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CeeKay
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« Reply #360 on: June 06, 2013, 03:28:33 PM »

so the 'open beta' ends June 20th, and there will be new level 60 content:

Quote
The launch day also marks the release of Gauntlgrym, our level 60 PvE and PvP content for veteran players. New challenges await within Gauntlgrym as players fight for the greatest treasures hidden deep in the ancient Dwarven city. Seasoned veterans who have mastered the many dungeon delves and skirmishes in Neverwinter should prepare for their toughest challenges yet. Enter the battlegrounds and prove who is most deserving of Neverwinter's riches.

plus, Fury of the Feywild is coming this summer.
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« Reply #361 on: June 06, 2013, 05:24:13 PM »

missed the part about the big update coming:

Quote
That's not all! Every class will see big changes in regards to their mechanics. Aside from fixing many of the bugs associated with class powers, we've done a considerable amount of rebalancing across the board. Expect a high volume of changes to damage, mitigation, cooldowns, stacking, power synergies, durations, and knockbacks, interrupts, threat, bonuses, and pretty much everything else!

<sigh> let the Nerfing begin.
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« Reply #362 on: June 07, 2013, 12:37:07 PM »

I am running out of steam with this. My TR is level 41 now and my fun factor is declining greatly. I am playing single player content 3-4 levels lower than me and am dying now more than ever before since my cleric can't stay upright and I can't heal myself often enough. (Maybe I am just a poor player.) I suspect I haven't levelled my toon correctly since I am mostly still using early level skills since I like them more than the later ones and the later attacks seem to do the same damage when maxed. I know TRs tend to love the flurry attack but I hated it and went back to my original one. I also haven't poured a cent into the game and think that probably is making things harder (and that's probably the point). I do think there is a lot of fun in this game, but it really just makes me think I should play a single player action RPG instead of this one. I will probably try to grind my way to 60, but it's really made me want to give NWN2 another try (which I bought from GoG last night).

I have mostly been disappointed with the Foundry quests. They all seem to look and play alike, with the main differences being the amount and quality of the writing. With some exceptions, the writing is very poor.

I do want to play a bit more. I have 100 zen and want to get enough to open one of those damned lock boxes just to see what's in it. smile

Fun game, and I certainly got my (no) money's worth.
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« Reply #363 on: June 15, 2013, 05:04:41 PM »

end of open beta events:

Quote
Phase 1 – 2x Enchantments,  2x Runestones

Begins: June 14, 2013 at 12pm PDT (When is that in your time zone?)

Ends: June 17, 2013 at 12am PDT (When is that in your time zone?)

Details: Questing, gathering nodes in the fields of Neverwinter, and looting treasure chests have never been more rewarding. Every time an enchantment or runestone is awarded while playing, you’ll receive double the rewards. If you’ve dreamed of having T10 Enchantments or Runestones, there’s never been a better time to get in game!

 

Phase 2 – The Invasion

Begins: June 17, 2013 at 12am PDT (When is that in your time zone?)

Ends: June 20, 2013 at 9am PDT (When is that in your time zone?)

Details: Protector’s Enclave will be under attack! How can you help protect the city of Neverwinter? During the End of Open Beta Event, there are 5 locations around Protector’s Enclave that will be vulnerable to attack. Look for a message indicating where the portal appeared and help fend off groups of enemies threatening the city. Also, there will be smaller groups patrolling the city, from the portals to the market area, looking to terrorizing the denizens of Neverwinter – they need your help! When the Invasion event is running, you will receive an open mission for killing enemies while in Protector's Enclave. Portals will spawn at the top and bottom of the hour and stay open for 5 minutes then close.

 

Phase 3 – The Finale

Begins: June 19, 2013 at 12am PDT (When is that in your time zone?)

Ends: June 20, 2013 at 9am PDT (When is that in your time zone?)

Details: The invasion is not over by any means, adventurers. Even more dangerous and deadly creatures await their opportunity to destroy the city of Neverwinter. During the final phase of the Invasion, the Finale, terrifying Unhallowed Wights will make their presence known throughout the Forgotten Realms by coming through the portals and patrolling the city! These waves will be spaced 5 minutes apart.

haven't played much the last couple of weeks thanks to Skyrim, but I think I'll put in some more time during these.
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« Reply #364 on: June 15, 2013, 05:08:07 PM »

ooo... 3 gig patch.

General

    Multiple sources of DSP can now play at the same time (such as two overlapping Daze effects).
    Players with certain low-end video cards should no longer see solid pink textures on certain characters and objects.
    Another fix for the OUT_OF_MEMORY crash has been made.
    A large batch of voiceover in non-English languages has been added to the game.

Combat

    Control Wizard
        Arcane Singularity now displays the correct icon in character creation.
        Chill stacks are now removed when Freeze is broken, instead of when it is applied.
        Chill may now stack on control-immune NPCs, but does not snare or freeze them.
        Chilling Cloud: The first two hits of the combo now refresh Chill stacks.
        Conduit of Ice: The primary effect of this power is now considered a DoT for damage calculation.
        Entangling Force: This power is now considered a DoT for damage calculation.
        Ray of Enfeeblement: This power is now considered a DoT for damage calculation.
        Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
        Ray of Enfeeblement: The debuff applied by this power is now less powerful.
        Ray of Enfeeblement: The Spell Mastery version of the debuff now displays stacks on the target.
        Ray of Enfeeblement: Two Control Wizards can no longer apply two separate stacks of the debuff on a single target if one uses the Spell Mastery version and one does not.  The DoT is still applied by each Wizard individually, however.
        Repel: The tooltip now correctly states that Repel briefly stuns its target(s).
        Shard of the Endless Avalanche: The Shard can no longer be destroyed by certain attacks.
        Shard of the Endless Avalanche: This power now consistently deals Arcane damage.
        Shard of the Endless Avalanche: The rank-up text of this power no longer incorrectly states that its cooldown is reduced by 5 seconds per rank.
        Shard of the Endless Avalanche: Queuing another power while casting no longer puts the power on cooldown without creating the Shard.
        Steal Time: The Movement buff granted by this power no longer stacks with other Movement buffs.
        Steal Time: This power now grants one Arcane Mastery stack per cast, regardless of the number of enemies hit.
        Storm Pillar: The damage radius of the normal cast has been slightly increased.
        Storm Pillar: The damage dealt by the summoned pillar has been slightly reduced.
        Storm Pillar: Ranking up this power now increases the time the summoned pillar lasts.
        Sudden Storm: This power no longer deals 10 Physical damage in addition to normal damage.
        Sudden Storm: The DoT now deals more damage.
        Sudden Storm: The Spell Mastery version of this power is now considered a DoT for damage calculation.
        Feat: Chaos Magic: Chaotic Growth now heals for less, but affects maximum health rather than current health.
        Feat: Destructive Wizardry: This power now requires Storm Pillar to be charged at least halfway to activate.
        Feat: Masterful Arcane Theft: The damage bonus from this feat has been reduced.
        Feat: Prestidigitation: This feat now also increases movement speed.
        Feat: Reaper's Touch: This feat's effectiveness has been reduced.
        Feat: Snap Freeze: This feat no longer increases the damage of Lightning-based powers.  It now correctly only affects Cold powers.
    Devoted Cleric
        Astral Seal: The healing from this power no longer tapers off more quickly than expected.
        Astral Shield: Players may now only be affected by one instance of Astral Shield at a time.
        Astral Shield: The healing from the Divine version of this power is now considered a Heal over Time for healing calculations.
        Astral Shield: This power no longer incorrectly increases in duration with higher ranks.
        Astral Shield: The shield circle will no longer sometimes disappear when projectiles pass over the center.
        Bastion of Health: This power no longer affects targets through walls.
        Break the Spirit: The snare from this power no longer stacks with other snares.
        Divine Armor: Players may now only be affected by one instance of Divine Armor at a time.
        Divine Armor: This power will now consistently affect all party members and the caster's own summoned Companion.
        Divine Armor: This power no longer affects targets through walls.
        Divine Glow: Now has separate target limits for allies and enemies, rather than a shared total.
        Divine Glow: The visual effects no longer scale up quite as much on larger enemies.
        Flamestrike and Guardian of Faith can no longer be cast simultaneously.
        Guardian of Faith: This power now properly heals players when the target is killed.
        Hallowed Ground: This power no longer affects targets through walls.
        Prophectic Action: Now correctly reduces its cooldown by 10 seconds per rank.
        Hammer of Fate: The control immunity aspect of this power now lasts a consistent length of time.
        Prophecy of Doom: Adding ranks to this power no longer causes the Divine version to increase the targetís defense rather than reduce it.
        Punishing Light: The damage from this power now scales based on player level.
        Sooth: Fixed issue where 2nd and 3rd ranks were tied to Holy Fervor rather than Sooth.
        Soothing Light: The healing from this power now scales based on player level.
        Feat: Cleanse: The cleanse effect now has a 20-second cooldown whenever it removes a debuff.
        Feat: Cleanse: When a player cleanses other targets, the player also now cleanses himself or herself.
        Feat: Cleanse: The cleanse effect now only removes one debuff at a time.
        Feat: Cleanse: The cleanse effect no longer removes the "recently died" debuff.
        Feat: Ethereal Boon: This feat no longer gives twice the Divine Power as expected.
        Feat: Focused Poise: The damage increase from this power has been improved.
        Feat: Focused Poise: This feat now also increases Divine Power generated by Lance of Faith.
        Feat: Healing Action: The description of this feat has been clarified.
        Feat: Linked Spirit: The description of this feat now properly states that players must be using Channel Divinity to benefit from this feat.
        Feat: Power of Oppression: This feat's effect can no longer stack several times.
        Feat: Second Sight: This power now correctly heals party members for 5% of the damage dealt per rank, up from 2%.

