This is the official feedback thread for the The Vault of Stars, Neverwinter's latest Epic Dungeon.
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Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
Type: Bug/Feedback (Please only choose one)
If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use CYAN. If you are replying to another user's post, asking a question, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
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Examples:
Bug: While attempting to complete the 'Burnin' Down the House' quest, the fire never starts and the quest is impossible to complete
Feedback: The heroic encounters should happen more often and drop better loot.
1
Comments
Firstly, Right now there is a chance of dividing the party as 1 vs 4. If a Tank or a Healer ends up alone, they will not be able to kill enemies and progress, if a DPS ends up alone, DPS will die there alone.
Proposition: I think party should be seperated as 2 vs 3, Tank and Healer being on different parts.
Secondly, door interactions seems a bit long, when you are going through maze doors, it takes long time. And sometimes those Black Void Circle Pools summon under you and it prevents you from interacting with door because it puts you in combat.
Proposition: Reduce the time it spends during door interactions and prevent Void Pools on top of door locations.
Thirdly, right now Maze has 1 correct path, same always on every run. After running the Maze couple times, you memorize the correct doors, and becomes boring. And it breaks the whole purpose of being a "Maze".
Proposition: Instead, make the Maze's correct path randomized and different on each dungeon run. So you need to work with your team and solve the Maze puzzle to proceed. With this, since it might take longer time to find the correct path, you could increase the Darkness Timer a bit, maybe 30 seconds or 1 min.
Art wise I love the dungeon well done
Here is the sad part in 1st Boss - Too much mobs beyond beliefs
if 1 DPS gets separated it is instant death (This is your damage formula in action)
Archers hit so high damage and causing wipes
the mechanics of playing is flawed and needs to be looked at
I would like a stream of the devs showing how they pass the mechanic of the dungeon without cheat codes and do it legit with the new system on their characters
I did this with bunch of end gamers that are quite good mechanically
Maze is really annoying on lowering moving speed, it also bugs out sound
Last boss is a pain in the a** for a char with dots, with warlock i cant control whether my creeping death hits or not, puppet also, companion also.
Black hole cant be avoided by tank class,
After healing the new dungeon on both Paladin and Warlock healer, it is safe to say that Paladin and Warlock are underperforming compared to Cleric.
Cleric will perform way better in this dungeon compared to others because there is no need to position to maximize healing. Because of that, Clerics will have an easy and peaceful time while healing the new dungeon. The duration of Healing Word from Cleric healer is way too long, there is no need to position to receive the healing.
On top of that, Clerics can keep it up all the time with their Divinity feats and class features that other healers don't have. They can also use a Bastion of Health on a dps with low HP and they'll be brought back to full HP.
Warlock will perform worse in the new dungeon than how it is in other content due to lack of Soulstorm. Soulstorm is pretty much useless in boss fights. Soulstorm is the face of Warlock healer and there were only 5-6 parts where I used Soulstorm in all of the boss fights.
Paladins won't even be invited to the new dungeon as healer because their healing aspect isn't viable. The purpose of Paladin is to provide an additional layer of defense in Trials, such as Super Storm in ToMM and Weight of Virtue in Zariel's Challenge. They aren't capable of healing consistent damage over time that is dealt to the dps players.
Warlock
So, there is too much movement requirement in the new dungeon, which makes Warlocks underperform compared to how they are in other content. A Warlock without Soulstorm can not heal, and if there is need to move, Soulstorm is useless.Clerics can keep Healing Word up all the time and use a daily to instantly fill everyone's hp in less than a second when Healing Word's HoT is not enough. They can get their daily back in a matter of seconds as well, which is why i think some of Cleric's aspects need to get nerfed.
Warlock can perform decently, but only when played by a top tier player, which is clearly not the case most of the time and therefore requires some adjustments.
It is challenging, it requires you to pay attention all the time, it requires you to have decent reaction times and requires your dps party members to dodge the attacks. And most importantly, the resource management. I had hard times managing my resources when I first ran the dungeon.
There are only a few things that Warlock healer needs:
The first thing we need is a Heal over Time in our cleanse ability, Warlock's last feat should make the cleanse apply a heal over time (200-220 magnitude for 12 seconds is optimal). The main reason is because the cleanse of Warlock costs a lot of resource and it will make you unable to heal in the new dungeon at some point.Revitalize's initial healing needs to be buffed, I believe that increasing it to 1200 magnitude will be a reasonable amount. The initial healing should NOT be getting divided when it heals summoned companions. This will cause DPS party members to die very often in some content where the DPS takes a lot of damage. Same goes for Cleric's Bastion of Health and Paladin's Divine Touch. It will be way more noticeable compared to how it was in past since a lot of people will run summoned companions after the combat rework update.
