Showing posts with label elemental evil. Show all posts
Showing posts with label elemental evil. Show all posts

21/07/2020

My 5 Worst Neverwinter Modules

As a counterpoint to the last post, these were my personal least favourite additions to Neverwinter over the years:

5. Mod 12: Tomb of Annihilation & Swords of Chult (July 2017)

The jungle theme never resonated with me (awkwardly stereotyped NPCs didn't help), and personally I found the focus on pure mob grinding over doing anything vaguely resembling actual content pretty off-putting. It was also quite hard on release and being unable to ride anywhere without getting knocked off your mount by jumpy dinos every couple of steps was super annoying. It took me a long time to work up the energy to complete this campaign.

4. Mod 17: Uprising (August 2019)

I wasn't actively playing when this came out, but after finally completing this mod's content earlier in the year, I'm still baffled how they ever managed to sell this to the player base as a full module.

3. Mod 6: Elemental Evil (April 2015)

The first time Cryptic decided to raise the level cap, they did seemingly everything wrong: The XP curve was terrible, tuning was out of whack, and the new content felt cheap, grindy and recycled - to name but a few of the problems. Looking back at my blog posts from that time, I somehow managed to at least somewhat enjoy myself despite of all this, but it was still bad.

2. Mod 16: Undermountain (April 2019)

I was a bit hesitant to rank this one this high (or low as it were) since I actually think the Undermountain campaign is pretty fun, but everything else that went along with Cryptic raising the level cap for the second time was pretty awful in my opinion. (They just don't know how to do this, do they?) You can argue that some of the changes they made were good and maybe even needed, but drastically revamping all the classes plus the way powers, boons and companions work - all at the same time - was a huge mistake in my opinion, as it made it an absolute nightmare to find my footing in the game again as a casual player with many alts. Also, the story may have been fun to go through once, but redoing a long and completely linear quest chain on every alt is rather tedious.

1. Mod 15: The Heart of Fire (November 2018)

The Penny Arcade style humour of these quests fits into the rest of the game about as well as a fish on a bicycle, and while this might have been fine in an optional one-time quest, the fact that you're supposed to re-do the same small handful of story quests stuffed with bad jokes over and over for all your boons is just awful. While I did finish the base story once, I still haven't earned the boons from this even on my main as the mere thought of having to re-do those quests yet again makes me want to throw up. As the cherry on top, this was also the module that did away with the old professions system and replaced it with the workshop, which I still don't quite get along with to this day. Let's not do anything like that ever again please.

20/02/2019

Coming Up

The undisputed meh-ness of Heart of Fire has caused my pet tank and me to give Neverwinter the cold shoulder for the past month, especially as we had much more entertaining alternatives to play, but that doesn't mean that I stopped caring about what Cryptic will bring out next. So I was pleased to find out that they just announced the next module, which will be called Undermountain.

Unfortunately, based on what else they announced, it sounds like this will be another module heavily focused on systems changes, including but not limited to changing the very names of classes, changing how tanking and healing works, removing feats and power points, changing item and level scaling, changing the way stats work - which includes the removal of recovery and lifesteal, which is huge - and the raising of the level cap to 80.

The reason I started the above sentence with "unfortunately" is that while all the explanations given for these in the linked dev blogs sound reasonable enough (Healing is currently pointless? You don't say!), Cryptic has a history of being very bad at getting balancing right, so I expect the launch of an expansion with this many gameplay changes to be an utter disaster. Plus the level cap increase, something that would be a normal and happy event in many other MMOs, brings up memories of Elemental Evil, Neverwinter's worst module ever. (There were many things wrong with Elemental Evil and not all of those had something to do with the level cap increase, but it was certainly a contributing factor.)

So I'll be keeping an eye on what else they announce for Undermountain - I'll definitely want to check it out at some point, but based on past experience probably not at launch.

(As an aside, while reading up on this piece of news I learned that Neverwinter Unblogged is shutting down - that is a great shame and a huge loss, as this site was a big part in keeping me up-to-date with what was going on in the game and often provided very helpful info for a more casual player like me.)

02/04/2018

Elemental Not-So-Evil

I haven't done much in any of the Elemental Evil zones in a long while, mostly because I never liked them, but I actually liked them even less after the revamp that was supposed to make them more fun. At one point I ran most of my alts through Spinward Rise for the artifact weapon awarded at the end of that, but with better gear cheaply available on the auction house now, even that has become redundant.

