can some one tell me where in this new mod will it explain what the hells going on and how you even play this story line? all i have done is go to the new zones and grind my *** off for what seems like nothing. whats the goal? what am i doing? how do i get a main hand? who knows all i know is grind.
The story line is simple. You have to retreive the elemental seeds and return them to the elemental tree in Protector's Enclave.
How do to this:
First quests you go to Minsc & Boo and get the quests, meet them there, kill enemies (not hard) and then return the seeds.
Once you hit the first level of Elemental of Evil, you get a quest that lets you track how many quests you have done. For each subarea within the area, you have to complete 16 quests before you are told to move on to the next area. To help with experience, always talk to the Zhentarian Agent to get the ongoing quest. You have to kill 100 enemies before you can turn it in which is usually 4 quests worth. If you kill along the way.
At the end, you get the seed to bring back to the tree.
Be prepared to die a LOT during this and do not throw away the potions, you will need them!!!!!
What happens at end game I have no idea. I have not gotten there yet.
I am all for harder content as I was growing tired of steam-rolling everything. To me its nice to have to pop a potion now and again, or have to team up with a guildmate or friend.
That being said, I did say I wanted harder content, not this mess that is currently happening. Harder content means having to PLAY your character, play smartly and choose skills and encounters wisely for each situation. What happens now is...is....ahem, just straight infuriating.
Remember running Briggins Tomb just after IWD release? I'm talking on a pre-buffed DC or a GF here. It was a challenge, but doable with some (pun intended) vigilance. The HE's were troublesome but could be done.
WOD/TOD? Okay the minions here were garbage, but the mini dungeons? They were a fun challenge, now they're character-a-cide.
There was a thread bashing this module and while I didn't defend this mod, I did say it was nice to see friends and guildmates having fun while leveling to 70, popping potions and chuckling a bit when they croaked. I still feel that way, its a game, your supposed to die in it every once in awhile, and it is a step in the right direction for getting away from facestomping everything....
BUT, if I don't want LASO, Tip of the Spear, All Skulls On, all of the time.
Getting to 70 is fine, it's what to do AFTER 70 and all the new areas are done, is the real issue. The only way to get BiS gear is to pug dungeons, get your daily allotment of Seals, pvp for Glory, and you are done. There is no need to grind anything else, period. WoD? Rewards are junk, you already received your main/offhand. Likely had Linu pre-Mod 6 so you bought your Lostmauth or Greater items. Then, when you finally pug your way through a month's worth of dungeons, you buy the BiS gear from the Seal vendor and what, go to Icewind Dale? Well of Dragons? FOR WHAT! The goal of a game like this is no end game. If there was an endgame, there is no way to keep players. You need to add content, you need to add new maps, you need to add new gear, you need to add new GRINDS, new campaigns, new ideas. I logged on daily, morning and night, took vacation when new mods were released, anxiously awaiting the new areas to explore. Now, less than a month after this new mod's release, I log in and don't know what to do. Can't hit IWD, as I get instakilled by a wolf. Can't go to WoD as the peon's there hit me for 30,000 damage at a time. And Yes, I have gear. I used Glory to create Burning Executioner Set. I used black ice gear to create new gear. I have new main/off purple, my 4 arties legendary (one green), trans negation, pure vorpal and terror. So what, is the Seal gear better than this? Not for the HR, it's just different stats...
Yes, the new areas are neat, but dude, they are re-made areas! Are the dev's that freaking lazy they cannot create new maps? I own hundreds of D&D books, there are tons of cities/towns that can be incorporated into this game.
I think what these guys need to understand is that, if we have a game we love, we will spend our money on it. If the prices are cheap to buy zen transfer to AD and buy BoE rp's, we'll do that. But with everything being bound, prices are skyrocketing, and that is the causing the opposite of what they are trying to achieve. People are saying it's too expensive so they don't spend. Sure, some things need to be bound to account, but to the extent where they are tightening wallets is counter-intuitive to what they need to do. They need to give an incentive so people will spend their hard-earned money on a free-to-play game. They need each person to drop $5 or $10 every month or so, not exist only on those few that drop thousands. Just like real life, these games run parallel to real life economics, and their current pace is bankrupting themselves.
Part of the motivational claim was that they wanted to make DC's and Tanks useful again.
Healing is useless when you lose all your health in a single frame.
Tanking is useless when you're 1-hit by things that bypass all your mitigation.
Really, the whole combat thing needs to be reworked at these higher levels. I've seen 70+ Guardian Fighters, with 2k+ IS, with DC backup, go from full health to zero in a single barrage from three of those tiny baby spitting green dragon minions in the Epic Shores of Tuern Skirmish.
Also, what's with the order of the dungeons/skirmishes?
The final showdowns with Valindra and eLoL are the dungeons with the lowest requirements? While, the revamp of three dungeons you've already done a million times each (due to the sudden lack of options) are the highest?
I'd really prefer to revert to the old dungeon system, and GS system. Up to 20-69, it isn't worth the loss of content, and once you hit 70, it's just an exercise in futility that makes you want to give up on ever playing, or reaching, level 70 ever again.
can some one tell me where in this new mod will it explain what the hells going on and how you even play this story line? all i have done is go to the new zones and grind my *** off for what seems like nothing. whats the goal? what am i doing? how do i get a main hand? who knows all i know is grind.
You get the main hand artifact weapon by completing all of the quests in Spinward Rise. (You don't need to do all of the quests before this zone.)
You get the offhand artifact by reaching level 70. It doesn't matter how you get there. Talk to Knox.
I have a level 60 DC, faithful Path(?).. that is just sitting in protector enclave.
She has several boons from Sharandar and dread ring.. and has a T2 level 60 set.
Due to playing other characters, I have not started her on the Tyranny of Dragon campaign, nor have I taken her into Well Of Dragons.
After Mod 6 dropped, I *tried* to run her thru the dailies in the first sharandar zone, in the tree. I persevered for 10 mins, then dropped all quests and parked her back in Protector Garden.
The only character I have any chance of running dread ring or sharandar or iwd or wod is the full level 70 gwf, with 2 of the allied assault pieces (blues), and 2 of the eternal pieces. I still die about 30% of the time, from frigging powries, yetis, black dragon rogues, witherers, etc.
Die from frigging trash.. that should be spalttered on the sole of my scale-mail foot.
To end this diatribe.. I give you a paraphrased quote from "The OutLaw Josey Wales" movie..
"we went to see the President.. he said we Indians looked so civilized in our fine white-mans clothes.
He then asked us to endeavor to persevere.
We left and went home, thinking on endeavor to persevere.
After we thought about it a little while.. we went on the warpath"
Soo.. are we, the players, being asked to "Endeavor To Perservere.."?
