gobirds11Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 7Arc User
edited June 2013
Lot's of changes and I can't wait till they come to Dragon Shard. Sad face on the Duelist Fury and Shocking Execution nerfs but I will live.
0
millertime197933Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 124Bounty Hunter
edited June 2013
Overall I like all of these changes. They seem to address the majority of issues we see on the forums. I'd still like to see an increase to GWF threat generation so that they can better fill the role of an off-tank, or even the main tank if a GF is not available. They shouldn't do it as good as the GF, but the ability should still be there to create more flexibility with group make up.
While agro reduction is great for the devoted clerics, as is removing stacking astral shields, I think further changes in boss fight mechanics need to be done so groups aren't cornered into certain group make ups to succeed. Even with 2 clerics, many of the epic boss fights were still pretty challenging. My hope is that the next class released has some group healing ability so that groups aren't reliant on having a cleric to even begin to have a chance.
Also, epic skirmishes please for the casual player. At level 60 sometimes you need something to do with a group other than PVP if you dont have 2-4 hours to play.
- Unbinding?
- What about the stats (ArPen, Crit and Rec) that have 0 effect on companions?
- Any plans to speed up attack animations? A 5 sec CD with 5 sec animation = 10 seconds between attacks... Maybe start the CD at the beginning of the attack animation and not the end?
- How about increasing the 10% hard cap on companion power/defense from stats?
- Dancing sword/shield: Aggro radius is currently 0 for these two pets. It'd be nice if they would engage mobs without having to run mobs through their models.
Seeing all this makes it hard not to be optimistic. So many changes and so many of them in direct accord with requests made of the dev team.
One imagines that, given time, this game could shape itself into something only vaguely resembling its troubled beginnings. In fact, I may very well have to change many of my own tunes. The sheer volume of this list gives me more than a little crow to eat.
Like everyone else I hope for the best. I can’t offer congratulations just yet but be sure that it is in the offing should this update go smoothly.
And a preview server, there is some thinking. I look forward to how this shakes out.
Thanks for the Nerf, not, but yay for fixing some PVP brokenness.
0
millertime197933Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 124Bounty Hunter
edited June 2013
Also, need to address the ability to unbind companions so that they can be sold/transferred. This feature is still not working.
0
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited June 2013
WOw, alot of changes. I am still trying to absorb it all, although I was hoping for
1. We are nerfing the final boss fights in certain dungeons, and making the fights tougher from the start, up through to the boss fight. This will help make the final boss fight challenging without making people never want to play the game again. This will help balance out the entire dungeon difficulty.
Tons of great changes.Also a bunch of not so great changes. I am not a fan of nerfs in a PVE setting. Hope the dev team doesn't continue to nerf this game out of existence. PVP and PVE are two entirely different creatures and some of the nerfs are obviously because of PVP stuff.I don't do PVP at all and honestly have no intentions to ever try it and I know I am not alone in this.The CW nerf most likely will just make my game less enjoyable.Only speculating from what I am reading and how I picture it playing out.Time will tell.
Everything looks good to me, with 1 minor exception. "The "Need" button is now disabled for items your class cannot use."
While this is a step in the right direction, it still doesn't get rid of all the other problems that a N/G/P system causes in an Action mmorpg.
Please just go all the way and get with the times. Individual loot is the only way to make parting (with friends or strangers) tolerable. There is a reason that so many games are going away from N/G/P, the cons of it out way the pros.
Lots of good stuff in there, with "The "Need" button is now disabled for items your class cannot use." standing out as something that will solve a lot of the community conflicts.
Many, many good changes. Really looking forward to testing this on the Test Shard.
Sweet zombie Jesus! Are you for real, real?! Not for play, play?!
No more of players ninja NEEDing on rolls so they can post that item on the AH?
I can almost hear a storm of applause coming from adsasd@dasdas, dfhgdfgh@sdfhsdfh, qweqrrq@azaazfj and all the others!
Bravo!
