If module 4 came along with no Ice Wind dale it would make no difference. IWD was released in the wrong time. It was like "Oh play this and that while waiting for an actual Module: Tyranny of dragons".
Bigger fail than Sharandar itself. At least Sharandar's boons were pretty decent.
I do agree with the sentiment. Mod 3 is mostly busywork. I like the PvP campaign, which has made more guildies dip a toe in those murky waters, but otherwise, it's a bit of a flop. No new dungeon, just a disappointingly brief skirmish, broken and deserted OWPvP, gear that rots on your back, a job that slowly kills you.. bruises that won't heal...
..where was I again? Oh.. yes, I am inclined to agree. I like the PvP campaign, but otherwise, it's forgettable, missable and more buggy than I am comfortable with.
0
dragoness10Member, NW M9 PlaytestPosts: 780Arc User
edited July 2014
It was fine.
" I tried to figure out the enigma that was you, and then I realized mastering Wild Magic was easier." - Old Wizard in Waterdeep
"Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."
"Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
For me, if they added better boons and the gear would have been like an improved version of the profounds for PvP, it would have been a success.
I couldn't care less about the Black Ice Resistance (or BI Damage, Idk why that was added), and since we have to charge it up all the time for me that gear was a big no.
I agree with Klangeddin. PvP was very focused, and as a PvE player I agree that the mod didn't favor us that much.
Something that I think they should do is make us change our gear. I'm annoyed with my High Vizier and Ancient Court set already, maybe they should create a new gear where the stats actually mattered for PvE CWs. Come on... Deflection? Life Steal? Regeneration?
For me, if they added better boons and the gear would have been like an improved version of the profounds for PvP, it would have been a success.
I couldn't care less about the Black Ice Resistance (or BI Damage, Idk why that was added), and since we have to charge it up all the time for me that gear was a big no.
I like the mechanical idea behind a slot in gears that have "timed" augmentation. It could open the doors to a new craft, and added temp bonuses to gear in the future, and perhaps give people room to adjust play style to different content, or need. Will they run with it? I doubt it.
I liked the tougher enemies and the Heroic Encounters. I liked the design of the zones and the visuals. The problem for me was that the gear didn't really seem worth all the effort required to get it and the boons were rubbish, so I rapidly lost any sense of accomplishment or progression.
Open world was a fail as well It's way too dead. Too many instances spread out.
Has anyone ever successfully finished IWD PVP campaign? I'm curious.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited July 2014
I actually love Module 3. I really enjoy the open world events. I still run the dailies for Mod 2, even on chars done with it and look forward to it with my new and upcoming 60's. As for Sharandar (Mod 1), I still really enjoy that area too but I do feel the tedium in its daily setup. I think my love has more to do with immersion, as I am a huge lore nerd when it comes to the Forgotten Realms. I do agree with many though, I am not a fan of Mod 3's boons.
I loved the pvp campaign, even if your a none pvp player the rewards are decent. The icewind dale pvp also is very fun, i go there every day and spend most of my time there so for me it put more into the game.
As for black ice gear i think its great, the stats are amazing and it decays over time because its very strong and it needed some catch.
Crixus - PVP GF
[SIGPIC][/SIGPIC]
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited July 2014
The artifacts are all I had in mind.
0
doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited July 2014
I can't say MOD3 is a fail, it needs work. The idea is sound it just wasn't implemented well and hopefully they will change thing by the time MOD4 comes out to give out some of those hard to get drops from Epic HE to drop from Kessels retreat.
I actually enjoyed the Heroic Encounters but the problem is they are dispatched before a lot of people can get to them. So many people do a single big encounter that the lag tends to cause more death than dealing damage to the boss.
There are groups that run around kill heroics so if you get lucky and find them its pretty fun riding around destorying mobs and encounters and you surprisingly get a bunch of stuff when you are done as its more entertaining to ride around killing heroics than farming dailies and black ice nodes.
