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Official Feedback Thread: Monster Hunts, New Enemies and Difficulty Feedback

asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
Greetings adventurers, this thread is for providing bug reports and feedback on the following topics:
  • Volo's Hunt
  • New Enemies
  • Difficulty Feedback
In regards to difficulty feedback, this is specifically for anything not related to the dungeon: Tomb of the Nine Gods, please direct that feedback to the Tomb of the Nine Gods feedback thread. Also, if you are providing feedback about difficulty, please tell us a little about your character, the more information the better, but at the very least your class, paragon path, feat tree and item level would be appreciated, thank you!

Type: Bug/Feedback (Please only choose one)
If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use CYAN. If you are replying to another user's post, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:

<font color=cyan>This text will display in cyan.</font> <font color=red>This text will display in red.</font>

Examples:
Bug: I was attacked by a Tyrannosaurus Rex but he got stuck on a tree near the rope bridge on the west half of the map!

Feedback: The Tyrannosaurus Rex killed my friend and I before we could really do any damage. I was playing a 12k righteous divine oracle DC, my friend was playing a 10k trapper pathfinder HR.

Thank you for taking the time to check out the preview build, and thank you for taking the time to hop on the forums and give us your feedback.
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Comments

  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    I cannot seem to get any T-Rex fangs to buy lures for hunts. Do they not drop from T-Rex?

    Signature [WIP] - tyvm John

  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    I cannot seem to get any T-Rex fangs to buy lures for hunts. Do they not drop from T-Rex?

    Hey darthtzarr, I'm sure you will have seen this response in the other thread where you posted this feedback, but I just wanted to repost it here as well as this is now the primary thread for this topic:
    asterdahl said:


    You are correct only Tyrannosaurus Rex will drop the Tyrannosaurus Rex fang, which is indeed the rare spawn of the Tyrannosaur. However, I'd like to shed some light on the problem of not receiving the drop. I believe the drop rate in the preview build is set too low. The drop rate for trophies from rare enemies is fairly low, and as the rare enemies only rarely spawn where a normal group would spawn, this compounds together to make them reasonably hard to obtain.

    With normal enemy groups though, there are a lot of groups, so it ends up being not too bad. With the tyrannosaur, there are generally so few overall that the combined chance of finding one and obtaining the trophy is far too low. We'll be making adjustments in a future build.

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    I have a general question about the Topple mechanic and whether damage bonuses vs. controlled targets will work (I'd hope so) and also whether damage bonuses vs. proned targets will work (potentially not if the game considers it a different control effect, which is typical).
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  • fester69trollfester69troll Member Posts: 57 Arc User
    edited June 2017
    The final goal of the hunt and the heroic encounter are identical.
    =========King of Spines========

    What then is the meaning of hunting?

    ----------------------------

    And Fang does not (50+ Rex). Sadness........

  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited June 2017
    I second @thefabricant in this. If a neo-70 jumps straight into the Soshenstar River map it will be very difficult for him to survive and he will surely die if dismounted, which is not unlikely given the current high aggro range of certain mobs in Chult and their speed (if you aggro them you are down prone, no matter what your mount speed is, unless you dismiss your mount before they catch you).
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2017
    I believe that someone said that the NPCs would recommend that you need to upgrade your gear, perhaps in their fine markets, possibly even require a certain item level before letting you accept quests. Not sure if that was on a stream or in one of these threads.

    I know Cloaked Ascendancy spawned many fresh 70s in PE begging for someone to carry them through the quest where you escort Neverember, because they couldn't do it alone and weren't interested in hearing that this was maybe not a good use of their time.
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  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    Read my signature to know what I play. If the new zones is designed to be entered after SKT and SOMI is finished, I can understand the difficulty rating. However, if the campaign is unlocked at 70, I believe there will be many complaints about the difficulty of the zones. I enjoy the difficult enemies. I have to pay attention or I can get hammered playing solo. But, I think the zone will be filled with parties of lower geared players or those who ask to be carried through it. I guess a philosophical decision would need to be made: Who is the Zone for? If for all players at 70, it will be too difficult. If for those who have completed RD or SKT/SOMI at least, it will be about right.
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  • muminekm#3459 muminekm Member Posts: 248 Arc User
    edited June 2017

    Read my signature to know what I play. If the new zones is designed to be entered after SKT and SOMI is finished, I can understand the difficulty rating. However, if the campaign is unlocked at 70, I believe there will be many complaints about the difficulty of the zones. I enjoy the difficult enemies. I have to pay attention or I can get hammered playing solo. But, I think the zone will be filled with parties of lower geared players or those who ask to be carried through it. I guess a philosophical decision would need to be made: Who is the Zone for? If for all players at 70, it will be too difficult. If for those who have completed RD or SKT/SOMI at least, it will be about right.

