> @adsfelipe said: > The SW class is much more fun now.. good work
I disagree. I am not enjoying it as much as before. A large part of my discontent is due to scaling problems but frankly there are significant changes that were made that decrease the joy of playing the SW.
I miss having Pillar in my dps build but more importantly I miss life steal and don't enjoy having to burn through heal potions and stones.
And while templock did amazing heals with little effort, the soul weaver doesn't do near the same amount of healing and requires significant amount of work. In a busy battle space with constant stunts and knock backs it is often impossible to channel and generate soul sparks which basically shut downs ability to heal. I know this will get better with practice but it is more challenging than I would have expected.
I knew from forums major changes were coming but didn't expect such drastic changes.
Damage control is right. Console release is soon. Think they will get the bugs fixed? Think they will fix scaling? Think they will fix rewards and progression? Think they give a damn about what we think? Four questions one answer.... MAYBE! /s
@mimicking#6533 @nitocris83 All due respect Mr. Foss, how about spending a few days READING the preview feedback forums. I mean all of it. I have. When you are finished reading the preview forums maybe read the feedback and bug reports here on this forum. I have. Please address all of those issues in your Live stream. If there is time left then maybe answer the questions in chat IN THE ORDER THEY appear, do not skip, do not ignore, do not sidestep and DO NOT CHERRY PICK. You might also want to do a pre-stream sound check. You know professionalism and all that.
Maybe have someone look at DragonFlight and Marauders stronghold events, might want to look at lag issues also. You will see the videos when you READ the forums. Talk about a slap in the face. Try being positive for your alliance and guildmates and then have them login to this mess. We have sunken to just doing HE's now because BOTH MAJOR EVENTS ARE HAMSTERBROKEN!!
If you do all of these things you might just EARN back some support.
Maybe think about hiring or promoting an additional community manager. Julia works hard, but it is quite obvious that this community needs a little more time than she has to spare. If Julia says something has been elevated please for the love of the game MAKE IT KNOWN for sure that it is being worked on. The least you can do is publish your TODO list, so that we know for sure you are working on this stuff. This is the only way we know that we have been heard. Also, please do not make her come here and say things like "we think/feel things are in a good place." When you know for a fact that they are not. Say that yourself, you take the heat.
More apathy than anger now, but I'm still pissed.
All for some sort of scaling, but give me back MAH PROGRESSION...NO PROGRESSION, NO REWARD, NO FUN!!
Okay so here's my specific gripe: Identify Scrolls. I've been collecting them as part of my VIP rewards for 6 months. They occupy valuable space in my inventory/bank. Now they are worthless. I paid for them. Really feeling the love.
Okay so here's my specific gripe: Identify Scrolls. I've been collecting them as part of my VIP rewards for 6 months. They occupy valuable space in my inventory/bank. Now they are worthless. I paid for them. Really feeling the love.
Vendor them for gold. They still have value.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
As I live on the other side of the planet and will be asleep/at work when the feed happens perhaps I can have this question answered;
If the mechanics work as advertised with hard caps of 100% and 50% on effectiveness, why is scaling necessary for stats other than HP, Power and Weapon Damage?
———
I would also say you still don’t appear to be listening, as your apology shows no signs of honestly acknowledging your team’s failure in the face of community feedback on scaling.
Your team has failed to show understanding of their own changes even for content they claim to use as a standard (cf Undermountain free starting gear with the Rank 8 enchants and no Boons, mounts, pets or Artifacts, gives an 11k toon not 9k) and has failed to listen at all on the most damaging change to the community’s ability to enjoy or play the game, scaling. They just told us we didn’t understand. It’s been painfully obvious the people not understanding were not the community.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
The player base tried to tell you that things not just in Mod 16 but before and your team, for the most part, ignored them. I so want to believe that things are going to be different this time, but I don't. I get the feeling your team believes they know better and do not care. As others have asked, so shall I; Have you really played this game yourselves? I men no God Mode, no Dev cheats, just seriously normal characters? Have you run some of the dungeons without your dev powers and felt as useless and lame as some of us have?
Like I said before, I want to believe. Only real honest action will help me get there.
"We also wanted a way for players to progress faster through existing campaigns, while also giving us new ways to provide campaign rewards."
Want them to progress faster? How about removing the ridiculous time gating on the campaigns? If you say "But my monies from campaign completion token sales!" How about selling us what we have asked for over and over on these forums. Some of that stuff is easy to make and WILL SELL, but you refuse to make it.
Speaking of us buying things! WTH is up with the nerfs to VIP? At one time I had paid for well over a YEAR of VIP in advance. You removed salvage from the game. You made a new area where I am no longer immune to traps. You added flat out JUNK to the boxes we get with our "Free" Key. Tarmalune Trade bars? Mostly useless. There are more examples, but I am quite sure you are aware. https://arcgames.com/tr/games/neverwinter/news/detail/9492533-neverwinter%253A-introducing-the-vip-program Has not been updated in so long it is FALSE ADVERTISING!
"But, we’re disappointed that we didn’t get to all the reported issues."
No problem there are literally hundreds, I wish you would have pushed back release a few weeks.(Wait we suggested that.) How about you give us a list of things that you know are wrong and broken so that we can make sure that the things we are seeing are on the list. I mean we are in essence BETA testing for your console release right? Let us help you. Even at this late date.
"We don’t think we’ll make everything all right by just fixing the known issues, so we’re going to go the extra mile for everything you’ve done for us. Tune in on the stream on Tuesday and I’ll tell you all about it."
