Why do we NEED a new class? Or any class at all?
I mean, I have no class and I'm doin' just fine.
Just chillin', a hundred pounds overweight, drinkin' PBR unironically, aint changed ma' socks in a month.
Life is goodish!
'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
I really wish they would re-launch the Guardian Fighter as a Paladin. Restructure some encounters/at wills/or dailies for moderate heal/recovery buffs (both self and party), maybe?, and nix the iron vanguard paragon path (since GWF's pretty much have that), in place of a "divine vanguard" path.
Make the current tab ability some sort of shield focus threat pull with a higher cap and radius.
I hear/read that the next will be Scourge Warlock, but I would prefer a Hexblade Warlock. I just like the idea of a tab control switch between melee powers and spell powers (much akin to HR), with main hand your rod implement and your off hand will be your pact blade, whether it be fey, demon, etc.
I'm not familiar with D&D rule sets, how would a warlock play differently than a cw? Obviously they're both casters, but any idea how the classes will play similarly and more importantly, differently?
So, 4E Warlocks vs 4E Wizards. This game has a very(very) loose basis in 4E rules; so it's going to be most enlightening to look at 4E versions.
So, the first thing to mention about 4E is class roles - Leader, Defender, Controller, Striker.
Leader is heals/buffs/debuffs/action granting/etc - Cleric, Warlord, Bard, etc.
Defender is pretty much self-explanatory - Keep the enemies focused on them, block damage, retaliate for hitting others, some debuffing - Paladin, Swordmage, Warden, Fighter, etc.
Controller is... Honestly the worst defined role in 4E and part of why the Wizard in 4E and in NW is such an everywhere mess. AoE damage, debuffing, moving around the monsters, moving around your teammates, etc, have all been hallmarks of the Controller classes - Wizard, Druid, Invoker, etc.
Striker is also pretty self-explanatory like Leader. These are the damage classes. Rogue, Ranger, Warlock, Avenger, Monk, etc. Frequently focused on single-target with some AoE capability depending on class, their job is to pick one thing and kill it quickly.
In NW terms, obviously, Devoted Cleric is a Leader, Guardian Fighter a Defender, Control Wizard a Controller, and Trickster Rogue a Striker, for example. Part of the CW's problem with being so ludicrously OP is that it suffers from many of the same issues with lack of defined, focused role as 4E controllers. Is it an AoE minion popper? A mass debuffer? That guy moving everything around to a better position? Oh I guess it's all of those and more at once.
So, 4E Wizard is honestly not all that much different from NW CW in terms of design and focus. It's an all-over-the-place mess, and it's arguably subrole Striker, but it's hard to specify. If you've played a NW CW, you basically know how 4E Wizard works, except for one thing in 4E that doesn't exist in NW, which is the distinction with AoE effects for the target line of 'Creature' versus 'Enemy' versus 'Ally'. Well, applies to powers with a single target as well, but, basically - 'Creature' is anything. Enemies, allies, neutral third parties, whatever. Enemy is obviously enemies, ally is obviously allies. A Burst 5(Equivalent to Icy Terrain's 25' burst here) power targeting 'Creatures in burst' will hit both enemies and allies, the same area targeting 'Enemies in burst' will only hit enemies. Adds a bit of tactics to power selection and use. Anyway.
While we're on these 4E terms, WTF is that subrole thing I mentioned before? Most classes in addition to a role have an official or unofficial 'subrole'. Something they do not as well as a class that has that as a primary role, but can do much better than most - Stock 4E Paladin for example, is Defender subrole Leader because of things like Lay On Hands and party buffs/enemy debuffs etc. Won't usually replace a proper Leader, but can ease the job of one.
So, the 4E Warlock. The Warlock is a Striker subrole Controller in 4E. So, there's a couple of flavors of Warlock - The original, and the Hexblade from Essentials. Hexblade is more a melee class and original Warlock is more ranged(Although at least one extremely notable original Warlock power is melee, and one of the best at-will powers in the game. I digress). So, Scourge Warlock is a build of the original Warlock, so we can somewhat discount the Hexblade for the moment.
