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A Message Regarding Neverwinter: Elemental Evil

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  • xgrandz02xgrandz02 Member Posts: 702 Arc User
    edited May 2015
    This is How Barkshield Enchantment
    Should be to fit the 70. content:

    Transcendent Barkshield Enchantment

    Armor Enhancement Slot: Every 6 seconds your armor receives a charge of Bolstered Bark up to a maximum of 4 charges.

    When you have one charge of Bolstered Bark your armor absorbs 4,120 damage.
    When you have two charges of Bolstered Bark your armor absorbs 6,250 damage.
    When you have three charges of Bolstered Bark your armor absorbs 8,370 damage.
    When you have four charges of Bolstered Bark your armor absorbs 10,500 damage.

    Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed except from Alt-will damage.
    Alt-wills can't consume a boltered bark-

    Your armor is bolstered and will absorb a fragment of incoming damage.

    Enchantment
    Rank: 12 (maximum)
    <::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
  • senseiwasdsenseiwasd Member Posts: 60 Arc User
    edited May 2015
    It'd probably be better to say the bark will not be consumed unless you lose at least 10% of your MaxHP in a single hit -as there's this at-will called "Aimed Shot". (Maybe also lose a max of one layer/10 seconds or something).

    But Barkshield's issues are a nitpick, at best. There's far more severe global balancing issues involved here, and Barkshield is just one of the many innocent victims.
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited May 2015
    discorice wrote: »
    On paper that sounds strong, but given what we're up against i don't think anybody should be nerfing any more defensive buffs or enchantments.

    Yeah pretty conflicting situation that with negation, in PVE it would need to stay or even get a huge dose of steroid under current broken combat system, in PVP it is a pain in your neck, all whales running with it and you must overcome yourself by tons to be able to kill them.
    The real honest man is honest from conviction of what is right, not from policy.
    Robert E. Lee

    I only believe in statistics that I doctored myself.
    Winston Churchill

    The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
    David Icke

  • gwalaplothgwalaploth Member, NW M9 Playtest Posts: 44 Arc User
    edited May 2015
    One big problem they have is I am starting to think that it is impossible to balance this for both PvE and PvP, but then again, that has been the case for a while.
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    edited May 2015
    I'm not going to read through all 41 pages of feedback. I will however offer some-- if someone has already said it it probably could go with saying again.
    I play a PVE healing Devoted Cleric.
    I am completely unable to complete any solo content by myself-- regardless of having nearly 50% armor pen and all the t1 gear. I took the feats that would be most beneficial to a party which is necessary in your dungeon content. My character is now completely dependent on others.

    Some things regarding my class equipment-- I am not a DPS class. Lifesteal has always been completely useless on a cleric or non DPS and now it is even more useless. WHY did you put this useless stat on our level 70 artifact weapon main hand? Lifesteal is only primarily useful if you have enough of it and for classes that do not heal themselves already. Any stat would have been better than Lifesteal-- literally any one of them. The only source of lifesteal I am every going to have on my cleric is from this weapon. I'd really wish you to take a hard look at stat balancing this game and actual class mechanics and roles.

    Set bonuses- Were the set bonuses so awesome we had to remove all of them and go to some kind of totalitarian set bonus free nerf zone? What are we questing for in this game if it's not better gear and to better our characters? I don't feel rewarded for having spent 80+ runs in tiamat in module 5 and then have my gear that I worked really hard to get become unobtainable and useless. It's very disheartening. You've made my class and role more necessary for PVE content but made the game unacceptable to me as a player. I'm still going to play your game because I hope you can fix this game that I have invested 3 years of my life into playing and various zen purchases to support. I am not against the game becoming less pay to win and more skill driven- but it seems like you're just trying to siphon money out of my pocket with having to level all these professions if I want better gear rather than allowing player skill and chance to be something we as players can use to motivate our questing and give us purpose.

    tldr; Make set bonuses at thing again or at least explain why they aren't even an option- Address why I have lifesteal on my gear as a cleric- address the overall level of difficulty in areas where solo content is necessary. At the very least address quest sharing on dailies/vigilance tasks for those of us who can't go alone anymore.
    Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
    --
    I'll never retrace my steps.

    Some of my best friends are Imaginary.


  • equilamequilam Member Posts: 37 Arc User
    edited May 2015
    Hi there,

    here are some Bugs and Feedback that I would like to get some attention on, some of these points have been reported repeatedly in the past.

