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[Feedback] Recent Changes and Upcoming Changes to Neverwinter

osadamaskosadamask Member Posts: 137 Arc User
edited June 2013 in PvE Discussion
This is a list of the things I find to be most urgent at the moment. I encourage others to chime in and my list will be edited to reflect the concerns of others.
  • Parties need a vote kick function.
    poigt wrote: »
    The fact that the leader can kick WITHOUT a vote worries me, but the reverse is also true. The leader should also be kickable by the others. In all cases there should be a vote otherwise grouping in a PuG is just a grief-lottery.
  • There are too few options for gear/abilities.(Lack of optimization for certain builds)
    lanessar13 wrote: »
    Personally, so many people have posted "there are no builds!" that I'm sure some sort of change is being considered. I've counted at least 23, most with several pages of supporting wanting more than just feats to choose from.

    I agree with the general sentiment just on principle. Everyone has your powers at your level. At all levels. Even WOW at least had shadow priest, discipline priest and holy (healing) priest at launch. And they played VERY differently. The feats here don't give that feeling of difference.
  • PvP is currently a mess. A possible solution would be : Create separate effects/values for all PvE skills so they function differently in PvP. Buff the HP of all players by 50-100%(quick fix until we have separate values, but it should remain for battle longevity) Also, pvp should be divided into tiers by GEARSCORE. Many players are complaining about unbalance because 6k's are fighting 12k's.
    pickygamer wrote: »
    Completely agree that pvp and pve should be handled seperately in terms of skill balance and scaling. Seems almost too logical i guess lol
    This is why I think the queue system needs some more functionality to make it more robust. It should be doing its best to put evenly matched groups together to fight. I know that takes more coding, but you're right, it really needs to be done. High-GS score folks should be fighting other high-GS score folks so that PvP fights aren't so lopsided. Cryptic needs to remember that the point of PvP is fun, and one-sided fights or fights where people are dropping and no one takes their place, resulting in one side being heavily outnumbered, simply aren't enjoyable.
    noroblad wrote: »
    1) rewards have to be off doing things. Damage taken, damage done, healing done, player's map coordinate trail, those sorts of things. A few metrics of this sort and a bit of logic can be used to cook up a test for whether a person was trying or not.

    2) fix gear score and then allocate teams off gear score. This should be easy, the biggest issue is the flawed GS computation. If it weighted all things equally, it would probably do better.

    3) offer 2 specs that we can swap between. Tweaking THOSE can cost money, fine.

    4) Remove about 3 "won" matches worth of glory from the player.

    4 works for the new issue as well --- leave the match before it is over, lose 3 won matches worth of glory. Problem solved.
  • Players are afraid of the upcoming BoP change coming down the pipeline. I suggest having this change get grandfathered in so it only functions this way for Post-Gauntlgrym equips. Also, explain to our "casual" playerbase if you will be changing the way loot drops at the bosses. With the change to BoP each player will now be needing to run a dungeon many many times to obtain the right gear for their build. That doesn't sound fun to everyone. People are even more worried about end-game now.
    I would say leave the current gear as is and make the Gauntlgrym gear (or make a T3 dungeon and gear) BOP.
    My mythical "perfect" ability rolls are now not that great anymore because of the change to some powers. Cryptic/PW gave me a free respec, which is totally useless since I can not reroll my base ability score or change my race.
    I thought: "Sigh, I could make a third character, I did save up some AD's". Since everything is BoE, all my (end-game!) gear on the second character is totally useles. I would have to spend a ton of AD's on a companion, gear & enchants. HOWEVER I still like the game and I would be willing to spend so much AD and time on a reroll.
    End-game loot changes! A lot of epic gear and sets will be BoE. So now I cant:
    - Reroll my ability score or race with a respec -> I have to make a new toon.
    - I can't use the gear/companions of my old character -> I have to buy new gear/companions for the reroll char.
    - I can't use my hard earned AD's to re-gear a new character -> I have to grind all those dungeons again.

    Are you kidding me?


    A small note on he economy and BoP:
    Since gear has static stats and there is no way to remove gear from the game, it will constantly devaluate. Long term this can become a problem. Dungeons might not be "worth" it anymore.
    However BoP would be worse. Why would I ever want to go to Epic Frozen Heart again once I get my t2 boots? I don't mind helping people out but if there's not even half of a carrot on that stick... I'm sorry.

