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It seems Mod 8 will be a success

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  • dufistodufisto Member Posts: 537 Arc User

    SH is for boons. Better or equal gear, weapon can be and will be obtained somewhere else over time (mod 8,9,10,...). The SH boons won't be (I assume).

    8k arpen, 8k ls, 20% faster mount, pvp ward bonus....
    thats the advantage of big guilds. you simply cant make that up with gear selection. 2k er with those boons can be competitive with a 4ker without them. a 4ker with them will decimate everyone else.

  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User

    Add to that that the boons are very circumstantial and have little value outside this mod's limited content. There's not much reason to grind those either.

    Really? The first four boons are freaking amazing. It's probably the best slate of boons from any campaign.

    T1
    Underdark Defense: +400 Defense and +1600 hit points.
    Underdark Power: +400 Power and +1600 hit points.

    T2
    Underdark Life Steal: +400 Life Steal and +1600 hit points.
    Underdark Critical Strike: +400 Critical Strike and +1600 hit points.

    T3
    Underdark Healing: +1200 Regeneration.
    Opportunity Strikes: Combat Advantage Bonus damage is increased by 10%.

    T4
    Underdark Resistance: Control Effects will now have a 5% shorter duration when applied to you.
    Underdark Stamina: You now regain Stamina 5% faster.

    Now granted T5's only work against Demons, but to be fair...demons are a fairly common enemy...

    Demonic Control: gain 25% Control Bonus versus demons.
    Demonic Protection: Demons do 5% less damage to you.
    Demon Slayer: gain a chance to slay lesser demons outright. This chance runs form 0-5% depending on the demon’s remaining hit points.
    Demonic Knowledge: gain +10% Damage versus Demons.

    So...yeah. Maybe you should take a bit of time to digest the content a little more before write it all off as worthless...
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  • dufistodufisto Member Posts: 537 Arc User
    edited November 2015

    Add to that that the boons are very circumstantial and have little value outside this mod's limited content. There's not much reason to grind those either.

    Really? The first four boons are freaking amazing. It's probably the best slate of boons from any campaign.

    T1
    Underdark Defense: +400 Defense and +1600 hit points.
    Underdark Power: +400 Power and +1600 hit points.

    T2
    Underdark Life Steal: +400 Life Steal and +1600 hit points.
    Underdark Critical Strike: +400 Critical Strike and +1600 hit points.

    T3
    Underdark Healing: +1200 Regeneration.
    Opportunity Strikes: Combat Advantage Bonus damage is increased by 10%.

    T4
    Underdark Resistance: Control Effects will now have a 5% shorter duration when applied to you.
    Underdark Stamina: You now regain Stamina 5% faster.

    Now granted T5's only work against Demons, but to be fair...demons are a fairly common enemy...

    Demonic Control: gain 25% Control Bonus versus demons.
    Demonic Protection: Demons do 5% less damage to you.
    Demon Slayer: gain a chance to slay lesser demons outright. This chance runs form 0-5% depending on the demon’s remaining hit points.
    Demonic Knowledge: gain +10% Damage versus Demons.

    So...yeah. Maybe you should take a bit of time to digest the content a little more before write it all off as worthless...
    shar rank 3
    3% ap gain
    shar rank 4
    chance for 20000 hp on taking damage
    change for 20000 hp dmg on hitting target.

    dr rank 3
    3% Resist ignored
    rd rank 4.
    chance for 20000 hp on taking damage + defense buff
    change for 20000 hp dmg on hitting target. + target incoming heal debuff.

    so i wouldnt call it the best rank 1-4 boons of any campaign. compared to the junk that is iwd and tod yeah they're nice.

    to be fair demons prior to this mod are not a fairly common enemy for lvl 70s.
    none in shar, none in IWD, a few in wod, imps and 1 quest mob in dr..... none in egwd,etos,ecc,elol,mc. there might be a couple in mc, trying to remember. oh theres the small and large demon fights in SH. and now a ton more in he's because they're easy to drop in anywhere and take 0 effort to assemble. so after the 1st 2 boons for the extra hp. and maybe the 3rd rank for dps types. theres not really much reason to grind these boons. certainly no reason to go to rank 5.

    oh there used to be dungeons with demons in them. but at this rate it'll be mod 3000 before we see them. and only in little chunks cut out as skirmishes to save dev time.





