Feedback: Rewards (group ilvl about 3.8k with dc,gf,support cw, pala, gwf) We completed the Master version after about 35 minutes. Some of us got a R8 and unrestored relict gear from fbi(?). None of us got epic equipment as reward.
If you consider that spellplague master needs at least 10min longer to clear as FBI and the rewards are exactly the same I dont see a reason for running spellplague. You should be rewarded with at least 2 epic equipment parts every run.
We didn't get access to the secret boss so can't really tell how much loot it drops.
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Feedback: Trash Adds (group ilvl about 3.8k with dc,gf,support cw, pala, gwf)
80% of the trash adds were not really a challenge. They had very low hp and didn't hit very hard. We even could pull a lot of groups together and it still was not a challenge (I blame AA for it). Compared to FBI the adds are a lot easier because you can CC the spellplague adds. I like the idea of not-cc immune adds but I think they should have more HP and hit harder so if you don't have CC the adds will become a problem.
What about bonding runestones? We all know 3 rank12 bonds on a legendary pet pretty much triple the player character overall prowess. My paladin can self buff his Power to 114 000 playing solo once all my and my companion's buffs are stacked. My crit doubles, my arm pen doubles, recovery is boosted etc etc. Sorry but giving feedback only with stated Item Level is no longer accurate. Item level and bonding runestones rank along with companion rank are needed to get an idea of what kind of character you used to playtest
Feedback: Rewards (group ilvl about 3.8k with dc,gf,support cw, pala, gwf) We completed the Master version after about 35 minutes. Some of us got a R8 and unrestored relict gear from fbi(?). None of us got epic equipment as reward.
If you consider that spellplague master needs at least 10min longer to clear as FBI and the rewards are exactly the same I dont see a reason for running spellplague. You should be rewarded with at least 2 epic equipment parts every run.
We didn't get access to the secret boss so can't really tell how much loot it drops.
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Feedback: Trash Adds (group ilvl about 3.8k with dc,gf,support cw, pala, gwf)
80% of the trash adds were not really a challenge. They had very low hp and didn't hit very hard. We even could pull a lot of groups together and it still was not a challenge (I blame AA for it). Compared to FBI the adds are a lot easier because you can CC the spellplague adds. I like the idea of not-cc immune adds but I think they should have more HP and hit harder so if you don't have CC the adds will become a problem.
What about bonding runestones? We all know 3 rank12 bonds on a legendary pet pretty much triple the player character overall prowess. My paladin can self buff his Power to 114 000 playing solo once all my and my companion's buffs are stacked. My crit doubles, my arm pen doubles, recovery is boosted etc etc. Sorry but giving feedback only with stated Item Level is no longer accurate. Item level and bonding runestones rank along with companion rank are needed to get an idea of what kind of character you used to playtest
I don't know what the whole group had but I doubt someone didn't have R10+. On the other side the group setup makes the most difference imo. You can easily clear this dungeon just with the right group setup even if you dont have 5times bondingsR12. Pick a support cw and the trash adds are no trouble for you and your group. At the moment the upcoming DC changes makes it very difficult to say anything about the spell (master) version we are going to run on live. I guess we have to wait for the changes to go on preview until we can say anything further about how balanced/difficult/easy the dungeon is going to be
Hello. I have a question regarding the whole theme of the Spellplague caverns which reminds me a lot of the Legacy of Kain titles, specifically Soul Reaver which was the first game to offer planar changing from Material to Spectral realm way back in 1999.
1. In the first version of the Spellplague caverns, there was an enemy called PLAGUE REAVER, which always reminded me of the SOUL REAVER from the Legacy of Kain video-games. He would drop a weapon called "Reaver's Blade", which surely is a nod to the Legacy of Kain, Soul Reaver video-game? 2. The last boss was called A'Drxl the Aboleth Overseer, and he was a parasitic tentacle worm-like creature, which surely is a nod to the Legacy of Kain's boss Elder God, no? 3. The whole atmosphere reminds me of the Underworld in the land called Nosgoth *Nothic - Nosgothic*. The spiral patterns, spectral enemies, changing the realms, using portals to switch from planar to material.
I'm pretty sure that LoK:SR writer took from the Forgotten Realms a bit, however I'm wondering whether there is any connection to all of this?
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
1
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
There are all kinds of references to pop culture salted through NW, but Aboleths are a D&D monster type and it would be more correct to say that both are heavily inspired by HP Lovecraft.
There are all kinds of references to pop culture salted through NW, but Aboleths are a D&D monster type and it would be more correct to say that both are heavily inspired by HP Lovecraft.
I'm just looking for some actual information by the developers, if they know such a thing.
Pop culture - that's a thought, but this was never really explained AFAIK. Imo the pop culture references were more or less incorporated alongside the achievements. Aboleths and Elder God from SR video-game are almost definitely inspired by Lovecraft in terms of a design.
Both squidlike creatures serve to the omnipotent squidlike God-creature-thing.
However, my question is specified towards the CHOICES for making Spellplague stuff the way they are represented. - The first and most obvious hint is the Reaver Blade and the Plague Reaver, which also represent a highly important object in the Legacy of Kain series. - The second hint is the squidlike bosses which most certainly do share a common ground in Lovecraft's lore, but i wonder whether there was a more direct nod between the two, if you get what I mean. - The atmospheric theme in both video-games is somewhat tinted with blue/green which I can take as yet another hint - Ultimately, the SHIFTING through the planes (Spiritual and Material), which is a common manifest in the Forgotten Realms but are also a big part of the Legacy of Kain series, especially revolving around Raziel (who's on my avatar) carrying a Reaver blade.