    Great Weapon Fighter

        Avalanche of Steel no longer removes DoTs and CC effects applied before leaping offscreen.
        Battle Fury: The cooldown of this power has been decreased.
        Come and Get It: The cooldown of this power has been decreased.
        Crescendo: The estimated damage of this power is now more accurate.
        Daring Shout: This power no longer sometimes grants more defense than expected.
        Mighty Leap: The jump distance of this power has increased.
        Mighty Leap: While jumping, the player is now considered dodging for hit detection.
        Not So Fast: The cooldown of this power has been decreased.
        Not So Fast: The damage dealt by this power has been increased, particularly so when it hits a single target.
        Restoring Strike: The cooldown of this power has been decreased.
        Roar: The cooldown of this power has been decreased.
        Savage Advance: Players can no longer rarely knock enemies back without spending Action Points.
        Spinning Strike: While this power is active, the user is now immune to Control powers.
        Spinning Strike: While this power is active, attacks are now guaranteed to be deflected.
        Steadfast Determination: Ranks 2 and 3 now properly improve this power.
        Sure Strike: The damage from this power has been increased.
        Takedown: The cooldown of this power has been decreased.
        Takedown: The range of this power has been increased.
        Takedown: The user of this power now shifts forward slightly when attacking.
        Unstoppable: This power now grants temporary health based on how much Determination the player had when activating it.
        Unstoppable: This power no longer removes certain Movement buffs.
        Wicked Strike: The damage from this power has been increased.
        Feat: Deep Gash: The damage from this feat is now considered a DoT.
        Feat: Defiance: This feat now properly increases threat generation.
        Feat: Focused Destroyer: This feat no longer allows the player to build stacks when no target is hit.
        Feat: Grudge Style: This feat now properly increases threat generation.
        Feat: Grudge Style: The extra threat generation from this power no longer requires a critical hit to activate.
        Feat: Intimidation: This feat now properly increases threat generation.
        Feat: Intimidation: The damage bonus from Power has been increased.
    Guardian Fighter

        Addressed an issue in which the client and server disagreed on the cooldown of Block, resulting in Blocking sometimes not being effective after releasing and re-pressing Block.
        Several Block misprediction issues have been addressed.  These had resulted in the client thinking it was using the Block ability when the server did not.
        Aggravating Strike: Damage from this power now properly scales with player level.
        Enforced Threat: Iron Warrior no longer reduces Guard recovery of Enforced Threat.
        Ferocious Reaction: This power no longer grants far more Defense than intended.
        Guard mitigation on high-damage attacks has been increased by 20%.
        Into the Fray no longer stacks with other versions of itself.
            The Movement buff no longer stacks with other Movement buffs.
        Knight's Valor: This power now consistently applies to all members of the party.
        Knight's Valor: This power is no longer cancelled by knockbacks or interrupts.
        Knight's Valor: Multiple Guardian Fighters using this power no longer end up protecting each other in a loop.
        Knight's Valor: When multiple Guardian Fighters use this power, the ending of the first effect will no longer end the second.
        Mark: Visual effects no longer scale up quite as much on larger enemies.
        Shield Slam: Damage from this power now properly scales with player level.
        The amount of damage the Guardian Fighter can block before breaking guard has been increased by 10%.
        Threat generation on all abilities has been increased by 35%.
        Threatening Rush: The third rank of this power no longer requires 40 points spent.
        Tide of Iron: The duration of the debuff is now consistent.
        Villain's Menace: This power no longer prevents Movement buffs from affecting the player while active.
        Feat: Shield Defense: All ranks of this feat now properly increase Armor Class.
        Feat: Wrathful Warrior: The damage buff from this feat has been reduced to match the tooltip.

    Trickster Rogue

        Encounter and Daily powers now benefit more from the Power stat.
        Blitz: The snare from this power no longer stacks with other snare effects.
        Deft Strike: This power no longer places the Rogue in front of certain dragons.  
        Duelist's Flurry: Credit for the bleed damage is now properly attributed if multiple Rogues apply stacks.
        Duelist's Flurry: Up to 10 stacks of the bleed effect can be applied to a single enemy regardless of how many Rogues applied them.
        Duelist's Flurry: The bleed now ticks more slowly.
        Duelist's Flurry: The bleed effect now properly reapplies after reaching ten stacks.
        Impossible to Catch: The Stealthed version no longer removes DoT effects when activated, but does prevent them from being applied while active.
        Shocking Execution: The base damage of this power has been reduced by 60%.
        Smoke Bomb: The snare from this power no longer stacks with other snare effects.
        Feat: Catspaw Style: This feat now properly reduces the target's defense.
        Feat: Deadly Momentum: The Critical Severity buff from this feat has been reduced to match the tooltip.
        Feat: Ruthless Efficiency: The Armor Penetration buff from this feat has been reduced to match the tooltip.

    Misc.
        Half Elf: Dilettante now has a more accurate and informative description.
        Threat from Healing is now spread across enemies in an encounter, generating less for each enemy in the encounter.
        Control Wizards can no longer swap powers on cooldown into or out of the Arcane Mastery slot.
        Targeting splats now move along with the caster when the caster is pushed.
        The Toughness feat for all classes now updates maximum health immediately, rather than when relogging or changing zones.

Companions

    Companions now deal much greater damage to enemies with significantly higher level than their Rank, but a close level to their owner.
    Companion training time is no longer consistently offset, which tended to result in negative "time until training completes" values.
    Respawning in PvP no longer reminds players that their Companions cannot be summoned.
    Runestones: Eldritch Runestones now properly stack if you have multiple of the same rank slotted into your Companion's Defense Slots.
    Wayward Wizard: Now has new VO upon summoning him.

