test content
What is the Arc Client?
Install Arc

Its time again, Whats your Favorite Module Release poll! I will tally at the end.

silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
edited March 2016 in General Discussion (PC)
Vote.. or dont! =P If you dont, your in game loot will be transferred to me=P.. and you can never complain about other mods again!

Its time again, Whats your Favorite Module Release poll! I will tally at the end. 146 votes

Pre module releases: Game was better before all the grinds/boons started! and well TRS did things =P.
13%
hmdq#4491vascheelbensteinkvetuzalaromotheonegankdalf#8991arabaturbaronvonboomdanila14blu3armytebancisnerosdrakenmonkdamut1flehstifferrescorliangu3stoheretonlynx#1489mistermob#7822 20 votes
Mod 1.Fury of the Feywild: Sharandar, MC and Master of the hunt (I literally started the game like 2 weeks before this!)
6%
ariesvehemenscheckmatein3nwpilgrimhedgebetputzboy78gleichgewichtnwadinosiilonewolfmk1revovlerjesus1etelgrin 10 votes
Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
26%
wimpazoidkacezetlukejones77vasiamen1sockmunkeykatamaster81899versynsorce#8115santralafaxniteingalesilverkeltmacjaejuleadreamtwo30rickcase276looomiscambo1682forumnamesuxsshadw2012preyia 38 votes
Mod 3. Curse of the Icewind Dale: Heroic Encounters added, open world pvp, black ice armors, Kessels Retreats. and were is my young yeti treats!
19%
lyaisecryptfoundationdrakkon5tinead51mynaamdefiantone99beckylunaticrayrdanshadows1313timepalacereds351chroococcistevedudemandemonmongerclericalistgrimahmamalion1234nps2aenuanrannonhu 28 votes
Mod 4. Tyranny of Dragons: or more like tired of dailies =P , Esot, Elol Dragonborn, and SW class .. also start of artifact weapons.
5%
dll32exedaryardfncefernuubtfdurlord283teapotsmcgeeehliislam#3539 8 votes
Mod 5. Rise of Tiamat: The goddess tried to emerge.. ah and Jewel-crafting arrived. (more artifact stuff )
10%
tomiotarquistranaphoenix1021arcofortep12wylonusboltzmann42regenerdedemagienkikopopelmoregemstonehammbo1969trill34russafaaajhpnwkievitz 15 votes
Mod 6: Elemental Evil: for as much as its been derided.. admit it.. you had fun with the leveling and the challenge for a few weeks right?
2%
altumaasplaviathatsmeaswellwildfirede 4 votes
Mod 7: Strongholds: well you donated stuff and influenced much.. and it did give us dragonflight.. siege and VIP program.
3%
issssshomok33tundrrabloomblacknightace1tarteauthon 5 votes
Mod 8: Underdark: PoM , Throne and Edemo released, and a chapter story.
2%
namelesshero347ryanrobertjlalpagueur#3942 3 votes
Mod 9: The Maze Engine : Castle Never is back anyways.. and running from ancient dragons with hot feet!
10%
zekethesinnerhyakusekaiironzerg79solbergxtaitinhakkaajaumschetripsofthrymrlinoge63meiramitherealprotexbalding2earlraydrootduryntemetalldjtrazoe1994 15 votes
«1

Comments

  • This content has been removed.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
    It's when I started playing NW and when we had ample to do. Everything was fun back then and the grind was minimal even with all the content we had. Good times!
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
    Yea, mod two was the best. And despite it being the start of the new refinement system. It was before artifacts exploded into every slot. The new refinement was perfectly fine before that. When all we had was runes and enchants. Every addition after that has taken a simple system and made it a complicated chore.
  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    Mod 3. Curse of the Icewind Dale: Heroic Encounters added, open world pvp, black ice armors, Kessels Retreats. and were is my young yeti treats!
    Who could not vote for mod 6 ? Besides making entire classes obselete, adding a bored to death inducing grind, removing the majority of dungeons, losing a majority of players - this module was the best ever !
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    Mod 5. Rise of Tiamat: The goddess tried to emerge.. ah and Jewel-crafting arrived. (more artifact stuff )
    5 we had all the epic dungeons still in that one
  • duryntedurynte Member Posts: 132 Arc User
    Mod 9: The Maze Engine : Castle Never is back anyways.. and running from ancient dragons with hot feet!
    Stooory. I'm all for story. I love stories.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
    Ive always thought mod 2 was superior.. it had a much easier curve of daily grinding (with just 1 regular mini lair you needed to do.. you could then get the rest of the mats when you had a chance)

    in addition it completed the story of Valindra and it was a tough fight.. back then anyways.

