Just tried to do the Daily quest in The River District. Failed! Right now I can fight 1 mob at a time and survive but not 6. I was on a Level 80 Paladin. My gear is not top Level available (Crafted Lvl 80), but I was working on getting the better equipment. I can not solo The River District any more. I don't know why you decided to change the combat system and I don't care. I do know this, I( have seen the type of thing in a lot of games and it ended up destroying the the game. Most of those games are no longer online. I am the type of person that doesn't mind supporting the games I play with subscriptions or through purchases, but I wont support a game that has don't this to it's customers.
One thing I do like about increased difficulty at lower levels is that it can return tactics and strategy to even low level dungeons. Most random queues have that person or people that just facerolls and one shots almost everything. There is no strategy in the boss fights — just burn them down in a small number of shots. At least when it’s tougher, there is a need to return to strategy and tactics and knowing how to do the fight rather than just with overwhelming force.
THAT I like. But places like Cloak and Cragmire should not be killing high level, experienced players or taking a half hour to clear for very little reward. It is good that the enemies are strong enough that even high level players need some tactics, but not to this extent.
After a patch I should not have to create a new character to make an content playable....Plain and simple except for skirmishes and specific dungeons and events content should be playable solo. If one chooses to buy their way to godhood and then complain that the game is too easy it's their loss.
As it stands I have no motivation to continue and again money I did spend I fell was ripped off as the game is basically unplayable for those characters solo. I want my money back
After a patch I should not have to create a new character to make an content playable....Plain and simple except for skirmishes and specific dungeons and events content should be playable solo. If one chooses to buy their way to godhood and then complain that the game is too easy it's their loss.
As it stands I have no motivation to continue and again money I did spend I fell was ripped off as the game is basically unplayable for those characters solo. I want my money back
Me and my friends have the same feeling we are falling back what ever the content is not at all playable. The End Game content TOMM is not playable with 2 tanks and 6 dps now. I have completed 500+ TOMMS sofar now it is not at all playable. We will see till M20 Release and say bye to game if its still same
the agro seems to be effected as well, I'll start fighting a small group and the next group further away will agro too, which only makes the whole out of balance issue even more of an issue.
took my (lvl 80) wizard along with a friend (lvl 65) wizard to Drowned Shore, got over whelmed twice and died. that is a lvl 61-63 zone. your combat rework broke the zone lvl's, they are pointless numbers now
Throne of the Dwarven Gods is overtuned. You can get gold but only when your with a group of ToMM ready characters. When you go in with a character that is mid game you get killed over and over.
Right now the way you finish this content is to go in and start the timer, die to the first mob set, wait until the 15 minute time is over by just standing at the fire and then kill the boss. The boss is able to be killed in the time window. The mobs in the previous phases you won't be able to kill them all in the time given to meet any of the phase windows and your going to spam potions trying to do it. Skirmishes now need a tank and healer in them to do them.
Guild Leader: Under the Influence Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
It's the defense that is really bad! Campaign zones, leveling zones, stronghold, and dungeons. EVERYWHERE! I'm sorry make this obvious statement, but please stop messing with the game, because this is what creates so much stress for developers to fix!
> @nitocris83 said: > Hey folks, > > We are monitoring ongoing discussions regarding the impact of Combat Rework and are working on adjustments to address concerns. Initial updates will include revisions to leveling progression and experience, and we will continue to iterate as established during the Preview process. Our goal is to release an update today.
Your patch does nothing... This entire update entirely ruined the game for new players. Tried a lvl 25 quest cleanup with a lvl 55 toon and getting my <font color="orange">HAMSTER</font> kicked. My greater healing pots are healing almost nothing. Single trash Mob hits are clearing away a third of my hp per hit. And my hits do little tiny dents to trash mob hp.
What are you guys / devs/ management thinking ? "Too many players on neverwinter, so let's chase away all the new players ?"
Well, if so, mission accomplished. I'll check back in a week, but in it's current state the game is unplayable and unenjoyable. You guys really need to allow some sort of overlevel bonus perks to carry through for weaker builds / new players / solo play to be able to enjoy.
