Showing posts with label undermountain. Show all posts
Showing posts with label undermountain. Show all posts

05/06/2021

New Class + Surprise NGE!

Apparently Neverwinter is going to go live with some huge changes next week, and they announced them... only two days ago.

The addition of bard as a new class is the least surprising bit of news, as this was already hinted at some time ago, and is very welcome (though I'm surprised they are dropping it on such short notice and with no real hype). Everything else, however...

  • To be more in line with tabletop D&D, the level cap will be squished from 80 to 20.
  • XP in the classic sense will go away; instead you will gain a level every time you complete a set piece of content called an "adventure".
  • Some existing content will be re-tooled for this, but other zones will simply be removed. Officially they might come back later, but Cryptic has a bad track record on that front, so I'd advise anyone not to hold their breaths.

And those are only the most major of the changes.

I have no idea what to think of any of this; it just feels completely out of the blue. I only know that I struggle with it when a game that I've been playing for years decides to make major systems changes like that, and it's only been two years since Undermountain turned my Neverwinter world upside down and actively turned me away from the game for the better part of a year.

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.

03/05/2020

Legacy Campaigns

When the level cap was raised to 80 with Undermountain, most old campaigns were awarded "legacy" status and not updated. I'm not sure what the selection criteria were, considering that the old Elemental Evil is still considered "current" while the much more recent Ravenloft has been designated a legacy campaign, but I'm guessing it might have simply come down to avoiding the hassle of re-scaling content where it would have been required.

With those old campaigns stuck at level 70, quests there can be completed with much more ease than previously now. To what end though? Cryptic were clearly asking themselves the same question and decided to add new weekly "legacy campaign quests" that ask you to either do quests, kill mobs or run heroic encounters on those old maps and that reward a special currency that can be used to purchase certain desirable items which were previously very hard to come by, such as companion upgrade tokens and high level enchanting stones.

This is one new feature I really love, as I'm both a fan of giving old content a new purpose and I really benefit from this new, more casual avenue to accessing those rare items.

All legacy campaign quests also reward currency for the campaign they are related to, plus bonus currency for a campaign of your choice (e.g. you could complete a quest to do Icewind Dale heroics and get both Icewind Dale currency as well as Chult tokens). This is useful to help get alts through campaigns you don't like as much and to get extra tokens that are required for stronghold upgrades.

I think this is really great design as it has also worked to greatly reinvigorate some of the old maps and especially the larger heroic encounters on them, which many people had previously lost interest in due to lack of rewards.

28/03/2020

Neverwinter vs. STO

There is a little chart called "weekly top games" on the Arc launcher, and for as long as I can remember, Neverwinter has held the number one spot on it, followed by Star Trek Online in second. Ever since I came back though, I've noticed that STO has been in first place some weeks. Has Neverwinter really decreased in popularity that much?

I consulted the Steam Charts once again, just to get a gauge on the relative popularity of the two games, and they do indeed show more people having played STO than Neverwinter for most of 2020. The last time that happened was back in 2016! Then I realised that STO recently celebrated its 10th anniversary though, which I'm sure helped it garner some extra attention, and activity does appear to have been dropping off again since that event ended on PC.

That said, the Neverwinter chart has definitely seen better days too. The game's last major peak appears to have been in July 2018 with the release of Ravenloft (understandably), and after the release of Undermountain in particular you can see a noticeable decline in interest (also understandably if you ask me - people don't like having to relearn the entire game!). We'll see if the current climate encourages more players to give the game another chance, like I have.

18/03/2020

Life Steal

The life steal stat in Neverwinter has long been my go-to example of why allowing too much self-healing is bad, at least in a game that's supposed to have a trinity system. People were healing themselves so much that dedicated healers quickly became redundant, and since it scaled with damage output, characters also became increasingly unkillable the more damage they did.

It received a big nerf at least once (possibly more often than that) but it was only with Undermountain that Cryptic decided to remove the stat altogether, while also all but eliminating abilities that used to do both damage and healing simultaneously.

And I've got to say, even though I agree that it was bad... suddenly being without it after years of playing a certain way sucks too, as my characters now have to consume potions/health stones like nobody's business. Considering that regular potions barely heal you at all and the actually useful health stones are sold in the cash shop, it's also hard not to suspect Cryptic of having made this move to encourage cash shop purchases rather than out of any actual gameplay concerns.

