Positive Comments on Combat Changes

johnnystranger#5900
Member Posts: 423 Arc User
I’ve read a lot of negative comments ( most I honestly knew were bound to happen)
How about a post with only Positive comments.
Please post a positive comment that you do in fact like about the New Combat changes etc . Could be gameplay , powers ( saw someone posted healing seemed better) etc
How about a post with only Positive comments.
Please post a positive comment that you do in fact like about the New Combat changes etc . Could be gameplay , powers ( saw someone posted healing seemed better) etc
10
Comments
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There is no positive12
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I've yet to find someone saying good things about the changes in-game3
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If you felt fights were way too easy and fast before, things should be better now.Hoping for improvements...3
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One positive thing I can say about the combat changes are that my guildmates are being more productive in doing chores and real life errands.
And the combat changes gives them no excuse to, say, log in game.20 -
Alchemy is now a valuable profession for both Buff and Healing potions.
Acq Inc instances don't technically scale anymore and seem a little easier than they used to.
That's all I can find.Call me El, she/her only. Currently Professions-only until the next combat change fixes this mess.2 -
The game got smarter. Now it is possible to have a build let's say unique and variations. Not to mention that I found it much easier to understand the cap's now than it was previously and thus better distribute the statuses.10
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The only good thing I see is that the Tyranny dragons can no longer be one-shot.
As for Acq Inc: I did the weekly "Dungeon Maintenance" today. The goblins in level 2 of the dungeon were almost too much for my main (level 80, il 26.6k). I didn't try the other weekly quests because I'm really fed up with this new combat system. Fights are hard work now. They are no challenge, just pure stress.1 -
The companion purple powers on the top left are now more interesting. Many are good instead of just two. I feel it's nice to get away from power and severity stacking as the only way to improve DPS with stats. Companions are now more interesting in general.. there is more variety. The difficulty is welcome by me, except where it is out of whack and needs downward adjustment. Groups will need to coordinate a little bit more often.. that's good. The game was getting to where if you were strong enough.. you could plow through an RTQ or REDQ almost alone.
There is plenty of good here... it's just getting overshadowed by the bad... Lower character potency, over-powered mobs, and costly companion upgrading.
A lot of this could be mitigated by changing the %bolster table:
Now
Mythic - 10%
Legendary - 5%
Purple - 2.5%
If we changed to:
Mythic - 10%
Legendary - 8%
Purple - 6%
Blue - 4%
Green - 2%
White -1%
The result would be that mid level players would have a mid-range bolster level instead of a low one. Using such an alternative scale would set a player with 10 Legendary companions at 80% instead of 50%. This would be much more alt-friendly as well. A player with 10 Purple companions would be at 60% instead of 25%. Personally, i think this would reset the balance to solve a lot of the problems we are experiencing.
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Only positive i see, is that areas that were too easy for end game players, now will require more team work. Maybe some will learn old mechs of Cragmire crypt, or GWD, and find some enjoyment in the dungeons being "harder" or more challenging, or rehashing old content.4
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The only good thing this update did was confirm not to spend a dime on this game. The devs really helped me out!6
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Positive: the barbarians won’t be running ahead of the group anymore 😂9
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Positive thoughts? I'm positive I'll never spend another penny on this game, so thanks for helping me with that Cryptic!4
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What a cracking patch, these changes really are good.
Neverwinter has always required the intelligence of a biscuit to play, everything pretty much dies in 1 shot, dungeons been a mess at low to mid level for many years now due to the diabolical scaling and this game has NEVER played like a MMORPG at the low to mid level game.(can't speak for high end game as the game's never attracted me to play it ever for longer than 20-30 mins a day tops).
Now, finally, we are seeing changes that push Neverwinter to be much more like a MMORPG. DPS to early and SPLAT your dead, healer slacks and whack your gonna wipe this game DESPERATELY needed this I cannot believe I am reading that some people do not like these changes.
All that's happening here is people are just stuck in a rut. You've been to used to just holding down the left mouse button killing all in a heartbeat and moving on to the next daily.
Luckily for me having played many other MMORPG's going right back to the 1990's I am just applying all the rules of MMORPG's to this game, DPS don't attack till tank has aggro , don't turn AOE's on healer etc etc all the bread and butter rules.
Neverwinter BADLY needed this patch as this game has been dull and boring for a long while only worth playing for it's decent campaign, the state of the low and mid game has been a shambles for a very long time.
Big clap to Arc for making these brave changes, death and mayhem now prevail in the trials and skirmishes and it's tense now whether your gonna get gold/silver etc sure beat's auto winning and getting gold just for pressing yes to the que popping up!!
Don't lose heart though people, once you break out of the rut of just mindlessly playing the game and not caring about what you do because it never actually mattered due to the ease of the game, you'll actually find it's really not that hard just like any other MMORPG, just now you need to concentrate more!!.11 -
> @zimxero#8085 said:
> The companion purple powers on the top left are now more interesting. Many are good instead of just two. I feel it's nice to get away from power and severity stacking as the only way to improve DPS with stats. Companions are now more interesting in general.. there is more variety. The difficulty is welcome by me, except where it is out of whack and needs downward adjustment. Groups will need to coordinate a little bit more often.. that's good. The game was getting to where if you were strong enough.. you could plow through an RTQ or REDQ almost alone.
>
> There is plenty of good here... it's just getting overshadowed by the bad... Lower character potency, over-powered mobs, and costly companion upgrading.
