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I need to ask, why do they make these changes that make players feel worse?

aljaz18aljaz18 Member Posts: 2 Arc User
edited January 2022 in Player Feedback (PC)
I really don't get it.. i just came back to the game, i haven't played since mod16, i left because i didn't like any of the changes. I've been playing for about a month now and it seems just as i was about to figure things out, it'll all go to nothing again. I really have never understood unnecessary changes like:
- Caping a certain stat to 50% , i would rather let player express his own individual playstyle, if they want to go crit/power/lifesteal(rip)/recovery(RIP) then they are free to do so. If someone wants to focus on certain stat example defense, why would discouraging them by putting up a limit do any good? If they feed all ''resources'' into defense they're gonna lose on other important ratings like deflection, max hp, critical avoidance, so there's something for player to learn from, you don't need to micro manage their choice by those caps saying that i do understand cap on 90%... but why can't a paladin for example go for higher crit chance if they want's to do so for their build used for solo content, it just doesn't make sense to me....
- Combined rating, I don't want my stats go to random ratings, i want to be the one to decide what stat i want to build whether it be power/def/crit/deflection... This is basicaly mutilating player's choice to develop or express a sense of their own unique playstyle... how is this any good?
BTW i need to say that i'm not hating here, i would not be posting this if i wouldn't have love for the game despite these IMHO closed minded changes. What i'm asking is for someone to enlighten me, point out that i'm missing on how any of these changes are improvement in any way.
- Removing stats : recovery, lifesteal This one goes way back but still i'd like to understand, why is removing players choice to have self sustain ( lifesteal) or build on recovery ( to use encounter powers more often) a good thing? I do remember the point of how players were either full health or died instantly... So you have to remove stat? can't you just nerf the vaule of it? Cause they did make a valid point healers weren't actually healers atleast not most of the time.. They were buffers, and that's absolutely a good point, healing is now appreciated and again it would be appreciated still if lifesteal was just nerfed, not removed...
- Removing power points , again i'm aware that most of these changes were long ago but i never expressed my opinion and i'd really like to do it now so, yeah why is that good? I'd like my Icy Terrain to be superior power over Repel for example and it gives me great satisfaction to put that fourth point on powers i love when i reach max level, it was another thing to look forward to at max level.. now this satisfaction is gone.

There are a lot of other smaller changes that make me see this void, like Neverwinter is having better qualities of it taken away not added and improved... I know many other players have similar opinions and i do wonder if their voices ever got heard though i doubt it.

Comments

  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,508 Arc User
    edited January 2022
    Just in case you don't know already, the coming mod changes everything again.

    Power points you talked has been gone for years. Most do not even know what it is including some dev.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
    "If if that was the case, if it was something then I probably was chasing. I would have never gotten it. That was the whole point, if you chase something, then sometimes you never get it. uh huh if you put forth to work and all the attitude, next you know it's bestowed upon you." -- Michael Jordan
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,167 Arc User
    They have to change things to justify being paid.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    aljaz18 said:

    I really don't get it.. i just came back to the game, i haven't played since mod16,

    If you remember pre Mod 16 gameplay, that is a large motivator for some of these changes.
    aljaz18 said:


    - Caping a certain stat to 50% , i would rather let player express his own individual playstyle, if they want to go crit/power/lifesteal(rip)/recovery(RIP) then they are free to do so. If someone wants to focus on certain stat example defense, why would discouraging them by putting up a limit do any good? If they feed all ''resources'' into defense they're gonna lose on other important ratings like deflection, max hp, critical avoidance, so there's something for player to learn from, you don't need to micro manage their choice by those caps saying that i do understand cap on 90%... but why can't a paladin for example go for higher crit chance if they want's to do so for their build used for solo content, it just doesn't make sense to me....

    Ratings were arbitrarily capped to 50% in post Mod 16 through 19 as an additional counter to ensure people did not repeat what broke pre Mod 16 NW.
    No more Shepherd's Devotion giving you 150,000 Defense, your Defense is now capped at 50%
    No more 100% Critical Chance and defeating the point of critical hits being lucky, your Critical Chance maximizes at 50% so you still have to fish for Critical hits.
    No more stacking Deflect for 100% Deflect chance (even though it was an inefficient defensive stat for the longest time in pre Mod 16), you maximize at 50% Deflect Chance.