Not everyone wants Reaper level difficulty, some come just to play some casual questing and gameplay. Your update has killed that. :-(
Can't use any of the runestones given so kind of a wasted gift. can't upgrade companions so kind of wasted to only give 10 tokens likewise with mount tokens. All I have found with this new system is the pointless slaughter of characters. Just started playing and this is really turning me off.
This menu give wrong information or something is wrong: I removed all companions and eq etc
Using Item Level contribution I should have: 3k (from guild boons) +5k (initial IL value) + 4870 = 12870 But i had 12310 3k (from guild boons) +5k (initial IL value) + 2055 (combat power)+ 2055(equip power) + 200 (random mount bonus)?
I changed to preview and make boolster 100% and I ended with: 5k + 3k + 3k + 200 -> 11200 item level (witout guild boons on preview) but tooltip shows 9k so I should have: 5k + 9k -> 14 000 item level
So this item level contribution bonus is broken or something is wrong (also what is this random 200 bonus to IL from mount)?
2. I have 4x artifcats with 450 item level But only one give 450 (artifact in main slot - not matter which) - all other give just 300
By this point, I think it's safe to say that a company that wants to succeed and keep their player base would have rolled back this patch by now. It's a failure. Like Sony's Star Wars expansion, it'll be known as a textbook example of how to tick off the vast majority of your players in order to appease a few.
So here's my guess. They made a patch and rewrote the database fields for the changes rather than created new fields and redirecting. Meaning: the only way to roll back the changes would be to use a backup version of the database which would leave all characters back to how they were just before the patch.
If they bothered to back up the database.
I'll admit, I'm not opposed to that, but I doubt I speak for the majority.
The only other option to save face as I see it, is to admit it needed a lot more fine-tuning across levels, and give the leaving players some incentive to stay and help you test it. Most of these people talking here strike me as reasonable adults. I'm amazed at how few are making threats. Most are just stating the simple truth: without a major Guild full of high levels with max gear willing to help level new players, you're not going to see new players and they don't see any reason to stay either.
I'd say the ball is in the devs' court, but to be honest, I'm not sure the players' team is still on the court.
I don't get how companions work anymore but my first companion has lost all of his titles, I'm assuming he's bugged because my second companion still has his titles. My first was max rank 20 but now he only has the first title and his stats are very low. I don't understand how they're supposed to level up now anyway since there doesn't seem to be ranks or XP for them.
2
kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
edited January 2021
*grabs popcorn*
The Game is like an 80s arcade coin op quarter sucker now
you get 3 lives ... one hit and you are dead 3 hits and bam there goes your quarter ./.
People dont have the reflexes and where with all to play games with "rogue" level like default difficulty anymore and want everything served on silver platters. The middle ground needs to be found
it is only so fun even for a high 53k item level machoistic Tune having to carry the entire group ( oo i get it now it is more like classic strategic never winter now ..blah blah ..)
people dont realize getting surrounded now / attacked from behind (all all bosses ).do brutal combat advantage damage ..and most people are not focusing on the awareness stat to counter it nor could afford too / even if they wanted too
any of my lols to posts are just pure sarcasm at this point
Been playing for week or so. Found much of the game too easy. Now I can't beat one mob at level. Game has become unplayable. Fix it or I will be gone in a a couple of days. Just sayin'.
The Game is like an 80s arcade coin op quarter sucker now
you get 3 lives ... one hit and you are dead 3 hits and bam there goes your quarter ./.
People dont have the reflexes and where with all to play games with "rogue" level like default difficulty anymore and want everything served on silver platters. The middle ground needs to be found
it is only so fun even for a high 53k item level machoistic Tune having to carry the entire group ( oo i get it now it is more like classic strategic never winter now ..blah blah ..)
people dont realize getting surrounded now / attacked from behind (all all bosses ).do brutal combat advantage damage ..and most people are not focusing on the awareness stat to counter it nor could afford too / even if they wanted too
any of my lols to posts are just pure sarcasm at this point
If players wanted something like they should ask for a hardcore mode....when you die...your dead...and your deeds will be remembered....note you lose all items.mounts etc.. and need to start again at level 1. Make this a separate server.
This could be an opt in feature.
