Neverwinter has just DPS/Tank/Healer roles only.
No other roles (no Trapper, no Crowd Control role).
Crowd ControlWe have some Crowd Control, but duration of that control is way too short to be meaningful compared to DDO, where having a CC in party makes it so much easier than without one.
Examples:
- Wizards/Sorcerers has a nice 'Otto's Irresistible Dance' spell that forces mobs to dance for like 30-50 secs (there is a feat that doubles the duration and then spell costs a bit more spell points) and melee DPS really enjoy safely hitting them,
- also 'Hold Monster, Mass' is a nice spell, which makes each hit on those monsters automatically critical and on top of that mobs gets +50% more dmg, but duration is shorter, like 5 secs or so.
Of course, CC doesn't work on Bosses, also some mobs are immune to it, and some mobs have very high spell resistance (like Drow, especially Drow casters) that it's hard to control them.
TrapperThe fact is that there are no traps in this game at all.
Those 'decoration' type of traps doesn't count as an actual traps.
In DDO I really liked to play Rogue. The role of trapper in party is very important in DDO:
- a lot of traps aren't visible in dungeons and some traps are really DEADLY
- they are so deadly that in some dungeons it's almost a sure party wipe without a trapper (there are companions that can do traps, but they usually fail to disable at harder difficulties)
- some traps are not random, some are random (possible locations aren't random, once you know the dungeon well you know where to expect the trap, but still have to be careful)
- in order to disable a trap you have to: 1) Spot it, 2) Search for it, and 3) Disable it. All 3 skills (Spot/Search/Disable) has to be high enough in order to disable a trap.
- Spot is not mandatory though, but Search and Disable is mandatory (usually Rangers have high Spot/Search, Wizard has high Search, but only trappers (Rogue or Artificer) can Disable and trappers usually have all 3 Skills good enough).
- with low Disable skill trap box can explode and it means that this trap no longer can be disabled and that sometimes means party wipe and you have to abandon dungeon and try again or find a proper trapper
I hope that explains how a good trapper can have a useful role in a game. I'm not saying that we should have such a complex mechanics like it is in DDO (which would be awesome btw), but having deadly traps in this game would be nice (especially random traps).
Since TR is so squishy in K-team, having traps in this game would bring a better balance.
Actually at the moment Trickster Rogue is the best CC class in Neverwinter, because of a smoke bomb (it lasts longer than any other type of CC), but it makes no sense to me (I mean Wizards should be the best CC class).
Comments
In DDO for 'Dungeon Speed Runners' there is a nice mechanics called Dungeon Alert, which slows you down if you get hits (and monsters become stronger), unless you sneak by them (another useful skill for Rogues) or just kill them. Once it becomes red alert it's almost impossible to zerg through dungeon, you have to start killing (or wait some time until monsters calm down and then alert vanishes, this still helps to avoid some tough fights once you know the right spots). Speed runners complain all the time about dungeon alert, but I like that mechanics (it makes also fun to play the game when some new players agro too much monsters and then everyone gets in trouble ).
As for interesting ways to trap a player, sure, I'd like that. But there should be deadly traps too (instakills you, even at low lvls). Some traps are random (clearly visible to Rangers and Rogues), but high chance to be less deadly (for example, takes -75% hp from you). Some traps are visible, but instakills you. Some traps should be unavoidable, but disarmable by a Rogue or by pulling some lever, which is far away or guarded by lots of mobs. Some traps should be undisarmable (less deadly, could be several nearby in a row so can kill you fast unless you very careful, also possible to avoid them by doing a tough fight, meaning that having a Rouge it should be a much faster run).
This was for Mechanical traps. I think there should be magical traps too (probably visible to Ranger/Rogue/DC/CW/SW and disarmable by Rogues/SW/CW). Examples of Magical traps:
- Poison (damage over time, kills you in 1 min unless you are healed or reach campfire, heal potions doesn't remove it, but gives you hp so that you have more time),
- Electric (high dmg, instakills you unless you have a lot of hp),
- Frozen (holds you in place for 1 min and deals some dmg, usually surrounded by mobs),
- Slow (-50% speed, lasts long, like 5 mins).
VIP shouldn't help for traps (currently for VIPs traps don't exist at all, even slow effect is absent), except for the hp bonus.
There should be some optional chests, that drops a really useful loot, but very high chance to be trapped (these traps sometimes visible to all, sometimes not visible, except for classes that can see it).
In some places there should be trap box surrounded by respawning mobs and the disarming process of that specific trap is 30 secs long (if you get a hit you are interrupted and have to start over). So in this case Rogue is not enough, you have to have also Crowd Controller too (I'm talking about a real CC, not current CW). This idea is not just for traps, but also for pulling some levers etc.
The name 'Control Wizard' is misleading, because it's not a real CC class, sadly. I hope this will be fixed eventually.
EDIT.
Just remembered that Rogues can pick locks!
Maybe Rogue should have a small chance to unlock chests without a special key (at least the ones that Legendary key can open). For example, 5% chance, but each Rogue can attempt to unlock only once per instance.
Once the chest is unlocked then everyone in the instance can open the chest without using a key!