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I'm just going to pretend this mod never happened.

rinat114rinat114 Member Posts: 913 Arc User
edited November 2015 in Player Feedback (PC)
I'm positive there will be people calling me out for this - for those of you who will, stop reading. If you're content with what you got, you won't like reading the following.

I'll start from the positives, because some kudos is well deserved for things we've been complaining about for ages now and finally got addressed.

- the economy is taking a slow healthy turn, the slight AD changes are not bad.
- the new trade bar store is great!
- the gear preview is a cool tool that was most definitely desired by players for a long time now.
- MT was done on time (or 20 minutes late, but compared to previous mods this is a huge achievement)
- No big bad noticeable bugs as of yet (at least game-breaking ones), so good job on that.

And yet, all of the above could have been done as an extension to Mod 7, slow fixes over time people would appreciate. Instead? We got a whole new mod that is, let's be frank, extremely not justified as an expansion for the quality and level of content we actually got.

2 hours into the game, so far:

- 20 minute worth of a questline (and I'll be honest, other than feeling cheated and teased by seeing old maps such as Dwarf King, GG, etc, it was brief and not really enjoyable, despite the plot.)
- 2 extremely HORRIBLE skirmishes. Both are way too easy, boring, repetitive, closed minded - a foundry author could do better than that.
- One supremely long campaign that god help me, I don't understand why each task has to be 18 hours, the boons are pretty meh (other than the 3rd tier) and the capstone is completely useless.
- And finally - Demongorgon. I can't even call it a raid. The normal version so far is very easy, easily completed with poorly geared pugs without a word in party chat for strategy. Epic version from preview did not seem promising either, same thing, more HP.
- This whole Masterwork thing is a giant cluster****, it's not needed. Adding spice to crafting could have been done in other ways
- Drizzt looks like a drag queen (just saying, not even going to mention the voice acting, that needs a whole new thread)

I already know how this mod is going to look like. Leveling weaponsmithing to 25, getting the SH set, refining, doing dailies, groaning whenever I have to do the super boring skirmishes and more HE's on top of the ones I already have to do. All that for 3 months, all over again. 130 guildies online, watching guild chat is getting depressing as more and more people realize that what they've done for the past hour is all this mod has to offer. That easy, that short, that boring.

New dungeons? Nope. Old dungeons coming back? Nope. Class balance/changes? Nope.

The game is based off of Dungeons & Dragons, not 'HE's & dailies' nor 'Just3DungeonsYou'reGoingToGrindFor3Mods & Dragons'.

Although smoothly executed, this was poorly done and the lack of content is breathing down the game's neck, not to mention all of your loyal, crazy-enough-to-still-be-here players such as myself. This is purely feedback, I'm not expecting Dread Vault to show up tomorrow in my queue (I can only dream) and I know it's on the works, but my god, it should have been here by now. All of the above is at best mod 7.5, it doesn't deserve the 8.

Sigh.

#WaitingForMod9Already
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Comments

  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    This may have done it for me. Played though and it felt like phoned in and scripted work and nothing like fun. It was dull, lifeless, and lacked any imagination or sense of immersion or adventure. It felt like I was at some sort of escorted exhibit where I was mechanically rushed through and shown a few things from a distance leaving me with an overall impression of "what is this HAMSTER?".
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    Ive never been a fan of Drizzt, so even the lore has held little to no interest for me. Casual play is still broken. The game has shifted to a group or get-out model.

    I have become so disappointed with the state of the game and its new direction, that I cant even be bothered to download the patch.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    My positives..

    A. Thank you, that we only have to do the quest once, I literally rushed through it on my dc.. I wish I had known before hand I Would've done on DPS and saved myself 20 mins, but at least I dont have to do it again. I might do it on a dps toon now and actually enjoy it down the road at some point.

    B. Some of the hes Ive done are actually sort of fun.. but lets face it they ARE he's. It wont last.. a few times is ok.. 450 times ghastly.

    C. Trade bar rework.. thank you, much appreciated!

    D. Some of the increased AD gain, again, thank you, I still think costing is a little out of hand though.

    Negatives..

    A. WUT... is this skirm things.. they are barely skirms.. they are go around in circles things killing things.. and DPS is king x 1000 and they are very easy.. you listened to the wrong batch of people calling for ezmode on these. I would INCREASE difficulty and GIVE more of the daily items so we can just do two skirms and be done wiht this thing. There is no skirms that are not much better then these things.