    There are people (like my wife sadly :P) who genuinely hate RD campaign (or SKT). It's matter of choice of doing specific campaign of course. So IL requirement could be better. Or at least some warning - I had low IL friends who asked why they could do X campaign but Y kicked their HAMSTER even if both were labeled as 70 lvl with no further indication about difficulty level. Of course we want to avoid closed circle of "Get better gear in order to enter Chult" "To get better gear, go to Chult".
  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User

    Read my signature to know what I play. If the new zones is designed to be entered after SKT and SOMI is finished, I can understand the difficulty rating. However, if the campaign is unlocked at 70, I believe there will be many complaints about the difficulty of the zones. I enjoy the difficult enemies. I have to pay attention or I can get hammered playing solo. But, I think the zone will be filled with parties of lower geared players or those who ask to be carried through it. I guess a philosophical decision would need to be made: Who is the Zone for? If for all players at 70, it will be too difficult. If for those who have completed RD or SKT/SOMI at least, it will be about right.

    There are people (like my wife sadly :P) who genuinely hate RD campaign (or SKT). It's matter of choice of doing specific campaign of course. So IL requirement could be better. Or at least some warning - I had low IL friends who asked why they could do X campaign but Y kicked their HAMSTER even if both were labeled as 70 lvl with no further indication about difficulty level. Of course we want to avoid closed circle of "Get better gear in order to enter Chult" "To get better gear, go to Chult".
    True. The zone is more difficult, substantially so, not just in the level of monsters there and the new Meta (buff/debuff, DR, and arm pen) that is coming, but also the tightness and feel of the zone, the aggression of the mobs, and the mechanisms that the new monsters have that reduce effectiveness. Moreover, the questing design requires interaction with these mobs in tight quarters. In fact, I heard a friend say that getting a Barkshield enchant will be worth it just for Quality of Life in the new zone (dinos ambush as you are riding by and do 5 hits so fast, you are off your mount).

    So, the question remains: who is the zone for? There is hyping a new mod and then actually trying to play it. And, if it is gated behind the difficulty of the zone but open to all, there will be a flood of complaints. If it is gated behind TIL or campaign requirements, there will be...a flood of complaints.

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  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited June 2017

    Read my signature to know what I play. If the new zones is designed to be entered after SKT and SOMI is finished, I can understand the difficulty rating. However, if the campaign is unlocked at 70, I believe there will be many complaints about the difficulty of the zones. I enjoy the difficult enemies. I have to pay attention or I can get hammered playing solo. But, I think the zone will be filled with parties of lower geared players or those who ask to be carried through it. I guess a philosophical decision would need to be made: Who is the Zone for? If for all players at 70, it will be too difficult. If for those who have completed RD or SKT/SOMI at least, it will be about right.

    There are people (like my wife sadly :P) who genuinely hate RD campaign (or SKT). It's matter of choice of doing specific campaign of course. So IL requirement could be better. Or at least some warning - I had low IL friends who asked why they could do X campaign but Y kicked their HAMSTER even if both were labeled as 70 lvl with no further indication about difficulty level. Of course we want to avoid closed circle of "Get better gear in order to enter Chult" "To get better gear, go to Chult".
    And, if it is gated behind the difficulty of the zone but open to all, there will be a flood of complaints. If it is gated behind TIL or campaign requirements, there will be...a flood of complaints.
    Good! Okay not good, but I tend to believe that people are willing to complain before attempting to change how they play. I don't see even fresh level 70s (that went through the EE campaign) struggling if they brought a party of 5 with proper party composition, and acted as if the zone were a dungeon. Higher item level toons (+12k) have absolutely no trouble soloing the entire zone. I personally would like to see mechanically harder enemies, instead of gear-wall enemies (enemies that just require gear to bypass). Tyrannosaurus Rex is a great example of a mechanically harder enemy. Compy swarms are a gear-wall. I think the zone was well designed, but it definitely should have a warning of some kind at least. The one used for demonic encounters in low level zones would work, but it wouldn't hurt to be bigger and flashier either.

