There are quite a few things I like about Mod 16. I like the new campaign, and the fact that solo gameplay is no longer totally trivial - Now I am less bored than I used to be. I like the counterstats in principle (although I have some reservations about the implementation) and I can see how it is good for the long-term viability of the game.
However, there is one thing I absolutely hate (the treatment of the primary abilities, STR/DEX/etc), and a few that I really dislike, most of which can be described as "dumbing down the game".
Consider the boons. Previously people had to make choices - sometimes hard choices - do I pick this or do I pick that. In some cases this was really tough, when you had to make a choice between two good boons - in other cases it was just plain annoying when you had to make a choice between two bad ones - you felt you worked hard and got nothing in return.
Still, there was complexity - it required thinking and understanding of how to build your character, and it allowed for variations.
Now....what we have is this:
The top two tiers allow some hard choices, but they are mostly dependent on class and role. The bottom 4 tiers should be pretty much the same for everyone. You skip the creature-specific boons at first and take everything else - no thinking required.
Later you can add the Undead boons - they are valid in several areas and then maybe cultists or demons, but that's it everyone will be picking the same - there is really no room for individual variations.
Quite frankly.....it's boring.
It appears from all I have tested, read, and seen with mod 16 NWO has moved from engaging combat, dynamic character build choices, and group synergy with buff/debuff to a game where we have 3 boring roles from the early 90's when MMOs started: Tank, Healer, DPS. Than class builds are dumb down and builds are simply DPS, tank or healer with some variation in the DPS but still not much. Combat is now all about using your At-Wills while waiting for encounters to get off their long cool downs and getting those cool downs lower is nearly impossible as recovery has been removed from the game making combat boring.
As someone who started this game when it was launched on PS4 I did my homework before I decided to play NWO. I picked it over ESO as the combat was more engaging, both games had tanks and healer but they were also buffers which is what I prefer to play.
I picked NWO over ESO because combat was engaging but everything else was a bit similar. Character build choices, gear choices, the stories in NWO after EE are a bit lack luster but the lore is there and of course combat. Move forward 2.5 years and now ESO combat will be better. I picked NWO because of the combat. That is changing in mod 16 and will be slow and boring. Even ESO players feel ESO combat is clunky yet NWO mod 16 will makes ESO combat feels fluid; are you sure you want to keep the combat mechanics as is for mod 16 knowing this?
As for the changes to buffing and debuffing; again other MMO games have these features in play. I always thought that toning them down was needed but not to what is being done in mod 16.
The only things I really agree with for mod 16 are as followed: Classes being given extra roles (Clerics, Fighter, Barbarians, and Warlocks), companion only gear for companions, adjustment to bonding runestones, removal of normal enchantment on companions, new zone, level scaling in zones, IL changes to gear/enchantments, enchantment/insignia changes/increase, and new gear.
The class mechanic changes that impact our ability to design our character and how it impacts combat should be reconsidered or modify a bit more.
IMO, after about 2 weeks of having the test server out there you need to take a survey from your player base to see what overall your consumers/customers think of the changes. Just something to consider to ensure you get not only feedback. The last question I would ask is this; Will you quit the game if mod 16 is released? If that gets more than 20% Yes as a response, I would definitely reconsider mod 16.
We really should have the ability to reroll attributes. It's odd to me that Wisdom which is a staple of Clerics in D&D does Incoming healing bonus and control resist but nothing for outgoing healing.
Such a waste. Seems like there will only be 3 viable attributes for all classes with these changes.
Likewise the Boons are very VERY uninspiring. It feels lazy to have 1/3 of them be damage to/from X class of creature. out of the 70 or so boon pts, all but 10 will be identical on almost every character.
IMO feels very much like Skyforge 2.0...
Each class should have a reason to put stats into their Primary and Secondary stats. As of right now, Clerics have no reason to put attribute points into STR or WIS. I don't imagine they are the only class suffering from this issue. New players - especially those without a grounding either MMOs or D&D - will likely assume that it makes sense to put points into a "Primary" or "Secondary" stat, when this is not the case for Clerics.
Personally, I'd have liked to seen damage / healing matching to the Primary / Secondary stats of each class - WIS for a Cleric, INT for a Wizard, DEX for Rogues and Rangers (physical), STR for Fighters, Barbarians, and Paladins (physical), and WIS for Paladins and Rangers (magical). All those tie in to Primary and Secondary stats of each class, so it makes sense that their power increases as those stats increase (even if it is for less than it was). If I were to start with no prior knowledge, I could add attributes, and be assured that I was adding stats into an area that would increase either my effectiveness at dealing damage, taking damage, or healing. The current Cleric stats do none of that, and it really should be remedied.
I really don't like the ability to roll our atributes being removed. the rolling of the doedecahedron dice is part of what gives this game a d"&d feel. just like rolling stats on the paper version.. taking that away makes it feel very much like the d&d based part of the game is gone. seriously reconsider this move please.
