I disagree, mainly because of network lag. I can't count the number of times I died in eLoL because of lag, when suddenly the red area appeared at the same time as "You have been defeated!" There will always be cases when you can't dodge a red area through no fault of your own. One-shotting should never happen.
xDDD been there alot. got used to it. Tend to avoid DD certain times when noticed the lag. Can't avoid if it happens all the sudden during DD, gotta wait the lag subside to continue. Maybe temporary have them lowered for the time being, but decision ultimately lies on them.
Still, my earlier statement still stands. 1shot mechanic should exist. T&C applies.
400ms client side - yes.
400ms server side? My ping is 180 at good times, 400-ish at bad and on average somewhere around 250ms - not counting lag-spikes. No cookies. Even with the 180 it'd be a close call for ca. 50% of young people, and that's not counting delays due to whatever magic or bug causes some chars like the SW or in sometimes the Pally to have horrendously delayed reactions. I'm sure I'm not the only one having this kind of ISP, and no, it's beyound my influence - unless someone cares to give me a 6-digit sun to get our village connected to modern telecommunictions standards...
Different story if things like foreseeable, triggered events specific to certain combats are considered, though a wee more would be nice. I do have _real_ problems with e.g. the LoL bossfight meteor phase due to that.
I do agree with the general gist, though, regarding OSK as a not-challenge but annoyance - outside bossfights.
<<<< live on the other side of the globe. Always hover around 300~400ms pre & pos mod6. 250ms top during good times, even though decent ISP. Hence my earlier statement, where not even one is qualified (environment mech for 1shot) as far as i'm concerned. Been struggling to heal member as a DC. To be able to clear the Dungeon with such ping is a miracle for me. Otherwise, insta kicked even if i know the mechanic.
xDDD been there alot. got used to it. Tend to avoid DD certain times when noticed the lag. Can't avoid if it happens all the sudden during DD, gotta wait the lag subside to continue. Maybe temporary have them lowered for the time being, but decision ultimately lies on them.
Still, my earlier statement still stands. 1shot mechanic should exist. T&C applies.
<<<< live on the other side of the globe. Always hover around 300~400ms pre & pos mod6. 250ms top during good times, even though decent ISP. Hence my earlier statement, where not even one is qualified (environment mech for 1shot) as far as i'm concerned. Been struggling to heal member as a DC. To be able to clear the Dungeon with such ping is a miracle for me. Otherwise, insta kicked even if i know the mechanic.
ISP that has 400ms latency to NA would only be decent if u lived on the moon
try tracing to cryptic servers, maybe you get routed through god knows where
i'll be short: Lower base attack damage. IMHO who don't care has bought everything is buyable in the store, i mean who can freely defeat dire bears with a fresh moneyfree monocharacter account? Who can go further the blue lvl70 equip without being boosted?
Buff struggling classes. Adjust dungeons, maybe. The outside world is fine as it is, for many. If the difficulty is reduced, good players will become bored.
i agree to this part, the basic attacks of monsters deal too much damage, number of telegraphed attacks and their damage should be increased while damage of basic attacks should be reduced by a lot
IMHO who don't care has bought everything is buyable in the store, i mean who can freely defeat dire bears with a fresh moneyfree monocharacter account? Who can go further the blue lvl70 equip without being boosted?
Where does a lvl 70 player fight lvl 70 mobs? If I knew I'd fight there. Right now, I go from fighting lvl 69's in Spinward Rise to lvl 73's in the WoD and IWD. There is no middle area.
i agree to this part, the basic attacks of monsters deal too much damage, number of telegraphed attacks and their damage should be increased while damage of basic attacks should be reduced by a lot
I stopped playing my HR when I hit level 70 with him. Tried the level 70 content and he just doesn't cut it. Dies way to often. I play this game for fun and enjoyed the solo aspect we had in M5, even though there was some solo content I had trouble or couldn't do even in M5 with my HR. Now I don't play my HR at all. So, I figured I would build up a paladin. He was great up to level 60. But as I level him past that, he is getting less and less fun to play. Even with all the healing he can do. Not sure what will happen when I reach level 70 but if my HR is any indication, I will be done playing unless they make the game a little more solo-able in the next couple of patches.