*grin*
You're doing it backwards. Sharandar is and always has been an end game zone. Therefore it is now a lvl 70 zone. If you talk to Sgt. Knox and pick up the quest line to 70 and follow it then come back to Sharandar (or DR or IWD) they will be much more manageable. As hard as they were when they were new zones to be sure, but much more manageable. It isn't the fault of the game if you skip the quest line to 70, go straight to endgame at 60, and get overwhelmed. How else should it be?
It isn't the fault of the game if you skip the quest line to 70, go straight to endgame at 60, and get overwhelmed. How else should it be?
Except you get overwhelmed at 70 as well... Have you even tried playing at level 70!? Solo'ing your way just through the Shar/Dread Ring campaign's introduction run takes forever. Every single measly encounter on even the lowest level epic skirmish risks a full party kill (and every other encounter usually results in one - I've never even made it to the boss in some dozen runs, but I shudder to even think on it). Even the lowest level epic dungeon requires a horrific class specific exploit just to complete (one that they'll no doubt patch). Healing doesn't help - as everything instakills. Tanks don't help - as everything instakills even them. DPS helps, but due to the aforementioned issues, and the game's maddening *requirement* for a tank and healer in the party, you can only dish up so much. You'd be much better off with an all DPS party, since everyone's gonna die anyways, and there's nothing the tank/healers can do to stop it, but alas, not allowed.
And reaching 70 only opens three new dungeons (and three beefed versions of the old ones, which for some reason have a higher item score requirement than the story end dungeons). There's really no reason to get there, as things are now, as it's just unplayable.
Except you get overwhelmed at 70 as well... Have you even tried playing at level 70!? Solo'ing your way just through the Shar/Dread Ring campaign's introduction run takes forever. Every single measly encounter on even the lowest level epic skirmish risks a full party kill (and every other encounter usually results in one - I've never even made it to the boss in some dozen runs, but I shudder to even think on it). Even the lowest level epic dungeon requires a horrific class specific exploit just to complete (one that they'll no doubt patch). Healing doesn't help - as everything instakills. Tanks don't help - as everything instakills even them. DPS helps, but due to the aforementioned issues, and the game's maddening *requirement* for a tank and healer in the party, you can only dish up so much. You'd be much better off with an all DPS party, since everyone's gonna die anyways, and there's nothing the tank/healers can do to stop it, but alas, not allowed.
And reaching 70 only opens three new dungeons (and three beefed versions of the old ones, which for some reason have a higher item score requirement than the story end dungeons). There's really no reason to get there, as things are now, as it's just unplayable.
I have 2 70s so far and solo content is all I've ever done with the exception of Tiamat and world heroics. Though I'm still focused more on bringing more alts to 70 I have done DR dailies and even completed DR dungeons a few times. Against the advice of everyone I put my control wizard deep into control so I can survive when I'm fighting statues because statues can't hit. Haven't done much on my other 70 yet. For my cw so far DR doesn't seem any more difficult than it was when mod 5 was new but it was very challenging then too. I really doubt my other chars, fighting mobs who aren't frozen, will fare as well. No way in hell I'd attempt Biggrins solo on anything but I couldn't solo it at the beginning of mod 5 either. My dc 70 ignored the 'life steal is useless now!' mantra and puts a ls dot on every mob in the group she's fighting. Life steal applied to 5 mobs is 5 times better and her survivability is high with the bank of mob batteries to draw life from. But I am used to having to come up with strategies to survive solo from the beginning whereas many players are not. Whether my other chars can find reasonable strategies remains to be seen.
As to the current difficulty of dungeons I'm taking the word of you and other posters who are doing, or at least attempting, to do them. The fact Tiamat is critical to progression and is reportedly currently undoable sums it up pretty well for me.
I'm not saying you're wrong about anything. I'm just saying in mod 6 focusing on anything I can still do has been working for me. Unfortunately trying to find things which haven't been taken away isn't a good basis for a mod.
Elemental Evil is and interesting and challenging addition. I guess I should get to the but. It would have been nice to see new dungeons/areas/lairs not recycled old ones. Also, it would be nice to have a lot more things to craft that are not just throwaways on the road to maxing a profession.
My real problem lies in what was before. Please fix the auction so that a last minute bid resets the timer.
Overall it is a better game, making it more real, aka you should not be able to solo dragons, epic dungeons, and most heroic encounters in order to farm all the good stuff.
The story line is simple. You have to retreive the elemental seeds and return them to the elemental tree in Protector's Enclave.
How do to this:
First quests you go to Minsc & Boo and get the quests, meet them there, kill enemies (not hard) and then return the seeds.
Once you hit the first level of Elemental of Evil, you get a quest that lets you track how many quests you have done. For each subarea within the area, you have to complete 16 quests before you are told to move on to the next area. To help with experience, always talk to the Zhentarian Agent to get the ongoing quest. You have to kill 100 enemies before you can turn it in which is usually 4 quests worth. If you kill along the way.
At the end, you get the seed to bring back to the tree.
Be prepared to die a LOT during this and do not throw away the potions, you will need them!!!!!
What happens at end game I have no idea. I have not gotten there yet.
Ok, just to make it simple, there is NO story line at all. If one knows the original Temple of Elemental Evil story, that was introduced back by Gary Gygax- the godfather of DnD- then you would know, that this is nowhere near to the original one.
This Mod has no story line at all.
When i first saw the Mod and Minsc with Boo, i thought, hey they did it, but it's only a few animations. While we level up to 70 we don't get any lore or story from the Mod either. At the end of the grind fest in Spinward Rise there is no conclusion to the story, nothing.
So all together epic fail.
It would be a huge fail by itself alone, if it would have come out without any new dungeons and campaign map, but the fact that we have lost more than half of the existing content makes it even worse, no excuse here either.
My other gripe is that if you have a complete toon with all boons, what to do, nothing, cause the most dungeons are not working, just remember the 1 shot trash mobs. Bad joke, a Hero of Neverwinter gets 1 shot by a trash mob. :rolleyes: We have no new campaign map, so the last thing we can do is to grind the same old maps over and over again and build each toon new, like it was made today.
Grind is not a campaign!
On the other hand, if you level up a new toon as a beginner and/ or you didn't have most of the boons and a bag full of Black Ice, you are screwed again, cause the game doesn't provide you the opportunity to gear out your new toon. The places where one could obtain the better gear can only be done by exploiting.
The real honest man is honest from conviction of what is right, not from policy.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
It doesn't even matter, even at level 70 the campaigns are either frustrating or boring; frustrating with a damage build because you die in 2 hits, boring with a defensive build because everything has so much health it takes ages to kill... That at least is my experience. I wish there was a middle ground again that's fun.