15/03/2020

Expeditions

One thing I like about Neverwinter is that it rarely tries to reinvent the wheel in terms of gameplay, usually "just" reiterating from one module to the next to make certain pieces of content more fun or at least fun in a different way.

In Undermountain they did this in the form of expeditions, which appear to be that module's solo to small group endgame content. At its core they are lairs (soloable mini dungeons), with the fiction being that you venture forth into the depths of Undermoutain to explore and discover treasure.

Each lair consists of three sections randomly drawn from a limited selection of caves and populated with random sets of mobs to create variety.

A mechanic ported over from Ravenloft's hunts is that you can add a handicap to increase your rewards, though the effects aren't as interesting as they were in Barovia: mobs merely get stronger and some traps appear that can debuff you.

The (to me) most interesting twist is that you are encouraged to find three relics in each section to boost your rewards, which tend to be hidden away in corners and nooks. I would expect this to somewhat discourage speed-running, as rushing through makes it easier to miss them. Rather on the contrary, this particular content feels quite well-tailored towards people like me who prefer to amble along at a more stately pace while taking in the sights. (Typically though, I then found out that the other expedition "types" that Cryptic added later contain no such relics, presumably because the mechanic wasn't popular.)

Unfortunately the lack of variety in terms of the dungeon building blocks and mob mechanics causes the whole thing to get old pretty quickly.

13/03/2020

Class Confusion, Part 2

I made an effort to at least log into all my characters of the other four classes and have a bit of a play around.

Wizard: This one probably felt the least changed so far, with all of my favourite abilities seemingly still present, but similar to the rogue it still didn't feel quite right. The control aspect just wasn't entirely there and using the same rotation I used to use, instead of enemies getting locked down I just got punted around a lot and my damage output generally felt weak. It's possible that I missed something when setting up the feats; will have to investigate.

Ranger: Similar to the wizard, this one doesn't feel like it's changed a lot; it was just so much weaker in terms of damage output. Maybe it's a gear scaling thing and they'll all feel stronger again once at the new level cap.

Paladin: No more healing and doing damage (even a little) at the same time, bah! And they gave them a similar divinity mechanic to the cleric's, which I'm not a huge fan of. I may have to play a bit more to be able to make a definitive judgement, but my first impression is that like with the barbarian, they ruined another of my favourite classes.

Fighter: Like with the warlock, I don't actually have very detailed memories of playing this one, but I certainly wasn't a fan of the class's gameplay in the past. That said, the new seethe mechanic for the dps spec actually feels like it could be fun, setting up combos of first blocking damage and then hitting all the harder for it.

So far, it seems that the classes that I liked have mostly been made less fun, while a couple of the ones I didn't like have been improved a little. Homogenisation achieved?

11/03/2020

Unscaled Stronghold

Ever since their introduction, guild strongholds have featured level scaling. Since level scaling in Neverwinter isn't very good, this was of limited usefulness - you couldn't realistically go around as an upscaled level 15 and do content in the stronghold on your own - but if you found a guildie or friend to team up with, you did actually stand a chance at killing things together.

For some reason Cryptic opted to remove level scaling when they levelled everything in the stronghold up to 80 with Undermountain. This has the annoying consequence that you are completely useless as a lower-level character now. When I used a level 70 alt to tag along with my husband's paladin as he did some heroic encounters, I was nothing but a squishy liability, with some of my attacks hitting for only 1 damage.

It's an odd choice to make and I hope Cryptic still rethinks it. Levelling in Neverwinter may not be hard, but I don't really see any benefit in making the stronghold content less inclusive.

09/03/2020

Class Confusion

I'm slowly getting used to the new cleric mechanics. I still haven't figured out divinity management in my healing spec, but hopefully I'll get there.

The real problem is that I have seven more characters that I don't have a clue how to play now. Levelling them over the course of several years, I had plenty of time to get acquainted with how each one worked at least on a casual level. Now they've all had their mechanics changed, powers and boons reset, and I'm basically lost.

I have tentatively started logging into a few of them to get an idea of where things stand with other classes, and my first impressions can mostly be summed up as "uncomfortable":

Rogue: The basic mechanics (stealth etc.) of this one don't seem to have changed - thank god - however unfortunately the build I used to run with no longer exists. I used to rely on certain abilities having synergies (use A to trigger B and reset the cooldown on C) that are no longer in the game, so I did a lot of flailing about wondering why things weren't coming off cooldown as expected. Will need to look up a new build at some point.

