Please use this thread for feedback on Throne of Idris. The more detailed your information, the more accurately we can assess any additional necessary adjustments needed.
Yes this is actually quite insulting. The Dread Vault tales of old was a immense failure, there are several threads and hundred posts of feedback about it, yet there's still ZERO answer from the team, be it COMA or devs or whatever. Nothing at all. What make you think we're gonna test the new tales of old on preview, when I'm sure at 99.5% that nothing has changed and we'll see the exact same problems than on the last one?
If the difficulty remains the same as the previous Tales of Old, then you're gonna screw over your playerbase again.
And to note: the difficulty was because of the untested and un-tuned scaling mechanics that made mobs in Round III one-shot tanks and healers. THAT is not fun.
Just remove scaling from this monstrosity. That's pretty much my only feedback that I would care to give, considering that the majority of feedback was not listened to the last time this came around.
yet there's still ZERO answer from the team, be it COMA or devs or whatever. Nothing at all.
They did provide a response in the recent stream...
Care to enlighten those of us who can't make it to the streams? Last time I checked the VOD gets erased over there for some "unknown" reason shortly after the stream.
2
frozenfirevrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,475Community Moderator
yet there's still ZERO answer from the team, be it COMA or devs or whatever. Nothing at all.
They did provide a response in the recent stream...
Care to enlighten those of us who can't make it to the streams? Last time I checked the VOD gets erased over there for some "unknown" reason shortly after the stream.
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
edited October 2019
I really Hope you guys do a good work this time. But lots of us couldnt get the fabled chapter last event due to all the bugs. Or all the upgrades of the artifact.
Please consider to reward a fabled chapter and a full artifact with all the upgrades to everyone who participated in dread vault ToO or I wont even participate. You screwed a year of players work last time.
So, before actually running this specific implementation, I note a recurring problem with the Vault:
The stacking restrictions are not fun, nor doing anything except making a difficulty level on an already self-scaling difficulty content. The most notable is when your encounters become horribly delayed, but I never actually got there the last time, because the most brutal group I ran with did 3 and did not look back.
Those did not even matter before mod16, where players + the DC's were just able to haste back the encounters and the other effects were just disregarded.
I see no problem with using consumables as the event does not benefit back enough to make it worth using consumables for financial benefit.
After running the content, at least for a while in solo: The dungeon has traps... a lot. It'll cost the team a ton of gold if they're not VIP.
The creatures feel easier to kill, but that can be the new damage formula. But less annoying stun and more melee, which is great if you are a ranged, like me.
Second, the bone golem is pretty buggy, basically disregards me unless I step right into it's circle, and even then, it attacks once and just gives up, going back to position:
So you're just shooting it down from range because it does not care:
Edit: So, it's more like that everything is slow, so it's easier to avoid most things. When you die at boss (which seems to have a big difficulty jump) you are not respawn at the campfire, but closer to the boss call. However, because you cannot use altars, you don't lose revive sickness.
On an other note, the minions don't respawn if the party failed to kill the boss. And the dungeon is way shorter than I thought.
Post edited by theraxin#5169 on
1
lordaeolosMember, NW M9 PlaytestPosts: 167Arc User
Bug #1: Round 1 seems to be fine, but after transitioning to round 2, enemies have roughly twice as many hit points, and output roughly 3 times more damage. The only adjustment to round 2 should be that we have no artifacts available. This is the same problem we had with the previous tales of old event, and if it continues in subsequent rounds, we should see a similar impact when going to rounds 3, 4 and 5. This was first reported when the frozen heart trial was on M16 preview.
Bug#2: Stat scaling is not working at all, it shows the reduced item level, but none of our stats are reduced to match the 20k IL
The enemy stat changes between rounds needs to be addressed before this goes live. Right now it doesn't feel too terrible because the scaling isn't working, and the changes to the damage formula and train wreck that is class powers with the current preview patch are making some classes OP as Hamster
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
Now that you mention it, I recall seeing that sort of wonky behavior with bone golems as well. I see it often in Chult with the lesser bone golems; if you don't get too close, you can often just plink them to death and they just stand there and take it. I suspect it's a problem that's not limited to preview or Idris.
