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The Four Horsemen of Neverwinter (4 things that need to be addressed this module!)

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  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited June 2015
    I can't really speak to the PvP issues, but here are my 4 big issues for PvE:

    1. I am happy that the Thayan and Sharandar armor sets were re-added w/ updated stats for Module 6; They provide a means of upgrading ones armor, and making players more suitable to the T1 dungeons and Skirmishes. I do, however, feel that we need a better ramp-up to the difficulty of the T2 dungeons. Perhaps some of the dungeons that were removed can be re-added, with a sets of armor that are intermediate to the T1 and T2 sets we have now. T2 mob difficulty should also be tweaked, I think.

    2. We're given an artifact weapon and armor upon reaching level 70 and/or completing a specific set of quests, but I feel that we need a broader selection of non-artifact weapons as well. Sure, they added weapon enchantments to all 61+ blue weapons, but how about some epic ones? Maybe they could re-add the Thayan and Illiyanbruen weapons to the various campaigns, just like they did with the armor sets. Maybe they could add "Meta-quests", which relate to completing quests from the other campaigns, (not necessarily the same campaign, either, which reward you with tokens for epic non-artifact weapons and other goodies, (heck, just including no-cost transmutes of existing but removed weapon and armor skins could do the trick, here).

    3. Address exploits ASAP. I realize the devs have tight schedules they have to keep to, but if an exploit goes unchecked, and it gets used as an easy path to better gear, and if it goes on for too long, you alienate the legitimate players that refuse to cheat. It sends the signal that taking advantage of such bugs/glitches is endorsed, which should never be the message that is expressed.

    4. Encourage playing for fun, over grinding - This is a pretty big order to undertake, but I think it can be done at little expense. A few changes would go a long way toward encouraging this type of behavior, and foster a better community in the long term:

    a. Don't penalize people for buying lots of fashion sets, and wanting to make use of them frequently - give us separate fashion storage, and have it grow as we buy fashion sets, (a separate Zen store purchase that increases this storage could be added as well).

    b. Allow us to access our gear and artifacts without having to toggle off our fashion set - perhaps a simple toggle "Remain in fashion mode" could be added, so I can access my actual gear, yet remain in my fashion outfit.

    c. Once I apply a transmute to an item, allow me to switch between that appearance, and any prior ones that I applied, at will. Add weapon and armor transmute packs to the Zen store, to take advantage of this addition.

    d. Allow me to access the mount slot as a dropdown, where I can select any unlocked mounts on my account. Perhaps a small mount storage tab can be added, to encourage collecting those from lockboxes as well.

    e. Fix the issue where leadership gets switched around when on a team - this only serves to break the flow of a team that is "in a groove", and can be very frustrating.

    f. I realize that boss fights should be frantic and exciting, but many are setup in such a way that trying to raise your teammates, should they get defeated, is more punishing than it is worth - this only serves to foster a behavior of abandoning your teammatethat is never good, IMO.
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  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited June 2015
    bioshrike wrote: »
    We're given an artifact weapon and armor upon reaching level 70 and/or completing a specific set of quests, but I feel that we need a broader selection of non-artifact weapons as well. Sure, they added weapon enchantments to all 61+ blue weapons, but how about some epic ones? Maybe they could re-add the Thayan and Illiyanbruen weapons to the various campaigns, just like they did with the armor sets. Maybe they could add "Meta-quests", which relate to completing quests from the other campaigns, (not necessarily the same campaign, either, which reward you with tokens for epic non-artifact weapons and other goodies, (heck, just including no-cost transmutes of existing but removed weapon and armor skins could do the trick, here)

    Why would you want alternative weapons when it is so easy to get artifact MH/OH and when everything else is sub-par to it? You do already get weapons while questing from 60-70, I see no need to add more, especially at epic - even if Weaponsmithing has become totally wasted since artifact weapons were introduced.
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  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2015
    lirithiel wrote: »
    Why would you want alternative weapons when it is so easy to get artifact MH/OH and when everything else is sub-par to it? You do already get weapons while questing from 60-70, I see no need to add more, especially at epic - even if Weaponsmithing has become totally wasted since artifact weapons were introduced.

    I get where he is coming from, but alot of his suggestions TBH are very minor things that really dont impact the game TBH. Like "keeping your costume active while swapping gear or artifacts around"?thats a rather silly time investment from the DEVs standpoint as that REALLY wont increase QoL for players nor will it add more content, itll just help for RP purposes or to feel cool about your character while swapping gear. Now would it be nice Sure.... But is it worth the TIME investment? Probably not.

    What I WOULD like is CN to come back as a lvl 70 dungeon and drop new CN weapons that are on the same TIER/LEVEL as artifact equipment @ orange.