The open world pvp is a bit of a fail, the matches don't start often and when they do no one is around and you either just win by default or AB comes in zerg style to trounce on the 3 people that are there. Another game I played had chests in the PVP zone that you could run around and pick up PVP rewards from. Of course that breeds bots unless you move the chest around. I don't know of a way to make open world domination work other than instead of having it balanced and start when proper number of players are in an instance that they start every hour or something. Its fun to find people shout out for PVP run there and have a match or stalk people ... but the fact that you die you get injured have to use a kit kinda impedes me personally from doing it much. If they made PVP kits that made you immune to injury in the PVP area that lasted say 30 minutes then i'd be game, make them Black Ice injury kits, I would farm ice for that.
I think there should have been more progression in the zones, maybe even make it so that you moved from IWP to DV, KR and then finally into a map where the whole map is PVP flagged. Instead of nodes to hold you had to claim black ice mother loads that you had to hold to control an area or something.
I did enjoy it as a whole but it was not long before I got super burned out, that 35 days of farming was brutal. Initially I thought have a full set of black ice gear would not be so bad but yeah after a couple of hours of play, the ice needed to top you of is over a thousand (even if you use one of those potions). This is if you have a full set, not so bad if you are just using a MH/OH or just using a 2 peice set or even a 4 piece set but using a fully geared black ice for a few hours eats your reserve of black ice in a hurry as all 6 pieces in total will eat a fair amount of ice in a couple of hours, and imagine in I think 6 hours your gear reverts to T2 status and its 1500 - 2250 ice for each piece to fill back up. This does give a reason to keep running Kessels retreat and even do the weekly but if you are like me and want to actually use black ice gear regularly it tends to require a substantial amount of time running around IWD farming for Ice one way or another.
Wish there was some way to make doing heroics a bit more friendly or make it so you can queue with people for that reason to ride around the map doing heroic encounters, right now the whole LFG thing isn't really working, I find an easier time finding people to run sharrandar and dread ring doing that than I do with finding people to run with in IWD. But again the added bonus is you can just ride around and jump in with any group you see and just follow them around. So not too bad but a bit harder to get good rewards that way since you might not be getting in damage and what not like you need to get top reward chances.
I did like the fact that the gear works good in PVE and well in PVP, granted its not great in either as its a jack of all trades set, I like that if not for the feeding of ice which is a bit rough in the long run, farming ice really does get old fast too. I still did great in dungeon runs (yeah not top dps or anything but still I can do 25 million on a CN in my full ice set up as a CW). I can do well in PVP but yeah if your whole team sucks its a floor stomp no matter what gear you are in.
Wouldn't go as far as to call it a fail. But it sure was a disappointment. Really hoping they do not continue the trend of decay/zone-restricted gear (black ice gear for areas with black ice damage). I would have enjoyed the heroic encounters more if they were not linked to my frustration of not getting my gear drop. They should have moved the remaining gear pieces to Kessel's and kept artifacts on the loot tables of the HEs.
+1, To be able to now lvl a char wearing 3 artifacts is awesome (without spending a mill AD), only down side is what to do with all the other bound artifacts you used to use now collecting dust. Other then that its kinda boring imho and you can't run around anywhere, i fee like, without setting off an HE, i mean come on at least leave some roads open it screws up my trail every time.
I enjoyed the module a lot, for each one I just do the daily quests to get the boons, and Icewind Dale was no exception, also the maps were gorgeous, HE are a new fun thing to do when bored, I don't know what people were expecting.
As a solo-queue PvPer, I literally have no reason to go to IWD.
1. The boons are useless.
2. The tenacity T2 gear is better than Black Ice Gear.
3. In open world PvP, it's always me vs. 5 fully decked out 17k+ gs monsters.
I think Mod 3 was an excellent free addition to the game. It added new ways of playing the game, which is all you can really ask for in an expansion. It's baffling to me that people aren't satisfied with so much content just handed to them...