The Warlock is a primarily single-target Striker class. There are three base pacts in 4E for it; the Infernal, Star, and Fey pacts. Infernal is obvious, go look at the Ashmadai Hellfire Warlocks and duh. Star is... Well, go look at Rhazzad, honestly. Dealing with weird entities from beyond. I know Rhazzad is a wizard, yes. But the whole 'bartering for power with Cthulhu' thing is pretty much Star Pact. Fey pact is getting power from bargaining with the Fey and is usually the 4E pact of choice for 'good' Warlocks where you probably work for Tiandra or something. (Or the Prince of Frost or something like that, but.)
So, Warlock powers are largely ranged, single target, and often have an element of control. They have some area powers - One that stands out is a Daily power my hybrid Paladin|Warlock used to have, Roaring Storm of Cania:
Arcane, Cold, Implement - Standard - Close blast 5 - +25 vs Ref - Each creature in the blast
Hit: 2d8+21 cold damage, and the target falls prone.
Miss: Half damage.
Effect: You slide each target up to 3 squares.
Which is obviously themed to the Infernal pact given that Cania is the realm of Mephistopheles, but is pactless. (Some Warlock powers have additional effects if you're a specific pact.) Now obviously if you don't play 4E not all of that makes any sense, so: First section is Keywords which would be something like an Arcane or Cold power on a CW. Second is what kind of action, irrelevant to NW, Close Blast 5 is an area 5 by 5 squares in front of the caster, so think something like a wide short cone or cylinder here. +25 vs Ref is what I added to a d20 when I used it to compare to the Reflex score of the affected creatures. Creatures in burst means it affects everything in its range, enemy or ally alike. Prone is... Kind of obvious. You get knocked down. A Slide in 4E is forced movement you can choose whether to make or not wherein you move the target in any direction you like. Obviously this has no NW equivalent. (Other types are push and pull, where push would be Repel and pull would be Come And Get It - Push is only away from you, pull is only towards, slide is whatever. It's a daily for a reason, RSoC is nuts.) Miss half damage means you still do half damage on a miss. Effect is something that happens whether or not you hit. So if you missed a target you wouldn't prone it, but you'd still do half damage and move it.
So that's an example Warlock Daily, here's an encounter power and an at-will:
Lash of the Long Night (Encounter):
Arcane, Cold, Implement - Standard - Ranged 10 - +25 vs Fort - One creature
Hit: 2d6+21 cold damage, and the target is slowed (save ends).
Fey Pact: The target is pushed 8 squares.
Eyebite (At-will, Fey Pact):
Arcane, Charm, Implement, Psychic - Standard - Ranged 10 - +4 vs Will - One creature
Hit: 1d6+4 Psychic damage, and you are invisible to the target until the start of your next turn.
So, not feeling like much damage, is it? Well, Warlock is considered probably the most underdamaged Striker in 4E for a reason, but that's because I haven't covered an important feature likely to be something to do with their Tab ability in a NW version: The Warlock's Curse. This is a minor action used once per round on the nearest enemy(Think... Well, activating a tab ability. Doesn't really take much time). Can be used on multiple enemies, but you can only curse one at a time. Then once per round you can apply it to an attack after the results of the rolls. At level 1, this adds an additional 1d6 damage, at L21 this adds an additional 3d6 damage, which is the max. (This is less than impressive, and while Curse is easy to use and doesn't go away until the enemy dies, the extra damage is pretty awful and one of the worst striker abilities. Each striker has an ability they do as a minor action or as a condition - For example, Rogues do their extra striker damage when they have Combat Advantage. Many Rogue powers include positioning elements or even grant CA because of this.) So, that's their striker feature that makes them do more damage. You can only use it on one enemy per round, by the way, no matter how many you have cursed or hit. So if you used that RSoC power above and hit four cursed enemies with it, you could only give the extra damage to one of them.
