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Neverwinter Elemental Evil Upcoming Changes and Roadmap

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  • lyaiselyaise Member Posts: 491 Arc User
    edited May 2015
    luks707 wrote: »
    1. I strongly agree with the "not every area should be for everyone". There should be hard areas for those with top gear, and easier ones for others. The key is that in each area you get something worthwhile when you do it, as in worthwhile for you at that point.
    2. In terms of artificing and weaponsmithing, the big problem is that you can't craft anything that is better than the stuff you get for free (the level 70 arti weapons) and often not even anything better than what you just find lying around or get as part of quests. You need to introduce things that are worthwhile, and crucially, at level 25 you need to have something like you have in armoursmithing that allows you to use the skill to upgrade your weapon and off hand, a bit like you can with Black Ice shaping now (although again see my earlier comment about reconsidering where BI gear is in the hierarchy of things). Perhaps maybe you require a Tier 3 result for it to make a big difference, but at least it gives these abilities a purpose.

    One of the suggestions put forward for the "not every area for everyone" - is graded dungeons.

    Now some mmo's go for progression dungeons/raids - that's one way of doing it, but takes considerable time/organizing from the groups doing it. Don't really think that's appropriate here.

    But a simple "Easy"- "Medium" - "Hard" - "Extreme" option system could work very well. Rewards are scaled to difficulty.
    Done right it would provide a challenge for a wide range of players, from the hop in a play people to the organized fixed group players.
    Everyone gets to experience the same area(dungeon) with the challenges and gear rewards escalating from easy upwards.

    My personal opinion is if a dedicated team (and wouldn't be me, not enough time nowadays) puts the effort into completing an extreme version, then well done to those people, here's the top level drops for you.

    This way everyone could get something out of doing the content. Over to you Cryptic?
    ...............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.............
  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited May 2015
    I like all I see, especially the part about RP added to campaigns. Hopefully it's a fair amount and we'll be finally stepping away from the Dragon Hoard Enchantments grind.
    Thank you for these changes.
    I hate dancing with Lady Luck. She always steps on my toes.
  • damnaciousdamnacious Member, NW M9 Playtest Posts: 354 Arc User
    edited May 2015
    Thank you for listening and for the continued increase in communication.

    1. I would like to see you make your own jobs considerably easier by implementing threads for each class in "Bugs" where players can report bugs with each class and, at the same time, easily check to see if it has already been reported.
    2. Monitor these class Bug threads weekly and respond, where appropriate and reasonable, with some sort of acknowledgement and some sort of 'status' for addressing each bug.
    3. Create a thread in each class section specifically for players of that class to contribute feedback on that class. This will serve the purpose of mainly localising class feedback so it can be more easily considered.
    4. Monitor the class feedback threads and respond, where appropriate and reasonable, with some sort of acknowledgement and communication (irregularly) that relates to the feedback and which clearly identifies that such feedback has been observed and either considered or rejected and, perhaps, with a very brief explanation of why, what and when.
    5. Heavily moderate these threads to ensure they remain 'on topic' and not trolled.

    As has been previously repeatedly demonstrated, players want to constructively contribute and will do so for free. All that needs to happen is for the right environment and opportunity to be created and some recognition / acknowledgement / communication regarding this feedback.

    Make it easy for players to give you what you need to do your jobs properly so that the consumer base is happy and enjoying the game and you will find your jobs will be easier.

    Oh! Before i forget...
    1. Completely fix the server lags
    2. Significantly reduce the RP grind
    3. Encourage and enable players to spend time playing / creating other characters.
  • zobadiaszobadias Member Posts: 4 Arc User
    edited May 2015
    Why not fix the auction so that the bid time resets when a bid is made under 1 minute left?

    Thanx
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2015
    ...As some of you may know, game development takes time and Cryptic is taking the steps to make several adjustments to improve the experience. Scott outlined several in his blog, but those shouldn't be considered the only items that are being actioned on.

    Keep the discussion going. Both Andy and myself (as well as the developers) are keeping our eyes on the forums, Twitter, Facebook, etc for key points of feedback (positive or constructive) and will do our best to make sure you all have a great experience.

