Blah blah blah,, every char class cries what they need an dont need, tr's enjoyed using the exploit of spamming daily to recovery encounters for how long, but now its gone so not so many tr's running around , gwf had same type thing, etc, so what, seems to me that unless the class is top of the game all kinds of people just continually cry , have fought lots of sw's an they kill just fine, as for <font color="orange">HAMSTER</font> not working get use to it as they dont fix much in this game and if they do something else gets messed up when they do, just like this mod 6 , total fail, nothing really worth playing for, just the same rp grind, in area's that not only mobs are almost rediculous to try an kill, but tiamat isnt even doable, as well as alot of other things are not even close to be able to solo, in which they have basically force team play on a game that has been solo for the most part from the begining and now they expect the player base to just up an change how they playand why they play this game etc. A good majority of people that play this game have nothing to do with team play within their own guilds, yet the entire game has been change to force team play, makes no sense. I can see slowly changing parts of the game as it evolves into team play but to me this is nothing but a money grab now.
Warlocks were functioning AS INTENDED, being the highest DPS class while offering no control/utility (unless you took a DPS hit and went Temptation), as well as having an 'all or nothing' approach to survivability- before Mod 6. Some players, mostly Control Wizards, complained because their overloaded class (DPS, Utility, CC, 100% dodge, emergency damage mitigation, all in a massive AoE and on hair-trigger cast times) couldn't outdamage the SW. So now, the SW can't outdamage ANYONE, when the sole purpose of their class is to do damage.
-The alteration of level 60 to level 70+
-The basic enforcement of grouping in areas where on could enjoy a quick solo hunt
Even though mod 5 was up to its eyes in currency clutter and other unnecessary complexities, i comparatively enoyed mod 5 enough to play hours per day when i had the time. Now...i simply await for better days in mod 7 or 8...I refuse to log into a suicide and bring my PC to mobs he already earned power over to now..be killed in a blink. The changes was severe enough it quite frankly disrupted my NW trance.
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Discussions of the Rules, EULA, ToS, and Forum Moderation on the Forums is not allowed.
Im not going to discuss this, i simply want you or whoever here is overstepping the rules of civilised behaviour in discussion to stop it. I can understand that some threads need moderation, but that DOES NOT INCLUDE removing negative feedback, espicially if it is true. Dont be part of the problem, help us in becoming part of the solution.
Im not going to discuss this, i simply want you or whoever here is overstepping the rules of civilised behaviour in discussion to stop it. I can understand that some threads need moderation, but that DOES NOT INCLUDE removing negative feedback, espicially if it is true. Dont be part of the problem, help us in becoming part of the solution.
Normally, I wouldn't bother responding to this, as it is a violation of the RoC and in direct violation of the post you are quoting. However, I'll humor you this once. Only once, there will be no further replies permitted beyond this point, so take it to PMs if you wish to discuss it further.
I've been experiencing issues in my gameplay that I'd like to see corrected, re-implement changes to regen and lifesteal for PVE content. Properly scale mob level at players lvl, lvl 60 for 60 +1 lvl for highers, so lvls 61-64 mobs will be +1, lvl 65-69 mobs will be +2 lvl 70 mobs +3
I used to enjoy fighting these few campaign zones like sharandar, now It just not fun at all. It's a frustrating panic combat, which is overly stressful.
Please by all means do not make the players feel weak no matter the gear no matter the build. I just want to enjoy the game, and play fast action combat. Not have to read an encyclopedia on how to build my character, and still not survive for long playing by themselves.
I really used to enjoy the game play, Indeed not all of it was a epic challenge, but it was fun.
I don't mind if you make separate dungeons for the epic tryhards, thats cool. Maybe a decade from now, I will be powerful enough to join them as well. But dont take away what was already there!
Please scale items that scale to players lvl, slayers set does not scale, dunno about ancient weapons. Those were helpful for leveling.
At the very least if you do not bring back regen and lifesteal, please fix regen and lifesteal character powers, in dnd your supposed to be able to regen if you have powers to do so, not if your only out of combat.
Anf if at the very least you dont wanna do that then FIX the trolls that regen. They troll us with regen and we need a healer for our regen >,<. What good is adding effictive healing if you dont have a healer/leader companion, or player?
Forcing players into different play-styles is a bad way to go about making changes, if you ask me you should be able to keep a players play-style while still adding or changing the way things work. Forcing a player onto unwanted things (taking away player choice), will FORCE a player to stop playing. It wasnt a simple nerf, it was an outright NO YOU CANT PLAY THAT WAY! You can't decide, you cant, and you wont! That is a great way to keep players playing. By saying no... *end rant* sorry I had to rant.
*Don't mind this part more personal ranting ahead*
I saw it in another game wont say any names, but it was a game I enjoyed greatly, cherished, and held near to my heart. It happened to go free to play. When that happened well if you weren't near and dear to the developers/maintainers hearts (IE: payed them Tons of cash, and kept up subscription for a certain period of time, you weren't allow to use an in game (coresystem, which I thought and many also felt that way) system for free. Which weakens your character by a boat load. It forced players into choices, It was like part of me died. It's almost like loosing a loved one, granted it wasn't real loved one. But we love are creations as much and if not more then some real loved ones. Shortly after this happened the game was killed off without reason. No one knows, but I'm almost positive it was to negativity, and people forcing legal stuff onto the company. If you ask me they deserved it. We people put so much cash into the industry, and without notice companies make changes, and we are forced to agree with them, or not to play at all. Thats like saying here is your food (using example food because entertainment is for health, in reality in some aspects you need to be entertained to survive.) but before you can eat it you have to agree to this long agreement. Now while your eating they stuff in peanuts, which you are allergic too.
