Logically, it may be to help players catch up with the curve and ease the grind a little while the team hammers out some farther-reaching changes.
Hmm. Now I have a question. Now that I've done the grind with one character and gotten the various 16/16 vigilance rewards, I've concluded that I don't really need them if I already have Draconic Templar -- though Eternal is still needed one hitting 70, but that's a separate issue.
So, my question is, is it possible to get the artifact mainhand and offhand at the end of the EE campaign without doing all 192 quests? Last week we were all wondering about it in guild chat and no one knew. That would *really* make the double-XP event useful.
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
Wanted to leave some feedback on mod 6 regarding items/enchantments.
1. Tranquil Enchants: These need to be tuned up some. I suggest having it as a percentage of your health (1%,2%) similar to tene enchantment. I think this would really make the enchantment useful, keep it as it is as far as proc'ing . multi procs would make it too op
2. Soulforged: This enchant could use some minor tweaking. Health regained after recovery should be a percentage of your overall health. Also if at all possible it needs to shield you for the entire animation of a prone if that is what kills you. Right now if you get proned, your SF goes off while you are on the ground and getting up. Then when the prone animation ends you are dead.
3. Vorpal. The pure and trans versions actually debuff the character not the target. Minor fix
4. Pocket pet and Tymora's lucky coin aren't scaling well at 70 if at all. Suggest buffing them in order to make them relevant. Especially Tymora's coin.
5. The new professions resources don't drop out of old grab bags that say scale with level. IE Gift of Gods, Gift of Tymora. These need to be tweaked.
6. Feytouched You had to have seen the reports by now.
7. Barkshield. I would suggest making these a percentage of your health as well.
8. Bronzewood. Need tweaking. Perhaps removing cooldown.
9. Lifedrinker, bilethorn, briartwine, flaming. Damage needs to be buffed for all of these. Or add in a feature the removes opponents daily (similar to powrie in sharadar). Could make these useful again
10. Balance is all over the place right now. I will wait till after the 23 to go into that. see what is changed
11. Temple of Tiamat needs the ability to que for it as a raid. Honestly this is something that should have gone through a long time ago. It is going to require well geared players and coordination to beat right now. Give us that option please. This would make guilds so much more useful as well. Please do this soon. Or dumb down the dungeon so that random 25 people can complete (this would not be the ideal path)
Hmm. Now I have a question. Now that I've done the grind with one character and gotten the various 16/16 vigilance rewards, I've concluded that I don't really need them if I already have Draconic Templar -- though Eternal is still needed one hitting 70, but that's a separate issue.
So, my question is, is it possible to get the artifact mainhand and offhand at the end of the EE campaign without doing all 192 quests? Last week we were all wondering about it in guild chat and no one knew. That would *really* make the double-XP event useful.
You get the offhand once you hit level 70, no matter how you get there. For the main hand, you need to complete Spinward Rise. You can skip the zones leading up to it, though.
We are aware that mistakes were made with this release, and for that I would like to apologize. We understand the frustration and are actively working to make positive adjustments. Things won’t change immediately, but they will improve over time. Thank you for understanding and giving me the time to help identify and address the issues important to the community.
This is huge really. Everyone makes mistakes but acknowledging mistakes and making a clear effort to correct them is all we can ask of anyone.
A modest list of comments and suggestions in the Great Wall Of Text below.
1. Mod 6 is somewhat cluttered with continuity disconnects.
A good example is getting eternal gear to level through the content with.
Due to the nature of the hard hitting NPCs in the new zones, eternal gear is preferred to level with.
Eternal gear is from a vendor in Well of Dragons , and maybe in protector enclave as well?
The disconnect is as follows...
--> You need 20k AD's, 15 Dragon Fangs, 50 dragon coins and 5 gold to get each item.
--> the AD's, the dragon coins, and the 5 gold are attainable enough.
--> the 15 dragon fangs per item are not so easily gotten.
--> the mobs hit you too blasted hard, like you owe them money or somesuch.
--> they are only given by completing the weekly well of dragons quest or the dailies that occur in WoD.
--> Forget completing any of the mini-boss dungeon dailies as a ranked up level 70 from level 60.
--> also don't bother completing any of the kill quests
===> exception noted on kill quests for gwf, TR(?), and combat HR.
