We're excited for everyone to get their first look at the Jungles of Chult campaign!
Thoughts, feedback, issues, any discussions dealing with the campaign feel free to post here. We always welcome the feedback.
Dev Blog -
https://www.arcgames.com/en/games/neverwinter/news/detail/10535773-developer-blog:-jungles-of-chult-campaign
Comments
However, with the huge variety of IL 480-500 gear introduced, it is pretty much clear that Masterwork is dead....again.
Please, allow us to skip some of the cutscenes.
I get that the cutscenes are there for establishing the scene or creating some humor or showing off the scenery you guys worked so hard to create.
but please, some of us would prefer to get straight to the part where we run quests/kill things, so the cutscenes are a waste of time and are a pain to sit through for the people who want to just run the content.
Perhaps add an extra condition where you can "defend" or "save" the Templars?
And pretty please make it so you can't "grief" the Templars as Urabask described (ie, dont allow the stealing of Templars while someone else is fighting for it).
Noticed a new ability in the new area that some mobs use called "partial paralysis" seems to cause 2 - 3 second CC stun to my character..
The issue is it does this while i have Villians menace buff running. Need other classes with CC immunes to confirm but for my GF Villians menace doesn't prevent the stun. and since the stun occurs every few seconds it's incredibly annoying.
Draco Metallum GWF - Hit stuff till dead
Draco Metallum CW - Debuff stuff till dead
Draco Metallum DC - Buff stuff till dead
Typo Bug: Campaign Window Text
The Monster Hunter 1 star task lacks the verb "unlocks" and the Chult Merchant box in the Chult store says that the box gives Courtesan Wear garb instead of the Chult merchant fashion
Tbh, I'm not sure these are bugs, and I'm pretty sure the latter will get fixed because the Courtesan text is likely a placeholder, but hey, here they are in case you're wondering.
Lots and lots of new crafting resources, both as monster drops and from those special places where you can "Search for crafting resources". Are those spots available on a per-player basis or globally? that is, if one person harvests them, are they gonefore others until they respawn? I'm just running around alone, so I cannot test that easily.
I see you brought back SoMI-style fishing and even the treasure maps. Ugh - I thought I was done with that forever. Ah, well...at least you did not invent yet another fishing method. I wish my old bait would work, though. Silly to need new bait, but well...I can live with that.
I am happy to see that you can buy the IL-500 gear for other classes.
I'm still trying to find something that is a challenge ... no luck so far,...guess I need to go and look for that T-Rex.
I'm pretty interested in those 480 ilvl item which can summon things (I already have 3 copies of myself and a companion, I can have a godamn Dinosaur AND a wraith at the same time :P)
The +5 legendary rings suck however. At least I'm not forced to grind it.
[img]http://i.imgur.com/QItLK6G.jpg[/img]
In the Primal Gear Collection, “Primal Raid” and “Primal Ward” both have the same effect listed (+1% stacks of defense).
Perhaps you meant “Primal Raid” to gain stacks of an offensive stack such as power, crit or Arm Pen?
I am Took.
"Full plate and packing steel" in NW since 2013.
1. At the cutscene with the turtle and the ship, there were no models on the ship, so it was a dialog between empty ship, and a resulting angry turtle
1. The huge crab on the shore, not sure what meant of it, but it stood there, I came over to it, it still stood there, I hit it twice, it died.
hard to explain, overall a lot of the cutscenes are jittery, I should have recorded it, I guess next time.
A few issues:
1) During the Dragon Turtle Attack cut scene, there is no one on the ship that is talking.
2) After you land on the beach, there is no map that you can look at nor a sparkle path.
3) Lots of cut scenes on the way to Chult that you cannot tab out of.
4) When you do the jungle run, you start picking up purple items (professions supplies) from kills, etc. However, some of them do not go into profession supplies and go into inventory, and then these say you can only have 1 at a time (e.g., The rotted orc bone). This means, if you have 2 drop, you have to trade it somehow for whatever and then go back and pick up a 2nd one?
5) The Seal of Protector trade gears are all BtC, even the ones when you search for 'items not for my class'...all BtC.
The +5 Slayer rings do not look interesting at all (except the undead one, which can apply outside this campaign). The rings are not interesting for a few reasons:
1) The stats are half hit points. Most classes will by-pass on this reason alone. You want us to have more arm pen for this campaign, and yet, these rings provide 4k hp.
