Vote.. or dont! =P If you dont, your in game loot will be transferred to me=P.. and you can never complain about other mods again!
Its time again, Whats your Favorite Module Release poll! I will tally at the end. 146 votes
Pre module releases: Game was better before all the grinds/boons started! and well TRS did things =P.
Mod 1.Fury of the Feywild: Sharandar, MC and Master of the hunt (I literally started the game like 2 weeks before this!)
Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
Mod 3. Curse of the Icewind Dale: Heroic Encounters added, open world pvp, black ice armors, Kessels Retreats. and were is my young yeti treats!
Mod 4. Tyranny of Dragons: or more like tired of dailies =P , Esot, Elol Dragonborn, and SW class .. also start of artifact weapons.
Mod 5. Rise of Tiamat: The goddess tried to emerge.. ah and Jewel-crafting arrived. (more artifact stuff )
Mod 6: Elemental Evil: for as much as its been derided.. admit it.. you had fun with the leveling and the challenge for a few weeks right?
Mod 7: Strongholds: well you donated stuff and influenced much.. and it did give us dragonflight.. siege and VIP program.
Mod 8: Underdark: PoM , Throne and Edemo released, and a chapter story.
Mod 9: The Maze Engine : Castle Never is back anyways.. and running from ancient dragons with hot feet!
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The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
in addition it completed the story of Valindra and it was a tough fight.. back then anyways.
I would say sharandar looked the best though..
After mod 2, rng was introduced via black ice, then RP and too much daily grinding for ToD/WoD . (ToD was harsh.. with the need to wait around for 4 dragons a day.. I only did all the boons on my dc and 5 or something on my gwf and cw and 4 on my hr.. and then 2-3 on the rest of my toons.. too much effort and time involved back then.
I will say the last two mods, stories ARE much improved.. they are even better then IWD really (as Im still not 100% why we ever went to IWD.. If they can pair the better story involvement.. with a tad more effort on dungeons.. I think they will be closer to what the earlier mods provided the game.
I feel bad for IWD though.. as it couldve been a much longer story arc.. I mean they gave us new maps.. maybe one day they return.
Note: This information probably isn't a spoiler so I didn't use the spoiler code at here.
Mod 2 introduced RP grind and artifact (and an endless cycle of new BiS artifacts each mod/lockbox)
Mod 3 most friends bailed the game for ESO
Mod 4 the start of recycling zones and felt like it was missing something
Mod 5 wait there is the second half of mod 4... why isn't this one mod... and don't forget Tiamat was not ready and had delayed release
Mod 6.... facepalm one new zone lost a &*#$ ton of dungeons
Mod 7.... Roll the dice and pick a new guild because yours is not big enough/active enough to access this new content. Introduction of a new paywall, either you join a rich guild or you suffer with being vulnerable to drains, etc
Mod 8.... The dev's begin using foundry to build content and now we have rings that give everyone class abilities and you need to collect them all to have a counter to the rings
Mod 9.... CN grind and the death of other T2 dungeons... adventure seals in T2... really
And then we got Mod. 6 and the "promise" that "SW will be treated special regarding Lifesteal.".
Yeah, right...
I also like that they added cool non-boon rewards to the campaign, and included achievements with titles in the quests. Overall, it's much more well-thought out than the previous "grind a daily" campaigns.
Adding CN back was nice. It'd be great if Cryptic could get back in the cadence of adding a new dungeon or two each module.
Not to mention the mount overhaul and queue changes, both (despite still ironing out some bugs) are fantastic changes.
I think the poll reflects that..
I still dont think they are quite as good as the first 9 months or so of the game design.
But if they continue in this direction , im ok with that.
Also.. never .. dare to release another skirm like pom/throne and think its ok.. clearly its not ok.
Im trying to stay positive overall in this poll.. so no, no unneeded bashing here.. Ive had my own beefs and I think i put those through fairly clearly over the last year.
Pretty sure we could all settle on mod 7 after having ground Sharandar for the 1000th time.
IE:
1. things that take too much "time" daily to grind (not just length of time.. but sitting around waiting for dragons and such) are never popular.
2. things that are alt unfriendly are never that popular.
3. things that introduce bad gameplay dynamics (pom and such) that are just REALLY badly conceived and implemented.. are never popular.
4. added RP vectors and making them take hundreds of hours to grind.. are never that popular.
5. broken things like EE introduction (where all of enchants, powers, even power points were broken.. are not popular.
on the flip side..
1. well concieved stories are usually recieved well.
2. any dungeon that isnt stupid like things like pom.. are usually well recieved.
3. any QoL improvements are usually well recieved.
4. well thought out and not SUPER time consuming grinding.. is usually well received.
This is the trend in these polls for the last 3 Ive done.
i spend hours and weeks gathering enchants, runes, and refines for my alts so they can be playable.
devs are forever denying many other players trying to reach 3k item base so they can get invited to tiamat runs, now most cant and becoming very bored and very upset with devs pulling the bait and switch too often.
mod 9 seem to be stale and some are not happy with dungeons coming back, some like some changes with dungeons.
prizes seem very weak and almost junk when pulling from chests, and lockboxes, and kits.
The lich right after the run away sequence from the dragons... i'm not that far into the Maze Engine campaign, and i'm now starting to wonder what else they recycled for this "new" campaign?
Not to forget, in the past i could at least queue and play dungeons/skirmishes more often then now... thanks to the newly added broken queue system.
And the new mount system, while that also looks like an improvement... don't get me started on those blasted insignia drop chances from skill nodes!
***Guild Recruitment Information***
I also really liked Mod8 Underdark and Mod2 Shadowmantle.
Vanilla-3 was the Golden Age IMO.
The last real mod IMO.
Even a space hamster couldn't save it. I left for most of it.
— (The unwritten rule)
but until now for me nothing is more disappointing that not having an actual underdark to explore at will after 2 modules based on underdark.
The biggest fail in this mod (excluding the lack of underdark itself) are the non-chapters quests..at least as offensive as vigilante's ones.
Mod 9: The Maze Engine : Pretend to help small guilds but don't. It seems to be only a marketing tool to bring attention to strongholds before Mod 10 that will be stronghold related and once again be only for big guilds
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)
All three together gave a nice balance of dungeons. PVP was active, the IWD areas felt vast and open-worldy and also populated because of people running around doing HEs. There was plenty to do, and the power creep was not overboard.
And mainly because this was before artifact equipment was introduced. And we could actually have alts.
and also the featured satirical comedic adventure "A Call for Heroes".
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.