OK, Mod 14 has not been announced yet, but we know it will be coming later this year - so, I thought It would be fun to try to make some predictions/guesses what it will be like - and then, once it is announced, see who got closest to the truth:
I'll start:
Theme/Story: Dark, horror-themed, Ravenloft-inspired. Travel to the Demiplane of Dread or Shadowfell. Who knows, maybe Valindra will make a comeback with new allies - she is still out there, maybe plotting a revenge. Her story was left unfinished, after all.
When: Preview server around May 5th. Release (on PC) anround July 1st.
Other:
- We will not get a new class.
- We will get a fashion outfit that looks like a cross between a Bavarian Octoberfest outfit and a Transylvanian folk dance costume.
- We will get some unexpected QoL change that evryone will love, and a "balancing" change that players of at least one class will absolutely hate.
So, make your guesses...
Comments
Theme: Some sort of Planar conflict/disturbance spilling over into the Realms. Possibilities include the Blood War, Giths vs. Mindflayers, a Great Modron March, etc. We would need to put out some fires locally, but would ultimately need to go track down the source and try to shut the whole thing down from there.
When: End of June / beginning of July, between Jubilee and Summerfest.
Features:
- A Modron companion.
- Some kind of funky, aberration-based mount.
- Alchemist/Engineer/Clockwork looking fashion and gear.
- An Underdark-style smattering of new HEs in older zones that tie into the new campaign.
- They try to nerf one of the overpowered classes by making it stronger, buff an underperforming class by making it weaker, and straight-up crazy-buffing another class making it the new hotness.
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For bonus points, I predict a level cap increase and Bard class for Mod 15.
1. Calimshan
2. Waterdeep (Halister's Maze)
3. Sigil, City of the Doors
4. Pirates of Sword Coast
5. Scrolls of Netherese
6. Baba Yuga's Dancing Hut.
Other :
- Dungeon revamp (possibly raid) gated behind lags
- Another TR/DC rework
- 10 power bugfixes among hundreds
- Mythic belt/cloak
- Armor enchantment buffs
- Rank 14 mythic weapon/armor enchantment (unparralled of different types fusion) (that's my dream)
- GWF still untouched
- Disappointement
I am sure we get more Chult dinosaurs, after all, they haven't exhausted all the Jurassic World models yet. LOL
Thanks to this post, today I learned about the Dugong, a marine animal closely related to the manatee.
the monk bard and druid class will be included
quest item bag
convert profession resources possible
a sea based theme maps on the moonshae islands
-- sailing, pirating, hunting pirates
random ques get fixed properly do DCd gets kicked
launched sometime early summer
and for bonus points, armor enchant looks get optioned for removal
* The 2 DC meta is still dominant, which is bad since game otherwise assumes healers as 1 of 5
* People have more fun playing pure dps than a boring buff/debuff (this really is VERY important to retain customers)
* The buff/debuff situation needs to be resolved before any other significant class balancing is done
So my guess is we get a new system with diminishing returns also applied to +dps and +power buffs, just as we got to +dps debuffs a bit back. Cryptic did mention they wanted to do this before mod 13, so I think it is time it happens.
Then I hope they follow up with rebalancing of the CW, which is the class that is lagging most behind now. Dps CWs need buffing to at least reach GWF/HRs in dps to have a role in game. At least because there need to be some compensation for being glass cannons.
And honestly I don't see why CW need to reach GWF/HR level in terms of pure dps. If every class would have same damage I would just roll the dice instead of chosing class to play. You need changes in other areas - like bring back CC-able mobs etc, better utility, better aoe in exchange for single dps..etc.
First, whether people like the buff/debuff style of play or not, they ARE forced to play it this way, because only this way end-game content is doable at all. (I am not questioning this, if it was doable w/o buff/debuff, it would be boring.)
Secondly, the CW does not need to be on the same DPS level as GWF/HR per se. However, people spent a lot of time (and money) into the CW-DPS build that was not even close to GWF and maybe could compare with the HR. But that build was nerfed to the ground. Without need. Without reason. Without explanation. The SS-Thauma-CW was one of the best builds to kill mobs quickly, the combination of the Spell Storm feature, the Lightning enchantment and the AoEs was lethal. And quoting the begin of one famous build in the internet: "death is the best crowd control", it is clear that this build was the build that came closest to live up to the class' original name - CONTROL wizard.