    B. I just dont.. know what to say, UNDERdark is really, super nice looking. Great, we are not actually doing anything there though are we? We get to ride around and um.. do nothing really.

    C. For the love of.. did you not listen to feedback, WE WANT Dungeons back.. WHERE is DV? WHERE IS IT? WHY did you not put it into this mod.. it wouldve made perfect sense to everyone.

    D. I really ... do not appreciate the reminder that karrundux, fc and dk are gone. Thanks, kinda of insulting in the end dont you think? almost near troll level worthiness in fact.

    Overall.. the mod is weak, the added functionality is good.

    I can live with a weak mod , if YOU COME out right now and PROMISE us no more HE's .. not for a year at least.. and TELL us that DV is going live in Jan 2nd for a new years gift.

    Seriously that's sort of the news we need to hear from your folks right now.


  • d4rthd00fusd4rthd00fus Member Posts: 453 Arc User
    Well this sucks. I had very low expectations for Mod 8. Was already considering not even coming back to try it. But this sounds all so half-assed. So phoned in. I just got done downloading the patch, but now I don't think I'll even bother launching it. Maybe just for a few minutes to hear all the vitriol that PE must surely be swimming in about now. Shame Cryptic, you better be hiding something good under that skirt (do dungeons fit under a skirt?) and it better be coming soon.
  • dufistodufisto Member Posts: 537 Arc User
    other than the art. this whole module could have been slapped together by a single intern in a month. cut/paste. change a few values. cut paste some more.
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  • macaran5123macaran5123 Member Posts: 122 Arc User
    So if I read the campaign window right, it's going to take around 6 months of maxing resources every week to complete. For rewards that aren't even worth having.

    Mod8 has come with _virtually_ zero content. Just a lot of abusive-to-the-players grind. Grind that has become repetitive the first day of launch.

    As the OP said, I'm highly tempted to just pretend this mod never happened than deal with it's annoyances.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    morenthar said:



    Drizzt WAS fine until he got whored out OVER AND OVER again over the years. Every HAMSTER fanboy took the Raistlin Majere complex to new heights with Drizzt.

    Salvatore ran out of material ages ago and here we are with a game with little content. Welcome to Disappointment & Dragons.

    Drizzt is the Edward Cullen of Forgotten realms. A special emo snowflake different from the rest of his kind. Hunted by his evil kindred. In love with a frail human who he knows he will out live (Cattie-Brie). Forbidden because of their differences.

    Time didnt make the character suck, it sucked right from the get go.

  • matiagronxmatiagronx Member, NW M9 Playtest Posts: 251 Arc User
    Great QoS, AT LAST. But it is BY FAR, the worst content this game ever had, and dangerously worst cause good content with bad service will not throw so many people away from game, but so bad and childish/repetitive content will surely EMPTY the servers. Who, in the name of reason, decided to make 2 square maps with merry-go round fights with the same enemies for a predetermined timeframe... The first room of Karrundax is more challenging and thoughtfull than these 2 skirmishes, TOTAL wrecks of game design. After all this great effort you put to correct almost all game's aspects you may have indeed managed to kill the game for so many people now with such BAD, BAD, HORRIBLY BAD content.
  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited November 2015
    The skirmishes are truly terrible. Entirely DPS dependant for getting gold. It also does not help that certain key monsters IGNORE aggro (this applies to certain HEs as well), as if tanks needed another kick in the groin.
    Some of them even have this madness mechanic that forces you to move to circles or be half disabled the whole time. Who ever thought that this would be fun, challenging or engaging in any manner? I seriously fell asleep during a Prophecy of Madness (we got Bronze, but I didn't even care about trying harder for how BORING it was).
    Ah, and now Dungeon Delves are a complete waste of time. You can get their seals + new and better rewards elsewhere for less time invested, so... fail.
  • subnoctesubnocte Member Posts: 341 Arc User
    My feelings -

    Changes to the game in terms of bars, AD etc, all good and in the right direction.

    New content. Bad. The new quest line is like a short series of basic lair quests but re-using old content (seems extremely lazy). They're extremely short and not very engaging. The new skirmishes are painfully long and boring. New HEs - who wanted new HEs? Same old HAMSTER.

