Spinward Rise is very very pretty. I love the look - the earth motes overhead, the zones on different floating islands. The mobs are even nice to look at. The Kenku are great - The cloud giants are terrifying, but pretty.
The Auran Tome quests - I LOVE them! magical parkour across earth motes high above the zone? Yes, please!
I think the game needs a lot more little fun quests like those.
Spinward Rise is superb. Design is very pretty, music is very enjoyable, it's overall a very pleasant experience, but it doesn't have replay value in terms of rewards, which is really a shame. And it is overshadowed by everything else this mod has brought.
Somehow I feel sorry for the designers of that map, they didn't get any recognition from community for their effort.
I would like it more if the lag was not that persistent. I hated the book tome quests, but the look of whole spinward was nice. One of the few good things that came along mod 6
Spinward rise is beautiful indeed.
You just can't enjoy it through all that lag.
I also like the fact that at least for dungeons it pushes forward multi class party compositions and people can't easilly mow through them with a full dps team.
I like teamwork, this could be a real fun time if only the mob damage wasn't completely broken (T2 speaking)
It appears that in every little good thing done, there's something completely wrong in the recipe overshadowing it.
And I really miss the old dungeons =/
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khimera906Member, NW M9 PlaytestPosts: 898Arc User
edited April 2015
Spinward Rise was a nice surprise, especially the jumping quests. I like the green sunny areas, but the music is in total contrast with the rest of the game. It has no epic feel to it like the rest of the game's music does. That's just my opinion. Yes, congrats on Spinward, the paladin and the companion changes. That's my positive feedback on M6.
I hate dancing with Lady Luck. She always steps on my toes.
Domination/GG, if 1 team have more men power than the other team in a node , then they start count as capturing the node, this change is good, no more a mighty gwf/gf/tr/hr/dc able to stay on the node and avoid other team capture for long time.
As the newness wares off of several elements of Mod 6, I am better able to appreciate some of the changes made to previous aspects of the game like Invocation and the character respecification for newly introduced feats. But when it comes to the sheer amount of "pro's" -vs- "con's" accompaning this latest Mod update - I'll just stick to some aspects don't appear to be as bad as I initally invisioned them to be and some portions of it "looks good"... (This is afterall a "positive" M6 feedback thread).
Spinward Rise is very very pretty. I love the look - the earth motes overhead, the zones on different floating islands. The mobs are even nice to look at. The Kenku are great - The cloud giants are terrifying, but pretty.
The Auran Tome quests - I LOVE them! magical parkour across earth motes high above the zone? Yes, please!
I think the game needs a lot more little fun quests like those.
You would like my foundry.
NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
I'm old-school D&D. Wasn't I mad when I rolled up a DC and she didn't have a mace. Or shield.
Oh man, me too! My first toon was a DC, and I was so confused about this stick I was waving around. I wanted to hit things, smite evil, cure serious wounds!
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instynctiveMember, NW M9 PlaytestPosts: 1,885Arc User
Oh man, me too! My first toon was a DC, and I was so confused about this stick I was waving around. I wanted to hit things, smite evil, cure serious wounds!
Amen to that.
I was super excited about all the undead creatures in the game, because that Turn Undead was going to be epic and amazing.
The problem with Turn Undead in the pnp game was always that lack of closure:
"What? Whadya mean they are coming back and I can't attempt to turn them again until tomorrow? What? And they are bringing some random wandering monsters along too???? Nooooooo!"
lol
My party always cheered for random wandering monsters. :-)
"...I grab my wiener and charge!" - ironzerg79
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darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
edited April 2015
One huge QoL improvement I haven't seen mentioned before (probably just missed it in the sea of negativity):
When you are upgrading an enchantment or artifact and drag a stack of Preservation Wards to the ward slot, if you fail the wards stay in the slot for the next attempt.