Quests and Environments

    General
        Daily quests no longer deactivate temporarily about once every two weeks.
        Daily quests from Rhix have had their text improved and cleaned up.
        The Daily Foundry quest now has a return map, which tells you to go back to Protector's Enclave when you're not there.
        NPCs are now less talkative.
        Skill nodes near the beginnings of many instances have been removed.
        Deadly pits and falls no longer sometimes let players fall through them.
        Optimization and visual improvement passes have been made to many objects and environments across the game.
        Overworld map doors now allow multiple players to interact simultaneously.
        Several stability improvements have been implemented.
    Protector's Enclave
        Graphical performance has been significantly improved in Protector's Enclave.
        Important quest NPCs are now more visible and accessible.
        The Grand Emporium now has a Phoera and Galeb Duhr on display.
        The Reward Claims Agent now has a unique icon over his head.
        The Guild Registrar no longer has a guild bank, but has a new friend to handle those responsibilities.
        The Town Cryer has cheered up.  He is now the Town Crier.
        A fancy platform has been constructed leading off the stairs, facing toward the Neverember statue by the Marketplace.
        Ambient NPCs have been added to the VIP area in the Moonstone Mask.
        The swirling blue effect on the platform to the north of the Moonstone Mask teleporter has been removed. The related Foundry interact has been moved to the teleporter.


    Tutorial
        Neverwinter Fields: Private Wilfred's voice has changed.
        Neverwinter Fields: The Great Weapon Fighter's encounter power tip now fits within its box.
        Sleeping Dragon Bridge: Dying to the Deathlock Wight no longer blocks progress.
        Sleeping Dragon Bridge: The audio balance on the bridge has been improved.
        Sleeping Dragon Bridge: The ending sequence has been smoothed out.
        Sleeping Dragon Bridge: The Harbinger now properly leashes.
        Sleeping Dragon Bridge: Valindra's teleport animation and effect has been improved.
        Theft of the Crown: There is no longer a floating tomb in one of the side wings.
    Blacklake District
        Close to the Crown: When candles disappear due to video settings, they no longer leave glowing light behind.
        Close to the Crown: Ambient audio no longer drops out in a specific room.
        Players no longer have to submerge themselves in sludge to collect the lake sample.
    Tower District
        The reverb in the Orc Barracks has been toned down.
    Castle Never: A blade trap that could not be disarmed has been removed.
    Castle Never: A permeable wall near the entrance has been reinforced.

    Spellplague
        Plague Tower: Performance has significantly improved on this map.
        Plague Tower: The statues no longer pop when they rotate.
    Blackdagger Ruins
        The repeatable version of Bloodying the Bandits has been removed.
        A few typos of the name "Cragmire" have been addressed.
        The travel gate can now be used by multiple players at once.
        There are now landmark icons over the travel gate, the Broken Crown Inn, and the dungeon door on the map.
        The travel gate now has a smaller clickable object.
        Hidden Cove: There is no longer a rogue green line on the loading screen.
        Grimstorm Keep: Jareth Grim is no longer immune to Control powers.
        Cragmire Crypts: Boss cutscenes no longer repeat for each party member.
        Cragmire Crypts: Characters and objects no longer flicker in and out in certain spots.
        Cragmire Crypts: Trickster Rogues can no longer use Deft Strike through the gates.
        Cragmire Crypts: Several traps that couldn't be disarmed have been fixed.
        Storming the Keep: Malus Blackdagger now has the appropriate amount of health.
    Neverdeath Graveyard
        A few areas that previously allowed players outside the gameplay area have been addressed.
        Dragon Attack: Players no longer get stuck in combat next to a treasure chest.
        History Lessons: The items collected in this quest can now be discarded.
        History Lessons: Players must now collect all of the pages required before being able to enter the crypt.
    Helm's Hold
        The Sanatorium: A trap that couldn't be disarmed has been fixed.
        The zone map is no longer offset; the minimap is now accurate.
        Lair of the Mad Dragon: The boss now spawns fewer adds in Normal Mode.
        Lair of the Mad Dragon: The boss no longer spawns a Shocktroop Devil.  It now summons an Erinyes.
    Ebon Downs
        Barrows: A trap that could get Companions stuck has been removed.
        Objects inside the tavern now only sparkle if the player has an objective to click them.
        The Barrow Lords now properly grant progress for the "Ebon Downs: Maps" achievement.
    Vellosk
        The zone map is no longer offset; the minimap is now accurate.
        Gray Wolf Den: Enemies and objects no longer flicker in one of the chasm rooms.
        Gray Wolf Den: Ethraniev Marrowslake is now less difficult.  Her control powers are less harsh and she summons fewer adds at a time.
    Pirates' Skyhold
        Lair of the Pirate King: The non-Epic version of this dungeon now properly grants an achievement.
        The travel gate can now be used by multiple players at once.
        The travel gate now has a landmark icon on the map.
    Icespire Peak
        Icespire's Heart: The transparent floors no longer sometimes render as black, but are now opaque for better rendering of attack warnings.
        Icespire's Heart: A few more adjustments have been made to the environment to address content that could be bypassed.
    The Chasm
        Spellplague Caverns: The Epic version of this dungeon now properly grants an achievement.
        Spellplague Caverns: Leaving this dungeon now puts the player where he or she was before leaving.
        Spellplague Caverns: The deadly falls now kill players much more consistently.
    Rothe Valley
        Defend the Village: The exit is no longer blocked by an invisible wall.
        Temple of the Spider: A trap hidden beneath the floor has now been properly exposed.
        Temple of the Spider: A few more adjustments have been made to the environment to address content that could be bypassed.
    Mount Hotenow
        Primordial Temple: A couple lava flows with hard cutoffs have been smoothed out.
        The bloom on the lava has been toned down a bit.
        The map art now shows some gameplay areas that were previously shown as inaccessible.
        The caldera of Mount Hotenow is no longer blocked by a giant rock.  Questing in this area is now much, much more possible.
        Caverns of Karrundax: The final boss' health has been reduced.  It should now be more in line with the health of other dragons.
        Caverns of Karrundax: The final boss fight's add waves now happen less frequently.
        The rocks blocking the third major quest area are now gone.
    Whispering Caverns
        A Dish Best Served Cold: This quest now has a waypoint and a Quest Path.
        Doors that were previously blocked by collision are now properly interactive.
        The Dread Vault: Leaving through the entrance door now properly returns the player to where he or she was before entering the dungeon.
        The Dread Vault: Yalghoor now summons fewer thralls.
        Xorlarrin Outpost: It should now be more difficult to get out of the gameplay area.
        The boss of the Wrathforge can no longer be kited.
    PvP
        Rivenscar Ruins: The map art is now much clearer about gameplay space and pathing.
        Rivenscar Ruins: Smoothed out visual popping on some environment pieces.

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« Reply #365 on: June 15, 2013, 05:08:15 PM »

Foundry

    Audio now works properly after projects are published.
        Foundry quests will be republished in stages starting with Featured quests, then top rated, then all other remaining quests.
        This is so our team can take care of this matter without requiring authors to do it on their own.
        This process may take up to a day to complete so please bear with us in the meantime.
    Deleting items no longer potentially causes a crash.
    Many Illusionary objects have been added to the Foundry.
    Inspect Object objectives are now available on Cryptic maps.
    Interact Text and Interact Animation tasks now take the author to the correct editor.
    More Behaviors have been added for NPCs, generally dealing in non-combat behavior.
    Projects with room doors set to "This Component Complete" as a hide condition have been fixed up so they no longer have that condition.
    The buttons on the project dashboard now link properly to the listed sites.
    The Review popup after completing a Foundry quest is now more difficult to accidentally close.
    The "Sneak Peek" reviewer achievement now properly unlocks.
    Well-Informed contacts now properly show the correct estimated playtime of Foundry quests.
    Several stability improvements to the Foundry have been implemented.
    Previous projects that were working, then stopped working due to budget problems, should be working again.  Lights were accidentally costing too much in the Foundry budget.
    A case where components could get into a weird state between placed and unplaced has been addressed.
    Logging out while saving (whether manually or via auto-save) no longer crashes the client.
    The Refill HP button is once again working.

