Don't miss safewow 7% off neverwinter astral diamonds to learn Dungeons and Resources


Posted May 3, 2018 by ownher12

Don't miss safewow 7% off neverwinter astral diamonds to learn Dungeons and Resources
 
In today’s article I’d like to pick something up from our latest podcast. Don't miss safewow 7% off neverwinter astral diamonds ps4 to learn Dungeons and Resources.During the hour-long conversation we briefly touched on how dungeon side quests could introduce different challenge tiers in dungeons. To illustrate what I mean I’d like to take you back to Module 1 and the original Malabog’s Castle. It’s probably still a little known fast that the dungeon features an optional boss. I couldn’t find a good description or video, but entering the long corridor on your way to Malabog you can choose to encounter the same group of adventurers that you also find within the “Cragmire Crypts”. To get an idea just look at this footage. The group, as usual, turns right after the stairs, but you can also go left, open a door and fight the optional boss.

Now the interesting part of all this is the rumors surrounding the competing adventure party. Back in Module 1, the bosses in MC used to drop important resources to craft best-in-slot weapons. And legend had it that killing the optional boss would enhance the drop rates of these resources. In the end it turned out to be a myth, but I actually like the idea. How about some dungeon side quests that tweak the difficulty of a dungeon, or, more precisely, takes a bit away?
Dungeons and Resources
Before I get deeper into the concept of side quests let’s talk about a major issue of dungeons and resources in Neverwinter. The devs pretty much can only design one piece of group content per module, if at all. They have tried to counter that by giving Underdark content or Illusionist’s Gambit different variants and reward tiers, but that hasn’t really helped to make the dungeons appealing to different kinds of players. Generally it’s really hard to find a challenge level that both pleases the endgame crowd while not excluding too much of your casual players. I’d say it’s even impossible. In the past we’ve talked about systems that could help with that issue, like adopting Mythic+ from WoW?or some other type of tiered challenge.

I still like that approach. Giving players options to artificially increase the difficulty for more loot is great, and I’d very much like to see that. Side quests could kinda do the same, but subtract from the the challenge instead of adding to it.
Dungeon Side Quests

Within such a system, a dungeon would start at insane difficulty. The baseline would really be high, maybe even too much for “bis” teams. But then the dungeon would offer additional quests that “nerf” mobs, or bosses. Let’s say you run with a group that can’t possibly beat the first boss. How about an optional wing of the dungeon that you can clear and make the first boss substantially easier? Maybe at the end of the side quest there’s an item to loot that you can activate and that takes away half of the bosses HP, or whatever. What if there are five of those side quests, that take a couple minutes extra?

Options are plenty. You could make most mobs in a dungeon optional, but base boss strength on the percentage of them killed. Or let the groups clear repeatable mini-instanced quests for certain buffs. Suddenly teams could decide, based on their strength, to invest more time and make the dungeon beatable for them. You don’t even need to offer all side quests within a dungeon by the way. Players could also run additional dailies or weeklies that grant one-run buffs to them or the party.
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Last Updated May 3, 2018