This is huge, not that I ever lost a greater Mark of Potency and lesser Dragon's Hoard Enchantment due to carelessness... >.>
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khimera906Member, NW M9 PlaytestPosts: 898Arc User
One huge QoL improvement I haven't seen mentioned before (probably just missed it in the sea of negativity):
When you are upgrading an enchantment or artifact and drag a stack of Preservation Wards to the ward slot, if you fail the wards stay in the slot for the next attempt.
This is huge, not that I ever lost a greater Mark of Potency and lesser Dragon's Hoard Enchantment due to carelessness... >.>
Yes, I did notice it, and I really appreciate the change, but it's small things like this that really grinds down my patients with this game. It's really a matter of common sense. I mean, why didn't they make it like this in the first place. But whatever ... I'm just glad they made it right.
I hate dancing with Lady Luck. She always steps on my toes.
One huge QoL improvement I haven't seen mentioned before (probably just missed it in the sea of negativity):
When you are upgrading an enchantment or artifact and drag a stack of Preservation Wards to the ward slot, if you fail the wards stay in the slot for the next attempt.
This is huge, not that I ever lost a greater Mark of Potency and lesser Dragon's Hoard Enchantment due to carelessness... >.>
This was a nice change....and I have lost a rank 9 enchantment before because I forgot to readd the ward.
I liked the jumping quests too - something different. It would be great if there were more air-motes and you could navigate across the whole map with them and encounter mobs on them occasionally. It was fun trying to get to otherwise inaccessible roof tops using the motes to ping away at mobs for kicks.
I like the look. I hate the lag there .
Some of the quests are hard to figure out without some help - like air tomes are cool but path to quest is misleading.
Quest path for the whole area is very broken.
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fludpuckerxMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited April 2015
Positive,, well Module 6 is module 5 +1, only positive thing I can come up with. The endgame is the worst MMO experience, I have had ever and I have played some really bad ones. Make the game grindy, or difficult.. please not both.
Comments
Somehow I feel sorry for the designers of that map, they didn't get any recognition from community for their effort.
Flying across the motes is cool too.
So instead of the big dark blue of the Fiery Pit, I can see a big bright blur.
"...I grab my wiener and charge!" - ironzerg79
You just can't enjoy it through all that lag.
I also like the fact that at least for dungeons it pushes forward multi class party compositions and people can't easilly mow through them with a full dps team.
I like teamwork, this could be a real fun time if only the mob damage wasn't completely broken (T2 speaking)
It appears that in every little good thing done, there's something completely wrong in the recipe overshadowing it.
And I really miss the old dungeons =/
Everything else is just extra add-on stuff.
Fixed that for you.
"...I grab my wiener and charge!" - ironzerg79
Hahahah! Yes, that would be my answer also, until they finally released the paladin (which I wished were there at launch).
You win a giant cookie for that response!
You would like my foundry.
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
Oh man, me too! My first toon was a DC, and I was so confused about this stick I was waving around. I wanted to hit things, smite evil, cure serious wounds!
Amen to that.
I was super excited about all the undead creatures in the game, because that Turn Undead was going to be epic and amazing.
Oops. They must have skipped page 103.
"...I grab my wiener and charge!" - ironzerg79
lol
My party always cheered for random wandering monsters. :-)
"...I grab my wiener and charge!" - ironzerg79
When you are upgrading an enchantment or artifact and drag a stack of Preservation Wards to the ward slot, if you fail the wards stay in the slot for the next attempt.
This is huge, not that I ever lost a greater Mark of Potency and lesser Dragon's Hoard Enchantment due to carelessness... >.>
Yes, I did notice it, and I really appreciate the change, but it's small things like this that really grinds down my patients with this game. It's really a matter of common sense. I mean, why didn't they make it like this in the first place. But whatever ... I'm just glad they made it right.
This was a nice change....and I have lost a rank 9 enchantment before because I forgot to readd the ward.
— (The unwritten rule)
Some of the quests are hard to figure out without some help - like air tomes are cool but path to quest is misleading.
Quest path for the whole area is very broken.