Greetings adventurers, Asterdahl here! As many of you may already know, Fangbreaker Island is now up and accessible on the preview shard! Some of you enterprising souls have already conquered the challenge. Please use this thread for providing feedback and bug reports on issues you may have encountered in the dungeon.
We look forward to seeing more of you tackle Fangbreaker and receiving your value feedback! If you're giving feedback or bug reports, we'd like for you to follow some formatting outlined below, to ensure that we can note and address these issues quickly.
If you're looking to provide feedback on loot, please see:
OFFICIAL FEEDBACK THREAD: FANGBREAKER ISLAND (LOOT EDITION)P.S. If giving any sort of feedback on the difficulty, please include what classes were in your party and as specific information as you can provide about your item levels!
Type: Bug/
Feedback (Please only choose one)
If you are listing a bug please have this text in
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CYAN. If you are replying to another user's post, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:
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Examples:Bug: During the dragon turtle fight, the game suddenly disconnected me during the phase transition!Feedback: Our party with an average total item level of 3500 was able to defeat Drufi in under 5 minutes, too easy!Thank you for taking the time to check out the preview build, and thank you for taking the time to hop on the forums and give us your feedback.
Known Issues on Preview:
- An issue wherein bosses in Fangbreaker Island do not drop any loot.
- An issue wherein companions can be trapped in Drufi's permafrost power.
- An issue wherein some of Drufi's powers can hit players in the team corral area after respawning.
Comments
There is a huge disparity in difficulty between the trash monsters and the bosses. The bosses are mechanics based fights, once you understand the mechanics, which are not that hard to pick up, the boss fights become easy. In contrast, the monster packs just swarm you and overwhelm you if you aren't super careful, which can result in multiple wipes to trash but flawless boss kills. My suggestion would either be to raise the difficulty of the boss fights, or lower the difficulty of the trash monsters.
To lower the difficulty of the trash monsters, you can do any of the following:
1) Reduce the size of the monster packs.
2) Reduce the CC resistance of large monsters like the giants.
3) Space the packs out further from each other, so you can fight 1 pack at a time, rather than 4/5 packs at once with 5 giants.
4) Reduce trash monster damage.
Doing any of the above will result in the trash monsters being easier.
Alternatively, you could raise the difficulty of the boss fights and I would suggest that if you intend to do this, you do it by adding 1 or 2 monsters that spawn at 33% and 66% during the boss fights. Possibly those frost giants.
In addition to this, I have yet to have any loot drop from the first 2 bosses, can this be rectified please? Also, other dungeons drop seals at bosses, it would make sense for Fangbreaker Island to have some equivalent seals for the bosses.
Bug: Frost melting guy.
After walking to the ice wall and getting him to start melt it, you can walk away from it and he will continue to melt it, the monsters will not interrupt him. Due to this, there is no reason to engage with this mechanic and players can just sit around for 2 minutes and wait for the mechanic to expire.
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For the first boss, I recommend having 3 bears that are always in the arena, so if 1 dies, another 1 comes down into the arena. This gives some purpose to having a controller class in this fight. Someone who is on, "bear duty" so to speak.
For the second boss, I would recommend having 4/5 of those archers continuously respawn, making the fight more interesting as it is currently rather lackluster. Alternatively, something like those monsters in the last boss in spellplague caverns that could push and stun you, I think they were called nothic mindwarps?. Something like them would be definitely fit that fight, as it would force you to deal with the threat of being pushed off. A yeti would be appropriately themed I suppose and could serve the same purpose.
For the third boss, I propose adding 2 giants to the last arena. 1 of those runecasters? (the spellcaster giants with the big hammer) and the drum beater guy. Those 2 would make a threatening combination, especially with the drum beater guy buffing the boss.
Any of my comments not posted in orange are based on my own personal opinion and not official.
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We are searching for slave labor, will pay with food from our farm!
As long as there is a guaranteed prize of some value at the end of the tunnel that makes it worthwhile to run, I'm good.
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For a dungeon of its caliber, there should be a guarenteed epic drop for every boss, as it was prior to mod 6.
Feedback: Mob packs in the beggining of the dungeon
Mobs have tendency to suround players due to fast spontaneous runs, the space to fight them is reduced (elol compared to Fangbreaker island is a paradise) so my sugestion: keep the drummer easier to acess(drummer is the first to go down and as he barelly moves it makes the tank have to drag all the other mobs back, not very nice to do with so little space).
