No reason for them to not add in more classes as time goes by. 4E has done an interesting job at adding in familiar sounding classes and making them work with the new ruleset.
Yeah, with 5 classes at launch for the roles you then have 1 Defender (Fighter), 2 Strikers (Ranger for ranged and Rogue for melee), 1 Controller (Wizard), and 1 Leader (Cleric).
Would make sense for them going forward to try to add classes a couple at a time so you would keep some semblance of balance between the roles.
So say they added classes 2 or 3 at a time, I'd argue that the first set then should be something like: Paladin (Defender), Druid (Controller), and Bard (Leader). Those are three very old iconic D&D classes and helps fill in more options in the 3 roles that start with only one class in them.
Keeping the roles when classes are added would help for finding teams at well since I think we all have seen when new things get added to a game people rush to try out the 'new shiny stuff'.
If you added just one class at a time the game population, especially at low levels, gets out of balance with everyone wanting to try the new thing out. So if you added just Druid in one update, you'd suddenly find low level team making full of a horde or low level controllers without same proportion of the other roles to make out balanced parties.
It would take more time between updates if they were adding classes more then 1 at a time, but I do think it'd be worth the wait to keep the party balance a bit less screwy.
It's just hard to get excited about a D&D game with only five class options. Even the original PHB had eight.
Powers &8^]
Sure, we all want a ton of classes, but if they start with five I assume the five we get will be in better shape. Resources are finite, and I personally will not mind making another character when new classes appear.
I would love to see Warlock sraight off the bat, its my favourite core class, and im realy looking forward to being able to play a Infernal Pacted Tiefling Warlock in this game.
Thats probably wishful thinking, and that Weaponmaster (Fighter), Scoundel (Rogue), Arcanist (Wizard), Templar (Cleric) and Ranger will be the only class options at the start of the game, which will be a bit sad, but at least I will be able to play a spell caster right off the bat, but I would love to see the Warlock, Paladin and Marshal (Warlord) to be avalible right off the bat, then we will have a bit more variarty when it comes to making groups.
P.S. Im using the new names for the core classes that have been updated recently with the release of the Class Compendium updates.
Sure, we all want a ton of classes, but if they start with five I assume the five we get will be in better shape. Resources are finite, and I personally will not mind making another character when new classes appear.
This. Based on how work will have to go into translating a 4e class into an online game to actually get them fairly right, it is best that they start with 5. If the game becomes a success then we will start to see more and more classes.
only? STO has 3 and thats enough for it. anyway you get; tank, healer, 2x ranged dps and a melee dps, do you need anything else?
Actually its more of Tank, Healer, Ranged DPS, Melee DPS, Controller.
By focusing on just those 5 it lets Cryptic make sure they are complete and everything is looking nice and working right at launch with hopefully lots of ways to customize and personalize your character within the class.
And just because you are a Fighter and your buddy is a Fighter doesn't have to mean your characters are anything alike other then the base class abilities that define your role as a Defender/Tank. You might use a sword and shield, your friend might use a 2h Axe and with power and feat selections you may play your characters entirely differently.
Having only 5 classes will hopefully mean you get 5 very distinct ways to play, and tons of options to customize and personalize your character within the classes.
Personally I'd rather start with fewer class choices and have more options on how to build and play and customize within those classes, then to have more class options but shallower customization within the class so while you may have more class choices everyone playing one of the classes is more or less the same.
only? STO has 3 and thats enough for it. anyway you get; tank, healer, 2x ranged dps and a melee dps, do you need anything else?
In D&D diversity is the spice of life. I think that since 2e the number of classes have gotten unwieldy but it is part of the system and expected, really.
since 3e broke multi-classing the addition of hybrid classes is a must to give players the diversity they expect. You need to think in terms of D&D and not other games made by this or other developers.
For instance, some of us want to play a fighter that isn't a "tank" but rather a melee specialist that isn't forced to absorb and deal out tons of damage, or I might want to play a rogue that thinks like a fighter but has specialized skills out side of combat.
If we can't play our characters outside the box, then why play D&D?
they are most likely going to do the same thing than Star Trek Online where only few races were available at the beginning for free. A bunch of other races were also available at launch but for a fee...
Warlocks I could take or leave, as they were not in the first NWN.
STO is a game where teams can fight on the ground, and it works with three classes because of the 'sub-classes' made by kits, i'd expect that to be a power tree in this but the idea is realt the same
I just hope they stick to the 4th edition as closely as possible. It is the most well balanced D&D setups ever(Yes I actually am one of those guys who actually like 4E).
I personally hope they do stick to making each class with a large number of options.
