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News & Features Discussion  » [Review] Neverwinter: An Astral Diamond in the Rough

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177 posts found
  User Deleted
5/30/13 10:58:41 PM#121
Originally posted by enntense
Yeah, well....Here's the total fail part..This is supposed to be D&D...Uh where is the D&D?  Anyone find any D&D in their game?  I already left the game.  Hope you guys enjoy the D&D'less Neverwinter.

Its everywhere in the game. Pretty much everything draws on DnD for inspiration. Either you are stuck in the past with the 3rd ruleset or you are a troll who never played tabletop DnD.

  JediSeer

Advanced Member

Joined: 3/22/11
Posts: 21

5/30/13 11:06:49 PM#122
Originally posted by evilastro
Originally posted by JediSeer
Originally posted by evilastro

Originally posted by kakasaki


Originally posted by JediSeer





"Trickster Rogues can sneak around behind and pick off the strongest monster."


So, you're one of those are you?! I see you far too often when I play! If you are playing a rogue this way, then you are doing it wrong!


Sadly, you are one of my pet peeves...and I repeat, this is certainly NOT the proper way to play a rogue!


People that play rogues, please understand, your job is NOT to go beating on the strongest monsters, bosses, or champions until after you've taken care of the squishies. Squishies or soft targets like casters, healers and trash mobs are your number one priority!


Your job is NOT to go and tackle the toughest mob that the tank is trying to keep occupied while there are still adds running round (most likely harassing the clerics)!


If you play your rogue this way, then I would imagine you may also be the same player that often complains that you're not getting healed properly. This is because the clerics are too busy trying to get the adds off of them, while you are incorrectly trying to attack the tank's target and allowing those mobs to preoccupy your clerics and control wizards.


Let the tank hold the bosses aggro, while the healer heals and wizard controls and take out the squishies/adds. You'll be amazed as to how much easier the party manages itself!


Most players believe it is the healers that are the difference between a great party and a bad one; I'd argue that the rogue is the key to a successful party, not the healers. A rogue that knows how to properly do its job makes all the difference!


---


Aside from that, great article and I agree with everything you said, particularly the overpriced Zen items. This absurd mentality of overpricing things and the negative effect it has is unfortunately something so many companies fail to see! It's the reason why Amazon and Walmart are two of the richest companies in the world as cheaper prices mean more customers and more frequent purchases, which in turn equals bigger growth and more sustainable profit.



 

I was going to go full "who are you to tell people how to play" and "it's your opinion" but, honestly, you are 100% correct in your points. "Those" rogues bother the hell out of me too (I play a healer most of the time).


Actually you are both wrong. Rogues are meant to attack the bosses / strongest mobs. Wizards and GWFs are meant to pick off the weak AE adds.

Then I guess we will just have to agree to disagree. I also find it convenient that you gave no argument to back up you opinion.

 

I'm not saying rogues shouldn't be taking down bosses eventually, just not at first. Wizards are CC specialists not single-target damage dealers. The idea that they should be taking out adds, I find laughable. They should be helping to control the crowd in particular the bosses.

 

Rogues on the other hand are the biggest single-target damage dealers in the game and therefore can take out most soft targets extremely quickly. In addition, having stealth with combat advantage in this game gives them the ability to easily flank those adds, taking those adds out even faster.

 

I will agree that GW Fighters could also help with adds and soft targets, but like the CW are also more AoE than the rogue and therefore are not perfectly suited for single targets. In my opinion, GW Fighters are better used to attack adds that are attacking the tank. This way, GWFs are still hitting the boss the majority of the time. Unfortunately, there doesn't seem to be as many GWFs in the game, so I haven't seen them perform all that much.

 

Furthermore, rogues cannot take the punishment that GW Fighters can take and because of this will take far more immediate damage from the bosses. This puts added stress on the healers to keep them healed while adds are still running amuck attacking everything in sight. I've seen it time-and-time again.

 

Lastly, I'm not sure about the TR in Neverwinter (as I've not really played one), but in most every other MMO, rogues are the absolute best class at interrupting healers and other casters, which makes them duly suited for the task of taking out those mobs before focusing on the boss.