    No new zones, no new dungeons, nothing expansion-worthy.
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    Im really hoping ill still be around for mod 9: Dungeons.
  • d4rthd00fusd4rthd00fus Member Posts: 453 Arc User
    If I was the executive producer of this mess coming off the disasters of 6 and 7, I would be working on my resume right now. Between him and Shicoff they have driven this poor game right into the ground. We tell them we hate HEs, hate the booooring grindyness of everything, PVP is broken, everything is too expensive and we want our dungeons back. They hear: Moar HEs! Moar Grind! PVP is Fine! Dungeons are overrated! Nothing is too expensive when bought with TRADE BARS!

    Good Lord Cryptic we have foundry authors that can churn out stuff so much more engaging than this. You guys are getting PAID for this. Treat your license with some damn respect.
  • killergilnyc1killergilnyc1 Member Posts: 175 Arc User
    edited November 2015
    Bestt hing of this update? the tradebar rework for sure! I can now buy coal wards and refine some of my enchants/runes for a much cheaper amount of trade bars. However, I don't spend anywhere near enough cash on this (or any game) to make enough tradebars to use this all the time. I really only spend 10$ a month on VIP which gives me enough to open 1 chest a day and accumulate trade bars that way.

    On content, I wish there was more content. I did the level 60 and 70 quest lines in literally one hour and am bored again.

    I do not find the massive amounts of new rings anywhere near useful to wear and I see them as nothing but a new way to bring in rough AD from salvaging them non stop.

    Thanks for raising rough Ad refine cap from 25k to 36k (if my numbers are right).

    I kind of expected it to be a NEW ZONE like IWD, DR, TWoD, where you could do dailies and then you can farm the mobs/monsters if you wanted to within the new location (forgot the location) not a new "hub" with zero monsters to kill.

    I sort of wish it was like a new "stronghold" type map, meaning that large in size, with tons of HE within it as well as other locations to farm regular demon mobs. Everything should not be "HE, HE, HE every mod update.

    I rate the mod a 6/10 just because to me it is lacking content.

    What we all expected was a new ZONE and a new or old/reintroduced Dungeon.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User

    The skirmishes are truly terrible. Entirely DPS dependant for getting gold. It also does not help that certain key monsters IGNORE aggro (this applies to certain HEs as well), as if tanks needed another kick in the groin.
    Some of them even have this madness mechanic that forces you to move to circles or be half disabled the whole time. Who ever thought that this would be fun, challenging or engaging in any manner? I seriously fell asleep during a Prophecy of Madness (we got Bronze, but I didn't even care about trying harder for how BORING it was).
    Ah, and now Dungeon Delves are a complete waste of time. You can get their seals + new and better rewards elsewhere for less time invested, so... fail.

    you cant aggro but you can control them the big giants. gf swordmaster( flourish teriffying impact) gf vanguard( teriffying impact or battle strength and frontline surge. PAladins with templar wrath. all classes have some control.
  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited November 2015

    The skirmishes are truly terrible. Entirely DPS dependant for getting gold. It also does not help that certain key monsters IGNORE aggro (this applies to certain HEs as well), as if tanks needed another kick in the groin.
    Some of them even have this madness mechanic that forces you to move to circles or be half disabled the whole time. Who ever thought that this would be fun, challenging or engaging in any manner? I seriously fell asleep during a Prophecy of Madness (we got Bronze, but I didn't even care about trying harder for how BORING it was).
    Ah, and now Dungeon Delves are a complete waste of time. You can get their seals + new and better rewards elsewhere for less time invested, so... fail.

    you cant aggro but you can control them the big giants. gf swordmaster( flourish teriffying impact) gf vanguard( teriffying impact or battle strength and frontline surge. PAladins with templar wrath. all classes have some control.
    You can't tell me to sub aggro with control, others classes do it way better than us, what kind of argument is this, I'm a tank, I expect the kind of stuff I'm built for (Aggro, NOT Control, I'd be an oppressor CW if I wanted to focus on that) is of some value at least in group content PvE, like it's been so far, I mean, where else could be tanking needed for, duh.
    How about the same happened with DPS and Control they started churning out content where dps is irrilevant and uncontrollable monsters died at fixed intervals and all you have to do was to survive though insane amount of damage? I'm sure DPSers and controllers would take it glady, oohhh yes they would. But hey, after all every class has some form of survivability and self healing, so they would be fine, right? *rollseyes*
  • kemi1984kemi1984 Member Posts: 849 Arc User
    edited November 2015
    Ok my thoughts.

