lol at this recent stream of "content creator" jive. they deserve no more special treatment than anyone else. it's all a load of self important tripe imo. narcissism=content creator..
I appreciate those who do testing and create guides, (recently Rainers guide to mod 16 really has been indispensable for instance) those people are awesome. but this steady stream of opinion on youtube as some kind of omg stop the presses thing, everyone stop and listen you don't need to think any further!!!! is laughable at best. those people are welcome to their opinion and it's fine to express it. but those opinions are no more or less valuable than anyone elses opinion expressed here or reddit or facebook or elsewhere.
I agree. And when they start bad mouthing the game and/or the devs, and then in the same video, ask the devs why they don't listen to them, I find that especially laughable. It should be obvious why the devs don't even bother watching certain people, when all those people do anymore is bash on the game, the players, or staff.
it's funny coming from you tbh if you ask me you are one of the main problems this game has because of how you abuse your status and delete everyones posts that should be there for mods to read even if they are angry and bad it's still feedback so if you want to blame someone partly blame yourself first if you really want the good of the community stop being a moderator
12
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Hi folks! I'm going over the comments in this thread in preparation for tomorrow. Our main focus in regards to the Q&A will be scaling and scaling-related bugs so please keep that in mind if your question is unrelated and we are not able to answer.
Indeed Scaling is the main problem now. But please dont waste this opportunity to address the rest of the concerns that people have put here. There are lots of other issues that will take more protagonism once scaling is fixed (if you really can fix it).
Please dont insult players more making a Q&A ignoring everything and assuming that there are only bugs to be fixed. There are lots of design problems introduced in M16 that arent bugs, they are design fails, or things that the team may have not seen in the race to release, like class customization, dungeon rewards or character progression.
Dont ignore us again and dont waste this opportunity to talk about ALL the problems.
Hi folks! I'm going over the comments in this thread in preparation for tomorrow. Our main focus in regards to the Q&A will be scaling and scaling-related bugs so please keep that in mind if your question is unrelated and we are not able to answer.
Good to hear. I hope we get some acceptable resolution. As I have said before, if anything like what you have now goes live on the consoles, you will have a pretty big problem - those players do not have the benefit of having survived Mod 6 and knowing that even major screwups can be fixed over a period of a few months.
lol at this recent stream of "content creator" jive. they deserve no more special treatment than anyone else. it's all a load of self important tripe imo. narcissism=content creator..
I appreciate those who do testing and create guides, (recently Rainers guide to mod 16 really has been indispensable for instance) those people are awesome. but this steady stream of opinion on youtube as some kind of omg stop the presses thing, everyone stop and listen you don't need to think any further!!!! is laughable at best. those people are welcome to their opinion and it's fine to express it. but those opinions are no more or less valuable than anyone elses opinion expressed here or reddit or facebook or elsewhere.
I agree. And when they start bad mouthing the game and/or the devs, and then in the same video, ask the devs why they don't listen to them, I find that especially laughable. It should be obvious why the devs don't even bother watching certain people, when all those people do anymore is bash on the game, the players, or staff.
This can be said about people that are volunteer working for cryptic, or have something to gain from it, or are under a NDA. It should be obvious that they shouldn't have a say in it, right? Well before we go and judge everyone and call them biased, maybe we should give it a try and listen to them, people end up bashing the game for a reason, and that is patience, alot of these people gave hope that the game will ever be good again. Now developers its their choice if they want to listen to these players or not. I sometime criticize how things are done by the developers, i criticize alot of stuff, and i eventually end up being right, and i am not doin this for self importance, but i am just thinking for myself. And I am not on the side of content creators, neither on the developers side.
Currently the changes in module 16 are good ones, most people will never understand or adapt to them, because they are like you, i bet you problably do not like some of the changes, because you dont understand them and how good they can be for the game.
1. Class Revamp, the new class system split all of those powers and now we have a clear view of each path and what role is meant to have, everything is placed into categories: TANK, HEAL and DPS. Obviously the time was limited and they couldn't Perfect the system before launch, but they still made some classes viable, for the class i am playing i could say if @asterdahl had me in the alpha testing for the Barbarian class, i would say that the class would be finalized with the launch, but i did not get the chance to do so, and providing feedback on the forum aswell through the community team, it means that the feedback is going through layers and layers, if i would have a 1 to 1 chat with the developer that done the class, then Barbarian wouldnt have useless feats and Powers. And yes this is a fact and i am not jumpin on the wagon hate, i just think that if i could've influence more the changes the Barbarian class would've been in a better place right now. To put it simple i do like the new class system, its what i asked, but i do not like that he made alot of useless feats, class feats , dailies etc. So i do not hate the class revamp, i dislike the descriptions of the feats and many more, and obviously i am going to criticize them, for the simple fact that the Developer thinked they are in a good spot, when in reality they aren't, and alot of players aren't open minded like i am, some will not give it a chance, and some will give it a chance and use the useless stuff without realizing how useless the feats are. So what can it be done? It's simple the developer should listen and act on the feedback i provided.
