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The "Jungles of Chult" campaign

adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
edited June 2017 in Player Feedback (PC)
I was just looking at the Mod 12 campaign, and (unsurprisingly) there are a few things I like, and a few others I am not so sure about.

To start with, I like the change of not being forced to do the "daily" tasks every day, but instead have a weekly "quota" I can meet. I typically have less time to play on workdays than weekends, and because of other commitments, I frequently cannot play on Thursdays at all (other than to briefly log in to claim my VIP key). The new system is much better - Of course the weekly quota still means there is time-gating in the campaign, but that is to be expected.

However, the boons are ... sub-optimal. First, why, why do you give regeneration as one of the options? Seriously? After regeneration was changed to only work outside of combat, it became the least useful stat, and I think it is pretty certain nobody is going to pick this. I would have liked to see a Crit Chance or Recovery option - although I guess I will just settle for power or increased damage.

Second, you say the final boon is a "traditional choice of four powerful options". I was thinking about the final boons in Mod 11, and wondering if you misspelled "mostly useless". It's been a while since the final boon options have all been "powerful".

So...either we are getting crappy boons, or we are actually getting powerful ones, which is going to make the current power creep even worse.

You just cannot win....

Finally, the campaign store is supposed to unlock armor pieces from two different sets of armors. I'm not sure there is a "market" for even more armor pieces, considering all the IL 450 and 480 items introduced in Mod 11, but we'll see.

And yes, as I mentioned elsewhere - I hope Mod 12 does not repeat the mistake of Mod 11 of not having a sink for the campaign currencies after you are basically done with the campaign - please give us a reason to want to return to the campaign after it is "done".


Hoping for improvements...
Post edited by adinosii on
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Comments

  • urabaskurabask Member Posts: 2,923 Arc User
    edited June 2017
    adinosii said:

    And yes, I I mentioned elsewhere - I hope Mod 12 does not repeat the mistake of Mod 11 of not having a sink for the compaign currencies after you are basically done with the campaign - please give us a reason to want to return to the campaign after it is "done".

    Mod 11 does have a sink. It's the runic keys in the merchant. The real problem is that you need additional currency to use it that should be coming from running IG but the incentive for running IG is non-existent.
    adinosii said:

    Finally, the campaign store is supposed to unlock armor pieces from two different sets of armors. I'm not sure there is a "market" for even more armor pieces, considering all the IL 450 and 480 items introduced in Mod 11, but we'll see.

    Sure there is. At the very worst it'll be catch up armor for the people that couldn't afford/buy mod 10-11.5 armor. A lot of people will jump at the chance to get armor that isn't going to cost them an arm and a leg or forces them to burn all their guild marks.
    adinosii said:

    Second, you say the final boon is a "traditional choice of four powerful options". I was thinking about the final boons in Mod 11, and wondering if you misspelled "mostly useless". It's been a while since the final boon options have all been "powerful".


    Either you get boons that push power creep or you get useless boons. This is going to be a situation where you can't have your cake and eat it too.
    I8r4ux9.jpg
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited June 2017
    urabask said:


    Mod 11 does have a sink. It's the runic keys in the merchant.

    That's just a sink for EoE - what about the Secrets of the many-starred or the Arcanic Focus? Those just keep piling up...nothing you can do with them. In earlier campaigns you could at least donate to the guild coffer, but not here.
    urabask said:


    Sure there is. At the very worst it'll be catch up armor for the people that couldn't afford/buy mod 10-11.5 armor. A lot of people will jump at the chance to get armor that isn't going to cost them an arm and a leg or forces them to burn all their guild marks.

    Maybe. Too early to tell - we have to wait until we see the price and the stats.
    urabask said:


    Either you get boons that push power creep or you get useless boons. This is going to be a situation where you can't have your cake and eat it too.

    That was exactly my point - what I meant with "You just cannot win" ... I don't have a solution - getting useless boons is bad, but endless power creep is a problem too.
    Hoping for improvements...
  • urabaskurabask Member Posts: 2,923 Arc User
    edited June 2017
    adinosii said:

    That's just a sink for EoE - what about the Secrets of the many-starred or the Arcanic Focus? Those just keep piling up...nothing you can do with them. In earlier campaigns you could at least donate to the guild coffer, but not here.

    Do you really want them to add RD currencies as a coffer item? Getting keys is enough. The last time we had good campaign currency sinks was Dread Ring. IMO it's time to just stop caring and hope they don't turn it into something you have to waste time on.
    adinosii said:

    Maybe. Too early to tell - we have to wait until we see the price and the stats.

