With the new system, tanks should feel tankier and necessary for all dungeons, skirmishes, and trials
Nop nop and nop. Tanks arent tankier, they are squishy. i have a paladin 50kIL, Ihave tried all combinason as possible its bad all the time.
Tried TOMM several times, and here are my thought. i like the fact that we need 2 tanks again, but tanks as high level as me should not pray they can survive a second ball, or that halasters at-will will one shot you. In my opinions, tanks should be able to tank 2 balls no problem, 3 should be fine with mitigation 4 very risky and 5 deadly. The dps have less dps than before, wich means the P1 is taking more time, so no need to nerf tanks that much cause we wont be able to tank 10 balls anyway. Another feedback I have is superstorm/firestorm are doing way too much damage, healers need to spam too much divinity for it, and especially during firestorm, healers need to take care of the dps, but halaster is also using his atwill and chargin a ball. and most of the time its a death here cause healers cannot do both at once.
My advice would be to reduce damages of halaster and/or increase the efficency of defense.
Before the combat change, the learning curve for TOMM was nice, it took some people weeks to get to finish it, and some other months. But everybody had hope and could see improvment as they were training. I have a tomm training discord myself, helping the community as much as I can, but now I don't even want to get in there, especially as a tank, its too painfull and the reward is too small in comparison to the difficulty/time spend for the trial. I mean if I, as an experienced tomm player, have to try for month to find the right team and pray for every mechanic to go right, before hoping to finish it a couple times, I'm just not going to run it ever again.
I've been thinking about this. Now, when your Total Item level determines everything else HP, stats, damage, well, aren't you basically making everyone the same? There's only a certain amount of Item Level, once you've got that, that's it... no diversity, might as well make us all the same. DPS'rs need to hit hard, Tanks need to shield and healers need to mitigate, 10% or 20% is neither here nor there, it makes all healers the same all tanks the same all dps'rs the same and not much difference between them at that. Am I right?? Because if I am I don't see the point in playing anything other than a damage dealer = not much point in playing, for me at least.
I’ve been playing this game a lot for the past year. I’m a lvl 80 Ranger, item lvl over 29k. As defensive skills were never the strongest qualities of a ranger, I compensated for that with a strong companion. I invested a lot in my companion and in companion influence because that improved my character in a very balanced way (almost all stats simultaneously). Now in one blow you’ve taken away half the possibilities to improve a companion and you completely ditched companion influence as a concept. Most of what I invested in (like bonding runestones and upgrading enchantments) has been lost. That might just seem tough luck for me and anyone else who invested in companion and companion influence, but there’s more at stake.
Most importantly: by taking away a whole concept, you’ve changed the rules of play during the game. And now you’ve done that once, there is no reason to assume you won’t do it again. That means that whatever we invest in, can be made useless in one update. I now certainly think twice before spending real money in this game by buying ZEN.
On top of that: One less attractive feature of this game is that there are a lot of repetitive actions. We keep on playing the same quests again and again. The reason we keep on doing them (at least for me) is that we are developing our character by earning boons, acquiring items, etc. and progress to harder areas. Now why should we keep playing to improve our characters, if one update sets us back so severely that we can’t even survive areas that we have unlocked and mastered long ago?
There’s just no drive anymore to keep playing this game. You took out the sense of building up a character and the feeling of making progress. Frankly, you took out exactly those elements that made the game fun and gave me a reason to keep playing it.
During the Dragon-Turtle boss encounter in FBI, the Black Death Scorpion companion bugs out and repeatedly unsummons/resummons to the practical effect of not being able to use this companion during the fight. This bug was reported in Preview and made it to live. Please take a look at this companion.
This new update makes build making, upgrading gear paths a real mathematical nightmare, with the floating stat cap based on current item level. While it made knowing what your scaled stats are easier, balancing is a nightmare. Upgrades should always be upgrades, but now there both upgrading the stats they provide while downgrading all others. Everything that gives item level, should also give combined rating and give enough of it to maintain you scaled percentages. There should be no reason someone needs multiple gear sets at multiple ilevels to be effective.
