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Why did they?

koralzombiekoralzombie Member Posts: 0 Arc User
edited April 2015 in General Discussion (PC)
Why did they?

1. Make lifesteal totally worthless? Did they do it to combat bots?? Bots are less than .005% of active players. Want to combat bots? Hire a real GM and have them go in the game with the ban hammer.

2. Not add a meaningful goal to the new and laggy quest grind areas.... Seriously I did the drowning shores 48 quests to get a GREEN Pants. WTF 16 hours of my in game fun time spent lagging and dealing with bugged Heroic Encounters to get green pants......

3. Swap Gearscore with a equally crappy Item Level score and then aid the elitists by making virtually every dungeon require a DC....
Post edited by koralzombie on

Comments

  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited April 2015
    1. To make the game more challenging and to make Healers usefull again.

    2. New Level increase means new areas to explore, quest and level up. After level up, increasing iLvL to be more powerfull.

    3. iLvL has the perk being displayed on every item. It is almost the same as Gearscore but with lower numbers. Most likely a matter of taste but not a gamebreaker or anything like that.
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    Platypus wielding a giant hammer, your argument is invalild!
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited April 2015
    its not worthless, you just need to get some 15%+, but it is much worse than the old life steal
    Paladin Master Race
  • oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    edited April 2015
    1a. Adapt, change your style and move to stats that work better.
    1b. Bots dont do combat except to get through the tutorial and are probbly a higher percentage of the playerbase than anyone wants to admit.
    1c. I actually agree. Wouldn't even need to pay me, I'd do it for free.

    2. With all the time, and extra time spent, I would have expected a better storyline. The original 1-60 story wasn't the greatest, but it gave you different things to do and let you proceed through a zone, not just do the same thing over and over. While there are minor stories to find if you are willing to look in the new zones, in reality all they did was take the daily grind and increase the frequency, and the amount, to insanity levels. Doing daily quests fro 35 days is bad, but it at least allows some freedom. Doing 48 hourly quests...no thanks. I'll do the TOD dailies from here on out.

    3. Anything that measures a person's "ability" by the items they carry is flawed. Make the dungeons an "unlock" through quests like you did with MC and VT. Make the quests involve things that would be similarly difficult in regards to whats inside the instance. If you can complete it (make parties an instant fail), you can get in. Gearscore, and all its kin, were a flawed idea that promoted elitism prior to NW and needs to die. Next thing you know, DKP will be added in as an ingame mechanic for guilds.
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited April 2015
    3. Anything that measures a person's "ability" by the items they carry is flawed. Make the dungeons an "unlock" through quests like you did with MC and VT. Make the quests involve things that would be similarly difficult in regards to whats inside the instance. If you can complete it (make parties an instant fail), you can get in. Gearscore, and all its kin, were a flawed idea that promoted elitism prior to NW and needs to die. Next thing you know, DKP will be added in as an ingame mechanic for guilds.

    The problem is that an entry quest system is a too harsh mechanic and you will end up with less players to play the dungeons and let the rest locked out of the dungeon.

    Learning your class and dungeons is a process in every mmorpg and to wish a mechanic to make some new player harder to participate in it only to give some older players more comfort is the same thought of elitism like any other.
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  • djangowhitedjangowhite Member, NW M9 Playtest Posts: 14 Arc User
    edited April 2015
    I believe if they just switched back to old life steal it would ease some of the problems, and make for a much much more fun game.
    I mean who's gonna be left to play a game that's no longer fun.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited April 2015
    Heres a tip, avoid the queue system, find poeple who are willing to help you, not just require you to have BiS, believe it or not, most poeple are quite aware of how hard it is to gear up.

    You can always join the legit channel (just abide by the rules, they are not HARD to abide by at all. )
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited April 2015
    It is like pre-module times. And i liked that :)
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    Platypus wielding a giant hammer, your argument is invalild!
  • stah01stah01 Member Posts: 540 Arc User
    edited April 2015
    I got bored.. I think hourly quests seem really lazy. I can see it being a bit confusing too for people. This mod is just not cohesive and all over the place with zero storyline. And the actual tabletop module is pretty cool so its kind of a bummer. Maybe the story comes next mod. Regardless its jut not a lot of fun as others are saying.
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  • onegaki101onegaki101 Member, NW M9 Playtest Posts: 327 Arc User
    edited April 2015
    The new quest line is definitely horrible. However, I am enjoying this new mod quite a bit. Dungeons are actually a little bit more difficult, requiring teamwork and stamina to win.
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  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited April 2015
    GFS are gods now.. just not at the same level of trs. But in pvp, they are beasts atm. (more base damage then gwf by far, huge survibility and ok control)