If u wanted to make a nightmare stage then it should have made a separate map or something for player who like hard difficult mops. And GG PVP - 10 VS 10 ?I loved 20 vs 20 , if u wanted to bring out 10 vs 10 then it should have been a new tipe of PVP with a new map. There is no new dungeons and i can even survive a skirmish. My gear is useless ,which i spend months farming them, some i bough on AD market , which was a waste since they are of no use in mod 6. The tasks in mod 6 is difficult, long and boring. Sorry to say but when u have a perfect game , you don't change it so drastically. In my opinion , your game was perfect.
The pvp for this game was one of it's major selling points. I agree that they should have left Gauntlgrym pvp at 20 VS 20 and make a new kind of pvp that has 10 VS 10. They should do more with pvp and add more variety in general. Right now, we only have 3 different kinds of pvp. I'd personally love to see a 1 VS 1 pvp for people who want to practice with real people or test each other's skill. Training dummies don't move and are disappointing practice. Monsters are not particularly good practice for pvp either since they only ever really move towards you, never retreat, and are very predicable. You could do 1 VS 1 in Icewind dale but because it's open world, you have to worry about other people attacking you and messing up your 1 VS 1 fight(which happens a lot). Also Ice wind dale has an item level limit(correct me if I'm wrong) and it would be nice to have a way to practice duel someone before you both reach Icewind Dale. We need a way to train for pvp with real people without <font color="orange">HAMSTER</font> up teamfights for people who are trying to win a match in domination and Gauntlgrym.
An even better idea than a new 1 VS 1 pvp would be if every player had an additional option on their character interaction menu thingy(the thing that allows you to chose to trade with a character, inspect their sheet ect.). This additional option would be labeled something like "request to duel player" and when you click it, the other player gets a notice saying X player wants to duel you. If they say yes to your dueling request, you both will be able to damage each other but no one else will. You can accept multiple people's dueling requests at a time if you wanted to train with a group or something anywhere without interruption. This would allow you to duel without a reward purely for fun or training on any map you dam well please. When you and another player are done dueling, you could pull up their interaction menu again and select the stop dueling player option and if either person selects this, nether of you will be able to damage each other anymore until you both agree to duel each other again. If you want rewards, tokens, glory, coins, black ice ect. or a more organized match with pvp specific maps, that's when you que for the 3 available pvp forms instead of using my duel player idea. Oh and instead of killing a player you are dueling with using my idea, they simply are defeated once at 0 hp with that green plus sign over their heads and you can revive them(or the defeated person could kill themselves if opponent fails to revive him). This way, you don't have to be near a campfire to practice without having to walk all the way back to whatever spot you were dueling in.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited April 2015
Did normal GWD with my OP. WHY are normal dungeons so vastly easier compared to epic? Not even the final boss posed any threat whatsoever. I could have probably solo'd it as I wasn't even trying to heal myself or the other 2 party members. Smacking thunder mages and being tickled by their static shocks, not even trying to evade them, not evading any AoEs.
Did they remove the original damage mobs dealt in normal dungeons? They hit just as weak as normal solo mobs. Can't the DEVs even get the right balance of challenge on anything?
I cant even get the black ice to get level 4 Black ice crafting, before even worrying about Purple elements, I cant get any more black ice either to empower my gear I will use what is left until i don't have any. I went in to IWD and was 2 hit kill by non epic polar bear, I did this 5 times at level 70 in level 60 Purified black ice gear, I thought that I was missing something (other that my level 70 stats, powers etc Mod 6 issues) then I read if something is now 2 levels higher that you, you're dead. The polar bear was 73 and I could not kill it, tried Sharandar DEAD, dead ring DEAD all i can play just is the new ele-Mental content which is annoying only 4 quest a time on timers so I have to take quests from different people that happen to end up in same area, this is just to drag out game play and I don't mind that much but 4 area at 3 tiers of 16 quest per tier with a limit of four a go is too much, especially when the prev area I could solo or group up to help someone are now unplayable to me which is not fun any more.
I just saw the new-and-improved CC map (normal one). You took out all of the cool areas!
- The miniboss
- The side areas
- The rooms that no one ever checks out
- The funny dialogue ("Blackdaggers are more dangerous when they're dead!")
- The LORE!
Those were the things that made CC fun! Those gave CC its character! WHY????
CC was my favorite dungeon because it had those things: it wasn't just a one-dimensional run to the end-chest. You could explore it! Exploring the unknown areas of a dungeon is part of Dungeons & Dragons -- that's what makes the PnP game what it is!
Go play any Dungeons & Dragons adaptation that has ever been made -- it doesn't matter which. You could go as far back as Cloudy Mountain, Treasure of Tarmin, or especially Eye of the Beholder. Exploration is integral!
Please, devs, for the love of the gods, put those things back in!
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
Frankly, there is just 3 things in this mod that should be fix and everything went back to normal.
1. BUgs and Broken powers and item - broken rank 4 powers, broken respec feature, exploitable bugs, other broken power that is not Working As Intended and many more..this should be compiled from forum and identified and fix immediately.. Bugs that concern powers is alwaz the priority..
Also rebalance the power and item that are affected by Mod 6 changes (hp, lifesteal and regen) such as battlehorn, barkshield etc
fix broken item, in example elemental main hand/ dragon smile bow not giving run speed bonus after using aimed shot
2. Reward vs Difficulty balance - Mob difficulty should be toned down to able ill equipt player to progress their item level. For example, Kessel, ppl are farming kessel to get from lvl60 + equipment to blue 70 equiptment..yet the mob is able to wipe the whole party without giving them any chance. In my humble opinion..those mob should have 2-3 hit them.. instead of 1 hitting them to at least give them a chance. That goes to other extreme difficulty map such as tiamat and t2 dungeon..Player need a chance to progress not to rely on BIS player to carry them (instead all they get is kicking). Else there will be less activity going on and eventually player leaving the game.
Also those mob in dreadring, sharandar and IWD need to tone down to the difficulty to be equal to spinward mob so its doable for new lvl 70 player. I m lvl70 with full burning set and yet i m killed by Grimak 17 time before i finaly able to give him a deathblow.