So, after playing almost all dungeons and trial (apart from ToMM and Zariel), it's extremely clear, that mobs CA is way too high and Bosses are just ... a time waste (yes, so weak you just waste time standing there).
i.e. LoMM 2nd Boss (Worm) .. His Electricity charges are too strong now, mid lvl groups will fail this a lot, or won't finish at all. Castle Never long corridor zombie groups and Orb charging phase before 2nd Boss ... the zombies hit too hard, again Combat Advantage on mobs is too high, you don't always have a tank holding aggro on ALL mobs ALL the time and they will flank you regardless since it's 4-5 of them minimum. yes Bosses are a total JOKE, Orcus doesn't do any damage basically, only his "phases" do something, which is nice. Bosses should have damage increased by quite a bit and randoms mobs CA reduced, since DPS can't cap Offensive stats and Defensive stats at the same time.
Another issue is, I've made new character to "level up" and it's just horrendous. Mobs take forever to kill and do massive damage now.. yes, there's always plenty mobs around and you're weak, no companions upgraded, no decent gear, no enchantments, no mount. New players will have issues with that I'm sure. Leveling Zones mobs should have 0 combat advantage (or less HP/dmg if CA is 0 already). Maybe add that in Campaign Zones, like Elemental Evil 30% Dread Ring ~60% and then Avernus at 90% to ease everyone in gradually?
> @jarushk#5039 said: > 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. > > That's all I have to say.
A lot to read but THIS!!! As an MMO it should not feel like Demon Souls. If I want to rage quit and hate my life I would play those kinds of games. I want to kill orcs and bash dragons and feel like a hero. Please note I’m not talking spoon fed. No one is asking for that. But if one can’t play the content to get the gear to survive the content, what the point.
Hello everyone, after a 2-years period of not playing, I started again to play neverwinter - after that combat update. Of course almost everything was reset. Therefore I wanted also set my boons. But huge surprise, there weren't any points to spent. Everything is greyed out and the system says, 0 points for you mate. I have got any campaign done, exempt of the new ones and acquisitions incorporated, because this campaign wasn't that interessting. Then I switched between all my loadouts - no boon points available. I also got this issue with my second character. I was so desperate to consult my wife (she starts again before combat update and everything is fine with her boons). After complaining that I am too stupid to set my boons, you just have to open the boons tab and ..... We get to that point, she saw that everything was greyed out. Then I got a: "Ok that is not normal, you have all of the campaigns? Yes, sure... No idea, contact the support". What I did, and the support said, that this may be a game bug and the issue was redirected to the dev-team, but it is also a good idea to contact the forum, yada yada. Second issue I have is, that I am not able to select any power in my companion window. There is just no power available. Don't know if this issue is connected with the boon issue? Then I said, ok, let's bring it on. So I pushed myself through the undermountain campaign without any boons set. Then I got to the point in this campaign, where you get your first boon point as reward. And this one single point is available now. But where are the other points cryptic? Where?
I just started playing for like a week on a DPS barbarian. Level 63. Everything was fine untill this update came. I literally cannot progress. It is ridiculous. I can hardly kill like 3/4 mobs at a time. If there come more than 4 , I die instant. Even tried as the tank paragon but even worse. I quited few days ago and will not return untill this 'combat rework' gets deleted.
I noticed at least 5 times my companions have been sent away when switching zones with at least 3 characters played. Maybe something broke with the comp window changes. It's a bit troublesome to see if it's a bolster comp without a physical form, e.g. black stone. So you may notice it only by viewing the comp tab or by bad iLvL.
I apologize right away for my level of English. M6, M16, M20 - "veiled" wipe If you made these changes back in M16, then there would be almost no questions for the developers. But after M16, you sold a huge variety of mounts, companions, gear and two races. (Including for ZEN) Spoiler - Most of what was sold became trash. People supported the developers with donations to the game and at the same time pumped their characters. What gratitude have we received? Another "wipe", 20 tokens and two stones I tried to play all 8 characters in this game. They looked good for ToMM and Citadel. Now all my efforts have gone to the trash heap - thanks! What amused me the most: 1. When I insert stones into my equipment, I lose stats, since inserting stones I raise my Total Item Level. 2. When I got into a random dungeon. I have 50k TIL. I suddenly found that guys with a general item level of 20-25k damage indicator (former weapon damage) the same as mine. Why should I condemn myself to torment, increasing my TIL, if in most of the game content, it is scaled? I have endured M6, M16, mount changes... I'm not sure if I'm ready to endure this. I just want to say that Cryptic has taken a wrong turn. Thanks for attention
Chains popped, and I was instantly dead... If there was any warning for chains, it wasn't noticable/audible immediately before hand like it is in CR (although, even in there the timing can be really off).
[Combat (Self)]Nightmare Sister of Fury deals 605283 Unavoidable Damage to you with Spite.