2. Scaling, it was released with alot of problems, for my understanding there are mobs with higher level in lower zones, i do think the idea of scaling enchants, insignias etc. to a resonable level is not a bad one, only place i can see this to work the best is in PvP, because Scaling can balance the difference between endgame and new players. So why aren't developers doing that? i mean the idea of this was posted 1 year ago: https://www.arcgames.com/en/forums/neverwinter/#/discussion/1240181/pvp-category-queues-details
3. Companion system: a revamp was needed, but alot of things were left aside, the developers never once mentioned how Companion influence is working for example, or Physical, Projectile and Magic damage works, this is obviously coming from MOBAs and is something they haven't told us how it works, or they will never will.
4. Level Cap increase to 80. Alot of Players requested it, but this is were the Community is wrong, what is the point of a level cap increase, we all leveled to 80 in the 1st day, now we are doing nothing, not only that but leveling from 1 to 80 is horrible now. Just think for a second you are a new player, and you level up your new character, it takes hours and hours to do useless questing, visting so many obsolete zones just to reach 80, alot of the new players are just quittin in Tower District, while the developers spent so much time on making new zones, new campaigns to make the previous ones obsolete, they never ever bothere to revamp the whole questing system, but now leveling feels so disproportinal, you level from 1-60 then 60-70 and then 70 to 80. The game felt much much better when leveling was liniar from 1 to 60, and developers should revamp the whole leveling system and make it liniar from 1-80, otherwise there was no point of raising the level to level up in 1 day. Not to mention that people hit lvl 80 and the only Content they can do now is Master Expedition and 1 Epic Dungeon, because the rest obviously are obsolete and unrewarding, back in module 1 leveling and the content at lvl 60 was much much better. The game now needs a huge revamp on making more than 1 Dungeon worth runnin per module, the game needs to go back to the way it used to be in mod 0, when people used to run more than 1 End game dungeon, and alot of systems that developers worked at them in specific modules need to be revived aswell, remember fishing, hunting, tarokka cards, Stronghold etc. Because i remember the hype of Thomas Foss in every stream of how great this new module goin to be, well now they are a relic of the past and 4 months of workin on a module means nothin once a new one comes out, so they need to make them difficult and rewarding, i dont understand why there should always be the best gear in the newest module. Streamlining the boons, campaigns, professions, feats etc. BUUUUUT do not streamline the adventurous part of the game, do not stream line Dungeons, and loot.. why LOOT is in vendors? make loot in Dungeons and let us sell it since the Dungeons need to be rewarding and difficult.
Conclusion is that i presented you with valuable feedback, and guess what the Community doesn't share the same opinion as mine, and neither will you... but i am still here hopin that Developers are going to read it, and procced on doing these things accordingly.
The problem with allowing players to help FIX classes and only letting one or two players do this is that there tends to be bias towards the class causing an imbalance. For instance, if you get a player who works with the developers and likes things to be challenging he or she will work towards building the class so that it takes a bit of skill to use. If you have another player doing the same class it will come out completely different.
I think there are times when the devs should hear the players out such as when the CORE of the game is changing. Or if you add a new functionality like scaling to the game.
When it comes to class balancing it won't ever really happen and that is because each class should be different and offer unique play style. Because each class should offer a unique play style there should never be TRUE class balance. We should see some variance in damage for each class based on the combat situation. Such as one class maybe better at AoE and another at single target. A class that is somewhat good at both but never top at either, etc... When a game goes for balance what happens is each class become similar in play style. Look at what NWO has done to its self; we are now all spamming at wills. The prior mods did not have this as you had some classes that focused on quicker use of encounters and others that focused on usage of at wills where encounters compliment their at will damage. With now everything being similar the game is even more boring than it was in mod 15 and that is saying a lot.
Two things please no one has brought up that I could find.
1) why must I take all 36 of my max lvl toons to PE to exchange my obsolete enchants once m16 hits Xbox? That alone will take the better part of a day for me. Why not let me do it using the vendor I can summon?
2) I have been playing VIP sense day one so my 36 max lvl toons have many 10’s of thousands of i.d. Scrolls between them. I paid for these, why are they not being converted into the new item that they are being replaced with? health potions. I have invested years managing them because I buy zen with USD $$$ and buy VIP. I don’t understand this, is it an over-site or is it deliberate?
XBOX One player.
After thought... changing the stats on my tiger companion after I bought it with real USD $$$ is just like selling me a car with a V8 and coming to my house 6 months later replacing it with a 4 cylinder. Put me down as another whale you’ve successfully harpooned.
1. Make all dungeons level 80 and remove capping, but keep IL scaling for power. This approach is likely the best. It does require adjusting creatures in the existing dungeons, but this has to be done a anyway to make them playable again. I also suggest only scaling power, as power is the measure directly related to damage. This way people don't go from having met the minimum stats to being reduced below the minimum stats in the older content, as is happening now. It also allows for character progression to continue.