Where does a lvl 70 player fight lvl 70 mobs? If I knew I'd fight there. Right now, I go from fighting lvl 69's in Spinward Rise to lvl 73's in the WoD and IWD. There is no middle area.
But I've got all the boons from those areas already. What would I be accomplishing by going back to an area I've already played out, besides possibly not dying? Are there any rewards there? Collecting peridots?
ISP that has 400ms latency to NA would only be decent if u lived on the moon
That'd be 2400ms. Look it up in your physics textbook as to why.
But on a more serious note, outside urban and suburban regions pings well in excess of 100ms are standard in rural areas here. And let's not even talk about the bandwidth... :^(
On topic: The IMHO easiest way to attenuate the crass difficulty of IwD and WoD would be a revision of the level gradient map. Tone it down a bit. Let fighting three levels uphill reduce the damage I do by only 50% (not 75% loss as now) and let them have their ArPen at their normal levels.
And for dungeons I'd advocete the thing I did earlier: Make a new "Legendary" layer with 74 trash, where the player who wins it gets additional loot - some reasonable additional amount of RP and tokens which can be exchanged for bragging-rights-demonstrating snazzy transmute items.
That way all people can be happy - the challenge-seekers and the more casual players.
As for the open-world areas, one simple thing they can do is lower the end-game areas by 1 level. As it stands, there are no level-70 areas: Spinward is below 70 and Sharandar is 71. Instead of 71, 72, and 73, lower them to 70, 71, and 72, respectively.
The elephant in the room, though, is dungeons. They are simply unreasonable.
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
As for the open-world areas, one simple thing they can do is lower the end-game areas by 1 level. As it stands, there are no level-70 areas: Spinward is below 70 and Sharandar is 71. Instead of 71, 72, and 73, lower them to 70, 71, and 72, respectively.
The elephant in the room, though, is dungeons. They are simply unreasonable.
they are on the easy side, but i wouldnt call them unreasonable, and at least t2 are a bit harder
My question is ... why did they make Sharandar, Dread Ring, IWD and WoD more difficult, yet cut the quest experience rewards basically in half? The quest rewards at Spinward Rise, and other new places are much higher, yet easier to solo.
Every game will have it's die-hards and adrenaline junkies, but I'm sure there are ways to provide the rush without sacrificing the game-play for others who worked hard to level several characters and who basically can't play solo even with decent gear without experiencing constant death in a wash, rinse, repeat cycle.
The new stuff in the last major update with Elemental Evil was cool, but the degree of difficulty and experience rewards really put a wrench in game-play for a lot of people, and the complaints haven't stopped yet.
If Sharandar, Dread Ring, IWD and WoD are the new Level 70 areas, instead of going there directly from Level 60 as before, then why are the new areas like Reclamation Rock, Firey Pit and Spinward Rise giving basically double the quest experience rewards at a lower mob level than the other areas that were made much more difficult with (now) level 70+ mobs?
Unless I'm missing something, none of it makes any sense to me, and the game lost some of the fun factor for many of us as a result.
My question is ... why did they make Sharandar, Dread Ring, IWD and WoD more difficult, yet cut the quest experience rewards basically in half? The quest rewards at Spinward Rise, and other new places are much higher, yet easier to solo.
Every game will have it's die-hards and adrenaline junkies, but I'm sure there are ways to provide the rush without sacrificing the game-play for others who worked hard to level several characters and who basically can't play solo even with decent gear without experiencing constant death in a wash, rinse, repeat cycle.
The new stuff in the last major update with Elemental Evil was cool, but the degree of difficulty and experience rewards really put a wrench in game-play for a lot of people, and the complaints haven't stopped yet.
If Sharandar, Dread Ring, IWD and WoD are the new Level 70 areas, instead of going there directly from Level 60 as before, then why are the new areas like Reclamation Rock, Firey Pit and Spinward Rise giving basically double the quest experience rewards at a lower mob level than the other areas that were made much more difficult with (now) level 70+ mobs?