No idea if this mechanic does this much damage in CR, as it's pretty much the one dungeon I've refused to run for something like 12 months, as I find it to be the least enjoyable dungeon in the game.
With the current hotfix, I have just tried the same Sharandar basic zone content as before. It's no longer completely unplayable, but the difficulty is now at "a challenging quest you do once when you've fully prepared and are mentally ready, fully expecting to fail a few times"-level, not "something the game expects you to run through every day on autopilot while doing dailies"-level. And yet the latter is what the game functionally expects from its players for this content.
I would point out that the Combat Rework post explicitly states in the What You Will See On Login section:
You should be able to jump into any of the content you previously could play and play it without issue.
Clearly the implementation, even with the current hotfix, has spectacularly failed at this stated intent.
As far as I can tell there has still been no meaningful guidance from the developer on what actions players are actually expected to take in response to this rework, in order to regain some of their effectiveness. (If I have missed an official post I would appreciate someone pointing me to it.)
As a new player, I also have to give feedback. I have 2 characters a lvl 68 paladin that was levelled before the patch and a barbarian that was levelled after the patch. The paladin had problems with some groups before the patch and died 5 times up to lvl 65 and needed about 50 healing potions. After the patch, he needs 2 to 4 healing potions per group. Boss fights in story mode that are supposed to go alone are unmanageable. The barbarian played very tough up to lvl 30. Up to the current level he has died more than 30 times and needs between 1 and 4 potions per group. Small groups of 2 to 4 mobs work without potions, but as soon as a respawn occurs due to a timer or more mobs spawn during a boss fight, it is almost impossible to kill this group. There are groups that onhit the barbarian and the paladin with a critical hit. As a new player, I have neither VIP status nor ZEN invested in companions, so I only play with the standard gifts that I get through crates or rewards. With this equipment it is more than just tedious to lvl. Fun is something else.
At the same time I see that my healer companion gets 300 to 800 damage from mobs that hit me with 4000 to 12000 damage. The companion also manages, when he attacks, to do more damage to the mobs than I do with the barbarian and the special skills.
The last point is bosses and mobs. In the single-player instances, there are sometimes mob spawns of bosses that are unmanageable. The mobs have more HP or defence than the boss itself. Sometimes 6 to 12 undead spawn on a boss as soon as the HP of the boss is at 50%. After that, the boss can only be defeated with extreme difficulty, if at all. The damage that arrives through the adds is many times higher than the damage of the boss, at the same time the defence of each mob is higher than that of the boss.
Mount Hotenow is no longer playable as a paladin, because I already die in groups of 4 or 5, and I don't even need to talk about boss fights.
Hello, I can't select feats on barbarian tank, if i choose feat it is still unselected, but the ""choose this feat" button is missing, i can still select the other one, and if i do, it's still unselected and now i have both feasts unselected and missing their "choose this feat" button, all feats have the same problem.
Hello, I can't select feats on barbarian tank, if i choose feat it is still unselected, but the ""choose this feat" button is missing, i can still select the other one, and if i do, it's still unselected and now i have both feasts unselected and missing their "choose this feat" button, all feats have the same problem.
I have read the entire thread and have little to add to it...that said.
If your intention was to "balance" out the players you could have not used a larger hammer here if you tried. Enchantments/runestones/boons went from something to be proud of while also being wanted/needed to MEH. I get it you wanted to make power/combat advantage/hit points have caps, but why didn't you just do THAT!
I am just logging in currently to use my daily keys, and HOPE you fix this "mistake" because if you do not, no matter the rewards offered, it will, I feel, be the death of this game. Although I love the combat systems and flow of the game I can find another game to play easy enough.
Next one I find though will treat it's players more like customers and less like lab rats or I won't even download it!
One thing I particularly liked about Neverwinter was that you can play it solo as well as in a team. I work at irregular times, so the times at which I can play also vary greatly. That makes it hard to play in a team regularly as I cannot play often at the same time as my teammates would. In Neverwinter that was never a problem. I enjoyed playing the questlines solo and played the dungeons, skirmishes etc. in randomly formed teams, which worked fine: just cue up and sooner or later, you’re in. I think a lot of people were playing like this. Because playing solo has become so much harder that it isn’t fun anymore a lot of people like me will leave this game. I expect it will strongly increase waiting times in the cues for dungeons for those who (despite everything) keep playing the game solo and occasionally team up for dungeons. This will take out even more fun of this game, causing more people to quit, which worsens the problem, so even more people quit, etc. etc. This game is dying…
It seems ARC has made a classical mistake: they tried to fix something that wasn’t broken and broke something that didn’t need fixing.