....
The new level cap has made having any L70 content obsolete. People will typically spend only a week or two between L70 and L80. Therefore, the most obvious and best solution is 1 above, to make all current L70 content into L80 content.
No matter what, some sense of progression must be restored for NW to remain a viable world. Please take your own words to heart and consider the hundreds of player posts commenting on scaling and do something to truly address the core issues.
Apologies for abridging your post, but these are the points I want to focus on.
I've said this several times, and I'm glad someone else finally agrees.
Level 70 is no longer of any special importance. It is no longer any indicator of end game quality, but there is a tonne of Level 70 zones and dungeons that End game players will be expected to run until there is sufficient meat on the bones of Level 80 to spend the majority of their time in Mod 16 + content.
There was no need to increase the level cap. There are many points I could use to explain the mistake in raising the level cap, but we should look forward and aim to fix things rather than HAMSTER and moan about what is too late to change.
Instead of scaling down the player, consider scaling UP the content..
Changing the majority of zones to Level 80, and likewise the dungeons, would make things far easier to scale. It would not be a difficult thing to do, just painstakingly laborious. Leave a couple at 70 in the same way stuff like Sharandar is lower level, for those who for whatever reason take ages to get from 70 to 80. But it must be statistically near on impossible to run all the L70 campaigns without hitting L80 prior to running Undermountain.
So there is no point in it being L70 any more. People will still want to run Chult, Barovia, Dread Ring, (and if they are into S&M they may want to run Storm Kings Thunder...) but the irony will be that as they get better the lower level content will get harder, and that's just plain silly.
So please consider re drawing the stats for those zones, from Dread Ring or maybe Underdark to Barovia, to make them Level 80, and by so doing, give people the chance to run them without being down-scaled into the ground.
After reading all the comments I think nobody can deny that Mod 16 is a completely failure and -as Oguz well said- 'all we needed is new content, new classes, new level cap, new dungeons ...' All I can say is that if Cryptic keeps on pushing this Mod and do not listen to his customers they will lose a lot of players and a lot of money. So, the best thing Cryptic should do now is to accept that Mod 16 was an error and get back to the former success formula.
I address an issue regarding the random queues system. As there aren't any life steal or decent self-heals, the new meta makes having a healer and a tank in any party the one and only way for viable playing. Given this, why the following dungeons such as manycoin bank, merchant's folly, IG, dread legion, master of the hunt, PoM, ToDG (guess what, all are skirmishes) place you most of the times in random pug parties with no healers or no tanks at all? Try to play a manycoin bank heist run with no healer or tank, where you have to split to 2 or 3 groups to defend each side, and a ton of mobs hit you/stun you and all you have to do is run away leaving the vault defend less or die.
> @barbie#2808 said: > After reading all the comments I think nobody can deny that Mod 16 is a completely failure and -as Oguz well said- 'all we needed is new content, new classes, new level cap, new dungeons ...' > All I can say is that if Cryptic keeps on pushing this Mod and do not listen to his customers they will lose a lot of players and a lot of money. > So, the best thing Cryptic should do now is to accept that Mod 16 was an error and get back to the former success formula. > > It is not a failure, you should re-read them posts again. > new content, new classes, new level cap , new dungeons are the main problems that we see today, because they kept re-doing the same model, now we are back to level 1, remember why module 6 happened? because the content was becoming useless to run, now its the same, they need to make all of the content from mod 6 till mod 16 worth runnin, this includes the Dungeons and all of the systems togheter, and they should stop releasing a new module that makes the older one useless.
It doesn't really matter if you don't think it's a failure or I do think it's a failure. In the end, all that matters is what Cryptic feels is the best solution for them as a business.
All they wish to do is minimize cost and increase profit. If the changes in Mod 16 does that, they will continue down this path. If there incoming income decreases they will change their module.
You and other may like the changes, enough others hate the changes. Where the majority sits is where Cryptic will go with changes as that will be their biggest indicator of possible income
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Try to play a manycoin bank heist run with no healer or tank, where you have to split to 2 or 3 groups to defend each side, and a ton of mobs hit you/stun you and all you have to do is run away leaving the vault defend less or die.
The idea of having skirmishes (with no class requirements) and dungeons (with class requirements) grouped together is probably that it allows you to get queues popping quickly. Basically any class that is in short supply and is needed for the dungeons will go there, while the "leftovers" will be sent to skirmishes.
Now, this is fine for the easy skirmishes like Master of the hunt or Dread Legion, which can easily be done by any combination of players, but it is somewhat problematic for the harder content, like the Manycoins Vault. In fact, even a premade group may have problems there, but that's a separate issue.
Oh yeah.. the final boon that reflects damage is not working anymore at all...
Well seems the HP boons aren't working either....I rebuilt my boons cause I have way to much crit and changed the crit boon to HP boon, still same HP....and I think crit value is same aswell....