    Signature [WIP] - tyvm John

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    I found it:

    That being said, introductory quests in Chult will focus on making it clear to players that the new areas are difficult, as well as recommending they pick up new gear in the bazaar before proceeding if they are under a certain item level.

    So players who aren't likely strong enough to proceed are not going to be shut out, but they'll be warned and if they proceed while disregarding the warnings, it's their own danged fault.

    This is a pet peeve of mine as well, not preparing sufficiently for the content you're playing, and I do make a distinction between that and being thrown into content for which you couldn't possibly have been prepared. If you're playing NW and don't have a fundamental understanding of how important it is to have sufficient Resistance Ignored and also are not willing to listen and learn, then I basically do think you deserve to suffer and die (in-game only). There should be consequences to building and gearing your character poorly.
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  • fester69trollfester69troll Member Posts: 57 Arc User
    @asterdahl
    A HE King of Spines with the release will be disabled?

    Why suffer in hunting with rare resources and monsters if everything can be knocked out of it?
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited June 2017

    @asterdahl
    A HE King of Spines with the release will be disabled?

    Why suffer in hunting with rare resources and monsters if everything can be knocked out of it?

    It's beyond confusing, but I bet there is a second King of Spines with the hunt that can be soloed, and I would bet also that it drops different stuff than the HE.

    Signature [WIP] - tyvm John

  • fester69trollfester69troll Member Posts: 57 Arc User
    edited June 2017

    @asterdahl
    A HE King of Spines with the release will be disabled?

    Why suffer in hunting with rare resources and monsters if everything can be knocked out of it?

    It's beyond confusing, but I bet there is a second King of Spines with the hunt that can be soloed, and I would bet also that it drops different stuff than the HE.
    The place of call-up and the HE are located at the same point. This leads to certain conclusions.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    @asterdahl
    A HE King of Spines with the release will be disabled?

    Why suffer in hunting with rare resources and monsters if everything can be knocked out of it?

    It's beyond confusing, but I bet there is a second King of Spines with the hunt that can be soloed, and I would bet also that it drops different stuff than the HE.
    The King of Spines that is a 3 star hunt, and the King of Spines in the heroic encounter are one in the same. There is a bug in the current build on preview where the King of Spines can be killed in the heroic encounter, if you look at the objective of the heroic encounter, it's actually to "Drive off the King of Spines." On live you will only be able to kill the King of Spines during the 3 star hunt. The encounter will not be designed to be taken solo, hunts are designed for group play, even the 1 and 2 star hunts are best tackled as a group. I am sure some will attempt soloing, and perhaps even succeed with sufficient skill and tenacity, but you'll risk losing all of your rewards if you die.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    asterdahl said:

    The encounter will not be designed to be taken solo, hunts are designed for group play, even the 1 and 2 star hunts are best tackled as a group. I am sure some will attempt soloing, and perhaps even succeed with sufficient skill and tenacity, but you'll risk losing all of your rewards if you die.

    Yea, we pretty much figured that out ;) I have tried fighting King of Spines twice solo, but failed both times as the time ran out - After all, I'm just a DC - I just don't do enough damage - would ahve needed 10 minutes more, or one or two other people.
    Hoping for improvements...
  • aimeesellersaimeesellers Member, NW M9 Playtest Posts: 342 Arc User
    edited June 2017
    Tyrannosaur Suddenly Turned Into A Kitten...

    Encountered a T-Rex in the Jungle, and when combat started it was going as expected. My hits were doing about 41% less than the generated damage. That is with -120% resistance ignored. Then suddenly... the fight turned. He wasnt proned by my companion (Paranoid Delusion)... but his Damage Resistance seemed to be stripped away for no apparent reason. Now my hits were doing over double what the generated damage was. He went from nearly full health to dead in about 2 seconds.

