What do I need from NW? I think a few hours of entertainment per day would be a right answer
I was very surprised that module 6 forbid me to go on with my campaigns,
very surprised that module 6 level up the daily 3x encounters (so called 'escarmouches' in french)
to level 70
A level 60 has nothing to play with anymore. I did hope dev will issue a normal mode for level 60
and a elite mode for level 70. Dev does not seems to go this way...
One will probably tell me to farm level 70 for my toons but am I interested to drop all the hardly
obtained purple equipment with all it cost to personalize it and start the same process again?
Until module 7 to start it again? To be or not be? To follow or to quit?
Post edited by goroda52 on
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Comments
orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited June 2015
Module 6 was the biggest module since the game came out. Module 7 is not going to reset everything like Module 6 did. You'll be safe until around Module 2 or so, which is two years or more away.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
You just have to adjust to it. You must change your build, your gear, and you ideal pre mod 6 stats. It is hard to get rid of things that you have build towards in mod 1-5, it is really tough to change up some of the artifacts you had to adapt to the new stat curve and system. You will hate to get rid of some things you really liked and make changes you dont really want to.
But--- once you do, it really is fun. I am almost certain you will really enjoy the content again and find the game as much if not more fun than you did before.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited June 2015
It really wasnt a mod, it was a reset and in addition was poorly implemented in the end.
They are however, trying to fix it, but do to how many problems there were.. its a slow process. Im more encouraged now then I was at the start.
Frankly they shouldve not released a mod that broken, it was stated over and over in preview. No other release brought that much issues into the game, I mean there has always been known bugs, but there were SO many that I couldnt even keep track of them in the end, like literally every class has broken feats/powers, every weapon/armour enchant seemed to be not working (in specifically anything to do with additional debuffing/buffing aspects are completely boinked.. still!)
In fact, due to the extreme nature of the bugs, Im still not certain what the true difficulty level of mod 6 is.. I still think WE are making the game harder when we encounter mobs, due to this aspect. In addition there still seems to be something wrong with aspects like combat advantage for mobs.. instead of increasing damage to random mob packs by 20% or something.. it sometimes seems to give them 200%.. just weird stuff like that. Other times, it doesnt seem to be any more harder then normal
If they can fix the bugs, then we can complain about things. Bugs need to be #1 priority.
I remember in the first days of Neverwinter Cryptic/PWE wanted that every piece of equipment should be bound on pickup. There was quite a ****-Storm and Cryptic/PWE was all like “Okay Folks if you don’t want BOP equipment we won’t force you” but everything changes as Malabog attacked, since then most of the stuff is BOP.
They said Artifact Gear would be long term equipment, after a half Module later we got a complete new set of “greater artifact gear”.
@Module 6
Module 6 was presented as big new shiny module, which is in my opinion quite the opposite.
We got 4 new areas to level up. The process of level up in these areas is a pain in the *** with vigilance quests that force you to wait till a new set of vigilance quest appear. 3 out of 4 areas are old maps with a simple rework (seriously, I can rework areas in the foundry by myself too and I am done in like a week per map if I would work 8 hours a day on it).
We got a new class, the Oathbound Paladin.
And that’s it. That is the whole Module 6 Content. All the other stuff like new armor, higher ranks for enchantments, new stat curve and level is only a big cash grab for Cryptic/PWE which simply leads to a reset of your gear progress and increased the cost to gear up equally before this module.
The worst in this Module is that we have now fewer Dungeons than before.
Will this happen again? Most likely, maybe in 1 to 2 years if they managed to keep this game alive.
Platypus wielding a giant hammer, your argument is invalild!
exactly. rework 6 was needed. Call it sloppy, call it poorly implemented, but the changes were needed.
It was sloppy, poorly implemented, and no real warning was given. Many of us spent money "gearing up" for Mod 6, only to find the brand new equipment was made obsolete. And they still haven't cleaned it all up, months later. Too late for a roll-back, too soon (?) to expect things to at least work as intended???
