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Everyone wants changes but what NWO really needs is more content.

s1lv3rdrgnforums1lv3rdrgnforum Member, NW M9 Playtest Posts: 264 Arc User
edited January 2015 in General Discussion (PC)
I'll try to keep this short.

1. GS is out the roof. Cryptic released artifact equipment to prepare for the onslaught that was Tiamat. Giving players that carrot to push Zen/AD sales and meet the WotC theme for the year.

2. After mod-5 the only content that is still viable is .. Mod 5 content. All previous content is both unrewarding and not challenging. GS has made every dungeon (even epic DV) easy. Dont believe me? Check AH. Ancient gear is going for rock bottom prices because CN can be farmed in less than 25 minutes. This leads to more players having higher GS which makes more content obsolete. Very very soon, there will be no content left that will hold the player base attention and a mass exodus to something new will occur.

3. In my humble opinion, what NWO needs is a massive balance update. The content needs to be tuned to the gear that Cryptic has released. Cryptic/PWE needs to stop handing out candy (green companions, useless trinkets, basically everything that was the winter festival) to keep players around and put their noses to the keyboards and make some real content.

4. The Forgotten Realms is a fantastic but aging setting. NWO (Cryptic) has captured some very memorable parts of the campaign setting but the current content is as stale as re-playing Neverwinter Nights or Icewind Dale. This whole Tiamat thing is a dead end. FR book publications in 2012 equalled the combined number of publications in 2013 and 2014. Cryptic needs to collaborate with Ed Greenwood, WotC, RA Salvatore, whoever is authoring the future of FR but things need to move on -- for NWO's existance and maybe even FR's continued relevance.
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Post edited by s1lv3rdrgnforum on
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Comments

  • bakaslambakaslam Member Posts: 139 Arc User
    edited January 2015
    I strogly disagree.
    What Neverwinter needs now is to make better what we already have.
    Didn't you notice how the quests after lvl 20 gets boring and all similar? The real storyline develops untill Linkletter and then dies (they take the storyline back few times but that's it).
    Do we still need to mention all the from drops problem? How about Dominy and dungeoun?

    The game for the moment is pretty great but what it needs is to fix all the little yet important problems it has.
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  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2015
    bakaslam wrote: »
    I strogly disagree.
    What Neverwinter needs now is to make better what we already have.
    Didn't you notice how the quests after lvl 20 gets boring and all similar? The real storyline develops untill Linkletter and then dies (they take the storyline back few times but that's it).
    Do we still need to mention all the from drops problem? How about Dominy and dungeoun?

    The game for the moment is pretty great but what it needs is to fix all the little yet important problems it has.

    Have to disagree, content is what's needed, though bug fixes should come with it. the story that you find so important, even if it was a masterpiece of literature put into video game form, would only entertain the first go around. To keep people you need content that challenges them, excites them, and gives them a sense of victory when the complete it. The faceroll content we have at current powerlevels does not do this.
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  • lerdocixlerdocix Member Posts: 897 Arc User
    edited January 2015
    Well, its not much about the quantity of the content as much as its about quality.

    Dragon well is definitely "weakest" of all mods in my opinion.

    Apparently foundry fulfills the content needs or at least is supposed to, but what about group content? 90% of dungeons are nothing more then hack&slash mindlessly trash and bosses, no tactics involved, no different stages of the fight and when you are overgeared like most players are, its HAMSTER easy and bosses take sometimes just a minute.

    More variety is what is needed. Since old content won't be revamped, they should think about it for the new one.
  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    edited January 2015
    tousseau wrote: »
    It seems the foundry has a function allowing the player to set a difficulty level at the begining... why could we not have that option for the regular dungeons?
    The Foundry offers no such feature directly. Those difficulty levels are manually created by foundry authors, it is actually a fairly cumbersome and painful task to add difficulty selection in a Foundry quest.
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  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2015
    lerdocix wrote: »
    Well, its not much about the quantity of the content as much as its about quality.

    Dragon well is definitely "weakest" of all mods in my opinion.

