Just wanted to post some quick highlights from the recent State of the Game livestream for Neverwinter. You can watch the replay here.
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Preview patch on March 29th changed the stats, the numbers are no longer accurate although crit is still capped at 50%.
As per a recent official post regarding Mod 16, lots of changes were announced. One of the changes that really got players' attention was: Critical Strike is now capped at 50%. Fresh off the presses!
We're going to a max level of 80 in mod 16. After 10 mods at level 70, we're finally going to see an increase. ..and many many other changes. Its going to take a while to digest all the news. For now however I'll put the links that have been posted by the devs to release the news. Announcing the new mod and its trailer Level Cap increase Changes to Classes Changes to Stats Changes to item level and scaling of players Its going to be a bunch of fresh new stuff to play around with. As you travel around in game worlds, it is possible for you character to sometimes become stuck or trapped somewhere in the terrain of the game. If this happens in Neverwinter, what are your options to get out?
Binds in NeverWinter There are more commands in the game than you can see. Its just some of them can be rather awkward to get to. You can open up a whole new set of possibilities just by writing a few words in the chat window. I'll outline some of the more useful ones here. Some of these you can do in the keybind section of options, but not all of them. There are lots of changes coming to large sections of Neverwinter in the coming mod. Mod 15 drops in early Nov, and some of our oldest habits are changing. We'll try and list out some activities to prepare for the major changes and links to discussions about them. This post will be updated as we come across new information, until the new mod hits. Heres the next in the ongoing series in how to help your stronghold grow and prosper. This one deals with Influence, one of the many currencies that we farm, and one of the major bottlenecks for many guilds. We had an influence related blog post that described the basics on influence back a while ago. It outlined how to get your daily amount from SHEs and more from strongboxes. There have been a few new opportunities since that time, so an update was in order.
Barovia has a large amount of EQ available. Even the stuff that isn't named in the collections is useful a lot of the time. Unfortunately most of it isn't documented, so its hard to decide what you should be looking for.
After the break we have a chart of the eq pieces for each class. The list is now complete, built up from about 30% when we started. In the tables below is the gear for each class. Items listed come out of chests from the Tarokka deck challenge cards and drop from monsters in the area. The hunt and Castle Ravenloft eq is not listed since the stats can be seen in collections. There are 14 different kinds available for the different classes. This is not including the non-class specific EQ from the hunts. For the 9 classes with 4 wear locations, this is a lot of different eq thats just been released! We're talking 488 items. Professions are useful in several ways in the game. This series of posts deals with what we can do to help our SH grow however, so we'll be looking directly at that. There are several tasks available that build donatable items, but only a few that are of ongoing use. The tasks for creating surplus EQ objects are generally not worthwhile since other sources are cheap. Lets take a look at the ones that will save us a lot of AD, those are... Ever wanted to know just what to do in order to help the Guild grow? This is an installment of a series all about how you can do just that. Here we'll look at some guild quests that we can do for adventurer shards. The 'support' quests:
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