At this point the only thing I care about is seeing the difficulty dropped considerably, my desire to play has been effectively wrecked by being killed constantly by mobs that SHOULDNT be able to kill a Hero of Neverwinter...
At this point the only thing I care about is seeing the difficulty dropped considerably, my desire to play has been effectively wrecked by being killed constantly by mobs that SHOULDNT be able to kill a Hero of Neverwinter...
At this point the only thing I care about is seeing the difficulty dropped considerably, my desire to play has been effectively wrecked by being killed constantly by mobs that SHOULDNT be able to kill a Hero of Neverwinter...
QFT. Why should I have to completely regear and rebuild my character, while GAINING 10 new levels, to be doing the same thing I was before? Only this time not as easily, quickly, or (with some classes) at all? What was the point of my character gaining 10 new levels, and the addition of an entire new module, if all that was accomplished was to make the characters weaker and take away things that we have before? I am not being snarky, I honestly don't get it. I mean, devs, you actually do WANT people to being playing your game, yeah? Well, making characters WEAKER after a gain of 10 levels, and spending an entire module taking things away from your players and characters is not the way to do it. Time to get out the "generosity stick" and start hitting your players with some SERIOUS rewards for playing your game or your profits are going to tank. Just saying.
Peace.
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.
QFT. Why should I have to completely regear and rebuild my character, while GAINING 10 new levels, to be doing the same thing I was before? Only this time not as easily, quickly, or (with some classes) at all? What was the point of my character gaining 10 new levels, and the addition of an entire new module, if all that was accomplished was to make the characters weaker and take away things that we have before? I am not being snarky, I honestly don't get it. I mean, devs, you actually do WANT people to being playing your game, yeah? Well, making characters WEAKER after a gain of 10 levels, and spending an entire module taking things away from your players and characters is not the way to do it. Time to get out the "generosity stick" and start hitting your players with some SERIOUS rewards for playing your game or your profits are going to tank. Just saying.
Peace.
There's some very sound business sense, right there.
I wouldn't mind a higher difficulty, as long as the reward would also reflect this... but that's not the case.
And while i do appreciate the changes in the actual patch with the new equipment, the overall difficulty still need to be tuned down, to enable all classes to get the new items at all.
The patch today is a very small step into the right direction, but please do also address the difficulty in the campaign areas too, so that playing NWO will be fun again.
QFT. Why should I have to completely regear and rebuild my character, while GAINING 10 new levels, to be doing the same thing I was before? Only this time not as easily, quickly, or (with some classes) at all? What was the point of my character gaining 10 new levels, and the addition of an entire new module, if all that was accomplished was to make the characters weaker and take away things that we have before? I am not being snarky, I honestly don't get it. I mean, devs, you actually do WANT people to being playing your game, yeah? Well, making characters WEAKER after a gain of 10 levels, and spending an entire module taking things away from your players and characters is not the way to do it. Time to get out the "generosity stick" and start hitting your players with some SERIOUS rewards for playing your game or your profits are going to tank. Just saying.
Peace.
They decreased the amount of overall power your character had acquired so they could sell it back to you for more money.
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!
not sure if this has been mentioned yet but for the dungeon Qs it would be nice to have a Q system like WoW has where before u Q up u pick your role I.e. tank, healer or dps that way there is less kicking from dungeons and more of a chance that the dungeon will be a success... and if someone drops before the dungeon is finished then it the system will look to fill that role... now I know that tanks and healers will have more of an insta Q but u only need one of them in each run so that should be the case. anyway that's just my thought on the dungeon Q system and it would work for both the xbox and comp. versions of the game which I play both
I like content being tougher (that doesn't mean some content still needs fixing because its TOO hard)
the power creep before was ridiculous, this was something needed. Don't think that they took power away from us just because, it was needed to rebalance thje game. simple as that.