    So that would be an alternative to using the MH/OH is using the CN set.... But I doubt they will do this.
  • vaulwynvaulwyn Member Posts: 94 Arc User
    edited June 2015
    ayroux wrote: »
    The goal there is to match players based on gear and let skill decide the victor, not the other way around, where it tries to make players on skill and then it lets GEAR decide the victor.... Its just flawed...

    A great thought, but class balance is more important for that specific goal to come to fruition. As a GF I am far less Tanky in PVP than a CW, TR, OP, DC Where I should be much more tanky than all save the OP and I am running T.Neg. Specific class feat skills are just to much. TR for example, perma stealth needs to be toned down a hair, more so complete dodge immunity needs to be completely removed same goes for piercing dmg no class should have any skill with piercing dmg it removes the strengths of specific classes. It would be like give a tank an auro that reduced all enemy dmg by 50%. Then you have the removal of regen which was devastating for GF, while fast attacking classes with piercing dmg were allowed to hold onto their health gain skills and have great synergy with lifesteal.

    I am IL 3.4k I fought with 2 others 3v1 CW in T.Neg between Shield+Neg+lifesteal he was completely unkillable for three players and killed all of us. That was chaining CCs as well. Some classes are just broke. BiS TR+CW+OP+DC all needs some nerfs Trapper Hunter Needs nerfs to CC but think they are fairly balanced outside of that, just absurd that they can CC from 100% to Dead and you can literally do nothing about it this should never happen, no class should have the ability to unplug your mouse and keyboard.
    GF - Sigh
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited June 2015
    ayroux wrote: »
    What I WOULD like is CN to come back as a lvl 70 dungeon and drop new CN weapons that are on the same TIER/LEVEL as artifact equipment @ orange.

    So that would be an alternative to using the MH/OH is using the CN set.... But I doubt they will do this.

    1 - economically ...

    2 - who will be able to defeat the dracolich 2.0 invariably will be the same people who already have the top artifact weapons. or this players will do fortune with this weapons (I doubt) or turned into 10k ad with the savage. 6 per half dozen. a set (chest/healm, etc) is enough. weapon/armor enchants is a dream (instead to create a fortune, that players will down the general price of that itens)

    3 - contradicting the premise above , hipothetical glitchs and this things...

    and the list goes on.
  • caewincaewin Member Posts: 42 Arc User
    edited June 2015
    lirithiel wrote: »
    Why would you want alternative weapons when it is so easy to get artifact MH/OH and when everything else is sub-par to it? You do already get weapons while questing from 60-70, I see no need to add more, especially at epic - even if Weaponsmithing has become totally wasted since artifact weapons were introduced.

    And then you spend the rest of your time on the game farming for refining stones or for AD to buy refining stones to rank the **** artifacts/weapons/equipment up. Or you fork money over for Zen to stock up on blood rubies and hope like heck that a double-refinement weekend comes up again very, very soon. Where's the fun in that?
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2015
    vaulwyn wrote: »
    A great thought, but class balance is more important for that specific goal to come to fruition. As a GF I am far less Tanky in PVP than a CW, TR, OP, DC Where I should be much more tanky than all save the OP and I am running T.Neg. Specific class feat skills are just to much. TR for example, perma stealth needs to be toned down a hair, more so complete dodge immunity needs to be completely removed same goes for piercing dmg no class should have any skill with piercing dmg it removes the strengths of specific classes. It would be like give a tank an auro that reduced all enemy dmg by 50%. Then you have the removal of regen which was devastating for GF, while fast attacking classes with piercing dmg were allowed to hold onto their health gain skills and have great synergy with lifesteal.

    I am IL 3.4k I fought with 2 others 3v1 CW in T.Neg between Shield+Neg+lifesteal he was completely unkillable for three players and killed all of us. That was chaining CCs as well. Some classes are just broke. BiS TR+CW+OP+DC all needs some nerfs Trapper Hunter Needs nerfs to CC but think they are fairly balanced outside of that, just absurd that they can CC from 100% to Dead and you can literally do nothing about it this should never happen, no class should have the ability to unplug your mouse and keyboard.

    Well pre-today's patch was a completely different story. They royally screwed up PVP as of the patch 1-2 weeks ago. So any pvp experience in the last 2 weeks up until today ISNT what its going to be like. So try again today and I think you will be fine.
  • vaulwynvaulwyn Member Posts: 94 Arc User
    edited June 2015
    ayroux wrote: »
    Well pre-today's patch was a completely different story. They royally screwed up PVP as of the patch 1-2 weeks ago. So any pvp experience in the last 2 weeks up until today ISNT what its going to be like. So try again today and I think you will be fine.