DND wasn't about having 50 classes. That's what it morphed into starting with 3ED. I think too many base class options killed the friendliness.
I'd be willing to bet that the most gain in players playing the actual tabletop game happened when there were seven classes: Fighter, Wizard, Cleric, Thief, Elf, Dwarf and Hobb- erm... halfling. Just a hunch, but I'd be willing to wager on it.
Sure, we all want a ton of classes, but if they start with five I assume the five we get will be in better shape. Resources are finite, and I personally will not mind making another character when new classes appear.
Absolutely.
5 classes means, with any luck, those 5 will be closer to balanced, meaning less chance of one class being ungodly powerful or one class being wimptacular and useless.
Which isn't to say I don't want more classes, I really, really do - but I'm willing to be patient so that the ones we have work in the first place.
I think one year after the launch we will have more classes/races to choose from than at launch. Some of them might be C-Store only (specially races) but they will come.
While I would love to play a Druid/Paladin/... from the start I think it is better to start small but at a high quality. Later on you can add more and more stuff but the feeling has to be right from the start.
I still find the 5 basic classe's too repetitive no matter how much quality is in them they are just about in every RPG. I think I will stick with NeverWinter Nights 2 rather than this :L. I was hoping this would be better than NW2 -_-. But I guess I will wait and see if the gameplay looks better nearer release :P. But I hope this game at least reach's same game quality as NW2.. Maybe even have pet's but if they make a cash shop and only way to get pet's is paying real money then that will just make me want to uninstall it more.
5 classes means, with any luck, those 5 will be closer to balanced, meaning less chance of one class being ungodly powerful or one class being wimptacular and useless.
Which isn't to say I don't want more classes, I really, really do - but I'm willing to be patient so that the ones we have work in the first place.
'Ungodly Powerful' = Cleric
'Wimptacular' = Wizard
The above is humor, but healing is always handy, and clerics get that.
Well I'd rather have 13 classes that are done well than 5 that are done amazingly. Balance is never going to be perfect at launch, so why not try to please as many fans of D&D as possible?
I would love to see Warlock sraight off the bat, its my favourite core class, and im realy looking forward to being able to play a Infernal Pacted Tiefling Warlock in this game.
This^
I was really hoping to try out the Warlock class. It wasn't around when I first created my main (who was originally a 2ed mage), but I think it may fit her better thematically (since I always saw her magic as sort of innate rather than based around books), and also because I'd like to play her Cha-based 'arcane' caster.
With the current lineup, I'll be forced to play her as either a Wizard or Cleric, then remake her if/when they add either Warlock or Bard (which might work better thematically for her, and use Cha as a base stat).
In an MMO, balance is always going to be a major issue. An example, 10 fighters could fight maybe 2 monks in 1v1. If the monks win all those fights, those 10 fighters will conclude monks are overpowered. Ranting will begin and the a fighter vs monk balance war will start. Meanwhile you have 20 monks who can't win a 1v1 contest to save their life.
Skill, gear, powers, and where you put your points will be the major factor. People will find loopholes and min/max their toons to do things the Devs won't expect. This is the way of games honestly, limiting the amount of classes can help. But, it doesn't mean it will, look at STO. They only have 3 classes, but, they are far from balanced perfectly.
Comments
As far as I know Neverwinter will be using the DnD 4th edition ruleset. Basically less classes, with more specialisation.
Would make sense for them going forward to try to add classes a couple at a time so you would keep some semblance of balance between the roles.
So say they added classes 2 or 3 at a time, I'd argue that the first set then should be something like: Paladin (Defender), Druid (Controller), and Bard (Leader). Those are three very old iconic D&D classes and helps fill in more options in the 3 roles that start with only one class in them.
Keeping the roles when classes are added would help for finding teams at well since I think we all have seen when new things get added to a game people rush to try out the 'new shiny stuff'.
If you added just one class at a time the game population, especially at low levels, gets out of balance with everyone wanting to try the new thing out. So if you added just Druid in one update, you'd suddenly find low level team making full of a horde or low level controllers without same proportion of the other roles to make out balanced parties.
It would take more time between updates if they were adding classes more then 1 at a time, but I do think it'd be worth the wait to keep the party balance a bit less screwy.
Powers &8^]
Sure, we all want a ton of classes, but if they start with five I assume the five we get will be in better shape. Resources are finite, and I personally will not mind making another character when new classes appear.