    1. Bug: All augment companion (various Ioun stones, cat, chicken) stat transfers except HP to the character are broken. The companion augmentation buff is there like the "Cat's Prowess" but there is no transfer of power and crit to the character as it is described in the cat's tool tip. Some of the new companion gear has +XY% to a derived stat like healing bonus or reduced thread. These aren't transferred as well. If some of these things are intentional I think it would be fair to inform the players about that.
    2. Bug: Companions with Eldritchs in defense slots don't transfer the extra stat points to the character, also the indicating transfer icon under the character portrait is missing. But the legendary transfer uses now the icon of the Eldritchs runestone in a passive slot. Or at least a very similar looking one.
    3. Bug: The DC heroic feat "Repurpose Soul" is broken. It only heals for a fraction of the amount given in the tool tip (5%, 10%, 15%). Tested with ACT with a sample size of 1000 procs of "Repurpose Soul". This is a big thing because this feat is the main healing source for healing DC players.
    4. Bug: Enchantments with more than 2 stats i.e. Draconic used on companions, aren't transferred to the character at all.
    5. Bug: Divine Glow doesn't proc all weapon enchantments. It's not working with i.e. Terror-, Plaguefire- and Frost-Enchantments, maybe there are more unprocing Enchantments that I haven't tested.
    6. Bug: The duration of the DC Power Astral Shield seams shorter than pre Mod 6 and shorter than in it's tooltip description, also the shields effects sometimes vanish directly after the cast in some cases during a dungeon run.
    7. Bug: The Mod 6 mainhands start for some classes on level 60 i.e. CW, TR and for other classes at level 70 i.e. DC, GF. Is this intentional? Many consider this unfair.
    8. Bug: The Mod 6 mainhands that start at level 60 can be refined with level 60 items, while the mainhands for level 70 accept only level 70 items and some purple 60 items. But not all level 60 purple items. An affected players can't see before if this item is refine able for him or not. This leads to some player anger.
    9. Bug: The companion stat bonus is broken since the beta of Neverwinter. Please fix or remove it from the game.
    10. Bug: The traits Stand Your Ground and Cast Iron Stomach are broken esp. in PvE since the beta of Neverwinter, please fix or replace them.
    11. Bug: If more than one DC within 50' of each other use the class feature "Light of Divinity" all players within stay in combat permanently. This was reported here.
    12. Bug: Some daily dungeons from the Tyranny of Dragons campaign are level 70, while the rest around is at a much lower level. If this is intentional players shouldn't receive the quest for this dungeons if they are under level 70.
    13. Bug: Most DC AoEs don't work if the ground isn't flat, i.e. downward sloping or upward sloping.
    14. Bug: All headgear for my dwarfs has clipping errors, more details.Clippingfehler.png
      (Click to enlarge)
    15. Bug: The new Howling Hatred transmutation is bugged, more details.
    16. Bug: Some Character mechanics can cause great lag to all participating players, please fix these issues instead of using them to build addition mechanics in the game. I.e. to my knowledge the Astral Seal with 1 or 2 Boons can cause these lags, the new Paladin Class has a similar lag maker.
    17. Bug: Please fix the auction abuses, as some players just fill there inGame Mail to the max and bid in the auction house. These auctions can't be bought or rebided by other players since the first bidder can't get his AD back per inGame Mail. Please stop this.
    18. Bug: The patch from 19.12.2013 introduced ugly clipping error on the high forest bear mount, this was reported here including pictures (that thread is in German).
      baerenhintern.gif
    19. Bug: Tensers Floating Disk has a clipping error, the area for the soulforged between the legs clips through the disk. This area for the soulforged visuals is much larger then the clothes inside it for my dwarf. If I fly a looping (by pressing space bar) the overlong soulforged visuals land flat on the disk. This screenshot shows the clipping error when no looping was flown.
      disk_clipping_error.jpg?noCache=1430733137
      (Click to enlarge)
    20. Bug: Please look into the web server issues, as we get quiet some "Service Unavailable - Zero size object errors" if we try to view pages under perfectworld.com.
    21. Bug: The DC power "Divine Glow" still doesn't proc weapon enchantments, doesn't proc feats and boons. And disables the ability to crit for all characters under this buff for as long as it is active.

    1. Feedback: The Eldritchs Runestones at rank 11 and 12 give not that much to the players, compared to other stones and the amount of Refining Points and Astral Diamonds used to get to this ranks. Please rethink rank 11 and 12 stats, my proposal for the defense slot at rank 11 = 12% increased stats, at rank 12 = 15% increased stats for the player.
    2. Feedback: The "bonus" of the cat is still one of the worst in the game, please rethink about it.
    3. Feedback: DCs have the worst heroic feats in the game. Most of them are sugar coated traps and a minority is worth using. That leads to an identical heroic feat choice among the DCs. That's a pity. There should be diversity.
    4. Feedback: The new Mod 6 DC feats, powers, class features are of little use in endgame party content. Please make them worthwhile or add an option to skip the new mod 6 feats to save feat points for better feats. A skip of the feats would be easier if they were moved towards the end of a tree right before the capstone feats. For example the class feature "Light of Divinity" ticks fully feated on level 4 with a median of 1200, this is divided among all damaged party members excluding the DC. So in a full party this is 1200 : 4 = 300 per party member. That is so less it's barely noticeable. Also this heal isn't displayed at all. A decent visual for that would be good. Please raise the amount healed and consider to include the DC in his own heals.
    5. Feedback: Please consider to include the DC in his own heals. Often he can heal others excluding himself or with a sharply reduced effect on himself. I don't think players like to heal and support a group while they are struggling to get something from there own support. Think of it like a healer pre Mod 6 that needed to use potions to stay alive to healing others.
    6. Feedback: Please consider to rework Righteousness of the DC class, because it still feels like a class burden not an impowerment.
    7. Feedback: Our guild has a very good Guard Fighter. At the end of a dungeon run he is able to heal himself alone about 1.000.000 Hp more than my dedicated healing DC can heal the whole party. I think this is a clear indicator that the amount healed of dedicated healing DCs should be raised. I'm not new, I play my DC for almost 2 years now. I know that there is not much space to the roof to get my DCs healing any higher.
    8. Feedback: There should be a warning if you sell equipment that has runestones or enchantments in them. I know that it can happen by accident that people sell there higher stones unintentionally. If you don't notice that very fast you can't buy it back. I.e. the last sold tab is emptied if you change an instance. Maybe it would be good to always save and show the last x sold items of a character disregarding what the player does, i.e. change instance, Log Out, ... .
    9. Feedback: I'm not quiet sure is the healing of "Agent of the Divine" is allocated against the triggering damage. Is the damage applied first and the healing second, if the character is still alive? If that is the case please rethink that, as a healer I don't want to heal dead players.
    10. Feedback: Please give the players an option to disable the visuals of armor- and weapon enchantments, like we can with neck and head items. Through I must say these enchantments should be always displayed in some parts of the game i.e. PvP, skirmishes and dungeons.
    11. Feedback: Please add more colors to the Zen Shop, especially white and gold would be cool.
    12. Feedback: Please introduce a new pack in the Zen Shop, containing a neck transmutation to a classic D&D adventurers backpack like this one, a usable campfire (usable like a potion and puts a small campfire in front of the character to gather around, infinite uses) like this, and some emotes like singing, sleeping, drinking, playing a medieval instrument i.e. a lute or drums or a flute, ... . This would add some more flavor to the game. I'm pretty sure not only the RP Players would love this pack.
    13. Feedback: Especially in the last times the change notes were more than incomplete. Some small fixes were listed but the bigger ones weren't. If you guys fixed a bigger thing tell it to your players they will feel much better treated. For example all new Mod 6 DC powers were lacking there divine version and empowered versions (Geas, Warding Flare) on introduction. Now they are in the game and I was very happy as I stumbled across this, but why wasn't this mentioned in the patch notes? As a player you can't or you don't want to play the detective after every patch to see what was fixed but not mentioned.
    14. Feedback: Warding Flare in Divine Mode displays a shield around the DC but not on the player that receives the shield, please display a visual shield for the seconds the player has the divine Warding Flare on him.
    15. Feedback: Under Options -> Interface -> HUD -> "show enemy healing floaters" seams to be wrong. It shows the allied healing floaters.
    16. Feedback: Please make an option for characters to have a sound played if a power effect ends. I mean if the effect of a powers ends in game not when this power comes off cool down. Like the sound if a daily is ready to use, but with another sound of course. This would help a lot, esp. support characters.
    17. Feedback: Please add more usable Slots for potions and other usable items. Three slots is simply not that comfortable to the player as you keep exchanging the things inside this three slots constantly.
    18. Feedback: Please have a deep look in your random number generation. From the time I played and the data me and my guild collected the computed numbers are not truely random and displayed chances are higher than the are calculated in the game i.e. the XY% of success if you rank up enchantments. These unrandom random number generations touches all areas in game from success chances on upgrades to need or great rolls up to drop chances... .
    19. Feedback: I'm working as a developer myself. I know if fixed bugs return or change notes are incomplete this can indicate that the devs don't use any type of version control software system, i.e. SVN or GitHub. If that is the case please please consider to use these tools. They are not new, they are around for several years now. They won't cost a penny and they will save time and improve results.
    20. Feedback: Please consider to use software system to add more transparency to the players that there feedback and bug reports are being valued and used to trigger future enhancements, this could be some thing like this.
    21. Feedback: If this thread is for the new lead dev, please post here to demonstrate that you are reading, value and using these information in this forum esp. in this thread.


