If people stopped with the "shrill shouts," they might mistake that for contentment and stop working on those things. People should only stop with the "shrill shouts" when the reasons for those are dealt with. This is far more important to the developers, getting feedback that helps them improve their game, rather than fawning adoration while people leave the game in droves due to unresolved issues the devs never heard of.
+1...
and I must insist, there is a difference between "projection" a "promise" and ... devs, what exactly is wrong that demand "big changes" and some time? just feats and powers? or some rework?
is not better giveme reasons to say "ok, that seens nice, i will wait" or "hmmm... the problem about your promise/projection "x" is the element "Y, so maybe is not the best choice"?
about the "Upcoming Improvements", you have some nice especific promisses w/o general projections (that is, no general gameplay changes). ok, that is cool. in this part you have some communication.
Somehow when you fixed Lone Wolf Aspect of the Serpent dissappeared entirely. Could you take LOne Wolf away again and give us back the class feature that I have feated and is the class feature on my OH? While we are communicating and all........
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obsiddiaMember, NW M9 PlaytestPosts: 1,025Arc User
edited May 2015
"• We have identified and resolved an issue that some powers could stick around indefinitely under certain conditions (Arcane Singularity and others) and over the course of a servers lifetime could begin to cause server performance issues."
See? They fixed a bug while it was still on the test server that no one had even noticed.
(Cept the many months ago, on the main server, blatantly obvious and hundreds of complaints thing.)
Did you really think anyone could steal the power of the god of thieves?
I wonder when we get the end-game now. I went grinding for 1.5 hrs today and things stopped dropping. How could one reach millions of RP without being able to grind for it. You know most of us are not going to pay for that out of our wallet. I thought they were going to fix the Dragon Hoard Enchants.
BTW, "Anointed Army: This power now works as expected at Rank 4." is not working as described. It still does not show the animation.
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.
Thing is I should not have to change my paragon path just to be able to survive, the options are there with the paths and feat trees to not have every character of a class to have to be pigeonholed into a certain build. I use Fighter's Recovery and it is very useful but with being a daily it is not there to heal me all the time. I had no problems in any areas with the build I use until they decided to mess with potion cool downs, and make trash mobs hit 10 times or more stronger than they used to. If Enduring Warrior and Crushing Surge were modified to heal better it would help. But getting a whopping 82hp back when I kill an opponent does not amount to much and I am not even sure how much crushing surge actually heals as it does not list an amount, just that the third strike will heal. Oath Strike on my Oathbound Paladin does the same and it is a noticeable amount that is healed. Also if they returned the potions the way they were and took into account the massive boosts in HP. 10k healing with a 18 second cool down when trying to heal incoming damage on a character with 80k+ HP does not help that much, so my options are to either keep shield up as much as possible which means I can't do as much damage and if enemies flank me (Which most of the mobs tend to do in campaign areas) the shield is useless anyways. Or rely on either a healer companion or having to group with a OP or DC healer to do anything. It cuts down on the enjoyment of the game.
Thank you, guys, for understanding and seeing that we're actively working on the issues that M6 brought in. Not only are we increasing communication, but the developers are hard at work and are not only listening to you guys, but acting on it.
And we won't see it until Mod 8..... The bugs aren't the problem, the content is. The difficulty isn't the problem. It is the lack of rewards for said dificulty. Grinding, in a sense, in every MMO gets to a level of boredom but nothing in comparison to this game since Tiamat's release in mod 5 and more so since this mods release.
3 epic dungeons. Which, by the way, the only dungeon everyone is going to want to run is eTOS. So, in a way, one epic dungeon. The non-epic dungeons no longer have any worth as the drops aren't worth anything. They aren't worth the time nor are they worth the boredom of running the same dungeon we ran countless times before this mod. So, we then have 60-90 minutes (give or take), to use Dragon Hoard's to farm for RP or do Dragon Heralds every hour (<
another thing we all did too many times to count before this mod).
Then when everyone is maxed, BIS or as best as they deem fit for themselves, there will be nothing keeping players in this game. Perhaps they come back at a later date or perhaps they do what quite a few players have done since mod 5, quit. Steam showed a 50% decline in player's using Neverwinter for just mod 6 alone. With quite a few games in closed beta's and soon will be open beta's does this game really want to wait that long to actually fix the game and not just make small changes here or there? Or when they "fix" something have it actually fixed? This mod has turned off this games appeal by 75%, at least. The 25% is mostly players who have put so much time, energy and/or money in they don't have much of a choice but to stay. Eventually, even that will grow thin.