PvP:
-OWPvP has been a blast for me on all of my characters. Sure, it sucks when its either completely dead or 10v1 in the zone, but those times when its 4-6 players hunting each other down give the game a real 'wilderness PvP' feel and have been some of the most fun I've had in Neverwinter PvP. Its a nice addition to Domination.
-An entire PvP Campaign! Two campaigns for the price of none. lol
PvE:
-Heroic Encounters are an awesome new way of playing socially and not having to worry about the troubles of LFG. I really hope they continue to implement this Rift-style, live-event type of play throughout the game. I would love to see these start popping up in the leveling zones.
-Kessel's Retreat is fun, first time I died in a while, it was refreshing. I finally have something to do during Skirmish Events.
Gear:
-I like the boons, not sure what all the hate is about... I think they were meant to be situational-boons, effective in IWD OWPvP and in Kessel's Retreat in particular , yet not overly effective in the cookie-cutter Domination/Dungeon meta-playstyles that have evolved for each class. The purpose is to make you stronger for IWD without inflating the overall power creep. I think its better this way TBH.
-Black Ice armor, similar to the boons, feel like they were supposed to be super effective for IWD content. I think they did a great job of creating sets that work well while you're out in the cold of IWD while avoiding adding to the overall power creep. The skins are quite attrocious and are probably my only gripe with the entire module. Maybe devs can early-release some concept art and get community feedback about future armor sets?
-Dozens of new artifacts. Probably doubled the total number of artifacts in the game. Can't be mad about that...
RP:
-A bunch of new fashion, new armor/weapon to transmute, an entire new hub-city with some great characters. I think IWD is a lot richer for RP than either of the previous modules by far.
I don't see how people can be disappointed with Mod 3. It must be a matter of expectations being too high. Or maybe people felt overcharged :rolleyes:
--- Ranked matches need to be solo-queue only
Enforce rainbow parties in PvP ---- 10v10 PvP ----
I think Mod 3 was an excellent free addition to the game. It added new ways of playing the game, which is all you can really ask for in an expansion. It's baffling to me that people aren't satisfied with so much content just handed to them...
PvP:
-OWPvP has been a blast for me on all of my characters. Sure, it sucks when its either completely dead or 10v1 in the zone, but those times when its 4-6 players hunting each other down give the game a real 'wilderness PvP' feel and have been some of the most fun I've had in Neverwinter PvP. Its a nice addition to Domination.
-An entire PvP Campaign! Two campaigns for the price of none. lol
PvE:
-Heroic Encounters are an awesome new way of playing socially and not having to worry about the troubles of LFG. I really hope they continue to implement this Rift-style, live-event type of play throughout the game. I would love to see these start popping up in the leveling zones.
-Kessel's Retreat is fun, first time I died in a while, it was refreshing. I finally have something to do during Skirmish Events.
Gear:
-I like the boons, not sure what all the hate is about... I think they were meant to be situational-boons, effective in IWD OWPvP and in Kessel's Retreat in particular , yet not overly effective in the cookie-cutter Domination/Dungeon meta-playstyles that have evolved for each class. The purpose is to make you stronger for IWD without inflating the overall power creep. I think its better this way TBH.
-Black Ice armor, similar to the boons, feel like they were supposed to be super effective for IWD content. I think they did a great job of creating sets that work well while you're out in the cold of IWD while avoiding adding to the overall power creep. The skins are quite attrocious and are probably my only gripe with the entire module. Maybe devs can early-release some concept art and get community feedback about future armor sets?
-Dozens of new artifacts. Probably doubled the total number of artifacts in the game. Can't be mad about that...
RP:
-A bunch of new fashion, new armor/weapon to transmute, an entire new hub-city with some great characters. I think IWD is a lot richer for RP than either of the previous modules by far.
I don't see how people can be disappointed with Mod 3. It must be a matter of expectations being too high. Or maybe people felt overcharged :rolleyes:
I think a big part of certain things in it(mod3) was that people aren't getting what they were expecting:
Open world PVP:
Not the roflstomp-fests with their guilds that they were expecting
Boons:
Not the "x power/crit/defense" stat boons, or the unbalanced boons that everyone just HAS to get. So now players have to think before they pick, instead of "RAWR MORE POWER!, RAWR MORE CRIT!"
