hi all
hope all are well, my impressions so far from module 6 :
1 worst lag and rubber band ever,
2 story line ...what story line? u get just more quests and more quests to lvl up boring after leveling 1-2 levels.
3 some of the quests i have no idea where to go and what to do.
4 crab boss at first area makes dragon sounds , like really?
5log in issues cant log in game freezes at logging in screen after last patch.
in conclusion worst module ever. played for two days and im bored with it now.
EVERYTHING is recycled (Maps, lairs, quest style, encounter sounds, encounter animations). If everyone in the world did the amount of recycling these developpers did, our earth would be saved.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
one thing i really find anoying about the game Mod. As a newly lvl 60 character u get lvl 60 quests u can do, but funny enough ur lvl 60 quests just happens to be in a lvl 70 area and u wont even know it untill u get k.o,ed by a lvl 70 enemy. In my oppinion they have made an error with the lvl scaling, cause now pretty much alle ur lvl 60 quests are in lvl 70 areas, i even tried having a lvl 59 quest where i had to kill a lvl 70 enemy, so im just asking where is the lvl scaling there? and wheres the warning when u enter a lvl 70 area?
hi all
hope all are well, my impressions so far from module 6 :
1 worst lag and rubber band ever,
2 story line ...what story line? u get just more quests and more quests to lvl up boring after leveling 1-2 levels.
3 some of the quests i have no idea where to go and what to do.
4 crab boss at first area makes dragon sounds , like really?
5log in issues cant log in game freezes at logging in screen after last patch.
in conclusion worst module ever. played for two days and im bored with it now.
Yeah, well this mod brings nothing new-nothing. All they did was to remake old worn off year ago zones and bring game for xbox to make money off people. It's hard to comment cause as for me it's patch 5.1 at most. Well i still somewhat laugh on the think of this ,,the biggest module so far''. Like what, they did anything big in this game apart from releasing it?
Tairev-TR(All kind of killing tools) Asha-DC(Faithful-Anointed Champion) Vilgefortz-CW(Thaumaturge-balance)
I love what they did with companions but yeah, there's definitely a wall you run into while gearing up at 70...You need 130 gear to do the dungeons that reward 130 gear....Either that or over 100k black ice to spare. Now that I'm lvl 70 it's like "now what"?
EVERYTHING is recycled (Maps, lairs, quest style, encounter sounds, encounter animations). If everyone in the world did the amount of recycling these developpers did, our earth would be saved.
i was like...maaaan look this crab encounter ! its awesome ! its perfect! maaaaan its a ****ing crab ! luving it
and then just released that it was a reskin of master of the hunt boss with dragon sounds xD
If you are not well geared veteran players, basically what you can do is tag a dragon herald once an hour and hopes the other people kill it in time, go to Tiamat, die, come back and die again, or just AFK, or join a PVP queue to get some glory (the GG queue is better since it is 10 vs 10 instead of 5 vs 5 so you get a better random chance pugging into a stronger group.
But, even for all of these things, you don't really get any loot. Maybe just a coffer or a resonance stone if you get lucky.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited April 2015
So I was more interested in the OP than the 60-70 content, so the first thing I did was to roll one up. I enjoy this class quite a lot, and had fun replaying the previous 1-60 content. I then get to start the Elemental Evil content, and the intro quests with Minsc are rather enjoyable. Afterward, I am directed to the Drowned Shore, and this is where things took a downward turn. I am only able to take 4 quests at a time, they require large amounts of grinding, (kill 30 of this, do a lap of this repeated mine map for glowies, etc), and when I turn them in, I see that the XP is miniscule compared to what old level 60 quests used to give. This is the single biggest drawback for me - it completely wrecks the previous feel of progression. I can appreciate that the devs want us to experience content they worked hard on, but with the number of recycled content this module contains, why not allow us to maintain the previous rate of leveling? I was fine with moving to the campaigns once I hit the level cap, and they could have simply increased the level cap, reused the older areas for 60-70 leveling, but retained the faster rate of leveling.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
0
louchristanMember, NW M9 PlaytestPosts: 50Arc User
edited April 2015
This is the worst module expansion that I have seen so far. I have spend thousands of dollars on this game because I really enjoy it. Playing solo and join a party once a while just for fun. You have a choice. The way thing are going now I find it very hard if not possible to go solo. I grind one of my best character with the best gear to lever 70 and yet I got killed from time to time for reason I don't know. This same character had no problem with any quests or boss fight before module 6. I think they are trying to force players to join a party or work as a group. I hope they have a fix for solo player or I will find some other game to paly soon.