End game map like sharander and dread ring still giving lvl60 equiptment such as dread legion armor set and illyburen set. I wonder whats the point of this. We are not killing lvl70 mob just to get a more inferior armor set. New lvl 70 equipment should be introduced to replace them as reward for those maps.
3. Lags and stuttering - this is the most gamebreaking for player that have the problem. I know rubberbanding may be the issue caused by connection and server and its not the fault of the game entirely... but stuttering problem is clearly caused by the game coding..not sure if its caused by the memory dump/leak but it need to be fixed..its clearly happening after mod 6 is launch..
This 3 catergory is what i see as the current most priority thing that need fixing and not some tool tip display. And ofcourse i only name the bug that i know..developer will need to check the bug section for those 3 catergory i mention
Hated it!
I've seen post on this thread about people enjoying the new difficulty, and I was floored. That was until I realized that the people that love the new difficulty were most likely people that had played for a good while and had really high end gear back in mod 5 and had done most of the content and were getting bored.
The problem is people like me that just started playing recently, we leveled up to 60 and just started doing the campaigns. Then mod 6 drops and we hit the wall because we don't have most of the boons already unlocked, we don't have black ice equipment, we don't have all the resources to survive the "new" content. Trying to gear up as a new character to survive the "new" dungeons is crazy because to get the gear you need the gear.
Cryptic failed. I had fun before mod 6, now I'm not. That means going somewhere else. Unfortunately, usually when I leave a game I don't normally go back, unless something has dramatically changed.
I know fun means different things to different people, but Cryptic needs to figure out how to bring fun back to as many people as possible if they want to recover from this.
toxicwolfieMember, NW M9 PlaytestPosts: 41Arc User
edited April 2015
Post through acr,so I can't link stuff.However there is a sticky in the GD part of the forum from one of the devs.Seems he/she has been placed as top dog for the NW team.Anyway,it says they are listening and looking into this mess.Full details are there,not that there is a ton of info anyway.It's at the very top,so shouldn't miss the thread.
(if I get the time I will get on through the net and edit this post with a link)
After playing a few more weeks, I hate this mod slightly less, but it still feels like an unfinished product. I haven't really tried Sharandar, Dread Ring, or Icewind Dale save for a few runs of Phantasmal Fortress, although I imagine they're tough for anyone still trying to get their boons.
What I like:
Some new ways to gain refinement points.
Better weapons (artifact mainhand & offhand) are easy to acquire.
Spinward Rise, Fiery Pit & Reclamation Rock are not that bad, and there are several lvl 60-70 fetch quests to choose from.
Gauntlgrym is now 10vs10, even if the map is slightly too big for just twenty people.
The new invoking scheme once I got used to it.
No Black Ice Gear required for Kessell's Retreat.
Most of the new armor pieces for CWs & DCs look nice ('cept the DC Burning set helmet, oh boy).
What I don't like:
Mob damage seems completely unbalanced, especially in T2 dungeons.
Where did most of the old dungeons go?
So many server issues. Lagging, rubberbanding & skills not activating... Occasionally the whole party gets disconnected at once & booted out of the dungeon.
The biggest gripe that still persists in this mod: The insane amount of refinement points needed and how little can be gained. It feels unreasonable that we only get 40% of our rp investment back when refining our artifact weapons with older ones.
It's too hard to solo and I want to do that, for me I'm not going to spend anymore because most of the time I'm waiting for guildies to be on and with my time difference, I need to wait after midnight.... Also the gear that drops if you have killed something is lvl 69 and I know in some maps you have lvl 70 gear but impossible to farm alone.
I don't think they listen to their players because if they did they already had done something....
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msrebel1972Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited April 2015
I voted I hate it. It is a soul-sucking grindfest with very little reward. Even with double exp I can only gain half a level in the two hour playing time window that I have. It will take forever to get to level 70 where I will then be too weak to do any of the zones I used to be able to do. So my epic gear from before is useless and I can't get into the old zones like WOD to get any new gear and forget about doing any epic dungeon (if there are any to do). I see no point in playing. Even the thought of rolling an OP just to play the questline is unappealing, because when he gets to 70, what is he going to do?
It's too hard to solo and I want to do that, for me I'm not going to spend anymore because most of the time I'm waiting for guildies to be on and with my time difference, I need to wait after midnight.... Also the gear that drops if you have killed something is lvl 69 and I know in some maps you have lvl 70 gear but impossible to farm alone.
I don't think they listen to their players because if they did they already had done something....
Same here.
Can't have fun solo
Can't have group fun too...
I just tried to run esot.
Impossible to do because no matter what you do your team gets wiped by the boss in seconds.
The item score required to enter it has nothing to do with the actual Item score you need to withstand a single hit from the boss.
Mob damage seems completely unbalanced, especially in T2 dungeons.
Where did most of the old dungeons go?
So many server issues. Lagging, rubberbanding & skills not activating... Occasionally the whole party gets disconnected at once & booted out of the dungeon.
The biggest gripe that still persists in this mod: The insane amount of refinement points needed and how little can be gained. It feels unreasonable that we only get 40% of our rp investment back when refining our artifact weapons with older ones.
I think mob damage imbalance should at the very top of their list.
It's just insane.
Tried to do 4 elols today
Quit all 4 groups because
As soon as I pulled aggro from the 1st mini boss I was (spear) killed...soulforged....dps get aggro dodge dodge (spear)....HELP!....revived...get aggro dodge dodge (spear) KILLED.
All 4 times it's nervewrecking.
Not to mention how expensive it gets now. I eat injury kits like candy...
If I'm not randomly teamed up with some pally or tank with insane item score there's no way our team gets through that 1st boss...apart from that the rest is at normal levels.
The PUGs 5 man epic dungeons were actually fun and did not felt like chores and when done on dungeon delves were actually rewarding with AD and seals and epic gear guaranteed in the chest at the end. You felt great after completing one of those. It was fun.
Exactly.
Feels less fun and really less rewarding than it used to be.