How about you just fix what is broken and agree to discuss planned drastic changes like this with us in the future? I mean I'm all for creative freedom and all but some of the things you have done to this game are just so far out of touch with the community. If you want to make a new game then make one. You can't reimagine a game this old without significant fallout from the playerbase.
Maybe agree to revisit some of the decisions you made in the past that we WARNED you about. That would go much farther than anything else you could possibly do with the exception of a full rollback until you get this MOD fixed.
This game and your decisions are like a death by a thousand cuts.
For me, the feedback issues were a major thorn in my side and I'm happy to see an apology for that. Here is my feedback on the dialog between devs and players during preview, I spent most of my forum time in the class threads so my feedback in this post is centered around that:
There was one part of the feedback I did like this mod and that was the massive amount of quality feedback left by asterdahl. The community definitely took note of this and we really appreciated the dialog between him and the players. It felt respectful and like this dev really cares about his work. Even though we didn't agree with many of the decisions made, this went a long way to improving relations with the community.
The downside to this was only 4 class threads out of a total of 8 got this TLC treatment while the other 4 got barely any dev feedback.
After the first month of mod 16 being on preview, the feedback threads for paladin, cleric, barbarian, and fighter had gotten close to or over 100 dev responses each and continued to get showered with dev responses for the second month.
The other 4 classes, rogue, ranger, wizard, and warlock each got drastically fewer dev responses and this left a ton of players boiling and feeling like their feedback was falling on def ears. We're talking fewer than 10 dev responses per thread and most of those were to small things. Some of the dev responses to these threads angered people even more by coming across as dismissive to our concerns or making excuses instead of fixing the problems we pointed out. The end result of these 4 thread's neglect is that a lot of players including several knowledgeable testers that normally post a lot of feedback didn't bother posting their findings at all because they felt like it would be a waste of time. Their lack of motivation to post was only reinforced when the players that did post quality feedback didn't seem to have much impact on the dev's decisions.
Post edited by trgluestickz on
-- PVP Rogue, --[----- "Your friendly neighborhood spawn of Satan." -----]-- ---------------------------------------------------------------- Main Character: Hurricane Marigolds (Rogue WK & Assassin) Ingame Handle: trgluestickz Discord Name: Hurricane🌀Marigolds#2563 Guilds: She Looked LVL 18 & Essence of Aggression Alliances: Imperium & Order of the Silent Shroud Platform: PC
> @krumple01 said: > Greetings Adventurers, > Thomas Foss, aka the Mimic King, here to talk with you about Neverwinter’s latest launch, Undermountain. With Undermountain, our core goals were to raise the level cap, provide exciting new adventures, and cleanup some longstanding class balance issues. At the same time, we hoped our improvements would pave the way for creating new classes and content in the future. We also wanted a way for players to progress faster through existing campaigns, while also giving us new ways to provide campaign rewards. > With so many impactful changes being made, we felt it was important to invite players to participate in a closed beta test and then in the open beta/preview. You came in like gangbusters and gave us fantastic feedback. Whether it was on the forums, or on Reddit, the team here really appreciated the dialogue. I would like to give a shout out to Rainer whose spreadsheet was a great resource and window into the player’s perspective. Because of the feedback we received directly from our community, we were able to address hundreds of bugs and assorted feedback. Thank you! > > But, we’re disappointed that we didn’t get to all the reported issues. We received great feedback from players like krsbaws, who told us back in March that Tomb of the Nine Gods was broken, but we did not fully address it. For that, we are sorry, and the Neverwinter team is working hard to review all the issues. > We’re even more disappointed in our response to you since launch. It’s pretty clear we could have done a much better job of really listening. There was a lot of excitement at Cryptic about the new content and updates we had made, and we were quite hopeful you too would enjoy them. We fully understand now that some pretty critical bugs made it impossible for you to do just that. It was never our intention to make our most invested and important players feel alienated, but that’s just what we did. > > Neverwinter is as dear to my heart as it is to yours, and I don’t like having a broken game, or even the perception of a broken game. We clearly missed some broken critters and levelling. We have been working to fix these as well as levelling and combat balance. Over the last week, the team has been triaging the issues being reported, fixing as many of them as we can, and discussing ways to better incorporate your feedback to make the game more enjoyable. Examples of steps we have already taken are: > > • A reduction in specific dungeon difficulties (Demogorgon) > • A decrease in damage dealt from some problematic monsters (Malabog’s Castle Redcaps, Tiamat’s Devils) > • Fixing core class bugs (Paladin’s Base Dexterity Score) > • Fixed scaling issues with Encounters in certain zones and instances > • And many more! Check out the patch notes from our last few patches for more details! > > We’re not done, and we’re still listening. We are working on additional updates and will roll those out as quickly as possible, and are communicating out the changes as we do. > > As we get ready for our console release of Undermountain, we are striving to make sure the concerns of our players have been addressed in all versions of the game. For us, this is an ongoing conversation, where we all work towards making Neverwinter the best game possible. To that effect, I will be holding a Q&A during the May 7 Community Livestream at 11am PT to further discuss the state of Neverwinter and player concerns. > > We don’t think we’ll make everything all right by just fixing the known issues, so we’re going to go the extra mile for everything you’ve done for us. Tune in on the stream on Tuesday and I’ll tell you all about it. > Thank you! > Thomas “Mimic King” Foss > > > > > Tiamat is doable. Just finished it 5/9/2019 > > It wasn't as easy as mod 15 but we did it with a premade. So I say thank you for the apology but you guys are on the right track for the game. Its harder yes, but that is what makes the content fun.
