> @dustcow#4870 said: > LOL. Try a few runs of Cradle of the Death God with randoms and you'll get off the 'positivity' real quick...
> @dustcow#4870 said: > LOL. Try a few runs of Cradle of the Death God with randoms and you'll get off the 'positivity' real quick...
Lol , I pugged RTQ today with 1 alliance member . It was the best codg I’ve ever experienced . Not one ball or cube missed , no one died on push pull . I know this will never happen again though lol
Its difficult to come up with anything positive with such a fundamentally flawed update... its broken at its core and its reflected in how the game is reacting...
"You stand as inspiration. You are practically the Avatar of Buttkicking." -Quote towards Minsc "I choose You Jymaru!" ~for there are times when more than words need to do the talk
I love them. Since the changes my pally who used to lead lomm and crl in dps healing and tanking can now barely kill trash mobs. With my free time I'm finding great new games to play.
What a cracking patch, these changes really are good.
Neverwinter has always required the intelligence of a biscuit to play, everything pretty much dies in 1 shot, dungeons been a mess at low to mid level for many years now due to the diabolical scaling and this game has NEVER played like a MMORPG at the low to mid level game.(can't speak for high end game as the game's never attracted me to play it ever for longer than 20-30 mins a day tops).
Now, finally, we are seeing changes that push Neverwinter to be much more like a MMORPG. DPS to early and SPLAT your dead, healer slacks and whack your gonna wipe this game DESPERATELY needed this I cannot believe I am reading that some people do not like these changes.
All that's happening here is people are just stuck in a rut. You've been to used to just holding down the left mouse button killing all in a heartbeat and moving on to the next daily.
Luckily for me having played many other MMORPG's going right back to the 1990's I am just applying all the rules of MMORPG's to this game, DPS don't attack till tank has aggro , don't turn AOE's on healer etc etc all the bread and butter rules.
Neverwinter BADLY needed this patch as this game has been dull and boring for a long while only worth playing for it's decent campaign, the state of the low and mid game has been a shambles for a very long time.
Big clap to Arc for making these brave changes, death and mayhem now prevail in the trials and skirmishes and it's tense now whether your gonna get gold/silver etc sure beat's auto winning and getting gold just for pressing yes to the que popping up!!
Don't lose heart though people, once you break out of the rut of just mindlessly playing the game and not caring about what you do because it never actually mattered due to the ease of the game, you'll actually find it's really not that hard just like any other MMORPG, just now you need to concentrate more!!.
Are tanks needed in all dungeons, without exception? Lol. About the positive. These changes only brought even more disbalance to the game. This is the first thing. Although the game hasn't been balanced before, hmm. And the second, the players spent money to exchange some enchantments and companions for another. What did it bring to the game? Only pain, suffering and a new reason to spend game money (for some, perhaps not only game money). That's all the changes. ps oh yes, one more positive from the changes - it became much harder for the heals, since the many players began to run with active companions. Very very positive changes...
Positives..... Using gold to buy potions and the boon that makes your potions heal the group is definitely a plus and usable now. My Sunelf having more AP% is a plus The wider variety of moderately damaging comps you can choose from gives it a bit more personalization. Being able to be a bit flexible in weapon choices cause the dmg not being applied by them. My T3 boots and shirt and RC /iC bracers pretty much alll I need to cap power. While older stuff is a bit boring cause the lengths at which you go to complete things for poo in return, is a bit sad, but on newer stuff it does make things a bit funner cause the intensity of survival and working as a team.
and Possibly “Elitism” or rather the negatives of elitism might be thrown out the window cause everyone kinda sucks without a fighter comp now.
There is plenty of good here... it's just getting overshadowed by the bad... Lower character potency, over-powered mobs, and costly companion upgrading. changing the % bolster table:
Now Mythic - 10% Legendary - 5% Purple - 2.5%
If we changed to: Mythic - 10% Legendary - 8% Purple - 6% Blue - 4% Green - 2% White -1%
The result would be that mid level players would have a mid-range bolster level instead of a low one. Using such an alternative scale would set a player with 10 Legendary companions at 80% instead of 50%. This would be much more alt-friendly as well. A player with 10 Purple companions would be at 60% instead of 25%. Personally, i think this would reset the balance to solve a lot of the problems we are experiencing.
I totally second this. There are many good aspects in this combat rework:
more summoned pets and more passive powers of pets can be used (no more dumb power or %damage stacking)
more kinds of enchantments and runestones can be used (no more dumb power stacking)
more kinds of weapon and armor enchants can be used
you need to think more on how to build your toons since caps are not easily or not reachable at all
However, this upgrade is really TOO EXPENSIVE for lower characters and the current bolster % is too punishing if you don't have a good amount of legendary and mythic pets and mounts. I remember when rank 7 marks of potency were introduced, that the cost of ranks 4 and ranks 5 were decreased. The same logic should be applied to pets and mount upgrade with this rework: please lower the cost of intermediate upgrades and/or revise the bolster % so that lower characters(and alt characters) are motivated to keep on playing. It requires your immediate action.