Now the SS-Thauma-CW is hardly needed anymore, worse, noone WANTS him in endgame content and I am glad that I am in a great guild that takes me along anyway. But random? No chance. So the point is, no player of a CW demands that the CW is on par with GWF/HR in terms of pure dps output. But we are still in rage about the double nerf that was uncalled for. I am sure that nearly 100% of the CWs were content if that double nerf was reversed again even though CWs are still far from GWF/HR then.
For that matter, Ravenloft seems more and more likely, from various hints and bits of information being dropped here and there.....
Back ON-TOPIC, I was thinking the next Mod would be based on the upcoming D&D adventure, but it would actually be way too early. Last year, Neverwinter launched Chult before the adventure even came out, which I thought was odd. This would be even earlier than that! I'm now thinking that this time, Neverwinter will be a couple months behind the matching hardback release. If so, then I shift all of my predictions to Mod 15. I think you might be right.
For the greater good Makos already has done some questionable things. Why not push it further? In order to defeat the alliance between Vizeran deVir - motivated by a burning hate towards Makos for crossing his plans withe the Maze Engine - and the Elemental Eye, he joins up forces with another well known lich: Valindra Shadowmantle
Betrayal, deceit or the greater good, since Neverwinter is threatened to be crushed between these two forces, the city needs the help of the Adventurers more than ever. And only when the war hits it peak, Makos shows his true intentions...
> It is possible the prediction the author of this thread said might be the correct one. I hope its ravenloft. Would be interesting to see how they do it.
Your account name show you're already excited about ravenloft xD But same here.
Im interested if hunting will be present in some form in m14 (I dislike its rng but I like hunting in general. But I don't want do to only hunting for whole module >.>). Also what new gameplay mechanics they will introduce-each new world introduced some different system like hunting/treasure maps etc.
For specifics:
- Ravenloft is supposed to be a prison plane of sorts and normally travel (namely, leaving) can be very difficult. However, for the sake of how this game works, I could imagine a handy Vistani wagon always being around to take us back and forth. I don't imagine it would be very well received if a character had to finish the mod before they could play anywhere else in the game again!
- Our main contact would probably either be Van Ritchen or Esmeralda. If Esmerelda, she may also provide the wagon from above.
- I'm not sure how well various Ravenloft-y things would translate here like the hopelessness and moral quandaries. For example, when I ran the adventure, the party was so beat down mentally, they managed to strike a deal with Strahd to just let them go instead of fighting. Said party included a Paladin. O_o (Part of me was sad and disappointed, but another part of me was like "Now you know what it means to Ravenloft.")
- If Castle Ravenloft is used directly, I'm not sure if it would be a Dungeon like Tong, or if it would be a more standard adventuring site. Both? It is ENORMOUS and expeditions into it can have different goals beyond the obvious. It's pretty normal to go in hunting for some item or person then try to escape. Then again, it's also pretty normal to get invited for dinner... MUAHAHAHAHA!!!!
- It could be something they worked on back a couple years ago when CoS came out, but it never made it to release. If so, they could have a lot of assets and mechanics already laying around for it. For reference, it would have been between Mods 9 and 10. It could give them the extra headroom now to make it a more elaborate setting than normal.
- My favorite part from the hardback was the Amber Temple, but I'm not sure how that could really be implemented here without losing what was interesting about it.
Other: I would love to see the mount system applied to companions. Specifically, separate the active bonuses from the actual summoned companion so that we can have any companion in play with us. Instead of a "stable" inactive companions could be in the "tavern". If the gear system was left intact, separate the gear selection profile (i.e. three rings, two rings and a neck, etc.) from the actual summoned companion.
Most of this game's campaign themes came from the same list. There is only one campaign left on that list that isn't already in the game and it is Ravenloft/Curse of Strahd.