<div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img> ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂ There is supposed to be an image here, but the hamsters took it. <div align="center">AKA Draconis of Luskan</div>
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theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
Is there anyone that thinks the ability score changes were a good thing?
Why did anyone think the ability score changes were a good thing? It's un D&D like, it doesn't improve gameplay in the slightest, it's one more thing that breaks ... just seems like a huge unforced error.
Is there anyone that thinks the ability score changes were a good thing?
Why did anyone think the ability score changes were a good thing? It's un D&D like, it doesn't improve gameplay in the slightest, it's one more thing that breaks ... just seems like a huge unforced error.
Im still wondering why a cleric who can be dps still has 18 wisdom which contributes to nothing into dps, its more incoming healing (i mean im going to be stupid here but if im playing Devout, is healing myself the priority here?) Maybe the tank or the melees should have more incoming healing? I dont know, im trying to make sense of the abilities preset rolls, i can't. . Im still wondering if a Barbarian can tank, why does he have less CON than a Paladin. If a Fighter can tank why does he have less CON than a Paladin. (You can revert it the other way ofc).
Can a dev please explain those abilities scores? Or anyone for that matter. What is the logic behind those choices you developpers made?
Then of course there is whatever you put towards hit points and power.
As @thefabricant said, and using my SW DPS as an example, there is no point in my equipment giving me neither defense nor deflect because as a DPS I'm not going to tank and overcoming those 24K stats from a level 80 enemy just to get 0% damage reduction and 0% deflect change.
Right now on preview, I'm level 80 and I do have 15598 Defense and 10098 Deflect, so I would need:
8402 (24000-15598) additional Defense to start getting any reduced damage.
13902 (24000-10098) additional Deflect to start getting any deflect chance.
So as a SW every single point of Defense and Deflect the equipment is giving me are just stats being lost because there is no way as a SW DPS that I'm going to get that many extra stat points.
As a SW I would expect getting offensives (Power, Armor Pen, Critical Strike, Combat Advantage and Accuracy) and useful defensives (HP, Critical Resist and Awareness), but I would not expect getting points in stats that from the starting point it is known I'm not been able to stack appropriately unless that as a DPS I do stack those defensive stats instead of offensives stats and correct defensive stats.
As a side note, I would event understand people not stacking Awareness because with due gameplay you should negate Combat Advantage just by positioning correctly.
So please, take the time to make a new pass through the equipment for DPS and change Defense and Deflect to a mixture of HP, Critical Resist, Awareness and optionally more offensive stats.
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%
Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%
No. Then those of us who aren't tanks wouldn't be able to do our dailies and weeklies, which are always done solo.
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Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%
No. Then those of us who aren't tanks wouldn't be able to do our dailies and weeklies, which are always done solo.
It could be done for dungeons only, not for campaign zones.
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theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%
No. Then those of us who aren't tanks wouldn't be able to do our dailies and weeklies, which are always done solo.
I feel like a more sensible route would be to just make stat gains to Crit Resist > stat gains to defense, ilevel per ilevel.
Like, if crit resist is less valuable defensively point per point, then if you're forced to decide between +500 defense and +Crit resist, then the crit resist amount should be >500.
There are quite a few things I like about Mod 16. I like the new campaign, and the fact that solo gameplay is no longer totally trivial - Now I am less bored than I used to be. I like the counterstats in principle (although I have some reservations about the implementation) and I can see how it is good for the long-term viability of the game.
However, there is one thing I absolutely hate (the treatment of the primary abilities, STR/DEX/etc), and a few that I really dislike, most of which can be described as "dumbing down the game".
.
I have yet to see a Developer comment on one of the biggest CONCERNS!!!
And that's "Dumbing down the Game". Can they at least try and follow D&D. You cannot push off a game as D&D when you don't follow it's structure. Taking out free will of Primary Attributes is removing the Fun of creating a Toon.
The Primary Attributes need more structure to CORE Abilities. Fix this and majority of players will forgive the REST!
Otherwise get ready for mass departures. Here's a list of 5e Classes and their Favored Stats, just in Case DEVs dont know! And few Extra Classes for MOD17....
Monsters have too low Critical Severity for Critical Resistance to be a useful statistic for tanks. I suggest raising their critical severity to 100-125%
Yes, that's a good idea, at least increase it to 75%, the base for players. At 25% you will not even notice the crit in most cases and a critical hit should make a noticable difference imo.
