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class question

ryhsryhs Member, Neverwinter Beta Users Posts: 18 Arc User
edited July 2012 in General Discussion (PC)
I was wondering if there will be only 4 classes to choose from or as many as the previous neverwinter nights games?
And concerning class building mechanics, will you oversimplified them (like automatic stats/abilities repartition) or let them be more like the D&D pen and paper?

Personally I would prefer it more like D&D pen and paper because I like thinking about how to build my char so that hes not the same as everyone else.
Post edited by ryhs on

Comments

  • khoraxgatorkhoraxgator Member Posts: 15 Arc User
    edited July 2012
    It appears, from what has been released, that there will be four (maybe five) classes at launch: Fighter, Rogue, Cleric and Wizards (with the fifth possibly being Ranger).

    The four classes pertain to Defender, Striker, Leader and Controller roles respectively, and will have multiple builds for each.

    As for detailed character creation. I feel that this is necessary for the game, for its success. Hiding it behind a subscriber shop will ensure that people take a look at the severely limited class list and walk away. I can't count the number of 'This is just another Four-class MMO' games that I've bypassed. It'll need more than game play to distinguish it above and beyond its competitors. You know, DDO with its myriad options.
  • aavariusaavarius Member, Neverwinter Beta Users, Silverstars Posts: 0 Arc User
    edited July 2012
    I keep hearing these classes with more specialized descriptions, though. Trickster Rogue, Control Wizard, Guardian Fighter, etc. I'm really getting the impression that Trickster Rogue will be a completely separate class from Alternative Rogue, and Notthesameastheother Rogue, etc.
  • khoraxgatorkhoraxgator Member Posts: 15 Arc User
    edited July 2012
    The different 'builds use similar mechanics, although some of the powers will be different. It's like this. You have a Trickster Rogue and a Brutal Rogue. Each of these rogues have added damage in a 'sneak attack', each of these have a 'stealth' focus with the same armor proficiencies. They have the same HP and Skill progression. They are, in effect, the same class. Trickster Rogues get a special class ability that Brutal Rogues don't get and vice-versa. It's minor, but in the pen and paper game, it can help determine which powers they choose above the at-wills. The Trickster Rogue might have more movement-granting abilities, where as the brutal rogue is going to be heavier hitting.

    They -aren't- separate classes, as much as they are versions of the same class, with minor differences in the base structure, and, as a result, usually a different 'build'. It's not uncommon for the builds to have a specific weapon or focus for the powers, although it's not always required. A good example is Two-Weapon Fighting Ranger versus an Archery Ranger.

    Consider these the different 'Talent trees' that you'd find in games like WoW. Except, in the Pen and Paper you are allowed to take whatever powers you like, regardless of build. This means that you can have a Trickster rogue that takes on a bit of the harder hitting powers, with the weakness of having less 'synergy' with that class feature.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited July 2012
    aavarius wrote: »
    I keep hearing these classes with more specialized descriptions, though. Trickster Rogue, Control Wizard, Guardian Fighter, etc. I'm really getting the impression that Trickster Rogue will be a completely separate class from Alternative Rogue, and Notthesameastheother Rogue, etc.

    They are premade builds in 4e - you don't customise a lot (except for selecting available feats, choice of which stat you want to increase etc.)

    Most of the main classes have four builds(except for cleric -3), rogue has brawny, trickster, cutthroat and aerialist.
    The premade builds start with some feats already chosen for you - e.g. if you start with 'Malediction Invoker' (which (imo) is basically DnD version of knights of NI...), the build will have limitations. elike you have to start with high wisdom (or wisdom as your primary stat/highest number etc.) So in MMO, the initial stats would either be locked or some minimum points already assigned to WIS stat. As using words like NII, Peng and Neee...won; leads to a loss of health, CON would also be high with a minimum lock higher than other satts but lower than WIS. Also as all languages require INT more so as WIS, INT would be tertiary stat.
    These stats may either be locked or have minimum points already assigned to the. This is very good imo (the classes will do what they are supposed to).
    Next the skills will also be locked - you need to have Arcana, Endurance, Insight and Religion for this class - this makes perfect sense. Rest of the one or two skills, if there are still left, can be chosen by user.
    Similarly, some or many power which make sense with this build would be already chosen letting you choose between rest of them.

    So tere i customisation, but there would still be lot of similarities. So if I get you in my group, I will know that you can at least do thi (you may do more, but minimum stuff would be known). In my opinion, if it of any worth, I find the classes customizable and yet specialized when I play using these pre-made build templates.
  • aavariusaavarius Member, Neverwinter Beta Users, Silverstars Posts: 0 Arc User
    edited July 2012
    Right. But this isn't 4th edition D&D. It's Neverwinter, and adaptation of D&D. That's my point. I think some of this is going to be more different from the rules of the pen and paper game than we realize.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited July 2012
    aavarius wrote: »
    Right. But this isn't 4th edition D&D. It's Neverwinter, and adaptation of D&D. That's my point. I think some of this is going to be more different from the rules of the pen and paper game than we realize.