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dominicmonasMember, Neverwinter Beta UsersPosts: 0Arc User
edited April 2015
When I'm told I need to use the new blue leveling armor to survive the new areas, I don't feel grateful. I feel insulted. I feel angry. All that miserable time I spent grinding for purple sets, putting together my Iliyanbruen Fabled set as I got stuck with PUGs in Malabog over and over, hour after hour - it all felt worthwhile when I finished that set. That was a GREAT feeling. Now I just feel penalized. God, how could I have been so *stupid* as to waste my time grinding for that loot when it was just going to be useless later? How could I be such a gullible idiot as to think the devs would honor that time investment? That's how it feels. Like the game is laughing at me.
I actually feel that way a lot in Mod 6. I put on my new blue armor and run out and die, and die, and die, and die, and die. Leveling is atrocious. It's unnecessarily vicious. Life steal no longer works. It just flat out doesn't work. There are new potions? Okay, I bought a max stack of those. But they don't heal enough now that I have expanded health, which is... apparently... the only stat that matters any more? Not that it helps. Not that it matters. Old purples, new blues, I spend all my time standing around at camp fires thinking "do I actually want to hurry up and get back to the part where I'm dead again? Because right now I'm standing around not moving and having more fun than I have in the last hour." That's usually shortly before I quit. Again.
I used to drop a good five or six hours a day in this game while I was looking for work. Now I might put in an hour before I quit in disgust. Before I get a headache from frustration. Before I forget that I'm not allowed to do instanced areas any more, they just kill me. The game was too easy before? It used to be fun, too. Now I can charge directly to my death over and over and over again without making the slightest impact on my experience bar or quest objectives. Should I group up? Because that hasn't improved my survivability. Most of my friends aren't logging in any more anyhow. Like me, they're playing other games. ANY other game. Something they enjoy, because this game seems to be intent on penalizing me for having old armor. Penalizing me for not having the new end-game gear I don't have end-game gear to acquire. Penalizing me just for playing.
So. You want to fix things? Change things? Please. Go ahead. I'm genuinely curious if I or anyone I care about will still be around to see it.
As for your marketing model, some tips to make instant bank:
• Micro-transactions are where it's at:
- All your expendable/consumable items should be a buck, or even less. People will spend Zen willy-nilly, even on the fly simply to grab a scroll of life, or that replacement health rune stone, when it's less than the cost of a cup of cheap coffee to do so.
- Long term and aesthetic items can remain expensive. But items you need often and you consume, or for RP, should be impulse buys.
• In-Game accessibility:
- This is a hard one, but it's an important one. You need to set it up so people can buy Zen on the fly, without leaving the game, or heading to the website (or worse, having to go through ARC). Setup a secure winsock directly to the website, and let the form be filled out in-game, if need be.
As it is now, however, once you hit 70, no amount of Zen spent can save you. Your veteran players are your biggest spenders - coupled with the fact that they are also the biggest lures of new players, you don't want them rage quitting.
Further, as much as auto-adjusting areas are appreciated, you can't let them become the norm, as otherwise leveling seems to become pointless, fast. Your veterans need to feel as though they've actually become more powerful, to reduce the rage quit rate, and maintain the illusion of progress. There's no reason that a level 70 character, going back to do the grind of the elemental open areas, should be knocked down to 61 (or what not). There has to be at least an illusionary benefit for leveling. Right now, there's very little, and it opens you up to whole new worlds of pain, rather than new worlds of adventure.
Ok, just to make it simple, there is NO story line at all. If one knows the original Temple of Elemental Evil story, that was introduced back by Gary Gygax- the godfather of DnD- then you would know, that this is nowhere near to the original one.
Well, Gygax wrote that up for the world of Grayhawk, not Forgotten Realms. Same copyright holder, so not a copyright issue, but it does involve a different pantheon and all. Not that you couldn't adapt it, but it'd be work, lotta mapping and models. Good Foundry idea though.
ToEE's story isn't exactly "deep" either though - I don't expect much in the way of storyline from an MMO. It's tricky to make a good story, when there's hundreds of PC's running about. Not that they couldn't have made more of an attempt in mod 6. Minsc's brief appearance added some, eh, "personality", at least, I suppose.
I will give them points for doing VO's for the new areas, at least. Whatever company Cryptic uses for VO's is pretty damned awesome.
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thorantwMember, Neverwinter Beta UsersPosts: 1Arc User
edited April 2015
Would an order tracker be possible on the ZAX? Given the really long wait times for orders to be fulfilled due to the abysmal state of the ZAX, would it be possible just to be able to see where we are in the queue?
my main gripoe with the game for now is the general vision the devs have of it, it's a game mainly aimed to spend countless hours refining stuff and trying to get equipment with a very low % chance.
I prefer games that have a focus on exploration, stories, lore, and rewards creativity (for the foundry for example) sadly, this will never be Neverwinter's case, who's becoming some kind of refinement simulator like some people say.
When I'm told I need to use the new blue leveling armor to survive the new areas, I don't feel grateful. I feel insulted. I feel angry. All that miserable time I spent grinding for purple sets, putting together my Iliyanbruen Fabled set as I got stuck with PUGs in Malabog over and over, hour after hour - it all felt worthwhile when I finished that set. That was a GREAT feeling. Now I just feel penalized. God, how could I have been so *stupid* as to waste my time grinding for that loot when it was just going to be useless later? How could I be such a gullible idiot as to think the devs would honor that time investment? That's how it feels. Like the game is laughing at me.
I actually feel that way a lot in Mod 6. I put on my new blue armor and run out and die, and die, and die, and die, and die. Leveling is atrocious. It's unnecessarily vicious. Life steal no longer works. It just flat out doesn't work. There are new potions? Okay, I bought a max stack of those. But they don't heal enough now that I have expanded health, which is... apparently... the only stat that matters any more?
My character was always pretty weak but I managed (I probably dont know enough to make my character stronger). In the dungeons and skirmishes I saw players that are really strong and I wanted to be like them. I got to lvl 60 and gathered equipment from Malabogs, Losmauths and was pretty satisfied with my character -SW, gear score 12 300 - I was able to complete Sharandar, Dread ring, Well of the dragons tasks normally. I mostly enjoyed the game.
But now I was getting killed easilly, over and over, in every new area that came with mod 6. I am lvl 70 with my most used powers upgraded to lvl 4 in Spinward rise - too hard. I tried Master of the hunt skirmish - dont do any damage. Heroic encounters - same. I am afraid to try Campaigns anymore, also Epic dungeons. I am only good enough to complete standard dungeons.
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damnaciousMember, NW M9 PlaytestPosts: 354Arc User
'I just want to get back to what I've been doing. What's new in mod 6?'
'Did you hate having to kill hundreds of dragons per character? Now we're going to make you do what's
essentially the same new quest 192 times in a row per character!'