Ok a premade group beat it, and what did you get for it? This is what's wrong. How old is this content, it shouldn't need a premade to beat it, and for the rewards I'm sorry it should be a cake walk.
I don't want to be challenged by something I beat years ago that gives me no reward. Great that you enjoyed it, but I personally don't think the majority likes the change.
You want it to be challenging, take off all your armor, enchants, mount insignia, and run it that way there is your challenge. Leave it the way was for the rest of us that dont want to deal with this bs mod.
I am a pretty easy-going and easily pleased player. I push a button, something happens. Numbers just and formulas make it feel like work for me so I don't pay attention. I like the 'little things'. one big thing you missed on though, unless it's a Cryptic cash grab (just say it flat out if is) but you changed the whole games essentially. we appreciate that we all had to respec BUT you forgot one thing... our INITIAL roll. So many of us are stuck with old start up rolls which are no longer relevant to the game today. I am stuck with a toon that has 9 attribute points in physical damage (STR) and all other attributes in CON and CHA... no matter how many attribute points I put into strength I will always be weak. A Re-roll should have been distributed to all the players or at least make the attribute rolls part of the Respec token. With Classes that have tank & DPS, Heal & DPS... sometimes the different attributes are needed. Some will say, "Make another character." I say that's what loadouts we paid for are there to use.
Please have a look at merging the race-reroll (without the need to change race) and the retraining token. I think this would go a very long way with players. start at the very CORE of character creation. When attributes are bad, everything that follows is going to be a train wreck.
BTW I really do like Undermountain and I know there are still scaling issues all around the game, but like I tell my guildies and alliance mates... be patient Cryptic is still fixing stuff. I have put my faith in you. Don't make me break my word to those I play side by side with everyday.
Before I let you go... the Stronghold is my bread & butter. The scaling is so bad in there... Dock supply & Lake Supply flips between T1 strength to hardcore T3 strength... depending on where the enemies are coming from and it's not consistent.
I know there is a lot of negative comments here, but I thought I'd lay out a positive one. Twisted Caverns. THOSE FISH PEOPLE ARE FREAKING HILARIOUS! That put a smile on my face. Thanks.
I know there is a lot of negative comments here, but I thought I'd lay out a positive one. Twisted Caverns. THOSE FISH PEOPLE ARE FREAKING HILARIOUS! That put a smile on my face. Thanks.
You know... you're not wrong! I couldn't stop laughing both in preview and in live mod doing those quests! I'm often found giggling in voice chat going "Oh! The bloople people!" *joyously giggles*
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
BUT you forgot one thing... our INITIAL roll. So many of us are stuck with old start up rolls which are no longer relevant to the game today. I am stuck with a toon that has 9 attribute points in physical damage (STR) and all other attributes in CON and CHA... no matter how many attribute points I put into strength I will always be weak. A Re-roll should have been distributed to all the players or at least make the attribute rolls part of the Respec token. With Classes that have tank & DPS, Heal & DPS... sometimes the different attributes are needed. Some will say, "Make another character." I say that's what loadouts we paid for are there to use.
All characters of a single class, Cleric, Rogue, Barbarian or what have you, start with the same stats. There is no initial rolling, that was removed. For example, ALL clerics have 10 STR, 10 DEX, 10 CON, 15 INT, 16 WIS, and 13 CHA as their base, no matter what. There is simply nothing to re-roll as that choice was taken away from us.
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baalhashmalMember, NW M9 PlaytestPosts: 65Arc User
What's the level of effort involved in rolling back to Mod 15?
I would very much appreciate it (and so would my wallet).
Cleric:Marquis Elmdore - Current Main Wizard: Iamblichus Fighter: Anna the Titan Barbarian: Anann Valkyrja Ranger: Minerva Cory'phaia Warlock: Suri Coralyne Reid
Guild: She Looked Level 18. Alliance: Imperium
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plasticbatMember, NW M9 PlaytestPosts: 12,453Arc User
Okay so here's my specific gripe: Identify Scrolls. I've been collecting them as part of my VIP rewards for 6 months. They occupy valuable space in my inventory/bank. Now they are worthless. I paid for them. Really feeling the love.
The ID scroll is to id stuff. Now, your stuff are auto-id. That means you do not lose the ability. However, you do gain stuff. 1. you get gold for selling your id scroll to vendor. 2. you now get VIP health potion which you probably need to use. If not, they give you a lot more gold than id scroll. In other words, it is a better deal.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
I like the changes, I like the difficulty. Sure there are some issues here and there. But the game is definitely going in the right direction from my perspective. Keep up the effort. Mod 15 was too easy. I like 16. Some of the scaling gets balanced and the game will be great.
more than 5 years in the game, and I'm afraid this devaluing of all my previous work, again , as well as expecting me to learn a whole new game, with new mechanics and old graphics won't work. Cheers and Good Luck Neverwinter
I would like to see you work closer with the neverwinter content creator's. They are the ones who will bring new players into the game since most of them love Neverwinter and only want the game to be good for old players as well as new ones.
Also Please finish fixing scaling. Not all quests can be finished at this point in time.
stealth is survival skills (and not tanking skills, that is really different)
stealth is damage
stealth is mobility
stealth is everything
everything is stealth
Stealth make TR OP, but lack of stealth make TR useless.
