Hello everyone, welcome to my distant dream world.The ideal (Third Level Paragons)
I'm bringing this topic to address an old idea for a new system, it's just a base idea for implementing that system, feel free to leave your opinions or new suggestions for improvement. I present to you the Third Level Paragons, new paragons in the Neverwinter classes, there are no secrets behind this idea, basically assuming that the two current paragons would be identified as first and second level, a new paragon would be released for unlocking after a X amount of Total Item Level. it is not necessarily a paragon superior to the previous ones, there is only a limitation in its unlocking.First Release Phase (Trial)
Let's say it takes 40k of TIL to release this new pararon's line quest, as with the current Sharandar campaign release, this third paragon line quest would be delivered by your class representative NPC and would give you a generous sequel of quests instantiated to be done alone with help from NPC allies if necessary, with specific skill tests based on your class to be "rated" your gameplay, a way to recognize the technical performance of the player, giving him real challenges, some good ones rewards could be added to quests and at the end of the first release phase a bigger reward as is done in the current adventure system.
I imagine these quests have a very high level of difficulty, based on the role of the active paragon at the time of the quest, (perhaps the completion of these quests need to be done with specific paragons of each class, based on the paragon that has more connection with the new paragon a be unlocked). If you start the quest as a healer, suitable tank NPCs and dps will appear for you to be challenged to keep them alive, quests with check heal appearing from time to time similar to TOMM's, some checks needing X amount of mitigation to keep them alive. NPCs live some tests with direct failure like the trobriand check if he dies it is necessary to restart the quest. The same would be done for a tank with several check tanks and NPC dps and healer to accompany him while he performs all the quests with the various tests that prove his aggro power and resistance, the dps would have dps check in several ways, quests with many red zones to check your power to dodge and manage your stamina, control and clean up large groups of enemies among others, of course the NPC tank and healer in particular need to have adequate artificial intelligence to help. This could also give a “supreme” class/paragon domain title.
The idea here is not to put players in frustrating enemy hit kill situations, but to bring a high level challenge to the line quest's level item, (these quests need to have scaling sync active to challenge everyone with the item much higher level). I understand that all this will take work to get done, configure the 3 quest lines for the 3 game functions and ensure that the NPCs are effective so that this quest can be done solo without being too easy, to the point that anyone can complete it, or very difficult to the point that not even the best players can complete it is not something simple to achieve, but I know it is possible, and after everything is done and a good balance reached the same project can be implemented in future situations in campaign quests, quests of release for 4th level paragons, events and others.Second Phase of Release (Incorporation)
With all that in place, the player reaches his best performance with his class/paragon and moves on to the second release phase, a second directional line quest is released following to the third level paragon, let's talk more about this second step later on. .
What would this third level paragon be like? Basically they would be paragons that work on the D&D idea of multi-class subclasses. I am not an expert in D&D, but I believe that this system can be well adapted using the concepts I am bringing, I would like to thank anyone who is more experienced in D&D and can contribute with additions to the system.
In a not very thorough research, I was able to discover some concepts of subclasses and I could see that some have as “prerequisite” some level points in multiclass with a certain secondary class.
I'll use as an example the Lasher or Whipper, a subclass that uses whip and can be derived from some classes, what I found most as a recommendation was a Rogue for agile and stealthy combat, with Fighter points to acquire skill in martial weapons that allows the use of the whip, but they probably have other ways to get there. In this case the gameplay of the second phase of release for a Rogue would be a line quest delivered by an NPC Fighter for the Rogue to incorporate his teachings, that NPC would accompany the Rogue to a certain point in the line quest until an NPC Lasher would be introduced into the story. to finish the incorporation phase and release the new paragon to the Rogue.Problems
Now let's address some problems involved in this idea and possible solutions, I ask that if anyone else has a different solution these problems share with us, as well as if you identify any problem that was not addressed here.weapons
The weapon factor is a particular problem for this. considering that there are no whips in Neverwinter I thought of 2 solutions for this.
1- Weapons exclusive to paragons, this is a concept that I like the most because it increases the variety of items to farm, basically it's a new weapon that needs to be created, as was done with the bard, however this weapon can only be equipped if the current loadout is a Lasher, there's not much secret and I think it's the easiest way to implement it in Neverwinter.
2- Adaptive Weapons to Paragons, this is a concept that can bring implementation problems and makes things a little less fun in my point of view, but I'll leave the idea here for anyone who wants to guess, basically all our weapons would have the “ power" to automatically transform based on its current paragon, in which case a Rogue changing to a Lasher paragon would have one of his daggers turned into a whip, the stat modifiers and bonuses on at will need to be saved in each weapon mode . it's a concept that is more practical for the player, but harder for devs in my view, and it doesn't make much sense with D&D, so I prefer option 1.Base Skills
The base skills that we have before releasing the first paragons is a problem, simpler, although Rogue's base skills only use daggers, Lasher can also use them through off hand, that doesn't mean that these base skills don't need to be modified, however other classes may have bigger problems if the base skills have nothing to do with the new 3rd level paragon weapons, these will need a higher level of modification to suit.
