I know this might be a radical notion, but when releasing a combat change that is not completely tested, why not err on the side of caution and make critters a bit too weak and/or players too strong thus avoiding a complete riot? Just a thought. :-)
Well, what about the 15k IL requirement for Random Dungeon Queues? How are players below that IL going to make some AD to actually improve their IL now?
To clarify, characters with lower IL can still join those dungeon runs directly, but most of the time they won't be able to even finish that dungeon, this change makes no sense at all!
I'd really love to see a Dev group playing through Cloak Tower with regular fresh level 20 characters in quest equipment...
> @autumnwitch said: > I know this might be a radical notion, but when releasing a combat change that is not completely tested, why not err on the side of caution and make critters a bit too weak and/or players too strong thus avoiding a complete riot? Just a thought. :-)
This. I'd rather be bored for a week or so before it's properly balanced than be unable to continue forward.
I know this might be a radical notion, but when releasing a combat change that is not completely tested, why not err on the side of caution and make critters a bit too weak and/or players too strong thus avoiding a complete riot? Just a thought. :-)
The testing on preview looked pretty good, for those who had been on preview. Which is only a pretty small population of the game, and, as has been acknowledged by the Dev's, mostly higher end players.
It had been stated that they would monitor live, and make adjustments as required. Unlike with Mod 16 when they were told by almost everyone on preview that there were major issues, and it shouldn't go live, and they pressed ahead, only to be forced to make major changes, this time they have been listening, and interacting with those of us in the preview forums, and we have also been told that the live server will be actively monitored, and changes WILL be made as required, as they get more data, and more information about how more people play their toons, and use their powers, etc.
I believe that it wouldn't have mattered if this had stayed on preview for another couple of weeks, they likely wouldn't have received any more data that would have contributed to helpful or meaningful changes, not unless a significant number of new people joined the preview servers.
As with mod 16, bear with them and push through to the other side.
IMO, this is going to be less painful than Mod 16. We have better communication, more transparency. I do know that it's hard to be positive after experiencing the previous changes.
Hello! Yesterday we have waited for a untested patch for almost 4 hours and the mobs were way too strong! Today we have to wait again (very kind of administration to react so fast, lets hope they can fix it), but I have another issue with this patch, cause there is much more to it, than just strong monsters... Our guild friend has level 55 and she used to do random dungeon queues with us many times, we helped her level up this way and she was making astral diamonds to buy herself some stuff on the market. Now she can't join a random queue anymore, cause requirement for item level went up to 15.000! This is stupid, she is level 55 and her item level is just over 10.000 (even though we helped her with it a lot), so imagine a new player, who just started to play this game and has no help from a guild, how can he/she make the most important currency in the game??? It makes totally no sense to me, to raise the bar so high. It looks like the privilege of making astral diamonds and buying from the auction is reserved to the highest levels now, but what about the little ones? Please do something about it. Kind regards!
Now she can't join a random queue anymore, cause requirement for item level went up to 15.000! This is stupid, she is level 55 and her item level is just over 10.000 (even though we helped her with it a lot)...
Yeah, this I have a problem with. I understand changing combat and the underlying stats, but if it means someone is no longer able to access content they used to have, it's a problem. A couple of my toons in my all-too-large stable of alts (I'm an altoholic) found that out, too. And I had a formerly 21K (now 28K) warlock doing a regular Dread Legion skirmish today, and wow, we all had to use some potions to not die. I led in damage and I spent half the time running away to pop potions and wait for cooldowns to expire. This was something that was arguably too easy before, but still... five decently geared level 80 players should not struggle to avoid death on that one.
how does one get on the test server? having a bunch of lvl 80 end of game people really doesn't test the changes, and it shows that they really didn't test this rather large update on lvl 1 through 60. I've played beta's before and would be more than willing to help give constructive feedback on a test server.
I'm glad to see that they pushed out another patch today, which shows they are working on it, but the game is still effectively broken. I'll continue to log in while I'm still getting keys from my VIP, but if this doesn't get fix I'll move on, because it not fun in the current state.
