Mod 12b To Feature Account Unlocked Dungeons, DC Meta Ending “Soon”

Yesterday Cryptic developer Asterdahl dropped two bombs in the feedback threads regarding Module 12b and beyond. The first one concerns alt viability and the new random queue system. The changes shift Rough Astral Diamond generation to a system in which players have to queue for a random dungeon with random players. One major hindrance was that participation requires having all dungeons of a specific queue unlocked. The “epic dungeon” one for example includes everything up to Spellplague Caverns. So to be able to start earning RADs from epic dungeons, you would need to unlock all group content up to Cloaked Ascendancy first.

So You Want Account Unlocks? Sure!

The random queue system is favorable in many ways. This specific aspect however would obviously have pushed RADs from epic dungeons further away from alts. That’s why user Micky1p00 (jokingly?) requested a dungeon account unlock from Asterdahl, and got just that! This had been a wish even before we knew random queues would become a thing, and thus a welcomed change.

[su_quote cite=”asterdahl” url=”https://forum.arcgames.com/neverwinter/discussion/comment/12986314/#Comment_12986314″]I’ve just implemented an account unlock for Fangbreaker Island locally and will be doing so for all other queues that require an unlock from a campaign. Once all of the unlocks are in, this change will be pushed to preview and go live alongside random queues.

The way the account unlock will work: once any character on your account has completed the task, the next time you log in on any character that’s level 70—a notification will appear in the middle of your screen that looks like an achievement that will read like “Fangbreaker Island: Account Unlock”—at that point, the task will be automatically completed in the campaign and you will be able to access the queue.[/su_quote]

DC Meta Gone “Soon”

In a second post Asterdahl then touched on the current meta. He definitely didn’t tiptoe around the topic and said “the days are numbered on 2 cleric groups”. The good news is: There will no immediate change in Mod 12b. It sounds like Clerics might want to prepare for massive changes in Mod 13 though. It’s certainly interesting how they are going to tackle it. Some already speculate that DCs will be limited to a healing role, others think they might just trim the buffing ability. In any case players are now obviously concerned what will happen with the class going forward.

[su_quote cite=”asterdahl” url=”https://forum.arcgames.com/neverwinter/discussion/comment/12986515/#Comment_12986515″]The meta encouraging bringing 2 clerics to a 5 man is not something we are happy with for various reasons and so that is something we plan to address sooner rather than later. When we do make changes, we will absolutely attempt to ensure DO and AC are both viable builds, and that in a 10 man it would be best to have 1 of each. This is just a heads up that the days are numbered on 2 cleric groups. [/su_quote]


What’s your take on the account unlocked dungeons and DC meta news? Are you on board or don’t like it? Share your thoughts in the comments below and visit the corresponding thread on our message board!

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11 thoughts on “Mod 12b To Feature Account Unlocked Dungeons, DC Meta Ending “Soon”

  • September 16, 2017 at 12:18 pm
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    Haha, when I posted in the forums that crying for harder dungeons and then bringing to clerics is ridiculous one of the dumb moderators closed my post and said I was just trolling. Guess, the debs have had the same opinion about it.

  • September 16, 2017 at 12:47 pm
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    They will just make it so that you can only bring 1 of each class in a 5 man party, even in solo queues.

  • September 16, 2017 at 8:46 pm
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    I find it Bs. They took away DC as n we made it work. Im not a fan of two dc’s in a group. I’m strong enough for my group. But now in 13 u want to f with us some more. Let us play the damn game n fix stuff that needs it. Keep doing dumb crap n when terra drops u will see the game die rather fast

  • September 17, 2017 at 12:44 am
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    Sadly IT would be hard to really fix the out of control buffing.

    The best would be to remove ALL dps buffs from healing specced dcs. The buffing of dos specced dcs would need to get trimmed indeed.

    This change however would Mean the current endgame needs to change so you actually need healers. Currently most endgame is very black and White. Either dead of alive andere no healer who can change IT. To make matters worse a lot of content can be fine safely without healers.

    In a nutshell we need:
    Heavy nerfs on buffing
    Heavy nerfs on self-healing (so we actually need healers)
    Changes to incoming damage so we are oneshotted
    Changes to how paladins are syncing with healers

    This is not a nutshell i see happening soon

    • September 19, 2017 at 2:30 am
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      Behe, combine your wishlist with halved stats or more. Did you try to rebuild a char on preview to watch the stat drops? As current BiS/R12 you’ll already end up with very low life steal and/or defense. Now combine this with relatively low outgoing damage, at least with the decreases in power sharing mentioned.

      How many will love to struggle, given the above, for a R8 or other crappy RP, salvage or green crap mounts – in a random q party, with newly dinged 70’s? Ti fking Hi Good luck NW.

  • September 19, 2017 at 3:37 am
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    this is a great move. it will maybe hurt zerg parties but mid level and low level players will benefit form this. no longer only certain classes in a dungeon. This will probably the first step to block only certain classes being welcome in endgame dungeons. I expect more changes to remedy this exploit currently in the game

  • September 30, 2017 at 12:24 pm
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    The tanks are killing with 2 skill in pvp and huge dps in caves and the game concerned with my cleric.

  • October 23, 2017 at 2:17 pm
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    I don’t like being forced to run 2 clerics in TONG, so I am half encouraged when I see that they are attempting to “fix” META requirements. What I don’t understand is, if they did not intend for players to require 2 clerics in certain dungeons, then they why the **** is TONG the heavy hp, heavy dps, heavy buff, heavy debuff dungeon that it is? If you don’t run 2 clerics, then you better run a DC, OP, GF, and 2 hard hitting DPS or a CW buffer and DPS. Sure, TONG is the hardest, but when I see people griping about “not” being one shot on forums or websites, I laugh. Some of these mobs and most of the bosses will knock the **** out of you if you are not a tank class. Even then, you can take a good smack in the face and die in one shot. At any rate, they’re going to need to fix damage dealt by enemies, if they take away the possibility of running 2 clerics, or even 2 tanks for that matter, in Private Ques. If I misunderstand the proposed change, then my apologies. Either way, ****ing with clerics again, for the worse, doesn’t seem practical given the current end game content. Also, how the **** is a new player supposed to earn AD if they can’t earn AD from Running Epic Dungeons until they are all unlocked? They won’t survive the content long enough to unlock them with crap gear.

  • October 26, 2017 at 7:53 pm
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    to quote a great man who has been dead for a few years. if it isn’t broken, DONT FUCK WITH IT!!!!!!!!!!!!!!!!!!!!!!!!

  • November 6, 2017 at 6:07 am
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    Agree. None of their recent moves other than streamlining refinement and quest seem pleasurable. Chult is ok, ignoring the numbing enemy spam. T9 dps numbers go so high, they roll over to negative.

    The game is just going dreadful.

  • December 24, 2017 at 11:22 am
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    Here is my take on this. They push a meta and after you’ve put time and money in conforming to a play style or build they change the meta forcing end game players To start from scratch. I.e. spend more money or get cast to the side. If not two dc then two gf or some other buffing combo.

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