Since the forum won't let me quote people, for some reason, to the individual who is claiming that the "new" content is the old dungons, Mr. Barbie, I have this to say:
Or they could just do what every other MMO does and release actual, new, bloody, content.
I don't want to take a long, methodical plod through FBI, lose my companion to Drufi's ice blocks because of a 3 year old bug they've never bothered to fix (especially with companions being more vital than ever), for 4000 ad and a handful of refinement points that I can't even use because of the level cap.
You know why?
Because I've already, and this is important, *run that dungeon seven hundred hamstering times!*
It can no longer surprise me. It can no longer interest me. It is a chore. A routine that I get slotted into for the AD grind. It offers nothing new. I know everything that happens. It's story is concluded. I want something fresh. I want something *different* to challenge me. I want a Dev team that understands that and gives us *new* content with *new* foes to fight. Not "we're stripping your character of every element of progress he's made over the past four years, to the point where he can no longer handle the same foes he used to face roll, because for some reason leveling up in DND needs to be a bad thing because we cannot be bothered to spare the time and the resources necessary to actually create new content because we have a shiny new MMO to bilk people out of money with...I mean...err...play with..."
EDIT: for clarification, some questions were asking the same thing but worded differently (or some comments didn't actually have a question in them so we had to extrapolate) so 10 questions can be collapsed into 1. The ~40 questions does not indicate that we only see or believe there is that number related to a topic, but that is what we've compiled for today as part of stream planning.
Hey folks, we have gathered ~40 questions from this and other threads that are on topic for today. We also want to leave time for questions asked during the stream. We likely will not have time to address every question but we also plan on this being an ongoing conversation with the community.
Post edited by nitocris83 on
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Well seems the HP boons aren't working either....I rebuilt my boons cause I have way to much crit and changed the crit boon to HP boon, still same HP....and I think crit value is same aswell....
Sometimes such changes seem to only take effect the next time you log in. It seems a bit....erratic, though.
Hoping for improvements...
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Or they could just do what every other MMO does and release actual, new, bloody, content.
Well, the campaign is "new content" that lasts for a few days - the ME's last for a couple of weeks until you have gotten everything you can from there, and then there is LoMM - which will take a bit of time to exhaust, so to speak.
There was actually a lot of "new" content in the form of Foundry stuff - some of which was of really good quality. Still, people were not enthusiastic about playing it, because the developers were never able to solve the issue of how to make foundries give acceptable rewards, without it being possible to exploit them.
As long as we have this rotten scaling system in place, it makes fixing the other issues less important. Boons and enchants could have their value returned but as long as our stats are getting gutted in the majority if content, what does it really matter?
"We have always been at war with Dread Vault" ~ Little Brother
4
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited May 2019
As much as angst and anxiety goes, I would say, try to keep it in reason.. trust me when I tell you, I am no fan of over the top forum moderation, but calling for peoples jobs and such, seems a bit out line.
Its not like Im pro company either.. I think most of the forum mods could tell you that.
Im pro-player(as in things that are good for players, more value less grind1).. but still, no need to get nasty over simple thing like a game.. at the end of the day, its just all a game, sure entertainment that many of us put money into, but still..
the Roles of the tanks should have special combat ability.
Paladins gain +1 vs undeads/demons/planars Barbarians gain +1 vs creatures/contructions/shapeshifters Fighters gain +1 vs humanoids/elementals/giants.
taunting varied on the class, whereever their primary nemesis are more potient than other tanks. where paladins can out taunt fighters on undeads if both are in the group. sort of fighter's taunt boost paladin magnify factor and stronger together, same as for fighter gain extra boost vs giants from paladin's taunt if used. reason why, i would like to see them tanking like tag-team, perfect for raid format.
this is my personal belief for tanks to have prime nemesis.
Is there any hope for Fighters, Paladins, and Barbarians to get more engaging, less restrictive feat trees like the Ranger, Rogue, and Wizard?
Is there any plan to make it easier for players to gauge their effectiveness in a given zone? Either through a "your crit chance (etc) in this zone" section of the character sheet, a tooltip on your stats that says "reduces damage from critters in this zone by", or, worst-case, something on the map screen that tells you what ratings critters in that area have? Not only is it hard to evaluate itemization choices, it's very difficult to even some bugs (like the seeming elevated Deflect rate for critters, or the possibility of Crit Resistance applying to healing)
lol at this recent stream of "content creator" jive. they deserve no more special treatment than anyone else. it's all a load of self important tripe imo. narcissism=content creator..
I appreciate those who do testing and create guides, (recently Rainers guide to mod 16 really has been indispensable for instance) those people are awesome. but this steady stream of opinion on youtube as some kind of omg stop the presses thing, everyone stop and listen you don't need to think any further!!!! is laughable at best. those people are welcome to their opinion and it's fine to express it. but those opinions are no more or less valuable than anyone elses opinion expressed here or reddit or facebook or elsewhere.