Gateway

    An error message now properly shows if the player attempts to rush a Profession task without enough Astral Diamonds to cover it.
    Character previews now properly load all textures before being generated.
    The best asset for a given Profession task is now automatically slotted into the Required Asset slot.  It can still be switched out manually.
    When leveling to 30 or 60 via Professions in Gateway, the level 30 or 60 task slot now properly unlocks.
    Account Guard for IE 10 now remembers the browser between sessions.
    The Auction House for Gateway now properly limits the number of auctions a player may run at a time.
    Players can now put crafting resources up for sale in the auction house.
    The auction house now shows the real "current bid" rather than the "minimum allowed bid."
    If a player is winning an auction, "You're Winning" now appears on the Auction House browse page.
    Professions: Filter and Sort preferences are now saved between sessions.
    When a player clicks the "Start Task" button, the player is now taken to the most recently viewed task list.
    The profession task list no longer becomes "cut off" at the bottom with no way to page through them.
    The mobile layout has been updated to reduce some scrolling, improve usability for the Auction House, add a missing back buttons in some confirmation dialogs, and increase the size of some input fields.
    Tooltips for set items now display properly.
    Login error messages now display in a less intrusive location.
    News and emergency alerts now show up more quickly once they're changed.
    The Character Sheet now calculates Health correctly.

Items / Rewards

    Enchantments

        Silvery Enchantments now properly stack their Glory Boost if multiple of the same rank are slotted in Utility slots.
        Radiant Enchantments now properly stack their Gold Boost if multiple of the same rank are slotted in Utility slots.
        Azure Enchantments now properly stack their XP Boost if multiple of the same rank are slotted in Utility slots.
        Many hostile enchantments no longer proc on allied players when certain buffs or heals are cast.
        Frost Weapon: This enchantment now correctly reduces the struck player's Recovery.
        Frostburn Armor: This enchantment now correctly reduces the attacking player's Recovery.
        Plague Fire: The Defense debuff now properly works against players.
        Plague Fire: The Defense debuff portion of the enchantment's proc no longer stacks when applied by multiple players.
        Plague Fire: The Defense debuff no longer reduces the target's overall Damage Resistance, but instead properly reduces the Defense stat.  The debuff is less powerful as a result.
        Plague Fire: The Defense debuff now properly stacks to 3.

    Item Sets
        Control Wizard: Shadow Weaver Set: The tooltip now specifies that the set bonus only triggers with Encounter powers, and only stacks up to 3 times.
        Control Wizard: Shadow Weaver Set: The set bonus now stacks up to 3 times.
        Control Wizard: Gladiator Mage Set: The set bonus now properly reduces the cooldown of Spell Mastery powers.
        Control Wizard: High Vizier's Set no longer increases NPC defense and lowers the player's.  The set bonus can now affect control-based Daily powers, too.
        Devoted Cleric: Divine Emissary Set: The set bonus now correctly gives its buff to nearby allies.
        Devoted Cleric: Greaves of the Divine Emissary: This item is now Bind on Equip instead of Bind on Pickup.
        Devoted Cleric: Greaves of the Sacred Hand: This item is now Bind on Equip instead of Bind on Pickup.
        Devoted Cleric: High Prophet Set: The set bonus no longer debuffs allies when healed.
        Devoted Cleric: High Prophet Set: This tooltip now properly indicates that the set bonus stacks 3 times for 4 seconds, instead of 4 times for 3 seconds.
        Devoted Cleric: High Prophet Set: The set bonus now correctly affects players.
        Great Weapon Fighter: Berserker Set: This set bonus no longer fully resets cooldowns when using Spinning Strike or Crescendo.
        Great Weapon Fighter: Bladestorm Set: The tooltip now properly shows the chance for the set bonus to activate (35%).
        Great Weapon Fight: Bladestorm Set: This set bonus no longer stacks with itself, resulting in targets becoming slowed more than expected.
        Great Weapon Fighter: The Head and Feet slot items of the PvP set now look correct.
        Guardian Fighter: Valiant Warrior Set: Now correctly procs 25% of the time, down from 75%.
        Guardian Fighter: Knight Captain's Set no longer drops with minimum levels below 60.  Any existing Knight Captain's gear that has a minimum level below 60 will still keep their lower minimum level.
        Knight Captain's set: Apostrophes have been added to the tooltip as appropriate.
        Knight Captain's set: This set bonus can now only refresh its own version of the buff.
        Trickster Rogue: Master Duelist's Long Dagger may no longer be equipped in the off hand.  Players with it equipped will have it dropped into the Overflow Bag on the next map change after logging in.
        Tricker Rogue: Master Assassin's set: The set bonus now gives the expected amount of Power after using a Daily.
        Trickster Rogue: Previously untextured armor now properly has textures.
    Bound versions of items given via the Adventurer's Reward box now have a different icon.
    Buff potions now have minimum levels to use, based on their tier.
    Enchantment slots on many quest rewards have been updated to match gear of their type.
    Invocation: The Coffer of Wondrous Augmentation now gives rewards consistent with the tooltip.
    Invocation: Seal packs in the Invocation store now look like bags instead of seals.
    Jeweled Idols now more accurately describe in their tooltips where to turn them in.
    Many quest items have had some visual changes to improve aesthetic variety.
    Medium Waterdeep Horses are now available at the Wondrous Bazaar, in the Special Items tab.
    Most mounts now play a "poof" sound when dismounting.
    Nightmare Shield can no longer replace the art of Primary Slot weapons.
    Party Poppers and Fireworks once again work.
    The Coffer of Wondrous Augmentation no longer has a typo in its name.
    Tier 2 Seal stores have had their duplicate, differently-priced items removed.
    Objects created by the Dust of Creation item now have sparkles surrounding them.
    Players with consumables, mounts, etc. that were seemingly unusable now should be properly able to use those items.
    Potion icons have been updated to better differentiate orange, red, and pink contents.
    Potion names and levels have been updated to be consistent across tiers and types of potions.
    Potion of Fortification now properly has an icon.
    Profession resources may now be purchased in stacks of up to 100.
    Sash of the Thief can now be worn by players.
    Skill Kits now show the correct success rate in their flavor text.
    Stats on many quest rewards have been improved.
    Waterdeep Horses are now available at Mount Vendors for gold.
    Waverider Mace now appears when equipped.
    Worg and Storm Raider mount / dismount sounds are once again appropriate to the mounts.
    Whispering Caverns: Off-hand quest rewards now give the proper stats.
    Nightmare Lockbox: The tooltip more accurately names the items inside.
    Nightmare Lockbox: Gloomwrought weapons now display their effective level in their flavor text.
    Zen Market: The Companion Idle Slot information now correctly states that it can be purchased up to 10 times, up from 6.
    Zen Market: The Stormraider Clydesdale now shows the correct title.

Localization

    The layout of many portions of the UI has been adjusted to better accommodate localized content.
    The "Outbid" message for the Auction House has been updated.
    Queues have updated localization passes to match recent messaging changes.
    French and German text has been updated.