    Alex

    Foundry Roadmap? *crickets* ...ANY kind of roadmap?

    Remember that "key feature" - a cornerstone of the product?

    Infinite Content

    Neverwinter comes with the Foundry, a dynamic toolset that provides you the game assets and a sandbox environment to create your own adventures. When your creation is complete, you can hook it up directly into the existing world for everyone in the community to play!


    If nothing else, just simply dumping/importing a boatload of EXISTING ASSETS into Foundry would keep Foundry authors at least marginally content for probably six months.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    edited May 2015
    would pay to see this as well. epic dungeon run with 5 iLvl 1600 chars as per requirement.

    Some Guildies and I attempted Valindra's Tower a couple nights ago, ilvl scores between 1800-2000. Party makeup was a DC, TR, 2x GWF and a GF. We got stopped halfway through the first map. Yes, I understand that a CW could have been useful, but we didn't have one on that night, but we had a good tank that was getting one-shotted, and 3 DPS's that, despite doing massive damage, took forever to take down mobs.
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited May 2015
    lyaise wrote: »
    Raising the item level for tiamat goes in the opposite direction of a major player complaint - that you stopped players in mid-progress, forcing them out of the WoD area, and other areas.

    The glaring problem with Tiamat in Mod 5 was that under-geared players were getting in, which was ruining the chances of everyone else attempting the fight. Implementing a minimum TIL of 1800 isn't nearly enough I'm afraid. We will be going back to Mod 5 again with far too many under-geared players hoping to leech a reward from a success. You guys just don't learn from your past mistakes. Tiamat is ludicrously hard atm and even with the nerf you guys have planned it will still likely be tougher than T2 dungeons, which have a HIGHER TIL requirement!!!

    With regards to the artifact trove being added to DR weekly. Does this contain a chance to get the Eye of Lathander? So by having the Mithril Gauntlets you increase your chances of getting the artifact?
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • lordseth1985lordseth1985 Member, NW M9 Playtest Posts: 319 Arc User
    edited May 2015
    I still don't get why the dungeons are limited to only five players, and all epic dgs, VT and MC have a lot of lag in it. Why don't make like in Warcraft, where you can enter a dungeon with 20-30 players and still don't get any lag?

    If the difficulty is kept the way it is now, it'll be nice to increase the number of players in every epic dungeon.
    Avestruz.Q.T.Seduz - Rogue, natural born assassin.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited May 2015
    What about all the dungeons that have yet to be returned?

    The game is called Dungeons & Dragons..... Not Valindra's Tower & Lair of Lostmauth.
  • seperatefactionseperatefaction Member Posts: 3 Arc User
    edited May 2015
    I have a question about the Oathbound Paliden. When can we OP players expect the devs to flesh out the gear. Any other class in the game can buy gear from the protector's enclave venders. Now the seal vendors have OP gear, but not the gold venders or AD venders. I would also like to see more of a diversity in the OP armor and weapon skins. Are there going to be any level 70 craftable weapons and armor?
  • blag001blag001 Member Posts: 201 Arc User
    edited May 2015
    oh....

    we should be able to use more than one potion at time, that trick to make the game harder is just annoying...

    better things from professions as armors and weapons. Some we can chose which feats will be on it.

    Now the game is screwed, sad but true... many changes must be made to bring the balance back. Look, I'm not talking about be able to waltz throught dungeons and skirmishes, but a reasonable balance on it.

    Mod 6 just trashed away 99% of the gear that players fought to get, and that's so frustrating. Looks like the mod 6 started a campaign to make the game less and less enjoyable for the casual players, and a bunch of those casual players spend some money on the game, so you're the one losing here.

    Changes will be made, nice. I hope right changes and on time. Some priorities on this first patch aren't enough to bring some motivation for unhappy-but-I-want-to-play-again players. Let's wait for the next one and see.

