beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Bug: Seal Vendor: class equipment While the old Lion/Manticore/Pegasus equipment is mostly ported to the new store, some pieces are missing for each class I've looked at, which I assume is unintentional. If you need me to make a comprehensive list, I guess I can. I'd hate to see any of my favorites (for transmuting) left out.
Feedback: Seal Vendor: So-called Eternal equipment boxes These apparently just drop random rare equipment scaled to your level, and frankly, that's a BS reward. ETERNAL equipment is only available for purchase to level 70 characters, for what is now a ridiculous amount of AD and WoD currency, and is character-bound on pickup. It was useful for the first little while following EE launch (for people who had saved for it), but has not kept pace with changes to the game since then. It is now absolutely useless to anyone who can acquire it (except as a transmute, and massively overpriced for that), and impossible to acquire for anyone who could actually use it. Making these items available using Seals of the Adventurer, even if it's getting a randomized piece from a gamble box, would actually be a major improvement to your new seal system and returned dungeons, since it would be a useful thing to have access to for the 60-70 climb. Not putting Eternal gear in the Eternal box is a missed opportunity at best and false advertising at worst, because that's what I thought it would be and was really enthused about the idea until I was proved wrong.
You really should consider it as a way of making levelling dungeon rewards relevant and simultaneously addressing the issue of this now-misplaced equipment set (which was a good idea at the time).
tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
edited February 2016
Just who is this for?
The announcement was that "four dungeons are being brought back."
Any character new enough to find this incarnation of Karrundax anything but a cakewalk is certainly not old enough to have ever run the original.
This does absolutely nothing to provide meaningful or even mildly entertaining content for established players. Between the underground HE that is the new CN and no epic version of dungeons I have really, really been looking forward to, I'll most likely sit this module out and check back in Mod 10.
I could ride my Coastal Flail Snail through most of the dungeon.
Feedback: Damn I hope it's intended that we're allowed to use mounts or that's A LOT of walking
I agree. Mounts are a good change to the old dungeon if intended.
What is the purpose of running a whole dungeoun dragging opponents? Isn't this D&D? We should have fearsome enemies, not dragging them, this will lead to many repetitive runs for low rewards, a slow paced run with more rewards would feel less repetitive and keep players around, walking like old times.
@treesclimber I agree with you 100%... but I think it about matches the lack of challenge, sadly. All of the heroic/leveling dungeons are very easy even for the intended levels, not helped any that max-level characters can run them, too.
Karrundax is one of the longest dungeons open to lowbies. Is it a bad thing? No. Nobody isn't forcing those who prefer a more D&D experience to ride through it. Personally I feel that walking all the way gets old after over 100 runs and would prefer not to. Characters also get dismounted if hit enough many times or take enough damage from a single hit, so if the enemies weren't so easy, nobody would want to pull a lot of them.
I think what should be done is just not allow lvl 70 characters into leveling dungeons at all because even with very basic gear a max-level character could solo all of them. Although allowing them shortens queue times, it's a vastly different experience to run a dungeon in a group of three lowbies than on the heels of one max-level character who will blast everything in one or two hits. I'm personally kind of bored of the new design philosophy that leaves no room for failure, except with refining and skill nodes.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
@beckylunatic I ran it twice after it came back on Preview and it was much more intact than I expected after the revamped Castle Never. That's just talking of the map and not taking encounters into account like I think you meant. It's a good point. Maybe fewer mobs and the ability to ride a mount make it a bit too short after all, but many of the encounters after the first boss and up to the clearing with many fire archons were notoriously skippable back in the days, too. And then there was the campfire dash after the second boss... It's also difficult for me to tell if it's considerably shorter because I can't remember how many and what mobs the non-epic Karru had, even though I do miss the kobolds.
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feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
Here's some feedback: No one cares about 3-man dungeons or wants them. We want our five-man epic dungeons back. We've been telling you this for ten months.
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matiagronxMember, NW M9 PlaytestPosts: 251Arc User
Here's some feedback: No one cares about 3-man dungeons or wants them. We want our five-man epic dungeons back. We've been telling you this for ten months.
And then, out of nowhere, a big hole opened through the water and drained down your request along with ALL the rest of the community's essential requests. And then the skies opened and a giant facepalmed hand appeared over Cryptic's offices.
And time goes by, meanwhile we keep getting our brains lobotomized daily with all the bugged, outdated, uninspired content we keep playing.
Comments
Neverwinter Census 2017
All posts pending disapproval by Cecilia
While the old Lion/Manticore/Pegasus equipment is mostly ported to the new store, some pieces are missing for each class I've looked at, which I assume is unintentional. If you need me to make a comprehensive list, I guess I can. I'd hate to see any of my favorites (for transmuting) left out.
Feedback: Seal Vendor: So-called Eternal equipment boxes
These apparently just drop random rare equipment scaled to your level, and frankly, that's a BS reward. ETERNAL equipment is only available for purchase to level 70 characters, for what is now a ridiculous amount of AD and WoD currency, and is character-bound on pickup. It was useful for the first little while following EE launch (for people who had saved for it), but has not kept pace with changes to the game since then. It is now absolutely useless to anyone who can acquire it (except as a transmute, and massively overpriced for that), and impossible to acquire for anyone who could actually use it. Making these items available using Seals of the Adventurer, even if it's getting a randomized piece from a gamble box, would actually be a major improvement to your new seal system and returned dungeons, since it would be a useful thing to have access to for the 60-70 climb. Not putting Eternal gear in the Eternal box is a missed opportunity at best and false advertising at worst, because that's what I thought it would be and was really enthused about the idea until I was proved wrong.
You really should consider it as a way of making levelling dungeon rewards relevant and simultaneously addressing the issue of this now-misplaced equipment set (which was a good idea at the time).
Neverwinter Census 2017
All posts pending disapproval by Cecilia
The announcement was that "four dungeons are being brought back."
Any character new enough to find this incarnation of Karrundax anything but a cakewalk is certainly not old enough to have ever run the original.
This does absolutely nothing to provide meaningful or even mildly entertaining content for established players. Between the underground HE that is the new CN and no epic version of dungeons I have really, really been looking forward to, I'll most likely sit this module out and check back in Mod 10.
I could ride my Coastal Flail Snail through most of the dungeon.
I could not use it in combat.
https://www.youtube.com/watch?v=TizlXmcCwZU
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Karrundax is one of the longest dungeons open to lowbies. Is it a bad thing? No. Nobody isn't forcing those who prefer a more D&D experience to ride through it. Personally I feel that walking all the way gets old after over 100 runs and would prefer not to. Characters also get dismounted if hit enough many times or take enough damage from a single hit, so if the enemies weren't so easy, nobody would want to pull a lot of them.
I think what should be done is just not allow lvl 70 characters into leveling dungeons at all because even with very basic gear a max-level character could solo all of them. Although allowing them shortens queue times, it's a vastly different experience to run a dungeon in a group of three lowbies than on the heels of one max-level character who will blast everything in one or two hits. I'm personally kind of bored of the new design philosophy that leaves no room for failure, except with refining and skill nodes.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
No one cares about 3-man dungeons or wants them.
We want our five-man epic dungeons back.
We've been telling you this for ten months.
And time goes by, meanwhile we keep getting our brains lobotomized daily with all the bugged, outdated, uninspired content we keep playing.