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On Dungeons (and other things)

archangelzorak01archangelzorak01 Member, NW M9 Playtest Posts: 324 Arc User
I touched on how seeing certain dungeoneering concepts in Fangbreaker were showing great promise in another thread, I'd like to expand on that here.

I feel like the dev's could have gone further with these concepts, for instance; on that first hill climb there could have been 3 groups of mobs spaced out just far enough that you could pull them one at a time but with the added difficulty of having a 4th group that paths from the first group to just beyond the 3rd group. This would create a situation where positioning and situational awareness would mean the difference between a slow and methodical victory or a very rapid defeat.

I feel that the concepts being touched upon in this dungeon are an excellent move in the right direction, but something that can't be fully utilized in 5 man content. What I think would truly make this game terrific would be to take these concepts, expand on them and utilize the diversity of group makeup that can only be achieved with (at least) 10 man groups.

Imagine a super beefed up Fangbreaker Island, all mobs having their health pools increased by 400-500% or more. Imagine having 2 tanks, 2 healers, an off-tank, 3 dps and 2 controllers at your disposal (or any reasonable combination thereof). Just think of the capabilities of a diverse group of that make up, the things they could overcome through strategy and teamwork. Imagine the types of mob pulls or the types of boss fights that such a group would be capable of dealing with. (Please no more one room one boss 10+ content) (Yeah, I know technically eDemo is 2 bosses but c'mon)

MMO-gamers through the years have relished this kind of content, they have yearned for it, even if they didnt know it, and the games that provided it have thrived.

I understand that it's not for everybody, but that doesn't mean it doesn't have its place. No MMO can cater to only one type of MMO-gamer and expect to be successful. Solo content, social content, group content, large-scale group content, group pvp, large-scale pvp, 1v1 pvp. Only when all pieces of the puzzle come together can the picture hidden within be realized.

That's all I got for today's spiel. I guess all we can do is wait and watch and see how successful Fangbreaker Island will be; and there is a lot riding on that. There is more to it than just dungeon design, how it is incentivized will play a large role in its success or failure.
Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.


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