frozenfirevrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,475Community Moderator
edited April 2016
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)
I for one did not like Mod 3, I still don't go there at all except for BT. The biggest reason for this is Return on Investment. It made me hate that mod.
And, the refinement system was very good in Mod, it solved a problem of having 4 enchants for each upgrade with Fusing, and also didn't need as much inventory. I don't understand what made them feel Artifact Equipment would be fun.
lonewolfmk1Member, NW M9 PlaytestPosts: 137Arc User
edited April 2016
Mod 1.Fury of the Feywild: Sharandar, MC and Master of the hunt (I literally started the game like 2 weeks before this!)
I voted mod 1, but could just as well have gone with mod 2, both where great, offering a new map, dungeons and skirmishes. Also PVP was still fun, as the powergap between players wasnt that large and the pvp community was thriving. Also class ballances where frequent, though never perfect.
With mod 3 NW started to decline. Its where the grinding started, be it for BI or the notorious search for the BI equip. Our guild, pretty stable up to this point, started to fall apart back then.
Mod 4 was a joke really and the first one where i had the feeling tht dragons are more common than pigeons in NW.
Mod 5 delivered what should have been part of mod 4 and wasnt bad really, though i never really liked tia runs (which you where basically forced to run a LOT for the campaign). Also no group que for tiamat, not even 5 player groups. Still dont understand the logic behind that.
Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasnt gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity.
Mod 7 i had high hopes for. Finally something new for pvp, that would surely revive the mortally wounded pvp community?! Well, it could have been, if SH pvp wouldnt have been a bug and lag feast (and still is) that also allowed companinos to enter pvp. Also guild boons. I dont mind the perks of the guild stronghold. If you know a nice guild they usually have no problem to allow you to use their shop. But the guild boons blow anything out of the water that came before or after in terms of boons. Well at least it made poeple shut up about all the other ballance issues in pvp (save drain marks...), since they where almost neglectible in comparisson. This mod also caused the death of 2 guilds i had joined (both around 15-20 active members).
Mod 8, or Underdark without underdark. It introduced 2 skirmishes that i dislike and a raid that is ok. From a content perspective the mod was very poor. But hey more items (rings) to screw over pvp! Well the one good thing where the story quests i guess... which you where done with after 2-3 hours...
Mod 9, campaign is actually quite good, though the dailies are annoying as they constist of riding for 5 min to your target, kill a bunch of enemies, ride back (if you are not VIP). But again, no new dungeon, no new map, no efford to ballance pvp (though the new class ballances might be a step into the right direction). Oh year and insignias to break pvp even more (there might be a pattern here).
A special note towards NWs second neglected child (besides pvp) the foundry. Cryptic is really stupid not to utelize the potential hidden in there. Why not make a competition every 2 months. Dictate a theme after which a dungeon has to be designed, give some cool rewards for the best entry and the foundry authors will supply the dungeons Cryptic seemingly has lost the ability to create, for free. This game could thrive, with so much new content to keep players busy for years to come. Instead we have an ever shrinking player base.
0
thatsmeaswellMember, NW M9 PlaytestPosts: 60Arc User
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?
Despite all its flaws i think mod 6 was great. After playing some content with my old toons i decided to make up a new one just because i had been unwilling to replace all my good old stuff from the previous mods. So i levelled one new hr all The way from level 1 to 70 and it was great. The only drawback were the unbearable ever repeating vigilant quests, but hey, you just had to so spinward rise to get your weapon, and at the very beginning of mod 6 the xp rewards were yet reasonable. After level 70 things got a bit more difficult but with the New equipment they were manageable. And my first victory in vt felt so sweet after failing so offen. The only major issue mod 6 had was the damage resistance bug. Sadly all The adjustments to difficulty were made before fixing the bug and unfortunately werent reversed afterwards and thats, imho, one of The major reasons why we have such a trivial content right now, because all The op stuff was meant to help us dealing with the original mod 6 difficulty.
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!
As it should be I think. I wasn't there for the beginning of Mod 2 and didn't absolutely love the area, but I can imagine how it would be new and exciting to have such an expansion in an already great game. People wanted more stuff to do, there were too few great sets. I picked IWD because it has this awesome feel to it, like it was actually a rush to grab up as much black ice as you could to get the best gear in the game. Open world PVP where nobody is substantially more powerful than anyone else! I loved all of the references to Salvatore's books, and Kessell's Retreat was a lot of fun before power creep made it a trash instance. And when heroics were a new thing that was exciting.
