The game knew a rework was coming in mod 16. They introduced new feat trees, and allowed people to spend race rerolls, trying to alter their rolls scores. All the while they knew, and didn't tell population, that feat tree overhaul was temporary, all work and rerolls wasted, and scores became locked in at preset values, so race rerolls to get a differetnt score...wasted also. What did that have to with BIS?
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
The game knew a rework was coming in mod 16. They introduced new feat trees, and allowed people to spend race rerolls, trying to alter their rolls scores. All the while they knew, and didn't tell population, that feat tree overhaul was temporary, all work and rerolls wasted, and scores became locked in at preset values, so race rerolls to get a differetnt score...wasted also. What did that have to with BIS?
Feats weren't touched in M15, there was no new feat tree. The most they did with feats was to nerf clerics because everyone wanted 2 clerics in every party.
I would love to see Cryptic swing the nerf-hammer a few more times to be able to make interesting rewards/equip bonuses.
These 3 equip bonuses are considered must-haves by many tanks (being extremely overpowered, that is understandable). Having all three of them tag along with the Band of Air into the sunset would open up for a lot more interesting build variations for tanks.
I find it hard to believe that running around in circles and dealing extreme damage with dailies that buff hitpoints is part of the design philosophy for tank classes.
The game knew a rework was coming in mod 16. They introduced new feat trees, and allowed people to spend race rerolls, trying to alter their rolls scores. All the while they knew, and didn't tell population, that feat tree overhaul was temporary, all work and rerolls wasted, and scores became locked in at preset values, so race rerolls to get a differetnt score...wasted also. What did that have to with BIS?
Feats weren't touched in M15, there was no new feat tree. The most they did with feats was to nerf clerics because everyone wanted 2 clerics in every party.
So mod 14 then? Or did that not happen? Instigator tree for GWF? Added tons of movement for GWF, on top tree. Again, split hairs, mod 14 vs mod 15...and not address what was done.
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
The game knew a rework was coming in mod 16. They introduced new feat trees, and allowed people to spend race rerolls, trying to alter their rolls scores. All the while they knew, and didn't tell population, that feat tree overhaul was temporary, all work and rerolls wasted, and scores became locked in at preset values, so race rerolls to get a differetnt score...wasted also. What did that have to with BIS?
Feats weren't touched in M15, there was no new feat tree. The most they did with feats was to nerf clerics because everyone wanted 2 clerics in every party.
So mod 14 then? Or did that not happen? Instigator tree for GWF? Added tons of movement for GWF, on top tree. Again, split hairs, mod 14 vs mod 15...and not address what was done.
All classes have had 3 feat trees from Open Beta to the end of M15.
The game knew a rework was coming in mod 16. They introduced new feat trees, and allowed people to spend race rerolls, trying to alter their rolls scores. All the while they knew, and didn't tell population, that feat tree overhaul was temporary, all work and rerolls wasted, and scores became locked in at preset values, so race rerolls to get a differetnt score...wasted also. What did that have to with BIS?
Feats weren't touched in M15, there was no new feat tree. The most they did with feats was to nerf clerics because everyone wanted 2 clerics in every party.
So mod 14 then? Or did that not happen? Instigator tree for GWF? Added tons of movement for GWF, on top tree. Again, split hairs, mod 14 vs mod 15...and not address what was done.
All classes have had 3 feat trees from Open Beta to the end of M15.
Yeah, and they altered them in Mod 14(sorry not mod 15), and added speed for GWF specically on top tree. Or do you not remember that?
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
The game knew a rework was coming in mod 16. They introduced new feat trees, and allowed people to spend race rerolls, trying to alter their rolls scores. All the while they knew, and didn't tell population, that feat tree overhaul was temporary, all work and rerolls wasted, and scores became locked in at preset values, so race rerolls to get a differetnt score...wasted also. What did that have to with BIS?
Feats weren't touched in M15, there was no new feat tree. The most they did with feats was to nerf clerics because everyone wanted 2 clerics in every party.
So mod 14 then? Or did that not happen? Instigator tree for GWF? Added tons of movement for GWF, on top tree. Again, split hairs, mod 14 vs mod 15...and not address what was done.
All classes have had 3 feat trees from Open Beta to the end of M15.
Yeah, and they altered them in Mod 14(sorry not mod 15), and added speed for GWF specically on top tree. Or do you not remember that?