Unless I'm missing something, none of it makes any sense to me, and the game lost some of the fun factor for many of us as a result.
they made it so ppl lvl in new areas instead of old ones, and the xp rewards are so low cause they didnt want to make lvling to 70 so fast, and so that exp boosts(since they have limited amount of exp they provide) are useful below 60 and after it, else exp boosts would be either overpowered at low lvls or useless at high
view the areas as group content for beginners from 60 to 70
What is frustrating to me is: When you've completed all of Mod 6 new areas, got both your artifact weapons. You look at what is left to unlock. There is nothing for me left to do in Sharandar and Dread Ring, so I head to IWD because it looks like I need to collect beaucoup Black Ice. I need to clear a ton of elemental unlocks and Black Ice unlocks just to be able to level Black Ice crafting to rank 4 and 5. That is what appears to be next in line for my main character. However, its all lvl 73 there and Heroic Encounters I epic fail at. So am I supposed to just run around and chip away at black ice nodes there? Then Well of Dragon, I have about 8 Linu's and have used up all my rings and claws, get crushed repeatedly on dailies. I'd like to continue to accumulate Linu's a little at a time but that is beyond fruitless now.
For the record, there is little to no skill required to play this game beyond learning not to stand in the red and a handful of other mechanics. More than 90% of player effectiveness is gear, not skill.
I beg to disagree, twilightwatchman. You know everyone loves to be misquoted as if they meant something completely different. Gear is maybe 50% of the equation. Skill is not only fighting effectively but also developing your toon for its intended purpose. My character is wearing eternal and lvl 70 blues and having no problems.
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited May 2015
Well, personally I find the difficulty fine, although I have yet to finish eCC, having got the boss past hexers on one run then wiping at 20% its definitely possible. Then again, as I main CW and have TR as a secondary alt, in addition to having a heal OP, I know any opinion I have with regards to difficulty is definitely not valid and in fact, I am better off (according to this playerbase) not having an opinion at all. I mean seriously, I play easymode classes that require no skill, so my opinions must count for nothing and be given no consideration
I've just played my first toon into its 60's. The rush from 1-60 was ridiculously fast and easy, then at 60 (and late 50's) I noticed a huge leap in the difficulty level. Admittedly my toon was using the random skills that I had chosen on the fly while levelling, and was in HAMSTER gear (levelling was so fast that actually bothering to identify the best skills and equipment was infuriatingly repetitive), and once I read up on these and reskilled, my dps and control (CW) has increased considerably, but never-the-less the jump in difficulty is still very noticeable.
With regard to the skill and challenge argument- running a dungeon for the first time without any prior knowledge of it (which is difficult with Google a click away) requires some skill and offers some challenge- every subsequent run is just a sleep-walk through the same rotations and the same tedious chain of events. This does not require skill, it requires repetition; and it does not provide challenge, it provides barriers. By raising the difficulty all you are doing is highlighting the repetition and fortifying the barriers. The problem I have with this is that I find repetition tedious and will do it only (sometimes) for the rewards; but if it requires 100% of my attention for a considerable period of time then it will swiftly surpass my boredom threshold and I will walk away.
Sorry guys, but i have to laugh a bit (ironic), we are talking here for weeks now, how difficulty should have been handled in a DnD game properly, when it is actually on page 3 of my DM rule book from Wizards. What shall i say...
The real honest man is honest from conviction of what is right, not from policy.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
While this is true, sadly you can count the solo-able things on 1 hand now.
BTW that video has more things that don't count for an average player...so it proves nothing.
The real honest man is honest from conviction of what is right, not from policy.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
Developing/Building your character requires intelligence/knowledge, but not combat skills.
Characters can be built simply by copying a build on the forum.
No gameplay skills (abilities) are required to build a character.
When module 6 launched, how did we know which new module 6 powers are best to use?
We put points into a new power and tested it. Based on test results, we decide which power is most effective in battle.
There really is not much personal skill involved in a how a character is built. You cant change how powers/feats/boons/gear work but you can change how the battle is fought (such as positioning and timing).