Well, the impression i had was that they were TOO LAZY to do something good, like the Tyranny of Dragons... Like, "Trainee group, do a Mod... We will be resting at home, bye"...
Questing too repetitive and not fun to play at all, ridiculous low XP scaling (lvl 59 quests giving almost 7k XP then, lvl 60+ quests giving 1,5k XP ? WTF ?), enemies TOO powerful... yeah, they wanted to do this Mod like a "party mod", but they didnt counted that the players that can tank the mobs WILL DO IT all alone (all the loot for himself) and the DPS classes with low defense (my pretty CW </3) will consume Potions like there's no tomorrow... So, yeah... 2/10 Mod... Im pretty disappointed
0
urlord283Member, NW M9 PlaytestPosts: 1,084Arc User
edited April 2015
the only real problem I see is the Owlbear is too cute to fight...
like a big kolowa bear
Urlord
0
louchristanMember, NW M9 PlaytestPosts: 50Arc User
edited April 2015
Most bigger monsters can kill you with just one or two hits, so even the best potions won't help much. You just keep dying and repeat the process and hopefully someone else can join the fight. If you are solo player you are out of luck.
Given that they had (read: forced) to release an unready module I think they did surprisingly well.
While not a fan of 16 Vig. quests, you eventually learn which ones are near each other, or overlap so to speak.
I also like the Renewed areas, appreciating the reverse progression through them.
But it all boils down to this: From months, to a year or so ago, there were multiples of threads about players complaining about the content.
Players wanted challenging content. A good majority were tired of steamrolling content..myself included. I quit playing my CW, Gilligan, because of it.
Walk into room, begin rotation, pick up loot, repeat...got boring really quick. A DC that never had to move or otherwise dodge any attack because she could eat anything. Green Head of Tia? Whatever, I outhealed its damage, no green gem needed....besides some jackwagon popped it on the black head....
My opening stated that I am not a fan of the whole Vigilance task thing, thats what I dislike the most about Elemental Evil. I would have much preferred some story element(s) added rather than kill 12 Sea Hags, beat up Riptide Molly, go and steal weapons, check tombs, you get it...
What I do like? The fact that I actually have to play my character again. I have to plan encounter usage, who I'm taking out first, what companion I'm going to run with for each mission, hell, I dug deep into my inventory and pulled out the old venerable Generic Cleric!! Not the "Leeches" one, the OG DC!
What I also like? My Guild members talking in chat about dying a few times to a mini boss, and saying that it was a good fight! Guildies talking about getting killed a couple of times in Master of the Hunt and loving it! Players in a chat channel that I belong to having fun.
Slotting healing word on my DC and "drive-by" healing a stranger..to be met with a /Tell or in /Say that says "Thanks!"
Awhile ago you wouldn't have gone into Castle Never without a DC, never attempted Frozen heart with a GF..we are back to that..dont believe me? Go run the new CC with your 3 CW, 2 GWF party..you'll be begging for a DC at the first fight and crying for a GF at the second...
The game has changed, for the worst? for the better? That remains to be seen. Could Cryptic have done better? Maybe, maybe not, but they did what they did, and we are playing it, love it or hate it, we're playing it.
And to save the best for last...if you think your getting hit too hard, or your dying too much?.....Learn to play, the face roll days are gone.
Peace.
