There are some little things that I have noticed in Neverwinter that make me wonder. I may add to this as more come to me. Feel free to add your own.
1) How does an Air Archon fall to its death?
2) Where is the Red branch of the Cult of the Dragon? Whites are GWF. Blues are GF (Tiamat Paladins?). Greens are HR. Blacks seem to just be general fighter types. The Reds? There are no Red Dragonwings/fangs/claws.
3) Why are all DC holy symbols generic? Shouldn't a cleric of Kelemvor have holy scales?
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
0
Comments
Done it a few times in Sharandar coming down from the high ground in the Wyldwood Gate.
Just seems wrong to me
and godammit why is there no fireball spell for wizards, or for that matter - lightning bolt
I'd like to see better spell paths and then proper immunities, hmm sorry got carried away . . .
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Merrily, merrily, merrily, merrily, Life is but a dream.
When I raided in another game, it took up to 5 minutes to change feats, spells etc. for every boss according to his powers/immunities. They shortened all dungeons, they wont implement such a time consuming mechanic.
@asterotg
Would it be so hard, a few new fire based spells (already have ice) and a couple of different types of damage resistance (fire and ice/water), and that way we aren't freezing to death something made from ice.
Basically what you want is a complete revamp of the classes and the damage types they do. While revamping nearly all the mobs and areas to provide a balanced area that wont punish or remove the need of any one class from being wanted. The gains dont justify the work involved.
But if we put that aside - it's wrong how you can freeze an ice elemental and burn a fire elemental. Yeah, it probably mostly affects CW but it would also affect anyone with a fire or frostburn enchant etc. So what if in an ice based area a CW had to swap out ice based spells and find another way to control other than freezing? Hell, it might actually makes us have to think about things, magic missile would make it back onto the load out (as opposed to chilling cloud) 50% of the spells CW's have access to (or any classes skills for that matter) are not worth using and could use replacing. More dynamics in the game would be good imo.
It can be expanded to the fighter types - less piercing damage (i.e. swords) against skeletons, less blunt damage (i.e. maces) against armoured mobs.
Bring in spell resistance for certain special mobs . . . . .
But yeah, I agree it would be a big change and there other more important things. This isn't really a serious serious thread though, is it?? Aren't we just having a bit of fun with some of the unexplainable aspects of the game
Ps did I mention give us a fireball spell - booom
Of course nobody expects them to rewrite classes or game mechanics at this stage, it's too late. Cryptic have taken the quick-and-easy path to designing several of the classes and as such it leaves issues such as fire elementals taking as much damage from fire as they do from water.
Here's a list of mage specialisations:
Abjuration: spells of protection, blocking, and banishing. Specialists are called abjurers.
Conjuration: spells that bring creatures or materials. Specialists are called conjurers.
Divination: spells that reveal information. Specialists are called diviners.
Enchantment: spells that magically imbue the target or give the caster power over the target. Specialists are called enchanters.
Evocation: spells that manipulate energy or create something from nothing. Specialists are called evokers.
Illusion: spells that alter perception or create false images. Specialists are called illusionists.
Necromancy: spells that manipulate life or life force. Specialists are called necromancers.
Transmutation: spells that transform the target. Specialists are called transmuters.
You'll note that the SW could easily be the Necromancy specialist.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
And why won't Minsc, Drizzt, Brunor pick you up if you go down? I pick them up
And does the free cleric companion identify as male or female?
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
We're made of flesh, and yet, fleshy things hitting us hurt.
More over - we're talking about spells. If you cast a cold spell, for example, you are exercising mental control over elemental cold - no surprise that this hurts an ice elemental - you have magic power over the very thing he is made of!
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
"You will serve me as you once served Valindra"
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Meanwhile, it costs us 2 gold every time we want to swap an enchantment. And, where does that money go? Does each enchantment have a coin slot?
She Looked Lvl 18
Here is my Blog
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
(note: for all you Forgotten Realms loremasters, would you kindly explain the history behind this?)