I know there are quite a few threads already in existence addressing some dubious gameplay facets of Neverwinter, but I wanted to condense some of my findings into one spot... and be a little more proactive by suggesting some possible fixes.
Guardian Fighter/Devoted Cleric Aggro Problems - Change the GF's TAB ability to mark a player instead of mark an aggressive mob. The mark would defer a small passive defense bonus to the protected character, and active blocking would also shield the protected character... but the shield charge would drain at a rate of 125% of normal. Also, if the Guardian Fighter was knocked down, the protective mark would be lost and need to be re-applied. Active blocking with a protected player would also transfer a certain amount of aggro form the protected player to the tank per hit.
Devoted Cleric Self Heal Debuff - Let's face it... 99% of this problem is simply the wording. If the tooltip read "Your heals are 40% stronger when affecting others." instead of "Your heals are 40% weaker when affecting yourself" most complaints wouldn't exist. However, I do believe it is a little harsh... and should be adjusted.
Boss Encounters (Add Nauseum) - There needs to be more diversity in the boss encounters, instead of just spawning countless adds. I can't, and shouldn't have to, suggest new encounter dynamics, but in the meantime scaling the amount and severity of adds should be somewhat scaled. Simply averaging the group's GS scores (with modifiers for character types) would give enough of a benchmark to scale the add formula so that challenge doesn't descend into impossibility for such a large portion of the player base.
Foundry Quest Rewards (or lack thereof) - There should be a three stage release cycle for Foundry quests. I realize that there is a testing section for Foundry quests, but I believe there should be two stages past this point. Change the testing section to Closed Beta, and add Open Beta and Final Release sections. During the Closed Beta stage, statistics and rewards do not accrue for the Foundry quest itself, but for the testers themselves. If they report a bug to the author that helps him improve his product, the author can reward him with say "Foundry Medals." The player could then trade in "Foundry Medals" for special cosmetic items available at the Founder Vendor. Once the author elevates his/her quest to the Open Beta section, statistics and rewards begin to accrue for the author and quest instead. At certain levels of positive reviews/playthroughs, the author gains the ability to add extra campfires, lootable containers and mini-bosses to their work. Once the quest receives a plateau of positive reviews/playthroughs, the author gains the ability to publish the quest as a final release. Once entered into that final release stage, the quest gains a new set of FR statistics and the quest can no longer be edited. If the author does edit the quest, it zeroes out its Final Release stats and gets bumped back to the Open Beta section. While in Final Release, the lootable containers, end chest, bosses and mini-boss loot rarity level increases as it reaches pre-determined plateaus of positive reviews/playthroughs. This system would help the quests and their rewards evolve with the community, without allowing the authors to use exploits and unfairly reward players.
These are just some ideas I had and decided to share... take them or leave them.
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