1. Almost every dungeon has cliffs, ledges, sludge pits with no walls to stop you or mobs from being hurled into them. They have high walk ways and ramps with no rails to stop you from falling off with mobs in the middle of them. Now you don't think this is by design?!
2. Several of the boss fights are specifically made for pushing mass groups of mobs into poison lakes, fire or sludge pits, A'Drx'l the Aboleth Overseer anyone? You cannot push bosses or cc them however. You think this isn't by design.
3. You think knock backs were only meant for PVP?
I like personally like to put up Singularity near a ledge IF it is available or feasible, pull the mobs to it the push them off the ledge to their deaths but this is simply using your skills wisely. How is that an exploit? This e mobs, the ones that have knock backs, can just as easily send me flying to my death as well, and they have.
It is so self evident that the devs designed these dungeons with the intent to allow players to use all of their abilities to some extent is a good thing. Yet some of you, because it gives players some kind of advantage on some of these encounters, it has to be an exploit? Really?
Bet the devs won't do a thing because it was designed that way. Bet.
keobiaaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
Who is saying it's an exploit, when you knock mobs off sometimes you see in the combat log "Your massive damage hits [mob] for [mobs health]". That's no accident.
can just as easily send me flying to my death as well, and they have.
+1 This.
I only started knocking mobs off cliffs after the 3rd or 4th time I had it happen to me. There is no way (out side of spending money on a res scroll) for a party member to raise a character that's been thrown off the cliff to their deaths. - Beat the mobs to it, throw them off and see how they like it! It's an intelligent tactic, just the same as a dwarf hiding behind a half-orc as to be harder to target.
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morbicMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
However, I'm not climbing down in the lava pit to help you claim any loot....
It's not an exploit, it's just bad game design. But then, having 1 boss fight mechanic for all fights (boss plus adds) is also bad game design, can't really blame people for removing the tedium.
It's not an exploit, it's just bad game design. But then, having 1 boss fight mechanic for all fights (boss plus adds) is also bad game design, can't really blame people for removing the tedium.
It is very tedious. I really think all the trash mobs should be cut by a bit to be honest, especially if they stopped the mass knock backs.
It's not an exploit, it's just bad game design. But then, having 1 boss fight mechanic for all fights (boss plus adds) is also bad game design, can't really blame people for removing the tedium.
We in the hood refer to this as clever use of game mechanics.
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scrangosMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I dont think its an exploit since it does seem like a game mechanic but it is overpowered like the cleric shield stacking. Needs toning down so its still useful but doesnt trivialize or eliminate other roles.
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liquidc86Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
its a game mechanic to make gwf useless
nothing to see here
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rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
edited May 2013
I'm not sure I've seen anyone calling it an exploit. I can (and have) get knocked off ledges by enemies why can't we do the same to them.
So knocking adds over the invisible wall on the last boss fight in castle never isn't an exploit? If they meant for all the adds to be black holed and knocked over the side for this fight, why would they put up not only rails, but also an invisible wall? Sounds like an exploit to me.
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rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
edited May 2013
Then you need to be more specific. I was speaking generally. Knocking mobs off obvious ledges is not an exploit.
I totally agree that in areas where the mobs spawn near cliffs or on aerial walkways, throwing them to their deaths is pretty standard D&D tactics. This, as in D&D, means you cannot loot their corpses however.
Luring enemies from a room back down a corridor to a pit, just so you can knock them into it, however does come across as rather cheesy and exploitative of the AI.
Eh, if you can be bothered to kite a pack of mobs 2 rooms away and then knock them off the edge, for no loot, I'd probably agree with cheesey but not exploitive. It's not like those mobs saw you doing the same thing to the other four packs you've already sent plummeting to their doom.
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I think they just need to make more enemies which are resistant/immune to knockback, AND enemies which are smart enough to try and counter that trick, by simply knocking players down the hole first.
Some fights are designed around this, as mentioned the final boss in Spellplague being one for sure. However the amount of trash you can knock off and not having to worry about inbetween bosses is probably not intended.
If only GWF had big aoe knockbacks then people would want to take them to dungeons. I guess since most their attack don't have any extra effect to them then they must do tons of damage.
I think they just need to make more enemies which are resistant/immune to knockback, AND enemies which are smart enough to try and counter that trick, by simply knocking players down the hole first.