Thats probably wishful thinking, and that Weaponmaster (Fighter), Scoundel (Rogue), Arcanist (Wizard), Templar (Cleric) and Ranger will be the only class options at the start of the game, which will be a bit sad, but at least I will be able to play a spell caster right off the bat, but I would love to see the Warlock, Paladin and Marshal (Warlord) to be avalible right off the bat, then we will have a bit more variarty when it comes to making groups.
P.S. Im using the new names for the core classes that have been updated recently with the release of the Class Compendium updates.
This. Based on how work will have to go into translating a 4e class into an online game to actually get them fairly right, it is best that they start with 5. If the game becomes a success then we will start to see more and more classes.
The 4th Edition Druid is one wierd beast (pun intended) - I wouldn't expect it anytime close to launch.
only? STO has 3 and thats enough for it. anyway you get; tank, healer, 2x ranged dps and a melee dps, do you need anything else?
Actually its more of Tank, Healer, Ranged DPS, Melee DPS, Controller.
By focusing on just those 5 it lets Cryptic make sure they are complete and everything is looking nice and working right at launch with hopefully lots of ways to customize and personalize your character within the class.
And just because you are a Fighter and your buddy is a Fighter doesn't have to mean your characters are anything alike other then the base class abilities that define your role as a Defender/Tank. You might use a sword and shield, your friend might use a 2h Axe and with power and feat selections you may play your characters entirely differently.
Having only 5 classes will hopefully mean you get 5 very distinct ways to play, and tons of options to customize and personalize your character within the classes.
Personally I'd rather start with fewer class choices and have more options on how to build and play and customize within those classes, then to have more class options but shallower customization within the class so while you may have more class choices everyone playing one of the classes is more or less the same.
STO was a game about flying giant ships around, not a game based on D&D and a sequel to the two best D&D pc games, particularly the first NWN.
I understand that they cannot have every class available, but really you need to have the base DnD classes that everyone knows from NWN 1 and 2.
Bard, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard.
Warlocks I could take or leave, as they were not in the first NWN.
Valairon
In D&D diversity is the spice of life. I think that since 2e the number of classes have gotten unwieldy but it is part of the system and expected, really.
since 3e broke multi-classing the addition of hybrid classes is a must to give players the diversity they expect. You need to think in terms of D&D and not other games made by this or other developers.
For instance, some of us want to play a fighter that isn't a "tank" but rather a melee specialist that isn't forced to absorb and deal out tons of damage, or I might want to play a rogue that thinks like a fighter but has specialized skills out side of combat.
If we can't play our characters outside the box, then why play D&D?
they are most likely going to do the same thing than Star Trek Online where only few races were available at the beginning for free. A bunch of other races were also available at launch but for a fee...
STO is a game where teams can fight on the ground, and it works with three classes because of the 'sub-classes' made by kits, i'd expect that to be a power tree in this but the idea is realt the same
DND wasn't about having 50 classes. That's what it morphed into starting with 3ED. I think too many base class options killed the friendliness.
I'd be willing to bet that the most gain in players playing the actual tabletop game happened when there were seven classes: Fighter, Wizard, Cleric, Thief, Elf, Dwarf and Hobb- erm... halfling. Just a hunch, but I'd be willing to wager on it.
Absolutely.
5 classes means, with any luck, those 5 will be closer to balanced, meaning less chance of one class being ungodly powerful or one class being wimptacular and useless.
Which isn't to say I don't want more classes, I really, really do - but I'm willing to be patient so that the ones we have work in the first place.
Five classes too low? You get the most basics. If they can implement them right and offering abundant options for them, I'll be happy.
While I would love to play a Druid/Paladin/... from the start I think it is better to start small but at a high quality. Later on you can add more and more stuff but the feeling has to be right from the start.
I'd rather them focus on making the classes as high-quality and branching as possible, rather than a lot of "antipasto" classes that lack substance.
'Ungodly Powerful' = Cleric
'Wimptacular' = Wizard
The above is humor, but healing is always handy, and clerics get that.
Powers &8^]
This^
I was really hoping to try out the Warlock class. It wasn't around when I first created my main (who was originally a 2ed mage), but I think it may fit her better thematically (since I always saw her magic as sort of innate rather than based around books), and also because I'd like to play her Cha-based 'arcane' caster.
With the current lineup, I'll be forced to play her as either a Wizard or Cleric, then remake her if/when they add either Warlock or Bard (which might work better thematically for her, and use Cha as a base stat).
Skill, gear, powers, and where you put your points will be the major factor. People will find loopholes and min/max their toons to do things the Devs won't expect. This is the way of games honestly, limiting the amount of classes can help. But, it doesn't mean it will, look at STO. They only have 3 classes, but, they are far from balanced perfectly.