 

I have played enough MMOs and have seen enough great rogues that I fully stand by my statement. I promise that if your party attacks a dungeon this way, you will mow through things much quicker and with relative ease.

 

I'd love to hear your argument otherwise.

Have you not run end game dungeons? I will give you a pro tip:
 

The strat for everything, and I mean everything, is to have two clerics stacking astral shield, two control wizards throwing mobs off the edge (where possible) or AE burning adds, and having one rogue on the boss. Wizards as crowd control? Please. They are the best AE damage in the game, and you need to burn the adds, not control them, otherwise you will get overwhelmed. AE control skills have a max target of 7. If you don't burn the adds, your control skills will be worthless as you will have more adds than you can control.

GF are not needed or used at all. But if you are going to use one, they are used to round up the adds. Not to tank the bosses, who usually have slow casting attacks that are easily dodged by a TR.

It's common knowledge, I don't really need anything else to back it up. Rogues are single target DPS, they are just there to keep aggro and burn the names.
 

Clearly you just havent played endgame yet.

No, I haven't played endgame in Neverwinter yet. Seeing the game has only been out for barely a month and I don't have time to play 24/7 (I have both a job and school).

 

The point I am making is in general 5-man play. Not specific to a particular dungeon or even Neverwinter for that matter. However, you argue with me and then back up what I'm saying. I specifically said CWs were AE. Did you not read my post.

 

You go on as if to argue something I'm not even arguing with like it's your only defense. I never said CWs weren't supposed to burn down anything! But whether you admit to it or not, CWs are crowd control, hence the name "Control" Wizard!!!

 

You come into this thread saying that I'm wrong and then argue points that are obviously specific to a certain dungeon in a specific game, when I was clearly making a statement from a more general approach. Say what you will, but the main point is that a good rogue will always rotate from the boss to take out soft targets and then move back on the boss when those targets are dead. The bonus to this, particularly in Neverwinter where you have to aim, is that it allows for the DCs to target the rogue and heal them better as it is often hard to target a specific player when you have 3-4 players sitting directly on top of each other attacking a boss. And, 9 times out of 10, the rogue will be taking the brunt of the damage!

 

Play as you will, but thinking the rogue's only job is to sit on the boss the whole time, is absolute clown shoes IMHO and the best rogues I've seen play, never ever do it!

 

And one more thing, it's Astral "Seal" not "shield".

  keenber

Hard Core Member

Joined: 7/10/07
Posts: 430

5/31/13 12:58:06 AM#123

with tanks and cleric useless this game fails beside the terrible cash shop and crafting i played this game for 3 weeks till i realized at high level this game really sucks.


Such a pity


  wordiz

Advanced Member

Joined: 6/13/12
Posts: 481

5/31/13 1:36:40 AM#124
Originally posted by evilastro
Originally posted by JediSeer

No, I haven't played endgame in Neverwinter yet. Seeing the game has only been out for barely a month and I don't have time to play 24/7 (I have both a job and school).

 

The point I am making is in general 5-man play. Not specific to a particular dungeon or even Neverwinter for that matter. However, you argue with me and then back up what I'm saying. I specifically said CWs were AE. Did you not read my post.

 

You go on as if to argue something I'm not even arguing with like it's your only defense. I never said CWs weren't supposed to burn down anything! But whether you admit to it or not, CWs are crowd control, hence the name "Control" Wizard!!!

 

You come into this thread saying that I'm wrong and then argue points that are obviously specific to a certain dungeon in a specific game, when I was clearly making a statement from a more general approach. Say what you will, but the main point is that a good rogue will always rotate from the boss to take out soft targets and then move back on the boss when those targets are dead. The bonus to this, particularly in Neverwinter where you have to aim, is that it allows for the DCs to target the rogue and heal them better as it is often hard to target a specific player when you have 3-4 players sitting directly on top of each other attacking a boss. And, 9 times out of 10, the rogue will be taking the brunt of the damage!

 

Play as you will, but thinking the rogue's only job is to sit on the boss the whole time, is absolute clown shoes IMHO and the best rogues I've seen play, never ever do it!

