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Just my thoughts on post mod 6

darwinsradiodarwinsradio Member Posts: 61 Arc User
edited May 2015 in Player Feedback (PC)
General thoughts Mod 6 and other

Pre Mod 6 everything was kind of too easy, I was able to level up my TR in about a month (Casual Player Here). Never had much trouble soloing. My GWF leveled up post mod 6 fairly rapidly and all of the non campaign content remained very easy considering being over level for almost all the content due to x2 XP events.

I am in favor of the game being more challenging and slowing the pace of leveling, honestly I used to think why not just start us at level 60 as that's where the game seemed to really start.

Leveling up and Leveling down mechanic in campaign areas. well what more can I say than WTF, you get leveled down and you turn in to an indestructible Terminator while if you get leveled up you might as well start crying and run to your mother. Making the game harder is one thing, but this mechanic would have been better executed by making all the campaign content level 70. And from what I have heard all the campaign rewards are still level 60 even though a level 65 GWF cant even get to Sharander (that could partly be my poor playing though).

Quest lines are too linear and make grouping up with friends problematic. The group of friends I came over to Neverwinter from DDO play regularly as a group on Thursdays and solo most of the rest of the week. If you are not at the exact same point in an areas quest line you run the risk of breaking the quest line and having to repeat quests to get back on track. This happened to me in the Grave yard where I had to open the seals to the water clock crypt 3 times to advance the quests properly after a Thursday group session.

I wish there was more documentation out there about crafting and powers and Feats. If it exists please let me know where to find it.

A few thoughts for now hope they are constructive, thanks for letting me ramble on.
Post edited by darwinsradio on

Comments

  • gigthulhugigthulhu Member Posts: 29 Arc User
    edited May 2015
    Regarding Pre-6, I just wanna say that I thought it was sufficiently tough. As a casual player, I actually felt that Icewind Dale was pretty darn tough without using one of my main toons who were using pretty strong enchants.

    My T2 Gear GF with no weapon enchant and R4/R5 Echants/Runes couldn't even beat the starting mission where you light up the towers, due to one of said towers being guarded by a bear rider. Of course, I just had to change his allegiance to get the "easier" mission line. After that it was challenging but not frustrating.

    Of course, if I was using my GWF with Greater Plaguefire and R5/R6, it wasn't quite easy peasy, but it was relatively risk free. The only real threat I faced was trying to solo HEs that were not that "destroy that totem" HE. My CW with Perfect Vorpal also did okay, although being a squishy, giants were sometimes a problem.

    Well of Dragons was also challenging but not frustrating. It wasn't quite as challenging as when IWD came out, but it was tougher than prior areas.

    Bear in mind that my toons aren't optimized with the best feats according to the meta or whatever. Much of the decisions were made with a poor understanding of, well, everything. For the longest time my GWF struggled because I didn't slot Destroyer or the relevant feats. I had no idea that Deep Gash was overpowered when I first made my GWF, so I never chose that feat etc.

    This goes for all my toons. I've only recently discovered how useful Icy Veins can be on my CW.

    So, to finally get to the point, I think the game wasn't THAT easy prior to Mod 6. It was doable. But that was necessary due to the inherently grindy nature of MMOs. I for one, was fine with coming home from work and unwinding with a relatively easy game.
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