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Stranges Things In New MMORPGs

karakla1karakla1 Member Posts: 1,355 Arc User
edited December 2014 in General Discussion (PC)
Hi,
Lately i thought about all the strange things that occure in MMORPGs like NPCs that crying for a hero for help to get rid of some simple task but then i thought about some strange chances from old mmorpg's to new ones. Old like really old and like 10 year old games from around 2K/millennium.
For me it is the enemy'S and monsters. I remember an old asia grinder that in played nearly 5 years in which enemys had different skills for attack but somekind of own stats.
Like an Stone Golem that had an immunity to bleeding, immunity to fire and an resistance for piercing damage from weapons like daggers and moved really slow but if he caught up with he one or two short strikes was enough to kill you nut he also had weaknesses. Like blunt weapons dealt more damage and rooting him was more effective.
If i thought now of newly mmorpgs like Neverwinter it only categorize enemys/monsters with only a few specific stats and abilities.
For example: If i run Karrundax there we have magma golems which i can damage with fire. I mean... errr he is molten stone, the only reason he lifes is because he is hot like hell. Or Archon, they are literally animated fire... how can a flame hurt them. In my opinion it would be more likely if they get healed by it.

But maybe i am the only one that thinks this is strange... in my opionion such little difference make a good game to a great game...

But what are your expierences? Which strange things did you find in Neverwinter or other similar games (no calling names please) that where not there in older games but changed...
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Comments

  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited December 2014
    Its might be strange to have every mob effected by every type of attack, but its also not practical to implement punishing resistances.

    Simply ask yourself how much fun it would be, to be excluded from content simply because the class you are playing might be weak against mobs in that particular area. Things are just starting to get to a point where every class has a way to contribute to a PvE group. And even after a year and a half of changes and constant tuning, its still far from perfect. I see no reason to add in elements that only serve to undo that.
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited December 2014
    I really liked the idea behind it, because in an open world mmorpg you must inform yourself which monsters are better for my class and which are somekind of counter part.
    In Neverwinter we don't have such an open world. But we have enchants that transform or ADD damage of various sources. Like plague fire enchantment. You go in the abyss and fighting these abnormal strange creatures from another dimension or transformed human beings that are infected with the plague and using a plague fire enchantment against them...
    I mean... they live in it. I mean... wouldn't it give them some kind of boost/buff to attack them with a plague fire enchantment?

    Or undead creature. They are filled up with necrotic energy to animate them. Wouldn't necrotic damage heal/buff them and holy damage would deal extra damage?

    I don't think that such a system would break Neverwinter or similar MMORPGs it would enhanced it and spice things up.
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  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited December 2014
    Neverwinter is a very simplistic game. With the rules they've set, you can't have monsters with immunities to certain types of damage, because there's just one kind of damage in this game. The spells, the weapons, the companions, they all do damage - plain and simple damage.
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  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited December 2014
    sockmunkey wrote: »
    Its might be strange to have every mob effected by every type of attack, but its also not practical to implement punishing resistances.

    Simply ask yourself how much fun it would be, to be excluded from content simply because the class you are playing might be weak against mobs in that particular area. Things are just starting to get to a point where every class has a way to contribute to a PvE group. And even after a year and a half of changes and constant tuning, its still far from perfect. I see no reason to add in elements that only serve to undo that.

    This. It's why a lot of games have moved away from system like this.

    I remember raiding Molten Core in WoW. Oh, you're a fire mage...respec or don't play.

    Or imagine being a rogue and going into a dungeon full of undead...which take minimal damage from piercing weapons.

    Or watching a wizard steamroll everything because he has a wide access to different damage types, while your great weapon fighter only has a sword.

    That's not fun for anyone.
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  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited December 2014
    khimera906 wrote: »
    Neverwinter is a very simplistic game. With the rules they've set, you can't have monsters with immunities to certain types of damage, because there's just one kind of damage in this game. The spells, the weapons, the companions, they all do damage - plain and simple damage.

    Um...no. There's necrotic, fire, arcane, cold, divine, radiant, and so on. I'm sure I haven't gotten all the types but I think I've made my point.
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  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited December 2014
    Yes! Yes! Yes!

    Red dragon — 50% additional DR to fire, take 150% dmg from cold.
    White dragon — 50% additional DR to cold, take 150% dmg from fire.
    Blue dragon — 50% additional DR to lightning, take 150% dmg from divine.
    Green dragon — 50% additional DR to acid, take 150% dmg from radiant.

    and so on.
  • koalazebra1koalazebra1 Member Posts: 1,173 Bounty Hunter
    edited December 2014
    beatannier wrote: »
    Yes! Yes! Yes!

