It s ridiculous, if they are worried about pvp balance with aoe attacks then create 2 difirent mechanics (one is an aoe the other has limited targets), most aoes hit aroun 5 tgts, but in dngs you are swarmed by 15 to 30 guys at a time, it will be better for EVERYONE if you can keep guys at bay better. Not that pvp teams are all togheter in the midle of an aoe anyway, they are usually disperse or running around, so it s as pointless as it is.
Frontline Surge 3 targets, AS 15 and whatnot, it s just ridiculous.
It's not a pvp thing. The problem is the difficulty mechanic in neverwinter is to throw mass quantities of adds at you in boss fights. If there wasn't a cap on targets it wouldn't matter how many mobs they threw at you because you could burn them down as fast as 1 mob.
and don t you think that if you could do that, appropiate lvled characters could finish dngs without the aid of a godly GS db in the team that forces you to choose pass on everything. For example, temple of the spider epic, can t be finished with a team of 11k characters even though the dungeon is rated 8.9. Your s is a weak argument, cause many enemies are inmue to cc, have lots of hp and some respawn in boss battles almost inmediatly; so dificulty wouldn t be easy, it would be appropiate
ToS can be done in 20 minutes on a team of 1 each toon, t1 gear and lvl5 enchants... ffs, get a good spec that maximizes your dps and any dungeon is easy... in any gear!
and don t you think that if you could do that, appropiate lvled characters could finish dngs without the aid of a godly GS db in the team that forces you to choose pass on everything. For example, temple of the spider epic, can t be finished with a team of 11k characters even though the dungeon is rated 8.9. Your s is a weak argument, cause many enemies are inmue to cc, have lots of hp and some respawn in boss battles almost inmediatly; so dificulty wouldn t be easy, it would be appropiate
TOS can be done at gear level (getting to 8.9 exact would be hard) by people with good builds and good skills. It just isn't as fast. Try going in with some strategies for the last boss.
You are all pretty blind, but whatever.
It s not about dmg it s about resisting damage, having 20 mobs around you. A 8.9 at a T2 boss doesn t survive a minute, to that you must add some cheap shots that knock you prone over an enemy aoe that kills you instantly. If a group of 11k can t finish a dng, an 8,9 group has no chance at all. T1 can be finished; but T1 equipment, with lvl 5/6 enchants and artifact reachs almost 11k, and there is no reason to force ioun on ppl to finish a dng.
Frankly, a class like a GWF could probably run around and draw aggro from all the mobs as far as the eye can see, and then simply spam AoEs and farm loot like crazy. We used to see something like this all the time in games about a decade ago, when the MMOG genre was still young.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
Frankly, a class like a GWF could probably run around and draw aggro from all the mobs as far as the eye can see, and then simply spam AoEs and farm loot like crazy. We used to see something like this all the time in games about a decade ago, when the MMOG genre was still young.
Outside of t2's GWF's can do this now, if the cap was up I could probably solo zerg farm almost anything in game. (assuming you could get into t2's solo, which you can't atm)
Well all you need to do is add a bit of life to the mobs, and implement some sort of cc resistence. Instead of just imnunity/vulnerable each monster can have a porcentage chance of being cc. GWF and TR have a lot of chances for soloing, are good at pvp; DC and GF are the limiting factor in any queue. It s pretty lame when the first solution to something is to take away fun from the players. And if someone runs a 8.9 group T2 succesfully, pls upload it in y tube for everyone to see "experts" play.
Well all you need to do is add a bit of life to the mobs, and implement some sort of cc resistence. Instead of just imnunity/vulnerable each monster can have a porcentage chance of being cc. GWF and TR have a lot of chances for soloing, are good at pvp; DC and GF are the limiting factor in any queue. It s pretty lame when the first solution to something is to take away fun from the players. And if someone runs a 8.9 group T2 succesfully, pls upload it in y tube for everyone to see "experts" play.
Don't run in a queue, DC's are useful but a GF is useless with the exception of the last fight of FH. If you run with a random queue you will fail because that is where players that are new to the game and don't know any better try to get parties.
You know you should'nt be swarmed by mobs right? i mean, the goal is to kill them... and only the tanky melee should be swarmed, because you know... they're tanky... GFs can hold any kind of agro for loooong stretches, GWFs can take incredible amounts of damage but they are less likely to act as a moving singularity... for the other toons, its better to not be in the middle of tons of mobs.
You are just wrong dude, AoE target limit is annoying and in some cases makes no sense, but without it the game would be even easier.
The game is easy if you have high GS or if you are playing your 10th toon and already know every corner of the stuff, without that you don t have much of a chance; plus, if you don t use queues you are stucked looking for some high GS guy who won t take you unless your GS is as high as him, wich completly kills the point of trying to get the higher equipment. Unless you play only as a certain cookie cutter build wich allows you to play, making the whole point of customization a complete waste of time, it ends up being like diablo 3, a boring as heck kind of game. If you want more challenges, you can always add, i don t know, godly dungeons or something for really powerful toons.