    What is also odd... is that it seems the damage increase only applied to me... not my companion... her hits were still being reduced by his damage resistance. So I am wondering if it was one of my feats / boons / powers etc... that caused him to turn into a whimp... just for me?

    So... I hung around for round 2. In a few minutes another T-Rex shows up, and the fight went as it should have... he wiped the floor with me.

    Here is a section of the combat log that shows when my damage went from being reduced, to being increased.

    [7:14] [Combat (Self)] Critical Hit! Your Disintegrate deals 43306 (96812) Arcane Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Lightning Weapon deals 2184 (4882) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Back to the Blade deals 109 Physical Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Lightning Burst deals 259 (580) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Icy Terrain deals 1712 (3827) Cold Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Lightning Weapon deals 2084 (4659) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Still recharging...
    [7:14] [Combat (Self)] Your Lightning Burst deals 551 (1231) Lightning Damage to Tyrannosaur.

    [7:14] [Combat (Self)] Your Back to the Blade deals 104 Physical Damage to Tyrannosaur.

    [7:14] [Combat (Self)] Your Storm Spell deals 44040 (16907) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Chill Strike deals 120394 (46219) Cold Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Chill Strike gives 0 Physical Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Lightning Weapon deals 10543 (4048) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Back to the Blade deals 527 Physical Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Lightning Burst deals 7681 (2949) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Storm Spell deals 119939 (46045) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Min-A'Mie deals 6039 (9273) Cold Damage to Tyrannosaur with Chilling Cloud.
    [7:14] [Combat (Self)] Critical Hit! Your Lightning Weapon deals 19127 (7343) Lightning Damage to Tyrannosaur.

    Also... what is "Back to the Blade"? I have been seeing this lately on live also, and have no idea where it comes from. Its not much damage, but it appears its irresistible.



    The damage I ended up doing in the last few seconds of the fight is my "normal" damage. It just seems like his damage resistance as it applies to me was no longer working.... which is odd. What I did not notice was if any of my stats were suddenly boosted way up for some reason, the bonding stones had kicked in at the start of the fight, and were working the whole time... so it wasnt that they suddenly boosted me when I wasnt before.

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  • dupeksdupeks Member Posts: 1,789 Arc User

    Tyrannosaur Suddenly Turned Into A Kitten...

    Encountered a T-Rex in the Jungle, and when combat started it was going as expected. My hits were doing about 41% less than the generated damage. That is with -120% resistance ignored. Then suddenly... the fight turned. He wasnt proned by my companion (Paranoid Delusion)... but his Damage Resistance seemed to be stripped away for no apparent reason. Now my hits were doing over double what the generated damage was. He went from nearly full health to dead in about 2 seconds.

    What is also odd... is that it seems the damage increase only applied to me... not my companion... her hits were still being reduced by his damage resistance. So I am wondering if it was one of my feats / boons / powers etc... that caused him to turn into a whimp... just for me?

    So... I hung around for round 2. In a few minutes another T-Rex shows up, and the fight went as it should have... he wiped the floor with me.

    Here is a section of the combat log that shows when my damage went from being reduced, to being increased.

    [7:14] [Combat (Self)] Critical Hit! Your Disintegrate deals 43306 (96812) Arcane Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Lightning Weapon deals 2184 (4882) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Back to the Blade deals 109 Physical Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Lightning Burst deals 259 (580) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Icy Terrain deals 1712 (3827) Cold Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Lightning Weapon deals 2084 (4659) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Still recharging...
    [7:14] [Combat (Self)] Your Lightning Burst deals 551 (1231) Lightning Damage to Tyrannosaur.

    [7:14] [Combat (Self)] Your Back to the Blade deals 104 Physical Damage to Tyrannosaur.

    [7:14] [Combat (Self)] Your Storm Spell deals 44040 (16907) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Chill Strike deals 120394 (46219) Cold Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Chill Strike gives 0 Physical Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Lightning Weapon deals 10543 (4048) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Back to the Blade deals 527 Physical Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Lightning Burst deals 7681 (2949) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Critical Hit! Your Storm Spell deals 119939 (46045) Lightning Damage to Tyrannosaur.
    [7:14] [Combat (Self)] Your Min-A'Mie deals 6039 (9273) Cold Damage to Tyrannosaur with Chilling Cloud.
    [7:14] [Combat (Self)] Critical Hit! Your Lightning Weapon deals 19127 (7343) Lightning Damage to Tyrannosaur.