Tyranny Of Dragons was a lot of repetition, and fun at first, but lost appeal quickly. Rise Of Tiamat was great at first, a real struggle to get everyone to kill her. Then you had to do it like 100 times and that was annoying, but it was okay and still holds up well
The rest are just bad as far as gameplay goes. Demogorgon is okay but similar to Tiamat, very grindy, do the same thing over and over again. The Maze Engine is very welcome because I'm a Salvatore fan, but the actual gameplay feels like filler to keep us occupied while they develop the game.
Mod 9: The Maze Engine : Castle Never is back anyways.. and running from ancient dragons with hot feet!
I started playing in mod6 so can't really comment about previous mods. I really liked mod7, cause it made our guild more unite -> building SH. (long live the holy crusaders ) mod8 caused me to stop playing for a while (and leave that awesome guild and that leads to my answer mod9 is my favorite, it brought me back to very active daily player... and in to small guild, which we hopelessly try to build
Mod 5. Rise of Tiamat: The goddess tried to emerge.. ah and Jewel-crafting arrived. (more artifact stuff )
pre mod 6 was good, after that the game has gone downhill, fast.
After mod 6 removed dungeons, introducing IL, broken set, OP OP, bugs multiply faster than get fixed or not getting fixed at all etc.
Some how ive managed to stay here and waiting for Jan 2017, when all these balance issues in gameplay are to be fixed and old/new epic dungeons will hopefully be added back, bringing more content.
After mod 6 its just been grind grind grind, and new content has been boring as fk.
if you are a IL 2.5k you just grind to up your toon, grind SH currency, help guildies and do maze engine dailys.
Mod 7: Strongholds: well you donated stuff and influenced much.. and it did give us dragonflight.. siege and VIP program.
Strongholds - game changer for me - until then you could be in guild or not be in one and only difference would be guild chat and another title below your name. After mod7 guilds had a purpose - adventurers had to work together for a higher goal - which sort of bonded guild mates more than before.
*whispers* 'give us guild pvp area - we want to practice with guildies and show our moves and skills
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)
After mod7 guilds had a purpose - adventurers had to work together for a higher goal - which sort of bonded guild mates more than before.
Yea, because people scrambling to abandon their old guilds to join new ones that could offer better boons, was a positive bonding experience. And lets not forget the camaraderie enjoyed by guild members. As their membership either got reduced slave labor resource donators or direct competition with each other to see who could donate more and curry more favor with leadership.
The only purpose mod 7 did was institute another grind and disguised it as a group activity.
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 2 was awesome. Mod 3 was the first time I quit the game. Heroic encounters were very off putting. I didn't care about PVP and I mained a Healer DC.. and they wanted me to kill Yetis? Yeah right.
Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
--
I'll never retrace my steps.
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)
After mod7 guilds had a purpose - adventurers had to work together for a higher goal - which sort of bonded guild mates more than before.
Yea, because people scrambling to abandon their old guilds to join new ones that could offer better boons, was a positive bonding experience. And lets not forget the camaraderie enjoyed by guild members. As their membership either got reduced slave labor resource donators or direct competition with each other to see who could donate more and curry more favor with leadership.
The only purpose mod 7 did was institute another grind and disguised it as a group activity.
Not everyone abandoned their guilds.. Some of us came back to help our former guildies. I had quit the game until strongholds came around. xD
Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
--
I'll never retrace my steps.
After mod7 guilds had a purpose - adventurers had to work together for a higher goal - which sort of bonded guild mates more than before.
Yea, because people scrambling to abandon their old guilds to join new ones that could offer better boons, was a positive bonding experience. And lets not forget the camaraderie enjoyed by guild members. As their membership either got reduced slave labor resource donators or direct competition with each other to see who could donate more and curry more favor with leadership.
The only purpose mod 7 did was institute another grind and disguised it as a group activity.
You might want to add to that, that there were even some cases reported, where a guildleader sold a guild, and players that donated a lot of time and real money got the boot...
I do believe in killing the messenger...
Want to know why?
Because it sends a message!
0
revan06100Member, NW M9 PlaytestPosts: 205Arc User
People who vote for mod6 or after 6 have clearly not played since long enough. You can't prefer the game the way it is since mod6, regardless the mod since then. It was way much better until mod6, only an idiot would not say so...
checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
edited April 2016
Mod 1.Fury of the Feywild: Sharandar, MC and Master of the hunt (I literally started the game like 2 weeks before this!)
Mod 1 had an incredibly hard dungeon at the time (shouts of 1/3 or 2/3 runs were very common), all the old dungeons, epic drops that were unbound, no tenacity, no artifacts, no artifact gear, no refine point system, nothing above perfect enchant, no dungeon keys, secret areas that had to be discovered or paths in the dungeons that were just fun to explore, and dungeon drops that were made to craft top weapons (yes, the malabog fragments now utterly forgotten). The foundry was alive and spewing out imaginative stories.