 

And one more thing, it's Astral "Seal" not "shield".

 

[mod edit]

Kill priority should usually be weakest to strongest. This idea goes all the way back to original D&D and the old school console rpgs. The point is to keep the fewest amount of mobs at any time alive, for obvious reasons. Fewer opponents = less damage and better odds. Sometimes certain mobs are an immediate threat for some reason or another and that's pretty much the only time to break kill priority, unless a certain boss strat or extra evil little trash pack requires something else.

You are wrong and right about CW's. You're right that they make an excellent AOE DPS, BUT, having played a CW through all the content and being pretty active with one in PVP, I can tell you that they also make excellent single target DPS in PVP. On top of that, some of the Castle Never bossfights pretty much require a CW playing a CC role. Believe it or not, the PVP gear set gives crazy CD bonuses and also charges your daily crazy fast, meaning: black hole, steal time, aoe, rinse and repeat. It's a pretty interesting sight to behold. >: )

But yeah, dude talking about kill priority knows what he's talking about, in the exception of some boss fights in the game. Kill priority is a law as old as MMO time and will speed you through 80% of content in modern MMOs. There are instances in Neverwinter where you can see the game was actually designed around this. (Little brain things with the evil stuns are both a high risk target and the lowest HP target in any engagement.)

http://thewordiz.wordpress.com/

  Scot

Hard Core Member

Joined: 10/10/03
Posts: 4741

5/31/13 1:50:28 AM#125

So it has actually launched?

Why is it described "Neverwinter is one of the first blockbuster titles to arrive in 2013". Is it a AAA funded title? I think not.

  Banelight

Novice Member

Joined: 5/20/13
Posts: 1

5/31/13 1:54:28 AM#126

Playing this game at the moment, and it fun to play to a reasonable extent. However they need to refine the PUG system, very frustrating that you get grouped with people who dont speak any english so dont respond to any of your requests...as a tank this can get very frustrating. Leveling is very fast....(maybe too fast) dont get to experience all game content before hitting 60 unless you keep at it just for the sake of doing it. Crafting is a real drag...needs more interaction.


Review was spot on about PvP..need more content and maps! Some classes definately need to be tweaked....would like to see some sort of CC immunity after being disabled (just few seconds) or else you just get chain stunned and cant do anything.


WORST thing: ZEN prices! OMG!!!!!! really...this is going to kill the game...make it more affordable for crying out alowedl. More people will spend money then. Im personally now only using this as a filler until next game comes out.... sad as it has real potential.


  daltanious

Hard Core Member

Joined: 4/19/08
Posts: 1565

5/31/13 2:08:58 AM#127
Originally posted by mcrippins
Agree with the overpriced cash shop. I actually use it. I'm really enjoying the game.. but $10 for a large bag is kinda rough. 

Until reading this post I was sure I will try NW as all MMO's out there that do have 3rd view and can move avatars with both mouse buttons .... but after reading you post about prices from cash shop ... this to me is close to crime. Unless they have also sub model and all this free.

  hercules

Novice Member

Joined: 4/21/03
Posts: 4778

5/31/13 3:01:59 AM#128

I bought the game and went for the $60 founder pack .To be honest i have played STO and CO,but this game is far better and its actually great fun and enjoying it .




However the cash shop and recent handling of the duping in the game  means a truely expensive game to play and a horrible economy .




If the game was released as a monthly pay and cryptic handled the duping better by doing a server wipe before going offically "live" then i would give this game a 8/10 ,a rating i have not given since the days of EQ2 or WoW launched 7 years ago!




But sadly as it is i give it a 4/10 .Sad finally a good fun game you can easily pick up and play and its already ruined!


I came back from a small hiatus to play mmorpg again and picked this and was initally amazed till i saw what effect the cash shop has.


I have not played in a week and just started SWTOR  again which sadly i am actually having more fun   despite its F2P model been far from perfect!