Another thing is that Warlock Tab needs to be fixed. It takes 8 attempts in average to apply it because it gets interrupted by pretty much anything.
And last, Warlock daily "Soul Pact" only heals up to four allies. The four ally cap should be removed. AP gain of warlock healer is really bad, at least it should have a good daily for trials that won't mess up the Paladin shields. The other viable healing daily overwrites the Paladin Temp HP with much smaller Temp HP and is very limited to a small area.
The other 2 healers need to be brought in line with warlock, which means Cleric healer needs a small nerf and Paladin healer needs a rework ASAP as it is not viable the way it is right now.
To bring Cleric healer in line with Warlock, a few adjustments should be made to Cleric's dailies and heal over time durations.
When you think about it, a mediocre Cleric healer is capable of doing at least 3x more healing than the best Warlock healer in the new dungeon and that doesn't apply to the new dungeon only. Zariel Trial and The Infernal Citadel have the same issue. Both of them have mechanics that require movement. Therefore, Warlocks can't perform as good as Clerics there. Which is why Cleric healer needs adjustments:Healing Word (Encounter)
450 magnitude initial heal, 300 magnitude heal over time, 18 seconds duration, 80' radius, 220 divinity costThe healing is fine, however the duration needs to be nerfed. 12 seconds would be reasonable. Radius should definitely be nerfed to 40'. With 12 seconds duration and smaller radius, Cleric healers would need to pay more attention to it's duration and where they cast it. If they randomly use it on the other side of the map, they will be severely punished. It would also be more in line with Warlock's main healing encounter, Soulstorm.
Guardian of Life (Daily)
800 magnitude initial magnitude, 500 magnitude heal for 15 seconds.The initial heal magnitude is way too much and the duration is too long. Initial heal magnitude should be reduced to 450-500, Heal over Time should be nerfed to 400-450 and the duration of Heal over Time should be reduced to 10 seconds.
I believe that applying the changes mentioned above should bring Clerics and Warlocks to the same line in terms of healing performance in all types of content (Trials and Dungeons).
Paladin
Now let's talk about the state of Oathkeeper Paladin. Temp HP is fine as it is in trials where a second healer is present, since even though the Paladin applies great Temp HP, it is far from being possible to properly fill the HP bar of tanks and dps players, and therefore requires another healer to take care of the healing while the paladin serves the role of providing Temp HP to prevent the DPS from being one shotted (which differs the Paladin from Clerics, since a cleric has no way to prevent a dps with low HP from being one shotted). However, the healing part of it needs a significant buff, maybe even a completely new way of healing. The main reason Oathkeeper Paladin is struggling is their uncompetitive feats and dailies. I'll be talking about all the feats and dailies and giving my opinions for all of them.1st feats:
Critical Touch: 10% chance, upon using a healing power, to bestow your next divine touch or divine shelter a guaranteed crit.The proc rate used to be fine, but since crit cap got increased and healers can reach around 75% Critical Strike Chance easily this feat is not that great anymore. Adding all the at wills the chance to proc it (like pre-mod 19) will increase the proc rate and make it as impactful as before.
Sheltered Healing:
Cure Wounds heals for an additional 150 magnitude whenever the target is affected by Divine Barrier.So... ever since the last healing adjustments to Paladin in mod 19 preview, Paladin's one of the issues was their at will magnitude. Increasing the magnitude to 175-200 will make it a competitive feat and help a lot with healing. Especially for burst healing the Tank.
2nd feats:
Prayer of Opportunity: Encounter powers which cost divinity have a 20% chance to reduce your next Hand of Divinity's divinity cost to 0.One of paladin's issues is the slow and inconsistent tab. If it was changed to:
Whenever you use a healing encounter power which costs divinity, your next Hand of Divinity's cast speed will be reduced to 1 second and the divinity cost will be reduced by 10-20. Cooldown: 5 seconds.
Or alternatively, it can be a new source of healing:
Whenever you use Hand of Divinity, all allies within 40' will receive half of the healing (no shielding).
In my opinion, the cast speed one would be a better option.
3rd feats:
Spirit of Austerity:
This feat has nothing to do with healing, so i won't talk about it.Enduring Spirit:
Sacred Weapon now reduces damage taken by 10% and restores divinity over time.In my opinion, this feat is a perfect opportunity to grant paladins a new way of healing and seperating Shielding and Healing. it can heal your allies for every time you attack your enemies while sacred weapon is active. It can be changed to:
Your Sacred Weapon no longer has a cooldown, you heal your allies for 75 magnitude for each time you attack an enemy with Sacred Weapon. Costs 22 divinity per second and has a 3 seconds cooldown upon deactivation.