    Apparently foundry fulfills the content needs or at least is supposed to, but what about group content? 90% of dungeons are nothing more then hack&slash mindlessly trash and bosses, no tactics involved, no different stages of the fight and when you are overgeared like most players are, its HAMSTER easy and bosses take sometimes just a minute.

    More variety is what is needed. Since old content won't be revamped, they should think about it for the new one.

    My understanding is in STO they revamped some old content to a new level cap, so never say never.
  • frishterfrishter Member Posts: 3,522 Arc User
    edited January 2015
    CN prices are also rock bottom due to the fact that artifact weapons are easier to get and perform better.

    Anyway the game needs a lot of work that is just hard to actually deliver in time. Current stuff needs polished, new stuff needs to not be released as a mess, new content needs to be engaging, enjoyable and compelling.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited January 2015
    frishter wrote: »
    CN prices are also rock bottom due to the fact that artifact weapons are easier to get and perform better.

    Anyway the game needs a lot of work that is just hard to actually deliver in time. Current stuff needs polished, new stuff needs to not be released as a mess, new content needs to be engaging, enjoyable and compelling.

    JC rings are also superior to cn rings so their price went down.
  • frishterfrishter Member Posts: 3,522 Arc User
    edited January 2015
    charononus wrote: »
    JC rings are also superior to cn rings so their price went down.

    A bummer since I have 2 of each boe. I kept a supply in case I wanted any for alts...
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  • sanctionforpeacesanctionforpeace Member Posts: 8 Arc User
    edited January 2015
    1. Agreed.
    2. Not so much... People still need to get Astral Diamonds to buy it. Very true though, you can easily get T1-2 for less then 100k AD. That's without enchantments though and artifacts.
    3. Balance? PvP or PvE? PvE just needs a choice of map mode. I remember doing a Foundry where I was given the choice of Normal, Medium, Hard and Elite.. Elite had a ton of Elites, patrols that were elites and dozens more normal mobs and super elites. It was fun as hell to do and really made me work on my rotation and become a PvE master. Give people the choice and make Elite a <bleep> terror on epic dungeons that's actually rewarding and difficult as all hell.
    As for PvP...5, 10, 15, maybe 20... 10k GS people could MAYBE take down any class of a 20k+ GS. MAYBE. Really unlikely.. PvP ABSOLUTELY NEEDS GEAR SCORE CAPS. I'd suggest them to be in brackets of 5k. 4-8, 8-12, 12-16, 16-20, 20+. It soothes out the gaps dramatically nicely, and the difference isn't so major that it could still ruin the game. Since you'd be in your GS bracket you'd be fighting people on par essentially with you not fighting a guild or clan of 22k+..
    As for the content returns, well for things like holidays in games I never expect much usually always aesthetics. It would be nice to get a real grind on and get actually decent holiday items like a permanent 75%, 80%, 100% or even 110% mounts and some more things that are festive...Why the hell is the Winter Festival zone the only place with snow on it? Simple things... I do highly agree. Especially with quest rewards. At level 60, I shouldn't be finding any damned unidentifiable items especially IN QUEST REWARDS. That's <bleep>. Especially greens. I'm the person who likes to soak up the PvE content and level out as slow/fast as possible.. I did virtually and I do mean this, virtually EVERY quest in this game. I've maybe only gotten 2 or 3 Rares (blue items) and ZERO Epics (purple/violet items.) That's just screaming out "If you want real gear. GO BUY IT!"
    4. 100% agreed.
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited January 2015
    bakaslam wrote: »
    I strogly disagree.
    What Neverwinter needs now is to make better what we already have.
    Didn't you notice how the quests after lvl 20 gets boring and all similar? The real storyline develops untill Linkletter and then dies (they take the storyline back few times but that's it).
    Do we still need to mention all the from drops problem? How about Dominy and dungeoun?

    The game for the moment is pretty great but what it needs is to fix all the little yet important problems it has.

    Disagree with what this guy said.