    Red dragon — 50% additional DR to fire, take 150% dmg from cold.
    White dragon — 50% additional DR to cold, take 150% dmg from fire.
    Blue dragon — 50% additional DR to lightning, take 150% dmg from divine.
    Green dragon — 50% additional DR to acid, take 150% dmg from radiant.

    and so on.

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  • str8slayerstr8slayer Member, Neverwinter Beta Users Posts: 715 Bounty Hunter
    edited December 2014
    Thing about damage type resistances is they intentionally decided NOT to add this mechanic to the game in the early stages of building the game engine. It should be fairly obvious that they aren't/can't go back and start trying to redo the engine to add a whole new dimension to the combat. It would make the game too much like WOW and FFXVI and other MMO's which annoyed many people with the mechanic (as someone said above, your MOF would never get to run Karru, ect).

    Also radiant and divine damage are the same thing and it's classified as positive damage, necrotic is basically negative damage so divine/necrotic are positive/negative for our purposes. (maybe radiant exists as a damage type only because of that one enchant for hero of the north, dunno)
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  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited December 2014
    Um...no. There's necrotic, fire, arcane, cold, divine, radiant, and so on. I'm sure I haven't gotten all the types but I think I've made my point.
    Yes, but is there any difference between them aside from the name? Unless they behave differently they're just words in a tooltip. If Shadowtouch (Dread Ring T4 boon) did Poison damage instead of Necrotic would it make any difference? Would it affect game-play in any way? No. If there are no mechanics to differentiate between different types of damage, then you have just one type of damage.
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  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited December 2014
    Of course, there is a difference.
    For example, my passive, Combustive Action:
    Your Daily Powers now add Smolder to affected targets, and those targets briefly take more damage from Fire and Smolder effects.
  • calis17calis17 Member Posts: 20 Arc User
    edited December 2014
    For stacking purposes there are damage type trees. For anything else damage is just damage and the resistence to damage types is always the same.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    karakla1 wrote: »
    Hi,
    Lately i thought about all the strange things that occure in MMORPGs like NPCs that crying for a hero for help to get rid of some simple task but then i thought about some strange chances from old mmorpg's to new ones. Old like really old and like 10 year old games from around 2K/millennium.
    For me it is the enemy'S and monsters. I remember an old asia grinder that in played nearly 5 years in which enemys had different skills for attack but somekind of own stats.
    Like an Stone Golem that had an immunity to bleeding, immunity to fire and an resistance for piercing damage from weapons like daggers and moved really slow but if he caught up with he one or two short strikes was enough to kill you nut he also had weaknesses. Like blunt weapons dealt more damage and rooting him was more effective.
    If i thought now of newly mmorpgs like Neverwinter it only categorize enemys/monsters with only a few specific stats and abilities.
    For example: If i run Karrundax there we have magma golems which i can damage with fire. I mean... errr he is molten stone, the only reason he lifes is because he is hot like hell. Or Archon, they are literally animated fire... how can a flame hurt them. In my opinion it would be more likely if they get healed by it.

    But maybe i am the only one that thinks this is strange... in my opionion such little difference make a good game to a great game...

    But what are your expierences? Which strange things did you find in Neverwinter or other similar games (no calling names please) that where not there in older games but changed...

    Neverwinter Nights was based on 3.5e dnd and had exactly that kind of set up. There were about a dozen damage types and the same number of resistances. Yes, things like fire elementals would be 100% resistant to fire but considering that fire from a magical weapon or from a spell did (x) fire damage and (y) magic damage, the elemental would still take (y) damage in full. There were tiers of damage types: physical, elemental, exotic, and esoteric. Lower level characters and pve enemies would do and have resistance to, the more basic damage types (those covered by physical), and as a character gained levels and better gear he and his pve enemies would likewise have an increased range of damage types and resistances. Best in Slot gear depended entirely on what exactly you were facing, and good dungeon design meant a variety of monsters who had a variety of damage types and resistances, to keep things interesting. So there was no true BiS, but instead the fun of collecting as many different powerful armors and weapons as possible to increase your range of damage and resistance.

    Beyond damage types were special powers, cc, rooting, death magic. These were covered by saving throws which were based in character class, ability score, and skills taken.

    A very very eloquent, complex, yet also concise system.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    sockmunkey wrote: »
    Its might be strange to have every mob effected by every type of attack, but its also not practical to implement punishing resistances.

