Yesterday we announced the upcoming module -
Neverwinter: Lost City of Omu!
Over the next few week's we'll be sharing Developer Blogs with more detailed information on content, rewards, etc. We look forward to your feedback on this as well as the feedback threads on the Preview forums. In the meantime, check out Dragon+ Magazine's
exclusive initial coverage of the upcoming release!
Comments
get your priorities straight mate.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
WE ARE NOT SUPPORT, WE ARE DPS
today
we do not cure as a cure
we do not debuff
we do not do the tank
we did not get hurt
What are we?
anything
Yes, balancing, blah blah blah. These are all excuses that don't change the fact that it's been years with no new class. Yes, balancing is a need. And so is making new classes. And new content. It's all part of the process.
Really? More dinosaurs? More hunts? Same basic environment again. One epic trial. Lackluster to say the least.
Thing that got me is the Triceratops in the preview, thing that bugged me at the launch of Chult where that all Dino's where carnivore's, and it felt a bit as if they are all made of the same template.
Hoping to see some herbivores (I personally love the anklyosaurus).
Also hoping the other dungeon gives an incentive for people to run Hero's Accord, though tbh I doubt it will happen for as long as the 2 DC meta is still the best way to go in terms of short completion times.
Is there any chance you guys (devs) considered moving MSP and FBI from Random Epic D to Hero's Accord? You received a ton of feedback about this and I think that this would please allot of people.
The issue is that once we get the level cap increase, we get what, 5-6 more powers and feats, 6 more class features - two for each path, and right now, 8 classes. That's literally hundreds of things they have to balance, just for a level cap increase.
Add to that the fact that they need to rework SW and TR, what's even more feats they have to work on, adding a new class before level cap increase is suicidal. Because they'd have to balance everything out multiple times. Once with the class, once after the level cap increase - and that just complicates everything. They 1st need to do the LC increase.
As for the new mod, I'm super excited. Chult is one of my favorite campaign zones to date, and if the pen and paper campaign is any indicator we are in for a treat!
The only gripe I have is the uneven RNG grind, I'm convinced that RNG is weighted in favor of some players and against others (possibly racing condition in the RNG algorithm?)... for example: it took me 3876 runs in ndemo/edemo/mdemo to get a +5 ring (I tracked my demo rewards in a spreadsheet for over a year)... or 2 weeks ago I was helping an alliance member grind MSVA (I've never had a Jarl's gaze drop), and I had a guild mate get 4 in 10 runs. Instead of naked RNG I would love to see something like the bags in the winter fest, 1st run lowest odds of good rewards.. by say run 20 increase the odds of better loot, and keep increasing the odds until you hit something like the UEC, then reset the loot table for that character... let people feel (evenly?) rewarded for playing.
I'm a software developer myself, as such I recognize the hard work, and dedication that goes into an effort like this, and want to say thank you to the entire development and art team for making this game and keeping us in the loop with future changes. Thank you!
Guild Leader: Mistaken Identity (formerly Midnight Express)
My Twitch Stream
See my Youtube Channel for guides and more
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
Anyway, I'm always assuming stuff added will be done properly. You can't be afraid to add stuff cause it MIGHT not work properly. Even if you pre-plan something for hundreds of years it might still go wrong you know. But that's only a possibility. It's preferable to think positivelly and think it will work like a charm. Especially if it is well intended.
Also think of it like this. Sometimes you need to do something more times than another to get the same results. Maybe it's not the design per se; maybe you're doing something the wrong way and they did it the proper way, or way intended? If so, try to ask them what they did and maybe if they planned what they did they might share it with you.
-----Further down it's added after I edited the post cause I wanted to expand on the issue discussed------
Btw, and to clarify: I want BOTH level cap raise and Race+Class additions. Why? Practically all my core characters are level 70+(excessive experience) and they're adding content anyway which I haven't concluded all of anyway, so why not? I could ask for the same reason, if I take things to a personal level: WHY add new content, since I haven't concluded the existing one+expansions yet? But I can't limit other players this way. Plus there are other reasons as well that are not of the present to discuss.
Neverwinter Online should see progress in all possible levels as it advances through time if we want it to be playable and enjoyed by those playing it. This is practically the first fully fledged D&D game that gives us the possibility to experience that setting and I fully intend to take advantage of the opportunity given. So I want it to progress and stay around available to be played for as long as possible. So adding to it as well as improving it and fixing the more troublesome aspects of it is a given for me.
