I'm not saying that dailies should take ages to complete but killing mobs with one encounter got old pretty quickly. You didn't need to use any dodges, barriers or any other stuff because difficulty was laughable.
In mod 6 there are new instances, new greater artifacts and a lot of new stuff to get or refine. Now players will be divided into two groups - casual free to play PvE players or hardcore pay to win PvP. If I feel no urge to pay as a PvE player I can at least have fun while fighting mobs and for the first time after months or even years use potions, dodges and any type of strategy to fight with mobs.
And if it's really too difficult to solo hang out with friends - after all we play this game together.
I tend to agree with some of the other posts here, it's overtuned. Solo content should be soloable by any character that isn't playing a "group" spec as soon as they have the requirements to enter the zone. And at least in IWD it definitely doesn't feel that way.
Specifically, with my level 60 GWF who's only a small amount over the minimum gear for IWD on live, I was finding that in the Biggrin's Tomb instance even the basic attacks (no red circle) by mobs were now taking significantly more of my character's life. Killing them didn't seem much different, but survival was an issue unless I played very carefully. While I think I probably could have completed it solo without dying, it would have been rough. Noticeably harder than on live, and personally I don't consider it a faceroll there with minimal gear.
It's fine to up difficulty for group content, or even new content. But upping it for old solo content without also increasing the gear requirements for entrance to these areas, and the rewards for doing the content, is going to be a problem. Particularly for newer players.
I also thing that games like this need to be designed for the average player which wants to enjoy a few hours a week in the game. My fear is that those players will soon get frustrated in the end-game zones.
Put harder content into dungeons. That's fine. It was that way before module one. Keep solo content "easy" and enjoyable. Do not force us to do solo content in groups (except HEs of course, which are designed for more than one player). There are people who prefer playing on their own, even if it is a MMORPG.
Let's keep the increased difficulty for at least a few weeks.
Players will try to find new ways to overcome the increased difficulty.
pve guilds might actually become useful again or dare I say .... necessary.
The big spenders will spend money to overcome the new difficulty.
After a month, if there are still too many complaints, lower the difficulty a tiny bit.
There should be SOMETHING in the game that is at least a little challenging when players are all decked out in Mythic and Rank 12s. But the rewards should be commensurate. What is there special to be got in IWD?
I do test Well of Dragon with my CW at level 61 (upgraded to 70) in Eternal gear.
I do it in perma-freeze oppressor with both new feat.
>> Potion are very too little. At 50k HP, they only give 8.5k back.
>> The life-steal change is very punishing.
>> Standard pack of mob is *doable*. I can only survive the fight because of the perma-freeze and I do some kitting if there's control immune mob.
>> The prison mini-donjon is very difficult to do. I skip all optional combat and I died a lot. I was never able to pass the boss at the end because the boss and hos 2 add hit me for 20% to 40% of my life per hit and they aren't freezable.
0
doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited March 2015
On a side note... . I personally find it WAY too easy to level up ... and there is a x2 xp weekend? Do we even need those? You can level to 60 with a week of dedicated playing ... casual players can probably take a few weeks. Hardcore players can hit 60 in a weekend and x2 xp can mean those types of players can do it in a DAY!
First off ... this game should NOT be so easy to hit cap BEFORE you even reach the last quest line.
Flow of game play and content should be as follows:
Main story line (weak story or not) needs to present a challenge ... a group might do it easy but a single person would have trouble. Enter in the side quest ... if you solo you will probably need to do side quests to help make you go through the story line a bit easier but still be challenging. However doing all side quests should NOT put you 4 levels above the main quest of the area. Side quests if doing them all should put you no more than 1 or 2 levels higher than main story and should give you just enough gear edge to complete the main story quest by the skin of your teeth. ***not all quests are created equal so in an ideal environment you would have different quests for different roles, tanks have a quest line they can do solo, DPS classes have a different one, and other support classes have theirs***
You should NOT be able to access endgame PVE content merely by turning level 60 you should be required to have done the story quests to unlock the end game content.
PVP should NOT level you so quickly ... it should take 20 or more PVP matches to even come close to leveling. This may hurt PVP only players but I think overall they would like it since they wouldn't out level their brackets so fast. But since this isn't a PVP only game it should be nothing more than a side distraction, perhaps some little extra way to earn AD ... very DnD based concept sell your skill to get gear or items you need to finish your quest lol. But it should not cause you out level your zone in just a couple of matches.
There should be ZERO way to hit level cap before the final area and its quest line without having done every single "optional" quest there is and even at that it still should be necessary to finish the story line to unlock endgame content. ITs a mild and small way to gate people and will certainly do a LOT to ensure people are learning to play their class effectively before taking on end game content.
