We have posted an update regarding Neverwinter: Elemental Evil, and how our team is gathering, assessing and taking action on community feedback. The full blog can be
read here.
Please feel free to continue feedback for Neverwinter: Elemental Evil here. We will update the community as we make changes to the game.
Communications Manager - Perfect World Entertainment
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Tested on today patched preview, CW Skills Entangling Force and Icy Terrain keep bugged on Rang4. Or its just a Bugreport..i dont know how often it must be reported....
PS Heroic encounters seem like perfect "farm spots" for refining points items
PPS humble wish: would it be possible to change weapon/armor enchantments upgrading on lower levels to the same way they work on higher levels (where you no longer need another of the same kind)
I'll write up my diatribe on mod6 tomorrow. ;D
New muppet tv show aimed at adults btw.
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
All my accounts are going 70. Finally a good thing for once...
Each of these is a mere page and a half of concise solutions to hopefully bring new life to the foundry and improve the longevity, interest, and profitability in Neverwinter as a whole.
Completely Preventing Foundry Exploitation Implementation
Foundry Zen Store Incentives
...and bugs/requests that have gathered since beta:
Current Verified Foundry UGC Related Bugs
Foundry Requests and Suggestions
Encounter Matrix | Advanced Foundry Topics
Some Rank 4 powers are still bugged
Lag and rubber banding are very bad in Spinward Rise and T1 dungeons.
Difficulty of some mobs, while leveling from 60-70, should be toned down some
Beware.
There are multiple feedback threads all over the place (including a very long one that's over 30 pages). Please make sure to read everything to get an accurate picture of mod 6 in the players' eyes.
Special note to Eldarth: load up your post with as much Foundry feedback as you can! It might be now or never.
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
It's kinda annoying.
He doesn't even mention the refining system in his post C_C.
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its the level 'adjusting' in the NEW content that really got me ding 70 and go to the firey pit and get deleveled ? WTF were you thinging wasted code time there
you could have been comeing up with NEW MAPS / QUESTS or just content in general
there SHOULD be an entire realm out there to explore and what do we get? keep on the borderlands repopulated with what? in some cases the SAME MOBS.
come on now my FIRST DM did that <font color="orange">HAMSTER</font> and he was learning just like me at the time.
No logical progression means no more wasted time playing this game. Thank you for shattering my enjoyment of your game, now will actually be able to get things done in real life instead of logging in to milk AD and grind XP.
Good luck and god's speed cause you're gonna need both.
I have T3 black ice armor and do reasonably well in the first two campaigns, but IWD and WoD are very difficult without dying many times. If I upgrade any armor to the new black ice sets, I mainly see a significant increase in HP but not much else in the way of useful stats. I could only imagine the frustration new or under geared players face for gearing up without having to be carried through the end tier dungeons. I can understand that dungeons should be hard, but leveling areas and dailies should be solo friendly along with something to work for (similar to the pre mod 6 play style). To date it is not in the 60-70 tier. Why? What happened?
At any rate, I have supported this game since beta monetarily and play wise. I have to ask, where is the beef in the latest mod? Even after a delay of several weeks, it still seems half rushed and numbers based on some Excel spreadsheet for balance. From a business process standpoint, there is a lot of work to be done both game balance wise and from what your future expectations are looking forward with the game. I am not sure what happened with the layoffs and the current team that appears to have new folks involved, but something really went wrong during the development process recently. Perhaps in retrospect, the mod should have been cancelled until everything was finally worked out.
In closing, you won't get far with the cash shop if people are frustrated with playing the game and leave. Please don't let yet another good MMO go down the tubes. At this time, this is what will occur is something doesn't change sooner rather than later. I'm not sure what has to be investigated, but time is of the essence. The essence of evil will not work in your favor for long!
Agreed! Setting expectations in the game only to have the bar raised from 1 to 10 at level 60 is not a good way to manage an MMO. It's never good to set expectations that the game is easy the put a barrier in the way down the road (i.e level 60-70). It will just cause people to stop playing prematurely and leave.
Logically, it may be to help players catch up with the curve and ease the grind a little while the team hammers out some farther-reaching changes.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
I'm really struggling to understand how this could be expected to build confidence in the new lead and the team that is assessing and taking action on community feedback.
Maybe this needed to be done at some point (but prioritized into this week's patch, really?), and yes, I realize the double xp week will be nice. But in the context of listening and reacting quickly? Nope, this is alien to that universe.
To the players : Not everything is "the Devs' fault". I am a wee bit sick of hearing that especially as a former volunteer dev for Neverwinter Classic. These guys get harsher dealines, and pressure to "save money by saving time". They have bosses to answer to as they are paid by them.
To the Devs (and your bosses) -
Whilst recycling areas to save time for a new module release is understood (and the "bottom line" on money) please be mindful of old areas previously used in Event Skirmishes now being partly recycled into "new areas". I've noticed several parts used once more in very well disguised manners.
