So, what you are saying is, we should all wait until we are level 70, with high grade gear 'before' we can start farming our Sharandar, Dread Ring, IWD, and Well of Dragons boons.
Not at all because 60 to 69 is artificially inflated to level 70. If cryptic had scaled it correctly, then your stats including gear would be at a viable stage to to those zones.
I'm not exactly thrilled with the way it is right now but I don't want it to be like it was before either. Needs to be in a medium for everyone. Cryptic will still have to do some more tuning. Normal quest mobs should be a little more forgiving so it's fair to complete dailies. Also the HE's including minors are currently not. It requires the player to make extremely careful choices and decisions right now in order to solo. IMO, they should make minor ones solo'able (for questing sake) but major to epic would require multiple player efforts.
People don't like playing the ever same dungeons for years, now for no worthwhile loot anymore.
Most would love to do a new, challenging, complex, 1 hour long dungeon, where the loot makes a visible dent in your endless refinement tasks.
Perhaps but I'd almost put money on the majority playing for the reward and not the challenge or complexity.
I think a lot of people are hiding their desire for rewards behind a claim of harder content.
I got my *** handed to me by random mobs in WoD. Some monsters have crazy control resistance, freeze barely lasts a second on them, some others have enormous damage
[Combat (Self)] Green Dragonfang deals 23700 (66534) Poison Damage to you with Aimed Shot.
I had active shield on, I froze this guy and the white dragonfang and a second later the dragonfang froze me for about 3 times longer than what I'm able to freeze him during the time this guy loaded this damage in my face
I don't know what to say, it's a big change to go from steamrolling everything to being murdered consistently, it feels like the monsters are actually stronger than my character when they can prone me or freeze me for 3 times the amount of time my CW can do to them
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
My 16k live 60 lvl GF got murdered. White dragonwings go out of stuns instantly, freeze me and I'm done. Despite I deal 20-50k damage hits I can't kill anything fast enough. I tried different tactics, encounters, paragon paths - nothing worked. I felt like trying to solo eSoT.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Haven't tried the higher end zones yet on preview, but it's a shame they appear to be catering to the hardcore crowd.
My expectation of a game, is that regular quests/contest be soloable by any class (and not just those with top end gear), and deaths from such content should be fairly rare.
Havent played in a couple weeks. I'll continue to keep tabs on the game, hopefully they'll get things in order and allow casual players to actually play.
so the way i see this is the pve players all have to start from begining on gear but all pvpers will automaticly be uber after mod 6 beacuse they can buy uber lv 70 gear out of the gate this is wrong the new gear should be bought with a new curancy and they should have to start from begining just like the pve people
and rank 5 s are worth less now cause we have to refine enchants to r12 and artifacts to mystic
You don't HAVE to. In fact, with the new stat curves there is much less benefit to upgrading enchantments to Rank 12. I have no intention of going above Rank 8's when Mod 6 hits and, from the testing I've been doing, it won't make much of a difference if someone does. Getting to Rank 12's is a vanity measure more than a practically useful one.
This issue has been bothering me all day. Here is my parting thought for the night:
Devs: seriously. THINK ABOUT WHERE THIS IS LEADING.
The combination of all of these survivability changes: the nerfs (yes, nerfs) to regen and lifesteal, the 50% increase in potion cooldown time, the restriction to one stat-boosting potion at a time, taken together, are going to seriously harm survivability.
Maybe you're thinking that we really should be forced to use healers in group content. That is almost certainly correct. However, the bulk of every player's time is spent solo, doing dailies. With these changes, you are running a serious risk of making solo content incredibly frustrating and unforgiving. I've spoken to people who have tested it on preview and there is evidence to bear this out.
My suggestion: apply these changes ONLY in two cases:
1. In dungeons.
2. If a player has aggroed part of a heroic encounter.
By definition, all other situations are solo content. (don't forget Foundries, which are almost always done solo!) There is no healer in those cases, because there is no group. If your intention is to eliminate solo content, bear in mind that most players are not expecting this.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
The main problem is not in the regen, ls and potion cd nerfs, but in defense curve changes. My GF has 28% DR with 7k defense on preview, dps built strikers (HR, SW) sit at 8-11% DR. In the meantime, mobs have 20-50k basic damage on their attacks.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
their data shows everything is correct, so whenever you want to do a daily it will take you 2 days to finish .. because in adventurer takes alot of time to finish a task. so imo it should be even more harder to do it.
There was a game, that made everything group content past lvl 10,.. FF online I believe. It flopped horribly, because people had no choice but to group at all times, even for trash monsters. I recommend avoiding this. By all means ramp up groupd content, but don't make the regular trash mobs, or daily quest mobs elite one-shotters. bad for business. People want to FEEL epic, not pathetic.