So, Pacts. Each pact has a set at-will you get, like how Eyebite above is Fey pact, and Eldritch Blast(Which you can exchange for Eldritch Strike, which is a melee power, if desired. I doubt this will see implementation in NW, since it's fiddly. Possibly some sort of PP or feat tree, but again, awkward and fiddly. Each pact also has a pact boon when you kill an enemy. Fey Pact for example lets you teleport 3 squares when you reduce an enemy to 0 HP.
So yeah, that's 4E Warlock. My guess, ranged primarily single-target DPS class with some minor AoE whose powers tend to cause control effects. Tab ability something that does extra damage to affected targets. Some Warlock implements are in fact daggers like Makos uses, and there are a couple of melee Warlock powers, so it's possible they'll have a close-range power or two. I'm betting on less burst damage and less damage overall than TR, but higher than more focused on AoE classes like GWF. (Well, we'll ignore for now how nerfed the TR currently is and how broken the GWF currently is, but). Also a fair amount of debuffing/control effects. (We'll assume that at some point they fix how utterly, ludicrously broken the CW is.)
So, a 4E player's vague thoughts on how the Warlock works in 4E and how it might be translated to NW.
Largely inactive, playing Skyforge as Nai Calus.
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khimera906Member, NW M9 PlaytestPosts: 898Arc User
edited April 2014
I was looking forward to the Druid and Bard classes, but I think the Warlock is gonna be next
I hate dancing with Lady Luck. She always steps on my toes.
The Shapeshifting Druid can turn into a dragon and ride horses while wearing a pointy wizard hat :rolleyes:
This explains ERRYTHING.
contents to be decided
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited April 2014
Out of the choices you gave, probably warlock though druid would be cool too. No idea what Psionicist does though that could be my first choice if I knew more about it.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
Warlocks were great fun in Neverwinter Nights 2 but are almost identical to Control Wizard. The Druid on the other hand with it's shifting abilities and hopefully with some light healing and control spells should make a great addition to the game.
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tourage16Member, Neverwinter Beta UsersPosts: 0Arc User
edited April 2014
hmm if warlock is the new class, one this situtations will happen:
1- Warlock will be better than CW for pve, rip CW.(I doubt)
2- Warlock will be better than CW for pvp, so ppl will roll warlock for pvp and CW for pve.
3- Warlock won't be better than CW for pve nor pvp, so people will just play (aka hype) in the beggining.
I can't see warlock being better than CW for pve... only if it deals more damage in aoe than CWs, but it would be too OP. So it won't deal more damage in aoe, it will be alot worse since CW can also control and deal high damage.
I'm curious to see how it will work. I think Druid with shapeshifting (between support form, tank form, damage form) would be the best choice to inplement in the game right now. And also GFs need an ultra buff or they will be the underdog forever...(well, they may shine a bit in pvp in m3).
Comments
But seriously , Scourge Warlock is the next class... It is known .
(lol, looks like I'm the only one who voted for psion)
Why?
Because the other games don't have them.
The way your powers work in this game it could be easily done, while with other games it would require a whole new combat system, etc.
Druid would be a very close #2.
Hitting TAB to shape shift into animal form would be awesome.
I wanted to choose housewife but it would be too OP.
Edit: You're not asking about what I want? Then, my answer should be Warlock or Druid but most likely Warlock from what I read in the forums.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
I mean, I have no class and I'm doin' just fine.
Just chillin', a hundred pounds overweight, drinkin' PBR unironically, aint changed ma' socks in a month.
Life is goodish!
'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
Make the current tab ability some sort of shield focus threat pull with a higher cap and radius.
PS (housewife will probably win the poll but honestly I would choose monk if there would be such option)
So, the first thing to mention about 4E is class roles - Leader, Defender, Controller, Striker.
Leader is heals/buffs/debuffs/action granting/etc - Cleric, Warlord, Bard, etc.
Defender is pretty much self-explanatory - Keep the enemies focused on them, block damage, retaliate for hitting others, some debuffing - Paladin, Swordmage, Warden, Fighter, etc.
Controller is... Honestly the worst defined role in 4E and part of why the Wizard in 4E and in NW is such an everywhere mess. AoE damage, debuffing, moving around the monsters, moving around your teammates, etc, have all been hallmarks of the Controller classes - Wizard, Druid, Invoker, etc.