I’ve been playing this game a lot for the past year. I’m a lvl 80 Ranger, item lvl over 29k. As defensive skills were never the strongest qualities of a ranger, I compensated for that with a strong companion. I invested a lot in my companion and in companion influence because that improved my character in a very balanced way (almost all stats simultaneously). Now in one blow you’ve taken away half the possibilities to improve a companion and you completely ditched companion influence as a concept. Most of what I invested in (like bonding runestones and upgrading enchantments) has been lost. That might just seem tough luck for me and anyone else who invested in companion and companion influence, but there’s more at stake.
Most importantly: by taking away a whole concept, you’ve changed the rules of play during the game. And now you’ve done that once, there is no reason to assume you won’t do it again. That means that whatever we invest in, can be made useless in one update. I now certainly think twice before spending real money in this game by buying ZEN.
On top of that: One less attractive feature of this game is that there are a lot of repetitive actions. We keep on playing the same quests again and again. The reason we keep on doing them (at least for me) is that we are developing our character by earning boons, acquiring items, etc. and progress to harder areas. Now why should we keep playing to improve our characters, if one update sets us back so severely that we can’t even survive areas that we have unlocked and mastered long ago?
There’s just no drive anymore to keep playing this game. You took out the sense of building up a character and the feeling of making progress. Frankly, you took out exactly those elements that made the game fun and gave me a reason to keep playing it.
from what i have heard this is time 3 they have done exact same thing last time was with mod 16 2 years ago
With the new system, tanks should feel tankier and necessary for all dungeons, skirmishes, and trials
Nop nop and nop. Tanks arent tankier, they are squishy. i have a paladin 50kIL, Ihave tried all combinason as possible its bad all the time.
Please tell me how, after just a couple of days, you've tried every combination possible...
You need to get your Defense to 90% You need to get your Deflect and Deflect Severity up to around 70%+ You need to get your Awareness up over 60%
Tanks need to pay attention to defense stats now and basically ignore offense stats beyond what they need to grab and hold aggro.
thats fine for someone (like myself who has play tested on preview for 3 months) to say but 99% of the player base hasnt 50% of the player base dont even know what preview is i knew exactly what i had to do to get my toon viable and it still cost me 8 million ad and 5k tradebars knowing i was making 0 mistakes one mistake and that cost can double tell me how many players can afford that kind of outlay (and yes i used 0 zen as i will never put another cent into this game i saved like crazy and sold everything worth even 10 ad since october)
If All content is so hard, who’s going to replay it with alts. How much fun is it to struggle on every toon for piddling rewards. It’s not. It’s a grinding game that no one is going to grind anymore.
Thank you for your feedback throughout the weekend. We are working on a new patch to improve gameplay experience with one dot mobs (minions). We hope to have the patch out sometime this week.
Comments
Tried TOMM several times, and here are my thought. i like the fact that we need 2 tanks again, but tanks as high level as me should not pray they can survive a second ball, or that halasters at-will will one shot you.
In my opinions, tanks should be able to tank 2 balls no problem, 3 should be fine with mitigation 4 very risky and 5 deadly.
The dps have less dps than before, wich means the P1 is taking more time, so no need to nerf tanks that much cause we wont be able to tank 10 balls anyway.
Another feedback I have is superstorm/firestorm are doing way too much damage, healers need to spam too much divinity for it, and especially during firestorm, healers need to take care of the dps, but halaster is also using his atwill and chargin a ball. and most of the time its a death here cause healers cannot do both at once.
My advice would be to reduce damages of halaster and/or increase the efficency of defense.
Before the combat change, the learning curve for TOMM was nice, it took some people weeks to get to finish it, and some other months. But everybody had hope and could see improvment as they were training. I have a tomm training discord myself, helping the community as much as I can, but now I don't even want to get in there, especially as a tank, its too painfull and the reward is too small in comparison to the difficulty/time spend for the trial. I mean if I, as an experienced tomm player, have to try for month to find the right team and pray for every mechanic to go right, before hoping to finish it a couple times, I'm just not going to run it ever again.
Sad cause it was a great trial.
Am I right??
Because if I am I don't see the point in playing anything other than a damage dealer = not much point in playing, for me at least.
