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Neverwinter: Underdark Coming Fall 2015

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  • sonofbeornegarsonofbeornegar Member Posts: 1 New User
    Thanks for this update. We want Companions of the hall. Hope there would be Bregan D'aerthe missions (Jarlaxle) and maybe Ched Nasad/Menzoberranzan/Blingdenstone/Gracklstugh also, really want to see the Narbondellyn...

    Hope this will lead a cinema project in future also...(I'm settled for an anime at least...) We are waiting these for so long...
  • kitkathdkitkathd Member Posts: 286 Arc User

    kitkathd said:

    Seriously, devs, you need to chime in asap about new dungeons cause all you are doing is delaying the inevitable. A good portion of the players are done with this game till new dungeons come out or done with this game the second this non dungeon module comes out. You can't run a game with the Dungeons and dragons logo and have no dungeons. I don't even care if they are new envisioned dungeons with different setups, but atleast TELL US YOU HAVE SOMETHING LIKE A DUNGEON COMING OUT! Not stupid lairs, actual hour long content that requires teamwork.

    Agreed... while the possibility of Epic Dread Vault returning is exciting, it is based solely on a 3 second spot in a trailer, and it may not even be what we are thinking... hoping... praying it is. We really do need SOMETHING concrete. Give up some hope here... please!
    I want NEW dungeons not recycled or re released same content. Dread vault can rot in hell, I want something new. and more than just 1 skirmish-like dungeon, a real dungeon with variation each time you play and something with a puzzle or two to increase the challenge like EGWD final fight and ETOS final fights. So sick of seeing them add 0's onto things to make them harder.
  • regenerderegenerde Member Posts: 3,051 Arc User
    edited October 2015
    ghoulz66 said:

    So wait, are SWs getting reworked for this module and OPs toned down, or does that have to wait yet another module...?

    How about bug fixes first, and demanding nerfs later, when we have a more solid basis to start from?

    Sanctuary not working proper with OP.
    Bringing life steal to a more relevant level for SW, or giving the Soul Puppet enough life to actually survive more then just one or two hits.

    And i'm sure there're a lot more issues in all classes too, that should be fixed first.
    Post edited by regenerde on
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • arabaturarabatur Member, NW M9 Playtest Posts: 778 Arc User
    regenerde said:

    ghoulz66 said:

    So wait, are SWs getting reworked for this module and OPs toned down, or does that have to wait yet another module...?

    How about bug fixes first, and demanding nerfs later, when we have a more solid basis to start from?

    Sanctuary not working proper with OP.
    Bringing life steal to a more relevant level for SW, or giving the Soul Puppet enough life to actually survive more then just one or two hits.

    And i'm sure there're a lot more issues in all classes too, that should be fixed first.
    Most of these bugs/issues have been around long enough to be features now and that is not a good thing.
    Definitely not an Arc User.
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  • zwergenschubserzwergenschubser Member, NW M9 Playtest Posts: 41 Arc User
    edited October 2015


    is it a new class? ..he has no weapons, maybe in fight stance a magical weapon shows up? or is it a monk?
    or just an story npc?
    [Mitteilung] Von [Brienne von Tarth]: ach du bist der klugscheißer aus dem forum, wird ja immer schöner xD
    [Mitteilung] an [Brienne von Tarth]: ja genau der bin ich
    [Systemmeldung] Brienne von Tarth ignoriert Sie.
    [Mitteilung] an [mich selbst]: pvp ist schon geil
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  • hussam#9179 hussam Member Posts: 1 Arc User
    Holy HAMSTER! was that Drizzt Do'Urden in the trailer?!
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    regenerde said:

    ghoulz66 said:

    So wait, are SWs getting reworked for this module and OPs toned down, or does that have to wait yet another module...?

    How about bug fixes first, and demanding nerfs later, when we have a more solid basis to start from?

    Sanctuary not working proper with OP.
    Bringing life steal to a more relevant level for SW, or giving the Soul Puppet enough life to actually survive more then just one or two hits.

