While there is a ****ton of bugs and stuff there are things i find devs got right with mod6
1. Increase in difficulty, prior to mod6 there wasnt anything even remotely resembling difficulty, now there is at least some challenge doing content, though solo ability of some classes and tanks getting 1shot by normal attacks from trash mobs in dungeons need to be looked at(while its annoying it doesnt really add much to difficulty), also its nice that dungeons finally need tanks and healers
2. Stat rework - in mod5 anybody with half a decent gear was capped at all stats that had diminishing returns, so only way to add smth was power and hp, now all stats are open and there are more stat build options, though arp(both on mobs and on players) seems to be overkill, though i still dont agree with life steal changes, imho Path of Exile like solution would be better
3. Level cap increase - nice way to get rid of old broken op sets without introducing even more broken op sets
4. Vigilance quests - although they could have done it better - first presenting normal version of these quests and then making them repeatable after completion(so you dont have to do same quests over again), with the amount of vigilance quests they could have just made it normal quest line with doing every quest once, its still nice that you can do content at your own pace instead of having to do daily quests for over a month, without being able to finish them faster.
5. Spinward rise and the jumping quest - nice touch though the dungeons should have been made for the map instead of recycling old ones
6. New class - always nice having one
7. Dungeon rework - nice that running old and forgotten dungeons is useful again, hopefully we get Idris for next mod
8. Ability to stack RP, RP auto pickup and Rank5 drops, while i still hate refining and believe it should at least now you can drop stacks of RP in the items instead of 1 by 1 and you dont lose RP by leaving them on the ground
9. Gear drops from dungeons and seal vendors - its nice finally earning gear in dungeons and seal vendors help ppl who arent lucky enough to get drops from dungeons, catches help ppl who dont have time to run as many dungeons a day, should have done this long time ago
Now if only they could fix lags, performance issues, tanks getting oneshot in dungeons and skills/feats....
i kind of like them, though they shouldnt be as powerful as they were, maybe smth like templar sets, maybe they could make some visual set bonuses when completed, though being even more shiny with my Pnegation i could blind some ppl but its kind of nostalgic with set bonuses from all the old games
or they could make it like in Diablo - with set items being a bit worse individually but making up for it with set bonuses
6. I put too much effort in my main, I am not interested in a complete new character as long as there is no reward (like in Dungeons and Dragons Online, where you can receive more stat points, which you can invest in STR/DEX/...).
7. Do you really enjoy those? I did them in DD until I got my drops and moved on.
8. After what I read, they can't crit if you use a stack. Please tell me if I'm wrong
8. After what I read, they can't crit if you use a stack. Please tell me if I'm wrong
8. i havent tested much, but it seems each individual item in a stack has a chance to crit, at least i got more RP than it would without crits when upgrading my DC artifact
3. is the best way to add stat changes and phase out old sets without causing too much imbalance between ppl in greens and full BiS, at lvl 60 new ppl had some 7k GS, bis ppl had 25k, imagine top lvl being raised to some 35k GS
4. same as normal quests just u might have to repeat them a few times if
6. i wanted a paladin for a long time
7. yes i do enjoy running challenging dungeons with my guild, but mob arp + mobs dealing extra dmg for being higher lvl than player seems not working too well
The increase difficulty content was welcome, but the removal of essentially all level 60 content was absurd, ham fisted, impoverished, ghetto, one of the most unusual things I have ever seen in a MMO, and generated almost all the negative reaction.
If you put it like this then yes, I pretty much agree with everything, even the set bonuses going away...part from the dungeon bits, I really can't comment on those
(not looking for L2P responses, just sayin - there is no ****-stupidity involved with staying in red if I can't see the attack animation or the red covering the ground because fights get 2-3 sec delays)
A lot now depends on how they intend to clean up the bug/lag/performance/scaling mess and what will be introduced in future mods.
Gonna leave this here because it needs to be said: An opinion that differs from your own is not "trolling". If you disagree with the opinion of another poster, either point it out respectfully or just refrain from posting in that thread. As a reminder, calling one a troll is trolling in itself and a violation of rule 1.02 of RoC.
