Showing posts with label gear. Show all posts
Showing posts with label gear. Show all posts

11/01/2021

Aasimar Unlocked

This week I finally unlocked the last of the Redeemed Citadel rewards on my main, which means that I now have access to the Aasimar race. Too bad I like all my existing characters as they are and see little incentive to roll yet another alt until they release another class.

Some of the gear rewards from the milestones were also pretty good - for example I hadn't upgraded my neck and belt since Ravenloft. Sadly the main and off-hand remain un-upgradeable for me though as doing so requires drops from the higher-level Avernus hunts, something I just can't be bothered with at this point.

15/08/2020

Profession Project

I've never quite made my peace with the workshop that replaced the old profession system, but I do have functional (if not maxed-out) workshops on three characters and do try to level up my skills and artisans occasionally when I have some gold to spare.

One thing I noticed recently was that a lot of the crafted gear actually has some pretty nice looks, so now part of the project has become to craft each available look for every class so they can add them to their appearance libraries for mixing and matching.

I've never been the type who considers fashion the real endgame, but so far it's been a surprisingly entertaining project.

22/03/2020

Keeping Up Appearances

At launch, Neverwinter had no real cosmetic system at all, only the option to display a "fashion set" instead of your regular gear, which was extremely limited. Later on they added dyes and the ability to "overwrite" an item's appearance with that of another item, but doing so destroyed the latter, which was annoying e.g. when you got a new weapon and had to choose between either salvaging the old one for currency or destroying it to preserve the appearance. It could also get quite expensive if you replaced your gear frequently but wanted to keep the same look.

I was pleased to see that with Uprising the devs decided to make an attempt at getting Neverwinter caught up with more modern MMOs in regards to cosmetics. There is now a dedicated appearance tab where you can set a look you want and it stays on even if you swap gear around. You still need to destroy gear that you want to "add to your appearance library" once, but after that you can re-use the look forever. Likewise dyes only need to be unlocked once and are re-usable after that.

I felt vindicated for actually having kept some old gear pieces that I liked the look of in the bank for a rainy day - now I just needed to convert them to appearance library items and they were ready to be worn again!


The system's still far from perfect, mind you - for example there is currently no way to save multiple outfits for easy swapping. Also, the old fashion system still exists and now just feels weird and confusing in the way these things tend to go in older MMOs when a newer system effectively replaces an older one but the old one doesn't get removed. Still, it's a step in the right direction.

19/07/2019

Early Levelling Impressions

My little cleric is in her forties now, and so far I like the new levelling experience less than the old one.

- As I already mentioned, you rarely get anything when you level up. This is boring and reminds me of current World of Warcraft in a bad way.

- Acquisitions Incorporated feels like more of a stain on the game than I expected. I was not thrilled by the humour when it came out but thought that maybe it was less jarring if you actually ran into the chain "organically" as a lowbie... but nope, it's just as bad. There's a huge tonal dissonance between that campaign and everything else, and the quest givers just come off as jerks. I don't want to work for them. I did the intro and then didn't go back, despite of them sending me letters in the mail.

- Gear is oddly hard to come by. Rewards from dungeons are random to a ridiculous degree, to the point that most are either for a different class or a character thirty levels higher. Out in the world they are strangely scarce now. I remember back when we used to have to identify all our drops (another thing that they got rid of) it seemed to be raining unidentified items left and right. Now I hardly see any gear drop from mobs at all.

- Where are my heals? They completely removed life steal, which I can kind of understand because of how OP it was, but they also seem to have taken away the cleric's various healing effects that used to be attached to attacks. At the moment I feel like just another random dps. And the one heal my baby cleric does have feels ridiculously weak, barely even moving anyone's health bar. It feels like something that was tuned for max-level characters in epic gear, leaving lowbies in random levelling gear feeling disproportionally weak.

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.)

06/10/2018

Goodbye, Salvage

We've had another dev blog with accompanying forum thread on an upcoming Heart of Fire change: the concept of salvaging high-end gear (turning it into unrefined astral diamonds) is going away, and instead this gear will now just turn into refinement points like lower level gear.