Would it be possible to modify the dungeons (epic or standard) to the Item Level (IL) score of the party entering it? My thoughts are that if you can tally the score (total of the group), then you can modify the number of encounters and/or debuff/buff bosses to meet the party IL, and link the end rewards to the individual or parties IL (this is how we do it in table DnD). Lower score means you get stuff, just not as much, and is dynamic to the group - could even have the chest individually provide rewards based on player who opens it based on their IL score?
You would have low IL score characters / parties getting gear appropriate to their level (low blues and purples, but enough to get better IL scores if equiped), and the higher IL groups would get correspondingly better gear/rewards. It allows the use of all existing content. Starters do not get slaughtered, but also do not get better gear than they should by being in high IL groups where they are "carried" - not that it happens much. Would also allow those that form high IL groups to face the higher challanges they crave...
Caters for power creep in players so that they will always have challanges appropriate to their level.
Could then publish rewards based around IL score (so, IL1,200 to 1,500 get x, IL 1,501 - 1,700 get x+y, etc) so people know what they get...
Might is not always right - the powerful sometimes forget that.
Oh, the upcoming improvements sound good. XP re-balancing and adding hopefully decent gear for zone currencies? I like the sound of that.
I stopped playing maybe around 10 days before the double refinement weekend, came back for a couple days for the double refinement and haven't been back since, but once these upcoming changes are implemented, I might give it another go. The problem before was that the game felt un-fun, un-rewarding and updates/patches seemed to only nerf or remove beneficial bugs while leaving more severe problems unattended. But these upcoming changes sound really good in that they seem to aim at making the game more rewarding and thereby more fun.
So yeah, seems to be going in a positive direction
You would have low IL score characters / parties getting gear appropriate to their level (low blues and purples, but enough to get better IL scores if equiped), and the higher IL groups would get correspondingly better gear/rewards.
I get what you're saying, and I admit, I haven't played any dungeon since mod 6, but aren't the drops in the chests already somewhat random? Or are they guaranteed to be the new BIS gear now?
The thing is, if it's a PUG, I can understand rewarding based on contribution, but heck, if you're too undergeared, a PUG will probably kick you anyway, unless you joined a guild run with a free slot and they're strong enough that they don't care that they'll carry the stranger. A guild run with an undergeared member is probably the guild members trying to help him/her become more useful. If they can't get good gear from a tough dungeon, that's just more incentive against helping or even joining in a dungeon run.
Because if we make it that the rewards only offer a minor upgrade, that would mean the low TIL player would have to be carried for every dungeon before being eligible for the good stuff, and then having to run/be carried for every dungeon again. Just my two cents on your suggestion, I do get what you mean. It's more that the dungeons should scale to the party yes?
Here are some of the areas we’ll be looking at: • Overall difficulty
• XP rewards in the new zones and campaign zones
• Invocation
• Hourly quests
• Zone re-use
• Removed dungeons
• Campaign zone levels
• Items missing slots/stats
• And more...
While it sounds like you're beginning to take a stab at some of these issues, the two biggest ones, "Overall Difficulty" and "Removed Dungeons" have no glimmer of hope in sight. Further, your team has been continuously weakening players over the last couple of patches by reducing the effectiveness of certain weapon enchantments and powers, exasperating the first issue.
And we're still in the boat, where mod6 is the first patch in MMO history to remove more content than it added.
Classes that rely a lot on Life Steal as part of their skill repertoire, such as Temptation Warlocks, have had their feats redone to ensure that their class and build can still remain relevant
This, never happened. Further, weakening the lifedrinker (the only viable compensator) made the aforementioned Temptation Warlock class, among others, completely unviable. (Melee HR's, certain TR paths, and soaker GWF's being prime among them.) Then, to add insult to injury, you add Life Steal to the Cleric's artifact main hand, among others who have no use for said, even if it still worked as it did in mod5.
In the end, however, difficulty, really, is simply unviable in mod6, that's the biggest fundamental change that needs to be made, and has only been made worse over these past few patches. Level 10-60 open world maps played at 10-60, should not be all that different from level 70 open world maps at played at 70. At no other level in the game do you see such a difficulty jump, and it's a betrayal to have it suddenly happen once you reach max level after being lulled into a false sense of security for so long. It's no longer the same game you've invested so much time in. That's to say nothing of the death simulators that epic skirmishes and dungeons have become. I want the dungeons back too, but until the core difficulty issues are addressed, I'm not touching any of my dozens of level 60 characters. I simply don't want to experience level 70 like that ever again. No point in leveling, if I know it's only going to lead to a point where the game is unplayable.