Which would then make CW useless since a large population of the larger mobs are immune to chill. So if 90% of mobs are immune to knockbacks and chill they wouldn't leave CW much to do.
I still consider it good use of tactics and environmental awareness. I am always looking for narrow tunnel ways to bottom the mobs up so AOE hits more or ledges or traps to run them thru on solo missions.
I totally agree that in areas where the mobs spawn near cliffs or on aerial walkways, throwing them to their deaths is pretty standard D&D tactics. This, as in D&D, means you cannot loot their corpses however.
Luring enemies from a room back down a corridor to a pit, just so you can knock them into it, however does come across as rather cheesy and exploitative of the AI.
So it really is context-specific.
No that would be tactics, WoW has really brainwashed everyone who has ever played an MMO into thinking that if you use tactics or traps in any way, or engage a monster doing anything other than face tanking it you are cheating. If it was a problem they'd put the mobs on tiny *** leashes or make them "evade" out like WoW did. This game leaves room for tactics and alternate methods for fighting instead of funneling you into one way of doing everything. A sad number of complaints on these forums stem from WoW expectation and brainwashing since that is all many of these players know.
morbicMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I'd bug anything where there was an invisible wall that is supposed to keep CC-able adds in play or where a boss could be killed in this method. However, if there are no invisible walls and players are just as likely to be knocked outta the area, then it is a tactic worth investigating if you as a group don't care about all the loot on those mobs.
As far as making GWFs useless in a group with CWs... If a CW lets the GWF know ahead of time, they agree on the tactic, and they know the CW is taking care of non-controllable adds in general then there shouldn't be any issues. Lets the GWF focus on the non-controllable ones and protect the cleric.
Did you hear that mobs???? If you knock me off one more ledge, I'm reporting you for exploiting and getting you banned!!! Of course, so far, I've only had it happen once, and that's because I tried to be slick, and missed... Then I got knocked off a ledge onto some big *** spikes and killed. So tell me, why did they put those big *** spikes down there? The fall was very definitely surviveable, but those spikes weren't.
Reading comprehension is essential in a medium that requires reading for communication.
The real problem, as has been mentioned before, is the poor design of dungeon boss fights. Every single one is just "fairly easy guy with massive HP pool + dozens of adds".
Comments
+1 This.
I only started knocking mobs off cliffs after the 3rd or 4th time I had it happen to me. There is no way (out side of spending money on a res scroll) for a party member to raise a character that's been thrown off the cliff to their deaths. - Beat the mobs to it, throw them off and see how they like it! It's an intelligent tactic, just the same as a dwarf hiding behind a half-orc as to be harder to target.
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No bug, game feature.
Fair enough.
It is very tedious. I really think all the trash mobs should be cut by a bit to be honest, especially if they stopped the mass knock backs.
Luring enemies from a room back down a corridor to a pit, just so you can knock them into it, however does come across as rather cheesy and exploitative of the AI.
So it really is context-specific.
So they should change this to either just damage mobs for a set amount, and/or delay mobs, like knocking them off a wall would let em jump back up.
Mainly because it pretty much invalidates a whole class lol.
This is an open beta. Start treating it like one.
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Which would then make CW useless since a large population of the larger mobs are immune to chill. So if 90% of mobs are immune to knockbacks and chill they wouldn't leave CW much to do.
I still consider it good use of tactics and environmental awareness. I am always looking for narrow tunnel ways to bottom the mobs up so AOE hits more or ledges or traps to run them thru on solo missions.
No that would be tactics, WoW has really brainwashed everyone who has ever played an MMO into thinking that if you use tactics or traps in any way, or engage a monster doing anything other than face tanking it you are cheating. If it was a problem they'd put the mobs on tiny *** leashes or make them "evade" out like WoW did. This game leaves room for tactics and alternate methods for fighting instead of funneling you into one way of doing everything. A sad number of complaints on these forums stem from WoW expectation and brainwashing since that is all many of these players know.
As far as making GWFs useless in a group with CWs... If a CW lets the GWF know ahead of time, they agree on the tactic, and they know the CW is taking care of non-controllable adds in general then there shouldn't be any issues. Lets the GWF focus on the non-controllable ones and protect the cleric.
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However it would be super awesome if we could get an official word on this because I am sick of everyone being so paranoid all the time.
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Can believe it is if people are somehow knocking them through walls.
people keep talking about spellplague you can actually 3 man it if you have a competent wizard i am not sure this is itended