Lost City of Omu QoL Roundup II: Level 60-70 Experience Curves, Icon Tweaks & Campaigns!

As part of our massive preview of Neverwinter’s Lost City of Omu, we are looking at some quality of life changes today. As mentioned during the “State of the Game” live stream, the devs moved away from pure “B” QoL modules and instead incorporate such changes into the main ones. That’s why Module 13 already features a good amount of minor improvements to boost adventurers’ everyday experience. Yesterday we already talked about the Fashion Bag, Loadouts and the Rocktober fixes. So click through in case you’re interested in those.

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Updated Experience Curves

The devs completely reworked the level 60-70 experience curves in Module 13. It was necessary because ever since Module 6, the progression was kind of fragmented. The progression curves (experience gain, experience required for a level) never changed from the original game and its storyline through levels 1-60. But Elemental Evil featured a different leveling experience that significantly differed from the earlier one. This mostly led to players smoothly leveling up to 60 and then “hitting the XP wall”. Already back then players mentioned that it’s kind of weird that the flow of leveling changes so drastically, but it took the devs until now to finally change course.

The progression of level 1 through 70 now follows the same curve, and should feel much more fluid.

We have brought the 60-70 curve in line with the 1-60 curve. To go along with this we also adjusted XP gains in the Elemental Evil zones, and campaign missions for the Maze Engine and Sharandar, among other XP adjustments. Elemental Evil also had some tweaks made to the quest chains to make the progress feel better and keep the story and gameplay advancing at a good pace.noworries

A nice little side effect of the change is that Overflow Rewards seem to be much more obtainable. On preview I was getting roughly one per day by just doing dailies in the new zone. That’s a plus because the rewards were pretty outdated. Players long demanded an upgrade, but obviously handing out more does the trick as well.

Icon Tweaks

Something that many might not even realize is that a lot of UI graphics were updated in the Lost City of Omu. One particular was highlighted as official feedback thread, but a lot more minor graphics and icon got changed. I think it’s fair to mention these efforts of the team that can contribute to the feel and atmosphere of the game quite a lot.

New Campaign Packs for Genie’s Gifts

We’ve mentioned this before, but this change belongs into the “quality-of-life” section as well. Maze Engine will get a campaign pack for Genie’s Gifts that will contain one Tales of Adventure each. It’s nice to see the devs extending the system to make older campaigns easier and faster to complete. It’s necessary to not make the road too long for newer players as new tasks and campaigns get added. Additionally this helps to bring up and maintain alternate characters, which is always a plus. There seems to be a pack in the making for Module 10 as well, but that one is not yet unlocked.


What’s your take on the new experience curves and other quality of life upgrades? Is this worth putting time into or not as important as other stuff? Share your thoughts on our social channels, in the comments below, or visit the corresponding thread on our message board!

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j0Shi

j0Shi

j0Shi plays the Neverwinter MMORPG since the open BETA in 2013 and is a regular contributor to the blog and the whole UN:Project. Originally a Guardian Fighter, he has built up ALTs of all classes and plays on BIS/near-BIS level.

2 thoughts on “Lost City of Omu QoL Roundup II: Level 60-70 Experience Curves, Icon Tweaks & Campaigns!

  • February 14, 2018 at 9:43 am
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    Updated Experience Curves … this is really a waist of resources I took a toon from lvl1 to lvl 70 in 5 days a few weeks ago. These resources could have been used for something the game really need like master and standerd version of endgame content to give mid level players something to do for 6 days of the week that they can’t do campaign since they hit the weekly limit

    Reply
  • March 3, 2018 at 6:40 pm
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    They screwed up the XP “curves” in Mod 6, now they screwed them up again. If they have to waste time and resources, they should have made them more like real DnD4, as any normal character massively out-levels the main quest content early on.

    In DnD4, characters get 175,000 XP per level after 30 (which in NW would be level 70 or so). Why they ever made it 10x this in the first place for Mod 6 is a mystery.

    1,750,000 XP per level was a bit steep, but easily doable, 1 level every day or two.

    1,000,000 XP per level up would have been nice, with no other changes.

    500,000 XP per level would have been generous. That’s about 3x faster

    100,000 XP per level is just daft. I think they will nerf the rewards at some point.

    I have a new character, so I am noting how much XP is needed per level as she levels up.

    🙂

    Reply

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