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Totally confused about progression at 70

bmcd73bmcd73 Member Posts: 106 Arc User
edited May 2015 in PvE Discussion
I'm a returning player. I had a number of toons at 60 that had been doing the Dread Ring campaign a while back. The content wasn't very difficult and it had pretty decent rewards. It was very grindy but at least you were progressing.

I come back and try the OP. I get the pally to 70. I go to the dragon well. Virtually impossible to solo anything there. I have a gear score of almost 1600...which is the base level 70 dungeon requirement.

So I decide to try the Dread Ring campaign. While the content is far easier than Dragon Well, it is still fairly difficult. I look in the campaign store and only see level 60 items. So you have to be level 70 to do this but gives level 60 items. Doesn't make much sense. I do the Dread Spire run and while not super difficult, it is VERY time consuming as everything has a TON of hit points. No thing of value drops. Not a single green level 70 item. No blues. I get to the end and my reward? Green level 70 GWF sword and a peridot in the daily chest.

About the only thing that I can do is the easy 50-70 queue dungeon and the daily harper dragon stuff. For me, there seems to be a HUGE gap. Did I miss something? Is there a linear progression of these campaigns that maybe I am doing out of order now? Or is the intention that all this content be only for group play? It just seems that the time invested to rewards received is so out of whack that I HAVE to be missing something. This cannot be intentional or maybe it's a bug? I don't know. I'm super confused as what I should be doing now.

Not to mention all the broken stuff I am encountering:
1) Daily dungeon key does not seem to work for me at all
2) Daily dungeon AD does not seem to work for me either
3) I get end quest rewards for the 16 tasks that are for a different class than the OP
4) I have no idea how rank 4 skills are supposed to work as the only places I can invest is rank 4 of my paragon. Why allow rank 4 for the other skills then? So I haven't spent them yet as respecting costs and arm and a leg for something so trivial.
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Comments

  • walk2kwalk2k Member Posts: 928 Arc User
    edited April 2015
    you're not missing anything, mod6 was rushed and quite frankly, not very well thought out. at least, not the endgame 70+ content (or lack of).

    the old level 60 campaigns give the same old level 60 rewards - check.
    endgame difficulty way out of whack across the board - check.
    the paladin in particular has many *gaps* in it's content.

    at level 70 they expect you to cobble together a set of level 70 blue gear that you got while levelling and/or bought from the AH, then hit up the ilvl 1600 dungeons. with some luck they are doable. of course most people use methods which are unmentionable here to rush thru them... anyway you're supposed to run these about 60-80 times to get enough coins to buy the "new" level 70 T1 gear. then you're supposed to move on to the ilvl 2000 dungeons. these right now are simply impossible, without the aforementioned unmentionable methods... anyway THEN you get the new T2 gear, and THEN you're supposed to be able to do the old campaigns... at least that's as much as we're able to decipher, there isn't a clear direction... we don't really know what the devs were thinking... if they even had a plan at all... "I don't see... any method ...at all sir"
  • bmcd73bmcd73 Member Posts: 106 Arc User
    edited April 2015
    Well...at least I feel less like an idiot. The game to 60 is still pretty fun/solid. Post 60 is where it gets dicey.

    Has anyone acknowledged these problems/short falls? I haven't seen a news article/post about it but I admit, I do not spend too much time on the forums.

    Thanks for your reply.
  • rollingonitrollingonit Member Posts: 1,322 Arc User
    edited April 2015
    Im not a lawyer. But the one thing I do know, is you never admit to anything negative.