    I do believe Neverwinter needs more endgame content. Not dailies and powercreep we have to buy at the auction house. Endgame is a bit lacking especially for players who have invested time and resources into the game.
  • onecoolscatcatonecoolscatcat Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 575 Arc User
    edited January 2015
    Neverwinter needs far more than new content. It needs a ground-up redesign. Specifically but not inclusively:

    1) Separate PvP from PvE. Powers/feats need to behave differently when flagged for PvP. There's no other way of balancing PvP/PvE. They're completely different.
    2) Unique roles for every class. ATM it's all about DPS with a smidgeon of healing thrown in.
    3) Different stat softcaps for every class and paragon path. Bonus points if softcaps get further modified based on paragon feat choices or other factors.
    4) The Economy: Decide how players make AD. Arrange the game accordingly.

    Neverwinter's current state?

    "Things are borked."

    I see no consistent long-term development plan, rather a series of random moves designed to treat symptoms rather than fixing long-standing deeply rooted faults. Neverwinter isn't building upon itself. It's sprawling all over the place.
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited January 2015
    Some of the problems are self-inflicted though. I agree that within the current system, you would want more (challenging) content on top of the existing one at first, but that is caused by the way the devs structured the progress in this game specifically in Mod 5.

    Mod 1 and 2 were fine next to each other but early and long-standing bugs to the MC/VT fights let people progress much faster than anticipated. Mod 3 was placed on top of the two, both in difficulty and requirements. You needed three boons, BI gear and 12k+ for KR. The Mod had other serious problems that ultimately made it a fail, but at least not every newish player could instantly participate.

    Mod 4 then was placed next to the other three which at that point was a good idea because people were already complaining that you needed to to through the first campaigns to get to the third one. I thought they would move on with that system, placing some campaigns on top of the current content and make it considerably harder while other Mods add more choices at lower tiers.

    But Mod 5 completely broke the whole thing. Tiamat as your new capstone content does not offer an upgrade in both difficulty and requirements, meaning that every player at 60 basically can start right away with farming the HE. That leads to the current, lackluster, situation:
    • New players are getting bored faster than ever, because they outgear everything in a heartbeat and then sleepwalk through the older campaigns
    • Older players have no challenge and are confronted with inexperienced scrubs because the content caters to them

    If Tiamat was harder and had another upgrade in requirements from Mod 4, the situation would be a lot different. Because new players would have to go through Mod 1,2, then 3, then 5, they would be forced to build experience and gear along the way. I mean what's so bad about this? Bringing up new toons, you basically can do all four campaigns at once. No wonder players are screaming "too much dailies" when they can do all the stuff simultaneously.
    On the other hand, older players would have challenging content plus probably a legit possibility to farm, because the market would not have crashed as bad if fewer players were allowed into Tiamat. Imagine 50k+ ADs per Tiamat run, that would be absolutely legit for 20 minutes.

    That's why I think just adding new content on top of a ****ty system does not help on the long run. There has to be some sort of restructuring or retooling of older content first because if you continue with the current meta, the problem does not disappear. After Mod 6, you would make another thread that we need more content faster because everything is so easy and outgeared.

    Btw.: I disagree that older content is a complete afterthought. Mod 1 and 4/5 offer nice ways to get ADs farming the campaign, but they have to add something equal in Mod 2 and 3. Mod 2 is an easy choice: Just make the Eye of Lathander BoE. I have no clue for Mod 3 tbh.
  • shaddomastershaddomaster Member Posts: 16 Arc User
    edited January 2015
    Sounds just too, too elitist. Basically saying that "inexperienced scrubs" should be controled & excluded so that you could get on with your own farming?

    I think that new players get bored easily because just about 95% of all quests are hack & slash step&fetchers. No brains needed or desired. Just about no story line or character development.
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited January 2015
    Sounds just too, too elitist. Basically saying that "inexperienced scrubs" should be controled & excluded so that you could get on with your own farming?

    I think that new players get bored easily because just about 95% of all quests are hack & slash step&fetchers. No brains needed or desired. Just about no story line or character development.

    Not really. There are already dozens of dailies and heroic encounters and dragons and random tiamat zergs for everyone to enjoy. This game needs balance and right now, there is no content for players who have invested time and resources into it. The end game is purely buying refinement stones at the auction house.
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited January 2015
    Sounds just too, too elitist. Basically saying that "inexperienced scrubs" should be controled & excluded so that you could get on with your own farming?

