Further open issues (not complete): - GF Dig-In: after using it short, char is facing only one direction, move side or backwards, funny seeing, but not funny playing. - Boons giving HP doesnt give HP - relog in ME put char to YP, not back to group in ME - CW stuck with scorcing burst when loading and someone other killed target while loading.
-Still no AP fix... - Scaling is still way off, im way over the caps for LoTMM, but going to lvl 70 contents im not even close to caps, im atleast 10-25k below on everything except my crit that is at 100k and even then in tong im down to only 58k, 76k armor pen, while in tong im down to 45k, 94k combat advantage, 67k in tong. Same stats apply in cradle, way off cap for these dungeons. You may wanna revise your stats-counter stats again and also look at the "optimal stats" for these dungeons, i dont think i need to have 100k armor pen for my armor pen to be optimal in a 70 content.
come on, rainer, janne, unforgiven had these stats sorted for you guys before it even went live.
Post edited by lardeson on
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
Any chance that scaling will be addressed in ALL Leveling areas?? So that we can FINALLY complete Ebon Downs, Grey Wolf, etc. as a higher level player??? Or should I just go ahead and delete my characters?
Malabogs Castle. Please reduce difficulty so it does not take 60+ minutes to do. Adjust mobs and Formorian warlord stats accordingly or increase character requirement level. Please and thank you.
Varric the Cursed Dwarven cursed to be Tiefling CW Original Serenity Mostly Retired DC Tokarek Bearded Dwarven OP Tankadin JuiceHead Goofy Human GWF Member of H3llzWarriors and Limitless.
On another note, no fixes for OP threat generation? If you are a tank, you need threat to maintain aggro against mobs and bosses. Please increase threat generation by 500% or more thank you. (Note: This can be done through Templar's wrath or binding oath as 99.9% of paladin tanks will use them.)
Varric the Cursed Dwarven cursed to be Tiefling CW Original Serenity Mostly Retired DC Tokarek Bearded Dwarven OP Tankadin JuiceHead Goofy Human GWF Member of H3llzWarriors and Limitless.
"Combat and Power Classes and Balance Boons: Focused Retaliation can no longer proc from damage reflects, and now has an internal cooldown of 5 seconds."
I don't recall seeing this called out as a bug. Maybe it was and I missed it. TBH I have drifted a bit from keeping up to speed on the latest game news because, let's be honest, AI was melting our brains. So if it was, then my bad. I'm playing again because I want to give it a fair shake and I loved the game, but already you are nerf hammering stuff? There is a lot more stuff that needs your attention. A LOT.
Yes, I took the boon. It was good. We as players tend to cherry pick the good stuff. I'm just curious if there was some fair warning given that it was not WAI or are we now getting into a period of additional unanticipated nerfs and can assume we'll need to burn a ton of respec tokens as a result of your "adjustments" to a buggy mod?
If you want to generate some good will, you should probably let folks respec their toons as often as they wish at no charge for the next couple months till things settle down and you get a grip on what's been done to powers. I think I'm justified to say this, I was happy to drop $100/month on this game for 5 years until the last mod. I've spent nothing since January. I'm happy to spend if I feel I'm being entertained. If I'm gonna get ripped every week for the next while then I'll just hop back on RDR2 or some other eye candy and wait it out.
*hulks in tron skirmish sometimes doesnt work properly * Cleansing touch remove Revive Sickness(?) *Kabal in msp is immune for damage. *2nd boss in tong activates his traps too often *dungeon are longer but drop rate realy suck(no i dont want many ad, but 30min = 300 rp, not worth) *I have new acc(2 month), and i have free enchantment rank 8 from barovia, my friends play 4 year's and have same stat's from enchanment in dungeon! Tell me, why i need rank 14/15? I will say again, percentage scaling would be better or something similar. We just need sense to proggres * Tactical Enchantment can't equip to utility slot * OP have stamina bug, i cant charge sometimes * Divinity cost on op is too big compared to divinity gain, 25(+/-50 with feat) divinity for each hit using shiled, TAB cost divinity 50/60 per second.
1.MC: Enemies with high damage compared to scale (I believe that redcaps have a high Critical Rate or HP reduction across Scale is unbalanced)
2.KR: Kessel spheres are very much above damage and effects and give instakill in most players, including in my GWF 21k. (They should be similar in damage and functionality to the artifact that has the same name)
3.ToNG: Hulks in ToNG apply poison? or whatever it is that causes great damage and this makes it harder for tanks and dps meele to attack them.