    Edit: Unless you happen to find yourself in this unfortunate position. Innocent Prisoner's Dilemma
    We can pretend.
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  • d4rthd00fusd4rthd00fus Member Posts: 453 Arc User
    edited April 2015
    Just got my paladin to 60 and am at a loss what to do with it. It has no glory for the PVP gear, no linus for eternal gear, the AH is devoid of anything useful for it. There seems to be no sense in trying to get any T2 or L60 crafted gear for it as that will become useless at 70. I guess I'll just get it to 70 running the old content and ToD tasks and wait for Cryptic to show us what a new toon is supposed to do in this brave new world they have created.
  • bmcd73bmcd73 Member Posts: 106 Arc User
    edited April 2015
    Im not a lawyer. But the one thing I do know, is you never admit to anything negative.

    Edit: Unless you happen to find yourself in this unfortunate position. Innocent Prisoner's Dilemma

    Well...with STO, they released overly difficult content much like this. Everyone complained that it was impossible...although it was MUCH easier than this stuff in NWO. They said they were working on getting the right balance and rather have it too hard and scale it back than the other way around which is what they ended up doing.

    I guess I was just looking for something from the Devs saying something to that effect. Have they said anything about this at all? Happy or no?
  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    edited April 2015
    bmcd73 wrote: »
    I guess I was just looking for something from the Devs saying something to that effect. Have they said anything about this at all? Happy or no?

    There has been no mention of anything changing. IDK what to even consider.

    I have been doing the dragons, dailies and playing in PvP. Since only bout 10 of my guildies have hit 70... I will end up helping their alts get to 70... and they will help mine.
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  • bmcd73bmcd73 Member Posts: 106 Arc User
    edited April 2015
    drkbodhi wrote: »
    There has been no mention of anything changing. IDK what to even consider.

    I have been doing the dragons, dailies and playing in PvP. Since only bout 10 of my guildies have hit 70... I will end up helping their alts get to 70... and they will help mine.

    It's strange though right? What is going on in game I mean. It just feels "off". I'm glad I'm not the only one that feels this way.
  • faltiigrimfaltiigrim Member Posts: 39 Arc User
    edited April 2015
    walk2k wrote: »
    you're not missing anything, mod6 was rushed and quite frankly, not very well thought out. at least, not the endgame 70+ content (or lack of).

    the old level 60 campaigns give the same old level 60 rewards - check.
    endgame difficulty way out of whack across the board - check.
    the paladin in particular has many *gaps* in it's content.

    at level 70 they expect you to cobble together a set of level 70 blue gear that you got while levelling and/or bought from the AH, then hit up the ilvl 1600 dungeons. with some luck they are doable. of course most people use methods which are unmentionable here to rush thru them... anyway you're supposed to run these about 60-80 times to get enough coins to buy the "new" level 70 T1 gear. then you're supposed to move on to the ilvl 2000 dungeons. these right now are simply impossible, without the aforementioned unmentionable methods... anyway THEN you get the new T2 gear, and THEN you're supposed to be able to do the old campaigns... at least that's as much as we're able to decipher, there isn't a clear direction... we don't really know what the devs were thinking... if they even had a plan at all... "I don't see... any method ...at all sir"

    Campaigns are doable at level 70 with the blue gear you get while levelling and greens. Before then though, not so much unless you got friends carrying you along. Well of Dragons is kind of out of whack though; I just avoid it now except for the odd dragon run because it sucks terrible. Icewind Dale was also pretty much impossible until I hit 2k item level; then it got manageable though it is pretty much a ghost town. Lots of folks in Caer Konig; not so much actually out adventuring. Sharandar and Dread Ring are not too bad, though for some ungodly reason the Dread Ring lair rewards got nerfed. Not sure why they didn't just update the Thayan/Illyanbruen gear to level 70 blue and use that as an option for a starter dungeon set, like a tier 0.5, AND give people a reason to run those for something other than grinding boons.

    T1 gear drops from bosses and the dungeon end chest - chest/head/neck/boots from Malabog, Valindra and Lostmauth; belt/rings/neck from the Tuern/Kessel skirmishes. So you don't have to grind all those seals; a handful of successful runs and you will have a T1 set. Mine came together in around an hour last Saturday morning, though I had a bit of luck zoning into a Valindra where the boss was almost dead, someone must have DC'd or ragequit or something and I reaped the benefits. Did Lostmauth, got arms as a boss drop and chest from the end chest; walked into Valindra, got helm; bought boots with seals I had from those runs and a few Kessell runs. Bang, T1 done.