    Also... what is "Back to the Blade"? I have been seeing this lately on live also, and have no idea where it comes from. Its not much damage, but it appears its irresistible.



    The damage I ended up doing in the last few seconds of the fight is my "normal" damage. It just seems like his damage resistance as it applies to me was no longer working.... which is odd. What I did not notice was if any of my stats were suddenly boosted way up for some reason, the bonding stones had kicked in at the start of the fight, and were working the whole time... so it wasnt that they suddenly boosted me when I wasnt before.

    If you take a peek here:

    https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12966083


    What you're seeing is a new mechanic called "topple." There will be a future blog post that addresses this mechanic. New large enemies may be toppled. Whenever you strike that enemy, they lose some "balance." Balance is invisible and you can't see it, but suffice to say when they lose a certain amount of balance, they'll fall over temporarily. During this time they take increased damage.

    The idea here is to give these giant monsters a sense of scale, and add a break to the pacing of the encounter where you have some time to get in some DPS. The last thing I will say is that depending on the critter, hitting it from different sides may have a wildly different impact on the creature's balance.

    As far as the difficulty of the monsters, in terms of how quickly they drop once they're toppled, this is something we're still playing with, the build that went to preview has them quite a bit easier than we'd like, so please look forward to changes there.

    If you actually have a prone ability that is toppling them without doing sufficient damage first, that is a bug so please report it as such.

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User

    Also... what is "Back to the Blade"? I have been seeing this lately on live also, and have no idea where it comes from. Its not much damage, but it appears its irresistible.

    @aimeesellers "Back to the Blade" is the damage proc from the Executioner's Black Attire.
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  • edited June 2017
    This content has been removed.
  • fester69trollfester69troll Member Posts: 57 Arc User
    edited June 2017
    Tell me, where is the place of the invoke of Dendar?
    (Hint at least where to go)

    PS. Found.
    Post edited by fester69troll on
  • fester69trollfester69troll Member Posts: 57 Arc User
    Bosses from the Hunt (Hand of Dendar, Karkinos, Spli-ti, Clawgraze) are clearly weaker than conventional location mobs. It is not right.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited July 2017
    I have been doing some experimenting, playing at different ILs, but always as a DO DC (my "solo" loadout, fully Righteous, max personal DPS). Lower ILs were obtained by replacing or downgrading gear, in an attempt to be like a "typical" player with that IL - for example the 7K IL had only r7 enchants, no bonding runestones or guild boons and so on.

    Here is how it felt to me:

    IL 7000 (basically like a typical brand-new L70) Playing in Chult is simply not feasible or fun. I die easily and frequently.

    IL 9000. Chult is a dangerous place, but some parts are perfectly fine, like the Pirate quest. The problem is when I get swarmed with one or two groups of enemies, or simply have too many enemies around, like the Batiri village. Everything is perfectly fine when I team up with someone else - but solo play is dangerous. The tiniest bit of carelessness will get me killed.

    IL 11000 OK, now things are looking better. Some of the solo content is still tough and If I accidentally aggro two or more groups of mobs at the same time I might not survive, but the challenge level is reasonable.

    IL 13000 Accidental pulls of a couple of mob groups are no longer a problem, and some of the content is actually starting to feel non-challenging or a bit too easy.

    IL 16000 Uhm...everything is pretty easy, although the King of Spines seems to have been beefed up a bit. I cannot solo him, but that's normal. I will generally die only if I fall to my death due to clumsiness or something like that.
    Post edited by adinosii on
    Hoping for improvements...
  • trgluestickztrgluestickz Member Posts: 1,144 Arc User
    I really like the combat moves for the dinosaurs so far. They are a lot more fun and engaging than most other enemies in NW to fight and it looks like more work went into designing and animating the combat than usual.
    I also like the dramatically increased aggro range and increased aggression for the dinosaurs. I have to watch my back a lot more when walking around on my mount and I like that they attack the moment they see you instead of giving you a moment to disengage.