Don't run in a queue, DC's are useful but a GF is useless with the exception of the last fight of FH. If you run with a random queue you will fail because that is where players that are new to the game and don't know any better try to get parties.
Well all you need to do is add a bit of life to the mobs, and implement some sort of cc resistence. Instead of just imnunity/vulnerable each monster can have a porcentage chance of being cc. GWF and TR have a lot of chances for soloing, are good at pvp; DC and GF are the limiting factor in any queue. It s pretty lame when the first solution to something is to take away fun from the players. And if someone runs a 8.9 group T2 succesfully, pls upload it in y tube for everyone to see "experts" play.
GF is underpowered but they are far from useless. When i had 10kGS i carried my PUG group through Both FH and SP by kiting and holding aggro. Oftentimes, our group consisted of 3 HRs/ 1TR 2HRs and a DC and if they weren't significantly slow in the head or didn't speak english i could kite adds and tank without a problem, while they DPS boss. But in PUG groups, there are always one or two morons that refuse to listen (stay in the astral circle FFS, or FOCUS BOSS FFS) and wiped, so in a lot of these dungeons i had to kite adds and Lunging strike/Anvil boss when i can while 1 DPS wittles down boss fulltime. The problem with PUGS isn't gear score, it's that 1/4 of them are incredibly stupid and don't understand the mechanics of a dungeon. Once you get to ToS and Karru, thats when Gear Score begins to matter because of the need for high DPS, and constant circles for damage mitigation.
I have no problems with this limitation, there has to be some mechanic to make dungeons more difficult. At least this could be a way to make a tank more necessary if they should limit more the possibilities to control mobs as they did with the Shield power of the Control Wizard.
The target cap is 5, the most players you can possibly fight in a domination PVP fight is 5, so it obviously has nothing to do with PVP balance. Basically you're asking that they change a mechanic to balance the game where any group of any composition with low skill level and experience can complete all the content. If that was the case no one would have any reason to gear up and everyone that doesn't PVP would get bored and quit the game after a few weeks.
I had a reply from developer on this one when I posted my complaint about Shield target cap nerf. There are 2 reasons for limiting AoE:
1. If there were no cap, it wouldn't have mattered if you fight 1, 5 or 1000 mobs.
2. On hit VFX of the AoE abilities would cause a massive fps drop.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
I don t like it, but if this limitation is so important then maybe it can be improved.
Instead of being based on number of enemies, it could consider quality of enemies. For example lets say frontline surge could affect 6 enemy ranks, that could be 6 imps (worth 1 rank), 3erynyes (2 ranks) or 1 huge guy (5 ranks or similar); or any combination of the above. Making the skills a little more credible. Keeping the limit for normal enemies, improving it for really weak ones, and giving some resistance to huge ones.
I don t like it, but if this limitation is so important then maybe it can be improved.
Instead of being based on number of enemies, it could consider quality of enemies. For example lets say frontline surge could affect 6 enemy ranks, that could be 6 imps (worth 1 rank), 3erynyes (2 ranks) or 1 huge guy (5 ranks or similar); or any combination of the above. Making the skills a little more credible. Keeping the limit for normal enemies, improving it for really weak ones, and giving some resistance to huge ones.
Honestly that would be overly complicated for no real benefit to recode. Also some of those weak enemies spawn in groups of 6 on purpose in some fights so that you can't one shot the group on purpose.
ToS can be done in 20 minutes on a team of 1 each toon, t1 gear and lvl5 enchants... ffs, get a good spec that maximizes your dps and any dungeon is easy... in any gear!
GF is underpowered but they are far from useless. When i had 10kGS i carried my PUG group through Both FH and SP by kiting and holding aggro. Oftentimes, our group consisted of 3 HRs/ 1TR 2HRs and a DC and if they weren't significantly slow in the head or didn't speak english i could kite adds and tank without a problem, while they DPS boss. But in PUG groups, there are always one or two morons that refuse to listen (stay in the astral circle FFS, or FOCUS BOSS FFS) and wiped, so in a lot of these dungeons i had to kite adds and Lunging strike/Anvil boss when i can while 1 DPS wittles down boss fulltime. The problem with PUGS isn't gear score, it's that 1/4 of them are incredibly stupid and don't understand the mechanics of a dungeon. Once you get to ToS and Karru, thats when Gear Score begins to matter because of the need for high DPS, and constant circles for damage mitigation.
Honestly that would be overly complicated for no real benefit to recode. Also some of those weak enemies spawn in groups of 6 on purpose in some fights so that you can't one shot the group on purpose.