'After that's all done can I get back to what I was doing?'
'Yes, except now it's a lot harder! And you still have to kill hundreds more dragons per character!'
'But I can get back to doing my favorite dungeons and stuff, right?'
'No, we took a lot of them out of the game!'
'What do I get in exchange for all this?'
'You get the same artifact equipment you had but with new adjectives in front of them, zero rp, and the skill rerandomized! You'll get other new gear too, sometimes with zero stats and/or undocumented features!'
'Then I can get back to what I was doing?'
'Yes, provided you can assign your character points and a bug hasn't rendered your character
completely unplayable! Don't you just love the new mod?!?'
It's nice to feel there's someone in charge of the team who isn't the counterparty to the above
conversation and who can take an objective look at the mod. Releasing this kind of statement
is likely the most confidence inspiring initial action which could have been taken and I'm looking forward
to good things in the future.
All that said the above conversation could also apply to most mods in most games and in a few
months I expect to progress into the new mod and for it to be as comfortable as the old one was.
When mod 5 first came out the new areas were tough and I hated them. As I geared up they
became easier and I grew to love them but I also ran out of goals and things to do. The new mod
restored having goals and things to do just as did mod 5. In the end that's all that counts to me and
for that I'm very grateful despite the inevitable bumps in the road.
lol pretty accurate
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damnaciousMember, NW M9 PlaytestPosts: 354Arc User
Barkshield is currently absolutely useless, it doesn't help against Mobs or Players.
In PvP every player is doing over ~20k+ Dmg normal Hits,
A single DoT do more Dmg than Barkshield can absorb,
That 3k-Absorbs it's simply not enough just for 1-hit down and to 2k absorb,
The armor absorbs doesn't match the level 70 content against enemy mobs or Players
" Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed"
This need to be Changed!, a single At-will destroy barkshields Bolstered Bark.
One Single "Boon" Can absorb 10,000k DMG,
How is it possible that this is better than Transcendent Barkshield Enchantment, it's simply absurd.
This would Barkshield help to make it usable again:
- At-Will Powers should NOT be able to consume a Charge of Bolstered Bark!
- Higher "Armor absorbs" is needed.
For the fourth Bolstered Bark:
Transcendent - 10k absorb
Pure - 9k Absorb
Perfect - 8k Absorb
I completely agree. Barkshield is very lame and pathetic now.
We have posted an update regarding Neverwinter: Elemental Evil, and how our team is gathering, assessing and taking action on community feedback. The full blog can be read here.
Please feel free to continue feedback for Neverwinter: Elemental Evil here. We will update the community as we make changes to the game.
I read the notes.. as a paying customer.. ( I have bought $100's of Zen) of 6 toons, what I truly do not understand is why? Why take a ground breaking, fun and playable game and turn it into something that is more work, less fun, and less playable? Not to mention the BIGGEST factor of all... you can no longer play multiple toons due to the UNGODLY amount of time, effort and serous work just to get ONE toon to 70, just to find that most of the maps are STILL unplayable due to the one shot kill factor that even the smallest mobs possess. Why would I ever even consider taking a 2nd, or 3rd toon to level 70? And there is NO WAY ON THIS EARTH I would spend one more penny on this game UNTIL they correct the mistakes. Mod 5 was AWESOME... and that is where I spent most of my money (on all the toons) but I feel it may be time to move on to a game that is actually fun to play.
After some time spend playing it, I can say it is too hard. I was playing DC, and I use to have 21k gs, and with that I was unable to solve every solo quest in campaign. If I didn't, how can it someone with gear worse then mine?
Also, everyone know pally is overpowered. None any class have first daily skill that much strong that kill boss in first dungeon of campaign with one strike. Also, later in game, when they reach lvl 50, in pvp they SPEAK to each other, because noone can kill them, and can killl to each other. Yes, they are good in pve, but overpowered in pvp.
Also, I reallly have misunderstanding with meaning of some items, like BLUE: Mark of Power/Union/Stability. If it say: 'These items can be found rarely from Epic Dungeon Skill Nodes and Bosses.', and if I get one very rarely, and its bound to account, HOW some players have 10 (or more)x99 stacks in AH? And ok, maybe they know how to get it, and I don't, but...what is the point of availability of that items, if price of blue one will drop to price of green one?
Before, I give 100k AD to get 1 blue Mark of Power for upgrade of artifact, and now it cost 1k?? Cmon, its a joke.
Also, during exp week, and leveling new charachter, I notice that VERY often NPC in different zones don't have yellow question marks above their heads. I'm a old player, and I know which NPC should give me a next task, but what new players should do? There is no question marks, but when when You start communicate with them, they have 'open' task.
That is for now.
Thank You for effort to make this game better. Its already great.
Good luck.
I'm so disapointed with everything PVE related on neverwinter, doesn't matter your defense or HP stats you have you have like 90% chance to die for mobs with only 1 hit. Mod 6 has made the game not fun anymore, can't no longer donate to tiamat have like 60+ coffers, so what am I supposed to do with all these coffers? When a game has an update, you expect to see new content not take things that you already played in the past away, like tiamat almost impossible now, skirmishes and Dungeons you will get kicked very often, solo your dailies missions for campaign not fun anymore too, game at this point is more of a headache than anything else. I'm not new to neverwinter before the update i had a HR with 23k GS.
Today's update is a joke with the players nothing really important according to release notes, so it looks like they are happy with the game play now, really considering quit playing neverwinter and spend my time playing something else.
I fell your pain. This WAS an awesome, fun and PLAYABLE game...I can only hope for THEIR sake, that they rethink this whole MOD 6, and revert back to what made it such a huge success. Otherwise NW will forever be talked about in PAST TENSE.
Elemental Evil is and interesting and challenging addition. I guess I should get to the but. It would have been nice to see new dungeons/areas/lairs not recycled old ones. Also, it would be nice to have a lot more things to craft that are not just throwaways on the road to maxing a profession.
My real problem lies in what was before. Please fix the auction so that a last minute bid resets the timer.
Overall it is a better game, making it more real, aka you should not be able to solo dragons, epic dungeons, and most heroic encounters in order to farm all the good stuff.
GG is also improved with 10 v 10.
I hope this gets read and thank you
You are in the 1% in this way of thinking. I have played this game since mod 2 and it is no longer the game it once was, not even close. To be able to solo a few "select" dungeons were a "GOAL" between me, my guild and others, AND always trying to better ourselves so that we could actually compete against each other to see who had most kill/damage etc. Now... it is based on PURE SURVIVAL. What the hell fun is that. I work 10 hr days... I get weekends off... I loved this game for it's competitive nature and it WAS a source of fun and relaxation..but now I find that cleaning my garage is actually more fun.