Barbarian: I was crushed to find that Battlerage (formerly Unstoppable) no longer grants temporary hitpoints. It was a key part of the ability that it combined an incentive to not bother with dodging out of the red circles (the control immunity) with the ability to survive standing in them for a few seconds. The new version grants a slight damage reduction instead but that's not nearly as good. Not sure where to go with this one.

Warlock: This was the class I knew the least about since it was the last one I levelled, which has the advantage that I'm feeling less pain from my previous knowledge being made redundant now. I never really "got" warlocks, and the new and improved version is even more confusing to me. They have a new resource bar that doesn't seem all that great and depletes so rapidly that I feel like I should constantly hurry from combat to combat to avoid "wasting" the resource, which I don't like at all. But hey, I never liked the class much to begin with, so I guess this one's no big loss.

07/03/2020

Talking Swords

(Minor Undermountain quest spoiler to follow.)

I don't remember where and when I first heard or read it, but I distinctly remember someone once telling me that talking magical weapons in a D&D setting were pretty much always bad news. This memory keeps coming back to me every time I encounter one, but Neverwinter seems to be set on defying my expectations.

First there was the Sunsword in Ravenloft, whose pride and OP-ness made for - in its own words - "a superlative experience".

Now, in Undermountain you find another talking sword in a green dragon's lair. After you beat the dragon, it urges you to use its blade for the finishing blow. So you stick it into the dragon's head... and the creature rises again, with the magical sword now effectively controlling the dragon's mind and body.

Then you spend the rest of the zone with a dragon buddy helping you fight the baddies.


Not what I expected.

(Also, obligatory Bloglovin link so I can add the blog to my list there!)

04/03/2020

Delving Into Undermountain

Remembering that most of my best times in Neverwinter involved playing the game with my husband, I convinced him to reinstall it as well and dust off his oathbound paladin. At first he was very reluctant, but already a few hours in he didn't want to stop playing again because he was really enjoying himself and wanted to see how the storyline we were playing through was going to end.

In fact, his enthusiasm was so overwhelming that we ended up playing through almost the entirety of the Undermountain campaign in a single Sunday afternoon session. This was made possible by it being the first campaign that didn't feature any time gating for story progression or boon acquisition. I don't know if it was like that at launch or if this is something Cryptic implemented later, but it made for a pleasant discovery either way.

The gameplay was a mix of the usual "kill x things over there and click y things while you're at it", but that's what we we're here for, isn't it? I did notice that some missions involved the use of some newfangled temporary abilities, but they were integrated into the UI in an unobtrusive way and not annoying.

The story was also enjoyable, in usual D&D fashion involving a mix of the slightly tragic but often silly. We were curious to see where plot developments would go throughout the whole thing and kept chatting about it while doing the quests. "I really want to know who that mysterious woman is!" Or: "I wonder what we're going to do with this guy; I mean we're working with him right now but he's evil, right?"

I may have been very annoyed with his module for all its system changes, but in terms of story they certainly did a very good job.

26/02/2020

Feeling The Pull

After seeing first Telwyn, then Syp, and finally even Bhagpuss talk about Neverwinter in the past month, I finally reinstalled it. (I never uninstalled it actually; I just got a new PC and never bothered to install it there.) I haven't played it yet, but I'm guessing that will be the next step.

I thought I was done with the game after how they followed up a disappointing mod 15 with a seemingly even worse mod 16 that left me feeling completely detached from all my characters. But it seems that I can't quite let go. While it's never been my primary MMO, I guess it's hard not to feel somewhat attached after so many years of playing and getting eight characters to max level at one point.

When I quit retail World of Warcraft I was quite sure that it was over because the devs had made it pretty explicit that they thought the sort of things I enjoyed were not fun in their book and their design wasn't going to support them any longer. Cryptic on the other hand is just terribly incompetent at times from what I can tell, so one can always hope that things get better again I guess? There are three whole campaigns that I haven't played through at this point.

(By the way, what's up with the weird new music on the login screen? If you let it run for a bit it turns oddly metal. Is Infernal Descent a metal module?)

31/07/2019

Cleric Gameplay Kinda Sucks Now

While researching player opinions on mod 16, I came across someone complaining that clerics were now just a class that stands in a corner somewhere. This sounded like an odd complaint, but I'm starting to see where it came from.