Again, simply because this is not yet another "mod 6 sucks" thread does not mean it is trolling. Respect the opinions of others or do not post.
Do not respond or reply in any fashion to this post. Use the PM system to address your concerns. Responses will be removed without further comment.
ROLL TIDE ROLL
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
No more set bonus but the borked Lostmauth one... ....yup!
IMHO:
Less set boni = less variety = typical for all that's bad in mod 6. Diversity gets shredded and only the grind is left behind.
On topic:
- Pala class per se. OP is a wee bit OP maybe, but the direction is right.
- Faster unlocking/ascension throught the Sharandar areas
- Refining of stacks
- Some new quests, quest modularity/interchangeability in the new zones by itself. It's the high repetition number that wrecks it.
- SpinRise landscaping
If you're referring to the campaigns and stuff, that's debatable. I mean they were always meant to be done when you're maxed out on level. Max level got higher, you do your campaigns later. Makes sense I'd say. They may have overdone it with the difficulty and the lack of gear drops while leveling to lvl70, but the idea is sound enough.
Actually I think he's talking about a tonne of dungeons being removed for the sake of it. Anyway it's not logical anyway. Logical would be to have progression instead of having everything to do at once. They should have added to the existing content instead of replacing it.
Actually I think he's talking about a tonne of dungeons being removed for the sake of it. Anyway it's not logical anyway. Logical would be to have progression instead of having everything to do at once. They should have added to the existing content instead of replacing it.
Cryptic doesn't have the man power to make more than one new map per mod and can't even make new animations for new classes anymore (ie paladins are modded clerics with the same visuals with slightly different colors). Expecting the NW team to make more than one new dungeon per mod is currently unrealistic. They're struggling so much to maintain this game that they couldn't release all of the old dungeons at max level at once...
I'm pretty sure that no one at cryptic is happy with that and that they know it's a suboptimal solution but they're doing with the resources the executives and the publisher (aka PWE) gives them.
Cryptic doesn't have the man power to make more than one new map per mod and can't even make new animations for new classes anymore (ie paladins are modded clerics with the same visuals with slightly different colors). Expecting the NW team to make more than one new dungeon per mod is currently unrealistic. They're struggling so much to maintain this game that they couldn't release all of the old dungeons at max level at once...
I'm pretty sure that no one at cryptic is happy with that and that they know it's a suboptimal solution but they're doing with the resources the executives and the publisher (aka PWE) gives them.
Either way it's a big problem that should have been addressed a long time ago for long term health.
Since this is a positive thread I'll say the one good thing I find is the ability to use stacks of rp for refining (albeit extremely long overdue). Though I do think artifact gear is still something that segregates the community creating a big divide which causes issues on in game balancing making content too easy or too hard for a big set of people. I think the increasing of the level cap may have been a wasted opportunity to sort through some issues and wonder if they'll just reappear as well as create a new set of problems.
0
drestin777Member, Neverwinter Beta UsersPosts: 13Arc User
edited May 2015
why they just dont use something from foundry and ptr it first to use as dungeon/skirmish.pvp or anything ,when i first heard about neverwinter and the foundry, i thought "great, endless content forever".
Cryptic doesn't have the man power to make more than one new map per mod and can't even make new animations for new classes anymore (ie paladins are modded clerics with the same visuals with slightly different colors). Expecting the NW team to make more than one new dungeon per mod is currently unrealistic. They're struggling so much to maintain this game that they couldn't release all of the old dungeons at max level at once...