I'm not happy with the changes at all. i feel like its a step backwards from what our classes are able to do now! I am considering deeply in leaving. I enjoy the fast pace game. playing a devo pally non mod 16 is very fun. using combos in my current build i love. the new update destorys my fast pace fighting paladin healer play. the best next to tank moments of combat etc. now with mod 16 i total feel bored!!! and i feel like a cleric healer. i personally hate the way the cleric plays in this game. thats why i fell in love with fighting paladin healer. i'm very upset. i also hate what the Fighter has turn to as well. You devs have really Put to much changes in one sitting and its gonna cost you all in the end. I started in 2015. old time back player and what u done with mod 15 and mod 5 are my opinion the best you guys done right. I think u should have just left the classes alone atm and just change the life steal and recovery. but making us slower is gonna end up making the game too boring. heres a very important thoughts and analyis video below who agree with mind thoughts and many others plz listen DEVS. https://www.youtube.com/watch?v=_oY0HPCERH0&t=3s
At first, I was so excited about this new mod. but now I find the Cleric too easy to play. No skill or thought is really needed to and I personally feel this game had taken a back step for AC DC (sound like all classes and the method of playing) In my opinion my 5-year-old granddaughter could play the test server and I feel we have no choice but to become cookie cutter players. Hopefully, some changes come or they put this mod on the back burner and re-evaluate it. I'm not going to just stand there and throw a skill here and there BORING. How to fix this, I'm not sure except go to another game and that will very upsetting. tears. We are at a certain level of skill and game playing. I don't feel this mod will continue the evolution or a positive improvement to the MMORPG gaming community. Sorry, my opinion.
Undermountain is a leveling area which means we need to balance between players freshly leveling up being able to survive and more experienced/better geared players still having some challenge. This does mean the area will be a bit easier for very well geared/upgraded players.
All of that said we have regularly tried adjustments in different directions in order to find the right balance and there is still room to adjust stats more.
For the Catacombs a player would need the following to truly max out:
Correct me if I am wrong, but that isn't the best way to "max out". I am not trying to be pessimistic here, I truly enjoy Mod 16 and am looking forward to it. I am going to ignore the defensive ratings as I am focused on "maxing out" a DPS character's potential here. Please help me understand if there is something I am missing.
The real way to "max out" (for a dps) is something like this:
For Catacombs:
With Vorpal and Critical Severity > 106% <---- (credit to Sharp and the other math nerds, not me) Combat Advantage = 0 (or as low as possible) Critical Strike = 37,500 Armor Pen = 15,000 Accuracy = 15,000 Power = All remaining points
Without Vorpal / Critical Severity < 106% Combat Advantage = 60,000 Critical Strike = 0 (or as low as possible) Armor Penetration = 15,000 Accuracy = 15,000 Power = All remaining points
For level 80 content:
With Vorpal and Critical Severity > 106% Combat Advantage = 0 (or as low as possible) Critical Strike = 46,500 Armor Pen = 24,000 Accuracy = 24,000 Power = All remaining points
Without Vorpal / Critical Severity < 106% Combat Advantage = 69,000 Critical Strike = 0 (or as low as possible) Armor Pen = 24,000 Accuracy = 24,000 Power = All remaining points
Please explain if this ^ is incorrect (and why), but it seems to be the only two ways of building a DPS going forward. Also, (and I could be wrong about this) Critical Strike seems to be harder to avoid getting via gear (than Combat Advantage). Therefore, almost every single DPS should just use a Vorpal + other Critical Severity sources, cap the opposing values, and completely ignore Combat Advantage (both in play-style and statistics).
This is without even discussing the lack of Combat Advantage sources (from passive class features), or the fact that 500 Power [not opposed by enemies' stats] = 1% while 500 Combat Advantage [opposed by enemies' stats] = 1%, or the new weaker versions of the weapon enhancements.
My advice is to make Combat Advantage capped at some lower value (instead of 100%), and remove Awareness from enemies, so that players have an incentive to position themselves and invest in Combat Advantage as a stat.
Edit: That isn't really valid advice. It would still be better to stack Power because Combat Advantage might not be up all the time. The point remains however, investing in Combat Advantage needs to be more valuable than stacking Power or players will simply ignore it.
Again, I'm not trying to bash Mod 16 or anything. I would just like to know if there is anything wrong with this logic. It seems that the current design eliminates Combat Advantage as a viable aspect of the game. This could also go the other way around someday, as well, (that Critical Strike becomes not viable and ignored) as the game evolves.
Post edited by iimrmonkeyii#3625 on
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theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
I'm of the opinion that either
A.) "A stat point is a stat point" or B.) A stat point is 1/500 of 1%
Is the problem.
Like, if every 250 CA was +1%, or if sources of CA gave x2 CA as other stats, it'd be fine. But since 1% here isn't = to 1% there, one stat is virtually always going to be better point per point.
At first I was so excited about this new mod. but now I find the Cleric too easy to play. No skill or thought is really needed to and I personally feel this game had taken a back step for AC DC (sound like all classes and the method of playing) In my opinion my 5 year old granddaughter could play the test sever and I feel we have no choice but to become cookie cutter players. Hopefully some changes come or they put this mod on the back burner and re evaluate it. I'm not going to just stand there and throw a skill here and there BORING. How to fix this, I'm not sure except go to another game and that will very upsetting. tears. We are at the a certain level of skill and game playing. I don't feel this mod will continue the evolution or a positive improvement to the mmropg gaming community. Sorry my opinion.
