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Really hope to see these two things in mod 6

pandapaulpandapaul Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 424 Bounty Hunter
edited January 2015 in General Discussion (PC)
1. Increase the DR of adds and bosses in pve
Most classes now can easily overstock armor pen I feel like they really need to increase the DR of both adds and bosses so that this offensive stat actually has some value in stacking again.. Hell I would even love to see a boss that as their hp goes down their DR increases.. So that the last few % might be more challenging


2. We are absolute need of dungeon farming again.. Mod 5 ended this... And now there really isn't much to farm at all.. Making AD by farming in the game has hit a wall almost completey..
An idea on how to achieve this again
We also need new BiS pve armor sets.. How about sets that don't have completely set stats lets say boots have power/recovery/defense/deflection that when it drops it rolls stats between 400-500 of each stat.. This would encourage people to continue farming to improve their stats and have something to sell
Post edited by pandapaul on

Comments

  • fralousfralous Member Posts: 10 Arc User
    edited January 2015
    pandapaul wrote: »
    1. Increase the DR of adds and bosses in pve
    Most classes now can easily overstock armor pen I feel like they really need to increase the DR of both adds and bosses so that this offensive stat actually has some value in stacking again.. Hell I would even love to see a boss that as their hp goes down their DR increases.. So that the last few % might be more challenging


    2. We are absolute need of dungeon farming again.. Mod 5 ended this... And now there really isn't much to farm at all.. Making AD by farming in the game has hit a wall almost completey..
    An idea on how to achieve this again
    We also need new BiS pve armor sets.. How about sets that don't have completely set stats lets say boots have power/recovery/defense/deflection that when it drops it rolls stats between 400-500 of each stat.. This would encourage people to continue farming to improve their stats and have something to sell

    For 2:
    So you are suggesting something similar in Diablo III? No! I am against that. This will make the game p2w.
  • frishterfrishter Member Posts: 3,522 Arc User
    edited January 2015
    fralous wrote: »
    For 2:
    So you are suggesting something similar in Diablo III? No! I am against that. This will make the game p2w.

    Considering most armour pieces are bound anyway (ugh) it wouldn't. Plus you know, we already have the rp system which is free unfriendly. Tbh it's everything unfriendly.

    As for lack of farming options, I've been saying that since mod 1. Mod 2 is when I figured they weren't going to learn, so felt obligated to have a leadership army if I actually wanted to earn enough. Not quite as fulfilling though.
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  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited January 2015
    pandapaul wrote: »
    We also need new BiS pve armor sets.. How about sets that don't have completely set stats lets say boots have power/recovery/defense/deflection that when it drops it rolls stats between 400-500 of each stat.

    What's more likely to happen in this case is that you use cubes of augmentation to roll stats.
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  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2015
    I'm unsure about adding more dr to the bosses. Arp has diminishing returns so stacking it past the 24% currently gets very difficult as it just takes so much to get it much higher than that. Changing this would require mucking about with the diminishing returns system and I'm not sure that's a great idea.
  • onecoolscatcatonecoolscatcat Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 575 Arc User
    edited January 2015
    I really want to see different classes and paragon paths receive different stat curves.
  • aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited January 2015
    Want people to run dungeons again? Add refining stones to the loot tables.
  • vteasyvteasy Member Posts: 708 Arc User
    edited January 2015
    increase RP from purple items in dungs. Make them bop and give 20,000 RP a piece
  • joocycuzzzzzzjoocycuzzzzzz Member Posts: 577 Arc User
    edited January 2015
    What I want to see in module 6:

    - The poor Guardian Fighter and Great Weapon Fighter finally receiving a different paragon, they were the only ones who didn't get a "Surprise" paragon back then, just a lazy swap, which created the many issues we have today with these two classes, especially GWF.

    - Level cap increased to 70 or above, but make the quests a little more exciting, perhaps some cinmatics? Like Swordsman, Swordsman had some awesome quests but I didn't stay there due to the garbage combat system.

    - No.More.Artifact.Gear

    - Foundry and PVP working together to improve each other (Foundry making PVP maps, and PVP helping raise Foundry's popularity).

    - Piercing damage completely removed from the game

    - Actual exciting dungeons which require tactical teamwork and strategy, and not zerg and blow up.

    - More PVP game modes: Last one standing, CTF, regular deathmatch.. anything.
    Beta player

    One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
  • lucifron44lucifron44 Member Posts: 417 Arc User
    edited January 2015
    pandapaul wrote: »
    Making AD by farming in the game has hit a wall almost completey..

    Maybe that was the idea.
    Russian leaderboard first page. The proof.
  • henry404henry404 Member Posts: 690 Arc User
    edited January 2015
    vteasy wrote: »
    increase RP from purple items in dungs. Make them bop and give 20,000 RP a piece

    20K. proper ROFL
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    edited January 2015
    aulduron wrote: »
    Want people to run dungeons again? Add refining stones to the loot tables.

    This is a very good point

    I run the Dread ring just for refining stuff

    That said I really whish there was more of an adventure element.

    I see so many folks just seem to care about gear

    It is the story and adventure line which has always mattered to me...

    Not just running "toons" for Binary gear

    Just me

    Urlord
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited January 2015
    What I REALLY want to have is an option to adjust difficulty while doing solo content. Adjust enemy level, damage, ect.

