PLEASE PLEASE PLEASE bring back the dungeons! They were my favorite part of this game... the only time I really socialized with players outside my friends and guild. And, it's frustrating to not feel like the leveling areas are really complete with "hanging" quests to go to dungeons that don't exist. When is this happening?
0
sylverhart2Member, Neverwinter Beta UsersPosts: 3Arc User
This doesn't really do anything, nor does it satisfy any glaring concerns. Still, it is a nice gesture.
I agree, how bout fixing the content from 61 - 65 (as there is where i quit) with a story line instead of daily/repeatable quests that have no story. Here i was hoping to look and see that there was substance to this patch release. So much for wishful thinking. You have lost an avid player who spend zen on a reg basis i might add. This game had such potential and you destroyed it for the casual player IMO.
and I thought I'd done well to get my second character through the vigilance drudge.
...............vote for your favourite expansion.......... "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity". ..............not this one then.............
I can go along with it in regards to setting things getting set back as far as difficulty, but then we end up with the people that complained before about things being too easy, not presenting a challenge. It would be nice for something between something that a reasonably geared character can solo without much frustration, but still provide a bit of a challenge to those that need it. Though I am not sure how that would be accomplished other then returning to the GS/TIL gates for certain content, but even that did not work well because it never took into account the different builds. ie power over defense or different feat trees like HR Archer, or combat over trapper. There are just a lot of variables to account for but I do feel that had the devs and the powers that be listened to the players on the preview server then a lot of the issues could have been fixed before Mod 6 ever went live. Even if it had meant another delay it would have saved a lot of frustration. Though I have a feeling the first release delay had more to do with lining up the release to coincide with Wizards of the Coast's release of the module for D&D.
Exactly. There's no need to nerf everything, reduce damage from everything, just to make a handful of people happy. Not every dungeon or instance should be for everyone. I find solo areas too easy and boring. Thus I don't do them. If some people don't enjoy the difficulty in T2s, why can't they just decide it's not for them instead of demanding nerfs?
1. I strongly agree with the "not every area should be for everyone". There should be hard areas for those with top gear, and easier ones for others. The key is that in each area you get something worthwhile when you do it, as in worthwhile for you at that point.
2. In terms of artificing and weaponsmithing, the big problem is that you can't craft anything that is better than the stuff you get for free (the level 70 arti weapons) and often not even anything better than what you just find lying around or get as part of quests. You need to introduce things that are worthwhile, and crucially, at level 25 you need to have something like you have in armoursmithing that allows you to use the skill to upgrade your weapon and off hand, a bit like you can with Black Ice shaping now (although again see my earlier comment about reconsidering where BI gear is in the hierarchy of things). Perhaps maybe you require a Tier 3 result for it to make a big difference, but at least it gives these abilities a purpose.
1. I strongly agree with the "not every area should be for everyone". There should be hard areas for those with top gear, and easier ones for others. The key is that in each area you get something worthwhile when you do it, as in worthwhile for you at that point.
2. In terms of artificing and weaponsmithing, the big problem is that you can't craft anything that is better than the stuff you get for free (the level 70 arti weapons) and often not even anything better than what you just find lying around or get as part of quests. You need to introduce things that are worthwhile, and crucially, at level 25 you need to have something like you have in armoursmithing that allows you to use the skill to upgrade your weapon and off hand, a bit like you can with Black Ice shaping now (although again see my earlier comment about reconsidering where BI gear is in the hierarchy of things). Perhaps maybe you require a Tier 3 result for it to make a big difference, but at least it gives these abilities a purpose.
One of the suggestions put forward for the "not every area for everyone" - is graded dungeons.
Now some mmo's go for progression dungeons/raids - that's one way of doing it, but takes considerable time/organizing from the groups doing it. Don't really think that's appropriate here.
But a simple "Easy"- "Medium" - "Hard" - "Extreme" option system could work very well. Rewards are scaled to difficulty.
Done right it would provide a challenge for a wide range of players, from the hop in a play people to the organized fixed group players.
