Seriously, though, I'm not very familiar with 4e - anyone wanna give me some recommendations? I love my 3.5e dual-wielding Ranger/Druid - he did a lot of dual-wielding, but was still pretty mean with a bow.
Post edited by jedidethfreak823 on
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Comments
vindiconMember, Neverwinter Beta UsersPosts: 0Arc User
edited September 2012
Well, since we have yet to actually see anything substancial other than a Foundry demonstration, I don't think there is much advice to be given about any of the actual game. We don't even officially know if clerics will be there at launch (though after the latest delay they should most probably have been done). Since it's obviously not a direct port of 4e, any specific PnP advice would most probably be irrelevant. You might what however to look at this thread (particularly the 2nd post) for some general info about powers, roles and the like.
[SIGPIC][/SIGPIC]
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Well, since we have yet to actually see anything substancial other than a Foundry demonstration, I don't think there is much advice to be given about any of the actual game. We don't even officially know if clerics will be there at launch (though after the latest delay they should most probably have been done). Since it's obviously not a direct port of 4e, any specific PnP advice would most probably be irrelevant. You might what however to look at this thread (particularly the 2nd post) for some general info about powers, roles and the like.
Thanks for the referral!
While I can't go into details yet, I can say Clerics are being tested.
While they were one of the five classes that was gong to be offered as a pre-generated character when this was a scaled down co-op, I don't know the plans of rangers for launch or post launch as the case may be.
But know this, many people do play rangers (me too) in PnP, and I'm sure PWE/Cryptic is doing all they can to get as many classes in the game at launch, including ranger.
Yeah, i was a little surprised to see that was the only bit so far in terms of classes. I'm hoping that they definitely have more classes by launch as well as advanced classes since they keep throwing out "trickster rogue" and such. It does seem like with an extra year tacked on just to make it an mmo, they should have had plenty of time to diversify the starting choice. It IS cryptic after all and they don't really let you down with the customization and such so hears hoping.
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callifrostMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited September 2012
I wasn't surprised at all. The less they add on launch the more they can add in expansions for more money. Bigger picture. It may be a sad truth but it is still a truth that they like money more than fan happiness with overall class selection. It's a free to play game as it is, they need to make their money somehow.
how in the hell can we multiclass if we have 4 classes ?
And if i go max lvl with my char and afther they add a new paragon path or make some changes for balance to current feats ! They better have some sort of restart skills,feats.
@califrost they said that the only thing that cost money are cosmetics...let's see if they keep theyre word. they allready have a black spot with the endless delays of the game...
I wasn't surprised at all. The less they add on launch the more they can add in expansions for more money. Bigger picture. It may be a sad truth but it is still a truth that they like money more than fan happiness with overall class selection. It's a free to play game as it is, they need to make their money somehow.
Don't even say this - I'm flashing back to STO pre-launch, hoping to see the Nebula class (my favorite ship class of the TNG and future era) in the game, only for it to show up in the C-store for ten bucks (iirc - haven't played in a few months).
I appreciate what input I could get - I guess I didn't quite realize there was that little info on the game yet, being a board noobie and all.
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited September 2012
I have found two posts on the matter...but I can't find the one I was most looking for, argh!
Ranger's being in at launch was described as no comment. Initially they were confirmed but have since decided to pretend the subject doesn't exist. Personally I see this as 'we might not have it ready for the release but it is being worked on.' Sadly I can't find the original [no] comment gillrmn was referring to.
As for the game being limited with so few classes this will be an issue to be rectified after launch. We should expect [many] more classes to be released over time.
I have found two posts on the matter...but I can't find the one I was most looking for, argh!
Ranger's being in at launch was described as no comment. Initially they were confirmed but have since decided to pretend the subject doesn't exist. Personally I see this as 'we might not have it ready for the release but it is being worked on.' Sadly I can't find the original [no] comment gillrmn was referring to.
