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
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Comments
And the combat changes gives them no excuse to, say, log in game.
Acq Inc instances don't technically scale anymore and seem a little easier than they used to.
That's all I can find.
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.
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.
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!!.
> 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 IMO
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!
So, congratulations - you found a real positive.
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 :P
(By making rtq and req too difficult for pugs to finish)
Only thing that was nice was the enemy HP bar change.
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.
this game has become way too fun, my nose is bleeding, massive headaches, i feel so positive