Is it just me or are others already bored of the new mod as well? Pretty much all of the content is a copy past from last mod with nothing super exciting content wise.
The hunts have a terrible drop rate so after a few hours I gave up on that, and already did hunts that last mod so it wasn't really something new and most of the new drops are really bad and not even an upgrade. The quests are super boring and Im pretty much done with that (just gonna do the weeklies for boons). And the boons are also not even that desirable. Then we have the trial, its design makes it a bad experience and overall wont really keep me engaged for a longer period of time like Tong did. Its short and you doing the same few phases over and over again and the drops again, not super exciting.
So overall, Im already done with this mod, when is the next? 4 months? 6 months? How do you plan to keep the players here for that long with this mod? Mod13 feels like it should have been Mod12c.
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Comments
As to the mod, it features improvements over the original but the boons weren't great the first time. The game seriously needs an infusion of group content and not all end game as well.
It's awful to run Cradle when just one person can bug the boss so rest of us cannot target him anymore, making the whole trial fail and having to be restarted.
I also feel like devs have taken multiple steps back with communication, because no one seems to even comment on Fane.
I like the Undercity parts, thats what D&D should be like. Nice.
I dont do the hunts due to RNG so I cant comment.
Generally the daily quests seem a bit too easy for a 13.5k iL GF.
The Tyrant isnt scary enough.
The Gorillas are a bit psychotic.
Overall its a 7/10.
I still prefer the overall general campaign mechanics of River District where you could choose how to progress/ 8.5/10 for that one
I think that my main problem with mod12 and mod13 is that they are closing us on one map, placing every new BiS item on it. New bis rings? Omu! New bis weapons? Omu! New bis armor? Omu! New bis Shirt and Pants? Omu! You get my point. When mod11 was live, BiS gear was either from FBI, MSP or SVA, even IG where you had to grind for weapon materials. Also, new gear droping from chests in dungeons like VT, MC etc. From mod12 everything is locked in one area and after 2 weeks I'm sick of it. We literally have no reason to even travel to earlier maps - which mod11 did great by the way with quests in different areas.
Nothing about Chult does it for me. I don't really like dinosaurs in my fantasy games, even though that is the new trend these days. Among the other issues everyone else has mentioned, of course. It's all 'meh.' But others love it, so there is really no right or wrong answer. It's all about preferences.
...
*throws self out of an airlock*
If your missing a particular piece then by all means go hunting for the smaller animals, that will upon defeating them spawn the larger ones; then as those are defeated there's a larger chance one with have a mark.
Only the REX with the mark (like Orge's which all have it) give the chance of even dropping a trophy. If your killing every REX you see if they don't have a mark they is absolutely zero chance they will drop a trophy but there also not as difficult to defeat. Now realize some will ignore a REX or others that don't at least have the mark; but also doing so means you may have to wait that much longer for a mark to appear.
A Rex is the only enemy however that ALWAYS drops a Trophy for everybody in a party in both Chult & Omu simply because they often can be paired up with several other trophy's to make lure not just 1 other like many. Trophies depending if they are 1, 2 or 3 stars hunts can have between 2-10% chance of dropping a trophy at least in Chult. Omu depending on the Mark Target may be slightly less at 1-10% but again it's RNG so killing 10 doesn't mean you'll get one it could sometimes take 15-25 attempts then others may earn 1 or 2 doing perhaps only 5-10.
Still there are some that as they've been questing over the last month have built up several trophy pieces and even expanded their bank space for them. But if you don't have or are missing 1 piece yet have 2 or 3 of the other then try the TRADE channel and offer 1 of the other pieces cause perhaps someone else has 1, 2 or 3 of the others but not yours. Then both of you can trade and each make a lure for the chance at a nice piece of gear dropping.
Lack of communication from Devs is pretty apparent, despite forum complaints otherwise. Yep, I'm with you, I'm done with this mod.
Cradle of uglyface... there seems to be classes (my DC), that can handle it easy, but some classes seem to have severe issues, i hate it at this moment on my warlock.
Gonna try some more and if the funfactor drops to minus 10, I simply dodge that mod
Some players complain they can't get the item they are wanting quickly enough...
When those players get the item they were wanting, they say they are "bored" because there is nothing new for them to do, or the next item they are attempting to get has eluded them so far.
If you want a challenging experience here's a thought... park those overpowered juggernauts with high level boons and enhancements and create new character and level it up the hard way with only the gear drops one receives for doing actual game content.
Keep your wads of game cash in your virtual pockets and play the game until you can afford to trade your 100 seals for a level 5 enchantment from the vendor in the Seven Suns Market, pick up potions and coins on content when you run it to enable your character to buy healing potions, injury kits and skill kits from a merchant vendor as needed. Pick up refining gems and level up your enchantments, runestones and artifacts without just buying them from the Auction House.
There's your "challenge"... and if you're still bored you can always go back to those OP characters and challenge each other in PVP (Perhaps ask for a random one-on-one contest feature on PVP) for bragging rights on the leaderboard.