    I would say sharandar looked the best though..

    After mod 2, rng was introduced via black ice, then RP and too much daily grinding for ToD/WoD . (ToD was harsh.. with the need to wait around for 4 dragons a day.. I only did all the boons on my dc and 5 or something on my gwf and cw and 4 on my hr.. and then 2-3 on the rest of my toons.. too much effort and time involved back then.

    I will say the last two mods, stories ARE much improved.. they are even better then IWD really (as Im still not 100% why we ever went to IWD.. If they can pair the better story involvement.. with a tad more effort on dungeons.. I think they will be closer to what the earlier mods provided the game.

    I feel bad for IWD though.. as it couldve been a much longer story arc.. I mean they gave us new maps.. maybe one day they return.





  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited March 2016
    Although I haven't had a particularly liked one so far, I do see something worth mentioning in Module 9. In dialogues with two NPCs in the storyline of module 9, there are Ability Score checks and choices in different personalities in player's lists of response options. Imho, these additions are commendable as they are true D&D elements that appear during our gameplay for the first time. Therefore I think that's a good start and is worth praising.


    Note: This information probably isn't a spoiler so I didn't use the spoiler code at here.
    Post edited by ianthewizard2012 on
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    Mod 1.Fury of the Feywild: Sharandar, MC and Master of the hunt (I literally started the game like 2 weeks before this!)
    I like the list, all positives and rainbows, but for me I can''t approve of anything after the advent of RP feeding/artifacts introduction. For me:

    Mod 2 introduced RP grind and artifact (and an endless cycle of new BiS artifacts each mod/lockbox)
    Mod 3 most friends bailed the game for ESO
    Mod 4 the start of recycling zones and felt like it was missing something
    Mod 5 wait there is the second half of mod 4... why isn't this one mod... and don't forget Tiamat was not ready and had delayed release
    Mod 6.... facepalm one new zone lost a &*#$ ton of dungeons
    Mod 7.... Roll the dice and pick a new guild because yours is not big enough/active enough to access this new content. Introduction of a new paywall, either you join a rich guild or you suffer with being vulnerable to drains, etc
    Mod 8.... The dev's begin using foundry to build content and now we have rings that give everyone class abilities and you need to collect them all to have a counter to the rings
    Mod 9.... CN grind and the death of other T2 dungeons... adventure seals in T2... really
  • regenerderegenerde Member Posts: 3,050 Arc User
    Mod 5. Rise of Tiamat: The goddess tried to emerge.. ah and Jewel-crafting arrived. (more artifact stuff )
    Started with Mod. 5, and my SW Temptation was fun to play, dealing damage while healing others, i loved that concept.
    And then we got Mod. 6 and the "promise" that "SW will be treated special regarding Lifesteal.".
    Yeah, right... :|
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    Mod 3. Curse of the Icewind Dale: Heroic Encounters added, open world pvp, black ice armors, Kessels Retreats. and were is my young yeti treats!
    mod3-mod4 all classes became useful not like the previous with useless gf-dc-. how mod 2 ( i see the votes and i get suprised) when was gwf-cw and rest kick from pt or not invite.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    Mod 9: The Maze Engine : Castle Never is back anyways.. and running from ancient dragons with hot feet!
    I actually like the direction the Maze Engine took. I think the campaign is much better done, more story heavy with interesting quests. I know the "x/y/z" daily intermissions aren't everyone's favorite...but I'd much rather do some heavy story driven quests (with interesting locations and mechanics) and then take a break with a few days of dailies, than just grind the same choice of 6-9 daily quests for a month.

    I also like that they added cool non-boon rewards to the campaign, and included achievements with titles in the quests. Overall, it's much more well-thought out than the previous "grind a daily" campaigns.

    Adding CN back was nice. It'd be great if Cryptic could get back in the cadence of adding a new dungeon or two each module.

    Not to mention the mount overhaul and queue changes, both (despite still ironing out some bugs) are fantastic changes.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
    I think overall mod 9 is a better direction then the previous ones.

    I think the poll reflects that..