    I think that new players get bored easily because just about 95% of all quests are hack & slash step&fetchers. No brains needed or desired. Just about no story line or character development.

    Well let me ask you: What's so bad about the fact that players playing since beta and having higher geared chars have access to more content? Sound fair to me. I mean, I'm not familiar with other MMOs at all, not even WoW, but is it common that you can instantly hop to the latest content without having to grind through earlier stuff?

    Ideally though, the game would offer farming opportunities for all players in all Mods. Which isn't the case and Mod 2,3 being specifically bad. The progress is skewed, there is no plan behind it. And it shows in threads like this.
  • frishterfrishter Member Posts: 3,522 Arc User
    edited January 2015
    Sounds just too, too elitist. Basically saying that "inexperienced scrubs" should be controled & excluded so that you could get on with your own farming?

    I think that new players get bored easily because just about 95% of all quests are hack & slash step&fetchers. No brains needed or desired. Just about no story line or character development.

    What do you want to do when you done tiamat? If you join at 10k you've missed all of the content and have no reason to run any of it anymore. Maybe you'll decide to do it once or twice for the hell out of it, but it'd be even more of a stompfest and you don't get anything out of it. Then again, maybe I should be glad people are fine with rushing to have nothing to do. When you have such low requirements, you ruin it for yourselves and for other players. Entering WoD is fine by me, entering the raid is kind of silly with pretty much default l60 gear.
  • kr3ndkr3nd Member Posts: 132 Bounty Hunter
    edited January 2015
    loboguild wrote: »
    Well let me ask you: What's so bad about the fact that players playing since beta and having higher geared chars have access to more content? Sound fair to me. I mean, I'm not familiar with other MMOs at all, not even WoW, but is it common that you can instantly hop to the latest content without having to grind through earlier stuff?

    Ideally though, the game would offer farming opportunities for all players in all Mods. Which isn't the case and Mod 2,3 being specifically bad. The progress is skewed, there is no plan behind it. And it shows in threads like this.

    I played wow and a bunch of other MMO, for example in WoW there were different tier raids, and you did not have to sweat blood to get into the new content.
    Only thing you needed was a guild to play in, they did lower level raids to gear new members, then allowed them to play with them in the actual content.

    So lets draw parallels between wow and nwo:
    You can get previous content gear easily since it is useless for the actual content.

    Then I may ask you what is your problem, the progression is already superslow and limited, if you look at jsut getting the black ice gear after getting to ICW if you do everything everyday, then its min 35 days, but getting to ICW is min 2 weeks of doing dailies in DF, so here we are at 50 days and still don't have HAMSTER on the char.
    And then you are still nothing with the T3 set, because you have to get your enchants and epic enchants to max level, which is an other tons of AD, while you still did not start refining your artefact.

    While you old beta goats already have an army for AD farming/invoking for coal ward is not even required for u since u have perfects for a year or.

    The thing you are talking about where you have to grind before participating to the actual content are the asian grind till you get blind games, I played a lot of them and always ended up creating my own scripts and not having fun at all, because of grinding is ****in boring.
    But in those games new content always came with a level cap increase, so you with a maxed gear could reach easier the next cap, but then norhing more.

    I was really happy when I fould this game, because all I wanted is a game without pay to win mechanism,this is a long term game, that is fine, but I bet I would have had more fun if I joined at beta or Mod 2, since that time you did not have to have perfect everything to be competetive.

    Btw I understand you are bored, in WoW 90% of my time i was jumping in a circle all around for hours, but there are still a lot more thing to do, pvp is HAMSTER, but at least dynamic.
    Anyway I was thinking of playing only between 10-59 and doing pvp, because I had more fun before reaching this damned level cap.

    And one thing wow did better with gear :
    In PvP you had 2 main currency, Honor and Arena point.
    From honor you could get a gear like here profond and with arena point you could get the best pvp gear.
    When the new content arrived, you could buy the previous arena gear from honor.
    And still be at least competetive, there were no as big differences as we have here, since profound is useless compared to black ice gear and it was a lot of hard work to get it for nothing.
    So new players had chance to participate in everything after 1-3 weeks strugling.