Monsters, dungeons, skirmishes, and previously lvl 60 areas ARE a bit too difficult for the Free to Play people that consistently come in. You do want a challenge for somebody whom paid massive amounts of money to SOMEHOW be all Mythic Artis and Rank 12 enchants within 2 days of module 6 release, but it shouldn't be made extra hard for newbies just reaching via good old follow quest and use found loot methods. ( I include those sensible enough to use the resources of the Auction House.)
If you're going to have Pay for Play Packs maybe have them include a special key that unlocks MYTHIC HARD areas for them instantly, whislt also offering it to Free to Play people via say Rank 25 professions, Campaign items, and in game Zen purchase of just the key. Same rewards as the Epic areas, just more challenge.
The lack of blue loot needs addressed in a way that listens to the "please don't let rank 59 blue drop in lvl 60-70 areas", but doesn't make it completely meaningless in non-Epic dungeons. There's probably a loot table line to twiddle there.
Castle Never flat out needs to be a shorter dungeon run. I appreciate how pretty it is, but it's too much of a grind ever since it came out. On average it takes 1 1/2 hrs to MAYBE finish.
Malabog's Castle is laggy due to it's size, and most notably at the start of it with the open area and towers to explode. Remove some FX, and have going through the gate after blowing up the towers be another area?
I'm trying to remember everything brought up in GuildIP chatter. Bear with me.
A small chance for Rank 6's in end Epic chests?
A Ward that can convert a 1% chance into an 80% chance for upgrades so it's between a Preservation, and a Coalescent ward?
A Lockbox Reward Event limted time skirmish? (Includes lockbox items past and present. No lockbox needed. Moderate random chance for ANYTHING.)
Check all the Paladin rewards are Paladin specific. (I know Paladins will take a bit of work still overall.)
A mailbox in Well of Dragons please?
The ability to make certain SINGLE dyes in Professions?
The rare treasure in lvl 4+ dungeons in Sword Coast Adventures to drop a Professions Asset from a treasure chest? (It'd be very attractive loot even if it's Uncommon Green items like a Leatherworker, or Anvil.)
I'm sure there's more, but that's long enough of a list.
"Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."
"Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
That being said, if this stuff is planned down the line, I'm cautiously optimistic here. I want this game to do well, and acknowledging that the launch was filled with mistakes is the first step to fixing said mistakes.
It feels strange writing this, but I can't bring myself to become bothered by it (and I know, it's a nerf). Everything in WoD is so over-the-top difficult for my poor archer that I can't do any of them anyway. Going there is like trying to traverse the FRG-GDR DMZ -- suicidal.
My HR has an iLvl of 3205. That's how over-the-top the difficulty is.
As for the double-XP event, I'm on the fence as to what I want to do there. I have 5 alts parked at 60 and one parked at 49. When the multiple survivability nerfs and amped-up enemies went live with mod 6, I deliberately parked them to save my sanity. None of them have the gear that my HR has, and if Thia can't survive then neither can they. I'm not sure if I want to put myself through grinding one of them up to 70 -- even with the XP boost -- as in the end I'll wind up having to park them anyway. I suppose a marginal benefit would be that I could resume invoking and doing leadership tasks on an alt without worry of pushing them past level 60. Honestly, though, leveling an alt to 70 would be the lowest of my priorities at present. The option is nice, at least.
Player survivability. I can't stress enough the criticality that I place on that issue above all others that have arisen since April 7. That's what is missing in Mod 6 and what I'm looking for going forward.
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
Let's hope this mess get's fixed sooner rather than later. BTW the link in your signature for Constructive Feedback Tips does not exist
Fixed the link.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
1. Add level 70 versions of the Dread Ring and Sharandar lairs to said lairs and/or to the campaign currency vendors.
2. Just make the enemies in the campaign zones level 70. Campaigns comprise the "dailies" that people run, (often solo). You aren't going to get people to team by making these areas so difficult. All you are going to accomplish is pushing people out of the game.
3. Restore all dungeons - make the non-revamped ones just have level 70 enemies, and notate them with an advisement that all dungeons will be reviewed and adjusted at a later date.
4. Make it clearer that the "complete 16 vigilance quests" mission is needed to progress in the Elemental Evil zone/storyline.
5. Review enemy abilities in light of the increased difficulty - Those Powries, which were annoying due to their AP sapping ability, are now a huge pain in the butt because you simply cannot kill them fast enough. Minions in general should not pose that kind of threat to a seasoned adventurer.
6. Be more forthcoming with the updates - even if a dev bumps the existing thread to say "we're still working on things", at least it's something. Silence leads to murmurs, and murmurs lead to theorycrafting...
7. Put your money where your mouth is - show us how fresh 70's, with only green gear, can take on a T1 or T2 dungeon, (and just brute forcing it while going through a stack of injury kits doesn't count).
8. I appreciate that the campaign progression for Sharandar was reworked, but its gear store still has level 60 items. Make all campaign rewards more worthwhile.
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