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Boken Game Mechanics / Dread Vault

lucidproph3cylucidproph3cy Member, Neverwinter Beta Users Posts: 0 Arc User
edited December 2013 in PvE Discussion
I want to start off by first saying i enjoy the game a lot. I think the developers do a lot of things that are good but they are lacking something. I used to play this game a lot and now i find myself not wanting to log in. The fundamentals of this game is broken. Most dungeons don't need tanks, gwf are never needed or not mostly wanted in the party unless they are geared through the teeth. This was my first MMO so i didn't really get it till i started playing another where tanks are essential, and the hybrid class is one of the best classes because you can almost do anything.

But what worries me is i wish the devs were more about quality of product. If you make a dungeon make the best dungeon you can where everyone has a essential role in the party and is needed. For instance dread vault they definitely dropped the ball. This dungeon players rank higher than CN or right next to it. A dungeon where your suppose to get your T2 main hand is not suppose to be that hard because you need those weapons to compete for CN or go to your form weapons. I do really like dread vault it one of the most unique dungeons they created but its not worth running unless you have a fully geared party and get a lucky loot dropped like titan main which can be cha ching. I don't even know if they even fix the loot drop because it used to get lost sometimes, and not to mention no campfires in this dungeon so if you die you spend more time walking looking at the cites and smelling roses than actually fighting. It been that way the whole entire way of the game and that is why it worries me that they don't fix the mechanics. Same thing can be said in other dungeons.

Ads need to be decrease greatly and have trigger spawn times not continuous that we see which requires 2 CW in every party or a GF to run in circle which is the worst thing i have ever heard of. A tank is a tank for a reason they should just rename the guardian fighter to olympic runner. The other thing is these are easy fixes that can be done with some time and hard work. Increase damage of elites and boss's to the point where if you not a tank you will be crushed and decrease the boss's life.

So my question is when will they fix the game mechanics/dugeons because i truly enjoy this game and want to come back playing more but in its current state its just a log on pray situation and move on. I just really hope the devs read this thread and start fixing the content they have.
Post edited by lucidproph3cy on

Comments

  • tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited December 2013
    I want to start off by first saying i enjoy the game a lot. I think the developers do a lot of things that are good but they are lacking something. I used to play this game a lot and now i find myself not wanting to log in. The fundamentals of this game is broken. Most dungeons don't need tanks, gwf are never needed or not mostly wanted in the party unless they are geared through the teeth. This was my first MMO so i didn't really get it till i started playing another where tanks are essential, and the hybrid class is one of the best classes because you can almost do anything.

    But what worries me is i wish the devs were more about quality of product. If you make a dungeon make the best dungeon you can where everyone has a essential role in the party and is needed. For instance dread vault they definitely dropped the ball. This dungeon players rank higher than CN or right next to it. A dungeon where your suppose to get your T2 main hand is not suppose to be that hard because you need those weapons to compete for CN or go to your form weapons. I do really like dread vault it one of the most unique dungeons they created but its not worth running unless you have a fully geared party and get a lucky loot dropped like titan main which can be cha ching. I don't even know if they even fix the loot drop because it used to get lost sometimes, and not to mention no campfires in this dungeon so if you die you spend more time walking looking at the cites and smelling roses than actually fighting. It been that way the whole entire way of the game and that is why it worries me that they don't fix the mechanics. Same thing can be said in other dungeons.

    Ads need to be decrease greatly and have trigger spawn times not continuous that we see which requires 2 CW in every party or a GF to run in circle which is the worst thing i have ever heard of. A tank is a tank for a reason they should just rename the guardian fighter to olympic runner. The other thing is these are easy fixes that can be done with some time and hard work. Increase damage of elites and boss's to the point where if you not a tank you will be crushed and decrease the boss's life.