    There's other problems with the economy, loot & rewards but they are not that game-changing or breaking.
    Too long, don't read version: Patch nerfed my build. I have to reroll since I can't reroll ability score or race. Can't use my old gears & companions on my reroll (BoE). Can't buy new gear sets (BoP). I am a sad panda.
    vaelos wrote: »
    Just listen to people. Plenty of players have experienced RNG hell running dungeons countless times and not getting the piece of gear they are after. If this is done then the AH won't offer any respite from that, and it's grind grind grind.

    A lot of the attraction of NW was that it was not as grindy, and all the good gear being BoP will totally flip that on its head.

    It's amazing to even see a small few people on the forum who actually seem to want the game to be a grinder. There are plenty of other games for that.
    yramrag wrote: »
    Step back a moment, and think about why Cryptic is doing this. There was a vocal complain about ninja looting, and the new need-button-grey out-if-not-your-class will only work so much. You still have the situation where a player already with BiS gears Needing and depriving a party member of the same class who really needed the gear. BoP will solve this GREEDY PLAYER issue.

    Whose fault is it that Cryptic is implementing this? The greedy players. If everyone would be decent, greed to sell instead of needing to sell, we wouldn't even have this at all. But people are greedy, so there.

    My suggestion is this: item becomes BoP if it was NEEDED. If not, they remain BoE. Now you can eliminate ninja looting, and still able to make trading possible.
    Next patch won't merely destroy the economy, it's going to kill the game... in about 2 months' time (depending on how many new players they attract with their "official launch"). Once everyone gets the gear they want with BoP rules, nobody will want to run dungeons they already got their gear from. Slowly but surely people will simply not sign on and stop playing the game. The hardcore players like myself who is already geared out won't even last that long, since there won't be any reason for us to play.

    This is the dumbest idea Cryptic can implement to the game and that's saying a lot for a company that already made so many bad decisions.

    Need = BoP
    Greed = BoE
  • A penalty should be added to those that leave dungeons or pvp matches. Something along the lines of 15 minutes where they cant participate.
  • Last but not least, new content will shut the majority of us up :D
    enderlin50 wrote: »
    Game hasn't been out a month yet. We have to be patient. This is Forgotten Realms. I promise you it's worth the wait.
  • Rogues dealing ranged damage while stealthed while using enchants seems to be a bit OP. Some of the enchants themselves are just very OP. (Because we lack the PvP and PvE separation)
    zingarbage wrote: »
    I gave feedback early on about how tenebrous was way too strong, but at this point what can they do? Tenebrous is a real money enchant, they will basically be HAMSTER their money base players by nerfing them.
    nightfer01 wrote: »
    Almost at the point there. Plague fire is ok /well a little OP with the % def reduction/ but tenebrous is the real problem. My suggestion? Make it a regular Weapon Enchantment with added % weapon dmg.
    +1 from me.Its an enchant than requires 0 skill to use/do very sustained dmg.
  • Dungeons can get boring, boss mechanics are dull. What really stands out, is the flood of ADDS that seems to be the only significant boss mechanic.
    jim2108 wrote: »
    Does anyone else feel that the boss fights are rather dull and simple? I just don't understand why you would make all boss fights to where the most dangerous factors are the adds they spawn. If they took them out with the way the boss mechanics are setup now they would simply be too under powered. I would like to see it changed to where the boss fights are actually about the bosses and not the extras they spawn. What are your opinions on this state of the game?
    groomaar69 wrote: »
    I agree with everything you just said, the game needs encounters, not bosses with tons of HP and tons of adds for difficulty. Lots of MMO's have good boss fights. Neverwinter does not.
    drinnth wrote: »
    With the amounts of underlings we have to kill to get to a boss, how in the world does the boss have more underlings to constantly spawn and throw at the party. It seems to go against DnD to have infinite adds possible and is a lazy boss mechanic. To use that same mechanic for every boss fight and even with the minor changes in setting does not speak well for the dungeon/boss encounter developers. With all the previous MMOs and boss encounters seen as possible, to settle for this mechanic alone as the one trick pony for NW, leaves you wanting just a bit more I think.
    kashimaa1 wrote: »
    pugs are bad, you doing fine with burning the boss.
    neverwinter has the worst boss mechanics EVER. most of the bosses are easy exploitable and most ppl do it.
    those who dont suffer billions of adds, too much to kill for sure. so rogues, mostly 2, burning the boss, clerc stand s at a save position and the rest of the groups kites the adds until boss is down.
    thats how you win 90% of the bossfights. plain stupid and anti-fun.
    susano wrote: »
    That, and the bosses themselves aren't challenging at all. Remove the adds, and it's a tank 'n spank until the boss is dead; literally having the Rogues roll out ridiculous numbers and watching the thing's HP disappear. There should be more to the encounter than ridiculous adds. Literally every fight trickles down to the same thing: control and/or isolate the adds, then go to town on the boss. The only real challenge would come from going in with no CW and no Cleric. :p