As for the game being limited with so few classes this will be an issue to be rectified after launch. We should expect [many] more classes to be released over time.
Now, here's the rub - if CO and STO are any indication, they'll have to be paid for, and they won't be cheap.
I'll be very disappointed if the Ranger isn't in at launch since that is the only class that I really want to play. I guess I could start a Warrior Archer but it just isn't the same. I want to hit the ground running with my preferred class as soon as release arrives. If need be I would even pay a small fee to start a Ranger but wouldn't be very happy about it. Guess I might have to start as a Trickster Rogue as another alternative. With the release date getting pushed back time shouldn't be the reason if the Ranger is left out. I guess I can only hope for the best.
I'll be very disappointed if the Ranger isn't in at launch since that is the only class that I really want to play. I guess I could start a Warrior Archer but it just isn't the same. I want to hit the ground running with my preferred class as soon as release arrives. If need be I would even pay a small fee to start a Ranger but wouldn't be very happy about it. Guess I might have to start as a Trickster Rogue as another alternative. With the release date getting pushed back time shouldn't be the reason if the Ranger is left out. I guess I can only hope for the best.
I have the feeling that we will have more class than we expect, maybr even more races....
From all the races of NW and DnD i dont think that not all will be playables... but, yes i think that is possible more classes than the actual 4, the ranger should be the next after the cleric
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited September 2012
From all the comments from the development team it sounds as if we won't be paying for classes or races and I truly hope that is the case.
However I really wouldn't mind paying for some...however I don't think Cryptic could possibly be so ignorant to think four free classes is enough. I wouldn't mind putting some more off the wall classes as "premium" content (which can also be earned for free) but I would consider classes like Swordmage, Avenger and Psions the only type of "premium" class types. The classics such as Ranger, Paladin, Monk, Sorcerer...etc should remain free.
It's really hard to put into words...
I'm just pointing out there's a compromise to be sought out and while I wish everything was free I wouldn't mind paying for a few classes that could in no way be considered the core of D&D.
paladinecaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 17Arc User
edited September 2012
For me I hope the classes available are in full scope of the 4e rules & regs. But saying that, I love playing a ranger, always have just hate to see a dozen "drizzt" knock offs on the launch.
For me I hope the classes available are in full scope of the 4e rules & regs. But saying that, I love playing a ranger, always have just hate to see a dozen "drizzt" knock offs on the launch.
Same here... Unfortunately for me I've always loved playing Dual Wield as well so the Twin Strike Ranger is a personal favourite of mine. Needless to say I avoid the Drow race LOL! I try to come up with something more colourful and flavourful of my own...
how in the hell can we multiclass if we have 4 classes ?
And if i go max lvl with my char and afther they add a new paragon path or make some changes for balance to current feats ! They better have some sort of restart skills,feats.
@califrost they said that the only thing that cost money are cosmetics...let's see if they keep theyre word. they allready have a black spot with the endless delays of the game...
Judging by your reply, it's not fully appreciated regarding the difficulties of how multi-classing (or do you actually mean hybrid because both can apply,) works both in this 4e system and when you port a PnP turn based system based strictly on co-op balance to an MMO from a computer based co-op with restricted five set classes/races locked permanently in the first place. I'll discuss paragon paths after this.
If any of you are not familiar with the 4e system, its whole purpose is: Player classes all have a purpose to support the party in balance (and no PvP which this game will have unlike tabletop) and not to make any one class too powerful or weak compared to another. I do discuss how the 4E game system and this MMO system work basically in my FAQ, specifically this section also color coded to show when I discuss the PnP Game andMMO Game. I've left out explaining Multi-class/Hybrid there explaining why detailed later in this post.
Multi-classing is the taking of a skill* allowed by another class and training it as well as often having a power of the new class available once a day that would be available for an encounter if you started in that class. You may only multi-class once and it costs a feat slot which are much more frequently alloted than the 3.x system. Further powers from the other class may be "swapped" for additional feats, but you have to spend a feat each for all utility, encounter and daily powers to be swapped to the new class in the future, and you can only swap out an old power for a new one 1/level as "retraining."
