Currently, almost 99% of our powers is for offensive/healing purpose because of the combat orientation. There are actually powers which don't deal damage and are for utility purpose, such as buffing and defense. So they can add tactic/strategy elements into the game. They are Utility Powers.
Utility Powers can make every class more unique because unlike doing damage, which all classes can do, they reflect more about a class's special abilities.
Because Utility Powers don't do damage so they won't cause dps balance issues in PvE. But they can make existing PvE feel a lot different.
And in PvP, combat could be a lot more fun with these powers as they change the purely damaging fight into a more tactical/strategic fight.
From a Wizard player's viewpoint, Utility Powers really can make PvE and PvP becomes very interesting and different. In PvP, many CW players are frustrated with CW's low survivability and lack of defense. Imho, it of course has something to do with how melee classes were implemented. But the lack of Utility Powers is also a cause. In D&D, Wizard actually has many Utility Powers to aid it and increase its survivability in combat.
The following are some of Wizard's Utility Powers which could be very useful:
Expeditious Retreat
Increase run speed.
Invisibility
Become invisible.
Blur
Increase defense, and enemies at a certain distance can't see you.
Displacement
Reduce the chance of being hit by enemies.
Stoneskin
Increase damage resistance.
True Seeing
See invisible creatures.
Mirror Image
Create three duplicate images of yourself to confuse enemies. Each time an attack misses you, one of your duplicate images disappears.
Clever Escape
Become invisible and teleport away, and leave behind an illusory image of yourself to confuse enemies.
Dispel Magic
Remove harmful magical effects such as DoT.
Dimension Door
Teleportation. Could be longer-ranged in this game.
With Utility Powers, every class can unleash more of its potential, and our gameplay could be granted a new, different feeling.
P.S. With the introduction of Utility Powers, some of current powers might need to be revamped and recategorized as they are actually Utility Powers. For example, CW's Shield and Sudden Storm, GWF's Unstoppable, etc.
Comments
But yeah... How are you gonna slot these utility powers? In encounter slots? Most (not all) of the community are elitists and just want DPS. Do you really think they're gonna let some puny utility power decrease their DPS?
This will be good if there was a new hotkey implemented just for it. As well as a icon on your bar.
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This would invalidate Dark Enchantment in utility slots.
Takes over the main power of the Rogue, bad idea, keep it out. A 20% chance to negate melee damage? Yeah overpowered much? Keep it away. Like blur but 50%, lets not even go there. This is such a bad idea. They gave a version of this called boars hide to hunter rangers. Most people don't use it as there are better encounter powers. Completely neuters the Rogue, keep it away. This I don't have a problem with. could be a good defensive encounter for wizards if implemented right. In the game, called bait and switch, lets not give other classes powers to others and make all the classes the same. Would cause balance problems as many classes rely partially on dots. You have a short range teleport already.
According to PHB, Sudden Storm's original version is for creating difficult terrain of wind and rain. I'm not sure why it was changed to a damaging power in this game.
According to PHB, its effect in 4e is: Until the end of the encounter, you gain a +2 power bonus to all defenses, and enemies 5 or more squares away from you cannot see you. I'm okay to just implement the +defense part, and that is not overpowered.
Its effect in 4e: The attacker must reroll the attack roll. In this game, it could be implemented as increasing deflect chance.
It's a legit Wizard spell and conforms to canon. No one is neutering any other class. It's just about an ability can counter another ability.
And not only Wizard has Utility Powers, Rogue has Utility Powers, too. I don't quite know theirs, but from what I can see, many of their Utility Powers have something to do with Stealth. So it's fair.
I feel it's actually Wizard's power be given to TR. According to PHE, Bait and Switch's original effect is damaging the target and switching places with the target.
Probably would cause balance problems in PvP. But imho, that results from the fatal weakness of the class which relies on dots since Dispel Magic is a legit D&D power.
I'm not saying that the idea is good or bad, but claiming it will fit because it appears in D&D rule book is just a "no".
Show how each will interact in PvE and PvP, wont break balance more than now, and actually usefull to be implemented and only then, imo, you have idea to work with..
All I got to say is I like it, somebody should find a use for ~-8-9-0 on the key board.
Never. Going. To. Happen.
They already have every button usable on game controllers -- therefore, PC will not gain any more keys as they can't add buttons to game controllers and they can't have keys available on the PC that aren't available on a game controller.
Encounter Matrix | Advanced Foundry Topics
...for the PS3.
How about the XBox?
How about PS4?
They also do not come standard with the game consoles -- are you going to by a wireless keypad for everyone?
Encounter Matrix | Advanced Foundry Topics
Plan from the beginning.
http://www.gamesinasia.com/neverwinter-online-will-be-an-xbox-one-launch-title-in-china-along-with-19-other-games/
Encounter Matrix | Advanced Foundry Topics
Light
Comprehend Languages
Detect Magic
Identify - Yes you can buy Identify scrolls from the Bazaar, but still useful.
Arcane Lock - Locks doors magically
Darkness
Knock - Unlocks doors magically
Levitate - Not just yourself, but objects as well
There are also a number of other spells with combat uses that don't do damage, but could be used if executed properly such as Wall of Stone, Maze, Hold Person, etc. Most would allow the Controller Wizard to actually exercise control on the battlefield.
Why? ITC gives immunity to what some people say is the CWs only purpose: control. As does unstoppable and block. Besides, they gave it to HRs.
Again: 3 classes have temporary 100% immunity to control
It would only neuter one ability against one class. Even without stealth, a TR has no problem killing a CW. The Lantern already does this, and it didn't neuter TRs/HRs.
And some depend on control, yet some classes have immunity to that.
And it's mostly useless against anyone with Deft Strike, Threatening Rush or ranged powers.
And most important of all, it would really be a pity that a good chance which could make the game more fun, tactical, and D&D-ish be ruined by console's limitation.
Utility Powers don't do damage so they can hardly cause balance issues.
As for invisible run the dungeon, I can see its problem in this game because of content design. And some perma-stealth TR are already doing that. Though it causes no problem in another mmo.
I predict every class group(ex. Dungeonering, Arcane, etc.) will have one class for each role as a Leader(Support),Controller, Striker, and Defender.
Control Wizards are the Controllers, Scourge Warlocks will be the Strikers, I predict Illusionist as the Leader class(due to using Illusion to aid allies and hinder foes), and the defender for the Arcane classes will most likely be the sword mage.
Cryptic also appears to be trying to balance the amount of classes for each class group.
We already have 2 Dungeonering , 1 Thievery, soon to be 2 Arcane, 1 Religion, and 1 Nature. I suspect that they will be adding Druid next to make 2 nature classes. Than I suspect either Bard will come out for thievery or Paladin will come out for religion. After they fill those roles and have 2 classes for every group. Than they will add to more classes to the other groups; which could possibly be Illusionist.
All of that being said, the Illusionist probably won't be coming out until like 1-3 years lol. You'll be waiting for a very long time for these abilities to step foot in this game. Unless, similar abilities are introduced with the bard.
Dungeonering, Thievery, Arcana, Religion, Nature, Diplomacy, Intimidate, Acrobatics, ...... etc, are Skills. Martial, Divine, Arcane, Primal, ...... etc, are Power Sources. Leader, Controller, Defender, and Striker are Roles. Bard is Arcane Leader. Druid is Primal Controller. Paladin is Divine Defender.
Anyway, in this game I would be fine that Invisibility not be introduced because of content. Though it is a pity to see a wonderful Wizard spell not be introduced.