    Simply ask yourself how much fun it would be, to be excluded from content simply because the class you are playing might be weak against mobs in that particular area. Things are just starting to get to a point where every class has a way to contribute to a PvE group. And even after a year and a half of changes and constant tuning, its still far from perfect. I see no reason to add in elements that only serve to undo that.

    Resistance should not be based in class but in gear, with class as a secondary basis as best.
  • lucifron44lucifron44 Member Posts: 417 Arc User
    edited December 2014
    Same feelings here, I know a much older MMORPG where the foes have IA. Not outstanding IA but yet some IA. Typically a ranged foe will move away when you get close. Here in NWO the ranged foes let you get closer and Melee them.
    Same goes for attacks. In the same old MMORPG, each foe has few attacks but you cannot know which one is coming. It can be three time in a row the same one, it's random. Here in NWO once you get the foe's cycle the fight stops being a fight b/c you know what is coming next.
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  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited December 2014
    As much as I love damage types, particularly resistances, in a means to create strategies and diverse mechanics and fights they were left out on purpose. Nobody likes being a rogue being unable to do *anything* to undead and thus not being welcomed to any serious party doing undead themed content.

    It works great in PnP and in single player games like Baldur's Gate. However it could be pretty problematic in NWN to content with (especially as a content developer) and is a large portion of the reason I didn't care for DDO.

    Is it for the better? That's debatable. But it was definitely something done on purpose because it does cause massive favoritism problems. Nothing is worse for an MMO community than being told you are not welcome to do content because your class is less effective. It's bad enough as it is here without worrying about damage types.

    khimera906 wrote: »
    Yes, but is there any difference between them aside from the name? Unless they behave differently they're just words in a tooltip. If Shadowtouch (Dread Ring T4 boon) did Poison damage instead of Necrotic would it make any difference? Would it affect game-play in any way? No. If there are no mechanics to differentiate between different types of damage, then you have just one type of damage.

    There is one example with the Scourge Warlock of damage type mattering. One of the feats or powers does additional damage if you use necrotic damage and the damage caused from terror enchantments do proc the power or feat. Sadly I can't recall the specifics of the build off the top of my head but it does work.

    Resistance should not be based in class but in gear, with class as a secondary basis as best.

    This is how martial classes work. However with magic it's dependent on the magic. So having a frost based wizard makes you SOL with cold based monsters. And even if you could switch to alternatives if you are specialized to do cold then you're not going to be as good as somebody else with a different spec.

    If you were to do Frozen Heart you would want to bring a fire specced wizard. Not a frost specced wizard pretending to be a fire wizard.

    Even with martial classes though, you would spec into specific weapons and when you weren't using that weapon you would not be an ideal performer. If you specialized in scimitars but switched to a mace in order to fight skeletons you would still perform worse than a character who specced into maces.

    And in an MMO that's exactly what people do...they find people who are best suited for the task when in co-op games and in PnP you just make due with the members you have available.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited December 2014
    content is so easy that it wouldnt matter if you pretend to use another element, my 18k gs gwf could light his farts on fire and complete FH as a fire mage

    they did add a few different damage types that actually mean smth
    ice from IWD
    piercing
    necrotic for SW capstone
    maybe rimefire, though i view it more as a debuff
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  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited December 2014
    calis17 wrote: »
    For stacking purposes there are damage type trees. For anything else damage is just damage and the resistence to damage types is always the same.

    I gave an example with fire damage already, ambisinisterr gave example with necrotic damage, I will to add 2 more examples:

    Cold
    Arcane Presence
    Arcane Mastery also increases the damage of your Cold based attacks by 34% of the buff value. Arcane Presence also passively increases your Recharge Speed by 5%
    Golden Dragon Talisman
    Arcane Presence: Arcane Presence now also gives you 2% Action Points when you damage enemies with Cold based spells.

    Black Ice
    Some gear can reduce Black Ice damage.
    There is even Skirmish than requires players to have at least 20% Black Ice Resistance to queue.
    Example: Purified Black Ice Armor (TR)
    Equip: This armor increases your resistance to Black Ice Damage by 11%.

    There are 4 examples, but role of damage types if much more, imo still too few.
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited December 2014
    I have to agree with the OP for the most part, especially in the areas of heat, cold, necrotic, and electrical damages. Some creatures should be immune, as discussed. If anything, throwing fire at something fire-based should actually heal it! Same for throwing a cold attack at an icy being.

    I think the blunt versus sharp weapon issue needs to be dropped, though. That would requires creation of a new set of blunt weapons for every melee class as well as annoying weapon swapping in combat (which might end in death while in the inventory screen).