The problem is that divinity has turned into a simple resource pool for encounter powers, and one that drains extremely quickly at that. It takes less than half a dozen attacks for me to run out, and then I'm basically down to at-wills.

This wouldn't be so bad if using at-wills helped to regenerate divinity, as you could then weave back and forth between using them and encounters. But no, you're supposed to stand still and pray in combat to regenerate divinity, and it takes a while to boot.

The idea of a cleric pausing in combat to pray may have made sense in Everquest back in 1999, but in an MMO with action combat in 2019 it's absolute madness and makes you feel like a right muppet, especially when you have to keep interrupting your prayers to dodge out of telegraphs, all the while contributing nothing to the fight.

09/07/2019

Scaling Strangeness

I knew that Cryptic was going to change the way scaling works in Undermountain, and I actually welcomed the idea as I thought that the existing system was pretty poor. After running a couple of Cloak Towers though, things didn't seem much different from before: Downscaled max-level characters were still rushing through, pulling and killing everything on their own while lowbies lagged behind - I guess things just went marginally more slowly, as it took more than one hit to kill an enemy now.

But then I ran into the strangeness in Illusionist's Gambit, and I soon got another taste of it in the Storming the Keep skirmish. Three years ago, I ridiculed this one for scaling players up to 60 while leaving the mobs in their twenties, making the whole thing a complete joke. Well, when I ran it this time, this was still happening... but our group of 60ies really struggled to kill those twenties! We barely made it through to the end, with me desperately spamming my one heal as much as it would let me and people still ended up getting downed repeatedly.

I found several reports of the new scaling being utterly broken (e.g. people being one-shot while doing normal Demogorgon) but that was more than two months ago, and supposedly there's been a patch to fix things since then? All I can say is that I'm very confused.

22/06/2019

Getting Reacquainted

Luckily for me, Cryptic managed to fix the bug with the anniversary quests two days into the event after all. After spending a little time fiddling about with the character panel on my cleric, I jumped into a quick Protector's Speech skirmish to try out some of my new abilities.

I didn't know it was possible to feel this lost in a game that you've played for more than five years and have only been away from for six months. Is this Neverwinter's NGE? I think at this point it doesn't even matter whether the changes are good or bad, there are just too many of them. With my cleric's base functionality completely changed and numerous abilities removed or revamped, it feels like I'm playing a completely different game, one in which I just happen to have characters that look like the ones I used to play.


There has been a token effort to explain the class changes in game, but frankly, a few paragraphs of text can't make up for years of muscle memory. It breaks my heart to think back to a year ago, when I was proud to have hit 70 (then max level) on all eight classes and foresaw myself playing the game for years to come.

As it pains me to just abandon all that even in the face of my current frustration, I resorted to that last bastion of hope for confused returning players: rolling up a new character. I didn't really want a second cleric, but at the moment going down that path seems to be my only chance of figuring out WTF is going on with the class. Let's not even think of alts for now.

At least redoing the newbie experience felt less irksome than usual as it's actually been a while now since I last went through it. One interesting change I noticed is that they got rid of all the level-up prompts telling you what you just earned, I guess at least partially because there is less to earn (e.g. no more power points, you just get certain powers at fixed levels).

20/06/2019

Confused Birthday

It's Protector's Jubilee again, and this year I'm not even on holiday. Surely there's no better time to check the game out again than during its sixth birthday celebrations!

Unfortunately Cryptic has delivered a double-whammy in terms of making it hard to get back into the game: Now that I'm finally getting over my disappointment with mod 15, it's hard to pick things up again because they've literally changed everything: classes, powers, companions, boons etc.

After claiming my first freebie today, I thought I'd try to get back into the swing of things by doing something simple on my cleric: the anniversary quests. Turns out that Elminster wouldn't give me any though. I tried logging another character and for her they showed. Bug? I tried to check the forums but they wouldn't even load.

Still business as usual then.

(I'm genuinely sad though; I was really in the mood for those anniversary quests. Knowing how slow Cryptic is with fixing bugs, I don't expect to actually be able to participate in the event on my main now.)

05/05/2019

Taking the Temperature

Hm, Undermountain has been live for almost two weeks now; I wonder how people are liking it?


Ah, business as usual then.

(Seriously, I am starting to feel the itch again though...)

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.)