I can say that I've shut my wallet. Until difficulty is made reasonable again, I'm not inclined to spend any more on a game that has become a frustrating chore. I've been dragging my alts through the EE campaign because the endgame is not worth the frustration it gives, nor is it worth the mountain of health stone charges it consumes. I've basically written off the endgame and only engage in it to help guildies. I'm building up my leadership army instead, but otherwise I'm in a holding pattern.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I have some more things that are lacking in the game.
1. Please bring back professions event, and some slight chances of getting Green, Blue, Purple Profession Assets. Also please increase chances of finding dragon eggs since they are so much important to get some epic gear from Professions.
2. Thanks for fixing the seal of triumph bug. At-least now the Domination Battlemaster offer it as a reward for Daily PvP domination victory.
3. Please remove collection scores for the gear sets which are not anymore available in the game. I don't think keeping that in list is good for player who are new and now cannot acquire that gear anymore, same goes for companions and other items.
4. Please bring back the enthusiasm in AD farming by allowing players to open dungeon chests without any keys during the dungeon delve event. I am not saying to do that to epic dungeons, but only to standard dungeons, so that senior Guildmates can have a run with Juniors to help them progress since your next mod is all about Guilds.
Now based on my last request, I have is a concern, your next module is based on a model of Guild PvP, this is good for people since now they will be interacting more with their guildmates, but the concern is what chance does a small guild with an average mix of characters, have against the strongest guild with perhaps the most well build toons? I am not sure but I think this is a game and let it stay as a game, making it as a non-optional competition might keep a lot of people away, cause casual gamer would not like this and instead turn to other options.
Many of the changes in Neverwinter since Mod 6 seems to be exclusively tailored to people who are in a guild with many other higher level players, or players with deep pockets that can afford to spend lots of real world currency to by buff packs for their characters in my opinion.
Those of us who are still casual players, not interested in constant grinding for gear and rewards.
Or who prefer to solo quests in places like Sharandar and the Dread Ring or have little choice but to solo or hook up with a bunch of strangers who are likely to abandoned you as fodder, or just kick you out of the party are left 'twisting in the wind' it seems...
How about some more consideration for those of us who don't have hours upon hours to spend playing Neverwinter and choose not to turn this game into a dedicated part time occupation?
They decreased the amount of overall power your character had acquired so they could sell it back to you for more money.
OK This hits the nail on the head, my last 2 posts have been restrained, now I'm going to risk breaching the rules and say what I'm thinking, PUT IT BACK THE WAY IT WAS!.
I' played every day for close to a year, refined my gear and skills and was happy with a few chars abilitys,
Now there not worth a ... you know what i mean,
Why would i want to come back if i can no longer play the areas i used to, This just makes no sence??.
I'd like to suggest,
1]return all older areas back to how they was
2]i guess keep or rebalance the new areas, i wouldn't know, I've never seen them, or will if things stay as they are.
{edit} oh and abilitys like lifesteal seem to be broken, be great if this worked then maybe I'd have a fighting chance
I like content being tougher (that doesn't mean some content still needs fixing because its TOO hard)
the power creep before was ridiculous, this was something needed. Don't think that they took power away from us just because, it was needed to rebalance thje game. simple as that.
I have is a concern, your next module is based on a model of Guild PvP, this is good for people since now they will be interacting more with their guildmates, but the concern is what chance does a small guild with an average mix of characters, have against the strongest guild with perhaps the most well build toons? I am not sure but I think this is a game and let it stay as a game, making it as a non-optional competition might keep a lot of people away, cause casual gamer would not like this and instead turn to other options.
The Dev Team has come out and said that the Guild vs. Guild PvP aspect will be opt-in, you are not forced to do it.
As for the rest of the conerns... We don't have enough information to answer them, thus all is speculation until we can get on the Test Server and see it for ourselves.
I'd like to address the outrageous damage of end game, especially the T1 bosses. they are ridiculous50-60 pct too high, the frequency is outrageous. I have done upwards or 50-60 T1 bosses, with 3 successful, 2 with guild only runs, 1 with outstanding OP.