--> that leaves 3 maybe 4 quests you can complete to get dragons fangs, meaning unless volatile potion, lay of the land, zentarim spies, or thayan garments quests are up.. you may as well pass on getting fangs that day.
]Thus, it is a catch 22. You need the eternal gear to survive, but cannot get the eternal gear as you cannot live long enough to complete quests in solo mode.
2. In dread ring, sharandar, iwd, and well of dragons.. all the mobs and NPC's either hit too hard, crit all the time, ignore damage resistance, or combination of the previous.
I've seen powries cut through a GF shield like it was not there
Seen a cw shield get eaten in 2 secs by ice trolls in IWD
Seen a gwf loose 2/3 of health while using spinning strike on thayan servitors in dread ring, .. and on and on.
Some accommodation has to be made to allow for "ranked-to-70" level 60+ to simply survive in said zones, Or maybe change the zones to be level 70 access only..
3. The rewards for completing the first 3 expansion zones (drowned shore, reclamation rock, fiery pit) do seem a bit understated/weak.
Pants.. for completing drowned shore..?
Maybe a blue leveling item that would stand the player in good stead for the rest of the trek to 70..
Say a ring/neck/belt combo that work together like xvim set does.. only with say a temp HP boost?
4. I would also ask that the health of the well of dragons heralds be looked it.
Right now, only the first herald attacked, usually white, get close to being killed.
And that is only about 50% of the time.
Granted, kill ratio's will increase as people slog thru and get better gear
But... but an increasing number will decide not to bother with heralds given how excruciatingly brutal they are now.
5. Lastly take a hard look at implementation of the epic dungeons.
I've run Lair of Lostmauth and Valindra's temple as a level 70, ilvl 2200 swordmaster GWF and 68k health.
I an decently good at dodging red stuff.
I still used over 30 injury kits and close to 60 pots.. with a heal DC in the group
It is not so much how hard the NPC's hit, just the sheer number of thayan blade swingers and fugly cat creatures that glomm onto you at once.
If the NPCs attacks are to remain that hard, mayhaps reduce number of added mobs by say 10 %.
I only present the 10% suggestion as a point of discussion, not a hard required item.
Thank you for your consideration, and hard blasted work on my favorite game!!
We are aware that mistakes were made with this release, and for that I would like to apologize. We understand the frustration and are actively working to make positive adjustments. Things won’t change immediately, but they will improve over time. Thank you for understanding and giving me the time to help identify and address the issues important to the community.
Hmm. Now I have a question. Now that I've done the grind with one character and gotten the various 16/16 vigilance rewards, I've concluded that I don't really need them if I already have Draconic Templar -- though Eternal is still needed one hitting 70, but that's a separate issue.
So, my question is, is it possible to get the artifact mainhand and offhand at the end of the EE campaign without doing all 192 quests? Last week we were all wondering about it in guild chat and no one knew. That would *really* make the double-XP event useful.
You can, without doing any of the new quests, get both the offhand and mainhand at 70. Even before you are 70. The MH ToD campaign task and the Linu vendor. Technically a new player could buy it all. Dragon coffers for linu and mats for the task. (youd still have to have campaign done up to that point though which I a new player wouldnt have)
I understand there's a lot of issues to be gone thru. Will you please add fix the mobile gateway for chrome to your list so i may log on to sword coast once again. It has been down for months on my android phone. Also add kings daily again. Right now there's no reason for anyone to set foot into foundry's.
. Thus, it is a catch 22. You need the eternal gear to survive, but cannot get the eternal gear as you cannot live long enough to complete a quests in solo mode.
In dread ring, sharandar, iwd, and well of dragons.. all the mobs and NPC's either hit too hard, crit all the time, ignore damage resistance, or combination of the previous. I've powries cut through a GF shield like it was not there, seen a cw shield get eaten in 2 secs, seen a gwf loos 2/3 of health while using spinning strike, .. and on and on. Some accommodation has to be made to allow for "ranked-to-70" level 60+ to simply survive in said zones..
Every bit of that is a valid concern, but there is also one that goes along with it: depending on your build, even Eternal gear isn't nearly enough to let you survive in a place like WoD.