My first reaction was a proper Darth Vader-like "Nooo!" though I guess in fairness, we don't really know just how bad it's going to be yet. The devs say that they'll add AD as a reward to lots of activities to compensate for the loss from salvaging, but they don't have a history of getting that sort of rebalancing right very often.

It's still going to be a nerf for me either way, because as it stands, I'd often collect gear on the weekend when I had more time to play, and then slowly salvage it throughout the week to maximise my bonus AD from invoking. After this change I won't be able to "save up" AD this way anymore, so if I don't have as much time to play during the week, well that's just too bad.

I suppose I should have seen it coming though, as I've been feeling quite comfortable with my AD acquisition levels lately, considering my casual level of play. One thing I've learned throughout the years is that if something is working well for me on a casual level, Cryptic will rate it as crazily unbalanced at the high-end, and it will be nerfed soon afterwards.

06/08/2018

Clone

I've quite liked the look of some of the gear upgrades that my cleric got from Ravenloft, so I didn't bother to transmute them into something else and just switched to a different look for a change. What I didn't consider was that simply wearing the newest shinies would make me look identical to other people doing the same... so I was quite startled when I ran into a fellow cleric in the Barovian inn that was wearing pretty much the same outfit as me (not to mention that she looked like she was giving me the evil eye).


It's funny to think that everyone wearing whatever was the newest endgame set used to be the norm, but with the heavy focus on customising your appearance to look more unique in recent years, it actually feels strange now when you run into someone else wearing the same outfit.

03/08/2018

Summer Festival Haul

My original goal for this year's Summer Festival was simply to re-purchase the farmer's weapon skin for control wizards, since I "lost" the old one when I replaced my wizard's main hand. Nothing says "arcane power" like fighting with a floating watering can.

So I did that. While I was there, I also decided to get my wizard the water horse. I'd never been particularly fond of that mount, but it suddenly struck me that it seemed kind of appropriate and magical.


While checking out the rewards, I realised that some of the available mounts might suit my other alts, so I also got my rogue and guardian fighter involved to earn the Sunite Steed and the boar mount respectively. Both are characters for whom I've struggled to find mounts that feel "right" for a while, so we'll see whether any of these stick.

The big disappointment came in the form of the ticket rewards from Sahha. Checking out the vendor, I had spotted a nice set of fashion gear that could be purchased for bronze tickets, the most basic currency. "Sure, I can work on that too," I thought.

However, a dozen ticket balls and more than two thousand volleys later, I realised that I was barely halfway towards being able to purchase one of the items, never mind the set. How are you supposed to ever afford this stuff? Buy loads of balls from the store? Play Sahha all day, every day? Come back to the event five years in a row? I'm used to this game being grindy, but that just left me incredulous. It's not that big a deal in the end since the fashion was never my main goal anyway, but it was still kind of disappointing. At least everyone was friendly and honest during my ball-bouncing pugs (despite of all the warnings I'd read about scamming attempts).

P.S.: It's Blaugust! If you've ever been at all interested in blogging, check it out.

26/06/2018

Ravenloft Launch Impressions

- First time I launched the game, it crashed before I even made it to the character selection screen. Happy patch day!


- New character selection screen! This time it's not just a new background, there are also new features such as the option to sort your characters differently.

- It looks like this module brought with it some sort of graphics update. I already noticed it on the character selection screen, but certain spell effects in game also looked a lot crisper than before. I don't like that the shade of green used for green quality items is much darker now than it used to be though.

- I thought I'd read somewhere that astral diamonds would now be account wide, but I could find no evidence of this. Maybe there's an option to put them all in the bank or something, I'll have to look again.

- The intro mission to Ravenloft felt quite lovingly crafted. Neverwinter's storytelling animations have always been on the poor side, but there was one cut scene where someone even moved their mouth while talking (gasp) and I liked what they did with the little silhouettes for when you're being told Strahd's story.