    Now just a tought of what the mod 6 should be about (looking at the raise the difficulty goal)

    Raise the char lvl cap

    Raise the boon-maps dificulty but able to be done by a group (3 peeps) with normal gear - I mean lvl 5 enchantments, blue artifacts, blue artifacts weapon, normal cloak and belts - because they're on those maps exactly to get their powers and gear a little better.

    Well of Dragons to have requirements to open, like at least 3 boons from each map and some iten level. And this map be a little bit harder.

    And a high dificulty zone, with different maps and stuff. Tiamat should be there, for example, and some of the badasses bosses from the D&D univesrse.

    So this way if a casual player that just want a little bit of fun after a work/study day can have some fun in the normal maps, hunting, getting gear and help friends at the dungeons. (as the game was before). If I don't want a harder content I won't mess with the harder maps.

    And the hardcore players will have a place for themselves to grind for hours and hours instead of complaining that the game is too easy and they have nothing to do.

    As an example it's just the PvP for me. I don't like PvP, and even there's a PvP supercalifragilisticexpialidocious armor set there I don't care, I won't go there.

    Well, now we sit and wait. :)
  • dionchidionchi Member Posts: 919 Arc User
    edited May 2015
    Again, I would like to see some kind of credit for our old Sharandar/Dread Ring sets. How about a discount on the new Lvl. 70 sets? Say 50% plus the corresponding piece?

    Not to mention those of us who spent real world currency to purchase ZEN to obtain the top of the line level 60 EPIC gear to use in areas like Sharandar and the Dread Ring who now find all of it next to worthless in those same areas.

    Are we to be penalized for buying ZEN to purchase that gear?
    DD~
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2015
    also wow is a much less graphically demanding game than NW or most newer MMOs.
    2e2qwj6.jpg
  • lordseth1985lordseth1985 Member, NW M9 Playtest Posts: 319 Arc User
    edited May 2015
    Until mod 5 I never experienced lag ou "server not responding" message. With mod 6, trying to do any dg is a pain in the *** because of lag. So, what changed? I always enjoyed NW until mod6 came, and looks like even the devs doesn't know what happened...
    Avestruz.Q.T.Seduz - Rogue, natural born assassin.
  • eregerogeregerog Member, NW M9 Playtest Posts: 47 Arc User
    edited May 2015
    While most of the changes that are being made are positive, one thing bugs me:
    it will not greatly affect the time to level to 70.
    Leveling in this game was great, because you got new feats and powers every few hours of gameplay. Additionally, around every 10 levels the game unlocked a new interesting feature for you (10 professions, 20 mounts, 30 paragon path, 55 final feat etc).
    All those things felt rewarding and gave an incentive to players to go through those leveling zones in a matter of days.
    However, the leveling to 70 is quite different: While a experienced player can go to lvl 60 in 12 hours or even less, every players is restriced to a minimum of 24 hours to get from level 60 to 70. (due to the 192 viligance tasks and the 8 tasks/hour).
    It doesn't make sense that 1/7th of your content can take twice as long as the other 6/7th of it, while maintaing the same rewards.
    So i really want to see at least one of those two things be adressed:

    1: Make leveling from 60-70 exceptionally rewarding so that players enjoy the grind
    2: Make leveling from 60-70 approprietly short


    I'd be optimal if you can find the right time between playtime versus rewards.

    Eregerog
  • forcemajureforcemajure Member Posts: 72 Arc User
    edited May 2015
    For me, all the pain points for leveling in the new (recycled) zones seem to come back to the weirdness of 16x3 vigilance tasks with the every hour recycling of the quests.

    I'm not at all sure I would want to level faster. The penalty for leveling up makes getting new gear on pace with your EXP gain critical just to maintain what you could do against the same mobs when you started that zone - forget feeling any sense of improvement as you progress through the zone. If each quest gave 2x the EXP (just to illustrate), I'd need the vigilance cycles to be 8 instead of 16 just so the pace of gear accumulation doesn't fall so far behind that I'm making noticeably negative progress.