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klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited April 2015
I voted "I can't stand mod !!!!" principally for a reason: Lag.
Lag like never before.
I thought mod 4 was bad, but mod 6 is worse, because it's subtle.
You don't actually lag all the time like in mod 4, but you lag specifically during boss fights in nearly every instance. It almost looks like it's done on purpose, mmmm.... nah, must be my tinfoil hat.
It's not the only bad thing of course, the whole "Vigilant task" fiasco and the bad balance of PvE mob damage (hint: it's because they were given very high armor penetration and combat advantage bonus, that also makes it a nightmare for tanks who drop like flies unless they dance around like ballerinas ) are also two strong issues that ought to be fixed sooner than later.
There is also the problem that no new high-end level content was added, no new dungeon, skirmish or campaign for level 70.
It's a pity, because the mod also did some things right.
For example, they way the solved the toxic kick behavior in instances because of loot is brilliant.
They also made refining less tedious with the whole stack occupying a single slot.
And making Gauntlgrym available all the time was how that content should have been since the beginning.
The rework of normal dungeons into 3man for new players was also a good idea.
Too bad the cons surpass the pros by far.
Overall my judgement of this mod is negative. And I think it's the first time I say this. I'm usually the kind of "progressist" guy that says "newer is better" to incremental upgrades, but not this time.
They didn't create new content, they scribbled with crayons over a Picasso. Jacked up enemy damage by 175% while increasing ours by 20%, increased their ArP resist well above our ArP, ruined the chance to actually deflect/life steal (life steal by definition means steal life, so duh???), and basically took around 80% of their dedicated following to the cleaners while handing them a pink slip. I'm not spending another dime on this game until things get fixed. That will be the ONLY way they listen to us. If they want to make real money, they need to make items accessible, make the daily grind worth it. Give us the free mainhand? I had mine premade in the campaign window until the day of the release, and when I logged on collected and viola. Why do Spinward? 15 Linu for offhand? Bought.
Maybe that is why they made Wod so incredibly hard, why Tiamat is nigh impossible to defeat. They want to make everyone without Linu to grind the new levels and get these items. Cool, but once you get to 70 or get past the new areas, lower Dread Ring/Sharandar/IWD/WoD back to reasonable levels so we can grind again. And give us a campaign again! We had a campaign window with every single module except this one. Why? We have no reason to grind any more!
I have burnt through a ridiculous amount of gp since the start of mod 6 just to pay for healing potions and injury kits. I am about to run out of gp and may have to get some of my hard earned AD traded for gp now just to pay for these vital things I need to stay alive. Mod 6 made healing potions both too expensive and made them next to useless in combat. I need 5 to 6 of the dammed overpriced things just to heal all of my hp. What the hell is the point of this?! Why would jacked up prices for useless healing potions help this company make money?
I have burnt through a ridiculous amount of gp since the start of mod 6 just to pay for healing potions and injury kits. I am about to run out of gp and may have to get some of my hard earned AD traded for gp now just to pay for these vital things I need to stay alive. Mod 6 made healing potions both too expensive and made them next to useless in combat. I need 5 to 6 of the dammed overpriced things just to heal all of my hp. What the hell is the point of this?! Why would jacked up prices for useless healing potions help this company make money?
Spent around 220g in potions and Kit from Lvl 60 to 70 and tryiung to do some dungeons etc.
I'm almost out now. and as soon as I run totally dry I think I'm gonna be out entirely.
It appears that if you don't spend real world cash, grinding for hours can't help you keep up with the game.
Cuz to grind means you'll take a load of beating hence you'll need to spend heaps or resources.
I have burnt through a ridiculous amount of gp since the start of mod 6 just to pay for healing potions and injury kits. I am about to run out of gp and may have to get some of my hard earned AD traded for gp now just to pay for these vital things I need to stay alive. Mod 6 made healing potions both too expensive and made them next to useless in combat. I need 5 to 6 of the dammed overpriced things just to heal all of my hp. What the hell is the point of this?! Why would jacked up prices for useless healing potions help this company make money?
The cynical side of me thinks, "stones of health". Otherwise, I'm at a loss to explain it. A typical health potion will now only give you 10% of your HP once you have the nifty mod 6 gear we're all supposed to get. With enemies taking 90% of your HP away in one shot, that's 9 health potions to get it back -- with 18 seconds in between each one.
I don't understand the rationale, and I would dearly like to hear why it is this way.
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
Reason: there is more to dislike than like about it.
TL;DR: boring, repetitive, time consuming tasks with no decent progress rate or rewards. level 60 T2 gear still better than anything dropped up to 65 so far. changes to augment companions (removal of base stats) not welcome. recycled zones & missions are super-lazy design. I like the attempt to raise difficulty, but as it stands... difficulty change is either nonexistent (sub 60) or too far over the top (60+). new powers (at least for SW) are lackluster. progress on all campaigns halted until we grind out another 10 levels and completely re-gear, just to get back to the same daily grind we were doing before mod6... only harder and even more time consuming. laziest.module.ever.
Specifics: The "new content" is recycled trash, enemy models are new, there are new contacts with new text and there are a few new cut scenes. that's about it. The repeatable daily quests in the "new" zones are extremely boring, time consuming, and have garbage rewards. XP is virtually nonexistent in the "new" areas and missions... double xp brings it -close- to being an almost normal xp rate, rather than "double". In about the same amount of time it took me to bring my paladin from level 35-ish to level 60, I got my SW from 60 to 64-1/2 doing the two "new" zones during 2xp.
The new missions themselves are horrible, kill x amount of these guys, gather x amount of this item (which requires killing x amount of the same guys), gather x amount of this plant (which indirectly requires killing x amount of random enemies), explore a mine, explore another mine that looks exactly the same, explore yet another mine that looks exactly the same as the first two, oh and one of my personal favorites... seal the sarcophagus inside the 5 tombs in helms hold... it's like, the exact same mission as the one you get at level 30-something with a different object to interact with and different enemies. could this mod have actually been more lazily designed? I doubt it.