I'm pretty sure that no one at cryptic is happy with that and that they know it's a suboptimal solution but they're doing with the resources the executives and the publisher (aka PWE) gives them.
either that or they might just reintroduce those dungeons slowly so ppl can experience all of them, back in the days most dungeons were wasted since ppl ran only t2 for boots, gauntlets, body armor and helm, PK because it was fast and easy and CN for weapons and accessories, all other original dungeons were useless and essentially a waste of resources put into making them. now they could put those resources to use making them the endgame dungeons over a few mods, hopefully putting those resources to good use in other departments(like fixing the darn bugs and glitches)
why they just dont use something from foundry and ptr it first to use as dungeon/skirmish.pvp or anything ,when i first heard about neverwinter and the foundry, i thought "great, endless content forever".
this is a whole different topic, we need to find a way to hammer in some corporate skulls that foundry can be THE money pit, since they dont seem to get it, there are endless possibilities - dungeons, quests, campaigns, player housing, costumes etc.
foundry needs a lot more tools, and devs should work with creators on how to make foundry tools better and what kind of tools they want
there could be player created dungeons, pvp maps, though dungeons would need some way to limit possibility of abuse, maybe make player made dungeons give only token rewards like enchants, RP some RAD, but you could only claim the reward 1/hour, then if dungeon is popular then devs could test it if it passes QC then it could get added to standard dungeons and reward seals and gear according to difficulty, it could allow making of more puzzle reliant instead of combat reliant dungeons etc. possibilities are endless
there also could be some real money rewards for making dungeons - players can give not only ad to the person who made it but also zen, then Cryptic keeps a % of that money for providing tools and other costs and rest goes to creator of the content
that could help students that are learning game development test their skills in a real game, they could make their school projects as foundry content
I believe that mods 3, 4, and 5 had lots to offer all the different types of players, weather you like to solo, team play, run the easy, moderate, or epic dungeons..NW had something for you. Mo6 6 took it all away.
I, along with 1000's and 1000's of players always looked forward to improving our toons, learning new skills, earning epic gear in various Dungeons, then turning it into AD so we could up grade our rank 6's to 7's and 7's to 8's and so on. That is now gone.
I played for the chase.. the chase to become better and better so I could do eLOL, and eSoT. I also loved the fact that you could play multiple toons... kept the game "fresh" for 100,000's of us... that is no longer viable. But that was MY preference..that is how I enjoyed this game.
WoD, and even IWD was always a hard challenge to a whole lot of us. It was the select few credit card warriors that got bored because it was 'too easy". It NEVER was to easy for me...and now those are IMPOSSIBLE for us.
This game was to me..fun...but I find once I hit level 70.. it was like finishing any other game.. we killed the end boss and now the game is done.
Comments
i kind of like them, though they shouldnt be as powerful as they were, maybe smth like templar sets, maybe they could make some visual set bonuses when completed, though being even more shiny with my Pnegation i could blind some ppl but its kind of nostalgic with set bonuses from all the old games
or they could make it like in Diablo - with set items being a bit worse individually but making up for it with set bonuses
3. Fixing would be better.
4. Vigilance Quests are _very_ boring.
6. I put too much effort in my main, I am not interested in a complete new character as long as there is no reward (like in Dungeons and Dragons Online, where you can receive more stat points, which you can invest in STR/DEX/...).
7. Do you really enjoy those? I did them in DD until I got my drops and moved on.
8. After what I read, they can't crit if you use a stack. Please tell me if I'm wrong
8. i havent tested much, but it seems each individual item in a stack has a chance to crit, at least i got more RP than it would without crits when upgrading my DC artifact
3. is the best way to add stat changes and phase out old sets without causing too much imbalance between ppl in greens and full BiS, at lvl 60 new ppl had some 7k GS, bis ppl had 25k, imagine top lvl being raised to some 35k GS
4. same as normal quests just u might have to repeat them a few times if
6. i wanted a paladin for a long time
7. yes i do enjoy running challenging dungeons with my guild, but mob arp + mobs dealing extra dmg for being higher lvl than player seems not working too well
(not looking for L2P responses, just sayin - there is no ****-stupidity involved with staying in red if I can't see the attack animation or the red covering the ground because fights get 2-3 sec delays)
A lot now depends on how they intend to clean up the bug/lag/performance/scaling mess and what will be introduced in future mods.
Gonna leave this here because it needs to be said: An opinion that differs from your own is not "trolling". If you disagree with the opinion of another poster, either point it out respectfully or just refrain from posting in that thread. As a reminder, calling one a troll is trolling in itself and a violation of rule 1.02 of RoC.
