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A Surfeit of statistics:

thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
edited June 2017 in Player Feedback (PC)
In the current state of the game, particularly for dps classes, we have a situation where we have an excess of statistics. With the gear currently available to us, we end up with more stats then we need for all existing (and by the looks of it on preview, future) content in the game. When I look at gear for my CW and when talking to other DpS, all we really think when looking at the new gear is...

"It has crit on it...I am at 100% crit, useless."
"It has arp on it, I have more than enough RI...useless."
"It has recovery on it, recovery is useless for my class."

We are at the point in the game where if a stat on gear is not power, a lot of the time, it is not worth anything and this is an issue. It needs addressing in some way and I see 3 potential ways to address this.

The first way is in future, instead of gear having additional stats, they have unique bonuses. For example, a piece of gear with HP and, "10% increased damage against all enemies," but not stats. Or an item that say converted 50% of your lifesteal chance to a damage multiplier and halved your lifesteal severity. This has the downside of creating a different type of power creep, but it could potentially create some new, interesting builds, which is an upside.

The second approach would be to add dampeners to stats. A simple example is how we need more armour penetration in the new module. Whilst this is a good start, it isn't really that effective due to arp's stat curve, making it quite easy to match the new requirements without penalizing our toons too much in the process. If this route was to be expanded on, I would give monsters a stat like crit resistance, which was additive to crit chance and was possessed by monsters in new dungeons. Say if monsters in T2 dungeons had 15% crit resistance, you would need to stack 115% crit chance to reach 100% and in T3 dungeons if they possessed 30%, you would need 130% crit chance to be fully capped.

The third approach is of coarse a level cap raise and new stat curves, but I get the idea that this route isn't 1 that the dev team wants to take.

@rgutscheradev, @terramak and @mimicking#6533 it feels really bad though, getting new gear and looking at it then going, "well, it doesn't give me more power, it isn't best in slot."
Post edited by thefabricant on

Comments

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Would you call it a surfeit of statistics? For the alliteration?

    In all seriousness, we went through the dynamic of "higher item level but no power stat means new gear worse than old gear" when Relic items debuted on preview, and Relic was re-statted into more desirable configurations. I'm not sure if this criticism was forgotten in the interim or what.
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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    Would you call it a surfeit of statistics? For the alliteration?

    In all seriousness, we went through the dynamic of "higher item level but no power stat means new gear worse than old gear" when Relic items debuted on preview, and Relic was re-statted into more desirable configurations. I'm not sure if this criticism was forgotten in the interim or what.

    Yeah @beckylunatic I am at the point where I am at the point of considering using +4 rings with defensive slots, even though I have the +5 rings I would want, just because it would allow me to use the newer gear and dump points into stats that will actually do something for me (which are defensive) rather than stats that are doing nothing.
  • pitshadepitshade Member Posts: 5,665 Arc User
    The longer the game runs without some form of reset, the closer we reach a point where it is impossible to make meaningful improvements in stats. When we had diminishing returns, by mod 4 many geared chars were softcapped on everything but Power and HP. Presumably, the mod 6 devs wanted to avoid this, so they did away with Dim. Returns, but now we are at a point where we (relatively speaking, not me) are hard capped at everything but Power and Hit Points. As you say, another reset (level cap raise or otherwise) would work... but does the studio have the resources to do it right? The last one by all appearances wasn't well received...

    People are going to try and decide what is BIS and farm that. If the new items aren't better than current, they will be ignored. So if the specific set bonuses aren't better, they will be seen as worthless. If they are, it forms a new layer or power creep. Remember how in mods 1 through 4 (5?) we ignored everything in favor of our HV sets? Well what if they had made HV 2.0 to entice us to farm them? It's a no win situation.
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  • hirogardehirogarde Member Posts: 122 Arc User
    edited June 2017
    pitshade said:

    The longer the game runs without some form of reset...

    Be careful what you ask for.... one of these days, that Siege Event may just break through the castle walls.