Ok, so they did class balances 9 months before they decided to release a major rework...are games not allowed to try to balance classes? We also don't know when the devs working on those classes balances were told that everything was changing. During this time, every single mod had major class reworks, people regularly took screenshots of their feats and boons the day before a mod came out in case they got forced reset.
The game knew a rework was coming in mod 16. They introduced new feat trees, and allowed people to spend race rerolls, trying to alter their rolls scores. All the while they knew, and didn't tell population, that feat tree overhaul was temporary, all work and rerolls wasted, and scores became locked in at preset values, so race rerolls to get a differetnt score...wasted also. What did that have to with BIS?
Feats weren't touched in M15, there was no new feat tree. The most they did with feats was to nerf clerics because everyone wanted 2 clerics in every party.
So mod 14 then? Or did that not happen? Instigator tree for GWF? Added tons of movement for GWF, on top tree. Again, split hairs, mod 14 vs mod 15...and not address what was done.
All classes have had 3 feat trees from Open Beta to the end of M15.
Yeah, and they altered them in Mod 14(sorry not mod 15), and added speed for GWF specically on top tree. Or do you not remember that?
Ok, so they did class balances 9 months before they decided to release a major rework...are games not allowed to try to balance classes? We also don't know when the devs working on those classes balances were told that everything was changing. During this time, every single mod had major class reworks, people regularly took screenshots of their feats and boons the day before a mod came out in case they got forced reset.
Yeah, 9 months prior, and groundwork for mod 16 was already known. So they rework feats, to be useless shortly after...and rerolls were not as numerous back then. Not too mention race rerolls, because you could actually start with different scores. All wasted. Anyways, this was one issue, that had nothing to do with BIS equip/comp. It was communication failure, and allowing playerbase to work on builds that would be knowingly nonexistent. Feel free to defend the other "changes". Like restating Eye of the Giant? Why? Dumb things like this, to devalue something players got because it was "better" than the status quo...introduced by devs. They re-stat'd Eye of giant...and then come out with more powerful IL artifacts anyways. Changes can be needed. Nerfing things that are targeted, because it got pushed on Zen store, or letting playerbase spend on things that will become gone from game completely, is not change. It's called a cash grab.
Edit: Also funny how you exaggerate to 9 months, to make it sound better...discussion in Sept/Oct 2018...Mod 16 hit April 2019. I mean sept-april would be 7 months, no? Oct-April 6 months?
So you would prefer to keep OP companions as OP?? Certain gear remain BIS for all time.
Do you remember Orcus set( legacy) from castle never and demogorgon. It where BiS since CN/Demogorgon introduction in mod 8, till mod 16. No one bothered to replace it. So what the point is to add new gear or companions if you guys want keep same current companions as BIS? It's make nosense at all.
IF there is no change in game, then it's game over. It's remove whole principle of mmo rpg gameplay. That's why if any game have one expansion for too long, players start to quit game. Cuz once you get items, you done, it's game over. There is no need to do conent anymore, you have best stuffs.
No drive to do content = no reason to play. = players move to other game..
So while some of you complain that why developers removed your items from being BIS. YOu should realize that if they would just focusing to please certain group of players, then game would be shut down.
Game is not for free, need to make money, pay salary to staff,, pay license fee to Wizards of the Coast which own D&D IP ( intelectual property), pay for host services in Data center, and some other taxes.
But since there is no change, no one spending money = no incomes = game shut down..
Cryptic staff haven't done anything new at all, any other game publisher would done exacly same.. So go ahead complain about game publishing industry.
Also one simple, a tiny thing to remind.
The game bellongs to Cryptic studios. So when you play, you also agree to follow: Terms of Service agreement. So staff do changes when they want, and change how they like. For us players it's game, for studios its business to make money.
I like when a discussion about what's been done and direction of game, and people have nothing else to fall back on except, it's their TOS. So, basically, all your posts about foundry, meant absolutely nothing. Yeah, they can do what they want to game, but why make changes that make a large majority of exsiting players leave, to cater to the newer players more and more as mods go on. Wasn't one of your reasonings, play with friends? I'm hoping they change direction, so my friends don't continue to leave, because the game is more interested in a player that has been in game for 1 week. And they make changes, that make it seem like they WANT older players to leave, both by their method and implementation.
Gentlemen, Ladies..remember the time when they let lvl 5s into randoms so scaled endgame players could carry them all on their backs so cryptic could keep new players? Ah, how I loved helping cryptic's bottom line $$$ one mighty lvl 5 player at a time...watchin' them, so green, just swinging away at mobs that had already disappeared...like their little visor had fallen over their little try-hard eyes. Freakin' precious.