One question, will there still be in this adjustment module in the classes? Since I do not see any news about this in this weekly patch.
Players can no longer incorrectly gain the full Random Queue daily rewards once per alt. These rewards are now properly given only once per account, per day. In this case, we do not plan to take action on players who used this. Players who were on the fence, feel free to enjoy it before the fix goes live.
I find this really insulting. lol. I don't care if it's fixed or not, but "we don't plan to take action on players"? You really are even gonna go there? I mean it's something you can't avoid doing if you happen to want to do random que on various toons. So you're saying you're gonna be magnanimous and not punish us for playing your game? Even though you've pretty much annihilated it in every way possible already? I mean, if you really wanted to let us know, there are so many less loaded ways of putting it- like maybe throwing a little humour in there:
Players can no longer incorrectly gain the full Random Queue daily rewards once per alt. These rewards are now properly given only once per account, per day. and we're banning everyone one who played on alts. J/K. naw.. we're not doing that. keep clam and play on.
or better yet no humour, no passive aggressive.. just keeping it factual:
Players can no longer incorrectly gain the full Random Queue daily rewards once per alt. These rewards are now properly given only once per account, per day.
If a player were to say something along these lines(passive aggressive negative threatening) to the devs we'd be banished to the lower depths for hamster talking..
For real. This is insulting. Especially after the fiasco this mod has been. I mean from what I'm getting it is barely possible to do a random que ANYWAY at this point at all let alone on alts because of the messed up difficulty levels.
there are Keygate flashbacks. Mod 6 flash backs.
You guys know how to win friends and gain players huh? (naw, j/k clearly that isn't it) public relations.. it's a good thing.
Still missing: * Bank Heist is too hard, we have too low dps to kill the mobs fast enough to prevent damage to the Vault I am fine with only being able to get Bronze, but the problem now is the the Vault usually is breached before phase 3 * Armor kits/reinforcements on gear does not display. Uncertain if they take effect at all(did not test) If they are removed by intent they need to be removed from crafting too * You did promise a fix to the problem with crafting +1 items not applying to quests * MC needs a tuning pass - it is borderline too hard
That's a nice patch. Not enough of course, considering lots of these issues should have never come to live server, but at least it unlocks several dungeons. We'll see if MSP, Tiamat and CR become doable after this patch, but that's a good thing, bugs are being fixed.
On the other side, still no communication about the scaling in its general idea, and if they plan to listen to their community or not.
1. I do not see fix for the maze engine quest - The Sword of Justice and The Sky Pirates Rescue. It is impossible to complete these as they are now. I have seen someone mentioning it can wait -- but some of us started to play just recently and it would be nice if new players are also considered so we can progress with the storylines.
2. I think the scaling for most dragons is WRONG. The one in graveyard is so weak now that can be killed with 1 blow. The one in Rothe Valley can be killed with 5 hits. On the other hand the dragons in the wells of dragons are way to overpowered. At best 2 of them can be completed within the given time frame. Not sure if that is the intention.
3. I see no fix for some containers and Heroic success rewards that can not be opened. Maybe I am the only player who experiencing it but for about 5 days I can not access these rewards.
CW Storm Pillar Gets Stuck in animation of charging to the point you can not move your character and your only choice is to use teleport and still remains stuck even after teleporting to reproduce this issue if you are charging storm pillar and mob stuns you /dazes you
Yet again fixes that might slightly benefit us are prioritised when there are still so many broken mechanics and bugs. ...cough...cough HP Boons adding no extra HP. Could you not have addressed the HP boon instead of the Focused retaliation boon as seems way more important to QoL? Just a thought
how long until downscale is removed so we can actually play the game again?
It is never going to get removed as they spent too long implementing and tweaking it there is no way they will drop it now. With how stubborn they are being I do not see there being many more scaling changes
2
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
edited May 2019
Thank you for your efforts. But you are working harder, not smarter.
This is a systemic scaling error.
Doing micro-adjustments on particular mobs or fights is not helping in the big picture of playability. You are rearranging the deck chairs on the Titanic.