- Holy catch-up, Batman! Just completing the intro quest rewards you with a full set of 460 gear including rank 8 enchantments for every slot. Note to self: bring any and all alts to Barovia soon.

- At first glance the new map seems quite fun and like it iterates nicely on Chult. I was happy to see small heroic encounters make a comeback in particular as I sorely missed them in the jungle.

- I already attracted the night terror twice. Fortunately people were quite happy to pile on it whenever it appeared, but sadly it doesn't appear to drop anything, though my two guildies each got a title for killing it (not surprised the cleric gets left out as usual...)

- In a move that feels like over-conveniencing players, Cryptic made it so that you no longer have to actively roll on loot when you're in a party; the game just assumes that you want everything, rolls for everyone and then distributes the items accordingly. I actually feel kind of robbed. I liked seeing half a dozen items pop up on my screen and actively rolling on each one!

- The new, instanced hunts could grow on me, as the introductory one seemed quite fun. Less focus on randomised material gathering and more active hunting fun I hope?

06/04/2018

Finding My Confidence

Neverwinter's gear progression just to keep up with every new story module is pretty unforgiving. I never have whatever's considered "the good stuff" at any given time and always just wear whatever gear Cryptic has decided to make accessible through a vendor most recently in order to help people get caught up. Combine that with my main being a cleric (never the most fun class to solo), and I have reason to want to go into every new module with my pet tank by my side (never mind the incentive of simply wanting to play with him). Whenever we get separated while playing new content - even if it's only briefly - I soon end up calling for help, because while I can just about stay alive I'm finding it very hard and tedious to kill anything on my own.

In addition, I have many bad memories of running into gear walls on my alts. I still remember being unable to finish the lair in the witches' area in Sharandar on my rogue a long time ago - there was this one group of six mobs or so next to a cauldron that I just couldn't kill, eventually forcing me to give up and come back another day. On my hunter ranger I remember idling next to the demon spawn spots for the Maze Engine daily, waiting for someone else to come by and start it, because on my own it was a fifty-fifty chance of me just dying instead of successfully fending off the demons. It wasn't that long ago either that I had to re-think my control wizard's build because she kept dying while trying to start the dailies in Icewind Dale.

Now admittedly I overcame those challenges eventually, but I realised that fear of the fights being too tough has certainly been holding me back when it comes to newer content. Not only have none of my alts completed any of the campaigns past Underdark, but my main also still has lots of them unfinished, from times when my pet tank's interest had waned and I was too afraid to go back and try tackling anything on my own. It was only this week that I pulled myself together and decided to visit Bryn Shander again for the first time in one and a half years to progress that Storm King's Thunder campaign that I had abandoned not even halfway through. And what do you know... it went OK. Things died reasonably quickly and I found myself thinking that probably even some of my alts would do alright versus these dailies nowadays. It's just like the saying goes: once bitten, twice shy.

08/03/2018

Fashion Bag!

I'm making a serious habit out of getting super excited about user interface changes and quality of life features while totally missing the actual content of a new module, or at least not getting to the latter until much later. So of course, upon logging in after the release of Lost City of Omu, I got super excited about the new fashion bag!

I'm still not sure there is even much of a point to fashion these days when you can just make your normal gear look any way you want, but fact is that it's still a system that exists. Sometimes I still get fashion items for free or as rewards, and unlike my pet tank I hate destroying or leaving things, so I've always dutifully stashed them away in my bank while simultaneously feeling bad about the space they were taking up, because I didn't really care about them that much.

Finally this is no longer going to be a problem, as we now have a separate inventory tab to put a whole bunch of fashion items away for free. Despite of me not using them much, the freed up bank space alone really excited me, and to be honest, not having to worry about where to store new fashion in the future might even encourage me to pick up a few more such items and maybe even use them on occasion. Like with the introduction of the stable, the secret to making people want more of something that they can only use one at a time is to not make it a chore to have more than one.

13/01/2018

Carry On

I've mentioned before that the huge number of attributes that a character can have in Neverwinter creates huge min-maxing potential. I haven't played another MMO where there is such a massive difference between characters not just based on class and skill but also based on gear.