I just tested WoD and IWD heroic encounters with my level 60 HR trapper.
With angel of protection, I was able to survive even with only 4.6% life steal chance.
Yeti Rampagers seem to have very high damage resistance and very high hit points.
Soloing these heroic encounters was impossible for me because there is usually not enough time.
I don't have enough dps.
3 players could do it within the time limit ..... if they are all dps.
3 good dps + tank + healer = 5 players.
These are my stats (level 60 upgraded to level 70)
I just tested WoD and IWD heroic encounters with my level 60 HR trapper.
With angel of protection, I was able to survive even with only 4.6% life steal chance.
Yeti Rampagers seem to have very high damage resistance and very high hit points.
Soloing these heroic encounters was impossible for me because there is usually not enough time.
I don't have enough dps.
3 players could do it within the time limit ..... if they are all dps.
3 good dps + tank + healer = 5 players.
These are my stats (level 60 upgraded to level 70)
This makes me ... more than a little concerned. As a relatively new player just starting to work on my IWD campaign progress for boons, if the zone is buffed radically after the majority of the playerbase has already obtained all their boons with ease, and I'm placed behind an additional giant hurdle in addition to already being behind the general curve, and that hurdle leads to constant death and searching for groups to do dailiy tasks to complete something most people breezed through, I'll quit. It's already hard enough trying to catch up. Further expansions should make it easier to clear old content, not harder, or the amount of work a player has to do to reach current competitive levels feels insurmountable. I strongly hope that either the dailies themselves or the work necessary to obtain the boons is changed, or the zone is brought back to soloable with relatively obtainable gear. The ability to solo most content is what sets this game apart from a thousand other MMO's. I really, REALLY hope mod 6 doesn't change that.
Yup, just to echo the general sentiment here. If the game becomes too difficult it will turn off many "normal" or casual players, and that would be to the detriment of everyone.
The attraction for them is to while away a couple of hours doing a few quests. If every encounter becomes a struggle for victory/survival then their interest is likely to wane. To be successful an MMO has to be easy enough for these players.
The major major factor in my enjoyment of this game is that I can solo most stuff and self-heal. It is sounding like that may not be possible after next week, and that would be a great shame.
Do we want a game more difficult than now or just we want to keep it the same? Because right now i can play the game, watch a film, teach math to my sister and talk to the phone at same time.
Lifesteal huehue
Regen huehue (i did it too)
Defense huehue
Enemy damage huehue
Can we change something or should mod 6 be a test to my multitasking skills?
There is really nothing worse than clearing something easily solo one week, then logging in later to find it stomps you solo, and still feeling required to do it. It becomes a daily frustration in feeling that your character's relative power has been nerfed, and that your personal progression and effort are out of your own hands, and trivialized as a result. Every day you log in, have to go do those quests, and remember what they were like before, and get a little angrier and less satisfied with the game. It doesn't end well.
Do we want a game more difficult than now or just we want to keep it the same? Because right now i can play the game, watch a film, teach math to my sister and talk to the phone at same time.
Lifesteal huehue
Regen huehue (i did it too)
Defense huehue
Enemy damage huehue
Can we change something or should mod 6 be a test to my multitasking skills?
Challenge is good in dungeons and places where group content is expected. Challenge is a frustrating pain in the *** when running daily quests. Challenge is also frustrating when it's something that's dropped on your head that other people never had to deal with. I guarantee you don't run IWD dailies with a 10k gearscore doing four things at the same time right now. Asking for content to be buffed after you've outgeared it but newcomers haven't isn't very fair to the rest of us.
well i have got the dev blessing on my gwf and got to 70 and got lvl 70 test gear and i got myself full elemental pvp gear and i have 93k hp and still normal mobs are hard as hell and they can easily kill me.
There is something very wrong with Icewind pass. Both Dwarven Valley and WoD are in a better range. While it's not faceroll easy as it was before, with even level 61 blue gear from the WoD vendor, those areas are more survivable. This also includes possibly changing up your toolkit and strategies. I remember going to IWD when Mod 3 first dropped. It was hard at that 11-12k GS at the time and it now has a similar feel to it.
Icewind Pass however feels like the mobs are doing unnatural damage. Way too much. It's as if their attacks are not respecting the player's damage resistance. There's no reason I should be getting one or two shotted in a questing zone with 66k HP. Even in a dungeon with the holy trinity, that would be kind of ridiculous from trash. We shouldn't be seeing that in a normal zone.
Comments
Not at all because 60 to 69 is artificially inflated to level 70. If cryptic had scaled it correctly, then your stats including gear would be at a viable stage to to those zones.
