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Are all class builds the same?

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  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    Returning to topic, there are multiple "Builds" such as "controller" and "War" wizard. So no, you're not stuck with just one class setup. What is not clear is if you can customize your class further at 1st level such as having the build optional or tweak some parts of said build. It has been mentioned you will have feats to customize. Finally, it also is not clear whether you have backgrounds/themes to choose from to yet further customize/improve your character.
  • mzeeusikumzeeusiku Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 38
    edited May 2012
    to those who feel like things aint they way they used to be...

    As mmos became more popular and more people saw the phat lewt at the end of the rainbow, everything has gotten watered down.

    Its the age old addage, "I walked three miles in the snow to school! Both ways, up hill, against the wind and in the dark!"

    I take solace in the fact that there are players like yourself that live for the odd glorious moment of gaming that comes togther from thought, heart, and intution instead of cookie cutter machine play.

    Here, here! to you and yours friend!
  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited May 2012
    I think they should use Paragon Paths at level 11 as a form of "spec" for the different classes.

    Dunno if Epic Destinies will be in at launch, probably it will end at level 20. Maybe in an "expansion" (I mean, a major patch since its f2p), they can add for further customization.

    Also, probably we will only have stuff from Player Handbook 1 at start, but hey, who knows, maybe with following patches they can add the options from Martial Power, Arcane Power, Divine Power, Hanbdook 2 and 3 ecc... but that's massive wishful thinking on my part heh!
  • dailonihildailonihil Member Posts: 19 Arc User
    edited May 2012
    Actually it's already been stated that cap is at lvl 60, with each tier (in this case heroic and paragon) being 30 lvls compared to the 10 lvls for each tier in PnP. So hopefully they do put paragon paths to be able to customize further your character.
  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited May 2012
    dailonihil wrote: »
    Actually it's already been stated that cap is at lvl 60, with each tier (in this case heroic and paragon) being 30 lvls compared to the 10 lvls for each tier in PnP. So hopefully they do put paragon paths to be able to customize further your character.


    Ah ok, thanks for the info.
    Then yes, paragon paths are somewhat "confirmed" if they want to stay somwhat true to the 4th edition somehow. (somewhat lol).
    This also "confirms" that Epic Destinies are stuff for the (eventual) future and not release. When the level cap will be raised to 90. (if ever)
    It still remains to see what material they will choose.
    I doubt that they will get anything past player handbook 1 at release. They didnt even put in all the classes from the first handbook.

    I also doubt they will implement anything racial related, like the Dwarven or Eartheart Defender, usually in modern MMOS race selection is a 99% cosmetical choice (1% being the racials who end up being nerfed into oblivion anyway if they end up being important gameplay wise) and I doubt they will take a different direction in this aspect here.

    -

    TLDR version: Somewhat, I doubt. Probably. :P
  • vinsinarvinsinar Member Posts: 52 Arc User
    edited May 2012
    klangeddin wrote: »

    I also doubt they will implement anything racial related, like the Dwarven or Eartheart Defender, usually in modern MMOS race selection is a 99% cosmetical choice (1% being the racials who end up being nerfed into oblivion anyway if they end up being important gameplay wise) and I doubt they will take a different direction in this aspect here.

    This would be a mistake since to me racial abilities in DnD is one of the elements that makes it DnD. The character generation process is DnD is so important to the enjoyment and immersion of the game. If the plan is to give you watered down races and classes or only including certain classes and races based on 4th edition then the game will be hamstringed from the start.

    I totally get the business model of adding additional races and classes later for a price that's what will keep the game growning. I don't like when games remove racial's due to the difficulty it causes for PvP. In beta Rift had awesome racial's but stripped them due to people complaining about the issues in PvP. IMO this took away from character generation and uniqueness. The problem if there really is one is to address the rewards system in PvP by basing it on total participation not wins and loses.
  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited May 2012
    vinsinar wrote: »
    This would be a mistake since to me racial abilities in DnD is one of the elements that makes it DnD. The character generation process is DnD is so important to the enjoyment and immersion of the game. If the plan is to give you watered down races and classes or only including certain classes and races based on 4th edition then the game will be hamstringed from the start.

    I totally get the business model of adding additional races and classes later for a price that's what will keep the game growning. I don't like when games remove racial's due to the difficulty it causes for PvP. In beta Rift had awesome racial's but stripped them due to people complaining about the issues in PvP. IMO this took away from character generation and uniqueness. The problem if there really is one is to address the rewards system in PvP by basing it on total participation not wins and loses.

    In the specific my comment was more referred to the Paragon Paths of the 4th DnD edition, some of those are race-specific, and I doubt that anything like that would be implemented (if Paragon paths as they are in the PnP rpg are implemented at all in the game). Simply because, even from a PvE point of view, it would skew balance too much in favor of certain races for certain roles, and these games in the end tend to be about mini-maxing. (its the only way to make end-game content last for a while, apart from making it grinding and repetitive).

    Also, being a MMO, like it or not, balance will have to be taken into consideration, even if never perfectly achieved. And its a lot easier for developers to make race a purely cosmetical factor, that way they don't have to deal with balance issues concerning races, so they can focus their attention/time/resources on balancing other aspects of the game.

