1. More paragon-paths that makes a difference. Right now, the paths don't matter until level 30+. What if we could instead have paths that changes your skills from lvl 1? A DC could for instance focus mainly on healing, mainly on DPS or both. A skill that damages the enemies when you choose the DPS path, can be a pure healing skill if you choose to be a healer.
This is by design and mirrors what paragon paths do in the 4th edition of Dungeons and Dragons.
In the pen and paper version, there are choices that are made at level 1 which are akin to what you are asking. For example, with the fighter you could choose the Guardian Fighter build which gave you a bonus to single hand weapons, while the Great Weapon Fighter which gave a bonus to using 2 handed weapons. In Neverwinter, they decided to make these suggested builds into full blown classes.
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ladymythosMember, Neverwinter Knight of the Feywild UsersPosts: 637Bounty Hunter
This is by design and mirrors what paragon paths do in the 4th edition of Dungeons and Dragons.
In the pen and paper version, there are choices that are made at level 1 which are akin to what you are asking. For example, with the fighter you could choose the Guardian Fighter build which gave you a bonus to single hand weapons, while the Great Weapon Fighter which gave a bonus to using 2 handed weapons. In Neverwinter, they decided to make these suggested builds into full blown classes.
Ah, I see. In that case, maybe they should simply have let them be one class. It just makes me wonder what the other classes will be like. We already have a Trickster Rogue, Devoted Cleric and so on, meaning there will be another rogue, another cleric etc down the line. Will these too be simple modifications of the old ones, or actual classes? (meaning if the two rogue-classes share paragon paths, the two clerics share paragon paths etc, or will they have individual paths?)
In regards to new PvP maps, I think it would be cool if there was at least one new map added with each module, perhaps themed in conjunction with the module's overall theme, similar to how the Master of the Hunt and Dread Legion skirmishes were done.
A Feywild/Sharandar PvP map with huge glowing mushrooms and gigantic tree roots instead of the familiar stone pillars and bridges would have been a great addition.
Ah, I see. In that case, maybe they should simply have let them be one class. It just makes me wonder what the other classes will be like. We already have a Trickster Rogue, Devoted Cleric and so on, meaning there will be another rogue, another cleric etc down the line. Will these too be simple modifications of the old ones, or actual classes? (meaning if the two rogue-classes share paragon paths, the two clerics share paragon paths etc, or will they have individual paths?)
I think that the next classes that are going into development are the Warlock (Arcane) and Druid (Divine) classes. Meaning that they are unlikely to share Paragon Paths with the current arcane and divine classes.
druis is a primal class not divine, it's also a controller like wizard in 4e. also if they do the other builds of the classes like Battle Cleric or Brawny Rogue (names based on the naming convention they use of taking suggested builds from the PHB) they would have the same exact paragon paths as the existing classes. i like that idea as it makes it feel a bit more like 4e.
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khalith01Member, Neverwinter Knight of the Feywild UsersPosts: 32
One of the great things about instancing tech is that different versions of zones can be flagged per character. So, you don't even have to wait for the server to accomplish some goal. For example, once a character has completed a certain quest then every time they go back to the zone hub they load into the version with the fort. But a character new to the area loads into the encampment version.
I'd like to see something more community/world focused is all. Though the rewards will have to stay compelling when it inevitably reaches the point where most people are done with it.
As a casual pvper iwould like more pvp options and some sort of system that matches players of equal rank and skill. Pvp has gotten even more random since the intro of artifacts.
Comments
Anything that makes those more played is a good thing.
Even when the game was in beta, or first released, if I played a tank... no healer. If I played a healer... no tank.
This is by design and mirrors what paragon paths do in the 4th edition of Dungeons and Dragons.
In the pen and paper version, there are choices that are made at level 1 which are akin to what you are asking. For example, with the fighter you could choose the Guardian Fighter build which gave you a bonus to single hand weapons, while the Great Weapon Fighter which gave a bonus to using 2 handed weapons. In Neverwinter, they decided to make these suggested builds into full blown classes.
A Feywild/Sharandar PvP map with huge glowing mushrooms and gigantic tree roots instead of the familiar stone pillars and bridges would have been a great addition.
I think that the next classes that are going into development are the Warlock (Arcane) and Druid (Divine) classes. Meaning that they are unlikely to share Paragon Paths with the current arcane and divine classes.
I'd like to see something more community/world focused is all. Though the rewards will have to stay compelling when it inevitably reaches the point where most people are done with it.