If you knew something about programming, you would understand that there is not much diference in the promamming of one or the other method. But god forbid the game to become more fun.
If you knew something about programming, you would understand that there is not much diference in the promamming of one or the other method. But god forbid the game to become more fun.
Well I don't write object oriented code for home computers but scripts for industrial machines. However you would have to add in a new variable to the database for every mob in the game. Since some boss fights use non-standard mobs you'd have to do them seperate as well. Then when you design a new mob for a new zone you'd have to decide where it should be on the scale. That's a fair amount of dev time for a change that would add no benefit to 99.99% of players. It's added complexity for complexity's sake, and besides taking a good amount of time (which is money) for no real benefit, every added layer of complexity is another spot where bugs can occur. Yeah I think it has bad idea written all over it.
Not really, the aoe already has to count how many enemies it finds in the way, here 1 guy counts as 1 guy no matter what, all you need is to certain guys to count as more than 1 guy. If NWO is programmed in OOP it could be as easy as adding a line in the mother object with a formula. Just for the record, video games are for fun, and practicity shouldn t get in the way of it.
Don't run in a queue, DC's are useful but a GF is useless with the exception of the last fight of FH. If you run with a random queue you will fail because that is where players that are new to the game and don't know any better try to get parties.
And this is where NW utterly fails.
You SHOULD be able to do the dungeons - even the high end tiers - with the tools provided by the system.
If there is a queue to auto create or auto fill it has to make it possible in the advertised time to finish the dungeon.
You are forced to use the queue system to enter the dungeon, so I think it was intended to use it as such.
There is no "you can not queue alone for CN, you must have a group of 5 adventurers" dialogue when queuing.
Failures in the queue system drives off customers. Some stay, some go.
One might say "good riddance" to them who quit, but they were potential customers that were driven off.
Just my thoughts.
Imaginary Friends are the best friends you can have!
And this is where NW utterly fails.
You SHOULD be able to do the dungeons - even the high end tiers - with the tools provided by the system.
If there is a queue to auto create or auto fill it has to make it possible in the advertised time to finish the dungeon.
You are forced to use the queue system to enter the dungeon, so I think it was intended to use it as such.
There is no "you can not queue alone for CN, you must have a group of 5 adventurers" dialogue when queuing.
Failures in the queue system drives off customers. Some stay, some go.
One might say "good riddance" to them who quit, but they were potential customers that were driven off.
Just my thoughts.
Not going to argue that it isn't a failure, but at this point it's a failure that can't be fixed. I'd support putting that "you can not queue alone" message up for every dungeon so that you could queue alone for pvp and skirmishes but not dungeons. Allowing people to queue alone for dungeons is just making the failure bigger at this point.
GF is underpowered but they are far from useless. When i had 10kGS i carried my PUG group through Both FH and SP by kiting and holding aggro. Oftentimes, our group consisted of 3 HRs/ 1TR 2HRs and a DC and if they weren't significantly slow in the head or didn't speak english i could kite adds and tank without a problem, while they DPS boss.
Ok, i've done that dozens of times too, but what you *can* do and what you *should* do are different things.
I mean, getting all the aggro (fighting with a crippling cap on our main AoE taunt, every time I use it it lands on adds that are already following me, instead of adds that are chasing the healer, cap can stay, but the skill should be "intelligent" and land first on targets that are not already aggroed), and running around like a girl, occasionally poking the boss, is not something we should ever do as fighters. We should be able to withstand some damage and hold our ground, occasionally repositioning to avoid big damage, but in any boss fight my guard is down in fractions of a second because zounds of adds. And I have invested a lot of feats/powers to keep that shield up.
The fact the game forces us to do so because there are no alternatives (i.e. killing adds on a insta-respawn timer) is plain wrong.
I'll let the CEO, the dev's and their families know that.
Yeah, hurry up before they call the police on you.
0
chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
edited February 2014
I didn't like how the thread went there were some nice things here
1) AoE target limits are rediculous to me. I would like all of them to be no limit at all. It is silly to watch your guys use their abilities and not hit things, it's even more frustrating as you can't know what will and will not be targeted. Note - if there is no target limit we won't need to take multiple CWs cause one can do that job.
2) to compensate, it would be nice to see dungeons where there are bigger, stronger mobs, sometimes control immune, and ones that hit hard enough you don't want to pull the whole room. MC was the step in the right direction, but VT was a step backwards. I hate that place.
That said, all classes have their uses too, just that when the dungeon is "kill 20+ mobs at once" then it's all about CW/GWF. Sadly.