    As for the part in bold, well, it's 100% gonna be that way. You have unrealistic expectations if you think this game will have all the 4th edition classes, races, paragon paths, ecc...
    I think they stated in the pax interview that classes would be 5 in game, 4 we know already (with Ranger being the most likely fifth), now, I know at least 25 classes in 4th edition DnD, not counting the Hybrids, not sure if they added even more.
    Even with further addition, bonus content ecc, I doubt they'll ever implement them all (along with hybrid).
    At most I can see the first 8 player handbook classes (the 4 we know plus Paladin, Ranger, Warlord, Warlock) + Druid and Bard because they are iconic, Monks because they are popular and Swordmage because it fits the Forgotten Realms setting. And this is being extremely optimistic.
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited May 2012
    lol i dont care if racial powers will mess with PVP, i just want them to be INGAME :P

    We didnt heard nothing about it but i rly believe and hope that bonus to attributes, bonus to skills, wep/armor proficiencies, speed and racial powers will be implemented, would be a HUGE mistake if they didnt.

    Races in D&D is not only about cool look hehe
  • championshewolfchampionshewolf Member Posts: 601 Arc User
    edited May 2012
    macabrivs wrote: »
    Races in D&D is not only about cool look hehe

    For munchkins, it's about the stats, that's for sure, but for people that like to play the character, the stats don't really matter.
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited May 2012
    For munchkins, it's about the stats, that's for sure, but for people that like to play the character, the stats don't really matter.

    Not only for stats, theres a lot of races in 4th edition with diferent stats to play with, i think all the adicional bonus races offers are very important aswell to the class roll u will play.

    If people want to play wizard as dwarf race for good looking thats fine with me, but then people shouldnt come complain how dwarves suck, think u know what i mean.

    And thats what i say: "Races in D&D is NOT ONLY about cool look hehe". I mean good looking is important but picking the right race for a especific class is important too
  • vinsinarvinsinar Member Posts: 52 Arc User
    edited May 2012
    klangeddin wrote: »
    You have unrealistic expectations if you think this game will have all the 4th edition classes, races, paragon paths, ecc...
    I think they stated in the pax interview that classes would be 5 in game, 4 we know already (with Ranger being the most likely fifth), now, I know at least 25 classes in 4th edition DnD, not counting the Hybrids, not sure if they added even more.
    Even with further addition, bonus content ecc, I doubt they'll ever implement them all (along with hybrid).
    At most I can see the first 8 player handbook classes (the 4 we know plus Paladin, Ranger, Warlord, Warlock) + Druid and Bard because they are iconic, Monks because they are popular and Swordmage because it fits the Forgotten Realms setting. And this is being extremely optimistic.

    Found this related to the game prior to conversion to an MMO but would think this part wouldn't change since they are still sticking with the 5 at launch. Adding as many classes as possible later in stages just generates more revenue.

    "When the game is ready to ship, Cryptic is planning on having at least five playable classes (Wizard, Fighter, Rogue, Ranger, Cleric), though that number could change. "We're kind of waiting and seeing," said Emmert. "We want to identify what's absolutely necessary for the game to be fun and make that as good as possible before we start turning the crank and creating dozens of different classes."

    Post-release, it sounds like there'll be a number of classes will be made available. "We're pretty psyched about doing as many [classes] as possible," said Velasquez. "We've looked already at some of the player handbooks like 2 and 3 and started picking out like the Artificer and even the Beastmaster Ranger. We plan on doing as many as we can down the road."

    If you can't manage to find players to help out on your travels, non-player controlled henchmen can be picked up to fight alongside you. "You'll have control [of them], fairly simple stuff, just like 'go over here' or 'attack this target' or 'defend this target.' Those are all available right now with the henchman controls. In regards to what types and classes they fulfill, to start we're going to focus on the classes that round out the player classes. We're making sure we have a tanky man-at-arms that can protect you if you're the Cleric, a DPS-y war Wizard in case you're playing the tank. Those aren't necessarily the classes that we have, but they fill out the roles that you may need based on the classes that we have available."
  • stormshadestormshade Member, Banned Users Posts: 0 Arc User
    edited May 2012
    There's really no limit to the number of classes we can add into Neverwinter.

    We're starting off with a few of the more iconic classes, and then we'll be adding in more to the game as time goes on. I'm personally pretty excited about this, just from hearing the team talk about all the different classes, and races, they want to be able to add into the game eventually.

    Thanks,

    Stormshade
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2012
    Make that excited players too! I do look forward to the Swordmage simply because it is Forgotten Realms and hope it will be one of said future classes.


    As for racial Paragons and PvP, can't we just disable the racial abilities in PvP making it balanced, and a choice if a player choose a Paragon racial knowing they lose out in PvP compared to PvE or get no additional "edge?"
    [SIGPIC][/SIGPIC]
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited May 2012
    stormshade wrote: »
    There's really no limit to the number of classes we can add into Neverwinter.

    We're starting off with a few of the more iconic classes, and then we'll be adding in more to the game as time goes on. I'm personally pretty excited about this, just from hearing the team talk about all the different classes, and races, they want to be able to add into the game eventually.

    Thanks,

    Stormshade

    Oh! Surprisingly thats a big piece of information. Are you sure you wanted to tell that :p

    lol, jokes aside, that is something very nice to hear regarding the game. Hope the classes will include races like fat elves as subrace too :)
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    Don't necro posts. Moved to here. This thread however, stays dead.
    [SIGPIC][/SIGPIC]
This discussion has been closed.