-Bank heist is impossible, too many mobs from 3 lanes, mobs take ages to die now, so you cant kill them all before they attack the main "thing", which always leads to a lost. -River district small encounters (especially the cabal one) is no longer soloable, don't know if this is intended because you guys want to get rid of all the solo content, but Imma report it anyway. -You been sorry doesnt compensate all the time lost on random queues that leads into a broken dungeon, you should give a compensation to everyone.
Throne of Dwarven: Hulks don't charge to destroy barrier & mobs are on steriods,.. then run from back to front in about 2 seconds it seems,.. and totally overrun everything. Spellplague Caverns: still has bug on first boss where no ball on chain appears and boss stays forever immune.
trying to keep myself from raging but here goes: AOE damage of mobs in most areas is way too strong, fire on ground, ice on ground kills instantly souls in valindra boss fight move too fast many coins bank heist 3rd phase is close to impossible, too many mobs since we cant split away from the tank at risk of being 1 shotted. throne the thoons dont charge. CN first boss takes 15 mins to kill but 2nd and 3rd boss is reasonably fast.
any scaled 70 dungeon where there are a large number of mobs, or mechanics require the group to split is impossible since only the tank can take any sort of damage.
i am all for making the content a bit more challenging since 3 mins to run through a dungeon was kind of ridiculous, but i dont want to spend 2 hours doing a dungeon either. find a balance
Just did dread legion skirmish and it was impossible because everyone was dying non-stop and I am level 80 now and could not keep alive because everyone and I myself was dying. The boss at the end, we could not even make a dent in its health. I used up 10 life scrolls (spent real money to get). So, some scaling fixes need to be fix there as well Master of hunt, and as others. I do appreciate the time you will take to address these issues and fine a balance for play, levels and skill, otherwise people will just give up and leave the game. Thanks
As for scaling, imo it should work like this: You do have base stat values for mobs at the various levels. (for player power and hp, just set something) For scaling, calculate what % effect you have against a mob at your level, or what % effect a mob would have against you. Then set the stats in the scaled instance so you keep the effect % you have at your level.
That way you keep the relative power you have at your own level.
It is a problem that tuning your character to perform well at your normal level has no effect whatsoever at scaled level. It also is a problem that stuff like arpen get scaled down so you are below correct level for the zone - this is the first thing anyone building a character would fix.
This will cause you to lose scaled power when levelling up, but I think everyone understands that you are relatively weaker if you level up without doing the associated gear updates. Effect will be small anyways. Specifically for old players in Undermountain it will not matter much, since good old level 70 gear caps most level 80 stats.
Swallow your pride, acknowledge the reality of the situation, and remove the abomination that is the current scaling/cap system.
Mod 16 - in terms of new campaign content is probably not too bad - but this so-called "overhaul"....what exactly was the point other than to nerf players, and - tinfoil hat time - possibly 'encourage' us to spend more money on things we've already spent tens-upon-tens of millions of AD on. (Yes, some of us spent hundreds, possibly thousands of dollars/euros/what-have-you along the way too.) There is literally nothing Cryptic can do to make me come back to this game short of rolling back this Frankenstein monstrosity of a system overhaul, and I mean rolling it all the way back to Mod 15 in regards to movement, lifesteal, cooldowns/recovery, not-being-forced-to-join-at-the-hip with other players, feats, sub-class paths, boons, enchantments, removal of the single-worst form of scaling I've encountered to date over decades of gaming, etc.
As for me ever spending money on NW or any other current and future Cryptic/PWE product...trust is a fragile thing. It takes years to build, and only a moment to destroy. I don't trust Cryptic nor PWE to pick out a lunch menu, let alone design a game at this point. If I were to return and play NW in its present form, there is literally nothing I can do to ever make my 17.5K GWF - pre-Mod 16 IL - main be as powerful, fast, and lethal as he was pre-Mod 16. I spent years progressing that character (not to mention the 13 alts ranging from 10-15K IL I have on the back-burner); that's why I've already left this game. When nothing I can do will ever reach the same heights that I previously worked my way towards and enjoyed, I have no desire nor motivation to keep playing (and spending money).
it only took you 6 years to finally admit you were wrong and i'll give you that, thats all i actually wanted, someone with balls to come out and apologise for the mess, now apologise to all your content creators, send out a video to them and make them knows they aint just some "folks" but people actually promoting your game.