    Honeslty havent noticed a difference with the previously mentioned classes, and figured I wouldnt as it is abilities and synergy between them or just being flat out to strong that is the core problem.
    GF - Sigh
  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    edited June 2015
    lirithiel wrote: »
    Okay I am speaking for the little guy, who wants to pvp and wants to get the pvp gear, but after his first 10-20 matches just gives up because matchmaking paired him with BiS premades at least half the time and an overall bad experience. If the experience is made better/smoother more people will pvp. Removing Tenacity AND having all powers only be half as effective in pvp are steps in the right direction.

    My best friend in real life, who used to play this game with me until today, stopped playing because of those reasons

    1) massive difficulty gap between lv pre 60 and post 60
    2) lv 60 dailies gives less exp than lv 10 quests (why?)
    3) there's a big gap between lv 60 and 70 gear, and to get those lv 70 gear (T1s) You need to have that HP to run the dungeon because you get two shot otherwise. And to have more HP to run that dungeon, you must run that dungeon that you cannot do to get the gear that you should have to run it.

    Bad loop, and campaign gear? Try solo'ing DR or shar on a fresh lv 70 and getting 3-4 shotted continuously how fun that is. Oh and when you DO finally succeed? you get 5k for all 4 quests in the zone together. GG my lv 50 gets more exp in a single quest and it's easy as F



    Personally I'm fine, I ran with the mod 5 train, but I can't imagine how painful that step is for a new player
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  • vaulwynvaulwyn Member Posts: 94 Arc User
    edited June 2015
    denvald wrote: »
    My best friend in real life, who used to play this game with me until today, stopped playing because of those reasons

    1) massive difficulty gap between lv pre 60 and post 60
    2) lv 60 dailies gives less exp than lv 10 quests (why?)
    3) there's a big gap between lv 60 and 70 gear, and to get those lv 70 gear (T1s) You need to have that HP to run the dungeon because you get two shot otherwise. And to have more HP to run that dungeon, you must run that dungeon that you cannot do to get the gear that you should have to run it.

    Bad loop, and campaign gear? Try solo'ing DR or shar on a fresh lv 70 and getting 3-4 shotted continuously how fun that is. Oh and when you DO finally succeed? you get 5k for all 4 quests in the zone together. GG my lv 50 gets more exp in a single quest and it's easy as F



    Personally I'm fine, I ran with the mod 5 train, but I can't imagine how painful that step is for a new player

    Lvl70 Blue gear is pretty easy to get granted you may have to buy some off the AH but a few dailies will get you enough AD to get the blue gear yah need to complete T1s.

    Now EPICS are another beast entirely, they are built entirely wrong, how PW thought that trash mobs that can 1shot tanks is ok is impossible to fathom. They took the lazy way out in EPICs over inflate some numbers and we have harder content, not really they just made it nearly impossible for some classes while no different really for other classes. Epics are trivial for a group of CWs with a single tank and honestly the tank is not needed he just makes it faster by boosting dmg.
    GF - Sigh
  • generaldiomedesgeneraldiomedes Member, NW M9 Playtest Posts: 207 Arc User
    edited June 2015
    Fixing bugs and exploits is the #1 issue.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2015
    vaulwyn wrote: »
    Lvl70 Blue gear is pretty easy to get granted you may have to buy some off the AH but a few dailies will get you enough AD to get the blue gear yah need to complete T1s.

    Now EPICS are another beast entirely, they are built entirely wrong, how PW thought that trash mobs that can 1shot tanks is ok is impossible to fathom. They took the lazy way out in EPICs over inflate some numbers and we have harder content, not really they just made it nearly impossible for some classes while no different really for other classes. Epics are trivial for a group of CWs with a single tank and honestly the tank is not needed he just makes it faster by boosting dmg.

    Yeah but think of a new player. Joins the game and 1-60 is a BREEZE! Then all the sudden you get into mid 60s and mobs are hitting pretty dang hard, then at 70, sure you have some random quest gear, but the mobs hit for SO hard.

    You dont know to just go to some dailies and buy stuff from the AH, you dont really know how much of a difference all the gear makes. I mean at 60 I remember you could get gear along the way and it was easy to buy some pieces but it was "seemless" sure you were weak but not as it is now.

    Even the BIS players get 1 shot in dungeons.
    I cant imagine trying to farm boons and things in the campaigns with crappy green or even blue gear. Probably rank 6-7 enchants... Imean it just is such a LITTLE amount of gear.

    They made the mob damage far too high and as admitted should literally DOUBLE mobs HP values (not bosses) but then cut in HALF their damage. It would make things a much easier learning curve.


    Personally my advocation was to scale the campaigns as a secondary leveling place.
    So Sharandar should be lvl 61-63ish. Dread Ring 64-66
    IWD/DV: 67-69
    And then WoD lvl 70+

    Atleast this could be an alternative place to level and allow players to farm gear along the way with their boons.
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