There was no Paladin, Hunter, or Warlock. The GWF and the GF had not crossed their paragon paths yet. So, most GFs ran Iron Vanguard (yes, imagine SW with no steel defense...). Frontline surge was not nerfed because of the GWF (it was a massive Encounter for the GF).
You had to play through the epic dungeons to get your gear (T1s to T2s), or drop a boatload of AD in the AH. The ZAX was hovering around 150-200:1 (I may be a bit off in this, but it was around that). No solo warriors for dungeons. Even normal dungeons (as you were levelling) were tough (trying to run Mad Dragon at the actually level that you qualified was almost insane).
Old glitches were everywhere. Caturday (**cough**) and the rollback and valindra's invasion (the super lag fest that was in PE) were all in the history books by mod 1.
PE was 150+ instances of chatting, playing people, all hungry for the game. PvP was still imbalanced, but not bad (if not limited in use).
Guilds were a statement of your play style and philosophy: Enemy Team, Essence of Aggression, .Synergy., Death by Snu Snu, Myrmidons, Guild Medieval, Greycloaks, etc; and not merely collections of people who only come together to feed a grindy coffer to get personal boons. You made friends and forged memories.
Dungeon runs were 20min to 90 minutes, depending on your party. You had to really really want to go to the dungeon to get that top drop. You had to work to finish. Who would do Epic Frozen Heart without a GF that could kite? Who would do epic Dread Vault without at least 1 CW who could throw mobs? Who would try final Malabog against Val and the Dragon that did not have interrupt abilities on Val? Wiping was more common, but because the FINAL DROPS were sooo good (except dread vault), you would put in the time to get it. Reduce the rewards, make them bound, make them only worth 3k in salvage, and no one would run 45min to get 3k. But, make it a piece of top gear that you might sell, with set bonuses, or use, and players would go to the end of the earth to get it.
Now, the other modules added some story, or finished it. But mod 1 was a completely different Neverwinter than what is currently played.
People who vote for mod6 or after 6 have clearly not played since long enough. You can't prefer the game the way it is since mod6, regardless the mod since then. It was way much better until mod6, only an idiot would not say so...
And posts like this are why I despise public polls. People should be able to vote for what they wish without fear of some other poster deriding them for that choice.
ROLL TIDE ROLL
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
Pre module releases: Game was better before all the grinds/boons started! and well TRS did things =P.
Game was good when it started... it was still interesting from mod 1 to mod 4, but mod 4 1/4 and mod 4½ etc. up to infinite old ZONE´s repeats... its now gone.
ps. some players started play game when it ended to "Plaguefire"... something (I dont even remember that section name)... THAT was VERY interesting, maybe it was mod -½, ... oh those days. I wish nice "grind fest" to all newcomers.
Comments
And, the refinement system was very good in Mod, it solved a problem of having 4 enchants for each upgrade with Fusing, and also didn't need as much inventory. I don't understand what made them feel Artifact Equipment would be fun.
With mod 3 NW started to decline. Its where the grinding started, be it for BI or the notorious search for the BI equip. Our guild, pretty stable up to this point, started to fall apart back then.
Mod 4 was a joke really and the first one where i had the feeling tht dragons are more common than pigeons in NW.
Mod 5 delivered what should have been part of mod 4 and wasnt bad really, though i never really liked tia runs (which you where basically forced to run a LOT for the campaign). Also no group que for tiamat, not even 5 player groups. Still dont understand the logic behind that.
Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasnt gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity.
Mod 7 i had high hopes for. Finally something new for pvp, that would surely revive the mortally wounded pvp community?! Well, it could have been, if SH pvp wouldnt have been a bug and lag feast (and still is) that also allowed companinos to enter pvp. Also guild boons. I dont mind the perks of the guild stronghold. If you know a nice guild they usually have no problem to allow you to use their shop. But the guild boons blow anything out of the water that came before or after in terms of boons. Well at least it made poeple shut up about all the other ballance issues in pvp (save drain marks...), since they where almost neglectible in comparisson. This mod also caused the death of 2 guilds i had joined (both around 15-20 active members).
Mod 8, or Underdark without underdark. It introduced 2 skirmishes that i dislike and a raid that is ok. From a content perspective the mod was very poor. But hey more items (rings) to screw over pvp! Well the one good thing where the story quests i guess... which you where done with after 2-3 hours...