This game apparently supports the selling of XP boosters so my only thought on that ... is if you want to promote players with multiple characters ... then once you have one max level toon then you can purchase xp booster insta levels your character to 60 and immediately unlocks endgame content. Must be done for each additional toon after the first or continue to play and level normally.
I personally think too much fast leveling hurts this game and needs to be re-evaluated and some other method for getting additional money should be looked into.
I also think that Sharandar and Dread Ring should maintain a progression flow ... story line if you will. You can't do dread ring until you finish Sharandar. The camapaign tasks should be something done to unlock the final dungeon in those areas and the final dungoen must be completed successfully one time before moving on to the next area/story line. Again if you want to add money then put a zen market item for about 10 - 20 dollars (about 1 month of play since that is about the time that is needed to unlock or get boons currently) that allows you to auto complete and unlock the final dungeon. Currently you can unlock the area dungeon pretty much right off and frankly that should be something you work towards NOT start out doing.
I powered leveled my trapper HR to 70 with tomes of experience. I made my new artifact weapon, purchased the new OH and leveled both to epic. Currently wearing level 60 CBI gear.. as I can't seem to locate any level 70 gear to purchase (that's not pvp based, don't have the currency).
IWD dwarven valley, I haven't tried Icewind Pass.. it reminds me of when mod 3 was just released. It was difficult, HE's were not easily solo'd. I was still able to solo minor HE's but it wasn't easy, it involved a few deaths if I wasn't careful. I'm not rolling in OP enchants either, I was 18.4k on live.
Normal mobs can still hit like a truck and I can die in few hits with 33k HP, however this is some what biased since I don't have up to date 70 armor and a higher health pool. The most annoying part are the mobs that have ranged attacks, especially the archers that have a slow. The lifesteal reduction is highly felt.
While some tuning maybe necessary, I think many people are used to the faceroll that's been going on live. Players need to be much more careful.
I'm going to have to revise my opinion. These changes go too far. I just spent a few hours running around Icewind Dale and was just getting absolutely clubbed. I was able to go through Biggrin's Tomb and mobs could be somewhat dealt with. But a pair of frost giants is pretty brutal to try and deal with. Attempting the 2-3 man Marauding Barbarian HE I was getting my head handed to me repeatedly. I was able to beat a few of them, but others were just impossible.
I specced to an Oppressor, slotted Orb of Imposition to try and keep enemies under control, to no avail. Enemies have such high Control Resistance that a frozen Bear Rider will only be frozen for a 1 second at the most...which is absurd. I was even running around with 70k HP and Shield on tab and couldn't handle more than 2-3 hits from enemies before going down.
From ACT, enemies around there have up to 60% DR. Even common enemies like Chillborn Zombies have attacks with a base damage of over 50,000 and most Raider attacks are in the 20-40k range. Facing more than two or three at a time is a deathwish.
That place is going to be an impassable nightmare for players.
I'm all for harder content. Really I am. But there's a middle ground here that the developers have missed. They've taken content where, before, enemies could be squished like grapes, to, now, basic daily questing is more hazardous than running an epic dungeon solo. And that's not an exaggeration. I have a much better chance of completing CN solo on live than I do completing Corrupted Wolf Pack on Preview.
i wrote some of it on page 2 - GWF 19.8k on live, gear - blue quest rewards + epic lvl 70 artifact weapon + personal + blue dex belt, 70k hp, pvorp and r8 played on and off since alpha. with lvl 70 epics id have some 10k+ more hp and a ****ton more stats so i doubt it will be challenging for a geared lvl 70
tried on cw - lvl 60 @ some 13k gs (no armor/weapon enchants, r5's), havent touched it since mod2, with some build/gear adjustments it should be doable, forgot even to add feats that got reset
with the new campaign ppl shouldnt be getting there before lvl 70 anyway, + there is sharandar, ToD and DR to grind before
OK now have you played your CW at all? As stated my concern is even at level 70 in high level gear AND enchants ... IWD is overly difficult for even just dailyes ... WoD isn't as bad but again on my CW things are much easier than on SW or GF ... GF gets surrounded and dead in a hurry but can have staying power ... however its boring to be fighting the same mobs for 10 minutes using Fighter Recovery ... SW ... well squishy DPS nuff said ...
I'm all for a challenge but making even doing simple dailies require such over gear craziness is just a bit much.
I continue to echo my sentiment leave the level 73 stuff for heroics and lairs/mini dungeons make them hard .. but just doing a normal daily such as fetch bones from a graveyard with a spirit wolf is a bit much.
