i don't want this to be long or anything but neverwinter has been dead for long time from a market/in-game economy stand point guild or whaever everything that was added to the game mostly failed because of the way it was done
now module 16 will kill neverwinter's highest attractive point wich is what most people are here for
The combat system is what i'm talking about, we all have seen how slow and uncool mod 16 combat is , nobody wants this new combat system it's counter productive to release something that makes players quit the game entirely
i know devs don't care about our opinion as player base and all but for this one time just listen to what people are saying you really will kill the game with the module at least let us have our good combat
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If they reduce cool downs, drop damage from powers a bit and adjust resistances on mobs I can see it possibly returning to much faster pace combat. This however; doesn't even address the other aspect that a huge majority of players loved the options with feat and power choices but now that is all gone.
The paying players are really cryptic's boss. They just don't view it this way and why if the game fails and their other games fail, they will be scratching their heads wondering why. If the unleash the snow ball and it grows then unfortunately the game dies a slow painful death of inevitable quitting. They have no one else to blame except themselves.
As far as I am concerned, I am BORED to hell with this game and combat system, because it is only black (dead after being one-hitted) or white (mobs dead after they are one-hitted). I apprechiate the changes, even though I know they may be far from being perfect. But a change like was necessary for me not to leave this game. And yes, if I suffered from the same hybris as many writers here, I'd claim that this feeling is shared with the vast majority of players.
As for Mod 16, yes, there are people that really like it, for a number of different reasons, and others that really hate it, with most of the community falling somewhere in between - probably more on the negative side, though.
The long-term outlook for the game is made even worse by some of the other changes - to me it feels like they did not consider the possible long-term effects of some of the changes they are making. Consider for example the 500:1% to 1000:1% change. Combined with higher stats from gear it makes enchantments much less relevant than before.
I do realize this may be intended to shrink the gap between "new" players and veterans who have been grinding for years to get the best gear, but changes (in particular when considering how scaling works) like this take away much of the enjoyment that many people get from gear progression. Worse, it reduces the incentive to level up existing enchantments, which in turn reduces the demand for wards, which in turn will probably result in a reduction of Zen sales, which is what will really threaten the viability of the game, in the long term.
Anyhow...we'll see what happens in a week...and when the dust settles in a month we can see how bad things turned out to be.
There are people that love the changes in Mod 16 and there are others that absolutely hate them. That is always the case with every new Mod or major change. The issue now is just that the negativity level is the second highest I have ever seen, and I am more than a bit worried we will see a repeat of the Mod 6 fiasco.
I've never like the 'combo' approach to combat (A A D B A B for a super vicious uppercut!), and I'm not very interested any more in the 'plethora of powers' approach that gives you 2 new powers at every level until you need 5, 10-slot hotbars just to hold your powers - 80% of which you use once every 3-4 battles.
Neverwinter up til now struck a good balance between choices of powers/feats, number you can use at one time, ability to swap to a different set for different targets, and speed/variety of using those powers.
I do understand that 10-15% of the player base feel the need to min/max their powers, to refine things down to the 'one true build' that gives maximum everything, to create the 'perfect' team composition that blows through all content at max speed until they get one-shotted (the 'black or white' comment above) - and for these players, the current game is stale.
I simply point out that to 80% or more of the player base, the current system is fun, engaging, dangerous. As a 'casual level 70' with no interest in min-maxing, legendary companions, rank 14 enchants, I can only say that lots of lower content is easy for me - which is fine when I just want to smash and bash for a bit. And most of the upper content (say, Castle Never and beyond) is very hard for me and requires real effort not to be casual roadkill along the way.
The game recovered from Mod 6, but at a time when there was less competition out there, the game was still much newer, and at least, post-mod 6, the combat system was still engaging. Replacing that with a slower, clumsier, more limited, more 'all the same' design simply removes the one primary advantage (besides the IP, which may be relevant to some players) that Neverwinter has over other games.
It seems unwise to me, to effectively nerf 100% of your players, in order to address issues that affect less than 20%. Especially since the 80% are the ones who still need to acquire legendary mounts/companions/gear, high IL, etc. and thus are more likely spending money to get there than the people who already have max everything.
But then, nobody ever accused Cryptic of making their Wisdom stat overly useful...
They just mess it up , the powers they give you now dont even go together and all the hard work to get your boons is gone
When people leave the game - or don't financially contribute as they once did because they no longer "trust the game", realistically that only applies to a minute portion of current players and likely not at all for many new and fairly new players who, let's face it are less likely to have the necessary skills and strategies early one to accumulate a great deal of in game wealth that would keep them from having to spend RL currency to financially support the game, and the RL currency coming into the game is probably the primary concern for the Neverwinter PTB's.
I know it isn't a terribly accurate measure (since it apparently only shown the STEAM numbers) and not ARC sign in's, but as most people would expect although Neverwinter player numbers have declined since it's initial public release in 2013 the numbers (at least according to STEAM seems to be holding reasonably steady the last 4-years...
I'm guessing PWI, Cryptic and Neverwinter are attempting changes with MOD16 to attract more new players, as well as well as keep as much as the 'magic" as they can for current players...
As I see it with just about everything the only thing that inevitable is change because without change there is only stagnation and stagnation is a slow death.
Simply trying to convince anyone that people left Neverwinter because of "changes" in the game seems to be ignoring a plethora of other factors like new/different games, burn out and yes, a few players are lost because of changes... changing a game from something a lot of players have become comfortable with to something they may no longer be as comfortable with.
As to whether or not the Mod16 changes will bring about greater or lesser number of people playing or staying with Neverwinter?
Well that remains to be seen regardless of all the speculation from both sides...
As to whether or not there will be future changes?
As I said, I believe that is inevitable if the game is going to survive.
My2¢
Well, perhaps. We did survive mod 6 after all. Although as I mentioned earlier, we at least still had an engaging and customizable combat/character/feat/power etc. system to work with.
For the ones who think it will all blow over, I recall a similar 're-write' project a large and well-established MMO did. It was called "Star Wars Galaxies".
Quote from the wiki:
"One week after this release the entire character development process was changed in the New Game Enhancements (NGE). Major changes included the reduction and simplification of professions, simplification of gameplay mechanics, and Jedi becoming a starting profession. This led to a number of players demanding their money back for the expansion. After a week or two of protests Sony offered refunds to anyone who asked for it. Many player towns became ghost towns due to the reaction of long term players who decided to depart en masse."
It took 4 more years to die, but that was the re-write and the player exodus that killed it. So yeah, I think people have a valid reason to be worried, and it's not all just doom-crying.
That's what ii would recommend. I don't think the devs are that smart, ecause they don't know they've been 'dumbed down' 3 letter grades. I speak from experience. Everyone is smart in some things, not everyone is smart in common sense.