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Possible positive changes for NeverWinter Online.

deanoftwdeanoftw Member Posts: 25 Arc User
edited March 2017 in Player Feedback (PC)
I've spent the last couple of days asking people what they think would be good for the game , heres a few things we came up with ;

Bigger Dungeon : I'm sure every player wants a dungeon that takes along time to complete and has a good chance to obtain high end loot, we was talking about a dungeon that would take at least 1 hour to complete and maybe even have multiple dungeon chests to obtain loot also multiple chests that can be opened with keys obtained from campaigns.

Better drops : People suggested to me that Epic temple of the spider, and the other low end dungeons (Tier one and tier two) should have a drop rate increase on starting out items, like Waters of elah'zad , lantern of revelation, catalogue, Also maybe a chance to drop rank 7 enchantments in these dungeons could be a GREAT addition for newer players.

Old content for 70's : Another suggestion i liked was making all the skirmishes and dungeons 1-60 have epic versions, i completely agree and think this would give players at the later stages of the game alot more choices, and i hope is an easy way to make more content for late game?

Key crafting : This i think is one of the biggest issues since the loot changes, new players can make one key each day, so if they wanted just twisted weapons, this would take around 30 days just to craft the keys if im not mistaken, alot of suggestions where said but we came up with a time frame between 4-8 hours for key crafting on campaign keys, i think this will restore alot of game balance.

One end game : Another suggestion i really liked was 1 end game dungeon that is so hard it has a 100% Drop rate for any loot in the game (including lock box loot like artifacts and epic / legendary mounts) , But this dungeon should be especially hard , even for 4.3K players at the end of the game and should take atleast 90 minutes - 2 hours to complete, IF you can :D .

Legendary companion bonus : A streamer i watch regularly pointed out that his stats change when summoning / dismising his companion, if he has it summoned lets say he has standing power of 34,999 , he would dismiss and summon it again and his power would go DOWN to 34.000 (just example i cant remember the exact numbers but it was close to if not over 1000 power) other ways he got the power to go down was entering a camp fire, and just running around the strong hold map.

Thats the PVE side of things now for some PVP ;

Combat Hunter Ranger : They just deal too much damage, the only thing that can resist them is a really good DC and a Guardian who plays with shield for 90% of of the fight til he 2 shots him.

Devoted cleric : Astral shield is to powerful for pvp, they put it on the ground and the entire party takes 0 damage unless they are pushed out of the shield. also the debuffs from the DO paragon path seem to be slightly to strong.

Paladin : Shielding strike is also causing a bug for people to deal 0 damage.

Trickster : Less shocking execution damage(higher execution from low hp?), lower hard recovery cap, shorter duration on courage breaker(50% against players?).

Guardian : Replace iron vanguard path with a complete tank paragon path, the amount of damage this class can deal with being immune to CC and resisting 80% damage and also being one of the fastest classes in the game is absurd. (or threatening rush needs to be removed so the guardian can not apply double mark himself but needs a GWF friend to help). In short this class is to over powered.

Warlock + Great weapon fighter : With the strength of the other classes its hard to tell where these stand but if changes are made to the others we could possibly see some nerfs here to.

EDIT : Feytouch in pvp isnt applying with all encounters, 1 for certain is Hidden Daggers for GWF , check in your pvp matches people , Feytouch might be bugged for all classes.

This is just some suggestions i have gathered among streamers and friends, with a little bit of my own input, i hope it helps <3
Post edited by deanoftw on

Comments

  • edited March 2017
    This content has been removed.
  • kalina311kalina311 Member, NW M9 Playtest Posts: 2,082 Arc User
    edited March 2017
    Devs of the game have created a false Item level allowed to it balloon out of control.. It deliberately misleads players into thinking they have a chance or they are "close" for the min item level of the content or pvp when in fact they are miles away due to guild and regular boons/ bounding stones/ mounts companions etc

    Take for example a 2.5k min item level dungeon / area
    and you go in and there are like level 73 mobs
    Player then complains that content is to hard for item level
    not relizing the Devs counted on the fact that you have 3 bonding rune stones (not counted in items level )
    and by then you might already be sucked in to opening your wallet to (compete)
    If you saw lets say you need a 7000k (true item level) you might be scared off and not even try or cry unfair
    this is all part of the sneak meant cause you pain monitization system and they are selling the medicine aka bonding stones

    Item Level Accuracy needs to be fixed across the entire game if not it is impossible to balance pve or pvp content or Make
    Hard dungeons
    What may be a Hard dungeon for an average player would be a cake walk for a fully geared one then they can farm out and sell all the loot in the dungeon and other cant
  • deanoftwdeanoftw Member Posts: 25 Arc User
    kalina311 said:

