Nightfall: Short-lived Thrill Ride
cheeze123
My only character in NF is a monk. Heh, had the game since launch and I'm still in Yohlon Haven. To me, NF+Factions is more of a chore to play through unfortunately. Oh well, I'll get to it eventually. Then again, I'm still spending waaaay to much time in Prophecy doing other things.
Thallandor
Playing through NF, i have come to appreciate that (Realm of Torment)RoT is more forgiving to range characters like Rangers and Paragon while it seriously punishes both Melee characters (aggro issues) and casters (soft target for chain spiking) and makes for frustrating play which i think is the issue affecting replayability of the game (once you complete Nightfall once, you dont want to suffer through it again) which i feel is the main problem/issue here.
Though i understand they may be those who feel this isnt an issue with their Madz Skillz.
Though i understand they may be those who feel this isnt an issue with their Madz Skillz.
cosyfiep
when factions came out people were complaining that they didnt have a copy of it----the CE was late for most people.....that was what rubbed us wrong with that chapter to begin with.
This chapter came with the ai nerf..........would have prefered the delayed CE instead.
This chapter came with the ai nerf..........would have prefered the delayed CE instead.
ogami_ito
Basically its clear the OP is burned out on powergaming GW. That's OK. It happens. But there were some incorrect / silly things said here.
First of all, the last missions are challenging, but not that challenging. I didn't wipe on any of them and I play a Dervish.
I don't know why people are saying melee characters are disadvantaged in the late-game. Melee characters have it harder in all the chapters. Rangers survive best...they are supposed to. If anything, I think the MMs are pretty useless in the last missions and that is not good because MM is a style of play unique to the Necro.
FYI, for Dervs, in the later game, use Ebon Dusk Aura, and Aura of Thorns, along with the usual Mystic Regen, Vital Boom, and either Pious Light Signet or the wind-prayers spell that heals and removes hexes. Your role changes from a semi-tank AOE damage-dealer to a sturdy shut-down supporter that still does decent damage. Also bring Mending Touch, which is incredable with zero points invested in protection attribute. On the mission against Shiro, take Ebon Dust, and earth weapon, and Wild-blow, and make sure the monk has Mending Touch up. Or take Ebon Dusk and Mending Touch, and use mending touch first on a Wild-blow equiped warrior. By using Ebon Dust, I supported the team far more than buy using straight damage skills...and I can honestly say that my PUGs did not wipe because of me. That is...because of my toons, and because we called our targets and practiced bare basic agro managment (ie. no one doing Leeroy Jenkins) Really, I found the Dervs excellent in the later game.
About heros... I always take heros, and invite 1-3 players to join my PUG. That way, if one of the humans proves unreliable, we will still make it through. And I usually don't invite monks...if a monk is unreliable, we are screwed.
I do think that the agro system should be improved a little so that traditional tanking (ie. focusing all the mobs agro on one highle defensive toon) can be done by more players.
First of all, the last missions are challenging, but not that challenging. I didn't wipe on any of them and I play a Dervish.
I don't know why people are saying melee characters are disadvantaged in the late-game. Melee characters have it harder in all the chapters. Rangers survive best...they are supposed to. If anything, I think the MMs are pretty useless in the last missions and that is not good because MM is a style of play unique to the Necro.
FYI, for Dervs, in the later game, use Ebon Dusk Aura, and Aura of Thorns, along with the usual Mystic Regen, Vital Boom, and either Pious Light Signet or the wind-prayers spell that heals and removes hexes. Your role changes from a semi-tank AOE damage-dealer to a sturdy shut-down supporter that still does decent damage. Also bring Mending Touch, which is incredable with zero points invested in protection attribute. On the mission against Shiro, take Ebon Dust, and earth weapon, and Wild-blow, and make sure the monk has Mending Touch up. Or take Ebon Dusk and Mending Touch, and use mending touch first on a Wild-blow equiped warrior. By using Ebon Dust, I supported the team far more than buy using straight damage skills...and I can honestly say that my PUGs did not wipe because of me. That is...because of my toons, and because we called our targets and practiced bare basic agro managment (ie. no one doing Leeroy Jenkins) Really, I found the Dervs excellent in the later game.
About heros... I always take heros, and invite 1-3 players to join my PUG. That way, if one of the humans proves unreliable, we will still make it through. And I usually don't invite monks...if a monk is unreliable, we are screwed.
I do think that the agro system should be improved a little so that traditional tanking (ie. focusing all the mobs agro on one highle defensive toon) can be done by more players.
Helcaraxe
I agree completely... replayability in NF is horrible. I've taken 2 characters through, and I shudder at the thought of taking a 3rd through. It was a blast the first time through, but the second time was just painful.
Fluffyx
Quote:
Originally Posted by Helcaraxe
I agree completely... replayability in NF is horrible. I've taken 2 characters through, and I shudder at the thought of taking a 3rd through. It was a blast the first time through, but the second time was just painful.
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Khaunshar
hmm completed it 4 times, working on 5th char, and havent found the RoT particularly bothering. You barely have to move through them while doing the storyline, you know?
Like 4-5 fights you cannot evade in Nightfallen Jahai, then the 2 domains (Pain and Secrets) in both of which exists a pretty quick and easy path to the end. Unless you go elite hunting or green farming there, little compulsory fighting to do.
But then I am weird, since I cant get myself to replay the chore that is Prophecies
Like 4-5 fights you cannot evade in Nightfallen Jahai, then the 2 domains (Pain and Secrets) in both of which exists a pretty quick and easy path to the end. Unless you go elite hunting or green farming there, little compulsory fighting to do.
But then I am weird, since I cant get myself to replay the chore that is Prophecies
A_Muppet
I liked Factions myself. It was short, yes, but it was compact and to the point. You actually felt you had a time-limit with Shiro causing bother. Nightfall went back to Chaper 1, but without the ability to skp the boring, silly and downright teidious parts such as grinding for sunspear points and messing around in Vabbi.
To the original post-I felt like that with my second character. It was such a long-winded series of grinds, disguised as objectives. They don't like farming, yet in this chapter you have to do so, for faction and to level the heros up.
I wonder if they'll ever rig it so that once you have an area, you can go there with all characters instead of just that char. Like the question 'Are they ever going to remove brutal mauling from bears' the answer (right now) appears to be 'no'.
To the original post-I felt like that with my second character. It was such a long-winded series of grinds, disguised as objectives. They don't like farming, yet in this chapter you have to do so, for faction and to level the heros up.
I wonder if they'll ever rig it so that once you have an area, you can go there with all characters instead of just that char. Like the question 'Are they ever going to remove brutal mauling from bears' the answer (right now) appears to be 'no'.
Ninna
Quote:
Originally Posted by Khaunshar
completed (NF) 4 times, working on 5th char, and havent found the RoT particularly bothering. You barely have to move through them while doing the storyline, you know?
I cant get myself to replay the chore that is Prophecies |