Hey guys!
I'd like to see what the general feeling is regarding the newly renovated castle never vs. the old castle never. I'm not talking about rewards, I'm just talking about layout, design, enemies, and difficulty. Which one did you prefer? I suspect most players prefer the old one, and perhaps if we can show this to the devs, they'll be persuaded to change the new one to be more like the old one.
Old CN vs. New CN 138 votes
I preferred the original CN over the new one
I like the new CN better than the original one
I never played the old CN
0
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▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
If the new Castle Never was called anything else, I don't think that too many people would have problems with it. Many of us older players have a lot of feelings about Castle Never, because it used to be the place where you went to earn your stripes and the loot was very profitable. You didn't just pug queue to CN because, for over a year since the launch, it took teamwork to get through the place. Everybody in the group needed to be on top of their game, at least until power creep got too big.
My suggestions:
* Make the new CN harder than it currently is. It would make it challenging, appeasing geared players and giving lesser-geared ones something to aim for. Making Castle Never about the same level as eToS, eCC, and eGWD is a bad idea in my opinion because many players already find these a cakewalk and the power creep is only growing each mod.
* Please get rid of useless stops and invisible walls in places they shouldn't be. Utilize that large, nearly seamless map. Let us explore a bit.
I really liked the old CN, but the new one isn't bad. Looking at the new dungeon as its own thing, compared only to the epic dungeons we already have on the Live server, it still sticks out as unique.
https://www.youtube.com/watch?v=8EPHgecQCuA
I cann't believe my eyes, first this ridiculous version of CN and now the revamped dungeons returning as leveling ones. I just cannot believe it. Bring more power creep with the mounts, why don't you, yet wtf for? All content is 100% soloable in this game by now, dungeons included, way for challening your endgame playerbase. Not.
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Where are tonns of mobs? HardCore? etc?
The old CN was a challenge and rewarding in base game and in mod1. After some rework in mod2 it was 1-2 months while bigger clans with teamwork and coordination can finish it.
Now it will be finished at the release day...
I think if they let the Dungeon Stay "as it was" and just increase the difficulty to lv70+ should be more than enough.
This goes not Only for CN also for all "Older epic Dungeons, PK etc."
That place was run only for the BoE drops (and the AD that came with it), don't start making it look like it was some kind of design masterpiece when it was not. In fact it was very much the opposite. Nostalgia is a very dangerous thing.
I respectfully disagree, I truly do think CN was the most dungeon like piece of content ever released in this game - Dungeons are supposed to be long. They're supposed to have a ton of mobs. they're supposed to be hard. Now, I don't remember it ever taking 3 hours to finish, even when I soloed the thing way back when (I really shoulda videoed that ). CN never took that long, even when I pugged it, so maybe your bad memories of it are causing you to exaggerate?
Even so, all are entitled to their own opinions :P
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GWD is hard-ish but whats the point in a hard dungeon if you get the same loot as a dungeon that's half as hard??
CN, karru and SP were my fav dungeons. Its really sad to see it back in this shape. Leveling dungeons for who? Who will play this game? Newcomers? I have guildie who cried he spend 20 bucks and imporve nothing. They will leave fast as they realize there is no real endgame content.
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