Last night I decided to finally give Drowned Shore another go on my rogue, if only for the associated boons, and was pleasantly surprised! First off, doing these zones at 70 eliminates most of the annoyances caused by the dense mob packs, as you can (near) one-shot everything anyway. More interestingly though, it appears that Cryptic gave the quests another makeover at some point that I previously missed, so all those annoying quests that made you re-run the same lair two or three times are gone. I think the entire zone didn't require me to do more than fifteen quests or so now.

Easiest boons ever? (Though still a bit boring.)

17/03/2018

Iteration

One thing I've found fascinating over time is watching the way Cryptic iterates on its modules. If you look at the first three "expansions" for example, you can clearly see them refining the daily area concept with each release - Icewind Dale remains one of my favourite maps to play around on to this day.

However, every time they tried something very different, it didn't go down too well. I mean, I liked Tyranny of Dragons and the idea of a campaign that you can do while levelling (even if the associated level scaling was screwy), but based on them never repeating the experiment, I suspect it wasn't too well received. Elemental Evil with its level cap increase was a disaster for all kinds of reasons, and Underdark deciding to completely decouple the game's grind from its story... let's just say I probably wasn't the only one who noped right out of that one after playing through the whole story in a single evening.

Lately we've returned to a more traditional "daily area" model, however with the exception of Chult's "six times weekly" patrol missions, there's been a general move away from traditional daily quests coupled with a strong push towards forcing players to log in and play every single day by making it impossible to pick up several days worth of dailies just to "binge complete" them all at once on the weekend. This is a shame because that's exactly how I like to play through the old areas. It's no coincidence that I have yet to complete any campaign after Elemental Evil on any of my alts.

30/10/2016

60-70

... is still a very tedious level range, and as observed previously, the update to the Elemental Evil campaign hasn't actually made it more fun (in my opinion). I was however pleased to find that there are more alternative XP sources in that level bracket now than ever before.

For example you can start the Underdark story as early as 60 and it actually scales the content to your level instead of scaling your character - though my pet tank and I had issues with that in at least one chapter where we walked in and found that all the mobs were level 70, so I'm guessing that tech still has some kinks that need working out.

Also, Sharandar is genuine levelling content now! I was wary of going there since I still remembered the early Elemental Evil days, where the game would prompt you to go there at 60 even though everything was level 70 and you'd just get trounced because the scaling was pretty ineffective. The in-game map also still told me not to go there at level 69, warning me that the enemies were too high level. However, while looking over my pet tank's shoulder I noticed that the first area in Sharandar is now genuinely level 64, the second one 66 and the third one 68. So you can get a head start on those boons now and the dailies give great XP to boot.

14/10/2016

Elemental Evil Revisited

Having finished her tour of the original set of adventure zones, my hunter ranger is now doing Drowned Shore. I loathed the original implementation of Elemental Evil's vigilance tasks, but after several rounds of nerfs and with some experience under my belt, they weren't so bad. Nonetheless, Cryptic recently decided to scrap the whole concept altogether and turned the vigilance tasks in the four EE zones into regular one-time quest lines. This is my first time checking out that content since the change.

Sadly, it's not really an improvement! They did scrap a good chunk of the quests, but you still get sent back and forth between the same couple of locations a lot, only with two quests at a time instead of four, making each run feel less productive. Also, you can't "choose your poison" anymore and sadly Cryptic didn't decide to just keep the easy quests, meaning that you now have to do annoying stuff like run each lair twice to complete the zone. Worse, I can't believe someone thought it a good idea to keep that guard memento quest with the stupidly low drop rate in. As an extra "bonus" I've found that some of the revamped quests don't seem to count for the "do four quests in an Elemental Evil zone" daily from the stronghold.

It's just a pain all around still. And that's without even getting into the annoying difficulty curve in that level range, where it's sometimes easier to die and respawn at a campfire than to try and make your way back through groups of mobs that respawn so quickly that you don't even have time to pick up the loot. Why, Cryptic, why...?