    It's guaranteed to be better than DF so I don't really see why people wouldn't switch. Given what they did in mod 11 I wouldn't be surprised if it was 480. They seem to have no shame as far as quickly making past mods irrelevant.
    I8r4ux9.jpg
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    slow down there is nothing on preview yet.
    and to the devs: releasing blogs before giving us a climpse at the new mod on preview is really a bad choice. thumbs down
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,158 Arc User
    urabask said:



    Do you really want them to add RD currencies as a coffer item? Getting keys is enough. The last time we had good campaign currency sinks was Dread Ring. IMO it's time to just stop caring and hope they don't turn it into something you have to waste time on.

    Wouldn't mind a means to using them to buy things needed for the stronghold coffer; various shards and whatnot.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    As long as I don't have to restore armor with Dino droppings or something I think the boons aren't going to make that big of a difference either way.

    Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
    --
    I'll never retrace my steps.

    Some of my best friends are Imaginary.


  • nitocris83nitocris83 Member, Cryptic Developer, Administrator Posts: 4,498 Cryptic Developer
    rayrdan said:

    slow down there is nothing on preview yet.
    and to the devs: releasing blogs before giving us a climpse at the new mod on preview is really a bad choice. thumbs down

    Blog schedules are made way ahead of time based on the Preview date information at that time. Unfortunately, if the Preview date changes, it's not easy to shift around blog schedules.
  • urabaskurabask Member Posts: 2,923 Arc User

    As long as I don't have to restore armor with Dino droppings or something I think the boons aren't going to make that big of a difference either way.

    Man, the professions bag would have to expand a lot to hold dino droppings. I don't know if Cryptic is capable of figuring that one out.
    I8r4ux9.jpg
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    edited June 2017
    @urabask

    I wish my professions bag could hold Dino Droppings. Maybe I wouldn't run out of room all the time <3

    or you know.. that could be what that extra bag space we're getting is actually for LOL


    But in all honesty I'm going to withhold my judgement on the boons until I can actually see everything on Preview.
    Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
    --
    I'll never retrace my steps.

    Some of my best friends are Imaginary.


  • josiahiyonjosiahiyon Member, NW M9 Playtest Posts: 396 Arc User
    edited June 2017
    Really great quality of life change on the dailies. Thanks! Weekly quotas are much more convenient than daily quotas. Any chance this system could get incorporated in the previous campaigns?
    Pvpbysynergy.png
    Iyon the Dark
  • thejawlivesthejawlives Member Posts: 458 Arc User
    Dino Droppings: the stench is burning the insides of your nasal cavity and the hint of it on your skin causes a hideous rash. However rubbing it again your armor creates a brown hue that protects you from Dino Breath.

    TIER 1 2% DB resistance
    TIER 2 3% DB resistance
    TIER 4 4% DB resistance
  • hawkeyelhawkeyel Member Posts: 389 Arc User
    Just wondering with the back story of this land being a place the gods dont interfer with .Would this might effect our clerics ability . Making this a buff free zone.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    adinosii said:

    I was just looking at the Mod 12 campaign, and (unsurprisingly) there are a few things I like, and a few others I am not so sure about.

    To start with, I like the change of not being forced to do the "daily" tasks every day, but instead have a weekly "quota" I can meet. I typically have less time to play on workdays that weekends, and because of other commitments, I frequently cannot play on Thursdays at all (other than to briefly log in to claim my VIP key). The new system is much better - Of course the weekly quota still means there is time-gating in the campaign, but that is to be expected.

    However, the boons are ... sub-optimal. First, why, why do you give regeneration as one of the options? Seriously? After regeneration was changed to only work outside of combat, it became the least useful stat, and I think it is pretty certain nobody is going to pick this. I would have liked to see a Crit Chance or Recovery option - although I guess I will just settle for power or increased damage.

    Second, you say the final boon is a "traditional choice of four powerful options". I was thinking about the final boons in Mod 11, and wondering if you misspelled "mostly useless". It's been a while since the final boon options have all been "powerful".

    So...either we are getting crappy boons, or we are actually getting powerful ones, which is going to make the current power creep even worse.

    You just cannot win....

    Finally, the campaign store is supposed to unlock armor pieces from two different sets of armors. I'm not sure there is a "market" for even more armor pieces, considering all the IL 450 and 480 items introduced in Mod 11, but we'll see.