/sarcasm
Right, but also, if they AFK and don't participate they get ZERO credit, which means it is no longer possible to AFK farm. They would have to participate at least for a portion of the battle. And it also said that PvP rewards for the losing side are being decreased, so if those who are AFK farming are hurting their team, then in the end that AFK farming will be far less effective.
Not perfect still, but it sounds to me like overall it is in the right direction.
Overall it looks like a great patch, I'm really looking forward to it. That's a lot of work in a relatively short time. The developers deserve some Kudos. The only issue I've been having that I don't see addressed is anything to ease the problem of getting groupmates together into the proper instance. The timer should just be eliminated, and something should be done to make sure you're dumped in the same instance after leaving a dungeon/skirmish/pvp/etc.
Right, but also, if they AFK and don't participate they get ZERO credit, which means it is no longer possible to AFK farm. They would have to participate at least for a portion of the battle. And it also said that PvP rewards for the losing side are being decreased, so if those who are AFK farming are hurting their team, then in the end that AFK farming will be far less effective.
Not perfect still, but it sounds to me like overall it is in the right direction.
Apparently you aren't savvy to the scripts these bots are running. They do participate techincally, becauase they have a script going that runs them along a designated path in the arena, and engages in combat if any enemy gets close.
That, in combination with the inability to kick these bots, will mean that the bots will benefit from this patch. I hope Cryptic is aware that these people botting in pvp actualy earn stats because of the scripts they are running.
0
swedishtrexMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 18Arc User
edited June 2013
I am verry much missing a change to Castle Never in the notes, how about letting other parties than the lamers exploiting singularity with double cw's actually finish it ? (no you are not meant to be able to knock mobs out of the arena, stop pretending exploiters)
0
cihuacoatlMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 1Arc User
edited June 2013
Guardian Fighter
I love all these changes however I do not see how this makes any Paragon Tree other than Conqueror vaible in dungeons such as CN.
I am verry much missing a change to Castle Never in the notes, how about letting other parties than the lamers exploiting singularity with double cw's actually finish it ? (no you are not meant to be able to knock mobs out of the arena, stop pretending exploiters)
Become better at the game.
0
droodz92Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
Being a 12K CW who has run Castle Never every day 4 to 6 times a day, I'm telling you that all your nerfs for CW when you don't touch TR, cause it's only like putting illusionary powder saying "oh yeah we nerfed TR" is bull****. You nerf "Ray of enfeeblement" BY FEATS, BY BASE DAMAGE AND BY %DMG BY RANK, It's our ONLY DESCENT "MONO TARGET" SPELL, You've made shadow weaver worthless, CW will practically be useless except to push mobs from ledge. Buffing sudden storm? Cool we'll have to be semi melee semi distance hero, seriously you dev should play CW instead of playing other classes. thanks for making all end game content CW reroll to ranger, your changes are stupid we were the more BALANCED CLASS. Great job for changing tooltips and bugged feats, still you went way too far on that Nerf for CW. +1 for buff on GF and GWF though, It was the only thing needed, touching CW was HAMSTER.
I love all these changes however I do not see how this makes any Paragon Tree other than Conqueror vaible in dungeons such as CN.
The middle-path may become a viable path since GF are going to be the major role of keeping threat now. Not 100% threat but a good sized amount of threat. You need to be more tanky than the conqueror tree now since you can't use Double AS anymore. It's not going to get any easier with these changes. A lot of GF's are probably going to have to re-think the stat distributions on their gear now.
0
pedeadstrianMember, Neverwinter Beta UsersPosts: 6Arc User
edited June 2013
It's nice that you can only need on what you can use now, but it'd be great if profession resources couldn't be needed on, and if treasure chests/nodes would use some kind of round robbin loot system. Everytime there is a chest nearby, people will run towards it before combat is even over, trying to make sure they get it.
0
copperscaledrgnMember, Neverwinter Beta UsersPosts: 31Arc User
edited June 2013
I see a lot of changes that needed to be addressed. VERY happy you are getting the auction house up and running. One quick issue I did not see address here is to do with UI. As a totally new to MMO type of games player I found several things on the UI to be very hard to figure out. For one, the size of the lettering in the pop-up that comes up when you need to chose something or another, (shift 1 and shift 2) I could not tell if it was a 1 or an I or a L when I first saw it and somehow ended up spending a bunch of Zen because I did the wrong thing. The lettering in those boxes needs to be larger.
