I doubt any of the developers have thought at one thing, which in my opinion its a problem - the game has 7 classes:
CW, GF, GWF, SW, HR, TR, DC and will have 8 with the paladin.
Now, team limit is 5 players / team.
That means 3 classes will always be outcast and not so welcomed into the team setup.
And that means gameplay issue.
Any plans to increase team limit size to allow AT LEAST 1/each class in a team ?
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited February 2015
I think what they'd ultimately like to have happen is for the different party roles to be needed, and to have multiple classes that are all capable of filling that role effectively, to avoid the whole "just bring 3 or 4 or 5 CWs" situation.
Btw, if you don't pug with jerks, nobody has to be an outcast at all.
You do realise that a role can be carried out by different classes? As for outcasting classes, since when did that ever help with 5 man parties? I remember the times with 3 CW before the hr and sw came on board and we didn't bring GFs. That's not to say 10 man content couldn't be interesting, but we don't have to have every class.
The major determining factor is the class balance itself on whether a class is wanted.
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ebonyshadowMember, Neverwinter Beta UsersPosts: 0Arc User
edited February 2015
Cartman: You can't be the dwarf character, Butters, I'm the dwarf.
Erm. So long as I don't believe the run can't be done without a particular class, I don't much care what class my guildies run with, the person behind the keyboard is far more important to me. Same with GS, if they can get into the content I'll run with them.
Classes are just options, most of the time the 'balance' is fine with whatever they have. They certainly don't have to make bigger groups just because we have more classes than group places! You never run with more than one of a particular class? Really?
I doubt any of the developers have thought at one thing, which in my opinion its a problem - the game has 7 classes:
CW, GF, GWF, SW, HR, TR, DC and will have 8 with the paladin.
Now, team limit is 5 players / team.
That means 3 classes will always be outcast and not so welcomed into the team setup.
And that means gameplay issue.
Any plans to increase team limit size to allow AT LEAST 1/each class in a team ?
Please give us your example, which of those 3 classes will be outcast.
SW can out dps CW, DC can out dps CW, TR can out dps CW and vice versa. Not to mention that each class approach differently and provide different unique buffs, debuffs and, or CC. Everytime you que, game will choose tank/healer first, then 3 random DPS classes out of 4. Just because you can invite extra 1 person doesn't mean it will be TR or HR. People mostly like choose CWs because of their control and burst dps.
I doubt any of the developers have thought at one thing, which in my opinion its a problem - the game has 7 classes:
CW, GF, GWF, SW, HR, TR, DC and will have 8 with the paladin.
Now, team limit is 5 players / team.
That means 3 classes will always be outcast and not so welcomed into the team setup.
And that means gameplay issue.
Any plans to increase team limit size to allow AT LEAST 1/each class in a team ?
There are well over a dozen classes in the 4th edition Players Handbook alone. Obviously Wizards of the coast didn't intend for parties to include one of every possible class. So, I'm not sure why it needs to be a concern here. We are simply presented tools and allowed to use them in any combination we like.
The entire point is to mix and match classes. Some of the most fun I've had here has been in odd or interesting group compositions. If you are simply trying to min/max the perfect group comp for a best possible speed run. You are only just limiting yourself. And it is clearly not the intention of the game, or the class system.
Now the one legit concern about too many classes, isn't the classes themselves. But how the loot system works and how each class has its own specific gear. We will eventually reach a point where it can seriously impact the RNG of the game. Every new class added, diminishes the odds of you getting a drop for your class down a level. We started with a 1 in 5 chance, soon it will be 1 in 8. What will it be like when its 1 in 10 or more? This, to me, is more concerning then a having more classes then you can fit into a single party.
I doubt any of the developers have thought at one thing, which in my opinion its a problem - the game has 7 classes:
CW, GF, GWF, SW, HR, TR, DC and will have 8 with the paladin.
Now, team limit is 5 players / team.
That means 3 classes will always be outcast and not so welcomed into the team setup.
And that means gameplay issue.
Any plans to increase team limit size to allow AT LEAST 1/each class in a team ?
The classes may be 7, but there are only 4 base "roles", each class fits into one role (and another one as a secondary).
You don't need all classes, but you *should* need most/all roles covered (that's not really true in NW, most older dungeons can be completed faster and better with 5x CWs or something alike).
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Btw, if you don't pug with jerks, nobody has to be an outcast at all.
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The major determining factor is the class balance itself on whether a class is wanted.
Erm. So long as I don't believe the run can't be done without a particular class, I don't much care what class my guildies run with, the person behind the keyboard is far more important to me. Same with GS, if they can get into the content I'll run with them.
Classes are just options, most of the time the 'balance' is fine with whatever they have. They certainly don't have to make bigger groups just because we have more classes than group places! You never run with more than one of a particular class? Really?
Please give us your example, which of those 3 classes will be outcast.
SW can out dps CW, DC can out dps CW, TR can out dps CW and vice versa. Not to mention that each class approach differently and provide different unique buffs, debuffs and, or CC. Everytime you que, game will choose tank/healer first, then 3 random DPS classes out of 4. Just because you can invite extra 1 person doesn't mean it will be TR or HR. People mostly like choose CWs because of their control and burst dps.
There are well over a dozen classes in the 4th edition Players Handbook alone. Obviously Wizards of the coast didn't intend for parties to include one of every possible class. So, I'm not sure why it needs to be a concern here. We are simply presented tools and allowed to use them in any combination we like.
The entire point is to mix and match classes. Some of the most fun I've had here has been in odd or interesting group compositions. If you are simply trying to min/max the perfect group comp for a best possible speed run. You are only just limiting yourself. And it is clearly not the intention of the game, or the class system.
Now the one legit concern about too many classes, isn't the classes themselves. But how the loot system works and how each class has its own specific gear. We will eventually reach a point where it can seriously impact the RNG of the game. Every new class added, diminishes the odds of you getting a drop for your class down a level. We started with a 1 in 5 chance, soon it will be 1 in 8. What will it be like when its 1 in 10 or more? This, to me, is more concerning then a having more classes then you can fit into a single party.
The classes may be 7, but there are only 4 base "roles", each class fits into one role (and another one as a secondary).
You don't need all classes, but you *should* need most/all roles covered (that's not really true in NW, most older dungeons can be completed faster and better with 5x CWs or something alike).