...oh well. Start the route to 70 and see if you like that, huh?
Don't expect any kind of story, though... :^/
It's playable for most classes, the after-patch debris is coarser and more than usual, and heck, they're working on it, at least they tell us they'd be...
It seems though most of what I'm reading is kind of depressing and not so sure its worth it.
The game, even though mod 6 brought some new inconveniences and brought back early mods challenge, is in MUCH better state than the forum whine would suggest. Especially if you were around 2013/early 2014 here, the difficulty difference after undestroyable mod 5 toons wont hit you. Its just that most people that enjoy changes play the game instead of lurking on forum, so only those who arent happy and want changes remained :P
The game, even though mod 6 brought some new inconveniences and brought back early mods challenge, is in MUCH better state than the forum whine would suggest. Especially if you were around 2013/early 2014 here, the difficulty difference after undestroyable mod 5 toons wont hit you. Its just that most people that enjoy changes play the game instead of lurking on forum, so only those who arent happy and want changes remained :P
The new module was only a progress reset without new content.
Edit: And i forgot they managed to make it slower to gain progress in the game. Like the rework of the invoking system, dragon hoard enchantments, leadership tasks increased in time, etc.
Platypus wielding a giant hammer, your argument is invalild!
If you are returning you form 2013 you must expect.
-4 endless campaings, that only consist on doing dailys for 1 moth ( some much more)... in 4 diferent maps. Yea you need to do this because they invented a new thing called "boom" that give you nice stats and everybody have, so they are mandatory and BORING TO DEATH
-Same old pvp map, AND another new one, consisting in EXACTLY THE SAME than domination, but with 5 more nodes and 10 players per team. PvP only grants 4 armor pieces, rest is pve, so yea basically you are forced to do pve.
-Bugs in classes, heroic encounters, booms, dungeons, companions... bugs in every aspect of the game.
- Now you dont get an armor piece and thats all, no, that was pretty easy and no money grabbing, they invented the INCREDIBLE ARTIFACS, ARTIFAC WEAPONS (main hand and off hand) AND ARTIFACT GEAR. What is this? now is pretty easy to get your gear, they even present it to you when you max level, or when you end all quests from a zone...but, haha, they give you green gear that will be BiS when is legendary or mytic... this means you have to spend years farming a new thing called refinement, what is the only way to upgrade your gear now... the diference between same gear piece from green to mityc is absolutly huge. So basically you will spend you whole game time farming refinement or farming astral diamond to buy refinement... thats what 90% of players do all day.
- Farming is much harder than before, almost everything in dungeons is binded, you cant sell pvp gear anymore ( yeah, faming 24000 glory is way too easy), you basically get money from leadership ( this means you need a lot of alters using it) or if you play a lot and are really lucky and get some of that stuff that is not "binded when pick up" yet. Remember last point? yea, you need lots of farming, but is harder than ever... doesnt it sound great?
- population has dropped to 1/2 or even less than 2013.
- Now you dont tank, you dance with enemies, if they hit you, you willl probably die instantly.
- asking for something better? nothing, nothing has turned better from 2013.
Dont return to this game, is not fun, is time/money consuming, end game is little and not polished, pvp is tiny and a joke, skill doesnt matter in this game, just gear... it really doesnt worth the time.
There are many other options in the market that will satisfy you much more, will be much cheaper and less time consuming and of course much more fun.
The new mod is great and challenging the only thing that <font color="orange">HAMSTER</font> me off is the bugs and bug abuser and i hope dev's can fix it really fast before mod 7
forums arent the best place to ask atm, they are overrun by a horde of butthurt kids, who wrongly assumed that the game is so easy because they are good, and mod6 made them face the cold, hard reality
if u played at launch/mod1 it shouldnt be much more difficult, there are some stupid ideas(like artifact equipment) in game, but getting them to decent level isnt that hard if you only use weapon and offhand. there are still bugs around, so thats business as usual, tanks and healers are finally useful
The new mod is great and challenging the only thing that <font color="orange">HAMSTER</font> me off is the bugs and bug abuser and i hope dev's can fix it really fast before mod 7
Name it please.
Platypus wielding a giant hammer, your argument is invalild!