Now. Most heroic encounters are small, I know this. This isn't really talking about the small ones. This is more talking about the large ones, and in a way, some medium ones, (Emberclaw for example). The thing is, despite these being pretty decent heroic encounters, there isn't really much for completing them. There are the elemental boxes, but are they really enough? I'll admit that I didn't do them much, but there's not much point for trying out something like the Battle for Mistral Point if there's nothing you can get from them. No one really does many of these heroic encounters from my observation. Maybe I'm wrong and I'm always in that one instance where no one tries, but... well... I never see it.
I'm not sure what you could give, but you might want to give something worthwhile from it. The elemental containers are nice, but I guess just not enough for a lot of people.
Good post.
I have received a few decent things from the elemental containers once you open them. I like that you get a rank 5 runestone or a minor resonance (spelling) stone but you are right, as the levels go up for these encounters so should the rewards. I have done only 1 or two because I cannot find people willing to play. When the mod first came out, everyone wanted to play the Crab encounter, now you are lucky if you get 1 other person to play which stinks! :rolleyes:
I decided to level my main to 70 and see if things balanced out. They didn't. So, I haven't been on in weeks.
I also play Star Trek Online, which recently had its own level-cap expansion. There was a heaping lot of story involved, and there were some disconnects in terms of leveling. But you know what? Our top level gear there was still relevant. The old adventure zones for previous "campaigns" were still the level they used to be, so people could still use them. Queued events were a bit tricky, but we adapted easily enough.
Compared to NW where our defensive stats were nerfed at the same time mobs received tremendous buffs, where the entire story added can be summarized as "Elemental cultists, go kill them." Where all gear is utterly useless. My CW went from being fairly strong (15k GS) to barely being able to defeat a trio of dread servitors - the WEAKEST mobs in DR! Minsc is as amusing as an Elvis impersonator, and I could just as easily do those two missions myself. As such, I positioned him in front of that dart trap and jumped on it until he died.
As a SS CW, I can deal heavy damage in my alpha strike. Whatever survives that gives me trouble. I have been able to solo most of the unimportant areas, but campaigns are impossible. Those dungeon missions in the Well got me killed repeatedly before EE, so Iwon't even try to attempt them now.
Overall, I use NW as something of a vacation from STO - can't do the same thing all the time. As far as I am concerned, EE has pretty much ruined this game. As such, I am glad I only spent about 20 USD on this game, because it is dead to me now. Redact EE and I may consider returning.
As far as I can see, this whole release was one big cluster <font color="orange">HAMSTER</font>. I heard complaints about this from Beta forward and it appears that none of the complaints I saw have been addressed. One of them being, and the major complaint, is that nobody can solo anything anymore. I'm not talking dungeons and encounters, I'm talking normal play and skirmishes.
Skirmishes
Dread Ring Skirmish
I think that you need to not allow anyone under the level of 70 to play both the Dread Ring and Master of the Hunt skirmishes. They were end-game skirmishes before and they should remain end-game skirmishes. This playing up to 70 doesn't do anything for those playing up and messes those who are level 70 from being able to complete the skirmish. I played the Dread Ring skirmish yesterday 2 times. The first time, we finished it with a few deaths (expected) all natural level 70's. The second time people playing up, I went down over 33+ times. Yes, it is embarrassing to admit. We did not finish the fight because after the nth time and 30 minutes later, I finally gave up!
One of the reasons that the team went down so much was in the final fight: The respawn rate of the Imps is 5 to 6 every few seconds and when you have that many imps doing more damage in 1 hit than I can in 3 to 5, you have a problem. Even the portals were doing damage to the team if they got near them.
Something to look at.
Solo Play
What happened to all areas should be soloable with just a companion? Is this a thing of the past? If so, please let us know. Many of us prefer to just solo in the main areas than depend on someone else. I prefer to not run with other people when I am doing daily quests and I know there are many out there like that now.
I read the notes.. as a paying customer.. ( I have bought $100's of Zen) of 6 toons, what I truly do not understand is why? Why take a ground breaking, fun and playable game and turn it into something that is more work, less fun, and less playable? Not to mention the BIGGEST factor of all... you can no longer play multiple toons due to the UNGODLY amount of time, effort and serous work just to get ONE toon to 70, just to find that most of the maps are STILL unplayable due to the one shot kill factor that even the smallest mobs possess. Why would I ever even consider taking a 2nd, or 3rd toon to level 70? And there is NO WAY ON THIS EARTH I would spend one more penny on this game UNTIL they correct the mistakes. Mod 5 was AWESOME... and that is where I spent most of my money (on all the toons) but I feel it may be time to move on to a game that is actually fun to play.
Exactly!
I am an alt-o-holic too and since Mod 6 came out i find myself very frustrated. I can't bare to do the insanely boring "questline" with all my toons to 70 (got 10 toons), just to see, that when i reach the point, there is nothing to do, except grind the same things over again and there is nothing to do, since we have lost out on dungeons and the current T2 dungeons can't be done the legit way, cause of the 1 shot trash mobs.
My other gripe is the gear. While in the past i could gear up my alts decently with weapons from Castle Never, VT or MC and have a decent alt to take on a bit of fun run, whenever i wanted, now there is only the artifact weapon option and it would take me many thousands of euros to equip all my toons, which is really the end of multi-toon gaming here. The amount of money now being asked for a toon is now unbearable, if you have a family to feed.
The real honest man is honest from conviction of what is right, not from policy.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
0
sweetbreadsMember, NW M9 PlaytestPosts: 21Arc User
edited April 2015
Anyways here i go again........ 99% of people want to play a game that's enjoyable but also be able to complete things such as Dungeons without having to exploit game mechanics. A 30 minute Dungeon should be 30 minutes, not a hour + with little chance of completion and that's with accomplished long term guild players ( i dread to think how some of the PUGS are felling at the moment). Fixing exploits is good and not fixing broken class mechanics at the same time is bad. Frustration leads to people leaving the game, they can't see the point of playing if they can't progress or feel like they at least have a chance.
If you believe that your attempt at openness with the community is being bought, then you're very much out of touch. Even an explanation as to why you've targeted certain fixes and not others would help!
