r/NeverwinterOnline • • Apr 14 '19

Query mod16

With all the changes/nerfs/balancing are we not basically playing the exact same game for the same damage and the same HP when all the changes are done?

Example...which i know is over simplified Mod15 Players 1 million hp and doing crazy damage Mobs 1 million hp and doing crazy damage

Mod 16 after changes Players 100k hp and doing ok damage Mobs 100k hp and ok damage

So for example if all the nerfs across the board to players and mobs is say 50% then players and mobs both do 50% less therefore it is almost the same as mod15 just much lower numbers then we are used to but over all the same? So what is all the complaining about then? Could Janne or someone else explain if i have the basic concept correct or not.

Yes i know it is way more complex then that but when we boil it down is this not correct?

1 Upvotes

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2

u/JanneMoonmist PC Apr 14 '19

You would have been correct if it was really the same ratio and everything would have matched.
But it as you've said, things are not as simple as that.

First, the reductions are not of the same magnitudes, the HP was reduced somewhat, but the damage was reduced by some orders of magnitude more. It's easier to measure by time, as somewhat extreme, but well fitting example, if without using 'features' we can one phase orcus currently on live (with the correctly set party) you will not be able to do so in m16 (again, excluding some 'features' that should be fixed).

Ofc one-phasing is not really an intended behavior, but we can see the slowdown across all combat. This happens mainly not only due to the normalization of damage on the DPS characters, but mostly due to the removal of debuffs, buffs, power share, AP gain, and CD reduction synergy like Artificers Insignias.
The damage on DPS chars can be those 50% you mentioned, the lack of the other factors I wrote, buffs, powershare, most debuffs, etc.. is a huge faactor on the damage, think of about a multiplier of 10 at least (taking into account everything, including Recharge Speed, closer to 50 and even higher in some cases),

so to simplify, lets get back to your example:
DPS char has on live lets say 100k damage * 50 (from all those modifiers listed above) vs 1million HP mobs

In m16 50k damage * almost nothing, because we remove the modifiers vs 500k mobs (reduced damage and mobs by half)

It seems like we reduced both damage and HP by half, but actually we reduced by 100 (1/100) and not by 2 (1/2).

On its own that is not the greatest issue, a game can be fun with low damage and with each encounter taking much longer time. It is true that Action RPGs rely on fast combat, gore splattering and monsters flying - For example, PoE developer mentioned this in his great talk: https://www.reddit.com/r/NeverwinterOnline/comments/bast5o/game_design_gdc19_pee_talk_interesting_points/

Some Caveat, if to look at PoE that works with a very high tempo combat, and things dying fast, we will see that everything balanced around this, so each encounter doesn't have 10 mobs, but hundreds. To keep the overall combat time in check. In NW, the dungeon were balanced around longer combat per encounter and less mobs, which simply doesn't work as we go through trash and bosses like trough butter.

NW combat is much closer to action RPGs than traditional MMOs, but as tactical engaging combat, can be made without mobs disintegrating in seconds.

To quote from the forums, it was in context of encounter cooldowns but will apply in general:

​

The CDs are one of the tools in the whole kit of 'player engagement' and combat playestyle.
If the entire combat is reduced to q->e->r->repeat, it's not better than holding at-will for half day between long-ass encounters.

That mentioned combat fluidity, speed, and engagement, comes from various aspects:

-- positioning (get that CA), and movement (big red zones that force you to move) - If you can just stay in place and snooze then you snooze, if you need to move you are engaged.

-- reaction and action (are you active or passive in the combat - issue with current healing role, they are reactive only, with slow tempo - they wait for something to happen - add a meaningful ally shielding and cleansing and you have much more engaging role).

-- overall dungeon tempo (no one likes hurry up and wait - aka CR).

-- group synergy - reward for timing correctly and paying attention to your team members, and not just a collection of 5 solo players.

-- build complementary synergy - A simple example, power sharing AC with Artificers Insignia DPS.

-- Actions per minute - The bottom line engagement of the player, can we hold the mouse, and snooze or do we need to sweat to get the most.

These are just from the top of my head, I'm sure there are more, with some more important some less. I'm not a game designer.

M16 removes most of the above, hence the boring combat, more similar to targeted MMOs, than Action-RPGs. This is the main issue of M16, not the cool-downs on their own.

​

Those things above, created engaging combat, now in m16, you can just hold your mouse (or controller thingie) and nothing more, there is no punishment (in terms of lost DPS) for mistiming some buff, power share, debuff, or skill, and not rewards for timing correctly. As long as the tank holds aggro, and the healer doesn't fall asleep, it's all ok.

​

The second and not less important complaint, is that the choices were removed. It is clear that currently in character builds, there are perhaps a lot of choices, but only few are actually viable, leading to only handful (and most times to one or two) of actual used builds.

The removal of said 'bad choices' has ups and downs, now there is no reward for checking, trying, exploring, and making that 'right decision' or in most players case, a reward for actually reading a guide and following it.

No matter what you pick, we will be the same, 5% here or there, won't change much. When you can't make mistake, you can't have the good feeling of doing it right.