  • two30two30 Member, NW M9 Playtest Posts: 1,168 Arc User
    dufisto said:


    to be fair demons prior to this mod are not a fairly common enemy for lvl 70s.
    none in shar, none in IWD, a few in wod, imps and 1 quest mob in dr..... none in egwd,etos,ecc,elol,mc. there might be a couple in mc, trying to remember. oh theres the small and large demon fights in SH. and now a ton more in he's because they're easy to drop in anywhere and take 0 effort to assemble. so after the 1st 2 boons for the extra hp. and maybe the 3rd rank for dps types. theres not really much reason to grind these boons. certainly no reason to go to rank 5.

    oh there used to be dungeons with demons in them. but at this rate it'll be mod 3000 before we see them. and only in little chunks cut out as skirmishes to save dev time.

    Demons prior to this mod were non-existent. You're thinking of devils.
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  • dufistodufisto Member Posts: 537 Arc User
    two30 said:

    dufisto said:


    to be fair demons prior to this mod are not a fairly common enemy for lvl 70s.
    none in shar, none in IWD, a few in wod, imps and 1 quest mob in dr..... none in egwd,etos,ecc,elol,mc. there might be a couple in mc, trying to remember. oh theres the small and large demon fights in SH. and now a ton more in he's because they're easy to drop in anywhere and take 0 effort to assemble. so after the 1st 2 boons for the extra hp. and maybe the 3rd rank for dps types. theres not really much reason to grind these boons. certainly no reason to go to rank 5.

    oh there used to be dungeons with demons in them. but at this rate it'll be mod 3000 before we see them. and only in little chunks cut out as skirmishes to save dev time.

    Demons prior to this mod were non-existent. You're thinking of devils.
    you sir are correct. thank you. making the rank 5 boons that much more worthless.

  • krymkackrymkac Member Posts: 210 Arc User
    Worst mod ever. New skirmishes are s entertaining & creative as old imps farming foundries with same amount of imagination. involved. Should be played by bots not alive players. More heroics, more grinding. worthless new gear, 5 artifact weapon sets with same stats all. same bad stats. No real pve. Yeah right success.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,461 Arc User
    dufisto said:

    two30 said:

    dufisto said:


    to be fair demons prior to this mod are not a fairly common enemy for lvl 70s.
    none in shar, none in IWD, a few in wod, imps and 1 quest mob in dr..... none in egwd,etos,ecc,elol,mc. there might be a couple in mc, trying to remember. oh theres the small and large demon fights in SH. and now a ton more in he's because they're easy to drop in anywhere and take 0 effort to assemble. so after the 1st 2 boons for the extra hp. and maybe the 3rd rank for dps types. theres not really much reason to grind these boons. certainly no reason to go to rank 5.

    oh there used to be dungeons with demons in them. but at this rate it'll be mod 3000 before we see them. and only in little chunks cut out as skirmishes to save dev time.

    Demons prior to this mod were non-existent. You're thinking of devils.
    you sir are correct. thank you. making the rank 5 boons that much more worthless.

    I have not played the new mod but I thought they said those new HE will be everywhere (Dread Ring, Sharanadar, IWD, ...). That implies the demons could be everywhere.
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  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    A success? My first thoughts and my last thoughts so far are "what is this HAMSTER?". I just quit mid play and that is something I have never done before. I will return maybe in a week and see if anything is improved or different but so far ...
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    urlord283 said:

    Give it a chance.

    I really liked Mod7

    ...hey, finally someone who seemingly loves HEs.
  • dufistodufisto Member Posts: 537 Arc User
    artifical gating on ichor. means 1 armor part per week ( except the chest peice which is 600 ichor, so week + 1 day there).
    800 ichor per weapon means 2 weeks of waiting per weapon part. but at least i can have alts farm up gear for my main. i mean thats all they're going to be usefull for anymore....


    ilvl 135 gear. with marginal set bonus for armor ( hurray for a set bonus usefull for 1 fight).
    2 skirmishes, 1 raid. and tons of he's in content we've already played to death....

    not really looking wonderful.
  • mattsacremattsacre Member Posts: 330 Arc User

    urlord283 said:

    Give it a chance.

    I really liked Mod7

    ...hey, finally someone who seemingly loves HEs.
    And hamster wheels.....
    Put his water nipple over there------>
    and he can squeek away at it day and night.....
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    krymkac said:

    Worst mod ever. New skirmishes are s entertaining & creative as old imps farming foundries with same amount of imagination. involved. Should be played by bots not alive players. More heroics, more grinding. worthless new gear, 5 artifact weapon sets with same stats all. same bad stats. No real pve. Yeah right success.

    Devs. Seriously.