    Overall, it would be cool of this could be implemented in the future - would probably be quite a while as this would require a pretty serious game engine redesign.
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  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited December 2014

    If you were to do Frozen Heart you would want to bring a fire specced wizard. Not a frost specced wizard pretending to be a fire wizard.

    Actually, even then it wouldn't help. Our master of flame path is not typical fire, its RimeFire, meaning all the fire spells are still cold based. We have no option for a fire based caster in the game.

    And that illustrates the problem with all this. There simply arn't enough damage types for each class to fall back to, for this request to be viable. Wizards are actually the lucky ones with two main forms of damage, cold and lightning. Most others only have one. Clerics are limited to only radiant damage with Warlocks limited to Necrotic.

    The only way to get around this would be to either change many of the powers and spells to offer a wider array of damage options. Or to make weapon enchantments override the attacks damage type. This would be an expensive option, pretty much forcing everyone to carry a array of different type of weapon enchantments. This would also be horribly newbie unfriendly, as for most new players, they dont normally even get the ability to socket an enchantment until level 60.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited December 2014
    Guys. Do you know why a fire spell hurts a fire monster?

    MAGIC!

    /waves hands
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  • nazghul22nazghul22 Member Posts: 407 Arc User
    edited December 2014
    karakla1 wrote: »
    we have magma golems which i can damage with fire.

    In Skyrim, fire atronachs are immune to fire. And not only they're immune, but the other foes know it as well, and when your fire atronach meets a fire atronach summoned by some evil wizard, they don't even try to attack each other.

    So yes, here ideally speaking if your companion delivers Necrotic damage and some foe has Necrotic immunitythen your companion should target another foe instead, or at least try a different attack on the immuned foe. But before reaching the level of immunity management of the other games, NWO should at least implement the first step and give some chill immunity to ice creatures, some fire immunity to fire archons/golems, terror immunity to golems/undeads.
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  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited December 2014
    sockmunkey wrote: »
    Our master of flame path is not typical fire, its RimeFire, meaning all the fire spells are still cold based.

    RimeFire is not a spell, but aspect of MoF only mechanic, Smolder, gained and refreshed by chill. Without chill, its simple Smolder, making fire damage aswell.

    Every MoF specific spell makes fire damage, it means trorth of the following:
    1. Scorching Burst At–Will
    2. Fanning the Flame Encounter
    3. Furious Immolation Daily
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited December 2014
    ironzerg79 wrote: »
    Guys. Do you know why a fire spell hurts a fire monster?

    MAGIC!

    /waves hands

    with this sentence you can justify every inconistence and plot hole.
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  • fantasycharacterfantasycharacter Member, NW M9 Playtest Posts: 675 Arc User
    edited December 2014
    sockmunkey wrote: »
    Actually, even then it wouldn't help. Our master of flame path is not typical fire, its RimeFire, meaning all the fire spells are still cold based. We have no option for a fire based caster in the game.

    And that illustrates the problem with all this. There simply arn't enough damage types for each class to fall back to, for this request to be viable. Wizards are actually the lucky ones with two main forms of damage, cold and lightning. Most others only have one. Clerics are limited to only radiant damage with Warlocks limited to Necrotic.

    The only way to get around this would be to either change many of the powers and spells to offer a wider array of damage options. Or to make weapon enchantments override the attacks damage type. This would be an expensive option, pretty much forcing everyone to carry a array of different type of weapon enchantments. This would also be horribly newbie unfriendly, as for most new players, they dont normally even get the ability to socket an enchantment until level 60.

    I think another way is to arrange enemies in dungeons so all classes are equally effective or ineffective. Such as having mobs be weak and stong to certain damage types on a room by room basis and not entire dungeons.



    Another way would be to have better "secondary" powers that make classes useful:

    Ok, the rogue is not so good vs skeletons in this room, but we need himn to pick that locked chest!

    Ok, the fire mage is not so good with these fire archoins, but we need her to dispell that illusion and gain access to that secret room!

    Ok, the fighter is not so good vs these ghosts, but we need him to smash that door down!


    That kind of stuff :D
  • lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    edited December 2014
    A very interesting item, Token of Chromatic Storm, which is very specific:

    Acid: Afflicts the target with -x% Physical Damage resistance for 10 seconds.

    They have been adding more dmg mechanics in every module, perhaps we will see some minor reworks or even new mechanics, that would be very nice.
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  • gerbilhurdlergerbilhurdler Member, Neverwinter Beta Users Posts: 418 Bounty Hunter
    edited December 2014
    Great idea OP +1.