I play d&d at a local board game store once a week and I noticed last week that several Curse of Strahd/Ravenloft campaign books had been added to the shelves. These weren't there 2 weeks ago. When new campiagn books appear on the shelves, they usually match whatever campaign storyline is about to get announced for Neverwinter.
I will attempt to make a few more predictions, most of these are pure guesswork and have less evidence than the module theme itself:
The next lockbox mount will be one of the following:
A shambling mound
A catoblepas
Another wolf type mount of some kind
Another dark themed horse mount of some kind (less likely)
Some kind of dark carnival monstrosity
There will be more class balance adjustments in module 14 than the ones that have already been mentioned in stray dev comments.
There will be new artifact gear sets. At least one of which will replace the orcus set as the new dps meta set.
We will have a longer wait for module 14 than we are used to going between module releases. This is because of the devs's decision not to make a module 13B. We will be going straight from module 13 to module 14. This means that module 14 could be less rushed than usual and may include better quality updates or simply more content than we are used to getting.
There will be some more PVP updates. I will also float a much bolder prediction of mine; it relates to an events change that could happen alongside module 14. If NCL ever gets brought back in any form, my prediction is that it will happen this year. The devs mentioned via livestream earlier this year that they planned to make this "a year of events" and said they planed to update the Neverwinter events and add new ones. The veteran PVP community's beloved NCL event originally ran in June when it was a thing. Nitocris also implyed at one point that this year's protector's jubilee would be a bigger deal than normal, the Jubilee also happens to be in June. There have also been numerous posts by PVP players lately on the forums that have requested competition and rewards updates, many of which mentioned the NCL event.
There will be a new high end dungeon and the rewards chest will include ultimate enchanting stones as a possible reward.
There will be a new enchantment rank introduced for weapon/armor enchantments only
There will be a new shadow themed double or triple stat enchantment introduced. Possibly critical strike and recovery
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
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Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
Anyway, Ravenloft companion ideas:
- Werewolf
- Wereraven
- Vampire Spawn
- Pidlwick II (an evil, animated jester doll )
- Vistani something-or-other
- Mongrelfolk
- Revenant
- Flesh Golem
For Mod 15, another bit of circumstantial evidence the next adventure season will be plane-based is that there has been a game running on the official D&D Twitch page for the last couple months called "Trapped in the Birdcage", which takes place in Sigil, the crossroads of the multiverse. It seems a bit off the beaten path for an officially supported game unless there were some related plans in the not-too-distant future.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
Dynamic Scaling of all End-Game-Sets.
I´m pretty sad about all the hardwork former Devs and older players already put into the game and that this seems to mean nothing to the progress the game is taking. Why should anyone farm any of the older gear, why should anyone farm in a e.g. MOD 8 region (if its not for boons)?Everyone is looking for BiS gear and it can b found in AH or the latest end-game content. Why not at other places anymore? Well... cuz the sets dont scale.
I loved my Burning Weapons-Set or my Twisted Weapons-Set or other sets (which are already removed).
I cant understand why things are removed from the game cuz every region every former end-game-content had his own end-game-gear with a special bonus and can bring a nice diversity to the actual end-game.
There is, as you noted, zero motivation to get lower-ranked gear. Now, have no insider information, but by far the most likely reason for this has to do with alts. The devs wanted to make it easier for people to get multiple characters to "end-game" status.
Why?
Well, that's where the money is. You can easily and cheaply get a character to, say IL 10K or so, but from there the pressure to spend money increases - you want R12+ enchants, purple mounts, a good set of companions and a full set of epic/legendary/mythic gear. Sure, you *can* get that all as a free player, but if you have already done it once, you may not feel that motivated to go through the whole process for the second/third/whatever time.
That's why we have the campaign buyouts and easily accessible gear like the Chultan weapons....it encourages people to play their alts and (indirectly) to spend money on gearing them up.
Anyhow...this is off-topic.
(the party in kabal lairs was certain about chult, so i think they will be right about waterdeep)
Volo will be there (hate him but it cant be avoided)
Mod 14 will be really short and will have a link to planes that will be mod 15 with a level increase to 80 or more...
No new class, that will come only come in mod15...
what i do hope is some new events, or at least revamp on events...