    I am not saying this game is bad as it is, but i dont want to have more restrictions, since someone who plays 20 hour a day thinks it would be fair to give less chance for new players to participate in the game, in this case the game wll die in half a year, because some old player might stop playing and new won't come.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited January 2015
    In my opinion, there can never be too much content. If there were to be a semblance of such, it wouldn't be because there's "too much content." This is a PvE focused game based on a massive, well-known, and very popular D&D Campaign Setting. In that respect, I look forward to traversing the rest of the Realms, in due time. Indeed.
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited January 2015
    frishter wrote: »
    What do you want to do when you done tiamat? If you join at 10k you've missed all of the content and have no reason to run any of it anymore. Maybe you'll decide to do it once or twice for the hell out of it, but it'd be even more of a stompfest and you don't get anything out of it. Then again, maybe I should be glad people are fine with rushing to have nothing to do. When you have such low requirements, you ruin it for yourselves and for other players. Entering WoD is fine by me, entering the raid is kind of silly with pretty much default l60 gear.

    That's exactly the point I'm making. Yes, start now and the campaigns feel utterly boring and long and sucky, but those that played the content when it was fresh didn't feel that way because we had MC and VT and all the other, more or less, challenging stuff that came alongside it.

    I would let fresh players take the same path. Do Mod 1 and 2, get T2 gear. Move on to M3 and Black Ice and then have access to Artifact gear.
    You now why CN gear has fallen to an all-time low? Yes one thing is that players roflstomp Draco nowadays, but the other thing is that CN weapons are simply not needed because any fresh 60 can have instant access to Artifact weapons. If you would be forced to do earlier content first, then CN weapons would be BiS or near BiS for a good bunch of your early post 60 experience and prices would rise again.

    This would need some severe changes to some areas of the game, especially Mod 3, but it's possible.
  • kr3ndkr3nd Member Posts: 132 Bounty Hunter
    edited January 2015
    loboguild wrote: »
    That's exactly the point I'm making. Yes, start now and the campaigns feel utterly boring and long and sucky, but those that played the content when it was fresh didn't feel that way because we had MC and VT and all the other, more or less, challenging stuff that came alongside it.

    I would let fresh players take the same path. Do Mod 1 and 2, get T2 gear. Move on to M3 and Black Ice and then have access to Artifact gear.
    You now why CN gear has fallen to an all-time low? Yes one thing is that players roflstomp Draco nowadays, but the other thing is that CN weapons are simply not needed because any fresh 60 can have instant access to Artifact weapons. If you would be forced to do earlier content first, then CN weapons would be BiS or near BiS for a good bunch of your early post 60 experience and prices would rise again.

    This would need some severe changes to some areas of the game, especially Mod 3, but it's possible.

    Yeah and I bet you would still enjoy stomping them in pvp, while they have no acces to any kind of gear.
    I am a special kind of player who is here for the combat system and the pvp, if there would be normal pvp balance I would enjoy it right now too.
  • s1lv3rdrgnforums1lv3rdrgnforum Member, NW M9 Playtest Posts: 264 Arc User
    edited January 2015
    Some really great posts in there. I hope Cryptic is reading this - and to Zebular's slight point at the end -- I do hope we traverse the realms and that there's plenty more to come. The problem is.. how do you go back? NWO has followed the FR timeline fairly religously and until WotC says "this can happen in Waterdeep" or "that can happen in Luskan" .. NWO cant "create" material. I posted in another thread about adding social zones. You can add Baldurs Gate, Daggerfall, Thay, the Sword Coast.. any number of places - as long as they dont challenge the storyline. The minute you have Zhentarim plotting in Daggerfall - either NWO forks from the FR timeline or the timeline has to keep up with NWO. What you could have though is the foundry system in all of those places -- allowing players to create material designed around those awesome story foundations. Right now though, I dont think the foundry gets near enough credit or attention (because I would bet, it doesnt drive Zen/Ad sales)
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  • loboguildloboguild Member Posts: 2,371 Arc User
    edited January 2015
    kr3nd wrote: »
    Yeah and I bet you would still enjoy stomping them in pvp, while they have no acces to any kind of gear.
    I am a special kind of player who is here for the combat system and the pvp, if there would be normal pvp balance I would enjoy it right now too.