Not everyone is unemployed and plays for 8 hours and NO ONE in this game wants to do anything that takes longer than 10 minutes ... don't believe me ... look at current dungeon life ... if a dungeon takes longer than 10 minutes people get mad and leave.
I remember clearly wanting to run Dread Vault ... why ... beacuse it was hard ... and I wanted a legitamately won MH weapon ... could I get a epic DV run in? NO .... why? most often given reason was ... it took too long for little reward ... yep ... TOO LONG ... so if people can't be bothered to do a dungeon proper ... then how do you expect a player base to take all day to run a circuit of dailys?
I'm not saying nerf it to easy realm ... strike a happy balance ...make it balanced for people that are in this blue gear with maybe R5 - 7 enchantments ... but don't go making it so that the only people that can do it solo are the ones in the mythic artifact stuff with R10 -12 enchants.
At least as far as dailies go ... again you wanna do that to lairs and dungeons be my guest ... i look forward to those being more group friendly/required ... but leave my daily quests as something that I can spend doing maybe 20 - 30 min for all of them in a day .. thats per character mind you ... not saying i want daily quests done in 20 minutes across 6 toons ... but a single toon shouldn't spend more than 20 minutes doing simple dailys .... right now as it stands it would 20 minutes to just do IWD let alone run DR or Sharandar ... have not done Tyranny dragons yet on Preview as most people that are on are doing something that doens't seem to involve anything i'm ever doing.
I'd offer up that at level 60 all the intro quests were SUPER easy ... drowned shore was done with ease, firey pit a bit harder but still done with ease ... once i got to spineward rise I was 1 - 2 levels above the content and it was pretty easy solo wise ... certainly could use some adjusting but frankly my toon was OP so not sure how it would be if I wasn't running with legenadry companions and R9-11 enchants in my elemental pvp gear ... but if I wasnt' it might be just fine because nearly ALL HE encoutners in the new areas are NOT soloable on my CW which is as it should be ... although I can solo the slaad one in spinward rise ...
I have yet to do a single epic dungeon so I have NO idea how those are ... so i'm only speaking towards every day content ...
I'm not saying nerf it to easy realm ... strike a happy balance ...make it balanced for people that are in this blue gear with maybe R5 - 7 enchantments ...
this is not a solution.
edit the difficult is right, what is wrong is the eccessive nerf to defense, lifesteal and regen
Daily PvE content should be geared for the average player -- that means blues and R6's, not all epics and certainly not legendaries and R10's. The hardest content in the game is always going to be other players, so we should consider the yardstick we're using before we deem PvE content as boring or difficult. The average player shouldn't be expected to have a build set up for the most difficult content in the game (which isn't Tiamat -- it's other players)
If we're talking about boredom, I submit that only the Foundry will properly solve that problem, but it requires a second hard look by the designers to make it really viable and desirable.
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My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
NO ONE in this game wants to do anything that takes longer than 10 minutes ... don't believe me ... look at current dungeon life ... if a dungeon takes longer than 10 minutes people get mad and leave.
and that is the reason this game is as bad as it is, it would be better to just get rid of those ppl, everybody wants everything and now, and devs listen to them. they said they want 25 min dungeons... dafuq why are there skirmishes then ?
i love the idea of harder content but it sould not be accross the board there needs to be a ladder efect ie 1 zone eassy 1 zone medeum 1 zone hard and 1 zone expert this alows everyone to find a area for them and to feel like there is somplace for them in the game and somewhere foir them to go
also when we asked for harder content we ment dongeons not daily grind
i love the idea of harder content but it sould not be accross the board there needs to be a ladder efect ie 1 zone eassy 1 zone medeum 1 zone hard and 1 zone expert this alows everyone to find a area for them and to feel like there is somplace for them in the game and somewhere foir them to go
also when we asked for harder content we ment dongeons not daily grind
It is *so* doable if we only had the tools! Consider this:
1. Update the Foundry so we have can have REAL bosses and REAL traps.
2. Update the Foundry so we can make dungeons that are much more interesting from a content standpoint (e.g. when I can create Cragmire Crypts *exactly*, it's probably good enough).
3. Dedicate one person at Cryptic toward testing and vetting dungeons that have been submitted for featuring (which makes a frozen copy).
4. Once the frozen, copied dungeon gets Cryptic's stamp of approval, the dedicated Cryptic person puts appropriate rewards, skill nodes, etc. in the dungeon, removes XP caps, removes enchant ICD's, etc. etc. as if it was an official dungeon, then features it, maybe on a special "featured dungeons" tab.