    Devs of the game have created a false Item level allowed to it balloon out of control.. It deliberately misleads players into thinking they have a chance or they are "close" for the min item level of the content or pvp when in fact they are miles away due to guild and regular boons/ bounding stones/ mounts companions etc

    Take for example a 2.5k min item level dungeon / area
    and you go in and there are like level 73 mobs
    Player then complains that content is to hard for item level
    not relizing the Devs counted on the fact that you have 3 bonding rune stones (not counted in items level )
    and by then you might already be sucked in to opening your wallet to (compete)
    If you saw lets say you need a 7000k (true item level) you might be scared off and not even try or cry unfair
    this is all part of the sneak meant cause you pain monitization system and they are selling the medicine aka bonding stones

    Item Level Accuracy needs to be fixed across the entire game if not it is impossible to balance pve or pvp content or Make
    Hard dungeons
    What may be a Hard dungeon for an average player would be a cake walk for a fully geared one then they can farm out and sell all the loot in the dungeon and other cant


    Another good point, every piece of gear should count towards item level, including mounts / companions / insignia's , this would give a much more accutate reading on the level of player you are against in pvp or trying to out dps in pve :smile:
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    The legendary companion bonus is a real problem. It affects more than just power. About half the time I am 5000hp short of my max, because of the bonus wigging out. In tough boss fights it is the difference between a 1-hit and surviving.
  • deanoftwdeanoftw Member Posts: 25 Arc User
    The item level changes have been made, lets hope the rest has been taken on board :smile:
  • deathdealerseradeathdealersera Member Posts: 39 Arc User
    edited March 2017
    Hello Everybody,


    Since Module 3 we have constantly seen the spur of the moment also known as the Flavor of the Months with Broken and improper scaling of mechanics in Neverwinter.

    Some of these things has lead to a huge issue with the PvP and PvE community in Neverwinter.

    Here are a couple of things that need to be looked at.

    1. Piercing Damage in PvP.

    Combat HRs as seen in PvP are right now a huge threat (unless a BiS DC is on the opposing team). There is currently no way to fight a combat HR except a gank from the opposing team which usually does the trick but is not an effective way of doing things in PvP.

    The only counter to such immense amount of damage is "Damage Reduction". Mind you, "Damage Reduction" is very different from the so called Defensive stat known as "Damage Resistance".
    Ofcourse the 2nd alternative method is to use Temporary Hitpoints or Shield's such as OP's (Protection Spec) Absolution or Binding oath or Cleansing Touch.

    Classes that have Damage Reduction:
    1. CW's with Shield on Tab.
    2. Empowered Astral Shield.
    3. GF's Shield.

    There needs to be a fix to this immense amount of unmitigable damage. The earlier Module 3 Combat HR used to use Post Mitigation damage which would be a viable way to make Combat HRs seem abit inline with the amount of damage other classes are getting in NW. Alternatively, it will make them use Armor Penetration to deal decent damage thereby effectively reducing their overall "Tanky Build".

    Here are a few suggestions:

    1. Add damage reduction as a scalable stat which can be worked upon, either by boons or feats or whatever. This will bring about a problem of unkillable machines that would just purely stack up on this stat, ofcourse a hardcap would be recommended.
    2. Change the way combat HRs Piercing damage works.
    This is a harder way to fix it but seems to be the more efficient one.
    Rework Piercing blades to deal damage in 2 forms - 25% Pre Mitigation and 25% Post Mitigation.
    Rework the Capstone of Combat HR to do the same - 82.5% Pre Mitigation and 82.5% Post Mitigation.

    2. Damage Reduciton vs Damage Resistance.

    Now for a second problem which has been discussed above. This is a core issue associated with a particular class - GF.

    The Shield of a GF is a huge issue in PvP. Damage Reduction of 80% makes Piercing damage seem useless. Couple it with "Shield Talent" class feature and Elven Enchantment, they can have shield permenantly up with their back against a wall and NEVER die.
    Personally, a class like GF should retain its damage but at the cost of their Shield or nerf on Damage Reduction on their shield.

    Here are a few suggestions:
    1. Reduce Shield Damage Reduction from 80% to about 40%.
    2. Add feats which affect the amount of Stamina they can have. Shield talent should also be reworked. Including Elven being factored in for this work if the Damage Reduction cap is not changed.

    These should effectively allow GFs to play mindfully rather than, Hold shield up, use Shift mechanic to cancel animations (making them quickly hit in succession) and viola "Dinner is SERVED".

    I do not know for sure if Shield cancelling animations is a bug or not but it must be dealt with. Most of the classes have to go through their Animations, why should it be any different for a GF?