Valindra raises the coffins about 5 times too many times during a normal fight pre Mod 6. E LoL the damage rings on the fighting area along with the gold lava and the fire balls are ridiculously too frequent, rarely do I see more than 2 or 3 getting to the 50pct at best.
Tone it down in all ranges of the game would be a HUGE move in the correct directions, maybe try 20 pct then 30 etc. until the community has a positive response.
I think GF should get a major boost to their survivability, from their Def< give them a HUGE bonus so they can stay alive(not one but haven't seen many who can tank a boss anymore), Give DC healer about a 50 pct boost as well 10-25k is a small heal at best when they are non boss NPC that can one shot a tank with 75k-100k health, I cant keep up.
I have a 2500 item score DC, SO its not like im sitting in sub par gear, I have completed all of these dungeons Pre Mod 6 many many many times. I want places i can Solo(DR SH IWD and WoD, later 2 not doable with decent gear.) and places i can group up(Epic Dungeons and Tiamat, HE in IWD WoD and EE zones).
I also want to say, I think this was one of the best Modules in any game I have played, in concept, leaving all the end game still relevant, was revolutionary. With some minor adjustments and 1 or 2 major, I believe the game could be fun again, but at this time, I personally don't enjoy the game like I used too.
Not leaving, nothing out there I enjoy anymore, but disappointed, things haven't changed. Keep working, good luck, I truly hope you find a balance that will appeal to everyone.
I'd like to address the outrageous damage of end game, especially the T1 bosses. they are ridiculous50-60 pct too high, the frequency is outrageous. I have done upwards or 50-60 T1 bosses, with 3 successful, 2 with guild only runs, 1 with outstanding OP.
Valindra raises the coffins about 5 times too many times during a normal fight pre Mod 6. E LoL the damage rings on the fighting area along with the gold lava and the fire balls are ridiculously too frequent, rarely do I see more than 2 or 3 getting to the 50pct at best.
Tone it down in all ranges of the game would be a HUGE move in the correct directions, maybe try 20 pct then 30 etc. until the community has a positive response.
I think GF should get a major boost to their survivability, from their Def< give them a HUGE bonus so they can stay alive(not one but haven't seen many who can tank a boss anymore), Give DC healer about a 50 pct boost as well 10-25k is a small heal at best when they are non boss NPC that can one shot a tank with 75k-100k health, I cant keep up.
I have a 2500 item score DC, SO its not like im sitting in sub par gear, I have completed all of these dungeons Pre Mod 6 many many many times. I want places i can Solo(DR SH IWD and WoD, later 2 not doable with decent gear.) and places i can group up(Epic Dungeons and Tiamat, HE in IWD WoD and EE zones).
I also want to say, I think this was one of the best Modules in any game I have played, in concept, leaving all the end game still relevant, was revolutionary. With some minor adjustments and 1 or 2 major, I believe the game could be fun again, but at this time, I personally don't enjoy the game like I used too.
Not leaving, nothing out there I enjoy anymore, but disappointed, things haven't changed. Keep working, good luck, I truly hope you find a balance that will appeal to everyone.
Joe
AkA
Narn
Gunk
Very well said Joe, I completely agree with your assessment... I've got faith the good folks in the Perfect World will get it fixed for us... glhf and thks in advance.. wEb
I too am very disappointed the the effect Mod 6 has had on my being able to play. I am a very casual player (bad internet and download restrictions), that being said, I don't mind a long grind to level stuff up. I dont mind that it will take a long time, so long as I can make SOME progress. But after Mod 6, I find that areas i used to play are off limits because i play HR. (not the best player by a long shot LOL)
I would really like to be able to at least play the areas I could before and finish getting boons to make me stronger. As it is I can barely do the new areas designed to level you to 70 (68 so far), so getting to new artifact weapons to start leveling will take alot of work.
On a side note, I'm not in a guild due to bad internet lag and having to be offline for days or even a few weeks at a time.