Since this will remove a way to gain divinity on paladin, base divinity regeneration of Paladin can be increased by 7.5-10%. i dont remember the exact numbers, but im sure base divinity regeneration of Paladins is a bit slower than the other healers.
4th feats:
Divine Intervention:
Lay on Hands now raises a Divine Barrier on the target that absorbs damage equal to half the amount healed.It's good
Convalescence:
While Shield of Faith is active, convert any Divine Barrier into healing...It could be a feat that reduces the magnitude of sanctuary to 200-250 and seperates Sanctuary from the caster. Which means you'll be able to freely move after putting Sanctuary on the ground. Duration should be reduced to 9 seconds.
5th feats:
Emissary of Warding:
Whenever your spells which generate a Divine Barrier heal critically, the effect of the barrier is increased by 50%.It's fine.
Divine Vessel:
Whenever your divinity falls below 100, you can cast any healing spell with no divinity cost and your outgoing healing is increased by 20% for 12 seconds.This could be changed to a feat that slowly converts Divine Barrier to healing over 6 seconds. up to 3 Divine Barrier can be converted to healing in those 6 seconds and stacks fall off individually. If you use 4 encounters that grant Divine Barrier 4th one will stay as temporary hit points, even after the first encounter's stack expires.
Or it could be changed to a feat that converts the overwritten Temp HP to healing. for example; if you cast 2 Divine Shelters in a row, the Divine Barrier from 1st Divine Shelter will be converted to hit points and the Divine Barrier from 2nd one stays.
It can be renamed to "Fading Light".
Dailies:
Shield of Faith
Decrease damage taken by 5% and increase healing received by 10%.10% Received Healing part could be changed to 150-200 magnitude healing per second.
Lay on Hands:
Perfectly fine.Sanctuary:
Summon a bubble that decreases damage taken by 10% and heals 600 magnitude for 12 seconds.Remove the locking part after activating it. We should be able to move while it is active. healing magnitude can be reduced to 200-250 and the duration can be reduced to 9 seconds to balance it. It could be done through the 4th feat, "Convalescence" which i mentioned earlier.
Another thing i want to talk about is Bond of Virtue. currently we can use it on only 1 person and it has 18 sec duration and around 30 seconds cooldown. i believe being able to use it on 2 or 3 targets and reducing the cooldown would make it competitive in 5 people content.
@noworries#8859 please take a look at this, otherwise no one will look for a paladin or a warlock healer in the new dungeon.
pls, add this item to the wondrous bazaar, our tech support can't help us as always
Update the battle tactics section of our journal plz. After 15 or so wipes it would be real nice to have a lil read about the enemy we are fighting!
The small waterfall in the first part of the dungeon missing the transition model
I can't.
my max divine shelter was around 60/70k like u can see here
when the damage taken by dps and tank is to much
in particoular, most of the damage you receive are DOT damage like this
and its only an example of damage taken.
Btw, these damage seems correct if u consider the dungeon, so its a problem of paladin healer.
i think that is time to work on paladin healer; it is good for trial, not for dungeon.
Feedback
I think the suction of the black holes should be reduced slightly. I can see a lot of groups having a lot of trouble with that mechanic, since it is very hard for tanks to walk away from it to drag the boss away into the light/voids.
The timer on the darkness in the maze should be increased slightly, maybe start with 30 seconds more and see how feedback comes in after the fact. Having done the dungeon with end gamers and sometimes barely making it, a lot of groups will have trouble with this.
Thanks,
Neko
Keep healing word at 80 radius but im fine with the time getting moved to 12s
we made it
feedback
about dungeon
it's hard. it's really cool mechanics in boss battles. maze is really cool too... but...
about awards
considering the difficult content of the dungeon, the rewards are very poor...
1) set of armor gives us useless bonuses to power, which now has a limit
2) sparkling fey emblem is really cool artifact, but the decision to make it bounded was wrong! give it unbound, pls
the situation repeats itself. we have a wonderful Zariel Challenge with awful rewards that make it unnecessary to waste time and resources on hardcore content. The Vault of Stars repeats the fate of Zariel's trial.
The party was: Op tank, DC healer, TR Assassin, DC Arbiter, CW Arcanist.
The paingiver was in order:
1st- Tr
2nd -DC
3rd- CW
This dungeon is:
Graphically beautiful. Mechanics are difficult, especially on first boss (the real obstacle of the dungeon) where you need good coordination from all party members to quickly destroy all summoned mobs. Make 1st boss arena a bit brighter. During panther Phase the redarea that spawn under the players that lives a DoT is practically invisible.
