It probably have been aired before, but I'm curious, is there any chance for devs to ever change it? I mean for sheer amount of skills we get, having only 3 enc powers on PC feels like an insult. I'm well aware about console gamepad restrictions, but since multiplayer isn't cross platform, there shouldn't be any real issues, right?
Would it be so bad to have at least 4 enc powers in rotation? It will definitely create much more diversity with synergies.
Also, ppl might not agree, but after some time looking through various class builds, it feels like 3 points that human race gets in feats is way too good to pass. I'm trying not to play generic human in this game, but some other race bonuses don't feel even close as appealing as human one and I'm starting to consider reroll race just because of boost I'll get. Are there any plans to address it?
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In my opinion, the extra feat from Human cannot beat the extra for (say) Dragonborn (depends on the class). Many people chose human over Dragonborn only because Dragonborn is ugly.
By the way, CW can use 4 encounters and HR has 6.
Hunter Rangers have both Melee and Ranged Stances that give entirely different effects.
Devoted Clerics can channel Divinity and instantly cast their spells even if their regular castings are on cooldown.
What class are you playing? If you want to play a class with 4 different encounters why not try a Control Wizard?
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I'll never retrace my steps.
Some of my best friends are Imaginary.
First, the original OP seems ignorant of how some classes have more than 3 encounter slots.
Second, what differentiates Neverwinter as a combat system from all other games (IMO) IS the limited selection of powers one can use. Not merely the targetting, but also the selection of powers means that a player must THINK carefully about what the player is using, in relation to the goal at present and the team. Thus, the limited nature of the slots makes for different game play.
Third, swapping any power/daily/class ability/at will is not a big deal. It really isnt. When you get good at it, it takes maybe 2 seconds, while in combat at boss or whatever. And I am a tank with the boss aggroed.
Guild--And the Imaginary Friends
Seriously, I don't know why they chose 3 but I see no reason that it needs to be changed.
Secondly no, nothing is unique about it. Some popular ARPGs actually revolve around extremely limited number of active skills in use, and that's bad system in general, tho some people still manage to enjoy it and even defending it. You don't have to really think here, it's quite obvious what skills are better for which situation and specific synergies can be looked up in some guides if you're new to the class. Swapping skills in combat is not really a big deal, true, but it's pretty clunky and inconvenient, though everyone have to do it in certain situations. That what gave me strong impression that game is console port, I've been very surprised to see it was originally made for PC.
It is not elitist to have experiential knowledge about something before making ignorant posts to the contrary.
We actually see what your opinion is of the game, in the statement, "some popular ARPGs actually revolve around extremely limited number of active skills in use, and that's a bad system in general."
This is what makes Neverwinter different. If what distinguishes Neverwinter is a bad system, then just choose a different game.
Guild--And the Imaginary Friends
You've played other games that us this "bad, limiting system" before.
You thought it was console part because the controls were "limited".
You seem to not enjoy a limited system.
You're calling others elitists when you seem to be acting elitist about the inferior combat system.
I've known a few people who have left the game over the last 2 years and the ones that come back do so for the combat system. So something must be working right.