Again, simply because this is not yet another "mod 6 sucks" thread does not mean it is trolling. Respect the opinions of others or do not post.
Do not respond or reply in any fashion to this post. Use the PM system to address your concerns. Responses will be removed without further comment.
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
No more set bonus but the borked Lostmauth one... ....yup!
IMHO:
Less set boni = less variety = typical for all that's bad in mod 6. Diversity gets shredded and only the grind is left behind.
On topic:
- Pala class per se. OP is a wee bit OP maybe, but the direction is right.
- Faster unlocking/ascension throught the Sharandar areas
- Refining of stacks
- Some new quests, quest modularity/interchangeability in the new zones by itself. It's the high repetition number that wrecks it.
- SpinRise landscaping
Cryptic doesn't have the man power to make more than one new map per mod and can't even make new animations for new classes anymore (ie paladins are modded clerics with the same visuals with slightly different colors). Expecting the NW team to make more than one new dungeon per mod is currently unrealistic. They're struggling so much to maintain this game that they couldn't release all of the old dungeons at max level at once...
I'm pretty sure that no one at cryptic is happy with that and that they know it's a suboptimal solution but they're doing with the resources the executives and the publisher (aka PWE) gives them.
Either way it's a big problem that should have been addressed a long time ago for long term health.
Since this is a positive thread I'll say the one good thing I find is the ability to use stacks of rp for refining (albeit extremely long overdue). Though I do think artifact gear is still something that segregates the community creating a big divide which causes issues on in game balancing making content too easy or too hard for a big set of people. I think the increasing of the level cap may have been a wasted opportunity to sort through some issues and wonder if they'll just reappear as well as create a new set of problems.
either that or they might just reintroduce those dungeons slowly so ppl can experience all of them, back in the days most dungeons were wasted since ppl ran only t2 for boots, gauntlets, body armor and helm, PK because it was fast and easy and CN for weapons and accessories, all other original dungeons were useless and essentially a waste of resources put into making them. now they could put those resources to use making them the endgame dungeons over a few mods, hopefully putting those resources to good use in other departments(like fixing the darn bugs and glitches)
this is a whole different topic, we need to find a way to hammer in some corporate skulls that foundry can be THE money pit, since they dont seem to get it, there are endless possibilities - dungeons, quests, campaigns, player housing, costumes etc.
foundry needs a lot more tools, and devs should work with creators on how to make foundry tools better and what kind of tools they want
there could be player created dungeons, pvp maps, though dungeons would need some way to limit possibility of abuse, maybe make player made dungeons give only token rewards like enchants, RP some RAD, but you could only claim the reward 1/hour, then if dungeon is popular then devs could test it if it passes QC then it could get added to standard dungeons and reward seals and gear according to difficulty, it could allow making of more puzzle reliant instead of combat reliant dungeons etc. possibilities are endless
there also could be some real money rewards for making dungeons - players can give not only ad to the person who made it but also zen, then Cryptic keeps a % of that money for providing tools and other costs and rest goes to creator of the content
that could help students that are learning game development test their skills in a real game, they could make their school projects as foundry content
I, along with 1000's and 1000's of players always looked forward to improving our toons, learning new skills, earning epic gear in various Dungeons, then turning it into AD so we could up grade our rank 6's to 7's and 7's to 8's and so on. That is now gone.
I played for the chase.. the chase to become better and better so I could do eLOL, and eSoT. I also loved the fact that you could play multiple toons... kept the game "fresh" for 100,000's of us... that is no longer viable. But that was MY preference..that is how I enjoyed this game.
WoD, and even IWD was always a hard challenge to a whole lot of us. It was the select few credit card warriors that got bored because it was 'too easy". It NEVER was to easy for me...and now those are IMPOSSIBLE for us.
This game was to me..fun...but I find once I hit level 70.. it was like finishing any other game.. we killed the end boss and now the game is done.
- Companion changes - 5 free levels and they revive themselves after a short period.
- Artifact main and off-hand are obtainable in solo content. Another Tiamat would have broken me.