Piercing damage is it, though it is always possible there are bugged powers that create unblockable damage.
Radiant, Necrotic and anything else like Fire or Lightning are just flavor text and in some cases a visual effect. They don't have any real effect on game play.
"We have always been at war with Dread Vault" ~ Little Brother
Piercing damage is it, though it is always possible there are bugged powers that create unblockable damage.
Radiant, Necrotic and anything else like Fire or Lightning are just flavor text and in some cases a visual effect. They don't have any real effect on game play.
Different types of damage would become important if Neverwinter implemented mobs with strengths and weaknesses. Something which tabletop D&D, many pencil & paper, and single player console and computer rpgs employ. I believe Dungeons & Dragons Online uses this as well. Different types of weapons, spells, and powers can be less or more effective against different types of creatures, monsters, and npcs. Some spells and enchantments, such as fire and flaming, could actually heal fire elementals, while healing spells would actually do damage to the undead, for example.
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greywyndMember, NW M9 PlaytestPosts: 7,154Arc User
In order to do that they would also have to open up character development more (making more spells available). This late in the game I don't see that happening.
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
Piercing damage is it, though it is always possible there are bugged powers that create unblockable damage.
Radiant, Necrotic and anything else like Fire or Lightning are just flavor text and in some cases a visual effect. They don't have any real effect on game play.
Different types of damage would become important if Neverwinter implemented mobs with strengths and weaknesses. Something which tabletop D&D, many pencil & paper, and single player console and computer rpgs employ. I believe Dungeons & Dragons Online uses this as well. Different types of weapons, spells, and powers can be less or more effective against different types of creatures, monsters, and npcs. Some spells and enchantments, such as fire and flaming, could actually heal fire elementals, while healing spells would actually do damage to the undead, for example.
Type advantage?
Weaknesses??
Having to change your loadout for the situation????
Get this guy out of here, we can't have any strategy in a game based off a DnD licence!!!!
;3
(Seriously: I wouldn't mind this, but the issue is that you're practically have to recode the game from the ground up. I'd rather not do that, given the number of bugs in the current system...)
Piercing damage is it, though it is always possible there are bugged powers that create unblockable damage.
Radiant, Necrotic and anything else like Fire or Lightning are just flavor text and in some cases a visual effect. They don't have any real effect on game play.
Different types of damage would become important if Neverwinter implemented mobs with strengths and weaknesses. Something which tabletop D&D, many pencil & paper, and single player console and computer rpgs employ. I believe Dungeons & Dragons Online uses this as well. Different types of weapons, spells, and powers can be less or more effective against different types of creatures, monsters, and npcs. Some spells and enchantments, such as fire and flaming, could actually heal fire elementals, while healing spells would actually do damage to the undead, for example.
Type advantage?
Weaknesses??
Having to change your loadout for the situation????
Get this guy out of here, we can't have any strategy in a game based off a DnD licence!!!!
;3
(Seriously: I wouldn't mind this, but the issue is that you're practically have to recode the game from the ground up. I'd rather not do that, given the number of bugs in the current system...)
Of course, such a change would require more money invested into the game. A greater number of skilled designers and programmers would be needed, They have the money and the people, they're just using it and them to work on Magic: The Gathering instead of Neverwinter.
Even if they pulled their people back form MTG, I doubt they have the people to handle a complete rework. The team was never that large before they pulled assets over to MTG. Its easy to say all they have to do is invest money and people into it but I think history would show that is not the MO behind the decision makers of NW.
Comments
Radiant, Necrotic and anything else like Fire or Lightning are just flavor text and in some cases a visual effect. They don't have any real effect on game play.
Now it's more clear.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
Weaknesses??
Having to change your loadout for the situation????
Get this guy out of here, we can't have any strategy in a game based off a DnD licence!!!!
;3
(Seriously: I wouldn't mind this, but the issue is that you're practically have to recode the game from the ground up. I'd rather not do that, given the number of bugs in the current system...)