I’ve been playing this game a lot for the past year. I’m a lvl 80 Ranger, item lvl over 29k. As defensive skills were never the strongest qualities of a ranger, I compensated for that with a strong companion. I invested a lot in my companion and in companion influence because that improved my character in a very balanced way (almost all stats simultaneously). Now in one blow you’ve taken away half the possibilities to improve a companion and you completely ditched companion influence as a concept. Most of what I invested in (like bonding runestones and upgrading enchantments) has been lost. That might just seem tough luck for me and anyone else who invested in companion and companion influence, but there’s more at stake.
Most importantly: by taking away a whole concept, you’ve changed the rules of play during the game. And now you’ve done that once, there is no reason to assume you won’t do it again. That means that whatever we invest in, can be made useless in one update. I now certainly think twice before spending real money in this game by buying ZEN.
On top of that: One less attractive feature of this game is that there are a lot of repetitive actions. We keep on playing the same quests again and again. The reason we keep on doing them (at least for me) is that we are developing our character by earning boons, acquiring items, etc. and progress to harder areas. Now why should we keep playing to improve our characters, if one update sets us back so severely that we can’t even survive areas that we have unlocked and mastered long ago?
There’s just no drive anymore to keep playing this game. You took out the sense of building up a character and the feeling of making progress. Frankly, you took out exactly those elements that made the game fun and gave me a reason to keep playing it.
i.e. LoMM 2nd Boss (Worm) .. His Electricity charges are too strong now, mid lvl groups will fail this a lot, or won't finish at all.
Castle Never long corridor zombie groups and Orb charging phase before 2nd Boss ... the zombies hit too hard, again Combat Advantage on mobs is too high, you don't always have a tank holding aggro on ALL mobs ALL the time and they will flank you regardless since it's 4-5 of them minimum. yes Bosses are a total JOKE, Orcus doesn't do any damage basically, only his "phases" do something, which is nice. Bosses should have damage increased by quite a bit and randoms mobs CA reduced, since DPS can't cap Offensive stats and Defensive stats at the same time.
Another issue is, I've made new character to "level up" and it's just horrendous. Mobs take forever to kill and do massive damage now.. yes, there's always plenty mobs around and you're weak, no companions upgraded, no decent gear, no enchantments, no mount. New players will have issues with that I'm sure. Leveling Zones mobs should have 0 combat advantage (or less HP/dmg if CA is 0 already). Maybe add that in Campaign Zones, like Elemental Evil 30% Dread Ring ~60% and then Avernus at 90% to ease everyone in gradually?
Thanks
> 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.
>
> That's all I have to say.
A lot to read but THIS!!!
As an MMO it should not feel like Demon Souls.
If I want to rage quit and hate my life I would play those kinds of games.
I want to kill orcs and bash dragons and feel like a hero.
Please note I’m not talking spoon fed.
No one is asking for that. But if one can’t play the content to get the gear to survive the content, what the point.
after a 2-years period of not playing, I started again to play neverwinter - after that combat update. Of course almost everything was reset. Therefore I wanted also set my boons. But huge surprise, there weren't any points to spent. Everything is greyed out and the system says, 0 points for you mate. I have got any campaign done, exempt of the new ones and acquisitions incorporated, because this campaign wasn't that interessting.
Then I switched between all my loadouts - no boon points available. I also got this issue with my second character. I was so desperate to consult my wife (she starts again before combat update and everything is fine with her boons). After complaining that I am too stupid to set my boons, you just have to open the boons tab and ..... We get to that point, she saw that everything was greyed out. Then I got a: "Ok that is not normal, you have all of the campaigns? Yes, sure... No idea, contact the support". What I did, and the support said, that this may be a game bug and the issue was redirected to the dev-team, but it is also a good idea to contact the forum, yada yada.
Second issue I have is, that I am not able to select any power in my companion window. There is just no power available. Don't know if this issue is connected with the boon issue?
Then I said, ok, let's bring it on. So I pushed myself through the undermountain campaign without any boons set. Then I got to the point in this campaign, where you get your first boon point as reward. And this one single point is available now. But where are the other points cryptic? Where?
M6, M16, M20 - "veiled" wipe
If you made these changes back in M16, then there would be almost no questions for the developers.
But after M16, you sold a huge variety of mounts, companions, gear and two races. (Including for ZEN)
Spoiler - Most of what was sold became trash.
People supported the developers with donations to the game and at the same time pumped their characters.
What gratitude have we received?