One issue that needs to be addressed ASAP is the lag. Since MOD 6 went live there has been really horrible lag such that certain things are totally unplayable. Try eLOL with rubberbanding and lag so bad you are dead long before it shows up on the screen. This would be for the entire party and not just one person so it must be something in the system.
... aren't the drops in the chests already somewhat random? Or are they guaranteed to be the new BIS gear now?...
I do get what you mean. It's more that the dungeons should scale to the party yes?
Yes, have the dungeon scale to the party, so that a group of low IS does not get creamed, but at the same time are working towards the better gear (they will get a random item slightly better then they are now). A couple of runs later, their score has increased (hopefully), and they get slightly better items again, encouraging the continued running of the dungeons. If you are too undergeared you are going to be kicked by a PUG anyways, but for those that are guildies or fair randoms, it will be more likely that you are accepted, as their reward is based on their IL score, and the dungeon has scaled down slightly as the group IL score is lower - it may even encourage having 1 or 2 low IL score in the group (for an easier run)! Random drops "in dungeon" (as you play through it) would be based on the party IL score.
Pretty sure drops are not guaranteed to be BIS now, so you would still retain the random nature of the drop, just base the reward on the person's IL level at the time of opening the chest - maybe very rare to drop a BIS - as it is now .
Might is not always right - the powerful sometimes forget that.
[...]Pretty sure drops are not guaranteed to be BIS now, so you would still retain the random nature of the drop, just base the reward on the person's IL level at the time of opening the chest - maybe very rare to drop a BIS - as it is now .
While I do definitely argue for scaling - did that in another thread in quite some detail - that "IL on opening" thing is easily exploited: Do the run with low IL (or even half naked :^D) to get easy opposition, then put on your best right before popping that box.
So "lowest IL any time during the run" it has to be.
....
So "lowest IL any time during the run" it has to be.
Borked a gear change? Tough luck. Sorry...
Agree read that thread, has to be a mechanism to stop someone from putting on the best gear at the end, so take the lowest score during the dungeon run (for that player), or maybe do not allow gear changes in dungeon, full stop - you go in dressed as you come out May need additional thoughts around upgrades or artifact swaps during a dungeon run, but I think combining the two (lowest score plus no gear change) would prevent that exploit. Also depends on random drops in the dungeon itself - if you are naked/low score, you do not get the better drops, so maybe chest at end should really be RP and nice-to-have. Make the end boss drop the actual goodies?
Might is not always right - the powerful sometimes forget that.
Read all the notes and wanted to give my opinions...i have 5 players..warlock which is my main(which i believe to be well built), 2nd devoted cleric..i also have a trickster, wizard,and paladin..i play all five and slowly building up all..somethings I've noticed is that my warlock has pretty much become useless, even in -70 zones..i'm dying..there's just no real damage like before..so i started building more on my healer...love the cleric and even though much less that my warlock, shes stronger..but fighting with her with others I've found ther es really no use for her because of the paladin...my paladin who is just level 54 is fairly just as strong but no where near as equipped..so in all this the powers of the warlock is what bothers me most because i have worked so hard on this one...i love elemental evil and the new stuff but its pretty much impossible for me to move forward..id just like to see powers more evenly placed between characters so that all are needed and useful..with all this i haven't felt the urge to play that much and i know a lot of other friends feel the same as i do, esp. with the warlocks and the clerics..ill be watching and i still invoke everyday but i used to play bout all day long, now its about a hour a week...i hope some positive changes are coming because i really love the concept n dragons of this game.
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coolgeek357Member, NW M9 PlaytestPosts: 91Arc User
edited May 2015
Great ideas. But....what about the Draconic Templar Armor (116)? I don't really want to go backward to get better armor.
As a GF player I'm a bit in that class improvement, starting with powers above lvl60 and up to lvl70 they are compleate uslessness... lvl 5 lungging strike is better then all lvl 60 lvl 65 and 70 powers add together.
Compared GF and OP as a tank, oh come on .. GF does not go even close to OP, shield skill for GF works only when u are facing enemy in front of u OP has a radius which protects u even when u are hit from the back.
Other thing about GF ... Most classes can easily reach HP and DEF compared to the tanks, so whats the point to play a GF when I can play TR or CW who has 100k HP and 4/5k def plus their mobility and insane dps, while tank just stands as a rock.
And I dont know is it just me but mark abilitie is not even working for me, tab section is black and I cant drag it there, so I loose the only specific skill that GF has.