    This is what came to my mind. Hope this list reaches the right guys and survives the migration to the vanilla forums.
    Thanks for reading :)
  • discoricediscorice Member Posts: 371 Arc User
    edited May 2015
    Screw all this. We need updates. Now.
    Fear Of A Disco Planet
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited May 2015
    The Crit Chance on my GWF has suddenly dropped over 5% out of nowhere.
    The real honest man is honest from conviction of what is right, not from policy.
    Robert E. Lee

    I only believe in statistics that I doctored myself.
    Winston Churchill

    The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
    David Icke

  • vampirecavyvampirecavy Member, NW M9 Playtest Posts: 55 Arc User
    edited May 2015
    I posted before, but I feel like I should point out: don't tell them to fix bugs that straight-up don't exist. I'm not going to point any fingers here because I don't want to start a flame war, but that's happened several times since I posted, and that's just going to waste their time trying to figure out what you're talking about.

    To the devs: something said from your end would honestly be excellent. Like, something to help reassure us you ARE in fact reading this thread. I get that you can't fix all of the bugs at once due to time constraints, but I feel like it wouldn't take that long to type up a two-sentence post letting us know you are in fact working on it.


    EDIT: It's come to my attention that if you look at the Preview shard forum's patch notes, Panderus -does- give feedback there. So you can head over there to see what he has to say, but I'd say to not harass the guy because god knows he's probably busy enough as it is.
  • araneaxaraneax Member, NW M9 Playtest Posts: 639 Arc User
    edited May 2015
    I'm not going to read through all 41 pages of feedback. I will however offer some-- if someone has already said it it probably could go with saying again.
    I play a PVE healing Devoted Cleric.
    I am completely unable to complete any solo content by myself-- regardless of having nearly 50% armor pen and all the t1 gear. I took the feats that would be most beneficial to a party which is necessary in your dungeon content. My character is now completely dependent on others.

    Some things regarding my class equipment-- I am not a DPS class. Lifesteal has always been completely useless on a cleric or non DPS and now it is even more useless. WHY did you put this useless stat on our level 70 artifact weapon main hand? Lifesteal is only primarily useful if you have enough of it and for classes that do not heal themselves already. Any stat would have been better than Lifesteal-- literally any one of them. The only source of lifesteal I am every going to have on my cleric is from this weapon. I'd really wish you to take a hard look at stat balancing this game and actual class mechanics and roles.

    Set bonuses- Were the set bonuses so awesome we had to remove all of them and go to some kind of totalitarian set bonus free nerf zone? What are we questing for in this game if it's not better gear and to better our characters? I don't feel rewarded for having spent 80+ runs in tiamat in module 5 and then have my gear that I worked really hard to get become unobtainable and useless. It's very disheartening. You've made my class and role more necessary for PVE content but made the game unacceptable to me as a player. I'm still going to play your game because I hope you can fix this game that I have invested 3 years of my life into playing and various zen purchases to support. I am not against the game becoming less pay to win and more skill driven- but it seems like you're just trying to siphon money out of my pocket with having to level all these professions if I want better gear rather than allowing player skill and chance to be something we as players can use to motivate our questing and give us purpose.

    tldr; Make set bonuses at thing again or at least explain why they aren't even an option- Address why I have lifesteal on my gear as a cleric- address the overall level of difficulty in areas where solo content is necessary. At the very least address quest sharing on dailies/vigilance tasks for those of us who can't go alone anymore.

    I used to play PVE healing cleric. I have my account from beta.
    And through all the " lets buy sharandar / dread and icewind. To make it easier for the players i have been there to see it.

    What you say is 100 % correct.

    I will add some more , from my point of the view, in case someone actually reads it.

    Before mod 6, my guild with 60 + players was getting somewhere, in this game.
    With draconic templar gear, full artifact sets ( no legendary ), companions, ench. and armor and weapons ench. that we actually got by doing dungeons and tiamat over and over and over again, we managed.

    Grinding through all of the campg. we played this game and enjoyed it even when we died or could not complete everything. WIth this new patch, people got so disappointed that they left.

    As a guild leader i have lost almost 50% of my guild for only one reason:
    The new patch made all of us completely useless.
    Everything, from dragon weapon artifacts to our feats and boons.

    In order to actually get through the grinding, in 4 new zones i had no other choice but to go dmg. as a cleric. Not the brightest idea if you ask me.
    So after level 70, when i finished all of the 16 vigilant tasks in all 4/4 zones.