0
urlord283Member, NW M9 PlaytestPosts: 1,084Arc User
edited April 2015
I can't see how we will ever be very effective at killing level 73 monsters when we are pegged at level 70....
I agree on all you've said above. After some much time there's finally a way to play as a rainbow group.
I almost forgot how it is to hear on TS "get in the ****ing blue circle idiot!"
The grind is horrible...but at the same time I can;t wait to get to 70 and finally play a normal game - challenging one.
Nancy - Dragonborn, SM Guardian Fighter A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based? 2). Yes. I am panzer! 3). Get ACT if you want to celebrate your epeen. 4). Horniness will not stand between me and what I believe - "MM"
Given that they had (read: forced) to release an unready module I think they did surprisingly well.
While not a fan of 16 Vig. quests, you eventually learn which ones are near each other, or overlap so to speak.
I also like the Renewed areas, appreciating the reverse progression through them.
But it all boils down to this: From months, to a year or so ago, there were multiples of threads about players complaining about the content.
Players wanted challenging content. A good majority were tired of steamrolling content..myself included. I quit playing my CW, Gilligan, because of it.
Walk into room, begin rotation, pick up loot, repeat...got boring really quick. A DC that never had to move or otherwise dodge any attack because she could eat anything. Green Head of Tia? Whatever, I outhealed its damage, no green gem needed....besides some jackwagon popped it on the black head....
My opening stated that I am not a fan of the whole Vigilance task thing, thats what I dislike the most about Elemental Evil. I would have much preferred some story element(s) added rather than kill 12 Sea Hags, beat up Riptide Molly, go and steal weapons, check tombs, you get it...
What I do like? The fact that I actually have to play my character again. I have to plan encounter usage, who I'm taking out first, what companion I'm going to run with for each mission, hell, I dug deep into my inventory and pulled out the old venerable Generic Cleric!! Not the "Leeches" one, the OG DC!
What I also like? My Guild members talking in chat about dying a few times to a mini boss, and saying that it was a good fight! Guildies talking about getting killed a couple of times in Master of the Hunt and loving it! Players in a chat channel that I belong to having fun.
Slotting healing word on my DC and "drive-by" healing a stranger..to be met with a /Tell or in /Say that says "Thanks!"
Awhile ago you wouldn't have gone into Castle Never without a DC, never attempted Frozen heart with a GF..we are back to that..dont believe me? Go run the new CC with your 3 CW, 2 GWF party..you'll be begging for a DC at the first fight and crying for a GF at the second...
The game has changed, for the worst? for the better? That remains to be seen. Could Cryptic have done better? Maybe, maybe not, but they did what they did, and we are playing it, love it or hate it, we're playing it.
And to save the best for last...if you think your getting hit too hard, or your dying too much?.....Learn to play, the face roll days are gone.
Peace.
Amen!
I agree on all you've said above. After some much time there's finally a way to play as a rainbow group.
I almost forgot how it is to hear on TS "get in the ****ing blue circle idiot!"
The grind is horrible...but at the same time I can;t wait to get to 70 and finally play a normal game - challenging one.
Nancy - Dragonborn, SM Guardian Fighter A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based? 2). Yes. I am panzer! 3). Get ACT if you want to celebrate your epeen. 4). Horniness will not stand between me and what I believe - "MM"
0
clericalistMember, NW M9 PlaytestPosts: 595Arc User
edited April 2015
I felt that the criticisms of the previous modules were a bit too harsh, but for this module I have join to the complainers. On top of some of the problems some have mentioned here are more problems.
1) No boons as a reward for grinding, people may have complained about the grinding before, but the previous modules gave boons as a reward. Difficult to motivate oneself to grind of something that will be obselete in mod 7
2) There are now less dungeons than before, the previous mods added content this mod has removed it, bad idea.
3) People wanted challenging dungeons, not cheap one shot kills everywhere, that is not a challenge.
4) They made Valindras Tower the easiest epic dungeon there, this may seem like a trivial complaint, but the fact that they turned what I thought was the games main antagonist into the weakest boss, is a telling sign that they don't care too much about their story line.