Like feats of old, you may have to qualify with minimum attributes or other abilities or talents to take MC feats. Finally, certain weapons may also be qualified to be taken to MC instead of a class like the bola and garrote.
*When I use the term "skill," I mean what is known as non-weapon abilities that are often used outside of combat such as "Arcana" or "Bluff" not MMO attack powers. Powers is the term used in the D&D system for attack powers, often called "skills" in most MMOs.
The Hybrid class is when you take two regular classes and gain split powers, skills, HP and save bonuses from them. Pretty much, you get 1/2 the HP and choose defenses from one of the two classes if they overlap, and can choose the average number of trainable skills from both classes. As for powers you take one power from each class for at-will, one power from either class for encounter and one from either class for daily (and later one from either class for utility) with the understanding when you get another encounter/daily(/utility) you must take a power from that other class. Special abilities from the classes are severely restricted (including you must take the worst armor type of both,) if not outright blocked unless you take one feat which unlocks one special ability from one of your two classes. You cannot unlock any more special abilities from these base classes unless you choose to give up your paragon path for another. And not all classes may be eligible for hybrid in the PnP world.
Now, having to deal with the balance issues for both multi-classing and hybrid in the PnP world (and there still is a lot of debate years later after all the updates that we have,) and port all of this to the MMO world.
Now thanks to that take as long as the DM allows you turn time changed to live action and all the rules which simply don't convert over to computer and not using any turn-based methods (unlike the other games with Neverwinter in them how they got away with a lot of stuff that doesn't work here in MMOland) and then have five fixed characters for co-op converted over to true MMO and you'll see it's exceptionally difficult to port "multi-classing" in any form, including 4e's MC/Hyb options. I can say without going into proprietary details that Cryptic/PWE is still testing single class environmental UI and balance issues let alone how MC/Hyb will work. So until a plethora of classes are released and the MC/Hyb are tested, you won't see these options or the "small" issues of both environmental and PvP game-play could be ruined by what we take for granted in a turn based game system not working in live-action no turn delay (unlike DDO) MMO systems.
Paragon paths which are normally taken are L 11 for PnP are integrated into the MMO apparently as a "tree progression" and "unlock" progression, so you may not get to "choose" a full path and its benefits like PnP but it's too early to say if this what was gleamed from screen-shots and video is final. Since we go from levels 1-60, this means this starts at l 30 for PP options minimum (at the time of this reply, we only will have Heroic and Paragon and no Epic tier from level 1 to level 60.)
And remember, all this is based on what was released, and could change and could be implemented later with free retraining options anyway.
Now, here's the rub - if CO and STO are any indication, they'll have to be paid for, and they won't be cheap.
Not quite. The problem is these two systems were both converted from a subscription model as well as from Atari's "wisdom" in managing both the old (sub) and new (F2P) revenue systems. Even when the game was sold to PWE, it's not easy to overhaul a system again without having to work with the old features. This game is a new system literally being worked (or overhauled to the new state) from the ground up by a company which excels in the F2P market, plus having the "forced wisdom" of learning from past failures.
Whether PWE/Cryptic does in this case is the question we have yet to see, but I think I can state we hope they do.
It's not D&D without the Ranger. Come on Cryptic please don't go 6 months without adding this nonnegotiable class.
Point of reference, there was a day when all you could be was Fighting Man, Magic User, and Cleric. Even Thief only came in a later supplement. Just saying :P
Point of reference, there was a day when all you could be was Fighting Man, Magic User, and Cleric. Even Thief only came in a later supplement. Just saying :P
I remember those days. I cut my teeth on the original Red Box... But that stuff was still around on the fringes.
muzrub333Member, Neverwinter Beta UsersPosts: 0Arc User
edited September 2012
What, no Anti-Paladin? Loved those odd "classes" from Dragon Magazine.