Also if anyone got the time to get to the boss please make some tests on the RI needed, mobs showed about the same as t2 dungeons ones.
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This is all on top of the un-restored relics you'll be restoring to obtain the new relic armor. Keep in mind that of course, while we've made some adjustments to Fangbreaker's rewards that should make it worthwhile to run if you can meet the requirements, the rewards can vary from run to run, but it should be a noticeable improvement if you can manage to conquer the challenge.
Today you can run the dungeon 100+ times and end up with disappointing BS loot like rank 8s and RP and some lame salvage +1 ring 99% of the time. And IF you get really lucky you get a legendary ring and most of those times - ITS THE WRONG ONE and OFC its all BoP, so you cant do anything with it.
99.9% of the time after today's CN run, you feel disappointed. Thats really not the feeling you should have. That means that the game is broken. Something is very very wrong.
My suggestion is that atleast the last boss ALWAYS drop a legendary ring BoP and there shouldn't be a need/greed option, it would just be RNG wich player gets it.
BTW the new dungeon loot has to be BiS. It has to beat everything else. Anything else would be bad. And from the looks of it, the new rings are NOT BiS. After a whole mod - playing every day, I still dont have a ring with x2 offensive slots. Thats how bad its been. And trust me, I have been farming Edemo, CN and the skirmishes.
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EDIT: *"a chance to drop a rank 8 enchantment" to make a quote.
Feedback: Loot Quality.
The loot quality will have to be significantly higher than this to get people to continue to run this dungeon. For reference, Castle Never has a chance to drop rank 8s as well. My team can run Castle Never in 10 minutes. That same team takes 30-40 minutes to run Fangbreaker. That means, we can do 3-4 CNs in the time it takes to do 1 Fangbreaker, which means for the loot of Fangbreaker to be comparable, it needs to be 3-4 times as good. My suggestion is all 3 bosses have a guaranteed salvage drop that ranges in value from 4-6k (which means you get 12-18k from the salvage) 1 guaranteed rank 8 in either chest (which range in value from 2k-30k) and a chance at a rank 9. Alternatively, it would also be nice if the gear pieces from Fangbreaker were unbound. Alternatively, if the dungeon dropped epic stronghold vouchers, that would also be great.
With the current loot table you are proposing however, once people have finished farming their gear, there will be no reason to run Fangbreaker. I am sure this is not what you want. What I find unsatisfying is how rewarding the new events are, (for example, summer festival, siege event) compared to all other content in the game. There is no challenge to farming those events at all, anyone can do it. There is absolutely 0 risk and yet the payout is so much higher than any of the dungeons in the game. Considering you would actually have to work hard for any reward in Fangbreaker, its loot should out class seasonal events anyhow.
Feedback: Dungeon Design.
Give my thanks to whoever designed this dungeon though. I absolutely love it. I would just like it if the bosses were tweaked and made harder as currently they are less challenging than the packs of monsters. Over all, it is a great design.
Feedback: Item Level Requirement.
Currently, the requirement is 3.1k. It would make more sense if it was 2.9k, but with the same difficulty. Why is this? Well, the difference between 3.1k and 2.9k is the difference between fully refined legendary artifacts and mythic artifacts, which have hardly any stat difference and yet grant a huge ilvl boost. Given those circumstances, there isn't really any reason for it to be 3.1k as a 2.9k player would still manage.
Also, for those who have not ran it yet, for reference, here are the boss fights:
https://www.youtube.com/watch?v=Mgz6cTTWbBA
a guranteed rank 8 + chance to get a rank 9 enchantement (not a runestone) would be really cool
<font color=cyan>I think the reward per time invested should not be too big because that would create a big gap between players that can run CN and players that can run fangbreaker and make old dungeons forgoten, still they should be at least 25% bigger and break the bop barrier, make elven equipment drop, eventually prices on ah will settle on the salvage price of the equipment.
What I would do: Additionally to the the base loot, take the final chest drop a lucky charm, this charm will give 10% more chance to find a +5/ +4 rings, artifact gear or boon books on the chest of another dungeon/squirmish, this charm will be consumed(yes, this means 10% more chance to drop a horn of lostmauth). This way this dungeon would incentivate to keep all content alive.
