Hello, I've been recently playing the new GWF and i have to say, i really do enjoy the class. I do, however, think it has much more potential to be a much more "favorable" and unique class for Neverwinter.
As it currently stands the GWF is a bit too archetypal of other MMOs, and while i do LOVE how seamless a lot of the movement abilities and the semantics of the movement economy inherent in the class, i do have to say i would prefer it if the class were a bit more martial and less inclined to be a "skinny berserker". To that end i would like to suggest the overall abilities and flavors of the class being less focused on the wreck-em-all-up style skills I've seen for the class, and more focused on the use of the actual weapon. As it stands i see the GWF being more of the barbarian archetype, a warrior who simply wields a large weapon, but could in all reality be wielding a heavy chair for the real amount of martial prowess he possesses due to most of his fighting style stemming from an unconquerable impetus of movement and base physical skills including mostly destructive feats of strength.
As of right now you could literally just give a GWF said big chair and the gameplay wouldn't really change, his weapon swings are overly wide arcs, which while impressively large, are overly simplified.
I hate to bring up real-life intricacies in a fantasy game, but the actual method in which the GWF wields his weapon could be duplicated by essentially any person with enough strength to swing a 12 pound piece of metal in a rough circular arc in a baseball-esque swing. If that is the actual aim for the GWF, then i by all accounts withdraw these statements, but would be more inclined to see the class be renamed to something a bit more appropriate to its ties to being a barbarian class.
With the preface, I would like to move on to my actual suggestions instead of simply pointing out flaws. Don't get me wrong, i do believe the game to be very well done, and i am a fan of the class already, i simply see room for improvement.
Firstly, i believe that offering a wider selection of weapons would be a very helpful thing for the class. I feel that that is something that is most certainly on the way, but to that end i would amend the previous statements by adding that among the models of said weapons it would be beneficial to add specific benefits and penalties based on which weapon is used. Slower/faster attack speeds, different ranges, specific attack finishers, different abilities dependent on the weapons would all be fantastic additions to the concept. Among these weapon additions i might also suggestion the introduction of polearms as well due to their unwieldy nature and inherent necessary skill in wielding without being quickly dispatched from one's own ineptitude.
Secondly, in agreeing with my previous suggestion i would like to add to the idea of weaponry being the main focus of the class by overhauling the feats to accurately reflect that. I would like to voice my opinion in agreement to those who would like to see a "true" Feat system replace the current system, which is simply a reflection of that of World of Warcrafts system prior to it's 3rd expansion, and while a solid system to build upon, has already seen its flaw manifest in an undeniably optimized form of gameplay. Such a system inherently locks its players into choosing a class, then surfing the web for its optimized build, then simply button mashing it for the DPS/Heals/Tanking of said standard, never allowing for diversity due to the nature of pluses and minuses gameplay. With the utility style of gameplay you can actively force players to develop their own style of play and, in doing so, draw more players for the ability to customize your character and play it as YOU wish, and not simply how the devs have given your class it's bonuses and minuses.
That being said i know the change is a very challenging one to make, but i think it bears doing for the longevity and reception of the game. Neverwinter is a title that realistically sells itself from its predecessors, but only so much can be gained by the title of the game. This game has quite a bit of potential, and i for one would love to see it succeed, but in light of a lot of the base mechanics it seems as if you as the developers are a bit too timid to venture away from the tried and true methods of gameplay. I do not in any way mean these remarks as deragotary, but i have shelled out $260 for this game because i love the world, the concept, and above all i have a vested interest in seeing it succeed. To that end i would like to ask you as the developers to consider these suggestions as they are possible for you.
Hello, I've been recently playing the new GWF and i have to say, i really do enjoy the class. I do, however, think it has much more potential to be a much more "favorable" and unique class for Neverwinter.
As it currently stands the GWF is a bit too archetypal of other MMOs, and while i do LOVE how seamless a lot of the movement abilities and the semantics of the movement economy inherent in the class, i do have to say i would prefer it if the class were a bit more martial and less inclined to be a "skinny berserker". To that end i would like to suggest the overall abilities and flavors of the class being less focused on the wreck-em-all-up style skills I've seen for the class, and more focused on the use of the actual weapon. As it stands i see the GWF being more of the barbarian archetype, a warrior who simply wields a large weapon, but could in all reality be wielding a heavy chair for the real amount of martial prowess he possesses due to most of his fighting style stemming from an unconquerable impetus of movement and base physical skills including mostly destructive feats of strength.
As of right now you could literally just give a GWF said big chair and the gameplay wouldn't really change, his weapon swings are overly wide arcs, which while impressively large, are overly simplified.