I'm not exactly thrilled with the way it is right now but I don't want it to be like it was before either. Needs to be in a medium for everyone. Cryptic will still have to do some more tuning. Normal quest mobs should be a little more forgiving so it's fair to complete dailies. Also the HE's including minors are currently not. It requires the player to make extremely careful choices and decisions right now in order to solo. IMO, they should make minor ones solo'able (for questing sake) but major to epic would require multiple player efforts.
Perhaps but I'd almost put money on the majority playing for the reward and not the challenge or complexity.
I think a lot of people are hiding their desire for rewards behind a claim of harder content.
[Combat (Self)] Green Dragonfang deals 23700 (66534) Poison Damage to you with Aimed Shot.
I had active shield on, I froze this guy and the white dragonfang and a second later the dragonfang froze me for about 3 times longer than what I'm able to freeze him during the time this guy loaded this damage in my face
I don't know what to say, it's a big change to go from steamrolling everything to being murdered consistently, it feels like the monsters are actually stronger than my character when they can prone me or freeze me for 3 times the amount of time my CW can do to them
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.
More threads by me / Click on it
My Support Warlock/Temptation Thread
for example you will now get rank 5s which is awesome.
My expectation of a game, is that regular quests/contest be soloable by any class (and not just those with top end gear), and deaths from such content should be fairly rare.
Havent played in a couple weeks. I'll continue to keep tabs on the game, hopefully they'll get things in order and allow casual players to actually play.
and rank 5 s are worth less now cause we have to refine enchants to r12 and artifacts to mystic
well not everyone is looking at rank 12 when they are at rank 8
You don't HAVE to. In fact, with the new stat curves there is much less benefit to upgrading enchantments to Rank 12. I have no intention of going above Rank 8's when Mod 6 hits and, from the testing I've been doing, it won't make much of a difference if someone does. Getting to Rank 12's is a vanity measure more than a practically useful one.
Devs: seriously. THINK ABOUT WHERE THIS IS LEADING.
The combination of all of these survivability changes: the nerfs (yes, nerfs) to regen and lifesteal, the 50% increase in potion cooldown time, the restriction to one stat-boosting potion at a time, taken together, are going to seriously harm survivability.
Maybe you're thinking that we really should be forced to use healers in group content. That is almost certainly correct. However, the bulk of every player's time is spent solo, doing dailies. With these changes, you are running a serious risk of making solo content incredibly frustrating and unforgiving. I've spoken to people who have tested it on preview and there is evidence to bear this out.
My suggestion: apply these changes ONLY in two cases:
1. In dungeons.
2. If a player has aggroed part of a heroic encounter.
By definition, all other situations are solo content. (don't forget Foundries, which are almost always done solo!) There is no healer in those cases, because there is no group. If your intention is to eliminate solo content, bear in mind that most players are not expecting this.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
YES! Aren't we supposed to be heros? Heros of Neverwinter ;-) Doesn't feel like that anymore.
With angel of protection, I was able to survive even with only 4.6% life steal chance.
Yeti Rampagers seem to have very high damage resistance and very high hit points.
Soloing these heroic encounters was impossible for me because there is usually not enough time.
I don't have enough dps.
3 players could do it within the time limit ..... if they are all dps.
3 good dps + tank + healer = 5 players.
These are my stats (level 60 upgraded to level 70)
power 12k
critical chance 42.3%
crit severity 92.1%
registance ignored 36.7%
mainhand weapon
1594-1948 damage
perfect vorpal
offhand weapon
601-735 damage
All my powers are rank 3.
Maybe after I add more armor penetration and unlock rank 4 powers, it will be easier.
Thats as a level 60 upscaled to 70, which is far stronger than an actual 70.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
The attraction for them is to while away a couple of hours doing a few quests. If every encounter becomes a struggle for victory/survival then their interest is likely to wane. To be successful an MMO has to be easy enough for these players.
The major major factor in my enjoyment of this game is that I can solo most stuff and self-heal. It is sounding like that may not be possible after next week, and that would be a great shame.
Lifesteal huehue
Regen huehue (i did it too)
Defense huehue
Enemy damage huehue
Can we change something or should mod 6 be a test to my multitasking skills?
Challenge is good in dungeons and places where group content is expected. Challenge is a frustrating pain in the *** when running daily quests. Challenge is also frustrating when it's something that's dropped on your head that other people never had to deal with. I guarantee you don't run IWD dailies with a 10k gearscore doing four things at the same time right now. Asking for content to be buffed after you've outgeared it but newcomers haven't isn't very fair to the rest of us.
Icewind Pass however feels like the mobs are doing unnatural damage. Way too much. It's as if their attacks are not respecting the player's damage resistance. There's no reason I should be getting one or two shotted in a questing zone with 66k HP. Even in a dungeon with the holy trinity, that would be kind of ridiculous from trash. We shouldn't be seeing that in a normal zone.