It can be done, and it's not difficult at all from a technical standpoint. Rinse and repeat for PvP maps, etc. etc.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
People have forgotten we are all fresh 70's. Think about once again when we have new gear, gear beyond this new gear and so fourth. What was once difficult won't be so much any more. While it will take time to reach that kind of output again, they are trying to make this new level 70 last.
Kind of like when eLoL and eSoT were first introduced. People said it was hard and as we progressed through the ToD campaign with even more boons and new gear (if people wore it) the content became "easy".
I stated in another post ... if ANY of you who say you want a challenge and you think the content is TOO easy then I suggest you look at your gear and your companions and remove everything ...
I'm not sure what your meaning here, but if it's a simple rebuttal for people who want challenge then sorry, but this is as empty and as constructive as l2p. With no progress, there is no game.
If you try to describe the appropriate gear level that should enter this area, then do not forget that this one comes after Sharandar and VT. Both of witch have the best weapon sets (better than the new artifacts at legendary) and after the option to get new level 70 gear and armor sets.
Earlier the screenshot I posted was an underpowered even with scaling, notice the power and HP, and yes i died, but i died soloing something I'm not supposed to, with a gear that is outdated.
I think this game shouldn't aim at the lowest common denominator and definitely an area/dungeon that was opened at some point shouldn't be an assurance of success. I'll give example from the current system, a party of 8700gs shouldn't be assured to succeed a t2 dungeon. can try, can bring friends to help, can even succeed, but a minimum is for people to enter. same with the zones here.
It should be done by the average player, and player who plays everything solo an MMO is not the average player i belive the content should be aimed at.
Perhaps there is some merit in waiting until people are of the appropriate level? Experience shows that PvE content (t2 post mod1) is getting nerfed but never buffed.
edit:
That "No one wants to do anything longer than 10 minutes" is totally baseless, I'm trying to tell you that I and many others want dungeons that take longer than 10 minutes, much longer, most of my friends left because there is nothing to do. When you manage to do VT with 4k GS (naked only MH/OH and armor enchant) run with no problems or Naked CN (only MH and OH for TR/HR, avarage gs is 5k) under an hour, it is a joke.
Daily PvE content should be geared for the average player -- that means blues and R6's, not all epics and certainly not legendaries and R10's. The hardest content in the game is always going to be other players, so we should consider the yardstick we're using before we deem PvE content as boring or difficult. The average player shouldn't be expected to have a build set up for the most difficult content in the game (which isn't Tiamat -- it's other players)
If we're talking about boredom, I submit that only the Foundry will properly solve that problem, but it requires a second hard look by the designers to make it really viable and desirable.
Exactly this. Daily content should be acheivable by normal players who just log on after work, play for a few hours, then go to sleep.
I'm not complaining about the harder content, it is fun to have some challenging PvE. On my TR and HR I had a great time DODGING around the enemy attacks and killing them, I managed to half do maruding barbarians before dying, then cleared it after respawn (on TR). My GWF hit like a wet noodle and did less dps and took more damage than both lower geared characters though, which is not good considering the whole problem with the class has been that a GWF needs to be in BiS gear to match Average geared other classes.
When it comes to heroics, Yes, they should be hard, but since our Daily quest relies on doing them, and with Icewinds population dwindling, There needs to be a way to get your daily done solo as well as grouped. The easy encounters that "Recommend" 2-3 people i'd like to see 3 average geared people that invludes a gwf try to clear it when one with 95k hp and the currently offered end game gear can barely even damage the barbarians. You can say "stack more power lol u need 20k+, upgrade artifacts more etc" but the majority of the playerbase isn't maxed out and probably wont be for a long time if ever. you can say "hurr durr 3 of same class is stupid" and yeah its not likely, but its making a point, 3 CW probably COULD do it pretty easily, as with other classes.
Scale IwD back to at least 72 or even 71, if it's meant to be an alternative leveling path and possible by the average player then a player with higher end gear and enchants should be able to clear it, WoD should be the hardest area and I'm fine with it staying at 73, at least its heroics arent required to be completed for a daily quest.
I havent tested Dread ring . Sharandar, but hopefully they arent boosted to the same levels.
There should be SOMETHING in the game that is at least a little challenging when players are all decked out in Mythic and Rank 12s. But the rewards should be commensurate. What is there special to be got in IWD?
This.
Also harder content was meant for dungeons.. death wish for doing dailies no thanks.
they already have all quests, ToD, Sharandar, DR and all skirmishes and dungeons, not enough ?
