I have been testing mod 18 and i must say i can see it causing players to leave in droves.
The good:
Campaign is fun
Campaign give Boon point
The Bad:
New dungeon is enemy rating of 35k that means TOMM is a easy trial compared to it (LOMM is 19k) ... they got tired of only 1% doing end game content so made it only 0.5% can do it
The campaign is way to hard. They have a new tier based enemies (shown by dot above head). Tier 1 monsters is fine Tier 4 is impossible for any non tomm players ... that is the campaign is not playable if you are not strong enough for tomm (this MUST be nerf this before live)
The campaign is yet again 1 hour a week campaign meaning you do entire campaign in 1 hour and wait 7 days to progress with nothing to do (Guess they want you to run ME's for 4 more months)
This mod is not ready to be released. If they do they will cause another player leak!
There are more than BIS players in this game
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
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You need to realise that neverwinter is a progression based game. Each new dungeon must come with higher critter rating or be more difficult than its predecessor so that those who have spend time, money and effort in gearing up have something to look forward to.
It is the same case with TOMM, it is made for each and every player. I repeat, TOMM is not forbidden for you, it is made for you when you meet the requirements. The way people are coming across in these forums, then could i call cryptic to fault if a lvl 5 player is unable to beat any dungeon in game? I guess cryptic should now make each mob weak enough to be killed by an at-will.
Sorry, but you'll have to either gear up or get good or just wait for the new dungeon to be nerfed. You choose. I sound harsh because with this attitude of the community, we all might as well have no gear. The developers are looking for a way to find a way to make both sides happy, and i personally suggest a tier system for each dungeon, with better rewards for higher up tiers.
Personally I work every day on my gear to stay (or improve) my current capabillities.
Other players should do the same instead of an attempt to trick dev's into a new endless spiral by expecting to get all the good stuff on a silver platter.
Not so long ago LoMM came out and funny thing is that the Everlasting complain Legion in PE were whining about it, it was impossible, it was too hard.
Now I see same people running LoMM on daily base
About a tier system.
I completely agree with you, Cryptic should create this system... Easier tiers they can choose from (complete with adjusted rewards of course), and let the so called (hated) 1% elitist running their own thing..
Luckily It's not the majority who is complaining, It's a small group of players who tries to form a free game to their wishes with their demand's
> (Quote)
> With your statement, You hit the nail with an sledgehammer.
>
> Personally I work every day on my gear to stay (or improve) my current capabillities.
> Other players should do the same instead of an attempt to trick dev's into a new endless spiral by expecting to get all the good stuff on a silver platter.
> Not so long ago LoMM came out and funny thing is that the Everlasting complain Legion in PE were whining about it, it was impossible, it was too hard.
> Now I see same people running LoMM on daily base
>
> About a tier system.
> I completely agree with you, Cryptic should create this system... Easier tiers they can choose from (complete with adjusted rewards of course), and let the so called (hated) 1% elitist running their own thing..
> Luckily It's not the majority who is complaining, It's a small group of players who tries to form a free game to their wishes with their demand's
Just to reply to your comment of it's not the majority complaining but a small group trying to form a free game to their wishes and demands.
The same can be said of the 1% that want the game made to be a challenge to them and impossible to others(especially with class imbalance) and gear strictly for them to earn and then sell. I have no problem with a tiered system, but them sorry but make the rewards account bound the higher up, tired of seeing the rich get richer. And sorry TOMM is not for everyone until classes are balanced.
Riiiiiight...
We finished it at first btw. And already a 18 min run is out of it in youtube!
The vast majority of people in my alliance are away on hiatus from the game. Mod 16 left them demoralized and Mod 17 left them bored. They aren't BiS or remotely near it; they're casual players, and if they come back for Mod 18 they'll be rusty. I see them trying it out, seeing the enemy density, the insane knockbacks, the high 20k entry point, and then I see them bolting, perhaps for good.
To be clear: I'm talking about the new *campaign*, not the new dungeon. I couldn't care less about the new dungeon.
It's funny that I see people talking here about TOMM. No one in my alliance has TOMM even remotely in their consciousness. Many struggle to near 20k much less what's needed for TOMM. Discussion about an entire *campaign* has no place being in the same solar system as a discussion about the hardest dungeon in the game.
