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Neverwinter

Neverwinter 

General Discussion  » Things I see is missing

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22 posts found
  Xepherd

Apprentice Member

Joined: 1/11/11
Posts: 105

2/11/13 8:45:24 AM#21
Originally posted by thark

My concerns are:

1. No tactical planning, ea what spells shall my Wizard pick for this particular ruthless challenge, If you have a control Wizard you have a control wizard, you can't change or meditate/rest and choose web instead of magic missile for instance. This for me is a huge D&D factor, the tactical plannig before a big dungeon crawl, the choices that you will have to live with during an adventure. DDO has these choices, but as far as I can tell Neverwinter does not.

No offense but that's wrong. There's still a bit of planning to be found in Neverwinter. At some point I changed my skills and was having difficulty in combat...I had a BAM to kill so I changed my setup and used a power that would make my rogue appear in the monster's back (instead of the damage/finisher skill). This really made my fight easier. When the ogre would start to raise his mace, I'd teleport instantly in his back and start to combo him during his attack animation. I'm using the same setup in areas filled with fast teleporting wizards. Funny to appear in their back just after they finished teleporting! I noticed that different skills setup for my Rogue change the way I fight immensely. Damage? Or mobility? Or Shadows? So in that sense, you still have planning in Neverwinter and the way you setup your character skills will provide different rotations/abilities etc. and make parts of the game easier or more difficult. Up to you to think and figure things out for your character. And that's only for the rogue, I guess it's similar for other classes. And your wizard example is wrong since in Neverwinter you can change your skills, you can switch between different powers...

2. No or very little traps that actually mean something, dangerous traps that completly blocks of the party unless they have a rouge in the party, this can naturally be in game, but not in the hour's long footages I have seen, all I saw was that the rouge was "able to steal stuff" ..Steal stuff is just a class bonus" wich i'm sure is added to the other classes in other form of bonuses. I see that the mage has arcane treasures for instance. DDO has these things and plenty of it aswell, from what I can tell Neverwinter does not have it or very little (Bill mentions that a previous dungeon was set up with traps)

Dangerous traps that blocks party progression would be stupid IMHO because a F2P action game like this should be able to be "soloed" (again my 2 cents), but I can assure you traps can be a pain in the f### A### in Neverwinter. I took a lot of damage in the 2nd solo dungeon with my Dwarf Warrior, while my Rogue could switch all the traps off. Best example I have is the demon boss you kill at LVL 20, the areas before were filled with traps and SO MUCH TIMES I've been obliged to use potions because I triggered too much of these f***** blue traps by accident while fighting mobs in the zone. Not impossible to overcome, just a pain in your #ss, costs you more potions if you're not careful like me so a Rogue is definitely handy :-)

3. Puzzle dungeons, use your party to progress, solve clever riddles etc . this may very well be in game, but then it makes me wonder why they are showcasing a dungeon that let's your party walk in a straight line from Boss A to Boss B without anykind of obstackles to overcome but monsters. Sure here we have the Foundry, but If the original game design doesnt have these , Im very sceptical towards the limitations in this Foundry aswell. Again DDO has alot of these clever little dungeons.

Last dungeon I did I had to figure out stuff with statues and how to activate them correctly. Felt like a typical D&D thing. It was the first dungeon of this kind and it was early in the game so I assume there's more difficult puzzles afer this...time will tell but there are definitely puzzles!

4 . Multiclassing ..Not really needed, but a great way of making a game with even more tactical dept.

Don't know for this one...just know from the official forums moderator they planned to add sh*loads of new classes...but I don't think there will be multiclassing in this game

EDIT: Oh, and one last thing, you should see Neverwinter for what it is: a FAST arcadeish MMO like Vindictus, not something like DDO.

 

xepherd Xfire Miniprofile
  cybertrucker

Spotlight Poster

Joined: 1/08/07
Posts: 1135

Freeloading mooches are the scourge of the gaming community.

2/11/13 9:06:39 AM#22
Originally posted by tokini

i dont think people say 4th edition was desigened for easier transition into a videgame, but rather that it was designed to somewhat emulate videogame play at the expense of traditional DnD play style. 

 

as far as why they would base it upon a failed prduct, well its the most current edition, is it not? maybe that is part of the licensing agreement. seems unlikely they would have wanted to use THACO anyway lol

 

I have hours hours upon hours with traditional DnD play style Experiance playing 4th and as a 30 year veteran of playing DnD I have to  say some of my best Experiance using any DnD system has come from 4th. 

Are tactics in 4th? More so than in previous edition if you ask me. Do characters feel heroic by design? Yes and I don't see how that's a bad thing. 

Take a wizard for example. Previous editions magic system was just absolute horrid. 4th by far was 100 times better. People would complain that wizards lost utility spells. Which is total BS,ritual magic put it all in there for GMs to use.

The reason 4th flopped was due to essentials releasing. Which was easier to balance and overall a simpler system. Wizards lied to their player base when we were told 4th would continue to be supported alongside essentials. Instead we got essentials books released with typing on the back saying it was compatible with 4th. 4th was full of choices for players to customize their characters as they advanced, while essentials took those choices away and instead you chose your class and It advanced down its prewritten path with very little customization.  Wizards got lazy and screwed the fans of 4th.

All that being said anytime you have a MAJOR revision of the rules your going to lose players due to them not liking it. Look to EQ1 and EQ2 as a prime example.  Newer is not always better for everyone. Piazo offered essentially the older version for players who did not like the switch.

i for one have all the 4th edition books. If I want to play DnD again in the future it will be the system I use. I  will not be buying 5th. However right now  my limited PnP game time is being taken up running a Deathwatch game (40k Where players play space marines)? When we get burned out on that and decided to do something differe the it will probably be the new Iron Kingdoms RPG.

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