and that takes me back to the begining: thats not synergy because you had to have a paladin and a cleric on your party (for end game content at least)
I think the only thing they should have done was remove powershare, nerf debuffs and buff certain classes a bit, but thats a whole different conversation