Monsters / NPCs

    Certain treasure chests no longer reveal their secrets when players are in combat nearby.
    Dragons' maximum health has been reduced.
    Mind Flayers' Enslave buff has been reduced in efficacy.
    Nothic Plaguegazers' gaze beam power now has audio.
    Several bosses have had their hit react volumes lowered.
    Thoon Hulk melee attacks now have audio.
    War cry audio has been added and improved for many monsters of the Aberrant, Dragon, Mind Flayer, and Winterforge families.
    Wolves now have a smoother knockback animation.

Professions

    All Rare +2 Helms and Gloves now properly give Helms and Gloves instead of Boots as their second tier rewards.
    The best asset for a given task is now automatically slotted into the Required Asset slot.  It can still be switched out manually.
    The "Level 60" Task slot now properly opens at level 60 instead of 50.  Players who got the level 50 unlock will still have that slot unlocked.
    Platesmithing: The Gather Mithral Ore task has had its rewards corrected.
    Leadership: The Rank 9 task, Chart Region, now properly gives a District Map instead of a Bill of Sale.
    Leadership: Mercenaries have had their icons updated.

PvP

    Finished PvP maps no longer stand a chance of sometimes stranding players without a Leave button.
    Players may no longer be kicked from PvP maps unless they are disconnected.
    Players must now participate in a PvP match to qualify for its rewards.
    Players no longer get points for Assists if they do not deal damage to the target player.
        We are aware that this puts healers at a point disadvantage; we are looking into solutions for a future update.
    PvP matches that go by much more quickly than expected now give fewer rewards.
    The "Match Start" countdown now properly waits until the match is about to begin to start counting down.
    The minimap zoom boundaries in both PvP maps have been improved; players should be able to zoom out more.
    The rewards for losing a PvP match have been lowered.
    While waiting for more players to join a PvP match, the UI now displays that it's waiting for players.
    Points are no longer awarded for assists if the player didn't actually assist for a given kill.

Queues

    Error messages have been improved for queues that cannot be joined.
    Queues once again attempt to refill parties after a party member has dropped.
    The Queue UI now has sortable columns for level and gear score requirements.
    When joining an existing party, players now spawn at the farthest-forward respawn point activated by that party.
    When refilling parties with dropped members, the Queue system refills the party using the role(s) of the player(s) who had dropped.
    When rejoining a queue that one has previously left, there is no longer a chance of being placed back into the same instance in a seemingly broken state.
    When some party members accept and some party members decline a queue offer, the whole party is properly removed from the queue.

UI

    Alterer
        The Alterer UI now scales to fill the entire screen.
    Appearance Change
        The item dropdown menu now supports longer item names.
        The preview of your character wearing an item in the Appearance Change window has been restored.
    Astral Diamond Exchange
        The Transfer window now displays the proper values when the window first appears.
    Auction House
        Clicking on a grayed out item category no longer triggers the search cooldown.
        Item counts are now displayed in the "My Bids" tab.
        New sorting methods have been added for "Bid price per unit" and "Buyout price per unit."
        Sorting as a whole now works more intuitively.
        The Browse tab now shows the player's own auctions in a Disabled (grayed out) state.
        The item selection dropdown menu is now wider to better support long item names.
        The item selection dropdown now closes when closing the Auction House window.
        The item selection dropdown now properly handles Enchantment slots on the icon.
        The item selection dropdown now shows quality colors.
        The minimum required bid is now properly displayed on the High Bid tooltip in the "Browse" and "My Bids" screens.
        The mail sent when an auction is successfully sold now includes the item name, posting fee, and item quantity.
        If an auction has expired, its entry in the "Expires In" tab is now properly "Expired."
        If an auction has expired, the Bid, Buyout, and Cancel Auction buttons are now properly grayed out.
        When searching other criteria than the Category, the Category is now also properly taken into account.

    Bank
        The Guild Bank no longer immediately closes when being accessed via the Guild Registrar.
    Character Creation
        Racial descriptions have been improved to better explain stat choices and racial powers.
        The "Begin Adventure" button no longer overlaps the Biography text area.
        The detail window in class selection is a little wider to better support longer power names.
        The Northdark background now has a fitting image.
    Character Select / Login
        A Credits button has been added to the Login screen.
    Character Sheet
        A "History" tab has been added for easy reference of the Background, Biography, Deity, and Origin entered at character creation, as well as the title the player has selected.  This matches the Inspect window.
        Equipping an item from the dropdown list next to an item slot now properly works when the player's main inventory bag is full.
        The Character Sheet now shows race and gender.
        The "Edit Profile" button has been removed from the Character Sheet and replaced by the History tab.
        The Gear Score stat now has a tooltip.
        The Gear Score stat now displays correctly when the player character is dead.
        When equipping items through the dropdown menu next to an item slot, the listed items no longer always show as "Recommended."
        When inspecting other players, the Gear Score listed now properly shows the other player's Gear Score instead of yours.
    Chat
        Attempting to drag a chat tab into the power tray no longer breaks tooltips.
        Linked items now properly handle multi-byte UTF-8 characters, which addresses the item links having some incorrectly colored characters.
        Right-clicking on a player name in chat now consistently opens up the same context menu as when interacting with the player in the world.
        The Autocomplete menu now matches the appearance of other dropdown menus.
    Commands
        /perks is now a valid command to open the Achievements panel.
    Companions
        Double-clicking to unequip items now works as expected.
        Dragging items in the Companions tab now shows the correct icon.
        Runestones now show the correct icon when attempting to drag them out of a slot.
        The Companions UI no longer allows empty slots to be selected.
        The Rename Companion window now scales based on its contents.
    Contact Dialog
        The contact dialog now looks different when a party member interacts with the contact.
        Contact dialogs now scroll if the text is too long for the window.
    Death
        The Death / Near-Death screen now properly shows item quality on the scrolls shown inside.
    Feats
        A warning dialog now appears when attempting to leave the Feat Window with spent but uncommitted Feat Points.
        The branched feat trees no longer have tooltips on their titles.
        The "Commit Feats" button now flashes when there are spent but uncommitted Feat Points.
    Fusion
        Fusing Enchantments and Runestones now takes 1.5 seconds total per fusion, down from 5.
        The "Fuse" button no longer gets stuck in a grayed out state if the player exits the Fuse window before the fusion completes.
    HUD Menu
        The Zen Market button on the top bar now glows when there are new products in the Zen Market.
    General
        Popup lists (e.g. context menus) no longer have their first item selected by default.
    Inspect Player
        The Inspect window now closes if the player being inspected logs off.
    Instance Transfer
        The cooldown warning tooltip on the Instance Transfer button now shows your current map name and instance number.
    Inventory
        An error message now properly displays if a player attempts to interact with an in-use Profession Asset.
        Items now properly go into empty inventory slots before choosing the Overflow Bag.
        Items now properly stack with others of their type when the bag the stack is in is full.
        Items that cannot be discarded now state as such in their tooltips.
        Items with a maximum level now show their max level in tooltips.
        The "Inspect Lockbox" entry in the right-click menu now works without a key.
        The "More Slots" button in the Companions tab now defaults to the 8-slot purchase.
        The Sell button in the right-click menu is now disabled in vendors without a Sell tab.
        When comparing items with multiple equip slots, such as Rings, both items now show in the Item Comparison tooltip.
    Invocation
        The maximum number of Celestial Coins now displays on the Invocation UI.
        If a player has seven Celestial Coins, a confirmation dialog pops up when the player tries to Invoke.
        The Vault of Piety may once again be accessed at any time.