    Yes, and in the above part, I was trying to explain how the rules can be adapted to this MMO. The example I used was daggerdale another co-op game (although terrible game) which was adapted from 4e DnD.

    EDIT: Also in case you misunderstood, the pre-made builds are only guidelines in pnp. You can make multiclass(now called hybrid) and fully customize the character. But in this game, they are probably locking the builds(perhaps because of min/max or unbalancing fears).
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited July 2012
    Unfortenly i think we will be "forced" to follow specific build, personly in pnp i never follow a specific build, i always pick my powers, feat, ability points like i want but i dont think we will have that feedom in neverwinter.

    As far i understood from the dev interviews i dont think we will have the freedom to chose our own powers... as soon u are (lets say) a guardian figther, u will have a tree of powers which will be unlocked when u lvl up but i think the tree we saw was about daily powers, so we dont know if we will get more encounter, ultilities or at-wills than we saw in the gameplay. (hopefully we will have options to get more powers by completing quests, archivments,etc....)

    About feats i think we will have more options, i think i heard Andy speaking about a feat system on athene interview, so we will probably have diversity of feats to chose :) Same with ability scores, i think we will have the freedom to put them anywhere we want.

    The last thing is the skills, but we cant even speculate much about them because we dont rly know if they will be implemented or not.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited July 2012
    macabrivs wrote: »
    ...
    i dont think we will have the freedom to chose our own powers... as soon u are (lets say) a guardian figther, u will have a tree of powers which will be unlocked when u lvl up
    ...

    Just a reminder:-
    Considering what you are saying would be in the game, you still can only use six or eight powers at a given time. So you will still have a pool of powers from which you will have to select active powers.
    This power selection may give you quite a differentiation and versatility for each situation.
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited July 2012
    gillrmn wrote: »
    Just a reminder:-
    Considering what you are saying would be in the game, you still can only use six or eight powers at a given time. So you will still have a pool of powers from which you will have to select active powers.
    This power selection may give you quite a differentiation and versatility for each situation.

    I rly hope so, i think the game will became boring if u have the same at-wills and encounter powers forever and ever :)

    I belive the power tree we saw in videos is about the dailys, i havent see any information about picking at-wills or encounter powers, actually all the gameplay i saw (which is all i think) the trickster rogue used the same powers, in PAX were low lvl but in E3 they were lvl 37 and still uses the same encounters and at-wills, only dailys were different. Im worry about that.

    But dont get me wrong, i love the way cryptic implemented the action combat and 6-7 powers for me is enough during a quest/dungeon experience but i definly dont want to be able to cast only "shadow dummy" for the rest of my days as a trickster rogue....
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited July 2012
    macabrivs wrote: »
    ...
    power tree we saw in videos is about the dailys, i havent see any information about picking at-wills or encounter powers,
    ....

    If you watch the latest one here, at time 7:22, andy talks about this. Here, I believe, he talk about all the powers not just dailys (as he talks about the bar while daily is just the dice-meter). I don't know if utility is locked or you will have more than one utility, but I believe you will have a number of other power to pick from for the whole bar.
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited July 2012
    Yup, u are right. I was looking closly to that power tree and theres encounters, dailys and class powers to unlock. Although atwills and utility will probably be the same but thats not an ussue for me.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited July 2012
    macabrivs wrote: »
    Yup, u are right. I was looking closly to that power tree and theres encounters, dailys and class powers to unlock. Although atwills and utility will probably be the same but thats not an ussue for me.

    Also the devs have said that they would take the feedback of community and apply it in game with patches. So after a few classes have been released, I am pretty sure people will demand for multiclasses(especially after bard is released) and then hybrids.

    So regarding more customization in stats, all hope is not lost (but remember to participate in Wambulance for multiclasses with me later after an year or so) ;-)
  • tuukkasalonentuukkasalonen Member Posts: 0 Arc User
    edited July 2012
    gillrmn wrote: »
    Also the devs have said that they would take the feedback of community and apply it in game with patches. So after a few classes have been released, I am pretty sure people will demand for multiclasses(especially after bard is released) and then hybrids.

    As long as they won't listen to everything what we say for example Blizzard has nerfed some of their most iconic characters from WoW or from novels/Warcrafts in WoW so that they're way too easy
    lets take a example
    New raid comes, group of people wont get it through because they don't know tactics yet, then they whine to Blizzard about it and Blizzard nerf the raids bosses/mobs amazingly much.
    I don't want this kind of stuff.

    As for Multiclasses I'd like to see 'em as well but i won't get my hopes rise too much since I'm a pessimist in nature
    I am inactive and I know it
  • khoraxgatorkhoraxgator Member Posts: 15 Arc User
    edited July 2012
    As long as they won't listen to everything what we say for example Blizzard has nerfed some of their most iconic characters from WoW or from novels/Warcrafts in WoW so that they're way too easy
    lets take a example
    New raid comes, group of people wont get it through because they don't know tactics yet, then they whine to Blizzard about it and Blizzard nerf the raids bosses/mobs amazingly much.
    I don't want this kind of stuff.