    DC is one path, there are many of us playing others (Im virt, using the AP gain feat to get my teams daily up over and over and over) others righteous, the immortal line is basically out of the faithful one, as the huge heals and the gift of faith basically pops you up over and over, hard to overcome it)

    Life steals random chance needs to be increased slightly, just dont bring back the old days of it, a more happy medium should be in place.

    Regen should have a higher percentage of return for OUT of COMBAT healing, so people dont have to drink potions on certain classes.Its annoying and annoying things bother playerbase.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    edited April 2015
    1a. Adapt, change your style and move to stats that work better.

    Another "you're playing the game wrong" answer.

    I haven't changed my play style at all. I have not, and will not, respec any of my characters. I've made my choices along the way and I'm going to stick with them.

    The only real "change" in my play style is that because of the constant FPS lag and ping latency, I have less precise control over how I've been playing. So instead of being highly mobile while fighting, I stand there and take whatever punishment the mobs give me.

    On the plus side, I've discovered that my characters (well, my GWF and DC) aren't as squishy as I thought they were. On the down side, I'm spending a lot of gold on injury kits. But whatever. It's getting me through everything, and there's nothing quite like refreshing by a fire in mid fight. :-)
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  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited April 2015
    Another "you're playing the game wrong" answer.

    I haven't changed my play style at all. I have not, and will not, respec any of my characters. I've made my choices along the way and I'm going to stick with them.

    The only real "change" in my play style is that because of the constant FPS lag and ping latency, I have less precise control over how I've been playing. So instead of being highly mobile while fighting, I stand there and take whatever punishment the mobs give me.

    On the plus side, I've discovered that my characters (well, my GWF and DC) aren't as squishy as I thought they were. On the down side, I'm spending a lot of gold on injury kits. But whatever. It's getting me through everything, and there's nothing quite like refreshing by a fire in mid fight. :-)
    use a different char. ive found that on one char i lag like crazy but on another i dont lag at all.
  • bruceiferbruceifer Member Posts: 0 Arc User
    edited April 2015
    A middle ground of life steal or some form of in combat healing would be really good. So far (55% through lev 65 atm) my GWF is doing fair; no where near the powerhouse I was when I was loaded with lifesteal a week ago, but I'm managing to survive and progress. Still I think the average mobs are a bit too heavy atm. Boss fights are supposed to be a challenge, as are heroic encounters, but the average minions shouldn't be knocking you down to 50% health every time you fight them. By reading the forums I see I am far from the only person noticing an increase in lag and disconnects. This compounds the problem of trying to stay evasive from the average evil mercenary who somehow now all have herculean strength. Healing potions should also be buffed, when we're getting hit for far more damage than we were, the healing potions should be buffed by a similar proportion to the buffed damage the enemies now have.

    Heroic encounters, and bosses, should be challenging and take some effort to clear, however the average goon should not be this big of a threat in my opinion, it just really slows down the game having to stop and heal after every little skirmish. Though I must say on the plus side I have gotten to read some good books while sitting around the campfire healing. Still I would prefer to not have to bring a novel to the computer when I plan on playing this game.
  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    edited April 2015
    They needed to do something about lifesteal. It had the perverse result of glass cannons healing better than leader classes.

    However, I think they overshot on the nerf, or at least they need to tweak on a class-by-class basis. In particular, SWs used lifesteal as their main defense, and source of group healing in the case of templocks.

    Now templocks heal their teammates like old-school lifesteal (constant healing based on damage done) -- but their own personal healing from lifesteal is the new model. So templocks would be good healers, except they're dead all the time from RNG personal lifesteal healing.
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited April 2015
    Why did they?

    1. Make lifesteal totally worthless? Did they do it to combat bots?? Bots are less than .005% of active players. Want to combat bots? Hire a real GM and have them go in the game with the ban hammer.

    .

    Apparently they did this so you'd need a DC to pretty much do everything.
    Oh wait, this only applies to a few classes.
    GF can block. GWF gets pretty ridiculous temp HP on Unstoppable. TR permastealths everything. OP is practically immortal...