I can not say that I am fond of the changes I see.
I've been playing video games ever since Pong. I've witnessed the history of Atari's ET. I've laughed at the "scandal" of Sega Genesis' Stormlord and Mortal Kombat. I've never forgotten the rise and fall of Star wars Galaxies. I suffered under Microsoft's MS-DOS and so wish I had missed that train-wreck! I have seen some truly amazing games that were way ahead of their time and some real duds! I've pretty much seen it all.
I'd be the first in line to say being a game developer isn't easy, especially if there is pressure from the top to make a ton of changes to "draw more players" and "increase monetization" (Looking at you, NCSoft!). Game engines are also a problem if they are anything like a certain... (coughs:) "Hero Engine", that left no room for expansions, failed to allow increases to level caps and is bug-ridden from the word, "Go!". Which is why after finding myself looking at all of these changes you've made, I can only respond by saying, "Ouch!"
While Neverwinter may have had its "balance problems", it certainly wasn't broken! It was always fun, creative and comfortable. The skill trees made characters amazingly flexible and easily justified buying more loadouts for them! In all seriousness, if you wanted to give us new content, you ought not have taken away the skill-trees but should give us even more skill-trees to experiment with! Am I the only one here who wants his Wizard to become a Lich, Pale Master, Arcane Scholar of Candlekeep or a Red Wizard of Thay?
Unless Wizards of the Coast have completely lost all sense of imagination and originality, opting instead to drag Neverwinter down out of fear of being "too complex" for new players, come on and rev this baby up! Let's see how far Neverwinter can be taken! Yes, I confess that I absolutely love theory-crafting in a game like Neverwinter as it takes the character development into the realm of careful strategy, risk vs reward... and pure rofl dumb luck! But what I am seeing appears to be more of a major panic-driven downgrade. Was this really necessary?
This is a painful move you've made and I honestly hope these radical changes don't make Neverwinter the next WildStar. ____________________________________________________________
Addendum: If you want players to spend more money on this game, do not remove stats from the items (mounts and companions) people have already purchased from the store! What I'm about to say may sound harsh, but it needs to be said: Cheap and underhanded bait-and-switch sales tactics serve no purpose but to kill off all future sales! Rather, have all prepurchased items in peoples' inventories listed as "legacy" (with their original stats intact), and sell the newer nerfed items in the store for future customers to buy.
Post edited by caldochaud#4880 on
"Talent is a flame. Genius is a fire." - Sir Bernard Williams
Not been in the game a year yet. Brought over a friend and we began playing. I do not know where to begin with the mess this has turned into. The class "update" in this expansion left me lacking enthusiasm to play my ranger as my adaptability and flexibility are gone. It would appear I will be forced into a play style I have no interest in to continue in my preferred class. Ranged dps appears both limited and terrible, and survivability has been reduced far more then before since ability choices have been neutered. In short the class is no longer enjoyable to me.
Don’t release until things are ready. Don’t blindly mess up your console player base by releasing mod16 until it is fixed. (You must be seeing the numbers falling- players are not waiting to see, they are leaving now) And please don’t ban half your player base if someone finds the inevitable exploit that actually lets the progress through this clusterf*%k. Oh & I’d like to be able to say I have GOT something in chat please...
The break in silence is appreciated. Not surprising, but nice to finally see it come...though swap the author name to goatshark and the deja vu would be complete. Dwelling on what has come to pass isn't going to change it, I think those of us that have been around and seen this cycle know by now that we are into the damage control phase.
Mr. Foss I know that your team will eventually scale things to a playable level, whether it takes hands on tweaking of every critter, lair, dungeon and instance one by one or by ramping up the power creep on new items and gear. (Please note I said playable, which shouldn't be confused with fun). When that happens though, you will still have downgraded the robust combat and character creation. If you are too inflexible to consider that this may have been a mistake worth rectifying then the game is already set upon a path towards perpetual mediocrity. I have always insisted that Neverwinter, with the DnD LP, should have been and could have been a real contender to shadow games like WoW. The combat and richness are what fueled that belief. If you really are passionate about this game, then what would ever compel you to strip something that is so fundamentally great about it to such limited and anemic choices for powers and feats?
Saltiness aside for the loss of past investment, I actually would have been fine with most of the nerfs and things that have been removed like excessive self healing, limitless stat accumulation and insane buff stacking. That was imo the right direction. The game feels more like it did when it started in terms of difficulty...except now the combat is less fun... and tbh somewhat frustrating. There are still cookie cutter builds in this mod. They are just even more limited now with the lack of combat options. If people no longer fall in love with the gameplay and combat of Neverwinter, you really won't need to worry about introducing new classes. Please help us understand how this can possibly make the game better in the future, and if you are not convinced of the reason you need to provide us, then perhaps consider that something needs to be done to drastically repair that aspect of the game...more urgently than anything else "new".
My advice to you is very simple: Recognize that the implementation of Mod 16 has been a huge mistake and get back to Mod 15 and solve first all the issues there like bugs, lag, etc., then put a more capable team to work on the next Mod (not just designing it but also playing it) so that the game give us -the players- more fun instead of less.
Was good to see some accountability. Anyways, in all honesty, I think this would've been a great mod, if ya'll had left out the stats, class, and mechanics changes and saved those for later, after much more testing and reconsidering a few things based on player feedback. Man, good luck on fixing this.