We encountered some difficulties in the maze part but just because in this dungeon dps classes need to immediately destroy all mobs, otherwise the time runs out and you fail this phase. Yesterday we tried this phase 7 times.
2nd boss is very intuitive.
3rd boss is easy to understand, but especially dps need to learn how to manage their attacks (I LOVE THIS THING). The "Black Hole" mechanic is the hardest for this boss, as you can easily die, and it should be reviewed as dot damage seems off - I'd need to review better ACT logs for this.
My final feedback:
ONLY MOBS life should be reduced of 30% ,at least until the labyrinth part. All boss life is okay and doesn't need to be reviewed! I suggest this just to avoid that players would look out just for strong AoE classes in public and private queues, and exclude, therefore, part of the players from the beginning.
also there was a texture bugged just before the 3rd boss
on the 3rd boss the damage dealt from the black hole i think that is fine also the size of the area on which the force of attraction acts, but the force of attraction, i think that is a bit to strong, someone without the shift, like the tank struggle a lot to move out from the attraction area, and also i think that the black hole should deal damage 1 time per second, not more then once like now. in my opinion hypo also deals a little bit to much damage
There are a few improvements that could still be made to make the dungeon even better such as the addition of more mobs through the earlier part of the dungeon and whilst making the way through the forest.
Now for the tough part. I went in on my main character which is a warlock healer and I must say the under performance of this healer was very noticable from the beginning. The low magnitude that splits across the 5 players in the dungeon on revitalise makes it very hard to get people healed, especially with the amount of damage that allies now take. Soulstorm is pretty much the most useless idea of a skill in this dungeon as it is a static heal meaning it is in one place and one place only and the amount of moving around and dodging that allies have to do is surreal so by the time soulstorm is cast, they aren't even there anymore. Soulweave management was tossed out of the window and I was forced to have to use Warlock's Bargain to be able to restore enough to spamming revitalise to my team. I did at one point try running Vampiric Embrace because it has a nice magnitude heal, but it costs so much soulweave and the cleanse effect requires a target - something neither the other healers have to worry about.
Now what I would suggest to combat this is allow Vampiric Embrace to apply a heal over time just like revitalise and soulstorm - the amount of soulweave it costs is fine and is inline with clerics Healing Word encounter. Increase the magnitude of revitalise to be more in line with what the cleric has for Bastion of Health, having an 850 magnitude with a 200 HoT effect is not powerful enough as a main heal skill for a player in this dungeon where cleric can have a 1600 magnitude bastion and then a initial 400 magnitude heal with Healing Word and a 350 magnitude heal over time. I'd suggest bumping the magnitude of the initial heal to 1200-1300 on revitalise and increasing the HoT to 250-300 magnitude.
The tab ability is the next issue to be aware of, it takes multiple attempts of tapping tab on the desired target for it to actually implement itself onto that said ally. Clerics and paladins don't have this issue at all as I do play those classes too and don't have half as much trouble with them as to what I do on my warlock. This need to be looked into ASAP as this is a big aspect of being able to get a massive heal on a target. The next bit is the delay in casting. Why must we wait 2-3 seconds before our heal actually heals??? Cleric and paladin both have a cast bar that they can stop at any point to heal. Now I like the fact the warlock tab heal is different to the others and does make it unique, but to resolve the issue we face why not give a cast bar like the other healers and have it apply a heal over time e.g. up to 1200 magnitude heal on target and apply a HoT of 400-500 magnitude for 6 seconds and ticks every 2 seconds.
With what I suggested above and what other have suggested in the forums, between us all the changes are of similar roots and I'm sure if these would be looked into and applied, albeit in a more suitable way to how the developers feel they should be, then we can get the warlock soulweaver on track with clerics. I don't main a paladin only off play it at certain times of the year so I cannot comment on it majorly I'm afraid.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Also, I'm somewhat lost in the story revolving the final boss. We're supposed to defeat the Queen of Air and Darkness but the dungeon ends after we defeat her guards. Is she even present in the boss room at all? I didn't see her. She doesn't even say something along the lines of "I'll have my revenge", she just acknowledges we completed the dungeon and that's it?EDIT: I've looked into the Queen's lore online and found out she has no physical presence. Makes sense then, disconsider what I said previously.
here my stats
here the damage from Archer
Hopefully I can remember what I wrote:
I play mainly dc healer/dps
1. Sometimes on last wave mobs keep spawning no-stop even after all flowers have been killed.
2. Other times, flowers don't spawn and players just fight 2 waves of mobs.
3. When interacting with the door on the hedge, if all players don't click at the same time, one is stuck in combat and cannot join the fight in the arena. If the player is a support the party is doomed and is forced to wipe.