    There was all of one quest reward from all of the vigilance tasks for the paladin that wasn't useable by the class - the shirt at the end of the Drowned Shore. It is an obvious oversight; the rest of the stuff you get is pretty good.

    So yes, the dungeons are pretty tough and unforgiving, and almost everything will one shot you. One mistake getting out of the red on anything and you are dead; I am sure that can't be intended but that is what it is right now. If my gimp self got through it, anyone can.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited April 2015
    They should add level 70 versions of the epic armor and weapons that used to come from the Dread Ring and Sharandar lairs - you can't even get the old Thayan Zealot stuff anymore. They should also drop the enemies in the campaigns down to level 70. I ended up grabbing one of the blue weapons from the Vault of Piety... they're actually quite good now.
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  • bmcd73bmcd73 Member Posts: 106 Arc User
    edited April 2015
    faltiigrim wrote: »
    T1 gear drops from bosses and the dungeon end chest - chest/head/neck/boots from Malabog, Valindra and Lostmauth; belt/rings/neck from the Tuern/Kessel skirmishes. So you don't have to grind all those seals; a handful of successful runs and you will have a T1 set. Mine came together in around an hour last Saturday morning, though I had a bit of luck zoning into a Valindra where the boss was almost dead, someone must have DC'd or ragequit or something and I reaped the benefits. Did Lostmauth, got arms as a boss drop and chest from the end chest; walked into Valindra, got helm; bought boots with seals I had from those runs and a few Kessell runs. Bang, T1 done.

    My item level is 1606. Is that really enough to start the upper end dungeons? The 50-70 dungeons are so easy I don't even need to play as a healer. Does is just scale way out of whack at 70? I'm hesitant to jump because I don't want to feel like a nub.
  • bmcd73bmcd73 Member Posts: 106 Arc User
    edited April 2015
    bmcd73 wrote: »
    My item level is 1606. Is that really enough to start the upper end dungeons? The 50-70 dungeons are so easy I don't even need to play as a healer. Does is just scale way out of whack at 70? I'm hesitant to jump because I don't want to feel like a nub.

    I just tried 2 of the 1600 dungeons. I get one shotted constantly. I have all my survivability skills loaded. Basically wasted an hour worth of time and about 20 health kits with zero rewards. There has to be something to fill in that gap. As a full plate, shield using OP, one-shot death? I am a nub at the end dungeons but the concept is the same, stay out of the red. But when the trash can one shot you with a standard hit, something is totally out of whack.
  • kemi1984kemi1984 Member Posts: 849 Arc User
    edited April 2015
    We're all with you man. I myself was off the game for a whole year.
    Cam back a day before Mod6 launched. I was lucky to have a friend saying to not touch the new areas (I mean new for me IWD and WOD) after the launch. I tried anyway...OHK by a random mob.

    Played a bit, got to lvl 70, got some new gear and managed to get to something around 90k HP as a GF.
    What is quite silly is that whoever I ask about what the hell is going on with these one shoting mobs, they say "get used to it". When I was doing Kessels or any T1's I'm being constantly killed so was my guildies lol...it's is a bit hilarious and quite embarassing as a "tanky" GF.
    Sad true is no matter what you'll do - you will get killed by a random mob. Catch yourself of guard for a split second? BOOM your dead!