As an "acid test" I took my level-70 HR to WoD to do some dailies. She has insane levels of gear: iLvl was 3194 (at the time), three mythic artifacts, one legendary artifact, 79k HP, Eternal armor, R10 and R11 enchantments, legendary Lathander cloak and belt (and mythic Lathander artifact), the works. She's geared to Hades and gone -- and gets annihilated by measly black dragonwings. The problem is, she's an archer Stormwarden. It *should* be as viable a build as any other, yet I've lost count of the number of times people have said to me, "just respec to Trapper". If the difficulty is so over-the-top and/or so unforgiving that certain legitimate builds aren't viable at all, that *should* be a problem worth fixing.
Opinions differ, but mine is that the combination of multiple hits to survivability (the regen one being my pet peeve by far) and multiple buffs to PvE enemies has driven all but a select few ways of playing into unviability. It simply *couldn't* have ended well and really needs to be addressed.
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
Please fix Dragon Hoard Enchantments so actual drop rates match promised drop rates...all the time. And make my eldritch runestone actually provide a bonus from my ioun stone companion. And oh yeah, I'd like to be able to play solo, as well as actually beat a dungeon again.
"We are aware that mistakes were made with this release, and for that I would like to apologize. We understand the frustration and are actively working to make positive adjustments. Things won’t change immediately, but they will improve over time. Thank you for understanding and giving me the time to help identify and address the issues important to the community."
This is huge really. Everyone makes mistakes but acknowledging mistakes and making a clear effort to correct them is all we can ask of anyone.
I too appreciate this comment. It shows that they are taking our feedback seriously. Clear lines of communication are integral to any business model. Hopefully this type of communication can continue, keeping players updated and heard.
Haven't seen any direct responses about the sw problems in mod 6, thought I'd mention it.
As a class, the sw relies disproportionately on lifesteal when compared with other classes. I understand that the system was apparently broken, and everybody was using it to survive instead of other means. Sw needs it. Perfect example would be Warlock's Bargain, a power that sacrifices 15% of your health to lifesteal over time the target, while increasing damage resist and redirecting a % of damage you take to your target. Pre mod 6, this amounts to a temporary set back to ensure less damage taken and a heal over time effect. Post mod 6, you sacrifice 15% of your health (too scarce as it is already) to deal negligible damage and have your increased resistance ignored because of higher armor pen. You no longer really even heal off of it, because any lifesteal you would get is just on one tic of damage, rather than a chance to steal health off the whole dot effect. This power no longer works. The only real replacement for it is vampiric embrace, which I now MUST have slotted to survive. I should be able to slot any powers and just change my play style to fit. Some are considered better by various people, and the community even has general consensus on which you should run, but there needs to be flexibility and individual adaptation. I commited blasphemy by never running Tyrannical Threat. I'm a rebel that way. Good game design meant I could swap it for something I liked better and still thrive.
I also have no idea how to make a legitimate build. Temptation 'locks are supposed to be fully geared for lifesteal to heal their teammates, and now the stat is useless (yeah I know they buffed tempt cap. Still don't think I should HAVE to have that slotted). Fury 'locks just had their cap nerfed by 40% (imagine tr having 40% less stealth/ 40% less crit, GF taking 40% more dmg while shielding, CW control reduced, DC divine power/healing cut, or another equivalent) and are no longer the powerhouse they used to be. Damnation 'locks would be the most tempting to me right now, but the puppets die so fast you may as well not have them. The entire class (last one released before pally) has now become irrelevant and inadequate.
I also think that lifesteal's programming is broken. Simply put, I don't heal off it as often as I should at 14% chance to proc it.
I main sw and even outside of the problems with mod 6 grind/mobs I don't enjoy playing her anymore. Each class has their unique awesomness that makes them what they are. TR's can one shot in pvp, and it's AWESOME (for them;) ) GF can sit on a boss and laugh at attemps to damage them, and it's AWESOME! (especially for their team) SW is supposed to MELT FREAKIN FACE OFF MOBS!!! and can't anymore...
