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Thank You. I will be playing again soon it looks like.
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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
Glad to see some progress. I had left the game a few weeks after mod 6 released. I was very upset with the Mod 6 stat curve, loss of most dungeons and skirmishes, and the nerfs to the gems which gave us a chance to find refining stones. I spent alot of money on this game which made it even more sad for me. Someday, I will return if you guys keep working to make this game great again. thx again!
we need mobs that dont one shot.
we need mobs that attack faster, better recharge speed
so decrease the damage by 70%, and increase their recharge speed !
QFE
and try bringing back some of the disable dungeons, i dunno maybe in the 60-69 range where all we do is grind and grind and grind and grind.
in 20 years of online gaming this is the only game i've ever played where i get noticeably weaker as i level past 60.
Yeah, too little, too late.. ive spent so much money on this game, just to stop playing it after mod6.. it ruined the whole game for me, im affraid.. and its a shame, cause i loved it.. i had so much passion for the game until mod6.. now i only feel sad..
Happy to see the changes. Sorry they took this long to make. The loss of players was a devastating disappointment. To see guilds go from 50-100 active players drop to less than 50% of that was terrible error on your part.
Thank you for the changes. I will see if they make enough of a difference to make the game playable without a group for every encounter now. The loss of being able to run around SOLO was one of the biggest disappointments from Mod 6.
Thank you... hopefully it is a big difference because I am almost giving up in reaching level 70. instead i went back to replay levels 1-60 with another character.
So what about places like Valindra's Tower/Malabog's Castle/Kessell's Retreat/Shores of Tuern/Lair of Lostmauth? Does this mean that the minions and bosses won't do HAMSTER loads of unpredictable oneshot damage to us as well? I think it makes perfect sense to get one hit KO'ed if you stand in a red zone. But things that aren't telegraphed shouldn't be destroying you instantly.
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instynctiveMember, NW M9 PlaytestPosts: 1,885Arc User
I would very much like to see more substantial overload XP rewards... specifically, Power Points. The new 70's are struggling.
it would be nice if i was able to play the game but since stronghold came out i cant log in to play so ive gone back to Guild Wars 2 wich works great not like neverwinter and its log in problems that my self and many others are haveing.
I welcome these adjustments, these are the kinds of changes we asked for in the wake of Mod 6. Some whisper that this was being considered would have been encouraging and avoided some of the exodus I have seen. This, when it happens, may well be too little far too late. I suppose time alone will tell.
Pro-tip: Adding "BAM" like it is some lightning-quick response to player feedback is just insulting.
This is GOOD, these are the kind of changes that have been requested by a lot of the playerbase, I look forward to this.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited August 2015
Good, hope this means my GF no longer has to worry about a baby spiderling sneaking up behind me and killing me, resulting in a party wipe....
To be honest, I only wish this for the dungeons. I don't want to go back to mod 5 solo content where NOTHING can come remotely close to ever killing you.
All good changes. There is now hope that I will be able to advance my SW through Sharandar, DR and IWD without being in a party of 3 or more. The frustration has been mind melting.
All very good news, even if a little too long in arriving. Just one question, when will these changes actually be implemented ? The phrase 'These changes will be going out soon on PC,' is a little vague. The only thing I know for certain is that they did not go in as part of today's maintenance as I still have 6 Vigilance tasks to complete on my alt to hit the magic 16 on his final ordeal in Spinward Rise.
According to the blog, the changes aren't live yet, though I suspect that they will be very soon.
One of the first things I'll have to do when this goes live is to do another playthrough of my Foundry quest. Mod 6 made what I considered "hard mode" to be "nightmare mode", so now I'll have to see if it's back to normal. I'm still somewhat concerned, since it was built with Mod 5 mechanics in mind, including in-combat regen and mod 5 potion cooldown time. There's only one way to find out though.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X 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
Comments
QFE
and try bringing back some of the disable dungeons, i dunno maybe in the 60-69 range where all we do is grind and grind and grind and grind.
in 20 years of online gaming this is the only game i've ever played where i get noticeably weaker as i level past 60.
Thank you for the changes. I will see if they make enough of a difference to make the game playable without a group for every encounter now. The loss of being able to run around SOLO was one of the biggest disappointments from Mod 6.
Happy days are here again!
Well, moderately happy day's again.
"...I grab my wiener and charge!" - ironzerg79
Pro-tip: Adding "BAM" like it is some lightning-quick response to player feedback is just insulting.
To be honest, I only wish this for the dungeons. I don't want to go back to mod 5 solo content where NOTHING can come remotely close to ever killing you.
Quick question: can we have a ballpark amount of the damage reduction? I suppose we'll figure it out anyway, though.
Nervertheless, YAY!
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
Keep up the good work. Strongholds is excellent!!!
Neverwinter Census 2017
All posts pending disapproval by Cecilia
One of the first things I'll have to do when this goes live is to do another playthrough of my Foundry quest. Mod 6 made what I considered "hard mode" to be "nightmare mode", so now I'll have to see if it's back to normal. I'm still somewhat concerned, since it was built with Mod 5 mechanics in mind, including in-combat regen and mod 5 potion cooldown time. There's only one way to find out though.
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
I'm surprised no one has QQ'd "But I ran all of those EE quest lines 16 times each. Where's my free <item of your choice>?"
Now, about those missing dungeons . . .