 

  Lydon

Advanced Member

Joined: 7/20/06
Posts: 2898

5/31/13 3:08:26 AM#129
So PvP is "woefully lacking," crafting is an "odd-beast/not a visceral experience" and character customization "falls down" in parts, but the game scores 9 for gameplay? Wow is all I can say.

  furbans

Advanced Member

Joined: 2/10/13
Posts: 762

5/31/13 3:16:49 AM#130
Originally posted by hercules

I bought the game and went for the $60 founder pack .To be honest i have played STO and CO,but this game is far better and its actually great fun and enjoying it .




However the cash shop and recent handling of the duping in the game  means a truely expensive game to play and a horrible economy .




If the game was released as a monthly pay and cryptic handled the duping better by doing a server wipe before going offically "live" then i would give this game a 8/10 ,a rating i have not given since the days of EQ2 or WoW launched 7 years ago!




But sadly as it is i give it a 4/10 .Sad finally a good fun game you can easily pick up and play and its already ruined!


I came back from a small hiatus to play mmorpg again and picked this and was initally amazed till i saw what effect the cash shop has.


I have not played in a week and just started SWTOR  again which sadly i am actually having more fun   despite its F2P model been far from perfect!





 

If Cryptic made it a P2P then it would have failed before leaving the doors.  The main reasons people even consider playing it, 1. It's F2P and 2. It's D&D/Forgetten Realms.  Take either of those away and the game would be on the Worst MMOs of 2013 nominee list.

Shame really, well hopefully Pathfinder Online delivers what Turbine and Cryptic should have done and show em how to really design a D&D game.  But Neverwinter has bashed any hopes of a decent D&D MMO ever being created.

  emperorwings

Hard Core Member

Joined: 12/25/06
Posts: 1247

5/31/13 3:22:55 AM#131
Don't mind playing through the stories and PvE just you can afk in PvP and get xp for doing nothing. Wouldn't mind resetting my feat tree but don't have enough AD. Probably won't be playing it in the future but it's a good game even though the quests seem a bit generic. Not really a real D&D game and you could get to 60 in a week without even trying but I'd still give it a try if you haven't already. The lore is interesting if nothing else.

This isn't a signature, you just think it is.

  Distaste

Advanced Member

Joined: 10/03/06
Posts: 668

5/31/13 5:14:35 AM#132
Originally posted by evilastro
Originally posted by Distaste

Class balance is an utter mess. TR and CW dominate and clerics are there only to drop astral shields. DC's actually have a passive "buff" that makes them heal themselves for 40% less just to give you an idea of how horribly put together the classes are(the reason given is because they wanted clerics to use potions...). Many skills do not work how the tooltip says, some are broken, and others are so broken they do the opposite of the tooltips.

PvP is not even worth doing unless you're a TR or CW due to the horrid class balance. There is no real matching so you can be at GS 5k and be vs a premade 5 man with GS 10k. If you PUG queue you have an equal chance of getting an AFKer or having the group leader(given to a random player) kick you because he can. Honestly 3/4 my PvP gear(which isn't even that great) was bought with glory from losses due to either AFKers, going against premades, or bad class comp(not enough TR or CW).

Picking up on these two points.

1) Clerics got the self heal debuff because they were stupidly OP without it. As it stands you barely need potions as a DC. Before the debuff they were simply unkillable.

2) GWF and GFs are actually the king of PvP at the moment. But only if you are good. Both have crazy burst DPS and the best CC in the game (obliterates the short duration CW stuff). They can literally stunlock you to death. If either get in melee range of a CW / TR its game over.

1. "Regarding Cleric self heals, they will likely remain fairly minor for the Cleric. This is to help balance the fact that Clerics don't need to use as many health potions as other classes. Before the self heal reduction, Clerics would pretty much always have more gold than all other classes.

It was also creating situations where Clerics would just self heal tank through encounters.

So as unfortunate as the reduction is, it does make you a more concerned with taking damage in combat, which hopefully leads to a more satisfying experience at the end of the day."

