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)
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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.
Comments
Signature [WIP] - tyvm John
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=========King of Spines========
What then is the meaning of hunting?
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And Fang does not (50+ Rex). Sadness........
I like the fact that Chult is harder than the other zones, however, I also feel like for a new player who has started out, it might be overwhelming or daunting, especially considering the new monsters have higher stat requirements to face them which new players will not have. I suggest either adding a warning if a player is under a certain item level telling them the zone is harder and they should consider gearing up before attempting it (similar to if you enter higher level zones on a low level character) or add an entrance requirement to Chult. In the past, when Icewindale first came out, I remember we needed specific boons before we were able to travel to Icewindale. I recommend implementing a similar system for Chult.
Born of Black Wind: SW Level 80
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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Guild--And the Imaginary Friends
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.
Guild--And the Imaginary Friends
Signature [WIP] - tyvm John
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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Additionally, after completing this mission, Ze'Vana Ritzulma will have a quest "Welcome to the Jungle," which informs players that if they are under 12,000 total item level, they may proceed but that things could be difficult, and she advises they team up. You'll also receive some new Chultan food for free.
Finally, we will be making it impossible to use the main gate to exit Nyanzaru to Soshenstar until you have completed the intro mission "Prince of Chult," and when you do exit into Soshenstar, you will receive a tutorial pop-up where Wakanga will tell you in voice over to proceed with caution and to consider teaming up if you are under 12,000 total item level.
As many of you have pointed out, there is a risk both in terms of content being released that is too difficult, in terms of frustrating more casual players. At the same time, content that is too easy will frustrated midcore and hardcore players. Every choice in game design is a risk, we think overall more players will enjoy the challenge presented by new dangers, but we'll be keeping an eye on things. We encourage you to team up before heading out into the jungles, and hopefully you have a chance to make some new acquaintances in the process.
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?
Signature [WIP] - tyvm John
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.
Pandora's Misfits Guild Leader
https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12966083
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(Hint at least where to go)
PS. Found.
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 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.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
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Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
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.
Born of Black Wind: SW Level 80
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?
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Born of Black Wind: SW Level 80