Campaign:
35 days in all may be a bit much, but the quests rotate as you get farther in, the encounters(while the drop rate is bad) keep players involved as a mini skirmish of sorts.
PVP campaign:
"Wow, a good way to get people involved PVP, and to differentiate PvP while not entirely unbalancing it. Surely they wont complain about that... then they did".
/facepalm
I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
It s easily the best mod until now. I was really happy until i discovered what "you have a chance to" gears and boons means for cryptic. Just long long long long internal cooldowns.. no chances involved.
Still best mod until now. The pvp campaign is beautiful.
Im going to be more worried about the mod 4 gears....they suck even more.
The gear progression generally feels strange because Cryptic initially went with helluva set bonuses on T2 gear. HV is a flat 30% damage (multiplicative debuff) increase and other sets would need a buttload of +stats to come up for it. Other classes have the same 'problem'.
That's what why it's kinda frustrating to play new content and grind for gear that you most likely won't use unless the nerf/antiquated hammer will hit these old T2 sets at one point.
Another strange thing about 4-sets is that it's getting harder to understand their impact.
T1/T2 were simple, percental or absolute stat increases, debuffs, healing. And now? Power then movement speed. Internal cooldowns, "chance when doing this and that".
Without ACT, you can't compare these sets any longer and most of them read like they are thought to be of very situation use, because the effect only procs off certain powers and stuff.
I personally would place the campaign between Sharandar and Dread Ring in terms of annoyance, but gear acquisition is hands down the worst. Too much RNG involved and mysterious HE rankings that doesn't seem to be very balanced between classes (poor TR).
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
edited July 2014
I actually am enjoying Mod 3 more than the previous mods combined.
I can't comment much on Icewind Dale's daily quests as I know not much about them. But I haven't heard any player said that those daily quests are more fun and more exciting so I guess they are still as repetitive as Sharandar's. I had watched videos of the epic skirmish Kessel's Retreat on YouTube, and it looks like there is no big difference than old epic dungeons. Just the same mobs cleaning and then boss fight. Not really a fun/tactical content.
As for PvP, besides a new open world PvP map and artifacts, other aspects seem to remain pretty much the same. No deterioration and also no noticeable improvement.
Overall, it wasn't a fail, but it also didn't bring a revolutionary improvement to the game.
While I like the Heroics and the look and feel of IWD, but the gear drop rate/RNG is a major and pathetic fail. All Heroic Encounters get mobbed by hordes of players lowering the success rate. I STILL haven't gotten a weapon or gloves. I have basically given up on trying. If they drop, they drop...but I'm not holding my breath.
Its absolutely the worst idea to acquire gear they have had thus far. They could have at least tied the experienced gained towards a means of getting the gloves and weapon.
Really not happy with that part of it!!
Oh, one last thing, not giving Hunter Rangers a respec token given a new paragon path was a fail as well.
Life is full of drains, I prefer to be a fountain
0
chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2014
I'd just like to see a mod that isn't just another grindfest.
Just an example- the 'Episodes' in StarTrek Online. Those were great. When they stopped, I cancelled my sub and quit STO.. Went to Champs Online.. Adventure packs and such were awesome.. but then no new content of quality, so off I went again.. (I still sub though, for some reason..) In Neverwinter, while leveling, there is the Spellburst arc. It is really well done and enjoyable (even if shorter than I'd like,) and even continues (a little) in the otherwise painfully tedious Chasm zone.
The thing is.. modules are supposed to be stories, in which you as the player take an active part. That is what they were in the game on which all this is based. I came to this game initially because I thought.. this is based on DnD... there will be stories to follow, and not just 'run here, run there, hurry up and do it the way other people want you to do it.'
So.. maybe we can get something like that some time? Does it require too much creativity?