I also enjoyed when they nerfed our shiny bondings by increasing the the level to 14 because power creep, then we spent resources to level them back up....to, you guessed it... replace the power creep.
Yes, the good ole days
But yes, the TOS. Where Cryptic reserves the right to replace a bad situation with another bad situation. To hades with customer service, fair business practices and changes that were at least made in some type of good faith! No no, just when you think it's bad they've found a way to make it even worse. Never failing to disappoint they always offer kind words and promises, maybe even a title, to mend the broken hearts of all the long time players they care so dearly about. Nice.
And remember, all of you people upset because you didn't like all the OP buffs/debuffs/power creep and unreasonably believed that a change to that would mean a meaningful fix, well...you were all wrong. I was wrong. If something was bad before, it can only be replaced with something equally as bad or worse. Anything in between is wrong think and the cryptic defenders shall ride in and remind us all.
Hey, remember that time the devs said the old dungeons were coming back...then they were like "our bad, we erroneously didn't mention as leveling' dungeons"...
I like when a discussion about what's been done and direction of game, and people have nothing else to fall back on except, it's their TOS. So, basically, all your posts about foundry, meant absolutely nothing. Yeah, they can do what they want to game, but why make changes that make a large majority of exsiting players leave, to cater to the newer players more and more as mods go on. Wasn't one of your reasonings, play with friends? I'm hoping they change direction, so my friends don't continue to leave, because the game is more interested in a player that has been in game for 1 week. And they make changes, that make it seem like they WANT older players to leave, both by their method and implementation.
Historia est vitae magistra, history is the teacher of life.
Staff/players, does not matter this or any other game, you learn from your previous msitakes, and experiences. That's why it's important to check history of game and what kind stufs have been done. To avoid making same mistakes.
Now, lets talk about Orcus set, the legacy one which where BIS since mod 8 till mod 16, and only where removed from being BIS when it's effect where nerfed by 50%. From 20% dmg increase to 10% dmg increase, based on HP difference between enemy and player.
So you want same thing?? 6+ mods lasting item as BIS. Then why the heck need add new gear ir no one would bother to get them anyways.. What they point? The old gear still BIS.. What the point introduce new companions, if old ones remain BiS?
As you can see it's make pointless to make new stuffs in game, cuz old stuffs remain BiS, at least thats what you want..
Yeah, they can do what they want to game, but why make changes that make a large majority of exsiting players leave, to cater to the newer players more and more as mods go on.
For us players it's game, for studios its business to make money. Game is not meant to please some group of individuals. Once player max out, how much profit you gain from them??? Nothing. The most spending players are the one who are not yet max out.
Playing with friends. If you do 90% of game content solo and due high raw stats party is not required. So what kind of gameplay with friends you talk about??
Post edited by hadestemplar#9918 on
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
Now, lets talk about Orcus set, the legacy one which where BIS since mod 8 till mod 16, and only where removed from being BIS when it's effect where nerfed by 50%. From 20% dmg increase to 10% dmg increase, based on HP difference between enemy and player.
So you want same thing?? 6+ mods lasting item as BIS. Then why the heck need add new gear ir no one would bother to get them anyways.. What they point? The old gear still BIS.. What the point introduce new companions, if old ones remain BiS?
And you know, that is the whole freaking problem what we say here - do not release broken and overpowered items. If you by accident do, fix it within weeks. Do not pretend everything is "all right", do not claim it will stay that way, and do not nerf it into oblivion right after you push it to sale on Zen market.
There is literally no post here that has anything against evolution or progression. All I read is disappointment about the company behaving like a scammer.
There is literally no post here that has anything against evolution or progression. All I read is disappointment about the company behaving like a scammer.
For broken gear, yes I agree on that part.. I actually would prefer a more deeper item testings before releasing them in liver server.. For example staff could make in preview server NPC/vendor where they could get any gear/potion item available in game. So player could test not just new but old ones too, also gear interaction between new and old items/stuffs..
Now as as for:
There is literally no post here that has anything against evolution or progression. All I read is disappointment about the company behaving like a scammer.
Actually up till now was debate about what game should be. An action combat rpg mmo game, or stat/gear benchmark based some sort single player online.
I am for action combat gameplay, where player should actually know dungeon mechanics. Yet it's seems there are also players who want previous type gameplay, where player is just passanger, a bystandaer who's presence over all is not requried. It's like playing Doom or Doom eternal with cheats on. Then player claims how good he is in game.. But only as long cheats on.