Hope things get better so people like me have some hope of being able to log in for a few hours and enjoy working towards a goal will have the chance again without getting frustrated and logging back off after only a few minutes.
years ago, i played DDO, i was doing fine, and one of old guildmate gave me real nice armor chest/hauberk for my paladin class.
reason i gave up, as i gain some levels, and i am losing all my golds to repair costs, it made unplayable.
so that is same reason why many players in NWO are facing same situations, vanishing supply of potions, kits, and first-aid due to unwanted one-shotted kills.
no one really want to go back to lower end level zones to refarm the drops and restock some cash needed, but we dont want to take away some kills from lower level players who need those kill updates, and they wonder why or what the heck with high level characters was doing and running around in outgrowned old zones.
i agreed, those updated zones do need to tone down, and it is still too hard, and survivablity is so low, and the game was meant to be fun.
if some players wanted "elite extreme difficulty" playstyle, they need special designed "hardcore zone" in Que'ed list, it was successfully work for Star Trek Online with standard zones and elite zones.
both standard and elite zones should have same types of rewards.
my suggestion for elite zones was for hard challenges, with few extra drop loots, bigger cash jackpots, extra runes and same "Armor" rewards as in standard zones, but with a chance of rare random special drops, i know players want coalenscent wards, marks, and if lucky to get few free profession packages.
also new idea for "Elite Kits" as tier 2 profession kits only found in elite zones.
The OP is a month old, and I'm pretty sure that most, if not all of the items listed as "upcoming" have already gone into the game at this point. Probably, this post doesn't need to be sticky anymore since there's going to be an updated version coming soon - right? right?
boons were easy to make the goals while at 60, now cant do them at 70 lvl, surviviblity is so low for those boonless characters, and my alts are unplayables, only my main are just barely, and it is not a fun to deal with it.
many are getting fed up with devs for not doing on time and fed up with waiting for game get fix to be playable for boonless alts.
all that we been getting series of nerfs after nerf and no signs of scaling back on these "73 lvl elite" mobs.
champiagn is all about making boon updates, without it, they cant go to any dungeons or next upgrades, because they cant survive.
some other players are getting fed up with helping others to get boons, it was soloable at 60 lvl before mod 6, now mod 6 made the mess with cant do at 70's facing harder 73 lvl mobs that can one-hit.
devs, you are scaring away any newer players and those in game communities are watching this "drama" with massive nerfings on players and beefing up mobs to extreme directions.
why it is taking too long to scale back the mobs? all you do, class nerfings and repeat. fix the mobs first and then worry about adjusting the classes, and then do several minor mobs tweakings later. right now, they are way too much.
devs, you are repeating same mistakes as the "original dev team" that was doing Asheron's Call 2 when they were doing massive class nerfing, and many players left.
my recommendation...
1. pull out those 73 elite mobs and replace with 70 lvl elites.
2. banish the legion devils once the clerics in tiamat at max beam.
3. lower the cost and amounts of seals needed, since these gears will be outdated once they get complete set.
4. bring back original dragon heralds, and after 5th dragon killed, then prevent zone jumpers for extra kills that wasnt intended.
5. make those blue knights' shield wall a little shorter since other mobs behind it were also unhittable and they blocks/cornered the players by preventing to move around, that is frustratings.
6. this is most annoying, when i do solo, i really hate seeing mobs drink potions and have to watch and conserve few interuption hits to stop them.
7. allow players to be unpredictable, really hate to see mobs make counter-runs/moves whenever i make sudden move to left or right turns, it seem like they are mind-readers. that is too much AI for them.
8. It would be great if they upgrade the companions. HP on the level of regular level 70 NPCs, and a better AI would be great too.
I do believe in killing the messenger...
Want to know why?
Because it sends a message!
0
drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
edited June 2015
Um... I appreciate the heads up... as I sure all of us do.
Sadly, none of it is anything new from what you sought to fix during your last message to your clients, partners and players. Okay... the player power adjustments have been added, but the rest is a reiteration of what was said 3 or 4 weeks ago.