I made a comment in a post about tweaks in the wizard where I discussed the idea of adaptive base Skills currently in Neverwinter, regardless of this idea of new paragons, I'll leave it here an excerpt to improve the context of the discussion.
“I've read a lot of posts talking about increasing magnitude and reducing the skills countdown, maybe this is not the best way to work these changes, however some very specific balances in this regard can be successfully resolved, although I believe that some more important swings should be within class mechanics like smolder and rimefire, as well as Class Features and Feats. That said, I bring my suggestion that goes a little further than what I've just said and what I've read in the various posts, and it would probably be interesting to be discussed in all Neverwinter classes. It's about Adaptive Base Skills, (the initials before the paragon), which automatically adapt to the chosen paragons, I'll use a good example in the current game which was the modification made in Warlock's Embrance Vampirc in the mini healer rework in M19, it's a Basic class skill that is modified if Soulweaver paragon is chosen, and remains the same if Hellbrinber is chosen, I must say more appropriate would be a change if Hellbrings was chosen too, at least a magnitude and range change to improve sense of progression, but that is beside the point.
The cleric also gets a bastion change which has modified costs and magnitudes depending on the chosen paragon, I would like things like that to be covered in all the basic skills of the game classes. Let's bring that view into our current topic, we have in the mage basic skills, ice skills and arcane skills, no fire skills, which are unique to TT, and no lightning skills, which are unique to AC. let's use the ice terrain skill, an ice base skill, it could be modified if the Arcanist paragon was chosen, converting the ice element into arcane energy, or turning it into an electric terrain, just like arcane base skills could be converted to fire or ice abilities if the Thaumaturge was chosen. This type of approach would bring more diversity and cohesion to each paragon, making them more suited to larger skill options. I daresay that same concept could be addressed in Class Features Base as well, but perhaps it's more situational. I understand that this would be a lot more work compared to simple changes of magnitude, for example, because in addition to programming new interactions in these changes, there would be the visual issue of these changes to be created, especially if addressed in all classes of the game, but I believe that it would be something very enriching for the game.
I know that many will not agree because they prefer to stay in the comfort zone, but I am a big enthusiast of big changes, especially when they are made thinking about the improvement and success of the game. NOTE: How difficult would it be to program a system that would allow us to walk while casting skills? This would alleviate a lot of time-consuming casting issues and unwanted cancellations.”
This was the post made in the Wizard topic, using the concepts above as a reference I believe that base skills problems can be solved with something close to what I'm going to put below. Please note, the suggestions below are just a guess as to how base Rogue skills might behave in Lasher (changing the name and icon of these skills might be an option).Stealth (Mechanic):
Your meter has two parts, upper (above 50%) and lower (under 50%) both can be turned on and off at any time, your stealth dries up an amount every second it is active.
Enter Stealth to move undetected for a short time, grant combat advantage for 3 seconds, enemies below 20 feet can detect your presence.
Stealthed Above: Stealthing using the upper bar allows you to use additional effects on your skills and consumes a percentage of your bar. being detected by enemies here removes your combat advantage gain and slightly reduces your stealth amount.
Stealthed Below: Stealthing using the lower gauge does not add effect to skills, but regenerates a generous portion of your gauge. being detected by enemies here does not remove your combat advantage gain, extends the effect to 6 seconds, and does not reduce your stealthSly Flourish (At-will):
Places a blade on the tip of the whip, adding 40 range (skill is still considered melee).Roll (Shift):
The traveled distance is reduced, but a second activation is added, if activated at the end of the animation of the first cast the Lasher can choose a nearby high with his whip to throw himself at him, range of 30 units, for one 50% cost of first cast.Cloud of Steel (At-will):
Receives mild magnitude reduction. adds effect: every third daggers thrown the Lasher whips the target as a bonus action, when it reaches a maximum of 10 stacks the whip does 2 hits of damage instead of 1.Blade Flurry (Encounter):
The magnitude is severely reduced. additional effect after known blade spin, Lasher gains Agile Reflex Stack for each enemy hit for 3 seconds up to a maximum of 10.
The Lasher can cast Blade Flurry again in the next 3 seconds, this time using the whip with a much greater range and the same base magnitude as the blade plus one additional magnitude for each Agile Reflex stack acquired by the blade.Stealthed Below:
In the second cast, enemies hit are lightly pulled closer to the Lasher and the bonus nimble reflex damage is doubled.Hateful Knives (Daily):
The Lasher uses the whip to bind to the enemy causing 1000 magnitude and knocking them down, ending with a dagger that applies 800 magnitude bleed.Lashing Blade (Encounter):
Magnitude slightly reduced, the skill gains 40 range, being cast through the use of the whip, the blade remains embedded in the target for 6 seconds increasing the damage the Lasher deals to that target by 10%. (the continuous skills considered melee).
Stealthed Above: The skill can be cast again within 6 seconds causing the Lasher to use the whip to pull the blade back dealing 30% base damage or 60% if the hit is critical.Skillful Infiltrator (Class Features):
Increases your movement speed by 10%. Adds 2.5% Critical Strike and Deflect (same as we currently have). additional effect: if the second conjugation of the Roll (Shift) is performed, the Lasher receives double this bonus for 5 seconds.Path of the Blade (Encounter):
The skill works the same way initially. additional effect, during the action of the skill the Lasher can hold the TAB button up to 2 times for 3 seconds to regenerate a percentage of his stealth, stamina and HP bar.