None of those areas have particularly high entry requirements. If you want to see a place that caters to BiS players, that's fine, but it should have a very high gated entry requirement (in today's terms, maybe 22k+ to enter). Making IWD or WoD level-73 content for average players (10k+ at the moment) is not at all reasonable.
To some degree, PvP is likely intended to address this, since PvP mechanics differ and there can be no tougher opponent than a thinking enemy. Perhaps there needs to be some PvP-specific expansion, but it's probably not reasonable to expect people who aren't interested in PvP to face the same content as people who are. They're just worlds apart in too many ways.
I have a BiS player. Unfortunately that means she has outgrown all PvE content except for Tiamat, and it goes with the territory. That is right and proper in my opinion; the game should cater to neither the highest 1% nor the lowest common denominator, but the average in between. I still say that the Foundry, if given the life it needs, would solve a great many of these issues.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I don't agree on that.
People don't like playing the ever same dungeons for years, now for no worthwhile loot anymore.
Most would love to do a new, challenging, complex, 1 hour long dungeon, where the loot makes a visible dent in your endless refinement tasks.
Yeah I'd be happy to run an hour long dungeon... if the rewards from it were substantial enough that farming an hour elsewhere wouldnt get the same result. I'm not talking like a % chance at some obscure Helmet for a set nobody uses, I'm talking large rewards, Like 50k worth of refinement points, Rare transmogs that actually look cool, Armor that is actually superior and shows it, Rank 7 or higher enchants, Stuff thats worth the time and effort and is a viable source of income. Even if it was a weekly thing where First time you did the dungeon every week it gave substantially better rewards, and every other day you did it that week the rewards were lesser, but still worth the hard effort would be fine.
That being said since my main is a GWF I'd just be kicked from dungeon groups anyway.
The problem is that progress in IWD requires one to participate in Heroic Encounters, for the daily campaign advancement.
And in mod 6, if high-geared people don't want to do these because it's too much work for too little reward, and if low- to medium-geared people can't do them because they are too hard, how will people advance?
0
torontodaveMember, NW M9 PlaytestPosts: 992Arc User
3. Dedicate one person at Cryptic toward testing and vetting dungeons that have been submitted for featuring (which makes a frozen copy).
*chants* DUNGEON MASTER, DUNGEON MASTER
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Thanks for all the fish.
Comments
In mod 6 there are new instances, new greater artifacts and a lot of new stuff to get or refine. Now players will be divided into two groups - casual free to play PvE players or hardcore pay to win PvP. If I feel no urge to pay as a PvE player I can at least have fun while fighting mobs and for the first time after months or even years use potions, dodges and any type of strategy to fight with mobs.
And if it's really too difficult to solo hang out with friends - after all we play this game together.
Specifically, with my level 60 GWF who's only a small amount over the minimum gear for IWD on live, I was finding that in the Biggrin's Tomb instance even the basic attacks (no red circle) by mobs were now taking significantly more of my character's life. Killing them didn't seem much different, but survival was an issue unless I played very carefully. While I think I probably could have completed it solo without dying, it would have been rough. Noticeably harder than on live, and personally I don't consider it a faceroll there with minimal gear.
It's fine to up difficulty for group content, or even new content. But upping it for old solo content without also increasing the gear requirements for entrance to these areas, and the rewards for doing the content, is going to be a problem. Particularly for newer players.
Okay, Panic.
Very well written. I couldn't agree more.
I also thing that games like this need to be designed for the average player which wants to enjoy a few hours a week in the game. My fear is that those players will soon get frustrated in the end-game zones.
Put harder content into dungeons. That's fine. It was that way before module one. Keep solo content "easy" and enjoyable. Do not force us to do solo content in groups (except HEs of course, which are designed for more than one player). There are people who prefer playing on their own, even if it is a MMORPG.
Let's keep the increased difficulty for at least a few weeks.
Players will try to find new ways to overcome the increased difficulty.
pve guilds might actually become useful again or dare I say .... necessary.
The big spenders will spend money to overcome the new difficulty.
After a month, if there are still too many complaints, lower the difficulty a tiny bit.
Sopi SW Youtube channel pvp brickabrack
Oh sure, where you can only drink an Estus Flask every 18 seconds during a boss fight!?
I do it in perma-freeze oppressor with both new feat.
>> Potion are very too little. At 50k HP, they only give 8.5k back.
>> The life-steal change is very punishing.
>> Standard pack of mob is *doable*. I can only survive the fight because of the perma-freeze and I do some kitting if there's control immune mob.