2) The rings will be useless in companions. Even if the bonus in each ring could apply to a companion, the HP stat makes it worthless as a bonding item. So, no one will seek to put these rings in companions.
3) Most of the DMG bonuses are related to things in the Chult campaign only, and this comes at a loss of useable stats. Should I go for a ring with 716 power or one with 200ish with 4k hp.
4) Maybe your intent is to push the loadout feature by offering Campaign Specific rings, so that we can start having Chult Loadout (etc). But, because of the above reasons, it just doesn't seem useful.
Guild--And the Imaginary Friends
Guild--And the Imaginary Friends
Regarding the mod. I think the difficulty of the mod is decent enough. My 10k ilvl CW kinda has a hard time surviving when receiving crits (1 ambush got me down to like 5% HP). I guess 10k is fair enough as mod 12 will bring the relic armor in reach of everybody. Especially with all heroics in the river district giving 50 seals.
Also 1 other point. Havent found a way yet to trade in my blue seals into protector seals.
1) There are not enough supply boxes in the area to collect. You must KILL Yuan-Ti mobs to get more supplies.
2) But, you must WAIT for Yuan-Ti mobs to poison the templar BEFORE you can heal them.
AND,
3) The poisoned Templar can only be healed by ONE person in the instance. And then you must wait...all...over...again.
So, imagine an instance filled with players, some killing mobs to get supplies, some not knowing what to do, others ninja-ing the templar...I mean, are you wanting this quest to be a bottleneck of rage? Come on!!! You have got to use some common sense!!
You must change this NOW!
Guild--And the Imaginary Friends
Guild--And the Imaginary Friends
Tyrant's Terror : 500/750/1000 power and 800/1200/1600 HP
Fight not Flight : 500/750/1000 deflect and 800/1200/1600 HP
Overgrown : 500/750/1000 defense and 800/1200/1600 HP
Those three are just fine - not all are suitable for everyone, but all af them are great for at least some builds/classes.
Beast's Burden : + 5/10/15% damage vs Dinosaurs and 800/1200/1600 HP
Dino Defiance : + 5/10/15% defense against Dinosaurs and 800/1200/1600 HP
Those two are a bit odd, but there is one scenario where they make perfect sense. That is, if you go for campaign-specific loadouts. Switch those boons on while in Chult - disable them otherwise. Now, I'm not going to beother with this, but someone else might. This encourages people to spend a bit of Zen on extra loadouts, but nobody is forced to do that. I am just fine with this.
Shamanic Grace : 500/750/1000 regen and 800/1200/1600 HP
This one is utterly useless - in fact, I will call it plain silly. Regeneration has essentially been made a worthless stat, and unless it is going to be changed back to work in combat, nobody is going to pick this. Anything else would be better. Recovery, Crit, ArmPen, Life steal, or one of the secondary stats - just not Regeneration. Please reconsider this.
As for the second tier boons, most of them are pretty pathetic, but we are used to that, so no big surprise there.
Soul Syphon : Chance on hit to gain a stack of Death Syphon. On killing a creature, you release all stacks of Death Syphon in a burst at all nearby enemies. Each enemy receives 2000 damage per second lasting 1 second per stack of Death Syphon. You restore 1% of your max HP for every stacks released. Can stack up to 10 times.
The problem with this is that I have a hard time seeing circumstances where this would be useful. Not boss fights (no kills to trigger this), not trash clearing (too few hits between kills to really build up stacks.
Lingering Curse : Chance on hit to apply Lingering Curse to your target which lasts for 10 seconds. Can be applied once every 60 seconds. When a target which has Lingering Curse is killed, its soul explodes out at a random enemy within 20 feets, causing 30,000 damage and applying Lingering Curse.
Slightly useful when fighiting multiple enemies or clearing trash.
Death's Blessing : When an enemy dies nearby, you reduce incoming damage by 1% and gain 1% increased incoming healing for 10 seconds. Can stack up to 5 times.
Not really useful when killing trash (as then you don't really need increased healing or damage reduction, but would be good when fighting a hard-hitting boss, surreounded by trash mobs. I cannot think of a real example, though.
Impenetrable Jungle : Chance on hit to gain a stack of Impenetrable Jungle. At 10 stacks, the next hit taken will release a burst, rooting all nearby enemies for 4 seconds.