Everyone gets to experience the same area(dungeon) with the challenges and gear rewards escalating from easy upwards.
My personal opinion is if a dedicated team (and wouldn't be me, not enough time nowadays) puts the effort into completing an extreme version, then well done to those people, here's the top level drops for you.
This way everyone could get something out of doing the content. Over to you Cryptic?
...............vote for your favourite expansion.......... "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity". ..............not this one then.............
0
khimera906Member, NW M9 PlaytestPosts: 898Arc User
edited May 2015
I like all I see, especially the part about RP added to campaigns. Hopefully it's a fair amount and we'll be finally stepping away from the Dragon Hoard Enchantments grind.
Thank you for these changes.
I hate dancing with Lady Luck. She always steps on my toes.
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damnaciousMember, NW M9 PlaytestPosts: 354Arc User
edited May 2015
Thank you for listening and for the continued increase in communication.
I would like to see you make your own jobs considerably easier by implementing threads for each class in "Bugs" where players can report bugs with each class and, at the same time, easily check to see if it has already been reported.
Monitor these class Bug threads weekly and respond, where appropriate and reasonable, with some sort of acknowledgement and some sort of 'status' for addressing each bug.
Create a thread in each class section specifically for players of that class to contribute feedback on that class. This will serve the purpose of mainly localising class feedback so it can be more easily considered.
Monitor the class feedback threads and respond, where appropriate and reasonable, with some sort of acknowledgement and communication (irregularly) that relates to the feedback and which clearly identifies that such feedback has been observed and either considered or rejected and, perhaps, with a very brief explanation of why, what and when.
Heavily moderate these threads to ensure they remain 'on topic' and not trolled.
As has been previously repeatedly demonstrated, players want to constructively contribute and will do so for free. All that needs to happen is for the right environment and opportunity to be created and some recognition / acknowledgement / communication regarding this feedback.
Make it easy for players to give you what you need to do your jobs properly so that the consumer base is happy and enjoying the game and you will find your jobs will be easier.
Oh! Before i forget...
Completely fix the server lags
Significantly reduce the RP grind
Encourage and enable players to spend time playing / creating other characters.
...As some of you may know, game development takes time and Cryptic is taking the steps to make several adjustments to improve the experience. Scott outlined several in his blog, but those shouldn't be considered the only items that are being actioned on.
Keep the discussion going. Both Andy and myself (as well as the developers) are keeping our eyes on the forums, Twitter, Facebook, etc for key points of feedback (positive or constructive) and will do our best to make sure you all have a great experience.
Alex
Foundry Roadmap? *crickets* ...ANY kind of roadmap?
Remember that "key feature" - a cornerstone of the product?
Infinite Content
Neverwinter comes with the Foundry, a dynamic toolset that provides you the game assets and a sandbox environment to create your own adventures. When your creation is complete, you can hook it up directly into the existing world for everyone in the community to play!
If nothing else, just simply dumping/importing a boatload of EXISTING ASSETS into Foundry would keep Foundry authors at least marginally content for probably six months.
would pay to see this as well. epic dungeon run with 5 iLvl 1600 chars as per requirement.
Some Guildies and I attempted Valindra's Tower a couple nights ago, ilvl scores between 1800-2000. Party makeup was a DC, TR, 2x GWF and a GF. We got stopped halfway through the first map. Yes, I understand that a CW could have been useful, but we didn't have one on that night, but we had a good tank that was getting one-shotted, and 3 DPS's that, despite doing massive damage, took forever to take down mobs.
"...I grab my wiener and charge!" - ironzerg79
0
lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Raising the item level for tiamat goes in the opposite direction of a major player complaint - that you stopped players in mid-progress, forcing them out of the WoD area, and other areas.
The glaring problem with Tiamat in Mod 5 was that under-geared players were getting in, which was ruining the chances of everyone else attempting the fight. Implementing a minimum TIL of 1800 isn't nearly enough I'm afraid. We will be going back to Mod 5 again with far too many under-geared players hoping to leech a reward from a success. You guys just don't learn from your past mistakes. Tiamat is ludicrously hard atm and even with the nerf you guys have planned it will still likely be tougher than T2 dungeons, which have a HIGHER TIL requirement!!!