One more thing. All players are unhappy about lvling up and exc... some said the to lvl up from lvl 60 to lvl 70 is really hard that new pve instances are mostly impossible to solo, but that is not true, even with my scrapy GF i can solo all instances even WoD and IWD , well those two takes a bit more time to finnish but still, its doable. The other thing is Dungeons. Now for example, u are lvl60 and are lvling up to lvl70 when u reach lvl70 your gear score is at best 1,4k if theres is no AH you are doomed, oh yeah pvp gear.. really ?? To go against good balanced TR is a suicide, to go against good balanced OP .. well 5 ppl barely can kill him, but what happens when in one team gather 2 OP and 3 TR ???? Instant loss.. that what happens. So PvP should be balanced about what classes are in each team, not just random players who queue in pvp, couse if I gather 5 players who are my friends or guild mates... 5 TR in one team... U can imagine the outcome. So to get pvp gear it takes u months of grinding and on top of that u have to like pvping. I have prob more to say, but everything is getting confused now, lets see how the changes u did works first
Well...you can still move and face your shield towards the damage source to NOT get hit from behind, can't you?
We don't have 360 radius block but that's not the thing that makes GF a bad class.
From the first time in many months tanks are (kinda) needed so there's aplace for a pally and a GF in Neverwinter now.
As for the gear, you can go Kessels for rings etc. You can go VT & Elol for the rest - it's really not THAT hard!
Once you're there, rank 7's are not THAT expensive, you can start from here and than tackle some of the harder stuff.
Still If you're follow the crowd, and look at almighty CW's you will just roll one and have fun.
As many said before, it's all about what keeps you happy playing the game.
As for the lack of Tab skill, I had the same thing when I came back after a while of absence.
Can't remember now what I had to do to make tha mark operational again...will update once I'm home.
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"
with any class that would be nice to jus go to kessels or the old places to get new gearrbut as for me a SW..lvl 70 with score 2200..i even have the 135 gear bought..... i cant even stay alive in the new lower level places >.> the new powers are not any good and the old ones aren't enough
The Tyranny of dragons quest line has some major issues that need to be fixed. With very few exceptions, the quest giver the appropriate dungeon that is part of the Common Cause quest doesn't highlight properly (no exclamation above their head) when the quests are accepted from Harper Boward in PE. One has to go to each of the other Harpers looking for the quest for the dungeon. This is annoying enough for experienced players that know to look for it. For many new players, this results in them having no access to the dungeon or, if they enter with a group, no chest at the end. This also prevents players from completing the "Common Cause" quest.
This problem has another additional bug where, even if you got the appropriate quest from the appropriate Harper, you find you can't open the chest at the end of the dungeon. This bug seems to manifest itself most frequently in Forged in Fire in Rothe Valley. The quest completes and you can finish "Common cause," but you miss out on the chest rewards, Almost every time I run this dungeon as a daily, at least one person can't open the chest. I was skeptical when some players said they had the quest but got no chest until it happened to me. When it happened for the fourth time I had enough.
Personally, I think this whole quest line needs some rework. Like almost everything associated with MOD 6, it's nonsensical now. Dungeons become an aspect of the Common Cause quest at 60, but the dungeons are now 70+. The Common Cause needs to have the dungeon decoupled from it so it's a separate component that doesn't prevent common cause from being completed.
The dungeons are another example of the totally broken scaling of difficulty of MOD 6.
Thank you, guys, for understanding and seeing that we're actively working on the issues that M6 brought in. Not only are we increasing communication, but the developers are hard at work and are not only listening to you guys, but acting on it.
This is not a flame. This is not a snarky response. This is actually given in complete seriousness and with as much respect as the developers have shown to their paying customers of late. To this bold-faced PR piece I can only say this: "Talk is cheap. I(We) have seen little to no actual evidence of what you say. Therefore what you say must be consigned to the realm of unsubstantiated rumor."
How to fix this problem? Easy. Actually start showing you are fixing the game with MEANINGFUL changes and fixes. The time between the rollout of Mod 5 and Mod 6 was a VERY short time. A VERY short time to completely screw up the game. If you mean what you say, you should be able to put the game back to a "Mod 5 user friendly state" in the same amount of time.
Increased communication? There are indie companies that give "state of the game" statements DAILY. Focus on that: Indie companies. DAILY. Why can't a big multi-million dollar game like this compete with mom-and-pop start up companies that are fighting to put food on the table when it comes to customer communication? Why aren't you putting out a "state of the game" statement AT LEAST twice a week? Mondays and Fridays? That would take all of half an hour for each. And, also, be moving towards REAL communication with your paying customers.
If not, then you completely do not mean what you say; and as players it is time to move on.
P.S. Why do I call all of us "paying customers" in a "F2P" game? Because that is always the single most obsessive goal of ANY company that runs a "F2P", to turn EVERYONE who plays it into "paying customers".
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.
tab section is black and I cant drag it there, so I loose the only specific skill that GF has.