    It would the Foundry and everything else more tense instead of the boring murder house.
  • sukulazzsukulazz Member Posts: 0 Arc User
    edited January 2015
    What I want to see in module 6:

    - The poor Guardian Fighter and Great Weapon Fighter finally receiving a different paragon, they were the only ones who didn't get a "Surprise" paragon back then, just a lazy swap, which created the many issues we have today with these two classes, especially GWF.

    - Level cap increased to 70 or above, but make the quests a little more exciting, perhaps some cinmatics? Like Swordsman, Swordsman had some awesome quests but I didn't stay there due to the garbage combat system.

    - No.More.Artifact.Gear

    - Foundry and PVP working together to improve each other (Foundry making PVP maps, and PVP helping raise Foundry's popularity).

    - Piercing damage completely removed from the game

    - Actual exciting dungeons which require tactical teamwork and strategy, and not zerg and blow up.

    - More PVP game modes: Last one standing, CTF, regular deathmatch.. anything.

    Some very good suggestions. I definitely second the PVP game modes and the foundry playing a part in PVP, the reinvigorating the dungeons/making them harder or strategic.

    At first thought the increase of the level cap to 70 would be nice as well but, to implement this correctly they would have to do alot of leg work i.e. change the "excess XP" that was implemented for gaining XP while 60, potentially adding new encounters/dailies/at-wills/class features/ or even expanding the heroic and paragon trees to compensate the level difference to actual make the 10 level difference worth while. And that would be for each class. Plus you would potentially need not just 1 new map but a whole new area with maybe 4 or 5 maps that were 61 -70 exclusive. That would lead into new dungeons for level 61- 70 as well and even 70 exclusive ones. An obvious PVP change would be necessary as well.

    Even all that is probably the tip of the iceberg of what would be needed for the bare minimum to make it work. And that seems a bit too much for cryptic to handle as of right now.

    What I think they should really do is postpone the new mod for a bit and actually dedicate some time to actually fixing or atleast looking at the many bugs in the game/individual classes before they go an add another class or anything else and make that bug list even larger than it already is. I think the entire community would be alot happier and ok with a decision like that. Giving NW a "fresh start" for the new year
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited January 2015
    I'm 100% with PandaPaul's idea of improving PvE. I have no issue running Guildies or PUGs through Dungeons helping them gear up, and/or learn the content. In fact I enjoy it... :cool:

    However, I'd love to have a legitimate challenge inserted back into PvE w/some sort of enticing reward up for grabs. Be it awesome new gear, RP items, random new thing, etc. I'm all in favor of it.

    Mod 6 is a big one, and I'm looking forward to what the Devs have in store for us! :)
    va8Ru.gif
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited January 2015
    henry404 wrote: »
    20K. proper ROFL

    Why not? That's barely half of a blood ruby.

    Are you saying completing a tier 2 dungeon is not even worth half of a blood ruby?

    Has Cryptic conditioned us that everything have to come from the auction house/zen store nowadays?
  • frishterfrishter Member Posts: 3,522 Arc User
    edited January 2015
    Why not? That's barely half of a blood ruby.

    Are you saying completing a tier 2 dungeon is not even worth half of a blood ruby?

    Has Cryptic conditioned us that everything have to come from the auction house/zen store nowadays?

    Maybe not a static 20k (such as for t1 stuff), but if we averaged 20k a dungeon run it'd still be over 200 dungeon runs for a legendary.
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  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited January 2015
    tousseau wrote: »
    That would certainly represent a good amount of time to level up an item (not counting the other 6 - or more for extra sets)... but as I fear Cryptic/PW would see that as cutting into their bottom line, I don't see it happening anytime soon...

    100 dungeon runs per legendary seems about right.

    but the best way to do that without adding more toxicity to the player base, gs elitism, and speed runs is to simply adjust the ICD on dragon hoards in dungeons. balance it so you average 40k rp per 30 minute run. If you wanna speed through them in 15 minutes you double your epic drops/salvage but you still maintain the same rate of RP (and thus it'll take you 200 runs per legendary). If you are in a lower geared group of newbies and just learning how to play you still get 40k rp per 30 minutes, so if it takes you an hour to do karrundax you get 80k rp (and thus it'll take you 50 runs per legendary)

    Then add legendary difficulty versions of all existing dungeons with lvl 65 mobs and put blood rubies in the chest at the end, in addition to the above RP from hoards.

    but hopefully mod 6 has a complete revamp of the refinement system instead of bandaiding the existing system. an XP system with no clicking/carpal tunnel, and throw in a coal ward requirement at each level up so PWE can still sell us stuff from the zen shop. still "f2p" eventually if you wait long enough for the 7 day boxes, find a way to farm ad and buy em off other players, or whip out the cc.
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited January 2015
    This thread has one substantial flaw: Right now you can file requests for Mod 8, not 6.
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  • loboguildloboguild Member Posts: 2,371 Arc User
    edited January 2015
    tousseau wrote: »
    In other words... it should be a wish list for whats coming in 6 months?

    Yes. There is no chance they incorporate new stuff for Mod 6 right now. But some of the issues are long-standing things, which might be on their radar.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2015
    loboguild wrote: »
    Yes. There is no chance they incorporate new stuff for Mod 6 right now. But some of the issues are long-standing things, which might be on their radar.

    Well I'd say that depends. Some kind of small change could probably still get into mod6 but it'd have to be pretty small, and an idea that makes people double take and say "lightbulb"
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