Server is back up and with new patch. Decided to test my ranger in Ebon Downs where my quests are right now to progress in the game, the mobs are still tough as hell especially for my ranger since the ranger class has low defense to begin with. The ranger class is basically unplayable with these combat changes, I can only dodge and heal so many times before going to the brink of death. Sure I can kill stuff given enough time and spamming of health items but I shouldn't be struggling with zombies in a leveling zone.
Guess I still gotta wait for them to bring out more improvements before I can attempt to play the game. Or maybe make a whole new character that has more defense and armor but what kind of disappointing game would force you to choose a certain class just to stay alive.
A wide variety of leveling content has been adjusted to improve player experience by reducing the item level of the critters. Improve Player Experience? Ummm no where close. Server is back up and to be honest see nothing different, my characters despite the class or area I go whether it is a level 80 area or a level 20 area still take the same amount of damage. Another thing I noticed as well. Gear that I have dyed have lost some of the colors I used as the base or secondary color and received no reimbursement for the gold or silver it costs to dye the gear, and another thing to add. If the AI is going to be fighting effectively at your level despite the area you are in you are only receiving drops to the level of that area. That makes no sense if the AI is going to be fighting at level 80 in a level 20 area and can damage you the same as a level 80 area. So why are we not getting level 80 drops equivalent to the AI fighting at level 80?
After patch, noticing some areas improved a bit. Not quite enough. There's some 1-pip enemies that are way too hard, but still doable. But in the areas I played (Icespire Dragon dailies and an Acq Inc instance) I noticed the fighting got easier.
Call me El, she/her only. Currently Professions-only until the next combat change fixes this mess.
Still needs work. I did a random dungeon with my cleric (level 80, item level about 28k, 20k before the changes) and got Cragmire with four others who were all less than level 25. I have healed Cragmire dozens of times and no one ever died. It was bad enough that it took almost all I had to survive the first few waves of trash. And then we got to the FIRST of the bosses, Kallos Tam. Now this is one we used to burn in no time flat, and I welcome making it tougher... but here's what happened -- we burned him down pretty well, albeit slower that usual, for the first 50-60% of his health. But then, the adds came, and we were toasted hard and couldn't finish. It seems to me that either our awareness got nerfed hard, or the mobs have combat advantage on steroids. The bosses aren't killing us. The adds, the trash, are -- which is ridiculous.
I like making it a little more of a challenge. This is absurd.
with the last patch they ruined the good game. in no other game is this - 3 mobs 10 levels below you to kill you easily and quickly, even if you have good equipment. Congratulations !!! you turned down a lot of new players from the game, as well as pretty old ones
I know this might be a radical notion, but when releasing a combat change that is not completely tested, why not err on the side of caution and make critters a bit too weak and/or players too strong thus avoiding a complete riot? Just a thought. :-)
The testing on preview looked pretty good, for those who had been on preview. Which is only a pretty small population of the game, and, as has been acknowledged by the Dev's, mostly higher end players.
I would disagree with the part that it looked pretty good for the players on preview. It did not. It looked passable for a very skilled player - and such it was reported. Every single place of the pre-80 areas I was in was doable naked to minimum IL required. It was even easier than previous "tough" content updates. I do not enjoy difficult settings, but this is not as hardcore as previous updates aiming to increase the difficulty.
Now, lets be honest - if it was supposed to make things tough, and levelling experience was not a focus of this update, all checks and there is nothing to complain about. I surely did not like it, but that was the goal of the update!
A wide variety of leveling content has been adjusted to improve player experience by reducing the item level of the critters. Improve Player Experience? Ummm no where close. Server is back up and to be honest see nothing different, my characters despite the class or area I go whether it is a level 80 area or a level 20 area still take the same amount of damage. Another thing I noticed as well. Gear that I have dyed have lost some of the colors I used as the base or secondary color and received no reimbursement for the gold or silver it costs to dye the gear, and another thing to add. If the AI is going to be fighting effectively at your level despite the area you are in you are only receiving drops to the level of that area. That makes no sense if the AI is going to be fighting at level 80 in a level 20 area and can damage you the same as a level 80 area. So why are we not getting level 80 drops equivalent to the AI fighting at level 80?