Else it could have a fixed setting, be a DVD-based game, non online and that you could eventually end playing, only knowing like a fraction of it. Like, imagine what would Earth be like if you could only visit a limited area of it close to the house you were born in and not advance or vist other places. While you would know there is more there to it.(if you wouldn't, ok, that's another case you can't desire what you aren't aware of.) This is a major case of what if? You have all those games in D&D setting, many of which I have in my possession and haven't played and many that were prematurelly cancelled and alot that are not really playable by newer players cause outdated graphics or no maping system etc.
Also MMO's that we've payed for and were cancelled(like Marvel Heroes that I did like and always had in mind to invest time to and wanted some improvements from, but "puff" one day vanished" and I only got to play like 40 hours of within 3-4 years) or subscribed to and played but didn't turn to what expected and not really playing much these days like SWTOR(which hopefully will not go "puff" as well by the time I will want to get back to it), or STO which is made by the same team basically(or the same company if you will) not playing much these days cause though it has advantages and merits of its own, does a few things badly but those few irritate me to the extend I can't currently play it...(including but not limited to a quite nasty to be frank to a large enough player base, 2016 winter event and time around it has been a revelation regarding alot of its players "quality" as personalities).
So obviously, as I enjoy Neverwinter Online atm and approve of many positive things about it(the simpler refining process, grouping of items in larger numbers to give more bag space, improved flavor, as in citizen types in cities, great graphics especially for what many describe as an old engine but I see better graphics than most of the similar games in the market MMO's that I play or have played, alot of fixes and balances...), so there is more balancing to do in some cases, or so some say...I don't see that as progress. They can't STOP everything and fix those. Other things might become problematic and need fixing then. They have to try to do both along the way.
I see urges to just fix and balance as saying "stop everything and kill the game called Neverwinter Online cause we secretly hate it and don't wanna say it another way to not make it obvious" cause a game that is stalling will be eventually dead cause players will gradually lose interest in it(even if they could magically fix and balance everything, we wouldn't know how much time this could take, it could take many years, since today people complain about TR and SW and a year ago it was I don't know/remember, CW and HR? or something and they said OP was overpowered and then it wasn't etc, these are like endless and the company can't possible only focus on these, you know? Just allocate some of it's time to these as well, without neglecting considerably other areas. And imo, classes and races are more neglected than should have been at this point.) and only hobbyists might want to. And I certainly do not want this(to die out of overfocusing on one area and neglecting other potentially more crucial for its viability) for Neverwinter Online.
What I said was that it all goes hand in hand. Making new content, or balancing classes, shouldn't eliminate the designing of a new class being in the works.
As for a level cap increase, I'm on the side of the fence that asks "And why exactly do we need a level increase?".
The only thing a level cap increase accomplishes is invalidating current dungeons/ skirmishes/ gear, while adding a few new powers/ class features to the current meta, it doesn't add any depth or breadth to the game. Adding new paragon paths (and a fourth feat tree) would keep current gear options valid (and even more variety as gear is added), and keep a high level of variety in dungeons to run. A level cap increase is just another way to hit a giant reset button, which only benefits those (like me) with a lot of resources, and costs a lot of dev time; time that frankly could be better used for quality of life, adding new content, or adding breadth to the game... you know like: new classes, new paragon paths, new races, etc.
I've heard people argue "but all MMO's increase the level cap now and then" to that I say: "Why? what does it do for you? you loose more than you gain. It's time to break some paradigms, think outside the box and make something better." Just because everyone does it, doesn't mean it's the best way to do something.
Guild Leader: Mistaken Identity (formerly Midnight Express)
My Twitch Stream
See my Youtube Channel for guides and more
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
"When you're at the pinnacle, you don't have anywhere to go. You stagnate. You lose your way. Sometimes, you need to lose, so you can gain". I'd be willing to lose the fact that I'm max level to get more variation, more content, more interesting stuff to do.
I personally am not even that high (16.1k IL) and I still want a level cap increase. Because that opens up so many more possibilities for the devs as well as us, and if they do it right, we'd have so much stuff to do, and that's exactly what the game lacks. Stuff to do. Now it's just tomb of the nine gods, tomb of the nine gods, tomb of the HAMSTER nine gods.