Here I would like to give short feedback about current state of random PvE (without playing in premade groups of your guild mates or friends etc).
Have you ever played other mmos? There everybody waiting for their tank before starting to attack. Because otherwise they will die. And death in other mmos has relatively high penalty (loosing exp or wasting a lot of money for repairing your gear).
So what we see in NWO? After years of content easy as abc players just don't know anything about these easy rules of teamplay in dungeons at all. Players just roll in before tank (and it still works). Players does not focus monster wich tank strike (and it still works). Players doesn't dodge red zones (and it still works; well.. except some oneshoting aoe of some bosses).
Yes there are some broken dungeons (such as temple of tiamat wich will be fixed soon) but if something goes wrong in NOT BROKEN dungeon players just don't want to start to follow these rules. If they die in dungeons (doing unbeliavable strange things let's call them so) they just come at this forum and start asking for nerfs of monsters..
When you will enter your next dungeon please ask youself "is everything what does my team right?" Answer will be "no".
So in this thread I would like to ask developers to forse players to play by easy rules of dungeon teamplay wich every mmo player knows. By difficulty by death penalty or by something else just do it. Thank you.
Ps: I am not boasting here like look how hardcore player I am. No. I am usual player as you. And I just want to play normal content without circus allowed for many players.
Comments
I'd like to see some tiered dungeons, so those that want a really hard experience can get it (with appropriate rewards) and casual players still have an easy enough version.
I do like seeing DPS get nailed whenrunning in front of the tank, standing in red etc.
However, I don't like going back to content that is years old and its being made artificially difficult, that is not part of normal D&D progression.
I agree with the OP's point that not waiting for the tank is annoying.
The problem the OP never sees is that he is in a TINY minority in this community in wanting content that is hard enough to challenge him (and I bet his gear and skills are way beyond most). An awful lot of us play for relaxation and enjoy just facerolling stuff. The game needs to accommodate both typs of players.
This is a reason why I loved the Tarokka card design in Ravenloft .... you could increase the difficulty to the point where even a BiS group of experienced players would face a serious challenge (with Donjon and a couple of other special cards at the same time). They attempted to do the same in Mod 16 with the Crystallized resonances in MEs, and while the implementation is flawed (even at max difficulty it is too easy for a high-end group), the basic idea is good.
So, for some people Mod 16 with additional challenges is more fun that before - however, other players disagree, because of the fundamental problems with the way scaling is implemented.
- If you level up in a scaling zone, your stats may go down. You are in effect being punished for progressing
- With things like R10 and R15 enchants being capped down to the same level, the motivation to improve gear is really, really reduced. Why bother getting to BiS if you will just be made equal to someone with barely mediocre gear? I mean, is this a fantasy game or a Swedish tax system simulation?
- The aggressive scaling makes low-level content harder than high-end content for a L80 player. This is just wrong.
This is a game, and it is supposed to be fun. Take away the fun for some people and you take away their motivation to play.Addendum, because I am a petty, vindictive little hamster to the point that Boo himself might think there's something wrong with me, I will never miss an opportunity to point out the idiocy of capping Rank 15 enchantments down to Rank 10s. This is a Free To Play game, with all the economy that implies. In order to get those rank 15s, a player must sink hundreds of dollars worth of real world money (or an in-game grind equivalent or be blessed by the RNGs to the extent that they are some kind of patron saint). You, the Devs, have just made that utterly meaningless. That is hundreds of thousands of dollars you have just excised from your coffers, because people won't buy the wards necessary to accomplish that (or the Rank 5/6/7/etc. potency marks that are necessary to remove AD from the economy).
You set out to create a blatantly pay-to-win game, and you somehow managed to bork even *that* up. That really is something amazing...
1. the tank is not two hittet by trashmobs, and his shield is not depleted in 1 second, not refreshing over most parts of the fight
2. tanks are able to hold aggro and control fights
3. Healers are able to heal the party and support and are not an aggromagnet that kites 90% of the mobs in circles
4. mobs are not 2 times faster than the player and can do jump attacks out of nowhere, same as doing cc attacks in split seconds -> some mobs in leveling zone "Kua to hunter" jump back throw their net and pull you in in 0.5 seconds or less
5. you are not set against trashmobs with a toothpick in your hand, them having 2 million HP+ impossible to take down (endboss TONG), by that overwhelmed by mobs, that on top spread cc and knockback in a row, no way to "step not" into red zones, 2. boss is near unplayble due to perma cc effects, that proc all time
6. your char is not split in half, unable to reach the cap for almost all stats, even having rank 15th enchants, a legendary mount, near optimal gear etc.