    Got both of the new elemental artifacts, got all the freaking blue gear that was available through the zones ( except the fairy pit ).
    Got to 14k power / 4k crit / 4k recovery / 4k defence. Now what?
    The next logical choice would be trying to get better gear.
    New blue gear you can get doing ELOL and 1600 dungeons, or buying it with elemental seals.
    The protector seals are something very hard to obtain. So no purple gear Elemental gear until you have black ice shaping lv 5, and massive amount of Unified elements and assets.
    More people left when they figured it out how the new Elemental purple gear is to be obtain.

    Unified elements, also something seriously wicked to the point of hitting your head into the wall.



    Doing tiamat is , lets be honest about it : useless waste of time. We know it, you know it.
    Doing icewind dale by yourself ? Or any other campg. zone that needs to be done to get your boons?

    No leveling through spinward without a paladin or tank. No solo grinding.
    If you wanted to make it hard enough for the players, you did.

    How do you expect people to level and better ourselfs when we can not even finish dungeons.

    Do you know people tend to leave in the middle of the dungeons cos there is no point in doing the last boss? If you are not "up there" with all the "i have half of my stuff legendary and it just got out 2 weeks ago " people. You can not do it. It is simple enough. We all spend a lot of money. And until now i did not have any need to complain except one ticket. But this is just pure madness.


    I am sad to see this beautiful game getting so low.
    And i really hope you ll think about what you want to achieve.
    d7d81448-df6b-48cf-94a0-cf1ba87d861a_zpsish6zr2v.jpg

  • phargynphargyn Member, NW M9 Playtest Posts: 33 Arc User
    edited May 2015
    To me, the development of this game,... not in terms of the software,.. but the storyline & content,... seems to have lost it's way.

    Mod 6, seems to have been a case of 'we said there would be a big change, so we made a big change'. It seems to have lacked a direction or a goal. At least, it feels like one hasn't been, or can't be communicated to the playing community.

    Frankly,... I don't care if you re-use maps or playing areas. If you reuse items, monsters, etc. However, it's got to make sense within the bounds you already created,.. or at least tell us - you are changing the boundaries.

    Telling the community about 'game mechanics' and how things work, has never been a strong suit of PWE. This is no different. No, it's not going to make gamers go find and buy a copy of the WoTC books just to get the basic information that should be provided to players to make the game make sense. With the last round of changes,.. there now are no other resources to understand the basic operations of the game,.. and the game team is no more forthcoming with information about game mechanics than they previously were.

    It feels like development was done 'in the dark' by the company on it's own. All of the people I know who took part in the development server basically said their comments and viewpoints were ignored. So, why bother?

    There are a number of the changes from Mod 6, I like. There are a number that I don't. That is neither here nor there. I believe there many have been a number of changes that could have made the playing community happier AND taken less money and expense to implement. (this would be in the players best interest, the companies best interest,.. but maybe not in the interest of the developers doing the work?)

    For example: improve the random number generator. Yeah,... pretty sure that doesn't get much visibility. I've been tracking it for a year now. Do you realize that when your upgrade says '40% chance' it actually performs at about a 28% chance?....With long strings of the same results instead of something approaching random?

    Little tweaks,.. like at level 70, with the decrement in the ability score curves, open a 3rd passive power slot? probably doesn't cost that much. Does make each character more specialized, and in line with their class abilities & paragon paths.

    Instead of 'Big' developments for level 70 content,... smaller content that opens IN existing areas (instead of re-baselining existing areas - that HAD to be expensive)....

    I know I'm rambling,.. (kinda like mod6), but it just feels like a 'players community council', that could work with the lead developers would make a LOT of sense? if there are changes that need to be made, but aren't going to be eagerly accepted, then the players could at least help to find the right ways to communicate that to the playing community. (It happens in every MMO that survives for more than 6 months.) For content changes, the council could help the development team with the concepts, goals, direction and priorities?

    I like this game. Log into it every day,... even put some money into it once in a while. I'd much rather spend the time I choose to play, running around a virtual environment slaying dragons, fighting evil, and rescuing those in need,.. than scratching my head wondering how my defense evaporated when I levelled up,.. and why that last kobold was able to kill my entire party?

    Anyway,.. just a few free thoughts, worth exactly what you paid for them. I hope they help this game to begin to find a direction... because I really enjoy playing it.
  • dingrongdingrong Member, NW M9 Playtest Posts: 65 Arc User
    edited May 2015
    I like the new concept of this mode , but bugs and lags making it bad .

    1ST , i made AD respec and now i cant commit any feat or boon, cant play at all , i am wiped by mobs

    2ND. Lag in Esot , and all new zones r beyond reasonable , and persist for whole month

    3RD when 40 ppl gather for dragon run i get 1 frame per second and have little joy in playing. u should limit no of ppl on 1 instance to 20 or 25 and not single one over that

    4TH Content for level 70 character should be in your focus. My advice is to put ALL dungeons and skirmishes for level 70 (U HAVE NICE STORY LINE FOR LEVELING , THERE IS NO NEED FOR LOW LEVEL DUNGEONS) .. low level dungeons r WASTE of space coz either ppl don''t play them , or play them for few days/weeks never to return to them...

    5TH i like power/feats sistem-it gives a dose of individuality . But i dont like boons , i think u made it over complicated .. avalanche , rampaging madness etc , IT JUST GIVES COMPUTER A LOT OF DATA TO PROCCES AND HAVE NO IMPACT ON JOY OF PLAY , those things just happen , i do not even notice them BOONS should be more simple(+400 power , +10% healing etc) and OFC they should WORK!!

    6TH some powers/boons/feats are not described accurately .. E.G tyranical threat , changes your warlock's curse for SHORT TIME!!! WHY u dont write 15seconds?!
  • sianekasianeka Member Posts: 84 Arc User
    edited May 2015
    Just a note from an apparent minority here: the casual player. Some of us don't have the time available to spend unlimited hours grinding away nor resources to reach/be able to play ultimate endgame <font color="orange">HAMSTER</font> content. Some of us play for free only when we get home from work when we want to unwind and relax and have some fun. Not everyone is an uber gamer able to stay on a game 24/7. Maybe shell out some money now and then, but it is hard earned lucre and not easily budgeted to a game that gets increasingly unplayable.