    So my question is when will they fix the game mechanics/dugeons because i truly enjoy this game and want to come back playing more but in its current state its just a log on pray situation and move on. I just really hope the devs read this thread and start fixing the content they have.
    Agree. Also, I might need to roll a GF and call him Mo Farah...
    RIP Neverwinter 26/06/2014
  • pitshadepitshade Member Posts: 5,665 Arc User
    edited December 2013
    Looking at the 'heroic' versions of the dungeons has left me with the impression that they are the original form, with the epics added as part of the transition from a co-op game to an MMO. For the most part, the heroics are pretty well balanced. There aren't tons of adds and in general less of the 'sea' of red areas on the ground. It seems like in an effort to make them 'Epic' they overdid the number of adds. Also, the scaling mechanism in all the dungeons could use some fine tuning. Going through the Helm's Hold map at level, they're little glass cannons that will hurt you a lot if you don't have AOE attacks slotted. A level 30 DC can massacre them using Chains or Sunburst. In the dungeons, they're scaled up to the point that you can't get rid of them quickly, causing many of the wipes in MD's boss fights. Sticking with the bosses of MD, the epic version adds Hellfire Magi which turn the ground into a giant red zone and make it hard to stick to a plan. That's just a T1 dungeon. Normal ToS features mostly weak mobs in the final fight. The epic version adds swarms of Blademasters which can devastate a party. Hand of Maegara in Karru, heroic has a Flamespiker or two during the fight. The epic one can have at least six at points. Tons of overlapping AOE, control immunity while they do it and they don't seem to have much if any cooldown. That lack of cooldown is a major problem in other places, making Garrundar the Vile, a SKIRMISH, all but unwinnable if you don't have someone to toss the enemy healers quick.

    I would love to see the epics rescaled to a point where the minimum gearscore wasn't a joke. (Better yet to just scap the existing epics and come up with new ones, for story reasons.) It probably won't happen though. The devs seem to have their hands full and it's more likely they occupied on new content than fixing what we have. One can hope though.
    "We have always been at war with Dread Vault" ~ Little Brother
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited December 2013
    Dread Vault is not hard it only requires tactics and a minimum coordination. I do agree the spawning at the start is a rly bad thing but other than that, DV is one of the best dungeons and extremely easy once u get the hang of it unlike Karr for example where 1st and 2nd are so badly design that without cheating i cant see a t1 grp doing that, there are also some other encounters that need a bit more attention like some t1 bosses that are harder than some t2.

    In my opinion minimum GS is what it takes for u to kill at least first boss there.

    Overall i did enjoy all encounters minus 1st and 2nd boss in karru (they can be killed without cheating but grp GS needs to be way above the rewards) and CN last boss which i;ve never had the chance to kill it without 2 or 3 CWs throwing stuff around, is like nothing changed from beta till now except for the place where adds are thrown.

    CN is just a sad place, now u can hardly get a grp if you dont have a runner (but that should be fixed in the new patch if somehow my memory doesnt fails me) and last boss i rly dont know what to say... at some point that encounter was impossible to do without 2 cws and now, even tho they seem weaker, that behavior carried on to a point where it can be done in 4 man and coupled with the runner be done in 20 min the whole run. For me CN is the worse experience in the whole game cause doesnt offer anything atm but an endless abuse and i ended up doing that from time to time to see if by some miracle it got fixed...
  • lucidproph3cylucidproph3cy Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2013
    ortzhy wrote: »
    Dread Vault is not hard it only requires tactics and a minimum coordination. I do agree the spawning at the start is a rly bad thing but other than that, DV is one of the best dungeons and extremely easy once u get the hang of it unlike Karr for example where 1st and 2nd are so badly design that without cheating i cant see a t1 grp doing that, there are also some other encounters that need a bit more attention like some t1 bosses that are harder than some t2.

    In my opinion minimum GS is what it takes for u to kill at least first boss there.

    Overall i did enjoy all encounters minus 1st and 2nd boss in karru (they can be killed without cheating but grp GS needs to be way above the rewards) and CN last boss which i;ve never had the chance to kill it without 2 or 3 CWs throwing stuff around, is like nothing changed from beta till now except for the place where adds are thrown.

