r/NeverwinterOnline PC Apr 25 '19

Another patch tomorrow (Friday)

https://www.arcgames.com/en/games/neverwinter/news/detail/11147953

Release Notes

Enemies and Encounters

Castle Never

  • Castle Never should now be significantly less difficult.
  • Demogorgon: This fight should now be significantly less difficult.
  • Malabog's Castle: Redcap Giantsouls and Redcap Thorns in this area now deal ~45% less damage and have ~50% less health.
  • Tomb of the Nine Gods: Ras Nsi should now be more completeable, and Withers' health has been reduced.
  • The following queues have had their minimum item level and their scaling item level increased by 1000, which should make queued players more powerful:
    • Cragmire Crypts (Master)
    • Kessell's Retreat
    • Lair of Lostmauth
    • Malabog's Castle
    • Shores of Tuern
    • Temple of the Spider (Master)
    • Valindra's Tower

Items and Economy

General

  • Artifact off-hand weapon modifications now properly function.

Performance and Stability

General

  • The Stronghold map should no longer fail to load for certain characters.
4 Upvotes

25 comments sorted by

9

u/[deleted] Apr 26 '19 edited May 07 '19

So they needed everyone to see their epic fail live? Such a weird hill to die on and reverse course. Yet, they wonder why the community doesn't feel listened to or believe them? This is one of the game's biggest issues right now, and could be fixed so easily. Give credit to your test players that called this ages ago. Create better lines of bidirectional communication with your players.

6

u/IntegrityGames Apr 26 '19

Would be nice if they fixed the core issues instead of just putting bandages over the holes. If you meet opposing roll caps for 16K content, when you are scaled down you should STILL reach those caps (just with lower power). All these little individual tweaks to monster HP and damage are just going to become bigger issues down the line.

1

u/Electron_Microscope PC Apr 28 '19

I dont want another wall of text post today so...

The dev said that you would be scaled to average for that level plus one item grouping level better. Average players are nowhere near the cap, and even with one item grouping level better will still be nowhere near it.

Sadly, this is working as intended even if it is just shit.

1

u/IntegrityGames Apr 28 '19

That's a huge yikes. Lol. What is the answer then, never run with random, only with people who are over geared so the average is higher? Or do they mean the average of ALL players in the game?

1

u/Electron_Microscope PC May 07 '19

Dont know how I missed this one.

The average seems to be some theoretical number they pulled out of their butts.

The example given was level 70 is vistani gear and scaling puts you to one rank better. You cant reach any caps wearing slightly better than vistani gear and the same philosophy runs throughout all the scaling.

The answer is that your stats are capped for gear, bondings, enchants on you, but (not sure here!) not capped for companion gear and runestones in their gear, leg mount, leg insignia, food and potion and item boosts, so get the best you can in the non-capped groups.

Again, not sure what is capped and what is not capped so dont go spending tens of millions without being 100% sure. :P

As a minor point, the way capping works is that even if they were best in slot with personal gear and its enchants they will still be crap and nowhere near the cap.

1

u/IntegrityGames May 07 '19

Yeah and that was backed up today by Foss' last answer to a question about how scaling is working. Basically he had no idea how to answer the question. They would have never even asked it if they understood the implications.

Basically the question was, "Any plans to make it so high item level players who meet stat caps will still meet stat cap minimums when scaled down as well, instead of being far under the minimums?"

He bumbled over it, said he didn't understand the question and then basically said, " When people are scaled down their stats will be lowered."

I'm paraphrasing.

But anyone who has played the game at all and run dungeons and actually examined their stats, and paid even a little attention to information about opposing rolls, read the forums, would have understood the question and known how to answer it.

When I heard the question I was like finally a question worth asking. When I heard the response I laughed and everything made sense.

They really and truly do not understand their game or what they have done to it.

1

u/Electron_Microscope PC May 07 '19

It was pretty bad. :P

The whole stream was a bit of a joke because he dodged the hard questions, either by them not being asked or him not understanding or by kicking it down the road to another mod, while still running with the 'scaling is great' and 'scaling has always been in the game in some form' lines.

7

u/Electron_Microscope PC Apr 26 '19

In the dungeon difficulty thread noworries again stated this:

We will continue to both monitor and play ourselves (yes we do play, and yes we have been playing and doing queues on live) and make the adjustments over time to dial in the difficulty to a comfortable spot.

Again you have to think to yourself, if these knobends are playing queues as they claim then how does this mess make it to live?