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clericalistMember, NW M9 PlaytestPosts: 595Arc User
edited May 2015
Pros
- D&D universe
- Free to play
- Lots of classes and races to pick from
- Lots of interesting mounts and companions to pick from
Cons
- Lower quality software than most other games I have played, this quality issue is not just in the technical glitches and the lag, it also is present in the numerous poor design decisions that this game is full of.
- Cheap mobs and bosses, unless you consider making everything one shot killers "challenging", don't expect to find challenging fights here. When the vast majority of parties are using exploits to beat the boss that is surely a sign of something wrong here.
- A fairly restricted number of options that each class can play as, sure you can pick any path and encounter you want, but then expect to be kicked from parties and to die a lot from all the one shotters in this game.
- Similarly, a very restricted number of artifacts to play with, if I had to guess, over 50% of the players are using the cleric artifact, that is because this is the uber artifact. In this case Cryptic shot themselves in the foot, they will keep releasing new artifacts without realizing that most of the special powers of these artifacts are basically useless compared to the cleric artifact. The same goes for other equipment, no real diversity of choice, most use the soulforged because everything else is <font color="orange">HAMSTER</font>.
- Completely unbalanced classes, be willing to tolerate the fact that if you picked the wrong class that you will be a second class citizen. Also expect to go from the uber class to the laughing stock class from one mod to the next (except for the certain class that will go unnamed that they alway keep as the uber class).
- Less dungeons to play than when you last played.
- Pay (a lot) to win, I am not againt the freemium business model, but if you think that buying a few zen will give you boost in this game - forget about it. You will need to spend thousands of US dollars to get any noticeable difference. You think paying $100 for that special Neverwinter pack is going help you - forget about it, rather save that money and you can buy two AAA games with that.
Mod 6 was truly an awful release, I am going to see what happens in mod 7, if I don't see any real improvements then I will leave.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
- Cheap mobs and bosses, unless you consider making everything one shot killers "challenging", don't expect to find challenging fights here. When the vast majority of parties are using exploits to beat the boss that is surely a sign of something wrong here.
I couldn't agree LESS with this statement. The dungeons right now are pretty well tuned. They're meant for 5-hero parties, and you have to play as a party to win.
The problem people are facing is that Module 5 gave us such easy, face-roll content, people could practically solo dungeons (and some actually could). There was no challenge. So there was no need think, use strategy or even learn how to play your class. Hit buttons, get loot.
Module 6 changes all that, and it's incredibly refreshing. My community is being challenged by dungeons now, and I'm having more fun in Module 6 that I've had in a very, very long time in Neverwinter. We have all the T1 dungeons on farm. The first week, we were shocked at how "hard" the new dungeons were, but now VT, MC and LOL are pretty easy to one-shot. We had a lot of success this last week in ToS, and now that's pretty easy to finish consistently, and we took down CC and GWD for the first few times over the weekend. And now that we're working on the strategies and class roles, they aren't nearly as daunting as they once seemed.
The first time seeing the boss fight in GWD, you think it's impossible. Last night, we took two guildies into GWD for the first time (three of us had finished it before), and we cleared everything easily, with only one wipe on the boss, which was a nice "Oh, now I get it" for the new people.
And all of it is without any cheating or exploiting. And most of the team is sub 3k GS, with a couple of us running totally fresh toons.
So I guess it's all about perspective. If you enjoy being challenged again by your games, Module 6 is a big step in the right direction. Caveat: There's still a lot of work to be done. But the direction set is the right one.
If you just want a Monty Hall loot simulator where everything is easy and it's virtually impossible to fail, Neverwinter isn't there anymore.
forums arent the best place to ask atm, they are overrun by a horde of butthurt kids, who wrongly assumed that the game is so easy because they are good, and mod6 made them face the cold, hard reality
if u [sic] played at launch/mod1 it shouldnt be much more difficult, there are some stupid ideas(like artifact equipment) in game, but getting them to decent level isnt that hard if you only use weapon and offhand. there are still bugs around, so thats business as usual, tanks and healers are finally useful
^This. It's called truth, especially the first sentence.
Here's the thing: it's a free-to-play game. it doesn't cost anything to download and play. But you already knew that. So why are you wasting time and patience by asking on the forums whether it's worth coming back or not? Just download the thing and start playing it.
