Hello community of NW it is I Low Lite Star!
I am here to share ideas that me and my friend
@theguiido discussed. We thought of new possible features that could be added into the game to increase the diversity of builds.
What do I mean by increase the diversity?
Well as many of you know, this game doesn't have much diversity when it comes to making a build for a certain class, everyone at the end sort of ends up with the same/similar build. Not are only builds not diverse enough but currently this game is heavily based on raw stats...
Now what do I mean by that?
In NW if you want to do dmg you stack power, crit, and arp If you want to tank you stack def, deflect, and HP its very simple to get what you want without much thinking, and it doesn't create any diversity its just a stacking game not creating builds.
So how are these things fixed to create more diversity?
Idea (1/2): Adding Conditions to Stats
One way I thought of fixing this problem was to move toward gear/boons/insignias that give stats under certain conditions instead of giving raw stats like most things in the game do...
For example:
PvP Prestige set: While controlled you gain 10% more DR
or the new insignia bonuses that were added in
Combatant's Maneuver: Whenever you control an enemy, you gain 5% combat advantage for 10s
Berserker's Rage: While full Action Points you gain 10% of your ArP as power
Assassin's Covenant: You lose 10% of your def/defl/LS and gain it as Power
or some boons that we already have that work like this
The Maze Engine's Final Boon, Displace Fate: When below 30% HP you gain 60% DR for 3s
All these effects only work under certain conditions, and/or you give up other things to gain something else, instead of giving straight stats that don't need meet any conditions to be active (Berserker's Rage gives up activating a daily for more power and Assassin's Covenant trades defensive stats for an offensive stat)
Idea (2/2): Encounter Sub Feats
So each encounter in NW has its own specialty, but what if we could add something extra to each encounter? Just like how Class Passives, and At-Wills have their own extra special features that come from the Main/Off-Hand why can't encounters have the same? With this in mind came about an idea for a new set of feats, but instead of being for the character they work for each encounter individually. You're given a set of different options and choose one from that set making each encounter more unique/specialized for your build.
A couple of examples of how this idea would work
(1/4) Anvil of Doom
Anvil's bleed now does 15% more dmg
or
Anvil now does 10% more dmg to controlled targets
or
Anvil now stuns for 1s
or
Anvil's bleed threshold is now increased by 15% causing targets to take bleed dmg at 65% instead of 50%
(2/4) Into the Fray
ITF now gives and extra 15% temp HP
or
ITF now gives 5% more dmg to group
or
ITF now gives 5% DR to group
or
ITF now gives an 10% run speed
(3/4) Restoring Strike
Restoring now has a HoT based on 10% of the amount HP healed from the encounter over 5s
or
Restoring now deals a DoT based on 10% of the amount HP healed from the encounter over 5s
or
Restoring now reduces your targets stamina regeneration by 15%
or
Restoring now deals a 5k AoE attack if your stamina or HP are full on use
(4/4) Battle Fury
Fury now increase run speed by 10%
or
Fury now grants teammates 50% of buff instead of 25%
or
Fury now gives an extra 5% dmg buff
or
Fury now gives an extra 10% action point buff
(Of course if this is implemented into the game many classes would need to get new feats since some feats add extra buffs to encounters)
I tried to add different encounters from different classes, but I only really play GF, and GWF sorry about that :P
Anyway I think making these suggestions the meta of the game would create much more diversity between builds of the same class, and between all classes as it would no longer be about which build is that best and who can stack the most power/def/arp etc... allowing people to try out different builds with boons/gear/insignias that fit some builds better than others because of the conditions that have to be met for those boons/gear/insignias to be activated making builds much more unique all while specializing the encounters to even further fit their build better making that much more unique. Well that's it for me bye!
~El Low Lite
Comments
Variety is good, for sure, don't get me wrong here. But simply adding sub-options wouldn't actually increase build variety much at the end of the day. I'm not sure that build variety is really as big of an issue as people make it out to be. The simple truth is that, unless you want to be BiS and most especially if you want to be top of the pile in PvP, there's no such thing as an unviable build. Yes, some builds are intrinsically less effective than others (much less in a few cases) but overall, if you are 3K+ IL (and it's solid gear rather that get-high-IL-quick sort of gear) and you're only running PvE content... Your actual build is almost completely irrelevant as long as you play to it's strengths. Just because one build may not be considered "the best" doesn't mean you have to do it, and it doesn't mean you'll be ineffective if you do.
Just as in the real world, diversity is a mindset and cultural thing. Structures can be put in place to promote it, but at the end of the day people have to choose to do something different. I don't want to make this political, so I'll bring this back to NW, ok? hehe IMO, all the necessary structures in Neverwinter are already in place for build diversity - the problem is that no one chooses to use them (sometimes for valid reasons, sometimes not). The M10 class changes went a long way to removing many of those valid reasons. It's up to players to choose the build they want. Some will choose to build their toons the way they feel is best, others will choose to copy build guides instead. It will be what it will be - but adding complexity isn't the answer here.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
For example if I am running Battle Fury on a GWF, and the special encounter ability I have chosen was more run speed, the 10% additional run speed would only last the first 3 seconds of battle fury.
Heres another example: On my main "my GF" If I wanted to run the Into The Fray bonus ability, The temporary hitpoint's gained from that encounter buff would be increased by 10%, The damage from ITF (if I chose this one) would only be increased by 5% but only to yourself. Do you see where I am going with this?
Some of the abilities might seem better than others, but if you know what you're doing to increase the encounter abilities to go along with feats then there simply, logically, no way things would be better than others. Everything would balance out quite well and like I have stated, these are some great upgrades with minor boosts to your encounters to slowly rise power in players.
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
Great idea though!
Call me Andy (or Strum, or Spider-Man)!
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