I hate to bring up real-life intricacies in a fantasy game, but the actual method in which the GWF wields his weapon could be duplicated by essentially any person with enough strength to swing a 12 pound piece of metal in a rough circular arc in a baseball-esque swing. If that is the actual aim for the GWF, then i by all accounts withdraw these statements, but would be more inclined to see the class be renamed to something a bit more appropriate to its ties to being a barbarian class.
With the preface, I would like to move on to my actual suggestions instead of simply pointing out flaws. Don't get me wrong, i do believe the game to be very well done, and i am a fan of the class already, i simply see room for improvement.
Firstly, i believe that offering a wider selection of weapons would be a very helpful thing for the class. I feel that that is something that is most certainly on the way, but to that end i would amend the previous statements by adding that among the models of said weapons it would be beneficial to add specific benefits and penalties based on which weapon is used. Slower/faster attack speeds, different ranges, specific attack finishers, different abilities dependent on the weapons would all be fantastic additions to the concept. Among these weapon additions i might also suggestion the introduction of polearms as well due to their unwieldy nature and inherent necessary skill in wielding without being quickly dispatched from one's own ineptitude.
Secondly, in agreeing with my previous suggestion i would like to add to the idea of weaponry being the main focus of the class by overhauling the feats to accurately reflect that. I would like to voice my opinion in agreement to those who would like to see a "true" Feat system replace the current system, which is simply a reflection of that of World of Warcrafts system prior to it's 3rd expansion, and while a solid system to build upon, has already seen its flaw manifest in an undeniably optimized form of gameplay. Such a system inherently locks its players into choosing a class, then surfing the web for its optimized build, then simply button mashing it for the DPS/Heals/Tanking of said standard, never allowing for diversity due to the nature of pluses and minuses gameplay. With the utility style of gameplay you can actively force players to develop their own style of play and, in doing so, draw more players for the ability to customize your character and play it as YOU wish, and not simply how the devs have given your class it's bonuses and minuses.
That being said i know the change is a very challenging one to make, but i think it bears doing for the longevity and reception of the game. Neverwinter is a title that realistically sells itself from its predecessors, but only so much can be gained by the title of the game. This game has quite a bit of potential, and i for one would love to see it succeed, but in light of a lot of the base mechanics it seems as if you as the developers are a bit too timid to venture away from the tried and true methods of gameplay. I do not in any way mean these remarks as deragotary, but i have shelled out $260 for this game because i love the world, the concept, and above all i have a vested interest in seeing it succeed. To that end i would like to ask you as the developers to consider these suggestions as they are possible for you.
I completely agree with your ideas about the GWF. In its current state, it is a barbarian based class. Ability names, effects, and general play style all point to Barbarian. Which I honestly have zero problems with. Just change the class name. Add a rage mechanic of some form, or rename Determination Rage. When I think of a GWF, in regards to DnD, I think of an offensive fighter, focused on mastering one arch type of weapon. Which is a well represented concept throughout DnD and has been represented as its own individual class, The Weapon Master, in previous Neverwinter games. In regards to your idea of adding a more traditional feat system. While I enjoy all the options I can get. Even if you put 1,000 possible abilities for every class into this game, in any conceivable system, people would still discover what the absolute best builds were. The more abilities you add, or stat choices, can actually make this problem worse. More abilities require more Dev work. More Dev work means slower response time, and more mistakes. This leads to extreme degrees of OP. Pigeon holing us even further. I would much rather see a few original, well thought out build directions for each class. Get those hammered down and tight, then look at expanding our class choices as we gain more momentum.
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bladebirthMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 2Arc User
I completely agree with your ideas about the GWF. In its current state, it is a barbarian based class. Ability names, effects, and general play style all point to Barbarian. Which I honestly have zero problems with. Just change the class name. Add a rage mechanic of some form, or rename Determination Rage. When I think of a GWF, in regards to DnD, I think of an offensive fighter, focused on mastering one arch type of weapon. Which is a well represented concept throughout DnD and has been represented as its own individual class, The Weapon Master, in previous Neverwinter games. In regards to your idea of adding a more traditional feat system. While I enjoy all the options I can get. Even if you put 1,000 possible abilities for every class into this game, in any conceivable system, people would still discover what the absolute best builds were. The more abilities you add, or stat choices, can actually make this problem worse. More abilities require more Dev work. More Dev work means slower response time, and more mistakes. This leads to extreme degrees of OP. Pigeon holing us even further. I would much rather see a few original, well thought out build directions for each class. Get those hammered down and tight, then look at expanding our class choices as we gain more momentum.
