I really admire some things about Neverwinter. I just finished the clockwork crypt at the end of Neverdeath and thought the art design in the crypt was amazing. However, two friends and I who just started are quickly losing interest because we can't find a way to get encounters that are even remotely challenging around level 30. We never need to heal. We're never in danger of losing. We've done skirmishes, dungeons, and world content/quests. Is there something we're missing? How do we get fights where our decisions actually matter? Even a little?
I hope the answer is not, "Wait until level X." Not sure I'm willing to grind through laughably easy levels to get to the part where I can actually play the game.
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Cirran
You might try killing the Dragons that spawn every 20 minutes in Neverdeath, Ebon Downs, Icespire, Rothe Valley and Whispering caverns. They are not always killed by other people and if you and your friends can find a dragon alone you can probably have some fun killing them.
Apart from that, yes, you are going to have to wait until lv 61+ for sure for harder content, and if you continue to use 3 people in content designed for solo play then you will continue to find little challenge while you level I am afraid.
Leveling to 60 will not take long (like i said, people can get there in a day (12-15hrs or so of played time), once you get into the Elemental Evil areas at lv 60+ there will be Heroic Encounters meant for 3, 10 and 15 people. Toss yourselves at them and see how things go, i think you will find the 10 and 15 man content challenging (not the 3 man stuff though).
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You will have to run some campaigns: Ice wind Dale is quite challenging for a fresh 70 and you need a group to do it efficiently (all mobs are lvl 73). Epic dungeons may be challenging at the beginning as they require some knowledge and a good group composition.
All above sunk in a sea of grinding.
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That said, even 60-69 will likely be challenging for a first time character. At this point you need to know your character mechanics in order to stay alive.
One thing to enjoy also: PVP at low level. It's fleeting because you level up fast, but it can be a lot of fun and is a lot more balanced than when you get to cap.
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When you hit 70 and start doing T2's for your Protector Seals, pugging is going to be an awful experience, as even the trash mobs will one shot you with an evil side glance and they will continue to pose an issue for you until you are about 2.5k-3k depending on how fast you pick up the large learning curve that goes with knowing your class.
I remember once in lotro, I got one of the classes through in 12 hours of game play (at the time to lvl 75) within 30 hours of game play, I had my full raid set + draighloch cloak and my main and off hand 2nd age weapons. I ran my first t2 raid like in 4th week of my new class)
The only thing I was missing was the permanent modifers, (boons they are called here) I had to go back and get those later. That of course took longer then leveling and gearing did.. like 3x as long actually. At least there you only had to get the ones useful for your class.
At the start of mod 6, they kinda of made leveling after 61 a pain, but since then, they put in so much easy filler stuff, its become much easier (elemental + maze give a ton of experience)
I do think that scaling is a possibility, but it's likely not that high up there on the list of features (and bug fixes). We might have to wait out the PS4 release and subsequent round of content before they get to QoL features on PC again.
people who review it are constantly complaining that they used all their health potions .. ahh.. to be a questing noob again. ;D
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When you hit 70s, pick up group run epic grey wolf den and come back and tell us it's easy.
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One question, why do some foundry quests have red review stars and some yellow? Difficulty of quest?
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It’s up to you how easy it is.
Want to be challenged by those goblins? Try it with generic weapons. Try it without armor. Change your power loadout to something less optimal. Go to places above your level if you are sub-70. You can make it more difficult.
When you can fight solid content at level with no gear and a single button and still walk through it yeah maybe THAT is too easy.
70 is a different paradigm and a turning point for the game. 70+ is where the game tells you what it is really about and what you are in for from this point out. You may end up wishing for some of that pre 70’s content just for a break from the 20 hour cooldown one-quest wonders that campaigns have become.
The last time I saw challenge in an MMO was in earlier WoW before they removed all the random elite mobs wandering everywhere. Back when those were around stuff could just come out of nowhere and smack my toon into a gravewalk in an instant. Of course... a bit part of that was also that I was new to MMOs... the more pro players already found even that too easy...
MMOs have long had this problem.
It is too bad EQNext got canceled because it had the right idea: no levels, you make a toon you're there at endgame. Now survive. Of course it got canceled because while this is how most solo video games are... MMO devs couldn't figure out how to do it and also make a fun game for 'random groups of players'...
This is also similar to the problem that has nearly killed Wildstar. It had moderate difficulty leveling (after halfway through) at launch, and raid-difficulty leveling dungeons. Then at max you had raids that made classic everquest look easy... and the game nearly died because if I recall right: only 2 guilds ever even made it in the door of the Wildstar raids as they were at launch.
People all said they wanted challenge and hardcore - and when they got it, they bolted for the doors...
Wildstar has changed all of that since... but the reputation that launch gave it still threatens to kill the game... People don't actually want the challenge they claim they want...
Did you try RIFT raids ? some of those were really tough in the early days.
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