30 more points to list...
end of the line, biggest part of playerbase is unable to play those dungeons they did in mod 15 and maybe 100% can´t solve actual TONG
Who ever thinks that NWO in it´s actual state is enjoyable, where level 70 content like MSP, CR, CODG, TONG is still unplayble to some degree even after fixes, lives on another planet !
This is not about player unable to follow simple rules of a game this is about a mod that is not enjoyable outside of the leveling areas and the new implented content.
PS: queued random today RAQ
1. abandoned CR at 2. boss
2. abandoned CR at first boss
3. abandoned CR at 3. boss (all of them 20 death+ 1hour50)
4. abandoned CODG (many death, 1hour)
some may say , "scrubs unable to learn content", but that´s BS
yesterday a MSP was a real pain at endboss, group was unable to kill tentakle same as spawned fire in time, no way in a moderate group without bugged power to absolve this dungeon, 110% not enjoyable
This cryptic is the actual state of the game. I am pretty sure these player are more than clueless, what you expect from the average player in this game, wich is not know to be a destination for hardcore player.
You can't outrun them anymore, you can't dodge everything, so what else can you do?
The cooldowns (or rather the "resource management") for player abilities has become crazy, while NPCs can spam their HAMSTER within seconds without any real visible "downtime" for them.
That's not balance and it sure as hell isn't fun to play... and the last time i checked this was still a game.
And i'm not even talking about skirmishes or dungeons here, i'm talking about the regular solo content. If i'm having problems getting through the content with all the options at my disposal after years of playing the game, what do you think will new players do after getting HAMSTER like this thrown at them?
Most vet. players are probably not going to support this unholy mess with their money anymore, and i doubt that new players are going to toss money at the game in the current state either, so who is going to keep the games cash box filled?
You?
Because at the end of the day it all boils down to money and how to encourage or motivate players to spend it here.
" Now bis tank at lvl 80 without scaling should have 675+khp "
Since you are near or BIs,care you to post us your character pic showing 675k+ hp?
"having ~25% passive damage mitigation"
There is a feat about 10% passive damage mitigation when your stamina is full,where you got the other 15%?
"Item level is not important"
Fine.You claimed that.Please can you post us a video with succesful run at ECC with you and 4 9k players?No scrolls please.Thanks.
"But ways to 100% hold aggro on yourself still exist"
Ok,if you go step by step I mean step by step the while dungeon and DPS follow maybe that is possible.Which is unrealistic cause melee DPS need to get in range (TR/GWF).So you will lose aggro at one point ,cause tanks do no damage.
"So you only have to believe my word "
And you can take mine that nothing of your claims is true.Take my word.
"Some healers can't heal while some heal very very well. Looks like it depends on player."
depends on the DPS not on the healer.If the DPS can kill fast the ads,then healer can heal less players cause ads do less damage.TTK ratio is short and healer can manage this.
"Yes some top dungeons are almoust uncompletable with random team. But it was same and in m15 wasn't it?"
In Mod15 only CR was difficult .FBI/MSP and others could be pulled of by only a decent or two players.Since you claim it is the same,do msp with one player good and the others at 11k.Is it fair my question isn't it?
"Prepared playrs deal much much more damage and survive much longer"
Since prepard players-as you I suppose?- deal much much more damage in Mod16 and survive much much longer,then soloing an entrance dungeon of mod15,would be a piece of cake?
I used to solo dungeons in the past ,FBi etc.Not VT cause it was kindergarden's job.Since now you cliam players are more moe stronger,can you please solo VT with your tank?I am just curious.
Thank you.
While I am enjoying Mod 16 a great deal, I support the above points you made and think there should be appropriate adjustments made to avoid voiding out progression, making low-level content harder than high-end content, etc.
Just wanted to give credit where it's due for astute observations and clear messaging...
I would even take it to where all of the old areas are level 80 zones now and scaling in them is gone. They just have a slight bit less HP and stats than the end game zone which means that I'm not punished for playing old content to help my stronghold or another alliance stronghold that might still be leveling up. I can't tell you how many players that stopped playing these old areas due to this lone change and the only group that this hurts are those strongholds who still need to upgrade their boons. This is a complete and utter trash implementation of a scaling system due to who it punishes, inconsistencies and how it removes progress from players.