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
Bug #1: Round 1 seems to be fine, but after transitioning to round 2, enemies have roughly twice as many hit points, and output roughly 3 times more damage. The only adjustment to round 2 should be that we have no artifacts available. This is the same problem we had with the previous tales of old event, and if it continues in subsequent rounds, we should see a similar impact when going to rounds 3, 4 and 5. This was first reported when the frozen heart trial was on M16 preview.
Again the same problem this is unbelievable
2
tassedethe13Member, NW M9 PlaytestPosts: 806Arc User
1. Just remove scaling from Tales of Old. Since the last event, after the Round 2, monsters weirdly have double Hit Points and damage. Impossible to finish the round 5, even for end-geared players. With this change, only the players with IL below 20k, will be scaled to 20k. Players with IL above 20k, nothing change. (IDK if this rating change is possible)
2. Not removing scaling ? Try to make a live stream with end-geared players on Preview, with ACT turned on, to check the content after finished the Round 1, like monster's damage, ratings etc, and try to finish the Round 5. After collecting the data, make all the necessary adjustments, to prevent more frustated players as happened at the last ToO event. Here's an example: In the last ToO, even without CA, monsters hit me with 350k damage with melee attacks during Round 3. Many tanks had noticed and reported this too.
Here is my feedback and I provided this after the last disaster as well. There is NO need to item level scale Tales of Old. The event itself scales by adding the layers of difficulty each time a group choses to do another round. The event worked fine before the mod 16 changes.
Before mod 16, not every group could complete 5 rounds anyway. Now with the last event and this one that is in testing with scaling, even end game groups cannot beat 4 rounds, let alone 5.
There is no point in having these events item level scale unless your goal is to have no one complete the event. Why should we play a major event that is designed to where no one can complete it. This isn't an endgame dungeon, it's an event. Gheesh! Please remove scaling and let us test it that way. If it's too easy then make some adjustments.
I understand not everyone should be able to beat 5 rounds but you have made it to where no one can. Come on, pleas fix this! These events were fun up until Dread Vault. We want to run these old dungeons but we don't want to run them if they are a complete waste of time. Thanks
yet there's still ZERO answer from the team, be it COMA or devs or whatever. Nothing at all.
They did provide a response in the recent stream...
Care to enlighten those of us who can't make it to the streams? Last time I checked the VOD gets erased over there for some "unknown" reason shortly after the stream.
yet there's still ZERO answer from the team, be it COMA or devs or whatever. Nothing at all.
They did provide a response in the recent stream...
Care to enlighten those of us who can't make it to the streams? Last time I checked the VOD gets erased over there for some "unknown" reason shortly after the stream.
yet there's still ZERO answer from the team, be it COMA or devs or whatever. Nothing at all.
They did provide a response in the recent stream...
Care to enlighten those of us who can't make it to the streams? Last time I checked the VOD gets erased over there for some "unknown" reason shortly after the stream.
> @gonzakotwi said: > (Quote) > Again the same problem this is unbelievable
I am not surprised abuot it, main issue with feedback is ppl keep on posting without caring about analizing issues. when DV was broken everyone was screaming vs stat scaling, while running ACT you will notice no effectiveness drop = stat were fine. but the crying "no-scaling" wave hide the few ones pointing out that issue was critter's getting its damage output doubled (and secondarily lags from spawns) each tier. current small team working on game clearly tried to act accordingly with players feedback and you see the result now. with m16 changes there's no need to change enemies strenght that dramatically, embellishments and the removal of most of movement speed buff are already making a +5 way more challenging than former mods' ones.
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
The problem is that old event difficulty tiers were implemented with the old system.
When the new system came (mod 16) and all the things like recovery and action point gain were rebalanced, some things that had sense in the old events doesnt have sense now like double the cooldowns (some powers went to near 60 sec cooldown).
I can see the mobs having more HP and hitting harder each level with a reasonable contundency, but then you have to remove the dungeon penalties we had for the old system and letting people use potions, artifacts, etc.
