Update:
As part of our continued fixes, we are addressing the following dungeon issues with tomorrow's
patchEnemies and Encounters
Castle Ravenloft
- The Portal of Power now has significantly less health.
- Theft of Vitae no longer goes through Block.
- A couple other fixes have been made to the Sisters encounter.
Temple of Tiamat
- Devils and Erinyes has had their damage output significantly reduced.
- The item level requirement to enter this trial have been increased by 1000.
- The scaled item level for this trial has been increased by 1000, which should result in a significant buff for players above the previous target.
General
- Spellplague Caverns (Master): Kabal should no longer stay invulnerable after being hit by a fireball.
- Throne of the Dwarven Gods: Thoon Hulks now properly complete their charge attacks on distant targets.
- Tomb of the Nine Gods: Defiant Souls have had their health significantly reduced.
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Greetings Adventurers,
As we all know, Undermountain was a significant update that affected almost every aspect of the game and gameplay. We wanted to let our players know that, despite our very best efforts, we’re aware that there are some problems occurring with scaling in some of our dungeons.
We apologize that players are having a bad experience and want to assure you that the Neverwinter team is committed to finding and addressing these issues as soon as possible. It is our goal to provide both a challenging and enjoyable experience for everyone and we ask for your patience as we continue to identify, evaluate and re-tune scaling abnormalities across Faerun. Today we updated the game with several fixes to some of the more popular areas such as Malabogs Castle, Tomb of the Nine Gods and Demogorgon. More will come in the following days.
We would also take this opportunity to ask for your help in this matter, if you are, or become aware of a dungeon or area exhibiting this kind of behavior, please use THIS thread to report the problem and the team will get to it as soon as they can!
Happy adventuring!
The Neverwinter Team
Comments
Lair of Lostmauth: The Twin Scorpions could use a slight scale back in damage. For Lostmauth himself, the environmental damage is unforgiving, his AOE fireball attack (the 3-4 circle one) does not show red telegraphs until after the ability is used, and his laser vision could use a scale back in damage.
Tiamat: The Devil mobs, not sure if just legion devils or Erinyes or both, are doing way too much damage, wiping out the entire raid in seconds.
▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
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the rescue the prisioners from the drow.
hitting 1-2-3s on them not even a scratch
also I haven't been able to switch loadouts it does nothing when I try and change from tank to dps ( and yes im on the camp fire)
To find more stuff to nerf?
To remove more fun from the players?
Fire the dev team instead and get people that understand how games work, and, more importante, how D&D is and works.
I'm not sure that the development team fully appreciate the situation.
Maybe they think we are all just moaning about nothing, or maybe it's another of those situations like the introduction of Random Queues when we screamed at them that putting FBI in the same queue as Malabog was truly awful idea, and explained in detail WHY... but someone upstairs wanted it to happen, and to hell with the players... so it did.
And we all know how that worked out...
Sure, people are hacked off at certain specific instances of broken scaling in certain areas of certain dungeons.
But the problem is that those broken elements are broken within a system that even when working is a major problem.
Until the Powers That Be realise, accept and determine to fix, the problem that Scaling in general is causing with the punitive caps it's not worth fixing those tiny individual aspects.
It's like ripping the roof of someone's house, then coming back later and saying "We've noticed it's raining... please let us know which of the umbrellas we left you with aren't working properly so we can replace or repair them"
It is in no way the "Fix" we either want or need.
Historically, when this many players agree on something, they're usually right.
And this isn't like the Bonding nerf for example, which was very annoying... but an isolated annoyance that didn't dramatically weaken the entire player base against simple, basic, content and dump them back into the game as if their entire adventuring career had been removed when they enter a lower level zone.
And don't think that everyone wants scaling removed entirely and just let us get on with melting everything, that's not the argument here.
It is a valid means of adding balance in areas where most players are sub end game. Only the sociopaths amongst us want to ruin other peoples' games, and only lazy people want zero challenge. But Scaling as it stands is many many miles from where it needs to be IN GENERAL, for it to be even acceptable, let alone ENJOYABLE for the majority of your players.
And the goal really should be for a game to aim to be enjoyable, don't you think?
In terms of dungeons hulks broken in Throne, all skirmishes players are too weak. Scales down to 20% per bonding is unacceptable. CN portals missing an enemy, MSP impossible, tiamat cleric phase too hard.. There's probably loads more.
There is not a single dungeon that is doable by a group who only just meet the item level requirement.
Either drop scaling or make the rewards way better. Nobody wants to struggle through a 11k dungeon sometimes using scrolls to be rewarded with 2 Black opals
Why not put resonances, wards, il appropriate gear and companion upgrade tokens in chests then people will happily run tougher content as the rewards will reflect the time spent
At the moment game is not fun at all and you've had feedback for the last month and done nothing.
I like most others now am taking a break (possibly permanent) as have no faith in cryptic to either make dungeons easier or make rewards reflect the time and effort we put in
The simple scaling option is surely just to scale us to the enemy stat caps if we are already above or equal to them in 80 content
There is also the added issue that scaling affects everyone even fresh level 70s get their bondings nerfed to hell
I also guarantee you that you will not be able to get gold on any skirmish and there will be plenty of encounters where you wipe or just give up due to difficulty or boredom
Why did you do it like this? What is the purpose of making the entire player base loosing faith in the game? Sadly, I think you are killing the game if you don't listen to your community.
Each mob hits as hard as a boss, can kill a player with 2 shots. As a tank, if I pull aggro (my job) I die way faster because 10 mobs come from all sides, no matter where I move, a bunch of mobs comes from behind me again while I'm facing the 2 or 3 main mobs, very annoying, this has to do with enemy AI and not really the problem, it has always been like this but as a tank, I block the 2 or 3 mobs facing me, my HP is around 400,000, my block can absorb around 3 hits from the mobs facing me but at the same time, while I'm blocking 3 mobs, 7 other small mobs come from behind me and kill me quickly as I can't block from all sides at all times.
I hope scaling in this and other dungeons gets fixed soon, maybe making mobs do less damage and players do more damage so that my team can kill mobs faster and I'm not surrounded by them all the time. The game was in desperate need of scaling because it was too easy, didn't provide any challenge anymore but this is just not right, not fair.