    So on and so forth.

    With the new stats system from Mod 20, I don't know why they kept the ratings at a maximum of 50%. The only way I can understand it is that the 50% from ratings is supposed to be something everyone can do, while the 40% from the percentages are supposed to be your area of specialization.

    Seems as if the guy in charge confused "depth" with "complication" when designing this new system.
    aljaz18 said:


    - Combined rating, I don't want my stats go to random ratings, i want to be the one to decide what stat i want to build whether it be power/def/crit/deflection... This is basicaly mutilating player's choice to develop or express a sense of their own unique playstyle... how is this any good?

    Combined Rating isn't random, it's "+(number) to all non Power and HP ratings" (so +500 Combined Rating is +500 Critical Chance, Critical Severity, Accuracy, Combat Advantage, Defense, Awareness, Critical Avoid, Deflect Chance, Deflect Severity, Outgoing Healing, Incoming Healing, Control Bonus, and Control Resist).

    The purpose of Combined Rating is to make new players less likely to fail.

    In the old days, I vaguely remember some newbies getting frustrated at trying to join Ravenloft for the story/atmosphere/whatever. Excited to meet their vampire overlord, they then were not able to do any damage because their starter gear did not meet Ravenloft's 85% ArmorPen needed to deal normal damage.

    Nowadays, those same newly joining players would theoretically be better equipped to handle new areas because the passive Combined Rating would handle everything stat related behind the scenes.
    aljaz18 said:


    - Removing stats : recovery, lifesteal This one goes way back but still i'd like to understand, why is removing players choice to have self sustain ( lifesteal) or build on recovery ( to use encounter powers more often) a good thing? I do remember the point of how players were either full health or died instantly... So you have to remove stat? can't you just nerf the vaule of it? Cause they did make a valid point healers weren't actually healers atleast not most of the time.. They were buffers, and that's absolutely a good point, healing is now appreciated and again it would be appreciated still if lifesteal was just nerfed, not removed...

    You hit the nail on the head already.

    Lifesteal invalidated healers and Recovery made it such that encounters and daily attacks effectively became at-wills.

    But, instead of adjusting the stat's calculations or tuning the sources of both stats (like gutting Artificer's Persuasion as they eventually did, or making Lifesteal Severity only 1-3% in dungeons so players still had some desperation sustain in dungeons but not enough to invalidate healers), the devs decided to throw away those stats entirely so the game became easier for them to manage.
    aljaz18 said:


    - Removing power points , again i'm aware that most of these changes were long ago but i never expressed my opinion and i'd really like to do it now so, yeah why is that good? I'd like my Icy Terrain to be superior power over Repel for example and it gives me great satisfaction to put that fourth point on powers i love when i reach max level, it was another thing to look forward to at max level.. now this satisfaction is gone.

    This one I can understand why the devs removed, but I dislike the way they did it.

    Power points were a great way to make it seem like every level was giving you more power, or that you were making an "important" choice by picking one power over another.

    But if you actually go back and think about the old power points, the points were an illusion of specialization. The effect of ranking up a power to 3/4 generally were a static damage bonus, or (0.9+(0.1*Rank)). The powers points were an increase, albeit only to the power's numbers, not any new way to approach using a power. The allocation of points themselves stopped mattering after you hit maximum level/overflow levels, at which you had enough points to have 3 or 4 ranks in all powers anyways.

    Realizing that the upgrades were just mostly numeric increases, the devs did away with power points.
    And then turned around and redesigned most post Mod 16 powers to be different variations of "hits a single target versus hits in an AoE", leading to most players just picking what has the best numeric damage per second for single target/AoE situations.

    Power Points could have been expanded in Mod 16 to differentiate powers beyond being "hits single target/hits in an AoE", like spending (x) number of Power Points between a Lashing Blade that resets cooldowns if it kills something versus a Lashing Blade that causes enemies to deal 15% less damage, or an Into the Fray that grants allies 10% more damage versus one that grants them 5% of max HP as Temporary HP and a 15% movespeed bonus.