There is no shame in admitting that this scaling system was a mistake. Admitting a mistake is a good way to rebuild customer trust.
The only real solution is acknowledging that this scaling system has failed and removing it entirely.
I am Took.
"Full plate and packing steel" in NW since 2013.
how long until downscale is removed so we can actually play the game again?
It is never going to get removed as they spent too long implementing and tweaking it there is no way they will drop it now. With how stubborn they are being I do not see there being many more scaling changes
easy fix, get in touch with rainer, jannee, sharp and others who took their time testing and putting everything into a doc, ask them for assistant on stats caps and boom, scaling should be in place. Rn its just their ridiculous "recommended" IL, not "required" IL being used to scale the dungeons which makes no sense, as we all know they always chose the lowest IL for new contents. Even when you see in the queue "required IL 14k" for tong, lets be more realistic, at 14k, you dont have the stats to counter the enemies in tong, so yes, thats way off.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
1. I do not see fix for the maze engine quest - The Sword of Justice and The Sky Pirates Rescue. It is impossible to complete these as they are now. I have seen someone mentioning it can wait -- but some of us started to play just recently and it would be nice if new players are also considered so we can progress with the storylines.
Unfortunately, fixing scaling issues in levelling content from 3 years ago is just not going to be a priority compared to fixing endgame content and current-mod content. They'll get it fixed, but it just won't be their first priority.
Anyone running The Maze Engine should also be able to run Elemental Evil, Sharandar, Dread Ring, Well Of Dragons, Dwarf King's Throne, Underdark, Icewind Dale, and Undermountain, at the very least. Put Maze Engine on hold and work on some of the others for a while? There's no way to do all the dailies for all the campaigns at once, so focus on some of the others for a week or two?
Amazing... How do you find the time to remove offhand weapon enchants for TR when you have sooo many other things to sort out.. I honestly thought it was a perk of the TR class (considering it is a dual wielding class)... but nah.. too much to hope for a little sunshine on this class. I'm glad to see you've sorted out the wonderful scaling issues and little insignificant things like the zillions of spirits that seem to haunt the game and allow healers to top both heal and dps (maybe they are intentional to replace the fallen bodies of players who have left the game now and to stop the zones feeling totally empty).. and I won't even go into the terrible lag in runics.. Still haven't seen any reason to take any of my toons into an raq, even riq is fruitless.. But hey.. i'm only a player on the verge of leaving.. you've already lost my money so I doubt my opinion counts for much.
On another note, no fixes for OP threat generation? If you are a tank, you need threat to maintain aggro against mobs and bosses. Please increase threat generation by 500% or more thank you. (Note: This can be done through Templar's wrath or binding oath as 99.9% of paladin tanks will use them.)
Using Binding Oath I can manage threat pretty well, however, DPS NEEDS to also manage their threat. Dps classes that are good at doing damage can and should be able to steal threat from you, they need to learn to back off, but they are so used to focusing on paingiver and nothing else (myself included ), so it may not be that OP's are bad at tanking, but that some dps'ers are really good at dps.
As far as I can tell, it seems some of scaling problems might be from when they adjusted the stat:effectiveness ratio from 500:1 to 1000:1. Notice how when balanced for lvl 80/lotmm you end up with about half the stats needed in lvl 70 content, which would have been about correct at 500:1.
3
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
The same reason they didnt have time to fix alot of this before live, is the same time now they are not addressing items.
Simply put their team is overextended by a wide margin which leads to the trash heap of the game we have now.
3
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Also, when you state things like we are abusing a system , how the heck do we know if you thought to put the daily back on or not.. come off it, you guys stop posting nonsense like this, if you want to come out and say something is broken then do it.. otherwise cut that garbage off.
That is pure nonsense.
I might have run a couple extra leveling dungeons here and there.. whoo hoo, boy penalize me for that extra 30-40k ad.
Sure some people might have done like 100k a day doing that.. whoopie do.
Considering that is the cap anyways.. what exactly is the issue, no one can make more ad over the cap.
i wanted to figure out how the scaling system works on the stat numbers. i see no difference in a 13000il dungeon or a 15.000il dungeon. There are 4 Levels of scaling target i noticed.
If you put to queue the "minimal ilevel" feature you get same result. i thought a 15.000il dungeon has higher statvalues after sclaing then a 13.000il dungeon, but no.
