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  • Right here is one of the main reasons why there are fewer players signing up or sticking with the game. Neverwinter will come out with a great idea then for reasons that few are made aware of character powers are suddenly nerfed, items suddenly become bound or otherwise changed to be of lesser value (Celestial Enchantments…
  • Yeah, obviously late but those guards protecting the general don't mess around... any foe gets too close and they are taken out with one shot. Much like the guards at other places during regular content.
  • I wonder if the people who are in charge are wondering why there is so little player loyalty or new people willing to stick with the game for more than a couple of weeks/months? Spending the time and effort to build an effective character only to have the character nerfed or content altered to make opponents so much more…
  • I thing just about would agree with me when I suggest all content could use an increase in drop rates... and in addition an increase in the quality/quantity of items dropped… but it is what it is and to keep their player numbers up Neverwinter has put much emphasis on “GRINDING”.
  • Playing something like the Siege of Neverwinter or the Winter Festival and winding up with duplicates of items we can’t auction, give away or sell to merchants is beyond frustrating. There are steps that can be taken even if it’s only something along the line of “You already have one of those” and the item isn’t added to a…
  • "TARMALUNE TRADE BAR MERCHANT REALLY NEEDS AN UPDATE"... Actually there are a lot of areas that need a "player positive" update. Skill Kits and Chests - when I started playing many years ago the skill kits and chests provided players with many useful items, sometimes a hord of coins, a few potions and maybe even something…
  • I have always been of the opinion that too many items are "BOUND", particularly to "CHARACTER". Players have to run content to get gear, enchantments, whatever then if they make a new character of the same class instead of being able to pass that gear on to their new character they have to run the new character again…
  • Initially I was jazzed when Neverwinter announced they would be introducing "unbind" tokens then after the introduction the reality set in. Those unbind tokens were only for a few specific things and absolutely worthless for others. Of course I have always been of the opinion that way too many things wind up being bound…
  • There was a time when players DID get level relevant elixirs for invoking - along with gold, astral diamonds and skill kits (did I forget anything?), it seems however the most prevalent thing to happen in this game is items like these are taken away with very little added for the players benefit. Recently I've even notices…
    in Elixirs Comment by chidion January 21
  • It's sad, and annoying that regardless of the difficulty of the zone/event/dungeon/skirmish when a player opens a skill chest, or a treasure chest wherever they are the contents are always the same or similar. It doesn’t matter if a player opens a religious chest in Neverdeath or in Menzoberranzan, chances are the reward…
  • Guild Strongholds are all so "cookie cutter", each identical at their given level with the exception of the decoration inside the guildhall itself. How much better would it be if guilds could customize not only inside the guildhalls but outside as well? Being able to choose where Fountains, Statues, Market vendors, etc.…
  • I did get a quick error message "unable to write to file" but it appeared and disappeared so quickly I wasn't able to identify anything specifically.
  • On attempting to start game I got error code "Unable to start game, Game client quit unexpectedly" I uninstalled game and reinstalled the problem persists.
  • Right, but I think the point dads trying to make isn't that removing surplus AD will have no effect on the zen exchange... but by removing the zen exchange it will have an effect on the amount of excess AD in the game. Fewer people would be heavily grinding for AD to simply dump them into the exchange to obtain zen so they…
  • I don't make a habit of doing it myself but out of curiosity a few times I lingered in a random queue after it was completed, there are some who appear to just hang out there after it's all over... Counting their loot, rearraigning their inventory, buffing their nails - whatever. I can't say with any authority this is part…
  • I can't even count how many people said they are disgusted with the game because of all of the changes that occur over time. I'm not talking about adding new content but things like players grinding to upgrade their mounts to move faster, then having the game suddenly negate their effort by making all mounts move faster…
  • Neverwinter used to have events thaw awarded double AD's but it was taken away as for double refining events, I rather see the return of double awarding AD's instead of refining.
  • Artifacts used to be top of the line items, more powerful and most useful of almost any other pick up item,,, Now not so much with standard gear often having better stats than artifact items. As difficult as it is to actually get artifact items perhaps consider once again making them more desirable/useful.
  • Yeah, "unbind" tokens that don't actually unbind things - or more accurately only unbind certain things, what a waste! I am of the opinion there is a huge missed opportunity here, unbind tokens for sale in zen market or possibly RW cash market and they actually unbind anything a player wants. Different items require…
  • I remember playing Neverwinter before it became a MMO, then we had the option to kind of direct our companions: "Attack as soon as enemy appears", "Wait for me to attack before engaging enemy", "Stay back and use ranged attacks", get up close and personal with enemy, and of course the popular "find and pick up drops"...…
  • Why are ancient enchantments still in the game? I understand the low level enchantments a player had can be converted to refinement points but when playing content or opening lockboxes, etc. and the payoff is ancient enchantments it doesn't make sense given all of the other RP options playing the game drops.
  • There's the rub, on several quest maps opponents respawn after a time, in certain quests if a player does not complete their run they have to start over at the beginning. If a player the middle of something of a quest and they exit that quest they lose all of their progress and have to start over or take a chance of being…
  • Yeah, not quite powerpuff... My real life scheduling precludes finding many guild/any members online when I'm online so I can either run a random queue or try to pull together a private queue, which is too often more time consuming and frustrating than waiting for a random to pop and truth be told I more enjoy running…
  • Then I wish someone from corporate could come up with an alternative to keep people from bouncing out of radom queues after committing to run a random queue.
  • Don't remember more bank slots being brought out but then for the first few years I didn't pay attention to stuff like that. So we can carry more bags now than we used to be able to carry and not just that we have bags with more slots than they used to have? Something else I must have missed.
  • You mean ANOTHER NERF don't you? When I started playing NW invoking got players gold, potions and occasionally scrolls or skill kits or AD’s… Oh yeah and character experience. Most of those things have been removed from invocation now we get a physical manifestation of blessing a promissory note for an AD boost when we get…
  • Of all the things that have changes in the game, some of the more simple things like bank slots and guild storage slots seems to have been overlooked. Have they changed at all since the game was introduced? The game keeps pushing out more "bound" items and required items for updates and refinements but regular storage…
  • Random queues have all kinds of problems we've gone from 'we've made dungeons random to make them pop more quickly' to having a 10-20+ wait for dungeons to pop. One thing that would help is when a person joins a random queue no option to respond or decline... Regardless of where a player is or what they are doing they are…
  • If tanks chose the mechanics to generate more threat they shouldn't have a lot of problem holding aggro, I think it would help if characters who choose tank would have an auto threat generator built into their mechanics when they choose tank.
  • Displacer beast sounds interesting, with a rider that phases in and out of visibility... :+1: +1