Mod 18, like all the other mods, is a campaign first and that should be accessible for anyone who finished the previous campaign.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
As of today NW is a race that only a small part of the player base can follow and all new content is basically aimed at that part of the player base. This is not how the game started and is the root of a constant bleedout of players.
Born of Black Wind: SW Level 80
Currently, NW lacks the manpower, so it has to choose between one or the other. TOMM was something that end game players had never experienced and as soon as cryptic sates them for their effort of gearing up, there is a backlash from people. I can guarantee you that TOMM was a huge success in regards to the turnover that it brought to the game. The difference is that casual players just want to play for fun but the hardcore players are willing to spend for a challenge. If you were cryptic, which one would you opt for when you are unable to cater for both?
Haven't been in the latest dungeon so i can't speak to much about it, but saw a coupe of vids and once you get the hang of the mechanics it doesn't seem that hard
In terms of offensive stats, with old gear i'm barely at 24k and i'm struggling to get them bellow 85k so there's no real problem about it, and if you are having problems thats the point, they want us to stop using only radiants on offense and defense slots
I do understand that new/old players that left and are returning wanna play the latest content, but you can't just start to play or come back after some time and expect to be doing the latest dungeon/campaign area with ease that would make no sense
And the mod 16 dungeon is 20k ilvl requirement.
Then the mod 17 trial came and is 24k ilvl requirement.
And with the mod 18 they plan to introduce the 35k ilvl req dungeon.
Please explain how it makes the power creep slow down?
Born of Black Wind: SW Level 80
By slowing down the power creep i meant increasing those stats (arp, crit, etc) so that it becomes harder to cap everything with only empowered/radiants in offense slots, i don't think it will change much, but it is what they are trying to accomplish
The way casual players want to play, even rank 8 radiants would be enough and what is their worth? I think the bleed in the playerbase wasn't because NW started catering to end game players but rather it messed up the veterans the most in MOD 16 and then reached to this present point.
I also just started playing this game in Mod 16 so i am not veteran veteran in terms of experience if you know. But, cryptic is a business first and foremost and we need to acknowledge that fact. Also, most casual players are hardcore players that work and spend zen to reach end game. The casual i refer to above are the ones that usually have the time to play 10hours a day but can't or won't spend. It is their choice but we have to be realistic when it comes to a survival of a business.
Do people believe campaigns are necessarly solo content ?
I mean... when i started neverwinter with my brother, we went as a duo through all the leveling maps, Elemental Evil, Sharandar, Dread Ring, Maze Engine, Icewindale and half SKT (split after lonelywood), + the start quests only for River District/Soshenstar/Omu/Barovia and finally all the Undermoutain campaign.
Despite our duo made the campaigns difficulty quite trivial (OP+TR), it was much more enjoyable to play than going through all of that alone (not that we couldn't, technically...). Chating and enjoying the company of each other while discovering the various maps/mods/mobs/bosses in a relaxed way, laughing about silly bugs or A.I. behaviours, trying to find funny OOB, exploring and brainstorming together about "general strategy" (aka how to earn AD, so Zen, "en masse") or how to make every single of our activity an efficient one (aka hiting 2 or 3 birds with one stone), was the most enjoyable part of my time in NWO. Epic Dungeons, even together, not so fun (except maybe CR as we trained with a full discord guild group to understand by ourselves and get used to the mechanics until we defeated it).
I imagine, as always, that the mod18 campaign is reasonnably soloable for anyone who have already finished every other campaigns (so who is probably stuffed with at the very least UM equipments).
If you have trouble... maybe just group with friends, ally, guild or meet some new people in the zone... and enjoy questing together.
If you compare the current situation to what this game was up to mod 5-6 then it's a whole different story. I've seen a large number of people that were paying customers leave the game or stop spending because they are not having fun anymore.
Born of Black Wind: SW Level 80
Again we should have have a basic and a Master version of every content so everyone could finish the storyline
and that Master version of all dungeons and skimishes should be for like 10% of the player not 1 place for 1% because is gets dull really fast...
Theres only 2 reasons to work to reach and beat that dungeon:
1 - To brag that you can do it (is fun is not a critic is that what game is about)
2 - To complain that the gear you get there is only usefull there (because since scalling...)
It feels to me like no one in testing bothered to test this campaign in a non BIS character
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)