0
fusionawesomeMember, NW M9 PlaytestPosts: 121Arc User
He did it with horrible gear, please explain the last sentence.
It only looks like a new char, but it isn't, he got all the boons and stuff, so you can't compare it to a really fresh char
The real honest man is honest from conviction of what is right, not from policy.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
Characters can be built simply by copying a build on the forum.
No gameplay skills (abilities) are required to build a character.
.
Missing the point. Developing a character skillfully =/= copypasta build from forum writeups. They are for edification - if you can't think outside the box a bit for yourself, you lack skill in character development.
I don't run copypasta builds. I make my own. I have, then, unprecedented success based on things I've deduced for myself. So I posit that it is skill. And equal, or more important, to a toon's success than mere gear.
Thanks for your time, and the replies.
0
fusionawesomeMember, NW M9 PlaytestPosts: 121Arc User
It only looks like a new char, but it isn't, he got all the boons and stuff, so you can't compare it to a really fresh char
That's probable the case but still boons only give a small bonus. He has no enchantments and no artifacts, i think it's a fair comparison. I am a veteran player and i am working on a (as you call it fresh) paladin right now. I don't get the complaints, i'm doing fine. However i still stay with my opinion of my previous post that the 70+ area's are for beginners and casuals so if people have trouble then it should be toned down.
Having said that i also would like to reiterate that skilled players need content as well so leave the dungeons alone.
I and many others already have done legit runs of tier 2 dungeons so it is doable, i am still proud of having done it.
And i am still playing it to get more seals and get good at them because although i know i can make it i still lose when mistakes are made. If it would be to easy i would probably already be waiting for mod 7 for something new. So the challenge (and rewards) do keep me playing.
Further more i would like to add to join a guild, not only is it fun on a social level but i also would have never come this far in the game without the support and knowledge of friends. This game can be needlessly complicated so having the ability to talk and ask question to others makes you a better player a lot faster.
Comments
Still, my earlier statement still stands. 1shot mechanic should exist. T&C applies.
<<<< live on the other side of the globe. Always hover around 300~400ms pre & pos mod6. 250ms top during good times, even though decent ISP. Hence my earlier statement, where not even one is qualified (environment mech for 1shot) as far as i'm concerned. Been struggling to heal member as a DC. To be able to clear the Dungeon with such ping is a miracle for me. Otherwise, insta kicked even if i know the mechanic.
ISP that has 400ms latency to NA would only be decent if u lived on the moon
try tracing to cryptic servers, maybe you get routed through god knows where
IMHO who don't care has bought everything is buyable in the store, i mean who can freely defeat dire bears with a fresh moneyfree monocharacter account? Who can go further the blue lvl70 equip without being boosted?
a lot of stuff can be soloed
https://www.youtube.com/watch?v=Bo6ldYNvuhw
those dire bears are way to hard for my hr dude and my hr is geared medium.
sharandar is 71 and DR is 72
But I've got all the boons from those areas already. What would I be accomplishing by going back to an area I've already played out, besides possibly not dying? Are there any rewards there? Collecting peridots?
That'd be 2400ms. Look it up in your physics textbook as to why.
But on a more serious note, outside urban and suburban regions pings well in excess of 100ms are standard in rural areas here. And let's not even talk about the bandwidth... :^(
On topic: The IMHO easiest way to attenuate the crass difficulty of IwD and WoD would be a revision of the level gradient map. Tone it down a bit. Let fighting three levels uphill reduce the damage I do by only 50% (not 75% loss as now) and let them have their ArPen at their normal levels.
And for dungeons I'd advocete the thing I did earlier: Make a new "Legendary" layer with 74 trash, where the player who wins it gets additional loot - some reasonable additional amount of RP and tokens which can be exchanged for bragging-rights-demonstrating snazzy transmute items.
That way all people can be happy - the challenge-seekers and the more casual players.
The elephant in the room, though, is dungeons. They are simply unreasonable.