    Journal
        Quest flavor text now properly has a scrollbar when it overflows the Journal UI.
    Landing Page (Welcome screen)
        The "Neverwinter News" section is now being updated!
    Login
        The message that shows up when attempting to log in during shard maintenance has been updated.
    Mail
        The "Message Sent!" line no longer appears when mail fails to send.
        In-game mail ignore and reporting functionality has been improved.
        The Send button is no longer clickable if the To: field is blank.
        The mail icon on the HUD no longer glows at unexpected times, including when players have unread mail from other Cryptic games.
        Mail from NPCs no longer sometimes show garbled characters in the @handle.
        Read/Unread and Attachment columns have been added to the Mail List.
            Known Issue: The Read Email icon may currently be a white square.
        The bold font for unread email should look a bit better.
        By default, mail now sorts by date, with newest ones at the top.
        A confirmation window pops up when a player attempts to delete mail with items in it.
    Main Menu
        The ESC menu now has a Change Character button.
    Menu Bar
        The Character and Professions buttons now glow more strongly when players have Power Points / Feats / Attribute Points to spend or completed Professions tasks.
    Minimap
        Event icons no longer jitter when sliding the Event Panel into / out of the Minimap.
    Notifications
        Players no longer see "Your XP was set to <amount>" notifications in the Tutorial.
    Options
        "Always Show Map Transfer" have been removed.
    Overworld Map
        A new mouseover tooltip now shows on locations that are much higher level than the player.
        Locations that are much higher level than the player now use orange text instead of red.
        Markers pointing to Overworld Map icons are now clickable to head to their target locations.
        Players may now see quests at their current location.
        The "You Are Here" indicator now shows as a different icon border and text color instead of an indicator above the icon.
    Powers
        All characters now have a free respec.  This respec can be used in the Powers screen, via a button in the lower left.  This respec will not stack with future free respecs granted in this way.
        If a power is not slotted, there is now an indicator on the Power Information frame telling the player to drag it down to the Power Tray if s/he wishes to use it.
        Paragon Paths now have new crest art.
        The Stealth tooltip in Character Creation now displays the proper text.
        When interrupted by certain powers, players no longer have their cooldowns either reset or set to an unexpected time.

    Power Tray
        Powers are now always shown in full color in the Power Tray while in Cursor Mode.
    Professions
        Asset icons now have right-click behavior.
        The Asset menu can no longer overflow the window.
        The notification sent when tasks complete now has more noticeable audio.
    Rearrange HUD
        The chat window has been removed from the Rearrange HUD feature, as it's movable and resizable already.
    Rewards
        Fashion items now display properly in end-of-quest chests.
        The "Need" button is now disabled for items your class cannot use.
        The rewards from end-of-dungeon chests now properly display in the chest UI.
    Quest Tracker
        The "Dungeon Chest Unlocked" notification no longer persists after leaving a dungeon when the player has no other quests.
    Scoreboard
        The PvP Scoreboard now shows bonus Glory earned for top placement.
        The PvP Scoreboard no longer claims to the losing team that they won.
        The "From blue to red" capture progress icon is no longer a white square.

    Settings
        The "Recommended" pointer on the graphics quality slider now properly indicates the default graphics quality.
    Social Menu
        The "Notes" column has been removed from the "Ignored" tab.
    Targeting
        Untargetable companions, such as Ioun Stones, no longer show an extra circle beneath them when their owner is in combat.
        The player will now see his/her own title and guild overhead when "Show Name" is active.
        The player's overhead health bar no longer looks like an enemy health bar when shown.
    Tickets
        The link to view existing tickets has been replaced by a button.
    Vendors
        Double-clicking an item if the store doesn't purchase items now shows an error message.
        In multi-currency stores, each currency now has a box around it.
        The Buy and Sell tabs now show icons instead of words.
        The "Buy Multiple" slider can now show at least three digits.
        The former Founders Agent has been promoted to a Reward Claims Agent.
        The Reward Claims Agent now properly shows a "Claim" button instead of a Buy button.
        The vendor UI now immediately displays changes such as eligibility for items when buying or selling.
    Window Behavior
        If a player is in cursor mode when windows pop up and take focus (e.g. the Friend Request notification), keypresses are eaten until the next click.  This addresses window popups causing players to accidentally close a window while typing in it.
    Zen Market
        New items now have a new "New" indicator.
        The "Close" button is now hidden while the player is viewing a large preview image.
        The "New" indicator now shows on categories in the Zen Market that have new items in them.

Voice Chat

    Players are now properly logged out of voice chat when returning to the Login Screen.
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« Reply #366 on: July 08, 2013, 05:36:54 AM »

Woohoo! Hit 60 today! Never stuck around in an mmo to do that before.. Probably because all other's feel too grindy...
Gonna stick around some more and see if I can finish all the storyline missions...
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« Reply #367 on: July 08, 2013, 10:50:07 AM »

I need to get back to this.  Stalled out towards the end of the graveyard section; I think that particular questline took a bit too long.
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« Reply #368 on: July 16, 2013, 06:24:26 PM »

Feywild packs for the upcoming Fury of the Feywild.
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« Reply #369 on: July 16, 2013, 08:51:24 PM »

Fury of The Feywild is launching August 22nd from an email I just got.
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« Reply #370 on: July 17, 2013, 06:43:56 PM »

Really wish they would release another couple of classes.  Feywild archer seems like a no brainer.
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« Reply #371 on: August 03, 2013, 01:25:34 AM »

wow, been glancing over the official forums and saw mention that the Feywild expansion makes the game an astral diamond pit.  anyone been trying the preview server?
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« Reply #372 on: August 03, 2013, 05:44:31 AM »

Quote from: CeeKay on August 03, 2013, 01:25:34 AM

wow, been glancing over the official forums and saw mention that the Feywild expansion makes the game an astral diamond pit.  anyone been trying the preview server?

No, but I completely agree.

But hey, it cost you nothing to play. They need to get they money back somehow. I'd rather it would be via a subscription, but what do I know?
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« Reply #373 on: August 23, 2013, 04:30:44 PM »

So is anybody here actually playing this? Feywild came out yesterday and actually made some nice changes, along with the usual array of bugs (sorting the AH is busted, CTDs are rampant). As mentioned above, it definitely sounds as if Feywild is a money-pit for ADs, but they also added at least one new daily in which my lvl 60 made 6000AD for 7 minutes of work this morning (plus another 2,000 from the old daily guy, Rhix), so it's not a total loss.

FWIW, I've got a Lvl 60 (primarily T1 gear), a Lvl 50, a level 45ish, and then a guy I use to farm profession packs, and I've never spent a dime on this game.  I don't have a purple mount or a full kit of T2 gear, but the game has certainly held my attention without the need to spend actual cash.
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« Reply #374 on: August 24, 2013, 11:30:47 AM »

I guess that's a big negative. Ah well, I mostly play solo anyway.
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« Reply #375 on: August 25, 2013, 03:32:58 PM »

I've started fiddling with my campaign again. Should get chapter 3 out soon.
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« Reply #376 on: August 25, 2013, 03:35:50 PM »

I play, but mostly stall after a while. Sadly, I find the game to be a like sweet candy, and I quickly get enough. Also, the lack of meaningful choices during levelling, and regarding equipment has me a bit sad, especially since its more or less supposed to be Dungeons & Dragons.
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« Reply #377 on: August 25, 2013, 08:42:12 PM »

Quote from: Razgon on August 25, 2013, 03:35:50 PM

I play, but mostly stall after a while. Sadly, I find the game to be a like sweet candy, and I quickly get enough. Also, the lack of meaningful choices during levelling, and regarding equipment has me a bit sad, especially since its more or less supposed to be Dungeons & Dragons.

I agree with this.  I play too and while I'm playing I enjoy it.  But when I'm logged out nothing really compels me to want to log back in.  I think it's mostly due to what Razgon just pointed out.
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« Reply #378 on: August 28, 2013, 07:11:54 PM »

Quote from: TiLT on August 25, 2013, 03:32:58 PM

I've started fiddling with my campaign again. Should get chapter 3 out soon.