I had the same thing happen just after the start of mod 6 (server disconnect while doing a respec) I submitted it as "urgent" but did not hear back.
I needed to use a respec, you will need a respec as well. I recommend you submit a ticket to ask for refund on the 300 zen respec.
make sure to commit and exit the power window after you set the tab power so that it will stick in case of a crash!!
good luck!
On a side note: the SW class and the end game content in MOD 6 seems less satisfying than in MOD 5. Really miss gear sets, would love to see artifact armors with set bonuses which can be unlocked by completing content!
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rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
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.
Not sure if serious or not...
If they CARED about players opinion they wouldn't have released Module 6 in the state it was. They only care now that people are upset and are not spending as much money as they were. So don't fool yourself into thinking they care about the players other than how much money they can get from us.
I also am not seeing the issue of difficulty, probably the largest complaint for a majority of the players, addressed at all on this latest roadmap. It didn't even garner a "we're still looking at it" mention so they are probably happy where it currently is.
If they CARED about players opinion they wouldn't have released Module 6 in the state it was. They only care now that people are upset and are not spending as much money as they were. So don't fool yourself into thinking they care about the players other than how much money they can get from us.
I also am not seeing the issue of difficulty, probably the largest complaint for a majority of the players, addressed at all on this latest roadmap. It didn't even garner a "we're still looking at it" mention so they are probably happy where it currently is.
Another WAI from the Dev team no doubt, surely it must be true cos they said so. Why would they listen to the players now? they didn't listen to anyone from the test shard Pre Mod 6, and is a change of personnel really going to garner anymore attention to detail.
I also am not seeing the issue of difficulty, probably the largest complaint for a majority of the players, addressed at all on this latest roadmap. It didn't even garner a "we're still looking at it" mention so they are probably happy where it currently is.
I noticed this too. But let's be fair, they are addressing specific issues which relate to difficulty at specific points, e.g., Temple of Tiamat. I suspect the full difficulty problem, which includes the entire open-world end-game as well as instances, is one they're still scratching their heads at, or they may yet not feel it's actually a problem, and that with a little time, continued gearing, and their taking some of the rough spots off those specific points, that we'll all just quit grumbling and get back to playing. I don't think that's wise, but it might be what they're trying to do. Really, they've probably heavily constrained by management and resources -- fixing things this broke isn't cheap, and you have to carve resources out of thin air to make it happen. Management doesn't like that; they have a long term schedule in mind which they expect to bring in revenue, and allocated just enough resources to make that happen. There's immense pressure on developers to convince themselves it isn't broken, and just keep moving on to the next expansion.
I would like to see unique item sets for each dungeon to make each dungeon have a reason for players to run. because right now people will always pick the easiest of the 3 dungeons.
You have the item skins for it, make it the same quality but with different stat allocations.
I think we all appreciate the new changes and the upcoming ones. Others have mentioned missing gear score. I wish there were a total of all our powers plus have our companions score added to ours. It's very disappointing when you put on a new piece of equipment and your power drops. Please give us a total of our powers or our gear score back.
Thanks
AM
"We've been listening to your feedback and want you guys to know that we're acting on it as well. The developers have given a roadmap of sorts for the community to know exactly what they're working on and what changes are to come in the near future. Take a look and tell us what you think! "
One thing that is still to be added to the game is a colorblind mode or the ability to change colors.
Fact: 8% of the male population is colorblind (versus 0.5% of females).
It essentially mean that every other party you join is very likely to have a player in it that finds it difficult to notice the big red danger zones that are at the core of most encounters.
Plz, make is so that we can change the color of those zones (And floating text too plz) or make then more visible one way or the other.
Comments
+1...
and I must insist, there is a difference between "projection" a "promise" and ... devs, what exactly is wrong that demand "big changes" and some time? just feats and powers? or some rework?
is not better giveme reasons to say "ok, that seens nice, i will wait" or "hmmm... the problem about your promise/projection "x" is the element "Y, so maybe is not the best choice"?
ps:https://www.arcgames.com/en/games/neverwinter/news/detail/9233063
about the "Upcoming Improvements", you have some nice especific promisses w/o general projections (that is, no general gameplay changes). ok, that is cool. in this part you have some communication.
See? They fixed a bug while it was still on the test server that no one had even noticed.
(Cept the many months ago, on the main server, blatantly obvious and hundreds of complaints thing.)
BTW, "Anointed Army: This power now works as expected at Rank 4." is not working as described. It still does not show the animation.
