Hi everyone! Sean “Commander Ander” McCann here, and I’m excited to have everyone delve into the Elemental Evil campaign! This focus of this thread will be on all things related to Reclamation Rock.
Access
Any player level 62 or above can access Reclamation Rock by completing the No Crevice Untouched, Hard to Reach Places, and Swords for Everyone, granted by Archdruid Morningdawn and Minsc in Protector's Enclave.
Players should be at least level 64/65 by the end of Reclamation Rock.
Features
- Directed story content to take players through Reclamation Rock.
Feedback Desired
We’d like you all to focus on playing these instances and finding any potential issues with them, both from a story and a mechanical standpoint. Does something in the story not make sense? Did the quest flow from each quest not work? Let us know!
If you find a bug or have feedback, please follow the guidelines below when posting:
• Respond to this forum post.
• Type: Bug/Feedback (Please only choose one)
• Spec: (Please enter the spec that you are providing feedback for here)
• Format: Please use “Bold” face text for the Type & Spec then type your feedback in the body of your post. If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use BLUE.
• (Bonus: Concise Feedback & Screen Shots are much appreciated)
Examples:
Bug: Quest: Crumblechasm
Crumblechasm didn't spawn!
Feedback: Quest: Call to Alms
I loved the pun in the quest title.
Sean "Commander Ander" McCann - Content Designer
0
Comments
It would be helpful if the blue 'target area' during the construction phase would be more focused in the area where the construction is to be done. Currently it encompasses a large area where you can obtain construction materials, but you can't build there. Perhaps have a 2 stage target area? stage 1 as it is now to show where to obtain everything, and stage 2 being a smaller circle where construction may take place
We are searching for slave labor, will pay with food from our farm!
I'm fairly disappointed that my GWF will never be able to unlock the lore entry "The Cult of Black Earth". It was previously given by acquiring the repeatable quest "Black Earth Rumble". However, Black Earth Rumble had bugged prerequisites (as described in my bug report http://www.arcgames.com/en/forums/neverwinter#/discussion/1208016/).
So I logged onto preview and was delighted to see that the Vigilant Paladin finally offered quests for my GWF. Ten Heroic Encounters and over a hundred enemies later, I gave up in disappointment. No lore entry.
Feedback: Quest: Continuing Force
The repeatable quest Continuing Force has an odd reset time. It appears to be 3 hours off of the standard reset time for daily quests.
When transfering characters that are supposed to have done the campaign, the Reclamation Rock auto completes for my Devoted Cleric, but not for my Great Weapon Fighter. I just finished the campaign on the Live server this weekend, so I know they both are supposed to have it. Still, the first task is the only one open and not completed and the rest are locked.
Can you specify/remember if you completed the vigilance wrapper quests on your Great Weapon Fighter?
Somehow I missed Dassar because he didn't have a quest marker and I thought I had done some of Reclamation Rock last year with my GWF. That was my bad, but how did I get the vigilance wrapper quest from Captain Dunfield? My journal says that "Besieging the Rock" is indeed completed. Councilwoman Callum doesn't offer any quests before wrapping up with Dassar, so it's just Cap.
Reclamation Rock and Drowned Shore both suffer from outlevelled quest markers. You get scaled down, but the game still parses your true level for indicating who has stuff for you to do. This may be different now with recent changes to make quests visible for a few levels longer, though I still feel strongly that hiding them is a useless mechanic that does more harm than good. People are free to ignore quests they don't want to bother with if they can see a marker, but struggle to find quests they'd like to do - or need to do - when they don't see a marker.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
In the first cult camp south from Truebow's base, a training manual is inside the wall of the tent closest to the cliff face. It's unreachable even though there is no visible obstruction from both inside and outside the tent.
The pillar of light for Slaad Invasion is visible through most of the terrain and buildings in Helm's Hold. You can usually see the entire pillar from top to bottom no matter how much stuff is in the way.
If you have alts you pray on, do dungeons, skirmishes etc and than decide to go back and try to finish up an area where you left off its almost impossible sometimes to even find who to talk to.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
- "By the Horns": No issues.
- "In Memorial": No issues. Good quest.