    Stop dragging your feet and IMPROVE THE FOUNDRY.
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  • rversantrversant Member Posts: 896 Arc User
    The whole content specific armor thing reminds me of Black ice gear to be honest. Remember that stuff? with the black ice resistance and all.
    People are way too negative, Why cant we just all get along.


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  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited November 2015
    dufisto said:

    so i wouldnt call it the best rank 1-4 boons of any campaign. compared to the junk that is iwd and tod yeah they're nice.

    I would. Those DR and SR Rank 4 boons have a 60 cooldown, which makes them rubbish. If you parse it, most decent builds are going to see less than 1% damage from those. 3% AP gain is negligible with artifact necks, DC artifact, AP gain stats and the snail. Gaining AP is incredibly easy, honestly.

    3% Resistance is good, but Armor Penetration is ridiculously easy to come by as well.

    But 5% Stamina gain is huge. +10% Combat Advanage damage is ENOURMOUS. And more Power/Crit/Hit Points? Fantastic.

    Hands down, the best slate of boons, even with the capstones being very situational.
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  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    I just hate the direction they went with the elemental motes. It's like they're deliberately trying to sabotage people from taking that route. As if running even 100 HEs wasn't already tedious enough, now they've decided that you need to run 1000 because, lulz, each HE only has a ???% chance of dropping a mote.
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    Well my Guild is giving very positive opinions thus far. We will need to see how that continues, but it's been the most positive review of a Mod thus far in my fairly lengthy experience in game.

    Yes there is a great deal more to do to improve the game, however this Mod has some seriously good steps forward.

    Sorry if some of you want to cry out the sky is falling, like Chicken Little... That's your perogative. However, please refrain from raining on others parade simple for the sake of trolling. It really is unbecoming of you. ;)

    Also, @ironzerg79 is correct that these Boons are the best so far over all, at least 1-4 are!
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  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    @kolatmaster Same thing in Unrepenant. Saw a surge of players coming back to check things out, with a lot of positive chatter on the new content, the Trade Bar changes and the AD reworks.

    Yeah, is there still some stuff that needs work? Absolutely.

    Was Module 8 a very big step in the right direction for Neverwinter? No doubt about it.
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  • kolatmasterkolatmaster Member Posts: 3,111 Arc User


    Was Module 8 a very big step in the right direction for Neverwinter? No doubt about it.




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  • dufistodufisto Member Posts: 537 Arc User
    edited November 2015
    only 1 he in fiery pits will guarantee a mote. others die nearly instantly with a negligible chance. even emberclaw has less than a 10% drop rate. so its sitting around jumping instances for forged in fire. hurray for new content. grinding the old ee zones again.

    the set bonus's for groups from drowcraft are bugged/not working. they've only been on preview for weeks that way. but devs couldnt be bothered to fix that. the heal works all the time. 2 piece set bonus doesnt work at all. to my knowledge noone has tested the weapon set bonuses. because the demogorgon events were only on preview for a week or so.

    again we deal with rushed/poorly planned/non-QAd "content" that is really just recycled content that they mangled in the process of cutting and pasting.

    but hey on the bright side cheap coal wards. and a NEW quest line that i finished in just over an hour.
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  • mynaammynaam Member, NW M9 Playtest Posts: 937 Arc User

    Well my Guild is giving very positive opinions thus far. We will need to see how that continues, but it's been the most positive review of a Mod thus far in my fairly lengthy experience in game.



    Yes there is a great deal more to do to improve the game, however this Mod has some seriously good steps forward.



    Sorry if some of you want to cry out the sky is falling, like Chicken Little... That's your perogative. However, please refrain from raining on others parade simple for the sake of trolling. It really is unbecoming of you. ;)



    Also, @ironzerg79 is correct that these Boons are the best so far over all, at least 1-4 are!

    You are in a big guild and thus do not feel the load half as much as players in smaller guilds. So i can understand why you thing people are trolling, but that is not the case some players still play this game solo (They have no chance) or with small guilds (have to spend huge amount of zen to get anywhere). So we have a reason to not be happy with more grinding being added. they also promised a campaign. The campaign lasted me 90 minutes then i clocked it and now what .... back to grinding i guess.

    P.S. Saying just join a big guild does not solve the problem either, there are various reasons for small guilds. E.g. A family playing together with young children wanting spend time with them and let them play in a non offensive environment for one
    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)



  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited November 2015

    @kolatmaster Same thing in Unrepenant. Saw a surge of players coming back to check things out, with a lot of positive chatter on the new content, the Trade Bar changes and the AD reworks.
    Yeah, is there still some stuff that needs work? Absolutely.
    Was Module 8 a very big step in the right direction for Neverwinter? No doubt about it.