5) No proper warning about the coming changes, sure one could have read the blogs and forums, but would it been so hard for Cryptic to send an in game mail to all the players what was coming ? On the first few days there were so many comments in zones like Sharandar where people were basically rage quitting because suddenly they were turned into weaklings. There must have been a lot players who left because of this.
I don't think that many can disagree that this is the worst mod.
My impressions:
I think for the PvE part has enough been said..,
Well what i could say: for the moment, I start to enjoing the pvp match again after months (seriously),
The lv70.GG 10v10PvP is currently really awesome!, the Queue pop up very fast,
its unbalivel how many 70ties are already walking around.
currently it doesn't seem unbalanced for me, I tried many rounds already Simply because is Fun.
it's not exactly, the first thing that most pvp-players was calling for,
But it's a nice change/improvement for the PVP aspect in Neverwinter.
One day we will get our new pvp map and we all will be fully-happy.
Thanks to the Devs for the change of GG!,
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
"Defying the Rock" mission with protecting banner against waves of enemies in Reclamation Rock is funny. Was killed several times before found optimal tactics for DC. Only thing i liked so far.
Randomization of vigilance quests makes teaming more complicated.
Even if players don't get boons, they do certain campaign to get weapon set in the end, no status, no indication of progress.
Why no blue weapon and armor (mission rewards) with weapon/armor enhancement slots?
I do level OP too with PVE, its experience is sad - many Dungeons are disabled. Two low level dungeons - CC and GWD with new difficulty scale for 3 persons - easy mode.
I do agree with the Mod beeing more challeging now than before, and u are now forced to be in a party most of the time. But ill have to mention something none have mentioned so far. U are forced to be in a party now(cool, a party full of ppl who dosent know a thing about teamwork). Its nice that its more challeging but for someone like me who plays alone pretty much most of the time, or with 1 other person, its hard, not cause the game is more challeging but because of the ppl playing the game. I loved the fact that before u where not forced to be in a party with greedy guys who ran ahead of everyone dragging mobs with them back just to try and get everyone killed, or clicking need on every single drop there is no matter where u need it or not, to the dismay of those who actualy needed the stuff. but now with the new mod, to solo play have pretty much been ruined in the high lvls, and ur forced to play in parties with ppl like that. I love Newerwinther its such a fun game to play. Loved the fact that u where not forced to play in a party but could do it just for fun with ppl that u trusted (with is 1 or 2 in this game), and yet the same ppl who kinda ruined the party play for some of us are the ones complaining that the game is not challeging enough, making it so us who dosent like being it parties with those fools are now forced to. Not only that, but how much fun is it to do dungouns with the lvl scaling when u have a 3 man team with 2 of them are low lvls an 1 is like lvl 60 or 70, running ahead with u staggering behind not even getting a chance to enjoy exploring the dungeons, and unable to really join the fights cause of the high lvl enemies. Sorry to say this but we need lvl restriction on dungeons, or either make some for the low lvls and some for the high lvls.
Elemental Evil Zone:
- Quests at the start is interesting but once I reach the 1st point where you have to 16/16 vigilant quests, the feel of interest gradually went south and it is also abit of a headache which blue quests to start at first and which to keep track that i have done but eventually I adapt and got used to it.
- I only explored 1st map so far so i will assume the other 2 map will be similar; Apparently for this 3 new zones... one map will consist of 3 level section each area (i.e. lvl 61,62,63 for Drowned Shore) that is spread out in sequence as per the quest route in each camp which by the time i completed the 1st vigi quest and proceed to again another 16/16 vigi quest on the next camp, i will be on par level with the mobs nearby that area of the said camp. But even so, the mobs tend to hit harder as i progress further (The challenge is there - a thumbs up for this) but due to the grinding:reward ratio feels going below par as i progress to the point it doesn't feel worth the grind, i gave up and just grind on the 1st area of the map.