A question comes to mind as well. Since the preview is going to be a new shard, I am assuming we will need to roll up an new character. Will we have slots made available to us for that shard?
Comments
While agro reduction is great for the devoted clerics, as is removing stacking astral shields, I think further changes in boss fight mechanics need to be done so groups aren't cornered into certain group make ups to succeed. Even with 2 clerics, many of the epic boss fights were still pretty challenging. My hope is that the next class released has some group healing ability so that groups aren't reliant on having a cleric to even begin to have a chance.
Also, epic skirmishes please for the casual player. At level 60 sometimes you need something to do with a group other than PVP if you dont have 2-4 hours to play.
- Unbinding?
- What about the stats (ArPen, Crit and Rec) that have 0 effect on companions?
- Any plans to speed up attack animations? A 5 sec CD with 5 sec animation = 10 seconds between attacks... Maybe start the CD at the beginning of the attack animation and not the end?
- How about increasing the 10% hard cap on companion power/defense from stats?
- Dancing sword/shield: Aggro radius is currently 0 for these two pets. It'd be nice if they would engage mobs without having to run mobs through their models.
One imagines that, given time, this game could shape itself into something only vaguely resembling its troubled beginnings. In fact, I may very well have to change many of my own tunes. The sheer volume of this list gives me more than a little crow to eat.
Like everyone else I hope for the best. I can’t offer congratulations just yet but be sure that it is in the offing should this update go smoothly.
And a preview server, there is some thinking. I look forward to how this shakes out.
i think it will be in the server selection screen at character creation, just speculation though.
-Mr. Burns
I can almost hear a storm of applause coming from adsasd@dasdas, dfhgdfgh@sdfhsdfh, qweqrrq@azaazfj and all the others!
Bravo!
/sarcasm
1. We are nerfing the final boss fights in certain dungeons, and making the fights tougher from the start, up through to the boss fight. This will help make the final boss fight challenging without making people never want to play the game again. This will help balance out the entire dungeon difficulty.
While this is a step in the right direction, it still doesn't get rid of all the other problems that a N/G/P system causes in an Action mmorpg.
Please just go all the way and get with the times. Individual loot is the only way to make parting (with friends or strangers) tolerable. There is a reason that so many games are going away from N/G/P, the cons of it out way the pros.
No more of players ninja NEEDing on rolls so they can post that item on the AH?
Two sides of the same coin!
As a primarily CW player, nerfs like the Enfeebling Ray one hurt , but I'm glad they are balancing and fixing those things. It all improves the game.
Right, but also, if they AFK and don't participate they get ZERO credit, which means it is no longer possible to AFK farm. They would have to participate at least for a portion of the battle. And it also said that PvP rewards for the losing side are being decreased, so if those who are AFK farming are hurting their team, then in the end that AFK farming will be far less effective.
Not perfect still, but it sounds to me like overall it is in the right direction.
I was also curious about this.
For the most part though, great job.
Apparently you aren't savvy to the scripts these bots are running. They do participate techincally, becauase they have a script going that runs them along a designated path in the arena, and engages in combat if any enemy gets close.
That, in combination with the inability to kick these bots, will mean that the bots will benefit from this patch. I hope Cryptic is aware that these people botting in pvp actualy earn stats because of the scripts they are running.
I love all these changes however I do not see how this makes any Paragon Tree other than Conqueror vaible in dungeons such as CN.
Become better at the game.
The middle-path may become a viable path since GF are going to be the major role of keeping threat now. Not 100% threat but a good sized amount of threat. You need to be more tanky than the conqueror tree now since you can't use Double AS anymore. It's not going to get any easier with these changes. A lot of GF's are probably going to have to re-think the stat distributions on their gear now.
A question comes to mind as well. Since the preview is going to be a new shard, I am assuming we will need to roll up an new character. Will we have slots made available to us for that shard?