    And, on the subject of the new-character experience, it seems like the current wall in Tyranny of Dragons progression has gone unmentioned. You get prompted to start dragon/cultist quests early which I appreciated as a nice variation in mod 5. Now, everything goes along fine with that until you hit 60. Then you start having to do the various quests that scale you up to a poor approximation of a level 70 character. Those are no longer worth doing, so ToD goes on pause until you get up to a legitimate 70. Either fix the silly level scaling or make these quests trigger off hitting 70 instead of 60. Hint: One of these is MUCH easier than the other.
  • sher0013sher0013 Member Posts: 76 Arc User
    edited May 2015
    After reviewing the difficulty of the Tiamat fight, we found that it was, in fact, unreasonably rough. We have lowered the difficulty of that fight. Additionally, in an attempt to give players a better chance of success, in order to attempt the fight you must now be at least level 70 and have a Total Item Level of 1800+ to enter.
    Well, good to hear. Though I hope that after making this change the developers themselves go as a bunch of 1.8-2.5 IL characters and check if they can kill Tiamat. So that we wouldn't have the same situation as in epic dungeons where the minimal requirements are all lie.
  • gwalaplothgwalaploth Member, NW M9 Playtest Posts: 44 Arc User
    edited May 2015
    eregerog wrote: »
    However, the leveling to 70 is quite different: While a experienced player can go to lvl 60 in 12 hours or even less, every players is restriced to a minimum of 24 hours to get from level 60 to 70. (due to the 192 viligance tasks and the 8 tasks/hour). ....

    2: Make leveling from 60-70 approprietly short[/COLOR]

    I'd be optimal if you can find the right time between playtime versus rewards.

    Eregerog

    I am not sure I have a lot of pity for anyone that is complaining about taking 24 hours to go from 60 to 70. Also the only of the new content you really should do is Spinward to get the free offhand, and that is not that burdensome - my warrior was able to do it in one day even taking several hours off for a nice relaxing walk on the beach.
  • eregerogeregerog Member, NW M9 Playtest Posts: 47 Arc User
    edited May 2015
    gwalaploth wrote: »
    I am not sure I have a lot of pity for anyone that is complaining about taking 24 hours to go from 60 to 70.
    It not about the time, but the differnece between 1-60 and 61-70. If the rewards in the new zones i'd also don't mind leveling taking longer.
    gwalaploth wrote: »
    Also the only of the new content you really should do is Spinward to get the free offhand,
    The guy in Spinward sent me back to fiery pit and complete my quests there, i don't know about you.
  • adent086adent086 Member Posts: 108 Arc User
    edited May 2015
    Read the post..... immediately thought: "Way too little, WAAAAAY too late. But, hey, I'll be insanely generous and give you a "D-" for the minor (after-thought level) effort shown."

    Nice to see at least SOME effort being put into all the MASSIVE number of powers that were and still are broken. Shouldn't have been released in such a shabby state in the first place; but hey what's done is done.

    Overall Difficulty still needs MAJOR attention. As in: Yesterday. I shouldn't have to be fighting mobs that are 2 and 3 levels BEYOND what my character can possibly attain to do dailies. In epic dungeons and Tiamat, higher level mobs than what you can attain? Sure, yeah, whatever. But out in the open world for dailies? Never, ever, ever, EVER. Sorry, but whoever thought having 72nd and 73rd level mobs in open-world, daily content areas, was a "good idea" should not be allowed to design for ANY game EVER again. Possibly with even harsher penalties warranted.

    Way more effort should be put into getting the game back to a "solo-friendly" state. Having tons of multi-player content is great. I mean, who doesn't love occasionally running with their buddies in an MMO and bashing lots of mob skulls together, right? But, there are also times when you DON'T want to do that. There should be a way that you can make MEANINGFUL progress towards MEANINGFUL rewards (i.e. MOST IMPORTANTLY: End game gear) through solo content. I see SOME of that promise happening with the new gear rewards coming to the older area stores and campaign trees. This, frankly, is the best news I saw in the post. BUT, and it is a HUGE: BUT, the rewards aren't in game yet and they aren't quite good enough. But, it is a tiny baby-step in the right direction. If these rewards, and more like them that are also better, were available AT MOD 6 RELEASE, I think I could have stopped 90% of my guild from leaving the game. Put them in now, and I "MIGHT" be able to get some of them to come back.