    I didn't even enter Underdark map, not touched the quest line and all - so nothing for me to say here.
    But Dear God...the Prophecy of Madness...I mean......GOD! what a crappy piece of ...this is.

    Running around in square type room filled with ghostly portals whatever spitting demons at us, and only thing you need to do is to AOE DPS them down? I mean I didn;t even had a chance to have a look around, didn't even notice there's something like rank system. But when I saw it, it was clear it's only a DPS race in a claustrophobic room filled with chaotic spawning demons.

    One word - TERRIBLE.

    I do salute other changes like AD increase, trade bar changes and the gear preview feature.
    And agree with previous posters, this should all be made in mod 7.

    I still wont judge until I start the questing, but finding another round of HE's together with absolutely worst skirmish ever introduced in the history of Neverwinter...just looks like a bad bad dream.
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
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  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited November 2015
    Here my impression as a cleric.
    I didn't play UD on the preview server and probably I'm going to be inaccurate.

    9 chapters: I've joined a group with my guildmates and we did it in minutes by running through the quest and killing the boss at the end. The storyline is fine, the content is just a waste of time. Why did I do it? Because I've just 2 hours in the evening and I wanted to go throught all the new contents.

    Skirmishes: as a support cleric, it's just...crazy and boring.

    HEs: next please....

    Demogorgon: it sums up the features of the skirmishes, but nothing really exciting

    Replayable vs repeatable: I had some expectations here, but it's just the same skirmish in two flavours. Time to learn them is zero, so at the end it was a delusion.

    Boons. 18 hours waiting = 1 boon per day more or less. At the beginning each step costs 200 Faerzress. If the cost is the same for each step, as soon as I have enough Faerzress to collect all the boons, I will stop playing this campain.

    New drops: nothing really valuable till now, at least for my cleric and my build.

    New gear sets: at least for my build.... I dont' care: both sets destroy my recovery stat. My elemental helven at IL 137 is still the best for me. I could use them, but I would had to change my enchantments a bit. Too expensive.

    New artifact weapon: I go the fire one. I went to the Fiery Pit and start wating, waiting, wating and waiting the HEs. I did 3 HEs and got just 1 out of 100 motes. This will be an infinite grind. HEs should spawn more frequently there.

    The good: I appreciated the changes to the taralume shop and to some extent the new AD refine cap.

    Finally I believe that this module is powered by a complex mechanic to support poor contents.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    MOD totally destroys support 100%.. its a determent for the team to have them.. Because of the layout of the skirm maps.. its also really horrible, if you didnt have the middle blocked off in pom, AT least you could draw ALL mobs to center and use support buffs.. but at the moment.. having a DC on a team might as well = getting bronze. In throne.. just aoe mob packs, whomever has the hulk on you, aim at door. You have zero need again for slow classes. There is no need for healing.. so thats out..

    Terrible guys.. DID you not even think about support builds?

    New skirms = gwf first, cw second, sw/hr/tr third in order of usefulness.. the quicker you can kill things the better and since your also 50% of the time locked out on skills, GWF reigns here by far.. as mobility, and use of at wills come into play alot. all support can do is buff/debuff and if your locked out of skills alot.. meh on them. You do nothing of value to the team. Due to the ROUND and ROUND nature of this.. dc skills like HG is completely useless as well.

    CWs if they can control first with massive aoe, can lock and destroy items. SWs are not bad as they can sprint to sanctuary zones at least.

    I hate these things..





  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User

    MOD totally destroys support 100%.. its a determent for the team to have them.. Because of the layout of the skirm maps.. its also really horrible, if you didnt have the middle blocked off in pom, AT least you could draw ALL mobs to center and use support buffs.. but at the moment.. having a DC on a team might as well = getting bronze. In throne.. just aoe mob packs, whomever has the hulk on you, aim at door. You have zero need again for slow classes. There is no need for healing.. so thats out..

    Terrible guys.. DID you not even think about support builds?

    New skirms = gwf first, cw second, sw/hr/tr third in order of usefulness.. the quicker you can kill things the better and since your also 50% of the time locked out on skills, GWF reigns here by far.. as mobility, and use of at wills come into play alot. all support can do is buff/debuff and if your locked out of skills alot.. meh on them. You do nothing of value to the team. Due to the ROUND and ROUND nature of this.. dc skills like HG is completely useless as well.