Now about companions/mounts and gear. I dare any of players to visit any other mmo game. There is exactly same thing, new items replace old ones. So while here is complain that why this items/companion/mount is not BIS anymore, players should understand that growth and change is inevitable. Cuz alternative is shut down game.
So pick which one prefering. Growth and change, or shut down.. Pick. I prefer so game would stay.. What's about you?
Also this thread will decide where it all go. We abandoning action combat or we stick with action combat.
By average rpg mmo games last for 10 years, in that time either game create something unique which set game apart from others, or game burnout and get shut down.
The burnout have three categories.
1) staff burnout - staff simply get frustrated, annoyed, and in some cases they lost interest in game. Tera online is good example. IN early days of this summer, it was Shut down, cuz staff stated that they no longer interest in this project.
2) Engine/sofware burnout - in 10 years, hardware and software advance forward, and you reach point when engine rework may cost more than develop new game. If game don't have massic success, no one bother to perform remastered version on new/updated engine. Game goes down.
3) Community burnout - 10 years playing same game, thats dedication, for some players enough to play year or two, and they got bored, so they leave game.. SO as long is boring and same repeatable gameplay, players start to leave and with low population = game don't last long..
This is general rule for all MMO games. Neverwitner is not new game, it was released in 2014. So realize where we are.. There are lot of other games in industry. So yeah, time to decide where it all will go.
Do we stick with action combat, or we get over with it and Neverwitner try compete with tab target games, ( good luck with that).
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
Curious if broken feats like risky investure or creeping death would qualify as balance changes since they haven't worked more than 1 mod since mod 16 release, going on 8 mods broken for warlocks by mod 24...
Curious if broken feats like risky investure or creeping death would qualify as balance changes since they haven't worked more than 1 mod since mod 16 release, going on 8 mods broken for warlocks by mod 24...
What part of RI does not work? Same can be said about CD? What is not working.. Feel free to share..
Also you realize that bug and balance have nothing in common. Do you think dev's are bored and do cause bugs on purpose??
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
> @hadestemplar#9918 said: > What part of RI does not work? Same can be said about CD? What is not working.. Feel free to share.. > > Also you realize that bug and balance have nothing in common. Do you think dev's are bored and do cause bugs on purpose??
Created detailed posts about both every time they stopped working. Cd doesn't proc correct damage mag, crit correctly on old weapons sets, and doesn't work at all on new weapons sets released since mod 21 0s flood the logs. Ri si stacking without poth stops stacking and cannot restack untill out of combat. Both feats have only worked during 2 mods since mod 16 release. There are other issues as well not addressed, soul sparks give a fraction of the % damage posted when stacked up for another, etc. I assume it has impacted class balance.
Created detailed posts about both every time they stopped working. Cd doesn't proc correct damage mag, crit correctly on old weapons sets, and doesn't work at all on new weapons sets released since mod 21 0s flood the logs. Ri si stacking without poth stops stacking and cannot restack untill out of combat. Both feats have only worked during 2 mods since mod 16 release. There are other issues as well not addressed, soul sparks give a fraction of the % damage posted when stacked up for another, etc. I assume it has impacted class balance.
Old sets, you mean Mirage set?? Have you looked does same set proc Thaumaturge Wizards Smolder when illusions hit? The question is should mirage set proc CD in first place?
Before Enchantment overhaul, mirage set where able proc them. And thats lead to problems, I mean you could take lightning WE and combine with lostmouth, tales of old books( lostmouth set mechanic) or any other enchantments which have proc( hit), and you have ending with absurd proc fiesta. It's like Path of the exlines Forbiden builds. Which where causing massive proc loops.
Now my assumption is that developers made so illusions from mirage set just do damage and do not proc anything. To avoid of repeating same issue as where with legacy weapon enchantments. But that's my assumption.
Creeping death procs. In mod 16 each warlock's CD where counted seprated, that's lead to ToMM with x3 warlocks run. Cuz x30 stacks of CD -10 magnitude per stack lead to massive damage per each tick. So it was added restriction, so only 10 stacks could be apply on enemy.. Now sad part is this mean only one warlock in whole group will apply CD and do damage via it, other warlocks do nothing. Unless you use feat: Executioner GIft. Do I like it? oh h3ll no.
But then what's about balance between classes?? So while I am all time Warlock player and I will remain regardless how it perform, I still care about class balance.
As long there is no decent solution how balance this feat without current restriciton, there can't be done anything. Unless you want to write down solution. I always welcome who can try solve such problems.