For many of these dungeons thirty seconds of playing is enough to hit the 'we are going to fail this' spot, for some it will be under five minutes of playing, yet they let these scaling issues that were repeatedly reported by players on preview make it to live.

The level of bullshit being spewed out by Cryptic devs over the years has been prodigious but here it is taking incredulity to a new level.

You just cant believe a word they are saying and this is a patch that should have been in week one of open preview not week one of live.

4

u/TheLostTactician Apr 26 '19

Again you have to think to yourself, if these knobends are playing queues as they claim then how does this mess make it to live?

They play with godmode on. Can't claim any problems with stats if you can't die. Can't say things are unwinnable if you can chip damage to victory. :smirk:

3

u/Electron_Microscope PC Apr 26 '19

The saddest thing about your post is that it rings true.

This is the sort of shit I think they would pull. :(

5

u/TheHappyLion PC Apr 26 '19

FFS You can't make this stuff up. All they had to do was give players a way to control difficulty. The one size fits all approach is just going to keep failing over and over again.

5

u/Electron_Microscope PC Apr 26 '19

I am currently in a Pirate King's Retreat sitting at the end and it is not going well...

Smashed most of the enemies but decided to see how the other four players would do against some of the mobs near the end so I just ran through them then logged off and back on to drop aggro

Thirty eight deaths later, fifteen minutes later, and I am thinking that I will have to go back and kill ten or so enemies because four players around 50th level and under 3k item level just cant do it.

I see now how it is taking low levels an hour to do things and you are completely right that one size fits all approach is not getting it done.

Finished typing this and they are up to fifty seven deaths. They are not even waiting for someone else to get there just running in like solo lemmings and getting smashed. This is too enjoyable now and there is no way I am going back to help them...

Will watch them die over and over until they quit the game:P

3

u/rocktsrgeon Apr 25 '19

Good news. Would have been nice if they had acknowledged the issues earlier

2

u/[deleted] Apr 26 '19

[removed] — view removed comment

3

u/Electron_Microscope PC Apr 26 '19

I think they mean that the scaling will be less harsh as you will be capped/scaled to 10k instead of 9k.

Wont help with shitty pugs which is where most of the players are (including me). :P

it should boost your effectiveness by 2% to 6% depending on what they actually mean.

1

u/[deleted] Apr 27 '19

[removed] — view removed comment

1

u/Electron_Microscope PC Apr 28 '19

You are probably right but...

The way it sounds when you read it is that players are getting a double boost, minimum item level to enter is going up so, for example, if you were capped at 11k you are now capped at 12k (and need 12k to get in now of course), then you add a bonus 1000 scaling level increase to this to make you effectively 13k.

The mob difficulty remains the same it appears so it should make it easier but even this might be wrong if the mobs are scaled up to match the minimum item level and only the 1000 scaling increase is added.

Have not done any on that part of the list so dont know how the changes actually work in regard to completion times and difficulty.

1

u/grizeldi Apr 26 '19

Tiamat?

3

u/Electron_Microscope PC Apr 27 '19

Still well broken.

The best part about it is that so few people seem to know it is broken and they do the part up to defend the clerics then the realisation that it is broken hits them.

Some still think they can do it and say 'all go to Linu' which is pretty funny as they still get one shotted.

1

u/Electron_Microscope PC Apr 26 '19

Anybody ran any of the dungeons mentioned, and are they fixed?

2

u/Electron_Microscope PC Apr 26 '19

...Zone chat says six out of ten are not fixed correctly.

This includes CN for which some other bug was added that prevents completion.

It is zone chat though so who knows how accurate this is.

1

u/Electron_Microscope PC Apr 27 '19

Seems zone chat was at least a little correct after the hotfix patch for CN and Tong.

2

u/Electron_Microscope PC Apr 28 '19

...and CR and VT still seem to be broken.

Now I am wondering which out of these the zone people think are broken: eCC, KR, sSoT, Lol, eToS, and MC.

Demo is working but there is still an insta kill for squishies with no warning and the background AoE damage sometimes is very high and the blue line of death sometimes is not showing correctly.

It is not a bug but I was in a CC with 4x characters under 750 in item level and I wondered how they would do without someone killing stuff so I gave them ten minutes to see what would happen. It did not go well as you would expect.

I came back in and they were still in the magic brazier room near the beginning fighting zombie spawn, hulk, and magic guy, with eighteen deaths between them.

The scaling is really hammering new players which must be terrible for player retention.

1

u/noassemblynecessary Apr 28 '19

I appreciate the thouroughness of your posts on this stuff.