    As for Multiclasses I'd like to see 'em as well but i won't get my hopes rise too much since I'm a pessimist in nature

    Part of game design is knowing your audience. The problem with "hardcore" gamers is that they are always looking to push the envelope of what challenges them. Yet, once they learn the trick of a particular raid or dungeon it becomes 'too easy'. They all too often forget that there are going to be new players to the game, who won't know how to approach the same raids that they've already completed 500 times. This isn't the say that these veteran and committed players should be ignored: after all, they help create a game environment that has challenge.

    However, the majority of players are NOT hardcore. They are casual. They wish to log in, play for maybe an hour or two at most, and then go tuck their children into bed or watch Hell's Kitchen or spend time with friends. They do not want to have to segment a weekly raiding slot, spend an hour in prep, go in and have a group of 30-50 players spend hours trying to take down a dungeon, or to need to continuously get frustrated because you need X build to beat an opponent.

    The point is, I'd rather see an honestly scalable level of difficulty ranging from casual to hardcore in this game. Cryptic seems to be good at this, and it can provide a great deal of flexible fun and reach all players.
  • tuukkasalonentuukkasalonen Member Posts: 0 Arc User
    edited July 2012
    Part of game design is knowing your audience. The problem with "hardcore" gamers is that they are always looking to push the envelope of what challenges them. Yet, once they learn the trick of a particular raid or dungeon it becomes 'too easy'. They all too often forget that there are going to be new players to the game, who won't know how to approach the same raids that they've already completed 500 times. This isn't the say that these veteran and committed players should be ignored: after all, they help create a game environment that has challenge.

    However, the majority of players are NOT hardcore. They are casual. They wish to log in, play for maybe an hour or two at most, and then go tuck their children into bed or watch Hell's Kitchen or spend time with friends. They do not want to have to segment a weekly raiding slot, spend an hour in prep, go in and have a group of 30-50 players spend hours trying to take down a dungeon, or to need to continuously get frustrated because you need X build to beat an opponent.

    The point is, I'd rather see an honestly scalable level of difficulty ranging from casual to hardcore in this game. Cryptic seems to be good at this, and it can provide a great deal of flexible fun and reach all players.

    Ye but i meant that usually (at least in WoW) in every raid group there will be at least one who knows the tactic and tells 'em to others of the raid
    and also my point was that Blizzard does pretty much to every new instance/raid : it comes, someone whines in next day that its too imba >>>>nerf nerf nerf
    I am inactive and I know it
  • macabrivsmacabrivs Member, Neverwinter Beta Users Posts: 417 Bounty Hunter
    edited July 2012
    We wont have raids in neverwinter at launch but if they will be implement later things will work a bit diferent i guess, neverwinter is a action oriented game. Unlike WoW u will have to pay much more attention to game and u actually need to have skills to make the content, not only gear and some addons telling u to move left or right.....etc....

    Ofc i didnt play it yet so its hard to have sure what i just said but i saw all the videos, and as a ex-WoW player it seems cryptic can make things rly hard if they want to, much more than WoW
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited July 2012
    I like imbalances. As a creator of maps, I would take sadistic pleasure when adventurers who neglected their will saves meet a beholder higher than their level. After all, how can you call yourself an adventurer or hero if you can't overcome the odds?

    But players also want breathers, so as to say, normal campaigns which they can win and feel confident. So I would say we need a mixture of easy content and hard content, with easy content being comical and funny(to account for lack of difficulty) - or skill based.
  • tuukkasalonentuukkasalonen Member Posts: 0 Arc User
    edited July 2012
    macabrivs wrote: »
    We wont have raids in neverwinter at launch but if they will be implement later things will work a bit diferent i guess, neverwinter is a action oriented game. Unlike WoW u will have to pay much more attention to game and u actually need to have skills to make the content, not only gear and some addons telling u to move left or right.....etc....

    Ofc i didnt play it yet so its hard to have sure what i just said but i saw all the videos, and as a ex-WoW player it seems cryptic can make things rly hard if they want to, much more than WoW

    I meant raids as a example, i know that we wont have raids at a launch but same thing goes for normal instances as well. And most boring thing about WoW : You're a tank, you pretty much stand still most of the time and survive. Not boring not...
    I am inactive and I know it
  • fungus6fungus6 Member Posts: 26 Arc User
    edited July 2012
    It boils down to the question of...

    How close to 'sandbox' will character creation and developement be?

    Lots of 'functional' customization ? "functional' as opposed to purely decorative

    Some 'functional' customization

    or little customization.


    I will be a little concerned if they start pushing that there is a TON of
    customization...and we later discover that all the customization
    is purely visual in nature.
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