When Comes RI stacking, Since I use Power of Nine H3lls feat, I have RI stacks at max all time. So it's first time hearing about RI stacking issue.
Shadow slip issue- well about it I have have complains too. I would prefer that mod 10'th version would be brought back. Which have 1s totall immunity, both CC, damage and even debuff could be negated.
With mod 16 version, shadow slip negate if there is damage and if there is cc, but if there is damage with CC effect it do not negate. That's very obvious during sieges( pvp). Also you can't counter enemies hit which use debuff like effect.
Other downside is that, since mod 16 the CA got updated, so not only players do more damage via CA, but enemies too.
When using shadow slip, enemies gain CA against you, and if happens they hit in your back( most of times) , they do massive damage. So this Shadow slip damage reduction factor is not suficient to mitigate incoming damage from CA. So only shadow slip's first second immunity frame provide some sort tool to survive.
Soul sparks, I throw soulScortch so offten that it's rare time I have full Soul sparks. But I can take your claims for sure..
I assume it has impacted class balance.
Bugs are not tool to balance classes/game. It never where and never will be. They are thngs which happens, and it's really not made on purpose.. And if you don't beleave me, or members of Crytptic staff, you can ask same stuffs about bugs other game publisher/developers. They will answer the same way..
Personally I would like to have CDP like thread with warlock players and developers. So that players and developers could sit down and talk about all issues and possible solutions how fix them. Even if they would be fixed in one month, developers already would knew what warlock players would prefer, and what kind fixes they expect. This is my hope for warlock and it's future.
I playing as warlock since SW introduction in mod 4, till now. I didn't quit when warlock where weakest, least liked class, and I will not leave it now either. All these years Warlock where my main and it will remain main class I play.
Post edited by hadestemplar#9918 on
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
It's maybe worth mentioning that "Balance Changes: General Direction" was written specifically with items in mind (it probably should have had "Item" in the title).
The issues around class balance are somewhat different. With classes, you're thinking more about things like interesting different build choices, making sure the class can keep up with other classes in its role, making sure each paragon path is viable, and so on.
It's maybe worth mentioning that "Balance Changes: General Direction" was written specifically with items in mind (it probably should have had "Item" in the title).
The issues around class balance are somewhat different. With classes, you're thinking more about things like interesting different build choices, making sure the class can keep up with other classes in its role, making sure each paragon path is viable, and so on.
Well, if that's what's important then Barbarian tank should get a rework next. And then finally Whisperknife. Or the other way around given WK is dead since module 5 while all barbarian tank misses on is team utility.
But that being put aside, any chance we see stacks on hoods refresh with each new stack added? Those have up to 10 stacks and so far the only class that can consistently keep them up is fighter with their high at-wills. Even in group content faster-hitting classes struggle since Band of Air nerf to have that consistency, which in turn holds them back more than expected.
It's maybe worth mentioning that "Balance Changes: General Direction" was written specifically with items in mind (it probably should have had "Item" in the title).
The issues around class balance are somewhat different. With classes, you're thinking more about things like interesting different build choices, making sure the class can keep up with other classes in its role, making sure each paragon path is viable, and so on.
Well Items performance also different based on classes/builds. While Band of Air is one of most used examples, we can also use others too.
Tales of old x3 books bring lostmouth sets mechanic. Which is when you land crit hit you do additional 100% of your damage value hit.
[Demogorgon's Reach] set which gives 5% dmg incease and also if you land 5 crits in row, it does 150 mag hit. ( based on tool tip). With both cases warlock, rogue, ranger seemingly proc this sets more offten than Cleric or fighter, due rapid hits or DoT's.
But there is also Mytral set from Dragon_Vale campaign. Which does 100% of your damage value hit when you do Ca damage. Classes like Rogue and warlock have upper hand in this regards, cuz Rogues Stealth mechanic gives CA, and warlocks NoPit,NoMercy gives CA too. While cleric, fighter, wizard don't have own ability to tap in CA. They must relay either on companion or postion to gain CA, and ussually when they gain CA fights are more less over.
But lets not forget Sigil of the Bard artefact. Who do you think will proc these additional hits more is 10s, Rogue/warlock or Cleric/fighter?.
Though it's not an item, but I would like to bring also companion as example. Aranea wisdom - on attack you have 10% chance to have lightning stike your target with 112.5 magnitue damage.
Certain classes can proc it more offten, though not as much, while with others you can forget about it.
So while we talk about items, ignoring classes is not the wise thing to do.