It's not just those level 71-73 zones. I can't even do simple foundry's without getting one-shot by 3+ mobs converging on me and all critting at the same time. It's an instant death for my CW even on the easy mobs. If there is more than one difficult mob in the pack I basically stand no chance. The only content I can currently do without dying repeatedly on are the two minsc assisted quests. So I've been doing those and waiting to see if they are going to do something about the overwhelming mob damage.
you have to run sheild on tab as a CW these days, it will giver you 80% resist then 50% resist and 25% resist once fully broken, its unmitigatable so you can have higher resistance then a gwf simply by puting that power on tab, you lose a little damage but you gain becoming one of the tankyest chars in game atm. i recomend taking the renegade capstone for chaotic healing it will do 40k healing when it procs with EE atri weapon and despite the tool tip arcane missiles can proc chaotic healing and fury or chaos magic at the same time(only one takes effect but chaotic healing seems to always over ride either of the others happens when it tickks on the 3 in one shot), so you can keep chaotic healing up a lot of the time, im usualy second on healing charts if theres a dc or first if not then you want to take opresor for icy veins that and icy terain power will freeze stuff within 15foot solid the first chill tick that icy terrain ticks. its the same build most people use in pvp but they also use tenacity gear and negation, between 53% and 135% total resist although at most points it sits more around the 75% total mark.
(that combined with chaos magic and a bloodtheft enchant means 2 CW can sit and shoot each other indefinately in pvp)
but basicly pick up sheild never take it out of tab slot and learn to work with just 3 main encounters and pop sheild at end of fight to finish them sometimes, i use sheild icy terain faning the flames and desintergration, many use conduit of ice or storm spell in place of either of faning or desintigration .
but i have the feat to give extra single target damage and my aoes are just to keep my burn going and keep stuff frozen solid the majority of fight. i run crit conflag and swath of destruction, i kill slower then some cw but i can face tank groups with just 30k hps beter then a gwf and i can keep stuff frozen solid more then 50% of fight and rest of time they are moving very slow burning for 2-5k a second
0
santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
Also, during exp week, and leveling new charachter, I notice that VERY often NPC in different zones don't have yellow question marks above their heads. I'm a old player, and I know which NPC should give me a next task, but what new players should do? There is no question marks, but when when You start communicate with them, they have 'open' task.
That is for now.
Thank You for effort to make this game better. Its already great.
Good luck.
I've been seeing this alot with the ToD daily quests. After speaking with the Harper and getting Common Cause, I have to walk around the other NPCs until I find the one with a task. They don't prompt first (with a question mark). Bug?
Comments
The story line is simple. You have to retreive the elemental seeds and return them to the elemental tree in Protector's Enclave.
How do to this:
First quests you go to Minsc & Boo and get the quests, meet them there, kill enemies (not hard) and then return the seeds.
Once you hit the first level of Elemental of Evil, you get a quest that lets you track how many quests you have done. For each subarea within the area, you have to complete 16 quests before you are told to move on to the next area. To help with experience, always talk to the Zhentarian Agent to get the ongoing quest. You have to kill 100 enemies before you can turn it in which is usually 4 quests worth. If you kill along the way.
At the end, you get the seed to bring back to the tree.
Be prepared to die a LOT during this and do not throw away the potions, you will need them!!!!!
What happens at end game I have no idea. I have not gotten there yet.
That being said, I did say I wanted harder content, not this mess that is currently happening. Harder content means having to PLAY your character, play smartly and choose skills and encounters wisely for each situation. What happens now is...is....ahem, just straight infuriating.
Remember running Briggins Tomb just after IWD release? I'm talking on a pre-buffed DC or a GF here. It was a challenge, but doable with some (pun intended) vigilance. The HE's were troublesome but could be done.
WOD/TOD? Okay the minions here were garbage, but the mini dungeons? They were a fun challenge, now they're character-a-cide.
There was a thread bashing this module and while I didn't defend this mod, I did say it was nice to see friends and guildmates having fun while leveling to 70, popping potions and chuckling a bit when they croaked. I still feel that way, its a game, your supposed to die in it every once in awhile, and it is a step in the right direction for getting away from facestomping everything....
BUT, if I don't want LASO, Tip of the Spear, All Skulls On, all of the time.
Yes, the new areas are neat, but dude, they are re-made areas! Are the dev's that freaking lazy they cannot create new maps? I own hundreds of D&D books, there are tons of cities/towns that can be incorporated into this game.
I think what these guys need to understand is that, if we have a game we love, we will spend our money on it. If the prices are cheap to buy zen transfer to AD and buy BoE rp's, we'll do that. But with everything being bound, prices are skyrocketing, and that is the causing the opposite of what they are trying to achieve. People are saying it's too expensive so they don't spend. Sure, some things need to be bound to account, but to the extent where they are tightening wallets is counter-intuitive to what they need to do. They need to give an incentive so people will spend their hard-earned money on a free-to-play game. They need each person to drop $5 or $10 every month or so, not exist only on those few that drop thousands. Just like real life, these games run parallel to real life economics, and their current pace is bankrupting themselves.
Healing is useless when you lose all your health in a single frame.
Tanking is useless when you're 1-hit by things that bypass all your mitigation.
Really, the whole combat thing needs to be reworked at these higher levels. I've seen 70+ Guardian Fighters, with 2k+ IS, with DC backup, go from full health to zero in a single barrage from three of those tiny baby spitting green dragon minions in the Epic Shores of Tuern Skirmish.
Also, what's with the order of the dungeons/skirmishes?
The final showdowns with Valindra and eLoL are the dungeons with the lowest requirements? While, the revamp of three dungeons you've already done a million times each (due to the sudden lack of options) are the highest?
I'd really prefer to revert to the old dungeon system, and GS system. Up to 20-69, it isn't worth the loss of content, and once you hit 70, it's just an exercise in futility that makes you want to give up on ever playing, or reaching, level 70 ever again.
You get the main hand artifact weapon by completing all of the quests in Spinward Rise. (You don't need to do all of the quests before this zone.)
You get the offhand artifact by reaching level 70. It doesn't matter how you get there. Talk to Knox.
You're doing it backwards. Sharandar is and always has been an end game zone. Therefore it is now a lvl 70 zone. If you talk to Sgt. Knox and pick up the quest line to 70 and follow it then come back to Sharandar (or DR or IWD) they will be much more manageable. As hard as they were when they were new zones to be sure, but much more manageable. It isn't the fault of the game if you skip the quest line to 70, go straight to endgame at 60, and get overwhelmed. How else should it be?
And reaching 70 only opens three new dungeons (and three beefed versions of the old ones, which for some reason have a higher item score requirement than the story end dungeons). There's really no reason to get there, as things are now, as it's just unplayable.
I have 2 70s so far and solo content is all I've ever done with the exception of Tiamat and world heroics. Though I'm still focused more on bringing more alts to 70 I have done DR dailies and even completed DR dungeons a few times. Against the advice of everyone I put my control wizard deep into control so I can survive when I'm fighting statues because statues can't hit. Haven't done much on my other 70 yet. For my cw so far DR doesn't seem any more difficult than it was when mod 5 was new but it was very challenging then too. I really doubt my other chars, fighting mobs who aren't frozen, will fare as well. No way in hell I'd attempt Biggrins solo on anything but I couldn't solo it at the beginning of mod 5 either. My dc 70 ignored the 'life steal is useless now!' mantra and puts a ls dot on every mob in the group she's fighting. Life steal applied to 5 mobs is 5 times better and her survivability is high with the bank of mob batteries to draw life from. But I am used to having to come up with strategies to survive solo from the beginning whereas many players are not. Whether my other chars can find reasonable strategies remains to be seen.