>> The prison mini-donjon is very difficult to do. I skip all optional combat and I died a lot. I was never able to pass the boss at the end because the boss and hos 2 add hit me for 20% to 40% of my life per hit and they aren't freezable.
First off ... this game should NOT be so easy to hit cap BEFORE you even reach the last quest line.
Flow of game play and content should be as follows:
Main story line (weak story or not) needs to present a challenge ... a group might do it easy but a single person would have trouble. Enter in the side quest ... if you solo you will probably need to do side quests to help make you go through the story line a bit easier but still be challenging. However doing all side quests should NOT put you 4 levels above the main quest of the area. Side quests if doing them all should put you no more than 1 or 2 levels higher than main story and should give you just enough gear edge to complete the main story quest by the skin of your teeth. ***not all quests are created equal so in an ideal environment you would have different quests for different roles, tanks have a quest line they can do solo, DPS classes have a different one, and other support classes have theirs***
You should NOT be able to access endgame PVE content merely by turning level 60 you should be required to have done the story quests to unlock the end game content.
PVP should NOT level you so quickly ... it should take 20 or more PVP matches to even come close to leveling. This may hurt PVP only players but I think overall they would like it since they wouldn't out level their brackets so fast. But since this isn't a PVP only game it should be nothing more than a side distraction, perhaps some little extra way to earn AD ... very DnD based concept sell your skill to get gear or items you need to finish your quest lol. But it should not cause you out level your zone in just a couple of matches.
There should be ZERO way to hit level cap before the final area and its quest line without having done every single "optional" quest there is and even at that it still should be necessary to finish the story line to unlock endgame content. ITs a mild and small way to gate people and will certainly do a LOT to ensure people are learning to play their class effectively before taking on end game content.
This game apparently supports the selling of XP boosters so my only thought on that ... is if you want to promote players with multiple characters ... then once you have one max level toon then you can purchase xp booster insta levels your character to 60 and immediately unlocks endgame content. Must be done for each additional toon after the first or continue to play and level normally.
I personally think too much fast leveling hurts this game and needs to be re-evaluated and some other method for getting additional money should be looked into.
I also think that Sharandar and Dread Ring should maintain a progression flow ... story line if you will. You can't do dread ring until you finish Sharandar. The camapaign tasks should be something done to unlock the final dungeon in those areas and the final dungoen must be completed successfully one time before moving on to the next area/story line. Again if you want to add money then put a zen market item for about 10 - 20 dollars (about 1 month of play since that is about the time that is needed to unlock or get boons currently) that allows you to auto complete and unlock the final dungeon. Currently you can unlock the area dungeon pretty much right off and frankly that should be something you work towards NOT start out doing.
IWD dwarven valley, I haven't tried Icewind Pass.. it reminds me of when mod 3 was just released. It was difficult, HE's were not easily solo'd. I was still able to solo minor HE's but it wasn't easy, it involved a few deaths if I wasn't careful. I'm not rolling in OP enchants either, I was 18.4k on live.
Normal mobs can still hit like a truck and I can die in few hits with 33k HP, however this is some what biased since I don't have up to date 70 armor and a higher health pool. The most annoying part are the mobs that have ranged attacks, especially the archers that have a slow. The lifesteal reduction is highly felt.
While some tuning maybe necessary, I think many people are used to the faceroll that's been going on live. Players need to be much more careful.
I specced to an Oppressor, slotted Orb of Imposition to try and keep enemies under control, to no avail. Enemies have such high Control Resistance that a frozen Bear Rider will only be frozen for a 1 second at the most...which is absurd. I was even running around with 70k HP and Shield on tab and couldn't handle more than 2-3 hits from enemies before going down.
From ACT, enemies around there have up to 60% DR. Even common enemies like Chillborn Zombies have attacks with a base damage of over 50,000 and most Raider attacks are in the 20-40k range. Facing more than two or three at a time is a deathwish.
That place is going to be an impassable nightmare for players.
I'm all for harder content. Really I am. But there's a middle ground here that the developers have missed. They've taken content where, before, enemies could be squished like grapes, to, now, basic daily questing is more hazardous than running an epic dungeon solo. And that's not an exaggeration. I have a much better chance of completing CN solo on live than I do completing Corrupted Wolf Pack on Preview.
OK now have you played your CW at all? As stated my concern is even at level 70 in high level gear AND enchants ... IWD is overly difficult for even just dailyes ... WoD isn't as bad but again on my CW things are much easier than on SW or GF ... GF gets surrounded and dead in a hurry but can have staying power ... however its boring to be fighting the same mobs for 10 minutes using Fighter Recovery ... SW ... well squishy DPS nuff said ...
