I vote that the original level 60 areas revert back to level 60.
Build new areas with new mobs that relate to levels from 60 on upwards.
To engage mobs that we already learned and grew in power to handle that now tower in
power again over us just leaves a real sick taste.
Come on NW....lets do this
Bring back some sanity and FUN
Comments
Enorla, Oh so devoted cleric.
Gather half of the map riding the horse and wiping it in one a spell.
Hmmm...problems reading? to quote 'Build new areas with new mobs that relate to levels from 60 on upwards.'
Alternatively, you could:
Retire the old character and start a new one
Take off OP gear and redo the maps with lower level gear.
There are many options available, you'd just have to choose what you wanted to do (same as ever). If you wanted to continue replaying the old content with OP gear instead of playing new higher level content as suggested, that option remains available too.
Although I don't see that happening for various reasons.
Another campaign, more difficult, with two new zones, new boons, new equipment, a dungeon or two would have been a far better idea : about the same amount of work and everything done until there still usefull.
Enorla, Oh so devoted cleric.
Very well put ...
Yes, I agree
you do understand that it was impossible to work with existing diminishing returns system any longer because ppl were capped at every stat and only power and hp had any returns ?
I agree....and it is possible that this is really still in test mode. that is...testing to see the effects on the player base when having to return to areas one already conquered to advance again.
I am sure its easily reversable to place pre mod 6 areas as it was and clean things up. As it is, the most potent thing they can do now is declutter the complexity of so many things. Make currency something to respect. Allow the enjoyment of playing the game bring the player whats necessary to advance rather than relying on casino mechanics. If this game were to maximize what truly keeps players here and totally minimize the myriad complexity of things, this game could easily request a monthly subcscription fee and a healthy one at that and they would earn what they need to from that rarther from casino mechanics and dependency on zen purchases for GAME advancement. Zen purchases should be for added convenience, flare and bells and whistles, not necessary items.
The game relies on players developing this connection with the in game dynamics as stated above. To make changes that fracture this is to fracture the very essence that binds players to your game!
You think that Mod6 should have been a new region like IWD that starts at 60 and progresses to level 70 mobs and areas. And, that the old areas such as Sharandar and Dread Ring should have been kept at level 60? This is not smart.
You have to change your perspective and realize that Mod6 came with a new level cap, and the old Sharandar, WoD, IWD, and Dread Ring zones are "level-cap" zones. They are now and have always been level cap zones, meaning your character needs to reach the "level cap" and have some "decent" gear in order to not get pulverized in those level 70 areas.
Once you realize this you're fine. Now you will understand when leveling a new character to level it to 70 before attempting these level-cap areas. In order to level to 70 now you must do the normal zones from 1-60 then do the new Mod6 stuff, like Drowned Shore ---> Spinward Rise, etc. Once you have finished that your character will be level 70, and will have the new elemental artifact mainhand and offhand, as well your character should be equipped with high enough gear to attempt Sharadar, Dread Ring, Icewind Dale, etc.
It's a new level-cap, and a slightly new leveling paradigm. But that's all there is to it.
Now, if after all that, your character is level 70, reasonably geared, and still unable to solo through Sharadar, then you have a valid case to bring before Cryptic. The games difficulty in level 70 zones may need to be adjusted.
But please, do not argue that the entire game needs to be reverted to pre-Mod6 paradigm. This is ignorance.
Yes, nice...but would it be a coding nightmare?
Yeah...thats what i meant about a coding nightmare...coding that would immed respond to gear changes and well...all the other angles possible.
