BEFORE:
I started playing in 2013 (Mod 0) Before Sharandar and before Hunter Rangers. The game was great. And dungeons were very hard. You aggroed something you shouldn't in Spellplague dungeon? Your party would hate you, because that was a certain wipe. Fighting the second boss you had to be very very careful to bring the boss to a corner and avoid aggroing Mawls and Berserkers. The T1 and T2 sets were great. Very, very great. And you had to run all dungeons to get them. Those sets they not only were great because of stats, but their bonus effects was a great complement to each Feat tree.
The main problem were the exploits. Many, many exploits that were never fixed. Some I still remember. Karrundax was full of exploits from start to begining, like running and dieing in certain places to spawn at next camp fire. ETOS you could teleport on top of the door and go up to invisible wall and kill boss from there. Castle Never you could use singularity to pull all mobs on the pillar and push them over the gate.
All these and many more other exploits were not fixed, and stayed here for a looong time.
Because of this, I left the game and spent one year away. Left around when the hunter ranger was introduced. I came back at the end of last year, we were at mod 3 or 4 I think and the game was terribly easy. So much easy that dungeons took no strategy. Just stack 3 CWs and kill everything. Life steal was all the healing you needed. Healers and tanks were not needed in any way. And dungeon exploits were still abundant But I kinda missed the game so I stayed. This is good game, I like it.
Then came mod 6 with a very good promise. New lvl cap and dungeon redesign, fixing the old exploits. The game would be harder and tanks and healers would be needed again. And I liked it. I thought it would be great.
But it was a terrible implementation. HRs were one shotting everything, including bosses. DCs kept AP at 100% for the full party 100% of the time.
A good intention wasted with terrible implementation. It feels like they had a deadline and would release it no matter what.
Another problem that has been plaguing this game since the beginning is botting and AD exploits. This made some players very very rich. With full legendary artifacts and gear en ran 10-12 enchants. All this power kinda ruined pvp.
TODAY:
For Mod 7 launch I have seen some very good things happening.
1) It doesn't feel like it was rushed like mod 6. Strongholds launch didnt have so many problems.
2) They didnt rush to release unfinished content. SH PVP was released with a few issues, but not as bad as MOD6 launch. QUALITY IS GETTING BETTER.
3) They are fighting botters and exploiters. The decisions made may not be the better, but they are DOING SOMETHING. For the first time in this game I see devs fighting against botters and exploiters.
4) Leadership AD had to go, period. That was just wrong. Players should acquire money by playing the game, not by logging on a website.
The way I see it, THE GAME IS GETTING BETTER. The way devs are doing things are getting better.
Communication got better.
Having devs post on the forums is great! And I really appreciate this.
There is a lot of negative feedback going on. But I just wanted to write this to show people that things are GETTING BETTER.
And I feel that we are on the right way to have a great game, a game we can enjoy.
And for last I would like to have two requests from devs:
1) Buff Opressor
2) Nerf Elven Battle Enchant
Just kidding
(no, really buff Opressor please)
Comments
However, content doesn't matter if you upset the players so much that they either stop spending money (slow demise of the game), or leave entirely (faster demise).
Cryptic has time to react and begin to rebuild the player's trust, but not an endless amount of time. Putting out killer content won't do that. Listening to the players, and reacting to their concerns, can.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
more important did you get it before posting this? cause you know... its cryptic
I agree with most of it. The main area of contention I have is that the leadership AD removal was poorly implemented, and there's a major issue with fixed cost items in the wondrous bazaar.
Just one of many class/path imbalances, to be sure.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
I have three teal-adjacent control bonus artifacts, and multiple +Control bonus companions as purples. My control should be INDEFINITE!!!
> BEFORE:
>
> I started playing in 2013 (Mod 0) Before Sharandar and before Hunter Rangers. The game was great. And dungeons were very hard. You aggroed something you shouldn't in Spellplague dungeon? Your party would hate you, because that was a certain wipe. Fighting the second boss you had to be very very careful to bring the boss to a corner and avoid aggroing Mawls and Berserkers. The T1 and T2 sets were great. Very, very great. And you had to run all dungeons to get them. Those sets they not only were great because of stats, but their bonus effects was a great complement to each Feat tree.
>
> The main problem were the exploits. Many, many exploits that were never fixed. Some I still remember. Karrundax was full of exploits from start to begining, like running and dieing in certain places to spawn at next camp fire. ETOS you could teleport on top of the door and go up to invisible wall and kill boss from there. Castle Never you could use singularity to pull all mobs on the pillar and push them over the gate.
>
> All these and many more other exploits were not fixed, and stayed here for a looong time.
>
> Because of this, I left the game and spent one year away. Left around when the hunter ranger was introduced. I came back at the end of last year, we were at mod 3 or 4 I think and the game was terribly easy. So much easy that dungeons took no strategy. Just stack 3 CWs and kill everything. Life steal was all the healing you needed. Healers and tanks were not needed in any way. And dungeon exploits were still abundant But I kinda missed the game so I stayed. This is good game, I like it.