A good example was when my pet tank and I queued for the Merchant's Prince's Folly skirmish today (small group PvE content). We could immediately tell that someone in the group was doing massive dps based on how quickly we were carving through the instance, and indeed, at the end the statistics screen revealed that our great weapon fighter (for some reason it's almost always a great weapon fighter) had done more than 38 million damage compared to my less than two. That means that he did more than 1800% of my own damage! And it's not as if I was just standing around and not trying.

It can be a bit discouraging sometimes to see these huge performance gaps, but at the same time I have to hand it to the community that at least in the sort of PvE content that I tend to do, nobody ever bothers you about bad performance. More often than not I tend to just be grateful to those players for carrying people like me to victory without complaint.

06/01/2018

Simril Success

Despite of my earlier complaints, I finished this year's Winter Festival on a positive note, by achieving both of the goals that I had set myself initially, which were to earn the seasonal weapon skins for both my great weapon fighter and my paladin.

Funny thing is, I haven't even used the one for my fighter yet, because the one I used to "temporarily" turn her new artifact weapon back into a sword is actually quite nice, so I decided to just save the new skin for whenever I need to change weapons again. (ETA about two years?)

I do love my pally's new look though; I find that the sparkly theme fits the class particularly well. The only thing that disappointed me a little is how small the new appearance makes the shield look, as I always found it quite humorous to see my petite elf disappear behind a ginormous shield wall that she'd probably never even be able to carry.

25/11/2017

Cheap Artifact Gear For Everyone!

I've mentioned before that if you follow an MMO only casually, updates can be full of all kinds of surprises. Both my pet tank and I went all wide-eyed when our Alliance leader told us that there are now craftable artifact weapons and off-hands which are better than the ones that we were using before, even in their most basic green state as they start at item level 415. And the best thing? People are selling them on the auction house for (what feels like) ridiculously little, less than 20k AD a pop!

They probably have some downside to them that makes them less than ideal for min-maxers, but for more casual players like us this is absolutely amazing. I immediately went out and bought a set for every single one of my max-level alts, who were usually still sporting purple versions of their Elemental Evil main and off-hand at item level 390.

New daggers for my rogue.

It's a bit sad to have to start refining from scratch again, but it does feel a lot better with the new refinement system. I'm just not sure what to do with my old weapons now, as they took out the bonus that allowed you to transfer most of your progression from old to new. Another downside is that I'll be losing a lot of nice looks unless I'm willing to completely destroy the old gear to preserve it: For example my great weapon fighter was using a weapon skin from the winter festival, and my control wizard one from the summer festival. Oh well, they will come around again.

18/11/2017

Refinement Revamp

It's been quiet on here because I've been off Neverwinter for the last few months. As usual, I always come back though, which in this case started with trying to make sense of the changes that were made to the refinement system with the Swords of Chult module launched in October.

I had actually already read about both the inventory and the refinement point changes beforehand, but seeing them live was still something else. I can't deny that they look good on paper, and also that it's super convenient to be able to identify all the greens in my bag with one button click and then refine the lot of them with another. However, right now I also can't help feeling like I'm missing something. It all seems a bit too easy. Surely there must still be some trick to deciding what to refine and when? It just seems strange after the previous complexity.

What's also interesting is that it seems that the amount of RP you get from green gear drops has been buffed, relatively speaking. It used to be as much as a white pearl per item, now it's as much as a peridot, which is five times as much! Combined with the new ease of turning these drops into refinement points, this has had the funny side effect of my pet tank going from ridiculing me for picking up all the "junk" to actually wanting said junk for himself. I can't quite decide yet whether I'm happy that he's now helping me hoover up all the shinies after every fight or annoyed that he's suddenly competing for the loot.

10/06/2017

Too Much Info

One of the things I don't like about Neverwinter is that a character's power level is an extremely complex construct and made up of way too many different parts. My character sheet lists more than forty different stats, and even though not all of them can be found on gear, that is only the beginning.