As to the current difficulty of dungeons I'm taking the word of you and other posters who are doing, or at least attempting, to do them. The fact Tiamat is critical to progression and is reportedly currently undoable sums it up pretty well for me.
I'm not saying you're wrong about anything. I'm just saying in mod 6 focusing on anything I can still do has been working for me. Unfortunately trying to find things which haven't been taken away isn't a good basis for a mod.
My real problem lies in what was before. Please fix the auction so that a last minute bid resets the timer.
Overall it is a better game, making it more real, aka you should not be able to solo dragons, epic dungeons, and most heroic encounters in order to farm all the good stuff.
GG is also improved with 10 v 10.
I hope this gets read and thank you
Ok, just to make it simple, there is NO story line at all. If one knows the original Temple of Elemental Evil story, that was introduced back by Gary Gygax- the godfather of DnD- then you would know, that this is nowhere near to the original one.
This Mod has no story line at all.
When i first saw the Mod and Minsc with Boo, i thought, hey they did it, but it's only a few animations. While we level up to 70 we don't get any lore or story from the Mod either. At the end of the grind fest in Spinward Rise there is no conclusion to the story, nothing.
So all together epic fail.
It would be a huge fail by itself alone, if it would have come out without any new dungeons and campaign map, but the fact that we have lost more than half of the existing content makes it even worse, no excuse here either.
My other gripe is that if you have a complete toon with all boons, what to do, nothing, cause the most dungeons are not working, just remember the 1 shot trash mobs. Bad joke, a Hero of Neverwinter gets 1 shot by a trash mob. :rolleyes: We have no new campaign map, so the last thing we can do is to grind the same old maps over and over again and build each toon new, like it was made today.
Grind is not a campaign!
On the other hand, if you level up a new toon as a beginner and/ or you didn't have most of the boons and a bag full of Black Ice, you are screwed again, cause the game doesn't provide you the opportunity to gear out your new toon. The places where one could obtain the better gear can only be done by exploiting.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
I actually feel that way a lot in Mod 6. I put on my new blue armor and run out and die, and die, and die, and die, and die. Leveling is atrocious. It's unnecessarily vicious. Life steal no longer works. It just flat out doesn't work. There are new potions? Okay, I bought a max stack of those. But they don't heal enough now that I have expanded health, which is... apparently... the only stat that matters any more? Not that it helps. Not that it matters. Old purples, new blues, I spend all my time standing around at camp fires thinking "do I actually want to hurry up and get back to the part where I'm dead again? Because right now I'm standing around not moving and having more fun than I have in the last hour." That's usually shortly before I quit. Again.
I used to drop a good five or six hours a day in this game while I was looking for work. Now I might put in an hour before I quit in disgust. Before I get a headache from frustration. Before I forget that I'm not allowed to do instanced areas any more, they just kill me. The game was too easy before? It used to be fun, too. Now I can charge directly to my death over and over and over again without making the slightest impact on my experience bar or quest objectives. Should I group up? Because that hasn't improved my survivability. Most of my friends aren't logging in any more anyhow. Like me, they're playing other games. ANY other game. Something they enjoy, because this game seems to be intent on penalizing me for having old armor. Penalizing me for not having the new end-game gear I don't have end-game gear to acquire. Penalizing me just for playing.
So. You want to fix things? Change things? Please. Go ahead. I'm genuinely curious if I or anyone I care about will still be around to see it.
• Micro-transactions are where it's at:
- All your expendable/consumable items should be a buck, or even less. People will spend Zen willy-nilly, even on the fly simply to grab a scroll of life, or that replacement health rune stone, when it's less than the cost of a cup of cheap coffee to do so.
- Long term and aesthetic items can remain expensive. But items you need often and you consume, or for RP, should be impulse buys.
• In-Game accessibility:
- This is a hard one, but it's an important one. You need to set it up so people can buy Zen on the fly, without leaving the game, or heading to the website (or worse, having to go through ARC). Setup a secure winsock directly to the website, and let the form be filled out in-game, if need be.
As it is now, however, once you hit 70, no amount of Zen spent can save you. Your veteran players are your biggest spenders - coupled with the fact that they are also the biggest lures of new players, you don't want them rage quitting.
Further, as much as auto-adjusting areas are appreciated, you can't let them become the norm, as otherwise leveling seems to become pointless, fast. Your veterans need to feel as though they've actually become more powerful, to reduce the rage quit rate, and maintain the illusion of progress. There's no reason that a level 70 character, going back to do the grind of the elemental open areas, should be knocked down to 61 (or what not). There has to be at least an illusionary benefit for leveling. Right now, there's very little, and it opens you up to whole new worlds of pain, rather than new worlds of adventure.
Well, Gygax wrote that up for the world of Grayhawk, not Forgotten Realms. Same copyright holder, so not a copyright issue, but it does involve a different pantheon and all. Not that you couldn't adapt it, but it'd be work, lotta mapping and models. Good Foundry idea though.
ToEE's story isn't exactly "deep" either though - I don't expect much in the way of storyline from an MMO. It's tricky to make a good story, when there's hundreds of PC's running about. Not that they couldn't have made more of an attempt in mod 6. Minsc's brief appearance added some, eh, "personality", at least, I suppose.
I will give them points for doing VO's for the new areas, at least. Whatever company Cryptic uses for VO's is pretty damned awesome.
I prefer games that have a focus on exploration, stories, lore, and rewards creativity (for the foundry for example) sadly, this will never be Neverwinter's case, who's becoming some kind of refinement simulator like some people say.
lol pretty accurate
I completely agree. Barkshield is very lame and pathetic now.
I read the notes.. as a paying customer.. ( I have bought $100's of Zen) of 6 toons, what I truly do not understand is why? Why take a ground breaking, fun and playable game and turn it into something that is more work, less fun, and less playable? Not to mention the BIGGEST factor of all... you can no longer play multiple toons due to the UNGODLY amount of time, effort and serous work just to get ONE toon to 70, just to find that most of the maps are STILL unplayable due to the one shot kill factor that even the smallest mobs possess. Why would I ever even consider taking a 2nd, or 3rd toon to level 70? And there is NO WAY ON THIS EARTH I would spend one more penny on this game UNTIL they correct the mistakes. Mod 5 was AWESOME... and that is where I spent most of my money (on all the toons) but I feel it may be time to move on to a game that is actually fun to play.