This is something I look forward to.

While I am not a strictly free player, I don't dump gobs of money into the cash shop either, and bought Zen for the first time during the sale they had to coincide with the Feywild launch. Prior to that, my only real-money purchase was a Guardian pack. I have acquired a lot of stuff by being patient and planning ahead. Other players dump items for cheap when they're chasing some kind of golden ticket. Maybe that's opportunistic of me, but it's really their business if they want to sell at below cost.

Feywild is a bit of a currency sink (one-time unlocks for each new area), but not what I would call unaffordable provided you are a regular player and have at least taken advantage of the Leadership profession and some dailies. And been saving up, I suppose. But if not, the addition of the Lord Protector's daily would likely get even a fairly casual player into the first gate within a week of the launch, as it pays double and stacks with the same task from Rhix. In other words, do 4x qualifying Foundry and get paid twice. But Neverember only offers a single rotating task per day, so sometimes it'll be Gauntlygrym-related or whatnot.

All my characters reside on Mindflayer. Silverjon is my level 60 TR and I have been trying out all the classes and messing around with other rogue builds, so I have characters ranging down as new as level 5.

Silverjon's what they call a permastealth build, designed for soloing content that would otherwise be too difficult for a single player. I have taken on the dungeon challenge, and got through Mad Dragon alone a few night ago. Well... I had a cat companion as well. It was a lot of fun, even though I think SJ got thrown around too much by wing buffets due to a bug where dragon-boss hitboxes are much larger than indicated. A hectic fight, but no deaths.
« Last Edit: August 28, 2013, 07:13:31 PM by silverjon » Logged
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« Reply #379 on: August 29, 2013, 01:07:51 AM »

I hit 60 on my main (a CW with no particular build who probably isn't living up to his full potential) some months ago and immediately set him aside. I leveled up a DC to somewhere in the 30s and realized that there was a free profession pack for the taking at Neverdeath graveyard. My focus since then has been to farm that pack like crazy. I have never played basically ANY level 60 content on my main.

I created a new account (since I'd already used my two slots on my main account) and rolled up a TR. I got my profession pack, but found I'd enjoyed my TR too much to delete him as I'd planned, so I set him aside and rolled up another guy. This time, I named him "Born to Die," I bought him NOTHING, and I wouldn't even let him (or her) wear clothes. I also made BTD (as I call him/her) a CW, since I already had one of those and knew I wouldn't get attached to a second one. That worked pretty well, and I've farmed that pack around 10 times (maybe only 8 or 9, maybe more, I've lost track) since then, at a rate of about once every 4-5 days. With the exception of events, I haven't really touched my level 60 since.

I have to say, that changed with the release of Feywild. The much more manageable dailies (which don't involve doing a PVP match or foundry mission FOUR FRIGGIN' TIMES!!!) combined with the campaign system (where you can unlock permanent BOONS, such as +250 power, for your character) and the new professions caused me to bring my CW out of semi-retirement. I did indeed unlock a second part of the Feywild map after 3-4 days, which gives me even more dailies to do. Now I'm struggling to keep up with those and still advance my profession-pack farmer up to the proper level to quest for that pack. I'm definitely staying interested, though, which is the main thing. Yest I'm definitely not as hooked as I was on WoW, which is important as that game sucked me in and wouldn't let me go.
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« Reply #380 on: August 29, 2013, 01:25:34 AM »

Odin - I remember when you could farm the Profession Pack due to a bug (of which Cryptic has had MANY and MANY of in NW) where you could drop the mission and have someone else share it to you. So you could go in, do the mission, drop the mission, leave the mission, wait 5 minutes (as that's the instance respawn timer), and do it again. And again and again.

Yeah, I farmed it, well, a lot back when it was still around. Tongue
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« Reply #381 on: August 29, 2013, 11:15:54 AM »

Quote from: Destructor on August 29, 2013, 01:25:34 AM

Odin - I remember when you could farm the Profession Pack due to a bug (of which Cryptic has had MANY and MANY of in NW) where you could drop the mission and have someone else share it to you. So you could go in, do the mission, drop the mission, leave the mission, wait 5 minutes (as that's the instance respawn timer), and do it again. And again and again.

Yeah, I farmed it, well, a lot back when it was still around. Tongue

Yeah, the exploits in this game are rampant. I haven't used any of them (intentionally, anyway. Lord knows how many I've stumbled across without realizing it). These packs are REALLY nice - I've gotten a few duds, but I've also gotten some outstanding stuff out of them, including blue and green profession workers and assets.

If it were just the pack, it probably wouldn't be worth it, but Born to Die also generates around 10g (which is a royal pain in the ass to transfer), 10k AD (or much more if I have him do foundries, PVP, etc.), rank 1 profession workers (1 for each profession, plus several more that I hire), low-end pots (useful for alchemy), LOTS of profession supplies, etc. I've decided to continue farming the pack until I get sick of it (which could happen) or until they release a new class that I want to play (Ranger or Druid would be awesome), at which point I'd need that character slot for a real character.
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« Reply #382 on: August 29, 2013, 02:14:47 PM »

Quote from: faide on August 25, 2013, 08:42:12 PM

Quote from: Razgon on August 25, 2013, 03:35:50 PM

I play, but mostly stall after a while. Sadly, I find the game to be a like sweet candy, and I quickly get enough. Also, the lack of meaningful choices during levelling, and regarding equipment has me a bit sad, especially since its more or less supposed to be Dungeons & Dragons.

I agree with this.  I play too and while I'm playing I enjoy it.  But when I'm logged out nothing really compels me to want to log back in.  I think it's mostly due to what Razgon just pointed out.
I agree with this. I enjoy the combat a lot but overall I get tired of the game again pretty soon if I play. I don't feel like they have enough diverse things to do to keep me interested and the higher level content is pretty sketchy. The equipment is all the same even the purples at 60. I also hated having to login every day for crafting and invoking so I finally just let it all go. I'll probably come back to try the new classes once they're out if they also have some new content for leveling up. I am so sick of running alts though the exact same quests over and over and over.
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« Reply #383 on: August 29, 2013, 05:23:12 PM »

When I make new alts, they farm the Black Lake skirmish a fair bit to build a nest egg of ADs. By the time you've outlevelled that, you have access to professions and invoking. At that point, you can gain several levels per week without worrying about questing at all and just do whatever you feel like, play only Foundry or PvP if you like it, and only do the zone quests you want, or save them for quickly levelling up new companions later.

Equipment isn't actually all the same, but most of the inventory icons are, so you have to preview items you've picked up using the "change appearance" window if you want to see what they look like without binding them... or just not worry about it because very little that you pick up is worth putting on the AH and vendors don't care if it's bound. Any named item probably has a unique appearance.