    And yes, I I mentioned elsewhere - I hope Mod 12 does not repeat the mistake of Mod 11 of not having a sink for the compaign currencies after you are basically done with the campaign - please give us a reason to want to return to the campaign after it is "done".


    https://prnt.sc/fj11ws dont bash the regeneration stat is not bad stat. IT boosts the incoming healing also which means if u use on a tanky character an insignia that give health back if you deflect for example the potency of those heals are stronger.
    ALSO is not bad to move to the next pack of mobs while you regen life on your way.
    SO i am happy they give more regen.
  • tom#6998 tom Member Posts: 952 Arc User
    edited June 2017
    > @mamalion1234 said:
    > I was just looking at the Mod 12 campaign, and (unsurprisingly) there are a few things I like, and a few others I am not so sure about.
    >
    > To start with, I like the change of not being forced to do the "daily" tasks every day, but instead have a weekly "quota" I can meet. I typically have less time to play on workdays that weekends, and because of other commitments, I frequently cannot play on Thursdays at all (other than to briefly log in to claim my VIP key). The new system is much better - Of course the weekly quota still means there is time-gating in the campaign, but that is to be expected.
    >
    > However, the boons are ... sub-optimal. First, why, why do you give regeneration as one of the options? Seriously? After regeneration was changed to only work outside of combat, it became the least useful stat, and I think it is pretty certain nobody is going to pick this. I would have liked to see a Crit Chance or Recovery option - although I guess I will just settle for power or increased damage.
    >
    > Second, you say the final boon is a "traditional choice of four powerful options". I was thinking about the final boons in Mod 11, and wondering if you misspelled "mostly useless". It's been a while since the final boon options have all been "powerful".
    >
    > So...either we are getting crappy boons, or we are actually getting powerful ones, which is going to make the current power creep even worse.
    >
    > You just cannot win....
    >
    > Finally, the campaign store is supposed to unlock armor pieces from two different sets of armors. I'm not sure there is a "market" for even more armor pieces, considering all the IL 450 and 480 items introduced in Mod 11, but we'll see.
    >
    > And yes, I I mentioned elsewhere - I hope Mod 12 does not repeat the mistake of Mod 11 of not having a sink for the compaign currencies after you are basically done with the campaign - please give us a reason to want to return to the campaign after it is "done".
    >
    >
    >
    >
    > https://prnt.sc/fj11ws dont bash the regeneration stat is not bad stat. IT boosts the incoming healing also which means if u use on a tanky character an insignia that give health back if you deflect for example the potency of those heals are stronger.
    > ALSO is not bad to move to the next pack of mobs while you regen life on your way.
    > SO i am happy they give more regen.

    No regen is pretty much useless compared to some other options they could have given. (Like reco, crit, critsev...)
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    tom#6998 said:

    > @mamalion1234 said:

    > I was just looking at the Mod 12 campaign, and (unsurprisingly) there are a few things I like, and a few others I am not so sure about.

    >

    > To start with, I like the change of not being forced to do the "daily" tasks every day, but instead have a weekly "quota" I can meet. I typically have less time to play on workdays that weekends, and because of other commitments, I frequently cannot play on Thursdays at all (other than to briefly log in to claim my VIP key). The new system is much better - Of course the weekly quota still means there is time-gating in the campaign, but that is to be expected.

    >

    > However, the boons are ... sub-optimal. First, why, why do you give regeneration as one of the options? Seriously? After regeneration was changed to only work outside of combat, it became the least useful stat, and I think it is pretty certain nobody is going to pick this. I would have liked to see a Crit Chance or Recovery option - although I guess I will just settle for power or increased damage.

    >

    > Second, you say the final boon is a "traditional choice of four powerful options". I was thinking about the final boons in Mod 11, and wondering if you misspelled "mostly useless". It's been a while since the final boon options have all been "powerful".

    >

    > So...either we are getting crappy boons, or we are actually getting powerful ones, which is going to make the current power creep even worse.

    >

    > You just cannot win....

    >

    > Finally, the campaign store is supposed to unlock armor pieces from two different sets of armors. I'm not sure there is a "market" for even more armor pieces, considering all the IL 450 and 480 items introduced in Mod 11, but we'll see.

    >

    > And yes, I I mentioned elsewhere - I hope Mod 12 does not repeat the mistake of Mod 11 of not having a sink for the compaign currencies after you are basically done with the campaign - please give us a reason to want to return to the campaign after it is "done".

    >

    >

    >

    >

    > https://prnt.sc/fj11ws dont bash the regeneration stat is not bad stat. IT boosts the incoming healing also which means if u use on a tanky character an insignia that give health back if you deflect for example the potency of those heals are stronger.