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  • jim9311jim9311 Member, NW M9 Playtest Posts: 60 Arc User
    edited May 2015
    Where do I find the vigilance tasks? I have gone to drown shore and did them that are assigned me and it still says 0/16 complete. I have done several there. Same with Reclamation Rock and Spinward. I am doing the missions assigned and turning in but still showing 0/16 completed. Any advice. What am I missing.
  • mifiisumifiisu Member Posts: 205 Arc User
    edited May 2015
    jim9311 wrote: »
    Where do I find the vigilance tasks? I have gone to drown shore and did them that are assigned me and it still says 0/16 complete. I have done several there. Same with Reclamation Rock and Spinward. I am doing the missions assigned and turning in but still showing 0/16 completed. Any advice. What am I missing.

    You need to read what your quest page says, i.e. where you're meant to be doing the quests - the first 16 quests have to be taken and handed in to the NPC's right in front of the Drowned Shore gate. If you've got to do them in the first area, then yes, trying to get quests from the third area or another map won't count
  • andorrabellandorrabell Member, NW M9 Playtest Posts: 437 Arc User
    edited May 2015
    They have at least acknowledged these issues need to be looked at here:
    http://www.arcgames.com/en/games/neverwinter/news/detail/9213383-neverwinter%3A-looking-into-elemental-evil

    Now.. if we see some of that in the next patch, please...
  • zoiks100zoiks100 Member Posts: 355 Arc User
    edited May 2015
    jim9311 wrote: »
    Where do I find the vigilance tasks? I have gone to drown shore and did them that are assigned me and it still says 0/16 complete. I have done several there. Same with Reclamation Rock and Spinward. I am doing the missions assigned and turning in but still showing 0/16 completed. Any advice. What am I missing.

    This right here is what blew my mind when I started doing the new "content". Each of the "new" zones is apparently broken up into separate quest areas, but there's only one hub. And at the hub the quest-givers hand out quests for all the areas, regardless of what area you're supposed to be working on.

    With no rhyme or reason, such as NPCs A, B, and C give quests for area M, NPCs X, Y, and Z give quests for area N...nope. Or gating the quests so that NPCs only hand out quests that are relevant to which vigilance task the players are running, can't have that. Or god forbid they created separate quest hubs, that's just crazy talk.

    So with mod 6's heavy use of recycling, removal of content, lack of replay-ability, and bugginess that sets new Cryptic standards, not only is this quite possibly the laziest, worst designed, and dullest "content" I've ever seen, but you also have to remember what the name of the area you're working on in your vigilance task quest is and note which area is mentioned by the quest giver in a quest's info before accepting it, because you can apparently only accept so many of them at a time....Why? Who the hell knows.

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  • neomonk21neomonk21 Member Posts: 3 Arc User
    edited May 2015
    I'm glad I'm not the only one that was struggling with this. I only started playing this game 2-3 weeks before Mod6 hit. The game made a lot of sense and I was really, really enjoying it. Heck, I spent probably $120 on the game so far because I was enjoying myself so much.

    Then Mod6 hit and I was confused. I was able to take advantage of the double XP to get to 70 without doing too much of the new content. My friend carried me through doing the Fiery Ring. Now I have no idea what to do. I log in, Invoke, do my Professions, do they Tyranny of Dragon dailies and then usually log off because I'm frustrated. I'll sometimes try to level my 67 DC in the new content but I get my butt kicked repeatedly so I log out.

    I guess right now the only thing I can do is level up alts?
  • dragoness10dragoness10 Member, NW M9 Playtest Posts: 780 Arc User
    edited May 2015
    Again, this is an MMO. The new content works best when you group with others.

    A simple way to remember what tasks to do where is check the "Counter Quest". This is the one that tells you how many out of 16 Vigilence Tasks you need done.

    It will say "complete vigilance tasks in ______". That ______ is the header to look for on the Vigilence tasks offered hourly. Doing any other tasks is optional, but won't give you progress.

    EXAMPLE:
    Let's say you are in Spinward Rise.
    The "counter" says "complete vigilance tasks in Thunderhead Reach".
    Go to the NPCs for tasks, and find the ones that say "Thunderhead Reach: ________".
    Do those tasks, and do not pick up the ones that say "Avia Landing: ________".