    Yeah c'mon, you are ****ting me right? You need to have three boons and 10k+ for IWD. My proposal would be 14k+ for Tiamat and a completed campaign. If you want to have access to full gear asap, throw 75$ at the game, buy your campaign unlock and gear or play the effing game for a month or two before you get access to the best stuff available.

    That's not only reasonable, it's generous. People might wanna stop calling for new content when they are unwilling to even put minimal effort into reaching the endgame.

    Btw.: The PVP GS discrepancy is something we're discussing since ever around here and there's a decent chance Mod 6 could deal with that. So don't bring up HAMSTER. If right now you are getting bashed by folks with seven legendaries, that also will be the case with a higher requirement for Tiamat and the corresponding Artifact gear. The need of a more competitive and balanced PVP (queue) system is a complete separate issue.
  • rarefactionrarefaction Member Posts: 0 Arc User
    edited January 2015
    This game is very frustrating for fresh 60s. I've seen players that get bogged down by dailies and it turns players into solo players. The graphics are wonderful. The gameplay is awesome. I've played DDO before and this game is just awesome in comparison but Sharandar is ridiculous. Add on top of that, Dread Ring, Icewind Dale, Tyranny of Dragons, Tiamat grinding, tier 2 dungeons are useless, people too busy grinding Tiamat to run anything else except for their occasional break. It's over saturation and too solo play.

    Most people were anticipating Tiamat because maybe it would make for better guild community efforts only to find you can't always get into the same instance with your friends. Players came up with the idea to just click on the door at the same time but that still doesn't guarantee you get in with people you want to do group events with.

    I'd suggest polishing the existing content while adding something new. Imagine the new players and how they must feel. From a business standpoint, it's reasonable to appeal to fresh players and loyal players that have been here for a while. Increase the level cap.

    Level cap should be increased to lvl 65. You can't lvl to 65 until after you've obtained 8+ boons. Then when you reach lvl 65 you can get new gear, new content. That makes things easier to digest. It may also bring people that have decided they can't stand the lvl 60 grind out of the lowbie re-rolling loop because they will be able to properly pace themselves rather than ALL these hours of solo dailies plus MORE thrown at them.


    Guilds also should be a focus and community. If there was more than just having to be in a guild for gauntyl grym affiliation, there might be less toxic behavior. Tiamat should be fixed. If you are in a party, your whole party should be able to get in.

    A good guild reward system would be:
    If you have been in a guild for over a month, you get a 5% increase in damage. Something that rewards loyalty or maybe 5% experience boost or glory boost. Have an option to register your guild as pvp or pve and have the guild leader be able to choose what benefits their members will receive for being in that guild for a month. If the person leaves the guild, they no longer have those benefits and must start over in a new guild.

    Understanding that players like me are giving suggestions like this not to frown on this game or criticize but because I like the game and want to see it become the game it could be. I feel like the staff are underestimating the product they have.

    Please lower some prices on the zen market. 50 dollars to complete dread ring, 50 to complete sharandar for just one toon is unreasonable. Legendary mounts are also a joke. If it's a legendary mount, they should function better than the epic ones. Movement speed should be 120. Not 110.

    Tier 3 dungeons for lvl 65 would be awesome too.

    Is there any real point for tier 2 armor in dungeons anymore? Most people just end up either grinding for pvp gear or grinding for black ice gear which promotes...you got it...more solo play! Now people just grind well of dragons for all that gear. So we got all these tier 2 dungeons that nobody really wants to run anymore except to be nice to the new player that doesn't know any better or have never seen the dungeons. Breeze through it as it's sooo easy now.

    Lvl 65 pvp all for just the lvl 65's. No having to bother with their 25k gs being overly tainted with fresh raw meat.