I am a pretty easy-going and easily pleased player. I push a button, something happens. Numbers just and formulas make it feel like work for me so I don't pay attention. I like the 'little things'. one big thing you missed on though, unless it's a Cryptic cash grab (just say it flat out if is) but you changed the whole games essentially. we appreciate that we all had to respec BUT you forgot one thing... our INITIAL roll. So many of us are stuck with old start up rolls which are no longer relevant to the game today. I am stuck with a toon that has 9 attribute points in physical damage (STR) and all other attributes in CON and CHA... no matter how many attribute points I put into strength I will always be weak. A Re-roll should have been distributed to all the players or at least make the attribute rolls part of the Respec token. With Classes that have tank & DPS, Heal & DPS... sometimes the different attributes are needed. Some will say, "Make another character." I say that's what loadouts we paid for are there to use.
Please have a look at merging the race-reroll (without the need to change race) and the retraining token. I think this would go a very long way with players. start at the very CORE of character creation. When attributes are bad, everything that follows is going to be a train wreck.
Lot of this I felt too.
None of my Paladin characters have a "Damage stat" Intelligence over 20... 2 will when they hit 80 but though 21 would be something to brag about in 5E tabletop it isn't so here. Meanwhile every class that isn't a Barbarian or wizard has to make do with the mid 20's damage stat and as I said before Barbarian and Wizards are in the high 20's. 28, 29 or even hitting 30 with their damage stat.
How is that balancing or ok?
If one wishes to, every class should be allowed to get that crucial stat -be it physical or magical - at least to the mid 20's. And in 5E Rogues and Rangers are mostly using finesse weapons...
Dex people DEX! The only Ranger in NW I see dual wielding arm long scimitars is your NPC dark elf of notoriety. The rest of our woodland PC's are using various short swords, sax's and axes. Definitely finesse sizes versus Str. I have one Paladin with a 19 intel at 70... I guess it will be 20 when he hit's 80 but jeepers that's still kinda weak.
Then there is the extreme enchant nerf.
Negation enchants text saying they buff Defense by 0% on the 2 lower models. Zero percent?!?
You took a hammer to the kneecaps of the Eclipse enchant so bad it's only use now is the Enchantment Turn in vendor. Base flat numbers and low at that. + 1500 deflect? How are those enchants supposed to function over the long haul or the next Item level bump? Would not an adaptable percentage be more appropriate? And please not the Zero percent of the early negation ones. ;p
Lighting weapon enchant looses the 3 leaps of 100% chain lighting on higher models AND the powers recharge buff per successful leap? Guys, gals... C'mon! One or the other there... that's double nerfbat. Christmas crackers... Well at least it still looks pretty I guess.
These and more all need a 2nd, 3rd or fourth going over. Mind you I thank you for the ability to turn off the animations for some of the more overboard effects. My eyeballs thank you. Nice touch. All those people who have drifted to the lifesteal armor enchant and i't gods awful red armor effect probably thank you too... Unless they're reveling in it...
All you did was chase the min maxers to the lifesuckig armor enchant and vorpal on weapon. Where is the variety in that?
"We also wanted a way for players to progress faster through existing campaigns, while also giving us new ways to provide campaign rewards." wow is this trying to top "we think scaling is in a good place right now"? cause it's up there in contention.
You have made sweeping changes that are generally disliked. You have ignored tester feedback. You have devalued the efforts of all players who pursued progression by making enchants, boons and mounts of less value. You have simplified skills and feats (AKA LOBOTOMIZED) which I find insulting and patronizing. You plan on releasing this HAMSTER on the other platforms which is a REALLY BAD business decision. You offer us platitudes.
Kudos for putting your name out there but bad new games do not get played.
Comments
> The SW class is much more fun now.. good work
I disagree. I am not enjoying it as much as before. A large part of my discontent is due to scaling problems but frankly there are significant changes that were made that decrease the joy of playing the SW.
I miss having Pillar in my dps build but more importantly I miss life steal and don't enjoy having to burn through heal potions and stones.
And while templock did amazing heals with little effort, the soul weaver doesn't do near the same amount of healing and requires significant amount of work. In a busy battle space with constant stunts and knock backs it is often impossible to channel and generate soul sparks which basically shut downs ability to heal. I know this will get better with practice but it is more challenging than I would have expected.
I knew from forums major changes were coming but didn't expect such drastic changes.
@mimicking#6533
@nitocris83
All due respect Mr. Foss, how about spending a few days READING the preview feedback forums. I mean all of it. I have. When you are finished reading the preview forums maybe read the feedback and bug reports here on this forum. I have. Please address all of those issues in your Live stream. If there is time left then maybe answer the questions in chat IN THE ORDER THEY appear, do not skip, do not ignore, do not sidestep and DO NOT CHERRY PICK. You might also want to do a pre-stream sound check. You know professionalism and all that.
Maybe have someone look at DragonFlight and Marauders stronghold events, might want to look at lag issues also. You will see the videos when you READ the forums. Talk about a slap in the face. Try being positive for your alliance and guildmates and then have them login to this mess. We have sunken to just doing HE's now because BOTH MAJOR EVENTS ARE HAMSTER BROKEN!!
If you do all of these things you might just EARN back some support.