To keep it on topic- I tried Mod3 on several chars, each of whom has had the 'OP' finger pointed directly at them (the character, not just the class) on occasion. Not one of them found it in any way amusing. I got the artifacts, and after chasing around the dailies for the boons for a few days each, seeing all the bugs, and the hatred for one's fellows that the design seems to feed into, have decided not to bother.. I have more important and entertaining things to do, such as slowly pulling out my toenails one by one with a rusty pair of needle nose pliers.
Edit- one could argue that the episodes in STO didn't stop, but they did.. putting in a mod that just requires that you change your whole way of playing, join a fleet and dump all your resources into building a treefort simply doesn't count.
Edit2- the ONLY thing in IWD that I was even remotely interested in was the regular boons. Black Ice Gear? Really?? Never in life.
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
Mod 3 wasn't terrible. That said my biggest gripe is that you grind 35 days and (if you were lucky to get glove/main hand) you get a new gear set that isn't bis for all classes. From a TR perspective it is a let down because of the cool down. Which is unfortunate because I really like that they came out with a defensive and offensive set. Alittle tweaking and it would be really worthwhile. As of now the best thing it is for is Icewind content which you would have done hundreds of times before you got the gear.
I do really like the open feel of the zone and the new NPC. The pvp campaign was a good idea, however all it really added was different achievements in domination and a pretty empty open pvp zone. If they can figure a way to get more people in there IE events it would be awesome. They were close on this one.
for me, it was a nice addition to mods 1 and 2 with new campaigns to conquer and new creatures to defeat. is it the end all be all of everything? maybe not. but as usual, the imagery is awesome, their dedication to pushing new content as fast as they're pushing it out is unprecedented and PWE is definitely a gaming company to keep an eye on as far as i'm concerned. great job!
Comments
For PvErs it was not a good module, I agree. But probably it was not meant for them.
And I'm a PvEr. :P
..where was I again? Oh.. yes, I am inclined to agree. I like the PvP campaign, but otherwise, it's forgettable, missable and more buggy than I am comfortable with.
"Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."
"Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
I couldn't care less about the Black Ice Resistance (or BI Damage, Idk why that was added), and since we have to charge it up all the time for me that gear was a big no.
Something that I think they should do is make us change our gear. I'm annoyed with my High Vizier and Ancient Court set already, maybe they should create a new gear where the stats actually mattered for PvE CWs. Come on... Deflection? Life Steal? Regeneration?
I like the mechanical idea behind a slot in gears that have "timed" augmentation. It could open the doors to a new craft, and added temp bonuses to gear in the future, and perhaps give people room to adjust play style to different content, or need. Will they run with it? I doubt it.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
useless boons/gear with ridiculous ICD and item decay on them...
Has anyone ever successfully finished IWD PVP campaign? I'm curious.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
I don't mind the daily grind if there's a reason. So far, other than something to do, I don't see the reason.
As for black ice gear i think its great, the stats are amazing and it decays over time because its very strong and it needed some catch.
[SIGPIC][/SIGPIC]
I actually enjoyed the Heroic Encounters but the problem is they are dispatched before a lot of people can get to them. So many people do a single big encounter that the lag tends to cause more death than dealing damage to the boss.
There are groups that run around kill heroics so if you get lucky and find them its pretty fun riding around destorying mobs and encounters and you surprisingly get a bunch of stuff when you are done as its more entertaining to ride around killing heroics than farming dailies and black ice nodes.
The open world pvp is a bit of a fail, the matches don't start often and when they do no one is around and you either just win by default or AB comes in zerg style to trounce on the 3 people that are there. Another game I played had chests in the PVP zone that you could run around and pick up PVP rewards from. Of course that breeds bots unless you move the chest around. I don't know of a way to make open world domination work other than instead of having it balanced and start when proper number of players are in an instance that they start every hour or something. Its fun to find people shout out for PVP run there and have a match or stalk people ... but the fact that you die you get injured have to use a kit kinda impedes me personally from doing it much. If they made PVP kits that made you immune to injury in the PVP area that lasted say 30 minutes then i'd be game, make them Black Ice injury kits, I would farm ice for that.
