While there are many problems with the new boons system, I want to focus on the two biggest ones for me:* Monster specific boons: These should not be part of the boon tree as others have pointed out. Instead these bonuses should be awarded passively for unlocking boon points in a specific campaign: e.g. Whenever you gain a…
First of all, thanks @asterdahl for all the responses in this thread and others - it is really appreciated. A lot of people are complaining about the feats due to the changes and I'm unfortunately also not happy with most of them. However, I like the "experiment" approach you are doing, iterating the changes until…
I agree with all of @thefabricant 's suggestions from above and they seem like a good way to add mechanics to the Arcanist, that in turn can be used to make feats and powers more interesting. I want to follow up the proposed lightning mechanic with some ideas of my own: Storm Fury, as mentioned in an earlier post, is…
First of all, I really like the changes made in the last patch, especially the return of the Spell Mastery to Chill strike. The Thaumaturge is in a really good spot, but the Arcanist still needs some adjustments: Having played with Repel a bit, I wish it would not knock back (or at least much less) and instead knock down…
First of all, thanks for listening, implementing and responding to some of our feedback, it is really appreciated. I would like to know if you are currently considering re-adding some spell mastery effects to powers like Chill Strike, Entangling Force etc, as suggested by various people in the thread. Furthermore, as a…
My companion pulls enemies when he tries to catch up with me: When I mount an run past (not aggroing) enemies and then wait some distance away, my companion will often run through the enemies and pull them. This never happened to me on live and is annoying.
It is confusing that spells cannot be slotted if a feat of a lower level hasn't been chosen yet. For the entire time I thought "Arcane Empowerment" and "Imprisonment" cannot be slotted and were just bugged. The push of "Shard of Endless Avalanche" covers a very short distance - shorter than I remember. The spell is not…
The vampires in this zone count towards an achievement that reads "You have slain x enemies in barovia. Furthermore, these vampires can drop tarokka cards and ravenloft blue gear. In my opinion, the empowered strike of the assasin enemy deals too much damage, when compared to similar enemies. This especially becomes a…
@"noworries#8859" In this post I will give my first impressions on the changes made to the control wizard. It will probably be a lot, so if you want the tl:dr, just read the cyan-colored text. Preface: On live I play a CW with 14k IL, which includes Level 20 Stronghold Boons. I'm no expert at the class but I've enjoyed the…
Disclaimer: These are my damage measurements! I'm not a BIS CW and I might not use the best build. Should other people's damage measurements differ significantly, please reply! Assailing Force I ran a few combat tests and assailant dealt only about 10-16% of my damage, which means that Assailant is as strong as a…
Shard of Endless Avalanche could use some love: First, when cast from spell mastery, you don't gain a stack of Arcane mastery, since oftentimes, you cast the Shard away from you. I'd also like to see its travel speed and distance increased, to make it a more reliable "AoE CC far-range engage ability". This could be…
I assume this targets the bug i mentioned in this thread: http://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12754421 If so, i wonder why it is only a fix for TotDG and not PoM?
Here are a couple more issues: 1. PoM - Protecting the Wards - Phase 1 & 2: Enemies still spawn after gold has been reached and the phase only advnaces once all monsters are dead. Because of that, sometimes the team still fights monsters for another 30s, even though they reached gold. Expectation: Just like in the other…
I totaly agree that the skrimishes have other issues, but belive this one can be resolved quite easily. But reducing the time you kill monsters in phase 1 and 2 should make things a bit more exciting, especially, if the boss gets buffed up to be a real boss. (like kessel's retreat, shores of tuern)
Even though i already mentioned in another post, i'll mention it again because of the frustration it causes: The normal demogoron fight sometimes rewards no rings at all even though the party archieved a silver rank (gold-bronze-gold) or better. Expected result: Atleat a rare or better ring. (The chest does not seem to be…
Here are 2 bugs tied to the new skirmishes: 1. The ring in the bonus chest is a different one from the one i get. This has been the case every opening. 2. The amount of faezness rewarded can exceed the maximum amount that is displayed in the campaign window, i got 199 in the throne of the dwarven gods once.
Now that you mention it, there might also be a difference between dread ring and well of dragons. It seemed like the mobs in WoD dealt more damage, but i'll have to check that later.
Maybe it's just me, but i can't find the new skirmishes in the queue list. On top of that (idk if this already was an issue before) shores of tuern is missing in in the list. It's nice however to see the campaign store bug fixed. :D
I really welcome the queue system fix and this change will motivate me to run dungeons (outside of the guild) more often. However, ajustments to the rewards and difficulty (especially T2) have to happen, to convince me to run more than 1-2 dungeons a day. If there is no better gear than elven, the only thing left to do is…
It not about the time, but the differnece between 1-60 and 61-70. If the rewards in the new zones i'd also don't mind leveling taking longer. The guy in Spinward sent me back to fiery pit and complete my quests there, i don't know about you.
While most of the changes that are being made are positive, one thing bugs me: Leveling in this game was great, because you got new feats and powers every few hours of gameplay. Additionally, around every 10 levels the game unlocked a new interesting feature for you (10 professions, 20 mounts, 30 paragon path, 55 final…
Agreed! By adding RP to dungeons, skrimishes and dailies you wouldn't break the refining system or the process of refining up too much. And such a change would make the players less reliant on RP-farming bots that just hurt the game. But otherwise the list of changes seems nice.
I can only agree: The entire "get stacks to deal damage" situation, makes the gwf feel OP but in reality, it forces us to go down one path for maximum damage stacking.
Since those artifacts and the artifact equipment isn't useful for all classes, the dungeons should have more other rare drops. Additionally, hearlds have currently quite some problems: -instane lags -you are dependant to have more than 30 players in one instance -luck(500-15000 RP per run) -only appear once per hour,…
This post is not about the "game breaking bugs" or the "stupid difficulty", rather feedback for long time motivation to run dunegons. However i have to agree, that rare rewards like arficats can break the economy, but this could be avoided by higher droprates/BtA/BtC.