Hello, I made this topic because I have the curiosity to know how many people think that this game lacks of a High End PvE content that could bring more challenge, and would ask for a better organization and communication in PvE and how many believe that this game is perfectly fine like it is and there is no need for harder content because most players are casual.
I'm making this topic to "measure" what people think about the difficulty of this game in general, so I ask you to keep a respectful discussion because I really care about what they think the majority of people on this issue.
- - - - - - - My thought on the subject is - - - - - - -
Just to make a few things clear, I do not like the gated content, I like that the very difficulty of a dungeon or a map discriminates the player who can go which would depend on skills and gear, not a daily quest to do for 3 weeks (if it was up to me I would delete the GS requirement for every dungeon), nor do I want to have a marked line between a difficult and an easy content, I would like variety in the game content, which would go from the easiest to the most difficult, just that the last layers would need a very good gear and a very good team to succed.
And essentially what I don't like about the PvE content (here) is that: First of all, there's no a High End Content (at least for me), second, on the campaign you almost don't die and everything is soloable, geez, some quest that need 2 or more players won't hurt anyone and would be fun, as the feel of danger when you explore a map and finding enemies that would need a party to be defeated... and third... that the monsters are too standardized, same drops, same Damage reduction, same exp... it's like every monster on the campaign is the same enemy with a different costume. That's why I find that the PvE content is too trivialized in this game, and me, a person who like PvE and PvP, don't like at all.
What do you think?.
Greetings.
- - - - - - - - EDIT - - - - - - - -
Well, after 100 votes we have a 70% that agree that we should have "harder and longer dungeons as more challenging content on the campaign", which is a big number that I think represents the general consensus, at least the general consensus of the forum.
It disapproves the fact that some people believe that is only the 5% of the game that want more challenge.
- - - - - - - - EDIT 2 - - - - - - -
I highly recommend the following video to everyone:
https://www.youtube.com/watch?v=ea6UuRTjkKs. Sadly, Neverwinter fails in every aspect.
Comments
I would like to see guaranteed epic rewards that SCALE APPROPRIATELY based on player performance.
Sharra Del'Armgo - SW Trapper Hybrid HR
Ogghra Bar'Ghuzumn - MI Scoundrel TR
Vænna Thrymskjöldr - IV Protector GF
Bind on equip loot, epic refining stones, companions, artifacts, etc could be a good compromise
Tonight I only played for 2 hours. Partially because the lag was unbearable, but partially because for the first time of playing this game I actually felt bored. I did not want to run epic LoL, I did not want to run epic skirmishes, even PvP seemed a bit dull.
2. Why should a 18k GS player get better loot than a 12k player? Do you understand how absurd that idea is? Do you understand it will further increase the gap between the established/paid players and the newer, less established players?
Need some content that is:
- hard
- requires team coordination to beat
- requires good gear
- good spec
- FARMABLE!!! I don't want to play the AH for good AD. I wanna farm BOSSES and sell loot.
- REWARDING ENOUGH. Do NOT give me a R5 from a chest or cheezy lame sets that nobody wears. Put in some Rank 7+ drops, Rank 9 from raid boss. Remove cheez gear from raid chest, put it on the boss, with a drop chance of 100% (1 or 2 items/kill) so we can roll for it and have something to farm for.
make 3 versions of dungeons pls;
heroic - for nubs
epic - for nubs who have enchants and maxed out people who can buy all gear except brain cells
legendary - for real mmo players.
And that's the real problem with this game, they put more effort in designing dailies than designing dungeons. Some of the daily lairs (icespire, whispering) take ~5 mins with a team that can finish E.LoL in 10 mins. Those 2 lairs are about the same size, in sq.feet, as LoL, if not bigger, the only reason LoL takes longer, is that there you have 3 bosses to kill and the mobs are higher lvl.
We need long, challenging and rewarding dungeons. The last part is very important, because even the best dungeon will be abandoned after the first few weeks if it's not farmable.
Oh - having the War Dog companion summoned helps.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
We don't need harder dungeons if the only thing to make them harder is mob's HP and damage. I don't care if a mob hits me for 50k or 100k, it kills me anyway as well as if I'm killing a boss for 1 or 3 minutes of straight attacking - it doesn't matter.
We need dungeons that require coordination and tactics. "If you kill the boss' adds, he'll gain 50% damage for each add killed". Ok, but we can't use it, we can't kite those adds because they're half the time are immune to CC and another half are jumping around the battlefield. If they were slow and had an ability to kill you with 1 hit, we could have kited them while the boss is killed by the rest of the team. The interesting mechanic is already there, but the implementation....god...
The final Lostmauth encounter is what one of the mini-bosses should have been like, I think the majority of people are let down.
and also the featured satirical comedic adventure "A Call for Heroes".
Imagine the same battlefield with:
20 player characters
The main gate of Neverwinter
Three guard outposts around the area that regularly send out guards to help the PCs. Outpost can be damaged by monsters and catapults.