As far as getting surrounded, it's not possible to go anywhere not get surrounded when playing solo. Not sure what you mean by 53kitem level but I am sure I am nowhere near that level, nor do I expect other chars to carry me through.....in fact its annoying when you feel you aren't helping the cause.
If this was a coin op game I would pass it by.
3
kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
as i am nearly fully upgraded best in slot/ end game Cw tune with 100% mount and companion bolsters max blah blah everything .. and its still hard in some places
yes it is possible to not get surrounded but very hard if you dont have a lot of movement stacked yes i agree its not a good feeling when you don't feel like you are contributing.
also a boss that cannot flank or surround you still does combat advantage damage now(devs thought it was a good idea to make awareness relevant .. was my other point and no one invested in the counter stats awareness ..
furthermore there is no dedicated awareness companion that offer solely an awareness bonus at 7.5% and very little tanking gear either offering it and one guild awareness boon if your guild has it
there are hybrid mythic companions ones x3.8%+3.8% awareness ..
To continue the simplicity theme maybe the devs, if they haven't already, should use the overall character lvl as another bonus to the "item-level" skill caps. So if you are a lvl 80 doing lvl 70 content there should be an additional bonus to attack and defense caps, for example, HP is base 10% of your item lvl but for each lvl above the campaign lvl requirement you get an additional 1%. Max it out at 30%. The same can be used for attack and defense.
After the patch my paladin has no divinity. I've retrained and messed with loadouts and no luck. I was told by support to post this here.
All abilities requiring divinity don't work so this character (which is my main too) is unplayable.
Anyone else experienced this and fixed it?
1
kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
edited January 2021
dont worry friends the devs will "sell" you the solution to all your woes for 10,000 zen /expedition Fairy pack in the form of a 50% defensive companion (that you must upgraded as well ? ) for the new Shanandar area only LOL
Cryptic ..Its like the Quack doctor that makes you sick and then sells you the cure
The Batiri Shamans in Soshenstar have a single red dot above them similar to all the other batiri. However in order to kill the Batiri Shaman, you have to go through the entire rotation and about 20 hard hitting at-wills plus a daily. On one occasion I killed it by summoning my T-Rex mount to eat it. That is not the way to kill a single dot enemy I guess. Is this normal for the Shaman?
Avernus T2 Hunt Fighting Tier Two Hunt in Avernus - Reothadh the Frozen. Encounter feels broken - no danger to the team, able to tank it with minimal healing plus barely able to damage
Stronghold > Marauders Event The Marauders event feels like it hasn't been balanced for the new combat system properly - the catapults that are summoned in the second and fourth phases were nigh on invulnerable, and the mobs spawning from the portals seem to be coming at such a rate where we were barely able to succeed (finishing on 5 loot items, whereas previously we'd be capping out on them).
To all those people who said "dev's, it's too early to roll out an update this big with so little testing!"
You were right.
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
After the hotfix on friday evening, everything felt better. The fights weren't so demanding as right after the patch, and the player char (PC) didn't get as much damage as before. Content with this, I started to play my usual routine: the 2 Elemental Evil dungeons in Pirate's Skyhold and Ebon Downs, after that the Tyranny dailies plus those in Rothé Valley, Whispering Caves and then Well of Dragons. Every single fight was challenging, but it worked out quite well. Finally, I completed the next task in the Acquisitions Inc. campaign: Renaer's Salvation. This too went quite well, although my main char (level 80 dps cleric with now 26,6k il) is not top-equipped.
Only then I noticed a long-time effect of the game: I felt exhausted. Mentally exhausted.
It didn't take long to realize why. As said before, every single fight is challenging. Every single fight now needs fully 100% concentration. No mistakes allowed, or the PC dies. In the Zhentarim dungeon of Renaer's Salvation, I noticed for the first time that some sort of fear rose within in me. Fear of the next mob group. Fear that it might be again a group of 5 or 6 mobs that demand all my knowledge of fighting, my skills, my concentration, my attention and awareness. Fear that I won't make it through the quest. Fear of the next room, the next step, the next quest. I've never before felt something like this, and it was an alarm bell for me to stop. I completed the dungeon and the quest, then I logged off and went to bed. I slept for 11 hours, tired and exhausted as I was from the game.
This can't be normal.