    The problem that would arise is that in a game with many different types of damage, you need to be able to change your gear and build fairly often. Since neverwinter charges in game currency and zen to switch enchants/build/feats it would never work here.
    The UI just isn't friendly enough to be switching back and forth every time you switched zones or dungeons and even if you didn't have to respec for different types of damage every time, it would still be a pain in the *** to switch enchants and slot different encounters, dailies and at wills every time you wanted to play different zone.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited December 2014
    ironzerg79 wrote: »
    Guys. Do you know why a fire spell hurts a fire monster?

    MAGIC!

    /waves hands
    Actually lets use a lava monster for an example. Molten lava has a temperature between 1,292 to 2,192 °F. Lets say you flash heated that up between 4-5k suddenly the gas bubbles trapped in the liquid rock would expand, creating an explosion. So there you have it, fire hurting fire monsters.
  • forcemajureforcemajure Member Posts: 72 Arc User
    edited December 2014
    What? You mean a person made up, say, 70% of water might be susceptible to water damage like drowning?

    In what universe, other than the real one, does that make sense?
  • fantasycharacterfantasycharacter Member, NW M9 Playtest Posts: 675 Arc User
    edited December 2014
    What? You mean a person made up, say, 70% of water might be susceptible to water damage like drowning?

    In what universe, other than the real one, does that make sense?

    In this universe you can drown a fish :p
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited December 2014
    As much as I love damage types, particularly resistances, in a means to create strategies and diverse mechanics and fights they were left out on purpose. Nobody likes being a rogue being unable to do *anything* to undead and thus not being welcomed to any serious party doing undead themed content.

    It works great in PnP and in single player games like Baldur's Gate. However it could be pretty problematic in NWN to content with (especially as a content developer) and is a large portion of the reason I didn't care for DDO.

    Is it for the better? That's debatable. But it was definitely something done on purpose because it does cause massive favoritism problems. Nothing is worse for an MMO community than being told you are not welcome to do content because your class is less effective. It's bad enough as it is here without worrying about damage types.




    There is one example with the Scourge Warlock of damage type mattering. One of the feats or powers does additional damage if you use necrotic damage and the damage caused from terror enchantments do proc the power or feat. Sadly I can't recall the specifics of the build off the top of my head but it does work.




    This is how martial classes work. However with magic it's dependent on the magic. So having a frost based wizard makes you SOL with cold based monsters. And even if you could switch to alternatives if you are specialized to do cold then you're not going to be as good as somebody else with a different spec.

    If you were to do Frozen Heart you would want to bring a fire specced wizard. Not a frost specced wizard pretending to be a fire wizard.

    Even with martial classes though, you would spec into specific weapons and when you weren't using that weapon you would not be an ideal performer. If you specialized in scimitars but switched to a mace in order to fight skeletons you would still perform worse than a character who specced into maces.

    And in an MMO that's exactly what people do...they find people who are best suited for the task when in co-op games and in PnP you just make due with the members you have available.


    This makes sense and is a well thought out point, though I played a high population nwn pw for about 8 years (higher grounds path of ascension), it made use of the full range of damages types and it was never a problem. This was a mod that had an extensive 'prime material' campaign as well as full inner plane (elemental) zones, feywild, nine hells, abyss, elysium, aboleths ect.

    The solution was simply diverse mobs, spells, so on, and for the player to not over-specialize his character. Granted in that game you could customize your character a whole lot more, and a huge point was not to make it a full on "cold damage" spell caster because you would be limiting yourself and your use to your party.

    As far as melee type characters, even if you specialize in a weapon whos non-magical version does only blunt damage (say mace), once you get past level 1 you find weapons of the same type (mace) which are magical and do other damage types in addition to blunt.

    The point is having multiple weapons which each do multiple types of damage. Instead of a sword that does 100 damage, you would have a sword that does 20 piercing, 20 severing, 20 magical, 20 fire, 20 sonic damage. In terms of damage categories it would be 40 physical/20 elemental/40 exotic. That is going to do at least some damage to any mob it hits. The idea is to be using the weapon that is optimized for the mob you are fighting. That gives a huge incentive to run dungeons and makes them more rewarding because as you run dungeons you are acquiring gear that makes your character more useful rather than just acquiring gear to sell or trade or salvage.

    No one is left out unless they over specialize. Neverwinter is not so well thought out as character builds are far less diverse, especially as you said, where magic users are concerned. The only real specialized magic users in nwn (the mod I played anyways) were those who buffed and those who specialized in death magic. Death magic doesn't exist in neverwinter due to the lack of saving throws.

    The system wouldnt work in neverwinter, though I think it is a better system. It is what it is. This game lacks in many areas but has its positives also, like awesome combat button clicking. Which is actually pretty fun lol.
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