I think there should have been more progression in the zones, maybe even make it so that you moved from IWP to DV, KR and then finally into a map where the whole map is PVP flagged. Instead of nodes to hold you had to claim black ice mother loads that you had to hold to control an area or something.
I did enjoy it as a whole but it was not long before I got super burned out, that 35 days of farming was brutal. Initially I thought have a full set of black ice gear would not be so bad but yeah after a couple of hours of play, the ice needed to top you of is over a thousand (even if you use one of those potions). This is if you have a full set, not so bad if you are just using a MH/OH or just using a 2 peice set or even a 4 piece set but using a fully geared black ice for a few hours eats your reserve of black ice in a hurry as all 6 pieces in total will eat a fair amount of ice in a couple of hours, and imagine in I think 6 hours your gear reverts to T2 status and its 1500 - 2250 ice for each piece to fill back up. This does give a reason to keep running Kessels retreat and even do the weekly but if you are like me and want to actually use black ice gear regularly it tends to require a substantial amount of time running around IWD farming for Ice one way or another.
Wish there was some way to make doing heroics a bit more friendly or make it so you can queue with people for that reason to ride around the map doing heroic encounters, right now the whole LFG thing isn't really working, I find an easier time finding people to run sharrandar and dread ring doing that than I do with finding people to run with in IWD. But again the added bonus is you can just ride around and jump in with any group you see and just follow them around. So not too bad but a bit harder to get good rewards that way since you might not be getting in damage and what not like you need to get top reward chances.
I did like the fact that the gear works good in PVE and well in PVP, granted its not great in either as its a jack of all trades set, I like that if not for the feeding of ice which is a bit rough in the long run, farming ice really does get old fast too. I still did great in dungeon runs (yeah not top dps or anything but still I can do 25 million on a CN in my full ice set up as a CW). I can do well in PVP but yeah if your whole team sucks its a floor stomp no matter what gear you are in.
1. The boons are useless.
2. The tenacity T2 gear is better than Black Ice Gear.
3. In open world PvP, it's always me vs. 5 fully decked out 17k+ gs monsters.
PvP:
-OWPvP has been a blast for me on all of my characters. Sure, it sucks when its either completely dead or 10v1 in the zone, but those times when its 4-6 players hunting each other down give the game a real 'wilderness PvP' feel and have been some of the most fun I've had in Neverwinter PvP. Its a nice addition to Domination.
-An entire PvP Campaign! Two campaigns for the price of none. lol
PvE:
-Heroic Encounters are an awesome new way of playing socially and not having to worry about the troubles of LFG. I really hope they continue to implement this Rift-style, live-event type of play throughout the game. I would love to see these start popping up in the leveling zones.
-Kessel's Retreat is fun, first time I died in a while, it was refreshing. I finally have something to do during Skirmish Events.
Gear:
-I like the boons, not sure what all the hate is about... I think they were meant to be situational-boons, effective in IWD OWPvP and in Kessel's Retreat in particular , yet not overly effective in the cookie-cutter Domination/Dungeon meta-playstyles that have evolved for each class. The purpose is to make you stronger for IWD without inflating the overall power creep. I think its better this way TBH.
-Black Ice armor, similar to the boons, feel like they were supposed to be super effective for IWD content. I think they did a great job of creating sets that work well while you're out in the cold of IWD while avoiding adding to the overall power creep. The skins are quite attrocious and are probably my only gripe with the entire module. Maybe devs can early-release some concept art and get community feedback about future armor sets?
-Dozens of new artifacts. Probably doubled the total number of artifacts in the game. Can't be mad about that...
RP:
-A bunch of new fashion, new armor/weapon to transmute, an entire new hub-city with some great characters. I think IWD is a lot richer for RP than either of the previous modules by far.