Apart from that, yes for sure some mobs are ridiculously powerful and some bosses are now completely weak. Some mechanics like hypothermias are also ridiculously too deadly . But I am hopeful this will be fixed more quickly than the bolsters issue.
I can't fathom that for some people stacking and focusing on three aspects of the build per role that you are playing is somewhat counter-intuitive over having to own a zoo.
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
well, they're making it much easier for me to sever ties to the game. I have lost all temptation to buy zen on pc for vip. and now that money can go to bethesda for random cosmetics in camp building. yay!
I came back for a week. I gave it the old college try. end result is a big ol nope.
As a newish player (~31k il after the patch) I'm enjoying the changes as it's made the game a lot more challenging. Before I was able to 1 tap entire mobs of enemies in lower level areas, now I find myself dodging around, moving, avoiding red areas like a crazy person, etc. The combat system is really shining a lot more now that I have to actually use it!
That said I feel like even basic fights are tough enough that when you look at say, completing an entire campaign the juice is no longer worth the squeeze for such small rewards. I'd prefer to see all campaign currency rewards at a minimum doubled if not tripled, to match the required effort now compared to pre-patch to complete tasks towards completion.
I also feel like the rewards for redq and rtq for example should be increased by at least 20 or 30% to match the new difficulty levels with increased chances for rare rewards.
Perfect example, I pugged "throne of the dwarven gods" last night and it was a catastrophe. People dying left and right, the entire squad got steamrolled. I'm sure a better squad/guild run would be smoother but the rare reward from that chest is "dwarven spelunking" and that thing should drop now at least 50% of the time instead of 1/500 runs or whatever it is now, lol
I mean that seriously, it's 10x harder so improve the reward chances by 10x to fit.
gee, this sounds like fun.. yeah, great changes.......
well, they're making it much easier for me to sever ties to the game. I have lost all temptation to buy zen on pc for vip. and now that money can go to bethesda for random cosmetics in camp building. yay!
I came back for a week. I gave it the old college try. end result is a big ol nope.
Yup totally agree I'm just logging in each day to collect my vip . As it stands now I see no reason to buy anymore Zen after it runs out in about 3 months . But on a positive note I have found other game to play and it is not made by this company and doubt I will ever buy into anything this company puts out.
"What is the sense of living the life you're given if all you ever do is stand in one place?" Lord Huron
Firstly, I think this thread is a brilliant idea, ty for starting it. I sometimes think I'm a lone voice in the darkness for saying I like the changes the combat rework has brought.
I honestly didn't suffer too much when they came in because I never focused solely on power to generate damage. Swapped a few enchants where I'd capped and was good to go.
I love that all 6 of my characters feel different to play again, that I don't have to check the colour of the graphic to remind myself which spell slinger I'm using.
I love that every place I've been into since the change is at least pleasantly challenging, that actual basic tactics are relevant like putting your back to a wall so you can't get surrounded.
I love that companions are now a pool of resources for your character to draw on, being able to choose different ones to support different circumstances
I think the exchange mechanism for Bonding runestones and radiant/empowered was a brilliant way swap obsolete things for useful things to reinvest into your characters.
I love that the new system supports individuality so you don't have to conform rigidly to template to functional.
I can also see that this is a fantastic foundation for the Dev's to bring in more interesting items and look forward seeing what occurs on this font in the future
There is a lot of positives I see them...... except guild boons really, who’s gonna want to level up a guild for 300 rating points🤦♂️
you can easily check this by clicking on the guild boon, and see your stats, and choosing another one, and see how much stats you lose/gain. its 3000 for a maxed out boon.
My only problem with the game is that hrs and trs are far too tanky for a dps class in pvp. They can literally fight 2 or 3 people with their dodge mechanics alone. That and dps fighters hit too hard. Other then that all the other classes seem evenly matched.
> @dandare#8529 said: > Hmm.... my 24k DPS Thaumaturge and Assassin with Mystagogue outperform 45k+ DPSs in team on scaled content?
This is where the scaling magic shows its hand, obviously can't see actual numbers but my first thought is that although they have a higher TIL, you have balanced your ratings better giving you better percentages and it's those that define your effectiveness in scaled content
> Hmm.... my 24k DPS Thaumaturge and Assassin with Mystagogue outperform 45k+ DPSs in team on scaled content?
This is where the scaling magic shows its hand, obviously can't see actual numbers but my first thought is that although they have a higher TIL, you have balanced your ratings better giving you better percentages and it's those that define your effectiveness in scaled content
that's exactly it, but it shouldn't be possible. I did this on purpose with a build and was able to replicate it. and right after I did that I thought it was hilarious... for about 24 hours. then all the implications started setting in and I was like why am I here? what am I doing? I could be vacuuming for dust bunnies under the tv... maybe I'll just do that.