I'll hold off making any decisions until I can see what the "builds" are all about. I generally end up with one of each class anyway, but tend to like to get right up and smash things with the largest blunt weapon I can find.
Comments
Thanks for the referral!
While I can't go into details yet, I can say Clerics are being tested.
While they were one of the five classes that was gong to be offered as a pre-generated character when this was a scaled down co-op, I don't know the plans of rangers for launch or post launch as the case may be.
But know this, many people do play rangers (me too) in PnP, and I'm sure PWE/Cryptic is doing all they can to get as many classes in the game at launch, including ranger.
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-barbarian
-bard
-cleric
-paladin
-ranger
-druid
-sorcerer
-wizard
-monk
-rogue
-warlock
these are core classes you need them all hope i didn't miss one
And if i go max lvl with my char and afther they add a new paragon path or make some changes for balance to current feats ! They better have some sort of restart skills,feats.
@califrost they said that the only thing that cost money are cosmetics...let's see if they keep theyre word. they allready have a black spot with the endless delays of the game...
Don't even say this - I'm flashing back to STO pre-launch, hoping to see the Nebula class (my favorite ship class of the TNG and future era) in the game, only for it to show up in the C-store for ten bucks (iirc - haven't played in a few months).
I appreciate what input I could get - I guess I didn't quite realize there was that little info on the game yet, being a board noobie and all.
Ranger's being in at launch was described as no comment. Initially they were confirmed but have since decided to pretend the subject doesn't exist. Personally I see this as 'we might not have it ready for the release but it is being worked on.' Sadly I can't find the original [no] comment gillrmn was referring to.
As for the game being limited with so few classes this will be an issue to be rectified after launch. We should expect [many] more classes to be released over time.
Now, here's the rub - if CO and STO are any indication, they'll have to be paid for, and they won't be cheap.
But let's wait an see what happens
I have the feeling that we will have more class than we expect, maybr even more races....
I share your feelings...
...
...
...
...
That sounds inappropriate somehow. I should probably rephrase it...
I share that feeling.
However I really wouldn't mind paying for some...however I don't think Cryptic could possibly be so ignorant to think four free classes is enough. I wouldn't mind putting some more off the wall classes as "premium" content (which can also be earned for free) but I would consider classes like Swordmage, Avenger and Psions the only type of "premium" class types. The classics such as Ranger, Paladin, Monk, Sorcerer...etc should remain free.
It's really hard to put into words...
I'm just pointing out there's a compromise to be sought out and while I wish everything was free I wouldn't mind paying for a few classes that could in no way be considered the core of D&D.
Same here... Unfortunately for me I've always loved playing Dual Wield as well so the Twin Strike Ranger is a personal favourite of mine. Needless to say I avoid the Drow race LOL! I try to come up with something more colourful and flavourful of my own...
Judging by your reply, it's not fully appreciated regarding the difficulties of how multi-classing (or do you actually mean hybrid because both can apply,) works both in this 4e system and when you port a PnP turn based system based strictly on co-op balance to an MMO from a computer based co-op with restricted five set classes/races locked permanently in the first place. I'll discuss paragon paths after this.
If any of you are not familiar with the 4e system, its whole purpose is: Player classes all have a purpose to support the party in balance (and no PvP which this game will have unlike tabletop) and not to make any one class too powerful or weak compared to another. I do discuss how the 4E game system and this MMO system work basically in my FAQ, specifically this section also color coded to show when I discuss the PnP Game and MMO Game. I've left out explaining Multi-class/Hybrid there explaining why detailed later in this post.
Multi-classing is the taking of a skill* allowed by another class and training it as well as often having a power of the new class available once a day that would be available for an encounter if you started in that class. You may only multi-class once and it costs a feat slot which are much more frequently alloted than the 3.x system. Further powers from the other class may be "swapped" for additional feats, but you have to spend a feat each for all utility, encounter and daily powers to be swapped to the new class in the future, and you can only swap out an old power for a new one 1/level as "retraining."