I see some other players offering comments like this, but what specifically is the issue? How is M16 Cleric gameplay less complex than that of M15 AC DC, which is decidedly cookie-cutter if you are playing optimally? Seriously, you don't even have to care what you're attacking as long as you're hitting your powers in the appropriate sequence and casting AA constantly; you don't even need to really attempt to heal anyone and have no expectation at all of dealing meaningful damage.
I don't ask these questions to be belligerent; I'm genuinely curious as to why players feel that meaningful choices have been taken away and/or that their classes have become dumbed-down. To use Cleric as an example again, almost all of the Cleric feats were terrible in M15, but many of them looked decent upon casual observation...like Initiate of the Faith and almost the entire Virtuous and Faithful trees.
In my opinion, there is just a little too much at-will spam in the game. I don't think that recovery (or 2 second cool-downs/daily spam) should return. However, I believe that encounter powers should be available a little more often. At the moment, some classes are going 8 full seconds of at-wills in each rotation. That is too much. Not a single class should be ever standing still using at-wills for more than 2-3 seconds at a time. I think everyone will agree with me there.
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
I see some other players offering comments like this, but what specifically is the issue? How is M16 Cleric gameplay less complex than that of M15 AC DC, which is decidedly cookie-cutter if you are playing optimally? Seriously, you don't even have to care what you're attacking as long as you're hitting your powers in the appropriate sequence and casting AA constantly; you don't even need to really attempt to heal anyone and have no expectation at all of dealing meaningful damage.
I don't ask these questions to be belligerent; I'm genuinely curious as to why players feel that meaningful choices have been taken away and/or that their classes have become dumbed-down. To use Cleric as an example again, almost all of the Cleric feats were terrible in M15, but many of them looked decent upon casual observation...like Initiate of the Faith and almost the entire Virtuous and Faithful trees.
With Devout path specifically, there is too much down time where you are just spamming at-wills or channeling divinity in between encounter and daily use. Most ACDCs are used to CONSTANTLY either building divinity, casting encounters to buff, and making sure you generate enough AP to cast not one but two dailies. The change to healing primarily is not a huge issue to most clerics, it's the change from a fast pace to a snail's pace.
The Arbitor path doesn't suffer from this as drastically and imo is a better healer than the Devout due to the Bastion of Health feat (I forget the name specifically).
I see some other players offering comments like this, but what specifically is the issue? How is M16 Cleric gameplay less complex than that of M15 AC DC, which is decidedly cookie-cutter if you are playing optimally? Seriously, you don't even have to care what you're attacking as long as you're hitting your powers in the appropriate sequence and casting AA constantly; you don't even need to really attempt to heal anyone and have no expectation at all of dealing meaningful damage.
I don't ask these questions to be belligerent; I'm genuinely curious as to why players feel that meaningful choices have been taken away and/or that their classes have become dumbed-down. To use Cleric as an example again, almost all of the Cleric feats were terrible in M15, but many of them looked decent upon casual observation...like Initiate of the Faith and almost the entire Virtuous and Faithful trees.
With Devout path specifically, there is too much down time where you are just spamming at-wills or channeling divinity in between encounter and daily use. Most ACDCs are used to CONSTANTLY either building divinity, casting encounters to buff, and making sure you generate enough AP to cast not one but two dailies. The change to healing primarily is not a huge issue to most clerics, it's the change from a fast pace to a snail's pace.
The Arbitor path doesn't suffer from this as drastically and imo is a better healer than the Devout due to the Bastion of Health feat (I forget the name specifically).
That's good feedback. I've seen a lot of DCs saying that the very slow rate of Divinity gain on Devout makes things feel slow, and my guess is that the devs might increase it a little. They still want healing to be a resource-management game that rewards efficiency, but I get that having fewer actions to do is inherently not as fun.
As for the Arbiter healing bit, that's going to be yanked soon. asterdahl has mentioned that the Bastion-spamming thing was an unintended side-effect.