Now, at level 64-1/2, I STILL haven't found a decent piece of gear to replace my "old" level 60 T2 stuff, let alone a decent weapon, offhand, belt, ring or necklace/cloak. I've gotten a few drops that ranged from level 61-65, but their ilvl was, at best, 1 ilvl above my current equipment... and god knows why, because I would've LOST stats by equipping them.
at the same time, I'm seeing a few others that are my level, running around with the new artifact main hand, at legendary no less... where are these coming from!? I haven't received a mission or any kind of indication on how to acquire them. the collections page just says "acquired during the elemental evil campaign" or something like that... well hell, I've done every mission I've been able to find, about 10x each... but apparently I'm missing something here.
additionally, it looks like the black dragon ioun stones I purchased (and every other augment companion for that matter) no longer have stats of their own, without gear/runes equipped. half of the entire reason they were purchased was because of the specific set of stats they provided. which was an absolutely moronic, idiotic change if it was intended. No doubt it was part of the obvious push to make non-augment companions more valuable, IMO.
Difficulty: this deserves its own little section, because it was both severely underdone, and severely overdone at the same time, depending on where you are playing. the standard 1-60 missions and areas still feel like a cakewalk to me. whereas the level 60+ areas thus far feel overly difficult and therefore severely time consuming and un-fun... and that's just 1 mission. Now grind and repeat said mission umpteen thousand times between 60-70. No thanks.
Standard trash mobs in 60+ content have seemingly been elevated to the difficulty of mod5's standard dungeon mobs, and though I haven't had the.... pleasure... of running any of the current 60+ dungeons, I gather from other posters that their difficulty is somewhere far, far beyond that. the past 4-1/2 levels on my SW have been... how do I put it... fruitless? I've enjoyed the combat, it's quite engaging (and unforgiving) now. one small slipup and you might be running back from a campfire.. (sarcasm) oooh, that's fun... I just love running back from campfires (/sarcasm). but at the end of the day, looking back on what I've accomplished... after a full day of double xp yesterday... I accomplished getting 4-1/2 levels. that's it.
I didn't get any cool new gear. didn't really get any cool new powers. I mean, I got a new power... and a new class feature, both of which are rather... uninspiring. The new power, grasp of hadar or something... is just a darker version of one of the CW's tier 2 powers.. in fact, I think it's the third CW encounter in their list. not horrible, but nothing to write home about. and it's a single target control that only lasts about 2 seconds for my SW, and that's with using it on a cursed target to double the duration of the hold... talk about useless.
my new class feature only works when i'm below 50% health... increases damage resist up to 10% or so and I think 3% lifesteal... did I mention it's only when I'm below 50% health?? ... well, with my measly 28k hp, I often dip below 50% health within the first second or so of battle with any regular trash mob. of course, warlocks bargain shaves 15% off the top, if it activates. not sure if it's just lag or what.. but most of my powers seem to have a bit of trouble activating since mod6, I've been having to hit them 2-3 times before they fire. I used to be able to hold down the at-will button and it would auto cast too, but now it seems I've got to keep clicking the mouse repeatedly... and even then it doesn't work sometimes.
I've gotten to the point now that I can evaporate 2-3 minions and a LT within 1 activation period of blades of vanquished armies. I've even been able to solo a few of the new heroic encounters. would have been able to complete some of the others solo if not for the timer running out. of course, I got completely pwned by a few too... the crab one on the other side of drowned shore comes to mind.
I voted I can't stand it. Rank 4 powers don't work on a number of classes, so you need yet another re-spec that is not free, to go back to rank 3 which is better!. The difficulty level of end game content is ludicrous - I don't feel legendary (just dead a lot). Elemental evil has some fun bits, but after a while seems a repetitive grind. Having said all that, there are lots of really good things that have been introduced, but we all focus on the negative (hopefully constructively and with the best intent). I've been playing this game for a long time and the developers listen to all of this sort of feedback and generally sort things out as soon as they can, which must be a hell of a task. You will never be able to please everyone and need to somehow get the "pulse" of as many players as you can. I've survived Caturday and seen various "class balances" go horribly awry at times (so I've played other character classes until that is fixed) but generally they all get ironed out, player comments are taken on board and a better game moves forwards. Sometimes it has been two steps back before three or four steps forward. This will all be sorted out...trying to do an Xbox port and also deliver new content, meet player demand and please everybody must be a hell of a strain on resources - and sure, all this seems sort of rushed and a bit of a disappointment. I've seen the "letter", they know this didn't come off right and they'll plan important changes, clean it up (priority items first) and we'll end up with a better game. In the meantime, I'll keep playing the bits I'm still finding fun and hope that by the time all my 9 characters are stuck in endgame, things will be fixed so they can still do quests without getting killed every five seconds. Keep the faith.
One other comment - I'm replaying early content with my new Paladin and I'm leveling way to fast to enjoy all the very good front end content - maybe early leveling should be slower, with later levels less of a grind.
Comments
Warlocks were functioning AS INTENDED, being the highest DPS class while offering no control/utility (unless you took a DPS hit and went Temptation), as well as having an 'all or nothing' approach to survivability- before Mod 6. Some players, mostly Control Wizards, complained because their overloaded class (DPS, Utility, CC, 100% dodge, emergency damage mitigation, all in a massive AoE and on hair-trigger cast times) couldn't outdamage the SW. So now, the SW can't outdamage ANYONE, when the sole purpose of their class is to do damage.
-The alteration of level 60 to level 70+
-The basic enforcement of grouping in areas where on could enjoy a quick solo hunt
Even though mod 5 was up to its eyes in currency clutter and other unnecessary complexities, i comparatively enoyed mod 5 enough to play hours per day when i had the time. Now...i simply await for better days in mod 7 or 8...I refuse to log into a suicide and bring my PC to mobs he already earned power over to now..be killed in a blink. The changes was severe enough it quite frankly disrupted my NW trance.
