The nickel-and-dime fest continues in the Neverwinter expansion, with its wildly overpriced expansion content. This MMO's income model is based on making the game so inconvenient that you either stop playing, or shell out money to avoid...well, being intentionally inconvenienced. The alternative to endless grinding, or constant losing in PvP battles, is to buy your way toThe nickel-and-dime fest continues in the Neverwinter expansion, with its wildly overpriced expansion content. This MMO's income model is based on making the game so inconvenient that you either stop playing, or shell out money to avoid...well, being intentionally inconvenienced. The alternative to endless grinding, or constant losing in PvP battles, is to buy your way to victory/power/convenience. Before the expansion, Neverwinter was already an insultingly shallow MMO, that had stripped the D&D rules out of a D&D product in favor of weird "PvP balanced" classes that all basically function the same. Now, in an attempt to return "role playing" to this so-called role-playing-game, we have a new campaign system that requires grinding/item collection to an extreme. Forced-grinding the same content over and over has never made for an engaging experience, except for a small subset of compulsive gamers who thrive on such things. The whole Neverwinter MMO experiment is an abject failure, and we can only hope it has not destroyed the Neverwinter brand entirely...we may yet hope for some future release that returns to the real party-based RPG that fans remember.… Expand