07/10/2015

Vigilant

I've spent a fair amount of time hating on Elemental Evil's vigilance tasks here, but I have to confess that lately I've actually been doing them again, and even without my pet tank. My control wizard is level 69, has completed the first three zones, and just got started on Spinward Rise. Basically, there are three factors that have made me change my mind, or at least made this way of levelling more bearable to me:

1) Stronghold quests: I like that during your sixties, you get two daily quests from your guild stronghold, one to complete four vigilance tasks and one to kill fifty mobs on the way. This adds some pacing, as four a day feels much more manageable than looking at the total number of quests required to get to the end and watching them reset every hour. Also, the extra quests for doing the same thing make each round of four tasks feel more rewarding.

2) Nerfs: After admitting that they messed up, Cryptic actually went through with nerfing level 60+ mobs, as well as cutting the requirement to progress at each vigilance quest hub in half. Eight missions per hub means that you never have to stay anywhere for long and that you have less time to get sick of an area.

3) Ruthless efficiency: Using past experience, I only pick the easy quests now. (For my wizard in particular this means, anything that requires me to AoE packs of relatively weak mobs is good, while tough single mobs are a bit of a pain.) If a bad bunch is up, I'll just log off and try again later. It makes the difference between a fun half hour romp and spending lots of time dying and running back to where I got defeated.

26/07/2015

Dearth of XP

Since my pet tank has several weeks of holiday right now, he decided to binge on Neverwinter a bit by speed-levelling a paladin alt. I was kind of surprised to hear that he hit a massive wall at level sixty.

All of my own characters have levelled slowly, over a longer period of time and with a lot of experience from invoking and professions contributing to the process. While I was aware that the amount of XP required ramped up considerably from sixty to seventy, I never had difficulties acquiring it.

Apparently things are very different if you are trying to push through that level bracket quickly. My pet tank's pally was only level 63 by the time he finished Reclamation Rock (the second of the four new zones). Even though he tried to pad his experience gains from pretty much every possible source (dailies, dungeons, skirmishes, PvP etc.), he quickly ran out of things to do. Right now he's still only 68, has finished all the new zones and has done about two hundred vigilance tasks in Fiery Pit alone (since he found that one the least painful to keep grinding in). That's a pretty harsh levelling curve.

17/07/2015

Well of Dragons

Since my pet tank and I finally managed to unlock the Well of Dragons dailies, we've been doing them whenever we can, in order to work on our campaign progression. I haven't been impressed.


Up until Tyranny of Dragons, I felt that every new campaign was an improvement or at least a fresh new take on the way the game does dailies. But the Well of Dragons... meh.

Scenery-wise it feels like a rehashed Dread Ring with dragons instead of zombies, coloured brown instead of grey. The dailies can take freaking forever if you happen to get a bad set, about three or four times as long as a round of Dread Ring, and the heroic encounters don't seem to draw much interest.

I wonder though how much of this is the fault of Elemental Evil's level scaling and increase in difficulty. After all, I used to love Icewind Dale, but since the level increase questing there has been pretty damn tedious as well.

07/07/2015

Survived the Vigilance Tasks!

Nearly three months after I first complained about the annoying design of Elemental Evil's "Vigilance Tasks", my pet tank and I finally completed the last of the four new zones that feature them. It's not that they take so long that it would really require three months to get through them all, but we found them so tedious that we kept having trouble finding the will to continue.

I still think that the way they intentionally keep sending you back to the same areas to kill the same mobs for a slightly different reason is an example of absolutely terrible design. It's easy to imagine the whole thing feeling very different if it had followed a daily structure similar to the previous campaign updates instead. Also, the rehashed maps were more of a downer than I expected. I'm planning to write a little "mini review" of each zone later.

Many thanks to Joseph Skyrim's Neverwinter Online Vigilance Quest Guide, which we found very helpful. When you're in a group, some of his recommendations don't apply the same way, but for the most part we found it easy to work out the differences. (E.g. a "simple" drop quest could become tedious in a group because the way drops work in groups can make things quite awkward. On the other hand something that was marked as difficult for soloers because of particularly tough mobs was usually comparatively quick and easy for a duo.)

05/07/2015

Gameplay Problems with Elemental Evil

I've mostly been complaining about the awkwardness of the level scaling and the tediousness of the quests that came with the Elemental Evil level increase, but this post on Neverwinter Unblogged offers insight into why the community has many more reasons to be displeased with this module. Basically, character power has been decreased, reasons to grind have been increased - all in all it's a very obvious attempt to push people towards the cash shop more forcefully. I'm very much in favour of financially supporting a game I enjoy, but expecting people to spend literally hundreds of dollars if they want to gear up even a single character is not a monetisation model I want to support.

29/06/2015

Death of Dungeons

When Elemental Evil launched, I vaguely recall reading something about Cryptic using it as an opportunity to re-tune low level dungeons so that they'd only require three players of no particular class composition and could be queued for by a wider range of levels. It sounded like an understandable move for a game that was having issues with queue times and I didn't even give it a second thought.

This past week, my pet tank has been roping some guildies from SWTOR into giving Neverwinter (another) try. I, too, rolled up another alt in hopes of being able to play with them. We were shocked to find that traditional group gameplay has been almost completely eradicated from the levelling game. Sure, Cragmire Crypts, the Grey Wolf Den and Temple of the Spider have been revamped in the fashion mentioned above and now allow level scaling all the way up to seventy. However, all the other levelling dungeons have been removed from the game, plus a couple of former max level ones as well. The wiki has the official list of victims:

The Cloak Tower
Lair of the Mad Dragon
Throne of Idris
Lair of the Pirate King
The Frozen Heart
Spellplague Caverns
Caverns of Karrundax
The Dread Vault
Castle Never
Fardelver's Crypt
Dwarf King Crypt

I'm pretty shocked, as I associate some pretty memorable experiences with some of those names. One would think that Cryptic probably did this with the intent of eventually bringing them back in revamped form as well, but with everything else they've got going on one has to wonder when they were hoping to find the time. I just can't help but think that a Dungeons and Dragons game with most of the dungeons taken out is severely diminished.

24/05/2015

Too Hard

One of the complaints that frequently gets levelled against Elemental Evil is that while Cryptic levelled everything up to 70, mobs and content at endgame became too hard for the average player. While I've been struggling horrendously on my own and even had some issues while playing with my pet tank, I didn't want to jump to conclusions. I'm not very good at this game, and while I think that the level scaling mechanic is very wonky, that by itself is not the same as the game being too hard overall.

Now that I've been 70 for a while though, I can't help but feel that the critics are probably right. I find it pretty impossible to complete the (supposed) solo dungeons on my own, and I used to be able to do that at 60. Duoing dailies is doable, but gets tiring fairly quickly because everything has so much health. (Who thought that it was a good idea that it should take ten minutes to kill two simple frost giants?!)

It's obvious that other people are feeling the same. The big heroic encounters in Icewind Dale used to attract people like flies. Nowadays when a Beholder or giant Remorhaz come up, they stay there until the timer runs out. People just ride around them and ignore them, because who wants to attempt an epic heroic encounter when even simple mob groups out in the world are already tough enough to kill you?

14/05/2015

Underdark and Strongholds

A bit over a week ago, Cryptic announced that they are already working on Neverwinter's next module, called Underdark. All those Drizzt clones will finally be able to meet their long lost twin brother!

I can't blame Cryptic for wanting to look forward after how badly Elemental Evil seems to have fallen on its face (though they also emphasised that they are still working on fixing that). What I found funny was that they added - almost as a footnote! - that before Underdark, they were also going to release a module called Strongholds, which is supposed to introduce guild housing.

I mean: housing, pfft... who cares about that? Also, the name "Strongholds" amuses me greatly. Who would have thought that SWTOR would become a trendsetter?

05/05/2015

Welcome to the New Endgame, Same as the Old Endgame

With Elemental Evil's level cap increase, Cryptic decided to boost all the old level sixty endgame areas up to seventy. I had to think about this for a while, because I'm not against repurposing old content in principle. I do however think that in Neverwinter's case this has not worked out very well for a couple of reasons:

1) Considering that the quests for places like Sharandar still pop up at level sixty and that the game offers (somewhat ineffective) level scaling, casual and returning players get suckered into thinking that they can level up in those old zones and get trounced as a result, which causes them to leave in frustration. (I actually had this problem myself to a degree.)

2) With effectively no old content left at sixty, the only way to level up by questing is by doing the new Elemental Evil zones. This means that players are funnelled into what's currently probably the worst content in the game, and may - again - cause them to leave in frustation.

3) Even for those who can cope with the new level 70 versions of the old campaigns, playing through nothing but the exact same content that they've done before just to get a couple of new rewards is bound to get boring quickly.

Also, it simply feels tedious when mobs that you used to be able to beat quite easily are now so much stronger - especially when your character is the one who's supposed to have gained power. My pet tank and I did two rounds of Icewind Dale this weekend and what used to be a fun little romp left me feeling tired and exhausted. While we never died, it took ages to kill anything, and since the mobs were so deadly, complete focus and constant dodging were required at all times.

30/04/2015

Minsc and Boo

Minsc and Boo are probably the best part of this module, and that's coming from someone who hasn't even played Baldur's Gate. I've done the repeatable "Seed" quests a few times now and some of Minsc's comments in them still take me by surprise and make me chuckle. It's just a shame that three quests seem to be all these two feature in (unless there's one last hurrah after you've completed the roughly 200 hourly "tasks", which I may or may not find out one day.)

27/04/2015

Level 70

Shintar the cleric hit level 70 from invoking today. In terms of quests, she's only completed one and a half of the crazy new grinding zones, and the prospect of going back to do the remaining two and a half for the sake of completionism is daunting.


At least XP gains clearly aren't a problem (though there has been a double XP event going on). My great weapon fighter, who hasn't even set foot into any of the new zones and has only been repeating the two instanced quests with Minsc and some dragon dailies, is also already up to 67. And my rogue, whom I haven't played at all other than to invoke and queue up professions, is already level 64 as well.

25/04/2015

Cryptic Apologises for Elemental Evil

Or at least Neverwinter's new lead developer says that he's heard people's feedback and is taking a hard look at what's gone wrong with the latest module.

You know it's bad when you can find people on the forums who recommend that you skip the new quest content to level up, because simply finding a good place to grind mobs is faster and more fun.

19/04/2015

Regressive Repeatable Quests

All the previous modules followed more or less the same pattern when it came to adding new content: a set of new dailies that progressively unlocked access to more content. You may not like dailies, but it was well done for what it was.

The new Elemental Evil content however, aside from the intro quests, makes me wonder how anyone could have ever thought that this was a good idea.

There are several new zones, and in each zone there are multiple quest hubs. At each quest hub, you get one regular quest which tells you to complete 16 hourly "tasks" before you're allowed to progress. There are only ever 9 tasks available at a time and they reset at the start of the hour, so you have to spend at least one hour at each hub to complete the required amount of quests, usually more.

The really annoying thing however is that you can never pick up more than four of these tasks at a time, and they all require you go to the same area. They are all of the "kill ten rats" variety (more or less), so you spend all your time running back and forth, killing the same mobs over and over again because the associated quests are only drip-fed to you: first you kill lizardmen because they are inside the mine you have to go to, then you kill lizardmen because they hang out near the sea hags you have to kill, and finally you kill lizardmen because you actually have a quest to kill lizardmen.

It took my pet tank and me over four hours to complete just the first map, during which we killed about a thousand mobs (there was also a helpful "kill any hundred mobs" repeatable quest that helped us keep track). I can't recall the last time I did anything that ridiculously and artificially grindy in an MMO, and I'm not even sure I want to continue to the next zone - which is more of the same.

18/04/2015

Bugged

I know that new content releases always come with bugs, but I was still surprised to run into what I would consider a pretty game-breaking bug today. My pet tank and I went back to do the level 70 solo instance in Neverdeath Graveyard that my great weapon fighter struggled with (the quest is called "Ghost Stories"), and as a duo we did alright, even if the scaling didn't work too great. However, just as we entered the last room of the instance, the level scaling simply fell off - leaving our level 60s to face off against level 73 mobs with no bolstering whatsoever. Unsurprisingly, we couldn't even scratch them. This made it impossible to finish the associated meta quest - not until we're level 70 anyway. I found a forum thread about the problem, but there is no known workaround.

In less game-breaking but still annoying news, one of the quests at the Drowned Shore refused to update properly for us after we had already fulfilled its requirements. Fortunately the forums came to the rescue again, this time with the advice that the quest only bugs out in a group and can be fixed by leaving the party. Still annoying though.