Thing is I should not have to change my paragon path just to be able to survive, the options are there with the paths and feat trees to not have every character of a class to have to be pigeonholed into a certain build. I use Fighter's Recovery and it is very useful but with being a daily it is not there to heal me all the time. I had no problems in any areas with the build I use until they decided to mess with potion cool downs, and make trash mobs hit 10 times or more stronger than they used to. If Enduring Warrior and Crushing Surge were modified to heal better it would help. But getting a whopping 82hp back when I kill an opponent does not amount to much and I am not even sure how much crushing surge actually heals as it does not list an amount, just that the third strike will heal. Oath Strike on my Oathbound Paladin does the same and it is a noticeable amount that is healed. Also if they returned the potions the way they were and took into account the massive boosts in HP. 10k healing with a 18 second cool down when trying to heal incoming damage on a character with 80k+ HP does not help that much, so my options are to either keep shield up as much as possible which means I can't do as much damage and if enemies flank me (Which most of the mobs tend to do in campaign areas) the shield is useless anyways. Or rely on either a healer companion or having to group with a OP or DC healer to do anything. It cuts down on the enjoyment of the game.
And we won't see it until Mod 8..... The bugs aren't the problem, the content is. The difficulty isn't the problem. It is the lack of rewards for said dificulty. Grinding, in a sense, in every MMO gets to a level of boredom but nothing in comparison to this game since Tiamat's release in mod 5 and more so since this mods release.
3 epic dungeons. Which, by the way, the only dungeon everyone is going to want to run is eTOS. So, in a way, one epic dungeon. The non-epic dungeons no longer have any worth as the drops aren't worth anything. They aren't worth the time nor are they worth the boredom of running the same dungeon we ran countless times before this mod. So, we then have 60-90 minutes (give or take), to use Dragon Hoard's to farm for RP or do Dragon Heralds every hour (<
another thing we all did too many times to count before this mod).
Then when everyone is maxed, BIS or as best as they deem fit for themselves, there will be nothing keeping players in this game. Perhaps they come back at a later date or perhaps they do what quite a few players have done since mod 5, quit. Steam showed a 50% decline in player's using Neverwinter for just mod 6 alone. With quite a few games in closed beta's and soon will be open beta's does this game really want to wait that long to actually fix the game and not just make small changes here or there? Or when they "fix" something have it actually fixed? This mod has turned off this games appeal by 75%, at least. The 25% is mostly players who have put so much time, energy and/or money in they don't have much of a choice but to stay. Eventually, even that will grow thin.
You would have low IL score characters / parties getting gear appropriate to their level (low blues and purples, but enough to get better IL scores if equiped), and the higher IL groups would get correspondingly better gear/rewards. It allows the use of all existing content. Starters do not get slaughtered, but also do not get better gear than they should by being in high IL groups where they are "carried" - not that it happens much. Would also allow those that form high IL groups to face the higher challanges they crave...
Caters for power creep in players so that they will always have challanges appropriate to their level.
Could then publish rewards based around IL score (so, IL1,200 to 1,500 get x, IL 1,501 - 1,700 get x+y, etc) so people know what they get...
Might is not always right - the powerful sometimes forget that.
The Small BandI stopped playing maybe around 10 days before the double refinement weekend, came back for a couple days for the double refinement and haven't been back since, but once these upcoming changes are implemented, I might give it another go. The problem before was that the game felt un-fun, un-rewarding and updates/patches seemed to only nerf or remove beneficial bugs while leaving more severe problems unattended. But these upcoming changes sound really good in that they seem to aim at making the game more rewarding and thereby more fun.
So yeah, seems to be going in a positive direction
I get what you're saying, and I admit, I haven't played any dungeon since mod 6, but aren't the drops in the chests already somewhat random? Or are they guaranteed to be the new BIS gear now?
The thing is, if it's a PUG, I can understand rewarding based on contribution, but heck, if you're too undergeared, a PUG will probably kick you anyway, unless you joined a guild run with a free slot and they're strong enough that they don't care that they'll carry the stranger. A guild run with an undergeared member is probably the guild members trying to help him/her become more useful. If they can't get good gear from a tough dungeon, that's just more incentive against helping or even joining in a dungeon run.
Because if we make it that the rewards only offer a minor upgrade, that would mean the low TIL player would have to be carried for every dungeon before being eligible for the good stuff, and then having to run/be carried for every dungeon again. Just my two cents on your suggestion, I do get what you mean. It's more that the dungeons should scale to the party yes?
And we're still in the boat, where mod6 is the first patch in MMO history to remove more content than it added.