Maybe think about hiring or promoting an additional community manager. Julia works hard, but it is quite obvious that this community needs a little more time than she has to spare. If Julia says something has been elevated please for the love of the game MAKE IT KNOWN for sure that it is being worked on. The least you can do is publish your TODO list, so that we know for sure you are working on this stuff. This is the only way we know that we have been heard. Also, please do not make her come here and say things like "we think/feel things are in a good place." When you know for a fact that they are not. Say that yourself, you take the heat.
More apathy than anger now, but I'm still pissed.
All for some sort of scaling, but give me back MAH PROGRESSION...NO PROGRESSION, NO REWARD, NO FUN!!
*** edited, I was a little too harsh.
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
As I live on the other side of the planet and will be asleep/at work when the feed happens perhaps I can have this question answered;
If the mechanics work as advertised with hard caps of 100% and 50% on effectiveness, why is scaling necessary for stats other than HP, Power and Weapon Damage?
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I would also say you still don’t appear to be listening, as your apology shows no signs of honestly acknowledging your team’s failure in the face of community feedback on scaling.
Your team has failed to show understanding of their own changes even for content they claim to use as a standard (cf Undermountain free starting gear with the Rank 8 enchants and no Boons, mounts, pets or Artifacts, gives an 11k toon not 9k) and has failed to listen at all on the most damaging change to the community’s ability to enjoy or play the game, scaling. They just told us we didn’t understand. It’s been painfully obvious the people not understanding were not the community.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Like I said before, I want to believe. Only real honest action will help me get there.
@nitocris83
A few more "last words"...
"We also wanted a way for players to progress faster through existing campaigns, while also giving us new ways to provide campaign rewards."
Want them to progress faster? How about removing the ridiculous time gating on the campaigns? If you say "But my monies from campaign completion token sales!" How about selling us what we have asked for over and over on these forums. Some of that stuff is easy to make and WILL SELL, but you refuse to make it.
Speaking of us buying things! WTH is up with the nerfs to VIP? At one time I had paid for well over a YEAR of VIP in advance. You removed salvage from the game. You made a new area where I am no longer immune to traps. You added flat out JUNK to the boxes we get with our "Free" Key. Tarmalune Trade bars? Mostly useless. There are more examples, but I am quite sure you are aware. https://arcgames.com/tr/games/neverwinter/news/detail/9492533-neverwinter%253A-introducing-the-vip-program Has not been updated in so long it is FALSE ADVERTISING!
"But, we’re disappointed that we didn’t get to all the reported issues."
No problem there are literally hundreds, I wish you would have pushed back release a few weeks.(Wait we suggested that.) How about you give us a list of things that you know are wrong and broken so that we can make sure that the things we are seeing are on the list. I mean we are in essence BETA testing for your console release right? Let us help you. Even at this late date.
"We don’t think we’ll make everything all right by just fixing the known issues, so we’re going to go the extra mile for everything you’ve done for us. Tune in on the stream on Tuesday and I’ll tell you all about it."
How about you just fix what is broken and agree to discuss planned drastic changes like this with us in the future? I mean I'm all for creative freedom and all but some of the things you have done to this game are just so far out of touch with the community. If you want to make a new game then make one. You can't reimagine a game this old without significant fallout from the playerbase.
Maybe agree to revisit some of the decisions you made in the past that we WARNED you about. That would go much farther than anything else you could possibly do with the exception of a full rollback until you get this MOD fixed.
This game and your decisions are like a death by a thousand cuts.
Thank you for this post, this was much needed.
For me, the feedback issues were a major thorn in my side and I'm happy to see an apology for that. Here is my feedback on the dialog between devs and players during preview, I spent most of my forum time in the class threads so my feedback in this post is centered around that:
There was one part of the feedback I did like this mod and that was the massive amount of quality feedback left by asterdahl. The community definitely took note of this and we really appreciated the dialog between him and the players. It felt respectful and like this dev really cares about his work. Even though we didn't agree with many of the decisions made, this went a long way to improving relations with the community.
The downside to this was only 4 class threads out of a total of 8 got this TLC treatment while the other 4 got barely any dev feedback.
After the first month of mod 16 being on preview, the feedback threads for paladin, cleric, barbarian, and fighter had gotten close to or over 100 dev responses each and continued to get showered with dev responses for the second month.
The other 4 classes, rogue, ranger, wizard, and warlock each got drastically fewer dev responses and this left a ton of players boiling and feeling like their feedback was falling on def ears. We're talking fewer than 10 dev responses per thread and most of those were to small things. Some of the dev responses to these threads angered people even more by coming across as dismissive to our concerns or making excuses instead of fixing the problems we pointed out.
The end result of these 4 thread's neglect is that a lot of players including several knowledgeable testers that normally post a lot of feedback didn't bother posting their findings at all because they felt like it would be a waste of time. Their lack of motivation to post was only reinforced when the players that did post quality feedback didn't seem to have much impact on the dev's decisions.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
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Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
> Greetings Adventurers,
> Thomas Foss, aka the Mimic King, here to talk with you about Neverwinter’s latest launch, Undermountain. With Undermountain, our core goals were to raise the level cap, provide exciting new adventures, and cleanup some longstanding class balance issues. At the same time, we hoped our improvements would pave the way for creating new classes and content in the future. We also wanted a way for players to progress faster through existing campaigns, while also giving us new ways to provide campaign rewards.
> With so many impactful changes being made, we felt it was important to invite players to participate in a closed beta test and then in the open beta/preview. You came in like gangbusters and gave us fantastic feedback. Whether it was on the forums, or on Reddit, the team here really appreciated the dialogue. I would like to give a shout out to Rainer whose spreadsheet was a great resource and window into the player’s perspective. Because of the feedback we received directly from our community, we were able to address hundreds of bugs and assorted feedback. Thank you!