@noworries#8859 swore blind to me that there was no auto-levelling of toons when going into lower zones. That there would be no drop in effectiveness to match the zone. After his second reassurance I took him at his word but it seems they've gone and done it regardless.
Please Do Not Feed The Trolls
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
I was in tower district or whater the one with all the orcs is called doing maze engine quests and noticed quite a few lvl 10+ new toons struggling with the mobs still. Wasn't an issue for me as a 39K il tank but the lowbies seem to still be struggling in earlier content.
<div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img> ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂ There is supposed to be an image here, but the hamsters took it. <div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
Comments
To clarify, characters with lower IL can still join those dungeon runs directly, but most of the time they won't be able to even finish that dungeon, this change makes no sense at all!
I'd really love to see a Dev group playing through Cloak Tower with regular fresh level 20 characters in quest equipment...
> I know this might be a radical notion, but when releasing a combat change that is not completely tested, why not err on the side of caution and make critters a bit too weak and/or players too strong thus avoiding a complete riot? Just a thought. :-)
This. I'd rather be bored for a week or so before it's properly balanced than be unable to continue forward.
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
It had been stated that they would monitor live, and make adjustments as required. Unlike with Mod 16 when they were told by almost everyone on preview that there were major issues, and it shouldn't go live, and they pressed ahead, only to be forced to make major changes, this time they have been listening, and interacting with those of us in the preview forums, and we have also been told that the live server will be actively monitored, and changes WILL be made as required, as they get more data, and more information about how more people play their toons, and use their powers, etc.
I believe that it wouldn't have mattered if this had stayed on preview for another couple of weeks, they likely wouldn't have received any more data that would have contributed to helpful or meaningful changes, not unless a significant number of new people joined the preview servers.
As with mod 16, bear with them and push through to the other side.
IMO, this is going to be less painful than Mod 16. We have better communication, more transparency. I do know that it's hard to be positive after experiencing the previous changes.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
Our guild friend has level 55 and she used to do random dungeon queues with us many times, we helped her level up this way and she was making astral diamonds to buy herself some stuff on the market. Now she can't join a random queue anymore, cause requirement for item level went up to 15.000! This is stupid, she is level 55 and her item level is just over 10.000 (even though we helped her with it a lot), so imagine a new player, who just started to play this game and has no help from a guild, how can he/she make the most important currency in the game??? It makes totally no sense to me, to raise the bar so high. It looks like the privilege of making astral diamonds and buying from the auction is reserved to the highest levels now, but what about the little ones?
Please do something about it.
Kind regards!
I'm glad to see that they pushed out another patch today, which shows they are working on it, but the game is still effectively broken. I'll continue to log in while I'm still getting keys from my VIP, but if this doesn't get fix I'll move on, because it not fun in the current state.
Guess I still gotta wait for them to bring out more improvements before I can attempt to play the game. Or maybe make a whole new character that has more defense and armor but what kind of disappointing game would force you to choose a certain class just to stay alive.
Game Balance
A wide variety of leveling content has been adjusted to improve player experience by reducing the item level of the critters.
Improve Player Experience? Ummm no where close. Server is back up and to be honest see nothing different, my characters despite the class or area I go whether it is a level 80 area or a level 20 area still take the same amount of damage. Another thing I noticed as well. Gear that I have dyed have lost some of the colors I used as the base or secondary color and received no reimbursement for the gold or silver it costs to dye the gear, and another thing to add. If the AI is going to be fighting effectively at your level despite the area you are in you are only receiving drops to the level of that area. That makes no sense if the AI is going to be fighting at level 80 in a level 20 area and can damage you the same as a level 80 area. So why are we not getting level 80 drops equivalent to the AI fighting at level 80?
I like making it a little more of a challenge. This is absurd.
Now, lets be honest - if it was supposed to make things tough, and levelling experience was not a focus of this update, all checks and there is nothing to complain about. I surely did not like it, but that was the goal of the update!
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
▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
There is supposed to be an image here, but the hamsters took it.
<div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight