The crossing between Faerûn and the Feywild has been blocked, severing the connection between New Sharandar and Neverwinter. Iliyasha Guidingstar, the Iliyanbruen envoy to Neverwinter, needs your help to restore contact with her home in the Feywild and get to the bottom of this new menace that threatens New Sharandar.
We would love to hear any feedback on the adventure zone, campaign, heroic encounters and the quests!
Specifics on environment collision, encounter difficulty and quest flow would be particularly useful.
Thank you and enjoy!
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Examples:
Bug:
While attempting to complete the 'What was Lost' quest, the ranger never appears and the quest is impossible to completeFeedback:
The heroic encounters should happen more often and drop better loot.
Comments
Example: The Forest Guardian gear pieces are very...disappointing. 6 out of 8 pieces just give a Power bonus, which quite frankly is not so interesting with the current changes.
In fact, I'd say that not a single piece of gear looks interesting to me....I hope there will be something better in parts 2 and 3 later, because this is not....motivating.
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Intro zone...the "special" named mobs (Gate Guardian and..uh the other one) are way, way too easy. They should really be harder to kill than the generic mobs.
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Edir: OK, I did find some gear that's potentially interesting - the new artifacts, but that's all.
Wandering group wanders too close to the campfire, and agro's/attacks while you're resting/recovering.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
Find the Illiyanbruen Ranger
When you are interacting with the ranger, and someone else comes along and interacts and completes their interaction, it also completes yours, and drops you out of the interaction screen.
So, if you are actually wanting to read, rather than just skip through...
Can go back to the Quest Journal to read the information, but the actions of people outside of my party shouldn't interfere. (FWIW, I'm not in a party)
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
Apparently generic mobs (from the zone) have too much HP, while Big mobs have too low, causing then to die way faster than the generic ones, ex: BHE boss and the boss from the intro quest.
Ps: This is also a recurrent problem in any other zone.
Also, I couldnt find keys for malabogs castle or master of the hunt in the campaign store on on the campaign page
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
1. What about the original campaign? Is it gone for good? The dialogue when you enter the NEW New Sharandar makes no sense if new players never see the original campaign.
2. What about the rewards from the original campaign? Some of those only come from places like the Witch Fen. If those are unattainable now, that is a VERY big deal.
3. Uh...are you aware that powries on live are **female**? Did they all put on belts of gender changing? BIG plot hole here. Major.
And some comments..
1. The aggro radius seems unusually large, sort of like when Chult first launched. It's getting really annoying.
2. The Iliyanbruen prisoners don't look at all like Iliyanbruen. One looks like she's from Chult!
3. Something about the new map appears to be off. It doesn't look "Feywild-ey" enough. It looks too much like the Prime Material Plane. The Feywild is a separate plane, a.k.a. the Plane of Faerie. I'm not talking about the furnishings so much as the environment. The very air should seem different. In the background, there seem to be way too many rocks and not enough green. It's a shame the Foundry isn't up anymore because I would direct you to Children of the Fey (see my sig) where I tried to take a stab at what a different part of the plane might look like.
I did, however, save a capture of it to my MediaFire account before it went dark:
http://www.mediafire.com/file/q6kk65tb9mcigyl/Children_of_the_Fey.mp4/file
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
The old Sharandar currency (Fey Trinkets) are still required for guild building upgrades.
But, as we're unable to access the old Sharandar area and quests, getting this currency is going to be near impossible.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
On that subject....how are people supposed to be able to obtain the "old Sharandar" items that are in the coollection, if they are not available from vendors and the area is not accessible? Case in point: Witch fen, for the Redcap items?
You should NEVER list anything in a collection that is totally unavaliable...
1. It doesn't look like remotely like any rendering or painting I've ever seen of the Fey wild. Nor does it match any description I've ever read. Needs more trees to give an appearance of a forest or woodland. (yes I know this is only the first area)
2. Please adjust Stronghold Campaign before doing away with original area or better yet leave it and have this as a continuation so others can follow the plotline.
3. As stated above by others, adjust mobs VS. solo monster encounters so it feels like it should.
4. I was able to ride through area where I should've triggered an attack but didn't. Likewise I was attacked in a couple areas such as campfire where I should've been safe.
5. It did seem really stable so kudos for that, I didn't see any of the other bugs that were mentioned above, so I might have just been lucky.
6. Try to find something that will make it worth even doing this campaign other then SH coffer contributions if that will be the case. Storyline just isn't there. HE's can be done in other areas that are far more interesting and the gear just isn't worth grinding the currency as it's currently all the same, just with slightly higher values. As it stands, right now from first preview, this will be like AI for me. I will blow through it once and not even worry about it on any of my other toons unless I'm bored to tears.
I think that the mobs need to be increased in difficulty, especially the HP of the two "bosses". If the recommended item level is 40k, a 40k character should be having some difficulty and not just cut through them like butter. At least enough to where someone who has a lot less than 40k can't also complete the content.
As far as the Ruins of Malabog zone goes, I would like to see the zone turn more sinister and more the colors seen in the old zone, the further out from New Sharandar you get (but leave New Sharandar as is)
Have you actually gone on preview to test out the new mod? They themselves are the ones recommending 40k, and yet 30k can do just fine. They need to either raise the difficulty to actually match the recommended or lower the recommended. Considering this is brand new and there is no content for 40k+, I would rather they increase the difficulty, as this should be harder than Avernus.
If you are having trouble on preview, be sure to check your character sheet to make sure you don't have the bug that shows your damage as 0. (there is a work around where you respec).
Stronghold Fey Trinkets Voucher creation must be maintained
Dark Keys and Malabog Castle keys should still be obtainable
I agree with comments regarding context - you must have the old Sharandar campaign in place to reference 'what once was' in the new campaign/story - or it is just confusing and inconsistent.
If the environment/artwork/models are not true to Feywind lore expectations, do not release the module, period. Comments from users for months have indicated that the grind of the past two adventure zones was unbearable - do not repeat that tactic in the new content.