>
> Then came mod 6 with a very good promise. New lvl cap and dungeon redesign, fixing the old exploits. The game would be harder and tanks and healers would be needed again. And I liked it. I thought it would be great.
>
> But it was a terrible implementation. HRs were one shotting everything, including bosses. DCs kept AP at 100% for the full party 100% of the time.
>
> A good intention wasted with terrible implementation. It feels like they had a deadline and would release it no matter what.
>
> Another problem that has been plaguing this game since the beginning is botting and AD exploits. This made some players very very rich. With full legendary artifacts and gear en ran 10-12 enchants. All this power kinda ruined pvp.
>
> TODAY:
>
> For Mod 7 launch I have seen some very good things happening.
> 1) It doesn't feel like it was rushed like mod 6. Strongholds launch didnt have so many problems.
> 2) They didnt rush to release unfinished content. SH PVP was released with a few issues, but not as bad as MOD6 launch. QUALITY IS GETTING BETTER.
> 3) They are fighting botters and exploiters. The decisions made may not be the better, but they are DOING SOMETHING. For the first time in this game I see devs fighting against botters and exploiters.
> 4) Leadership AD had to go, period. That was just wrong. Players should acquire money by playing the game, not by logging on a website.
>
> The way I see it, THE GAME IS GETTING BETTER. The way devs are doing things are getting better.
> Communication got better.
> Having devs post on the forums is great! And I really appreciate this.
>
> There is a lot of negative feedback going on. But I just wanted to write this to show people that things are GETTING BETTER.
> And I feel that we are on the right way to have a great game, a game we can enjoy.
>
> And for last I would like to have two requests from devs:
> 1) Buff Opressor
> 2) Nerf Elven Battle Enchant
> Just kidding :)
>
> (no, really buff Opressor please)
ha ha ha , just trolling> @daniloslv said:
> BEFORE:
>
> I started playing in 2013 (Mod 0) Before Sharandar and before Hunter Rangers. The game was great. And dungeons were very hard. You aggroed something you shouldn't in Spellplague dungeon? Your party would hate you, because that was a certain wipe. Fighting the second boss you had to be very very careful to bring the boss to a corner and avoid aggroing Mawls and Berserkers. The T1 and T2 sets were great. Very, very great. And you had to run all dungeons to get them. Those sets they not only were great because of stats, but their bonus effects was a great complement to each Feat tree.
>
> The main problem were the exploits. Many, many exploits that were never fixed. Some I still remember. Karrundax was full of exploits from start to begining, like running and dieing in certain places to spawn at next camp fire. ETOS you could teleport on top of the door and go up to invisible wall and kill boss from there. Castle Never you could use singularity to pull all mobs on the pillar and push them over the gate.
>
> All these and many more other exploits were not fixed, and stayed here for a looong time.
>
> Because of this, I left the game and spent one year away. Left around when the hunter ranger was introduced. I came back at the end of last year, we were at mod 3 or 4 I think and the game was terribly easy. So much easy that dungeons took no strategy. Just stack 3 CWs and kill everything. Life steal was all the healing you needed. Healers and tanks were not needed in any way. And dungeon exploits were still abundant But I kinda missed the game so I stayed. This is good game, I like it.
>
> Then came mod 6 with a very good promise. New lvl cap and dungeon redesign, fixing the old exploits. The game would be harder and tanks and healers would be needed again. And I liked it. I thought it would be great.
>
> But it was a terrible implementation. HRs were one shotting everything, including bosses. DCs kept AP at 100% for the full party 100% of the time.
>
> A good intention wasted with terrible implementation. It feels like they had a deadline and would release it no matter what.
>
> Another problem that has been plaguing this game since the beginning is botting and AD exploits. This made some players very very rich. With full legendary artifacts and gear en ran 10-12 enchants. All this power kinda ruined pvp.
>
> TODAY:
>
> For Mod 7 launch I have seen some very good things happening.
> 1) It doesn't feel like it was rushed like mod 6. Strongholds launch didnt have so many problems.
> 2) They didnt rush to release unfinished content. SH PVP was released with a few issues, but not as bad as MOD6 launch. QUALITY IS GETTING BETTER.
> 3) They are fighting botters and exploiters. The decisions made may not be the better, but they are DOING SOMETHING. For the first time in this game I see devs fighting against botters and exploiters.
> 4) Leadership AD had to go, period. That was just wrong. Players should acquire money by playing the game, not by logging on a website.
>
> The way I see it, THE GAME IS GETTING BETTER. The way devs are doing things are getting better.
> Communication got better.
> Having devs post on the forums is great! And I really appreciate this.
