Neverwinter Heart of Fire Quality of Life Improvements
As part of our massive coverage of Neverwinter’s “Heart of Fire” update, we are going over the “quality of life” improvements in this article. Module 15 doesn’t feature quite as many as earlier releases, but there’s still one major and a couple minor tweaks to go over.
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Jungles of Chult Patronage
First of all, the Jungles of Chult campaign gets its Patronage Token. Patronage is a system introduced in Module 12B that allows main characters to craft tokens for their alts that half the currency cost of most tasks. It’s a great way to catch up. Usually these tokens are available for all but the two latest campaigns. But since the Jungles of Chult one spans over two modules (12 & 13), the devs had to wait to Mod 15 to make it available. The picture shows the cost. Aligning with earlier tokens you roughly save 50% currency by buying the token. We’ll also update our Patronage Cheat Sheet as soon as possible so you are able to make more precise calculations.
Adjustments to New Systems
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Next we have a couple changes that might not fir the “QoL” category entirely since they are just adjustments to other changes. The devs however are not always on top of tweaking older systems in the wake of newer changes. So it makes sense to point them out separately. First of all, now that Salvage is no longer there gear gives a few refining points. It’s not a fair compensation, but at least you’ll be able to get something out of surplus pieces. Or rather have more choices, because you can always also sell them for Gold or donate them to Guild Coffers. I get some players will see this as almost cynical because gear practically becomes trash loot in some cases, but it’s still essentially an “upgrade”.
Talking about Coffers: The “Labor” one gets renamed to “Profession Supplies” and now accepts all kinds of profession resources as well. Theoretically that could have major impact, because most resources are actually able to generate nice amounts of Guild Marks. But since “Labor” coffers are capped in most guilds and don’t get extended, there’s probably little hope for players to trade their stuff in unless you’re willing to go through the grind of making a new guild, fill its coffer, and delete it over and over again.
Last but not least gems drop instead of elemental resources, which are obsolete in Module 15, in places outside of professions. So specifically Elemental Evil Heroic Encounters might be worth looking into in terms of farming RP. Also of interest might be the new Overflow Rewards that drop Rough Astral Diamonds and Refining Points directly. So it does no longer make sense to save them for a Double Enchanting Stone event.
Auto-Picking up Loot
Most basic loot now automatically gets picked up by walking over it, which is a great improvement. It really makes paying attention to the floor much less important. Related to this change is that all utility enchantments should now consistently place earned items straight into the inventory and that vendor loot now stacks to 100, up from 20. Less inventory juggling is always nice!
Svardborg Keys Now Stackable
The devs also sneaked in a small change regarding the “Sea of Moving Ice” campaign. The keys you farm for the Svardborg trial were limited to three, but now can be stacked infinitely. They no longer show in the UI, but can be bought from the campaign store with currency from quests, Heroic Encounters, and Fishing.
Hunts
- Rare enemies in Chult now have a higher chance to drop their trophy.
- Hunt targets now have a 100% chance to drop their trophies.
- The drop chance of legendary rings from Chultan Hunts has been significantly increased.
Hunts of Module 12 and 13 come with a lot of important tweaks as well. It should now be much easier to get to capstone Hunts for those that still want to catch up or do it again for some of the loot. By the way don’t think this is a case of “they finally listened to us”. It’s just part of the process of making outdated content gradually easier to access and achieve. If they wanted to do something against the cruel grind of Hunts, they would have in Module 13 the latest.
But hey, it’s still a nice change for those that have not taken on hunting because of its absurd annoyance. Don’t forget that you also need to get to a Tyrant Hunt to progress with your Chain of Scales beyond purple quality. Here’s your chance!
What’s your opinion on the quality of life improvements? Share your thoughts and experience on our social channels, in the comments below, or visit our message board!
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Most basic loot now automatically gets picked up by walking over it…… Does this mean i will now have to keep tossing out junk i do not want from my inv like when i go to randumb Q and them boooger pickers keep grabing the “green” gear that gets dumped into my inv?
no reason not to convert that green stuff, why would anyone toss it, it’s more work to toss than convert
Drag and dump takes less time but when you only have 5/10 empty slots maxed out bank and bags it becomes a major pain to have to stop every 5 min just to empty the trash over and over. Just hope there is an option to disable auto pick up.
QoL really are the few things that I look forward to on M15. Profession system, eh good looking, but way more time-consuming and expensive. Campaign, eh a sub-70 campaign is always good for new comers, but I was expecting a bit more.
So autoloot is finally coming, thank goodness, I’m tired of circling around pressing G constantly, having to focus on sometimes buggy hitboxes, all good.
Jungle Patronage is nice I was waiting for it. Been doing Chult/Omu on main only, now i’ll get those or the new campaign completion for alts, nice thing.
But the hunt changes is really was I love. I’ll finally be able to grind this +5 achievement correctly. I absolutely hate achievements based on RNG, and this one was over the top. So the 100% trophy drop on hunt target will make summoning Rex and Tyrant really easy, combined with the increase of legendary, I should be able to complete it finally.