    > ALSO is not bad to move to the next pack of mobs while you regen life on your way.

    > SO i am happy they give more regen.



    No regen is pretty much useless compared to some other options they could have given. (Like reco, crit, critsev...)

    xm recovery maybe now about critical and critical severity we have already too much i believe.
  • niadanniadan Member Posts: 1,635 Arc User
    More flat damage, recovery and HP please.
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    1200 regen way enough to help you hp rec between battles, and got it from useless boons that didnt offer any good options, pretty much the better options may be power/def/hp/crit(% and Sev)/recovery/life steal/deflect or damage/damage resistance against certain types of of oppponents
  • kiraskytowerkiraskytower Member Posts: 455 Arc User
    "Once you’ve ventured into the jungle, slain numerous beasts, helped the citizens of Port Nyanzaru, and all around saved the day (like the hero you are), you will have unlocked the new dungeon: Tomb of the Nine Gods. A treacherous adventure with challenges unlike any you’ve seen in Neverwinter before."

    Once again, we are unlocking the dungeon at the very end of the campaign ... I only hope this time they have some provision to make this a bit easier to unlock on your other characters, but I fear it's going to take a month plus of grinding for each character that wants to run this ...
    PandorasMisfits_Logo_175_zpskpytcqxc.png
    Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
    Pandora's Misfits Guild Leader
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User


    Once again, we are unlocking the dungeon at the very end of the campaign ... I only hope this time they have some provision to make this a bit easier to unlock on your other characters, but I fear it's going to take a month plus of grinding for each character that wants to run this ...

    Quite probably, yes. I do hope they did learn from some of the mistakes in Mod 11, though - for example, one nice thing about the Underdark expansion was that you could buy items for other classes, but in Mod 11 you could not do that.

    This is something which is really convenient for people who play primarily one alt - My GF had Drowcraft pants/Shirt and the Twisted set just waiting ready for him right when he hit 70.
    Hoping for improvements...
  • eoleeeolee Member Posts: 264 Arc User
    Reserving my judgement when its on preview.

    But one thing i can say right now and that is true for everything since mod 10: allow us to drop those SKT or RD currencies to the coffer. Much appreciated. Im sitting on thousands of those TT supplies, and i dont even bother anymore making keys for mSP considering the loot i get inside the chest is worth less than what GMarks can provide. SKT could easily be added to Frozen Treasures, RD idk, some kind of vouchers we could buy or something with those thousands abandoned treasures.




  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,158 Arc User

    "Once you’ve ventured into the jungle, slain numerous beasts, helped the citizens of Port Nyanzaru, and all around saved the day (like the hero you are), you will have unlocked the new dungeon: Tomb of the Nine Gods. A treacherous adventure with challenges unlike any you’ve seen in Neverwinter before."

    Once again, we are unlocking the dungeon at the very end of the campaign ... I only hope this time they have some provision to make this a bit easier to unlock on your other characters, but I fear it's going to take a month plus of grinding for each character that wants to run this ...

    Well, you do realize the dungeon is the carrot on the stick, don't you?
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • urabaskurabask Member Posts: 2,923 Arc User
    greywynd said:

    "Once you’ve ventured into the jungle, slain numerous beasts, helped the citizens of Port Nyanzaru, and all around saved the day (like the hero you are), you will have unlocked the new dungeon: Tomb of the Nine Gods. A treacherous adventure with challenges unlike any you’ve seen in Neverwinter before."

    Once again, we are unlocking the dungeon at the very end of the campaign ... I only hope this time they have some provision to make this a bit easier to unlock on your other characters, but I fear it's going to take a month plus of grinding for each character that wants to run this ...

    Well, you do realize the dungeon is the carrot on the stick, don't you?
    And what content do people run once they've gotten that carrot and run it a few times? CN, etos, edemo, ndemo, elol, VT.

    They need scrap these month long grinds and make it worth running dungeons instead of making us waste time on campaigns.
    I8r4ux9.jpg
  • lantern22lantern22 Member, NW M9 Playtest Posts: 1,111 Arc User
    greywynd said:

    "Once you’ve ventured into the jungle, slain numerous beasts, helped the citizens of Port Nyanzaru, and all around saved the day (like the hero you are), you will have unlocked the new dungeon: Tomb of the Nine Gods. A treacherous adventure with challenges unlike any you’ve seen in Neverwinter before."

