To call it a full mod is tough, hence the quotations. All we really have for the next 3 months or so is a skirmish, and that's not even playable yet because the intro content itself is bugged, halting progression. At best, this looks like a "b" supplement and a poorly implemented one at that.
Ninurta - 16.1k Half-Orc GWF
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW
8
Comments
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW
Mod 15 is just pointless, most of the people I know are just not going to bother with crafting now. Too time consuming, and seems for the most part pointless now, will miss leadership.... and most of the people I know running TR's are not happy. Be interesting to see if the players base drops like it did for Mod 6 along with reduced VIP and Zen buys.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
i wish the crafting was a little less annoying and confusing. i guess a lot of ppl are giving up on it, imagine that a lot of stuff in the AH is going to go up in price by a lot
The information of mod 6 was kind of clear. It was tough. You would die a lot. What you had no problem to kill before mod 6 would one shot you, etc.
This one has various bugs that were just bad. Pick a wrong retainer, you would have problem. There might be workaround but you need to find it, etc. The bugs are spread everywhere and not limited to new content. The information is not clear to me where I should avoid. Hence, I just play less because honestly, I don't know where is safe to play.
The content is based around a group of DnD convention players. They have a small cult following on YouTube with games and cartoons. I don't mind humor mixed in DnD, in fact I enjoy it. But this group is 100% slap stick comedy. Now A.I. has been made canon, so no need to argue that point. But the content fails to appeal to me and I sensed it would not get the belly laughs from the typical Neverwinter players either. The content is pointless to most and the only reason for playing it out is the boons.
As for TRs, I own 2 out of my 8 characters. Only one said it needed a rebuild, so I did and she is kicking butt just fine. No complaints here on the TR nerf. While my guild mate said he will no longer play as his TR, the TR will collect holiday items instead.
As for professions revamp or whatever you call it, I never did much with professions. It was like having Farmville in the game, I quit doing professions after they shutdown the web access (Gateway). I enjoyed the Gateway because I could use my phone to do professions. I never bought the story about the Gateway shutdown for bots when there was tons inside the 3D game. I assume it was more to do with budget as they never once applied a simple CAPTCHA to login.
I am getting my jewel crafter set back up to try out the new 3D professions, but unlikely I will find the same amount of time to invest. The only reason I did any leadership was just to get Dirk his Captain title. I suppose new people won't get those titles any more, but I can't miss professions, since it has been off my agenda as of September 2016.
Mod 6 is horrible and very hard, lot of badly gutted class rebalanced and Mod 15 is the most bug ridden and broke so many quests, and workshop need rework, not ready to go live, and it forced on us and we already hated it.
i wonder why it was allowed to go live with so many flaws, and i dont like seeing new mods get dump and "fix it later" policy. that wrong, when it get launched we expect flawless.
1. Put a check mark in options that says load this character in the workshop. The double loads, first into Protectors then into the workshop is HAMSTER.
2. Put a mailbox in the workshop. We have one in the Stronghold, put one here. Too much mailing and buying stuff off the market, you end up needing to leave the workshop. Others have said that is what VIP is for but if this is a push to get people to do VIP, it will backfire BIG TIME. Frankly I have let my VIP drop as I am currently an unhappy gamer.
3. Put a fireplace in the workshop to invoke. Taverns have them, you can invoke anywhere in your stronghold. just do it.
4. Millions of AD just to upgrade your workshop is just HAMSTER insulting. Yeah, great move devs, insult your player base. Upgrades should all be play based and should be achievable with in, say, a year of play.
5. The gold costs are just annoying. It is the fact that there is no clear input stream of gold, just spend. Let us at least go to the bank and make AD/gold exchange. Or let us sell our goods for gold back into the system so it also sinks the items to not flood the market with them.
6. The whole artisan mechanic is just... meh. Its just a layer of complexity that is unwanted, unneeded, annoying. Just get rid of it and make them level bound. I am OK with raising the skills of the them.
There are things that are too late to fix such as the horrible exchange rates and transfer of Level and work people put into the previous system and getting jack HAMSTER from the new one. The devs really HAMSTER over a lot of people on that one but, sadly, we are like abused woman and are just use to it.
Could do without Illusioner's Gambit being buggy, Professions being buggy, refinable Epic Armor and Weapons not being subject to the 'convert all refineable equipment', the multiple client crashes I've had this week.
But the mod itself is okay.
edit: oh yeah, and the obvious memory leak because the client never too up 95% of my memory before this mod.
Names changed to protect against spoilers.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I've done the story up to and including the egg gathering missions and I'm so bored with the story and aggravated with the NPCs that I'm simply not going to bother with the rest of it. It has absolutely nothing to commend itself to me. Both SKT and Cloaked Ascendancy had something - interesting story, beautiful landscapes and settings - no matter how tedious the grind could be. And at least the NPCs did not consistently get on my nerves and made me want to commit first degree murder. I mean, as Walnut points out am a murderer, I would love to include these HAMSTER on my growing list of victims.