With regards to the artifact trove being added to DR weekly. Does this contain a chance to get the Eye of Lathander? So by having the Mithril Gauntlets you increase your chances of getting the artifact?
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
lordseth1985Member, NW M9 PlaytestPosts: 319Arc User
edited May 2015
I still don't get why the dungeons are limited to only five players, and all epic dgs, VT and MC have a lot of lag in it. Why don't make like in Warcraft, where you can enter a dungeon with 20-30 players and still don't get any lag?
If the difficulty is kept the way it is now, it'll be nice to increase the number of players in every epic dungeon.
Avestruz.Q.T.Seduz - Rogue, natural born assassin.
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited May 2015
What about all the dungeons that have yet to be returned?
The game is called Dungeons & Dragons..... Not Valindra's Tower & Lair of Lostmauth.
I have a question about the Oathbound Paliden. When can we OP players expect the devs to flesh out the gear. Any other class in the game can buy gear from the protector's enclave venders. Now the seal vendors have OP gear, but not the gold venders or AD venders. I would also like to see more of a diversity in the OP armor and weapon skins. Are there going to be any level 70 craftable weapons and armor?
we should be able to use more than one potion at time, that trick to make the game harder is just annoying...
better things from professions as armors and weapons. Some we can chose which feats will be on it.
Now the game is screwed, sad but true... many changes must be made to bring the balance back. Look, I'm not talking about be able to waltz throught dungeons and skirmishes, but a reasonable balance on it.
Mod 6 just trashed away 99% of the gear that players fought to get, and that's so frustrating. Looks like the mod 6 started a campaign to make the game less and less enjoyable for the casual players, and a bunch of those casual players spend some money on the game, so you're the one losing here.
Changes will be made, nice. I hope right changes and on time. Some priorities on this first patch aren't enough to bring some motivation for unhappy-but-I-want-to-play-again players. Let's wait for the next one and see.
Now just a tought of what the mod 6 should be about (looking at the raise the difficulty goal)
Raise the char lvl cap
Raise the boon-maps dificulty but able to be done by a group (3 peeps) with normal gear - I mean lvl 5 enchantments, blue artifacts, blue artifacts weapon, normal cloak and belts - because they're on those maps exactly to get their powers and gear a little better.
Well of Dragons to have requirements to open, like at least 3 boons from each map and some iten level. And this map be a little bit harder.
And a high dificulty zone, with different maps and stuff. Tiamat should be there, for example, and some of the badasses bosses from the D&D univesrse.
So this way if a casual player that just want a little bit of fun after a work/study day can have some fun in the normal maps, hunting, getting gear and help friends at the dungeons. (as the game was before). If I don't want a harder content I won't mess with the harder maps.
And the hardcore players will have a place for themselves to grind for hours and hours instead of complaining that the game is too easy and they have nothing to do.
As an example it's just the PvP for me. I don't like PvP, and even there's a PvP supercalifragilisticexpialidocious armor set there I don't care, I won't go there.
Again, I would like to see some kind of credit for our old Sharandar/Dread Ring sets. How about a discount on the new Lvl. 70 sets? Say 50% plus the corresponding piece?
Not to mention those of us who spent real world currency to purchase ZEN to obtain the top of the line level 60 EPIC gear to use in areas like Sharandar and the Dread Ring who now find all of it next to worthless in those same areas.
Are we to be penalized for buying ZEN to purchase that gear?
also wow is a much less graphically demanding game than NW or most newer MMOs.
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lordseth1985Member, NW M9 PlaytestPosts: 319Arc User
edited May 2015
Until mod 5 I never experienced lag ou "server not responding" message. With mod 6, trying to do any dg is a pain in the *** because of lag. So, what changed? I always enjoyed NW until mod6 came, and looks like even the devs doesn't know what happened...
Avestruz.Q.T.Seduz - Rogue, natural born assassin.
