Since 2015 I did not play Neverwinter Online and came back 2 weeks ago and I quickly wanted to mention a couple of things I miss about that time:
First of all, the epic dungeons:
- (Epic) Lair of the Mad Dragon
- (Epic) Caverns of Karrundax
- (Epic) The Frozen Heart
- (Epic) Throne Of Idris
- (Epic) Clock Tower
- (Epic) Lair of the Pirate King
- (Epic) The Dread Vault
Those dungeon were extremely fun to play, and that was because.
In the case of FH, the Tank during the final boss fight had a specific role (running in circles holding the aggro of all), while the DC had to heal him, and the DPSs had to dodge all the AOE attacks, so this had elements of strategy and coordination, which I do not see much at the moment, and any mistake of the Tank and / or DC ended up killing the whole team.
The case of the 2nd boss of CoK (The Hand of Magera) was more or less the same, and even excluding boss fights, I find that the dungeons were well made, entertaining by the details and enemies they had.
Comments
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
Castle Never is back, but the dungeon is nowhere as long as people said it used to be (~30 min run for average teams, good teams can clear it in around 13-10 minutes).
Kiting the adds on FH and other boss fights was common on 2013. Surprised that anyone was doing it in 2015. It almost certainly wasn't the devs intended and was usually born of desperation and the belief that the adds were bugged to to not stop spawning after the boss went down.* So the adds got kited until the boss went down, someone (hopefully remembered to) grab the loot and then everyone wiped until the mobs left/despawned. Not exactly the most satisfying gameplay though tastes vary.
*What seemed to be actually happening is that the game reached a mob cap and a backlog started that persisted past the boss' demise. The mobs still spawning were just ones that were unable to, until others got killed.
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
If there were, they could work on a *copy* of the dungeon. No need to take it offline for 2 years.
And even if Cryptic can not work on a copy - I would not mind ignoring and running past a few enslaved orcs and goblins doing the redecorating in the dungeon for the company.
Maybe put a sign there:
hard hat area
dungeon works ahead for 500 meters
it is not allowed to talk to the decorators while they are redecorating the dungeon
we apologize for the inconvenience
But why they have to pull down half the dungeons ... no idea.
I guess the digital achievements like *copy* do not translate well to the CFO.
They might just go "what? Copy a dungeon? Then we have 2 dungeons? No no no, we cannot afford 2 similar dungeons, look at the costs for only one! Take all down! While I do the numbers."
Put to many dungeons into the game and areas appear empty. Harder to find groups.
Also, the community got split into 3 areas (PC, Xbox, PS4) which strangely enough do not overlap currently.
Something needs to be done about the lag or I'm done with this, played since beta so I've dealt with worse lag over the years but never this consistent daily lag in every damn dungeon, it's driving me insane. They need to focus on that before adding more new content imo. Lag is going to drive me away.
Before anyone says, no the lag is not on my end, My PC and internet are up to the task and I can play other online games with no lag and low ping.
- rolling for an awesome armor drop in a dungeon, winning it and selling it for what used to be a ton of AD
- joining a meaningful pvp match with both parties being relevant
- Profound plate armor - a thing of beauty lost in the dev's closet
- gentlemancrush
Great idea. Sad when it was ripped away from us like a wisdom tooth with no Novocain.
-Running dungeons and having a 1 in 4 chance of a good drop instead of consistently getting garbage
-Having dungeon content that required strategies other than everyone surround the boss and pound it to death
-The time when pretty much all equipment was bind on equip and there weren't three stupid types of the same items bound in different ways filling space in bags
-PVP before tenacity "fixed it"; back then gear was gear and everyone was potentially a PVP player.
-The refinement process before resonance and artifacts (four of a kind for the next rank for all ranks)
-The economy in general - many different ways to generate AD easily from Leadership to running dungeons to selling things made via professions to praying.
-No Bonding runestones or Augment companions meant that the character points and gear were where you got most of your stats
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