    The classes that got hit the hardest are HR and SW. It's not like SW had reliable CC before, what we got are 2 half-assed Encounters to "fill the CC gap". It's possible to get decent lifesteal but when every piece of equipment at 70 gives bogus stats, it's difficult.
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
  • bruceiferbruceifer Member Posts: 0 Arc User
    edited April 2015
    Honestly I think lifesteal should have been cut by about 50%. Your dps classes should not be able be invincible with it, but they should be able to use it to withstand a few hits. I've done about a level a day this week (lev 66 now) and while I find the new content doable, to be honest I find it less enjoyable, it's a constant struggle, where before the average mob was super easy, and the bosses where a bit of a challenge. Some where in the middle would have been great for me.
  • mentinmindmakermentinmindmaker Member Posts: 1,492 Arc User
    edited April 2015
    It was a bit ridiculous that pre-mod 6 dungeon groups preferred all-dps setups over tank/heal/3 dps setup.

    The lifesteal change pushed the tank and healer classes forward again, and made the tank and healer classes more desired after spending a long time in the shadows.

    I am generally happy with mod 6. They did miss a little bit on the 4 new levelling areas(too repetitive and no storytelling), but that is a fairly short-time pain. You will be out of those areas in one week.
  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    edited April 2015
    bruceifer wrote: »
    Honestly I think lifesteal should have been cut by about 50%.

    They just could have put a limit on the amount of HP healed by life steal. Something like a maximum of 2% of max HP per second.

    Life steal would have been more reliable but way less effective. Enough to make solo content enjoyable and not enough to make healers in group content obsolete.
  • ichimaruginxichimaruginx Member, NW M9 Playtest Posts: 230 Arc User
    edited April 2015
    And there it is... I find it better than they impose on at least 1 GF/OP/DC per group. Before this... people don't want healing DCs or GF in DD runs unless you do guild runs. It's a pain to get in any dungeons groups. With mod5 there's dps DC so DC got some breather. But for GF? They are not so lucky. Right now it's just fine.

    Tho the problem is not with req GF/OP/DC, the problem is getting 1 shotted by lags. I have a group of nearly maxed (in mod5 gears that is) guildies and we wipe a few times in elol before succeeding. And next, I tried with 4 pugs well geared toons plus in new gear (3 with 70k hp n 2 with 100k hp) and we only wiped once. The problem is.. if everyone's getting 1 shotted, even well geared player.. How are other players who didn't have new stuff is supposed to get the new gear to do the dungeons (since it's supposed to be the other way round) I found the new dungeons refreshing on my DC but i certainly would cry if i had to run it on my cw which is only 15kish pre-mod6 specced for dps fest. Or even on my GWF which will prob die in a sec. It will be a nightmare for new players. So, I'm not going to say the dungeons are fun although it is on my DC but it's bc she's well geared.

    Note: Pft at the DC exploit... If i see one i'm reporting :P
  • neirgaraneirgara Member Posts: 334 Arc User
    edited April 2015
    mjytresz wrote: »
    Apparently they did this so you'd need a DC to pretty much do everything.
    Oh wait, this only applies to a few classes.
    GF can block. GWF gets pretty ridiculous temp HP on Unstoppable. TR permastealths everything. OP is practically immortal...

    The classes that got hit the hardest are HR and SW. It's not like SW had reliable CC before, what we got are 2 half-assed Encounters to "fill the CC gap". It's possible to get decent lifesteal but when every piece of equipment at 70 gives bogus stats, it's difficult.


    You realize, that GF, GWF and OP are Close Combat classes whose job it is to tank?

    HR and SW should not be in a position in a battle where they get get hit so often that they die before the cleric can heal them. And your tank should get the ads to leave SW and HR alone.

    So, theoretically that system works. Practically though ... it all depends on the player's skills.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited April 2015
    remove a healer and see what your tanks can do..

    any pretense that a gwf is even a off-tank is laughable, they simply cant function like that. they barely can take hits at all. A gf is good, but they need to be really well geared and have a healer mitigation damage and healing to function ok.

    I havent seen ops yet in dd's , just some skirms.

    Go play other classes first, the game has changed dramatically and even all that "temp hit point stuff" you described does nothing for most gwfs, dead is dead.
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