A year ago all of the cool and interesting side areas in Cragmire Crypts (as well as in Gray Wolf Den and Temple of the Spider) were unnecessarily blocked off. Looking at the map, it appears that they are still there, only inaccessible. Can we please have these walls removed? There is no reason to block these awesome areas off. Every dungeon should invite exploration!
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zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
That said, I'd personally like several versions of each dungeon available, at the moment we have normal and master, I'd also like to see a legendary version of each dungeon (just give mobs 100% arp like they had when the master versions were first reworked and released) and a legacy version, the old dungeons as they were.
I don't think we'll see a legacy version any time soon, this thread isn't the only thread that has asked for the old dungeons back but since I and no doubt others have no clue when it comes to making content for players I'm assuming they would have to rework and rebalance each encounter in each dungeon to make such a thing happen and then add rewards that are commensurate and not OP with the current environment, which at the moment for many groups is a massive race to the end meaning all the master versions right now can be completed in under 15 minutes.
With the race always on to release the next mod, I don't see how they have the time or the monetary incentive to do such a thing especially since we still haven't seen most of the old dungeons returned to us as it is.
I miss the giant spider mini-boss in GC... and I noticed that one of the mini-bosses in Cloak Tower is also missing... the giant in one of the crystal rooms...
Having a chance to explore... would be great!
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Instead, they should have embraced the desire for some teams to quick-march through content, by allowing those environment abuses to not have to be abusive - allow for Parkour as a strategy in all DDs. THEN, for teams that aren't simply rushing to the end boss, provide additional extra rewards for completing other objectives. Maybe killing additional bosses, maybe uncovering/exploring hidden areas, who knows- there's all sorts of creative options. Sadly, Cryptic didn't (apparently) explore creative options that would allow the varied play styles of their customers to remain supported - but rather devolved the game to the lowest common denominator.
More effort? Yeah. More profitable? Definitely - happy players make happy customers. Happy customers spend more money more often. So, in an ROI analysis, this would appear worth it. Problem is, Cryptic's ROI seems to only look forward a month or so, which is really too bad since it means they're not paying attention to the long term health of this game... the evidence of that is clear in the haphazard way the "content" has been strung together starting in M3. They jumped the shark in M2 and have yet to recover.
Sekhmet@kvetchus_
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Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
imho the warrant for the time spent in is in this case the time spent in them.
Not everybody only plays for a chance to receive a +5 ring and AD.
Some play for fun, others for the thrill, others for the scenery.
Especially CN had some very nice touches, but mostly I was unable to explore much due to the other players with the "must rush through make larger pulls" attitude.
There was lots of lore in there, candles to light and a very nice DnD atmosphere.
Although the reward for opening the 4 hidden chests in GWD was worthless, I often opened the secret wall. Useless.
Cloak Tower still has the crystal and fruit items to open the 2 treasure chests at the end of the tower, and I always try to collect them. Useless.
It's the same with MC, there is no point in visiting the adventuring party except the possible artifact drop. Useless.
If it's the same vanilla dungeons, you're not missing anything you've not seen before.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Make the choice of which side area of which dungeon you want to explore actually have something to do with your current character goals. Need influence for the Stronghold? Perhaps a Dragonborn wizard that lives in a side area of the Caverns of Karrundax kidnapped a merchant that was trading with the Stronghold. Need a faster mount? Maybe an evil gnome tinkerer lurks in one of the new Tier 3 dungeon side areas, and there is a rumor that he just MIGHT (drop chance) be working on an interesting mechanical mount.
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Only SW and GWF where ones who had run around all dungeon.. And for that I was kicked lot of times.. SO in other words u want bring back what was fixed. And with that u wan to kill 80% of dungeons walk time.
I am by infinite times against such madness.
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+1 for more complex dungeons with shortcuts and scenic routes.
And so how this idea make dungeon more complex?? If u want more complex there must be at least 2 roads which lead to final boss. One shorter other long.. This idea is not like that...
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
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Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
This game engine tracks every movement you do, every damage point you take and every point you heal as well as how many you have killed (even which species/affiliation they are) and how many times you've died. There are also timed criteria used in the game. Everything needed to make dungeons more complex and rewarding for those who do side quests.
I hate myself for suggesting it but create a new currency/token that you can only get from side quests in dungeons. Call them Explorer Rewards or Dungeon Exploration Tokens or something.
Put back in the blocked off areas and add new ones to the mini dungeons that didn't use to have them.
Add new NPC not mega or mini bosses but medium dungeon exploration bosses. That when killed drops these tokens so everyone who participated in that fight (killed, damaged, healed) would get one. If someone zergs the dungeon to the end, fine let them open the chest and only get what is in side.
With the new currency allow us to use it to get rewards that can't be found in the end chests.
It's even possible to make the end reward chests count how many tokens you collected and reward you different items depending on that as well how much time it took you to complete them all.
But something that must be implemented with haste is that no dungeon or boss reward should never ever reward bound on pickup class specific rewards that is not the same class as the character that was rewarded it. That function is already in the game and why we keep getting these, impossible to use, item rewards still is madness. We can't equip them, we can't give it to an other of our toons that could use it. We can't sell it at the Auction House. We can only trash it for gold or discard them. Especially when it comes to items that makes absolutely no sense why they are class specific like head, armor, arms, feet, neck, rings, waist, shirt and trousers. Even some weapons shouldn't be locked to a class. Daggers could be used by both TR and HR as well as axes and dual swords. GF, GWF and OP should be able to choose if they want a mace, axe, regular sword or giant one. They should also get to choose if they want to use a shield or (k)not. CW and SW should also be able to mix it up more. Which lands us with the DC who really has way to much limitations. Most of the items make them look more like a GF, GWF or OP then a DC. Yes bulky armor probably can take a lot more beating then wearing a knitted sweater but really, with magic anything is possible. Just look how safe the half covered female version of many of these are.
Someone, and I wouldn't mind if it was me need to take a whole new design grasp on how this game shall evolve in that area in the future. At the very least we should be able to transmute any item worn on the same body part in to an other no matter what class it has, as long it is also supposed to be worn on the feet as an example.
And please, let us disable the tabards/loincloths/mudflaps/call them what you want. Almost every singe outfit has them, seriously, we need some variation. We need robes, such as what clerics would actually use or wizard and witches as well. They can be two piece outfits but simpler not ballgowns or split in to 4 sheets of dangling cloth.
And don't get me started on the enchants that makes the entire toon change color or burst in to fire and what not. Fine if it was something that was during battle or when they were wearing their armor. But come on, when wearing they civilian outfits? What were you thinking when you made that decision that made you think it was a good idea?
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