Striker is also pretty self-explanatory like Leader. These are the damage classes. Rogue, Ranger, Warlock, Avenger, Monk, etc. Frequently focused on single-target with some AoE capability depending on class, their job is to pick one thing and kill it quickly.
In NW terms, obviously, Devoted Cleric is a Leader, Guardian Fighter a Defender, Control Wizard a Controller, and Trickster Rogue a Striker, for example. Part of the CW's problem with being so ludicrously OP is that it suffers from many of the same issues with lack of defined, focused role as 4E controllers. Is it an AoE minion popper? A mass debuffer? That guy moving everything around to a better position? Oh I guess it's all of those and more at once.
So, 4E Wizard is honestly not all that much different from NW CW in terms of design and focus. It's an all-over-the-place mess, and it's arguably subrole Striker, but it's hard to specify. If you've played a NW CW, you basically know how 4E Wizard works, except for one thing in 4E that doesn't exist in NW, which is the distinction with AoE effects for the target line of 'Creature' versus 'Enemy' versus 'Ally'. Well, applies to powers with a single target as well, but, basically - 'Creature' is anything. Enemies, allies, neutral third parties, whatever. Enemy is obviously enemies, ally is obviously allies. A Burst 5(Equivalent to Icy Terrain's 25' burst here) power targeting 'Creatures in burst' will hit both enemies and allies, the same area targeting 'Enemies in burst' will only hit enemies. Adds a bit of tactics to power selection and use. Anyway.
While we're on these 4E terms, WTF is that subrole thing I mentioned before? Most classes in addition to a role have an official or unofficial 'subrole'. Something they do not as well as a class that has that as a primary role, but can do much better than most - Stock 4E Paladin for example, is Defender subrole Leader because of things like Lay On Hands and party buffs/enemy debuffs etc. Won't usually replace a proper Leader, but can ease the job of one.
So, the 4E Warlock. The Warlock is a Striker subrole Controller in 4E. So, there's a couple of flavors of Warlock - The original, and the Hexblade from Essentials. Hexblade is more a melee class and original Warlock is more ranged(Although at least one extremely notable original Warlock power is melee, and one of the best at-will powers in the game. I digress). So, Scourge Warlock is a build of the original Warlock, so we can somewhat discount the Hexblade for the moment.
The Warlock is a primarily single-target Striker class. There are three base pacts in 4E for it; the Infernal, Star, and Fey pacts. Infernal is obvious, go look at the Ashmadai Hellfire Warlocks and duh. Star is... Well, go look at Rhazzad, honestly. Dealing with weird entities from beyond. I know Rhazzad is a wizard, yes. But the whole 'bartering for power with Cthulhu' thing is pretty much Star Pact. Fey pact is getting power from bargaining with the Fey and is usually the 4E pact of choice for 'good' Warlocks where you probably work for Tiandra or something. (Or the Prince of Frost or something like that, but.)
So, Warlock powers are largely ranged, single target, and often have an element of control. They have some area powers - One that stands out is a Daily power my hybrid Paladin|Warlock used to have, Roaring Storm of Cania:
Arcane, Cold, Implement - Standard - Close blast 5 - +25 vs Ref - Each creature in the blast
Hit: 2d8+21 cold damage, and the target falls prone.
Miss: Half damage.
Effect: You slide each target up to 3 squares.
Which is obviously themed to the Infernal pact given that Cania is the realm of Mephistopheles, but is pactless. (Some Warlock powers have additional effects if you're a specific pact.) Now obviously if you don't play 4E not all of that makes any sense, so: First section is Keywords which would be something like an Arcane or Cold power on a CW. Second is what kind of action, irrelevant to NW, Close Blast 5 is an area 5 by 5 squares in front of the caster, so think something like a wide short cone or cylinder here. +25 vs Ref is what I added to a d20 when I used it to compare to the Reflex score of the affected creatures. Creatures in burst means it affects everything in its range, enemy or ally alike. Prone is... Kind of obvious. You get knocked down. A Slide in 4E is forced movement you can choose whether to make or not wherein you move the target in any direction you like. Obviously this has no NW equivalent. (Other types are push and pull, where push would be Repel and pull would be Come And Get It - Push is only away from you, pull is only towards, slide is whatever. It's a daily for a reason, RSoC is nuts.) Miss half damage means you still do half damage on a miss. Effect is something that happens whether or not you hit. So if you missed a target you wouldn't prone it, but you'd still do half damage and move it.