Because the worth of the game is something only you can decide for yourself. Unless you're too foolish to allow others' opinions to override your own, of course.
I couldn't agree LESS with this statement. The dungeons right now are pretty well tuned. They're meant for 5-hero parties, and you have to play as a party to win.
The problem people are facing is that Module 5 gave us such easy, face-roll content, people could practically solo dungeons (and some actually could). There was no challenge. So there was no need think, use strategy or even learn how to play your class. Hit buttons, get loot.
Module 6 changes all that, and it's incredibly refreshing. My community is being challenged by dungeons now, and I'm having more fun in Module 6 that I've had in a very, very long time in Neverwinter. We have all the T1 dungeons on farm. The first week, we were shocked at how "hard" the new dungeons were, but now VT, MC and LOL are pretty easy to one-shot. We had a lot of success this last week in ToS, and now that's pretty easy to finish consistently, and we took down CC and GWD for the first few times over the weekend. And now that we're working on the strategies and class roles, they aren't nearly as daunting as they once seemed.
The first time seeing the boss fight in GWD, you think it's impossible. Last night, we took two guildies into GWD for the first time (three of us had finished it before), and we cleared everything easily, with only one wipe on the boss, which was a nice "Oh, now I get it" for the new people.
And all of it is without any cheating or exploiting. And most of the team is sub 3k GS, with a couple of us running totally fresh toons.
So I guess it's all about perspective. If you enjoy being challenged again by your games, Module 6 is a big step in the right direction. Caveat: There's still a lot of work to be done. But the direction set is the right one.
If you just want a Monty Hall loot simulator where everything is easy and it's virtually impossible to fail, Neverwinter isn't there anymore.
^This. It's called truth, especially the first sentence.
Here's the thing: it's a free-to-play game. it doesn't cost anything to download and play. But you already knew that. So why are you wasting time and patience by asking on the forums whether it's worth coming back or not? Just download the thing and start playing it.
Because the worth of the game is something only you can decide for yourself. Unless you're too foolish to allow others' opinions to override your own, of course.
^These two responses are really all you need to read.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
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clericalistMember, NW M9 PlaytestPosts: 595Arc User
I couldn't agree LESS with this statement. The dungeons right now are pretty well tuned. They're meant for 5-hero parties, and you have to play as a party to win.
The problem people are facing is that Module 5 gave us such easy, face-roll content, people could practically solo dungeons (and some actually could). There was no challenge. So there was no need think, use strategy or even learn how to play your class. Hit buttons, get loot.
Module 6 changes all that, and it's incredibly refreshing. My community is being challenged by dungeons now, and I'm having more fun in Module 6 that I've had in a very, very long time in Neverwinter. We have all the T1 dungeons on farm. The first week, we were shocked at how "hard" the new dungeons were, but now VT, MC and LOL are pretty easy to one-shot. We had a lot of success this last week in ToS, and now that's pretty easy to finish consistently, and we took down CC and GWD for the first few times over the weekend. And now that we're working on the strategies and class roles, they aren't nearly as daunting as they once seemed.
The first time seeing the boss fight in GWD, you think it's impossible. Last night, we took two guildies into GWD for the first time (three of us had finished it before), and we cleared everything easily, with only one wipe on the boss, which was a nice "Oh, now I get it" for the new people.
And all of it is without any cheating or exploiting. And most of the team is sub 3k GS, with a couple of us running totally fresh toons.
So I guess it's all about perspective. If you enjoy being challenged again by your games, Module 6 is a big step in the right direction. Caveat: There's still a lot of work to be done. But the direction set is the right one.
If you just want a Monty Hall loot simulator where everything is easy and it's virtually impossible to fail, Neverwinter isn't there anymore.
Its like I said, the vast majority of parties are using exploits to finish the epics, that is also why you will find cragmire crypts so popular. Also note, I did not say "impossible", they are not challenging - they are simply boring and stupid. Making everything one shot wonders is not challenging its a lazy way to make things harder.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Making everything one shot wonders is not challenging its a lazy way to make things harder.
A lot of the "one shots" are completely avoidable. Other than that, it takes teamwork to keep people alive. You need good healing, tanking and buffing. Tackling each group of mobs takes thought, and it's important to coordinate your pulls now.