    Lvl 60's can't lvl up until they've reached a good point up the ladder.


    Oh and these artifact weapons to lvl up, the cloak...well...that's just annoying. Lower the required amount of refinement since the cooldowns on dragon hoard enchants are ridiculous.
    Reward loyal players.

    The leaderboad needs to either go or be revamped. It's just useless and people cheat up the ladder. Some don't but many do!

    Implement a reward system for lvl 65 pvp (First page rewards) only after making sure the right fixes are made. For lvl 60 leaderboard no rewards for being on the top. This will give incentive for people to want to reach 65 rather than just be lvl 60 forever.

    In pvp, last person who hits the target gets credit for the kill. What it should be is more like, whoever has the most dmg on the target gets credit. Warlocks might get upset ;)

    So clerics and tanks don't feel left out for being support class, why not have heals and dmg taken in the mix just like skirmishes and dungeons?

    I'm sorry but there's so much new stuff being added on to the game with no balance. You can have both worlds. Do you guys need to hire more people or what?
  • finmakinfinmakin Member Posts: 456 Arc User
    edited January 2015
    This game is very frustrating for fresh 60s. I've seen players that get bogged down by dailies and it turns players into solo players. The graphics are wonderful. The gameplay is awesome. I've played DDO before and this game is just awesome in comparison but Sharandar is ridiculous. Add on top of that, Dread Ring, Icewind Dale, Tyranny of Dragons, Tiamat grinding, tier 2 dungeons are useless, people too busy grinding Tiamat to run anything else except for their occasional break. It's over saturation and too solo play.

    Most people were anticipating Tiamat because maybe it would make for better guild community efforts only to find you can't always get into the same instance with your friends. Players came up with the idea to just click on the door at the same time but that still doesn't guarantee you get in with people you want to do group events with.

    I'd suggest polishing the existing content while adding something new. Imagine the new players and how they must feel. From a business standpoint, it's reasonable to appeal to fresh players and loyal players that have been here for a while. Increase the level cap.

    Level cap should be increased to lvl 65. You can't lvl to 65 until after you've obtained 8+ boons. Then when you reach lvl 65 you can get new gear, new content. That makes things easier to digest. It may also bring people that have decided they can't stand the lvl 60 grind out of the lowbie re-rolling loop because they will be able to properly pace themselves rather than ALL these hours of solo dailies plus MORE thrown at them.


    Guilds also should be a focus and community. If there was more than just having to be in a guild for gauntyl grym affiliation, there might be less toxic behavior. Tiamat should be fixed. If you are in a party, your whole party should be able to get in.

    A good guild reward system would be:
    If you have been in a guild for over a month, you get a 5% increase in damage. Something that rewards loyalty or maybe 5% experience boost or glory boost. Have an option to register your guild as pvp or pve and have the guild leader be able to choose what benefits their members will receive for being in that guild for a month. If the person leaves the guild, they no longer have those benefits and must start over in a new guild.

    Understanding that players like me are giving suggestions like this not to frown on this game or criticize but because I like the game and want to see it become the game it could be. I feel like the staff are underestimating the product they have.

    Please lower some prices on the zen market. 50 dollars to complete dread ring, 50 to complete sharandar for just one toon is unreasonable. Legendary mounts are also a joke. If it's a legendary mount, they should function better than the epic ones. Movement speed should be 120. Not 110.

    Tier 3 dungeons for lvl 65 would be awesome too.

    Is there any real point for tier 2 armor in dungeons anymore? Most people just end up either grinding for pvp gear or grinding for black ice gear which promotes...you got it...more solo play! Now people just grind well of dragons for all that gear. So we got all these tier 2 dungeons that nobody really wants to run anymore except to be nice to the new player that doesn't know any better or have never seen the dungeons. Breeze through it as it's sooo easy now.

    Lvl 65 pvp all for just the lvl 65's. No having to bother with their 25k gs being overly tainted with fresh raw meat.

    Lvl 60's can't lvl up until they've reached a good point up the ladder.