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Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
Im not going to discuss this, i simply want you or whoever here is overstepping the rules of civilised behaviour in discussion to stop it. I can understand that some threads need moderation, but that DOES NOT INCLUDE removing negative feedback, espicially if it is true. Dont be part of the problem, help us in becoming part of the solution.
Normally, I wouldn't bother responding to this, as it is a violation of the RoC and in direct violation of the post you are quoting. However, I'll humor you this once. Only once, there will be no further replies permitted beyond this point, so take it to PMs if you wish to discuss it further.
EDIT: Actually, just decided to leave this link here: http://nw-forum.perfectworld.com/showthread.php?18361-Forum-Information-Forum-Guide-amp-More&p=7590861&viewfull=1#post7590861
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
I used to enjoy fighting these few campaign zones like sharandar, now It just not fun at all. It's a frustrating panic combat, which is overly stressful.
Please by all means do not make the players feel weak no matter the gear no matter the build. I just want to enjoy the game, and play fast action combat. Not have to read an encyclopedia on how to build my character, and still not survive for long playing by themselves.
I really used to enjoy the game play, Indeed not all of it was a epic challenge, but it was fun.
I don't mind if you make separate dungeons for the epic tryhards, thats cool. Maybe a decade from now, I will be powerful enough to join them as well. But dont take away what was already there!
Please scale items that scale to players lvl, slayers set does not scale, dunno about ancient weapons. Those were helpful for leveling.
At the very least if you do not bring back regen and lifesteal, please fix regen and lifesteal character powers, in dnd your supposed to be able to regen if you have powers to do so, not if your only out of combat.
Anf if at the very least you dont wanna do that then FIX the trolls that regen. They troll us with regen and we need a healer for our regen >,<. What good is adding effictive healing if you dont have a healer/leader companion, or player?
Forcing players into different play-styles is a bad way to go about making changes, if you ask me you should be able to keep a players play-style while still adding or changing the way things work. Forcing a player onto unwanted things (taking away player choice), will FORCE a player to stop playing. It wasnt a simple nerf, it was an outright NO YOU CANT PLAY THAT WAY! You can't decide, you cant, and you wont! That is a great way to keep players playing. By saying no... *end rant* sorry I had to rant.
*Don't mind this part more personal ranting ahead*
I saw it in another game wont say any names, but it was a game I enjoyed greatly, cherished, and held near to my heart. It happened to go free to play. When that happened well if you weren't near and dear to the developers/maintainers hearts (IE: payed them Tons of cash, and kept up subscription for a certain period of time, you weren't allow to use an in game (coresystem, which I thought and many also felt that way) system for free. Which weakens your character by a boat load. It forced players into choices, It was like part of me died. It's almost like loosing a loved one, granted it wasn't real loved one. But we love are creations as much and if not more then some real loved ones. Shortly after this happened the game was killed off without reason. No one knows, but I'm almost positive it was to negativity, and people forcing legal stuff onto the company. If you ask me they deserved it. We people put so much cash into the industry, and without notice companies make changes, and we are forced to agree with them, or not to play at all. Thats like saying here is your food (using example food because entertainment is for health, in reality in some aspects you need to be entertained to survive.) but before you can eat it you have to agree to this long agreement. Now while your eating they stuff in peanuts, which you are allergic too.
The pvp for this game was one of it's major selling points. I agree that they should have left Gauntlgrym pvp at 20 VS 20 and make a new kind of pvp that has 10 VS 10. They should do more with pvp and add more variety in general. Right now, we only have 3 different kinds of pvp. I'd personally love to see a 1 VS 1 pvp for people who want to practice with real people or test each other's skill. Training dummies don't move and are disappointing practice. Monsters are not particularly good practice for pvp either since they only ever really move towards you, never retreat, and are very predicable. You could do 1 VS 1 in Icewind dale but because it's open world, you have to worry about other people attacking you and messing up your 1 VS 1 fight(which happens a lot). Also Ice wind dale has an item level limit(correct me if I'm wrong) and it would be nice to have a way to practice duel someone before you both reach Icewind Dale. We need a way to train for pvp with real people without <font color="orange">HAMSTER</font> up teamfights for people who are trying to win a match in domination and Gauntlgrym.
An even better idea than a new 1 VS 1 pvp would be if every player had an additional option on their character interaction menu thingy(the thing that allows you to chose to trade with a character, inspect their sheet ect.). This additional option would be labeled something like "request to duel player" and when you click it, the other player gets a notice saying X player wants to duel you. If they say yes to your dueling request, you both will be able to damage each other but no one else will. You can accept multiple people's dueling requests at a time if you wanted to train with a group or something anywhere without interruption. This would allow you to duel without a reward purely for fun or training on any map you dam well please. When you and another player are done dueling, you could pull up their interaction menu again and select the stop dueling player option and if either person selects this, nether of you will be able to damage each other anymore until you both agree to duel each other again. If you want rewards, tokens, glory, coins, black ice ect. or a more organized match with pvp specific maps, that's when you que for the 3 available pvp forms instead of using my duel player idea. Oh and instead of killing a player you are dueling with using my idea, they simply are defeated once at 0 hp with that green plus sign over their heads and you can revive them(or the defeated person could kill themselves if opponent fails to revive him). This way, you don't have to be near a campfire to practice without having to walk all the way back to whatever spot you were dueling in.
Did they remove the original damage mobs dealt in normal dungeons? They hit just as weak as normal solo mobs. Can't the DEVs even get the right balance of challenge on anything?
NOT HAPPY :mad:
I just saw the new-and-improved CC map (normal one). You took out all of the cool areas!
- The miniboss
- The side areas
- The rooms that no one ever checks out
- The funny dialogue ("Blackdaggers are more dangerous when they're dead!")
- The LORE!
Those were the things that made CC fun! Those gave CC its character! WHY????
