So far im at level 25, and i have noticed that only Dungeoneering is realy usefull.
All the secret things can be accessed with only dungeoneering - a little bit weid because normaly this is a rogue ability.
So, Thievery is only good for Disarming traps...but traps are so weak, you can just run through them.
Arcane and Religion have no use except the collection of things.
I would wish to see more depth with it.
Doors and Chests that can be opened only with Thievery. Also more deadly Traps!
Sigils (Secret Passages) and Runes (Traps) that can be Disarmed with Arcane
Special God-stuff that can be "cleaned" with Religion, so that your group gets a buff or something.
Or is there more use at later levels?
Post edited by lazerusai on
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azhrarn80Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 18Arc User
edited May 2013
It's <font color="orange">HAMSTER</font>, <font color="orange">HAMSTER</font> and <font color="orange">HAMSTER</font>. The only thing it does is making me feel OP and walk through traps on purpose and the kits take up space in my bags, which then in turn will be flooded with runes and other worthless greens/whites. So far I have never used any money to buy the kits and disarming traps costs time and most dungeon groups rage when you stop for them while they run past it.
This system really needs to be overlooked to make it more valuable.
I completely agree....just yesterday I was going through a quest area and saw some torches lining a room...with a few burnt out on each side, wondering why there isn't a way to light the unlit ones on fire and open a secret door.
There are so many things they could add in as far as secret areas involving class abilities. And I agree, in terms of lore thieves should be the ones finding the secret/hidden areas....not simply disarming traps. Maybe they could add in weakened locked doors or weakened wall panels that GWF and GF would be able to break down to get to secret areas? Leave the "hidden" switches and what not to rogues (move all the hidden dungeoneering things to thievery requirements).....give the fighter classes the ability to smash things (Add this in to the game and put it with dungeoneering), and add in a lot more puzzles/hidden areas in all the dungeons.
You could even add in magically sealed doors/locks that arcana can unlock, and religious texts/markings that only religious classes understand how to open/activate (which opens up hidden areas).
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lazerusaiMember, Neverwinter Beta UsersPosts: 13Arc User
edited May 2013
indeed.
warrior = str/con
thief = dex/cha (lore based the rogue would profit from int too, but the system we have here is different)
caster = int/wis
for a warrior it fould better if he could use rusted levers or break weak walls/barricades.
the discovery stuff would fit better for thief
and as you said, magical seals and religios markings for casters
Comments
This system really needs to be overlooked to make it more valuable.
There are so many things they could add in as far as secret areas involving class abilities. And I agree, in terms of lore thieves should be the ones finding the secret/hidden areas....not simply disarming traps. Maybe they could add in weakened locked doors or weakened wall panels that GWF and GF would be able to break down to get to secret areas? Leave the "hidden" switches and what not to rogues (move all the hidden dungeoneering things to thievery requirements).....give the fighter classes the ability to smash things (Add this in to the game and put it with dungeoneering), and add in a lot more puzzles/hidden areas in all the dungeons.
You could even add in magically sealed doors/locks that arcana can unlock, and religious texts/markings that only religious classes understand how to open/activate (which opens up hidden areas).
warrior = str/con
thief = dex/cha (lore based the rogue would profit from int too, but the system we have here is different)
caster = int/wis
for a warrior it fould better if he could use rusted levers or break weak walls/barricades.
the discovery stuff would fit better for thief
and as you said, magical seals and religios markings for casters
i have seen many of them using the lockpick ability, religion or the nature.