    There are optional "slayer quests" you can pick up with the Vigilence Tasks such as "Kill X number of Y monster", but are optional as well.

    If you set out to do 4 Vigilence tasks a Day you can get through the new content in a reasonable time. If you can go faster that's just a bonus.
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  • zoiks100zoiks100 Member Posts: 355 Arc User
    edited May 2015
    Again, this is an MMO. The new content works best when you group with others.

    I don't see how grouping would make this content better. Easier? Sure. Better? No, if anything it would make it more complicated as you'd have to make sure everyone grabbed the exact same quests, because of the wacky quest taking limits. And while I haven't checked to see yet, I'm betting some of the clickables quests have grouping issues since every mod there's been a few that did.
    <snip>
    If you set out to do 4 Vigilence tasks a Day you can get through the new content in a reasonable time. If you can go faster that's just a bonus.

    I have a hard time believing that you feel that way, even though you wrote it there. That would be FORTY-EIGHT total days, TWELVE days spent in each of the four zones doing the same 6 or so quests in each of three areas, with ALL of the quests being effectively a variant of maybe 4 quest types. No real story or anything to the quests, the only "story" is what you get when you first start a new zone and then when you finish a zone and go to the tree. No interesting mechanics, the height of interesting mechanics in these quests for me was the jumping ones...yeah, jumping....whee. And with most everything being heavily recycled from previous content.

    The only bonus to this mod's content is the fact that there's no good reason to do any of it more than once, unless you're a <font color="orange">HAMSTER</font>. Seriously, people, do the first couple quests to get your fill of Minsc, maybe wander around each of the new zones just to see them, then buy the weapon artifact from the ToD campaign. The cost in AD is high, but the savings in sanity is even higher.
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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited May 2015
    zoiks100 wrote: »
    I don't see how grouping would make this content better. Easier? Sure. Better? No, if anything it would make it more complicated as you'd have to make sure everyone grabbed the exact same quests, because of the wacky quest taking limits. And while I haven't checked to see yet, I'm betting some of the clickables quests have grouping issues since every mod there's been a few that did.



    I have a hard time believing that you feel that way, even though you wrote it there. That would be FORTY-EIGHT total days, TWELVE days spent in each of the four zones doing the same 6 or so quests in each of three areas, with ALL of the quests being effectively a variant of maybe 4 quest types. No real story or anything to the quests, the only "story" is what you get when you first start a new zone and then when you finish a zone and go to the tree. No interesting mechanics, the height of interesting mechanics in these quests for me was the jumping ones...yeah, jumping....whee. And with most everything being heavily recycled from previous content.

    The only bonus to this mod's content is the fact that there's no good reason to do any of it more than once, unless you're a <font color="orange">HAMSTER</font>. Seriously, people, do the first couple quests to get your fill of Minsc, maybe wander around each of the new zones just to see them, then buy the weapon artifact from the ToD campaign. The cost in AD is high, but the savings in sanity is even higher.

    Slot azure rank 6/7 in utility, once at 60 buy a set of green mod 5 artifact gear for 10k ad. Do all base game quests then hit drowned shore for 60-63. From there, skip to fiery pit 63-66 and from there go spinward 66-70. Took me 2 days to hit 70 after initial release of mod 6 and if you levelling from 1-70 it is actually even faster due to the xp rewards of older quests. Just make sure not to skip any. Yes, its boring, yes, its painful, but the game only starts at 70 so you might as well start now.
  • zoiks100zoiks100 Member Posts: 355 Arc User
    edited May 2015
    Sure it's fastest to level to 70 via the new zones. But if, as the poster I was replying to posed, the player is only running 4 or so quests per day I would say the ToD content is probably the best for them. It's easier (assuming they skip the instances), faster, less confusing, and more rewarding than the mod 6 content. And if the player wants a challenge any of the older level 60 content is superior to mod 6, in my opinion.
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