I'm all for a challenge but making even doing simple dailies require such over gear craziness is just a bit much.
I continue to echo my sentiment leave the level 73 stuff for heroics and lairs/mini dungeons make them hard .. but just doing a normal daily such as fetch bones from a graveyard with a spirit wolf is a bit much.
Not everyone is unemployed and plays for 8 hours and NO ONE in this game wants to do anything that takes longer than 10 minutes ... don't believe me ... look at current dungeon life ... if a dungeon takes longer than 10 minutes people get mad and leave.
I remember clearly wanting to run Dread Vault ... why ... beacuse it was hard ... and I wanted a legitamately won MH weapon ... could I get a epic DV run in? NO .... why? most often given reason was ... it took too long for little reward ... yep ... TOO LONG ... so if people can't be bothered to do a dungeon proper ... then how do you expect a player base to take all day to run a circuit of dailys?
I'm not saying nerf it to easy realm ... strike a happy balance ...make it balanced for people that are in this blue gear with maybe R5 - 7 enchantments ... but don't go making it so that the only people that can do it solo are the ones in the mythic artifact stuff with R10 -12 enchants.
At least as far as dailies go ... again you wanna do that to lairs and dungeons be my guest ... i look forward to those being more group friendly/required ... but leave my daily quests as something that I can spend doing maybe 20 - 30 min for all of them in a day .. thats per character mind you ... not saying i want daily quests done in 20 minutes across 6 toons ... but a single toon shouldn't spend more than 20 minutes doing simple dailys .... right now as it stands it would 20 minutes to just do IWD let alone run DR or Sharandar ... have not done Tyranny dragons yet on Preview as most people that are on are doing something that doens't seem to involve anything i'm ever doing.
I'd offer up that at level 60 all the intro quests were SUPER easy ... drowned shore was done with ease, firey pit a bit harder but still done with ease ... once i got to spineward rise I was 1 - 2 levels above the content and it was pretty easy solo wise ... certainly could use some adjusting but frankly my toon was OP so not sure how it would be if I wasn't running with legenadry companions and R9-11 enchants in my elemental pvp gear ... but if I wasnt' it might be just fine because nearly ALL HE encoutners in the new areas are NOT soloable on my CW which is as it should be ... although I can solo the slaad one in spinward rise ...
I have yet to do a single epic dungeon so I have NO idea how those are ... so i'm only speaking towards every day content ...
I'm not saying nerf it to easy realm ... strike a happy balance ...make it balanced for people that are in this blue gear with maybe R5 - 7 enchantments ...
this is not a solution.
edit the difficult is right, what is wrong is the eccessive nerf to defense, lifesteal and regen
Great Weapon Fighter: Because when is today not a good day to die?
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If we're talking about boredom, I submit that only the Foundry will properly solve that problem, but it requires a second hard look by the designers to make it really viable and desirable.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
and that is the reason this game is as bad as it is, it would be better to just get rid of those ppl, everybody wants everything and now, and devs listen to them. they said they want 25 min dungeons... dafuq why are there skirmishes then ?
also when we asked for harder content we ment dongeons not daily grind
It is *so* doable if we only had the tools! Consider this:
1. Update the Foundry so we have can have REAL bosses and REAL traps.
2. Update the Foundry so we can make dungeons that are much more interesting from a content standpoint (e.g. when I can create Cragmire Crypts *exactly*, it's probably good enough).
3. Dedicate one person at Cryptic toward testing and vetting dungeons that have been submitted for featuring (which makes a frozen copy).
4. Once the frozen, copied dungeon gets Cryptic's stamp of approval, the dedicated Cryptic person puts appropriate rewards, skill nodes, etc. in the dungeon, removes XP caps, removes enchant ICD's, etc. etc. as if it was an official dungeon, then features it, maybe on a special "featured dungeons" tab.
It can be done, and it's not difficult at all from a technical standpoint. Rinse and repeat for PvP maps, etc. etc.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Kind of like when eLoL and eSoT were first introduced. People said it was hard and as we progressed through the ToD campaign with even more boons and new gear (if people wore it) the content became "easy".
I'm not sure what your meaning here, but if it's a simple rebuttal for people who want challenge then sorry, but this is as empty and as constructive as l2p. With no progress, there is no game.
If you try to describe the appropriate gear level that should enter this area, then do not forget that this one comes after Sharandar and VT. Both of witch have the best weapon sets (better than the new artifacts at legendary) and after the option to get new level 70 gear and armor sets.