I agree. And when they start bad mouthing the game and/or the devs, and then in the same video, ask the devs why they don't listen to them, I find that especially laughable. It should be obvious why the devs don't even bother watching certain people, when all those people do anymore is bash on the game, the players, or staff.
The problem with allowing players to help FIX classes and only letting one or two players do this is that there tends to be bias towards the class causing an imbalance. For instance, if you get a player who works with the developers and likes things to be challenging he or she will work towards building the class so that it takes a bit of skill to use. If you have another player doing the same class it will come out completely different.
I think there are times when the devs should hear the players out such as when the CORE of the game is changing. Or if you add a new functionality like scaling to the game.
When it comes to class balancing it won't ever really happen and that is because each class should be different and offer unique play style. Because each class should offer a unique play style there should never be TRUE class balance. We should see some variance in damage for each class based on the combat situation. Such as one class maybe better at AoE and another at single target. A class that is somewhat good at both but never top at either, etc... When a game goes for balance what happens is each class become similar in play style. Look at what NWO has done to its self; we are now all spamming at wills. The prior mods did not have this as you had some classes that focused on quicker use of encounters and others that focused on usage of at wills where encounters compliment their at will damage. With now everything being similar the game is even more boring than it was in mod 15 and that is saying a lot.
Well mod 16 had one developer doing 4 classes and another one doing the rest of 4. I could offer help for Barbarian, someone else can offer help for Wizard etc. How will we be biased towards doing the class balance changes? we can't because the one that is doing the changes is the Developer himself, and not only that , the 2 developers can switch and try out the other 4 classes, and they can obviously see if there are any weird occurance goin on. Plus you are limiting urself when you say AoE and ST, this module isnt about AoE vs ST only, its about Magnitude, Cooldown, AP generation, Casting, Animation Casting, melee vs range and many more. But my main point is that if i would be helping out the Developer with the Class changes, we can easily do Barbarian in 1 week or at best 2 weeks, because its all about creating synergy, viability, diversity and a sense of usefullness all summed to make the class FUN to play. Which that can be easily done in this new class system. Also class balance between other classes it can be easily done by players too, its easy now because everythin its in their place the DPS path gets the most DPS powers, HEALING path gets the most HEALING powers and TANK gets the most Threat Powers. While everythin is now sorted into categories, we can do much more with much less, its about quality over quantity. Obviously the developers should work togheter with players, but depends on the problems, and who said they are not working with the players even now, the scaling issue come on live because they needed a higher sample of data for scaling, and i do think they will get it right, but for class balance, they do not need a higher sample of people, because most of these people dont kno' anything anyway, so class balance i would say requires a direct contant between a really good player of that class and the developer, while things like scaling requires a larger sample of players to get the right data in.
Game isn't boring right now because of the classes, especially that we dont have the same 4x support and 1xDPS meta, thergroups aren't restricted only to 2 DCs , 1 PALADIN and 1 GF + DPS /SW in the group . Now the group can be done by 1 of the 3 TANKs, 1 out of the 3 Healers and3 DPS paths. There is much more diversity than before. I havent seen in LFG that people were lookin necessarly for a specific healer or a specific tank or even a specific DPS. So how is this not a solution?
The only problem the game has right now and it will have is the CONTENT, there is less importance to do previous modules, and please don't bring the importance of a module in terms of Campaigns, we want things that we can play, we want Dungeons, bring back the importance of Dungeons once again.
You know you don't need a healer or tank in the new mod if you know how to avoid damage. That has always been a thing in NWO and if you bring along 5 DPS you can beat content just fine; yeah it maybe a bit challenging or harder at times but it can still be done.
I never had issues running with any type of healer or tank in any content in this game. The meta simply reduced the amount of time it takes to complete content. I have tanked CR on my GF and yet players would by pass me simply because my GF was not an OP. After players in my alliance failed to get an OP some would take my GF along and you know what, after one or two runs whenever I was on I was asked to tank CR as a GF.
The whole meta simply reduces time in content and it is not as significant as many make it out to be. We are talking an average of 5 minutes off a dungeon. Considering how long it can take at times to get an OP Tank or a DC in prior mods you end up wasting more time waiting than picking up the other option.
I made it a point where someone wanted an OP Tank and I was on my GF. They were forming a group for T9. I asked to join and he said you are a GF so no. I than simply called out need a healer and 3 dps for t9. I got 3 dps and I got an OP healer. We beat T9 and I got back into the port in less than 18 minutes. The player that wanted an OP was still asking for an OP. I sent him a tell saying GF Buff Tank and he said I already told you no. I replied, did you do arun yet? And he said no. I said, well you should of picked me up when I first asked as I just completed a t9.
5 minutes went by and I was helping out a friend in Fane and he sends me a tell asking me to tank. I told him sorry busy.
My point is that it is the community fault on the meta and not the devs. I have seen this in other games. In those games I played the inferior class and beat the content just the same to make a point about how content can be beaten by any class. It is a matter more of skill than anything else. And when you spend almost 30 minutes waiting for a tank and you had someone that made an offer 23+ minutes prior and they go out and complete what you are trying to run well, its on the players to change their behavior and as more players change their behavior the community as a whole changes.
