i played NWO during the first two months or so of release. the PVE content was... underwhelming. all the fights were basically exactly the same: the boss is a turret who spams adds and AOEs.
my friend wants to play, but, i warned him about it. i told him i would come back if the PVE became more interesting then the same-old, same-old. i'm guessing, by now, they've fixed the guardian fighter class, correct?
in the same vein, is PvP still the same? back then, rogues and control wizards were basically gods. you'd either get CC'd to death, or, insta-gibbed with daily powers from 60% health.
i'm just wondering if they've made the game better, since then. i want to be optimistic.
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited December 2013
The PvE content is basically unchanged since the game launched. They tweaked a starter mission or two w/ Shadowmantle, but otherwise they're the same. If you're only leveling up a few characters, the PvE missions to 60 are enjoyable enough.
Let's keep one thing straight, though - *EVERY* MMO I've ever played has regular PvE missions that consist of "talk to person A, who sends you to defeat Y numbers of X monsters/get Z number of B items/save C number of captives from enemies/etc". The epic content is both more enjoyable and more tedious, depending upon which type of character you're playing and which particular instance you're in...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
I think if they would of did a better job of incorporating the the foundry quest into the world, so that it's not just hey go do daily foundries to get astral diamonds then perfect world would of been better off for adding additional content that way. Seems like if they gave the foundry quest better end of the dungeon event drops, like purple items, that was scaled to be more difficult like the 5 man type dundeon's they have now that would help.
There are foundry quests that scale (have a Difficulty Chooser) for groups, and some that are targeted towards groups.
I've tried to make most of mine scalable for solo to at least 2-3 players.
The PvE content is basically unchanged since the game launched. They tweaked a starter mission or two w/ Shadowmantle, but otherwise they're the same. If you're only leveling up a few characters, the PvE missions to 60 are enjoyable enough.
I believe what the OP is more concerned about are boss mechanics and combat. In that respect, it has gotten better, with each expansion.
The old world stuff has had all kinds of fixes to exploits and the like. But the add heavy fights are fairly much unchanged. However, the newer stuff like Sharandar improves on things. The boss fights in Malabogs Castle are less add heavy and more tactically challenging. The mobs are far more diverse with unique powers that require a bit more skill then face mashing your keyboard. Even the weakest trash cant be ignored or they can heal their friends or drain your Action Points. While their tougher friends act as AoE blockers keeping you from getting to the squishy mobs easily.
Shadowmantle seems to be following this trend as well. With a decent mix of powers and attacks that make each encounter just a little bit different.
There is still plenty of room for more improvement. But Cryptic seems willing to try new ideas and listen. For the most part, each new expansion seems to improve on things just a little bit more.
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
The PvE content is basically unchanged since the game launched. They tweaked a starter mission or two w/ Shadowmantle, but otherwise they're the same. If you're only leveling up a few characters, the PvE missions to 60 are enjoyable enough.
Let's keep one thing straight, though - *EVERY* MMO I've ever played has regular PvE missions that consist of "talk to person A, who sends you to defeat Y numbers of X monsters/get Z number of B items/save C number of captives from enemies/etc". The epic content is both more enjoyable and more tedious, depending upon which type of character you're playing and which particular instance you're in...
yeah, i was just worried about the boss mechanics because, lets be honest, the release dungeons were underwhelming, mechanics wise, and if you had the optimal party, brain-dead boring at times... or frustrating 'cuz guardian fighters couldn't hold aggro off clerics and it ended up with the cleric spamming pots and running around in circles just TRYING to survive.
I believe what the OP is more concerned about are boss mechanics and combat. In that respect, it has gotten better, with each expansion.
The old world stuff has had all kinds of fixes to exploits and the like. But the add heavy fights are fairly much unchanged. However, the newer stuff like Sharandar improves on things. The boss fights in Malabogs Castle are less add heavy and more tactically challenging. The mobs are far more diverse with unique powers that require a bit more skill then face mashing your keyboard. Even the weakest trash cant be ignored or they can heal their friends or drain your Action Points. While their tougher friends act as AoE blockers keeping you from getting to the squishy mobs easily.
Shadowmantle seems to be following this trend as well. With a decent mix of powers and attacks that make each encounter just a little bit different.
There is still plenty of room for more improvement. But Cryptic seems willing to try new ideas and listen. For the most part, each new expansion seems to improve on things just a little bit more.
that's what i was looking for. as far as i can remember, the boss fights in the original releases were almost mirrors of each other with a unique mechanic here or there, but generally, you either had: a) 4 people killing adds and a rouge solo-killing the boss, or, b) stacking in one spot and knocking mobs off ledges.
it's good to hear that the PvE dungeon content has gotten more creative, however.
does anyone have any information on how PvP changed from the first month or two of release to now?
i'm just wondering if they've made the game better, since then.
It's rather "more of the same".
More skins for mounts/companions/bosses, but the AI inside has not been changed/improved. Your companions still can't avoid AOEs, the bosses are still AOE-turrets spammiing their adds, the dungeons are still a succession of corridors with two secondary bosses somewhere and a final boss at the end. As for classes, TR is still the dev-beloved class. They can solo bosses now.
Larger content, but not different.
English is not my first language.
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
that's what i was looking for. as far as i can remember, the boss fights in the original releases were almost mirrors of each other with a unique mechanic here or there, but generally, you either had: a) 4 people killing adds and a rouge solo-killing the boss, or, b) stacking in one spot and knocking mobs off ledges.
it's good to hear that the PvE dungeon content has gotten more creative, however.
does anyone have any information on how PvP changed from the first month or two of release to now?