    And i'm sure there're a lot more issues in all classes too, that should be fixed first.
    That doesn't help me enjoy SW with solo play. LS already works well enough. My HR and CW are overkill on control and end up clearing things faster. The hell kind of logic is that? Playing solo with a SW is just a thorn in the side. SW doing damage in dungeons, not because it has great encounters, but a still OP daily and a puppet doing stupid amounts of damage, NOT it's own encounters and at-wills. That doesn't call for a rework?!



  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    All I can say is if they bring Dread Vault back, they need to add another campfire. That long slog through the dungeon if you die at the end really sucked.
  • regenerderegenerde Member Posts: 3,051 Arc User
    edited October 2015

    No first nerf because we have a big problems with tanks in PVP. They ruin the whole experience (like with perma-everything). A nerf IS a fix.

    Paladins are a joke, GF can be tuned down too in PVP only (those with perma-shield are likely unkillable, especially if you add Tenacity to the mix).

    No.
    First bugs have to be resolved, and then we can talk about nerfs for all classes.
    What's the matter?
    You wanted only to get the "other" class nerfed, but keep your own class intact?
    Too bad, since that is not going to happen.
    If one class get's nerfed, so shall the other classes receive nerfs as well.
    There's allways something that can be nerfed, you can be sure of that...

    Beside, how long are the queues for PvP these days?
    And with players numbers dropping really fast, how relevant is PvP anymore?

    Some fixes for classes or items might even be considered a nerf...

    Anyway, i hope we see a lot more bug fixes and no nerfs in the next patches on the road to Underdark.
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    Folks do realise that's the blanket trailer for all of the Rage of Demons campaign, across all platforms?

    Much as I want DV back I don't take the presence of the Eldar Brain in 3s of video that also includes Orcus as anything like a good sign for DV.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • zwergenschubserzwergenschubser Member, NW M9 Playtest Posts: 41 Arc User
    edited October 2015


    White hair, pointy ears, dark skin watching a windmill burn in Rothe valley......​​

    ah kk saw the new trailer now, pretty close to drizzt :D
    [Mitteilung] Von [Brienne von Tarth]: ach du bist der klugscheißer aus dem forum, wird ja immer schöner xD
    [Mitteilung] an [Brienne von Tarth]: ja genau der bin ich
    [Systemmeldung] Brienne von Tarth ignoriert Sie.
    [Mitteilung] an [mich selbst]: pvp ist schon geil
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    fatguns said:



    WHOOO, is that the name? :OOOOO and pls tell me that the double slot rings are a lie

    Where did you see that, about the rings? I almost have Jewelcrafting to Lvl 22 on the way to 25. Tell me it's not wasted effort!
  • malakut#1916 malakut Member, NW M9 Playtest Posts: 340 Arc User
    Dungeons... we need more dungeons... please... I'm dying over here in only running VT, ECC, ETOS, and ELOL.... I want my Castle Never back. :'(
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited October 2015



    is it a new class? ..he has no weapons, maybe in fight stance a magical weapon shows up? or is it a monk?
    or just an story npc?

    White hair, pointy ears, dark skin watching a windmill burn in Rothe valley......​​
    I see he is dual-wielding too there. Wonder what happened to his swords here.. *whistles*
  • ogariousogarious Member, NW M9 Playtest Posts: 740 Arc User
    Hey Zeb, question. I just saw a trailer for Neverwinter underdark. I'll put the linkie below. Is that your guys' trailer. Cause, if so. Congratz. Makes me want to kick some Illithid @#!$

    https://www.youtube.com/watch?v=Zi9687Vi1Fo
  • aleblainaleblain Member, NW M9 Playtest Posts: 76 Arc User
    Dear devs!, players want that each Mod, to be consider as a 'win add' of content, should/must always contain:

    •A new consistent storyline.
    •A new campaign.
    •A new adventure zone.
    •A new skirmish.
    •A new dungeon.

