So i log in to run some TONG as a 14k GWF who could usually run it with a good group in around 25-35 mins, to see that the bondings have been nerfed (Yes i know that this was going to happen, just not this bad). I went into TONG with a 14k group and, we spent about 30 minutes alone just on Orcus and we had 2 GWFS the same item level! We did 1:1 damage so it wasn't like one of us was a poorly played GWF either.
How are the overall majority meant to run TONG now? Only a select bunch of people will be able to run TONG if they're like 16.5k+ item level, and that's only if they actually know how to play their classes properly. I'm doing the same damage that i used to do at around 12k item level if not lower. Surely i'm not the only one outraged by this and contemplating not playing this game anymore? I can't even picture how excluded TRs and SWs feel after these changes to any group, as they're now useless in terms of dps. It doesn't even end there, MSVA will be near impossible as most public groups struggled before the changes.
Not all of the changes are bad, e.g. the refinement is an awesome change. However the nerf to bondings outweighs these pros leaving me at a cross roads to whether i should invest anymore of time in this game, knowing now that the developers are so reckless and show a complete lack of understanding to their very own game, doing critical decisions that leave most of us questioning what is even going on in their studio? And if they're evening playing the same game as us?
Please tell me how you feel about this change to bondings.
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Well Since my main is a SW - which basically as far as I can work out has just been ground into the dust, yes I would tend to agree with you. Example I play with a CW who has lower ranked bonding than I do. Before patch my DPS would have been a lot more than the CW; which was fair since I was a lot higher in terms of IL etc. After patch I am doing 20% less damage than CW - only changes are from the MOD dropping.
So yeah - what's the point of continuing
Give it time. The dungeon is not intended for casuals..its end game content. People will now have to learn to play without 20% of their stats, but that is a fact of life.
I don't like the idea of nerfing something just to sell it back, but I don't really see this as the end all be all, doom of all Neverwinter. They hit a wall challenge wise, so they had to do something.
Players practically being reset back 2k item level isn't just a "Fact of life" it's just straight up robbery. To change something that had never been touched since the day it came out just makes no sense if it wasn't broken. If they wanted a solution to make players use other things instead of bondings, why not just balance the augments around bondings, and not the other way round. As we now have average runestones all round. The money I've lost because of this controversy is almost in game equivalent of bankruptcy .
There is thousands of ways to change up the difficulty instead of just nerfing the single most best damage multiplier in the game, for example take a look at illusionists.. Why not add debuffs into dungeons like that? Or gives the mobs random buffs like increased DR or more EHP, even if it's just that you may move slower i can guarantee it'll be much better than to just deter every new player from investing money and time into your game for a chance for it to be made to have no value.
However only 10% of the community (or lower) is at that point and are still gearing up their companions, and this mod has only made the gap between end game and emerging players significantly wider in terms of their overall effectiveness of their chars. E.g. dps/buffing.
Shame... really shame.
Nothing new for us except a 10 minutyes skirmish ???
Ooooh and we have random Q... seriously ???
That mod is a joke. What i feel is almost like somebody spat in my face.
I understand why people leave the game.
I like this mod actually, except for the Bonding robbery.
They did say they were going to monitor things over the first few weeks and see if changes needed to be made to dungeons so I'm hoping the note the excessive drop in successful T9G runs and do something about the amount of damage required for the 1st & 3rd bosses.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
I was very curious about the new changes and how they impact the game.
I run Tong with my guildies, 3 support and 2 dps. I'm a 16.2k DC, but the other players are in the 13-15k range.
We completed Tong in 35 minutes: reasonable imo.
On the other hand I run Tong with my 14.4 SW using the new random queue. It was an epic fail, mainly because some players didn't know how to do it and because th party was undergeared: tank that doesn't tank, an inexperienced DC casting random powers without understanding the context, the SW class that doesn't perform by design if you are forced to play as the main dps. I quit at Orcus, penalty included.
My conclusions are simple and not so innovative:
- more than before, your party must be well geared
- The party members must know what to do.
I like the random queues because they give a chance to my SW, but the results are clearly unpredictable. This is why I think that, on the long run, they will be used to run the minor contents and farm AD. Interestingly, the best AD gain is given by the normal 3-members dungeon: 9k AD.
