Chult - First Impressions
I've spent some time in here now and wanted to add some of my feedback. Everything below is my opinion, but I'd love to hear if others agree/disagree with any of these points.
- Mob density – This finally feels right. In most of the other zones, the mobs are so spread out it’s difficult to grab more than one group at a time. In Chult, they’re far enough apart that you can fight one at a time (barring an unlucky knockback direction), yet close enough that you can pull three or four groups at a time if you wish.
- Mob difficulty – Finally, we’re given mobs that don’t die to the first encounter power. The Armor and HP levels seem appropriate, though I wonder how it will be when we’re all wearing the new armor sets.
- Quest structure – So far, it feels good. Being able to grind out a whole week worth of quests in a day is good… but again, I wonder how fast we’ll reach the weekly currency cap when equipped with the new gear. As a side note: I was a little disappointed when I received daily/weekly quests after 30min in the jungle, but I’m guessing there’s more story as the campaign progresses.
- Boons – They appear to be well-balanced. Choosing three from six to personalize a character is a good step towards diversification. With three of the boons giving a huge advantage only in Chult, it looks like the devs are taking advantage of the loadout system too.
- Mount halting powers – I can’t remember which dinosaur did it, but forcing my mount to stop so I can’t train through everything is a good addition.
- Map – The twisty, up and down paths scattered throughout the jungle almost force certain paths to be taken, giving the illusion of a large size. But I have a feeling it only feels big because of the mob density… and that I don’t know exactly where to go yet.
- Fishing – Personally, I don’t like how fishing is accomplished in this game, so I’m glad to see it’s not forced on players. But having a “peaceful” and semi-relaxing way to earn a little extra rewards is good; and at least those SoMI treasures aren’t a complete waste.
- River camp location – OK, I get that I probably don’t “need” to go there every day, but being forced to take a five minute horse ride through the jungle to check for new quests (and no “safe-spots” in between) seems like a way to add play-time to the campaign without adding any real content. Totally understandable from a developer point of view, but slightly annoying from a player’s perspective.
- Interrupts, Knockbacks, Stuns, Fear – I think they’ve been slightly overused, but it did force me out of my “standard” encounter power set-up to gain a little more mobility and avoid all the interrupts. For that, I’m thankful; being able to use exactly the same powers and rotations everywhere has made the game rather dull lately.
- Opacity of the jungle – Maybe it’s just how it’s interacting with the new “zoom out” camera; but there’s a lot of places where a slight change in angle turns the foliage opaque obscuring all view.
- Mob collision – This has always been an issue, but with the wide variety of mob size in the zone it’s become far more apparent. I’m talking about when two mobs are standing on top of one another. Usually it’s not a big deal, but in here some mobs are far more dangerous than others and need to be singled out. When the “high HP non dangerous ones” stand on top of the “low HP extremely dangerous” ones, it can turn the fight sour fast.
- Terrain floor height – Area markers for player powers that leave the ground painted (e.g. Paladin Circle of Power) frequently end up below the ground. With all the knockback that these mobs have, it’s extremely difficult to know if you’re still “in” the area.
- Knockdown – Giving nearly every mob the ability to knock us prone without giving any kind of defense to the players just feels like a “developer cheat” to make the combat seem more difficult than it really is. Either give us some defense against it, or increase the timers for this mob ability. The knockdown itself isn’t the issue, it makes sense for a T-Rex to knock you on your HAMSTER. The issue is that nearly every mob has a knockdown. Quite often, I’ve been knocked down immediately after standing up… then again, and again, etc. I’d love to see “Control Resistance” percentage be a flat chance to avoid knockdown, but it’d be acceptable to give a short immunity timer (one sec, maybe two) after standing up; although if there’s an immunity added, longer prone duration might be needed to maintain encounter difficulty.
- 14K All Categories
- 161.2K Neverwinter
- 1.2K News & Announcements
- 25 Collaborative Development Program (CDP)
- 10.6K Neverwinter Discussion (Xbox One)
- 77.1K Neverwinter Discussion (PC)
- 5.9K Neverwinter Discussion (PlayStation®4)
- 10.5K PvE Discussion
- 2.2K PvP Discussion
- 12.7K Class Forums
- 161 Guides
- 5.4K Player Corner
- 1.5K Neverwinter Game Support
- 6.9K NeverwinterPreview Shard (PC)