    My best advise to you: Keep on the track of: MORE rewards available to MORE styles of play. If you do this in HUGE doses, you might just start to get back some of the players you lost. Of course, the "trust" you shot twice in the head and left for the vultures in the desert with mod 6; yeah, that is going to take a LONG time to rebuild with the players. If you can ever get it back at all. And, whether you want to believe it or not, players have to TRUST you as developers before they will actually spend money on your game.

    Best regards and hopes that you keep building on the concepts of: MORE rewards available to MORE styles of play.

    Cheers.
    Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
  • daphnesnowbourndaphnesnowbourn Member Posts: 16 Arc User
    edited May 2015
    Devoted Cleric
    Geas: Players in PVP can only be affected by Geas once every 30 seconds

    Don't know what happened to my previous post that I worked so hard on. Clerics are squishy enough as it is, don't limit the one good thing that we got out of the last mod. I may be wrong, but I don't see any limit at all on the time that TRs, can be invisible. Allowing them to kill you, and not being able to do anything about it. Also there doesn't appear to be any limit on the amount of time that a wizard can keep me incapacitated by either freezing me, or strangling me in a whirl wind. I would like to know what the difference is? Is it because they are all fighter classes, and DC are expected to be weak, and food for the big dogs??? Well to bad we had one thing, and you took it away from us. I guess now if I do Geas, and it even hits, once my ten seconds up I should just expect to be tied up until I die, by some wizards whirlwind, while some invisible freak beats on me.

    Also it takes 3 hits, to become empowered, so if we hit three times, what are we supposed to do, stop, minimize the game, so we can see the clock, and wait until the 30 seconds are up, before hitting them with the final empowered hit? You have basically taken empowered away from Geas in PVP, are you going to disable empowered, on everyone elses powers as well?
  • kemi1984kemi1984 Member Posts: 849 Arc User
    edited May 2015
    This set of proposed changes mostly looks good, but how about making bags bind to account not bind to character and roll back the nerf to dragon hoard sure... you cramp the style of the exploiter's but the result is punishing average players too. how about making dragon horde 0 cool down in dungeons, so many cash grab actions that are going to drive away casual spenders, and the free to play players that the bigger cash spenders sell Zen and Zen items to , which reminds me also since removing all of the Dungeons we could run quickly to earn ad salvage items you are also going to make it so that no one has ad to spend on then items purchased by your cash players if the grind to play can't get anything they're going to stop playing, and then the pay to win have no one to sell their stuff to, need higher salvage value on the Limited dungeon reward items thank you oh and how about making it so that trash mobs in your dungeons cannot one shot kill players that are in gear which exceeds the minimum gear level by over 50% , and what is the deal with nerfing Geas's control factor? If you are going to do that how about you make any one player only capable of being affected by any specific CC power in PvP once every 30 seconds I'm sick of five tr in Gauntlegrym spamming smoke and other control powers more specifically stuns or being constantly frozen by 2 CW's working together and how about nerfing impossible to catch so that TR's can actually be affected by CC powers like everyone else not cool that they can be immune to control powers but perma-stun others, right now PvP is pretty much team with the most or the best TR's wins. I'm not usually one to complain about PvP but it is BS that I finally get a character I like playing and you're taking away one of the things that makes it viable in PvP, not cool

    ****, why are you people not ussing commas, Dear God !
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
  • kemi1984kemi1984 Member Posts: 849 Arc User
    edited May 2015
    vteasy wrote: »
    Glad for the communication. Please consider this. Every new players that joins my guild asks about where to get gear and best quests to do. The conversation always ends in, just wait till you get 70 and have artifact gear. Then its gonna be a long, expensive grind. This does not motivate people. You're number one goal should be to get players running through content again.