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santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
But--- once you do, it really is fun. I am almost certain you will really enjoy the content again and find the game as much if not more fun than you did before.
Not necessarily true. I still enjoy the game and play it. But much more muted. I could have done without Module 6. I certainly did not appreciate re-gearing or being forced out of areas I loved to play.
Nerfing Lifesteal and Regen for PVP may have been a good move for PVP--I have no way of knowing. But they were standard elements in PVE, and with the increased difficulty, even more needed. I found Mod 6 to be insulting. More people would agree with me, but they have already left the game.
In fact, due to the extreme nature of the bugs, Im still not certain what the true difficulty level of mod 6 is.. I still think WE are making the game harder when we encounter mobs, due to this aspect. In addition there still seems to be something wrong with aspects like combat advantage for mobs.. instead of increasing damage to random mob packs by 20% or something.. it sometimes seems to give them 200%.. just weird stuff like that. Other times, it doesnt seem to be any more harder then normal
This is a good point. HR had a few bugs fixed recently and my HR's DPS has nearly doubled based on ACT output. It's still more difficult than Mod 5 but it doesn't feel quite as hopelessly silly anymore.
There's plenty to do at 60 - in fact there WAY MORE to do at 60 than there is at 50.
"But.. I want to be able to do everything in the game even though I'm not at the max level!!"
Oh! That's your problem? Sorry - you're out of luck then... I guess if you're not willing to play the new areas, use the foundry, do PvP or run old quests (if you still have them) then you're out of luck since other than thousands of foundry quests, pvp and levelling areas to get you back to the actual end-game level where you need to be in order to do the campaigns, just like before when the max level was 60, there really isn't anything you can do...... </sarcasm>
That's not entirely fair. Keep in mind that we are moving forward in time, unlike other game where basically everything is static. Some new things may happen, but they always happen "at the same time" as everything else. When Blackdagger Ruins was still BR, certain bad guys were in control of the area. We kicked most of them out at the beginning of our game. Now, perhaps 10 years later in the story, BR faces another thread. Cryptic didn't decide it had to be BR that was altered. WotC made that call. It's their story, not Cryptic's. Would I have preferred new maps? Certainly. But there are moments where Cryptic has to follow the story. And they can't remove the old BR either. New people still have to progress through "history" before they reach the EE story. That's what you get with licensed content that's still evolving.
It is not unfair. They could have made these three reworked areas interesting.
For example the Blackdagger Ruins/Drowned Shores has at the beginning a quest area which uses two separate mines.
We have two generic tube-like mines with one entrance and two exit (these strangely leads to the same entrance) and only random monster spawn without flair for the sole purpose to kill them for quests and even ALL the props are only there to be gathered for the quests.
A better way would be to generate a bigger map of a mine system that is partial flooded, main tunnels connected smaller tunnels which build up a small maze. At the flooded parts you could dive (not combat, simply travel) and get to a dripstone cave that is connected to the ocean where the enemy has his camp side and is invading the mine system to get control over the area above.
Did we get that what I wrote? NO. We got plain generic ****., there was no small spotlight in the areas, nothing that said “I am maybe an old area but look at this, this is completely new and you cannot find it anywhere else!!!” They didn’t even try. The only thing that was good and nice designed in these areas was the monsters design and by that I mean how they looked not the same generic attacks as always.
Platypus wielding a giant hammer, your argument is invalild!
Comments
But--- once you do, it really is fun. I am almost certain you will really enjoy the content again and find the game as much if not more fun than you did before.
What number did you intend to type? 9? They seem to release a new module every 6 months, so 2 years from now we'd probably be on module 9 or 10. . . .
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
I prefer to call it 'nearly suicidal'.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
They are however, trying to fix it, but do to how many problems there were.. its a slow process. Im more encouraged now then I was at the start.