In mod 5 warlocks where considered as OP class, all was due Lostmouth set. Warlocks due having lot of DoTs, and encounter + at will( hellish rebuke) could crit too. SW could proc set way more times than others, and thats why staff had to nerf it.
With mod 6 it was increased internal cool down, to balance items performance between classes/builds. But also this adjusted it's over all impact in combat. While warlocks lost big chunk of dps from set, for other classes losses where minimal.
So while I undestand that you would like to see the talks would stay about items, as long there is mechanic which relaying on "hit", it's unavoidable to talk about classes/builds. Cuz some may proc it more times than others.. And we may end up with same issue as where with lostmouth or Band of air.
Post edited by hadestemplar#9918 on
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
> @rgutscheradev said: > It's maybe worth mentioning that "Balance Changes: General Direction" was written specifically with items in mind (it probably should have had "Item" in the title). > > The issues around class balance are somewhat different. With classes, you're thinking more about things like interesting different build choices, making sure the class can keep up with other classes in its role, making sure each paragon path is viable, and so on.
I guess that items, like all new weapons, breaking just one class feature isn't quite an item balance issue, just a class balance issue then.
Comments
These 3 equip bonuses are considered must-haves by many tanks (being extremely overpowered, that is understandable). Having all three of them tag along with the Band of Air into the sunset would open up for a lot more interesting build variations for tanks.
I find it hard to believe that running around in circles and dealing extreme damage with dailies that buff hitpoints is part of the design philosophy for tank classes.
Instigator tree for GWF? Added tons of movement for GWF, on top tree. Again, split hairs, mod 14 vs mod 15...and not address what was done.
Just to refresh some memories, this was the preview notes for GWF at the time https://www.arcgames.com/en/forums/neverwinter#/discussion/1242640/m15-great-weapon-fighter-class-changes/p1
Anyways, this was one issue, that had nothing to do with BIS equip/comp. It was communication failure, and allowing playerbase to work on builds that would be knowingly nonexistent. Feel free to defend the other "changes". Like restating Eye of the Giant? Why? Dumb things like this, to devalue something players got because it was "better" than the status quo...introduced by devs. They re-stat'd Eye of giant...and then come out with more powerful IL artifacts anyways. Changes can be needed. Nerfing things that are targeted, because it got pushed on Zen store, or letting playerbase spend on things that will become gone from game completely, is not change. It's called a cash grab.
Edit: Also funny how you exaggerate to 9 months, to make it sound better...discussion in Sept/Oct 2018...Mod 16 hit April 2019. I mean sept-april would be 7 months, no? Oct-April 6 months?
I also enjoyed when they nerfed our shiny bondings by increasing the the level to 14 because power creep, then we spent resources to level them back up....to, you guessed it... replace the power creep.
Yes, the good ole days
But yes, the TOS. Where Cryptic reserves the right to replace a bad situation with another bad situation. To hades with customer service, fair business practices and changes that were at least made in some type of good faith! No no, just when you think it's bad they've found a way to make it even worse. Never failing to disappoint they always offer kind words and promises, maybe even a title, to mend the broken hearts of all the long time players they care so dearly about. Nice.
And remember, all of you people upset because you didn't like all the OP buffs/debuffs/power creep and unreasonably believed that a change to that would mean a meaningful fix, well...you were all wrong. I was wrong. If something was bad before, it can only be replaced with something equally as bad or worse. Anything in between is wrong think and the cryptic defenders shall ride in and remind us all.
Hey, remember that time the devs said the old dungeons were coming back...then they were like "our bad, we erroneously didn't mention as leveling' dungeons"...
Staff/players, does not matter this or any other game, you learn from your previous msitakes, and experiences.
That's why it's important to check history of game and what kind stufs have been done. To avoid making same mistakes.
Now, lets talk about Orcus set, the legacy one which where BIS since mod 8 till mod 16, and only where removed from being BIS when it's effect where nerfed by 50%. From 20% dmg increase to 10% dmg increase, based on HP difference between enemy and player.
So you want same thing?? 6+ mods lasting item as BIS. Then why the heck need add new gear ir no one would bother to get them anyways.. What they point? The old gear still BIS.. What the point introduce new companions, if old ones remain BiS?
As you can see it's make pointless to make new stuffs in game, cuz old stuffs remain BiS, at least thats what you want..
For us players it's game, for studios its business to make money.
Game is not meant to please some group of individuals.
Once player max out, how much profit you gain from them??? Nothing. The most spending players are the one who are not yet max out.