After some time spend playing it, I can say it is too hard. I was playing DC, and I use to have 21k gs, and with that I was unable to solve every solo quest in campaign. If I didn't, how can it someone with gear worse then mine?
Also, everyone know pally is overpowered. None any class have first daily skill that much strong that kill boss in first dungeon of campaign with one strike. Also, later in game, when they reach lvl 50, in pvp they SPEAK to each other, because noone can kill them, and can killl to each other. Yes, they are good in pve, but overpowered in pvp.
Also, I reallly have misunderstanding with meaning of some items, like BLUE: Mark of Power/Union/Stability. If it say: 'These items can be found rarely from Epic Dungeon Skill Nodes and Bosses.', and if I get one very rarely, and its bound to account, HOW some players have 10 (or more)x99 stacks in AH? And ok, maybe they know how to get it, and I don't, but...what is the point of availability of that items, if price of blue one will drop to price of green one?
Before, I give 100k AD to get 1 blue Mark of Power for upgrade of artifact, and now it cost 1k?? Cmon, its a joke.
Also, during exp week, and leveling new charachter, I notice that VERY often NPC in different zones don't have yellow question marks above their heads. I'm a old player, and I know which NPC should give me a next task, but what new players should do? There is no question marks, but when when You start communicate with them, they have 'open' task.
That is for now.
Thank You for effort to make this game better. Its already great.
Good luck.
I fell your pain. This WAS an awesome, fun and PLAYABLE game...I can only hope for THEIR sake, that they rethink this whole MOD 6, and revert back to what made it such a huge success. Otherwise NW will forever be talked about in PAST TENSE.
You are in the 1% in this way of thinking. I have played this game since mod 2 and it is no longer the game it once was, not even close. To be able to solo a few "select" dungeons were a "GOAL" between me, my guild and others, AND always trying to better ourselves so that we could actually compete against each other to see who had most kill/damage etc. Now... it is based on PURE SURVIVAL. What the hell fun is that. I work 10 hr days... I get weekends off... I loved this game for it's competitive nature and it WAS a source of fun and relaxation..but now I find that cleaning my garage is actually more fun.
I have received a few decent things from the elemental containers once you open them. I like that you get a rank 5 runestone or a minor resonance (spelling) stone but you are right, as the levels go up for these encounters so should the rewards. I have done only 1 or two because I cannot find people willing to play. When the mod first came out, everyone wanted to play the Crab encounter, now you are lucky if you get 1 other person to play which stinks! :rolleyes:
I also play Star Trek Online, which recently had its own level-cap expansion. There was a heaping lot of story involved, and there were some disconnects in terms of leveling. But you know what? Our top level gear there was still relevant. The old adventure zones for previous "campaigns" were still the level they used to be, so people could still use them. Queued events were a bit tricky, but we adapted easily enough.
Compared to NW where our defensive stats were nerfed at the same time mobs received tremendous buffs, where the entire story added can be summarized as "Elemental cultists, go kill them." Where all gear is utterly useless. My CW went from being fairly strong (15k GS) to barely being able to defeat a trio of dread servitors - the WEAKEST mobs in DR! Minsc is as amusing as an Elvis impersonator, and I could just as easily do those two missions myself. As such, I positioned him in front of that dart trap and jumped on it until he died.
As a SS CW, I can deal heavy damage in my alpha strike. Whatever survives that gives me trouble. I have been able to solo most of the unimportant areas, but campaigns are impossible. Those dungeon missions in the Well got me killed repeatedly before EE, so Iwon't even try to attempt them now.
Overall, I use NW as something of a vacation from STO - can't do the same thing all the time. As far as I am concerned, EE has pretty much ruined this game. As such, I am glad I only spent about 20 USD on this game, because it is dead to me now. Redact EE and I may consider returning.
Skirmishes
Dread Ring Skirmish
I think that you need to not allow anyone under the level of 70 to play both the Dread Ring and Master of the Hunt skirmishes. They were end-game skirmishes before and they should remain end-game skirmishes. This playing up to 70 doesn't do anything for those playing up and messes those who are level 70 from being able to complete the skirmish. I played the Dread Ring skirmish yesterday 2 times. The first time, we finished it with a few deaths (expected) all natural level 70's. The second time people playing up, I went down over 33+ times. Yes, it is embarrassing to admit. We did not finish the fight because after the nth time and 30 minutes later, I finally gave up!
One of the reasons that the team went down so much was in the final fight: The respawn rate of the Imps is 5 to 6 every few seconds and when you have that many imps doing more damage in 1 hit than I can in 3 to 5, you have a problem. Even the portals were doing damage to the team if they got near them.
Something to look at.
Solo Play
What happened to all areas should be soloable with just a companion? Is this a thing of the past? If so, please let us know. Many of us prefer to just solo in the main areas than depend on someone else. I prefer to not run with other people when I am doing daily quests and I know there are many out there like that now.
Exactly!
I am an alt-o-holic too and since Mod 6 came out i find myself very frustrated. I can't bare to do the insanely boring "questline" with all my toons to 70 (got 10 toons), just to see, that when i reach the point, there is nothing to do, except grind the same things over again and there is nothing to do, since we have lost out on dungeons and the current T2 dungeons can't be done the legit way, cause of the 1 shot trash mobs.
My other gripe is the gear. While in the past i could gear up my alts decently with weapons from Castle Never, VT or MC and have a decent alt to take on a bit of fun run, whenever i wanted, now there is only the artifact weapon option and it would take me many thousands of euros to equip all my toons, which is really the end of multi-toon gaming here. The amount of money now being asked for a toon is now unbearable, if you have a family to feed.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
If you believe that your attempt at openness with the community is being bought, then you're very much out of touch. Even an explanation as to why you've targeted certain fixes and not others would help!
(that combined with chaos magic and a bloodtheft enchant means 2 CW can sit and shoot each other indefinately in pvp)
but basicly pick up sheild never take it out of tab slot and learn to work with just 3 main encounters and pop sheild at end of fight to finish them sometimes, i use sheild icy terain faning the flames and desintergration, many use conduit of ice or storm spell in place of either of faning or desintigration .
but i have the feat to give extra single target damage and my aoes are just to keep my burn going and keep stuff frozen solid the majority of fight. i run crit conflag and swath of destruction, i kill slower then some cw but i can face tank groups with just 30k hps beter then a gwf and i can keep stuff frozen solid more then 50% of fight and rest of time they are moving very slow burning for 2-5k a second
I've been seeing this alot with the ToD daily quests. After speaking with the Harper and getting Common Cause, I have to walk around the other NPCs until I find the one with a task. They don't prompt first (with a question mark). Bug?