I love the AOE spells and how I'm allowed to smite the unholy forces that plague Neverwinter in its dark days.
I also love the fact that I can play a cleric and not get harangued on by players who seem to think that, if I'm not constantly healing them then, I suck at healer roles.
Overall, it appears Neverwinter nailed this role, but there are some things I wished I had seen included but did not.
- Clerics relationship to their deity.
Maybe a realtion between deity and cleric comes later, but I didn't see anything that distinguished my Tormite cleric from that guy's cleric of Sune. I don't even picture a Sune cleric really being able to smite **** like a Torm cleric would so what gives?
- Cleric appearance.
I imagine a cleric of Torm being clad with armor, and the chosen weapon of their deity. Actually, all clerics are far too generic. In addition to their powers being awesome across the board they all carry around the same holy symbol and wear the same liturgical garb.
Why would a cleric of Torm carry what appears to be a Holy Monstrance when their symbol is a gauntlet?
Wouldn't a cleric of Oghma carry a scroll or maybe at least his garb would reflect his deity.
Chauntea would probably wear the robes of a friar and carry flowers, ha ha.
Clerics have a lot of potential, but very little in the ways of character.
I get what you're saying and I totally agree with you but there is no way PWE could penalise a player for choosing one deity over another (with regards to smiting, to use your example). Think about it, someone new to the world setting would have no idea about each deity's powers over and above what they read in the small box upon character creation. All have to be equal on that front.
It would be great for a cleric to have the holy symbol corresponding to their chosen deity though as that is purely fluff and would have no real game effect. Weapon-of-choice for certain deities might be a tad trickier to implement and again would have to have a purely cosmetic difference in order not to overbalance some deities.
For instance, if it became known that Tormite clerics did the most damage either through powers closely linked to their deity or to the weapons they are allowed to use, then every non RPer would go straight for those.
Once you start bringing in the deity powers for clerics then you get into a whole new ball game and I very much doubt it's something that the devs want to get embroiled in but it would be nice to think that this level of customisation can come at a later date if the game remains popular. After all, Rome was not built in one day. Fingers crossed.
On the Cleric front - bring on the Raise Dead/Resurrect spells.
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l1zardo1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2013
I hope there will be future updates that add significance to one's deity. Only makes sense. Then they can sell a token to change
I would also like some differentiation being a cleric of Selune. At least give me the exclusive Silverstar paragon path if nothing else.
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prunetracyMember, Neverwinter Beta UsersPosts: 0Arc User
edited March 2013
It says right on the background/deity selection page that these choices are for flavor only and have no mechanical effect.
It needs to be that way for balance. WoW tried to give priests different spells based on race, and it didn't work. Some spells are just always going to be better, and it's preferred that players be able to pick the deity they want for their character rather than have players feel like they have to pick the best ones, or find out later that they picked the wrong ones.
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cwiyk13Member, Neverwinter Beta UsersPosts: 5Arc User
edited March 2013
I'd be very happy if clerics' implements were move to their main hand, decreased in size and given either the ability to choose amongst a number of graphical options or make the graphic dependent on the cleric's deity.
Then, I'd be very, very happy if clerics were given shields for their offhand.
At the very least I'd like to see the implement moved to the main hand, shield put into off hand, possibly with cleric deity symbol on shield.
Krae Vull - Devoted Cleric
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friar1976Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 22Arc User
It says right on the background/deity selection page that these choices are for flavor only and have no mechanical effect.
It needs to be that way for balance. WoW tried to give priests different spells based on race, and it didn't work. Some spells are just always going to be better, and it's preferred that players be able to pick the deity they want for their character rather than have players feel like they have to pick the best ones, or find out later that they picked the wrong ones.
You make a good argument, but do you think that just in the same way it says "Flavor" then would it be flavorful to cosmetically change the spells based upon the deity.
Cosmetically change what they wear or carry.
I don't know, it just seems like the old way D&D played was less dumbed down.
I enjoy it because the D&D lore is still intact for the most part, but just not on the platform of deities.
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prunetracyMember, Neverwinter Beta UsersPosts: 0Arc User
You make a good argument, but do you think that just in the same way it says "Flavor" then would it be flavorful to cosmetically change the spells based upon the deity.
Cosmetically change what they wear or carry.
I don't know, it just seems like the old way D&D played was less dumbed down.
I enjoy it because the D&D lore is still intact for the most part, but just not on the platform of deities.
I'm fine with cosmetic enhancement in theory, but with limited development time, I'd rather they spend their resources making new classes and other content. If they did it for the cleric, in the future other divine classes would want the same treatment, making the problem even worse.
I mean, I get it. For non-divine classes, deity choice is mostly a flavor thing. For Divine classes, it's an essential part of who they are. This is just one of those things that's logistically difficult in a video game environment to pull off.
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shinzelMember, Neverwinter Beta UsersPosts: 16Arc User
edited March 2013
I would like to see weapons in the game that can at least be associated with holy symbols, since you can transfer the stats to a different item to keep the graphic (right?). Because I want to see Tormites out there with their gauntlets smiting fools and other Clerics with appropriate weaponry. It'd be really fun.
All holy symbols look the same, but why not add the actually symbol, like Torm's gauntlet or Aumauntor's sun, onto the center disc. It's just a simple decal, really, but would at least obviously display your chosen faith.
Comments
It would be great for a cleric to have the holy symbol corresponding to their chosen deity though as that is purely fluff and would have no real game effect. Weapon-of-choice for certain deities might be a tad trickier to implement and again would have to have a purely cosmetic difference in order not to overbalance some deities.
For instance, if it became known that Tormite clerics did the most damage either through powers closely linked to their deity or to the weapons they are allowed to use, then every non RPer would go straight for those.
Once you start bringing in the deity powers for clerics then you get into a whole new ball game and I very much doubt it's something that the devs want to get embroiled in but it would be nice to think that this level of customisation can come at a later date if the game remains popular. After all, Rome was not built in one day. Fingers crossed.
On the Cleric front - bring on the Raise Dead/Resurrect spells.
It needs to be that way for balance. WoW tried to give priests different spells based on race, and it didn't work. Some spells are just always going to be better, and it's preferred that players be able to pick the deity they want for their character rather than have players feel like they have to pick the best ones, or find out later that they picked the wrong ones.
Then, I'd be very, very happy if clerics were given shields for their offhand.
At the very least I'd like to see the implement moved to the main hand, shield put into off hand, possibly with cleric deity symbol on shield.
You make a good argument, but do you think that just in the same way it says "Flavor" then would it be flavorful to cosmetically change the spells based upon the deity.
Cosmetically change what they wear or carry.
I don't know, it just seems like the old way D&D played was less dumbed down.
I enjoy it because the D&D lore is still intact for the most part, but just not on the platform of deities.
I'm fine with cosmetic enhancement in theory, but with limited development time, I'd rather they spend their resources making new classes and other content. If they did it for the cleric, in the future other divine classes would want the same treatment, making the problem even worse.
I mean, I get it. For non-divine classes, deity choice is mostly a flavor thing. For Divine classes, it's an essential part of who they are. This is just one of those things that's logistically difficult in a video game environment to pull off.
All holy symbols look the same, but why not add the actually symbol, like Torm's gauntlet or Aumauntor's sun, onto the center disc. It's just a simple decal, really, but would at least obviously display your chosen faith.