    As long as players are given proper warning of the increased combat difficulty for this campaign, I think its a good thing for the difficulty to remain high. Lower IL players can team up if this campaign proves to be too difficult for them to solo or they can run easier campaigns first.
    I am opposed to establishing an item level restriction for this campaign but from the comments I've read, it doesn't look like there are any plans to do that anyway.

    The only thing bugging me with the enemies so far is the various anatomical inaccuracies the dinosaurs have. I don't actually expect any fixes to this, there are more important things to work on.

    I have not tried to do the hunts yet but I like the concept.

    As for details on my main character, my class is TR, my paragon path is master infiltrator, my feat tree is scoundrel, and my item level is 14.7k.
    My character is built primarily for pvp so my damage is lower than that of similarly geared pve TRs. I do however have maxed out bonding runestones and good companions.
    I have mid strength guild boons, my guild's hall is level 12.
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  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    adinosii said:

    I have been doing some experimenting, playing at different ILs, but always as a DO DC. Lower ILs were obtained by replacing or downgrading gear, in an attempt to be like a "typical" player with that IL - for example the 7K IL had only r7 enchants, no bonding runestones or guild boons and so on.

    Here is how it felt to me:

    IL 7000 (basically like a typical brand-new L70) Playing in Chult is simply not feasible or fun. I die easily and frequently.

    IL 9000. Chult is a dangerous place, but some parts are perfectly fine, like the Pirate quest. The problem is when I get swarmed with one or two groups of enemies, or simply have too many enemies around, like the Batiri village. Everything is perfectly fine when I team up with someone else - but solo play is dangerous. The tiniest bit of carelessness will get me killed.

    IL 11000 OK, now things are looking better. Some of the solo content is still tough and If I accidentally aggro two or more groups of mobs at the same time I might not survive, but the challenge level is reasonable.

    IL 13000 Accidental pulls of a couple of mob groups are no longer a problem, and some of the content is actually starting to feel non-challenging or a bit too easy.

    IL 16000 Uhm...everything is pretty easy, although the King of Spines seems to have been beefed up a bit. I cannot solo him, but that's normal. I will generally die only if I fall to my death due to clumsiness or something like that.

    I tried with an HR trapper and basically agree with you. At full power (14k without guild boons) basically only trying to solo the King of Spines got me killed and even there only the trample attack and the breath-of-death attacks are an issue (by the way the breath of death is AWESOME, kudos to the devs).

    I moved it down to 10k and things became much harder. Especially crystal-cannon builds will experience hard times in Chult. Doing a respec to a more defensive build improved things a bit but it's still hard especially with large groups like in the Batiri area where there are so many enemies around you that it becomes very difficult to try to control them.

    A neo-70 7k HR will die all the time. I tried with a barebone neo-70 and in general only slotting Crushing roots and three rooting powers can keep me alive as long as I take small pulls. But large monsters like a Tyrannosaur or T-Rex one-shot me even with minor attacks.

    Then I moved to my 12k damage debuffer SW-Temptation and life is much easier than on the HR even with many enemies. It takes longer to wear them down but survivability is definitely fine against everything but the King of Spines.
    Moving down to 7k to simulate a neo-70 and removing the Owlbear Cub makes life too difficult, even slotting full lifesteal passives.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • fester69trollfester69troll Member Posts: 57 Arc User
    edited July 2017
    Spli-ti. The boss lost the second phase after the last patch. The decay into two golems is not activated. Receiving a reward is impossible.

    PS. If, after that, you quit the game from anywhere in the location Soshenstar, the return entrance teleports the player to the boss's summoning place. Removing the quest to kill him cancels teleportation.


    Sorry, bad inglish.

    Question. Where to get the rings of the hunter?
    Post edited by fester69troll on
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User

    The only thing bugging me with the enemies so far is the various anatomical inaccuracies the dinosaurs have. I don't actually expect any fixes to this, there are more important things to work on.

    Solidarity fistbump, sister. Sometimes fiction is a little hard to digest when your RL knowledge base is stretched too far, even though none of it obvious to a layperson.

    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    Well, also the fact that there are only carnivores around is a big stretch too. What the hell do they eat?
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
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