Why? What do you think the goals of the dev team are, exactly? Undermountain is the latest D&D Adventure module (released Nov 2018), and Mod 16 is cross promotion. People are going to be coming to NWO because they want to try out Undermountain, and people are going to be trying out the D&D adventure module because of the…
Well, I don't know NWO's marketing strategy on this. But my guess is if players try out Undermountain, feel they can't complete it because they haven't done, say, Sharandar, then that's contrary to the team's design goals.
I was gonna say "when have non-augments EVER brought stats to the table outside of runestones" but I guess legendary bonus did technically work. Last time I tried testing out the effect of legendary companions on live, it was hardly any stat points at all though.
When looking at tables, I like to freeze the header row and the name. That way, even if you're looking at the far right column, you know what each column represents, and which entry it pertains to.
That, too, is a good thing. Remember: Cryptic getting money is a good thing. It's just that when the methods Cryptic uses to get money drives away players that it becomes a problem. But my point is that making the ridiculous backlog of campaigns less important isn't doing the latter.
Well, the options are 1.) Level 80s are able to utterly steamroll level 70 content 1a.) Therefore, if rewards are valuable to level 80 characters at all, then level 80ers will run around dominating things and not do level 80 content or 1b.) If rewards AREN'T valuable to level 80 characters, then the level 70 content gets…
Something is always more than nothing, but I can definitely see more people opting out of Storm's King Thunder, sure. I don't consider that a bad thing. Let the game be "about" more recent content, instead of just rerunning the same stuff for years.
"New?" CC hasn't been a serious part of the game for a long time now. I've basically grown to think that hard CC effects really only "work" in turn based games.
I get it doesn't make "sense" but companion damage being directly related to your damage is actually a really good idea from a game balance standpoint, because it allows companion damage output to scale proportionally to PC damage output. So that part might be WAI.
I tend to feel like boons are an untenable climb for new players. If you let boons mean that veterans are 20 levels higher than newcomers (metaphorically), you'll drive new players away because ascension to the highest peaks feels insurmountable. But I mean, look at it this way: how much does each rank of an enchantment…
The Enchant to Runestone trade hasn't been implemented yet, last I checked. Eldritches were removed because they were redundant; Bonding runestones now work with augments, so Eldritch runestones are just swapped out for Bondings.
Sell them on the AH for AD greater than the purchase price of competitive runestones. More to the point, once Mod 16 launches (if they haven't implemented it yet) you'll be able to trade enchants for runestones, since anyone who had enchants in their companion gear will now have to slot runestones into their companion…
I wasn't seriously suggesting anything for the sake of getting back at other players ;P At most, non-augments being trash for years is just proof that the game can function fine even if the meta convenes around one type being the type taken seriously and the other type being not that.