Once players learn a new of a new meta some classes will be left out. It will happen, its only a matter of time.
lol at this recent stream of "content creator" jive. they deserve no more special treatment than anyone else. it's all a load of self important tripe imo. narcissism=content creator..
I appreciate those who do testing and create guides, (recently Rainers guide to mod 16 really has been indispensable for instance) those people are awesome. but this steady stream of opinion on youtube as some kind of omg stop the presses thing, everyone stop and listen you don't need to think any further!!!! is laughable at best. those people are welcome to their opinion and it's fine to express it. but those opinions are no more or less valuable than anyone elses opinion expressed here or reddit or facebook or elsewhere.
I agree. And when they start bad mouthing the game and/or the devs, and then in the same video, ask the devs why they don't listen to them, I find that especially laughable. It should be obvious why the devs don't even bother watching certain people, when all those people do anymore is bash on the game, the players, or staff.
Whatever you want to tell yourself bud. bottom line game is dead, and dying more each day, its pathetic to see some of the comments against content creators, nobody asked for special treatment, we fought to make it a better game, not to get money.. we voice our opinions as you voice yours.. there is no self interest here bsides the better ment of the game.. but the sad truth is that will not come to pass. You know it, i know it.. evryone knows it..plus i didnt expect anything else from you, since you know, you're under the devs wing i will congtinue to trash it.. and so many others will too.. nothing you cna do about it..
Wait , maybe there is something you can do? you know fix the game? 75% or more of the community hates the mod. yet your judgements are clouded, blinded.
you clearly dont play the game.. like gamepedia doesnt ofcourse they dont watch ( even though believe you me , they do ), the truth hurts, dont make me post all the reasons the game went down the drain..
Greta idea, lets support the devs, that ruined the game, ruined progression, i guess most of the community is crazy in pointing out the hundreds of mistakes and flaws..
get off the high horse and speak some truths.. stop defending a lost cause..
i gladly will take the face of the guy you hate , as long as i keep speaking the truth, you will keep hating on us..
get ''creative'' next time..
This is laughable. There is no "betterment of the game" going on here, there's only resentment about the game not being "nod off in combat easy" any more. So how about some of that "truth":
1. Leveling zones are dead/barren/ghost towns, and yet, every time I read this, I've just left zones that were crowded with people running in them. 2. All progression is removed, except that, having just finished doing some upgrades to my gear, I'm getting through fights, despite being scaled down to 70, that I don't think I'd have gotten through w/out doing the upgrades.
What seems to be closer to the truth is that there are a lot of people running content, and just not getting involved in the drama. Some of the content indeed needs looking into, scaling to 70, but not scaling all of the mobs, some of the dungeons being bugged out, but, and here's the truth, even when some of these are addressed, I saw a conversation yesterday about Tiamat being bugged beyond the ability to complete, but someone chiming in that they had, in fact, completed her, and in a PuG no less. Then the argument switched to "I guess you need at least 12K gear", which really shoots a hole in the "progression is removed" argument, since we're not starting out with that kind of score, right?
So really, the "get creative" thing needs to really be borked. Because we have people outright lying in PE chat about zones being dead because they can't recruit people into their guilds. I'd love to join a guild, I love socializing in MMOs, and having a pool of players to pull from to run content that requires groups, but I'm not joining one right now. Why? Because one of the benefits is turning off the drama queens in zone chat, and since the player complaining about the dead zones is also spending an inordinate amount of time in PE complaining about the game, I can't imagine how bad their guild chat is. Well I really can, hence I'm not even taking recruitment messages seriously, especially from people who are "quitting".
Reading comprehension is essential in a medium that requires reading for communication.
Comments
Please dont insult players more making a Q&A ignoring everything and assuming that there are only bugs to be fixed. There are lots of design problems introduced in M16 that arent bugs, they are design fails, or things that the team may have not seen in the race to release, like class customization, dungeon rewards or character progression.
Dont ignore us again and dont waste this opportunity to talk about ALL the problems.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
I think there are times when the devs should hear the players out such as when the CORE of the game is changing. Or if you add a new functionality like scaling to the game.
When it comes to class balancing it won't ever really happen and that is because each class should be different and offer unique play style. Because each class should offer a unique play style there should never be TRUE class balance. We should see some variance in damage for each class based on the combat situation. Such as one class maybe better at AoE and another at single target. A class that is somewhat good at both but never top at either, etc... When a game goes for balance what happens is each class become similar in play style. Look at what NWO has done to its self; we are now all spamming at wills. The prior mods did not have this as you had some classes that focused on quicker use of encounters and others that focused on usage of at wills where encounters compliment their at will damage. With now everything being similar the game is even more boring than it was in mod 15 and that is saying a lot.
