Nerf me once nerf me twice, nerf me 3 times.. ooops no.. im already gone madafaca. :] Main reason behind all theese nerfs is incompetence. Simple as that. Mod 16 showed us a new type of incompetence dealing with the game and customers, rarely seen on the game industry but still not original. Its not pvp..
My hope, and from a lot of people, is that sooner or later theyll move this dev team to something else and get people that understand and like D&D in as devs. Having devs and pr making play with players events, public streams and interviews saying diferent things of what is later implemented ingame is just so..
lol the nerf bandwagon continues. You guys.. instead of fixing bugs ( and game is loaded with them ) you keep nerfing and taking the fun out of players. Go figure. PS: You guys forgot to link in patch notes that you literally killed Doohickeys. Doohickey does 100 magnitude dmg now.. useless. Thanks again for another nerf.
Warden Expedition not ment to be easy i think.. unlike Mountain ones. Still.. low il chars will have na hard time running them.. but thats probably what devs wanted in the first place.
MC should be just killed. Its the major factor for AD unbalance and market player manipulation and has to be adressed in a definitive way. There are players with hundreds of million AD ( a few with over 1 Billion Ad.. ) mostly made with MC that can completly mess up auction prices whenever they want to. One major rule that…
Actually the majority of games get a very nice population boost during vacations since a lot of students can now play on their computers most of the day. Neverwinter is getting heavly hammered by mod 16 and all the issues related by mod 16. No point ignoring the main issue.
We all know what was done here.. dont think people that naive :) I understand the position of a few players that had acess to mod 16 alfa pre public testing. Some might feel responsible for what mod 16 became, and have to defend their queen or risking not gettign in the next pre public testing of whatever is coming. I do…
The chants were unbound before mod 16. The Exchange was ment to "ease" the players adaptation to the new mechanics wich are totally diferent. The way the enchants work atm is only remotly related to how they worked before mod 16. Any decent and honest company would simply return them to unbound status now that they cannt…
lol.. the saga continues. Instead of doing QA internally tests ( and hiring professional testers like all decent companies do ) you guys keep shooting your own feet using normal players as your testing material. Thats one of the main reasons game is going down the pipe as it is. Thats one of the reasons info leaks too…
The problem here is lack of a proper testing team in the house. Cryptic should have their own team, and should pay no attention whatsoever to comunity opinions that are 99% of the time too biased to personal gain and interests. Fast forward ---> D&D core rulebooks already have it balanced for you Cryptic. No need to retune…
Hug cocoon and have Paladin make the blue shield etc.. noeone has to die or run around like headless chickens. Simple. Hug each other always nice. All that human heat.
nvm they fixed augments now :) Use comps. helps a lot too. When fighting theese 3 bosses, augments seem to be kinda buggy sometimes not giving their stats tot he player.
Game is going down the pipe so fast.. most of pppl i know of who put rl cash in game are already gone.. You guys only seem to be able to nerf stuff that can help or give some fun to players. The real issues never get fixed, those that damage players. Game is full of those bugs.
as said before: 3 master exp + Lomm ( when available ) + mb rql riq +daily demogorgon and cn ( 4 chests ) and thats it. No room nor will to run old low lvl 70 contente more than that.