Midsummer Festival is now live, and I am all over that after work today. I had a lot of fun mucking about with it on the preview shard.
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« Reply #384 on: August 29, 2013, 09:42:56 PM »

Quote from: silverjon on August 29, 2013, 05:23:12 PM

you can gain several levels per week without worrying

To quote the (already passe') internet meme: Ain't nobody got time for that! I need to make level 11 within the first day so I can start invoking and doing professions right away. If all goes well, I end up with 3-4 of each type of holy coin to spend before I delete and start over. I've definitely slowed down, though, now that I'm playing Feywild on my main, and this event (which seems fun if a bit goofy) will surely slow me down even more.
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« Reply #385 on: August 29, 2013, 10:38:42 PM »

Yeah, these are alts I intend to keep, therefore they take their time about farming that first skirmish for ADs, which puts the brakes on levels 6-11 by a lot, since they only get played when I'm on during bonus hours. The levelling without actually playing them takes place after they outlevel the skirmish, but it does open up the option of just doing what you feel like on a character rather than feeling you have to redo the same content all the time.
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« Reply #386 on: August 30, 2013, 04:28:35 AM »

Having spent a chunk of the day at the Midsummer festival, I'm a tad ambivalent about it. It's a massive time-sink, but I'm not sure what I'd get from it would be worth the effort. The mounts I see aren't any better than the horse I already have (+50% speed), and while the companion seems funny, I already have an animal companion that's only better than the Cleric companion because he's 10 levels higher, and even then it's debatable. I just can't decide if there's much of anything I really want in this event. I also heard rumor that the transmute item for CWs changes your weapon into a flower, which holds no particular interest for me.
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« Reply #387 on: August 30, 2013, 04:15:38 PM »

Yep, it's a floating flower. I saw it on the preview shard. It's actually one of the few skins I want, since my own CW is uber-girly. I like the look of the shield, but it suits my GF's character concept not-at-all. Silverjon's got two of the spiky axes from Orc Assault and they look absolutely ridiculous next to his lithe elven self.

This event is really about collecting shinies, not power. It's cute. It's accessible. And a free/grindable fashion outfit that looks way better than peasant clothes is a huge big deal for a not-insignificant portion of the player base. There are a lot of people who want both mounts as well. Though I do have to laugh at the couple of players who think they can get 300k for the pig companion just because nobody else is trying to auction them at the moment. Orc wolves, the low price is currently 50k, and there was no way to absolutely guarantee you could get one of those even if you were willing to put in the time while they were available without buying one.

I will say, the bottomless waterskin is fun to see in action, and I definitely need to get at least one of the permanent kind (petal store).

It's not even necessary to grind enough flower petals to buy the Sunite garb, as the craftable temporary one can be transmuted onto the peasant tunic to make a permanent shirt with that appearance, for what I recall as a cost of only a few hundred ADs. So the entire outfit is obtainable within a few hours of dedicated play for anybody if that's all they want, or doing the daily tasks should be sufficient to collect enough materials over time. Silverjon did convince a lot of people that the Sunite pants should be renamed "foofy pants" though.

I actually found out why there was a large market for the hideous masks from the Lliira event. Most fashion head items, including all the ones from giveaway codes, are BoP. Lliira masks are BoE, so they could be reskinned by someone who has something cool like the starred eyepatch (which can be reclaimed indefinitely) for use by other players.

Everyone who says there are no girls on the internet, or no girls playing MMOs, need only look to the dress-up-dolly aspects of the game to find them. Midsummer zone chat provides ample evidence of them. (Not that there aren't men who want their avatars to look stylish. Exceptions to every generalization. There are female players who only care about dominating in PvP as well.)
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« Reply #388 on: August 31, 2013, 05:25:02 PM »

So, your incentive for at least doing the daily in the area is this: people will happily buy the crafting materials, and whatever you can collect for flower-gathering reward bags (the only stage where they aren't bound). No grinding necessary, just a way to offload the stuff if you have absolutely no interest in doing anything with it ever.

I've worked out a very efficient festival system for the alt-army, but it's also suitable for anyone who just wants to get it over with.

As soon as you get to the area, talk to the head NPC for the two quests. See which of the two contests is running, and do the part of the daily celebration that coincides with it. Stop once you've fulfilled the daily requirement. You get the same for pretty much any level of participation unless you win. While the timer runs out for the contest, go do the rest of the daily celebration stuff and turn it in. Once the contest ends and you get your prize, you're free to go. If you're willing to put in 20 minutes instead of 10 for a bit more stuff, you can do a round of both contests and pick flowers the rest of the time, but if you're meh on the whole thing, you really can be in and out in no time but easily make a small profit while you're at it.

I had a look on the AH and can't find the crafting materials, which may be because there's no category for them to show up under. People were trading them for gold like crazy in the game chat. I'll have to verify in-game and see if I need to report it as a bug, since the event does run a few weeks. The flower bags are under equipment packs and look like they're comfortably selling for 1500 each on Mindflayer, and you get one for doing the daily and are likely to end up with a few extras over time because your drops won't be in even 12s to redeem.

So, you know, something for those who care not for getting their own foofy pants.
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« Reply #389 on: September 01, 2013, 07:29:20 PM »

I noticed today that I got some enchants/runestones for participating in the Midsummer contests. I did a bunch over the last few days, and even won a few times, but I never got any enchants/runes out of them. I thought that was a little strange (though I'm not complaining).

One correction to your post - the dailies do not yield flower bags, just flower petals. The only way I've seen to get the flower bags (which are full of petals) is to buy them from the flower chick using flowers.
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« Reply #390 on: September 01, 2013, 07:50:29 PM »

Contest rewards seem glitchy. Sometime I get rewards as though I were doing multiple contests at once, but there doesn't seem to be any rhyme nor reason to when that occurs.

The actual daily gives petals, but to complete the daily, you have to collect enough flowers to exchange for one reward bag, therefore you do get one bag for doing the daily, as long as you bother with the extra step to claim it. Since you will often end up with a few more flowers than you need because you can get as many as four flowers per drop, you'll likely be able to get an extra bag every few days, even doing the minimum. That's what I meant.
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« Reply #391 on: September 28, 2013, 04:52:23 PM »

I just did a podcast interview about the Neverwinter Foundry, which will be published next Saturday. If any of you want to hear my voice and terrible accent, this will be your chance! slywink I'll post a link when it's available.
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« Reply #392 on: November 06, 2013, 11:21:07 AM »

Hunter Ranger class preview.
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« Reply #393 on: November 26, 2013, 06:31:20 PM »

The new expansion is due on December 5th!  Get ready for a bazillion Leggolas/Legollas characters!!!!

http://massively.joystiq.com/2013/11/21/neverwinters-shadowmantle-module-coming-december-5th/
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« Reply #394 on: November 27, 2013, 04:54:35 AM »

Quote from: rittchard on November 26, 2013, 06:31:20 PM

The new expansion is due on December 5th!  Get ready for a bazillion Leggolas/Legollas characters!!!!

http://massively.joystiq.com/2013/11/21/neverwinters-shadowmantle-module-coming-december-5th/

Actually, for some very BIZARRE reason (that I can't figure out), Cryptic never goes after people who use the copyrighted names from Forgotten Realms. So while you won't see Legolas, you will see umpteen billion Drizzts. Or however you spell his name.
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« Reply #395 on: November 27, 2013, 03:40:15 PM »

Still no Gnomes and Sorcerers?
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« Reply #396 on: December 30, 2013, 03:51:17 AM »

sounds like this and Star Trek Online may be coming to consoles to bring in a whole new realm of racism and homophobia to the games biggrin
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« Reply #397 on: December 30, 2013, 06:35:00 AM »

Quote from: CeeKay on December 30, 2013, 03:51:17 AM

sounds like this and Star Trek Online may be coming to consoles to bring in a whole new realm of racism and homophobia to the games biggrin

What makes you think that? Have a link?
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« Reply #398 on: December 30, 2013, 06:45:03 AM »

Quote from: Destructor on December 30, 2013, 06:35:00 AM

Quote from: CeeKay on December 30, 2013, 03:51:17 AM

sounds like this and Star Trek Online may be coming to consoles to bring in a whole new realm of racism and homophobia to the games biggrin

What makes you think that? Have a link?

oh yeah, link icon_lol

haven't played a lot of their games, but I think if any one of them could make a decent transition it would be Neverwinter.
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« Reply #399 on: December 30, 2013, 08:22:10 AM »

Neverwinter seems like it was designed with this eventuality in mind, so this should be pretty painless. I don't see how they plan to do this on last-gen consoles though. They aren't powerful enough to handle this kind of game. The Wii U maybe, but the others simply have too little RAM.
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