CC was my favorite dungeon because it had those things: it wasn't just a one-dimensional run to the end-chest. You could explore it! Exploring the unknown areas of a dungeon is part of Dungeons & Dragons -- that's what makes the PnP game what it is!
Go play any Dungeons & Dragons adaptation that has ever been made -- it doesn't matter which. You could go as far back as Cloudy Mountain, Treasure of Tarmin, or especially Eye of the Beholder. Exploration is integral!
Please, devs, for the love of the gods, put those things back in!
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
1. BUgs and Broken powers and item - broken rank 4 powers, broken respec feature, exploitable bugs, other broken power that is not Working As Intended and many more..this should be compiled from forum and identified and fix immediately.. Bugs that concern powers is alwaz the priority..
Also rebalance the power and item that are affected by Mod 6 changes (hp, lifesteal and regen) such as battlehorn, barkshield etc
fix broken item, in example elemental main hand/ dragon smile bow not giving run speed bonus after using aimed shot
2. Reward vs Difficulty balance - Mob difficulty should be toned down to able ill equipt player to progress their item level. For example, Kessel, ppl are farming kessel to get from lvl60 + equipment to blue 70 equiptment..yet the mob is able to wipe the whole party without giving them any chance. In my humble opinion..those mob should have 2-3 hit them.. instead of 1 hitting them to at least give them a chance. That goes to other extreme difficulty map such as tiamat and t2 dungeon..Player need a chance to progress not to rely on BIS player to carry them (instead all they get is kicking). Else there will be less activity going on and eventually player leaving the game.
Also those mob in dreadring, sharandar and IWD need to tone down to the difficulty to be equal to spinward mob so its doable for new lvl 70 player. I m lvl70 with full burning set and yet i m killed by Grimak 17 time before i finaly able to give him a deathblow.
End game map like sharander and dread ring still giving lvl60 equiptment such as dread legion armor set and illyburen set. I wonder whats the point of this. We are not killing lvl70 mob just to get a more inferior armor set. New lvl 70 equipment should be introduced to replace them as reward for those maps.
3. Lags and stuttering - this is the most gamebreaking for player that have the problem. I know rubberbanding may be the issue caused by connection and server and its not the fault of the game entirely... but stuttering problem is clearly caused by the game coding..not sure if its caused by the memory dump/leak but it need to be fixed..its clearly happening after mod 6 is launch..
This 3 catergory is what i see as the current most priority thing that need fixing and not some tool tip display. And ofcourse i only name the bug that i know..developer will need to check the bug section for those 3 catergory i mention
I've seen post on this thread about people enjoying the new difficulty, and I was floored. That was until I realized that the people that love the new difficulty were most likely people that had played for a good while and had really high end gear back in mod 5 and had done most of the content and were getting bored.
The problem is people like me that just started playing recently, we leveled up to 60 and just started doing the campaigns. Then mod 6 drops and we hit the wall because we don't have most of the boons already unlocked, we don't have black ice equipment, we don't have all the resources to survive the "new" content. Trying to gear up as a new character to survive the "new" dungeons is crazy because to get the gear you need the gear.
Cryptic failed. I had fun before mod 6, now I'm not. That means going somewhere else. Unfortunately, usually when I leave a game I don't normally go back, unless something has dramatically changed.
I know fun means different things to different people, but Cryptic needs to figure out how to bring fun back to as many people as possible if they want to recover from this.
(if I get the time I will get on through the net and edit this post with a link)
What I like:
What I don't like:
I don't think they listen to their players because if they did they already had done something....
Yes. this is exactly what had happened
Same here.
Can't have fun solo
Can't have group fun too...
I just tried to run esot.
Impossible to do because no matter what you do your team gets wiped by the boss in seconds.
The item score required to enter it has nothing to do with the actual Item score you need to withstand a single hit from the boss.
I think mob damage imbalance should at the very top of their list.
It's just insane.
Tried to do 4 elols today
Quit all 4 groups because
As soon as I pulled aggro from the 1st mini boss I was (spear) killed...soulforged....dps get aggro dodge dodge (spear)....HELP!....revived...get aggro dodge dodge (spear) KILLED.
All 4 times it's nervewrecking.
Not to mention how expensive it gets now. I eat injury kits like candy...
If I'm not randomly teamed up with some pally or tank with insane item score there's no way our team gets through that 1st boss...apart from that the rest is at normal levels.
Exactly.
Feels less fun and really less rewarding than it used to be.
Lag like never before.
I thought mod 4 was bad, but mod 6 is worse, because it's subtle.
You don't actually lag all the time like in mod 4, but you lag specifically during boss fights in nearly every instance. It almost looks like it's done on purpose, mmmm.... nah, must be my tinfoil hat.
It's not the only bad thing of course, the whole "Vigilant task" fiasco and the bad balance of PvE mob damage (hint: it's because they were given very high armor penetration and combat advantage bonus, that also makes it a nightmare for tanks who drop like flies unless they dance around like ballerinas ) are also two strong issues that ought to be fixed sooner than later.
There is also the problem that no new high-end level content was added, no new dungeon, skirmish or campaign for level 70.
It's a pity, because the mod also did some things right.
For example, they way the solved the toxic kick behavior in instances because of loot is brilliant.
They also made refining less tedious with the whole stack occupying a single slot.
And making Gauntlgrym available all the time was how that content should have been since the beginning.
The rework of normal dungeons into 3man for new players was also a good idea.
Too bad the cons surpass the pros by far.
Overall my judgement of this mod is negative. And I think it's the first time I say this. I'm usually the kind of "progressist" guy that says "newer is better" to incremental upgrades, but not this time.
Maybe that is why they made Wod so incredibly hard, why Tiamat is nigh impossible to defeat. They want to make everyone without Linu to grind the new levels and get these items. Cool, but once you get to 70 or get past the new areas, lower Dread Ring/Sharandar/IWD/WoD back to reasonable levels so we can grind again. And give us a campaign again! We had a campaign window with every single module except this one. Why? We have no reason to grind any more!