- So for EE, the so-called 'new content' gives me the feeling of like a repetitive content with spring cleaning chore's quest, making me feels lvl 1-60 quest is more interesting (albeit being one time quest) than these EE counterpart. The only thing that keeps me going is the lores i have to unlock (this linked back to my 1st point, a slightly dimmed blue or text indication that i have done the quest before would be nice.) otherwise i honestly wouldn't bother to progress more than half of the map...
For Current dungeon; cragmire,ToS,wolf den (3-man version)
- It's probably just me, I feel that the dungeon length somehow has been shortened. If it is correct then this deserve thumbs up.
- As its current, the amount of adds that pour in or summoned during boss fight is just about right. thumbs up as well.
- But the high amount of facerolling is quite real. member's HP never goes below 70% except the occasional signature move from boss. By slightly increasing adds damage to the point where when (let say max mobs depends on threshold per fight) combined is capable of downing one targeted player (being ganged on) to maybe 40%... no, make it 50% at most (Some room to breath and minimum blue gears must take into account so that those with green gears doesn't struggle too much when clearing the dungeon) would be about right. If there is any intended one shot mechanic; as long as it is not happening frequently, do retain them.
- Seeing there's many negative feedback especially on epic content as of current, i hope they get fine tuned in soonest possible time. Player progression will stuck because of this is not a good thing.
What i'm hoping by the time reaching 70:
- no ridiculous mob-fest for epic dungeon.
- Quest grind: to spread out whole week so that different quest appears each day just like how Dread Ring does for its instance-related quest. If this doesn't happen in mod6, i hope it will be in future mods.
- Other dungeon re-release after their respective overhaul to be just like in Mod5, where Malabog is imo how a dungeon should've been; Doable with 11k GS (this is like about full t2 + rank 5 enchantment), will still struggle abit here and there and can't really facerolling in occasion.
My impressions:
I think for the PvE part has enough been said..,
Well what i could say: for the moment, I start to enjoing the pvp match again after months (seriously),
The lv70.GG 10v10PvP is currently really awesome!, the Queue pop up very fast,
its unbalivel how many 70ties are already walking around.
currently it doesn't seem unbalanced for me, I tried many rounds already Simply because is Fun.
it's not exactly, the first thing that most pvp-players was calling for,
But it's a nice change/improvement for the PVP aspect in Neverwinter.
One day we will get our new pvp map and we all will be fully-happy.
Thanks to the Devs for the change of GG!,
I would rather have 10v10 PvP as a new type of Domination map, and kept the old 20v20 GG as it was...
...but that would have meant creating a new or even only repainting the map. Nah, too much work, can't be bothered...
I just love sitting by a campfire healing. The redundancy of the 16 quests of vigilance, the increased lag and disconnects, the lack of in combat healing, the dark enchantments I wasted so much resources on to max for lifedrain nerfed, the lev 60 purple gear I but so much into getting turned useless, I can't honestly give feedback on my mod 6 experience thus far (lev 64) without sounding upset and negative. I've been in Neverwinter since mid 2013, and my wife and I have both spent a considerable amount of time and money on a game we up until 6 days ago enjoyed immensely.We noth thought a new mod and level cap would be a new area and quest series added. Something to do AFTER Sharandar, the Dread Ring, and Well of Dragons, a campaign of high level monsters such as major demons or devils in which all the gear we had worked so much to obtain would be needed. To say we are disappointed would be an understatement.
I realize Cryptic is committed to this now, but I sincerely hope they restore some method of consistent in combat healing even if not as much as before, solve the connection issues, and add a little more variety in the 60-70 quests. I have invested a lot into this game over the last two years, and I would really like to enjoy it again.
