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Neverwinter: Guardian Fighter Trailer

ryvvikryvvik Member, Moonstars, Neverwinter Beta Users, Neverwinter Hero Users Posts: 966 Bounty Hunter
edited September 2012 in The Militia Barracks
http://www.youtube.com/watch?v=8QK1eK6Z43I


porcoblue's guardian fighter tralier.

(just entering here for compilation value, easy access so it dont get lost)
Post edited by ryvvik on

Comments

  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited September 2012
    That was an excellent dig. Probably first one explaining the powers.
  • tagari84tagari84 Member Posts: 36
    edited September 2012
    Fighter seems a fun class to play, however I have some negative thoughts so far. Mostly because I saw an ability in a video where the Fighter grows in size. I think it's a daily power. Growing in size looks like a magical ability and not a martial one. And I saw in this trailer the ground slam ability with all these rocks emerging from the ground. Maybe it's just a visual effect and they are not meant to be actual rocks. But overall I have the fear that they will make a Fighter class with abilities that look "magical" in a way. Anyone else agrees?
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited September 2012
    Figters are people with extraordinary strength. They have so strong muscles that they can defeat an ogre in arm wrestling match. So if they hit the ground and the shape of ground deforms - it is fine imo. As long as it is not as big as AoE of wizard (ice strom or something) but is limited to three human thickness in radius.
  • ryvvikryvvik Member, Moonstars, Neverwinter Beta Users, Neverwinter Hero Users Posts: 966 Bounty Hunter
    edited September 2012
    gillrmn wrote: »
    That was an excellent dig. Probably first one explaining the powers.

    Ditto Bruv, Ditto!
  • mustrumridcully0mustrumridcully0 Member Posts: 145 Arc User
    edited September 2012
    I don't know, a lot of the combat looked a bit... too stationary. One of the cool things in D&D 4 combat in my opinion is that positioning and movement was more pronounced, you did a lot of shifting, sliding, pushing, pulling and so on. (on the negative side, that's what made D&D 4 combat very dependent on the game board and extended length of combats - which is not always the best thing to do in a pen & paper RPG. But it sounds good for a CRPG, since you'll spend a lot of time fighting and making it colorful and moving can be important for its appeal)
    Of course, the Guardian Fighter may be one of the classes that is more "stationary" - it tends to draw the enemies to itself.
  • memo6000memo6000 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 75
    edited September 2012
    I don't know, a lot of the combat looked a bit... too stationary. One of the cool things in D&D 4 combat in my opinion is that positioning and movement was more pronounced, you did a lot of shifting, sliding, pushing, pulling and so on. (on the negative side, that's what made D&D 4 combat very dependent on the game board and extended length of combats - which is not always the best thing to do in a pen & paper RPG. But it sounds good for a CRPG, since you'll spend a lot of time fighting and making it colorful and moving can be important for its appeal)
    Of course, the Guardian Fighter may be one of the classes that is more "stationary" - it tends to draw the enemies to itself.

    I think you are correct in your last sentence. The 4e rule set seems to be well suited for a pc game setting as well.
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