    Seriously though; How cool would it be if they could figure out some way of completely resetting the server while still compensating (fairly) those that have invested real money?
  • niadanniadan Member Posts: 1,635 Arc User
    edited June 2017
    > @thefabricant said:
    > I am at the point where I am at the point of considering using +4 rings with defensive slots, even though I have the +5 rings I would want, just because it would allow me to use the newer gear and dump points into stats that will actually do something for me (which are defensive) rather than stats that are doing nothing.

    You already know that I am a prime example of what you are talking about. Working on defensive stats and building HP while chasing Pallies. I switched to +4 Dod rings and HP wherever I can get it.
    Post edited by niadan on
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,261 Arc User
    I thought that when they changed the stat curve was also for easy adjustments in the future, so is easy to "nerf" the stats with that implementation they did in mod 6.

    Instead 400 stat -> 1% they can change to 600 stat -> 1% and TADAAAAAAAAA ragequit flame :D
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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    I thought that when they changed the stat curve was also for easy adjustments in the future, so is easy to "nerf" the stats with that implementation they did in mod 6.

    Instead 400 stat -> 1% they can change to 600 stat -> 1% and TADAAAAAAAAA ragequit flame :D

    @darthpotater I dislike this idea because it affects players at all levels of character developments and not just those at end game. For example, a new player who does not have excessive amounts of stats, would suddenly start struggling as a result of a change that was made purely because of a problem only experienced by those at endgame.
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,261 Arc User

    I thought that when they changed the stat curve was also for easy adjustments in the future, so is easy to "nerf" the stats with that implementation they did in mod 6.

    Instead 400 stat -> 1% they can change to 600 stat -> 1% and TADAAAAAAAAA ragequit flame :D

    @darthpotater I dislike this idea because it affects players at all levels of character developments and not just those at end game. For example, a new player who does not have excessive amounts of stats, would suddenly start struggling as a result of a change that was made purely because of a problem only experienced by those at endgame.
    Indeed I dont like this idea also, I did just understand that intention from devs when they did the change but I could be wrong.

    I think they will revise the bonding mechanic sooner or later because that is the bigger gap between "low geared" chars and "high geared" ejem... 3xbonding 12 chars.
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  • wileecoyoteymwileecoyoteym Member Posts: 35 Arc User
    Tell be about it. I'm a no crit build and it's literally impossible to drop below 25% from weapons and base stats from companions. I really don't want to to switch to the lillend or the alchemist experimenter just to drop some crit.
  • wintersmokewintersmoke Member Posts: 1,641 Arc User

    Tell be about it. I'm a no crit build and it's literally impossible to drop below 25% from weapons and base stats from companions. I really don't want to to switch to the lillend or the alchemist experimenter just to drop some crit.

    I'll admit, I'm not an end-game player.... but I have both the alchemist & the liliend. They are both very good companions. A nice mix of heals & attacks, & they proc for me often enuff to complete everything up to SOMI. I haven't really done much with the river district, but I was able to get thru the PE based missions ( Ch. 1 - 4).

  • dupeksdupeks Member Posts: 1,789 Arc User
    edited June 2017

    Tell be about it. I'm a no crit build and it's literally impossible to drop below 25% from weapons and base stats from companions. I really don't want to to switch to the lillend or the alchemist experimenter just to drop some crit.

    I'm really confused by this. Are you sure you're not mixing up where your crit is coming from?

    25% crit is 25*400 = 10,000 stat points. Sure weapons provide a couple thousand between them. But a companion doesn't inherently provide a lot of stats (<1000 base crit even at legendary). So even being generous, companion + weapon should be providing 3,000 crit at most, which is only a third of what you claim.

    Are you sure you don't have attribute points invested or other sources of crit (life feats?)



    Back to the OP: I agree it would be better if there was some purpose to stats that are commonly over-capped.

    It would be interesting if there were meaningful trade-offs for end-game builds. Because for DPS it kind of feels like there's only one option: cap everything and stack power with the rest
    Post edited by dupeks on
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  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    I like the idea of stat-less gear with functions or converters, we have some already but a wider choice would be great.
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  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    In D&D, when you have a character that becomes a demi-god, you retire him and make a new one. I've got a character at end-game, and consider him to have "won!" He'll of course pick up anything useful in the new mod....
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
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