    I still dont think they are quite as good as the first 9 months or so of the game design.

    But if they continue in this direction , im ok with that.

    Also.. never .. dare to release another skirm like pom/throne and think its ok.. clearly its not ok.

    Im trying to stay positive overall in this poll.. so no, no unneeded bashing here.. Ive had my own beefs and I think i put those through fairly clearly over the last year.


  • This content has been removed.
  • edited March 2016
    This content has been removed.
  • urabaskurabask Member Posts: 2,923 Arc User
    IMO a poll about your least favorite mod would be more relevant.

    Pretty sure we could all settle on mod 7 after having ground Sharandar for the 1000th time.
    I8r4ux9.jpg
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
    you can pretty much determine the mods no one likes, because no one ever votes for them.

    IE:
    1. things that take too much "time" daily to grind (not just length of time.. but sitting around waiting for dragons and such) are never popular.
    2. things that are alt unfriendly are never that popular.
    3. things that introduce bad gameplay dynamics (pom and such) that are just REALLY badly conceived and implemented.. are never popular.
    4. added RP vectors and making them take hundreds of hours to grind.. are never that popular.
    5. broken things like EE introduction (where all of enchants, powers, even power points were broken.. are not popular.

    on the flip side..

    1. well concieved stories are usually recieved well.
    2. any dungeon that isnt stupid like things like pom.. are usually well recieved.
    3. any QoL improvements are usually well recieved.
    4. well thought out and not SUPER time consuming grinding.. is usually well received.

    This is the trend in these polls for the last 3 Ive done.

  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    Mod 5. Rise of Tiamat: The goddess tried to emerge.. ah and Jewel-crafting arrived. (more artifact stuff )
    it was hard vote, i liked pre-mod up to mod 5, they are all equally well done before the most hated Mod 6 that threw all my other alts very hard time, mod 7 was so so but still frustrated, mod 8 seem to get back on track, but not quiet right, still too much for my alts, only my main was playable as he is over 2.5k item base, that is partly threshold becoming easier to play, but my 4 other alts just got pushed away due to devs' pulling the wards and more time-sinks situation and unfriendly to alts.
    i spend hours and weeks gathering enchants, runes, and refines for my alts so they can be playable.

    devs are forever denying many other players trying to reach 3k item base so they can get invited to tiamat runs, now most cant and becoming very bored and very upset with devs pulling the bait and switch too often.

    mod 9 seem to be stale and some are not happy with dungeons coming back, some like some changes with dungeons.
    prizes seem very weak and almost junk when pulling from chests, and lockboxes, and kits.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    Mod 3. Curse of the Icewind Dale: Heroic Encounters added, open world pvp, black ice armors, Kessels Retreats. and were is my young yeti treats!
    mod 3 is the only mod with places worth to be explored.
  • regenerderegenerde Member Posts: 3,050 Arc User
    edited March 2016
    Mod 5. Rise of Tiamat: The goddess tried to emerge.. ah and Jewel-crafting arrived. (more artifact stuff )
    Well, the Maze Engine campaign was fun up until to the point, where i had the exact same fight against some "boss" as in the Underdark campaign.
    The lich right after the run away sequence from the dragons... i'm not that far into the Maze Engine campaign, and i'm now starting to wonder what else they recycled for this "new" campaign?

    Not to forget, in the past i could at least queue and play dungeons/skirmishes more often then now... thanks to the newly added broken queue system.
    And the new mount system, while that also looks like an improvement... don't get me started on those blasted insignia drop chances from skill nodes!
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
    Mod 2 felt like the last mod added with truly new content.
  • tundrrabloomtundrrabloom Member, NW M9 Playtest Posts: 297 Arc User
    Mod 7: Strongholds: well you donated stuff and influenced much.. and it did give us dragonflight.. siege and VIP program.
    I play a MMo for the guild community, so the Stronghold expansion that focused on bringing us our first guild raid content has my vote. The new queue system as only made that better for edemo and Tiamat.
  • meiramimeirami Member, NW M9 Playtest Posts: 423 Arc User
    edited March 2016
    Mod 9: The Maze Engine : Castle Never is back anyways.. and running from ancient dragons with hot feet!
    I've mixed feeling about mod9. On one hand, it is oddly paced with some days having at most 5 minutes of content and the others having tons of quests at once. I feel like they should've just left out the fetch quests to Hotenow, Chasm, Vellosk, etc. and had one or two chapters every few days. On the other hand, rest of the quests are fun and well thought-out with roleplaying elements and Chapter 4 especially was a lot of fun. The new mount system is very nice, too.