    The Trade Bar changes and the AD reworks are ok: thanks for this. Really appreciated and needed.
    The new campain, sorry: same old story.
    You can play new contents for a while, not for weeks. It can be ok for a newbie, but with 4 campains on my shoulders (sh, dr, iwd, ToD), a SH of which I will never see the end as I'm in a small guild, for me this is just another: "Oh no...again...". Boons are ok: no problem with them...I've a problem with how I get them,
    As I told in another post, this module has a power mechanic which support poor/not innovative contents = no changes/innovations in the overall campain design. Even the new maps of the skirmishes are taken from the removed dungeons, the HEs are not placed in Underdark...everything looks like an addition/repetition of what we know since years.
    Devs reuse and compose in different ways the same objects we know from the beginning: in this case skirmishes, HEs, and raids. Add some complex features and that's the new module: a lot of work, good complexity, same old objects. But as a player, I've to run again and again the same objects. Fun rapidly goes to zero as soon as the new contents are run 3/4 times.

    Finally: repeatable vs replayable (or something like this)....no comment. It's a two-flavours-skermish. Time to learn it = few runs out of hundreds I will have to do.

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  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited November 2015

    Still no new dungeons
    Still no new old dungeons !
    Still no new map ( manthol territ cannot be considered as a new map )

    If they added a few more content, the mod would be considered as a full module, but i have the impression of having a semi-module for now, even if the changes look good, the content is a bit lacking.

    This!

    Where in God's name is the Dungeons from DnD?! No new or old Dungeons at all, the remaining bits are used like Lego pieces for every "new" Mod.

    Inrto quest from Salvatore is fine, but no real lore, no depth to it. Sorry to say, but a normal, average Joe DM at a local DnD club could have come up with this. If it would have lasted longer or the entire campaign would have been like this 10 min tiny thing, i would have loved every piece of it.

    Too much recycled stuff again. I miss the originality, after gazillion times of repeating the same thing, it is kind of boring. Seems as we have lost the uniqueness, Mod 3 was the last Mod with really unique ideas and maps.

    Demogorgon fight bugged and same as Tiamat. AFKers, zerg players, bugs, etc.

    Those 2 one room skirmishes are ok, but not a big deal, i don't think it will keep players attention for too long, certainly not as much as a nice Dungeon would have done.

    Here we have Underdark, one of the coolest things in DnD and a huge opportunity wasted. Nothing to explore, no cool Dungeons and the 2 skirmishes are only related by a minor line to it.

    More HE, more grind. No comment...

    New armor and new weapons, but where to use them? No Dungeon(s) to use it and i highly doubt people will play Demogorgon till the end of time.

    Pressing issues not addressed, as some of you already mentioned. No ease on small and medium guilds' shoulders, we must still carry the same weight as those 10+ mega guilds. Surplus/AD/INF sinks remained the same and then let's not speak of PVP and these new rings, oh my...some hard days coming.

    Don't get me wrong, there are some things i do like very much, like some minor fixes to economy or the small part of Underdark, but they are simply too small and stuff waiting to be fixed is simply too much.

    Thank you!





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  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    I really hope they dont take a few players, who are always super positive anyways feedback, without at least taking negative view points into play.

    ITs like listening to yes men at times. There is much POSITIVE about this mod, but little of that has to do with the content itself. .. but clearly they didn't listen to player feedback, the vast majority of us, didnt want HEs, we wanted a new DD (or a revamped DV) that was semi hard.. but doable by average player scores (around the 2.5k i level entry.. ) and some skill ,that dropped things that are useful.

    THEY missed a super , wonderful opportunity to really bring back player morale by not releasing DV.

    The skirms are trash, they are super simple and DPS oriented (I E kinda of bad overall)





  • skalt112skalt112 Member Posts: 1,089 Arc User
    This Mod is thin even by ftp standards. If this is representitive of what we can look forward to going forward, I have to say that the future looks pretty grim for this game.
  • urabaskurabask Member Posts: 2,923 Arc User
    edited November 2015

    I don't know how much of a sucess this mod will be. There are certainly a few good things happening. Better rewards, new skirmishes (be it in old dungeons), more AD, the tradebar rework and all.

