Why the hell are you playing an MMO then? An MMO based upon a group P&P role playig game. Play solitaire if you wanna relax and play easy mode.
You are a freakin hero among many, you have to team up and communicate to achieve something.
That attitude of yours is exactly THE issue this game has. The content was so easy, that dumb, 20 lines-coded bots can beat it. A game should be a CHALLENGE!
If you wanna relax, go on vacation, listen to music and whatever. You dont come to an MMO, as you dont go to a football match and say "hey guys, I dont wanna run, I just want to relax … doh"
Casuals lol…
like in a lot of mmos, seens nice if you can choose the dungeon difficult (solo/normal/hard).
The game needed a reset. Lvl 70 is the perfect opportunity. The design changed quite a lot: mobs hit a lot harder but we have a lot more hitpoints, the reason is simple, it's to force us to get rid of our current T2 sets. Set bonuses have been a thorn in the dev's side for a long time, they're a balance nightmare, make newer equipment, thus new content, unappealing, and they're taking measures against it. Well, they say set bonuses will come back eventually, stronger than before, but I doubt it, unless they find a way to make set bonuses work differently.
So, this is a fresh start for the game.
The second reason behind the changes is that teamwork and support roles (like tanking and healing) are supposed to be back in group content. Now this is still to be determined because there's been lobbying on both side of the fence from us, the players, and I honestly don't know who the devs are going to listen to: the casual players, who fill the servers nicely but don't really spend a lot, or the more dedicated players, with a widely open wallet, who've been asking for more challenging content for a year or so? We'll have to wait and see, because they don't mention that kind of changes in the patch notes, unfortunately.
The second reason behind the changes is that teamwork and support roles (like tanking and healing) are supposed to be back in group content. Now this is still to be determined because there's been lobbying on both side of the fence from us, the players, and I honestly don't know who the devs are going to listen to: the casual players, who fill the servers nicely but don't really spend a lot, or the more dedicated players, with a widely open wallet, who've been asking for more challenging content for a year or so? We'll have to wait and see, because they don't mention that kind of changes in the patch notes, unfortunately.
I find it funny that people with their wallets wide open are asking for more challenging content if you wanted a challenge, should you not keep your money?
I agree it needs more challenge but i just found it funny is all.
The game needed a reset. Lvl 70 is the perfect opportunity. The design changed quite a lot: mobs hit a lot harder but we have a lot more hitpoints, the reason is simple, it's to force us to get rid of our current T2 sets. Set bonuses have been a thorn in the dev's side for a long time, they're a balance nightmare, make newer equipment, thus new content, unappealing, and they're taking measures against it. Well, they say set bonuses will come back eventually, stronger than before, but I doubt it, unless they find a way to make set bonuses work differently.
So, this is a fresh start for the game.
The second reason behind the changes is that teamwork and support roles (like tanking and healing) are supposed to be back in group content. Now this is still to be determined because there's been lobbying on both side of the fence from us, the players, and I honestly don't know who the devs are going to listen to: the casual players, who fill the servers nicely but don't really spend a lot, or the more dedicated players, with a widely open wallet, who've been asking for more challenging content for a year or so? We'll have to wait and see, because they don't mention that kind of changes in the patch notes, unfortunately.
Believe this comment at your own peril... Wallets at the ready please gentlemen.
I think it would have been better if theyt had just done the stats this mod and made them scale from lv 1 -60 instead of lv 61-70
it would have done what they wanted with the power creap they were concerne about
I will be leveling to 70, getting my new main hand/off hand, getting the Greater Black Ice Neck, getting armor/running dungeons and such...
However I will be waiting for 4/23 before I upgrade any enchantments/refine anything else. Just to see how things play out.
I feel the above plan is solid, and basically a given, but I can wait 16 days to see exactly how things turn out, how the economy is affected, and how players adapt.
Then again, that's just me... What do I know? :cool:
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
This is not a family or friends only game, you have to team up or against PUGs too, where in PVE there are many many ninja looters ( got a 4 million AD artifact stolen away from my nose 2 days ago, so i am really mad) or in PVP, where you have to run with all sorts of people or fight against BiS full orange exploiters, who think they are something special, cause they have exploited all those Foundry maps months long to get the huge amounts of AD or RP.
No thanks, as long as this is a MMO, i wish to have fun and relax too, life is harsh enough!
you cant ninja steal an artifact ( is need for all classes)
Why the hell are you playing an MMO then? An MMO based upon a group P&P role playig game. Play solitaire if you wanna relax and play easy mode.
You are a freakin hero among many, you have to team up and communicate to achieve something.
That attitude of yours is exactly THE issue this game has. The content was so easy, that dumb, 20 lines-coded bots can beat it. A game should be a CHALLENGE!
If you wanna relax, go on vacation, listen to music and whatever. You dont come to an MMO, as you dont go to a football match and say "hey guys, I dont wanna run, I just want to relax … doh"
Casuals lol…
this is not casual this is lazy:) i said many times i have friends with 1 to 3 hours max gameplay per day and they play perfect.