Another "wipe", 20 tokens and two stones
I tried to play all 8 characters in this game.
They looked good for ToMM and Citadel.
Now all my efforts have gone to the trash heap - thanks!
What amused me the most:
1. When I insert stones into my equipment, I lose stats, since inserting stones I raise my Total Item Level.
2. When I got into a random dungeon.
I have 50k TIL.
I suddenly found that guys with a general item level of 20-25k damage indicator (former weapon damage) the same as mine.
Why should I condemn myself to torment, increasing my TIL, if in most of the game content, it is scaled?
I have endured M6, M16, mount changes...
I'm not sure if I'm ready to endure this.
I just want to say that Cryptic has taken a wrong turn.
Thanks for attention
Chain of Spite mechanic.
Chains popped, and I was instantly dead... If there was any warning for chains, it wasn't noticable/audible immediately before hand like it is in CR (although, even in there the timing can be really off).
[Combat (Self)]Nightmare Sister of Fury deals 605283 Unavoidable Damage to you with Spite.
No idea if this mechanic does this much damage in CR, as it's pretty much the one dungeon I've refused to run for something like 12 months, as I find it to be the least enjoyable dungeon in the game.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
I would point out that the Combat Rework post explicitly states in the What You Will See On Login section:
As far as I can tell there has still been no meaningful guidance from the developer on what actions players are actually expected to take in response to this rework, in order to regain some of their effectiveness. (If I have missed an official post I would appreciate someone pointing me to it.)
The paladin had problems with some groups before the patch and died 5 times up to lvl 65 and needed about 50 healing potions. After the patch, he needs 2 to 4 healing potions per group. Boss fights in story mode that are supposed to go alone are unmanageable.
The barbarian played very tough up to lvl 30. Up to the current level he has died more than 30 times and needs between 1 and 4 potions per group.
Small groups of 2 to 4 mobs work without potions, but as soon as a respawn occurs due to a timer or more mobs spawn during a boss fight, it is almost impossible to kill this group.
There are groups that onhit the barbarian and the paladin with a critical hit.
As a new player, I have neither VIP status nor ZEN invested in companions, so I only play with the standard gifts that I get through crates or rewards. With this equipment it is more than just tedious to lvl. Fun is something else.
At the same time I see that my healer companion gets 300 to 800 damage from mobs that hit me with 4000 to 12000 damage. The companion also manages, when he attacks, to do more damage to the mobs than I do with the barbarian and the special skills.
The last point is bosses and mobs. In the single-player instances, there are sometimes mob spawns of bosses that are unmanageable. The mobs have more HP or defence than the boss itself. Sometimes 6 to 12 undead spawn on a boss as soon as the HP of the boss is at 50%. After that, the boss can only be defeated with extreme difficulty, if at all. The damage that arrives through the adds is many times higher than the damage of the boss, at the same time the defence of each mob is higher than that of the boss.
Mount Hotenow is no longer playable as a paladin, because I already die in groups of 4 or 5, and I don't even need to talk about boss fights.
If your intention was to "balance" out the players you could have not used a larger hammer here if you tried. Enchantments/runestones/boons went from something to be proud of while also being wanted/needed to MEH.
I get it you wanted to make power/combat advantage/hit points have caps, but why didn't you just do THAT!
I am just logging in currently to use my daily keys, and HOPE you fix this "mistake" because if you do not, no matter the rewards offered, it will, I feel, be the death of this game. Although I love the combat systems and flow of the game I can find another game to play easy enough.
Next one I find though will treat it's players more like customers and less like lab rats or I won't even download it!
Because playing solo has become so much harder that it isn’t fun anymore a lot of people like me will leave this game. I expect it will strongly increase waiting times in the cues for dungeons for those who (despite everything) keep playing the game solo and occasionally team up for dungeons. This will take out even more fun of this game, causing more people to quit, which worsens the problem, so even more people quit, etc. etc. This game is dying…
It seems ARC has made a classical mistake: they tried to fix something that wasn’t broken and broke something that didn’t need fixing.
but 99% of the player base hasnt
50% of the player base dont even know what preview is
i knew exactly what i had to do to get my toon viable and it still cost me 8 million ad and 5k tradebars knowing i was making 0 mistakes
one mistake and that cost can double
tell me how many players can afford that kind of outlay (and yes i used 0 zen as i will never put another cent into this game i saved like crazy and sold everything worth even 10 ad since october)
It’s not.
It’s a grinding game that no one is going to grind anymore.