    Oh and these artifact weapons to lvl up, the cloak...well...that's just annoying. Lower the required amount of refinement since the cooldowns on dragon hoard enchants are ridiculous.
    Reward loyal players.

    The leaderboad needs to either go or be revamped. It's just useless and people cheat up the ladder. Some don't but many do!

    Implement a reward system for lvl 65 pvp (First page rewards) only after making sure the right fixes are made. For lvl 60 leaderboard no rewards for being on the top. This will give incentive for people to want to reach 65 rather than just be lvl 60 forever.

    In pvp, last person who hits the target gets credit for the kill. What it should be is more like, whoever has the most dmg on the target gets credit. Warlocks might get upset ;)

    So clerics and tanks don't feel left out for being support class, why not have heals and dmg taken in the mix just like skirmishes and dungeons?

    I'm sorry but there's so much new stuff being added on to the game with no balance. You can have both worlds. Do you guys need to hire more people or what?

    Great post and i agreed on most points (not all).. kudo's
    But I do like to add my opinion to it..

    I am a fairly old school mmo player who started with Everquest 1 (best mmo thus far imho, regardles the low level graphic's compared to this game) but had great game mechanics.. One of them is the leveling process mechanics, which means a slow one (include the hell levels) compared to Neverwinter.
    When you died you lose exp and had to recover your own corpse to gather your gear, something i do not see in Neverwinter.
    What i do see in Neverwinter is that players are able to level up from zero to max level in a couple of days which is ruining the game imho.

    What i do like to see is that in principle the whole game needs to be revamped, fix the old bugs and issues first before bringing in new content.
    Slow down the leveling proces and include a negative exp when you die, make players run to their corpses when they die to gather their equipment.
    Fix the que system so that every group must contain of atleast a Tank and a Healer before making the group ready for a dungeon (this way it will bring the tank class back in the game (as it should be).
    Fix the current known bugs in the dungeons.
    Fix the class issues as the Developers want to have it in the game, and not what players want because that kind of discussions are everlasting.
    Make new zones unaccesable for players who havent reached a sertain point in their leveling process like we have with IWD at this point..

    I can go on and on but leave it at this point
    Ogguk The Beholder… Justicar Paladin Tank/ Healer
  • finmakinfinmakin Member Posts: 456 Arc User
    edited January 2015
    kr3nd wrote: »
    Yeah and I bet you would still enjoy stomping them in pvp, while they have no acces to any kind of gear.
    I am a special kind of player who is here for the combat system and the pvp, if there would be normal pvp balance I would enjoy it right now too.

    May i remind you that Neverwinter is a PVE orientated game with some PVP extension ??
    Ogguk The Beholder… Justicar Paladin Tank/ Healer
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited January 2015
    the game absolutely needs pve endgame content.
    remember the feel when you died 10 times at the first boss of karrundax??
    i want to have that feel again as soon as possible.

    about rewards just give people ****ing refining points not bound on pick up

    add 2 official pvp maps

    allow pvp foundry

    and this would keep players happy

    another thing that the game needs it s 1 person whose full time job is fixing bugs and 1 more person working with gentlemancrush at balancing.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited January 2015
    kr3nd wrote: »
    Anyway I was thinking of playing only between 10-59 and doing pvp, because I had more fun before reaching this damned level cap.

    Level 10-59 pvp is so much better balanced that there are entire guilds devoted entirely to pre-60 pvp. Kind of tells you that part of the problem is the capstone feats but another part of the problem is gs. GS prior to 60 can be outta whack but not even nearly as badly as level 60.
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited January 2015
    Level 10-59 pvp is so much better balanced that there are entire guilds devoted entirely to pre-60 pvp. Kind of tells you that part of the problem is the capstone feats but another part of the problem is gs. GS prior to 60 can be outta whack but not even nearly as badly as level 60.

    It is debatable. The only reason 10-59 PVP is more balanced is because there aren't enough people who make premades pre-60 and so the matchmaking isn't able to make unwanted matches.

    I still contend that enchantments should have level requirements (at least especially in PVP). Rank 5 requires level 40, Rank 6 requires level 50, Rank 7s and above require level 60.
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