If you try to be a "Mod 5 Rambo", you're going to spend a lot of time on the floor.
But I understand where you're coming from. It's far easier to complain that the content is broken on the forums, then to introspectively assess the need to adjust to the new game mechanics.
"Meanwhile in the moderator's lounge..."
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clericalistMember, NW M9 PlaytestPosts: 595Arc User
A lot of the "one shots" are completely avoidable. Other than that, it takes teamwork to keep people alive. You need good healing, tanking and buffing. Tackling each group of mobs takes thought, and it's important to coordinate your pulls now.
If you try to be a "Mod 5 Rambo", you're going to spend a lot of time on the floor.
But I understand where you're coming from. It's far easier to complain that the content is broken on the forums, then to introspectively assess the need to adjust to the new game mechanics.
The content IS broken, I suppose for you its far easier to deny this and rather pretend that everyone else does not grasp the genius design of the Cryptic developers and we should just play around whatever broken design they unleash on the players. Lets be blunt about this, Mod 6 was an atrocity, if you are defending bad work (which is what you are doing here) then you will get more of it.
The content IS broken, I suppose for you its far easier to deny this and rather pretend that everyone else does not grasp the genius design of the Cryptic developers and we should just play around whatever broken design they unleash on the players. Lets be blunt about this, Mod 6 was an atrocity, if you are defending bad work (which is what you are doing here) then you will get more of it.
Some people just disagree with your assessment. Sure, there are some bugs that still need to be fixed, but I also enjoy the challenge on the Mod 6 content. It was hard to get used to at first, but I ended up re-assessing/changing my slotted powers a little and dodge a lot more than usual. And I definitely die a lot more than I used to. But this sure beats the cakewalk that existed in Mod 5. Most of the PvE content was very easy - little skill required.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
I couldn't agree LESS with this statement. The dungeons right now are pretty well tuned. They're meant for 5-hero parties, and you have to play as a party to win.
I think one problem is that being decently geared or having a party know their builds better helps a lot and affects their judgement of balance. The thing is there's a small room for error in a lot of cases. To explain myself further, take VT as an example. If you get to the last phase a good group will burst her down and ignore the coffers (or at least they used to, only tried once with a group that didn't manage it and the map was laggy as hell). Anyway the point is they miss out on the hardest part because it's over faster. Less geared characters have to actually deal with it more and that balance matters more. In the case of 1 shots, lesser groups are affected enormously and it's very punishing, while top groups aren't as punished.
Because the worth of the game is something only you can decide for yourself. Unless you're too foolish to allow others' opinions to override your own, of course.
While there's a part of it that's true, asking others what they think can still give insight. I mean it'd suck to waste a lot of time and face the harsh reality of things. For paid for games it helps to figure out if a game is worth avoiding or not, but that still helps in the f2p environment. That time could be spent on games you would actually enjoy or by being productive. It's mostly the new content that's of lower quality too rather than the old. Of course the forums are a little biased towards supporting the game as most of those who have had enough would've left.
The biggest flaw is that content is hugely avoidable and unrewarding that you can just skip it all. The difference between blue alliance gear and anything higher is extremely minimal. I thankfully managed to level myself up to level 70 on most of my characters, there's just no reason for me to actually play the content. It does beat having to play stuff you don't want to though.
if you are defending bad work (which is what you are doing here) then you will get more of it.
It's what I fear, and I REALLY hope it doesn't spread throughout the industry more. there's been a rise in lack of quality in some instances as of late. The more accepted it is, the more it will happen.
I think one problem is that being decently geared or having a party know their builds better helps a lot and affects their judgement of balance. The thing is there's a small room for error in a lot of cases. To explain myself further, take VT as an example. If you get to the last phase a good group will burst her down and ignore the coffers (or at least they used to, only tried once with a group that didn't manage it and the map was laggy as hell). Anyway the point is they miss out on the hardest part because it's over faster. Less geared characters have to actually deal with it more and that balance matters more. In the case of 1 shots, lesser groups are affected enormously and it's very punishing, while top groups aren't as punished.