Playing with friends. If you do 90% of game content solo and due high raw stats party is not required. So what kind of gameplay with friends you talk about??
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
There is literally no post here that has anything against evolution or progression. All I read is disappointment about the company behaving like a scammer.
For example staff could make in preview server NPC/vendor where they could get any gear/potion item available in game.
So player could test not just new but old ones too, also gear interaction between new and old items/stuffs..
Now as as for:
Actually up till now was debate about what game should be.
An action combat rpg mmo game, or stat/gear benchmark based some sort single player online.
I am for action combat gameplay, where player should actually know dungeon mechanics. Yet it's seems there are also players who want previous type gameplay, where player is just passanger, a bystandaer who's presence over all is not requried.
It's like playing Doom or Doom eternal with cheats on. Then player claims how good he is in game.. But only as long cheats on.
Now about companions/mounts and gear. I dare any of players to visit any other mmo game. There is exactly same thing, new items replace old ones. So while here is complain that why this items/companion/mount is not BIS anymore, players should understand that growth and change is inevitable. Cuz alternative is shut down game.
So pick which one prefering. Growth and change, or shut down.. Pick.
I prefer so game would stay.. What's about you?
Also this thread will decide where it all go. We abandoning action combat or we stick with action combat.
By average rpg mmo games last for 10 years, in that time either game create something unique which set game apart from others, or game burnout and get shut down.
The burnout have three categories.
1) staff burnout - staff simply get frustrated, annoyed, and in some cases they lost interest in game.
Tera online is good example. IN early days of this summer, it was Shut down, cuz staff stated that they no longer interest in this project.
2) Engine/sofware burnout - in 10 years, hardware and software advance forward, and you reach point when engine rework may cost more than develop new game. If game don't have massic success, no one bother to perform remastered version on new/updated engine. Game goes down.
3) Community burnout - 10 years playing same game, thats dedication, for some players enough to play year or two, and they got bored, so they leave game..
SO as long is boring and same repeatable gameplay, players start to leave and with low population = game don't last long..
This is general rule for all MMO games. Neverwitner is not new game, it was released in 2014. So realize where we are..
There are lot of other games in industry. So yeah, time to decide where it all will go.
Do we stick with action combat, or we get over with it and Neverwitner try compete with tab target games, ( good luck with that).
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
Also you realize that bug and balance have nothing in common. Do you think dev's are bored and do cause bugs on purpose??
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
> What part of RI does not work? Same can be said about CD? What is not working.. Feel free to share..
>
> Also you realize that bug and balance have nothing in common. Do you think dev's are bored and do cause bugs on purpose??
Created detailed posts about both every time they stopped working. Cd doesn't proc correct damage mag, crit correctly on old weapons sets, and doesn't work at all on new weapons sets released since mod 21 0s flood the logs. Ri si stacking without poth stops stacking and cannot restack untill out of combat. Both feats have only worked during 2 mods since mod 16 release. There are other issues as well not addressed, soul sparks give a fraction of the % damage posted when stacked up for another, etc. I assume it has impacted class balance.
Old sets, you mean Mirage set?? Have you looked does same set proc Thaumaturge Wizards Smolder when illusions hit?
The question is should mirage set proc CD in first place?
Before Enchantment overhaul, mirage set where able proc them. And thats lead to problems, I mean you could take lightning WE and combine with lostmouth, tales of old books( lostmouth set mechanic) or any other enchantments which have proc( hit), and you have ending with absurd proc fiesta. It's like Path of the exlines Forbiden builds. Which where causing massive proc loops.
Now my assumption is that developers made so illusions from mirage set just do damage and do not proc anything. To avoid of repeating same issue as where with legacy weapon enchantments. But that's my assumption.
Creeping death procs. In mod 16 each warlock's CD where counted seprated, that's lead to ToMM with x3 warlocks run. Cuz x30 stacks of CD -10 magnitude per stack lead to massive damage per each tick.
So it was added restriction, so only 10 stacks could be apply on enemy.. Now sad part is this mean only one warlock in whole group will apply CD and do damage via it, other warlocks do nothing. Unless you use feat: Executioner GIft.
Do I like it? oh h3ll no.
But then what's about balance between classes?? So while I am all time Warlock player and I will remain regardless how it perform, I still care about class balance.
As long there is no decent solution how balance this feat without current restriciton, there can't be done anything.
Unless you want to write down solution. I always welcome who can try solve such problems.