Now that I've run my SW all the way through the campaign and my HR halfway through (they have nearly identical IL), my honest opinion is that combat is completely bass-ackwards. Players are given a pea shooter while they wait for their summoned companion to do the real killing. It makes no sense whatsoever and simply isn't fun.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
1
silvergryphMember, NW M9 PlaytestPosts: 740Arc User
Some M16 Preview Stat Info
M16 Preview Stat Effects STR: Stamina Regeneration, Physical Damage Boost CON: Max Hit Points, AP (appears to refer to AP Gain) DEX: Critical Severity, Movement Speed INT: Control Bonus, Magical Damage Boost WIS: Control Resist, Incoming Healing CHA: Companion Stat Bonus, Recharge Speed
M16 Preview Racial Abilities Human: Versatile Defense:+250 all Offensive and Defensive Stats Ability Scores: +3 to any Ability Score
Half-Orc: Furious Assault: +5% Critical Severity Swift Charge: +10% Run Speed for 3 seconds when you enter combat Ability Scores: +2 Dex, and either +2 Con or +2 Str
Wood Elf: Elven Accuracy: +1500 Critical Strike Wild Step: 10% resistance to Slow effects Ability Scores: +2 Dex, and either +2 Int or +2 Wis
Sun Elf: Inner Calm: +2% AP Gain Sun Elf Grace: +10% Control resistance Ability Scores: +2 Int, and either +2 Dex or +2 Cha
Dwarf: Stand Your Ground: 20% resistance to Knock and Push Cast-Iron: +2000 Defense Ability Scores: +2 Con, and either +2 Str or +2 Wis
Halfling: Nimble Reaction: +1500 Deflect Bold: +10% Control resistance Ability Scores: +2 Dex, and either +2 Cha or +2 Con
Half-Elf: Dilettante: +1 to an ability score determined by your class BUG: Dilettante doesn't appear to be working. Knack for Success: +1% Critical Severity, +1% Gold Bonus Ability Score: +2 Con, and either +2 Cha or +2 Wis
Tiefling: Bloodhunt: +5% damage to targets below half health Infernal Wrath: When you receive damage 10% chance to apply to attacker for 5 seconds. Reduces damage by 2.5% Ability Scores: +2 Cha, and either +2 Con or +2 Int
Drow: Darkfire: 5% chance on attack, inflicts -2000 Defense for 4 seconds Trance: Increased Hit Point regen out of combat Ability Scores: +2 Dex, and either +2 Cha or +2 Wis
Dragonborn: Draconic Heritage: +5% healing from all spells and abilities Dragonborn Fury: +1500 Critical Strike and +3% damage Ability Scores: +2 to any two stats
Metallic Ancestry Dragonborn: Metallic Ancestry: +3% healing from all spells and abilities, +3% Max Hit Points Dragonborn Fury: +1500 Critical Strike and +3% damage Ability Scores: +2 to any two stats
Moon Elf: Wanderlust: +2% AP Gain, +2% Stamina Gain Moon Elf Resilience: +10% Control resistance Ability Scores: +2 Int, and either +2 Dex or +2 Cha
Menzoberranzan Renegade: Faerie Fire: 5% chance on attack, inflicts -1500 Defense and -2.5% Damage for 4 seconds Trance: Increased Hit Point regen out of combat Ability Scores: +2 Dex, and either +2 Cha or +2 Wis
Correct me if I am wrong, but that isn't the best way to "max out". I am not trying to be pessimistic here, I truly enjoy Mod 16 and am looking forward to it. I am going to ignore the defensive ratings as I am focused on "maxing out" a DPS character's potential here. Please help me understand if there is something I am missing.
Min/maxing your character is not the same as maxing out the effectiveness of a stat.
My post was in response to someone discussing maxing out the potential of each rating, those are the values to achieve that. That doesn't suggest how someone should build out their character to maximize the effectiveness for their play style.
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theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
Correct me if I am wrong, but that isn't the best way to "max out". I am not trying to be pessimistic here, I truly enjoy Mod 16 and am looking forward to it. I am going to ignore the defensive ratings as I am focused on "maxing out" a DPS character's potential here. Please help me understand if there is something I am missing.
Min/maxing your character is not the same as maxing out the effectiveness of a stat.
My post was in response to someone discussing maxing out the potential of each rating, those are the values to achieve that. That doesn't suggest how someone should build out their character to maximize the effectiveness for their play style.
The weird thing about the new system is, a lot of stats need to be "minned out" or else 100% of the points in them are useless except in lower level zones. If enemies have 24k accuracy, then 100% of your deflection below 24k is useless.
Now, you can't TOTALLY avoid "Wasting" points because of combined rating. But it's just sort of a weird dynamic in my mind. Like, I was figuring out how to optimize my build, and it looked like I wanted to just dump deflection entirely. Which isn't really any change from live I guess.
Right now 100% critical severity + 100% combat advantage bonus + 100% base gives this combined pool a potential 300% damage factor.
the critical component is only 100% of the 300%, representing a 50% increase. Since criticals have at least a 50% chance to fail altogether.. for Max stat DPS characters, critical strikes will only add a 25% damage boost. By comparison, 50% deflect or defense halves incoming damage (plus, it effectively doubles incoming healing since the healing is more valuable if it lasts longer). For this reason, critical damage is so weak in its present state that DPS will not pursue it without vorpal weapon enchantments.
One solution is to give critical its own boosting pool, so it can truly raise damage by up to critical severity% on a critical hit. This will in turn, overpower combat advantage, which should then have its cap lowered to 50-80%.
An easier alternative solution would be to set base critical severity at 100% for all players. This would give the critical enough oomph for players to pursue critical strike. Higher critical severity would also serve to limit the gains from combat advantage, and vise-versa, due to a combined pooling effect.