Potentially interesting. I wonder if it will work the same in PvP.
Large Dino's (T-Rex, Allosaurus, King of Spines) can be proned by the Paranoid Delusion (and possibly other powers). Once they are proned twice, they seem to lose their damage resistance. They should probably not be able to be proned at all to begin with.
Pandora's Misfits Guild Leader
> Not sure if this is a bug or not... but it does not seem to be working right.
>
> Large Dino's (T-Rex, Allosaurus, King of Spines) can be proned by the Paranoid Delusion (and possibly other powers). Once they are proned twice, they seem to lose their damage resistance. They should probably not be able to be proned at all to begin with.
This.
Some prone player powers also seem to work. Saw a GF frontline or T.Impact prone a Trex which seems illogical.
We kept one prone the whole fight start to finish.
Probably not what you intended.
I am Took.
"Full plate and packing steel" in NW since 2013.
> Ok, I will try to be gracious, but whoever thought of the Fallen Templars quest must be new to MMOs. This needs to be redesigned before it goes live. Why?
>
> 1) There are not enough supply boxes in the area to collect. You must KILL Yuan-Ti mobs to get more supplies.
> 2) But, you must WAIT for Yuan-Ti mobs to poison the templar BEFORE you can heal them.
>
> AND,
> 3) The poisoned Templar can only be healed by ONE person in the instance. And then you must wait...all...over...again.
>
> So, imagine an instance filled with players, some killing mobs to get supplies, some not knowing what to do, others ninja-ing the templar...I mean, are you wanting this quest to be a bottleneck of rage? Come on!!! You have got to use some common sense!!
>
> You must change this NOW!
Actually I seemed to share the Templar healll credit when fighting Near someone. If not,
Definitely that would be the best solution to ninja problems here.
I am Took.
"Full plate and packing steel" in NW since 2013.
I agree that the Fallen Templar's quest needs a redesign/rethink. It is just fine when playing with nobody else around, but really annoying when there are several other players in the area.
Mod attempted to fix image link.
Positive: visaully the whole place looks great, and I appreciate you adding OP armours that don't have ludicrous shoulder spikes. the sheer variety of new armours is also very nice.
Negative: The "Fallen Templars" quest needs a serious rethink. There are too few templars and they respawn too slowly. I tried completing it with 2 other people in the area and it took forever, I dread trying it on release day. Also, hunt trophies currently live in normal inventory, they need to be moved to the keys tab or currency tab or you're just going to be repeating the frustration of the river district inventory-clogging dig site passes and reclaimed resources. It's demoralising that you've ignored player feedback on the issue and repeated the same mistake.
Born of Black Wind: SW Level 80
Signature [WIP] - tyvm John
I have not tested PARTY rewards yet, but that is my point. SOLO questing might NOT be an option on this.
And, as stated, you need to collect 15 supplies, and there are not enough interactions in the area to get 15 (and tight area). So, you must kill Yuan Ti. But, you must WAIT for the Yuan-Ti to poison the Templar to get credit for it. I watched the Yuan Ti from a distance. It takes quite abit of time for the Yuan-Ti mob to immobilize the templar.
Now imagine the instance full of people doing that quest. Some in party, some solo, some trying to collect supplies, some trying to heal templars. It is going to be a cluster****
Even if you have party based rewards, the 2 objectives are at odds with each other, and this will make that particular quest one where people are endless jumping to a low instance to get the templars healed before it fills with those who kill for supplies or just trolls who love HAMSTER with everyone.
Guild--And the Imaginary Friends
****SPOILER****
New armors set are based on persians armor style, they are nice and designers have made a very good job .
But new shields (GF and OP) are just out of subject and haven't any resemblance with persian's shield.
*** END OF SPOIL ****
I think the design of the weapons set need to be redesigned to be more in adequacy with the new armor sets, likely for all classes.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
Pandora's Misfits Guild Leader
[Combat (Self)] Critical Hit! Your Thorned Roots deals 3417 (15969) Physical Damage to Tyrannosaur.
To:
[Combat (Self)] Critical Hit! Your Thorned Roots deals 220980 (85171) Physical Damage to Tyrannosaur.
And the T-rex dies an horrible death
Born of Black Wind: SW Level 80