    There are also a few not so good things happening. Like the addition of 50 more HEs that will require grinding. I thought we made it clear that since the IWD fiasco with HEs (despite the good intentions) nobody's looking forward to doing them. Adding a few to add flavor to the mod is fine. But apart from the new questline and 2 skirmishes, that's all the new content it contains. Add to that that the boons are very circumstantial and have little value outside this mod's limited content. There's not much reason to grind those either.

    But who knows. The new variation mechanics they are so happy about might actually turn out to make things a bit more fun. We'll see.

    Wut.

    +10% CA bonus damage is hardly circumstantial.

    Not sure why they did regen as an alternative to that though.
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  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    I had no issues to login to game in release day and day after. That is worth to notice. I'm very positive about it.
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  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited November 2015
    While there are lots of things to like about mod 8, now that I've had a chance to play it, here is my major gripe.

    Module 8: Underdark really has little to do with the Underdark.

    When you hype a "Module 8: Underdark" even before module 7 is released, you raise certain expectations, the major one being that we might actually, you know, adventure in the Underdark. We might encounter svirfneblin, duergar, mind flayers, drow (of course), or any of a host of other Underdark denizens.

    Module 8: Underdark, sadly, really has nothing to do with the Underdark. It's only about demons.

    The Underdark is merely the story hook. They could have called it Module 8: Cormyr, created a small Cormyr city map, and had the attack on Demogorgon take place there. If anything, of the time we spend in the actual Underdark, it is the least amount of our time.

    We are, instead, spending the bulk of our time standing on a rock -- at Drowned Shore -- in the rain. Perhaps it should have been called Module 8: Who has the Old Bay?

    I thought Module 8: Underdark was supposed to be about the Underdark. We all did.

    Some of us might feel disappointed. Some might even feel like we've been had.
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  • urabaskurabask Member Posts: 2,923 Arc User
    edited November 2015
    dufisto said:

    Add to that that the boons are very circumstantial and have little value outside this mod's limited content. There's not much reason to grind those either.

    Really? The first four boons are freaking amazing. It's probably the best slate of boons from any campaign.

    T1
    Underdark Defense: +400 Defense and +1600 hit points.
    Underdark Power: +400 Power and +1600 hit points.

    T2
    Underdark Life Steal: +400 Life Steal and +1600 hit points.
    Underdark Critical Strike: +400 Critical Strike and +1600 hit points.

    T3
    Underdark Healing: +1200 Regeneration.
    Opportunity Strikes: Combat Advantage Bonus damage is increased by 10%.

    T4
    Underdark Resistance: Control Effects will now have a 5% shorter duration when applied to you.
    Underdark Stamina: You now regain Stamina 5% faster.

    Now granted T5's only work against Demons, but to be fair...demons are a fairly common enemy...

    Demonic Control: gain 25% Control Bonus versus demons.
    Demonic Protection: Demons do 5% less damage to you.
    Demon Slayer: gain a chance to slay lesser demons outright. This chance runs form 0-5% depending on the demon’s remaining hit points.
    Demonic Knowledge: gain +10% Damage versus Demons.

    So...yeah. Maybe you should take a bit of time to digest the content a little more before write it all off as worthless...
    shar rank 3
    3% ap gain
    shar rank 4
    chance for 20000 hp on taking damage
    change for 20000 hp dmg on hitting target.

    dr rank 3
    3% Resist ignored
    rd rank 4.
    chance for 20000 hp on taking damage + defense buff
    change for 20000 hp dmg on hitting target. + target incoming heal debuff.

    so i wouldnt call it the best rank 1-4 boons of any campaign. compared to the junk that is iwd and tod yeah they're nice.

    to be fair demons prior to this mod are not a fairly common enemy for lvl 70s.
    none in shar, none in IWD, a few in wod, imps and 1 quest mob in dr..... none in egwd,etos,ecc,elol,mc. there might be a couple in mc, trying to remember. oh theres the small and large demon fights in SH. and now a ton more in he's because they're easy to drop in anywhere and take 0 effort to assemble. so after the 1st 2 boons for the extra hp. and maybe the 3rd rank for dps types. theres not really much reason to grind these boons. certainly no reason to go to rank 5.

    oh there used to be dungeons with demons in them. but at this rate it'll be mod 3000 before we see them. and only in little chunks cut out as skirmishes to save dev time.





    The first two boons in Underdark are basically the same as any other boon in any other campaign with 1600 HP tacked on.

    Then the third boon isn't that great if you're not in a DPS class but it's still good. If you're in a DPS class it's amazing.
    Fourth boon is kind of underwhelming and fifth boon is amazing considering the content we'll be spending most of our time on now.
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