Frankly they shouldve not released a mod that broken, it was stated over and over in preview. No other release brought that much issues into the game, I mean there has always been known bugs, but there were SO many that I couldnt even keep track of them in the end, like literally every class has broken feats/powers, every weapon/armour enchant seemed to be not working (in specifically anything to do with additional debuffing/buffing aspects are completely boinked.. still!)
In fact, due to the extreme nature of the bugs, Im still not certain what the true difficulty level of mod 6 is.. I still think WE are making the game harder when we encounter mobs, due to this aspect. In addition there still seems to be something wrong with aspects like combat advantage for mobs.. instead of increasing damage to random mob packs by 20% or something.. it sometimes seems to give them 200%.. just weird stuff like that. Other times, it doesnt seem to be any more harder then normal
If they can fix the bugs, then we can complain about things. Bugs need to be #1 priority.
They said Artifact Gear would be long term equipment, after a half Module later we got a complete new set of “greater artifact gear”.
@Module 6
Module 6 was presented as big new shiny module, which is in my opinion quite the opposite.
We got 4 new areas to level up. The process of level up in these areas is a pain in the *** with vigilance quests that force you to wait till a new set of vigilance quest appear. 3 out of 4 areas are old maps with a simple rework (seriously, I can rework areas in the foundry by myself too and I am done in like a week per map if I would work 8 hours a day on it).
We got a new class, the Oathbound Paladin.
And that’s it. That is the whole Module 6 Content. All the other stuff like new armor, higher ranks for enchantments, new stat curve and level is only a big cash grab for Cryptic/PWE which simply leads to a reset of your gear progress and increased the cost to gear up equally before this module.
The worst in this Module is that we have now fewer Dungeons than before.
Will this happen again? Most likely, maybe in 1 to 2 years if they managed to keep this game alive.
It was sloppy, poorly implemented, and no real warning was given. Many of us spent money "gearing up" for Mod 6, only to find the brand new equipment was made obsolete. And they still haven't cleaned it all up, months later. Too late for a roll-back, too soon (?) to expect things to at least work as intended???
Not necessarily true. I still enjoy the game and play it. But much more muted. I could have done without Module 6. I certainly did not appreciate re-gearing or being forced out of areas I loved to play.
Nerfing Lifesteal and Regen for PVP may have been a good move for PVP--I have no way of knowing. But they were standard elements in PVE, and with the increased difficulty, even more needed. I found Mod 6 to be insulting. More people would agree with me, but they have already left the game.
This is a good point. HR had a few bugs fixed recently and my HR's DPS has nearly doubled based on ACT output. It's still more difficult than Mod 5 but it doesn't feel quite as hopelessly silly anymore.
"But.. I want to be able to do everything in the game even though I'm not at the max level!!"
Oh! That's your problem? Sorry - you're out of luck then... I guess if you're not willing to play the new areas, use the foundry, do PvP or run old quests (if you still have them) then you're out of luck since other than thousands of foundry quests, pvp and levelling areas to get you back to the actual end-game level where you need to be in order to do the campaigns, just like before when the max level was 60, there really isn't anything you can do...... </sarcasm>
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
It is not unfair. They could have made these three reworked areas interesting.
For example the Blackdagger Ruins/Drowned Shores has at the beginning a quest area which uses two separate mines.
We have two generic tube-like mines with one entrance and two exit (these strangely leads to the same entrance) and only random monster spawn without flair for the sole purpose to kill them for quests and even ALL the props are only there to be gathered for the quests.
A better way would be to generate a bigger map of a mine system that is partial flooded, main tunnels connected smaller tunnels which build up a small maze. At the flooded parts you could dive (not combat, simply travel) and get to a dripstone cave that is connected to the ocean where the enemy has his camp side and is invading the mine system to get control over the area above.
Did we get that what I wrote? NO. We got plain generic ****., there was no small spotlight in the areas, nothing that said “I am maybe an old area but look at this, this is completely new and you cannot find it anywhere else!!!” They didn’t even try. The only thing that was good and nice designed in these areas was the monsters design and by that I mean how they looked not the same generic attacks as always.