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vinceent1Member, NW M9 PlaytestPosts: 1,264Arc User
edited April 2015
--- SUGGESTION FOR PVP DROPS ---
Please we are begging for MONTHS, we want refinements as reward in pvp. it will attract more players to it, i will start matchmaking finally working, players will be happy and spend dollars
We are at ovehaul module, can we please finally adress it? Can i get an answer, the promise you investigate it? pvp community begging for this for months, really now is the last chance to get devs attention i thought
Oh you only just took over? I can understand that there is a lot of work ahead of you. Good luck with that, thanks for the double xp week, I see that as a sign of good will!
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blackmagidMember, NW M9 PlaytestPosts: 111Arc User
edited April 2015
Would also like to point at my poor temptation warlock and mention they could do with some love – I have never spent so much on injury kits – don’t really need healing kits as normally dead before I get to use them!
Have played a paladin up to level 64 and am enjoying the build – he almost made it through Ghost Story yesterday on his own. He had to team up to get through the whole of the level though (couldn’t get anywhere near the mob in the last tower before the stairs down to the last mob) and that felt less rewarding as most people seem to love to run.
Overall I’m sort of OK with the difficulty (could be toned down a bit) BUT not the amount of grinding that EE offers and feel (atm) less inclined to level up my other 3 characters.
Concidering that this from the new guy in the office, I'll hold my praise one way or the other, until if and when we see any changes... especially on the communication front. Or will this be the last that we hear from him?
I hope this isn't the last you'll hear from me; I just got here!
That said, communication back out to you all will come from a variety of places. Sometimes that will be from me, other times it will come from different members of the team.
Regardless of the source, we want to improve communication.
Also, and only because it was mentioned earlier in this thread, I too am hyped about the new Muppet Show. The original Muppet Movie (yes, the one from the 70s) is still one of my top 5, all-time favorites.
-Scott
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ryoshinetteMember, NW M9 PlaytestPosts: 488Arc User
edited April 2015
"We are aware that mistakes were made with this release, and for that I would like to apologize. We understand the frustration and are actively working to make positive adjustments. Things won’t change immediately, but they will improve over time. Thank you for understanding and giving me the time to help identify and address the issues important to the community."
Impressed. I'm ok with that, if it's a bug - wrong enchant, not working skills etc. Then We can wait month (for some tweaks we are waiting 2 years). But game breaking issues should be fixed IMMEDIETALLY. Even not - next maintanance, just NOW.
Economy in this game is even more sick than in EU. You can't wait with fixing real issues influencing on economy so slowly. How long did you know about resonanse stones bugs till you fixed it. I would multiply examples.
First: Thank you for letting us know the current situation on Neverwinter.
Please take a look to the GWF Class, We have been waiting more than enough to see finally an Improvement,
weeks, months have passed and still nothing,
The past Modules have only been Reducing our performance continually-
...These buffs will not make it for launch, but should go live roughly 2 weeks after launch...
...We believe these buffs should help improve PVP performance significantly without upsetting the PVE balance greatly.
Thank you all for your continued feedback.
Chris "Gentleman Crush" Meyer
- Unstoppable need an improvement
Many Skills can ignore it, the immune to control effect doesn't work!.
Compared to CW-Shield are our Unstoppable a tiny shield,not constant and we losing DR over time.
- Our DR/DR% need a higher value
The overall DR reduction, was for us especially a Really Pain-Hit. (close-Melee)
It's not acceptable that "Piercing Damage" Can ignore our DR completely,
Our Class / GWF-Build is based to DR, with all this ignores from DR are we near useless.
seriously,How is it possible than a Ranged Class got a Better survivability than us (Gwf),
I's not acceptable, We have to Run always before we actually can attack.
At the meanwhile all enemies players already attacking us, they using 2-3 Encounter or a immediately a Daily at FIRST.
We have to accept all the Dmg always at first, But with our currently DR / Defense and Unstoppable is it Not possible.
Ranged Classes Shoot us down from the distance, without giving us a chance to counter.
..we are continuing to fix bugs and improve the overall quality of life.
Thank you for that, Hope to see an improvement.
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
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traxsuMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 51
edited April 2015
Many of the companions which were lifesteal based like the Acolyte of Kelemvor were nerfed significantly in Module 6. Is there any chance to examine said companions and modify the way in which they operate so that they are still useful?