    I also really liked Mod8 Underdark and Mod2 Shadowmantle.
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    Mod 4. Tyranny of Dragons: or more like tired of dailies =P , Esot, Elol Dragonborn, and SW class .. also start of artifact weapons.
    I liked Dragons
  • deathbeezdeathbeez Member, NW M9 Playtest Posts: 789 Arc User
    Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
    I voted mod 2. Well done and wrapped things up nicely.
    Vanilla-3 was the Golden Age IMO.
    • Mod 3 wasn't too bad but an obvious push to sell crafting materials for black ice. New HEs/Open PVP. New direction.
    • Mod 4 wasn't too bad either. Obvious push to sell coal wards for artifact weaps. It did have a a skirm/dungeon/open-world area.
      The last real mod IMO.
    • Mod 5 was 4.b 100%. Mod 4/5 should just be called 4.
    • Mod 6 was a massive chest bullet wound this game will never recover from, ever.
      Even a space hamster couldn't save it. I left for most of it.
    • Mod 7. Key sales, AD sinks, old quests recycled. I took this mod off entirely.
    • Mod 8 had less combined content then a single pre-mod 3 dungeon. More a marketing campaign then a mod IMO.
    • Mod 9 is 8.b. Mount sales for OP buffs. Coal sales for new OP enchants. Run to blue circles. After 2 Underdark-based mods, you'd think an Underdark would get added.


  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    edited March 2016
    Mod 4. Tyranny of Dragons: or more like tired of dailies =P , Esot, Elol Dragonborn, and SW class .. also start of artifact weapons.
    I still think nothing can beat mod 6 of being worst
    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2016
    Mod 3. Curse of the Icewind Dale: Heroic Encounters added, open world pvp, black ice armors, Kessels Retreats. and were is my young yeti treats!
    dfnce said:

    I still think nothing can beat mod 6 of being worst

    you mayconsider mod 6 bad and it was...not for the lack of content but for the lack the well thought changes around the new lv cap and the lack of ad sources.
    but until now for me nothing is more disappointing that not having an actual underdark to explore at will after 2 modules based on underdark.
    The biggest fail in this mod (excluding the lack of underdark itself) are the non-chapters quests..at least as offensive as vigilante's ones.
  • mynaammynaam Member, NW M9 Playtest Posts: 937 Arc User
    Mod 3. Curse of the Icewind Dale: Heroic Encounters added, open world pvp, black ice armors, Kessels Retreats. and were is my young yeti treats!
    Mod 7: Strongholds : The start of the direct assault to eradicate small guilds and solo players.

    Mod 9: The Maze Engine : Pretend to help small guilds but don't. It seems to be only a marketing tool to bring attention to strongholds before Mod 10 that will be stronghold related and once again be only for big guilds
    There are more than BIS players in this game
    RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
    FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
    Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)



  • grimahgrimah Member Posts: 1,658 Arc User
    edited March 2016
    Mod 3. Curse of the Icewind Dale: Heroic Encounters added, open world pvp, black ice armors, Kessels Retreats. and were is my young yeti treats!
    MOD 3 for me, because when it came out it complimented the MOD 1 and 2 content.

    All three together gave a nice balance of dungeons. PVP was active, the IWD areas felt vast and open-worldy and also populated because of people running around doing HEs. There was plenty to do, and the power creep was not overboard.

    And mainly because this was before artifact equipment was introduced. And we could actually have alts.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    Mod 2. Shadowmantle: VT, one of the easiest campaigns, Dread Legion skirm. End of probably the best Story Arc. (paragon paths, hunter rangers and refinement system changes)
    Mod 3 introduced a whole new grind and concept to the game that I wish hadn't - heroic encounters. That started the downward spiral which has seen CN become a Demon HE gauntlet. The grind for the Black Ice gloves and MH weapon was insane - I know there were those who got it on their first/second/third run, but for most of us it took months (3 for me personally for first drop). KR was cool and all and overall the lag and rubberbanding in IWP and DV made for a frustrating Mod. Even today those 2 zones, along with DR still suffer from the same problems.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Sign In or Register to comment.