Though one fight against mobs is okay (seen for itself and isolated), a whole row of fights like in a dungeon or a quest instance has a negative effect. I don't know if I am the only one who noticed this; it would be interesting to read other opinions of this. As it is now, I will have to reduce my play time drastically to avoid this exhaustion.
Before you call me an experienced player, let me add this: I play RPG since the late 1990's, when the Internet just began to spread and the first Multi User Dungeons arose (the predecessors of modern MMORPG). I play for more than 20 years, in other words. I played all classes, all sorts of hybrids, and I possess a fundamental knowledge in designing and programming a persistent world for Neverwinter Nights 1. RPG's are something I know like my hands. But never, not once in these many years, did I feel fear and exhaustion. Never. Only now, after the combat rework and the hotfix.
BUUUT here's an other point. There is ONE thing I really like in this update. REALLY. This is Dragons will not get ONE-Shotted by some of these "funny" (would name it differently but that could ban me) over-maxxed "players" without any other player can even land a single shot on that Dragon. Ebon Downs was such a case. Last week on one day I had to get four times into the encounter to finally get a shot landed. Really. This is good now, it takes 10+ seconds now there, and anyone can have a shot. And it scales also down, as I could kill him with two or three "lower levelers" in some minute too! So this is good now. Sorry, but THIS HAD to be said.
This I agree with. Many times the dragon went down in 2 seconds before some folks who had been waiting for minutes could get a shot off. It rarely happened to me, but I've seen it and it is discouraging.
I think I will like the new system just fine once the kinks are out of it and the scaling is fixed. There are packs of lower level trash that hit harder than bosses at level. I do like making even lower content at least a little more challenging -- there's really no challenge, and not much fun, in one-shotting everything on your way through a dungeon or a questing zone. I *want* those zones to be a little more challenging, and I welcome that. But it feels like there are level 60-70 areas where trash is hitting harder and killing decently geared Level 80 players than in the level 80 areas themselves. And while I think it's good to scale so that there is more of a challenge in the lower level zones and dungeons than there was before this rollout, they shouldn't be as hard (or harder) than content closer to end-game. After all, the rewards are lesser and a higher level player will certainly get no gear upgrades out of it.
Right now it's pretty painful to play in many places -- a lot like after the Mod 16 fiasco. But hopefully once the scaling is fixed and appropriate -- lower level content tougher than before, but not massively tough for someone with (say) a 30K IL -- I think it will be fine. But yeah, there's a lot of work to be done on that.
The real problem with dragon encounters was missile vs melee attacks. Characters with high power missile or magical attacks can easily kill the first 2 dragons (Neverdeath Graveyard and Ebon Downs), before the dragon has landed which means melee only characters are SOL and doing any damage. The fix for this should be the encounter does not start until the dragon has landed.....not by making all the mobs and dragons tougher to the point that a non lvl80 nearly god like character cannot even get to the area to fight the dragon in the first place.
To give you an idea of what my experience is, try playing a lvl 15 character n a level 30 zone area. You cannot do enough damage and if that goblin farts you die. If you are melee based, hurled axes, knives and arrows kill you in 1-2 shots before you can even think to close the distance. This new patch has sucked all the fun right out of this game.
Now a DRAGON is a DRAGON. Sorry, but a Dragon should NEVER in NO Game be possible to be ONE-shotted. EVER. As it is now, even these Dragons in Neverdeath Graveyard (that one I never had that problem for me btw) and Ebon Downs (this one was the proplematic one as here I've seen most times at least 10 Level-80-Highend-Toons) do take at least 10 seconds to get it down.
10 Seconds. A Dragon. (for me STILL TOO FAST!!!) I mean... guys... I have problems with some Minions I have to fight 10 seconds on EACH of these, and sometimes fighting 2 groups (8!!) simultan, and this I think is too long, and as a non-yet-optimized-builded-Ranger getting difficult,... but .... a DRAGON??
THESE Encounters SHOULD take long and SHOULD take a whole group including level-80's to take down in an epic fight, not a "let's hope to get one shot on him" standing around a tea party...
Guys, I'm very new to the Game, while I got to level 80 already I am by no means good itemed. I had to directly have to LEARN where the Dragon exactly show of on his first second to already fire a shot on him, otherwise - EVEN as a Ranger - my shots did NOT fire / trigger EVEN when the Dragon was still in Air!! (which means already dead!)