    Obviously, these points include new loot, gear, enemies, bosses, lairs, quests, not mind numbing excesive grind, etc. Not just a recycled atmosphere. Since the game started more than 2 years ago, you only added 3 dungeons -in a D&D game- MC, VT and LoL. A couple of skirmishes and a few PvP adds. And you have taken away more than 50% of the dungeons and you're not using a lot of skirmishes, potential end game content. Since Mod 3 where KR should have been a dungeon, the rest of the Mods are not considered great.
    My point is, please, use the above points ALWAYS as the base of any Mod, then you can add whatever you want, like raids, HEs, etc. But those points ensure you that each Mod will have at least more positive welcome from the players base than negative. And always remember Mod 6 as the fail it was to not repeat it again.
    I'm here to help!, if you want me to give feedback, opinions and/or even little ideas, you can contact me.
    Like others said, I'm excited with this upcoming Mod: the Underdark + Demons + good lore + a new campaign... sounds super! But sadly, after recent decisions, current game state and lack of funny perspective, I'll remain cautious. Good luck!
  • candinho2candinho2 Member Posts: 550 Arc User
    So NO SW BUFFS/REWORK?
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    candinho2 said:

    So NO SW BUFFS/REWORK?

    Guess will be 4 modules later. Sad.

  • mynaammynaam Member, NW M9 Playtest Posts: 937 Arc User
    rayrdan said:



    at least you are sure of being with your guild.

    Nope I got pinned up against 2 of my guild members in Stronghold pvp. So It does not put guild members in same team
    There are more than BIS players in this game
    RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
    FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
    Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)



  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    edited October 2015
    ogarious said:

    Hey Zeb, question. I just saw a trailer for Neverwinter underdark. I'll put the linkie below. Is that your guys' trailer. Cause, if so. Congratz. Makes me want to kick some Illithid @#!$

    Look here is the official WotC version of the trailer, notice it doesn't say its for Neverwinter?
    https://www.youtube.com/watch?v=k26idR0QYAY

    That's because its for all 4 product lines that will be supporting the Rage of Demons story:

    Belaphoss (the first demon) has been mentioned in conjunction with Sword Coast Adventures.

    Zuggtmoy and Fraz-Urb'luu feature in the D&D adventure Out of the Abyss (as do the other demon lords)

    Drizzt vs Demogorgon is part of the Drizzt novel tied to the story.

    That does leave Orcus and the Elder Brain for NWOnline, but its certainly not the promise of anything that people keep leaping to in this thread.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • edited October 2015
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  • mattsacremattsacre Member Posts: 330 Arc User
    edited October 2015
    Here, let me help your "comprehension" this is a PVE......Player Versus ENVIRONMENT game. PvP such as it is, is cake. That is that the daily feast of other foods is meant to be the PvE so you can be healthy an hail, and then a little sugar is the cake.

    The game should be BALANCED on PvE, first and foremost above all other considerations, before even concerning PvP. If some PvE dynamic screws up some aspect of PvP, tough. Don't nerf or buff squat for PvP that will effect PvE. If they want to tweak or disable a classes skills IN PVP so that it WORKS IN PVP then fine, disable away.

    PvP is NOT relevant to a PVE game, it is secondary, it's a also ran. All class skills should work and function to the extent they should and match the tool tip descriptions in all PvE aspects before any "does this work in pvp" considerations.

    If this was a pvp game, you wouldn't have to run through the tutorial and lvl to 10 to do something, and 11 to do another and 20 to do something else, you would have been in the middle of an arena, but you don't do you? You spawn on the shore after a ship wreck and it asks what you intend to do for your future.

    So please forgive me if I'm adament if I state: Fix SW and it's other 2 trees, fix the LS dynamics so they work right for a SW. Fix every damn skill and tree and path of every other class first and foremost, before you even think a single thought about how this going to work in PvP. Once you got the PvE classes going right, if you have to change how they work in pvp, have them do so ONLY IN PVP.

