Why I play this character
In the past I have primarily played my Destroyer GWF as my casual soloing/lair farming character, and I intend to continue doing that in this module. Even though this is primarily a solo-oriented character, I do like being able to do some group/dungeon content on the side, for the sake of variety and to gather useful equipment.
Without further ado, here's my opinion of mod6 so far:
The good:
-Soloing requires me to pay attention again, and even though there are problems with various enemies being overtuned, I have the necessary tools to work around most challenges I encounter in the open world and in most lairs, and the danger of being on low life and trying to endure long enough to build up enough determination to finish a fight is definitely a welcome source of adrenaline rushes.
-The jumping/gliding puzzle quests in Spinward Rise made me smile. It added some much-welcomed variety to the vigilance questing in that zone, and I hope to see more like it when appropriate, in the future.
-Also, I greatly enjoyed the Drowned Shore quests/HEs involving the inn. (Seeing what used to be a friendly area / quest hub turned into a dangerous place is interesting to me.)
-The music from the Hall of Justice Vaults playing in portions of the Drowned Shore really felt good/atmospherically appropriate to me.
The bad:
Group content scaling is my biggest gripe about mod 6. All group content either feels "too easy" or "LOL OVERTUNED," completely missing the "just right" middle ground in between.
In summary, from my experiences doing "group stuff" at max level:
-The leveling dungeons are so easy that my GWF cuts through them like a knife through warm butter.
-ToD open-world dragon bosses in lower level areas die pathetically fast compared to when level 60 was the cap.
-The epic dungeons/epic skirmishes are so overtuned that getting one-shot, two-shot, or three-shot in the blink of an eye happens all the time, to a class that is ostensibly supposed to be somewhat tanky or a bruiser, and there doesn't seem to be anything I can really do to change this other than making sure I always group with a highly skilled CW and DC 100% of the time (and even then, I should be playing a shift-dodging class instead, and am still mostly a liability).
-Ordinary campaign skirmishes like Dread Legion now take too long, and too many injury kits across an average party, for the rewards they give. Skirmish Hour is now pretty much "alt hour" if I want to use it to farm a little AD on the side while chilling out. There are no "chill" funsy-time Skirmishes at max level anymore.
-Some lairs (or specific lair bosses) being dramatically overtuned compared to other lairs is confusing. The biggest offender (in my experience so far) is the final boss of Cult Prison, who is so overtuned that even three-manning him with two other DPS characters turned into an injury-kit-spamming, open-door-boss zerg fest. I'm pretty sure that isn't working as intended, but if it is, I don't quite understand why.
The ugly:
(Personal opinion / "it just feels wrong to me" stuff)
-Minsc and Boo were used to hype the expansion and introduce it... and then just sorta stand there in PE not doing anything once you get shipped away on the Vigilance Task train. That's disappointing.
-The Drowned Shore crab HE mobs being many times more deadly than the other crabs in the area wasn't funny. I get that it's meant to be a humorous/joke-style HE, but I wasn't entertained at all by it, and the mobs kept interfering with the vigilance grind.
-Vigilance as a system should preferably have been used to add real variety to what's going on in a zone at any given time, and for reducing the burnout that lots of repetitive open-world questing can cause. In this content release it tended to make the burnout worse rather than better, since bombarding players with tons of "kill x" and "loot x" quests (which they can't pick up all at once and have to strategize across multiple hours if they want to do the quests efficiently) tends to make players feel like the content is too much padding and not enough substance.
-Related to the above, the vigilance grind in every zone not named Spinward Rise feels not-rewarding-enough to me, and I plan to skip Drowned/Reclamation/Fiery as much as I reasonably can when leveling up my alts. Even on my GWF, I only did Spinward progression because of the artifact weapon reward that I knew was waiting for me at the end of it. Fortunately, I ended up enjoying Spinward's progression more than the other zones anyway. The three distinct islands, keyed progression, and slightly better variety in the questing, all contributed to making Spinward feel better to play in than the rest, for me.
They will probably milk the minsc thing endlessly now that they have it. Considering the amount of screen time rath modar (lol who?) gets you can anticipate lots more badly voiced brain damage lowjinks
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Group content scaling is my biggest gripe about mod 6. All group content either feels "too easy" or "LOL OVERTUNED," completely missing the "just right" middle ground in between.
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That nails it nicely, IMHO.
But I'd go on to extend this for much of the solo content, too, at least when a well-geared character is concerned: Either stuff dies like flies, or you get OSKed. Very little middle ground.
For not-so-well-geared newcomers, however, the former might be just OK, until they hit one of the former parts...
Comments
That nails it nicely, IMHO.
But I'd go on to extend this for much of the solo content, too, at least when a well-geared character is concerned: Either stuff dies like flies, or you get OSKed. Very little middle ground.
For not-so-well-geared newcomers, however, the former might be just OK, until they hit one of the former parts...