CLASS BALANCE Related Threads:
Feedback Post-Patch
Which Class is the Most OP After the "Big Patch"

BoP Related Threads:
How To Not Kill Neverwinter and Make Items Feel "More Unique and Rewarding To Obtain"
BoP Is Just A Band-Aid on Poor Dungeon and Class Design
BoP, BoE, Respec & Economy
Bind on Pickup - Death of the Economy
About This Bind On Pick Up
Dungeon Loot Becoming BoP Next Patch

GENERAL FEEDBACK Related Threads:
Things That Players Think Are Missing/Flawed/Detrimental To GameplayAmazing thread, enormous list similar to my own thread.
Feedback: Game Review- One Week Before The Release(Great thread, lots of specific player feedback.)
The Good, The Bad, and The Ridiculous
Who am I? Nobody.
The Beige MMOAn older post...but sadly still hits some relevant points.
Linear Questing & Small Maps

DUNGEON Feedback:
Constructive Ideas for Dungeons: Boss Mechanics
Dungeons: Too Many Adds
[URL=
"http://nw-forum.perfectworld.com/showthread.php?247892-Artificial-difficulty-makes-some-boss-fight-not-fun&highlight=Boss+mechanics"]Artificial Difficulty Makes Boss Fights 'Not Fun'[/URL]
Action MMO = No Boss Mechanics?
Will Cryptic Ever Make Traps Meaningful?




Again, please add to my list! It is up to the community to voice our concerns.
Post edited by osadamask on

Comments

  • nightfer01nightfer01 Member, Neverwinter Beta Users Posts: 133 Bounty Hunter
    edited June 2013
    osadamask wrote: »
    Also, control effects(or debuffs) should have diminishing returns. It should be harder to choke me after I've already experienced it.
    Seriously? Why not make dmg like that too? /harder to hit me after you hitted me a few times/
  • osadamaskosadamask Member Posts: 137 Arc User
    edited June 2013
    nightfer01 wrote: »
    Seriously? Why not make dmg like that too? /harder to hit me after you hitted me a few times/
    My reasoning behind that is to add a bit more strategy into PvP instead of perma stun/binding someone. I agree my inspiration for this is a bit clouded but taking 0.25 seconds off of a debuff for each time its used on you within a few minutes seems to make sense to me.

    It just feels right :o, can anyone back me up on this?
  • nightfer01nightfer01 Member, Neverwinter Beta Users Posts: 133 Bounty Hunter
    edited June 2013
    With every class having skills to make them IMMUNE to CC efects, I dont think you think of it clearly. Cleric can cleanse it, rogues have impossible to catch, GFs have block, GWF have 2 skills that make them immune to CC. Seriously? I find it hard to believe that I can hold a target in a dungeon for 6 seconds with every single CC bonus time I can get on my CW but on PVP I cant hold a rogue for more than 2 seconds or a GWF for more than 1? I ask again. SERIOUSLY?
  • osadamaskosadamask Member Posts: 137 Arc User
    edited June 2013
    nightfer01 wrote: »
    With every class having skills to make them IMMUNE to CC efects, I dont think you think of it clearly. Cleric can cleanse it, rogues have impossible to catch, GFs have block, GWF have 2 skills that make them immune to CC. Seriously? I find it hard to believe that I can hold a target in a dungeon for 6 seconds with every single CC bonus time I can get on my CW but on PVP I cant hold a rogue for more than 2 seconds or a GWF for more than 1? I ask again. SERIOUSLY?
    I suppose you are right :P. God I hate going against GWFs. I see that yellow IMMUNE pop up and I just walk away XD
  • nightfer01nightfer01 Member, Neverwinter Beta Users Posts: 133 Bounty Hunter
    edited June 2013
    IF you manage to walk away :D. Even thow I have low def, the High Vizier set gives me enough def from the target to sustain abit, but when you get 1-shotted by a rogue or 2-shotted by a GF or a GWF, you know something is wrong. 13k gs GF took me down with 2 hits after a minute long battle where I was able to take down his block 3 times, take 3/4 of his HP, he healed to full from a spell he has. How balanced can that be when you have a class that can kill you while in stelth, a class that can stand in front of you while you shoot at it doing 0 to nothing dmg and 2-shoots you down?