EPIC ENCOUNTER. Pah. Seriously guys.
// Edit: to word it better (non-native speaker here): I like that Dragon take longer now (but I would even increase their HP even further, it should be an EPIC fight after all, not a let's stand 10 minutes around to HOPE to get ONE shot and that Gigantic Monstrosity... BUT on the other hand MOBS (also these Mobs standing around that Dragons btw - these were more a problem as the Dragon himself!!) should take WAY less TTK (time-to-kill), half it, at least minus 1/3, or give better/more rewards/loot drops, this would also be acceptable. Also Guys, I have first in my playtime SEEN these Dragon even have ATTACKS!! O.o Yes, didn't know that....
// Edit 2: after todays farming, that is after the last "fix" sadly the Dragons are back to Wannabees. 2 Seconds for Graveyards, 3 Seconds for Ebon Hawk eh Ebon Downs, yes the Name it's already telling it. It's enough to get a Shot landed, but an epic encounter is something ... different.
I don't get how companions work anymore but my first companion has lost all of his titles, I'm assuming he's bugged because my second companion still has his titles. My first was max rank 20 but now he only has the first title and his stats are very low. I don't understand how they're supposed to level up now anyway since there doesn't seem to be ranks or XP for them.
This one I can answer: Any Companions are already at their MAX level now, that is they do not start at level 1 anymore, and don't need to be trained anymore. Appearance is now tied to Rarity level. White companions (with former max Level 20) can only have the FIRST Appearence unlocked, green ones also the second and so on. What you refer to "Title" is just the "Appearance name", you can let a legendary companion look like a white one too, you only get more options for his looks.
Sorry to say it but I still think the mobs are over powered after the quick fix.. I'm taking serious damage very fast, that never used to happen. They are not only harder to bring down but are healing each other pretty fast. As a solo player it's ruining the game. Why should we even bother trying to learn the new system and upgrading if in the future they will only trash all your hard work again. I used to have a favourite choc bar and after having it for decades someone decides to change the filling and ruined it. .all they had to do was make a new bar not mess with the one people had enjoyed for years. If it isn't broke don't fix it! is a saying that rings very true.
queue Groups which require a mix of classes stand less chance of success because they simply dont have enough dmg.
we took 5 DPS classes through Castle Never NO tank, No Healer NO PROBLEM
had we taken a tank and healer, the loss of DPS would have been problematic. i dont believe the new combat system was designed to sideline tanks and healers, but if its easier to succeed without them then thats effectively what you have done
i would like to add a quote from a team mate: 'using 5 scrolls of life in a Dungeon, to reach the end chest and get 1 scroll of life as the chest reward for completion -SUX'
I chose my Guardian Fighter, now Fighter because the character is a tank, a tank is the role I wanted to play. It was hard enough before when people could do ToMM with only one tank and the tank was not required for most other dungeons either, now this has made us surplus to requirements. Neverwinter as a D&D spinoff really has so many classes because each fulfils a role, without that there is little diversity and we may as well be all the same. Now with Item Level being the most important thing for hitpoints and Damage, we are intrinsically all the same, no diversity, 20%hp here and 20% damage there is not going to make a huge amount of difference in the main. There was nothing wrong with the combat system before the change. The level 80 areas just needed to be scaled better and it would have been fine. Now it's all broken. PS. TIC No Tank Necessary, just so you know.
Some points on dungeons. Castle Never. The mobs that walk to charge up the sphere are too hard to kill and do too much damage (one shotted a few times) end boss, Orcus, however we flattened.
Temple of the Nine Gods. Souls at end boss are too hard to kill. Took us A LOT of attempts.
The Infernal Citadel. Scaling breaks it. Out experienced tank was scaled down to 650k HP (my ranger had 533k). So the tankbuster attack of 2nd boss (1.3 million, 50% effective) made it too hard. That's with ,90% defence
Hi, new player here, I have a 52 Ranger who is my main and up until the combat changes went live was enjoying the solo experience via the leveling quests in each zone this game has to offer, but since the update, it has been an ongoing dodge fest akin to raiding and continual use of health stones almost every single fight and this for just the basic questing for the zone...