>
>
> A lot of this could be mitigated by changing the %bolster table:
>
> Now
> Mythic - 10%
> Legendary - 5%
> Purple - 2.5%
>
>
> If we changed to:
> Mythic - 10%
> Legendary - 8%
> Purple - 6%
> Blue - 4%
> Green - 2%
> White -1%
>
>
> The result would be that mid level players would have a mid-range bolster level instead of a low one. Using such an alternative scale would set a player with 10 Legendary companions at 80% instead of 50%. This would be much more alt-friendly as well. A player with 10 Purple companions would be at 60% instead of 25%. Personally, i think this would reset the balance to solve a lot of the problems we are experiencing.
I was just saying the same thing about the bolster
Mine was
White 1%
Green 2%
Blue 3%
Epic. 5%
Orange. 7.5%
Mythic 10%
I think mounts should be the same as well . Mythics shouldn’t be double Legendary IMO3 -
Btw , ty for all the comments so far1
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Another advantage, save money and dont upgrade companions. Lose .5% on each stat for every companion you take to mythic. So lose 5% across 10 stats to gain 2.5%?7
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Positive points, let me see:
Well I was definitely seeing more of the scenery in the emptier areas. So I got to see the artwork more...
I got to spend more time looking up at the skybox in most trials too, so there is that...
Spending more time on reddit and the forums instead of playing, working on my typing skills...
And of course, finally catching up on all the housework I have been neglecting while waiting for another patch that maybe fixes this gong show!8 -
This is actually a very good point - and this was a real issue for low-level melee players, who couldn't get a single hit in before someone took the dragon down with a ranged attack.jarushk#5039 said:The only good thing I see is that the Tyranny dragons can no longer be one-shot.
So, congratulations - you found a real positive.Hoping for improvements...4 -
Dungeons are now more difficult, boss fight are longer and you can't burn them skipping all the mechanics (some boss still have low hp) and this is good, gameplay require some attention and dps need to pay attention to aggro so no more batman running away from the party killing everything (again some dg are not tuned well) but all of this is good only if the reward system is worth the time effort.
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Dungeons are their own beast, some have ridiculous mobs and easy bosses, Malabogs. Some aren't too bad, like FBI i thought. TIC and TONG are way too geared to get players to burn through scrolls of life to get through id say, as it was in mod 14 i believe. The hunts are much easier now, the red lady does almost no damage, nor the fireball, or ice giant. Haven't tried Nightspine t3 since change. Not sure its a good thing to make them where you lose no stamina or hp, but get 1 shotted in TIC, like totally different formula.2
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Minor personal positive: The new patch made me look at my enchantments again and I found that my main, who has made it through Avernus and all campaigns before hand, did so with r5 - r9 enchantments. My secondary who has worse gear, also did the same. I thought that was pretty cool. Guess it's more lenient if the player (me) doesn't care to run dungeons.
For those curious, both (TR and HR) still perform around the same (time to kill ratio just like 1 second longer) prior to the patch. Just have to be more mindful not to be swarmed and to take cover if I run into mass-ranged just like in the old days.
As one who used to make foundry maps I can confidently say the strongest enemy in the game is a line of 50 basic archers and no cover. As soon as you put one rock or pillar, the archers are doomed... haha :PIf you can't stand on a chest, it is a mimic!1 -
They have finally fixed they zax.... Yay!
(By making rtq and req too difficult for pugs to finish)6 -
... And then the hundreds of millions of AD from Bonding exchange just made the ZAX worse ...xenocide#6577 said:They have finally fixed they zax.... Yay!
(By making rtq and req too difficult for pugs to finish)1 -
Only thing that was nice was the enemy HP bar change.
True NeutralLeft the Game due to heavy Damage Control & Missing Spanish Language1 -
As a newish player (~31k il after the patch) I'm enjoying the changes as it's made the game a lot more challenging. Before I was able to 1 tap entire mobs of enemies in lower level areas, now I find myself dodging around, moving, avoiding red areas like a crazy person, etc. The combat system is really shining a lot more now that I have to actually use it!
That said I feel like even basic fights are tough enough that when you look at say, completing an entire campaign the juice is no longer worth the squeeze for such small rewards. I'd prefer to see all campaign currency rewards at a minimum doubled if not tripled, to match the required effort now compared to pre-patch to complete tasks towards completion.
I also feel like the rewards for redq and rtq for example should be increased by at least 20 or 30% to match the new difficulty levels with increased chances for rare rewards.
Perfect example, I pugged "throne of the dwarven gods" last night and it was a catastrophe. People dying left and right, the entire squad got steamrolled. I'm sure a better squad/guild run would be smoother but the rare reward from that chest is "dwarven spelunking" and that thing should drop now at least 50% of the time instead of 1/500 runs or whatever it is now, lol
I mean that seriously, it's 10x harder so improve the reward chances by 10x to fit.3 -
.Post edited by arran#4326 on7
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My HP companions wanted a break, so this let's them get that by sitting off to the side now.1
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LOL. Try a few runs of Cradle of the Death God with randoms and you'll get off the 'positivity' real quick...johnnystranger#5900 said:I’ve read a lot of negative comments ( most I honestly knew were bound to happen)
How about a post with only Positive comments.
Please post a positive comment that you do in fact like about the New Combat changes etc . Could be gameplay , powers ( saw someone posted healing seemed better) etc3 -
game has more challenge! super fun getting 1 black opal after a 30 minute dungeon
this game has become way too fun, my nose is bleeding, massive headaches, i feel so positive6
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