    I used to enjoy PVP before cause things seemed to be balanced for some reason. Now the PVP is just a joke. I agreed that ROE needed a hard nerf even thow I never honestly used it in PVP and I still kicked everyone. GWF were strong before the new patch, now they are unstoppable, GF were abit strong when builded for dmg, but now they are practically unstoppable. There is nothing wrong with clerics thow. There is no other spell that have the same cooldown and channel in the game. So I admire the change on the as lowering its base time by 5 seconds that can be compensated with high recovery at least for abit.
  • griz024griz024 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 138 Bounty Hunter
    edited June 2013
    Totally agree on end game pvp. I enjoyed the lower lvls a lot more (when i got a match without tons of bots). The fights were long and strategic compared to the 2-shot fest that is endgame pvp.

    Gwfs are just stupid now. Maybe, as a TR, its a rock vs paper situation, but i cant even get close to killing one without lurkers assault up. Even than its a close fight. I dont think i should need a daily up to even a chance vs a class
  • osadamaskosadamask Member Posts: 137 Arc User
    edited June 2013
    griz024 wrote: »
    Totally agree on end game pvp. I enjoyed the lower lvls a lot more (when i got a match without tons of bots). The fights were long and strategic compared to the 2-shot fest that is endgame pvp.

    Gwfs are just stupid now. Maybe, as a TR, its a rock vs paper situation, but i cant even get close to killing one without lurkers assault up. Even than its a close fight. I dont think i should need a daily up to even a chance vs a class
    Yes, I still love low lvl PvP. Its loads more fun when the fights take longer, and your team needs to coordinate who to focus in order to take a point, or push out the enemy invading force.
  • osadamaskosadamask Member Posts: 137 Arc User
    edited June 2013
    Bump: Added section on Dungeon/Boss Mechanics
  • zingarbagezingarbage Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    I gave feedback early on about how tenebrous was way too strong, but at this point what can they do? Tenebrous is a real money enchant, they will basically be HAMSTER their money base players by nerfing them.
    [SIGPIC][/SIGPIC]
  • flatgonzoflatgonzo Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    This is great. Much more organized and easier to read than my attempt. You can find it here if you feel like adding it, but like I said..it has become a mess.
    Server: Mindflayer
    Vicorin, Half-Orc Great Weapon Fighter
    Raan Ilmatar, Wood Elf Control Wizard


  • osadamaskosadamask Member Posts: 137 Arc User
    edited June 2013
    zingarbage wrote: »
    I gave feedback early on about how tenebrous was way too strong, but at this point what can they do? Tenebrous is a real money enchant, they will basically be HAMSTER their money base players by nerfing them.

    Well, it seems strange to introduce an item without a counter item. We need a defensive enchant that can trump it.
    flatgonzo wrote: »
    This is great. Much more organized and easier to read than my attempt. You can find it here if you feel like adding it, but like I said..it has become a mess.

    Thanks so much for sharing, great information in your thread!
  • wholyhandgrenadewholyhandgrenade Member Posts: 0 Arc User
    edited June 2013
    osadamask wrote: »
    Well, it seems strange to introduce an item without a counter item. We need a defensive enchant that can trump it.


    Thanks so much for sharing, great information in your thread!

    see, that's just it, you don't have to remove stuff from the game as long as you place in counters to whatever is tossing off play... taking stuff away from players upsets them, toughening the game against them is normally player acceptable... defense damage reduction and in this game is beyond horrible.. those classes that need defense boosts to be on par with other classes could be given resitance stats on their equipment that allows them not to be controlled or take so much from surprise attacks or combat advantage damage or whatever... there needs to be a balance so that all character classes are in competitive balance with each other and you don't need to take stuff away from characters to achieve this (you add to characters what they need to compete and you adjust PvE areas for such problems as well)
  • osadamaskosadamask Member Posts: 137 Arc User
    edited June 2013
    see, that's just it, you don't have to remove stuff from the game as long as you place in counters to whatever is tossing off play... taking stuff away from players upsets them, toughening the game against them is normally player acceptable

    Indeed. I generally despise nerfs.

    Buffs are much more fun.
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