Further, in the Regeneration and Life Steal changes announcement you promised us: This, never happened. Further, weakening the lifedrinker (the only viable compensator) made the aforementioned Temptation Warlock class, among others, completely unviable. (Melee HR's, certain TR paths, and soaker GWF's being prime among them.) Then, to add insult to injury, you add Life Steal to the Cleric's artifact main hand, among others who have no use for said, even if it still worked as it did in mod5.
In the end, however, difficulty, really, is simply unviable in mod6, that's the biggest fundamental change that needs to be made, and has only been made worse over these past few patches. Level 10-60 open world maps played at 10-60, should not be all that different from level 70 open world maps at played at 70. At no other level in the game do you see such a difficulty jump, and it's a betrayal to have it suddenly happen once you reach max level after being lulled into a false sense of security for so long. It's no longer the same game you've invested so much time in. That's to say nothing of the death simulators that epic skirmishes and dungeons have become. I want the dungeons back too, but until the core difficulty issues are addressed, I'm not touching any of my dozens of level 60 characters. I simply don't want to experience level 70 like that ever again. No point in leveling, if I know it's only going to lead to a point where the game is unplayable.
Yes, have the dungeon scale to the party, so that a group of low IS does not get creamed, but at the same time are working towards the better gear (they will get a random item slightly better then they are now). A couple of runs later, their score has increased (hopefully), and they get slightly better items again, encouraging the continued running of the dungeons. If you are too undergeared you are going to be kicked by a PUG anyways, but for those that are guildies or fair randoms, it will be more likely that you are accepted, as their reward is based on their IL score, and the dungeon has scaled down slightly as the group IL score is lower - it may even encourage having 1 or 2 low IL score in the group (for an easier run)! Random drops "in dungeon" (as you play through it) would be based on the party IL score.
Pretty sure drops are not guaranteed to be BIS now, so you would still retain the random nature of the drop, just base the reward on the person's IL level at the time of opening the chest - maybe very rare to drop a BIS - as it is now .
Might is not always right - the powerful sometimes forget that.
The Small BandWhile I do definitely argue for scaling - did that in another thread in quite some detail - that "IL on opening" thing is easily exploited: Do the run with low IL (or even half naked :^D) to get easy opposition, then put on your best right before popping that box.
So "lowest IL any time during the run" it has to be.
Borked a gear change? Tough luck. Sorry...
Agree read that thread, has to be a mechanism to stop someone from putting on the best gear at the end, so take the lowest score during the dungeon run (for that player), or maybe do not allow gear changes in dungeon, full stop - you go in dressed as you come out May need additional thoughts around upgrades or artifact swaps during a dungeon run, but I think combining the two (lowest score plus no gear change) would prevent that exploit. Also depends on random drops in the dungeon itself - if you are naked/low score, you do not get the better drops, so maybe chest at end should really be RP and nice-to-have. Make the end boss drop the actual goodies?
Might is not always right - the powerful sometimes forget that.
The Small BandAs a GF player I'm a bit in that class improvement, starting with powers above lvl60 and up to lvl70 they are compleate uslessness... lvl 5 lungging strike is better then all lvl 60 lvl 65 and 70 powers add together.
Compared GF and OP as a tank, oh come on .. GF does not go even close to OP, shield skill for GF works only when u are facing enemy in front of u OP has a radius which protects u even when u are hit from the back.
Other thing about GF ... Most classes can easily reach HP and DEF compared to the tanks, so whats the point to play a GF when I can play TR or CW who has 100k HP and 4/5k def plus their mobility and insane dps, while tank just stands as a rock.
And I dont know is it just me but mark abilitie is not even working for me, tab section is black and I cant drag it there, so I loose the only specific skill that GF has.
One more thing. All players are unhappy about lvling up and exc... some said the to lvl up from lvl 60 to lvl 70 is really hard that new pve instances are mostly impossible to solo, but that is not true, even with my scrapy GF i can solo all instances even WoD and IWD , well those two takes a bit more time to finnish but still, its doable. The other thing is Dungeons. Now for example, u are lvl60 and are lvling up to lvl70 when u reach lvl70 your gear score is at best 1,4k if theres is no AH you are doomed, oh yeah pvp gear.. really ?? To go against good balanced TR is a suicide, to go against good balanced OP .. well 5 ppl barely can kill him, but what happens when in one team gather 2 OP and 3 TR ???? Instant loss.. that what happens. So PvP should be balanced about what classes are in each team, not just random players who queue in pvp, couse if I gather 5 players who are my friends or guild mates... 5 TR in one team... U can imagine the outcome. So to get pvp gear it takes u months of grinding and on top of that u have to like pvping. I have prob more to say, but everything is getting confused now, lets see how the changes u did works first
We don't have 360 radius block but that's not the thing that makes GF a bad class.