OR
Keep the old penalties but DONT increase mob hp and attack with each level.
yet there's still ZERO answer from the team, be it COMA or devs or whatever. Nothing at all.
They did provide a response in the recent stream...
Care to enlighten those of us who can't make it to the streams? Last time I checked the VOD gets erased over there for some "unknown" reason shortly after the stream.
THIS is the official forum for NW, not Twitch. "You should have watched the stream" to get apologies or corrections is not a compelling argument.
Well, then what would even be the point of their streams? That's their 'official' stream too, something they're spending time and efforts on...
Official or not, streams are there to make a connection with your player base not be the main lines of communication. Streams don't happen often. Many people don't have time to sit there sifting through an hour plus of a video to find that one nugget of information that's actually there as opposed to the other 99% of the video that's a complete waste of time.
The stream is there to be complementary to the official site, etc. In no way do reputable companies use a stream as a means to deliver important news without adding that information elsewhere (ie social media, official forums, etc).
Anyone arguing that a stream is the only place that important information should be disseminated is just toeing the company line and not doing a very good job of putting an argument together.
If you don't want to share the information with Took because you don't feel like typing it out, that's one thing. I can get behind "Do your own research because I don't feel like it and I don't get paid for this". It might be rude but at least it's honest.
But don't defend the constant lack of properly aligning communication channels by saying "oh its an official stream so you have to watch it if you want that info".
Now that you mention it, I recall seeing that sort of wonky behavior with bone golems as well. I see it often in Chult with the lesser bone golems; if you don't get too close, you can often just plink them to death and they just stand there and take it. I suspect it's a problem that's not limited to preview or Idris.
well if the devs dont care, why would the golems care? i'd say its working as intended
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
Comments
https://www.arcgames.com/en/forums/neverwinter#/discussion/1251529/tales-of-old-the-dread-vault-extension-and-upcoming-changes
What make you think we're gonna test the new tales of old on preview, when I'm sure at 99.5% that nothing has changed and we'll see the exact same problems than on the last one?
Want feedback? Go read there: https://www.arcgames.com/en/forums/neverwinter/#/discussion/1251529/tales-of-old-the-dread-vault-extension-and-upcoming-changes/p1
And to note: the difficulty was because of the untested and un-tuned scaling mechanics that made mobs in Round III one-shot tanks and healers. THAT is not fun.
Just remove scaling from this monstrosity. That's pretty much my only feedback that I would care to give, considering that the majority of feedback was not listened to the last time this came around.
Last Tales of Old wasted hundreds of player hours. It was a disaster.
With no corrections, apologies or remediation.
To just squat and squeeze out another one without any fix to the problems is a slap in the face.
I am Took.
"Full plate and packing steel" in NW since 2013.
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1251529/tales-of-old-the-dread-vault-extension-and-upcoming-changes/p1
Where is your ?
https://www.twitch.tv/videos/488796637?t=00h06m37s
Please consider to reward a fabled chapter and a full artifact with all the upgrades to everyone who participated in dread vault ToO or I wont even participate. You screwed a year of players work last time.
@nitocris83
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
The stacking restrictions are not fun, nor doing anything except making a difficulty level on an already self-scaling difficulty content. The most notable is when your encounters become horribly delayed, but I never actually got there the last time, because the most brutal group I ran with did 3 and did not look back.
Those did not even matter before mod16, where players + the DC's were just able to haste back the encounters and the other effects were just disregarded.
I see no problem with using consumables as the event does not benefit back enough to make it worth using consumables for financial benefit.
After running the content, at least for a while in solo: The dungeon has traps... a lot. It'll cost the team a ton of gold if they're not VIP.
The creatures feel easier to kill, but that can be the new damage formula. But less annoying stun and more melee, which is great if you are a ranged, like me.
Second, the bone golem is pretty buggy, basically disregards me unless I step right into it's circle, and even then, it attacks once and just gives up, going back to position:
So you're just shooting it down from range because it does not care:
Edit: So, it's more like that everything is slow, so it's easier to avoid most things. When you die at boss (which seems to have a big difficulty jump) you are not respawn at the campfire, but closer to the boss call. However, because you cannot use altars, you don't lose revive sickness.