I like some ideas behind the new refining system, but I want to see how it performs in few months when more items are available on the AH. The upgrading process from 12 to 14 requires a big effort.
At the moment, my assessment is neutral: something is good, something is bad (refinement money grab in particular) but overall acceptable to some extent.
My advice is to take your time, improve your toon when possible and wait a bit more when the landscape is more stable: we're at the beginning and other changes are just behind the corner (bug fix, weapon enchantments mechanic, etc)
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
Look at the last couple of mods to see this plan in action. With Module 12 they "gave" us multiple legendary companions. Man, what an AD sink that was at a million AD (or the equivalent in companion packs to get tokens) a pop. The few players who worry about the 100 million AD limit don't notice the problem. But this sink wasn't mandatory, players could play end game content without spending AD. For example I still don't have a second legendary companion on any of my toons and I could do everything but TonG fairly easily.
So along comes update 12b and a new sink was created and this one is no longer optional. Just how much of an AD sink is this new mod? I tried to make some R13's bondings yesterday. I spent the nearly 280K AD for the 3 UMOPs and then watched 60 wards go up in smoke without getting a single one upgraded. Even if you get "lucky" and only burn 33 wards on average to upgrade all the R12 on one toon to R13 will take arpund 850 preservation wards and 26 UMOPS That's about 6,300,000 AD to upgrade one toon, the equivalent of 12,600 Zen, about $125. One toon. And that's not even getting that toon all the way back to where it was before the mod.
This module should be renamed "Murder on the Astral Diamond Exchange" or "Raiders of the Lost Zen"
I thought it was known thing that these past mods have been a "delay game" where it's all about putting more and more restrictions in order to keep us playing the game.
I will survive this mod 12b, but I will not survive another mod where you need 5 more millions to match my current form because the devs decided to change something without thinking what it implies.
The nerf wasn't needed as now we can see the effect it's had on the community and how many people have left/leaving. They could of at least fixed the mobs and bosses to be scaled of the damage we currently do now, and not what we could do. As now we can't kill anything in TONG or MSVA.
I am worried about classes not on that list. Balance issues have existed with some classes for a very long time. I thought it would be fun to dust off my module 5 HR because of the hunting theme in Chult. I gave him good gear, got some of the missing boons, took him into TONG. He was mostly useless. HR's fair better than some other classes.
When the game first launched, skill was king. If you couldn't play your class well, it brought your party down. The harder dungeons couldn't be completed if each party member didn't understand their class and their role in the boss fights. Fast forward to the recent past, gear is king. People do well by copying one of a tiny number of optimized builds and gearing up. The changes to bonding runestones are a small step toward reducing the dominance of gear. For those that learned, "To win at this game, rank up your bondings," I completely understand the frustration. In my view, the game was more enjoyable when superior skill could compensate for lacking gear.
I'm not implying that skill doesn't matter. Indeed, skilled players still shine. Gear, though, is a huge factor and can compensate for a lack of skill.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
In other words, most players are in the same boat you are. The developer's goal is not to sink that boat and cater to a tiny minority. They benefit when the broad player base is engaged with the game.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
The changes to bonding power and the subsequent increase to r14 for everything is just a big AD sink, and it will likely go a long way to helping stabilize the game economy (probably)
The Random Que system was invented to make Storm King's Thunder appear to be a successful mod (probably)
There are currently 46 pages in the RQ Feedback Thread filled with player suggestions for very obvious fixes for the RQ plan in order to make it successful, yet we got what we got
The obvious fix for over-buffing due to bondings would have been to stop pets from re-sharing the power they received from DCs and OPs, which is the root cause of the "power-creep" problem (not "totally op dc power sharing," @hastati96 ) which would have been much more digestible by players, yet we got what we got
Bonding's Bonding's Bonding's.....other things where broken in 12b and this is all you care about....
What i ask myself: Who is expected to farm this ammount of gear to reach endcontent at all? Same counts for PVP (beside the fact that PVP is hard to enjoy.
If someone asked me to build up my charakter from zero I simply would leave.
All those boons, rank 14's, gear ?
Are there really new player willing to spend so much effort, time and money into this game?