1) why must I take all 36 of my max lvl toons to PE to exchange my obsolete enchants once m16 hits Xbox? That alone will take the better part of a day for me. Why not let me do it using the vendor I can summon?
2) I have been playing VIP sense day one so my 36 max lvl toons have many 10’s of thousands of i.d. Scrolls between them. I paid for these, why are they not being converted into the new item that they are being replaced with? health potions. I have invested years managing them because I buy zen with USD $$$ and buy VIP. I don’t understand this, is it an over-site or is it deliberate?
XBOX One player.
After thought... changing the stats on my tiger companion after I bought it with real USD $$$ is just like selling me a car with a V8 and coming to my house 6 months later replacing it with a 4 cylinder. Put me down as another whale you’ve successfully harpooned.
I've said this several times, and I'm glad someone else finally agrees.
Level 70 is no longer of any special importance. It is no longer any indicator of end game quality, but there is a tonne of Level 70 zones and dungeons that End game players will be expected to run until there is sufficient meat on the bones of Level 80 to spend the majority of their time in Mod 16 + content.
@mimicking#6533 @nitocris83
Please consider addressing this in the stream.
There was no need to increase the level cap.
There are many points I could use to explain the mistake in raising the level cap, but we should look forward and aim to fix things rather than HAMSTER and moan about what is too late to change.
Instead of scaling down the player, consider scaling UP the content..
Changing the majority of zones to Level 80, and likewise the dungeons, would make things far easier to scale. It would not be a difficult thing to do, just painstakingly laborious.
Leave a couple at 70 in the same way stuff like Sharandar is lower level, for those who for whatever reason take ages to get from 70 to 80.
But it must be statistically near on impossible to run all the L70 campaigns without hitting L80 prior to running Undermountain.
So there is no point in it being L70 any more. People will still want to run Chult, Barovia, Dread Ring, (and if they are into S&M they may want to run Storm Kings Thunder...) but the irony will be that as they get better the lower level content will get harder, and that's just plain silly.
So please consider re drawing the stats for those zones, from Dread Ring or maybe Underdark to Barovia, to make them Level 80, and by so doing, give people the chance to run them without being down-scaled into the ground.
All I can say is that if Cryptic keeps on pushing this Mod and do not listen to his customers they will lose a lot of players and a lot of money.
So, the best thing Cryptic should do now is to accept that Mod 16 was an error and get back to the former success formula.
> After reading all the comments I think nobody can deny that Mod 16 is a completely failure and -as Oguz well said- 'all we needed is new content, new classes, new level cap, new dungeons ...'
> All I can say is that if Cryptic keeps on pushing this Mod and do not listen to his customers they will lose a lot of players and a lot of money.
> So, the best thing Cryptic should do now is to accept that Mod 16 was an error and get back to the former success formula.
>
> It is not a failure, you should re-read them posts again.
> new content, new classes, new level cap , new dungeons are the main problems that we see today, because they kept re-doing the same model, now we are back to level 1, remember why module 6 happened? because the content was becoming useless to run, now its the same, they need to make all of the content from mod 6 till mod 16 worth runnin, this includes the Dungeons and all of the systems togheter, and they should stop releasing a new module that makes the older one useless.
It doesn't really matter if you don't think it's a failure or I do think it's a failure. In the end, all that matters is what Cryptic feels is the best solution for them as a business.
All they wish to do is minimize cost and increase profit. If the changes in Mod 16 does that, they will continue down this path. If there incoming income decreases they will change their module.
You and other may like the changes, enough others hate the changes. Where the majority sits is where Cryptic will go with changes as that will be their biggest indicator of possible income
Now, this is fine for the easy skirmishes like Master of the hunt or Dread Legion, which can easily be done by any combination of players, but it is somewhat problematic for the harder content, like the Manycoins Vault. In fact, even a premade group may have problems there, but that's a separate issue.
I too wish to be recreated, and to be loved long after my death.
If Mod 16 is not a failure, what is it then? a success?
(btw it is becoming very obvious that you are not a normal 'user' so better take off your 'user' mask, lol)
You guys only seem to be able to nerf stuff that can help or give some fun to players.
The real issues never get fixed, those that damage players. Game is full of those bugs.
Or they could just do what every other MMO does and release actual, new, bloody, content.
I don't want to take a long, methodical plod through FBI, lose my companion to Drufi's ice blocks because of a 3 year old bug they've never bothered to fix (especially with companions being more vital than ever), for 4000 ad and a handful of refinement points that I can't even use because of the level cap.
You know why?
Because I've already, and this is important, *run that dungeon seven hundred hamstering times!*
It can no longer surprise me. It can no longer interest me. It is a chore. A routine that I get slotted into for the AD grind. It offers nothing new. I know everything that happens. It's story is concluded. I want something fresh. I want something *different* to challenge me. I want a Dev team that understands that and gives us *new* content with *new* foes to fight. Not "we're stripping your character of every element of progress he's made over the past four years, to the point where he can no longer handle the same foes he used to face roll, because for some reason leveling up in DND needs to be a bad thing because we cannot be bothered to spare the time and the resources necessary to actually create new content because we have a shiny new MMO to bilk people out of money with...I mean...err...play with..."
