Dungeon was disabled over half a year ago but they still haven't bothered to disable the quest that tells you to go there. http://neverwinter.gamepedia.com/Dungeon
My VIP clock is ticking down while you work on "stabilizing" (adequately securing) your servers. What are you doing to recompense your paying customers for the unplayable periods of time?
That leaves us with another question, though: How does a shop item change price without it being a deliberate and intentional act on the part of the company? What kind of horrible QA/ change control do you have if "oh oops" is how store prices are assigned?
I see lots of ways to solve this problem without shortening the duration of the ability. You came up with one yourself, i.e. reduce the overall effect of the ability somewhat. Here are some other options the devs might consider: Option 1: Nerf AP gain generally. I'm sure DP isn't the only daily which can be unbalancing if…
You elder gods tend to forget that not everybody in the game is elder gods. Reliably refilling an AP meter in the relatively short duration of DP is non-trivial for non-minmaxed characters, and shortening the duration further would leave it questionable as to whether it's worthwhile to slot it at all. If you need to do…
I was running with Vow of Enmity in my third slot for a while - seemed pretty nice, continuous 20% damage bonus with no cooldown plus an aggro generator in groups- but then I realized that it generated zero APs. Currently Templar's Wrath, Binding Oath, Burning Light for group content.
Thanks all, I appreciate the feedback. ToD and EE it is. What's the benefit of the repeatable seed quests? It doesn't look like they award anything but XP. Is there a hidden progression that I'm missing, or are they just a higher XP/hr than anything else?
Divine Touch adds much less dps than other options including Smite, Burning Light or even Sacred Weapon. Do you find the shield from DT adds value when you already have Vigilance and Templar's Wrath going?
When people talk about diminishing returns in the context of a video game, they're almost always referring to a game-mechanic formula where increasing a primary stat returns less and less of a derived stat. By this definition, +hits does not have diminishing returns. If I add 1000 HP, I can soak one additional 1000-point…