Earlier the screenshot I posted was an underpowered even with scaling, notice the power and HP, and yes i died, but i died soloing something I'm not supposed to, with a gear that is outdated.
I think this game shouldn't aim at the lowest common denominator and definitely an area/dungeon that was opened at some point shouldn't be an assurance of success. I'll give example from the current system, a party of 8700gs shouldn't be assured to succeed a t2 dungeon. can try, can bring friends to help, can even succeed, but a minimum is for people to enter. same with the zones here.
It should be done by the average player, and player who plays everything solo an MMO is not the average player i belive the content should be aimed at.
Perhaps there is some merit in waiting until people are of the appropriate level? Experience shows that PvE content (t2 post mod1) is getting nerfed but never buffed.
edit:
That "No one wants to do anything longer than 10 minutes" is totally baseless, I'm trying to tell you that I and many others want dungeons that take longer than 10 minutes, much longer, most of my friends left because there is nothing to do. When you manage to do VT with 4k GS (naked only MH/OH and armor enchant) run with no problems or Naked CN (only MH and OH for TR/HR, avarage gs is 5k) under an hour, it is a joke.
Exactly this. Daily content should be acheivable by normal players who just log on after work, play for a few hours, then go to sleep.
I'm not complaining about the harder content, it is fun to have some challenging PvE. On my TR and HR I had a great time DODGING around the enemy attacks and killing them, I managed to half do maruding barbarians before dying, then cleared it after respawn (on TR). My GWF hit like a wet noodle and did less dps and took more damage than both lower geared characters though, which is not good considering the whole problem with the class has been that a GWF needs to be in BiS gear to match Average geared other classes.
When it comes to heroics, Yes, they should be hard, but since our Daily quest relies on doing them, and with Icewinds population dwindling, There needs to be a way to get your daily done solo as well as grouped. The easy encounters that "Recommend" 2-3 people i'd like to see 3 average geared people that invludes a gwf try to clear it when one with 95k hp and the currently offered end game gear can barely even damage the barbarians. You can say "stack more power lol u need 20k+, upgrade artifacts more etc" but the majority of the playerbase isn't maxed out and probably wont be for a long time if ever. you can say "hurr durr 3 of same class is stupid" and yeah its not likely, but its making a point, 3 CW probably COULD do it pretty easily, as with other classes.
Scale IwD back to at least 72 or even 71, if it's meant to be an alternative leveling path and possible by the average player then a player with higher end gear and enchants should be able to clear it, WoD should be the hardest area and I'm fine with it staying at 73, at least its heroics arent required to be completed for a daily quest.
I havent tested Dread ring . Sharandar, but hopefully they arent boosted to the same levels.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
This.
Also harder content was meant for dungeons.. death wish for doing dailies no thanks.
they already have all quests, ToD, Sharandar, DR and all skirmishes and dungeons, not enough ?
None of those areas have particularly high entry requirements. If you want to see a place that caters to BiS players, that's fine, but it should have a very high gated entry requirement (in today's terms, maybe 22k+ to enter). Making IWD or WoD level-73 content for average players (10k+ at the moment) is not at all reasonable.
To some degree, PvP is likely intended to address this, since PvP mechanics differ and there can be no tougher opponent than a thinking enemy. Perhaps there needs to be some PvP-specific expansion, but it's probably not reasonable to expect people who aren't interested in PvP to face the same content as people who are. They're just worlds apart in too many ways.
I have a BiS player. Unfortunately that means she has outgrown all PvE content except for Tiamat, and it goes with the territory. That is right and proper in my opinion; the game should cater to neither the highest 1% nor the lowest common denominator, but the average in between. I still say that the Foundry, if given the life it needs, would solve a great many of these issues.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Yeah I'd be happy to run an hour long dungeon... if the rewards from it were substantial enough that farming an hour elsewhere wouldnt get the same result. I'm not talking like a % chance at some obscure Helmet for a set nobody uses, I'm talking large rewards, Like 50k worth of refinement points, Rare transmogs that actually look cool, Armor that is actually superior and shows it, Rank 7 or higher enchants, Stuff thats worth the time and effort and is a viable source of income. Even if it was a weekly thing where First time you did the dungeon every week it gave substantially better rewards, and every other day you did it that week the rewards were lesser, but still worth the hard effort would be fine.
That being said since my main is a GWF I'd just be kicked from dungeon groups anyway.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
And in mod 6, if high-geared people don't want to do these because it's too much work for too little reward, and if low- to medium-geared people can't do them because they are too hard, how will people advance?
*chants* DUNGEON MASTER, DUNGEON MASTER
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Thanks for all the fish.