Comments
I've seen alot of pimped out toons that deal less damage than my Ioun Stone because of bad feats and encounter choices
It s not about dmg it s about resisting damage, having 20 mobs around you. A 8.9 at a T2 boss doesn t survive a minute, to that you must add some cheap shots that knock you prone over an enemy aoe that kills you instantly. If a group of 11k can t finish a dng, an 8,9 group has no chance at all. T1 can be finished; but T1 equipment, with lvl 5/6 enchants and artifact reachs almost 11k, and there is no reason to force ioun on ppl to finish a dng.
Frankly, a class like a GWF could probably run around and draw aggro from all the mobs as far as the eye can see, and then simply spam AoEs and farm loot like crazy. We used to see something like this all the time in games about a decade ago, when the MMOG genre was still young.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Outside of t2's GWF's can do this now, if the cap was up I could probably solo zerg farm almost anything in game. (assuming you could get into t2's solo, which you can't atm)
You are just wrong dude, AoE target limit is annoying and in some cases makes no sense, but without it the game would be even easier.
GF is underpowered but they are far from useless. When i had 10kGS i carried my PUG group through Both FH and SP by kiting and holding aggro. Oftentimes, our group consisted of 3 HRs/ 1TR 2HRs and a DC and if they weren't significantly slow in the head or didn't speak english i could kite adds and tank without a problem, while they DPS boss. But in PUG groups, there are always one or two morons that refuse to listen (stay in the astral circle FFS, or FOCUS BOSS FFS) and wiped, so in a lot of these dungeons i had to kite adds and Lunging strike/Anvil boss when i can while 1 DPS wittles down boss fulltime. The problem with PUGS isn't gear score, it's that 1/4 of them are incredibly stupid and don't understand the mechanics of a dungeon. Once you get to ToS and Karru, thats when Gear Score begins to matter because of the need for high DPS, and constant circles for damage mitigation.
1. If there were no cap, it wouldn't have mattered if you fight 1, 5 or 1000 mobs.
2. On hit VFX of the AoE abilities would cause a massive fps drop.
Instead of being based on number of enemies, it could consider quality of enemies. For example lets say frontline surge could affect 6 enemy ranks, that could be 6 imps (worth 1 rank), 3erynyes (2 ranks) or 1 huge guy (5 ranks or similar); or any combination of the above. Making the skills a little more credible. Keeping the limit for normal enemies, improving it for really weak ones, and giving some resistance to huge ones.
No way........ (dots added to make up /10char
i like this guy
Well I don't write object oriented code for home computers but scripts for industrial machines. However you would have to add in a new variable to the database for every mob in the game. Since some boss fights use non-standard mobs you'd have to do them seperate as well. Then when you design a new mob for a new zone you'd have to decide where it should be on the scale. That's a fair amount of dev time for a change that would add no benefit to 99.99% of players. It's added complexity for complexity's sake, and besides taking a good amount of time (which is money) for no real benefit, every added layer of complexity is another spot where bugs can occur. Yeah I think it has bad idea written all over it.
I'll let the CEO, the dev's and their families know that.
And this is where NW utterly fails.
You SHOULD be able to do the dungeons - even the high end tiers - with the tools provided by the system.
If there is a queue to auto create or auto fill it has to make it possible in the advertised time to finish the dungeon.
You are forced to use the queue system to enter the dungeon, so I think it was intended to use it as such.
There is no "you can not queue alone for CN, you must have a group of 5 adventurers" dialogue when queuing.
Failures in the queue system drives off customers. Some stay, some go.
One might say "good riddance" to them who quit, but they were potential customers that were driven off.
Just my thoughts.
Ok, i've done that dozens of times too, but what you *can* do and what you *should* do are different things.
I mean, getting all the aggro (fighting with a crippling cap on our main AoE taunt, every time I use it it lands on adds that are already following me, instead of adds that are chasing the healer, cap can stay, but the skill should be "intelligent" and land first on targets that are not already aggroed), and running around like a girl, occasionally poking the boss, is not something we should ever do as fighters. We should be able to withstand some damage and hold our ground, occasionally repositioning to avoid big damage, but in any boss fight my guard is down in fractions of a second because zounds of adds. And I have invested a lot of feats/powers to keep that shield up.
The fact the game forces us to do so because there are no alternatives (i.e. killing adds on a insta-respawn timer) is plain wrong.
Yeah, hurry up before they call the police on you.
1) AoE target limits are rediculous to me. I would like all of them to be no limit at all. It is silly to watch your guys use their abilities and not hit things, it's even more frustrating as you can't know what will and will not be targeted. Note - if there is no target limit we won't need to take multiple CWs cause one can do that job.
2) to compensate, it would be nice to see dungeons where there are bigger, stronger mobs, sometimes control immune, and ones that hit hard enough you don't want to pull the whole room. MC was the step in the right direction, but VT was a step backwards. I hate that place.
That said, all classes have their uses too, just that when the dungeon is "kill 20+ mobs at once" then it's all about CW/GWF. Sadly.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know