Hey folks, we have gathered ~40 questions from this and other threads that are on topic for today. We also want to leave time for questions asked during the stream. We likely will not have time to address every question but we also plan on this being an ongoing conversation with the community.
There was actually a lot of "new" content in the form of Foundry stuff - some of which was of really good quality. Still, people were not enthusiastic about playing it, because the developers were never able to solve the issue of how to make foundries give acceptable rewards, without it being possible to exploit them.
Its not like Im pro company either.. I think most of the forum mods could tell you that.
Im pro-player(as in things that are good for players, more value less grind1).. but still, no need to get nasty over simple thing like a game.. at the end of the day, its just all a game, sure entertainment that many of us put money into, but still..
Paladins gain +1 vs undeads/demons/planars
Barbarians gain +1 vs creatures/contructions/shapeshifters
Fighters gain +1 vs humanoids/elementals/giants.
taunting varied on the class, whereever their primary nemesis are more potient than other tanks. where paladins can out taunt fighters on undeads if both are in the group. sort of fighter's taunt boost paladin magnify factor and stronger together, same as for fighter gain extra boost vs giants from paladin's taunt if used.
reason why, i would like to see them tanking like tag-team, perfect for raid format.
this is my personal belief for tanks to have prime nemesis.
Is there any plan to make it easier for players to gauge their effectiveness in a given zone? Either through a "your crit chance (etc) in this zone" section of the character sheet, a tooltip on your stats that says "reduces damage from critters in this zone by", or, worst-case, something on the map screen that tells you what ratings critters in that area have? Not only is it hard to evaluate itemization choices, it's very difficult to even some bugs (like the seeming elevated Deflect rate for critters, or the possibility of Crit Resistance applying to healing)
I never had issues running with any type of healer or tank in any content in this game. The meta simply reduced the amount of time it takes to complete content. I have tanked CR on my GF and yet players would by pass me simply because my GF was not an OP. After players in my alliance failed to get an OP some would take my GF along and you know what, after one or two runs whenever I was on I was asked to tank CR as a GF.
The whole meta simply reduces time in content and it is not as significant as many make it out to be. We are talking an average of 5 minutes off a dungeon. Considering how long it can take at times to get an OP Tank or a DC in prior mods you end up wasting more time waiting than picking up the other option.
I made it a point where someone wanted an OP Tank and I was on my GF. They were forming a group for T9. I asked to join and he said you are a GF so no. I than simply called out need a healer and 3 dps for t9. I got 3 dps and I got an OP healer. We beat T9 and I got back into the port in less than 18 minutes. The player that wanted an OP was still asking for an OP. I sent him a tell saying GF Buff Tank and he said I already told you no. I replied, did you do arun yet? And he said no. I said, well you should of picked me up when I first asked as I just completed a t9.
5 minutes went by and I was helping out a friend in Fane and he sends me a tell asking me to tank. I told him sorry busy.
My point is that it is the community fault on the meta and not the devs. I have seen this in other games. In those games I played the inferior class and beat the content just the same to make a point about how content can be beaten by any class. It is a matter more of skill than anything else. And when you spend almost 30 minutes waiting for a tank and you had someone that made an offer 23+ minutes prior and they go out and complete what you are trying to run well, its on the players to change their behavior and as more players change their behavior the community as a whole changes.
Once players learn a new of a new meta some classes will be left out. It will happen, its only a matter of time.
1. Leveling zones are dead/barren/ghost towns, and yet, every time I read this, I've just left zones that were crowded with people running in them.
2. All progression is removed, except that, having just finished doing some upgrades to my gear, I'm getting through fights, despite being scaled down to 70, that I don't think I'd have gotten through w/out doing the upgrades.
What seems to be closer to the truth is that there are a lot of people running content, and just not getting involved in the drama. Some of the content indeed needs looking into, scaling to 70, but not scaling all of the mobs, some of the dungeons being bugged out, but, and here's the truth, even when some of these are addressed, I saw a conversation yesterday about Tiamat being bugged beyond the ability to complete, but someone chiming in that they had, in fact, completed her, and in a PuG no less. Then the argument switched to "I guess you need at least 12K gear", which really shoots a hole in the "progression is removed" argument, since we're not starting out with that kind of score, right?
So really, the "get creative" thing needs to really be borked. Because we have people outright lying in PE chat about zones being dead because they can't recruit people into their guilds. I'd love to join a guild, I love socializing in MMOs, and having a pool of players to pull from to run content that requires groups, but I'm not joining one right now. Why? Because one of the benefits is turning off the drama queens in zone chat, and since the player complaining about the dead zones is also spending an inordinate amount of time in PE complaining about the game, I can't imagine how bad their guild chat is. Well I really can, hence I'm not even taking recruitment messages seriously, especially from people who are "quitting".