Why the hell are you playing an MMO then? An MMO based upon a group P&P role playig game. Play solitaire if you wanna relax and play easy mode.
You are a freakin hero among many, you have to team up and communicate to achieve something.
That attitude of yours is exactly THE issue this game has. The content was so easy, that dumb, 20 lines-coded bots can beat it. A game should be a CHALLENGE!
If you wanna relax, go on vacation, listen to music and whatever. You dont come to an MMO, as you dont go to a football match and say "hey guys, I dont wanna run, I just want to relax … doh"
Level 70, new stat curves, artifcial difficulty ok blablabla, no problem. (technical stuff no real content)
But, Where is the new content where are the new dungeons?
Why it is so difficult to design one major "real" dungeon for each module?
With this module 6 once again we don't have a new real dungeon it was the case for module 3(one small skirmish), module 5(one "raid" heroic encounter and now module 6. (rework old stuff)
50% of the total module launched don't bring on table a new Dungeon and it's very sad for the Dungeons and dragons licence and i don't speak about the spirit of the licence with awlays linear dungeons with no real traps, no riddles.
Almost two years and no improvment for the guilds.
What about the new features i mean why don(t we have mini games in play, collection points rewards?, achievments points rewards? PVP mode? PVP leaderboard rewards? Guild PVP, craft guild? etc etc . . .
All we have with this module 6 is a big nerf (character+ AD), a new class, four leveling zone with only one new all the remaining is major upgrades of the gear to do and changes/reworks.
So, my question is ; Do they think seriously mod 6 will be a success? i mean it is probably the weakest module launched or a m i totally wrong about my feeling?
0
tankinatorfrMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 107Bounty Hunter
edited April 2015
Do they think seriously mod 6 will be a success? i mean it is probably the weakest module launched or a m i totally wrong about my feeling?
Mod 6 is most probably a transition, not a real "new module".
They give us a new level cap, new powers... They changes a lot of technical assets, fix some troubles :
-hard to get a group for leveling DJ.
-not enought challenge for HL
-stats stack reaching stupid levels.
-more story than most others mods in a year. That is the kind of "immersive" story a MMORPG can give. THat will never be the same as a real RPG, but the MMO induce some limits.
The good question is not "why is there no new big content in mod6" but "will the dev be able to take profit of their upgraded game, in order to create good content in laters modules ?".
Don't see mod6 as a fail, it is just a beginning. Now, the unknown is what will came after.
0
ichimaruginxMember, NW M9 PlaytestPosts: 230Arc User
edited April 2015
They put in bosses that hit you for 700k to 3mil I have no idea how that could be harder.. unless it's pay using healthstones to get your gear so you can run into more dungs and know the 50k extra hp is not going to save your asses :P
The issue here is the steep cliff at which they transition to the world of war craft scheme of balance. I'm not saying they copied wow but in wow my paladin had 32 million hp mobs hit for 2500-250k that is a normal to hard hit...
when scaled to 70 in nw I had 32k hp and mobs hit for 20 - 25k on agro killing me dead before they even ran up to me... if this were wow that is the equal to a trash mob doing 30 million with the first hit... something has to be broken I can't imagine the play test going on and seeing this and letting it go.
I have not played Neverwinter all that long but I did enjoy the early game versions before the MMO. Mod 5 I felt was fun and enjoyable but this new mod 6 thing is kinda making me want to leave like so many others that have left.
The Oathbound Paladin is awesome class. Fun enjoyable to play but bringing the other classes in line with the paladin like many other MMOs have done broke them. Some have died rare few recovered.
The paladin should have been brought in line with the world.
Increasing the difficulty of dungeons like Valindra, Malabog Temple of Tiamat and so was dumb should have never done that. The things you earn there you should have kept them as they were and made no changes to them.
The new content Temple of Elemental evil should have had the new toys and more challenging content here for those level 60 – 70. This would have solved many of the issues gong on at hand right now. Yes this means your employees would actually have to work and not skate by with a semi passable <font color="orange">HAMSTER</font>.
Break down the temple of Elemental evil into 5 maps, 1 for each element type like what you have done, but the 5th map is actually the zone for the temple. Campaign goals with their own set of boons plus new epic dungeons this way you do not alienate those who just got into being able to run those from previous modules and break their character to the point of where its almost unplayable.
I thought the goal was to keep player retention and get new blood in the game, not shot yourself in the foot.
There are no new dungeons. There is simply the same dungeons as before (actually fewer of them) with less rewards. One of the good things about the old level 60 content was the plethora of armor and choice for different classes. Now there is green and some blue trash drops, but for end game content, there is what you can buy with glory or seals. They have taken the downside of the old content, everybody running around in one set of armor (Tiamat), and expanded on that idea. Other than SOME of the leveling ares, like Spiward, there is no new content here, just recycled ideas with adjusted rewards and harder mobs. How many times are you ready to run MC, NC, VT and such for newer gear. Your endgame content isn't new or fresh, just harder. *yawn*. My regular Zen store donations just stopped cold.