While most of the changes that are being made are positive, one thing bugs me:
it will not greatly affect the time to level to 70.
Leveling in this game was great, because you got new feats and powers every few hours of gameplay. Additionally, around every 10 levels the game unlocked a new interesting feature for you (10 professions, 20 mounts, 30 paragon path, 55 final feat etc). All those things felt rewarding and gave an incentive to players to go through those leveling zones in a matter of days.
However, the leveling to 70 is quite different: While a experienced player can go to lvl 60 in 12 hours or even less, every players is restriced to a minimum of 24 hours to get from level 60 to 70. (due to the 192 viligance tasks and the 8 tasks/hour).
It doesn't make sense that 1/7th of your content can take twice as long as the other 6/7th of it, while maintaing the same rewards.
So i really want to see at least one of those two things be adressed:
1: Make leveling from 60-70 exceptionally rewarding so that players enjoy the grind
2: Make leveling from 60-70 approprietly short
I'd be optimal if you can find the right time between playtime versus rewards.
For me, all the pain points for leveling in the new (recycled) zones seem to come back to the weirdness of 16x3 vigilance tasks with the every hour recycling of the quests.
I'm not at all sure I would want to level faster. The penalty for leveling up makes getting new gear on pace with your EXP gain critical just to maintain what you could do against the same mobs when you started that zone - forget feeling any sense of improvement as you progress through the zone. If each quest gave 2x the EXP (just to illustrate), I'd need the vigilance cycles to be 8 instead of 16 just so the pace of gear accumulation doesn't fall so far behind that I'm making noticeably negative progress.
And, on the subject of the new-character experience, it seems like the current wall in Tyranny of Dragons progression has gone unmentioned. You get prompted to start dragon/cultist quests early which I appreciated as a nice variation in mod 5. Now, everything goes along fine with that until you hit 60. Then you start having to do the various quests that scale you up to a poor approximation of a level 70 character. Those are no longer worth doing, so ToD goes on pause until you get up to a legitimate 70. Either fix the silly level scaling or make these quests trigger off hitting 70 instead of 60. Hint: One of these is MUCH easier than the other.
After reviewing the difficulty of the Tiamat fight, we found that it was, in fact, unreasonably rough. We have lowered the difficulty of that fight. Additionally, in an attempt to give players a better chance of success, in order to attempt the fight you must now be at least level 70 and have a Total Item Level of 1800+ to enter.
Well, good to hear. Though I hope that after making this change the developers themselves go as a bunch of 1.8-2.5 IL characters and check if they can kill Tiamat. So that we wouldn't have the same situation as in epic dungeons where the minimal requirements are all lie.
However, the leveling to 70 is quite different: While a experienced player can go to lvl 60 in 12 hours or even less, every players is restriced to a minimum of 24 hours to get from level 60 to 70. (due to the 192 viligance tasks and the 8 tasks/hour). ....
2: Make leveling from 60-70 approprietly short[/COLOR]
I'd be optimal if you can find the right time between playtime versus rewards.
Eregerog
I am not sure I have a lot of pity for anyone that is complaining about taking 24 hours to go from 60 to 70. Also the only of the new content you really should do is Spinward to get the free offhand, and that is not that burdensome - my warrior was able to do it in one day even taking several hours off for a nice relaxing walk on the beach.
Read the post..... immediately thought: "Way too little, WAAAAAY too late. But, hey, I'll be insanely generous and give you a "D-" for the minor (after-thought level) effort shown."
Nice to see at least SOME effort being put into all the MASSIVE number of powers that were and still are broken. Shouldn't have been released in such a shabby state in the first place; but hey what's done is done.
Overall Difficulty still needs MAJOR attention. As in: Yesterday. I shouldn't have to be fighting mobs that are 2 and 3 levels BEYOND what my character can possibly attain to do dailies. In epic dungeons and Tiamat, higher level mobs than what you can attain? Sure, yeah, whatever. But out in the open world for dailies? Never, ever, ever, EVER. Sorry, but whoever thought having 72nd and 73rd level mobs in open-world, daily content areas, was a "good idea" should not be allowed to design for ANY game EVER again. Possibly with even harsher penalties warranted.