    Long story short, Damage Reductions makes GF seem more of a viable tank than OP.

    3. Double Mark Bug

    A GF IV path has double marking mechanic which comes from his Tab + Threatening rush. Effectively giving them x1.8 - x2.0 damage. This allows them to hit with damage which is really hard to achieve purely based on stats. Since most GFs spec for double marking for the sole reason, tankiness can be achieved via their Shield.

    Double marking needs to be fixed. If it is a bug, it needs to be fixed guys. Too long have we all played with broken improper scaling making paths too OP. We need to stop this. Fixes are important to allow Skill to develop.
    Damage Parameters of GF are already good enough for them to be a threat in PvP. And with the above mentioned section of Damage Reduction, they have no issues fighting.

    Here is a typical rotation of a GF:
    Tab Mark >> Threatening Rush >> Wheel Fire Buff >> ITF (use with shield to cancel animation, gain immunity and 80% damage reduction) >> Bull Charge (use with shield to cancel animation, gain immunity and 80% damage reduction) >> Griffon's Wrath (here shield is not used as it bugs Griffon's Wrath to deal 0 damage) the stun itself procs crushing pin which makes their overall damage go up alot.

    Effectively the damage is approximately around: 20% ITF + 10% (assuming 20 Charisma) + 10% combat advantage stat bonus + 15% Temp HP Conqueror Feat + 10% Crushing Pin + 5% Combat Superiority = 30% Wheel Fire Buff = 100%. Now factor in x2 Marks = 200%+ (This is a rough estimate, I haven't factored in many other things). Add Debuffs on top of that. It really gets messed up after that. GWF marks make it worse. SM Paths add more stuff to this section.

    Here are a few suggestions:
    1. Reduce damage parameters, bring them inline with other DPS machines.
    2. Make them glass cannons. Fixing their Sheild Animation Cancellation bug and Damage Reduction, the overall damage output not being touched would make Playing a GF seem skillful and would allow them a Do or Die situation.

    4. Debuffs and Buffs

    Another major issue seen in neverwinter is the buff and debuffs by DCs and CWs which allow for the meltdown of dungeons in mere minutes. Challenging content introduced by devs is reduced to 0. Path viability is 0 because of Debuffs and Buffs stacking on top of Each other.
    This affects PvP as well. Consider the bug associated with Smolder for MoF CW, stacking debuffs such as RoE + Double Chaotic Capstone Proc. This makes them do insane amount of damage in PvP effectively, negating all forms of Defensive stats where on Damage Reduction seems viable. In PvE however, the dungeons are melted and the hard effort put in by devs to introduce challenging content is washed down the drain.
    DPS Debuff DO DCs are also causing a similar effect in PvP. Their DoTs can melt classes just like back in Module 4 and 5. A support class, now has pure damage output.

    Here are a few suggestion:
    1. Make the debuffs and buffs unstackable. Allowing classes to spec into different paths to effectively make viable comps and endgame content harder and more challenging.
    2. Debuffs and buffs should have a %base effect. Example: 25% effective against ads, 15% effective against bosses. These numbers can change ofcourse, but realistically, such type of limitations need to be factored in.
    3. Straight up Reductions in PvP on base effect of a Debuff would help alot.

    5. Healing in PvP and PvE.

    The days of using Healing potions are all gone. Thanks to the Heals provided by insignias, DCs, Healadins. The healing itself needs a proper scaling mechanic. Regeneration, Incoming healing bonus and other factors make them Overpowered. All it takes is 1 click to heal the opponent in PvP and PvE.

    The logic of having insane Heals combat 1 shot is not a fine way to tune neverwinter.

    Everything needs to be brought in line. Base heals themselves are Overpowered to a point that it makes 0 effect with 50% affectiveness in PvP (aka Healing Depression).

    Scenarios where what I have said make sense:
    1. GF using shield, uses Fighter's Recovery + Wheel Heal + Relic Offensive Proc + Insignias + Crushing surge (also, maybe factor in a PvP Potion) = 2 Seconds, full HP.
    2. Combat HR using Wheel heal + Wild's Medicine + Relic Offensive Proc + Life Steal via Fox Cunning or Plant Growth (also, maybe factor in PvP Potion) = Instant full HP.
    3. GoF from Healing DCs, instant full HP.
    4. Healadins with Healing Bonuses can heal upto 40K with just purely using Cure Wounds.

    Effective approach to fix everything I have said in my whole post:

    Reduce Healing (if this is not acceptable, remove all forms of healing bonuses) >> Rework Damage output numbers on individual classes >> TEST TEST TEST >> Now test with Debuffs from each class being factored in seperately on each Path >> TEST TEST TEST >> Test Heals with Damage output scale in realistic BiS Scenarios (you have the code, make BiS characters try out the meta and see for yourself - Statement Intended for DEVS) >> TEST TEST TEST, push to Preview, allow users to test and wait for feedback.