 

That's from the IAMA on Reddit and shows just how inept the devs are. At 30+ this is anything but true. A TR with cleric companion will use far less potions than a DC because the TR can kill mobs about 100x faster(exageration but not that far off) where the cleric is left tanking the mobs and slowly killing them while popping pots alongside all of his heals.There really isn't a relief until 50 when we get AS and even then some mobs have some serious dps. We certainly aren't tanking in dungeons either because unless there are 2 clerics for AS stacking the adds alone will drop a cleric. I know this happened around BW2 so perhaps other classes got buffed after? Feats were put in? Either what matters is that clerics healing can safely be brought back to 100% and it won't be OP in the least.

2. CW short stuns are more than long enough to kill pretty much any class so it doesn't matter if they are shorter. The GF do hit hard but they are incredibly easy to get away from and kite. Plus their shield is now pretty buggy with one of the recent patches. I also imagine the TR daze circle from stealth means a dead GF but perhaps I'm wrong. The GWF I have never seen one dominate either on my team or on the opposing side. Sure they do decent damage but they don't drop people nearly as fast as a TR or CW can, plus they are vulnerable. I've done a few 1v1's vs GF and GWF and at least I have a chance at winning. A TR or CW there is ZERO chance. I've outplayed rogues numerous times but it still ends up with me dead because of poor class balance. I've never outplayed a CW though, well because choke->dead, or the more complicated combo of push me out of AS->Choke->dead.

 

My take on PvP balance is TR and CW damage needs brought down, GF and GWF stay right where they are for now, and DC need some damage buffed and righteousness removed. Then implement DR on CC, as well as make AS stacking not give near invulnerability.Once that happens and the TTK is no longer 2 seconds we can get a better feel for where balance is.

  User Deleted
5/31/13 5:29:41 AM#133
Originally posted by Distaste
Originally posted by evilastro
Originally posted by Distaste

Class balance is an utter mess. TR and CW dominate and clerics are there only to drop astral shields. DC's actually have a passive "buff" that makes them heal themselves for 40% less just to give you an idea of how horribly put together the classes are(the reason given is because they wanted clerics to use potions...). Many skills do not work how the tooltip says, some are broken, and others are so broken they do the opposite of the tooltips.

PvP is not even worth doing unless you're a TR or CW due to the horrid class balance. There is no real matching so you can be at GS 5k and be vs a premade 5 man with GS 10k. If you PUG queue you have an equal chance of getting an AFKer or having the group leader(given to a random player) kick you because he can. Honestly 3/4 my PvP gear(which isn't even that great) was bought with glory from losses due to either AFKers, going against premades, or bad class comp(not enough TR or CW).

Picking up on these two points.

1) Clerics got the self heal debuff because they were stupidly OP without it. As it stands you barely need potions as a DC. Before the debuff they were simply unkillable.

2) GWF and GFs are actually the king of PvP at the moment. But only if you are good. Both have crazy burst DPS and the best CC in the game (obliterates the short duration CW stuff). They can literally stunlock you to death. If either get in melee range of a CW / TR its game over.

1. "Regarding Cleric self heals, they will likely remain fairly minor for the Cleric. This is to help balance the fact that Clerics don't need to use as many health potions as other classes. Before the self heal reduction, Clerics would pretty much always have more gold than all other classes.

It was also creating situations where Clerics would just self heal tank through encounters.

So as unfortunate as the reduction is, it does make you a more concerned with taking damage in combat, which hopefully leads to a more satisfying experience at the end of the day."

 

That's from the IAMA on Reddit and shows just how inept the devs are. At 30+ this is anything but true. A TR with cleric companion will use far less potions than a DC because the TR can kill mobs about 100x faster(exageration but not that far off) where the cleric is left tanking the mobs and slowly killing them while popping pots alongside all of his heals.There really isn't a relief until 50 when we get AS and even then some mobs have some serious dps. We certainly aren't tanking in dungeons either because unless there are 2 clerics for AS stacking the adds alone will drop a cleric. I know this happened around BW2 so perhaps other classes got buffed after? Feats were put in? Either what matters is that clerics healing can safely be brought back to 100% and it won't be OP in the least.