    Those of us who have worked hard part time to finally get our toons to a campaign area (My sis and I finally have two characters in IWD only to have this new module come along - rumor is, making my beloved Sharandar and Dread Ring is now unplayable to me, and I shudder to think what my guys who only recently got into IWD are going to face if the two other campaign areas have been so badly tweaked/amped up.)

    It's truly taking a while to see the advantages to the new invocation system which requires me to spend at least 4-6 hours to get rewards. I finally see there is some good to come out of it, although at first I absolutely hated it. Now I'm trying to adjust and to be able to utilize the different types of rewards now earnable.

    As others have mentioned, backwards progress on the professions. I feel the game is totally laughing at me for maxing and purple-ing out my professions for each of my character types. Major grinding/time/effort to earn less than ever before.Especially leadership.

    Is the game planning to go in a direction to exclude us part-time weekend warriors? To cater to only the uber el33t OP <font color="orange">HAMSTER</font> players? Any love for us gals who just wanna have some fun? Unless one is ready to commit body and soul and wallet, we aren't wanted? We'll only get to try out new areas and the good stuff after we've committed 10 years worth of part time play?
  • senseiwasdsenseiwasd Member Posts: 60 Arc User
    edited May 2015
    EDIT: It's come to my attention that if you look at the Preview shard forum's patch notes, Panderus -does- give feedback there. So you can head over there to see what he has to say, but I'd say to not harass the guy because god knows he's probably busy enough as it is.
    Yes, and much to my disappointment I don't see any of the issues discussed in this thread being addressed. Indeed, they are plugging up exploits and nerfing players even further. They are at least addressing some bugs, but not the balancing issues that have destroyed the 60+ playability of this game.

    They are, apparently, even deleting posts that make mention of the old dungeons. We lost twice as much content as we gained with Mod6 (even worse than that, if you take into account nearly all of the Mod6 content is recycled). If that isn't a valid complaint, I don't know what is. How many MMO patches have you heard of that removed more content than they added?

    At least levels 1-60, aside from being robbed of content, aren't too badly affected. I suppose we can just keep making new characters, if we want to play this game proper. Which is what I've already taken to doing - I've 24 level 60+ characters, I don't want to experience 61-70 as it is ever again. So until these issues are addressed, I suppose all those characters are profession slaves.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited May 2015
    senseiwasd wrote: »
    Yes, and much to my disappointment I don't see any of the issues discussed in this thread being addressed. Indeed, they are plugging up exploits and nerfing players even further. They are at least addressing some bugs, but not the balancing issues that have destroyed the 60+ playability of this game.

    They are, apparently, even deleting posts that make mention of the old dungeons. We lost twice as much content as we gained with Mod6 (even worse than that, if you take into account nearly all of the Mod6 content is recycled). If that isn't a valid complaint, I don't know what is. How many MMO patches have you heard of that removed more content than they added?

    At least levels 1-60, aside from being robbed of content, aren't too badly affected. I suppose we can just keep making new characters, if we want to play this game proper. Which is what I've already taken to doing - I've 24 level 60+ characters, I don't want to experience 61-70 as it is ever again. So until these issues are addressed, I suppose all those characters are profession slaves.

    I can't describe how saddened I am by what has been removed from CC. That was far-and-away the best dungeon for exploration: it had side areas galore, lots of lore, some funny NPC dialogue, a miniboss, even a little bonus discovery for people with Nature skill. It was awesome, and all of that has been removed. Now it's just a soulless one-dimensional run to the end chest with none of the character it had before. It's just an empty shell of its former self. It really makes me sad to see that apparently no one at Cryptic properly appreciated it for what it was.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
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  • holeypaladinholeypaladin Member Posts: 18 Arc User
    edited May 2015
    Difficulty was fine in mod 5. In fact, Mod 5 was entirely too difficult as I never once got in a successful Tiamat run. Tiamat should have been balanced in mod5 to allow for at least a 60% success rate in a 25 man PUG, instead it had like 1% of lower.

    The game did NOT need a difficulty spike after that.

    Anyone who claims it was too easy would be among the minority of people who like to punish themselves with impossible tasks. Someone who works hard to gain level 60 purple gear should be all means power through all content except end-game epic dungeons, including being able to solo non-epic dungeons, considering it's not easy to obtain that level of gear.

    Solo content should remain solo content, as per what Sergeant Knox said. Meaning the level 60-70 zones should be solo capable for the average level 60 character wearing all greens, of any class.

    Campaigns NEED to have rewards that a level 70 character can use. This includes purple gear that they can use to enter dungeons and succeed at T1 dungeons. The more difficult campaigns (IWD, WOD) NEED to reward T2 purple gear at least, obtainable by the average solo player without being forced to endure the painful, broken dungeon queue. Not everyone likes to endure that hour plus queue that most classes have to go through. In fact, most people don't like it at all.

    600 protector seals for a piece of armor is absolute garbage. Ain't nobody got time to do 300 impossibly difficult dungeon bosses with an hour plus queue just to get into the dungeon and a low success rate. No. Just no.

    I'm going to abandon all hope of level 70 game play until things are fixed. The only thing I care about currently is leveling up my paladin. But once he makes 70, if things aren't fixed I may simply stop playing completely.
  • sianekasianeka Member Posts: 84 Arc User
    edited May 2015
    lordrhavin wrote: »
    Scott, thanks for the letter. As a developer myself i KNOW that sometimes you just cant do it NOW. As a start: filing in a ticket and getting the message "ticket #3,395,357 successfully submitted", brings the AAAND, IT'S GONE-meme into mind. Please provide us with some sort of bugtracker. Knowing that the reported bug has been received, someone confirmed it and someone is at least moving it onto the todo-list is a big step forward.
    THIS would really, truly be awesome - it would go a long, long way toward making players feel the game gods actually care about the end users/players. Right now, it feels like the developers and game teams are in their own world, doing their own thing, and not caring a bit about the players nor the problems they are having or that they report. I've submitted several tickets where no action was ever taken as far as I could tell having no feedback nor any fixes done. I've had useless responses, such as reporting a problem with Sword Coast and getting back a generic form letter telling how Sword Coast is supposed to work, not EVEN acknowledging my problem, but responding back as if I had no clue how to play. If it WORKED as listed in the generic letter, then all might be fine, but I was reporting a problem about how it is working.

