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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
Awesome! I know there are some areas "under construction" in the underdark. Maybe those will have a future quest line and lead to Castle Never or some of the other old dungeons. Sorry, had to get that in there.
I can't say that I'm overly excited by this, as I still can taste the disappointment from Mod 6. Maybe if and when the much needed balance etc is added, things will start to look brighter. For now though I'll dabble to see if I'm wrong, but I doubt it
and i doubt that we will have a new map to explore, and mostly probably, this mod will suck just like mod 6 one week after launch, i can tell for myself, it's not even launched and i'n already back to invoke mode, cause no SW buff, and now my SW can't progress because of the new weapons have no lifesteal.
Awesome! I know there are some areas "under construction" in the underdark. Maybe those will have a future quest line and lead to Castle Never or some of the other old dungeons. Sorry, had to get that in there.
I'd settle for Cloak Tower at this point. I've been replaying my Foundry just for the scenery change.
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
So, basically, nothing for the level 70 solo players who make up the majority of the playerbase ?
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rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
edited November 2015
You have the introduction quests that start at level 60, but scale to you. Now granted that is only 9 quests, so won't take too long. Then you can solo the HEs in the other zones, I have done it on preview. Now granted the one they are trying to escape is not easy on a DC to complete. But yes I would have preferred solo quests for the entire mod instead of the two skirmishes and the mini-raid.
But I do hope for one thing, that we will be able to buy the other classes offhand and mainhand with any character, so it will make it better for builds that are not exactly wanted in group content to get the weapons too.
So the essence of this blog is + level up to 60+ + run skirmishes + improve your Itemlevel to 2 - 2.5k for the new encounters and start reading books.
But what about the difficulty in Underdark? What about guild boons, are those required for Underdark? What about a roadmap for new players to reach the required IL in time?
Also, if those new IL requirements work like those we allready have... anyone below 3k IL might be in trouble with those 2.5k encounters in Underdark.
Just hoping the "Featured Quest Series" isn't another, "Hey Dawg, we know you like grinding so we put a grind in your grind so you can grind while you grind" fest like the one in that elemental princes thing. Damn that was annoying!
I hope that Underdark expansion pack will stop that awful repetitions of the vigilant quests. Below the 60th lvl quest line is fine. Plenty of beatufil locations etc. But after the 60th lvl NWN turns into Lineage and this is terrible. That countless <font color="orange"> bad word removed </font> of doing same quests again and again and again. Help me to send this message to the main group of developers please. Such gameplay transformation is definitely not OK.
Underdark sounds good except for the lack of a new adventure zone... wich is a hugh disapointment for all the players base and for the Mod's design and posibilities itself. It doesn't matter if Underdark continue in Mod 9 with a new map and less party content, like Mod 4 & 5 did... the time was now. Mod 4 + Mod 5 would have been great in one Mod!, but separte, they landed with a feel of lack of content. Mod 3 with Kessell as a larger dungeon and Need for Mead as a skirmish would have been perfect (all though Mod 3 was good enough after all). I'm not happy to say that you still can't bring a complete Mod since Mod a long time ago.
Sincerelly... all players want that each Mod, to be considered as a complete succesful Mod in terms of content, should/must always contain:
•A new consistent storyline. •A new campaign. •A new adventure zone. •A new skirmish. •A new dungeon. •Extra.
Obviously, these points include new loot, gear, enemies, bosses, lairs, quests, not excesive mind numbing grind, etc. And not just a recycled atmosphere. Use the above points ALWAYS as the base of any Mod, then you can add whatever you want, like raids, HEs, etc... extras. But those points ensure you that each Mod will have at least a more positive acceptance from the players base rather than a negative or 'meh'. I can ensure you! Thanks for reading!
Comments
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
But I do hope for one thing, that we will be able to buy the other classes offhand and mainhand with any character, so it will make it better for builds that are not exactly wanted in group content to get the weapons too.
+ level up to 60+
+ run skirmishes
+ improve your Itemlevel to 2 - 2.5k for the new encounters
and start reading books.
But what about the difficulty in Underdark?
What about guild boons, are those required for Underdark?
What about a roadmap for new players to reach the required IL in time?
Also, if those new IL requirements work like those we allready have... anyone below 3k IL might be in trouble with those 2.5k encounters in Underdark.
Help me to send this message to the main group of developers please. Such gameplay transformation is definitely not OK.
Sincerelly...
all players want that each Mod, to be considered as a complete succesful Mod in terms of content, should/must always
contain:
•A new consistent storyline.
•A new campaign.
•A new adventure zone.
•A new skirmish.
•A new dungeon.
•Extra.
Obviously, these points include new
loot, gear, enemies, bosses, lairs,
quests, not excesive mind numbing
grind, etc. And not just a recycled
atmosphere. Use the above
points ALWAYS as the base of any Mod, then you can add whatever you want, like raids, HEs, etc... extras. But those points
ensure you that each Mod will have at least a more positive acceptance from the players base rather than a negative or 'meh'. I can ensure you! Thanks for reading!