In all my years of gaming from EQ2 and WoW through to ESO, I have never encountered such keyboard button smashing just for your run of the mill questing, and if you dont follow this strict new guidline, you die, simple as that...
Now I can understand the need to balance this game, like in any MMO, but what I am seeing here is overkill and if they are going to keep these new combat changes in place then they definitely need to tone down enemy health and the damage they do quite a bit more, in the very least at places where we solo the leveling quests in each zone...
The recent hotfix was a start but still no where near to where it should be for us simple folk...I want to call Neverwinter home and I certainly want to spend more money in the game and support it as it truly is a fantastic game but until the solo experience is improved I am reluctant to do either...
Comments
THAT I like. But places like Cloak and Cragmire should not be killing high level, experienced players or taking a half hour to clear for very little reward. It is good that the enemies are strong enough that even high level players need some tactics, but not to this extent.
As it stands I have no motivation to continue and again money I did spend I fell was ripped off as the game is basically unplayable for those characters solo. I want my money back
TOMM is not playable with 2 tanks and 6 dps now. I have completed 500+ TOMMS sofar now it is not at all playable. We will see till M20 Release and say bye to game if its still same
took my (lvl 80) wizard along with a friend (lvl 65) wizard to Drowned Shore, got over whelmed twice and died. that is a lvl 61-63 zone. your combat rework broke the zone lvl's, they are pointless numbers now
Right now the way you finish this content is to go in and start the timer, die to the first mob set, wait until the 15 minute time is over by just standing at the fire and then kill the boss. The boss is able to be killed in the time window. The mobs in the previous phases you won't be able to kill them all in the time given to meet any of the phase windows and your going to spam potions trying to do it. Skirmishes now need a tank and healer in them to do them.
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
> Hey folks,
>
> We are monitoring ongoing discussions regarding the impact of Combat Rework and are working on adjustments to address concerns. Initial updates will include revisions to leveling progression and experience, and we will continue to iterate as established during the Preview process. Our goal is to release an update today.
Your patch does nothing... This entire update entirely ruined the game for new players. Tried a lvl 25 quest cleanup with a lvl 55 toon and getting my <font color="orange">HAMSTER</font> kicked. My greater healing pots are healing almost nothing. Single trash Mob hits are clearing away a third of my hp per hit. And my hits do little tiny dents to trash mob hp.
What are you guys / devs/ management thinking ? "Too many players on neverwinter, so let's chase away all the new players ?"
Well, if so, mission accomplished. I'll check back in a week, but in it's current state the game is unplayable and unenjoyable. You guys really need to allow some sort of overlevel bonus perks to carry through for weaker builds / new players / solo play to be able to enjoy.
Not everyone wants Reaper level difficulty, some come just to play some casual questing and gameplay. Your update has killed that. :-(
This menu give wrong information or something is wrong:
I removed all companions and eq etc
Using Item Level contribution I should have:
3k (from guild boons) +5k (initial IL value) + 4870 = 12870
But i had 12310
3k (from guild boons) +5k (initial IL value) + 2055 (combat power)+ 2055(equip power) + 200 (random mount bonus)?
I changed to preview and make boolster 100% and I ended with:
5k + 3k + 3k + 200 -> 11200 item level (witout guild boons on preview)
but tooltip shows 9k so I should have:
5k + 9k -> 14 000 item level
So this item level contribution bonus is broken or something is wrong (also what is this random 200 bonus to IL from mount)?
2. I have 4x artifcats with 450 item level
But only one give 450 (artifact in main slot - not matter which) - all other give just 300
Very strange behaviour and confiusing.
So here's my guess. They made a patch and rewrote the database fields for the changes rather than created new fields and redirecting. Meaning: the only way to roll back the changes would be to use a backup version of the database which would leave all characters back to how they were just before the patch.
If they bothered to back up the database.
I'll admit, I'm not opposed to that, but I doubt I speak for the majority.
The only other option to save face as I see it, is to admit it needed a lot more fine-tuning across levels, and give the leaving players some incentive to stay and help you test it. Most of these people talking here strike me as reasonable adults. I'm amazed at how few are making threats. Most are just stating the simple truth: without a major Guild full of high levels with max gear willing to help level new players, you're not going to see new players and they don't see any reason to stay either.