I don't see how people can be disappointed with Mod 3. It must be a matter of expectations being too high. Or maybe people felt overcharged :rolleyes:
Enforce rainbow parties in PvP ---- 10v10 PvP ----
I think a big part of certain things in it(mod3) was that people aren't getting what they were expecting:
Open world PVP:
Not the roflstomp-fests with their guilds that they were expecting
Boons:
Not the "x power/crit/defense" stat boons, or the unbalanced boons that everyone just HAS to get. So now players have to think before they pick, instead of "RAWR MORE POWER!, RAWR MORE CRIT!"
Campaign:
35 days in all may be a bit much, but the quests rotate as you get farther in, the encounters(while the drop rate is bad) keep players involved as a mini skirmish of sorts.
PVP campaign:
"Wow, a good way to get people involved PVP, and to differentiate PvP while not entirely unbalancing it. Surely they wont complain about that... then they did".
/facepalm
Still best mod until now. The pvp campaign is beautiful.
Im going to be more worried about the mod 4 gears....they suck even more.
That's what why it's kinda frustrating to play new content and grind for gear that you most likely won't use unless the nerf/antiquated hammer will hit these old T2 sets at one point.
Another strange thing about 4-sets is that it's getting harder to understand their impact.
T1/T2 were simple, percental or absolute stat increases, debuffs, healing. And now? Power then movement speed. Internal cooldowns, "chance when doing this and that".
Without ACT, you can't compare these sets any longer and most of them read like they are thought to be of very situation use, because the effect only procs off certain powers and stuff.
I personally would place the campaign between Sharandar and Dread Ring in terms of annoyance, but gear acquisition is hands down the worst. Too much RNG involved and mysterious HE rankings that doesn't seem to be very balanced between classes (poor TR).
I'd say it leaning towards being a failure.
As for PvP, besides a new open world PvP map and artifacts, other aspects seem to remain pretty much the same. No deterioration and also no noticeable improvement.
Overall, it wasn't a fail, but it also didn't bring a revolutionary improvement to the game.
Its absolutely the worst idea to acquire gear they have had thus far. They could have at least tied the experienced gained towards a means of getting the gloves and weapon.
Really not happy with that part of it!!
Oh, one last thing, not giving Hunter Rangers a respec token given a new paragon path was a fail as well.
Just an example- the 'Episodes' in StarTrek Online. Those were great. When they stopped, I cancelled my sub and quit STO.. Went to Champs Online.. Adventure packs and such were awesome.. but then no new content of quality, so off I went again.. (I still sub though, for some reason..) In Neverwinter, while leveling, there is the Spellburst arc. It is really well done and enjoyable (even if shorter than I'd like,) and even continues (a little) in the otherwise painfully tedious Chasm zone.
The thing is.. modules are supposed to be stories, in which you as the player take an active part. That is what they were in the game on which all this is based. I came to this game initially because I thought.. this is based on DnD... there will be stories to follow, and not just 'run here, run there, hurry up and do it the way other people want you to do it.'
So.. maybe we can get something like that some time? Does it require too much creativity?
To keep it on topic- I tried Mod3 on several chars, each of whom has had the 'OP' finger pointed directly at them (the character, not just the class) on occasion. Not one of them found it in any way amusing. I got the artifacts, and after chasing around the dailies for the boons for a few days each, seeing all the bugs, and the hatred for one's fellows that the design seems to feed into, have decided not to bother.. I have more important and entertaining things to do, such as slowly pulling out my toenails one by one with a rusty pair of needle nose pliers.
Edit- one could argue that the episodes in STO didn't stop, but they did.. putting in a mod that just requires that you change your whole way of playing, join a fleet and dump all your resources into building a treefort simply doesn't count.
Edit2- the ONLY thing in IWD that I was even remotely interested in was the regular boons. Black Ice Gear? Really?? Never in life.
Roland Mac Sheonin GF | Tarron Direheart SW |
I do really like the open feel of the zone and the new NPC. The pvp campaign was a good idea, however all it really added was different achievements in domination and a pretty empty open pvp zone. If they can figure a way to get more people in there IE events it would be awesome. They were close on this one.