I abandoned mine for a Lillend for example, and would still like to use the Acolyte considering I spent some zen and upgraded its rank as well and it's now sadly useless.
Do whatever you want with solo content but please keep the same difficulty for max lvl dungeons (even with the not yet released ones). The game has been made easier too many times in the past, resulting in a general feeling of boredom. I've stopped playing several times due to that. I've solo most of the former T2 dungeons before module 6, and that was supposed to be endgame group content. What's the point of playing such a game, really? If you plan to make everything easier, please let us know, I'll be the first one not to log-in again. I don't like false promises and making the game feel like in beta/mod 1 was the purpose of the update. Now I don't mind about solo content and lairs in campaign areas, but dungeons should, for the most part, remain untouched, even if some minor adjustments could be done to a couple of bosses at most (like the final boss in cragmire and GWD, but that's it).
Other games have several tiers of content. If you just nerf carelessly the most difficult content in game so that new players in lvl 70 greens can do anything, then this isn't a game for everyone: this is a game meant to attract new players only and showing the door to veterans (or even people who used the cash shop to get there faster). That's the feeling I had in modules 3/4/5. Is that what you meant? People playing for more than six months should leave?
Zone re-use. Please stop it. I know artists time isn't cheap but seeing the same places used 3 or 4 times with a couple of props removed or changed is ridiculous. The amounts of maps recycling makes me wonder if neverwinter is about to enter maintenance mode soon.
Also, since we have the lead design here (thanks for dropping by!) could you please take a look at the pvp stores? Once you get your gear, there are zero reasons to play pvp again, except for the fun of accumulating useless currencies. Since this game is a refinment simulator, maybe more suitable rewards could be found?
Final note: legendary loot almost equivalent to fully refined artifact equipment in dungeons. When? I'm tired of seeing that every single update adds more and more refining, meaning I have to focus all of my gaming time on that if I want to go anywhere. That's boring.
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khimera906Member, NW M9 PlaytestPosts: 898Arc User
edited April 2015
Considering the ridiculous amount of rp needed to reach legendary quality on artefact gear, please consider unlocking the the second and third enchantment slots ar lower quality. For example the weapon enchantment slots at rare, and the offensive/defensive slot at legendary.
People are so caught up with their dissatisfaction with module 6 that they forgot what end game is now, and that's grinding for rp. No matter how grindy some Asian MMOs are, it's no excuse for NW.
This module we were straight up given the off hand just for reaching the level cap. No work, no questing, no effort of any kind, just "Here you go! Now go grind for rp!" That's poor design imo. The main part should be the questing and adventuring in a game that's supposed to be based on D&D.
At this point it's clear as day that the entire game is revolving around a ridiculously long grind that's supposed to push us into buying RP from the cash shop. Is this your "vision of the game"?
I hate dancing with Lady Luck. She always steps on my toes.
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traxsuMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 51
I have T3 black ice armor and do reasonably well in the first two campaigns, but IWD and WoD are very difficult without dying many times. If I upgrade any armor to the new black ice sets, I mainly see a significant increase in HP but not much else in the way of useful stats. I could only imagine the frustration new or under geared players face for gearing up without having to be carried through the end tier dungeons. I can understand that dungeons should be hard, but leveling areas and dailies should be solo friendly along with something to work for (similar to the pre mod 6 play style). To date it is not in the 60-70 tier. Why? What happened?
A side note to this, not only is the grind to black ice unrealistic when it comes to the gear it provides. A person can get a full 137 item level PVP set for significantly less black ice with much stronger stats then the new blue set. Additionally black ice armor sets used to offer a damage resistance to the NPC's in the zones, this was removed entirely in this patch making Icewind NPC's destroy players, what was once a 2-3 man content heroic now takes upwards of ten.
A side note to this, not only is the grind to black ice unrealistic when it comes to the gear it provides. A person can get a full 137 item level PVP set for significantly less black ice with much stronger stats then the new blue set. Additionally black ice armor sets used to offer a damage resistance to the NPC's in the zones, this was removed entirely in this patch making Icewind NPC's destroy players, what was once a 2-3 man content heroic now takes upwards of ten.
The only complaints about difficulty come from people who don't want to get the new gear with more hit points. OF COURSE you're going to struggle if you don't get up to 80-100k hit points. When you have that gear heroic encounters can be done solo again, even in icewind dale. And yes I did it...
