I was just looking at the Mod 12 campaign, and (unsurprisingly) there are a few things I like, and a few others I am not so sure about.
To start with, I like the change of not being forced to do the "daily" tasks every day, but instead have a weekly "quota" I can meet. I typically have less time to play on workdays than weekends, and because of other commitments, I frequently cannot play on Thursdays at all (other than to briefly log in to claim my VIP key). The new system is much better - Of course the weekly quota still means there is time-gating in the campaign, but that is to be expected.
However, the boons are ... sub-optimal. First, why, why do you give regeneration as one of the options? Seriously? After regeneration was changed to only work outside of combat, it became the least useful stat, and I think it is pretty certain nobody is going to pick this. I would have liked to see a Crit Chance or Recovery option - although I guess I will just settle for power or increased damage.
Second, you say the final boon is a "traditional choice of four powerful options". I was thinking about the final boons in Mod 11, and wondering if you misspelled "mostly useless". It's been a while since the final boon options have all been "powerful".
So...either we are getting crappy boons, or we are actually getting powerful ones, which is going to make the current power creep even worse.
You just cannot win....
Finally, the campaign store is supposed to unlock armor pieces from two different sets of armors. I'm not sure there is a "market" for even more armor pieces, considering all the IL 450 and 480 items introduced in Mod 11, but we'll see.
And yes, as I mentioned elsewhere - I hope Mod 12 does not repeat the mistake of Mod 11 of not having a sink for the campaign currencies after you are basically done with the campaign - please give us a reason to want to return to the campaign after it is "done".
Comments
Either you get boons that push power creep or you get useless boons. This is going to be a situation where you can't have your cake and eat it too.
and to the devs: releasing blogs before giving us a climpse at the new mod on preview is really a bad choice. thumbs down
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
I wish my professions bag could hold Dino Droppings. Maybe I wouldn't run out of room all the time
or you know.. that could be what that extra bag space we're getting is actually for LOL
But in all honesty I'm going to withhold my judgement on the boons until I can actually see everything on Preview.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
Iyon the Dark
TIER 1 2% DB resistance
TIER 2 3% DB resistance
TIER 4 4% DB resistance
https://www.youtube.com/watch?v=vjrPvezKKPw
ALSO is not bad to move to the next pack of mobs while you regen life on your way.
SO i am happy they give more regen.
> I was just looking at the Mod 12 campaign, and (unsurprisingly) there are a few things I like, and a few others I am not so sure about.
>
> To start with, I like the change of not being forced to do the "daily" tasks every day, but instead have a weekly "quota" I can meet. I typically have less time to play on workdays that weekends, and because of other commitments, I frequently cannot play on Thursdays at all (other than to briefly log in to claim my VIP key). The new system is much better - Of course the weekly quota still means there is time-gating in the campaign, but that is to be expected.
>
> However, the boons are ... sub-optimal. First, why, why do you give regeneration as one of the options? Seriously? After regeneration was changed to only work outside of combat, it became the least useful stat, and I think it is pretty certain nobody is going to pick this. I would have liked to see a Crit Chance or Recovery option - although I guess I will just settle for power or increased damage.
>
> Second, you say the final boon is a "traditional choice of four powerful options". I was thinking about the final boons in Mod 11, and wondering if you misspelled "mostly useless". It's been a while since the final boon options have all been "powerful".
>
> So...either we are getting crappy boons, or we are actually getting powerful ones, which is going to make the current power creep even worse.
>
> You just cannot win....
>
> Finally, the campaign store is supposed to unlock armor pieces from two different sets of armors. I'm not sure there is a "market" for even more armor pieces, considering all the IL 450 and 480 items introduced in Mod 11, but we'll see.
>
> And yes, I I mentioned elsewhere - I hope Mod 12 does not repeat the mistake of Mod 11 of not having a sink for the compaign currencies after you are basically done with the campaign - please give us a reason to want to return to the campaign after it is "done".
>
>
>
>
> https://prnt.sc/fj11ws dont bash the regeneration stat is not bad stat. IT boosts the incoming healing also which means if u use on a tanky character an insignia that give health back if you deflect for example the potency of those heals are stronger.
> ALSO is not bad to move to the next pack of mobs while you regen life on your way.
> SO i am happy they give more regen.
No regen is pretty much useless compared to some other options they could have given. (Like reco, crit, critsev...)
Once again, we are unlocking the dungeon at the very end of the campaign ... I only hope this time they have some provision to make this a bit easier to unlock on your other characters, but I fear it's going to take a month plus of grinding for each character that wants to run this ...
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
This is something which is really convenient for people who play primarily one alt - My GF had Drowcraft pants/Shirt and the Twisted set just waiting ready for him right when he hit 70.
But one thing i can say right now and that is true for everything since mod 10: allow us to drop those SKT or RD currencies to the coffer. Much appreciated. Im sitting on thousands of those TT supplies, and i dont even bother anymore making keys for mSP considering the loot i get inside the chest is worth less than what GMarks can provide. SKT could easily be added to Frozen Treasures, RD idk, some kind of vouchers we could buy or something with those thousands abandoned treasures.
They need scrap these month long grinds and make it worth running dungeons instead of making us waste time on campaigns.
I'm not really a dungeon guy, but if the new one is going to be a take on the Tomb of Horrors then I'll be interested to see what crazy perma death mechanics you put in place. Oh did I say perma death? I meant insta death. Cough cough wink. Lol :P
Edit: Oh and please please please do not add fishing or any nonsense like that. Our chars mainly shine in one department only: the murder of people, beasts, and extraplanar entities (or keeping said murderers alive). Please keep it that way. I know I don't need to remind you that it was by design that you have a daily River District calculation which highly encourages each of us to murder 1000 in the River District... Daily. *thumbs up*
Maybe there should be a daily murder competition in the new zone. Whoever kills the most for the day (without dying ourselves, because that resets the counter) gets a bonus reward or something?
As kind of a typical night of dungeon runs tonight, we did eGWD (for shards), CN (with the guild), mSVA and FBI.
But I totally agree that they need to scrap the month long campaign to run the dungeon. This is DUNGEONS and dragons after all.
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
I frequently run eToS, for example, but that's really just to help out alliance members - there is nothing for me there. In fact, with a character that is pretty much geared out, there is really nothing in any of the dungeons that I need - well, I ran eGWD 3 or 4 times recently to get the Bloodstained shirt, but that's about it.