Agreed - and this is what makes those less geared players gear-up. It doesn't take a lot to get well-geared. Once you hit level 70, you simply can buy the blue gear on the AH for very reasonable prices. You really only need r6-ish enchants.
The other part is learning strategies for handling bosses. Some of that can be found on these forums. Guilds, if you are a member, can also help you learn effective strategies.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
When more players are leaving then are joining with a new module, then there is something really wrong with that new module.
And about picking the right powers - that is a funny one, since there is a whole list of powers, they had to repair with the recent patch. Not to mention, they even managed to break some powers with the patch too, but we haven't heard anything back about that...
Or another point, why couldn't they offer normal and "epic" mode for every dungeon right from the start of module 6?
Some people just disagree with your assessment. Sure, there are some bugs that still need to be fixed, but I also enjoy the challenge on the Mod 6 content. It was hard to get used to at first, but I ended up re-assessing/changing my slotted powers a little and dodge a lot more than usual. And I definitely die a lot more than I used to. But this sure beats the cakewalk that existed in Mod 5. Most of the PvE content was very easy - little skill required.
majority people disagree with you. most people think mod 6 was a disaster zone chat and my poll does not lie.
When more players are leaving then are joining with a new module, then there is something really wrong with that new module.
And about picking the right powers - that is a funny one, since there is a whole list of powers, they had to repair with the recent patch. Not to mention, they even managed to break some powers with the patch too, but we haven't heard anything back about that...
I guess some of those players liked the easy pickings . . . challenge is hard for people, especially the current younger generation - I see that in my son a lot. I blame the school systems in the way that everyone gets rewarded for mediocrity - when I was young, you only got rewarded for excelling and got your rear-end whipped for messing up. . . .
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
I guess some of those players liked the easy pickings . . . challenge is hard for people, especially the current younger generation - I see that in my son a lot. I blame the school systems in the way that everyone gets rewarded for mediocrity - when I was young, you only got rewarded for excelling and got your rear-end whipped for messing up. . . .
I actually agree with that. A lot of people want things easy-mode and get things handed to them. I think its a problem along with self entitlement. However I will say that I think things are too ridiculous as it is now. If things were scaled up to similar levels or even a bit harder but they had a separate heroic version of the dungeons, people would have been a lot more supportive. However now that they've removed all of the old content, there's just too big of a gap between just reaching level 70 and starting to do grouped content. My biggest concern is the rewards though. You're mostly pushed towards doing dungeons just once a day and personally I'm skipping that because I just don't see the need and I don't really earn anything to make it worthwhile. Imo the pvp gear is much more worthwhile as not only are the stat totals similar, but they're now effective for both modes instead of just 1. I've always preferred pve but I just don't see the point when they've made it progressively more unfarmable each module.
I actually agree with that. A lot of people want things easy-mode and get things handed to them. I think its a problem along with self entitlement. However I will say that I think things are too ridiculous as it is now. If things were scaled up to similar levels or even a bit harder but they had a separate heroic version of the dungeons, people would have been a lot more supportive. However now that they've removed all of the old content, there's just too big of a gap between just reaching level 70 and starting to do grouped content. My biggest concern is the rewards though. You're mostly pushed towards doing dungeons just once a day and personally I'm skipping that because I just don't see the need and I don't really earn anything to make it worthwhile. Imo the pvp gear is much more worthwhile as not only are the stat totals similar, but they're now effective for both modes instead of just 1. I've always preferred pve but I just don't see the point when they've made it progressively more unfarmable each module.
watch in mod 7 there gonna take out the end dungeon chest also.
I would recommend steering clear until they fixed the existing content at least, perhaps when the next module comes out (if they do not screw it up again). They are still poor at communicating and are also experiencing issues with Skrill at moment where people are paying money, not getting zen, and support tell them to contact skrill...... Game is in a real depressing place at the moment which is a shame given it has such good promise. hopefully in the next few months they will sort it out and perhaps then may be a good time to look at it.
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clericalistMember, NW M9 PlaytestPosts: 595Arc User
I guess some of those players liked the easy pickings . . . challenge is hard for people, especially the current younger generation - I see that in my son a lot. I blame the school systems in the way that everyone gets rewarded for mediocrity - when I was young, you only got rewarded for excelling and got your rear-end whipped for messing up. . . .