    1. Add Artifact Refinement items to EVERY daily (talking about 61-69 hourly quests too). Refinement and the amount needed is such a huge frustration point I need a new thread to go over. Just listen, players are getting tired of trying to find enough refinement to level 4 new items to legendary. I get that top gear shouldn't come easy, however it also shouldn't cost over $5000. Adding a lesser stone to all the daily isn't going to kill the bank. It will however give players some incentive to do them and see some (minor) progress toward getting their gear. Also its alot harder for a bot to run dailies than farm foundries.
    2. Add Artifact refinement to 5 man dungeons. Want people to group up and run these things? Add RP. Each boss should drop a Blue at minimum. Make it bound for all i care but add it. Also gives pvp'er reason to run with pve'ers and do content
    3. Remove 1 potion restriction. I can't see how this will hurt anything, but we can start getting rid of these things in our inventory faster
    4. Remove white pearls, seriously it takes over 4million RP to lvl something. a 100 RP drop that is taking up the now limited dragon hoard drops is an insult
    5. add weapon, mount, companion dyes to zen store. Go nutz, this is a great way to increase revenue without creating power creep. Just look at how good black dye does on the zen store.
    6. enchantments, won't go into to much here, it has already been stated many times. Look armor/weapon enchants again and make some tweaks.
    7. Please expand on known issues. There are many forum warriors here that report bugs/exploits/everything and we have no idea of what is being looked at, achowledged or is WAI. I'm not asked you all to list exploits but a running known issues log would be so very helpful. Alot of our frustration is the unknown.
    8. any pvp updates at all? If you are prioritizing other stuff thats ok, just throw us a bone with what you are planning
    9. There are some things that need to be updated with mod 6 changes:
    a. Hero's Feast. HP needs to scale and power.
    b. Tymora's coin. Stats aren't scaling, not worth a belt slot
    c. Pocket pet.
    d. Blue/purple leadership chests, need to update drop table
    e. Gift of tymora/Gift of Gods. Need to be updated, not giving resources appropriate for new levels. Rank 4s instead of rank 5s etc
    f. Companions, across the board. Look at the active bonus and then look at new stat curve. Adjust as neccessary

    Just my ideas on how to make the game more enjoyable again.

    Some awesome ideas here. Points 3/4/6 are my favourites :)
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
  • kemi1984kemi1984 Member Posts: 849 Arc User
    edited May 2015
    sockmunkey wrote: »
    I agree, I feel the difficulty has overshot the mark by a bit. Especially for solo dailies. There is no reason for these to be gruelingly difficult or a source of player frustration.

    I'm willing to concede that, this is perhaps a method of leaving room for expanding gear score so as to not make all the content trivial sometime in the future. If this is the case, then the focus is on the wrong thing. A frustrated player might not be willing to wait for things to get easier as gear scores inflate down the line. Solutions need to be available now, even if it might create new problems later. Those can be dealt with if or when they happen.

    From what I've heard there's a rule that makes one do some minor damage (like 20% of what it should be without the limit) for a mob that's 2 level's above yours.

    So in fact looking at IWD or WOD mobs, they're lvl 73, we need to do some serious hacking in order to put it down. While it's not THAT hard for some classes, it's certainly hard for fresh lvl 70. And these guys can;t really do their dailies to earn boons and anything because they will die from archers before they can kill one mele brute...

    I don;t really understand why it's scaled so roughly. I mean, 1/5 th of the damage (I may be rwong here...) dealt? That's a bit over the line. Forcing people to group up to do dailies is not fun, and a lot of players are willing to come back nad play again when it's toned down a bit.

    Just my 2 pln's :)
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
  • kemi1984kemi1984 Member Posts: 849 Arc User
    edited May 2015
    Totally agree here, before Mod 6 my HR also an archer Storm Warden build could solo any of the Dread Ring Lairs, now even the one I could solo the easiest Phantasmal Fortress is impossible for me to solo with my HR yet I have soloed them all with my Devotion Oath Paladin, because every third hit I get a massive amount of healing and sanctuary will also heal me so I can survive better with my OP than either of my other characters the Storm warden Archer HR or my Iron Vanguard Conqueror GF both have issues that Mod 6 have introduced, never realized how much both were relying on life steal/regen since it was not something I actively chased with either one of their gear, but with both being weakened and changed it is apparent how much the old system helped to keep me alive.