On the other end, this may have nothing to do with dungeons, but encounters are bugged, Ap game is almost null and its just random. sometimes you get 1%, others 2% and others 0%, yes with the same encounter, i tried this on different classes and it was the same. Hope to see a fix for that soon cos it makes no sense for my atwills to be giving me 2% ap and encounters giving less or nothing.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
Seeing as all problems has been reported over and over for weeks and months, it seems that constructive feedback is not appreciated. So go test your damn dungeons yourselves, do your job. GFY.
PVP is broken too cause of scaling, no CC immunity and no heal depression active. Some classes have more and powerfull CC features then other, not balanced in any form.
I can understand that lvl 70 zones and dungeons need a form of reducing capabilties from a lvl 80 player to build SOME challenge. But as time goes by, more and more new lvl80 content is build up, rewards of doing old content vanish. There is actual only tong and codg relevant cause of UES. So why it has to be cap limited, instead of any other softer form? And why you dont show the scaled values (for example in char screen with more tabs zone and dungeon) and make a secret out of the math behind it.
You did all the fight-system changes and forgot to test ALL content against this new system. From lvl1 zone to the last dungeon. ALL content has to be checked from YOUR side not live player side. (there was many feedback of broken abilities from critters during testtime, read it).
M16 should have a new dungeon, its not there. Seems that it is not ready too.
New M16 weapons should be awailable at trade bar shop, missing.
The talents you choose are mostly terrible and shows that you dont understand what players need or want. Cut down Talents to 5 out of 10 is a big mistake, take most fun out of building MY char.
Boons are almostly not suitable, giving only 0,25-1%, should be 1-5%.
NO buffing at all is bad, cause teamplay feeling is mising. I dont want 200% buffing back, but 10-50% (in total) are better than what we now have.
Holding aggro as a tank is not rewarding, cause when you do it you get all hits and cant stand them. You can stand 2-3 hits, but not when 5-10 critters are near you and hit you same time (and that is what a tank MUST stand).
The deformed loong cooldowns makes fighting so boring. Wish you could reduce them to 7-10, max 12 sec for realy big encounters, so a more fluid fight action feeling come back.
That was all told you in preview forums over and over again. when do you listen?
I dont know how low your image is fallen cause of that unfished mod16, but it must now be VERY low. And a good image is money for you that you loose for years.
<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>
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
Since M16 ALL instances, stronghold and all zones except new undermountain are VERY VERY VERY laggy. One step ahead and 3 steps back, server responce times varying from 200ms to over 4000 ms. Dungeons are laggy as hell.
what do you do against this? its from day one of mod16. And it happend with or without proxy (playing in EU zone).
Sisters at first boss encounter in CR are oneshotting tanks through shield on 10-count, making it impossible to do this in particular with the new 5 revives and out rule.
Since M16 ALL instances, stronghold and all zones except new undermountain are VERY VERY VERY laggy. One step ahead and 3 steps back, server responce times varying from 200ms to over 4000 ms. Dungeons are laggy as hell.
what do you do against this? its from day one of mod16. And it happend with or without proxy (playing in EU zone).
Here in Canada have the same issue but mostly in UM or other high population zones
<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>
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
CoDG needs to have a re-evaluation of its mechanics now that the game mechanics have changed. Oh and there have been several instances of seeing and being the victim of a perma stun during the opening phase of the dungeon.
the scaling in the dungeons can't be just one big blanket. If a character has things like accuracy and armor pen capped they should remain capped no matter how he is being scaled, just scale it to the contents cap. End-game lv80 characters should not be weaker then lv 70 ones. And might not be the right place but.. if dungeons take longer they need better rewards or else why would anyone keep doing 30-40 runs to get nothing in return? the system needs to be adjusted, the 1k up was not enough..
Manycoins Heist - mobs are above lvl 70 and can kill in one hit while i have to hit multiple times just one. MSP - first boss is bugged, cant advance past that.
Merchant Folly and similar skirmishes/dungeons - mobs are lvl 80 while i am 70. Also they have CC while i dont, Scaling just made all combat longer and you are in danger of loosing all players because nobody will bother anymore. This is my last post on problems, what i want to see next is me at lvl 80 in all dungeons/skirmishes.
@nitocris83 The issue that I have is that you said everything is where it needs to be. So either A) It wasnt and you knew it wasnt and you said that to please the masses. . You thought it was because the people who tell you it s fine say its fine. My solution fire them or fire you. Your company relys on the customer to tell them where their game has faults. They are unpaid my suggestion is for them to no longer do it. Let this game go by the wayside. This type of activity has gone on far too long. Your company does not deserve us.
So far I have done: Cragmire Crypts (RLQ): No problems.
nDemo: still really hard to get aggro on Demo while he is immune (unless you’re a healer...). The goritso is subject to CC, which makes him a slow fight as you cannot get him to charge circles (it also makes him just a button mashing exercise as he does nothing). But it’s certainly completable.