Comments
Hmm. Now I have a question. Now that I've done the grind with one character and gotten the various 16/16 vigilance rewards, I've concluded that I don't really need them if I already have Draconic Templar -- though Eternal is still needed one hitting 70, but that's a separate issue.
So, my question is, is it possible to get the artifact mainhand and offhand at the end of the EE campaign without doing all 192 quests? Last week we were all wondering about it in guild chat and no one knew. That would *really* make the double-XP event useful.
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
Hi,
Wanted to leave some feedback on mod 6 regarding items/enchantments.
1. Tranquil Enchants: These need to be tuned up some. I suggest having it as a percentage of your health (1%,2%) similar to tene enchantment. I think this would really make the enchantment useful, keep it as it is as far as proc'ing . multi procs would make it too op
2. Soulforged: This enchant could use some minor tweaking. Health regained after recovery should be a percentage of your overall health. Also if at all possible it needs to shield you for the entire animation of a prone if that is what kills you. Right now if you get proned, your SF goes off while you are on the ground and getting up. Then when the prone animation ends you are dead.
3. Vorpal. The pure and trans versions actually debuff the character not the target. Minor fix
4. Pocket pet and Tymora's lucky coin aren't scaling well at 70 if at all. Suggest buffing them in order to make them relevant. Especially Tymora's coin.
5. The new professions resources don't drop out of old grab bags that say scale with level. IE Gift of Gods, Gift of Tymora. These need to be tweaked.
6. Feytouched You had to have seen the reports by now.
7. Barkshield. I would suggest making these a percentage of your health as well.
8. Bronzewood. Need tweaking. Perhaps removing cooldown.
9. Lifedrinker, bilethorn, briartwine, flaming. Damage needs to be buffed for all of these. Or add in a feature the removes opponents daily (similar to powrie in sharadar). Could make these useful again
10. Balance is all over the place right now. I will wait till after the 23 to go into that. see what is changed
11. Temple of Tiamat needs the ability to que for it as a raid. Honestly this is something that should have gone through a long time ago. It is going to require well geared players and coordination to beat right now. Give us that option please. This would make guilds so much more useful as well. Please do this soon. Or dumb down the dungeon so that random 25 people can complete (this would not be the ideal path)
You get the offhand once you hit level 70, no matter how you get there. For the main hand, you need to complete Spinward Rise. You can skip the zones leading up to it, though.
This is huge really. Everyone makes mistakes but acknowledging mistakes and making a clear effort to correct them is all we can ask of anyone.
A double xp WEEK. wow.
1. Mod 6 is somewhat cluttered with continuity disconnects.
]Thus, it is a catch 22. You need the eternal gear to survive, but cannot get the eternal gear as you cannot live long enough to complete quests in solo mode.
2. In dread ring, sharandar, iwd, and well of dragons.. all the mobs and NPC's either hit too hard, crit all the time, ignore damage resistance, or combination of the previous.
3. The rewards for completing the first 3 expansion zones (drowned shore, reclamation rock, fiery pit) do seem a bit understated/weak.
4. I would also ask that the health of the well of dragons heralds be looked it.
5. Lastly take a hard look at implementation of the epic dungeons.
Thank you for your consideration, and hard blasted work on my favorite game!!
Yes, this made an impact on me, too.
New Artifact Gear/ Same Old Enchants With Higher Ranks/ New and Old Artifacts With Higher Ranks = 30 - 40 million Refine Points.
So, Mod 6 = 30-40 mil RP. nothing more..deal with it...
You can, without doing any of the new quests, get both the offhand and mainhand at 70. Even before you are 70. The MH ToD campaign task and the Linu vendor. Technically a new player could buy it all. Dragon coffers for linu and mats for the task. (youd still have to have campaign done up to that point though which I a new player wouldnt have)
Fox Stevenson - Sandblast
Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
Every bit of that is a valid concern, but there is also one that goes along with it: depending on your build, even Eternal gear isn't nearly enough to let you survive in a place like WoD.
