Grilka8050 Posted February 19, 2019 Posted February 19, 2019 Be prepared for a new module in Neverwinter Online: Undermountain! But this mod includes more than just a new campaign. This update will feature major changes to everything we know, including: level cap increase, Item Level and scaling overhauls, new stats and mechanics, and a complete rework of all Classes. New Campaign The new campaign “Undermountain” is set in Waterdeep. It features a new endgame dungeon in the dungeon beneath Waterdeep, home of the Mad Mage Halaster Blackcloak. In addition to new adventuring zones, this mod includes a new player hub, the Yawning Portal. Overall, it sounds like an exciting campaign! Level Cap Increase Launching in this module is a new Level Cap increase! Players will now be able to reach up to Level 80. This will include new gear and powers; each class will get one new Daily, Encounter, and At-Will. You can read the details here. Item Level and Scaling Item Level and Scaling will also be reworked in this mod. Right now, Item Level is very inconsistent. There will be a new standard: One Item Level = 20 Rating Points. There are a few exceptions like Bonding Runestones, Companions, and Mount Powers. This will be uniquely adjusted to be more accurate. With this new Item Level standardization, scaling will become more accurate as well. This means that lower leveled dungeons should pose a greater challenge. You can learn about the specifics here. I hope this makes them more interesting to run! Stats and Mechanics Stats are getting a MAJOR rework. The most shocking changes are the removal of: Armor Class AoE Resist DoT Resist Lifesteal Regeneration Recovery The removal of these stats will have a major impact on all classes, especially Lifesteal. This removes the current main source of healing, so support classes are going to be extremely changed in their function. Right now support classes primarily focus on buffs and support damage; tanking and healing are incidental. With the removal of Lifesteal, support classes are going to be forced into doing their original intended purpose: Healers healing and Tanks tanking. Personally, I think this is grand. There are also going to be Opposing Rolls now. We already have this implemented with Armor Penetration and Defense. The new main stats are going to be: Hit Points and Power Critical Strike and Critical Avoidance Combat Advantage Bonus and Awareness Deflect and Accuracy Armor Penetration and Defense Utility Ratings: Ap Gain Recharge Speed Stamina Gain Critical Severity Control Bonus Control Resist Movement Gold Gain Glory Gain XP Gain Companion Influence Incoming Healing Regen is getting removed as a stat, but all players will now have a set amount, so it’ll be nice to not have to worry about having it on newer characters. Another set stat will be Critical Chance; everyone will have a baseline of 5%, which will be added to whatever Crit you stack. The cap on Critical Chance is 50%, so that’s kind of a bummer. Deflect also has a cap of 50%, and Combat Advantage Bonus has a cap of 100%. Classes All classes are getting a name change to become more consistent with 5th Ed. D&D. These new names include: Cleric Fighter Paladin Ranger Rogue Warlock Barbarian The Barbarian is still a GWF, just a nice new name to make it fit with 5E; abilities and powers will remain the same. Right now, each class has a choice of two Paragons and 3 Feat Trees. The Feat Tree choices are gone! Now it will be focused on the two paragons, with each one featuring your choice of one each in five pairs of feats. The idea is to eliminate all the useless feats and focus on specialized play. The goal is to have all versions of the Classes become viable. Like the Paladin, most classes will also be able to fulfill more than one role with queueing for Dungeons, depending on their Paragon. These include: Paladin - Tank, Healer Cleric - Healer, DPS Fighter - Tank, DPS Barbarian - Tank, DPS Warlock - DPS, Healer Rangers, Rogues, and Wizards will all have two DPS paragons. Power Points are being removed as well. This way when a power becomes available as you level up, you can use it with full strength. Conclusion Overall, there are a LOT of changes coming in this mod. I am looking forward to it! Right now the game feels super unblanaced, so I'm hoping these changes make the game more interesting and fun to play. I just hope they aren't bugged when they launch (let's be honest here, new mods usually are buggy). I am excited to actually heal with my Cleric and Tank with my Fighter. I am concerned about the loss of Recovery though! Several of my characters have that stacked. I'm curious to see how this all works out in the end. I'm looking forward to testing this mod on the Preview Server! Sources: New Campaign - Arc Games 1 Stats and Mechanics - Arc Games 2 Classes Intro - Arc Games 3 Back to original news post Share this post Link to post Share on other sites More sharing options...
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