Mod 9, campaign is actually quite good, though the dailies are annoying as they constist of riding for 5 min to your target, kill a bunch of enemies, ride back (if you are not VIP). But again, no new dungeon, no new map, no efford to ballance pvp (though the new class ballances might be a step into the right direction). Oh year and insignias to break pvp even more (there might be a pattern here).
A special note towards NWs second neglected child (besides pvp) the foundry. Cryptic is really stupid not to utelize the potential hidden in there. Why not make a competition every 2 months. Dictate a theme after which a dungeon has to be designed, give some cool rewards for the best entry and the foundry authors will supply the dungeons Cryptic seemingly has lost the ability to create, for free. This game could thrive, with so much new content to keep players busy for years to come. Instead we have an ever shrinking player base.
Tyranny Of Dragons was a lot of repetition, and fun at first, but lost appeal quickly. Rise Of Tiamat was great at first, a real struggle to get everyone to kill her. Then you had to do it like 100 times and that was annoying, but it was okay and still holds up well
The rest are just bad as far as gameplay goes. Demogorgon is okay but similar to Tiamat, very grindy, do the same thing over and over again. The Maze Engine is very welcome because I'm a Salvatore fan, but the actual gameplay feels like filler to keep us occupied while they develop the game.
mod8 caused me to stop playing for a while (and leave that awesome guild
and that leads to my answer mod9 is my favorite, it brought me back to very active daily player... and in to small guild, which we hopelessly try to build
After mod 6 removed dungeons, introducing IL, broken set, OP OP, bugs multiply faster than get fixed or not getting fixed at all etc.
Some how ive managed to stay here and waiting for Jan 2017, when all these balance issues in gameplay are to be fixed and old/new epic dungeons will hopefully be added back, bringing more content.
After mod 6 its just been grind grind grind, and new content has been boring as fk.
if you are a IL 2.5k you just grind to up your toon, grind SH currency, help guildies and do maze engine dailys.
One word: Grind
After mod7 guilds had a purpose - adventurers had to work together for a higher goal - which sort of bonded guild mates more than before.
*whispers* 'give us guild pvp area - we want to practice with guildies and show our moves and skills
THC
http://www.theholycrusaders.com/
The only purpose mod 7 did was institute another grind and disguised it as a group activity.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
You can't prefer the game the way it is since mod6, regardless the mod since then.
It was way much better until mod6, only an idiot would not say so...
There was no Paladin, Hunter, or Warlock. The GWF and the GF had not crossed their paragon paths yet. So, most GFs ran Iron Vanguard (yes, imagine SW with no steel defense...). Frontline surge was not nerfed because of the GWF (it was a massive Encounter for the GF).
You had to play through the epic dungeons to get your gear (T1s to T2s), or drop a boatload of AD in the AH. The ZAX was hovering around 150-200:1 (I may be a bit off in this, but it was around that). No solo warriors for dungeons. Even normal dungeons (as you were levelling) were tough (trying to run Mad Dragon at the actually level that you qualified was almost insane).
Old glitches were everywhere. Caturday (**cough**) and the rollback and valindra's invasion (the super lag fest that was in PE) were all in the history books by mod 1.
PE was 150+ instances of chatting, playing people, all hungry for the game. PvP was still imbalanced, but not bad (if not limited in use).
Guilds were a statement of your play style and philosophy: Enemy Team, Essence of Aggression, .Synergy., Death by Snu Snu, Myrmidons, Guild Medieval, Greycloaks, etc; and not merely collections of people who only come together to feed a grindy coffer to get personal boons. You made friends and forged memories.
Dungeon runs were 20min to 90 minutes, depending on your party. You had to really really want to go to the dungeon to get that top drop. You had to work to finish. Who would do Epic Frozen Heart without a GF that could kite? Who would do epic Dread Vault without at least 1 CW who could throw mobs? Who would try final Malabog against Val and the Dragon that did not have interrupt abilities on Val? Wiping was more common, but because the FINAL DROPS were sooo good (except dread vault), you would put in the time to get it. Reduce the rewards, make them bound, make them only worth 3k in salvage, and no one would run 45min to get 3k. But, make it a piece of top gear that you might sell, with set bonuses, or use, and players would go to the end of the earth to get it.
Now, the other modules added some story, or finished it. But mod 1 was a completely different Neverwinter than what is currently played.
Guild--And the Imaginary Friends
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
ps. some players started play game when it ended to "Plaguefire"... something (I dont even remember that section name)... THAT was VERY interesting, maybe it was mod -½, ... oh those days. I wish nice "grind fest" to all newcomers.