As an "acid test" I took my level-70 HR to WoD to do some dailies. She has insane levels of gear: iLvl was 3194 (at the time), three mythic artifacts, one legendary artifact, 79k HP, Eternal armor, R10 and R11 enchantments, legendary Lathander cloak and belt (and mythic Lathander artifact), the works. She's geared to Hades and gone -- and gets annihilated by measly black dragonwings. The problem is, she's an archer Stormwarden. It *should* be as viable a build as any other, yet I've lost count of the number of times people have said to me, "just respec to Trapper". If the difficulty is so over-the-top and/or so unforgiving that certain legitimate builds aren't viable at all, that *should* be a problem worth fixing.
Opinions differ, but mine is that the combination of multiple hits to survivability (the regen one being my pet peeve by far) and multiple buffs to PvE enemies has driven all but a select few ways of playing into unviability. It simply *couldn't* have ended well and really needs to be addressed.
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
That's about it I guess...
I too appreciate this comment. It shows that they are taking our feedback seriously. Clear lines of communication are integral to any business model. Hopefully this type of communication can continue, keeping players updated and heard.
Kudos community managers / devs.
As a class, the sw relies disproportionately on lifesteal when compared with other classes. I understand that the system was apparently broken, and everybody was using it to survive instead of other means. Sw needs it. Perfect example would be Warlock's Bargain, a power that sacrifices 15% of your health to lifesteal over time the target, while increasing damage resist and redirecting a % of damage you take to your target. Pre mod 6, this amounts to a temporary set back to ensure less damage taken and a heal over time effect. Post mod 6, you sacrifice 15% of your health (too scarce as it is already) to deal negligible damage and have your increased resistance ignored because of higher armor pen. You no longer really even heal off of it, because any lifesteal you would get is just on one tic of damage, rather than a chance to steal health off the whole dot effect. This power no longer works. The only real replacement for it is vampiric embrace, which I now MUST have slotted to survive. I should be able to slot any powers and just change my play style to fit. Some are considered better by various people, and the community even has general consensus on which you should run, but there needs to be flexibility and individual adaptation. I commited blasphemy by never running Tyrannical Threat. I'm a rebel that way. Good game design meant I could swap it for something I liked better and still thrive.
I also have no idea how to make a legitimate build. Temptation 'locks are supposed to be fully geared for lifesteal to heal their teammates, and now the stat is useless (yeah I know they buffed tempt cap. Still don't think I should HAVE to have that slotted). Fury 'locks just had their cap nerfed by 40% (imagine tr having 40% less stealth/ 40% less crit, GF taking 40% more dmg while shielding, CW control reduced, DC divine power/healing cut, or another equivalent) and are no longer the powerhouse they used to be. Damnation 'locks would be the most tempting to me right now, but the puppets die so fast you may as well not have them. The entire class (last one released before pally) has now become irrelevant and inadequate.
I also think that lifesteal's programming is broken. Simply put, I don't heal off it as often as I should at 14% chance to proc it.
I main sw and even outside of the problems with mod 6 grind/mobs I don't enjoy playing her anymore. Each class has their unique awesomness that makes them what they are. TR's can one shot in pvp, and it's AWESOME (for them;) ) GF can sit on a boss and laugh at attemps to damage them, and it's AWESOME! (especially for their team) SW is supposed to MELT FREAKIN FACE OFF MOBS!!! and can't anymore...
Please we are begging for MONTHS, we want refinements as reward in pvp. it will attract more players to it, i will start matchmaking finally working, players will be happy and spend dollars
We are at ovehaul module, can we please finally adress it? Can i get an answer, the promise you investigate it? pvp community begging for this for months, really now is the last chance to get devs attention i thought
Have played a paladin up to level 64 and am enjoying the build – he almost made it through Ghost Story yesterday on his own. He had to team up to get through the whole of the level though (couldn’t get anywhere near the mob in the last tower before the stairs down to the last mob) and that felt less rewarding as most people seem to love to run.
Overall I’m sort of OK with the difficulty (could be toned down a bit) BUT not the amount of grinding that EE offers and feel (atm) less inclined to level up my other 3 characters.
I hope this isn't the last you'll hear from me; I just got here!
That said, communication back out to you all will come from a variety of places. Sometimes that will be from me, other times it will come from different members of the team.
Regardless of the source, we want to improve communication.