Way more effort should be put into getting the game back to a "solo-friendly" state. Having tons of multi-player content is great. I mean, who doesn't love occasionally running with their buddies in an MMO and bashing lots of mob skulls together, right? But, there are also times when you DON'T want to do that. There should be a way that you can make MEANINGFUL progress towards MEANINGFUL rewards (i.e. MOST IMPORTANTLY: End game gear) through solo content. I see SOME of that promise happening with the new gear rewards coming to the older area stores and campaign trees. This, frankly, is the best news I saw in the post. BUT, and it is a HUGE: BUT, the rewards aren't in game yet and they aren't quite good enough. But, it is a tiny baby-step in the right direction. If these rewards, and more like them that are also better, were available AT MOD 6 RELEASE, I think I could have stopped 90% of my guild from leaving the game. Put them in now, and I "MIGHT" be able to get some of them to come back.
My best advise to you: Keep on the track of: MORE rewards available to MORE styles of play. If you do this in HUGE doses, you might just start to get back some of the players you lost. Of course, the "trust" you shot twice in the head and left for the vultures in the desert with mod 6; yeah, that is going to take a LONG time to rebuild with the players. If you can ever get it back at all. And, whether you want to believe it or not, players have to TRUST you as developers before they will actually spend money on your game.
Best regards and hopes that you keep building on the concepts of: MORE rewards available to MORE styles of play.
Cheers.
Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
Comments
I agree, how bout fixing the content from 61 - 65 (as there is where i quit) with a story line instead of daily/repeatable quests that have no story. Here i was hoping to look and see that there was substance to this patch release. So much for wishful thinking. You have lost an avid player who spend zen on a reg basis i might add. This game had such potential and you destroyed it for the casual player IMO.
Currently got all 30+ alts to 70lv..
and I thought I'd done well to get my second character through the vigilance drudge.
"Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
..............not this one then.............
Exactly. There's no need to nerf everything, reduce damage from everything, just to make a handful of people happy. Not every dungeon or instance should be for everyone. I find solo areas too easy and boring. Thus I don't do them. If some people don't enjoy the difficulty in T2s, why can't they just decide it's not for them instead of demanding nerfs?
Even if it is only a minor part of the problem, you have no idea how much it means to us, that it is moving in the positive way.
Devs need to understand, we are all very worried.
But that does not mean we do not respect even the slightest effort and will on their part.
We all do.
So thank you very much.
Best regards
2. In terms of artificing and weaponsmithing, the big problem is that you can't craft anything that is better than the stuff you get for free (the level 70 arti weapons) and often not even anything better than what you just find lying around or get as part of quests. You need to introduce things that are worthwhile, and crucially, at level 25 you need to have something like you have in armoursmithing that allows you to use the skill to upgrade your weapon and off hand, a bit like you can with Black Ice shaping now (although again see my earlier comment about reconsidering where BI gear is in the hierarchy of things). Perhaps maybe you require a Tier 3 result for it to make a big difference, but at least it gives these abilities a purpose.
One of the suggestions put forward for the "not every area for everyone" - is graded dungeons.
Now some mmo's go for progression dungeons/raids - that's one way of doing it, but takes considerable time/organizing from the groups doing it. Don't really think that's appropriate here.
But a simple "Easy"- "Medium" - "Hard" - "Extreme" option system could work very well. Rewards are scaled to difficulty.
Done right it would provide a challenge for a wide range of players, from the hop in a play people to the organized fixed group players.
Everyone gets to experience the same area(dungeon) with the challenges and gear rewards escalating from easy upwards.
My personal opinion is if a dedicated team (and wouldn't be me, not enough time nowadays) puts the effort into completing an extreme version, then well done to those people, here's the top level drops for you.
This way everyone could get something out of doing the content. Over to you Cryptic?
"Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
..............not this one then.............
Thank you for these changes.
As has been previously repeatedly demonstrated, players want to constructively contribute and will do so for free. All that needs to happen is for the right environment and opportunity to be created and some recognition / acknowledgement / communication regarding this feedback.