Master of the Hunt (multiple runs): works fine, no problems (He appears to have a new shield of blue electricity, but once DPS gets behind him to flank that melts fast.)
Kessel’s Retreat (multiple runs): works fine, but the initial spike needs a red splat that appears at the start of the casting sequence. So people can dodge it better.
Valindra’s Tower: no problems until you get to Valindra. The ghosts move at the same speed as PCs (even with a 10% plus buff to movement) and so you take constant hits of 30k or so (pre-mitigation), which makes that phase particularly difficult. I’m not sure how completable it is without a Paladin as I made extensive use of Shield of Faith to get our party through (and that was not on the first attempt).
Manycoins Bank Heist: this should be 3/1/1 content. 12k iL doesn’t belong in RLQ. We didn’t have any trouble, but all but the 4 of us that queued in were all experienced and knowledgeable players with most of us having key stats capped.
One thing I’m noticing is there is a learning curve on dungeons, skills have changed and so how you manage different fights has changed as well. Just going in with default tactics you have learnt in the past doesn’t always work.
Post edited by obsidiancran3 on
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Underdark Campaign: Daily: Defending the Sword Coast: Rescue Slaves from the Drow. Location: Drow Outpost. Mobs are level 81. My 14K level 80 Cleric can't even scratch em.
Thanks - this was one I don't think we had catalogued- looking into it now. M.K.
Comments
All you have to do is go to the preview feedback thread and read it. Voila.
-River district small encounters (especially the cabal one) is no longer soloable, don't know if this is intended because you guys want to get rid of all the solo content, but Imma report it anyway.
-You been sorry doesnt compensate all the time lost on random queues that leads into a broken dungeon, you should give a compensation to everyone.
Spellplague Caverns: still has bug on first boss where no ball on chain appears and boss stays forever immune.
AOE damage of mobs in most areas is way too strong, fire on ground, ice on ground kills instantly
souls in valindra boss fight move too fast
many coins bank heist 3rd phase is close to impossible, too many mobs since we cant split away from the tank at risk of being 1 shotted.
throne the thoons dont charge.
CN first boss takes 15 mins to kill but 2nd and 3rd boss is reasonably fast.
any scaled 70 dungeon where there are a large number of mobs, or mechanics require the group to split is impossible since only the tank can take any sort of damage.
i am all for making the content a bit more challenging since 3 mins to run through a dungeon was kind of ridiculous, but i dont want to spend 2 hours doing a dungeon either. find a balance
When we hit Kabal with the chained ball, he changes phase correctly(mob spawns stop).
However he does not lose his immunity, which makes him unkillable.
PIayers with no augment pets are more scaIed down on dungeons than those with a striker, tank, etc, for so much Iess ratings
You do have base stat values for mobs at the various levels. (for player power and hp, just set something)
For scaling, calculate what % effect you have against a mob at your level, or what % effect a mob would have against you.
Then set the stats in the scaled instance so you keep the effect % you have at your level.
That way you keep the relative power you have at your own level.
It is a problem that tuning your character to perform well at your normal level has no effect whatsoever at scaled level.
It also is a problem that stuff like arpen get scaled down so you are below correct level for the zone - this is the first thing anyone building a character would fix.
This will cause you to lose scaled power when levelling up, but I think everyone understands that you are relatively weaker if you level up without doing the associated gear updates. Effect will be small anyways. Specifically for old players in Undermountain it will not matter much, since good old level 70 gear caps most level 80 stats.
Swallow your pride, acknowledge the reality of the situation, and remove the abomination that is the current scaling/cap system.
Mod 16 - in terms of new campaign content is probably not too bad - but this so-called "overhaul"....what exactly was the point other than to nerf players, and - tinfoil hat time - possibly 'encourage' us to spend more money on things we've already spent tens-upon-tens of millions of AD on. (Yes, some of us spent hundreds, possibly thousands of dollars/euros/what-have-you along the way too.) There is literally nothing Cryptic can do to make me come back to this game short of rolling back this Frankenstein monstrosity of a system overhaul, and I mean rolling it all the way back to Mod 15 in regards to movement, lifesteal, cooldowns/recovery, not-being-forced-to-join-at-the-hip with other players, feats, sub-class paths, boons, enchantments, removal of the single-worst form of scaling I've encountered to date over decades of gaming, etc.