I like the fact that we get punished for actually leveling our characters now. The numbers on your armor for power, defense, deflect, etc. really mean absolutely nothing now since all your stat percentages level backwards. I am only level 63 but my gear numbers are twice what they were at level 60 but the stat percentages of those are already 4% lower than at level 60. So, what is the real point of even leveling up your character anymore. You do less damage and then take more damage on top of that. Stupidest thing I have ever seen in a video game ever. If your like I am, a casual or semi casual player, and don't a lot of money to burn for AD or time to do dungeons ( which you can't do now anyway ) for epic gear or artifact gear there really isn't much point in playing. I like the game but it seems that it has become a hard core player game now. Neverwinter - not for the casual player anymore. should be its slogan since M6.
P.S. My HR was already to squishy before M6 came out, he is worse than ever now. They way they worked it, every piece of armor should have had 50000 hit points on it at level 70. Game might be fun again at that point.
Lot of good comments here. Lot of valid criticism (imo) and well thought out complaints.
I've done enough complaining, so I deleted most of my response and shortened it significantly.
Mod 6 has only one fault imo. It lost the fun that NWO was. I believe the fun was lost in the grind.
Bedlam: Creating chaos as a MI Exec TR Avariel Merilwen: Burn baby, MoF/Rene Aejun The Silver: Devoted to Healing, DevOP/Justice Mina Rosepetal: Super Natural, Pathfinder/Melee Frost: Benchwarmer, Soulbinder/Fury
Comments
EVERYTHING is recycled (Maps, lairs, quest style, encounter sounds, encounter animations). If everyone in the world did the amount of recycling these developpers did, our earth would be saved.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
...it's a giant miniature space crab dragon.
Agreed. Makes even "Blood, toil, sweat and Tia's" and Sharandar appear to shine with variety and structured plot...
Yeah, well this mod brings nothing new-nothing. All they did was to remake old worn off year ago zones and bring game for xbox to make money off people. It's hard to comment cause as for me it's patch 5.1 at most. Well i still somewhat laugh on the think of this ,,the biggest module so far''. Like what, they did anything big in this game apart from releasing it?
Asha-DC(Faithful-Anointed Champion)
Vilgefortz-CW(Thaumaturge-balance)
No. No. No. No. No. No.
i was like...maaaan look this crab encounter ! its awesome ! its perfect! maaaaan its a ****ing crab ! luving it
and then just released that it was a reskin of master of the hunt boss with dragon sounds xD
If you are not well geared veteran players, basically what you can do is tag a dragon herald once an hour and hopes the other people kill it in time, go to Tiamat, die, come back and die again, or just AFK, or join a PVP queue to get some glory (the GG queue is better since it is 10 vs 10 instead of 5 vs 5 so you get a better random chance pugging into a stronger group.
But, even for all of these things, you don't really get any loot. Maybe just a coffer or a resonance stone if you get lucky.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Questing too repetitive and not fun to play at all, ridiculous low XP scaling (lvl 59 quests giving almost 7k XP then, lvl 60+ quests giving 1,5k XP ? WTF ?), enemies TOO powerful... yeah, they wanted to do this Mod like a "party mod", but they didnt counted that the players that can tank the mobs WILL DO IT all alone (all the loot for himself) and the DPS classes with low defense (my pretty CW </3) will consume Potions like there's no tomorrow... So, yeah... 2/10 Mod... Im pretty disappointed
like a big kolowa bear
Urlord
While not a fan of 16 Vig. quests, you eventually learn which ones are near each other, or overlap so to speak.
I also like the Renewed areas, appreciating the reverse progression through them.
But it all boils down to this: From months, to a year or so ago, there were multiples of threads about players complaining about the content.
Players wanted challenging content. A good majority were tired of steamrolling content..myself included. I quit playing my CW, Gilligan, because of it.
Walk into room, begin rotation, pick up loot, repeat...got boring really quick. A DC that never had to move or otherwise dodge any attack because she could eat anything. Green Head of Tia? Whatever, I outhealed its damage, no green gem needed....besides some jackwagon popped it on the black head....
My opening stated that I am not a fan of the whole Vigilance task thing, thats what I dislike the most about Elemental Evil. I would have much preferred some story element(s) added rather than kill 12 Sea Hags, beat up Riptide Molly, go and steal weapons, check tombs, you get it...