I'll do it just to get the boons, but quite frankly, my playtime has dropped pretty significantly.
that reason why there is too much frustrations. fun factor just bleed out.
Pros for the Module:
+1 Addition of a campaign
+1 Addition of a skirmish
+1 Addition of Hardcore Dungeon Runs
+1 Better key system and rolling for chests
+1 Better lockbox rewards/design
+1 Easy to reach 100k cap (even without salvage)
+1 Walk over drops feature
Cons for this Module
-1 Campaign cannot engage play for the week beyond 20-30 minutes
-1 Time length of Campaign to unlock the Skirmish, Hardcore Dungeon challenges, and Boons
-1 Profession rework was designed to favor MC and limited access
-1 Addition of gold sinks
-1 Removal of gold gains (potion drops especially)
-1 Addition of AD sinks (professions upgrade per character)
-1 Cheapening and/or Overflow of AH Items from Profession (old, new) and Dungeon rerolls
-1 Increase in price for Masterwork Items (enriching the few)
-1 Class Balance Unfinished (imo) due to Dev leaving company
-1 No new class
-1 No new race
-5 Bugs in Professions (known on preview) not fixed prior to release that prohibit progress
-10 Bugs in Campaign (known on preview) not fixed prior to release the prohibit progress
-10 Bugs in other gameplay
-100 Bugs in Chest Opening, which I myself reported on preview, not fixed prior to release, which prohibit taking rewards
Module 6 was the absolute worst module because of how much content it took out of the game (-infinity). It did have one bug that made it difficult to play any new content, but the bugs did not stop campaigns.
Mod 15 adds very little content that is playable, has too many known bugs in the campaign and in the redesigned professions that prohibit/frustrate play. It seeks to limit professions intentionally, and water down the market enough with drops, with the hope of driving all game prices down (and maybe the ZAX away from 500:1). I don't see that happening. The positives for the module do not outweigh the negatives. Thus, my play time and enthusiasm for Neverwinter have consequently decreased.
Cheers all!
Guild--And the Imaginary Friends
-More power creep is coming in Mod 16, meaning it'll be fun to scam epeen chasers out of their AD while they chase to max their epeen level!
-With Module 16 confirmed to have new weapons, I have no compelling reason to buy into the Masterwork weapons power creep. Furthermore, a lack of new endgame content allows me to not care, considering all previous content is winnable without the updated Masterwork weapons/Gallant armour.
-Mod 15 came out after Module 14: Salvage Everywhere, which means I don't even need to step foot in game to hit the per-day AD cap.
-They nuked Leadership, which makes going through all my characters 10x faster, perfect for grabbing keys and then quickly logging out.
-The bank heist is pathetically boring, which means that I am missing absolutely nothing for trying to rush through Mod 15: We Need More AD Sinks.
-The unskippable cutscenes are mitigated by the campaign that isn't meant for level 70 players, which means I can practically afk my way through campaign progress.
-It's during that fall season where a bunch of other triple A games are coming out, so I could care less about the lack of new content anyways.
-Best of all, this module had a class balance pass right before it launched. That means that I can get my NW entertainment without even stepping foot in the game, which is a great monetary value.
I'm still playing through it on at least one toon, specifically so I can provide useful critiques like "the man who murdered a ton of "unpaid interns" and then murdered them a SECOND TIME while they just asked them to pay him is supposed to be the HERO of the current mod and we're not supposed to immediately kill him and his fellow Chaotic Evil compatriots on sight?"
Because Omin Dran and Jim Darkmagic are Chaotic Evil. Truly evil. Killing them is the only correct reaction of any D&D hero.
Here's to hoping Mod 16 is worth playing.
If crafting is not your thing, the mod will not appeal that much to you. Peoples tastes differ.
Can't win them all.
No I'm never going to be a major lover of the new profession system but if they'd actually taken the time and effort to make the damn thing function properly before launch I could live with that. As it is, between this non-functional system and the incredibly lame attempt at a campaign, this feels like they've decided to half-HAMSTER their job on all levels.
many of us reported, claiming it isnt ready to go live and it went as unfinished and cutted corners.
did someone got up and quit?
devs would had given us poll as part of multiple selection to give them feedback for next project, but what i see, they seem dont listen and use players as numbers.
I am not alone and really furious!
what we need, hire those guys who were in Turbinegames Inc, since Warner bros burn them and took game engine. i think they rename as "Standing Stones" and out of work, those guys are good programmers and very social with players.
So you have Cryptic with the preview server and almost all the bugs and problems were reported on the forums. And blam, it was deployed bugs and all. And now we hear NOTHING from anyone about any bugs or feedback.
So Cryptic, you have achieved godhood. You are now as bad as Microsoft.