2. CW short stuns are more than long enough to kill pretty much any class so it doesn't matter if they are shorter. The GF do hit hard but they are incredibly easy to get away from and kite. Plus their shield is now pretty buggy with one of the recent patches. I also imagine the TR daze circle from stealth means a dead GF but perhaps I'm wrong. The GWF I have never seen one dominate either on my team or on the opposing side. Sure they do decent damage but they don't drop people nearly as fast as a TR or CW can, plus they are vulnerable. I've done a few 1v1's vs GF and GWF and at least I have a chance at winning. A TR or CW there is ZERO chance. I've outplayed rogues numerous times but it still ends up with me dead because of poor class balance. I've never outplayed a CW though, well because choke->dead, or the more complicated combo of push me out of AS->Choke->dead.

 

My take on PvP balance is TR and CW damage needs brought down, GF and GWF stay right where they are for now, and DC need some damage buffed and righteousness removed. Then implement DR on CC, as well as make AS stacking not give near invulnerability.Once that happens and the TTK is no longer 2 seconds we can get a better feel for where balance is.

1) Used heaps of pots on my TR, never once used a potion except in PvP for my Cleric.

2) GWF can drop people in 3-4 seconds, the whole while that person is on the floor. Just sounds like you have played with bad ones. GF are impossible to kite at higher levels. 2 of your slotted encounters rush, and they have an at will that rushes as well. Good luck kiting someone who can charge at you instantly with no cooldown. Basically once they are at you, they are stuck like glue. Also a good GF can read the CC like a book and just block it. On my CW the list of people I have difficulty with goes GF -> GWF -> CW -> DC -> TR. The only exception for TR is if they have precharged a daily, then its a free one shot for them if they get me from stealth.

 

  User Deleted
5/31/13 5:31:45 AM#134
You are right though about damage. It needs to be brought way down in PvP. At the moment, unless you are multistacking Astral Shield, pretty much anyone except Cleric can kill someone in 3-4 seconds.
  User Deleted
5/31/13 5:34:21 AM#135
Originally posted by wordiz

Kill priority should usually be weakest to strongest. This idea goes all the way back to original D&D and the old school console rpgs. The point is to keep the fewest amount of mobs at any time alive, for obvious reasons. Fewer opponents = less damage and better odds. Sometimes certain mobs are an immediate threat for some reason or another and that's pretty much the only time to break kill priority, unless a certain boss strat or extra evil little trash pack requires something else.

You are wrong and right about CW's. You're right that they make an excellent AOE DPS, BUT, having played a CW through all the content and being pretty active with one in PVP, I can tell you that they also make excellent single target DPS in PVP. On top of that, some of the Castle Never bossfights pretty much require a CW playing a CC role. Believe it or not, the PVP gear set gives crazy CD bonuses and also charges your daily crazy fast, meaning: black hole, steal time, aoe, rinse and repeat. It's a pretty interesting sight to behold. >: )

But yeah, dude talking about kill priority knows what he's talking about, in the exception of some boss fights in the game. Kill priority is a law as old as MMO time and will speed you through 80% of content in modern MMOs. There are instances in Neverwinter where you can see the game was actually designed around this. (Little brain things with the evil stuns are both a high risk target and the lowest HP target in any engagement.)

Again, showing your inexperience with the game. The adds don't stop coming, so you need to burn the name as quick as possible, while still controlling the number of adds. Chances are you wont keep up with adds unless you are overgeared for an encounter, so its better to have a rogue on the name at all times, also acting as the tank to keep the name and its AEs away from the main group.

Any CC you do as a CW is just secondary, and not really necessary. I use Time Steal because it does AE damage, the short stun is just a bonus, same with the single target stun on Ice Spike. The only real CC you need is Arcane Singularity to keep the mobs together to burn them down faster. And yes, my CW has finished Castle Never too. The single target damage by slotting Rays is good, doubly so in PvP where it debuffs the opponents damage by 30% as well as making them take 30% more damage, but this doesn't really compare to Rogue DPS. Generally the CW will just stay on adds unless its an easy burn fight where you are going to burn a boss rather than worry about adds. Typically for fights we are overgeared for anyway (basically any T2 except Castle Never on my CW).