    This should also fix the Grind on top of Grind issue coming around with Modules releasing way too fast. And would help the player base find a reasonable way of playing by using their Brains.

    Sincerely,
    Hero
    Post edited by deathdealersera on

    TR + HR + OP + SW
    Nikostratos

  • deathdealerseradeathdealersera Member Posts: 39 Arc User
    edited March 2017
    Duplicate post, removed
    Post edited by deathdealersera on

    TR + HR + OP + SW
    Nikostratos

  • deathdealerseradeathdealersera Member Posts: 39 Arc User
    edited March 2017
    Duplicate post, Removed.
    Post edited by deathdealersera on

    TR + HR + OP + SW
    Nikostratos

  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    deanoftw said:

    Another good point, every piece of gear should count towards item level, including mounts / companions / insignia's , this would give a much more accutate reading on the level of player you are against in pvp or trying to out dps in pve :smile:

    This used to be the case. Prior to mod 6, there was no such thing as item level -- it was called Gear Score, and everything counted toward it. That alone made it a more accurate measure of player strength.
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  • demonmongerdemonmonger Member, NW M9 Playtest Posts: 3,350 Arc User
    You do realize that shortening courage breaker 50% in pvp will make it useless and more players will be running shifting away unkillable? Also more tr will be switching to instant kill or near instant kill builds. Courage breaker is the one thing that allows a tr to stay in a fight and force others to fight as well.
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  • deanoftwdeanoftw Member Posts: 25 Arc User

    You do realize that shortening courage breaker 50% in pvp will make it useless and more players will be running shifting away unkillable? Also more tr will be switching to instant kill or near instant kill builds. Courage breaker is the one thing that allows a tr to stay in a fight and force others to fight as well.

    i would rather see a TR unkillable thru stealth and dodging than unkillable stood in the middle of the fight, spamming daily and smoke bomb to the enemys on less than 10 second cooldowns
  • spideymtspideymt Member, NW M9 Playtest Posts: 710 Arc User


    3. Double Mark Bug

    Double marking needs to be fixed. If it is a bug, it needs to be fixed guys.

    Devs made it very clear that this isnt a bug and its WAI. Just saying.

  • pitshadepitshade Member Posts: 5,665 Arc User
    Gear Score was simply the total of your basic stats (Power, Crit, Defense, etc...) from your gear and boons. In some cases that was modified by Feats but augments didn't count, nor did pet active bonuses. It was better than the current IL but it was still flawed and very game-able.
    "We have always been at war with Dread Vault" ~ Little Brother
  • deanoftwdeanoftw Member Posts: 25 Arc User
    https://www.youtube.com/watch?v=7AalkEFOMSY


    What combat hr is currently in PvP. . . . . . . . .
  • deanoftwdeanoftw Member Posts: 25 Arc User
    spideymt said:


    3. Double Mark Bug

    Double marking needs to be fixed. If it is a bug, it needs to be fixed guys.

    Devs made it very clear that this isnt a bug and its WAI. Just saying.
    can u link me to anywhere that devs talk about dbl mark pls?
  • exgardianexgardian Member Posts: 255 Arc User
    Oh my ... Another topic of this...

    Simple solution: Remove ALL pvp armor and rings and ALL Main weapon/Off-hands items of all classes and give then GUNS to use in pvp. Transform this pvp in a CS clone or something similar and BANG-BANG DOWN DOWN HS HS LHS Cheetos.
    2fv72Fw.png
  • wizardlvl80#5963 wizardlvl80 Member Posts: 519 Arc User
    @deanoftw

    I can see you're a CW doing a lot of pvp cause you want to nerf every class, except CW. Very convinient.
  • spideymtspideymt Member, NW M9 Playtest Posts: 710 Arc User
    deanoftw said:


    can u link me to anywhere that devs talk about dbl mark pls?

    Sure. After you linked where devs said that this is a bug. You seem pretty sure about it. So where did you get your information that this is a bug?

  • deanoftwdeanoftw Member Posts: 25 Arc User

    @deanoftw



    I can see you're a CW doing a lot of pvp cause you want to nerf every class, except CW. Very convinient.

    Im a GWF lol.
    spideymt said:

    deanoftw said:


    can u link me to anywhere that devs talk about dbl mark pls?

    Sure. After you linked where devs said that this is a bug. You seem pretty sure about it. So where did you get your information that this is a bug?
    Cuz im 90% sure it is and im after information from the devs about it.
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