    Once again, we are unlocking the dungeon at the very end of the campaign ... I only hope this time they have some provision to make this a bit easier to unlock on your other characters, but I fear it's going to take a month plus of grinding for each character that wants to run this ...

    Well, you do realize the dungeon is the carrot on the stick, don't you?
    Correction - A dungeon with a decent reward at the end is the carrot.
  • josephskyrimjosephskyrim Member Posts: 356 Arc User
    edited June 2017
    Weekly quota is awesome, because really I'm still trying to get Ostorian Secrets from SKT, Evidence of Evil from the River District, and Linus for ToD. On two characters, with only 1-1.5 hours a night to share between them.

    I'm not really a dungeon guy, but if the new one is going to be a take on the Tomb of Horrors then I'll be interested to see what crazy perma death mechanics you put in place. Oh did I say perma death? I meant insta death. Cough cough wink. Lol :P

    Edit: Oh and please please please do not add fishing or any nonsense like that. Our chars mainly shine in one department only: the murder of people, beasts, and extraplanar entities (or keeping said murderers alive). Please keep it that way. I know I don't need to remind you that it was by design that you have a daily River District calculation which highly encourages each of us to murder 1000 in the River District... Daily. *thumbs up*

    Maybe there should be a daily murder competition in the new zone. Whoever kills the most for the day (without dying ourselves, because that resets the counter) gets a bonus reward or something?
    If you can't stand on a chest, it is a mimic!
  • josephskyrimjosephskyrim Member Posts: 356 Arc User
    Hmm lost my original reply so I'll just remove the snark and say thumbs up for the weekly quota thing! A step in the right direction I think, speaking as one still chained to the SKT, RD and ToD Linu grind.
    If you can't stand on a chest, it is a mimic!
  • kiraskytowerkiraskytower Member Posts: 455 Arc User
    urabask said:

    greywynd said:


    Well, you do realize the dungeon is the carrot on the stick, don't you?

    And what content do people run once they've gotten that carrot and run it a few times? CN, etos, edemo, ndemo, elol, VT.

    They need scrap these month long grinds and make it worth running dungeons instead of making us waste time on campaigns.
    That may be you, but I find I tend to run the newer Tier 3 dungeons fairly regularly. If I'm running a Tier 1 or 2, it's to help out guild members or to get dungeon shards. Otherwise, I'm probably running FBI or mSP because they are more challenging and there is always a (small) chance of relic gear.

    As kind of a typical night of dungeon runs tonight, we did eGWD (for shards), CN (with the guild), mSVA and FBI.

    But I totally agree that they need to scrap the month long campaign to run the dungeon. This is DUNGEONS and dragons after all.
    PandorasMisfits_Logo_175_zpskpytcqxc.png
    Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
    Pandora's Misfits Guild Leader
  • urabaskurabask Member Posts: 2,923 Arc User
    edited June 2017

    urabask said:

    greywynd said:


    Well, you do realize the dungeon is the carrot on the stick, don't you?

    And what content do people run once they've gotten that carrot and run it a few times? CN, etos, edemo, ndemo, elol, VT.

    They need scrap these month long grinds and make it worth running dungeons instead of making us waste time on campaigns.
    That may be you, but I find I tend to run the newer Tier 3 dungeons fairly regularly. If I'm running a Tier 1 or 2, it's to help out guild members or to get dungeon shards. Otherwise, I'm probably running FBI or mSP because they are more challenging and there is always a (small) chance of relic gear.

    As kind of a typical night of dungeon runs tonight, we did eGWD (for shards), CN (with the guild), mSVA and FBI.

    But I totally agree that they need to scrap the month long campaign to run the dungeon. This is DUNGEONS and dragons after all.
    I mean I run T3 dungeons every now and then too but I've already got my relic gear and upgraded my relic weapons to legendary . Either way T2 dungeons and demo get run more often even by people that can run T3 dungeons regularly. And most of why you see a spike in people running T3 dungeons now is because they added masterwork mats to the rewards.
    I8r4ux9.jpg
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    I think many people (myself included) would like a really hard dungeon, requiring coordination and communication - heavy on strategy and tactics......but, with good rewards. mSP is fairly hard, for example, but the rewards are pretty mediocre most of the time - although I have once gotten a Fartouched residuum drop there.

    I frequently run eToS, for example, but that's really just to help out alliance members - there is nothing for me there. In fact, with a character that is pretty much geared out, there is really nothing in any of the dungeons that I need - well, I ran eGWD 3 or 4 times recently to get the Bloodstained shirt, but that's about it.
    Hoping for improvements...
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