The new system is very broken, im lvl. 80 Warlock DPS. Getting owned left and right. Tryed several diffrent layouts, set ups. All the money iv spent was for nothing. I'll check back in a month or three to see if its changed. Till then Good bye.
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Comments
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited February 2021
Well, I am not going to disagree that it is broken - but "getting owned left and right" would suggest you just need to adjust. It took me a couple of weeks to get back to the point where I felt just as strong as before, and that involved quite a bit of gear and stat-shuffling.
You can expect many fights in scaled content to take a bit longer than before, but there reeally should not be a big difference in unscaled content, for a maxed-out character.
Well, I am not going to disagree that it is broken - but "getting owned left and righT" would suggest you just need to adjust. It took me a couple of weeks to get back to the point where I felt just as strong as before, and that involved quite a bit of gear and stat-shuffling.
I stent 6 hours yesterday working on it. Im vested $1300.00 to date. Im not doing it anymore. I worked to hard and spent way to much to spend more on a complete rebuild to meet this broken update. Arc is going to lose money off this 100% with this level of difficulty new players will see the ''pay to win'' right from day one!
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percemerMember, Neverwinter ModeratorPosts: 1,048Arc User
Some time may be necessary to adapt to the new system, do not hesitate to watch this explanatory video :
Admittedly, I've only been playing since June 2020, and so far the game play has been enjoyable, at least until this recent patch. I am finally coming to understand the combat changes made to the classes, and I am finding ways to overcome some of the immediate challenges I faced as of Friday when the patch was finished. I can understand the idea of scaling levels to the area, but in some cases the scaling is WAY off. Granted, I shouldn't be able to farm an epic Tomb of the Nine Gods by myself, but it also shouldn't be where I can't even get through an instance with a group. I've tried running multiple dungeons and it seems the same for them all. Not only can I not do damage, but it seems I am scaled much lower than the actual instance. Even levelling a new character is difficult. At level 65, I shouldn't have issues taking down 5 level 60s. The scaling of characters in areas is way off making it way too difficult in lower level zones and too easy in some. For example, before the patch I needed to hit a Hellrider in Avernus 3-5 times, but now, if I have combat advantage and crit I can one shot a Hellrider.
Given, I have been enjoying learning the mechanics of dungeons, trials, and skirmishes, but it also shouldn't take my group 15 minutes to kill the final boss in Epic Temple of the Spider. Please fix the scaling of our characters running content. After putting personal money into the game I no longer want to play. It has become "pay to win" rather than a game I can sit down and play after I'm done work.
do you realize how broken this is if you have to direct people to videos to understand how to build their toons? it's not intuitive. it needs refining before it ever should have gone live. there need to be explanations in game and it needs to be clear on tool tips what stats are applied where. really it should be all stats go to same pool. people shouldn't have to watch videos or hunt out difficult to find information to be able to play the game. this needs some massive simplification. supposedly from all I've heard this was done in the name of simplification yet it's the most complex bizarre system I've ever seen in this game. I've been playing this game for years now and i tried to make the adjustment without going into any depth on the matter. and ended up very wrong in my assumptions and incompletely built. I wouldn't have known it if I hadn't found some information here about it. Most people never come to reddit or the forums or discord.
Go find a couple random nubs and ask them about their stats and what it means...
@thefiresidecat you think the previous version was more intuitive? You had to know what rating the enemies were in each zone....then also remember the kinda-sorta-makes sense values for the stats (crit avoidance and awareness were higher because???).
The only non-dungeon area that told you the rating of the enemies was Well of Dragons 🤣
@thefiresidecat you think the previous version was more intuitive? You had to know what rating the enemies were in each zone....then also remember the kinda-sorta-makes sense values for the stats (crit avoidance and awareness were higher because???).
The only non-dungeon area that told you the rating of the enemies was Well of Dragons 🤣
it may not have told you the ratings but it was still easier to build stats in the before times. now it just doesn't matter. they have made it better for alts but there is no zone other than the most current ones where looking at those stats is going to make much of a difference.
it was far easier to build stats last mod when it was all in one pool of stats. but in all honesty, you didn't need to know what the stats were in any particular zone was before either. most people built for end game and that was the stat pool that mattered.
Then or now scaling is the issue at hand. it's terrible and inconsistent and confusing and it renders your build inconsequential.
and Then or now if they're going to have scaling it should be easy to understand and build for. they could have had a scale in the last incarnation that showed how far over or off you were in a side tab.. they could do that now too and have all the stats be in one big pool. if you have stats in an enchant, piece of gear mount or mount collar it should all be one.
The biggest mistake in my opinion is, that they bind a constant on a variable, means if u go up in Til the gap between Til an percentages goes higher and higher and u never get to the stats u are need.
Also the scaling thing, up scaling works fine but down scaling sucks, was yesterday in tong with my 51k Hunter and a 33k Witch did more damage, cause the he had better stats with a smaller gap.
Comments
See my "simplified survival guide here: https://www.arcgames.com/en/forums/neverwinter/#/discussion/1259796/a-simplified-10-point-survival-guide-for-the-combat-changes
You can expect many fights in scaled content to take a bit longer than before, but there reeally should not be a big difference in unscaled content, for a maxed-out character.
EU Community Manager @ Gearbox Publishing
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Given, I have been enjoying learning the mechanics of dungeons, trials, and skirmishes, but it also shouldn't take my group 15 minutes to kill the final boss in Epic Temple of the Spider. Please fix the scaling of our characters running content. After putting personal money into the game I no longer want to play. It has become "pay to win" rather than a game I can sit down and play after I'm done work.
Go find a couple random nubs and ask them about their stats and what it means...
The only non-dungeon area that told you the rating of the enemies was Well of Dragons 🤣
it was far easier to build stats last mod when it was all in one pool of stats. but in all honesty, you didn't need to know what the stats were in any particular zone was before either. most people built for end game and that was the stat pool that mattered.
Then or now scaling is the issue at hand. it's terrible and inconsistent and confusing and it renders your build inconsequential.
and Then or now if they're going to have scaling it should be easy to understand and build for. they could have had a scale in the last incarnation that showed how far over or off you were in a side tab.. they could do that now too and have all the stats be in one big pool. if you have stats in an enchant, piece of gear mount or mount collar it should all be one.
Also the scaling thing, up scaling works fine but down scaling sucks, was yesterday in tong with my 51k Hunter and a 33k Witch did more damage, cause the he had better stats with a smaller gap.