>
> There is a lot of negative feedback going on. But I just wanted to write this to show people that things are GETTING BETTER.
> And I feel that we are on the right way to have a great game, a game we can enjoy.
>
> And for last I would like to have two requests from devs:
> 1) Buff Opressor
> 2) Nerf Elven Battle Enchant
> Just kidding :)
>
> (no, really buff Opressor please)
haha ha, you are very funy, whay are you smoke ?
I honestly still think thats the major downfall of mod 6 onwards, they tried to scale everything to match the new cap and recycled content to do it, when really it makes more sense to make the new areas level appropriate, with level appropriate dungeons, pvp, skirmishes that drop lvl appropriate gear.
I've been around since beta, and capping at 60 for so long without change whilst introducing new content with better equipment but the same level limit just messed things up - you give better equipment for the same lvl and there are no mob changes, then it becomes easier and easier, and then they try to correct that by making EVERYTHING harder, which was the first mistake.
I really hope they do better with the next mod.
Fool me once....
I can't say anything about the Leadership armies Cryptic aided and abetted on, but they could have done many more things than kill Leadership--which I never did through the gateway on the two characters I have. Perhaps they could have implemented a daily limit on Leadership--I don't know. And they certainly didn't need to muck with dailies (remember, they already took away Lord Neverember's dailies--beginning of Mod 6.) To give us less for dailies because of "botters" or even "Leadership armies" makes no sense.
Finally, now that they have taken away the primary ways of getting AD for the masses, who don't have a pile of ill-gotten gains, they have done nothing about Strongholds requirements, the Bazaar, etc.
If they would like us to buy more Zen, they will fix the economy first.
Honestly, why aren't there enough classic D&D spells in NWO? Things we definitely need:
Fireball
Lightning Bolt
Meteor Swarm (Wide AOE daily attack, raw damage)
Time Stop (who knows what, but something fun)
Anyway, totally off target.
Was glad to get Disintegrate, though.
- 1st run on my GWF alt - 3,6k ad
- 2nd run on GWF alt - 1,3k ad
- 1st run on my DC alt - 1,2k ad
So the question is, how the fvck are those ads being calculated??
They said 1st 2 runs give u bonus ad per run, but i just cant see anything beside pure randomness of AD drop from final bosses.
Not to metion other guildie did 1st run on his alt with some randoms, and said he got 8,9k AD...So yeah, as everything in the game that the company releases, this system is also bugged. Period.
- It is impossible to start a guild and expect it o succeed. Since strongholds is very anti small guilds.e.g. influence for lvl2 - lvl3 wil take a 5-10 man team about 2 months to get(and only if they don't do the daily AD tasks).
- The new ad drain policies is ANTI more than 1 toon. Eventhough they still sell character slots there is no way that you can get your daily quota of AD on 3+ characters(Only bots will be able to get that).
- The new AD policy forces you to decide if you want AD or do your daily quest there simply is not enough time to do both.
Improving you character is painfully slow now due to the fact that you still need to spend 80% of your time doing daily AD run. Add to that that we have to upgrade the stronghold first to be able to buy the equipment and then within 60 days of getting the Stronghold high enough Underdark will be release.We have not been told that no new gear will be in underdark. So we can assume that the same policies as with previous mods will apply. So new gear days after you can get you gears for stronghold.
I really like this game do not get me wrong, but currently (for me) it feels like moving sideways and My characters can never move forward. I can only play my secondary toons about 5-10 minutes a day meaning they can't improve.My main can now solo most content even some WOD dungeons. I however see no way of improving it in the future. I am a very loyal player and to lower the presure on my fellow guild members(in small guild) I have taken it on myself to take the largest possible portion of the load in the stronghold leaving no time for upgrading my main.
I really hope they do something to help the players. And now that we are forced to do 4 plus dungeons a day I would say it would be wise to bring back the old ones or create a few new ones if that would be easier, cause it is already boring and i have just been doing the amount of dungeons for a few days.
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
Me? I am upset that I need to put in twice the time/gameplay for what I was earning a week ago through normal gameplay.
Remote bank access!
Wait, is that part of VIP?
Obviously, portable hole as a "make holes in walls" thing would be ... problematic.
But if you like the game, good for you. The majority of us don't like having to "play" the game for 2 years to get enough AD to upgrade gear (there's a thread with calcs for how long it takes to get the millions of AD to buy the GMOPs necessary to upgrade, etc.).
Me, I'm only doing HE dailies in SH for influence (wow, 400/day, takes forever) and starting to play Skyforge and Tera. I may even go back to LOTRO.
But maybe someone can suggest an MMO that's similar to NW? I prefer the fantasy RPG setting. I tried Rift, but too much like DDO with really dated graphics.
My AP would fill up before my encounters cooled down. Not quite 100% but pretty damned close. I believe this was a bug with Gift of Haste and the OH bonus for it.