What I do like? The fact that I actually have to play my character again. I have to plan encounter usage, who I'm taking out first, what companion I'm going to run with for each mission, hell, I dug deep into my inventory and pulled out the old venerable Generic Cleric!! Not the "Leeches" one, the OG DC!
What I also like? My Guild members talking in chat about dying a few times to a mini boss, and saying that it was a good fight! Guildies talking about getting killed a couple of times in Master of the Hunt and loving it! Players in a chat channel that I belong to having fun.
Slotting healing word on my DC and "drive-by" healing a stranger..to be met with a /Tell or in /Say that says "Thanks!"
Awhile ago you wouldn't have gone into Castle Never without a DC, never attempted Frozen heart with a GF..we are back to that..dont believe me? Go run the new CC with your 3 CW, 2 GWF party..you'll be begging for a DC at the first fight and crying for a GF at the second...
The game has changed, for the worst? for the better? That remains to be seen. Could Cryptic have done better? Maybe, maybe not, but they did what they did, and we are playing it, love it or hate it, we're playing it.
And to save the best for last...if you think your getting hit too hard, or your dying too much?.....Learn to play, the face roll days are gone.
Peace.
You won't, as it is intended you have to team in these zones and get a lot less worthy loot.
I agree on all you've said above. After some much time there's finally a way to play as a rainbow group.
I almost forgot how it is to hear on TS "get in the ****ing blue circle idiot!"
The grind is horrible...but at the same time I can;t wait to get to 70 and finally play a normal game - challenging one.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
Amen!
I agree on all you've said above. After some much time there's finally a way to play as a rainbow group.
I almost forgot how it is to hear on TS "get in the ****ing blue circle idiot!"
The grind is horrible...but at the same time I can;t wait to get to 70 and finally play a normal game - challenging one.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
1) No boons as a reward for grinding, people may have complained about the grinding before, but the previous modules gave boons as a reward. Difficult to motivate oneself to grind of something that will be obselete in mod 7
2) There are now less dungeons than before, the previous mods added content this mod has removed it, bad idea.
3) People wanted challenging dungeons, not cheap one shot kills everywhere, that is not a challenge.
4) They made Valindras Tower the easiest epic dungeon there, this may seem like a trivial complaint, but the fact that they turned what I thought was the games main antagonist into the weakest boss, is a telling sign that they don't care too much about their story line.
5) No proper warning about the coming changes, sure one could have read the blogs and forums, but would it been so hard for Cryptic to send an in game mail to all the players what was coming ? On the first few days there were so many comments in zones like Sharandar where people were basically rage quitting because suddenly they were turned into weaklings. There must have been a lot players who left because of this.
I don't think that many can disagree that this is the worst mod.
I think for the PvE part has enough been said..,
Well what i could say: for the moment, I start to enjoing the pvp match again after months (seriously),
The lv70.GG 10v10PvP is currently really awesome!, the Queue pop up very fast,
its unbalivel how many 70ties are already walking around.
currently it doesn't seem unbalanced for me, I tried many rounds already Simply because is Fun.
it's not exactly, the first thing that most pvp-players was calling for,
But it's a nice change/improvement for the PVP aspect in Neverwinter.
One day we will get our new pvp map and we all will be fully-happy.
Thanks to the Devs for the change of GG!,
Haha. If giant crabs is what you want, consider playing Bethesda's Skyrim instead. They have giant mud crabs.
Tired of Dailies/Tyranny of Dailies/Timers of Doom/Tricked Or Duped/Tremendously Obnoxious Dailies/Try Otherwise, Devs
Randomization of vigilance quests makes teaming more complicated.
Even if players don't get boons, they do certain campaign to get weapon set in the end, no status, no indication of progress.
Why no blue weapon and armor (mission rewards) with weapon/armor enhancement slots?
I do level OP too with PVE, its experience is sad - many Dungeons are disabled. Two low level dungeons - CC and GWD with new difficulty scale for 3 persons - easy mode.