Also, and only because it was mentioned earlier in this thread, I too am hyped about the new Muppet Show. The original Muppet Movie (yes, the one from the 70s) is still one of my top 5, all-time favorites.
-Scott
Impressed. I'm ok with that, if it's a bug - wrong enchant, not working skills etc. Then We can wait month (for some tweaks we are waiting 2 years). But game breaking issues should be fixed IMMEDIETALLY. Even not - next maintanance, just NOW.
Economy in this game is even more sick than in EU. You can't wait with fixing real issues influencing on economy so slowly. How long did you know about resonanse stones bugs till you fixed it. I would multiply examples.
regards
ps. And fix this Gf shield. 100% DR !!
.Suicide Squad.
Please take a look to the GWF Class, We have been waiting more than enough to see finally an Improvement,
weeks, months have passed and still nothing,
The past Modules have only been Reducing our performance continually-
- Unstoppable need an improvement
Many Skills can ignore it, the immune to control effect doesn't work!.
Compared to CW-Shield are our Unstoppable a tiny shield,not constant and we losing DR over time.
- Our DR/DR% need a higher value
The overall DR reduction, was for us especially a Really Pain-Hit. (close-Melee)
It's not acceptable that "Piercing Damage" Can ignore our DR completely,
Our Class / GWF-Build is based to DR, with all this ignores from DR are we near useless.
seriously,How is it possible than a Ranged Class got a Better survivability than us (Gwf),
I's not acceptable, We have to Run always before we actually can attack.
At the meanwhile all enemies players already attacking us, they using 2-3 Encounter or a immediately a Daily at FIRST.
We have to accept all the Dmg always at first, But with our currently DR / Defense and Unstoppable is it Not possible.
Ranged Classes Shoot us down from the distance, without giving us a chance to counter.
Thank you for that, Hope to see an improvement.
I abandoned mine for a Lillend for example, and would still like to use the Acolyte considering I spent some zen and upgraded its rank as well and it's now sadly useless.
Thanks.
Other games have several tiers of content. If you just nerf carelessly the most difficult content in game so that new players in lvl 70 greens can do anything, then this isn't a game for everyone: this is a game meant to attract new players only and showing the door to veterans (or even people who used the cash shop to get there faster). That's the feeling I had in modules 3/4/5. Is that what you meant? People playing for more than six months should leave?
Zone re-use. Please stop it. I know artists time isn't cheap but seeing the same places used 3 or 4 times with a couple of props removed or changed is ridiculous. The amounts of maps recycling makes me wonder if neverwinter is about to enter maintenance mode soon.
Also, since we have the lead design here (thanks for dropping by!) could you please take a look at the pvp stores? Once you get your gear, there are zero reasons to play pvp again, except for the fun of accumulating useless currencies. Since this game is a refinment simulator, maybe more suitable rewards could be found?
Final note: legendary loot almost equivalent to fully refined artifact equipment in dungeons. When? I'm tired of seeing that every single update adds more and more refining, meaning I have to focus all of my gaming time on that if I want to go anywhere. That's boring.
People are so caught up with their dissatisfaction with module 6 that they forgot what end game is now, and that's grinding for rp. No matter how grindy some Asian MMOs are, it's no excuse for NW.
This module we were straight up given the off hand just for reaching the level cap. No work, no questing, no effort of any kind, just "Here you go! Now go grind for rp!" That's poor design imo. The main part should be the questing and adventuring in a game that's supposed to be based on D&D.
At this point it's clear as day that the entire game is revolving around a ridiculously long grind that's supposed to push us into buying RP from the cash shop. Is this your "vision of the game"?
A side note to this, not only is the grind to black ice unrealistic when it comes to the gear it provides. A person can get a full 137 item level PVP set for significantly less black ice with much stronger stats then the new blue set. Additionally black ice armor sets used to offer a damage resistance to the NPC's in the zones, this was removed entirely in this patch making Icewind NPC's destroy players, what was once a 2-3 man content heroic now takes upwards of ten.
The only complaints about difficulty come from people who don't want to get the new gear with more hit points. OF COURSE you're going to struggle if you don't get up to 80-100k hit points. When you have that gear heroic encounters can be done solo again, even in icewind dale. And yes I did it...