  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,508 Arc User
    edited January 2022
    aljaz18 said:


    - Caping a certain stat to 50% , i would rather let player express his own individual playstyle, if they want to go crit/power/lifesteal(rip)/recovery(RIP) then they are free to do so. If someone wants to focus on certain stat example defense, why would discouraging them by putting up a limit do any good? If they feed all ''resources'' into defense they're gonna lose on other important ratings like deflection, max hp, critical avoidance, so there's something for player to learn from, you don't need to micro manage their choice by those caps saying that i do understand cap on 90%... but why can't a paladin for example go for higher crit chance if they want's to do so for their build used for solo content, it just doesn't make sense to me....

    I am not sure if you are talking about current mod or the future mod.
    For the current mod, as far as I know, it is not cap at 50%. e.g. My useless (and everything wrong being a Paladin) Paladin has 76.5% defense and 62.1% in critical strike in current mod.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
    "If if that was the case, if it was something then I probably was chasing. I would have never gotten it. That was the whole point, if you chase something, then sometimes you never get it. uh huh if you put forth to work and all the attitude, next you know it's bestowed upon you." -- Michael Jordan
  • aljaz18aljaz18 Member Posts: 2 Arc User
    Pre mod16 game was perfect to me atleast... yeah,

    ''No more Shepherd's Devotion giving you 150,000 Defense, your Defense is now capped at 50%
    No more 100% Critical Chance and defeating the point of critical hits being lucky, your Critical Chance maximizes at 50% so you still have to fish for Critical hits.
    No more stacking Deflect for 100% Deflect chance (even though it was an inefficient defensive stat for the longest time in pre Mod 16), you maximize at 50% Deflect Chance.

    So on and so forth.''

    Players were overpowered and i kind of like that aspect because well it's a game i farm and grind to be powerful not to get nerfed every mod, not saying that i understand why some don't like the fact that for example those mechanics we're overpowered but there were actually easier solutions than just removing them outright like nerfing those high percentages.. i get it 100% crit chance is overpowered so now they made 90% but actually is 50% that you basically get for free anyway and every % or shoud i say every 0.#% since boons give so little compared to what they used to is only obtainable by choosing race u where u can get up tp 5% or getting those mythic mounts % companions which are ridiculously for most new players anyway.. because that's why the changes were made right? so new players would feel more powerful and those that grinded their heart out for looong time would be less so. It doesn't make sense because new players can't afford mythic mounts, companions and older players can get them easily so they didn't do much actually
  • stark760stark760 Member, NW M9 Playtest Posts: 654 Arc User
    Pre mod 16 died, IMO, when FBI came out and videos were posted of all support groups completing it when it was new. That strategy led to TONG groups of 1 DPS, and 4 supports buffing. I miss the lvling and picking power points and the feat tree, it felt more personal and gave choices, and made people think about build alternatives. As the game got older, I understand why some of the lvling time was reduced, to get newer players a better timeframe than 1+ years to catch up to players at top tier, but now it's to the point of gettign new players there in less than 1 month.

    To the OP, people voice opinions, but usually they get no response, or the complete opposite avenue is taken, or the game goes in a direction that has never been voiced. The new enchantment system coming is a good example. I don't think many in game were saying, let's redo all weapon/armor enchants, merge them into 6 total....or turn all types of enchants into 5 types. The game has made the "build" puzzle, go from multiple aspects and lots of small pieces to work with, to one that has larger values and less pieces IMO.
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    aljaz18 said:

    Pre mod16 game was perfect to me atleast... yeah,

    Players were overpowered and i kind of like that aspect because well it's a game i farm and grind to be powerful not to get nerfed every mod, not saying that i understand why some don't like the fact that for example those mechanics we're overpowered but there were actually easier solutions than just removing them outright like nerfing those high percentages.. i get it 100% crit chance is overpowered so now they made 90% but actually is 50% that you basically get for free anyway and every % or shoud i say every 0.#% since boons give so little compared to what they used to is only obtainable by choosing race u where u can get up tp 5% or getting those mythic mounts % companions which are ridiculously for most new players anyway.. because that's why the changes were made right? so new players would feel more powerful and those that grinded their heart out for looong time would be less so. It doesn't make sense because new players can't afford mythic mounts, companions and older players can get them easily so they didn't do much actually

    I am firmly in the pre Mod 16 was better camp, don't get me wrong.

    I was just pointing out why the devs wanted to make those changes as a whole: to make the game more "balanced", but less interesting.

  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    The worst part of M16 was M15.
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,167 Arc User
    How is the ZAX broken when it is players buying from other players? You can't force someone to sell their zen.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
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