    (BTW, that problem was reported in the early days of bringing out SCA and to this day STILL has not been fixed nor acknowledged, because I was "answered" - even though the response I received had no bearing whatsoever on my problem. I am not allowed by the system to bring it up again because my questions received a response. NOT a viable answer, note, but a generic, non-applicable response.)

    Kinda like: Q. I have a problem. Problem details.
    A: Yes, today is Tuesday, thank you goodbye.

    It would be soooooo much better to think that there actually was some Customer Service and concern for the players included in the Game Team.

  • caomhinmcccaomhinmcc Member Posts: 13 Arc User
    edited May 2015
    Artifact gear broken, ie powers not working or giving 0% increases
    Companions rating broken...ie purple companions no longer giving 8% rating to character as active bonus.
    Poor programming fixes by giving gear with more HP. Seriously lazy shortcut.
    nothing to play for anymore...no drops, no rewards, mo salvageable equipment to be able to work towards buying gear off of auction house.
    Making the only decent gear pvp. great for your pvp clientele, but for those of us that disdain pvp and all that comes with it not a smart move.

    being a part of a guild that had 250 active players, i can tell you 75 % have left the game ...Mod 6 is epic fail
    of our 250 active players the ones that have stayed mostly were the pvpers because they have gotten the gear ...the others didnt want to pvp so they are off searching for a new game or have gone back to older ones they use to play before here.

    i am not a pvper ....and i too will most likely leave soon, what can you tell us is in the works?

    thank you for your time,
    a casual player who use to enjoy this game.
  • coldcanukcoldcanuk Member Posts: 35 Arc User
    edited May 2015
    After waiting a while for this... here is my take on what needs addressing in the game:

    Loss of playable Content. The removal of content playable solo is in my opinion the biggest flaw with Mod 6 so far. I understand the desire to make content more team oriented in some places and to eliminate the over powered soloing of content that should require multiple players, but to totally remove the ability to play alone in most of the areas we were playing in already is in my opinion, a huge error. I have several players that were playing through the Sharandar, Dread Ring, Tyranny of Dragon and Well of Dragons campaigns and that has now all but stopped because I am no longer able to survive for more than a few hits in these areas. Yes, some players/classes can still solo most of the content, but the people that have worked for over a year building and playing their characters are basically out of luck now. I can limp my way through some of Sharandar, Dread Ring is almost instant death, Tyranny of Dragons is ok as long as I do not plan of completing Common Cause as the dungeons are ridiculous now, and well of the dragon(And Tiamat) are now a wasteland as they are totally unplayable unless you have a full group or are a Tank(who seem to be the only ones that can get through things, albeit very very slowly). I do not personally know of ANYONE that has successfully completed Tiamat since the Mod was released.

    I know you can pull stats from your datatbases and if you are seeing this and think it is ok, then I don't understand where you are taking a successful game to? I know for a fact the loss of players has spiked yet again, with some guilds I know having gone for 40or more active players down to 20 or less.

    The nerf to Lifesteal and Regen I can understand as they were very powerful, but the same nerf to the mods and adds would be nice! I watch my health go down with the slim chance of Life Steal happening very rarely, while the mobs that I am fighting have their health go up while they hit me. This needs to be fixed/addressed.

    The fact that all mobs we seems to be facing in level 70 areas/dungeons are now at the 2 level target you have introduced to do significant Damage to players 2 levels below them basically is a game breaker. Add the Flanking bonus they get and invariably make use of and your survivability is so low it is not worth even trying. Being 1-2 shotted is not fun and does not make one want to play the game. I would suggest taking out the hard number damage and putting in a percentage damage. This way no matter what level you are fighting, they will still do the same damage to you percentage wise, and no scaling would be required. This would also balance out PVP, as while the percentage can be increased by intelligent building, the skill of your attacks and strategy would play more into the game than just "I am more powerful than you!"

    I will leave it at this for now as although there is a lot more, this is what I feel is the most significant issues. Please start working on the playability issues rather than the fluff patches we have mostly been seeing. This was a GREAT GAME. Now, it is becoming not worth spending time on due to the insane changes that have all but made the game unplayable unless you are just leveling up a new character. And once you hit level 60, you hit this wall where things are just not playable again.
  • coldcanukcoldcanuk Member Posts: 35 Arc User
    edited May 2015
    One more 'KEY' point came to mind...

    You have increased our Health by a fact of 3...but the new Healing potion only increased it effectiveness by approx. 12-15%. What this means is the old potions would heal for 30-50% or more of your health before, but now you only get 5-10% or less! This make healing potions all but useless when you have 50-100k Health and only get 10k from a potion every 18 seconds , but you have made the adds hit harder than the 10k the potion is healing! Once you pass level 60, again this makes for an unplayable game!
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited May 2015
    Quite a while i expierenced my first 1-2 hours of Module 6-Elemental Evil and was so disappointed and annoyed of this content i couldn't play Neverwinter for nearly 2 Weeks only occasionally logged in to make my profession task and at the current i am not sure if i want to continue this torture.
    But i packed out my grind gear and logged in to get my little dwarven cleric to level 70 and complete all four new areas and quests to start the new old journey to gear my character up (again).

    So i started the intro quest that was quite entertaining (did it with another character before) and then was at the new area the Drowned Shores only to drown in quests. Normaly i would appreciate it but the whole design concept of the hourly quests is broken.
    1. It seperates the community because from like 7 quests you can only have 4 active which means in a small area everyone makes different quests. So random quest-groups are quite rare.
    2. Never accept quests which needs an heroic encounter to complete because you will end up with one of two problems. If it is a small HE which is do able alone you can't do it because it is most of the time offline/inactive. The reason for that problem is the big downtime of an HE and that other player block this specific HE. If it is a bigger HE you can't do it alone and need other players but because that not all players has all quests you end up with a fraction of the community to do this and this means you are most likely alone or in epic HE's even with a group the HE's are hardly do able, this means a majority of the player avoid them.
    3. You need 16 hourly quests which means you will need at least 2 hours to accomplish the story quests to get to the next quest hub. This is not the reason that the quests are hard or need big time complete it is the problem that every quest hub only provides you with around 7 hourly quests at once. This means you have a personal downtime if you did all hourly quests because there aren't enough to get 16 hourly quests at once. I had the problem that i was almost finished with one quest hub and only needed 2 more hourly quest to proceed and must wait over 30 minutes because i already finished all quests at the moment. That is dumb!