So that's an example Warlock Daily, here's an encounter power and an at-will:
Lash of the Long Night (Encounter):
Arcane, Cold, Implement - Standard - Ranged 10 - +25 vs Fort - One creature
Hit: 2d6+21 cold damage, and the target is slowed (save ends).
Fey Pact: The target is pushed 8 squares.
Eyebite (At-will, Fey Pact):
Arcane, Charm, Implement, Psychic - Standard - Ranged 10 - +4 vs Will - One creature
Hit: 1d6+4 Psychic damage, and you are invisible to the target until the start of your next turn.
So, not feeling like much damage, is it? Well, Warlock is considered probably the most underdamaged Striker in 4E for a reason, but that's because I haven't covered an important feature likely to be something to do with their Tab ability in a NW version: The Warlock's Curse. This is a minor action used once per round on the nearest enemy(Think... Well, activating a tab ability. Doesn't really take much time). Can be used on multiple enemies, but you can only curse one at a time. Then once per round you can apply it to an attack after the results of the rolls. At level 1, this adds an additional 1d6 damage, at L21 this adds an additional 3d6 damage, which is the max. (This is less than impressive, and while Curse is easy to use and doesn't go away until the enemy dies, the extra damage is pretty awful and one of the worst striker abilities. Each striker has an ability they do as a minor action or as a condition - For example, Rogues do their extra striker damage when they have Combat Advantage. Many Rogue powers include positioning elements or even grant CA because of this.) So, that's their striker feature that makes them do more damage. You can only use it on one enemy per round, by the way, no matter how many you have cursed or hit. So if you used that RSoC power above and hit four cursed enemies with it, you could only give the extra damage to one of them.
So, Pacts. Each pact has a set at-will you get, like how Eyebite above is Fey pact, and Eldritch Blast(Which you can exchange for Eldritch Strike, which is a melee power, if desired. I doubt this will see implementation in NW, since it's fiddly. Possibly some sort of PP or feat tree, but again, awkward and fiddly. Each pact also has a pact boon when you kill an enemy. Fey Pact for example lets you teleport 3 squares when you reduce an enemy to 0 HP.
So yeah, that's 4E Warlock. My guess, ranged primarily single-target DPS class with some minor AoE whose powers tend to cause control effects. Tab ability something that does extra damage to affected targets. Some Warlock implements are in fact daggers like Makos uses, and there are a couple of melee Warlock powers, so it's possible they'll have a close-range power or two. I'm betting on less burst damage and less damage overall than TR, but higher than more focused on AoE classes like GWF. (Well, we'll ignore for now how nerfed the TR currently is and how broken the GWF currently is, but). Also a fair amount of debuffing/control effects. (We'll assume that at some point they fix how utterly, ludicrously broken the CW is.)
So, a 4E player's vague thoughts on how the Warlock works in 4E and how it might be translated to NW.
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This explains ERRYTHING.
1- Warlock will be better than CW for pve, rip CW.(I doubt)
2- Warlock will be better than CW for pvp, so ppl will roll warlock for pvp and CW for pve.
3- Warlock won't be better than CW for pve nor pvp, so people will just play (aka hype) in the beggining.
I can't see warlock being better than CW for pve... only if it deals more damage in aoe than CWs, but it would be too OP. So it won't deal more damage in aoe, it will be alot worse since CW can also control and deal high damage.
I'm curious to see how it will work. I think Druid with shapeshifting (between support form, tank form, damage form) would be the best choice to inplement in the game right now. And also GFs need an ultra buff or they will be the underdog forever...(well, they may shine a bit in pvp in m3).