Two things, this is a game not school. And you do not get rewarded for excelling in this game, the dungeon drops are a lottery system.
At start it feels great new powers new feets new class balance.Later everything fades because half of content gone to drain armors became simplier(dropped set bonuses)60+ after 3 mission with minsc is grinding with repeat quests.Epic dungeons/armor moved to lvl 70.
Everything seemes to become simplier yet harder.Simplier because less combination and harder because of monster damage and need of gear.Came back got lvl 61 on my tr and hr and im little sad about most of changes.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
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setimoseloMember, NW M9 PlaytestPosts: 109Arc User
edited May 2015
Neverwinter has alot going for it, the basics of the game are still top notch. It's the details that give pause to playing at the moment. I would wait until Mod7 or Mod8 and give the new dev team time to fix the problems created in Mod6 if I were you.
Comments
Don't expect any kind of story, though... :^/
It's playable for most classes, the after-patch debris is coarser and more than usual, and heck, they're working on it, at least they tell us they'd be...
The question is: What do you expect? What do you like on Neverwinter?
If you answer this i can give you a proper answer.
The game, even though mod 6 brought some new inconveniences and brought back early mods challenge, is in MUCH better state than the forum whine would suggest. Especially if you were around 2013/early 2014 here, the difficulty difference after undestroyable mod 5 toons wont hit you. Its just that most people that enjoy changes play the game instead of lurking on forum, so only those who arent happy and want changes remained :P
The new module was only a progress reset without new content.
Edit: And i forgot they managed to make it slower to gain progress in the game. Like the rework of the invoking system, dragon hoard enchantments, leadership tasks increased in time, etc.
-4 endless campaings, that only consist on doing dailys for 1 moth ( some much more)... in 4 diferent maps. Yea you need to do this because they invented a new thing called "boom" that give you nice stats and everybody have, so they are mandatory and BORING TO DEATH
-Same old pvp map, AND another new one, consisting in EXACTLY THE SAME than domination, but with 5 more nodes and 10 players per team. PvP only grants 4 armor pieces, rest is pve, so yea basically you are forced to do pve.
-Bugs in classes, heroic encounters, booms, dungeons, companions... bugs in every aspect of the game.
- Now you dont get an armor piece and thats all, no, that was pretty easy and no money grabbing, they invented the INCREDIBLE ARTIFACS, ARTIFAC WEAPONS (main hand and off hand) AND ARTIFACT GEAR. What is this? now is pretty easy to get your gear, they even present it to you when you max level, or when you end all quests from a zone...but, haha, they give you green gear that will be BiS when is legendary or mytic... this means you have to spend years farming a new thing called refinement, what is the only way to upgrade your gear now... the diference between same gear piece from green to mityc is absolutly huge. So basically you will spend you whole game time farming refinement or farming astral diamond to buy refinement... thats what 90% of players do all day.
- Farming is much harder than before, almost everything in dungeons is binded, you cant sell pvp gear anymore ( yeah, faming 24000 glory is way too easy), you basically get money from leadership ( this means you need a lot of alters using it) or if you play a lot and are really lucky and get some of that stuff that is not "binded when pick up" yet. Remember last point? yea, you need lots of farming, but is harder than ever... doesnt it sound great?
- population has dropped to 1/2 or even less than 2013.
- Now you dont tank, you dance with enemies, if they hit you, you willl probably die instantly.
- asking for something better? nothing, nothing has turned better from 2013.
Dont return to this game, is not fun, is time/money consuming, end game is little and not polished, pvp is tiny and a joke, skill doesnt matter in this game, just gear... it really doesnt worth the time.
There are many other options in the market that will satisfy you much more, will be much cheaper and less time consuming and of course much more fun.
This is sad but true.
if u played at launch/mod1 it shouldnt be much more difficult, there are some stupid ideas(like artifact equipment) in game, but getting them to decent level isnt that hard if you only use weapon and offhand. there are still bugs around, so thats business as usual, tanks and healers are finally useful
I think the RP amount on artifact gear and A LOT less rewarding dungeons are main concern compared to it
Name it please.
