hitchslapped said:admit to the playerbase that the game is now in a state of managed decline.
admit to the playerbase that the game is now in a state of managed decline.
cdnbison said:Players: "It's impossible to do the following skirmishes without a tank & healer!:Also players: "We don't want to have to wait for a tank & healer for skirmishes!"#JustSayin'
Players: "It's impossible to do the following skirmishes without a tank & healer!:Also players: "We don't want to have to wait for a tank & healer for skirmishes!"#JustSayin'
b4t1b4t said:This go's back to what I said in my last statement. This issue is not the issues of the game nor dev team. Its the issues of how we the players play the game. [...snip...}If only more people would run heals and tanks things might change.
This go's back to what I said in my last statement. This issue is not the issues of the game nor dev team. Its the issues of how we the players play the game. [...snip...}If only more people would run heals and tanks things might change.
b4t1b4t said:...If only more people would run heals and tanks things might change.
...If only more people would run heals and tanks things might change.
I waited more than 1 hour to get into a random leveling queue, before I quit.
Requiring the 3+1+1 setup for the skirmishes in the RANDOM LEVELING QUEUE is a very bad change and nothing is gained from it:
- in the two skirmishes in the random levellng queue (Dread Legion, MoH) tanks and healers are not really required. Dps is far more important
- there are far more dps in the game than healers/tanks, therefore it was a very good idea to have at least some instances in the random queues without the 3+1+1 requirement. Whenever there is a surplus of dps queuing (practically all the time), all the dps can be put into a skirmish. Now we have to wait for the rare occasion, that a tank or healer is queuing. So you can have 100 dps in line, waiting for tank+healer, then you are at spot 97, waiting for tank+healer, then at position 93, ... you get the dilemma.
- under these conditions the random queues totally fail to serve their purpose, namely that players queuing for a specific content are matched AS FAST AS POSSIBLE with players queuing for the random queues.
I understand, that some skirmishes in RIQ cannot be easily completed without tank or healer. But this is actually only Bank Heist (and partially Merchants Prince Folly, where tanks or healers can help a little bit, provided you have very good dps). The reason given for the change to skirmish requirements was the low completion rate of Bank Heist skirmish. The other skirmishes never had this problem. Even Mechants Prince Folly (the second hardest skirmish after Bank Heist) could be completed without too much problems 95% of the time.
It would have sufficed completely, to enforce the 3+1+1 rule to Bank Heist, leaving the other skirmishes as they were, so that they can fulfil their original purpose, namely to bunch any surplus of roles (mostly dps) into an instance (skirmish) with no role requirements.
PLEASE change the skirmishes, except Bank Heist (where the change is appreciated) back to the previous state (no requirements on group composition).
i mean i understand this change for the 3. and 4. que but not for the 1. 2. because the dungeons in this que u can easy do without tank/heal
I haven't made it into any queue since the update.
Really MORONIC move by someone.
(if that happens i seriously might fork out the 25$ and get bdo an strt that game)
This is also part reason why I hardly run a dungeon now.
Waiting for a long period of time for a dungeon regardless of the reason where it be AD or shards or just out of being bored is just way to long and boring.
I questioned things way before this patch happened and seen the out come.
I really dont see them changing it back so either be willing to wait in que or que as a heal or tank other wise well your going to become disappointed
and sry for my really bad english
Also players: "We don't want to have to wait for a tank & healer for skirmishes!"
Once again, I am not trolling. I genuinely loved Neverwinter before the changes made in Mod 16 and I still stand by what I have said before: "Neverwinter was not broken." But it is now. Neverwinter is very broken now. You have made changes to the healing classes that has resulted in what may be the first ever recorded player-strike/boycott of a class/player role in video game history.
And while the content is being scaled from here to the Nine Hells and back, the rewards are still as crappy as ever.
Noticeable changes after this patch:
- increased waiting times
- more afk players or botters
- the runs itself also seem to take more time now
If you que as a heal or tank ya 85 to 90% of the time it will be a instant pop or at least pops in the first 15 mins of wait time.
Que as a dps then your sitting there waiting for an hour if not longer.
If only more people would run heals and tanks things might change.
The dev team has seriously nerfed healing classes, they have seriously messed up the play style of tanks (to the extent that "crouch and hide behind your shield" even is a 'play style'), they screwed up 100% of the queue formation in order to fix the 15% that required changes.
It is well known across the fantasy MMO industry that players favor playing DPS over healers and tanks even when the dev team hasn't screwed those classes up!
Saying it is the players fault for not playing broken or boring classes is bass-ackwards.
Make the classes fun, interesting and balanced to play, people will play them. Slap them with artificial 20% DPS reductions and boring "hide behind your shield" mechanics and then making them required to play is the height of design stupidity.
Not that that's anything new around here, of course.
I mean, what is the first thing a healer or tank get's told to do when he has a problem with a quest?
"Switch to a DPS loadout."
My suggestion for tank changes:
- give the Barbarian more "raw" HP
- give the Fighter a better "shield" to counter/deflect damage
- give the Paladin back his temp. HP
in short, make playing a tank depending on the class different/unique again. Add something similar to the healers as well, so that players are given a real choice between the classes.
Last but not least, the Devs should separate how abilities/powers work in PvE and PvP clearly, so that a change in one field doesn't fudge up something across the whole game.