I'm honestly kinda sad to report this bug because it's super powerful and hysterical.... The Helmet Crown of the Undead... it doesn't stop once it's triggered. Observe in this video. It's supposed to last 3 seconds and have a cool down of 30 seconds. I wish I could say that it's sad that it doesn't ever stop once triggered but it awesome lol I will keep going until you log out then back in. https://youtu.be/2-5ANuX4Ktw
M16 Preview Stat Effects STR: Stamina Regeneration, Physical Damage Boost CON: Max Hit Points, AP (appears to refer to AP Gain) DEX: Critical Severity, Movement Speed INT: Control Bonus, Magical Damage Boost WIS: Control Resist, Incoming Healing CHA: Companion Stat Bonus, Recharge Speed
I love this game and have been defending all the changes up until seeing these rolls. This is unacceptable! Why are they forcing us into the worst possible rolls? Is the goal to make all of our characters totally suck?
Comments
As someone who started this game when it was launched on PS4 I did my homework before I decided to play NWO. I picked it over ESO as the combat was more engaging, both games had tanks and healer but they were also buffers which is what I prefer to play.
I picked NWO over ESO because combat was engaging but everything else was a bit similar. Character build choices, gear choices, the stories in NWO after EE are a bit lack luster but the lore is there and of course combat. Move forward 2.5 years and now ESO combat will be better. I picked NWO because of the combat. That is changing in mod 16 and will be slow and boring. Even ESO players feel ESO combat is clunky yet NWO mod 16 will makes ESO combat feels fluid; are you sure you want to keep the combat mechanics as is for mod 16 knowing this?
As for the changes to buffing and debuffing; again other MMO games have these features in play. I always thought that toning them down was needed but not to what is being done in mod 16.
The only things I really agree with for mod 16 are as followed: Classes being given extra roles (Clerics, Fighter, Barbarians, and Warlocks), companion only gear for companions, adjustment to bonding runestones, removal of normal enchantment on companions, new zone, level scaling in zones, IL changes to gear/enchantments, enchantment/insignia changes/increase, and new gear.
The class mechanic changes that impact our ability to design our character and how it impacts combat should be reconsidered or modify a bit more.
IMO, after about 2 weeks of having the test server out there you need to take a survey from your player base to see what overall your consumers/customers think of the changes. Just something to consider to ensure you get not only feedback. The last question I would ask is this; Will you quit the game if mod 16 is released? If that gets more than 20% Yes as a response, I would definitely reconsider mod 16.
Personally, I'd have liked to seen damage / healing matching to the Primary / Secondary stats of each class - WIS for a Cleric, INT for a Wizard, DEX for Rogues and Rangers (physical), STR for Fighters, Barbarians, and Paladins (physical), and WIS for Paladins and Rangers (magical). All those tie in to Primary and Secondary stats of each class, so it makes sense that their power increases as those stats increase (even if it is for less than it was). If I were to start with no prior knowledge, I could add attributes, and be assured that I was adding stats into an area that would increase either my effectiveness at dealing damage, taking damage, or healing. The current Cleric stats do none of that, and it really should be remedied.
▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
There is supposed to be an image here, but the hamsters took it.
<div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
Why did anyone think the ability score changes were a good thing? It's un D&D like, it doesn't improve gameplay in the slightest, it's one more thing that breaks ... just seems like a huge unforced error.
. Im still wondering if a Barbarian can tank, why does he have less CON than a Paladin.
If a Fighter can tank why does he have less CON than a Paladin. (You can revert it the other way ofc).
Can a dev please explain those abilities scores? Or anyone for that matter. What is the logic behind those choices you developpers made?
Right now on preview, I'm level 80 and I do have 15598 Defense and 10098 Deflect, so I would need:
- 8402 (24000-15598) additional Defense to start getting any reduced damage.
- 13902 (24000-10098) additional Deflect to start getting any deflect chance.
So as a SW every single point of Defense and Deflect the equipment is giving me are just stats being lost because there is no way as a SW DPS that I'm going to get that many extra stat points.As a SW I would expect getting offensives (Power, Armor Pen, Critical Strike, Combat Advantage and Accuracy) and useful defensives (HP, Critical Resist and Awareness), but I would not expect getting points in stats that from the starting point it is known I'm not been able to stack appropriately unless that as a DPS I do stack those defensive stats instead of offensives stats and correct defensive stats.
As a side note, I would event understand people not stacking Awareness because with due gameplay you should negate Combat Advantage just by positioning correctly.
So please, take the time to make a new pass through the equipment for DPS and change Defense and Deflect to a mixture of HP, Critical Resist, Awareness and optionally more offensive stats.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Like, if crit resist is less valuable defensively point per point, then if you're forced to decide between +500 defense and +Crit resist, then the crit resist amount should be >500.
And that's "Dumbing down the Game". Can they at least try and follow D&D. You cannot push off a game as D&D when
you don't follow it's structure. Taking out free will of Primary Attributes is removing the Fun of creating a Toon.
The Primary Attributes need more structure to CORE Abilities. Fix this and majority of players will forgive the REST!
Otherwise get ready for mass departures. Here's a list of 5e Classes and their Favored Stats, just in Case DEVs dont know!
And few Extra Classes for MOD17....