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
they are on the easy side, but i wouldnt call them unreasonable, and at least t2 are a bit harder
Like hell they are. Quit trolling and unequip your artifacts if you're that hard-up for a nightmare-level challenge.
They *are* unreasonably hard.
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
Every game will have it's die-hards and adrenaline junkies, but I'm sure there are ways to provide the rush without sacrificing the game-play for others who worked hard to level several characters and who basically can't play solo even with decent gear without experiencing constant death in a wash, rinse, repeat cycle.
The new stuff in the last major update with Elemental Evil was cool, but the degree of difficulty and experience rewards really put a wrench in game-play for a lot of people, and the complaints haven't stopped yet.
If Sharandar, Dread Ring, IWD and WoD are the new Level 70 areas, instead of going there directly from Level 60 as before, then why are the new areas like Reclamation Rock, Firey Pit and Spinward Rise giving basically double the quest experience rewards at a lower mob level than the other areas that were made much more difficult with (now) level 70+ mobs?
Unless I'm missing something, none of it makes any sense to me, and the game lost some of the fun factor for many of us as a result.
they made it so ppl lvl in new areas instead of old ones, and the xp rewards are so low cause they didnt want to make lvling to 70 so fast, and so that exp boosts(since they have limited amount of exp they provide) are useful below 60 and after it, else exp boosts would be either overpowered at low lvls or useless at high
view the areas as group content for beginners from 60 to 70
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Then everyone can be happy not just the folks looking for a death ride
I do advocate better class balancing in solo pve.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
With regard to the skill and challenge argument- running a dungeon for the first time without any prior knowledge of it (which is difficult with Google a click away) requires some skill and offers some challenge- every subsequent run is just a sleep-walk through the same rotations and the same tedious chain of events. This does not require skill, it requires repetition; and it does not provide challenge, it provides barriers. By raising the difficulty all you are doing is highlighting the repetition and fortifying the barriers. The problem I have with this is that I find repetition tedious and will do it only (sometimes) for the rewards; but if it requires 100% of my attention for a considerable period of time then it will swiftly surpass my boredom threshold and I will walk away.
They are my thoughts anyway.
WIP
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
While this is true, sadly you can count the solo-able things on 1 hand now.
BTW that video has more things that don't count for an average player...so it proves nothing.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
Characters can be built simply by copying a build on the forum.
No gameplay skills (abilities) are required to build a character.
When module 6 launched, how did we know which new module 6 powers are best to use?
We put points into a new power and tested it. Based on test results, we decide which power is most effective in battle.
There really is not much personal skill involved in a how a character is built. You cant change how powers/feats/boons/gear work but you can change how the battle is fought (such as positioning and timing).
He did it with horrible gear, please explain the last sentence.
It only looks like a new char, but it isn't, he got all the boons and stuff, so you can't compare it to a really fresh char
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
Missing the point. Developing a character skillfully =/= copypasta build from forum writeups. They are for edification - if you can't think outside the box a bit for yourself, you lack skill in character development.
I don't run copypasta builds. I make my own. I have, then, unprecedented success based on things I've deduced for myself. So I posit that it is skill. And equal, or more important, to a toon's success than mere gear.
Thanks for your time, and the replies.
That's probable the case but still boons only give a small bonus. He has no enchantments and no artifacts, i think it's a fair comparison. I am a veteran player and i am working on a (as you call it fresh) paladin right now. I don't get the complaints, i'm doing fine. However i still stay with my opinion of my previous post that the 70+ area's are for beginners and casuals so if people have trouble then it should be toned down.
Having said that i also would like to reiterate that skilled players need content as well so leave the dungeons alone.
I and many others already have done legit runs of tier 2 dungeons so it is doable, i am still proud of having done it.
And i am still playing it to get more seals and get good at them because although i know i can make it i still lose when mistakes are made. If it would be to easy i would probably already be waiting for mod 7 for something new. So the challenge (and rewards) do keep me playing.
Further more i would like to add to join a guild, not only is it fun on a social level but i also would have never come this far in the game without the support and knowledge of friends. This game can be needlessly complicated so having the ability to talk and ask question to others makes you a better player a lot faster.