    Besides that utterly broken mechanic i liked to go back at the Drowned Shores but in my opinion you wasted a great opportunity to show your players something new. At the start of the Drowned Shores you can enter the mines. You could have make a small mace with several entrances and exits that ends in a special HE-Zone like a great dripstone cave and show some new set pieces but instead we have 2 different generic mines that are only a tube and spammed with monsters and necessary items to interact if you have a quest for it.
    The Drowned Shores could be a bit more special, for example include diving at a part of the ocean to complete some quests. Maybe not fighting because to implement a whole new combat system would be too much but some simple diving animation and gathering quest would be cool and show the player something new. But instead we got a small rework of the map that feels pretty generic unspecial and a pain of the *** because of massiv monster spam, that left a disstate after finally finishing this area.

    The normal Story-Quests which lead through the area are not helpfull and feeled like grinding an hourly quest and not special at all, maybe the small dungeons are nice and walking through the wall of water in the Drowned Shores was something new but nothing breathtaking (I stand like an hour in the water wall and didn't died). Some kind of awkward funny was the Endboss of the area as he procced to throw waterbombs on me, at least for this you could have made new animations. Felt pretty cheap. After the good introduction quests i was hoping to see Minsk and Boo again because they was ordered to help me (or simply the archdruid needed some spare time from them) but we got more generic stuff that couldn't be rushed or enjoyed.


    I have a suggestion to fix the hourly quests. Set the quest giver to a small map. If we want a quest in one of the three different zones in one of the new area it display us the "battlefield" and what should be done, which are simply the hourly quests with their quest areas. Make the quests smaller in description like "We need some medical supply for our wounded soldiers, search this area for some XY Herbs" and then display it on the map. This would be helpfull to pick up hourly quests which are close to each other or have similar subjectives.
    To kill the downtime if no quests available the questgivers could say: "You did all the tasks we requested. Every hour we get new scout reports. Come back later for some specific tasks, in the meantime you can help us with these problems." And then it displays the heroic encounter in the area which means we can make progress with heroic encounters, but for this you must spawn them more often or say the system "if HE is finished open another" and give us more of it (especially smaller ones).
    To help merchants is nice but how about a officier of the cultist walking through there camps with his guards we must simply kill and some of his abilities is to spawn something similar his elements as finishing move (For example: Calling the giant <font color="orange">HAMSTER</font> to ride on it to purge some heroes, calling giant flame tornados which decrease our movement area, giant earth elemental breaking through ground and trying to smash some heroes, calling flying monsters which trying to capture some heroes to throw them in the deep - something awesome).
    In addition delete all quest rewards like the elements (not XP and Gold) and give us instead faction coins for each area to buy the stuff we want and need for our character instead of waiting for the quest we need to get unified elements. Farming is part of the Game but if the player can choose it by himself like choosing the area, quests and other stuff it is easily endurable (and can be fun) but to let us wait for quests only as a cheap timesink is unpleasant and simply makes no fun.

    P.S.: Sorry for the Wall Of Text-Spell
    plat.png
    Platypus wielding a giant hammer, your argument is invalild!
  • lyaiselyaise Member Posts: 491 Arc User
    edited May 2015
    Although the 60-69 areas should have been done a lot better, they are only leveling areas.
    Make them as good as you like, but once done it's back to the old end zones - this is the biggest problem with Mod 6 - the complete lack of anything new at lvl 70.
    I must have run tiamat easily over a hundred times to get artifact gear and all the ToD campaign boons. Relieved when I didn't have to go in there anymore. Same for the other old end zones - Shar/DR/IWD - been there, done that, got all the campaign boons.
    Was running dungeons, bit repetitive, but a bit of a break from constant tiamat-ing.

    Now what? Back to that, only changing the 60 to a 70 against my character level? Pffft.

    Nothing of interest until Mod 7 then - and that's not going to happen tomorrow, next week, or next month.

    Cryptic - you guys completely messed it up, and I really don't know what you can do in the short term to re-introduce interest at end level.
    ...............vote for your favourite expansion..........
    "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
    ..............not this one then.............
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited May 2015
    I would prefer mere backtracking to the four new areas to improve your character. Like getting easier refinement stones, element agregate, unified elements and other stuff. It would be easy to complete such a task and would give us something to do and see the new areas as a bit of new content instead of leveling treadmill.
    New dungeons would be nice, but i have the feeling we will get that at module 7.
    plat.png
    Platypus wielding a giant hammer, your argument is invalild!
  • tropicofcancer43tropicofcancer43 Member Posts: 49 Arc User
    edited May 2015
    Mod 6 is the closest to class balancing I have seen yet playing this game ,.That said players are leaving in troves . Its not unusual for new players to try a game and leave but Im seeing alot of veteran players in my guild giving away their stuff and just leaving .Players are sick of sitting around in protectors enclave for hours at a time trying to get in a group and not because they arent a tank/DC/CW if you dont believe me I challenge the devs to go to PE and see for yourself . To get in a group you have to have a certain item level , say 2.8k before you will even be considered to be invited to a T2 . The thing is a character that has every IWD ,Shar,DR,ToD boon ,Perfect enchant , legendary ioun stone , etc is still seen as just a 2.2k toon thats never getting in a group outside his guild.Im glad guardian fighters are in demand now , they had it rough for a looong time . I also understand that the game is based on DnD where its a group effort but Mod 6 has killed this game for casual players . The game also seems to go in two opposite directions between levels 1-60 and 60-70 , its like you are playing a different game almost . Solo content is dead in IWD for most , you cant really go there and farm when you cant get in a party and who wants to spend every day farming Sharandar with a lvl 70 toon . Cryptic you really need to include a stat for effective character level that isnt based soley on what a player is wearing . Take a character that has every boon , transcendant weapon enchant , 5 legendary companions with all rank 12 enchants , wearing alliance/grim gear and he is seen the same as a brand new lvl 70 wearing the same alliance/grim grim gear ,no boons ,no companion in the Looking For Group Channel .
  • larszsslarszss Member Posts: 5 Arc User
    edited May 2015
    The mobs cause too much damage. The devs confused " make a more difficult module" with "make every single monster able to one hit you". Epic Dungeons and Skimishes are nearly impossible, and the normal content, wich should be playable solo barely is.
  • senseiwasdsenseiwasd Member Posts: 60 Arc User
    edited May 2015
    larszss wrote: »
    The mobs cause too much damage. The devs confused " make a more difficult module" with "make every single monster able to one hit you". Epic Dungeons and Skimishes are nearly impossible, and the normal content, wich should be playable solo barely is.