When Comes RI stacking, Since I use Power of Nine H3lls feat, I have RI stacks at max all time. So it's first time hearing about RI stacking issue.
Shadow slip issue- well about it I have have complains too. I would prefer that mod 10'th version would be brought back.
Which have 1s totall immunity, both CC, damage and even debuff could be negated.
With mod 16 version, shadow slip negate if there is damage and if there is cc, but if there is damage with CC effect it do not negate. That's very obvious during sieges( pvp). Also you can't counter enemies hit which use debuff like effect.
Other downside is that, since mod 16 the CA got updated, so not only players do more damage via CA, but enemies too.
When using shadow slip, enemies gain CA against you, and if happens they hit in your back( most of times) , they do massive damage. So this Shadow slip damage reduction factor is not suficient to mitigate incoming damage from CA.
So only shadow slip's first second immunity frame provide some sort tool to survive.
Soul sparks, I throw soulScortch so offten that it's rare time I have full Soul sparks. But I can take your claims for sure..
Bugs are not tool to balance classes/game. It never where and never will be. They are thngs which happens, and it's really not made on purpose.. And if you don't beleave me, or members of Crytptic staff, you can ask same stuffs about bugs other game publisher/developers. They will answer the same way..
Personally I would like to have CDP like thread with warlock players and developers. So that players and developers could sit down and talk about all issues and possible solutions how fix them. Even if they would be fixed in one month, developers already would knew what warlock players would prefer, and what kind fixes they expect.
This is my hope for warlock and it's future.
I playing as warlock since SW introduction in mod 4, till now. I didn't quit when warlock where weakest, least liked class, and I will not leave it now either. All these years Warlock where my main and it will remain main class I play.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
The issues around class balance are somewhat different. With classes, you're thinking more about things like interesting different build choices, making sure the class can keep up with other classes in its role, making sure each paragon path is viable, and so on.
But that being put aside, any chance we see stacks on hoods refresh with each new stack added? Those have up to 10 stacks and so far the only class that can consistently keep them up is fighter with their high at-wills. Even in group content faster-hitting classes struggle since Band of Air nerf to have that consistency, which in turn holds them back more than expected.
While Band of Air is one of most used examples, we can also use others too.
Tales of old x3 books bring lostmouth sets mechanic.
Which is when you land crit hit you do additional 100% of your damage value hit.
[Demogorgon's Reach] set which gives 5% dmg incease and also if you land 5 crits in row, it does 150 mag hit. ( based on tool tip).
With both cases warlock, rogue, ranger seemingly proc this sets more offten than Cleric or fighter, due rapid hits or DoT's.
But there is also Mytral set from Dragon_Vale campaign. Which does 100% of your damage value hit when you do Ca damage.
Classes like Rogue and warlock have upper hand in this regards, cuz Rogues Stealth mechanic gives CA, and warlocks NoPit,NoMercy gives CA too.
While cleric, fighter, wizard don't have own ability to tap in CA. They must relay either on companion or postion to gain CA, and ussually when they gain CA fights are more less over.
But lets not forget Sigil of the Bard artefact.
Who do you think will proc these additional hits more is 10s, Rogue/warlock or Cleric/fighter?.
Though it's not an item, but I would like to bring also companion as example.
Aranea wisdom - on attack you have 10% chance to have lightning stike your target with 112.5 magnitue damage.
Certain classes can proc it more offten, though not as much, while with others you can forget about it.
So while we talk about items, ignoring classes is not the wise thing to do.
In mod 5 warlocks where considered as OP class, all was due Lostmouth set. Warlocks due having lot of DoTs, and encounter + at will( hellish rebuke) could crit too. SW could proc set way more times than others, and thats why staff had to nerf it.
With mod 6 it was increased internal cool down, to balance items performance between classes/builds. But also this adjusted it's over all impact in combat.
While warlocks lost big chunk of dps from set, for other classes losses where minimal.
So while I undestand that you would like to see the talks would stay about items, as long there is mechanic which relaying on "hit", it's unavoidable to talk about classes/builds. Cuz some may proc it more times than others..
And we may end up with same issue as where with lostmouth or Band of air.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
> It's maybe worth mentioning that "Balance Changes: General Direction" was written specifically with items in mind (it probably should have had "Item" in the title).
>
> The issues around class balance are somewhat different. With classes, you're thinking more about things like interesting different build choices, making sure the class can keep up with other classes in its role, making sure each paragon path is viable, and so on.
I guess that items, like all new weapons, breaking just one class feature isn't quite an item balance issue, just a class balance issue then.