I do look forward to the updates. I do realize that what you got is a 10,000+ piece puzzle and you have to solve it without knowing what it is supposed to look like. For that I have the deepest compassion and admiration for your efforts.
_/\_
Namaste
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
magenubbie, good thoughts, on that #7, wasnt about those dragon knights, even the undeads and bandits did act that way too, most seem to read my minds when i make sudden moves. didnt like it and how am i suppose to go around them, i am so used to playing eq2, it was easier to trick them and you gain few seconds until they adjusted.
just go see and try it as you move left and right for yourself and you will see how fast they respond, lol.
and #6, regarding the knights' potion bug, i didnt see that, i was talking about most general human mobs, they all drinks potions. i can avoid or back away when i see undeads/wrights when they heal themselves as they casting a red ring effect, they can drain you, so there is differences when you can avoid some attacks.
some potions are often unavoidable or failed to stop on time when i used attacks too early, not all class can stop them drinking.
0
santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
At this point the only thing I care about is seeing the difficulty dropped considerably, my desire to play has been effectively wrecked by being killed constantly by mobs that SHOULDNT be able to kill a Hero of Neverwinter...
QFT. Why should I have to completely regear and rebuild my character, while GAINING 10 new levels, to be doing the same thing I was before? Only this time not as easily, quickly, or (with some classes) at all? What was the point of my character gaining 10 new levels, and the addition of an entire new module, if all that was accomplished was to make the characters weaker and take away things that we have before?
Peace.
Absolutely this.
0
santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
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!
So, it's been awhile, are there new entries in the great clean up, or is it considered done? My biggest issue, PVE difficulty, has yet to be addressed. It was the top Scott's original list and never addressed in the roadmap. Of course, there aren't as many people of my opinion around as there used to be. Why is that?
Comments
zactamundo....
QFT. Why should I have to completely regear and rebuild my character, while GAINING 10 new levels, to be doing the same thing I was before? Only this time not as easily, quickly, or (with some classes) at all? What was the point of my character gaining 10 new levels, and the addition of an entire new module, if all that was accomplished was to make the characters weaker and take away things that we have before? I am not being snarky, I honestly don't get it. I mean, devs, you actually do WANT people to being playing your game, yeah? Well, making characters WEAKER after a gain of 10 levels, and spending an entire module taking things away from your players and characters is not the way to do it. Time to get out the "generosity stick" and start hitting your players with some SERIOUS rewards for playing your game or your profits are going to tank. Just saying.
Peace.
There's some very sound business sense, right there.
And while i do appreciate the changes in the actual patch with the new equipment, the overall difficulty still need to be tuned down, to enable all classes to get the new items at all.
The patch today is a very small step into the right direction, but please do also address the difficulty in the campaign areas too, so that playing NWO will be fun again.
not sure if this has been mentioned yet but for the dungeon Qs it would be nice to have a Q system like WoW has where before u Q up u pick your role I.e. tank, healer or dps that way there is less kicking from dungeons and more of a chance that the dungeon will be a success... and if someone drops before the dungeon is finished then it the system will look to fill that role... now I know that tanks and healers will have more of an insta Q but u only need one of them in each run so that should be the case. anyway that's just my thought on the dungeon Q system and it would work for both the xbox and comp. versions of the game which I play both
the power creep before was ridiculous, this was something needed. Don't think that they took power away from us just because, it was needed to rebalance thje game. simple as that.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
1. Please bring back professions event, and some slight chances of getting Green, Blue, Purple Profession Assets. Also please increase chances of finding dragon eggs since they are so much important to get some epic gear from Professions.
2. Thanks for fixing the seal of triumph bug. At-least now the Domination Battlemaster offer it as a reward for Daily PvP domination victory.
3. Please remove collection scores for the gear sets which are not anymore available in the game. I don't think keeping that in list is good for player who are new and now cannot acquire that gear anymore, same goes for companions and other items.
4. Please bring back the enthusiasm in AD farming by allowing players to open dungeon chests without any keys during the dungeon delve event. I am not saying to do that to epic dungeons, but only to standard dungeons, so that senior Guildmates can have a run with Juniors to help them progress since your next mod is all about Guilds.