    There are no solo'able areas come 70, and even 61-69 is dicey. If you were level 60 before the patch, and have a full boon set, maybe, but even then, come 70, just getting through the campaign area's introduction sequences alone is a horribly painful grind. ...and then there's the epic areas... Gawds, they are just, broken beyond belief - and we knew and said as much during the play tests.

    Ideally, fighting through a level 60 dungeon or skirmish with a moderately equipped level 60 character, and doing the same with a moderately equipped level 70 character, through a level 70 area, should be about the same.

    It should, at the very least, not be the difference between night and day - on two different planets, orbiting two different stars!

    It's basically yanking the rug out from under folks at the last moment. "Hey, remember this game you loved so much you spent dozens of hours investing time in it to get to max level? Well now we're going to completely change everything and repeatedly kill you for entertainment! Surprise!"

    Doubly so for the "solo" campaign areas. There's no call for open world difficulty to change exponentially, despite the fact that you've trained to the recommended level. (And, indeed, come 70, due to the adjustment system, you become weaker.)

    But this has all been said, and supposedly, it's all been heard. But over the past month, it's yet to be addressed. Indeed, all we've seen in the past few patches, is players and items getting steadily weaker, and rewards being steadily reduced (coupled with a sprinkle of, yes, much needed, but much less important, bug fixes).
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited May 2015
    @Game Difficulty: Tune down the damage and let the monsters attack more often and i mean not special skills, normal distant and melee attacks. Everyone can try this at a monster. They hit like once every 5 seconds. Some breaks between attacks are okay but the attack speed is like = Swordslash *goes in idle animation* 5 4 3 2 1 => Swordslash *goes in idle animation* 5 4 3 2 1 => Swordslash ... etc. It is stupid if you think about that a melee character class can attack continuously only with small breaks or none breaks between the animation. It is like the NPC-Monsters are stuck in a round based fight while we use real time system.

    Another problem i don't get is why Heroic Encounter run out of time? I would understand that some special heroic encounter in which the enemie force is trying to accomplish something but a heroic encounter like earthquake to run out is something i don't understand.
    plat.png
    Platypus wielding a giant hammer, your argument is invalild!
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2015
    I haven't had any trouble until lv 65 with my TR so far, Let's see how it goes for the next 5 levels.
    2e2qwj6.jpg
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited May 2015
    Hi!

    I have written my complaints or tried to many times.

    Today i was playing a bit and over heared a conversation in Zone. Won't go into details, cause i don't wanna cause trouble to anyone, BUT i have to ask myself, how long are we fooling each other, both we players and both the officials behind the game.

    Let me tell you, what i mean.

    I have leveled now 2 of my toons to lvl 70 and while i collected the glory and PVP seals for my TR, i didn't do this with my GWF and he is also more PVE orientated. I have done a few painful T1s, with many bad PUG groups to get him the gear.

    Now i am standing at the point, that i don't know, what to do with poor GWF. T2 dungeons should await and the Protector Seals, BUT i haven't met or seen any group doing it, without huge tricks, cheats and exploits.

    I have to ask myself and the officials- no demand, just thinking loud- why and how long are we fooling our selves. I was in a group in a T1 dungeon, with famous guy from here, he came with his CW, bang 2 shotted the Boss in epic Lostmouth, i was just watching, what the hell. Ok, next day been to epic Cragmyre, people yell at me, go at the wall and don't attack, cause other wise we die. Ok, i was foolish, i did go near the Mobs, they killed the team and all i got was yelling.

    Other situation, i was standing amongst players in PE and see, that the ability points "fix" is trendy again, i see changed toons all over the place and some of them whales, who actually wouldn't need it.

    Ok, i did go on my way, met a few players, who had already the Elven "set" all over. I mean we all know, how much seals we have to gather and how much BI too it and suddenly players in full Elven "sets" on more toons.

    Ok, i go with my 3rd toon leveling and all i see before the caverns in Ebon Downs are bots.

    I had my little troubles with Mod 5 too, but this is getting ridiculous.

    Apparently the harsh environments, the broken dungeons and the loss on RP points have made many people so desperate, that they have found the grey zone again.

    My question- yet again, just thinking loud- why do we have to live through this mess until the new Mod comes out? In my eyes we currently can choose between either not equipping our toons or we can be exploiters, cause let's face it, those, who are in full T2 or full T3 PVE "sets" cheated or exploited massively.

    Wouldn't it be better to scale down the one shot trash mob thing and make those poor 3 remaining dungeons playable again, the legit way?!:confused:
    The real honest man is honest from conviction of what is right, not from policy.
    Robert E. Lee

    I only believe in statistics that I doctored myself.
    Winston Churchill

    The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
    David Icke

  • azlanfoxazlanfox Member Posts: 436 Arc User
    edited May 2015
    I'm convinced that the issues are being worked on, but I believe they don't really know how to adjust it and maintain their future plans. Mob increased damage, statistics decreasing at level 61+, etc. are obviously intended balance measures that are appearing in too obvious a manner.

    The longer this takes, the more I am convinced that they do not know what they need to fix. I'm kind of at a loss of what to do at this point, and I really don't feel the concern is genuine at this point. I'm just invoking and doing professions in a holding pattern right now.
    The fox said, "lock and load"

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