I'd say the ball is in the devs' court, but to be honest, I'm not sure the players' team is still on the court.
The Game is like an 80s arcade coin op quarter sucker now
you get 3 lives ... one hit and you are dead 3 hits and bam there goes your quarter ./.
People dont have the reflexes and where with all to play games with "rogue" level like default difficulty anymore
and want everything served on silver platters. The middle ground needs to be found
it is only so fun even for a high 53k item level machoistic Tune having to carry the entire group
( oo i get it now it is more like classic strategic never winter now ..blah blah ..)
people dont realize getting surrounded now / attacked from behind (all all bosses ).do brutal combat advantage damage ..and most people are not focusing on the awareness stat to counter it nor could afford too / even if they wanted too
any of my lols to posts are just pure sarcasm at this point
This could be an opt in feature.
As far as getting surrounded, it's not possible to go anywhere not get surrounded when playing solo. Not sure what you mean by 53kitem level but I am sure I am nowhere near that level, nor do I expect other chars to carry me through.....in fact its annoying when you feel you aren't helping the cause.
If this was a coin op game I would pass it by.
gear score = item level yup : D r
as i am nearly fully upgraded best in slot/ end game Cw tune with 100% mount and companion bolsters max blah blah everything .. and its still hard in some places
yes it is possible to not get surrounded but very hard if you dont have a lot of movement stacked yes i agree its not a good feeling when you don't feel like you are contributing.
also a boss that cannot flank or surround you still does combat advantage damage now(devs thought it was a good idea to make awareness relevant .. was my other point
and no one invested in the counter stats awareness ..
furthermore there is no dedicated awareness companion that offer solely an awareness bonus at 7.5% and very little tanking gear either offering it and one guild awareness boon if your guild has it
there are hybrid mythic companions ones x3.8%+3.8% awareness ..
All abilities requiring divinity don't work so this character (which is my main too) is unplayable.
Anyone else experienced this and fixed it?
Cryptic ..Its like the Quack doctor that makes you sick and then sells you the cure
Fighting Tier Two Hunt in Avernus - Reothadh the Frozen. Encounter feels broken - no danger to the team, able to tank it with minimal healing plus barely able to damage
Stronghold > Marauders Event
The Marauders event feels like it hasn't been balanced for the new combat system properly - the catapults that are summoned in the second and fourth phases were nigh on invulnerable, and the mobs spawning from the portals seem to be coming at such a rate where we were barely able to succeed (finishing on 5 loot items, whereas previously we'd be capping out on them).
http://zap-robo.net/
You were right.
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
Only then I noticed a long-time effect of the game: I felt exhausted. Mentally exhausted.
It didn't take long to realize why. As said before, every single fight is challenging. Every single fight now needs fully 100% concentration. No mistakes allowed, or the PC dies. In the Zhentarim dungeon of Renaer's Salvation, I noticed for the first time that some sort of fear rose within in me. Fear of the next mob group. Fear that it might be again a group of 5 or 6 mobs that demand all my knowledge of fighting, my skills, my concentration, my attention and awareness. Fear that I won't make it through the quest. Fear of the next room, the next step, the next quest. I've never before felt something like this, and it was an alarm bell for me to stop. I completed the dungeon and the quest, then I logged off and went to bed. I slept for 11 hours, tired and exhausted as I was from the game.
This can't be normal.
Though one fight against mobs is okay (seen for itself and isolated), a whole row of fights like in a dungeon or a quest instance has a negative effect. I don't know if I am the only one who noticed this; it would be interesting to read other opinions of this. As it is now, I will have to reduce my play time drastically to avoid this exhaustion.
Before you call me an experienced player, let me add this: I play RPG since the late 1990's, when the Internet just began to spread and the first Multi User Dungeons arose (the predecessors of modern MMORPG). I play for more than 20 years, in other words. I played all classes, all sorts of hybrids, and I possess a fundamental knowledge in designing and programming a persistent world for Neverwinter Nights 1. RPG's are something I know like my hands. But never, not once in these many years, did I feel fear and exhaustion. Never. Only now, after the combat rework and the hotfix.