On an other note, the minions don't respawn if the party failed to kill the boss. And the dungeon is way shorter than I thought.
Bug #1: Round 1 seems to be fine, but after transitioning to round 2, enemies have roughly twice as many hit points, and output roughly 3 times more damage. The only adjustment to round 2 should be that we have no artifacts available. This is the same problem we had with the previous tales of old event, and if it continues in subsequent rounds, we should see a similar impact when going to rounds 3, 4 and 5. This was first reported when the frozen heart trial was on M16 preview.
Bug#2: Stat scaling is not working at all, it shows the reduced item level, but none of our stats are reduced to match the 20k IL
The enemy stat changes between rounds needs to be addressed before this goes live. Right now it doesn't feel too terrible because the scaling isn't working, and the changes to the damage formula and train wreck that is class powers with the current preview patch are making some classes OP as Hamster
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See my Youtube Channel for guides and more
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
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
Some solutions:
1. Just remove scaling from Tales of Old. Since the last event, after the Round 2, monsters weirdly have double Hit Points and damage. Impossible to finish the round 5, even for end-geared players. With this change, only the players with IL below 20k, will be scaled to 20k. Players with IL above 20k, nothing change. (IDK if this rating change is possible)
2. Not removing scaling ? Try to make a live stream with end-geared players on Preview, with ACT turned on, to check the content after finished the Round 1, like monster's damage, ratings etc, and try to finish the Round 5. After collecting the data, make all the necessary adjustments, to prevent more frustated players as happened at the last ToO event. Here's an example: In the last ToO, even without CA, monsters hit me with 350k damage with melee attacks during Round 3. Many tanks had noticed and reported this too.
Before mod 16, not every group could complete 5 rounds anyway. Now with the last event and this one that is in testing with scaling, even end game groups cannot beat 4 rounds, let alone 5.
There is no point in having these events item level scale unless your goal is to have no one complete the event. Why should we play a major event that is designed to where no one can complete it. This isn't an endgame dungeon, it's an event. Gheesh! Please remove scaling and let us test it that way. If it's too easy then make some adjustments.
I understand not everyone should be able to beat 5 rounds but you have made it to where no one can. Come on, pleas fix this! These events were fun up until Dread Vault. We want to run these old dungeons but we don't want to run them if they are a complete waste of time. Thanks
"You should have watched the stream" to get apologies or corrections is not a compelling argument.
I am Took.
"Full plate and packing steel" in NW since 2013.
> (Quote)
> Again the same problem this is unbelievable
I am not surprised abuot it, main issue with feedback is ppl keep on posting without caring about analizing issues. when DV was broken everyone was screaming vs stat scaling, while running ACT you will notice no effectiveness drop = stat were fine.
but the crying "no-scaling" wave hide the few ones pointing out that issue was critter's getting its damage output doubled (and secondarily lags from spawns) each tier. current small team working on game clearly tried to act accordingly with players feedback and you see the result now.
with m16 changes there's no need to change enemies strenght that dramatically, embellishments and the removal of most of movement speed buff are already making a +5 way more challenging than former mods' ones.
When the new system came (mod 16) and all the things like recovery and action point gain were rebalanced, some things that had sense in the old events doesnt have sense now like double the cooldowns (some powers went to near 60 sec cooldown).
I can see the mobs having more HP and hitting harder each level with a reasonable contundency, but then you have to remove the dungeon penalties we had for the old system and letting people use potions, artifacts, etc.
OR
Keep the old penalties but DONT increase mob hp and attack with each level.
But not both systems.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
The stream is there to be complementary to the official site, etc. In no way do reputable companies use a stream as a means to deliver important news without adding that information elsewhere (ie social media, official forums, etc).
Anyone arguing that a stream is the only place that important information should be disseminated is just toeing the company line and not doing a very good job of putting an argument together.
If you don't want to share the information with Took because you don't feel like typing it out, that's one thing. I can get behind "Do your own research because I don't feel like it and I don't get paid for this". It might be rude but at least it's honest.
But don't defend the constant lack of properly aligning communication channels by saying "oh its an official stream so you have to watch it if you want that info".