Hello players and devs
It's another suggestion threads
With the upcoming mod 14 for June i thought we could talk about the things the community want for the game
I'll start with a few suggestions, tell us what you think about them
- Lvl 80
It's been 3 years now, it's time to move forward and increase the max lvl to 80 or even 75.
- Unbind Scroll (or Unbind scroll but keep it BtA)
Everyone know that feel... having a good item bound to an alt that u dont even use, feels so bad
Comments
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
noooo to level 80.. or
raising level at all. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
With games like Ashes of Creation coming out soon, Neverwinter cannot afford to lose a significant chunk of its playerbase.
the way I see it is to level 70 is the induction period for new recruits. they have a levelling system that teaches them the basics. then after level 70 you start levelling in a gear related way. it still takes a ton of grinding and mission success and what not.. it's just different focus.
I think we all see the difference between a 12k ilvl and a 17k ilvl right? that's your level difference you seem to need lol.
On the other hand, adding to level 80, it does not necessary mean you can get what you want.
When they increased level to 70, they added a column (from 4 columns to 5 columns) for the 2nd potion of feats. In order to get to the capstone, you will still need to spend points to the main branch.
So, they will expand that from 5 columns to 6 columns.
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Or what about class balance? There's allways something being changed around here, and i really doubt that more character levels are going to make that endeavour any easier.
I'm not against a level increase at some point, but they should take a really good look at the mistakes made in the past, and come up with something better before rushing into it.
Unbind Scrolls for AD would be great, getting some AD out of the game while letting us move items around.
Unbind scrolls - yes, totally - make them available via Zen market to encourage some money flow into the game, so value them at, say $10 each? That way if you get a really good item you can pay to sell it on the AH. YES this means some items will come down in value on the AH [legendary mounts springs to mind] but overall it would be good for the players, make them happy, and bring in some money to the game. [And I mean unbind from ACCOUNT]
at the moment for a experience player reach 124 point is not difficult but require farm or zen shop.
a possibility might be to continue to gain power to obtain boon (look at guild solo boon) that increase the item level and one stat?
D&d roleplay have book for increase +1 one stat (cumulative).
you want one book? trade 20 power point on store and it's your( a vampire trader that drain your life force is perfect for barovia module)
exemple, 3 extra levels
Cw (no matter if oppresor/thaumaturge or renegade):
Patch 1: your arcane stacks last X% longer> increase your arcane damage for more Y% per arcane stack> on tab, your arcane powers deal Z% more damage
Patch 2: your chill stack last X% longer > increase your chill damage for more Y% per chill stack >on tab, your chill powers deal
Z% more damage
Patch 3: + x% control resistance> +y% control bonus>on tab, your control powers ignore Z% of control resistances
Gwf (no matter if instigator/destroyer or sentinel):
Patch 1: +X% of life steal severity> after stealing life, do Y% more damage (stack/next attack/atwill speed/etc)> build determination stealing life
Patch 2: + X% stamina gain>+Y% of speed run> build determination sprinting
Patch 3: X% of acction points bonus gain>Y% of recharge bonus>build determination receiving and using/loosing action points.
Same "philosophy" for stealth, curse, mark…
I would prefer if the extra effort of increasing the level cap was put to making a new class instead.
> extra levels don't have to be linear; maybe only feats "post capstone".
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> exemple, 3 extra levels
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> Cw (no matter if oppresor/thaumaturge or renegade):
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> Patch 1: your arcane stacks last X% longer> increase your arcane damage for more Y% per arcane stack> on tab, your arcane powers deal Z% more damage
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> Patch 2: your chill stack last X% longer > increase your chill damage for more Y% per chill stack >on tab, your chill powers deal
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> Z% more damage
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> Patch 3: + x% control resistance> +y% control bonus>on tab, your control powers ignore Z% of control resistances
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>
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> Gwf (no matter if instigator/destroyer or sentinel):
>
>
>
> Patch 1: +X% of life steal severity> after stealing life, do Y% more damage (stack/next attack/atwill speed/etc)> build determination stealing life
>
>
>
> Patch 2: + X% stamina gain>+Y% of speed run> build determination sprinting
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>
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> Patch 3: X% of acction points bonus gain>Y% of recharge bonus>build determination receiving and using/loosing action points.
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> Same "philosophy" for stealth, curse, mark…
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> Those can be boons. It does not need level increase.
agree. if the idea is bring more playstyles w/o a lot of balance problems or gear craziness, i think that is the answer.
I think leveling is doable, but the item levels and campaigns need to be balanced to keep the adventure fun. The monsters should be scale-able to their battle maps and heroic encounters to keep them competitive. The devs can tweak and streamline for three new modules. I submit the following structure to try on a Preview server of their own.
Sharandar 64 - 70
Dread Ring 66 - 70
Caer-Konig 70 - 70
Icewind Pass 70 - 70
Dwarven Valley 70 - 71
Well of Dragons 71 - 72
Mantol-Derith 72 - 73
Bryn Shander 73 - 74
Lonelywood 73 - 74
Cold Run 74 - 75
Sea of Moving Ice 74 - 76
River District 75 - 77
Port Nyanzaru 75 - 77
Soshenstar River 76 - 78
Lost City of Omu 76 - 78
Curse Of Strahd 77 - 78
New Mod w/class 77 - 79
New Mod w/class 78 - 80
New Mod w/class 78 - 80