— (The unwritten rule)
Elemental Evil Zone:
- Quests at the start is interesting but once I reach the 1st point where you have to 16/16 vigilant quests, the feel of interest gradually went south and it is also abit of a headache which blue quests to start at first and which to keep track that i have done but eventually I adapt and got used to it.
- I only explored 1st map so far so i will assume the other 2 map will be similar; Apparently for this 3 new zones... one map will consist of 3 level section each area (i.e. lvl 61,62,63 for Drowned Shore) that is spread out in sequence as per the quest route in each camp which by the time i completed the 1st vigi quest and proceed to again another 16/16 vigi quest on the next camp, i will be on par level with the mobs nearby that area of the said camp. But even so, the mobs tend to hit harder as i progress further (The challenge is there - a thumbs up for this) but due to the grinding:reward ratio feels going below par as i progress to the point it doesn't feel worth the grind, i gave up and just grind on the 1st area of the map.
- So for EE, the so-called 'new content' gives me the feeling of like a repetitive content with spring cleaning chore's quest, making me feels lvl 1-60 quest is more interesting (albeit being one time quest) than these EE counterpart. The only thing that keeps me going is the lores i have to unlock (this linked back to my 1st point, a slightly dimmed blue or text indication that i have done the quest before would be nice.) otherwise i honestly wouldn't bother to progress more than half of the map...
For Current dungeon; cragmire,ToS,wolf den (3-man version)
- It's probably just me, I feel that the dungeon length somehow has been shortened. If it is correct then this deserve thumbs up.
- As its current, the amount of adds that pour in or summoned during boss fight is just about right. thumbs up as well.
- But the high amount of facerolling is quite real. member's HP never goes below 70% except the occasional signature move from boss. By slightly increasing adds damage to the point where when (let say max mobs depends on threshold per fight) combined is capable of downing one targeted player (being ganged on) to maybe 40%... no, make it 50% at most (Some room to breath and minimum blue gears must take into account so that those with green gears doesn't struggle too much when clearing the dungeon) would be about right. If there is any intended one shot mechanic; as long as it is not happening frequently, do retain them.
- Seeing there's many negative feedback especially on epic content as of current, i hope they get fine tuned in soonest possible time. Player progression will stuck because of this is not a good thing.
What i'm hoping by the time reaching 70:
- no ridiculous mob-fest for epic dungeon.
- Quest grind: to spread out whole week so that different quest appears each day just like how Dread Ring does for its instance-related quest. If this doesn't happen in mod6, i hope it will be in future mods.
- Other dungeon re-release after their respective overhaul to be just like in Mod5, where Malabog is imo how a dungeon should've been; Doable with 11k GS (this is like about full t2 + rank 5 enchantment), will still struggle abit here and there and can't really facerolling in occasion.
I would rather have 10v10 PvP as a new type of Domination map, and kept the old 20v20 GG as it was...
...but that would have meant creating a new or even only repainting the map. Nah, too much work, can't be bothered...
I realize Cryptic is committed to this now, but I sincerely hope they restore some method of consistent in combat healing even if not as much as before, solve the connection issues, and add a little more variety in the 60-70 quests. I have invested a lot into this game over the last two years, and I would really like to enjoy it again.
what he meant was that the sound effect of the boss HAMSTER is that of a dragon (same as what the dragon sounds like). you read what he said wrong.
P.S. My HR was already to squishy before M6 came out, he is worse than ever now. They way they worked it, every piece of armor should have had 50000 hit points on it at level 70. Game might be fun again at that point.
I've done enough complaining, so I deleted most of my response and shortened it significantly.
Mod 6 has only one fault imo. It lost the fun that NWO was. I believe the fun was lost in the grind.
Avariel Merilwen: Burn baby, MoF/Rene
Aejun The Silver: Devoted to Healing, DevOP/Justice
Mina Rosepetal: Super Natural, Pathfinder/Melee
Frost: Benchwarmer, Soulbinder/Fury