Make it easy for players to give you what you need to do your jobs properly so that the consumer base is happy and enjoying the game and you will find your jobs will be easier.
Oh! Before i forget...
Thanx
Foundry Roadmap? *crickets* ...ANY kind of roadmap?
Remember that "key feature" - a cornerstone of the product?
Infinite Content
Neverwinter comes with the Foundry, a dynamic toolset that provides you the game assets and a sandbox environment to create your own adventures. When your creation is complete, you can hook it up directly into the existing world for everyone in the community to play!
Encounter Matrix | Advanced Foundry Topics
Some Guildies and I attempted Valindra's Tower a couple nights ago, ilvl scores between 1800-2000. Party makeup was a DC, TR, 2x GWF and a GF. We got stopped halfway through the first map. Yes, I understand that a CW could have been useful, but we didn't have one on that night, but we had a good tank that was getting one-shotted, and 3 DPS's that, despite doing massive damage, took forever to take down mobs.
"...I grab my wiener and charge!" - ironzerg79
The glaring problem with Tiamat in Mod 5 was that under-geared players were getting in, which was ruining the chances of everyone else attempting the fight. Implementing a minimum TIL of 1800 isn't nearly enough I'm afraid. We will be going back to Mod 5 again with far too many under-geared players hoping to leech a reward from a success. You guys just don't learn from your past mistakes. Tiamat is ludicrously hard atm and even with the nerf you guys have planned it will still likely be tougher than T2 dungeons, which have a HIGHER TIL requirement!!!
With regards to the artifact trove being added to DR weekly. Does this contain a chance to get the Eye of Lathander? So by having the Mithril Gauntlets you increase your chances of getting the artifact?
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
If the difficulty is kept the way it is now, it'll be nice to increase the number of players in every epic dungeon.
The game is called Dungeons & Dragons..... Not Valindra's Tower & Lair of Lostmauth.
we should be able to use more than one potion at time, that trick to make the game harder is just annoying...
better things from professions as armors and weapons. Some we can chose which feats will be on it.
Now the game is screwed, sad but true... many changes must be made to bring the balance back. Look, I'm not talking about be able to waltz throught dungeons and skirmishes, but a reasonable balance on it.
Mod 6 just trashed away 99% of the gear that players fought to get, and that's so frustrating. Looks like the mod 6 started a campaign to make the game less and less enjoyable for the casual players, and a bunch of those casual players spend some money on the game, so you're the one losing here.
Changes will be made, nice. I hope right changes and on time. Some priorities on this first patch aren't enough to bring some motivation for unhappy-but-I-want-to-play-again players. Let's wait for the next one and see.
Now just a tought of what the mod 6 should be about (looking at the raise the difficulty goal)
Raise the char lvl cap
Raise the boon-maps dificulty but able to be done by a group (3 peeps) with normal gear - I mean lvl 5 enchantments, blue artifacts, blue artifacts weapon, normal cloak and belts - because they're on those maps exactly to get their powers and gear a little better.
Well of Dragons to have requirements to open, like at least 3 boons from each map and some iten level. And this map be a little bit harder.
And a high dificulty zone, with different maps and stuff. Tiamat should be there, for example, and some of the badasses bosses from the D&D univesrse.
So this way if a casual player that just want a little bit of fun after a work/study day can have some fun in the normal maps, hunting, getting gear and help friends at the dungeons. (as the game was before). If I don't want a harder content I won't mess with the harder maps.
And the hardcore players will have a place for themselves to grind for hours and hours instead of complaining that the game is too easy and they have nothing to do.
As an example it's just the PvP for me. I don't like PvP, and even there's a PvP supercalifragilisticexpialidocious armor set there I don't care, I won't go there.
Well, now we sit and wait.
Not to mention those of us who spent real world currency to purchase ZEN to obtain the top of the line level 60 EPIC gear to use in areas like Sharandar and the Dread Ring who now find all of it next to worthless in those same areas.
Are we to be penalized for buying ZEN to purchase that gear?