From the first time in many months tanks are (kinda) needed so there's aplace for a pally and a GF in Neverwinter now.
As for the gear, you can go Kessels for rings etc. You can go VT & Elol for the rest - it's really not THAT hard!
Once you're there, rank 7's are not THAT expensive, you can start from here and than tackle some of the harder stuff.
Still If you're follow the crowd, and look at almighty CW's you will just roll one and have fun.
As many said before, it's all about what keeps you happy playing the game.
As for the lack of Tab skill, I had the same thing when I came back after a while of absence.
Can't remember now what I had to do to make tha mark operational again...will update once I'm home.
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"
This problem has another additional bug where, even if you got the appropriate quest from the appropriate Harper, you find you can't open the chest at the end of the dungeon. This bug seems to manifest itself most frequently in Forged in Fire in Rothe Valley. The quest completes and you can finish "Common cause," but you miss out on the chest rewards, Almost every time I run this dungeon as a daily, at least one person can't open the chest. I was skeptical when some players said they had the quest but got no chest until it happened to me. When it happened for the fourth time I had enough.
Personally, I think this whole quest line needs some rework. Like almost everything associated with MOD 6, it's nonsensical now. Dungeons become an aspect of the Common Cause quest at 60, but the dungeons are now 70+. The Common Cause needs to have the dungeon decoupled from it so it's a separate component that doesn't prevent common cause from being completed.
The dungeons are another example of the totally broken scaling of difficulty of MOD 6.
This is not a flame. This is not a snarky response. This is actually given in complete seriousness and with as much respect as the developers have shown to their paying customers of late. To this bold-faced PR piece I can only say this: "Talk is cheap. I(We) have seen little to no actual evidence of what you say. Therefore what you say must be consigned to the realm of unsubstantiated rumor."
How to fix this problem? Easy. Actually start showing you are fixing the game with MEANINGFUL changes and fixes. The time between the rollout of Mod 5 and Mod 6 was a VERY short time. A VERY short time to completely screw up the game. If you mean what you say, you should be able to put the game back to a "Mod 5 user friendly state" in the same amount of time.
Increased communication? There are indie companies that give "state of the game" statements DAILY. Focus on that: Indie companies. DAILY. Why can't a big multi-million dollar game like this compete with mom-and-pop start up companies that are fighting to put food on the table when it comes to customer communication? Why aren't you putting out a "state of the game" statement AT LEAST twice a week? Mondays and Fridays? That would take all of half an hour for each. And, also, be moving towards REAL communication with your paying customers.
If not, then you completely do not mean what you say; and as players it is time to move on.
P.S. Why do I call all of us "paying customers" in a "F2P" game? Because that is always the single most obsessive goal of ANY company that runs a "F2P", to turn EVERYONE who plays it into "paying customers".
I had the same thing happen just after the start of mod 6 (server disconnect while doing a respec) I submitted it as "urgent" but did not hear back.
I needed to use a respec, you will need a respec as well. I recommend you submit a ticket to ask for refund on the 300 zen respec.
make sure to commit and exit the power window after you set the tab power so that it will stick in case of a crash!!
good luck!
On a side note: the SW class and the end game content in MOD 6 seems less satisfying than in MOD 5. Really miss gear sets, would love to see artifact armors with set bonuses which can be unlocked by completing content!
Not sure if serious or not...
If they CARED about players opinion they wouldn't have released Module 6 in the state it was. They only care now that people are upset and are not spending as much money as they were. So don't fool yourself into thinking they care about the players other than how much money they can get from us.
I also am not seeing the issue of difficulty, probably the largest complaint for a majority of the players, addressed at all on this latest roadmap. It didn't even garner a "we're still looking at it" mention so they are probably happy where it currently is.
Another WAI from the Dev team no doubt, surely it must be true cos they said so. Why would they listen to the players now? they didn't listen to anyone from the test shard Pre Mod 6, and is a change of personnel really going to garner anymore attention to detail.
You have the item skins for it, make it the same quality but with different stat allocations.
and also the featured satirical comedic adventure "A Call for Heroes".
Thanks
AM
"We've been listening to your feedback and want you guys to know that we're acting on it as well. The developers have given a roadmap of sorts for the community to know exactly what they're working on and what changes are to come in the near future. Take a look and tell us what you think! "
http://bit.ly/1EDftYI[/COLOR][/QUOTE]
Fact: 8% of the male population is colorblind (versus 0.5% of females).
It essentially mean that every other party you join is very likely to have a player in it that finds it difficult to notice the big red danger zones that are at the core of most encounters.
Plz, make is so that we can change the color of those zones (And floating text too plz) or make then more visible one way or the other.