    CN is just a sad place, now u can hardly get a grp if you dont have a runner (but that should be fixed in the new patch if somehow my memory doesnt fails me) and last boss i rly dont know what to say... at some point that encounter was impossible to do without 2 cws and now, even tho they seem weaker, that behavior carried on to a point where it can be done in 4 man and coupled with the runner be done in 20 min the whole run. For me CN is the worse experience in the whole game cause doesnt offer anything atm but an endless abuse and i ended up doing that from time to time to see if by some miracle it got fixed...

    i completely forgot about CN yeah i have done it so many times that i am just bored of it. Never actually done it legit probably would like to give it a try but seeing how the nerf to entangle on tab won't generate AP in the new upcoming patch i don't know how this fight will be accomplished the legit way or without 3 CW which is still broken mechanics when you don't need one of each class in the party or a minimum of GF, CW, DC and the other 2 just any DPS. It should never be a requirement that you need three CW's for a party just doesn't make sense why have any other classes. The whole skipping parts is a different problem in itself. But it isn't just Karrun. Look at frozen heart there are to many ads that spawn resistant to CC at the final boss. Temple is rough for a group to if the party isn't experienced due to the blade master's charge to random players on spawn even if a tank is near them. Decreasing the ads would decrease the heals the final boss gets in temple making it more manageable for some. Spell i feel is the only dungeon they really did quite alright besides malabog's. But you still don't need a tank to accomplish these dungeons. There is still the broken mechanics though when guardian fighter's are boiled down to just running in circle or not needed at all which definitely needs to be address. The only real reason to roll one is for PVP and with the new patch you can just scratch that mostly and use a GWF. They need to fix the basic mechanics or gameplay. I dunno though i just feel if i made something and it wasn't working properly it would be on my top priority to fix it before moving onto new projects.
  • lucidproph3cylucidproph3cy Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2013
    i just looked up mo farah didn't know who he was lol yeah definitely should do the rename or usain bolt.
  • carnathulcarnathul Member Posts: 6 Arc User
    edited December 2013
    I'll agree with the broken/lazy mechanics employed in the design of many dungeons. Malabog's castle is probably the only dungeon that actually feels like a proper epic dungeon, where you aren't swarmed by a horde of mindless mobs you would rather skip or push off an edge than kill. I think the only epic dungeons where the boss fights are so captivating that you actually lose track of time are Vansi Bloodscar, Traven Black Dagger, Idris and Fulminorax. Any other dungeon, and you'll have at least one member of the party running in circles looking at their watch and wondering how much longer til the boss melts. Some dungeon bosses really need to be redesigned. Here are some examples:

    Hrimnir: Instead of a horde of Trolls and Golems that take forever to kill and are thus always made to run in circles, have more archers spawn and have Hrimnir hit harder, so the team can focus on tackling the boss more effectively. Add special abilities to Hrimnir, like throwing giant icicles on the ground, that players have to dodge, and then a full-arena KO blast of ice, that can only be avoided if you hide behind the previously thrown icicles.

    Karrundax: Reduce the dragon shields that don't do anything to a moving target, make Karru's attacks hit harder, she's currently weaker than Chartilfax. Have nests that spawn a dragon egg every 3-4 mins and you need to run and break the eggs or more dragonlings keep spawning.

    Bartholomew: reduce the Enforcers and Deathclaws, replace with special boss attacks, like "walk the plank" where Bartholomew grabs 1-2 random team members and throws them at a plank off the deck's edge, those players have to then make some tricky jumps back up on board in time or gets thrown off the ship and out of the fight.

    Yshiggol: Reduce the Illithids who turn the whole map red, instead add more tentacles that you need to avoid, (8 instead of 4), have Yshiggol project 4 bosses instead of 2 and those bosses use their unique attacks too.

    By reducing the trash mobs in the fights and making them more tactical you'll be eliminating the bias for strong crowd control in party making. People would actually even want to do dungeons with no (or few) CWs for a change and it'd be possible to do them. Not to mention it would make for really interesting boss encounters.

    Edit: You could also add buff/debuff zones and time durations for each encounter, like have good runes in Spellplague's last platform where you get 5% control bonus or crit severity, and bad runes where you get encounter cooldowns increased by a second. Have Hrimnir breathe cold wind onto half the map, standing there would reduce the recovery and stamina/guard regain of party members. Have Karrundax breathe maddening fire on the map, if you get affected by those flames you lose HP for each attack you make but you get 10% crit severity on your attacks etc. These things would certainly make the battles more interesting than the generic "kite adds, snipe ranged mobs, melt boss" encounters.
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