All those things felt rewarding and gave an incentive to players to go through those leveling zones in a matter of days.
However, the leveling to 70 is quite different: While a experienced player can go to lvl 60 in 12 hours or even less, every players is restriced to a minimum of 24 hours to get from level 60 to 70. (due to the 192 viligance tasks and the 8 tasks/hour).
It doesn't make sense that 1/7th of your content can take twice as long as the other 6/7th of it, while maintaing the same rewards.
So i really want to see at least one of those two things be adressed:
1: Make leveling from 60-70 exceptionally rewarding so that players enjoy the grind
2: Make leveling from 60-70 approprietly short
I'd be optimal if you can find the right time between playtime versus rewards.
Eregerog
I'm not at all sure I would want to level faster. The penalty for leveling up makes getting new gear on pace with your EXP gain critical just to maintain what you could do against the same mobs when you started that zone - forget feeling any sense of improvement as you progress through the zone. If each quest gave 2x the EXP (just to illustrate), I'd need the vigilance cycles to be 8 instead of 16 just so the pace of gear accumulation doesn't fall so far behind that I'm making noticeably negative progress.
And, on the subject of the new-character experience, it seems like the current wall in Tyranny of Dragons progression has gone unmentioned. You get prompted to start dragon/cultist quests early which I appreciated as a nice variation in mod 5. Now, everything goes along fine with that until you hit 60. Then you start having to do the various quests that scale you up to a poor approximation of a level 70 character. Those are no longer worth doing, so ToD goes on pause until you get up to a legitimate 70. Either fix the silly level scaling or make these quests trigger off hitting 70 instead of 60. Hint: One of these is MUCH easier than the other.
I am not sure I have a lot of pity for anyone that is complaining about taking 24 hours to go from 60 to 70. Also the only of the new content you really should do is Spinward to get the free offhand, and that is not that burdensome - my warrior was able to do it in one day even taking several hours off for a nice relaxing walk on the beach.
Nice to see at least SOME effort being put into all the MASSIVE number of powers that were and still are broken. Shouldn't have been released in such a shabby state in the first place; but hey what's done is done.
Overall Difficulty still needs MAJOR attention. As in: Yesterday. I shouldn't have to be fighting mobs that are 2 and 3 levels BEYOND what my character can possibly attain to do dailies. In epic dungeons and Tiamat, higher level mobs than what you can attain? Sure, yeah, whatever. But out in the open world for dailies? Never, ever, ever, EVER. Sorry, but whoever thought having 72nd and 73rd level mobs in open-world, daily content areas, was a "good idea" should not be allowed to design for ANY game EVER again. Possibly with even harsher penalties warranted.
Way more effort should be put into getting the game back to a "solo-friendly" state. Having tons of multi-player content is great. I mean, who doesn't love occasionally running with their buddies in an MMO and bashing lots of mob skulls together, right? But, there are also times when you DON'T want to do that. There should be a way that you can make MEANINGFUL progress towards MEANINGFUL rewards (i.e. MOST IMPORTANTLY: End game gear) through solo content. I see SOME of that promise happening with the new gear rewards coming to the older area stores and campaign trees. This, frankly, is the best news I saw in the post. BUT, and it is a HUGE: BUT, the rewards aren't in game yet and they aren't quite good enough. But, it is a tiny baby-step in the right direction. If these rewards, and more like them that are also better, were available AT MOD 6 RELEASE, I think I could have stopped 90% of my guild from leaving the game. Put them in now, and I "MIGHT" be able to get some of them to come back.
My best advise to you: Keep on the track of: MORE rewards available to MORE styles of play. If you do this in HUGE doses, you might just start to get back some of the players you lost. Of course, the "trust" you shot twice in the head and left for the vultures in the desert with mod 6; yeah, that is going to take a LONG time to rebuild with the players. If you can ever get it back at all. And, whether you want to believe it or not, players have to TRUST you as developers before they will actually spend money on your game.
Best regards and hopes that you keep building on the concepts of: MORE rewards available to MORE styles of play.
Cheers.