I would also like to remind people that discussing exploits on these forums are forbidden. If you have an exploit that you would like to report, but do not wish to use the in-game bug reporting forum, feel free to PM any moderator or StrumSlinger, and we can make sure that the devs do get the report. Thanks.
How can you PM devs on this new vanilla forum? AFAIK you can't.
Leave a message on their wall asking to contact you.
New minor fix build's up on Preview - Just a few fixes we could safely squeeze in, in addition to the finishing touches on our new lockbox, as well as preparatory updates to Challenge of the Gods (coming next week). Patch notes in the OP are updated in blinding yellow.
Astral Diamond costs to transmute items have been reduced by 90% across the board.
THANK YOU!!!!!!!!!!!!
Also - can we request for patch notes to go back to separate threads? It's becoming difficult to find info.
Sure, we can swap back to the "One thread per intended maintenance" style that we were doing before. (Note: Patch note was edited, but the functionality matches the original note. Just more fun this way, and I love linking to dev blogs! )
I don't like the new way. It was so easy to find it on the main preview page.
"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.
No plans at the time. The high Regen value in this case is mainly due to the low relative desirability of the stat, I believe.
That seems very like a very silly reason. "We know it's a poor stat that nobody wants, so here, have a whole lot of it!"
LOL i would have to agree. I don't get the thought behind it
- 95% of this game is solo play. - Regen doesnt do diddly squat for you when you need it the most: when you're doing solo content and getting pounded into pudding. You could have 1 million regen and you get the same benefit as if you had zero as long as you are in combat. - Everything outruns you, so unless you are a TR, you cannot leave combat. Therefore, you can't benefit from the regen stat, no matter how high it is.
I've said many times that Mod 6 ruined the game. The first step to recovery, the saying goes, is to admit that one has a problem. In this case, it's for the devs and/or designers to admit that nerfing survivability into the ground was a mistake. There's a world of difference between making paladins "relevant" (which was what they were attempting to do) and making it unreasonably difficult for many classes and builds to do solo content, which as I stated before, is 95% of the game.
Case in point: in WoD, everyone pretty much has to group for everything -- not because they want to, but because it's nearly impossible to do WoD dailies without grouping. I recently took my 4.2k, all R12's, 20k defense, 15k power HR to the Cult Prison. It was brutal with a capital "B". The difficulty, for certain builds, is beyond unreasonable, and the regen change has a LOT to do with it.
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
- 95% of this game is solo play. - Regen doesnt do diddly squat for you when you need it the most: when you're doing solo content and getting pounded into pudding. You could have 1 million regen and you get the same benefit as if you had zero as long as you are in combat. - Everything outruns you, so unless you are a TR, you cannot leave combat. Therefore, you can't benefit from the regen stat, no matter how high it is.
I've said many times that Mod 6 ruined the game. The first step to recovery, the saying goes, is to admit that one has a problem. In this case, it's for the devs and/or designers to admit that nerfing survivability into the ground was a mistake. There's a world of difference between making paladins "relevant" (which was what they were attempting to do) and making it unreasonably difficult for many classes and builds to do solo content, which as I stated before, is 95% of the game.
Case in point: in WoD, everyone pretty much has to group for everything -- not because they want to, but because it's nearly impossible to do WoD dailies without grouping. I recently took my 4.2k, all R12's, 20k defense, 15k power HR to the Cult Prison. It was brutal with a capital "B". The difficulty, for certain builds, is beyond unreasonable, and the regen change has a LOT to do with it.
I must say, I disagree with everything you just said. I hardly ever play the game solo, its a multiplayer game for pete's sake. Leveling up to 70, I did mostly solo but that is simply because you can do it in a couple days, after that the real grind begins of getting the gear and enchants. Skirmishes, dungeons, pvp or dragonflight, it is all group content. Even the new HE's give more benefit if you're grouping up. The mini dungeons are perfect! You can do them solo with a lot of trouble, where you can put some effort into doing it, or you can breeze thru it if you group up.
Regen gives you HP regeneration while you're out of combat and Healing bonus when you're in combat.
I think mod 6, and yes I do realize I'm one of the few people out there, that think Mod 6 was good with, as you say 'running survivability into the ground'. Just a couple days ago, I said to one of my guildies that soon they will have to do another 'mod 6' since all the content is so easy. We just run through the dungeons, making the 'epic' version only last 2 minutes longer than the normal ones. Tiamat is just being done by zerging, eDemo can be burned down to the ground in 20 sec.
We are not even done with SH boons, we're gonna get a new module probably with new campaign boons and as some may know other things that will increase our strenght even further. It is already getting out of control again and I do hope we're going to get some decent content for anyone above 3k ilvl, since the game just gets boring at that point.
Comments
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I don't like the new way. It was so easy to find it on the main preview page.
arcgames.com/en/forums/neverwinter/#/categories/neverwinterpreview-announcements-release-notes
"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.
- Regen doesnt do diddly squat for you when you need it the most: when you're doing solo content and getting pounded into pudding. You could have 1 million regen and you get the same benefit as if you had zero as long as you are in combat.
- Everything outruns you, so unless you are a TR, you cannot leave combat. Therefore, you can't benefit from the regen stat, no matter how high it is.
I've said many times that Mod 6 ruined the game. The first step to recovery, the saying goes, is to admit that one has a problem. In this case, it's for the devs and/or designers to admit that nerfing survivability into the ground was a mistake. There's a world of difference between making paladins "relevant" (which was what they were attempting to do) and making it unreasonably difficult for many classes and builds to do solo content, which as I stated before, is 95% of the game.
Case in point: in WoD, everyone pretty much has to group for everything -- not because they want to, but because it's nearly impossible to do WoD dailies without grouping. I recently took my 4.2k, all R12's, 20k defense, 15k power HR to the Cult Prison. It was brutal with a capital "B". The difficulty, for certain builds, is beyond unreasonable, and the regen change has a LOT to do with it.
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
screenshot
Skirmishes, dungeons, pvp or dragonflight, it is all group content. Even the new HE's give more benefit if you're grouping up. The mini dungeons are perfect! You can do them solo with a lot of trouble, where you can put some effort into doing it, or you can breeze thru it if you group up.
Regen gives you HP regeneration while you're out of combat and Healing bonus when you're in combat.
I think mod 6, and yes I do realize I'm one of the few people out there, that think Mod 6 was good with, as you say 'running survivability into the ground'. Just a couple days ago, I said to one of my guildies that soon they will have to do another 'mod 6' since all the content is so easy. We just run through the dungeons, making the 'epic' version only last 2 minutes longer than the normal ones.
Tiamat is just being done by zerging, eDemo can be burned down to the ground in 20 sec.
We are not even done with SH boons, we're gonna get a new module probably with new campaign boons and as some may know other things that will increase our strenght even further. It is already getting out of control again and I do hope we're going to get some decent content for anyone above 3k ilvl, since the game just gets boring at that point.