Greetings, dear administration, the players and the developers of Neverwinter Online.
My English is very bad. My Google translator Is very good.
I have known Neverwinter for a long time and have been following its fate since the 6th module. A month ago, I started streaming game on twitch.
The theme of streams is the development of characters without equipment, therefore without stat, , therefore I with great attention to the mechanics of fights, the world, dungeons and bosses.
During the streams, I, as well as my viewers, had questions and suggestions that just have to be made.
1. After changing the starting locations in module 16, events occurred in the game with error.
- 1.1. QUEST STARTERS
In the "Tower District" location, the quest chain does not start on the first campfire until the player has completed the entire "Blacklake District" story, even if the player meets the level requirements.
In the old version, the quest in the first campfire in the "Tower District" is automatically started on a level 10 character. As now start all quests in other locations (not changed in M16).
1.2. MAKOS = WILFRED
"Private Wilfred is the first NPC encountered when after starting a new character. He directs you to scavenge your starting gear from the supplies washed ashore, and then to head up to Lt. Linkletter's camp. Later, he fights beside you as you help rout Valindra's assault on Neverwinter."
There was a serious scenario error with the replacement of a companion in the starting adventure. Valindra to killed Wilfred the first time they met. In the future, we met Valindra in Neverdeath Graveyard, where she asked us about the" well-being " of our friend (mockery). In passing the castle of Nevers-we saw an improvised memory corner in honor of Wilfred, at the place of his death. In the company of the Dread Ring, we meet the zombie Wilfred, fight with him and free his soul.
Now the meeting with Valinda takes place at Makos. Wilfred is omitted from the start of this story, which breaks down the entire scripted drama of this arch.
Yes, now instead of Wilfred, there is a mention of a forgotten hero. It's cute. But we lost such a great story. Very sad.
1.3. EVENTS AND FIGHTS.
There used to be a relic search event in the Tower District. As in "Blackdagger Ruins" the hunt for the thieves. After updating the location, events from it disappeared. Also, the fights in the first 2 locations disappeared, which is why you can not get an achievement for the complete closure of these two locations.
Dungeon "Temple of Evil" in Helm's monastery, there is an analog in "Fury of the Elements" - the location of the fires is incorrect. After death on the last boss, the player throws through 2 bonfires on the very first-at the beginning of the dungeon.
2.1. THE TEIAN NECROMANCER
The introduction of the playable class necromancer (undead pets), based on the mechanics Teya necromancers. Perhaps with the frame of the teians, like of the renegades. Branches of skills to divide between the paths-red wizard and deathhand.
2.2. CHOICE OF WEAPONS.
To bind a role class to a specific weapon.
Barbarian (tank) - paired blades.
Barbarian (DD) - two-handed sword.
Warlock (DD) - dagger.
Warlock (heal) - scepter/staff.
Warrior (DD) - a pair of axes.
Warrior (tank) - shield and sword.
Cleric (heal) - icon.
Cleric (DD) - hammer.
2.3. HEALING UNDEAD.
Small change-healing skills = damage undead.
2.4. SHIFT MECHANICS.
Revise a number of shift mechanics, making classes like cleric more mobile. Well, for example, a visual in the style of a warlock, but instead of purple otherworld, make a Holy glow.
Grant tanks acceleration of running, when you click on the shift, and change it to a block, in case of activation of the battle state.
2.5. TITLE OF THE FIGHTER.
Add the "Fighter" title to the effect of increasing damage against a specific type of creature. Rationale: the hero has killed 500 skeleton-type enemies and can now kill these enemies more effectively. The title of "Skeleton Slayer" - will be a clear demonstration of the skill and advantages of this hero.
2.6. THE DURATION OF THE DUNGEON.
To shorten the story dungeon three times. For example, "The Cloak Tower" - from the start to 1 the boss is one dungeon. Caves up to 2 bosses is the second danj. The maze and the final boss of the third dungeon. Reason: the duration of the full dungeon unreasonably long and prolonged. Even with fast passing - dungeon - routine.
2.7. Customization of appearance for Dragonborn.
Who-who, and our lovely Dragonborn- the poorest in terms of customization archetype. Despite the fact that numerous d&d arts of the Dragonborn differ in their style and a great many distinctive features.
From the middle of the game to the cap of the storyline-the development of skills is unreasonably slow. Sometimes you have to raise from 5 to 10 levels without adequate development of the character's build. Solution: divide the final value of the skill into stages and issue skill improvements more often. It is even possible at each level.
3.1. Would you like to do role races are more significant? Now it's more of an aesthetic choice.
3.2. Would you like to make the role of the gods more significant? Now it's more of an aesthetic choice.
3.3. would you like to add a choice of worldview to the game?
On this that's all for now.
Thank you for your attention and patience. I hope I didn't repeat the old suggestions of the fans. I understand that we are playing in the d&d universe and cannot interpret its rules too loosely. But I hope that this will draw the attention of developers to obvious problems that need to be addressed.