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
I have to doubt you did any of the former high level content, since if you did so you should have recognized that even at IL 25k+ you are unable to reach the afforded cap wich is "pure nonsense". FBI and other dungeon are accessible for 13-15kIL. Those player will have issues to even reach 1/2 of the need arp/crit/accu not to talk about the defense stats that are underwhelming with gear thatlike, no way to even step into that content.
2. the powers you mention might work to hold aggro, but most tanks will not be able to withstand aggro of 5-10 mobs (FBI uphill),
3. if not my warlock (not having any issues with healing but with aggro) kites a big bunch of those mobs. The tank will die every few seconds, no matter if 675k HP or not.
My lock is build like a tank actually and when I step out of the dungeon that lock eats same damage than the tank.
Actually I think a lot of player did not take a lot time to think about ways to improve their tankyness, there are options for sure.
4. Problem again is the fact that in case your shield runs out, you gonna die like that. I assume you run a GF and no Paladin actually, maybe that tank has less issues with stamina, or somthing is broken, since there are so many bugs actually. I have to level my GF through content, did not test it.
If you want to witness a completely rediclue prove how devs bugged movementspeed of mobs, just join endboss in Shores of Turn... boss moves like on steroids, your char is like a statue in comparison, same as I am not sure if that boss accepts any kind of aggrotable, jumping from healer to dps to tank and back 100 times in one fight laughable, completely bugged or maybe devs lost one numbers or two in code, no clue
5. Tong, CR, CODG are not to complete as far as I witnessed, even with top group, beside there are bugs involved.
Svardborg, Thiamat (healerphase), manycoin banks, spellplague need a very competent healer and some skilled dps to reach the end actually, unplayble for 90%+ of playerbase I assume.
Did not check all of them, RLQ as far as I can say are so easy, you can´t compare those ones to any other content actually.
we got roles, yes, but que up and only thing you get are dps, so no tank no heal, if we get a tank we get no heal, if we get a heal we get no tank.
That's the biggest issue this game has.
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
*for those unfamiliar with it, EQ1 was the sort of game where even after years of play, you would not have hit your level cap, let alone begun expanding your characters "Alternative Advancement" abilities. This was another one of the reasons faster paced MMOs like WOW beat it into the ground, because they realized that such a long, tedious approach to combat and leveling up was simply unrewarding to players after a certain point. A lesson that seems lost on the Cryptic Dev team.
**Speaking from experience as one of the few guys who actually got *close* to a level cap back in the day, I often was dispatched on such job duties. And there were fewer things that filled a player with a sense of pride in their progression and the like to be both 1. Trusted to help "train" lower level PCs, 2. Watching a tank pull a few too many mobs back to his party and dashing in to get the situation under control by utterly *demolishing* the Mobs that you were 20-30 levels higher than. You *felt* like a Hero. You *felt* like the kind of person someone like, say, Sergeant Knox would repeatedly call on to save a bastion of civilization. Rather than someone who gets cut down by irate panthers and struggles to hold his own in areas where he long ago cleared out the baddies.
If it were not for horrible scaling outside of Undermountain and poorly designed tank shields, this could have been a self-enforcing Holy Trinity reset for NW.
Still, agree. DPS who run ahead of tank: if you die, it's on you, mate.
I am Took.
"Full plate and packing steel" in NW since 2013.
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
For me enchants/runes and others shouldn't be scaled down to rank, but have fixed value per character level (or every x levels) per rank so it give players with better gear better stats.
Similar for other without lvl req items like companions and artifacts they should have fixed amount of values per character level per rank/rarity/level etc.
Also Items sets, character skills and passives and items special named flat bonuses should be not scalable or scalable in same way, but less drastically than others flat stat sources.
Some % stats like dmg, cc resistance, action points gain shouldn't be scalable.
Gear should be packed in tiers, where tier 0 is basic green gear and tier N is best gear available on this character level (or level range). There may be no gear with some tiers (like gear 0 - green, 1 - blue, 2- none, 3- party content, 4- seals, 5- party content best drop, 6- final raid/dungeon) on current lvl to apply difference in number of gear tiers between expansions
Every gear tier have its stats values per level, per tier.
When gear is scaled up it may lose tier, depends on area and/or area lvl.
Starting from level where lowest lvl min artifact gear are available, stepping by each character max lvl change and ending at max character lvl, gear should give some additional bonus (from lost in scaling) stats per tier per max lvl change in lower level content.
https://www.arcgames.com/en/games/neverwinter/news/detail/11158003