    So I find most of my play time is devoted to my OP and still running the daily lair with a group on my GF to hopefully get the Eye of Lathander, other than that my HR and GF are largely being used for professions, and invoking.

    For your GF...try out the Swordmaster. Steel Defence + Fighter's Recovery combo will make you a LOT harder to kill - trust me.
    You can go full Conq + few points here and there and still be able to solo these instances.
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
  • skymagus00skymagus00 Member Posts: 108 Arc User
    edited May 2015
    Is there going to be a full Tiamat artifact set? At present, Tiamat's Orb of Majesty lists set items and their bonuses including a Tiamat Sash and Amulet of Tiamat's Demise. I believe they were mentioned in the artifact gear blog in the run-up to Mod 6, too. However, neither the belt nor cloak/amulet seem to exist in collections or anywhere else, which is a shame given that the 3-piece incoming and outgoing heal bonus would be very nice on a cleric or heal-paladin. Please, will they be making their way into the game, have I missed them somewhere, or are they lost somewhere on the ethereal plane forevermore?
  • lyaiselyaise Member Posts: 491 Arc User
    edited May 2015
    This is what has appeared in mmorpg this week:


    Neverwinter : Lead Designer Scott Shicoff Talks Elemental Evil Changes
    Posted May 14, 2015 by Suzie Ford
    Neverwinter Lead Designer Scott Shicoff has penned a forward look at changes coming to the Elemental Evil module that caused an uproar with the community when it was released. Not long after, Shicoff apologized to the player base and promised that the game would be fixed.

    Making good on that promise, Shicoff wrote:

    It's been a few weeks since the last time I wrote to you all, and I wanted to provide an update. As I mentioned in Neverwinter: Looking into Elemental Evil, one of my first tasks on the project would be to evaluate the state of the game, and help the team figure out areas and aspects of Neverwinter that need attention. We've been listening to the community, and I'm happy to say we've started making positive changes. As I mentioned in the previous post, some elements will be addressed before others; some tasks will require additional time to get right.

    This week, players will see big alterations in the way that several classes play including the Oathbound Paladin, Scourge Warlock, Devoted Cleric, Control Wizard and Hunter Ranger. Several skill changes are most notably affected for each.



    So where are these 'big' class changes that players will see this week?

    I would suggest that a minor bug fix to the SW is not a "big alteration"

    Let's keep it in reality, and back up big words with big actions please.
    ...............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.............
  • ogariousogarious Member, NW M9 Playtest Posts: 740 Arc User
    edited May 2015
    Big actions take time. And this game is not going to be fixed of all of it's problems in weeks, months maybe. And I mean maybe.... I would say give it at least a half year.

    That's pretty much where I am at, they have pretty much till the end of 2015 to get this game in a happier place.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2015
    ~sigh~
    Words versus actions: words can be blurted out livestream. This is programming and bug-hunting and so on: so the "actions" take a long time. Just because a Dev says they'll do something doesn't mean it can happen overnight.

    Hence I stand with @ogarious: this is going to take a while. So it's up to you to be patient and deal with any delay, or go run off to somewhere else for a time. As I had said before this train wreck went live: this is going to be an uncomfortable bumpy ride for a long time. Cryptic has already heard the shrill shouts of displeasure; they get it. They are working on it. Continuing the shrill shouts (in any form) is just wasted breath and won't make anything good or bad happen any faster.

    So you must decide if the game is still "fun enough" for you to grin and bear it, or not.

    For me: I'm willing to ride the choppy seas until things smooth-out and calm down. In other words: I think it's still worth hanging around and playing the game.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    And you need your own thread? The sticky isn't good enough for you?

    Today's patch notes show the devs care about player's opinion. Lots of small fixes, some are long overdue, like the cleric ones. It's a small step but it's in the right direction. The official news is also full of good stuff. But it will take time.
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