>
> But, we’re disappointed that we didn’t get to all the reported issues. We received great feedback from players like krsbaws, who told us back in March that Tomb of the Nine Gods was broken, but we did not fully address it. For that, we are sorry, and the Neverwinter team is working hard to review all the issues.
> We’re even more disappointed in our response to you since launch. It’s pretty clear we could have done a much better job of really listening. There was a lot of excitement at Cryptic about the new content and updates we had made, and we were quite hopeful you too would enjoy them. We fully understand now that some pretty critical bugs made it impossible for you to do just that. It was never our intention to make our most invested and important players feel alienated, but that’s just what we did.
>
> Neverwinter is as dear to my heart as it is to yours, and I don’t like having a broken game, or even the perception of a broken game. We clearly missed some broken critters and levelling. We have been working to fix these as well as levelling and combat balance. Over the last week, the team has been triaging the issues being reported, fixing as many of them as we can, and discussing ways to better incorporate your feedback to make the game more enjoyable. Examples of steps we have already taken are:
>
> • A reduction in specific dungeon difficulties (Demogorgon)
> • A decrease in damage dealt from some problematic monsters (Malabog’s Castle Redcaps, Tiamat’s Devils)
> • Fixing core class bugs (Paladin’s Base Dexterity Score)
> • Fixed scaling issues with Encounters in certain zones and instances
> • And many more! Check out the patch notes from our last few patches for more details!
>
> We’re not done, and we’re still listening. We are working on additional updates and will roll those out as quickly as possible, and are communicating out the changes as we do.
>
> As we get ready for our console release of Undermountain, we are striving to make sure the concerns of our players have been addressed in all versions of the game. For us, this is an ongoing conversation, where we all work towards making Neverwinter the best game possible. To that effect, I will be holding a Q&A during the May 7 Community Livestream at 11am PT to further discuss the state of Neverwinter and player concerns.
>
> We don’t think we’ll make everything all right by just fixing the known issues, so we’re going to go the extra mile for everything you’ve done for us. Tune in on the stream on Tuesday and I’ll tell you all about it.
> Thank you!
> Thomas “Mimic King” Foss
>
>
>
>
> Tiamat is doable. Just finished it 5/9/2019
>
> It wasn't as easy as mod 15 but we did it with a premade. So I say thank you for the apology but you guys are on the right track for the game. Its harder yes, but that is what makes the content fun.
Ok a premade group beat it, and what did you get for it? This is what's wrong. How old is this content, it shouldn't need a premade to beat it, and for the rewards I'm sorry it should be a cake walk.
I don't want to be challenged by something I beat years ago that gives me no reward. Great that you enjoyed it, but I personally don't think the majority likes the change.
You want it to be challenging, take off all your armor, enchants, mount insignia, and run it that way there is your challenge. Leave it the way was for the rest of us that dont want to deal with this bs mod.
Please have a look at merging the race-reroll (without the need to change race) and the retraining token. I think this would go a very long way with players. start at the very CORE of character creation. When attributes are bad, everything that follows is going to be a train wreck.
BTW I really do like Undermountain and I know there are still scaling issues all around the game, but like I tell my guildies and alliance mates... be patient Cryptic is still fixing stuff. I have put my faith in you. Don't make me break my word to those I play side by side with everyday.
Before I let you go... the Stronghold is my bread & butter. The scaling is so bad in there... Dock supply & Lake Supply flips between T1 strength to hardcore T3 strength... depending on where the enemies are coming from and it's not consistent.
- Leadership Team
- Leadership Team
I would very much appreciate it (and so would my wallet).
Cleric: Marquis Elmdore - Current Main
Wizard: Iamblichus
Fighter: Anna the Titan
Barbarian: Anann Valkyrja
Ranger: Minerva Cory'phaia
Warlock: Suri Coralyne Reid
Guild: She Looked Level 18.
Alliance: Imperium
However, you do gain stuff.
1. you get gold for selling your id scroll to vendor.
2. you now get VIP health potion which you probably need to use. If not, they give you a lot more gold than id scroll. In other words, it is a better deal.
Cheers and Good Luck Neverwinter
cheers
Mouse (ellodrith)
Also Please finish fixing scaling. Not all quests can be finished at this point in time.
stealth is damage
stealth is mobility
stealth is everything
everything is stealth
Stealth make TR OP, but lack of stealth make TR useless.
I've been playing video games ever since Pong. I've witnessed the history of Atari's ET. I've laughed at the "scandal" of Sega Genesis' Stormlord and Mortal Kombat. I've never forgotten the rise and fall of Star wars Galaxies. I suffered under Microsoft's MS-DOS and so wish I had missed that train-wreck! I have seen some truly amazing games that were way ahead of their time and some real duds! I've pretty much seen it all.
I'd be the first in line to say being a game developer isn't easy, especially if there is pressure from the top to make a ton of changes to "draw more players" and "increase monetization" (Looking at you, NCSoft!). Game engines are also a problem if they are anything like a certain... (coughs:) "Hero Engine", that left no room for expansions, failed to allow increases to level caps and is bug-ridden from the word, "Go!". Which is why after finding myself looking at all of these changes you've made, I can only respond by saying, "Ouch!"