Like feats of old, you may have to qualify with minimum attributes or other abilities or talents to take MC feats. Finally, certain weapons may also be qualified to be taken to MC instead of a class like the bola and garrote.
*When I use the term "skill," I mean what is known as non-weapon abilities that are often used outside of combat such as "Arcana" or "Bluff" not MMO attack powers. Powers is the term used in the D&D system for attack powers, often called "skills" in most MMOs.
The Hybrid class is when you take two regular classes and gain split powers, skills, HP and save bonuses from them. Pretty much, you get 1/2 the HP and choose defenses from one of the two classes if they overlap, and can choose the average number of trainable skills from both classes. As for powers you take one power from each class for at-will, one power from either class for encounter and one from either class for daily (and later one from either class for utility) with the understanding when you get another encounter/daily(/utility) you must take a power from that other class. Special abilities from the classes are severely restricted (including you must take the worst armor type of both,) if not outright blocked unless you take one feat which unlocks one special ability from one of your two classes. You cannot unlock any more special abilities from these base classes unless you choose to give up your paragon path for another. And not all classes may be eligible for hybrid in the PnP world.
Now, having to deal with the balance issues for both multi-classing and hybrid in the PnP world (and there still is a lot of debate years later after all the updates that we have,) and port all of this to the MMO world.
Now thanks to that take as long as the DM allows you turn time changed to live action and all the rules which simply don't convert over to computer and not using any turn-based methods (unlike the other games with Neverwinter in them how they got away with a lot of stuff that doesn't work here in MMOland) and then have five fixed characters for co-op converted over to true MMO and you'll see it's exceptionally difficult to port "multi-classing" in any form, including 4e's MC/Hyb options. I can say without going into proprietary details that Cryptic/PWE is still testing single class environmental UI and balance issues let alone how MC/Hyb will work. So until a plethora of classes are released and the MC/Hyb are tested, you won't see these options or the "small" issues of both environmental and PvP game-play could be ruined by what we take for granted in a turn based game system not working in live-action no turn delay (unlike DDO) MMO systems.
Paragon paths which are normally taken are L 11 for PnP are integrated into the MMO apparently as a "tree progression" and "unlock" progression, so you may not get to "choose" a full path and its benefits like PnP but it's too early to say if this what was gleamed from screen-shots and video is final. Since we go from levels 1-60, this means this starts at l 30 for PP options minimum (at the time of this reply, we only will have Heroic and Paragon and no Epic tier from level 1 to level 60.)
And remember, all this is based on what was released, and could change and could be implemented later with free retraining options anyway.
Not quite. The problem is these two systems were both converted from a subscription model as well as from Atari's "wisdom" in managing both the old (sub) and new (F2P) revenue systems. Even when the game was sold to PWE, it's not easy to overhaul a system again without having to work with the old features. This game is a new system literally being worked (or overhauled to the new state) from the ground up by a company which excels in the F2P market, plus having the "forced wisdom" of learning from past failures.
Whether PWE/Cryptic does in this case is the question we have yet to see, but I think I can state we hope they do.
Point of reference, there was a day when all you could be was Fighting Man, Magic User, and Cleric. Even Thief only came in a later supplement. Just saying :P
I remember those days. I cut my teeth on the original Red Box... But that stuff was still around on the fringes.
Stupid Asmodeus, killed my l 99 Human fighter! I can never play that way again...or can I....
He didn't pin it on his wall, but yeah....
I'll hold off making any decisions until I can see what the "builds" are all about. I generally end up with one of each class anyway, but tend to like to get right up and smash things with the largest blunt weapon I can find.
Cleric is an old favorite.
There are many flavors of anti-paladin in 4e. Hope they will be imported to the game in a decent time frame.