As for me ever spending money on NW or any other current and future Cryptic/PWE product...trust is a fragile thing. It takes years to build, and only a moment to destroy. I don't trust Cryptic nor PWE to pick out a lunch menu, let alone design a game at this point. If I were to return and play NW in its present form, there is literally nothing I can do to ever make my 17.5K GWF - pre-Mod 16 IL - main be as powerful, fast, and lethal as he was pre-Mod 16. I spent years progressing that character (not to mention the 13 alts ranging from 10-15K IL I have on the back-burner); that's why I've already left this game. When nothing I can do will ever reach the same heights that I previously worked my way towards and enjoyed, I have no desire nor motivation to keep playing (and spending money).
Game over.
On the other end, this may have nothing to do with dungeons, but encounters are bugged, Ap game is almost null and its just random. sometimes you get 1%, others 2% and others 0%, yes with the same encounter, i tried this on different classes and it was the same. Hope to see a fix for that soon cos it makes no sense for my atwills to be giving me 2% ap and encounters giving less or nothing.
Some classes have more and powerfull CC features then other, not balanced in any form.
I can understand that lvl 70 zones and dungeons need a form of reducing capabilties from a lvl 80 player to build SOME challenge. But as time goes by, more and more new lvl80 content is build up, rewards of doing old content vanish. There is actual only tong and codg relevant cause of UES.
So why it has to be cap limited, instead of any other softer form?
And why you dont show the scaled values (for example in char screen with more tabs zone and dungeon) and make a secret out of the math behind it.
You did all the fight-system changes and forgot to test ALL content against this new system.
From lvl1 zone to the last dungeon. ALL content has to be checked from YOUR side not live player side.
(there was many feedback of broken abilities from critters during testtime, read it).
M16 should have a new dungeon, its not there. Seems that it is not ready too.
New M16 weapons should be awailable at trade bar shop, missing.
The talents you choose are mostly terrible and shows that you dont understand what players need or want.
Cut down Talents to 5 out of 10 is a big mistake, take most fun out of building MY char.
Boons are almostly not suitable, giving only 0,25-1%, should be 1-5%.
NO buffing at all is bad, cause teamplay feeling is mising. I dont want 200% buffing back, but 10-50%
(in total) are better than what we now have.
Holding aggro as a tank is not rewarding, cause when you do it you get all hits and cant stand them.
You can stand 2-3 hits, but not when 5-10 critters are near you and hit you same time (and that is what a tank MUST stand).
The deformed loong cooldowns makes fighting so boring. Wish you could reduce them to 7-10, max 12 sec for realy big encounters, so a more fluid fight action feeling come back.
That was all told you in preview forums over and over again. when do you listen?
I dont know how low your image is fallen cause of that unfished mod16, but it must now be VERY low.
And a good image is money for you that you loose for years.
▂▃▄▅▆▇█▓▒░ 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
Since M16 ALL instances, stronghold and all zones except new undermountain are VERY VERY VERY laggy.
One step ahead and 3 steps back, server responce times varying from 200ms to over 4000 ms.
Dungeons are laggy as hell.
what do you do against this?
its from day one of mod16. And it happend with or without proxy (playing in EU zone).
Don't get me wrong, the bugs that are present in most (if not all?) of the dungeons are annoying and frustrating.
But my feedback to dungeon scaling is this: This game in its present state is not fun to play.
▂▃▄▅▆▇█▓▒░ 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
simple folly.
Cragmire Crypts (RLQ): No problems.
nDemo: still really hard to get aggro on Demo while he is immune (unless you’re a healer...). The goritso is subject to CC, which makes him a slow fight as you cannot get him to charge circles (it also makes him just a button mashing exercise as he does nothing). But it’s certainly completable.
Master of the Hunt (multiple runs): works fine, no problems (He appears to have a new shield of blue electricity, but once DPS gets behind him to flank that melts fast.)
Kessel’s Retreat (multiple runs): works fine, but the initial spike needs a red splat that appears at the start of the casting sequence. So people can dodge it better.
Valindra’s Tower: no problems until you get to Valindra. The ghosts move at the same speed as PCs (even with a 10% plus buff to movement) and so you take constant hits of 30k or so (pre-mitigation), which makes that phase particularly difficult. I’m not sure how completable it is without a Paladin as I made extensive use of Shield of Faith to get our party through (and that was not on the first attempt).
Manycoins Bank Heist: this should be 3/1/1 content. 12k iL doesn’t belong in RLQ. We didn’t have any trouble, but all but the 4 of us that queued in were all experienced and knowledgeable players with most of us having key stats capped.
One thing I’m noticing is there is a learning curve on dungeons, skills have changed and so how you manage different fights has changed as well. Just going in with default tactics you have learnt in the past doesn’t always work.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
M.K.