- "Taking Measures": A strong contender for worst quest in the game. Not only does it expect you to deliberately play badly, but there's a time limit. So if running up to enemy groups and letting them beat on you doesn't do enough damage in time, you have to start all over. I strongly recommend removing the time limit. Although it will still be a miserable experience, at least you won't risk failing and having to do it again.
- "Toad Bait": The portal rifts have a strange spawn pattern. The Slaadi Invasion heroic encounter was active, so I couldn't solo the portal rifts in the southern area. Instead I went to the eastern area, where I expected to find 3 or 4 rifts. When I arrived there was nothing. No enemies, no rifts, just empty space. I had the zone to myself, so they hadn't been killed. I waited for a minute and eventually all the rifts and slaadi spawned simultaneously. Since I needed to destroy 6 rifts, and I couldn't solo the heroic encounter, I had to wait around for the eastern portal rifts to spawn a second time.
- "Delaying Ascension": This is the 3rd time that the quest line sends you to the Crypts of Ascension. That's a bit boring, but what is particularly irksome about this is that the Crypts of Ascension had all their skill nodes removed due to botting. Many players are desperate for mount insignia, the devs have cocked a snook at us here.
- "Landshark": No issues.
- "Stolen Mementos": It took me 67 kills to grind the 20 mementos. Very tedious.
- "Stone by Stone": You need to kill 3 Blackmantle Generals and there are only 3 in the whole zone. Fortunately, the preview server is a ghost town and I had the zone to myself. However, on live competition for those 3 could get frustrating. In fact, the 3 are so close together that a troll could camp them to grief players.
- "Toadkiller": If the Slaadi Invasion heroic encounter is active, the only soloable slaadi are in the eastern area. There aren't enough of them there.
- "Black Earth, Stone Heart": No issues. Good lair. However, it's a bit weird to turn in the quest and suddenly the last 3 campaign tasks are done. It's an abrupt end.
- "Seed of Earth": No issues. The fight with the Blackmantle and friends is a bit hectic, and I died once and squeaked through on the second attempt. However, my test character is squishy.
Feedback: Zone loreI was able to unlock the "Helm's Cathedral", "Helm's Hold", "Marlos Urnrayle", "Miraj Vizann", "Reclamation Rock", "Scar Alley", "The Hold and the Rock, Part 1", "The Memorial Hills", "The Return of Helm", "The Watcher's Forest" and "Ulgarr Crumblechasm" lore entries.
The "The Cult of Black Earth", "The Hold and the Rock, Part 2", "The Hold and the Rock, Part 3", "The Hold and the Rock, Part 4", "The Hold and the Rock, Part 5", "The Hold and the Rock, Part 6", "The Hold and the Rock, Part 7", "The Hold and the Rock, Part 8", and "The Hold and the Rock, Part 9" lore entries are no longer available. This is disappointing.
All the Kenku-related quests in Spinward were a good example of stacking for efficiency. You could kill Kenku, kill a specific Kenku (Blackfeather), kill Kenku and take their weapons, and take Kenku eggs, all at the same time. It was very non-frustrating. This quest was horrible as a vigilance task, and you would be doing Neverwinter players a huge favour by putting it out of its misery. To get anywhere close to succeeding at it, I remember needing to remove all kinds of damage mitigation and stand in red AoEs until my character was nearly dead. On a second pass through this zone, I did fail it due to not being able to find enough monsters that were capable of dealing any kind of damage, and that quest made the "avoid at all costs" hate-list.
If you're built for survivability, removing equipment only goes so far. We can't spec out of our feats and boons just so that one piddly quest doesn't fail. The closest thing I have to a main is a scoundrel TR, which means high deflection is innate.
If nothing else, I agree the time limit should be removed, even though it means having to rewrite the dialogue. I'd forgotten how bad this quest was until @two30 mentioned it, because I'd been able to skip it, but the new structure means you can't just not do a quest because it blows.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
We are searching for slave labor, will pay with food from our farm!
I'd really appreciate official feedback on whether or not retroactive completion credit will be granted for this zone.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Update:
Upon dropping the quest and picking it up again. I was able to complete the quest. *Happy Days*