- D&D universe
- Free to play
- Lots of classes and races to pick from
- Lots of interesting mounts and companions to pick from
Cons
- Lower quality software than most other games I have played, this quality issue is not just in the technical glitches and the lag, it also is present in the numerous poor design decisions that this game is full of.
- Cheap mobs and bosses, unless you consider making everything one shot killers "challenging", don't expect to find challenging fights here. When the vast majority of parties are using exploits to beat the boss that is surely a sign of something wrong here.
- A fairly restricted number of options that each class can play as, sure you can pick any path and encounter you want, but then expect to be kicked from parties and to die a lot from all the one shotters in this game.
- Similarly, a very restricted number of artifacts to play with, if I had to guess, over 50% of the players are using the cleric artifact, that is because this is the uber artifact. In this case Cryptic shot themselves in the foot, they will keep releasing new artifacts without realizing that most of the special powers of these artifacts are basically useless compared to the cleric artifact. The same goes for other equipment, no real diversity of choice, most use the soulforged because everything else is <font color="orange">HAMSTER</font>.
- Completely unbalanced classes, be willing to tolerate the fact that if you picked the wrong class that you will be a second class citizen. Also expect to go from the uber class to the laughing stock class from one mod to the next (except for the certain class that will go unnamed that they alway keep as the uber class).
- Less dungeons to play than when you last played.
- Pay (a lot) to win, I am not againt the freemium business model, but if you think that buying a few zen will give you boost in this game - forget about it. You will need to spend thousands of US dollars to get any noticeable difference. You think paying $100 for that special Neverwinter pack is going help you - forget about it, rather save that money and you can buy two AAA games with that.
Mod 6 was truly an awful release, I am going to see what happens in mod 7, if I don't see any real improvements then I will leave.
I couldn't agree LESS with this statement. The dungeons right now are pretty well tuned. They're meant for 5-hero parties, and you have to play as a party to win.
The problem people are facing is that Module 5 gave us such easy, face-roll content, people could practically solo dungeons (and some actually could). There was no challenge. So there was no need think, use strategy or even learn how to play your class. Hit buttons, get loot.
Module 6 changes all that, and it's incredibly refreshing. My community is being challenged by dungeons now, and I'm having more fun in Module 6 that I've had in a very, very long time in Neverwinter. We have all the T1 dungeons on farm. The first week, we were shocked at how "hard" the new dungeons were, but now VT, MC and LOL are pretty easy to one-shot. We had a lot of success this last week in ToS, and now that's pretty easy to finish consistently, and we took down CC and GWD for the first few times over the weekend. And now that we're working on the strategies and class roles, they aren't nearly as daunting as they once seemed.
The first time seeing the boss fight in GWD, you think it's impossible. Last night, we took two guildies into GWD for the first time (three of us had finished it before), and we cleared everything easily, with only one wipe on the boss, which was a nice "Oh, now I get it" for the new people.
And all of it is without any cheating or exploiting. And most of the team is sub 3k GS, with a couple of us running totally fresh toons.
So I guess it's all about perspective. If you enjoy being challenged again by your games, Module 6 is a big step in the right direction. Caveat: There's still a lot of work to be done. But the direction set is the right one.
If you just want a Monty Hall loot simulator where everything is easy and it's virtually impossible to fail, Neverwinter isn't there anymore.
^This. It's called truth, especially the first sentence.
Here's the thing: it's a free-to-play game. it doesn't cost anything to download and play. But you already knew that. So why are you wasting time and patience by asking on the forums whether it's worth coming back or not? Just download the thing and start playing it.
Because the worth of the game is something only you can decide for yourself. Unless you're too foolish to allow others' opinions to override your own, of course.
^These two responses are really all you need to read.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
Its like I said, the vast majority of parties are using exploits to finish the epics, that is also why you will find cragmire crypts so popular. Also note, I did not say "impossible", they are not challenging - they are simply boring and stupid. Making everything one shot wonders is not challenging its a lazy way to make things harder.
A lot of the "one shots" are completely avoidable. Other than that, it takes teamwork to keep people alive. You need good healing, tanking and buffing. Tackling each group of mobs takes thought, and it's important to coordinate your pulls now.
If you try to be a "Mod 5 Rambo", you're going to spend a lot of time on the floor.