It may take a little while for it to bite, but this scaling will bite them - in the pocket. As such, expect another major overhaul within the foreseeable future.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Comments
> LOL. Try a few runs of Cradle of the Death God with randoms and you'll get off the 'positivity' real quick...
> @dustcow#4870 said:
> LOL. Try a few runs of Cradle of the Death God with randoms and you'll get off the 'positivity' real quick...
Lol , I pugged RTQ today with 1 alliance member . It was the best codg I’ve ever experienced . Not one ball or cube missed , no one died on push pull . I know this will never happen again though lol
That being said the graphics are nice and shiny.
Not sure if it's 'positive' but it is funny for sure.
WELCOME TO MY ART CORNER!
"I choose You Jymaru!" ~for there are times when more than words need to do the talk
About the positive. These changes only brought even more disbalance to the game. This is the first thing. Although the game hasn't been balanced before, hmm. And the second, the players spent money to exchange some enchantments and companions for another. What did it bring to the game? Only pain, suffering and a new reason to spend game money (for some, perhaps not only game money). That's all the changes.
ps oh yes, one more positive from the changes - it became much harder for the heals, since the many players began to run with active companions.
Very very positive changes...
GWF - 4,069 Gear Score (classic)
Barbarian - 48,499 Total Item Level
RIP Bonding Runestones since "combat/companion changes" update on February 5, 2021
Master of Svardborg (banner) trophy, unlocked January 4, 2020! (Playstation4) / Master of Svardborg (banner) achievement, unlocked August 9, 2017! (XboxOne) / Dragon's Bane (Defeat 1000 Dragons) trophy, unlocked February 5, 2020! (Playstation4) / Dragon's Bane (Defeat 1000 Dragons) achievement, unlocked June 9, 2015! (XboxOne) / Portal Dodger achievement, unlocked July 16, 2017! (XboxOne)
My Sunelf having more AP% is a plus
The wider variety of moderately damaging comps you can choose from gives it a bit more personalization. Being able to be a bit flexible in weapon choices cause the dmg not being applied by them.
My T3 boots and shirt and RC /iC bracers pretty much alll I need to cap power.
While older stuff is a bit boring cause the lengths at which you go to complete things for poo in return, is a bit sad, but on newer stuff it does make things a bit funner cause the intensity of survival and working as a team.
and Possibly “Elitism” or rather the negatives of elitism might be thrown out the window cause everyone kinda sucks without a fighter comp now.
There are many good aspects in this combat rework:
- more summoned pets and more passive powers of pets can be used (no more dumb power or %damage stacking)
- more kinds of enchantments and runestones can be used (no more dumb power stacking)
- more kinds of weapon and armor enchants can be used
- you need to think more on how to build your toons since caps are not easily or not reachable at all
However, this upgrade is really TOO EXPENSIVE for lower characters and the current bolster % is too punishing if you don't have a good amount of legendary and mythic pets and mounts.I remember when rank 7 marks of potency were introduced, that the cost of ranks 4 and ranks 5 were decreased.
The same logic should be applied to pets and mount upgrade with this rework: please lower the cost of intermediate upgrades and/or revise the bolster % so that lower characters(and alt characters) are motivated to keep on playing.
It requires your immediate action.
Apart from that, yes for sure some mobs are ridiculously powerful and some bosses are now completely weak. Some mechanics like hypothermias are also ridiculously too deadly . But I am hopeful this will be fixed more quickly than the bolsters issue.
I came back for a week. I gave it the old college try. end result is a big ol nope.
I honestly didn't suffer too much when they came in because I never focused solely on power to generate damage. Swapped a few enchants where I'd capped and was good to go.
I love that all 6 of my characters feel different to play again, that I don't have to check the colour of the graphic to remind myself which spell slinger I'm using.
I love that every place I've been into since the change is at least pleasantly challenging, that actual basic tactics are relevant like putting your back to a wall so you can't get surrounded.
I love that companions are now a pool of resources for your character to draw on, being able to choose different ones to support different circumstances
I think the exchange mechanism for Bonding runestones and radiant/empowered was a brilliant way swap obsolete things for useful things to reinvest into your characters.
I love that the new system supports individuality so you don't have to conform rigidly to template to functional.
I can also see that this is a fantastic foundation for the Dev's to bring in more interesting items and look forward seeing what occurs on this font in the future
> Hmm.... my 24k DPS Thaumaturge and Assassin with Mystagogue outperform 45k+ DPSs in team on scaled content?
This is where the scaling magic shows its hand, obviously can't see actual numbers but my first thought is that although they have a higher TIL, you have balanced your ratings better giving you better percentages and it's those that define your effectiveness in scaled content
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox