So i didnt done more or less then i needed any vigilant quests before whit my chars i level up in mod 6 to 70 through old daily campaign quests invokes and grinding giants in spinward so now after changing elemental evil in to a campaign i find it more grinding and worst then old vigilant quests on last change when they reduced..so we need to do 200 quests that we neder read and just click to get to new ones faster for all zones just to unlock boon for the "new campaign" ...if is something that i hate is campaign...no more campaign give us better new and old dungeons back..
By the way i got 7 level 70 chars that i play so 200 x7 thats 1400 quests to do...this games is not even close to alt friendly..my sugestion is if you want to make campaign account wide if you compleat whit at least one char all campaign...
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I totaly agree with this part
The new way feels much more tedious to me. Before I had the illusion of variety, now players have to do the quest in a linear storyline that feels extremely redundant. For instance, I believe there were three seperate times I had to go to the Slaad dungeon in spinward. Why the hell was I not saving the sacrificial victims the first time I went there and saw them hanging there, wondering what the hell?
The new one forces you to make several trips to the same areas to kill the same monsters. Also, most of it is mandatory. Before you could pick the ones to work on to be as efficient as possible. There is no way my first character could have solo'd the magma brutes in the fire zone.
As for campaigns, I ignored them at first - expecting a lot of grind for little reward. I've been working on them with my wizard, but absolutely will not be advancing my other characters through them.
The only good thing elemental evil had going was that there weren't these strange lockouts. Why the hell is content limited for players ? If I want to play through an entire campaign I should be able to do that. Not one or two quests a day.
For such a compelling intellectual property and dynamic gameplay, some of the content design is completely asinine.
Let me just also put this out there that I do actually like the game since advancing into the campaigns. But the needless lockouts and redundancy create a barrier for replayability.
Now one year later i come with a Dc, with purple healer companion, some artifacts, some build clue, ensorcelled weapon; first 2 boons from drowned and reclamation; the fight no even took 3 min, little risk involved, easy.
When you have a decent equiped and builded character, you can solo the campaigns easily, for example with my cleric alt, i was able to finish one zone campaing of elemental evil in 1-2 days of 2-3 hours per day without rush. (Having gear that increase your Hitpoints and life steal (if no healer) and a healer companion make the things much easier, with a dps focused build as well).
I did with 1 so far...
its annoying because of the following and no other real reason..
Con's:
A. WE already did this HAMSTER and didnt want to go back and
B. Dropping a additional campaign , right after we finished maze, was a little disturbing, this is usually our "free" time to catch up alts boons, work on other gear ect, giving us 40-50 hours extra of boon grinding was a little distasteful overall.
The pro's to the con's above is the following:
A. New players will experience a much more fluid story telling (it really was laid out better)
B. if they are going to keep those old crappy zones, they might as well make them worth doing.
But its more to the poor vet's who got hammered redoing content we already did, for no real reason (its not like we needed more boons)
So why wasnt my FIRST 40-50 hours of grind through these places enough? I say anyone who got the weapon in spinward shouldve just been giving the entire campaign.. that would have fixed the problem of many of us not getting enough credit for what we did originally.
It is not as closely annoying as initial system with 16 * 3 = 48 vigilant quests.
There were no significant issues with fetch quests. Though due explicit requirement to collect items or kills, story and lore matters very little and overshadowed with fetch quest grind in higher degree compared to vigilant quest system where player could choose only specific missions to progress. Also i want to notice that certain fetch quest objectives are contested all time by players, so it might feel bottleneck on densely populated instances. New players rather stick to instance where game puts them.
Compared to my previous vigilant quest experience, i did little to no smaller heroics as they don't play a role in progression anymore. I question a purpose of these small encounters, they waste space on map and annoy players with their quest objectives. Bigger ones are supposed to be engaged by level 70 players, but the time i played in Drowning Shore no one did Crab, state of Fire Pit major heroic was depressing as well. So the idea of gather new and old players in one place seems don't work if it is not backed by rewards. If mod 8 elemental weapons were BoE and could be sold with AH, it would different, but game never gave that opportunity, instead it is Cryptic sells these weapons through lock boxes.
Certain things could be done better, but they didn't:
- One quest per one lair quest location. Sending 3 times to same location is wrong.
- Quests could be a chain of "point of interest" locations where player are directed and then summon mobs to fight.
— (The unwritten rule)
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