Showing posts with label sharandar. Show all posts
Showing posts with label sharandar. Show all posts

18/04/2021

New Sharandar Episode 2

This week saw the release of the second sub-zone of New Sharandar. Mostly it's more of the same slightly awkward questing, but they changed the tuning now so that things are actually somewhat hard to kill again.

Also, for some reason it's apparently crash-tastic right now. On our first attempt at the new large heroic encounter as a guild group, the game crashed for four out of five people simultaneously, and we went on to suffer more crashes throughout our play session.

25/02/2021

New Sharandar Impressions

Not a huge fan of the new campaign progression UI looking like the Redeemed Citadel one.

While the graphical fidelity in New Sharandar seems to be improved, it actually looks somewhat duller to me visually, as the increased "realism" has resulted in more muted colours for example. I liked how the older, brighter palette gave the forest a more magical feel.

More randomised quests of which you can only pick up and do two at a time = slightly meh for group play as you rarely end up with the same ones.

I guess it's intentional that this content is a bit easier again after Avernus, but at least the heroic encounters feel slightly ridiculous at the moment. The small ones finish so quickly that it's almost impossible to participate if you aren't already on top of one when it spawns, and even the zone's BHE gets obliterated in less than five minutes.

21/02/2021

Farewell to Old Sharandar

One thing I didn't immediately realise when the new Sharandar module was announced was that this also meant that the old Sharandar was going away: currency obsolete, zones and quests gone, campaign removed. I still don't know why Cryptic felt the need to do this to be honest, as there are precedents for having more than one version of the same zone in the game, e.g. Helm's Hold the levelling zone and Reclamation Rock the Elemental Evil zone, which are both the same place but at different points in time.

I'm not too torn up about it right now, seeing how I completed the old Sharandar campaign on eight different characters and have plenty of memories of the place. But I'm not generally a fan of removing content from MMOs, and occasionally I do get all sentimental and experience cravings to revisit.

For example one of the new Sharandar quests mentions that Kehl Skywatcher now has a plaza named after her and is missed by everyone or something like that. This then made me go "oh no, did she die" and suddenly I wanted to do nothing more than be back in the Witch Fen and be asked to disperse magical fog or torch giant toadstools.

25/01/2021

Combat Change Mayhem

As mentioned previously, mod 20 was supposed to bring about some major gameplay changes (once again), but in a somewhat surprising move, Cryptic decided to just drop those on us early last week and without warning, with the actual new content being scheduled to come out later.

As is definitely a pattern whenever Cryptic changes the combat and/or stats, everything's kind of screwed up for the moment. My guildies and I did a Castle Never for the weekly challenge and suffered so many deaths, it was funny. You could argue that it's not a bad thing to tune the content up so that people can't just ignore or skip mechanics quite so easily anymore, but our group was between 30 and 40k item level, while the recommended minimum for that dungeon is 20k. No idea how a party with that would get through any of those fights.

Also, while my dps as a healer was never the greatest it's even worse now. I'll concede that healing itself felt better though, as damage was taken more consistently so that I could get into more of a rhythm healing it up.

On the plus side, Avernus appears to have been nerfed into the ground and we had a good time doing some hunts there. Just gotta sit tight and wait for Cryptic to rebalance things within the next couple of weeks/months - as usual.

07/01/2021

Return to Sharandar

Only a few days after I complained about the lack of information about the upcoming module 20, I logged in after maintenance to find it being advertised on the launcher.

"Sharandar" continues the theme of naming confusion started with Avernus, as it's the name of the zone where Neverwinter's very first mod, Fury of the Feywild, took place.

My first reaction was actually to chuckle and think to myself that they must be running out of ideas to start revisiting older zones like that, but then I realised: Who cares? Fury of the Feywild was one of my favourite modules and I'll be quite happy to revisit the elves, so bring it on.

26/03/2018

Stop the Press!