So there must be more wrong then you believe.
and to give my 2 cent on this.: give everyone 1million AD (for not able to work on its own for that) and cancel the hole item level scaling system. As a start change it to level based scaling system you have for zones, cause that has more value for all and brings a little bit fun into game that is missing from start of mod16 on. Work out a scaling system that holds value for Progress, test this on preview and then implement this (may be mod17).
Comments
- GF Dig-In: after using it short, char is facing only one direction, move side or backwards, funny seeing, but not funny playing.
- Boons giving HP doesnt give HP
- relog in ME put char to YP, not back to group in ME
- CW stuck with scorcing burst when loading and someone other killed target while loading.
- Scaling is still way off, im way over the caps for LoTMM, but going to lvl 70 contents im not even close to caps, im atleast 10-25k below on everything except my crit that is at 100k and even then in tong im down to only 58k, 76k armor pen, while in tong im down to 45k, 94k combat advantage, 67k in tong. Same stats apply in cradle, way off cap for these dungeons. You may wanna revise your stats-counter stats again and also look at the "optimal stats" for these dungeons, i dont think i need to have 100k armor pen for my armor pen to be optimal in a 70 content.
come on, rainer, janne, unforgiven had these stats sorted for you guys before it even went live.
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
(Note: This can be done through Templar's wrath or binding oath as 99.9% of paladin tanks will use them.)
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
another user helped me fix this so yay!
Classes and Balance
Boons: Focused Retaliation can no longer proc from damage reflects, and now has an internal cooldown of 5 seconds."
I don't recall seeing this called out as a bug. Maybe it was and I missed it. TBH I have drifted a bit from keeping up to speed on the latest game news because, let's be honest, AI was melting our brains. So if it was, then my bad. I'm playing again because I want to give it a fair shake and I loved the game, but already you are nerf hammering stuff? There is a lot more stuff that needs your attention. A LOT.
Yes, I took the boon. It was good. We as players tend to cherry pick the good stuff. I'm just curious if there was some fair warning given that it was not WAI or are we now getting into a period of additional unanticipated nerfs and can assume we'll need to burn a ton of respec tokens as a result of your "adjustments" to a buggy mod?
If you want to generate some good will, you should probably let folks respec their toons as often as they wish at no charge for the next couple months till things settle down and you get a grip on what's been done to powers. I think I'm justified to say this, I was happy to drop $100/month on this game for 5 years until the last mod. I've spent nothing since January. I'm happy to spend if I feel I'm being entertained. If I'm gonna get ripped every week for the next while then I'll just hop back on RDR2 or some other eye candy and wait it out.
*hulks in tron skirmish sometimes doesnt work properly* Cleansing touch remove Revive Sickness(?)
*Kabal in msp is immune for damage.*2nd boss in tong activates his traps too often*dungeon are longer but drop rate realy suck(no i dont want many ad, but 30min = 300 rp, not worth)*I have new acc(2 month), and i have free enchantment rank 8 from barovia, my friends play 4 year's and have same stat's from enchanment in dungeon! Tell me, why i need rank 14/15? I will say again, percentage scaling would be better or something similar. We just need sense to proggres
* Tactical Enchantment can't equip to utility slot
* OP have stamina bug, i cant charge sometimes
* Divinity cost on op is too big compared to divinity gain, 25(+/-50 with feat) divinity for each hit using shiled, TAB cost divinity 50/60 per second.
1.MC: Enemies with high damage compared to scale (I believe that redcaps have a high Critical Rate or HP reduction across Scale is unbalanced)
2.KR: Kessel spheres are very much above damage and effects and give instakill in most players, including in my GWF 21k. (They should be similar in damage and functionality to the artifact that has the same name)
3.ToNG: Hulks in ToNG apply poison? or whatever it is that causes great damage and this makes it harder for tanks and dps meele to attack them.
One question, will there still be in this adjustment module in the classes? Since I do not see any news about this in this weekly patch.
In this case, we do not plan to take action on players who used this. Players who were on the fence, feel free to enjoy it before the fix goes live.
