Has cryptic gone overboard with it or is it good to be able to have "super toons" in the game?
Power creep friend or foe? 92 votes
Friend, yes, we need to be able to have "super toons"
Foe, no, able to have "super toons" is bad
Perhaps more difficult content is needed to catch up with it
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Like maybe tiered dungeons? Remember when we did regular LOL when they introduced it? Gave you a chance to get used to the new dungeon. Nothing like that for CN I guess. Make tier 3 CN an apocalyptic 1hko fest the likes of which no one has ever seen and reward them with +1 rings at the end. LOL and have a reasonable 2.5k IL casual person version for the people who actually earn most of their things via in game RNG.
My fun is waning with the rampant itemization and tokenization. I don't want to collect any more BS I just want to play the game. I'm hesitant to put too much stock into any item.
I'm not sure what to do for fun in this game anymore right now. It's not because I'm overpowered. It's because there is an ever increasing gap of gear/items. Too many options and it's making things more complicated and less fun. Why does anyone need a party anymore if everyone can solo dungeons now with their 300,000 Stats and their super legendary mounts? I play support characters as mains because I find fun in helping people. This phallus waving is becoming obnoxious and basic.
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If you look at some of these class synergies, no way where they intended for stat scores this high.
You have some powers/feats/skills/trees that are utterly useless and some that are godly powerful, especially when they buff a stat based on another stat, but where made in the context of mod 1-3 equipment. Scaling wasn't a priority and the day came.
I don't think a broad-stroke stat nerf is the answer. Yes, there is a power creep.
But that creep is effecting classes differently so even as difficulty increases, it will effect classes disproportionately.
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Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
If there was a large enough playerbase that wanted to be challenge simply for the sake of being challenged, it would be something worth considering. But there's not. With the challenge comes the expectation of over-powered rewards for completing that challenge, which then exasperates the problem.
But the positive side of things is this only benefits the average player, and those who don't want to sink thousands of hours (or dollars) into this game to do the PvE content. For those other players who are already bored with CN, the problem is easily rectified by either gearing down, or trying to beat Orcus without using cheeseball tactics.
Both of which would serve to add challenge back to the game.
Putting skill into the equation breaks the more challenge = more avg item level needed meta.
It's also quite an issue that PVP is as broken as it is, because those players historically feel the need to max out the most. Now if there's no challenge in PVE and no reason to PVP, who is going to bring in revenue? The most blatant paywalls hit on your way to 3k when the game becomes so grindy that you pay to accelerate.
We all want to increase in power and it is like inflation... it all evens out
The 4K I fight in PVP today was the 3.5K when I was 2.9K
I work on my character and they work on theirs... but they seem to be better at it
If you penalize them, people will feel trapped, frustrated and quit
The 3/5 participants PuG dungeons where all the damage done was on near equal level, say something like 2 Mio, have been the most interesting and challenging. But then there are those where one is waaay overpowered and would score 50 Mio and the others 1 Mio (besides overall ugly dungeon experience for the lower level participants caused by this). I'd say about 25% difference in stats from lowest to highest is ok, but 5000% is not.
Anyways, I doubt it will get improved, even if tried. In part because f2p incentives tend to big differences. And I dare say, I pity the one given the task to rebalance classes and stats (and/or all mobs). 8 classes with 3 paragons each, with powers and feats each, 12 slots for various stones and levels, 4 artifact gear with slots and 4 artifacts out of some 30 to choose from, some with set bonus, gear and weapon enchants, 6 boon campaigns, 5 companions out of some 30 with 3+6 slots for various stones, and now added 5 mounts each 2-3 slots. Then there are some rings with various chance of something. I don't care if the numbers above are accurate, and some, e.g. powers and feats, are equal to others. Even if cut down to half, it is, pardon me saying, still a big mess, and I am somewhat puzzled it turns out working most of the time.
To those "look, I clear hardest in 30 seconds solo!!!" looking for a challenge: Repeat just with main weapon, no gear, no stones, no enchants, no artifact, no companion, no horses. Then slightly keep adding back, until you find the sweet spot, where you feel there is an entertaining challenge for you. Try it solo, duo, trio, quartett, quintett in various compositions.
Harder content would scare new players.
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My opinions are my own. Please do not judge my friends nor guild for my statements.
To that end, I think that last couple mods have shown a definite improvement in how battles are scripted, and there's effort being made to make encounters more strategic.
From a mechanics perspective, I think the Tiamat and Demogorgon are solid fights. But you can't ignored the mechanics, although with the amount of power creep, the tolerance you need to overcome to make the mechanics mostly trivial is fairly low. The updated boss fights in eCC, eGWD and eToS were much better than the previous iterations. And the fights in CN are definitely better than they were in the original version, but there's enough cheese floating around that groups are still essentially ignoring them.
If the developers would take bold action on a few major cheese factors, the game would be a lot healthier for it:
The top three, beyond class balances are:
1) The Lostmauth set bonues
2) Bonding Runestones
3) Ridiculous AP game
Right now, the meta is pretty easy, especially for DPS. Equipped Lostmauth, a summoned companion with 3xR12 Bondings, and any number of ridiculous boosts to AP gain and you're set. Everything outside of that is fairly trivial, be it the rest of your gear or even your build and stats.
We need to balance the game and make it so regardless at any item level you at least need stay our of the big obvious red circles. Being able to stand and attack a boss without having to dodge anything due to a pally bubble is just stupid.
At the moment you don't even need the (pally) tank to agro the boss just put up a perma bubble and who cares who is getting hit.
Yesterday we had people with 300k power (now fixed) but we have top level GWF's having a set bonus tick for 200k every crit, Even a GWF that soloed all the T2's.
Power creep is bad as it makes content pointless, CN was already pointless to most of the player base at the release of this mod.
OR other comment like: my cw will hit like a track if i get dread enchantment. get it ( gated behind zen market and rng !) but then dont come here to say you dont have content you will do what they want : you will give them money.
WE NEED ITEM BALANCE thanks.
man, how arrogance they are.
OP bubble can be spamed constatnly
I am DC and i can spam annointed army daily constanly now...
when all party is immune its way too easy, all looks like ZERG now.
I miss the old go slowl, dont argo adds, CW push over cliff etc.