Can someone explain me why the damage and health points raised so much? It's just 10 levels...
It's really weird seeing jumps from 30-35k total HP..to...150k HP....
I feels like a person is leveling another 60 levels instead of just 10...Did they do such a big "jump" in values because they are not planning more level increases?
Why did they raise the numbers so much?
Thank you for your help,
Almondum.
Don't be fooled by the increase because of the numbers, it's actually a very significant downfall because the formula changed drastically.
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
Comments
like in a lot of mmos, seens nice if you can choose the dungeon difficult (solo/normal/hard).
So, this is a fresh start for the game.
The second reason behind the changes is that teamwork and support roles (like tanking and healing) are supposed to be back in group content. Now this is still to be determined because there's been lobbying on both side of the fence from us, the players, and I honestly don't know who the devs are going to listen to: the casual players, who fill the servers nicely but don't really spend a lot, or the more dedicated players, with a widely open wallet, who've been asking for more challenging content for a year or so? We'll have to wait and see, because they don't mention that kind of changes in the patch notes, unfortunately.
I think you got them wrong. Set bonuses will come back but not a strong as they were.
I find it funny that people with their wallets wide open are asking for more challenging content if you wanted a challenge, should you not keep your money?
I agree it needs more challenge but i just found it funny is all.
Believe this comment at your own peril... Wallets at the ready please gentlemen.
it would have done what they wanted with the power creap they were concerne about
However I will be waiting for 4/23 before I upgrade any enchantments/refine anything else. Just to see how things play out.
I feel the above plan is solid, and basically a given, but I can wait 16 days to see exactly how things turn out, how the economy is affected, and how players adapt.
Then again, that's just me... What do I know? :cool:
you cant ninja steal an artifact ( is need for all classes)
this is not casual this is lazy:) i said many times i have friends with 1 to 3 hours max gameplay per day and they play perfect.
Elitists lol...
But, Where is the new content where are the new dungeons?
Why it is so difficult to design one major "real" dungeon for each module?
With this module 6 once again we don't have a new real dungeon it was the case for module 3(one small skirmish), module 5(one "raid" heroic encounter and now module 6. (rework old stuff)
50% of the total module launched don't bring on table a new Dungeon and it's very sad for the Dungeons and dragons licence and i don't speak about the spirit of the licence with awlays linear dungeons with no real traps, no riddles.
Almost two years and no improvment for the guilds.
What about the new features i mean why don(t we have mini games in play, collection points rewards?, achievments points rewards? PVP mode? PVP leaderboard rewards? Guild PVP, craft guild? etc etc . . .
All we have with this module 6 is a big nerf (character+ AD), a new class, four leveling zone with only one new all the remaining is major upgrades of the gear to do and changes/reworks.
So, my question is ; Do they think seriously mod 6 will be a success? i mean it is probably the weakest module launched or a m i totally wrong about my feeling?
They give us a new level cap, new powers... They changes a lot of technical assets, fix some troubles :
-hard to get a group for leveling DJ.
-not enought challenge for HL
-stats stack reaching stupid levels.
-more story than most others mods in a year. That is the kind of "immersive" story a MMORPG can give. THat will never be the same as a real RPG, but the MMO induce some limits.
The good question is not "why is there no new big content in mod6" but "will the dev be able to take profit of their upgraded game, in order to create good content in laters modules ?".
Don't see mod6 as a fail, it is just a beginning. Now, the unknown is what will came after.
Join Now! - Infernal Paragons , The Infernal Alliance
when scaled to 70 in nw I had 32k hp and mobs hit for 20 - 25k on agro killing me dead before they even ran up to me... if this were wow that is the equal to a trash mob doing 30 million with the first hit... something has to be broken I can't imagine the play test going on and seeing this and letting it go.
The Oathbound Paladin is awesome class. Fun enjoyable to play but bringing the other classes in line with the paladin like many other MMOs have done broke them. Some have died rare few recovered.
The paladin should have been brought in line with the world.
Increasing the difficulty of dungeons like Valindra, Malabog Temple of Tiamat and so was dumb should have never done that. The things you earn there you should have kept them as they were and made no changes to them.
The new content Temple of Elemental evil should have had the new toys and more challenging content here for those level 60 – 70. This would have solved many of the issues gong on at hand right now. Yes this means your employees would actually have to work and not skate by with a semi passable <font color="orange">HAMSTER</font>.
Break down the temple of Elemental evil into 5 maps, 1 for each element type like what you have done, but the 5th map is actually the zone for the temple. Campaign goals with their own set of boons plus new epic dungeons this way you do not alienate those who just got into being able to run those from previous modules and break their character to the point of where its almost unplayable.
I thought the goal was to keep player retention and get new blood in the game, not shot yourself in the foot.
Good luck
Don't be fooled by the increase because of the numbers, it's actually a very significant downfall because the formula changed drastically.