Barbarian Strength & Constitution
Bard Dexterity & Charisma
Cleric Wisdom & Charisma
Druid Intelligence & Wisdom
Fighter Strength & Constitution
Monk Strength & Dexterity
Paladin Wisdom & Charisma
Ranger Dexterity & Strength
Rogue Dexterity, Intelligence
Sorcerer Constitution & Charisma
Warlock Wisdom & Charisma
Wizard Intelligence & Wisdom
Artificer Constitution & Intelligence
Mystic Dexterity & Intelligence
At 25% you will not even notice the crit in most cases and a critical hit should make a noticable difference imo.
Correct me if I am wrong, but that isn't the best way to "max out". I am not trying to be pessimistic here, I truly enjoy Mod 16 and am looking forward to it. I am going to ignore the defensive ratings as I am focused on "maxing out" a DPS character's potential here. Please help me understand if there is something I am missing.
The real way to "max out" (for a dps) is something like this:
For Catacombs:
With Vorpal and Critical Severity > 106% <---- (credit to Sharp and the other math nerds, not me)
Combat Advantage = 0 (or as low as possible)
Critical Strike = 37,500
Armor Pen = 15,000
Accuracy = 15,000
Power = All remaining points
Without Vorpal / Critical Severity < 106%
Combat Advantage = 60,000
Critical Strike = 0 (or as low as possible)
Armor Penetration = 15,000
Accuracy = 15,000
Power = All remaining points
For level 80 content:
With Vorpal and Critical Severity > 106%
Combat Advantage = 0 (or as low as possible)
Critical Strike = 46,500
Armor Pen = 24,000
Accuracy = 24,000
Power = All remaining points
Without Vorpal / Critical Severity < 106%
Combat Advantage = 69,000
Critical Strike = 0 (or as low as possible)
Armor Pen = 24,000
Accuracy = 24,000
Power = All remaining points
Please explain if this ^ is incorrect (and why), but it seems to be the only two ways of building a DPS going forward. Also, (and I could be wrong about this) Critical Strike seems to be harder to avoid getting via gear (than Combat Advantage). Therefore, almost every single DPS should just use a Vorpal + other Critical Severity sources, cap the opposing values, and completely ignore Combat Advantage (both in play-style and statistics).
This is without even discussing the lack of Combat Advantage sources (from passive class features), or the fact that 500 Power [not opposed by enemies' stats] = 1% while 500 Combat Advantage [opposed by enemies' stats] = 1%, or the new weaker versions of the weapon enhancements.
My advice is to make Combat Advantage capped at some lower value (instead of 100%), and remove Awareness from enemies, so that players have an incentive to position themselves and invest in Combat Advantage as a stat.
Edit: That isn't really valid advice. It would still be better to stack Power because Combat Advantage might not be up all the time. The point remains however, investing in Combat Advantage needs to be more valuable than stacking Power or players will simply ignore it.
Again, I'm not trying to bash Mod 16 or anything. I would just like to know if there is anything wrong with this logic. It seems that the current design eliminates Combat Advantage as a viable aspect of the game. This could also go the other way around someday, as well, (that Critical Strike becomes not viable and ignored) as the game evolves.
A.) "A stat point is a stat point" or
B.) A stat point is 1/500 of 1%
Is the problem.
Like, if every 250 CA was +1%, or if sources of CA gave x2 CA as other stats, it'd be fine. But since 1% here isn't = to 1% there, one stat is virtually always going to be better point per point.
I don't ask these questions to be belligerent; I'm genuinely curious as to why players feel that meaningful choices have been taken away and/or that their classes have become dumbed-down. To use Cleric as an example again, almost all of the Cleric feats were terrible in M15, but many of them looked decent upon casual observation...like Initiate of the Faith and almost the entire Virtuous and Faithful trees.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
In my opinion, there is just a little too much at-will spam in the game. I don't think that recovery (or 2 second cool-downs/daily spam) should return. However, I believe that encounter powers should be available a little more often. At the moment, some classes are going 8 full seconds of at-wills in each rotation. That is too much. Not a single class should be ever standing still using at-wills for more than 2-3 seconds at a time. I think everyone will agree with me there.
The Arbitor path doesn't suffer from this as drastically and imo is a better healer than the Devout due to the Bastion of Health feat (I forget the name specifically).