Similar Lovecraft concepts I've encountered in Warcraft III : Frozen Throne, sure, but ehre there is a "Reaver blade" that intrigues me to no end
True Neutral
Left the Game due to heavy Damage Control & Missing Spanish Language
Few bugs i noticed in Spellplague Caverns (Master) : 1. The big maw mob right before the 2nd boss is stuck in the gate. You cant progress without killing it and takes quite some time to unstuck it. 2. 2nd boss pushing ability. Once i was in a safe zone with a lot of space to be pushed towards and yet it still easily pushed me off the edge. Then in next try i was twice near the edge but i didnt get pushed off. Pushing distance is random or what? 3. Nostura kept her green HP bar since first dimensional phase at around 75% HP and never changed back to red HP bar. She was not targetable but still killable.
- The first and most obvious hint is the Reaver Blade and the Plague Reaver, which also represent a highly important object in the Legacy of Kain series.
I've always assumed Reavers Edge/Blade was a not-so subtle homage to the Soul Edge from Soul Edge/Calibur, but maybe that's just me?
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
I haven't been able to complete the master version of the dungeon on live yet, as i generally pug i end up being teamed up with people that refuse to listen.... anyway, the dungeon seems possible even without bonding runestones if players know their powers and do what they must correctly however the second boss is what i find problematic and it's all related to the gaze, there is a chance that players get continuously petrified, not giving the chance to dodge after getting petrified the first time also sometimes even not being in the front of the gaze anymore i will still get petrified, so there is a little delay there, apart from that the other thing i can point out is the visual effects overwhelm the visibility of the nothic, using too bright powers will make it hard to see when the nothic will use the gaze, so when getting to that part usually i set my graphics to minimum and it helps a lot.
Comments
On the other side the group setup makes the most difference imo. You can easily clear this dungeon just with the right group setup even if you dont have 5times bondingsR12. Pick a support cw and the trash adds are no trouble for you and your group.
At the moment the upcoming DC changes makes it very difficult to say anything about the spell (master) version we are going to run on live. I guess we have to wait for the changes to go on preview until we can say anything further about how balanced/difficult/easy the dungeon is going to be
I have a question regarding the whole theme of the Spellplague caverns which reminds me a lot of the Legacy of Kain titles, specifically Soul Reaver which was the first game to offer planar changing from Material to Spectral realm way back in 1999.
1. In the first version of the Spellplague caverns, there was an enemy called PLAGUE REAVER, which always reminded me of the SOUL REAVER from the Legacy of Kain video-games. He would drop a weapon called "Reaver's Blade", which surely is a nod to the Legacy of Kain, Soul Reaver video-game?
2. The last boss was called A'Drxl the Aboleth Overseer, and he was a parasitic tentacle worm-like creature, which surely is a nod to the Legacy of Kain's boss Elder God, no?
3. The whole atmosphere reminds me of the Underworld in the land called Nosgoth *Nothic - Nosgothic*. The spiral patterns, spectral enemies, changing the realms, using portals to switch from planar to material.
A brief reminder of the great video-game series
https://www.youtube.com/watch?v=C0ER1_-I6YY
I'm pretty sure that LoK:SR writer took from the Forgotten Realms a bit, however I'm wondering whether there is any connection to all of this?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Pop culture - that's a thought, but this was never really explained AFAIK. Imo the pop culture references were more or less incorporated alongside the achievements.
Aboleths and Elder God from SR video-game are almost definitely inspired by Lovecraft in terms of a design.
For instance, the Archons in Legacy of Kain : Defiance represent squidlike enemies
http://vignette3.wikia.nocookie.net/legacyofkain/images/6/61/Defiance-BonusMaterial-EnemyArt-Concepts-10-ReaperArchon.png
Which are similar in design to the Aboleths
http://vignette4.wikia.nocookie.net/forgottenrealms/images/4/4c/Monstrous_manual_-_Aboleth_-_p6.png
Both squidlike creatures serve to the omnipotent squidlike God-creature-thing.
However, my question is specified towards the CHOICES for making Spellplague stuff the way they are represented.
- The first and most obvious hint is the Reaver Blade and the Plague Reaver, which also represent a highly important object in the Legacy of Kain series.
- The second hint is the squidlike bosses which most certainly do share a common ground in Lovecraft's lore, but i wonder whether there was a more direct nod between the two, if you get what I mean.
- The atmospheric theme in both video-games is somewhat tinted with blue/green which I can take as yet another hint
- Ultimately, the SHIFTING through the planes (Spiritual and Material), which is a common manifest in the Forgotten Realms but are also a big part of the Legacy of Kain series, especially revolving around Raziel (who's on my avatar) carrying a Reaver blade.
Similar Lovecraft concepts I've encountered in Warcraft III : Frozen Throne, sure, but ehre there is a "Reaver blade" that intrigues me to no end
1. The big maw mob right before the 2nd boss is stuck in the gate. You cant progress without killing it and takes quite some time to unstuck it.
2. 2nd boss pushing ability. Once i was in a safe zone with a lot of space to be pushed towards and yet it still easily pushed me off the edge. Then in next try i was twice near the edge but i didnt get pushed off. Pushing distance is random or what?
3. Nostura kept her green HP bar since first dimensional phase at around 75% HP and never changed back to red HP bar. She was not targetable but still killable.