But I understand where you're coming from. It's far easier to complain that the content is broken on the forums, then to introspectively assess the need to adjust to the new game mechanics.
The content IS broken, I suppose for you its far easier to deny this and rather pretend that everyone else does not grasp the genius design of the Cryptic developers and we should just play around whatever broken design they unleash on the players. Lets be blunt about this, Mod 6 was an atrocity, if you are defending bad work (which is what you are doing here) then you will get more of it.
Some people just disagree with your assessment. Sure, there are some bugs that still need to be fixed, but I also enjoy the challenge on the Mod 6 content. It was hard to get used to at first, but I ended up re-assessing/changing my slotted powers a little and dodge a lot more than usual. And I definitely die a lot more than I used to. But this sure beats the cakewalk that existed in Mod 5. Most of the PvE content was very easy - little skill required.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
I think one problem is that being decently geared or having a party know their builds better helps a lot and affects their judgement of balance. The thing is there's a small room for error in a lot of cases. To explain myself further, take VT as an example. If you get to the last phase a good group will burst her down and ignore the coffers (or at least they used to, only tried once with a group that didn't manage it and the map was laggy as hell). Anyway the point is they miss out on the hardest part because it's over faster. Less geared characters have to actually deal with it more and that balance matters more. In the case of 1 shots, lesser groups are affected enormously and it's very punishing, while top groups aren't as punished.
While there's a part of it that's true, asking others what they think can still give insight. I mean it'd suck to waste a lot of time and face the harsh reality of things. For paid for games it helps to figure out if a game is worth avoiding or not, but that still helps in the f2p environment. That time could be spent on games you would actually enjoy or by being productive. It's mostly the new content that's of lower quality too rather than the old. Of course the forums are a little biased towards supporting the game as most of those who have had enough would've left.
The biggest flaw is that content is hugely avoidable and unrewarding that you can just skip it all. The difference between blue alliance gear and anything higher is extremely minimal. I thankfully managed to level myself up to level 70 on most of my characters, there's just no reason for me to actually play the content. It does beat having to play stuff you don't want to though.
It's what I fear, and I REALLY hope it doesn't spread throughout the industry more. there's been a rise in lack of quality in some instances as of late. The more accepted it is, the more it will happen.
Agreed - and this is what makes those less geared players gear-up. It doesn't take a lot to get well-geared. Once you hit level 70, you simply can buy the blue gear on the AH for very reasonable prices. You really only need r6-ish enchants.
The other part is learning strategies for handling bosses. Some of that can be found on these forums. Guilds, if you are a member, can also help you learn effective strategies.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
And about picking the right powers - that is a funny one, since there is a whole list of powers, they had to repair with the recent patch. Not to mention, they even managed to break some powers with the patch too, but we haven't heard anything back about that...
Or another point, why couldn't they offer normal and "epic" mode for every dungeon right from the start of module 6?
I guess some of those players liked the easy pickings . . . challenge is hard for people, especially the current younger generation - I see that in my son a lot. I blame the school systems in the way that everyone gets rewarded for mediocrity - when I was young, you only got rewarded for excelling and got your rear-end whipped for messing up. . . .
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
I actually agree with that. A lot of people want things easy-mode and get things handed to them. I think its a problem along with self entitlement. However I will say that I think things are too ridiculous as it is now. If things were scaled up to similar levels or even a bit harder but they had a separate heroic version of the dungeons, people would have been a lot more supportive. However now that they've removed all of the old content, there's just too big of a gap between just reaching level 70 and starting to do grouped content. My biggest concern is the rewards though. You're mostly pushed towards doing dungeons just once a day and personally I'm skipping that because I just don't see the need and I don't really earn anything to make it worthwhile. Imo the pvp gear is much more worthwhile as not only are the stat totals similar, but they're now effective for both modes instead of just 1. I've always preferred pve but I just don't see the point when they've made it progressively more unfarmable each module.
watch in mod 7 there gonna take out the end dungeon chest also.
Two things, this is a game not school. And you do not get rewarded for excelling in this game, the dungeon drops are a lottery system.
Everything seemes to become simplier yet harder.Simplier because less combination and harder because of monster damage and need of gear.Came back got lvl 61 on my tr and hr and im little sad about most of changes.
You missed my point, but that's ok.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."