As for the Arbiter healing bit, that's going to be yanked soon. asterdahl has mentioned that the Bastion-spamming thing was an unintended side-effect.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
M16 Preview Stat Effects
STR: Stamina Regeneration, Physical Damage Boost
CON: Max Hit Points, AP (appears to refer to AP Gain)
DEX: Critical Severity, Movement Speed
INT: Control Bonus, Magical Damage Boost
WIS: Control Resist, Incoming Healing
CHA: Companion Stat Bonus, Recharge Speed
M16 Preview Stat Arrays
Rogue: STR: 13, CON: 13, DEX: 18, INT: 8, WIS: 10, CHA: 12
Cleric: STR: 10, CON: 10, DEX: 8, INT: 15, WIS: 18, CHA: 13
Wizard: STR: 8, CON: 10, DEX: 12, INT: 18, WIS: 14, CHA: 12
Ranger: STR: 16, CON: 12, DEX: 16, INT: 10, WIS: 8, CHA: 12
Warlock: STR: 8, CON: 14, DEX: 12, INT: 16, WIS: 8, CHA: 16
Paladin: STR: 12, CON: 18, DEX: 8, INT: 12, WIS: 14, CHA: 8
Barbarian: STR: 18, CON: 14, DEX: 14, INT: 8, WIS: 10, CHA: 10
Fighter: STR: 16, CON: 16, DEX: 14, INT: 8, WIS: 10, CHA: 10
M16 Preview Racial Abilities
Human:
Versatile Defense:+250 all Offensive and Defensive Stats
Ability Scores: +3 to any Ability Score
Half-Orc:
Furious Assault: +5% Critical Severity
Swift Charge: +10% Run Speed for 3 seconds when you enter combat
Ability Scores: +2 Dex, and either +2 Con or +2 Str
Wood Elf:
Elven Accuracy: +1500 Critical Strike
Wild Step: 10% resistance to Slow effects
Ability Scores: +2 Dex, and either +2 Int or +2 Wis
Sun Elf:
Inner Calm: +2% AP Gain
Sun Elf Grace: +10% Control resistance
Ability Scores: +2 Int, and either +2 Dex or +2 Cha
Dwarf:
Stand Your Ground: 20% resistance to Knock and Push
Cast-Iron: +2000 Defense
Ability Scores: +2 Con, and either +2 Str or +2 Wis
Halfling:
Nimble Reaction: +1500 Deflect
Bold: +10% Control resistance
Ability Scores: +2 Dex, and either +2 Cha or +2 Con
Half-Elf:
Dilettante: +1 to an ability score determined by your class
BUG: Dilettante doesn't appear to be working.
Knack for Success: +1% Critical Severity, +1% Gold Bonus
Ability Score: +2 Con, and either +2 Cha or +2 Wis
Tiefling:
Bloodhunt: +5% damage to targets below half health
Infernal Wrath: When you receive damage 10% chance to apply to attacker for 5 seconds. Reduces damage by 2.5%
Ability Scores: +2 Cha, and either +2 Con or +2 Int
Drow:
Darkfire: 5% chance on attack, inflicts -2000 Defense for 4 seconds
Trance: Increased Hit Point regen out of combat
Ability Scores: +2 Dex, and either +2 Cha or +2 Wis
Dragonborn:
Draconic Heritage: +5% healing from all spells and abilities
Dragonborn Fury: +1500 Critical Strike and +3% damage
Ability Scores: +2 to any two stats
Metallic Ancestry Dragonborn:
Metallic Ancestry: +3% healing from all spells and abilities, +3% Max Hit Points
Dragonborn Fury: +1500 Critical Strike and +3% damage
Ability Scores: +2 to any two stats
Moon Elf:
Wanderlust: +2% AP Gain, +2% Stamina Gain
Moon Elf Resilience: +10% Control resistance
Ability Scores: +2 Int, and either +2 Dex or +2 Cha
Menzoberranzan Renegade:
Faerie Fire: 5% chance on attack, inflicts -1500 Defense and -2.5% Damage for 4 seconds
Trance: Increased Hit Point regen out of combat
Ability Scores: +2 Dex, and either +2 Cha or +2 Wis
Champions Online Advanced Forum Search
My post was in response to someone discussing maxing out the potential of each rating, those are the values to achieve that. That doesn't suggest how someone should build out their character to maximize the effectiveness for their play style.
Now, you can't TOTALLY avoid "Wasting" points because of combined rating. But it's just sort of a weird dynamic in my mind. Like, I was figuring out how to optimize my build, and it looked like I wanted to just dump deflection entirely. Which isn't really any change from live I guess.
the critical component is only 100% of the 300%, representing a 50% increase. Since criticals have at least a 50% chance to fail altogether.. for Max stat DPS characters, critical strikes will only add a 25% damage boost. By comparison, 50% deflect or defense halves incoming damage (plus, it effectively doubles incoming healing since the healing is more valuable if it lasts longer). For this reason, critical damage is so weak in its present state that DPS will not pursue it without vorpal weapon enchantments.
One solution is to give critical its own boosting pool, so it can truly raise damage by up to critical severity% on a critical hit. This will in turn, overpower combat advantage, which should then have its cap lowered to 50-80%.
An easier alternative solution would be to set base critical severity at 100% for all players. This would give the critical enough oomph for players to pursue critical strike. Higher critical severity would also serve to limit the gains from combat advantage, and vise-versa, due to a combined pooling effect.
The Helmet Crown of the Undead... it doesn't stop once it's triggered. Observe in this video. It's supposed to last 3 seconds and have a cool down of 30 seconds. I wish I could say that it's sad that it doesn't ever stop once triggered but it awesome lol I will keep going until you log out then back in.
https://youtu.be/2-5ANuX4Ktw
But that's OK... it helps me understand why Fireball isn't important to these guys...
It's all about the spreadsheets.