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Class equipment variability

Good day, dear developer and just a reader of this proposal!


I have gone through the Neverwinter series of games more than once and have been playing directly in Neverwinter online for quite a long time. Therefore, I would like to offer a number of ideas related to equipment (weapons) of classes, which, it seems to me, are long overdue and have a place to be in this game (in technical terms).
I'll start, perhaps, with the most striking example - the Wizard. At the very beginning of the game, we get a flying sphere and a talisman. As we progress through the game, we get... Of course, a sphere (it still flies =) ) and a talisman! But what then? Maybe this class deserves to have a staff like a first-class master of the arcane arts? No, you didn't guess! You again get a flying sphere (or a book) and a talisman :'( I was ready to turn a blind eye to this, but then ... Seeing a wizard unit with, attention, a staff, and then also pictures where majestic gray-bearded wizards stood with a beautiful staff in hand. I'm quite aware that it's kind of a different game that's moving in its own direction, but it's also worth noting that in the classic Neverwinter series, a wizard could very well handle a staff. Therefore, summing up the wizards, I would like to suggest the following: to add the ability for wizards to handle staffs as an alternative to spheres with a talisman (according to the characteristics, the sphere + talisman will be almost similar to a staff, which will give variability and lack of imbalance).

I'll briefly talk about a couple of other classes, since this "problem" affects almost every one of them:
1. The warlock receives an unfortunate dagger throughout the game (although it looks very dignified) and a grimoire (unlike the wizard's book, it does not even fly ... for which special respect to the wizard's books B) ). Alternatively, it is also quite possible to add to this class the ability to handle a staff, a scythe or some kind of rapier (of course, along with a grimoire, where without it).
2. The cleric, if my memory serves me right, has in the game not only sacred symbols and icons, but also sceptres. The latter, unfortunately, may not appear immediately. Alternatively, the Servants of the Light could be given the ability to use scepters early in the game, giving the player the choice between them and the sacred symbol. As another alternative - sacred manuscripts, two-handed wands (symbol characteristics + icon, or slightly better / worse).

I'll end with this, but I think other classes are doing the same.
Thank you for reading this proposal to the end, I really hope for some feedback and, of course, at least a partial implementation!
All the best! ;)<3

Comments

  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,158 Arc User
    There used to be a found quest in the Tower District that explained why wizards didn't use wands, staffs, or rods any longer.

    Halaster obviously never got the memo.
    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.
  • pitshadepitshade Member Posts: 5,665 Arc User
    The problem with that old quest is that it wasn't even true to 4th Edition. Wizards in 4th had the option of using various items as spell foci, including not only the Orb that the game gave us, but also Staves and Wands. I can only imagine that they original developers put that in there through a lack of understanding or else because they thought implementing orbs would be easier than the other 2. Certainly it would have been a lot of work to have 3 different animation sets for use with the options. Even with sword wielding classes, the animation doesn't change when using an axe or hammer. A staff or wand would be completely incompatible with the way orbs work, however.
    "We have always been at war with Dread Vault" ~ Little Brother
  • no1zyboy#7452 no1zyboy Member Posts: 5 Arc User
    greywynd said:

    There used to be a found quest in the Tower District that explained why wizards didn't use wands, staffs, or rods any longer.

    Halaster obviously never got the memo.

    I'll say more, a lot of ordinary wizard mobs don't know about it either :D
  • no1zyboy#7452 no1zyboy Member Posts: 5 Arc User
    pitshade said:

    The problem with that old quest is that it wasn't even true to 4th Edition. Wizards in 4th had the option of using various items as spell foci, including not only the Orb that the game gave us, but also Staves and Wands. I can only imagine that they original developers put that in there through a lack of understanding or else because they thought implementing orbs would be easier than the other 2. Certainly it would have been a lot of work to have 3 different animation sets for use with the options. Even with sword wielding classes, the animation doesn't change when using an axe or hammer. A staff or wand would be completely incompatible with the way orbs work, however.

    For some reason it seems to me that this is not a problem as such. Ordinary wizard mobs are great with a staff (the animation is quite high quality), which could be shifted to wizards and other magical classes. Or go to the simplest ... Attach a shaft to the spheres and that's it, the problem would be practically solved! :D
    The situation would be similar for priests and warlocks if the latter used two-handed weapons.
  • no1zyboy#7452 no1zyboy Member Posts: 5 Arc User
    Here the matter is more tied to desire than to technical capabilities. After all, the guys from Arc Games have a lot of the latter, and I am more than sure that they can realize 70% of all these opportunities with one hand. And that would be amazing! A game that is already moving forward with confidence would have gained a lot of variability in builds and new visual components.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,456 Arc User
    edited December 2022

    Here the matter is more tied to desire than to technical capabilities. After all, the guys from Arc Games have a lot of the latter, and I am more than sure that they can realize 70% of all these opportunities with one hand. And that would be amazing! A game that is already moving forward with confidence would have gained a lot of variability in builds and new visual components.

    If you think Cryptic (who is the one deal with Neverwinter, not Arc Games) has a lot of technical capability, you really have not played this game long enough. They could not even fix simple bugs and there are tons of them that were reported for years. They have just made major change to wizard and many still have not fixed. Your suggestion is not even in the middle of the lowest priority list.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • no1zyboy#7452 no1zyboy Member Posts: 5 Arc User

    Here the matter is more tied to desire than to technical capabilities. After all, the guys from Arc Games have a lot of the latter, and I am more than sure that they can realize 70% of all these opportunities with one hand. And that would be amazing! A game that is already moving forward with confidence would have gained a lot of variability in builds and new visual components.

    If you think Cryptic (who is the one deal with Neverwinter, not Arc Games) has a lot of technical capability, you really have not played this game long enough. They could not even fix simple bugs and there are tons of them that were reported for years. They have just made major change to wizard and many still have not fixed. Your suggestion is not even in the middle of the lowest priority list.
    I perfectly understand that there are a fairly large number of problems in the game that have been talked about for a long time. But I do not lose hope that the guys will not only fix the existing bugs to some extent, listening to the players, but also make nice innovations. And when exactly this happens is another story altogether :D
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    They're too busy ripping content out and recycling old stuff to put brand new things in.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,456 Arc User

    But I do not lose hope that the guys will not only fix the existing bugs to some extent, listening to the players, but also make nice innovations. And when exactly this happens is another story altogether :D

    They have not done any real innovation since mod 6 if not earlier.
    They have pretended to listen to the players by setting up Collaborative development program (CDP ) which has been stopped for years. I am not sure anything material came out of CDP in which a lot of players spend their time to involve.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • ksellksell Member Posts: 181 Arc User
    CDP started trend of addin QoL improvements regurally, which are now biggest chunk of progress other than rebalancing class.
    Would be nice to have it back in some form so there could be disscusion about changes to already existing assets.
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