Now based on my last request, I have is a concern, your next module is based on a model of Guild PvP, this is good for people since now they will be interacting more with their guildmates, but the concern is what chance does a small guild with an average mix of characters, have against the strongest guild with perhaps the most well build toons? I am not sure but I think this is a game and let it stay as a game, making it as a non-optional competition might keep a lot of people away, cause casual gamer would not like this and instead turn to other options.
Those of us who are still casual players, not interested in constant grinding for gear and rewards.
Or who prefer to solo quests in places like Sharandar and the Dread Ring or have little choice but to solo or hook up with a bunch of strangers who are likely to abandoned you as fodder, or just kick you out of the party are left 'twisting in the wind' it seems...
How about some more consideration for those of us who don't have hours upon hours to spend playing Neverwinter and choose not to turn this game into a dedicated part time occupation?
OK This hits the nail on the head, my last 2 posts have been restrained, now I'm going to risk breaching the rules and say what I'm thinking, PUT IT BACK THE WAY IT WAS!.
I' played every day for close to a year, refined my gear and skills and was happy with a few chars abilitys,
Now there not worth a ... you know what i mean,
Why would i want to come back if i can no longer play the areas i used to, This just makes no sence??.
I'd like to suggest,
1]return all older areas back to how they was
2]i guess keep or rebalance the new areas, i wouldn't know, I've never seen them, or will if things stay as they are.
{edit} oh and abilitys like lifesteal seem to be broken, be great if this worked then maybe I'd have a fighting chance
D.Talos
The Dev Team has come out and said that the Guild vs. Guild PvP aspect will be opt-in, you are not forced to do it.
As for the rest of the conerns... We don't have enough information to answer them, thus all is speculation until we can get on the Test Server and see it for ourselves.
Valindra raises the coffins about 5 times too many times during a normal fight pre Mod 6. E LoL the damage rings on the fighting area along with the gold lava and the fire balls are ridiculously too frequent, rarely do I see more than 2 or 3 getting to the 50pct at best.
Tone it down in all ranges of the game would be a HUGE move in the correct directions, maybe try 20 pct then 30 etc. until the community has a positive response.
I think GF should get a major boost to their survivability, from their Def< give them a HUGE bonus so they can stay alive(not one but haven't seen many who can tank a boss anymore), Give DC healer about a 50 pct boost as well 10-25k is a small heal at best when they are non boss NPC that can one shot a tank with 75k-100k health, I cant keep up.
I have a 2500 item score DC, SO its not like im sitting in sub par gear, I have completed all of these dungeons Pre Mod 6 many many many times. I want places i can Solo(DR SH IWD and WoD, later 2 not doable with decent gear.) and places i can group up(Epic Dungeons and Tiamat, HE in IWD WoD and EE zones).
I also want to say, I think this was one of the best Modules in any game I have played, in concept, leaving all the end game still relevant, was revolutionary. With some minor adjustments and 1 or 2 major, I believe the game could be fun again, but at this time, I personally don't enjoy the game like I used too.
Not leaving, nothing out there I enjoy anymore, but disappointed, things haven't changed. Keep working, good luck, I truly hope you find a balance that will appeal to everyone.
Joe
AkA
Narn
Gunk
Very well said Joe, I completely agree with your assessment... I've got faith the good folks in the Perfect World will get it fixed for us... glhf and thks in advance.. wEb
I would really like to be able to at least play the areas I could before and finish getting boons to make me stronger. As it is I can barely do the new areas designed to level you to 70 (68 so far), so getting to new artifact weapons to start leveling will take alot of work.
On a side note, I'm not in a guild due to bad internet lag and having to be offline for days or even a few weeks at a time.