At no point will the rogue ever need to get off the name in any dungeon though. Unless your wizards are bad and try to CC instead of AE DPS, like the above posters think they are supposed to.  

  User Deleted
5/31/13 5:49:37 AM#136
My final verdict 6. One point above the average because it's free. Zen shop is ruining Cryptic Studios.
  Ayulin

Novice Member

Joined: 3/30/13
Posts: 344

5/31/13 6:40:45 AM#137

Originally posted by Lydon



So PvP is "woefully lacking," crafting is an "odd-beast/not a visceral experience" and character customization "falls down" in parts, but the game scores 9 for gameplay? Wow is all I can say.

Yeah, the review seemed a bit off-balance and overly praising to me, emphasizing the good, glossing over the negative, and practically ignoring the very negative.


To me, it reads like so many reviews which are written to meet a pre-determined score. They knew what they wanted the final score to be, so they just had to write a review that would make it "fit". And, they do so with the open promise of increasing it further in the future "if" PWE/Cryptic adjust some of the problems with it".


So, it's a game they would have given a "much higher score" (per the review), but couldn't because of issues they rather downplayed, but couldn't ignore entirely, considering how major those issues have been. So, keeping in mind that it's only 3 points to a perfect 10, I'm guessing they really want to give it a 9, but couldn't without making their bias completely obvious.


But that's okay, because they clearly leave a window open to bump that score higher down the road. Would that be foreshadowing?



 

  DMKano

Elite Member

Joined: 6/17/11
Posts: 3760

5/31/13 7:21:17 AM#138

I give it a 5/10, Protectors Enclave is the lobby, the tiny zones with 20 players max (each instsnced 100s of times) are your maps, there is no massive gameplay here at all.

Laughably overpriced cash shop, massive exploits (many still in game), its a train wreck imo.

Having said all this the game is fun for those first 80ish hours it takes to hit 60 without exploits.

Also I find the game FAR too easy, outside of mad dragon being a bit tricky at lvl 35, my group was able to steamroll all content at 60 no sweat.

Here's the winning tactic for all end game content - TR engages the named, all others clump adds together and AE those - laughably easy.

 

  DMKano

Elite Member

Joined: 6/17/11
Posts: 3760

5/31/13 7:52:16 AM#139
Originally posted by evilastro
Originally posted by Distaste
Originally posted by evilastro
Originally posted by Distaste

Class balance is an utter mess. TR and CW dominate and clerics are there only to drop astral shields. DC's actually have a passive "buff" that makes them heal themselves for 40% less just to give you an idea of how horribly put together the classes are(the reason given is because they wanted clerics to use potions...). Many skills do not work how the tooltip says, some are broken, and others are so broken they do the opposite of the tooltips.

PvP is not even worth doing unless you're a TR or CW due to the horrid class balance. There is no real matching so you can be at GS 5k and be vs a premade 5 man with GS 10k. If you PUG queue you have an equal chance of getting an AFKer or having the group leader(given to a random player) kick you because he can. Honestly 3/4 my PvP gear(which isn't even that great) was bought with glory from losses due to either AFKers, going against premades, or bad class comp(not enough TR or CW).P

2) GWF and GFs are actually the king of PvP at the moment. But only if you are good. Both have crazy burst DPS and the best CC in the game (obliterates the short duration CW stuff). They can literally stunlock you to death. If either get in melee range of a CW / TR its game over.

2) GWF can drop people in 3-4 seconds, the whole while that person is on the floor. 

 

I have a 60 GWF that i PVP with and I 2-3 shot people constantly - it takes no skill just the right build and gear. My crit is %41, all my gear is built for massive burst, I can do over 20k DMG in 2 hits.

Stun, prone, DMG - dead, if still alive my daily also stuns and does massive DMG.

its not skill, I'll be the first to admit.

  Panzerbase

Advanced Member

Joined: 3/20/13
Posts: 309

5/31/13 7:59:50 AM#140

Please we all know full well the reviews are based on advertising revenue, people aren't go to slam games when their paycheck depends on it. 

The game is garbage, time to move on. 

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