It's about time you put +4 and +5 rings on sale for a big amount of faezrness additionally make the underdark rings sell for fazrness in normal vendors, but still salvage in a salvage anvil.
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How to progress/ earn ADs in game. The first few Mods, by playing the game. Now it goes like this. By running CN or other dungeons you get salvageable loot, some R8s and if you are lucky an artifact to sell. This gives, a few million ADs for hours upon hours of game time. On the other hand, farming winter, summer and siege event gave me more then 10kk AD each.
For example the cost of the characters that go in the dungeon many times more than you can get from this dungeon in 100500 runs.
Many player have no reason to complete this dungeons -> better is make fastruns to eToS etc.
I run Fangbreaker, get the charm, go CN get the Orcus shard artifact (10% chance now). Sell it. Rinse and repeat.
This was hard! Begining of m6. Not this new dungeon...
So where is chellenge?
Dungeon Rewards:
No I am sorry, but reading some of these posts on here is very clear to me players do not want to up the IL if they are not guaranteed something worth while as well as to have a chance at obtaining some very nice epic/legendary items THAT ARE UNBOUND. Which I couldn't agree with more. I am a 3.5k IL and if you expect me to play this and get things like Superior Potions of Healing, 2 Copper, a +1 Ring of Vanishing Presence, and an Uncommon piece of gear that doesn't even go to my class, then it is not worth my time. I want a chance as well as a GUARANTEE to get something that wants to make me grind my life away on here to obtain something cool like @thefabricant and @kreatyve have mentioned. Rank 8 enchantments are not up to par, CN rewards similar to this will defiantly not make me play this at all considering how bad the rewards are.
If 3.1k Item level is going to be a requirement then add some unique rewards like some high quality epic items from bosses, as well as a decent chance to obtain legendary items. I don't want to see Uncommon, Unidentified or Rare items at all on my screen if this is going to be over a 3k Dungeon. Nothing has pushed me farther away from running anything than running a CN and getting some **** rare items that doesn't even go to my class. For real. I don't just mean Legendary Rings, but Legendary Artifacts, and Epic Level 35 Artifact Gear. Even a Chance at scoring an Epic or Legendary Mount. Those chances alone would make me spend HOURS on it, knowing I can obtain some unbound items like that and make some AD! Or heck, use the artifact gear I obtain and save it for Double RP!
So to sum up what I said,
-MAKE ITEMS THAT YOU GET UNBOUND!!!! I CANNOT STRESS THIS ENOUGH
-Change Rank 8 Enchantment to Rank 9 Enchantment. (Also do not limit these Enchantments just to Runestones)
-Add a Chance to Obtain Epic +3, +4, or +5 Rings. Enough of the Rare or Uncommon Items as this draws players away from running anything, especially a Dungeon of this caliber. This is an Epic Dungeon, not a Rare Dungeon, or an Uncommon Dungeon so i expect to see some REAL rewards not an Uncommon Paladin Off-hand that is bound. This goes for running even ELOL. When do you ever see a Golden Belt of Puissance Drop? it's an Uncommon Item!
-Add a chance to obtain a random level 35 Waist and Neck Artifact Gear. This would help a lot as this alone could help players progress their characters as well as make them sell the unwanted items they get in dungeons for AD and then perhaps eventually get the item they want with AD through the AH if perhaps it does not drop in the Dungeon.
-Allow Players to have a decent chance at obtaining a spectrum of Legendary Items and Epic Items. This doesn't just go for armor or gear, but mounts, special rings, artifacts, companions, etc.
The game is starting to go in a right direction, and you can start with dungeons by not only bringing back the old dungeons in Epic form, (or even make them Legendary Dungeons and make them higher IL like 3.5k), but allow these same sort of rules apply to them. Like @defiantone99 said, the game is really lacking hard in overall rewarding content. (This goes for mostly every single Dungeon) So bringing back old dungeons, as well as making them Epic and scoring some nice unbound Epic and Legendary rewards would make it worth while. Seriously please take into consideration all of these points I have listed if you seriously want players playing this game and the content that you create at all.
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And I also believe tank and healer in general have lower item level than dps in this game. On the other hand, tank and healer are more important for such a hard dungeon. This means people will have hard time to find a tank and healer with enough item level.
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