Hope things get better so people like me have some hope of being able to log in for a few hours and enjoy working towards a goal will have the chance again without getting frustrated and logging back off after only a few minutes.
reason i gave up, as i gain some levels, and i am losing all my golds to repair costs, it made unplayable.
so that is same reason why many players in NWO are facing same situations, vanishing supply of potions, kits, and first-aid due to unwanted one-shotted kills.
no one really want to go back to lower end level zones to refarm the drops and restock some cash needed, but we dont want to take away some kills from lower level players who need those kill updates, and they wonder why or what the heck with high level characters was doing and running around in outgrowned old zones.
i agreed, those updated zones do need to tone down, and it is still too hard, and survivablity is so low, and the game was meant to be fun.
if some players wanted "elite extreme difficulty" playstyle, they need special designed "hardcore zone" in Que'ed list, it was successfully work for Star Trek Online with standard zones and elite zones.
both standard and elite zones should have same types of rewards.
my suggestion for elite zones was for hard challenges, with few extra drop loots, bigger cash jackpots, extra runes and same "Armor" rewards as in standard zones, but with a chance of rare random special drops, i know players want coalenscent wards, marks, and if lucky to get few free profession packages.
also new idea for "Elite Kits" as tier 2 profession kits only found in elite zones.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
many are getting fed up with devs for not doing on time and fed up with waiting for game get fix to be playable for boonless alts.
all that we been getting series of nerfs after nerf and no signs of scaling back on these "73 lvl elite" mobs.
champiagn is all about making boon updates, without it, they cant go to any dungeons or next upgrades, because they cant survive.
some other players are getting fed up with helping others to get boons, it was soloable at 60 lvl before mod 6, now mod 6 made the mess with cant do at 70's facing harder 73 lvl mobs that can one-hit.
devs, you are scaring away any newer players and those in game communities are watching this "drama" with massive nerfings on players and beefing up mobs to extreme directions.
why it is taking too long to scale back the mobs? all you do, class nerfings and repeat. fix the mobs first and then worry about adjusting the classes, and then do several minor mobs tweakings later. right now, they are way too much.
devs, you are repeating same mistakes as the "original dev team" that was doing Asheron's Call 2 when they were doing massive class nerfing, and many players left.
my recommendation...
1. pull out those 73 elite mobs and replace with 70 lvl elites.
2. banish the legion devils once the clerics in tiamat at max beam.
3. lower the cost and amounts of seals needed, since these gears will be outdated once they get complete set.
4. bring back original dragon heralds, and after 5th dragon killed, then prevent zone jumpers for extra kills that wasnt intended.
5. make those blue knights' shield wall a little shorter since other mobs behind it were also unhittable and they blocks/cornered the players by preventing to move around, that is frustratings.
6. this is most annoying, when i do solo, i really hate seeing mobs drink potions and have to watch and conserve few interuption hits to stop them.
7. allow players to be unpredictable, really hate to see mobs make counter-runs/moves whenever i make sudden move to left or right turns, it seem like they are mind-readers. that is too much AI for them.
Sadly, none of it is anything new from what you sought to fix during your last message to your clients, partners and players. Okay... the player power adjustments have been added, but the rest is a reiteration of what was said 3 or 4 weeks ago.
I do look forward to the updates. I do realize that what you got is a 10,000+ piece puzzle and you have to solve it without knowing what it is supposed to look like. For that I have the deepest compassion and admiration for your efforts.
_/\_
Namaste
just go see and try it as you move left and right for yourself and you will see how fast they respond, lol.
and #6, regarding the knights' potion bug, i didnt see that, i was talking about most general human mobs, they all drinks potions. i can avoid or back away when i see undeads/wrights when they heal themselves as they casting a red ring effect, they can drain you, so there is differences when you can avoid some attacks.
some potions are often unavoidable or failed to stop on time when i used attacks too early, not all class can stop them drinking.
Absolutely this.
So, it's been awhile, are there new entries in the great clean up, or is it considered done? My biggest issue, PVE difficulty, has yet to be addressed. It was the top Scott's original list and never addressed in the roadmap. Of course, there aren't as many people of my opinion around as there used to be. Why is that?