- bosses still summon adds (lots of them in many cases) and adds+boss paint the area red. A few tweaks to this formula exist, but in essence the same stuff. Not good.
- PvP is kinda lame, aside from the good gameplay and combat. CWs are no gods by any means, but TRs can still be, together with GWFs. PvP has not seen any improvements since at least July, and they add more and more imbalances without any thinking whatsoever.
This game lacks PVE components that are challenging. And doing daily quests that are repetitive are not challenging. Sorry, but killing Red Wizards is no challenge at all for lvl 60s. This game misses zone-spanning quests. EQ2 had heritage quests. Tough questlines that span over multiple maps, you often needed parties to finish them but they gave you good rewards. Also it had crafting quests, some very lengthy quests where you could become a master crafter (even stuff where you had to walk deeply into a dungeon to craft something at a special forge that can be only found there). They had very lengthy quests to obtain flying mounts etc. It was more than just "Kill 10 spiders". Even puzzle stuff where you needed to think.
The quests in NW are all really lame. You just have to read the text on the quest tracker: "Kill 5 Red Wizards". That is all you need to know. The story behind is pointless.
If there would be random monsters, spawned rare mobs, more cool quests that drop from rare mobs you can find maybe once a week in a zone when you are lucky or if there would be open world epic mobs then there would be more to do. Also crafting is a big problem. Most of the times you craft shirts and pants until you are lvl 20. There is 0 motivation behind that. There should be rare crafting receipes dropping from mobs with unique gear to craft, even fluff stuff or appearance gear but at least something that makes crafting a useful time sink.
you're going to get a lot of varied opinions asking such a question on the forums. your best bet is to dive in and give it a go and make up your own mind.
Comments
on both points or just PVP?
Let's keep one thing straight, though - *EVERY* MMO I've ever played has regular PvE missions that consist of "talk to person A, who sends you to defeat Y numbers of X monsters/get Z number of B items/save C number of captives from enemies/etc". The epic content is both more enjoyable and more tedious, depending upon which type of character you're playing and which particular instance you're in...
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
I've tried to make most of mine scalable for solo to at least 2-3 players.
Encounter Matrix | Advanced Foundry Topics
I believe what the OP is more concerned about are boss mechanics and combat. In that respect, it has gotten better, with each expansion.
The old world stuff has had all kinds of fixes to exploits and the like. But the add heavy fights are fairly much unchanged. However, the newer stuff like Sharandar improves on things. The boss fights in Malabogs Castle are less add heavy and more tactically challenging. The mobs are far more diverse with unique powers that require a bit more skill then face mashing your keyboard. Even the weakest trash cant be ignored or they can heal their friends or drain your Action Points. While their tougher friends act as AoE blockers keeping you from getting to the squishy mobs easily.
Shadowmantle seems to be following this trend as well. With a decent mix of powers and attacks that make each encounter just a little bit different.
There is still plenty of room for more improvement. But Cryptic seems willing to try new ideas and listen. For the most part, each new expansion seems to improve on things just a little bit more.
yeah, i was just worried about the boss mechanics because, lets be honest, the release dungeons were underwhelming, mechanics wise, and if you had the optimal party, brain-dead boring at times... or frustrating 'cuz guardian fighters couldn't hold aggro off clerics and it ended up with the cleric spamming pots and running around in circles just TRYING to survive.
that's what i was looking for. as far as i can remember, the boss fights in the original releases were almost mirrors of each other with a unique mechanic here or there, but generally, you either had: a) 4 people killing adds and a rouge solo-killing the boss, or, b) stacking in one spot and knocking mobs off ledges.
it's good to hear that the PvE dungeon content has gotten more creative, however.
does anyone have any information on how PvP changed from the first month or two of release to now?
It's rather "more of the same".
More skins for mounts/companions/bosses, but the AI inside has not been changed/improved. Your companions still can't avoid AOEs, the bosses are still AOE-turrets spammiing their adds, the dungeons are still a succession of corridors with two secondary bosses somewhere and a final boss at the end. As for classes, TR is still the dev-beloved class. They can solo bosses now.
Larger content, but not different.
- bosses still summon adds (lots of them in many cases) and adds+boss paint the area red. A few tweaks to this formula exist, but in essence the same stuff. Not good.
- PvP is kinda lame, aside from the good gameplay and combat. CWs are no gods by any means, but TRs can still be, together with GWFs. PvP has not seen any improvements since at least July, and they add more and more imbalances without any thinking whatsoever.
Wait, who am I kidding?
Boss Fights = abuse a glitch > dead boss with no effort
The quests in NW are all really lame. You just have to read the text on the quest tracker: "Kill 5 Red Wizards". That is all you need to know. The story behind is pointless.
If there would be random monsters, spawned rare mobs, more cool quests that drop from rare mobs you can find maybe once a week in a zone when you are lucky or if there would be open world epic mobs then there would be more to do. Also crafting is a big problem. Most of the times you craft shirts and pants until you are lvl 20. There is 0 motivation behind that. There should be rare crafting receipes dropping from mobs with unique gear to craft, even fluff stuff or appearance gear but at least something that makes crafting a useful time sink.
you're going to get a lot of varied opinions asking such a question on the forums. your best bet is to dive in and give it a go and make up your own mind.
cheers!