I've been playing a lot of mmorpg since i was 10-12 and there i could use a lot of skills in skill bar or commands like shift+ L or shift+ R or S + R or W+R... Why here in NWO we can only use 3 skills? Why not have 5-6 skill in skill bar o one way to alternate 2-3 skills bars ? It should be better to our dps and i dont see any reason to limit it...
@nitocris83
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This is Neverwinter and not World of Warcraft…
Take it or leave it...
1) They were creating a quicker pace, more action oriented MMO. For example, MOBAs and FPS games don't rely on lots of different skills/buttons.
2) Keep things simple, and this is for:
a) Smaller learning curve, more casual, can appeal to wider audience, etc.
b) I think they always had expanding to console in mind. (can still map a lot of skills of course, like MHW)
It's hard to say how well this worked out. It's restrictive even for designing the skills (reason why most skills do multiple things. ie. pre-mod16 DG was a heal, dmg, buff/debuff skill all in one) and annoying to have to swap skills between boss and trash fights (or when fighting different classes in PVP).
Alternatively, I'd guess that the devs won't give more or less encounter slots due to citing some sort of "balance" in mind (nevermind that Mod 16 just changed the way many ingame problems were presented rather than killing them off outright).
The wizards get 1 more power under Tab (mastery) and all the rangers have duel powers, 3 become 6 when you swap using Tab.
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> I've been playing a lot of mmorpg since i was 10-12 and there i could use a lot of skills in skill bar or commands like shift+ L or shift+ R or S + R or W+R... Why here in NWO we can only use 3 skills? Why not have 5-6 skill in skill bar o one way to alternate 2-3 skills bars ? It should be better to our dps and i dont see any reason to limit it...
>
> @nitocris83
The reason for the limited number usable skills in the skill bar is that neverwinter was created in conjunction with the release of 4th edition of dungeons and dragons.
In 4th ed, you were limited in the number of abilities you can know and use.
But this game is based (very loosely) on the D&D 5th edition by Wizard's of the Coast. If your daily power was a true daily, there would be no action points, you would end up waiting 24 hours to learn the spell again. As we all know, according to Barovia day/night timer, a game day is 30 minutes. I would hate waiting 30 minutes for those dailies to recharge. Cryptic has to keep within the realm of the WoC IP or they could get irate about them not representing the material within appropriate guidelines.
What you are talking about, at the end of the day, is some other company holding you hostage with a strict IP license. Have fun!
Yes, they could have gone the EQ \ WoW \ SWToR route, and given you all sorts of skills and skill bars to use. They didn't. Your choices are limited. You need to make choices about what you're going to use in a fight, not just have everything available, all the time. This allows for some customization, adds a bit to the difficulty, and makes powers part of the build process - your AoE / trash mob build is geared to AoE powers and feats. A single target build meant to take down bosses will not perform as well against groups of targets.
It also adds to how you strategize (mainly against bosses, but applies to your solo / questing build, too) - does the Cleric slot Cleanse to remove that negative effect, or a different, bigger heal? Or Divine Glow for divinity recovery to keep casting the heals? What combination is most effective in a given situation? What matches your playstyle?
> My point is that many MMOs that use larger skill bars have hundreds of skills to choose from. This one has only 15 per 8 classes. I am not comparing it to WoW either. Guild Wars the original game, has over 140 just for the warrior class alone. When you configure this with your secondary class skills, from the other 9 classes and the common, you end up with thousands of choices.
>
> But this game is based (very loosely) on the D&D 5th edition by Wizard's of the Coast. If your daily power was a true daily, there would be no action points, you would end up waiting 24 hours to learn the spell again. As we all know, according to Barovia day/night timer, a game day is 30 minutes. I would hate waiting 30 minutes for those dailies to recharge. Cryptic has to keep within the realm of the WoC IP or they could get irate about them not representing the material within appropriate guidelines.
>
> What you are talking about, at the end of the day, is some other company holding you hostage with a strict IP license. Have fun!
Point #1
Your use of Guild Wars as an example is a pretty bad. Yes there are over 100 skills per class, however you are limited to only using 8 at a time. Also, you could only change them in town.
Point #2
This game is based on 4th edition of Dungeons and Dragons, not 5th edition, so rules for mechanics had to be adapted so the game would still resemble D&D and still be fun.
Point #3
Wizards of the Coast own Dungeons and Dragons, And whether you like it or not, they have final say on what is allowed and what is not allowed in the game. Otherwise Cryptic could lose the license to D&D and the game would shut down. It is like that in any licensed product, if the licesenee and the ip holder do not agree, the ip holder can revoke the license.
However, I think the 3 power limit (4 cw) really shows itself in mod 16. They want to have more distinct, specialized powers, but as players, it is hard to choose some of these because it means giving up a much better encounter.
Then they added load-out slots. This was A. a monetization ploy, but also allow you to choose a different customization with a different play style, but also still limiting you to have to pick and choose what is most important to you rather than 2 doz. buttons.
Now they have cut down on feats and powers but still leaving the paragons and loadouts. I go both ways over this, I would like a few more buttons/attacks at hand to throw, making your character more versatile depending on enemy. But I also see where they have gone with it, forcing a choice on you and keeping the buttons uncluttered. 6 of one half doz. of another.
Each hero has 8 skills at the bottom of their box. The top 3 (sword, shield, and dove) allow me to command them to attack, guard, or evade. I don't normally have a ll 7 heroes up like this, most of the time I micro manage my monks to keep them healing the party. Some cases the AI fails to cast the spell at the right time.
But this thread is about Neverwinter. I was just using this to point out that Neverwinter does not have enough skills to make dozens of buttons. In fact, the one game they have done with lots of skill buttons is Star Trek and I get lost on it.
3 encounters
1 At will (with 2 options)
1 TAB power
1 mount power
1 artifact power
3 item powers
1 action power (running, warping, blocking)
1 daily power (with 2 options)
In total, we have at least 12 active skills or actions
Additionally, each player has a multitude of enhancement options & passives.
We don't need an overhaul. A class-based item like a Wizard's Spell book (containing a skill ) with triple default recharge, might be cool. It would be nice to see some low-grade damage & effect producing consumable items with crafting. More than anything, NW needs to buff its seldom used skills so that there is a more dynamic variety of options to choose from.
Back to discussing about Neverwinter.