Spent around 220g in potions and Kit from Lvl 60 to 70 and tryiung to do some dungeons etc.
I'm almost out now. and as soon as I run totally dry I think I'm gonna be out entirely.
It appears that if you don't spend real world cash, grinding for hours can't help you keep up with the game.
Cuz to grind means you'll take a load of beating hence you'll need to spend heaps or resources.
No point.
The cynical side of me thinks, "stones of health". Otherwise, I'm at a loss to explain it. A typical health potion will now only give you 10% of your HP once you have the nifty mod 6 gear we're all supposed to get. With enemies taking 90% of your HP away in one shot, that's 9 health potions to get it back -- with 18 seconds in between each one.
I don't understand the rationale, and I would dearly like to hear why it is this way.
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
Reason: there is more to dislike than like about it.
TL;DR: boring, repetitive, time consuming tasks with no decent progress rate or rewards. level 60 T2 gear still better than anything dropped up to 65 so far. changes to augment companions (removal of base stats) not welcome. recycled zones & missions are super-lazy design. I like the attempt to raise difficulty, but as it stands... difficulty change is either nonexistent (sub 60) or too far over the top (60+). new powers (at least for SW) are lackluster. progress on all campaigns halted until we grind out another 10 levels and completely re-gear, just to get back to the same daily grind we were doing before mod6... only harder and even more time consuming. laziest.module.ever.
Specifics: The "new content" is recycled trash, enemy models are new, there are new contacts with new text and there are a few new cut scenes. that's about it. The repeatable daily quests in the "new" zones are extremely boring, time consuming, and have garbage rewards. XP is virtually nonexistent in the "new" areas and missions... double xp brings it -close- to being an almost normal xp rate, rather than "double". In about the same amount of time it took me to bring my paladin from level 35-ish to level 60, I got my SW from 60 to 64-1/2 doing the two "new" zones during 2xp.
The new missions themselves are horrible, kill x amount of these guys, gather x amount of this item (which requires killing x amount of the same guys), gather x amount of this plant (which indirectly requires killing x amount of random enemies), explore a mine, explore another mine that looks exactly the same, explore yet another mine that looks exactly the same as the first two, oh and one of my personal favorites... seal the sarcophagus inside the 5 tombs in helms hold... it's like, the exact same mission as the one you get at level 30-something with a different object to interact with and different enemies. could this mod have actually been more lazily designed? I doubt it.
Now, at level 64-1/2, I STILL haven't found a decent piece of gear to replace my "old" level 60 T2 stuff, let alone a decent weapon, offhand, belt, ring or necklace/cloak. I've gotten a few drops that ranged from level 61-65, but their ilvl was, at best, 1 ilvl above my current equipment... and god knows why, because I would've LOST stats by equipping them.
at the same time, I'm seeing a few others that are my level, running around with the new artifact main hand, at legendary no less... where are these coming from!? I haven't received a mission or any kind of indication on how to acquire them. the collections page just says "acquired during the elemental evil campaign" or something like that... well hell, I've done every mission I've been able to find, about 10x each... but apparently I'm missing something here.
additionally, it looks like the black dragon ioun stones I purchased (and every other augment companion for that matter) no longer have stats of their own, without gear/runes equipped. half of the entire reason they were purchased was because of the specific set of stats they provided. which was an absolutely moronic, idiotic change if it was intended. No doubt it was part of the obvious push to make non-augment companions more valuable, IMO.
Difficulty: this deserves its own little section, because it was both severely underdone, and severely overdone at the same time, depending on where you are playing. the standard 1-60 missions and areas still feel like a cakewalk to me. whereas the level 60+ areas thus far feel overly difficult and therefore severely time consuming and un-fun... and that's just 1 mission. Now grind and repeat said mission umpteen thousand times between 60-70. No thanks.
Standard trash mobs in 60+ content have seemingly been elevated to the difficulty of mod5's standard dungeon mobs, and though I haven't had the.... pleasure... of running any of the current 60+ dungeons, I gather from other posters that their difficulty is somewhere far, far beyond that. the past 4-1/2 levels on my SW have been... how do I put it... fruitless? I've enjoyed the combat, it's quite engaging (and unforgiving) now. one small slipup and you might be running back from a campfire.. (sarcasm) oooh, that's fun... I just love running back from campfires (/sarcasm). but at the end of the day, looking back on what I've accomplished... after a full day of double xp yesterday... I accomplished getting 4-1/2 levels. that's it.
I didn't get any cool new gear. didn't really get any cool new powers. I mean, I got a new power... and a new class feature, both of which are rather... uninspiring. The new power, grasp of hadar or something... is just a darker version of one of the CW's tier 2 powers.. in fact, I think it's the third CW encounter in their list. not horrible, but nothing to write home about. and it's a single target control that only lasts about 2 seconds for my SW, and that's with using it on a cursed target to double the duration of the hold... talk about useless.
my new class feature only works when i'm below 50% health... increases damage resist up to 10% or so and I think 3% lifesteal... did I mention it's only when I'm below 50% health?? ... well, with my measly 28k hp, I often dip below 50% health within the first second or so of battle with any regular trash mob. of course, warlocks bargain shaves 15% off the top, if it activates. not sure if it's just lag or what.. but most of my powers seem to have a bit of trouble activating since mod6, I've been having to hit them 2-3 times before they fire. I used to be able to hold down the at-will button and it would auto cast too, but now it seems I've got to keep clicking the mouse repeatedly... and even then it doesn't work sometimes.
I've gotten to the point now that I can evaporate 2-3 minions and a LT within 1 activation period of blades of vanquished armies. I've even been able to solo a few of the new heroic encounters. would have been able to complete some of the others solo if not for the timer running out. of course, I got completely pwned by a few too... the crab one on the other side of drowned shore comes to mind.
One other comment - I'm replaying early content with my new Paladin and I'm leveling way to fast to enjoy all the very good front end content - maybe early leveling should be slower, with later levels less of a grind.