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Lack of controls

whemmywhemmy Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 14 Arc User
edited May 2013 in General Discussion (PC)
Is it me or is there a drastic lack of controls for doing manoeuvers/spells etc, as far as I can see, I have 2 - L&R mouse, q,e,r mappable and 1,2 as daily spells. My charcter has multiple moves available to him, yest I'm not using them as they don't seem to either, be easily accessible off say a drop down, or be able to be mapped to other keys.

Unless I have missed something, in which case can someone please provide me with some advice

Ta
Post edited by whemmy on

Comments

  • narathkornarathkor Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    This is part of the D&D system really. You set off with a certain list of abilities trained to use, and do not change them until you camp again. In 3.5 it was even harder, for example if you were a mage you would have x amount of spells from each tier depending on your level (1 tier1 spell at level 1) and thats all you got till you camped again.
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  • clurdgeclurdge Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 153 Bounty Hunter
    edited May 2013
    As designed. Part of the strategy is having to choose what is available. I understand why it is this way but would personally like more active abilities.
  • silvergryphsilvergryph Member, NW M9 Playtest Posts: 740 Arc User
    edited May 2013
    The streamlined controls are part of what makes the combat feel fast and action-oriented. Everything is within easy reach and quick to get to. I don't miss having multiple rows of action bars one bit. That made games degenerate into a mindless state where you just watched cooldowns and clicked the same rotation over and over again. That will get you killed in Neverwinter. You need to be quick, alert and mobile. And since every animation roots you, you have to pay attention to timing. You can use your Shift Utility power to break animations, but that only works when you have the Stamina so you must use it sparingly. Lots of strategy here.

    Neverwinter also has sort of a deck-building aspect to it. You have many more powers and class features than you can slot, and you have to choose which ones to slot for any given content. It is sort of a minigame. It also gives you multiple builds for free.
  • petraabellipetraabelli Member Posts: 0 Arc User
    edited May 2013
    narathkor wrote: »
    This is part of the D&D system really. You set off with a certain list of abilities trained to use, and do not change them until you camp again. In 3.5 it was even harder, for example if you were a mage you would have x amount of spells from each tier depending on your level (1 tier1 spell at level 1) and thats all you got till you camped again.


    That made me laugh a bit, seeing you try and justify it by saying it's D&D rules and all. I'd rather have the D&D rules with spell limits and camp resting, but this is far from that.
  • whemmywhemmy Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 14 Arc User
    edited May 2013
    I like the fast paceness of it, I just think it needs perhaps 2 more action slots (Z,X maybe, perhaps even C) in order to enable some tact as it is I have 1 close range slap it, one long range shoot it and the remainder of the controls are assists, have a few more action keys would allow me to have a set of controls for close range fighting and one for longer distance, instead of the current muddle
  • primerib41primerib41 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 48
    edited May 2013
    Fewer buttons leads to better combat gameplay. I like this system.

    If I'd designed it, I would have used even fewer buttons but let you switch between say two stances.
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