Just my two cents ~
And, of course I checked with Nanny Pu-pu. I was really surprised that she had nothing to offer.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
@hustin1, yeah it would be nice if once in a while Sgt Knox or another random NPC in the game would come up with something new and original for players... it's just like after completing the campaigns in areas, those NPC characters might as well not even exist because they have absolutely nothing to offer. Even the Underdark quests that requires a player to travel to some areas they've already completed can be accomplished without interacting with a single NPC in those areas - what a wasted opportunity.
M12c requires 12 to be finished, therefore it's an expansion of it, rather than a brand new mod. Had enough dinosaurs for a while.
Level 70 as a cap has been thoroughly explored - it's time to move on. I'd like them to take their time, make a mod on-par with underdark (remember how good that was? and so much content - CN, Demo/Edemo, Throne, Prophecy...), and obviously, increase the level cap. That would add a LOT of things to do. Not only will we get new content, obviously, we'd also get completely new feats and powers to work with, adjust our builds, add some freshness into the game itself - and best of all, you can adjust balance quite a bit with the addition of a few new powers and 2 new feats. You can even possibly revive some paragon paths (scoundrel, sentinel, now pathfinder too). Give well-performing classes (eg, conq GF, ACDC, destro GWF, OP in general...) mediocre powers and feats that rival their current choice enough to reconsider, but not to necessarily buff the class, and give under-performing paths (eg CW in general, scoundrel tr, sentinel gwf and its broken capstone feat, pathfinder HR...) good feats that will actually be useful. That way bad paths are getting stuff they're definitely gonna use, that will further buff them and make them stronger, and good ones will get stuff that won't change their performance enough to still be far ahead of other options.
Also, not increasing level cap ever, equals to stagnation. There's only so much they can do without increasing the level cap, because a huge part of the game is optimizing our character, its feats and so on, and that hasn't changed in literally years.
Also, they can add however much content they want, but the difference between Underdark and Chult is... chult is simply boring. It hasn't been out for a long time and I'd still run CN every day rather than TonG, but I have to if I want to progress at any decent rate.
That said, I am looking forward to leaving Chult behind with m14. Hoping for Waterdeep or Amn as the next zone.
- The introduction of a new tier of weapons and armour/neck/waist items is great for BiS players, as it gives them something new to aim for.
- Fashion bag is great.
- The new tattoo "pants" and "shirts" are really good for some builds.
- The chain of scales is a cool little item.
- Both of the HEs are actually playable and worthwhile - not like the second HE in Soshenstar, which is a pain.
- The Fane of the Night Serpent is an OK challenge - suitably hard for a solo player.
- Getting the October bugfixes is just great.
- Being able to auto-switch Mounts and companions when switching loadouts is really convenient.
Did I miss anything?Of course, there are quite a few negatives.
- The hunts are just frustrating, with RNG on top of RNG on top of RNG. They are also worse than the older hunts, because only a single tier-1 rare monster spawns, instead of two, so your chance of getting a trophy is lower.
- Too many design flaws - the "one time" Ring of the Shadowstalker and the Allosaur Fang issue are supposed to be fixed soon, but they should never have made it to live in the first place. And yes, the Ostorian Tale Carvings are a big issue - and not a word yet on those. Disappointing.
- The Cradle of the Death God has various design issues - some parts are too easy, and the final part is unreasonably hard for some players - in particular those playing from overseas with significant lag. It is particularly disappointing, because they got the difficulty in ToNG just right - I had hoped that would set the standard for the future.
Did I miss anything?Some negatives, affects CWs more than most (yes, there were a number of threads and posts about it, so even if you weren't a CW, you probably would not have missed it, unless of course, you don't really care, haha, which I suspect for non-CWs). If you main a CW, then it does make this substantially worse for SS DPS:
- Lightning enchantment nerfs
- Stormspell nerf (unless you have very high crit) and bug on release of nerf (unintended lower proc rate), but then supposedly 'fixed' to be working again...
One positive if you are a MoF, but as for me, not really working in my preferred playstyle:
+ Rimefire and smoulder damage increase
Other positives:
+ Gear from Makos/Eku favours. Some of them are quite interesting.
+ The Elevator part of CODG for the FIRST time (and only for the first time).
Other negatives:
- Not just CODG design issues, but actual bugs - healing atropal, atropal being immune to damage, chests not opening up if you die at the wrong time ...
- Any subsequent elevator scene at CODG. Damn it to hell!
- Shadow of Demise still basically ignoring dodges, pre-mitigation in PvP. Broken as hell.
never happened before.
it's the mod of all 13 so far i apparently enjoy most...
(surprised about this too, as i was not very motivated those last months... )
it's much more apt to be played just by mood
no forced grinding
(like up to mod 12, where i had to do quests over and over if i wanted to advance in the campaign, and some of them were so boring after a while)
now i can roam freely, after empowering a shrine, hunt a bit with this char or another,
farm makos favors,
do some bhe in between
dig some treasures
or sometimes pick up the baby ghost
as i feel like.
i also like the map!
there have been some distinctive design changes that seem to suit me a lot.
i would be curious to know numbers about how mod 13 is being received...
and i would be happy if some of these innovations (such as currency dropping from fights) would be kept up in future mods!
BTW 12C is the real name for this mode, also i understand the reuse of visual content, even armor models in older modules but that was the first time i'm seing recycling of a Boon tree...