While writing for the blog or talking to the community you often touch on module comparisons. It seems natural, because people need an anchor point to build their opinions on. Judging based on whether something is better or worse than its precursor is the easiest way to do so.
The Challenges of Compiling a Ranking
That being said, compiling a ranking of all Neverwinter modules is not equally easy. First and foremost you have to judge them based on the state the game was in at that time. Additionally I think there’s a certain risk that you mix up personal fun factor and overall quality. Only because a module didn’t offer as much for you personally doesn’t make it bad. In fact, it could be better than another module that introduced improvements in areas that mattered to you.
12. Elemental Evil
Boy, that was easy. And it’s not close. When introduced Elemental Evil was a mess. It pretty much broke every possible area of the game. Endgame, progression, balance, you name it. It was in fact so bad that the devs needed three full modules to reverse course and get the game back on track. Going into specifics about the Elemental Evil mess-up would blow this article out of proportion, but I might as well dedicate a separate post to it. Only thing worse than the module itself was the impertinent try to sell it as a success by former producer Rob Overmeyer.
11. Storm Kings Thunder
Reintroducing armor empowerment with Voninblod in Storm Kings Thunder was just a bad overall idea. Nobody needed an additional grind at a point where the daily task list already was too freaking long. No wonder the devs eventually buffed Voninblod gain. Avoiding its consumption additionally meant constantly switching gear in times when loadouts weren’t already implemented. Welp… Fangbreaker Island was kind of cool though.
Sea of Moving Ice was admittedly a great moneymaker, but Fishing just had a much too prominent place in it considering its dullness. Svardborg key grind, Greater Mark RNG… I think overall that’s just too many things that you could and should have handled differently.
I think this might be where most people would disagree, but Strongholds was indeed kind of a disaster. Despite much fanfare the Siege PVP game mode would quickly disappear once everyone had farmed their armor. They hyped it like crazy, even ran an alpha for it, yet it never gained any traction within the community.
In the meantime Strongholds mainly introduced a guild-sized grind with tons of daily repetitive content. Not only did it widen the gap between the haves and have-nots, but attaching a value to guilds leads to all sorts of problems and drama until today. The boons are overpowered, drains wrecked havoc in PVP. There’s not much going in favor of the module other than the fact that Dragonflights were indeed a great concept.
9. Rise of Tiamat
Rise of Tiamat wasn’t a particular bad module, but it didn’t feature too many great assets either. The Well of Dragons campaign zone was very welcomed as you could get through the Tyranny of Dragons campaign easier. Unfortunately the daily quests you would get were random, so you could no longer compile the quests over a few days and batch complete them. At least you weren’t guaranteed to get a full set of quests every week.
Oh and Tiamat? Yeah that one sucked badly. Advertised as “raid” it really wasn’t and in the initial design you had to queue with randoms. This epic fail actually was the start of elitist private channels on PC. If you dislike those today, go thank the dragon queen! If that wasn’t already enough, the encounter lagged badly and you had to run it eighty times for the effing boons. Thanks, but no thanks!
That’s my four worst modules in Neverwinter’s four year history. Would you have gone with others? Why? Share your own ranking and thoughts in the comments below and visit the corresponding thread on our message board!
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