I find this really insulting. lol. I don't care if it's fixed or not, but "we don't plan to take action on players"? You really are even gonna go there? I mean it's something you can't avoid doing if you happen to want to do random que on various toons. So you're saying you're gonna be magnanimous and not punish us for playing your game? Even though you've pretty much annihilated it in every way possible already? I mean, if you really wanted to let us know, there are so many less loaded ways of putting it- like maybe throwing a little humour in there:
Players can no longer incorrectly gain the full Random Queue daily rewards once per alt. These rewards are now properly given only once per account, per day.
and we're banning everyone one who played on alts. J/K. naw.. we're not doing that. keep clam and play on.
or better yet no humour, no passive aggressive.. just keeping it factual:
Players can no longer incorrectly gain the full Random Queue daily rewards once per alt. These rewards are now properly given only once per account, per day.
If a player were to say something along these lines(passive aggressive negative threatening) to the devs we'd be banished to the lower depths for hamster talking..
For real. This is insulting. Especially after the fiasco this mod has been. I mean from what I'm getting it is barely possible to do a random que ANYWAY at this point at all let alone on alts because of the messed up difficulty levels.
there are
Keygate flashbacks. Mod 6 flash backs.
You guys know how to win friends and gain players huh? (naw, j/k clearly that isn't it)
public relations.. it's a good thing.
* Bank Heist is too hard, we have too low dps to kill the mobs fast enough to prevent damage to the Vault
I am fine with only being able to get Bronze, but the problem now is the the Vault usually is breached before phase 3
* Armor kits/reinforcements on gear does not display. Uncertain if they take effect at all(did not test)
If they are removed by intent they need to be removed from crafting too
* You did promise a fix to the problem with crafting +1 items not applying to quests
* MC needs a tuning pass - it is borderline too hard
I guess everybody's gone to work on the mtg game already.
On the other side, still no communication about the scaling in its general idea, and if they plan to listen to their community or not.
2. I think the scaling for most dragons is WRONG. The one in graveyard is so weak now that can be killed with 1 blow. The one in Rothe Valley can be killed with 5 hits. On the other hand the dragons in the wells of dragons are way to overpowered. At best 2 of them can be completed within the given time frame. Not sure if that is the intention.
3. I see no fix for some containers and Heroic success rewards that can not be opened. Maybe I am the only player who experiencing it but for about 5 days I can not access these rewards.
4. Also no fix for Stronghold marauders?
But you are working harder, not smarter.
This is a systemic scaling error.
Doing micro-adjustments on particular mobs or fights is not helping in the big picture of playability.
You are rearranging the deck chairs on the Titanic.
There is no shame in admitting that this scaling system was a mistake.
Admitting a mistake is a good way to rebuild customer trust.
The only real solution is acknowledging that this scaling system has failed and removing it entirely.
I am Took.
"Full plate and packing steel" in NW since 2013.
Anyone running The Maze Engine should also be able to run Elemental Evil, Sharandar, Dread Ring, Well Of Dragons, Dwarf King's Throne, Underdark, Icewind Dale, and Undermountain, at the very least. Put Maze Engine on hold and work on some of the others for a while? There's no way to do all the dailies for all the campaigns at once, so focus on some of the others for a week or two?
As far as I can tell, it seems some of scaling problems might be from when they adjusted the stat:effectiveness ratio from 500:1 to 1000:1. Notice how when balanced for lvl 80/lotmm you end up with about half the stats needed in lvl 70 content, which would have been about correct at 500:1.
Simply put their team is overextended by a wide margin which leads to the trash heap of the game we have now.
That is pure nonsense.
I might have run a couple extra leveling dungeons here and there.. whoo hoo, boy penalize me for that extra 30-40k ad.
Sure some people might have done like 100k a day doing that.. whoopie do.
Considering that is the cap anyways.. what exactly is the issue, no one can make more ad over the cap.
i see no difference in a 13000il dungeon or a 15.000il dungeon.
There are 4 Levels of scaling target i noticed.
If you put to queue the "minimal ilevel" feature you get same result. i thought a 15.000il dungeon has higher statvalues after sclaing then a 13.000il dungeon, but no.
So there must be more wrong then you believe.
and to give my 2 cent on this.: give everyone 1million AD (for not able to work on its own for that) and cancel the hole item level scaling system. As a start change it to level based scaling system you have for zones, cause that has more value for all and brings a little bit fun into game that is missing from start of mod16 on.
Work out a scaling system that holds value for Progress, test this on preview and then implement this (may be mod17).