Stealthed Above: (Full modification) While holding TAB to activate his regenerations, Lasher can unleash extra attacks with his cone-shaped whip with 100 magnitude AoE damage per hit, maximum 1 hit per 2 seconds.Tactics (Class Feature):
Increases your action point gain by 10%.
Stealthed Below: Activating stealth below doubles your bonus to 20% for 6 seconds.Whirlwind of Blades (Daily):
The lasher does a double spin with his whip dealing 150 magnitude damage for each spin within a 50 radius, bringing enemies closer to the center, 10 feet of approach each spin. at the end of the last spin whips your daggers causing 200 magnitude pushing enemies.
Bonus Effect Increases your damage by 3% for each enemy within 10 feet that is knocked back, up to a maximum of 5 enemies. Duration: 10sSwift Footwork (Skill):
Your Stamina regenerates 5% faster. (nothing to change)Smoke Bomb (Encounter):
A very complete skill and fits well with the idea of Lasher, I think it would not be necessary changes.Sneak Attack (Class Feature):
Increases your movement speed by 15% and increases the recharge rate of your powers by 10% while stealth.
Stealthed Below: Your next encounter doesn't remove your stealth. 20 seconds of countdown.Courage Breaker (Daily):
This daily doesn't seem to need modification, maybe some situational buffs based on stealth mechanics.Cunning Ambusher (Skill):
You deal 10% more damage on your first encounter after exiting Stealthed Below or 5% more damage on your first encounter after exiting Stealthed Above.Bait and Switch (Encounter):
Jump backwards by throwing a bait instead that has 50% of your Max Hits and lasts for 10 seconds. The bait will trick enemies up to 20' away, forcing them to attack the bait. Bosses cannot be fooled. Gain Action Points when the range of action against enemies consumes more of your stealth bar.
Stealthed Below: Doubles the AP gain the bait gives you when taking damage and explodes on death or after its duration, slowing down engaged enemies by regenerating their stealth based on the number of enemies hitTenacious Concealment (Class Feature):
Reduces stealth loss by 20% when using skills or being detected. Increases Stealth regeneration by 10%.Scoundrel Training (Skill):
Adds 1% combat advantage and 1% critical strike.Warlock The Hexblade
was a proposal that I intended to create similar examples as a third paragon with a larger dagger, basically it's a Warlock tank. Warlock's skill structure easily allows for an adaptation with the addition of threat generators in some skills, along with the potential control of Arms of Hadar, an improvement to the mitigation of Blades of Vanquished Armies, perhaps with being possible to use only on yourself , and with a little shared mitigation for those nearby. a stamina defense blocking a blow with a projected version of your dagger repelling enemy blows with a green mist.
I started writing this post about 8 months ago, after the release of the M20, but I ended up leaving it aside, as I mentioned so I intended at least to do a more complete exemplification for The Hexblade like I did for p Lasher, but I ended up giving up. and I decided to finish up to where I was and post so as not to lose what I had developed. maybe some Dev likes it and tries to improve this idea for a release.
There are many possibilities for new paragons within the existing classes, and having new weapons for each paragon, including existing ones, with the pretext of adaptive base skills, is something I really like, tell me what you like and what you don't to you within these ideas, remembering that the examples of skill, effects and magnitudes are only figurative for example criteria, if you want to leave with your opinion any suggestions on how one or another skills could be modified in a possible new paragon of your class , feel free.I thank everyone who read the entire text, and also those who went to comment on their opinions.
NOTE: forgive me for the possible errors of agreement in the text, if this happens it's all google translator's fault
Edit: Here are my other posts with suggestions, for those who want to check it out:1 - REDUCTION OF RNG, PROGRESSION BARS, BESTIARY + MONETIZATION:https://www.arcgames.com/en/forums/neverwinter#/discussion/1258453/reduction-of-rng-progression-bars-bestiary-monetization2 - ENCHANTMENT SYSTEM REWORK + NEW MARK SYSTEM:https://www.arcgames.com/en/forums/neverwinter#/discussion/1261228/enchantment-system-rework-new-mark-system3 - NEW RACIAL SYSTEM, SEPARATING RACIAL APPEARANCE FROM SKILLS + NEW SLOTS FOR RACE SKILLS:https://www.arcgames.com/en/forums/neverwinter#/discussion/1260304/new-racial-system-separating-racial-appearance-from-skills-new-slots-for-race-skills4 - ZARIEL CHALLENGE MASTER'S MOUNT, UPGRADE SUGGESTION + CONCEPTUAL ART.:https://www.arcgames.com/en/forums/neverwinter#/discussion/1261527/zariel-challenge-masters-mount-upgrade-suggestion-conceptual-art5 - NEW PARAGONS, THIRD LEVEL, ADAPTIVE SKILL BASE: https://www.arcgames.com/en/forums/neverwinter#/discussion/1263494/new-paragons-third-level-adaptive-skill-base