Just give us our game back...they tried to recreate the wheel with a square box
actually they upgraded a triangle to a square box, while it still has flaws when trying to use as a wheel, its better than the triangle
You have not observed the poll revealing the majority that hate mod 6 obviously.
gwf is so easy, how the hell ppl decided its bad, unless they are running like 5% life steal and 25k hp and wondering why they are dying. best class at mid-high gear for anybody who knows the class and great at low gear if you are good, lvling to 70 and testing IWD difficulty(@1.9k ilvl) felt like an episode of "will it blend" with monsters playing the part of the stuff that goes in to the blender. sw needs a buff/rework, but didnt like the class at any point, though the short test i did with it didnt seem THAT bad, though it was quite bad, then again i only got my sw to 60 and ran a dungeon and a few pvp games @ mod4 on mine, so ill leave that for ppl who know how to play it.
i finally get to play tank(my usual role), though with slow killing speed and anything below 10man HE in IWD being unable to even touch my hp its boring outside of dungeons, though at 2.1k ilvl t1 seem to be getting on the boring side, might restart gwf if somebody else makes a tank for my guild but i have played GWF since launch and need a change. if they'd nerf content pala would become just as useless as the tanks were the previous mods - unless there is a bug only you can abuse tank is not needed(frozen throne anyone ? )
There would be no arguments if they would have actually released new content and added a legendary level of game play. To take away something we have worked months towards and leave us with crippled characters is NOT the way to make people feel like there is a forward direction to this game. It's to the point where they spend so much time adjusting things after they release them that it's not safe to make a plan for our characters anymore because they will likely make a change yet again in the next mod that will break everything we have played for up to that point. The nerfs are just a band-aid to fix what they never took the time to thoroughly test before release all the while we spend our time grinding to achieve something that will eventually be useless. After all, its a game which is supposed to be designed to entertain it's audience, not shaft them at every new turn. I no longer find this game entertaining and from all the posts in the forums, I am not alone. There are more players angry with the changes than there are happy with them.
I miss all of the things I did before Mod6
I am not sure of the logic of sticking new content between the old and making the old unplayable...
^This. I don't have issue with them making the zones lv70. But if it's suppose to be lvl 70 zone, then it should be giving lv70 gear.
Dish out those 150kAD for the new character slots and roll yourself a Pala or DC or whatever. Level them, two to four weeks per char, if you take it slowly...
To repeat some earlier posts:
Allowing players to select from multiple difficulty settings would (potentially) allow all players to access and ENJOY all content. It would provide for increased longevity by allowing players to up their choice of difficulty level when they've got enough gear together. Those who are geared to the max can be provided with more challenging game play by simply providing another difficulty level.
It is probable that as with most things the range of players fit into a fairly broad bell curve distribution with most being moderate/casual gamers and a small percentage at either end of the distribution. Adding difficulty levels would split that curve into multiple smaller narrower bell curves but with those at either end able to move up or down if they so desired.
Any game that is targetted to appeal solely to the bellends will most likely fail because there won't be enough of them to sustain it.
With a difficulty level selectable by the player, only players on the same level of difficulty would be in instances for that level, those on a different difficulty would be in a different instance. Implementation should be relatively trivial just with multiple (smaller) instance trees instead of just one.
Rewards should should be the same in all areas regardless of difficulty selected, after all why nerf the rewards for the less able playing at a challenging level (for them) and boost the rewards for those playing at an easy level (for them - because we all know the game would still be too easy for some). Difficulty should be selected based solely on the style of game the player(s) wish to play. Why make the game a chore for some when it's unnecessary, keep it FUN FOR ALL players.
Whether harder difficulties are used would depend on whether players wanted a more challenging gaming experience or not. Presumably if a group wanted to play in a hard instance they would agree to do so, if not, not. Either way it makes no difference regarding how to go about providing the option.
As far as maxxed out characters entering low difficulty instances in order to farm them, why worry about it, the same option is available to anyone (if that's what they want to do), the market would change true but that's always the case with markets.
Elites would be able to keep their bragging rights (You're only playing at x difficulty? Me and mine did that in a quarter of the time at y difficulty).
Botters and those who associate with them might not be too keen, but there's no real downside for legitimate players.
I don't knw why the couldn't allow lvl 60 chracters begin to level up without changing content and adding newer and harder content in new areas. I had no idea they would re-write the world mid-garme. That's some bad dungeon mastering. As bad as I've ever seen.
Yes yes, more content is the solution to everything. Except, of course, for not having the budget for it. Good content doesn't exactly grow on trees.
Quaternion from the previous forum
plus the idea of this mode was to end the horrible power creep we had before, and they really did.
So you'd remove any reward to players for progressing and earning things. Not good.