While Neverwinter may have had its "balance problems", it certainly wasn't broken! It was always fun, creative and comfortable. The skill trees made characters amazingly flexible and easily justified buying more loadouts for them! In all seriousness, if you wanted to give us new content, you ought not have taken away the skill-trees but should give us even more skill-trees to experiment with! Am I the only one here who wants his Wizard to become a Lich, Pale Master, Arcane Scholar of Candlekeep or a Red Wizard of Thay?
Unless Wizards of the Coast have completely lost all sense of imagination and originality, opting instead to drag Neverwinter down out of fear of being "too complex" for new players, come on and rev this baby up! Let's see how far Neverwinter can be taken! Yes, I confess that I absolutely love theory-crafting in a game like Neverwinter as it takes the character development into the realm of careful strategy, risk vs reward... and pure rofl dumb luck! But what I am seeing appears to be more of a major panic-driven downgrade. Was this really necessary?
This is a painful move you've made and I honestly hope these radical changes don't make Neverwinter the next WildStar.
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Addendum: If you want players to spend more money on this game, do not remove stats from the items (mounts and companions) people have already purchased from the store! What I'm about to say may sound harsh, but it needs to be said: Cheap and underhanded bait-and-switch sales tactics serve no purpose but to kill off all future sales! Rather, have all prepurchased items in peoples' inventories listed as "legacy" (with their original stats intact), and sell the newer nerfed items in the store for future customers to buy.
Mr. Foss I know that your team will eventually scale things to a playable level, whether it takes hands on tweaking of every critter, lair, dungeon and instance one by one or by ramping up the power creep on new items and gear. (Please note I said playable, which shouldn't be confused with fun). When that happens though, you will still have downgraded the robust combat and character creation. If you are too inflexible to consider that this may have been a mistake worth rectifying then the game is already set upon a path towards perpetual mediocrity. I have always insisted that Neverwinter, with the DnD LP, should have been and could have been a real contender to shadow games like WoW. The combat and richness are what fueled that belief. If you really are passionate about this game, then what would ever compel you to strip something that is so fundamentally great about it to such limited and anemic choices for powers and feats?
Saltiness aside for the loss of past investment, I actually would have been fine with most of the nerfs and things that have been removed like excessive self healing, limitless stat accumulation and insane buff stacking. That was imo the right direction. The game feels more like it did when it started in terms of difficulty...except now the combat is less fun... and tbh somewhat frustrating. There are still cookie cutter builds in this mod. They are just even more limited now with the lack of combat options. If people no longer fall in love with the gameplay and combat of Neverwinter, you really won't need to worry about introducing new classes. Please help us understand how this can possibly make the game better in the future, and if you are not convinced of the reason you need to provide us, then perhaps consider that something needs to be done to drastically repair that aspect of the game...more urgently than anything else "new".
My advice to you is very simple:
Recognize that the implementation of Mod 16 has been a huge mistake and get back to Mod 15 and solve first all the issues there like bugs, lag, etc., then put a more capable team to work on the next Mod (not just designing it but also playing it) so that the game give us -the players- more fun instead of less.
Greetings
How I feel looking at old code:
None of my Paladin characters have a "Damage stat" Intelligence over 20... 2 will when they hit 80 but though 21 would be something to brag about in 5E tabletop it isn't so here. Meanwhile every class that isn't a Barbarian or wizard has to make do with the mid 20's damage stat and as I said before Barbarian and Wizards are in the high 20's. 28, 29 or even hitting 30 with their damage stat.
How is that balancing or ok?
If one wishes to, every class should be allowed to get that crucial stat -be it physical or magical - at least to the mid 20's. And in 5E Rogues and Rangers are mostly using finesse weapons...
Dex people DEX! The only Ranger in NW I see dual wielding arm long scimitars is your NPC dark elf of notoriety. The rest of our woodland PC's are using various short swords, sax's and axes. Definitely finesse sizes versus Str. I have one Paladin with a 19 intel at 70... I guess it will be 20 when he hit's 80 but jeepers that's still kinda weak.
Then there is the extreme enchant nerf.
Negation enchants text saying they buff Defense by 0% on the 2 lower models. Zero percent?!?
You took a hammer to the kneecaps of the Eclipse enchant so bad it's only use now is the Enchantment Turn in vendor. Base flat numbers and low at that. + 1500 deflect? How are those enchants supposed to function over the long haul or the next Item level bump? Would not an adaptable percentage be more appropriate? And please not the Zero percent of the early negation ones. ;p
Lighting weapon enchant looses the 3 leaps of 100% chain lighting on higher models AND the powers recharge buff per successful leap? Guys, gals... C'mon! One or the other there... that's double nerfbat. Christmas crackers... Well at least it still looks pretty I guess.
These and more all need a 2nd, 3rd or fourth going over. Mind you I thank you for the ability to turn off the animations for some of the more overboard effects. My eyeballs thank you. Nice touch. All those people who have drifted to the lifesteal armor enchant and i't gods awful red armor effect probably thank you too... Unless they're reveling in it...
All you did was chase the min maxers to the lifesuckig armor enchant and vorpal on weapon. Where is the variety in that?
You have ignored tester feedback.
You have devalued the efforts of all players who pursued progression by making enchants, boons and mounts of less value.
You have simplified skills and feats (AKA LOBOTOMIZED) which I find insulting and patronizing.
You plan on releasing this HAMSTER on the other platforms which is a REALLY BAD business decision.
You offer us platitudes.
Kudos for putting your name out there but bad new games do not get played.