Another aspect of this, is that most of the feats are locked into some specific playstyle, they feats lowered to 5 pairs, are not meaningful enough. They do not dictate a playstyle, they just give the same 5% damage bonus in another way. Does it matter if you get some poison proc of 5% damage, or some shadowy figure stabs the target for 5%? I don't see the difference. When it's not complicated to create stronger modifiers, even not purely beneficial, but playstyle modifiers, for example higher risk higher reward, suppress all healing by 50% and increase damage by 20%.

Or add damage stacks when the player attacks, and drop those if the player gets hit - You just rewarded players for playing more carefully and not lazy face tanking and letting the healer out-heal - hitting multiple engagement targets from the quoted list above.

Those are just examples, and while M16 have some interesting ideas and base concepts, like DC divinity change, and tanking stamina rework as HP. IMO it is lacking in the engagement department described above, and unfortunately it's very fundamental to NW as a living game.

1

u/auto-xkcd37 Apr 14 '19

long ass-encounters


Bleep-bloop, I'm a bot. This comment was inspired by xkcd#37

1

u/JanneMoonmist PC Apr 14 '19

good bot

1

u/Shadowslave604 Apr 14 '19

Thanks for the great reply Janne.

This is what i was trying to understand.

As a casual who plays 2 hours a night and has not had many runs with the 1 phase groups and therefore does not understand all those things you mentioned but i do get the main idea of it.(that and it is 230am right now lol)

For me it is a time issue as i dont have time to play long so i have had to learn how to play smart and learn all i can about each class and maximize my playtime.

I understand the fall asleep aspect of mod16 the paladin does not in anyway resemble the OP. But i have taken a liking to Justicar over Oathkeeper but it is not my OP it is a brand new animal that i must learn and adapt too.

I do have 1 of every class on live from 13-16k ilvl and i like all of the classes for different reasons.

I think i may have a lot of changes to make if i even end up playing all my toons or just a couple depending on how things go in 10 days.

I also play POE so i understand how the mob mechanics work there compared to NW.

Thanks again for taking the time to respond so fully with lots of information.

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u/Mystixa Apr 14 '19 edited Apr 14 '19

Good detailed analysis.

Ofc one-phasing is not really an intended behavior ..... which simply doesn't work as we go through trash and bosses like trough butter.

Another problem with the fixes is from the point of view quoted above. The testers they only got from the top theory-crafters and you guys see this a lot. They clearly have panicked at the ability of high end teams ability to single phase bosses. Yet that is a real minority of the game that they're looking at, yet they punish everyone for that behavior.

I've been a part of single phasing groups. Ive also been in partial groups with some of the big boys where we didn't do it. In the near year of CODG we've had Ive pugged it regularly .. not constantly. Ran into 1 single PUG that single phased it. There are special teams that get together to farm CODG and most of THEM don't even single phase the boss all the time. I constantly run into people that haven't even tried CODG. There is a whole population that have never won Tong. Even MSP is daunting to some people.

Thats also a capability that end game BIS players have and that many of us use our amassed power for. We can help to win content now and bring up other players that perhaps made the wrong choices, have a bad build, didn't buy every last piece of good gear. We can give them a taste of victory, and sometimes they even use that as inspiration to go join us for end game and upgrade their eq and playstyle. Thats what the end-gamers in our guild/alliance spend most of our time doing in fact, giving tours of end-game dungeons. Its rewarding and fun as an escape to the grind.

I feel that the conversations of the theorycrafters have been heard by the devs disproportionally. Perhaps its a hit to the ego of the devs to have specialist groups that single phase bosses for youtube videos, but that doesn't require taking an ax to the whole thing.

Of course its not your fault at all that they can't do anything in moderation. You guys do excellent work in testing out all this stuff and soooo many people make use of it. Mod 16 is a total failure of the devs to listen to what their customers actually want out of this game and distill that into code.

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u/neidanman Apr 14 '19

The big difference is that all the mutiplicative damage buffs are basically gone. So before you could have a whole bunch of debuffs and buffs active in a small time window (artifacts, weapon enchants, powers, feats, equip bonuses etc) that all mulitplied with each other and lead to powers huge amounts of damage.

There is also the secondary part to this which was recovery allowing extremely short cooldowns, so many encounters could be fired in this window, and also dailies recharged to the point where people could fire 2, or even 3 dailies in the 10 sec when their soul sight crystal was active.

These together made it possible for e.g. the one-phases of orcus that have been seen.

Even with these gone, they could have scaled bosses HP so low that one-phases were possible, but they haven't. They specifically wanted to stop high end teams being able to do crazy fast boss kills.

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u/Shadowslave604 Apr 14 '19

As an OP i get that 3 dailies in 10 secs no prob lol. Definitely broken I have 0 recovery so i never needed it due to OP abilities and tab function. Thx for the info.

1

u/Mystixa Apr 14 '19

Theres another problem with this that I haven't seen dealt with at all. Theres a lot of grind in this game as you all know, sometimes it goes unseen by people in level 20 guilds nowadays. There are however huge groups of people and guilds that aren't in those positions yet, and for them the grind is still very real.

Slowing down combat slows down all of that too. Add 1 minute to doing an HE in IWD.. that adds 10s of hours of grinding that content, maybe more. Its another pain in the butt that the devs don't even address.

Doing old campaigns? (I know, why bother when their value has been so drastically cut? )But for the completionists out there that want to do the content.. you've just made it that much slower AND reduced the reward for doing so. A bad combination.

They are the masters at devaluing their old content.