Three gates sending out hordes of cultists.
Catapults firing on the gates and ouposts.
Three dragons in the sky attacking like fulminorax/lostmauth while flying and landing to engage PCs if they get close to a portal.
Players win by destroying the portals and avoiding destruction of the doors.
Something like this will be not that far away from what we see today, will force parties to tactical decisions. Do we take down the catapults first even if that will mean more time for cultists to come out of the gates? Do we help protecting the outposts so that soldiers help us in slowing down the cultists? Do we fight side-by side with the soldiers to avoid too many casualties among them? Who´s gonna protect the door? Is somebody going to engage a dragon on the ground to avoid it flying back in the air and laying waste to everything? Shall we try to kill the dragons?
This will feel like a D&D battle and not like a boring linear dungeon run.
Loot should be based on the overall result (state of the outposts and gates and the end of the fight, number of neverwinter soldiers dead,).
Each player should get a list he can pick 1-2 items from. Ideally there should be a short time (a few mins) before the battle starts that will be used to outline strategies and sort out bots and kick them.
Born of Black Wind: SW Level 80
1. Will this new content be *so* hard that only the elite will ever stand a chance of finishing it, and casual players will be left behind? If so, then this stands in contrast to the game's philosophy of catering to casual players. Whether or not the game OUGHT to cater to casual players is a different discussion. But IF it is going to cater to casual players, then one would imagine that most, if not all, of the content ought to be at least accessible to the entire playerbase.
And if your response is going to be "let the casuals have the dailies but WE want the super-hard stuff", then that is just an insulting and patronizing response.
2. What ought to distinguish this game from other MMOs? Just the D&D brand and that's all? It seems to me, if you want hardcore raiding, that there are already other MMOs out there that will cater to your desires. I don't see what is to be gained by simply turning this game into a product that has already been duplicated many many times already in the marketplace.
3. Will the required level of communication be voice comms, gaming mouses and headsets? If so, then that is starting to stray a little bit from the free-to-play model. If players *need* to buy a lot of shiny stuff just to complete the content, then it's not exactly F2P. Plus keep in mind this game serves an international audience. Not everyone on the planet has as much disposable income as the typical Westerner. IMO the level of communication required shouldn't be more than the chat box that is already provided in-game.
Your logic is flawed in itself. Cause if that's the case, why do we need PvP in this game? There are other games that do this. Why do we need dungeons? There are other games that do this. Why do we need this game? There are other games...
Well compared to most NWO dungeons, other MMOs don't rely on having a huge cluster of adds as the primary difficulty mechanic.
And I don't think any other MMO has ever had a single class that has been totally dominant in PvE for this long.
Of course, these aren't exactly positives for most players....
Different? hmm... 10 minutes instances with easy mobs having few HPs and doing little damage.. I have at least a couple of games in mind and i've only thought about it for less than 5s. But at least these other game also offer truly challenging content with npcs slapping your face if you come unprepared.
Right now there is only a handful of online games not trying to fight to appeal to the most casual audience (the kind of people usually playing angry birds or farmville). The market is absolutely vomiting one very casual MMO or two every month. Because neverwinter was what it was when it's been released, a game offering challenges and requiring what the OP mentions when having 11k GS was making you someone special and unique, there is a whole lot of gamers sticking around too. Like it or not, they're here and wondering wtf happened to their challenges.
Yup. They announced cutting CWs damage, but it's still there.
Born of Black Wind: SW Level 80
I would like to see some party splitting like you get lost somewhere and the hole party is scattered or teleportation fails.
And I would like to see the party build up influence the way you take. Like GF unlocks 1 way TR another way and the party need to chose which way it s better for them. The TR way should be full of traps for example.
And what I would like to see is a bigger dungeon that will take you 60 min to do...
+ of course "better loot" not like a rank 5 enchant but not like an artifact somewhere between.
At this point I wouldn't care about the loot, I just want more challenge content... but, if it was the case that they make a weapon that gives 100 more critical, or 100 more ArP, or 100 more Power, etc... than what is BiS now... what would be the problem?, due to the dimishing returns it would make almost a 0% difference, while for a low geared player 100 ArP would mean a lot more...
The only problem I see are made by the artifacts, boons, and broken Glyphs, rathern than having 0.95% more Resistance ignored or 2% more damage.
Anybody knows?
During alpha and closed beta all the press releases I remember reading were saying quite the opposite. But since then the team has changed a lot, there are faces we didn't see back then and a lot of the devs actively posting on the forums at that time just vanished.
Thanks.
I was asking this because some people claim post and post again that the game focus is casual and the philosophy behind the game is catering to the newbie audience and in no way to the veterans.
It would be good to put these claims to rest once and for all if they aren't true. There is no reason to pigeonhole the game ourselves when the developer intent is yet unknown.