This weekend I discovered that Cryptic updated the icon for Feydark Crystals. :-o


03/11/2016

Rubberbanding

I've been meaning to mention for a long time how I think that Neverwinter's biggest technical problem is the horrific lag and rubberbanding that besets the game at times. It's almost always present to a minor extent, and at its worst it leaves the game completely unplayable, even if the way you get teleported into unexpected places is kind of hilarious. One of the reasons I haven't actually made this post before is that it's something that's best seen for yourself and hard to capture in a screenshot (even if you're lagging enough to have time to inspect your unicorn's butthole).

Well, tonight I was finally able to capture some nice rubberbanding while doing dailies on my hunter ranger in Sharandar. Enjoy this little demonstration:

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.

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.

14/08/2014

Pay To Campaign

Module 4 released today, but I haven't actally looked at any of the new content yet. I did however log in to invoke and update my professions. Since the Zen store icon was flashing, I had a quick look at that as well.

Two of the newest items: buy instant completion for the Sharandar and Dread Ring campaigns for five thousand Zen each.

I really shouldn't be surprised, as it's perfectly in line with their theme of letting people pay for every advantage possible. Somehow I still find it disappointing however.

12/07/2014

Sharandar vs. Dread Ring

The Dread Ring is the second of Neverwinter's daily areas for max level characters and was released as part of the second module, Shadowmantle.


It's immediately apparent that Cryptic has learned at least two lessons compared to Sharandar:

1) Making repetitive content too linear is not fun.

Sharandar consists of three sub-zones that you unlock over time. You have to do the first one a couple of times to unlock the second one, do the second one for a while to unlock the third one and so on. While you don't get exactly the same quests every day, it's still kind of annoying to, say, be stuck in the area with the witches if you find them really annoying.

In the Dread Ring on the other hand, the whole map is open to you right from the start, but you get a different mix of quests every day. This keeps the zone fresh even if you run it every day, without destroying the necessary sense of progression.

Also, in Sharandar you have to do three regular dailies to unlock the associated lair quest every day, which is a somewhat annoying and adds a feeling of having to run back and forth unnecessarily. In the Dread Ring you can go straight for the day's lair while ignoring everything else if you want.

2) It helps to spread rewards out sensibly to make the grind more palatable.

One problem we experienced with Sharandar was that the rewards came in reasonably quickly at the start, but then there is a huge stretch at the end where nothing happens except that you grind the same content over and over to get to the top reward, which is quite substantial.

The Dread Ring feels better balanced in that regard - the important rewards aren't spaced out too badly, and while it also has the option to keep grinding for an extra reward at the end, it feels a lot more optional and you can work towards it in a more casual manner - or not at all - without feeling like you're missing out on something important.

04/07/2014

Eye for an Eye

There is a daily quest in Sharandar to collect six cyclops eyes. This has inspired the following conversation between me and my pet tank:

Him: "This cyclops dropped two eyes!"
Me: "Well, why shouldn't it?"
Him: "Because if it had two eyes, it wouldn't be a cyclops."

Apparently most of them have a spare in their back pocket or something.

28/06/2014

Sharandar

Ever since hitting the level cap, my pet tank and I have been busy doing dailies. There are several daily areas, with the first one being Sharandar, which was released as part of the Fury of the Feywild module last year.


It has some similarities to Star Trek Online's New Romulus daily area, both in theme (dispossessed people asking for help securing their new home) and execution (do dailies, collect various currencies, unlock rewards in stages by using a special UI). It's not without its issues, but it still feels like an improvement compared to STO, where I often found myself blocked by how much of a sheer (in-game) money sink it was to increase my reputation. You shouldn't have to do dailies to fund your other dailies. Of course it also helps that the combat in Neverwinter is more engaging than the ground combat in STO.

We've also dipped our toes into the campaign areas that were released later, and it's obvious that Cryptic has already learned how to make the experience smoother and even more enjoyable.