    Then before you pile on any new wiz bang new content, fix whats in already! It's really simple logic, yes every content inevitably adds some new bug or unforeseen detriment that has to be addressed. But if you start with a foundation of bugs, you only exponentially cause problems new problems as you add new complications.

    Consider this: When you are laying a new road, do you run willy nilly all over the planned route with a asphalt truck/steam roller? That's what they are doing with new content pushes, pouring the paving over all the cracks and bumps and fault lines and gullies and boggy paths etc etc.

    You grate a firm foundation, you shore up any imperfections on the routes way, you build bridges over the swamps and rivers or drain the bogs, when you got the foundation in, you test it with a layer of gravel, if it's all good THEN you move in with the paving.

    So you got new content over here at exit 6? Sweet, build a new path from the already established and well stable freeway. Add all the new wiz bang signage and theme parks over there, but let everyone travel well on the freeway to get there would you?
  • mstrssihrmstrssihr Member, NW M9 Playtest Posts: 545 Arc User

    "...the ability to visually preview gear, a new campaign

    835 days late but still better than never xD!
    - Major Peachy Bottom * Gutbuster's Brigade -

    "Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour

    "beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited October 2015
    Strum, could you pass on to the devs a message for the Foundry? One thing that would really help alleviate boredom would be some real improvements to what we can do with it.

    For example, below is a screenshot from the Legend of Grimrock dungeon editor that shows the first level of my mod, The Curse of Kaefin. We can place all kinds of interactive functionality that make for a rich experience:

    - Levers that can be toggled back and forth, and each position can trigger one or more other objects (you could even chain levers so that moving one can move others)
    - Pushbuttons that can trigger another object
    - Counters (on the screenshot signified by "123" icons) that can be reset as well as trigger an object when the counter decrements to zero
    - Timers that can be started, stopped, reset, and trigger objects when they expire (the clock icons on the screenshot)
    - "Altar" objects (that don't necessarily look like an actual altar) that can trigger an event when an object is placed into or removed from them (an altar object in LoG is anything that can accept another object, i.e. an inventory item) Altars are non-visual objects that have a position and size, for example an altar can denote an empty region in a bookcase.
    - Visible or hidden pressure plates that can trigger other objects
    - Traps that are triggerable
    - Lua scripts that are triggerable (and can, of course perform all kinds of other functionality, including trigger objects). You might not want to allow us to script things, though, but that's your call.
    - Teleporters
    - Secrets ("You found a secret!") that are automatically counted and tallied upon completing the dungeon
    - Breakable objects (crates, rubble piles, etc.) that can yield an object upon destruction (or trigger something)
    - Monster spawners that can be turned on, turned off, and triggered
    - Effect spawners (spell effects that travel in a straight line until they hit a solid object, entity, wall, receptor, or teleporter (which can redirect them)
    - Effect receptors (think of a socket in a wall that receives an incoming fireball, for example, and can trigger another object when an effect hits it)
    - Standard dungeon dressing (statues, pits, light sources, fountains, fx, etc.)

    I think you would be shocked by what we could create if we only had proper tools!

    Kaefin Level 1
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • blinxonblinxon Member Posts: 567 Arc User
    Trailer 0:43...is this my good ole fellow the brain? :)
    That would be awesome if this dungeon finds the way back ingame. It was one of the hardest dungeons and i will love to see how hard it would be in new module ^^.


  • solbergxsolbergx Member Posts: 654 Arc User
    Underdark looks huge on the map!!!
    Check it out: arcgames.com/en/games/neverwinter/news/detail/9584783
  • orangebangorangebang Member, NW M9 Playtest Posts: 55 Arc User
    Please fix the cutscenes before they release this content. I don't want Drizzt to do the bubble head bobbing thing, let it be a nice cutscene. Also please fix all the current bugs and bring back the dungeons, it's a sorry excuse for new gamers to have to see the game in this state. They follow a golden path to nothing....
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