That's all I have to say.
Sorry, but a Dragon should NEVER in NO Game be possible to be ONE-shotted. EVER.
As it is now, even these Dragons in Neverdeath Graveyard (that one I never had that problem for me btw) and Ebon Downs (this one was the proplematic one as here I've seen most times at least 10 Level-80-Highend-Toons) do take at least 10 seconds to get it down.
10 Seconds. A Dragon. (for me STILL TOO FAST!!!)
I mean... guys... I have problems with some Minions I have to fight 10 seconds on EACH of these, and sometimes fighting 2 groups (8!!) simultan, and this I think is too long, and as a non-yet-optimized-builded-Ranger getting difficult,... but .... a DRAGON??
THESE Encounters SHOULD take long and SHOULD take a whole group including level-80's to take down in an epic fight, not a
"let's hope to get one shot on him" standing around a tea party...
Guys, I'm very new to the Game, while I got to level 80 already I am by no means good itemed.
I had to directly have to LEARN where the Dragon exactly show of on his first second to already fire a shot on him, otherwise - EVEN as a Ranger - my shots did NOT fire / trigger EVEN when the Dragon was still in Air!! (which means already dead!)
EPIC ENCOUNTER. Pah.
Seriously guys.
// Edit: to word it better (non-native speaker here):
I like that Dragon take longer now (but I would even increase their HP even further, it should be an EPIC fight after all, not a let's stand 10 minutes around to HOPE to get ONE shot and that Gigantic Monstrosity...
BUT on the other hand MOBS (also these Mobs standing around that Dragons btw - these were more a problem as the Dragon himself!!) should take WAY less TTK (time-to-kill), half it, at least minus 1/3, or give better/more rewards/loot drops, this would also be acceptable.
Also Guys, I have first in my playtime SEEN these Dragon even have ATTACKS!! O.o
Yes, didn't know that....
// Edit 2: after todays farming, that is after the last "fix" sadly the Dragons are back to Wannabees. 2 Seconds for Graveyards, 3 Seconds for Ebon Hawk eh Ebon Downs, yes the Name it's already telling it.
It's enough to get a Shot landed, but an epic encounter is something ... different.
Any Companions are already at their MAX level now, that is they do not start at level 1 anymore, and don't need to be trained anymore. Appearance is now tied to Rarity level.
White companions (with former max Level 20) can only have the FIRST Appearence unlocked, green ones also the second and so on.
What you refer to "Title" is just the "Appearance name", you can let a legendary companion look like a white one too, you only get more options for his looks.
Neverwinter as a D&D spinoff really has so many classes because each fulfils a role, without that there is little diversity and we may as well be all the same.
Now with Item Level being the most important thing for hitpoints and Damage, we are intrinsically all the same, no diversity, 20%hp here and 20% damage there is not going to make a huge amount of difference in the main.
There was nothing wrong with the combat system before the change. The level 80 areas just needed to be scaled better and it would have been fine. Now it's all broken.
PS. TIC No Tank Necessary, just so you know.
Castle Never. The mobs that walk to charge up the sphere are too hard to kill and do too much damage (one shotted a few times) end boss, Orcus, however we flattened.
Temple of the Nine Gods. Souls at end boss are too hard to kill. Took us A LOT of attempts.
The Infernal Citadel. Scaling breaks it. Out experienced tank was scaled down to 650k HP (my ranger had 533k). So the tankbuster attack of 2nd boss (1.3 million, 50% effective) made it too hard. That's with ,90% defence
In all my years of gaming from EQ2 and WoW through to ESO, I have never encountered such keyboard button smashing just for your run of the mill questing, and if you dont follow this strict new guidline, you die, simple as that...
Now I can understand the need to balance this game, like in any MMO, but what I am seeing here is overkill and if they are going to keep these new combat changes in place then they definitely need to tone down enemy health and the damage they do quite a bit more, in the very least at places where we solo the leveling quests in each zone...
The recent hotfix was a start but still no where near to where it should be for us simple folk...I want to call Neverwinter home and I certainly want to spend more money in the game and support it as it truly is a fantastic game but until the solo experience is improved I am reluctant to do either...