    CWs if they can control first with massive aoe, can lock and destroy items. SWs are not bad as they can sprint to sanctuary zones at least.
    I hate these things..

    Well said.
    I had my cleric out of order intermittently and sweating, while the gwfs around me were in Beep Beep mode. The Blessing of battle buffs are powered down as the players around you are often out of range.
    Clerics should discuss such issues at the Temple. I won't switch to righteous.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    The last time i pointed out that our buffs are WAY to spot based and WAY to dependent on close range.. I was yelled at that we didnt want to be paladins or something foolish like that. I still believe that in todays game with the range we have, DCs are half as effective as they could be.

    But sure it might be a discussion for the temple, if not for the matter that AT this very second, it boinks some classes from completely being useful at all in these things.

    Its not a issue of optimal, its a issue of being useful at all!

    I hate these timed events.. a player group should be as good as it is, if they were going to give us 1 timed skirm, the second shouldve been WAY more standard so everyone ones builds could at least be viable in one or the other.

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  • matiagronxmatiagronx Member, NW M9 Playtest Posts: 251 Arc User
    Both Skirmishes are just a rectangle with a few adds thrown into them and players just die out of pure boredom. This should be properly addressed. Even an amateur flash game is more complicated and thoughtfull than this game design wreck. ITs a direct insult to our intelligence, our time spent and dedication in this game and most of all an insult to the whole community. Thousands of players are waiting patiently for over 6 months to see SOME kind of ADVENTURE, either an OLD dungeon reworked or a NEW dungeon, a well designed SKIRMISH or a NEW AREA full of new enemies. And you managed to destroy these expectations by introducing the worst skirmishes ever. A static, repeated up to the point of lobotomy, fight with harmless adds that is TIMED...what kind of monetary support can u expect from any human being currently playing this game when, after so many great DUNGEONS you REMOVE them and introduce this total gaming wreck?
  • snottysnotty Member, NW M9 Playtest Posts: 476 Arc User
    edited November 2015
    While I will admit that there wasn't a whole lot of stuff added with this mod I'll hold off my full judgment until part 2 is released.

    That being said, After mod 6 almost destroyed the game I hope they never try putting out that much content in one mod ever again. It was too much, too game changing, and too little time to test it. If any mod deserved to be split into two parts it was mod 6.

    Mod 7 was nothing more then just a big costly guild campaign that to be honest, you really don't even need. Sure having the boons and other stuff is nice but not really needed unless you have some vain need to be BiS. I do not have guild boons yet, Im using elven gear and elemental weapons we got from mod 6, all items refined to epic with R7 enchants and I have no problem playing any of the content.

    Mod 7 part 2, was pretty much pointless. Even if it had worked correctly it would have never lasted. It would have ended up just like the open world pvp areas in Ice Wind Dale....empty and unused.

    So, right now even though mod 8 seems lacking, it did bring a lot of things we wanted like the AD changes, T-bar store changes, new armor that isn't a complete pain in the butt to get and looks 100 times better then that FUGLY Elven gear. And some interesting ideas like scaling HEs, battles that have at least some form of mechanics other then dodge the red spot.

    A nice storyline quest. Although I do wish it had just been a completely separate quest instead of the intro to the campaign. Something I could do when I have nothing else to do and come back to later instead of having to run the whole thing at once. The 2 skirmishes aren't too hard but seem to take way too long for the rewards we get. Haven't tried Demogorgon yet but I played it on the preview server so im not suspecting there will be much difference.


    Personally I just wish they'd stop with campaigns altogether. They are boring and pointless once you've got all the boons. I miss storyline quests, I miss running more then 3 dungeons, I miss the game play style I originally leveled up with, not this "wash, rinse, repeat" style we been getting since mod 1.


    Edit: and whats with the rings? they seem kinda useless to me. Sacrifice stats for some simple and quick thing? Like ring of fortress, even if I had he legendary one, dropping stats for1.1 sec of invulnerability every 30 sec seems dumb to me. So every battle im invulnerable for 2.2 sec a min, would be better if I can choose when that power fires off. Being invulnerable just after the boss fires off his skill wouldn't help much.
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  • skalt112skalt112 Member Posts: 1,089 Arc User
    Hello,

    I would like to ask a simple question.

    Is this module representitive of what we can expect from this game going forward?
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