As a minor rebuttal to the feat idea I'd like to clarify i meant more feats in the aspect of utility. The reason i say overhaul the "talent" system is that it inherently becomes irrelevant in it's entirety because it simply becomes a predescribed path of progression that one might as well ignore, and consequently becomes simply part of the process of leveling up as opposed to a genuine part of character customization or enhancement to a class or playstyle by virtue of simply extrapolating on what you already do. In that aspect they might as well be thrown in with each level as opposed to being "chosen" so as to save those new to the game from having to research the "best" setup.
IF however you introduce utility aspects to a character class, which by their very nature simply alter HOW you do something, not make you better at anything, then you allow for great diversity of play be simply changing a few mechanics. For instance, you could simply add bonuses and minuses for wearing lighter style armor which doesn't give as much protection, or even from a lighter style sword (such as a REAL longsword than a greatsword) or a different style of polearm giving specific combat advantages. All of which do not necessarily make your dps BETTER, they simply enhance your ability to deal damage in a manner which you find pleasing and enjoyable.
I do however agree that this probably shouldn't be up on the very high end of priorities, especially in BETA, however i feel it worth interjecting it so that perhaps the changes might be able to be premeditated and gradually designed to better enhance gameplay.
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shinzelMember, Neverwinter Beta UsersPosts: 16Arc User
edited March 2013
Yeah, GWF is fun, but it feels less like skilled fighter and more like HULK SMASH. Which is delightful fun, but the aesthetic feels mismatched. I was expecting a more controlled, restrained representation and I assumed the class skill would reflect that, rather than just having the character go nuts.
Not a big deal to me, but before I said "I wonder why this wasn't just called Barbarian." Now that I'm playing it, I especially feel that way.
Considering the archetype they are evoking from 4e, it's all intended.
4e also has a barbarian class, but that one is focused on primal powers instead of martial swings alone.
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kurtixwarlordMember, Neverwinter Beta UsersPosts: 19Arc User
edited March 2013
I dint feel the GWF THAT much barbarian, you have two styles of at-will attacks (wide and slow horizontal swing for dealing with large groups, and faster hits for taking care of the big ones or stragglers) what i find like he have enough brain to know how to fight especific enemies, not just "slay and maim 'em". And some skills show that the PJ know what hes doing, like the one that add more Dmg Resist the better his enemy is (know it hurts and stay ready to defend him/herself), Flourish and Crescendo (two skills i regret i will not see until launch...) true is that the animations are bit... exaggerated, but its seems to be the standard of the game.
Comments
I completely agree with your ideas about the GWF. In its current state, it is a barbarian based class. Ability names, effects, and general play style all point to Barbarian. Which I honestly have zero problems with. Just change the class name. Add a rage mechanic of some form, or rename Determination Rage. When I think of a GWF, in regards to DnD, I think of an offensive fighter, focused on mastering one arch type of weapon. Which is a well represented concept throughout DnD and has been represented as its own individual class, The Weapon Master, in previous Neverwinter games. In regards to your idea of adding a more traditional feat system. While I enjoy all the options I can get. Even if you put 1,000 possible abilities for every class into this game, in any conceivable system, people would still discover what the absolute best builds were. The more abilities you add, or stat choices, can actually make this problem worse. More abilities require more Dev work. More Dev work means slower response time, and more mistakes. This leads to extreme degrees of OP. Pigeon holing us even further. I would much rather see a few original, well thought out build directions for each class. Get those hammered down and tight, then look at expanding our class choices as we gain more momentum.
As a minor rebuttal to the feat idea I'd like to clarify i meant more feats in the aspect of utility. The reason i say overhaul the "talent" system is that it inherently becomes irrelevant in it's entirety because it simply becomes a predescribed path of progression that one might as well ignore, and consequently becomes simply part of the process of leveling up as opposed to a genuine part of character customization or enhancement to a class or playstyle by virtue of simply extrapolating on what you already do. In that aspect they might as well be thrown in with each level as opposed to being "chosen" so as to save those new to the game from having to research the "best" setup.
IF however you introduce utility aspects to a character class, which by their very nature simply alter HOW you do something, not make you better at anything, then you allow for great diversity of play be simply changing a few mechanics. For instance, you could simply add bonuses and minuses for wearing lighter style armor which doesn't give as much protection, or even from a lighter style sword (such as a REAL longsword than a greatsword) or a different style of polearm giving specific combat advantages. All of which do not necessarily make your dps BETTER, they simply enhance your ability to deal damage in a manner which you find pleasing and enjoyable.
I do however agree that this probably shouldn't be up on the very high end of priorities, especially in BETA, however i feel it worth interjecting it so that perhaps the changes might be able to be premeditated and gradually designed to better enhance gameplay.
Not a big deal to me, but before I said "I wonder why this wasn't just called Barbarian." Now that I'm playing it, I especially feel that way.
4e also has a barbarian class, but that one is focused on primal powers instead of martial swings alone.