There are also your basic D&D attributes (strength, wisdom etc.), paragon paths, feats (talents), powers, boons, on-use powers on artifacts, not to be confused with artifact powers on your main- and off-hand, enchantments, overload enchantments (totally different), armour kits, active and passive bonuses bestowed by certain companions, active and passive abilities granted by certain mounts, insignia bonuses from mounts (even though the stable system has been in game for over a year, I literally only learned how these work the other day), and I wouldn't be surprised if there was more that I'm forgetting right now.

I pretty much ignore half of this stuff to be honest and it hasn't really hindered my ability to complete basic quest content. But there is huge potential for min-maxing here, creating a wide gulf between those who can be bothered to figure it all out and those who don't. Plus every time Cryptic adds a new system to the mix, I can't help but suspect that it's mostly meant to give them yet another thing to sell in the store or to put into lockboxes. People are less likely to cry about pay-to-win if they can't even keep track of all the different ways in which you can increase your power.

05/05/2017

Gear Deluge

Two problems I have while playing Neverwinter as a casual player are that 1) my gear is never all that great (I'm still not even allowed to set foot into the dungeon that was added in the last module because my gear score isn't high enough) and 2) I'm not always up to date with what's new.

Both of these reared their heads yesterday when I took a look at the gear vendor in our guild stronghold and was pleasantly surprised to find that he suddenly (?) sold gear that was better than almost everything any of my characters were wearing, for the low price of a few thousand guild marks per piece.

Fortunately I had a whole bunch of said marks saved up, meaning that I could kit out my cleric, my rogue, my great weapon fighter and my wizard in new armour all at once. I'm excited to try out their new gear sets to see how much of a difference the power increase will make.

Admittedly I was less excited by the new looks - I think wizard gear for example looks terribly gaudy most of the time, but fortunately it's easy enough to just paste the look of the old set onto the new one. Some of the new stuff doesn't look bad though, just different. For example my fighter's new winged helmet makes her look a bit like Lans from the Maze Engine in my opinion.

13/04/2017

Orange

Back in 2015 I wrote about the concept of artifact gear and how its grindiness worried me. Nearly two years later, I finally maxed out my cleric's main hand weapon. By now I honestly wasn't sure it was ever going to happen!


But don't worry about me running out of things to grind for, there's still her off-hand, the belt and four artifacts to go, not to mention that none of my enchantments are above rank 10...

25/10/2016

Endgame Drama

Via Neverwinter Unblogged I found out that there's been drama about an upcoming change to endgame gearing. Basically players require keys, which (among other things) can be bought from the Zen store, to unlock the reward chests at the end of a dungeon run. The rewards in these are random, and currently you have the option to decline the reward and retain your key for the next chest in hopes of a better roll. This will be changed so that the random reward is instead forced on you as soon as you decide to open the chest.

I honestly have no feelings about this because I'm too casual about endgame in Neverwinter to ever have worried about this kind of thing. (When I get to a dungeon chest, I open it and take the rewards no matter what because who knows when I'll see the next one? I always have way more keys than I'll ever need.) But it reminded me of the current SWTOR outrage about the planned changes to endgame loot in Knights of the Eternal Throne, which will also suddenly leave people at the mercy of RNG.

It's strange to see to see a similar situation from the point of view of an uncaring casual player, and makes me once again wonder about the respective sizes of the more outspoken (and often angry) parts of the player base.

11/10/2016

Epic Temple of the Spider

This past weekend I ran my first epic dungeon, Temple of the Spider, with a bunch of guildies. Things went well enough until we got to the last boss, where I died within less than a minute. I wasn't alone however, and two of my guildies soon shared my fate. The two remaining players, my pet tank on his paladin and a guildie on a great weapon fighter, managed to get the boss down... eventually. I know that it took more than twenty minutes because I was marked as idle twice while hugging the floor and watching YouTube videos on my second monitor. In the end I was rewarded for my prolonged inactivity by the chest at the end spitting out a new and better version of my horned hat. There really is no justice in this world - good thing that in Neverwinter that often seems to work out to my advantage...