So I'm just shy of level 25 as I type this, just got finished running Cragmire Crypts and I found myself wondering when will classes actually start to matter? I'm a Guardian Fighter and I have yet to feel like a tank in any of the group content or even feel like a tank was required to complete it. I know this is relatively early on still but I figured around this level at least in dungeons is where you'd start to see that first hint of class necessity. Which is to say the content wouldn't be too hard to complete with a balanced 5 man group but if you run off w/o the tank or the healer you might be in trouble.
As it stands I used the match maker to get my group, it sent us into CC with 4 Rogues and myself, that's saying a lot when the match maker has no qualms about sending you into a dungeon w/o a healer. To that point right now the dungeons feel a little to hack & slash, face-rollable, even on most of the bosses. The one boss in CC that was challenging was the final boss but it wasn't b/c he was actually difficult it's b/c they had like 10 mobs all casting AoE at once over and over so with no healer it just got crazy but we still killed him. Again I know this is fairly early still but as I said I was just expecting the group content to start to show just a little bit of organization now where at least you can't just face roll a dungeon with any hodge-podge group the match maker decides to throw together.
Other little things could use some attention, a lot of tooltips are too vague. The tooltip for GF ability 'Mark' for example. It tells you what mark does but it does not tell you how it functions. Best I can tell when you put it up it stays up as long as you don't get hit? That's kind of important to know, I didn't know at first if it was a timed thing, or stayed up until the mob died or what. That said, I don't like that mechanic at all if it is in fact based on when you get hit.
Dropping unidentified loot in dungeons is also a little annoying. I personally don't like to take gear I don't need from other people. If I can't tell if the dropped item is an upgrade then it's kind of hard to know if I might need it. Yes you can identify and trade after the fact but that's a lot less likely to happen in a PUG group that's usually just trying to speed through and then go on their way. Not a huge deal I just don't think it's the best way to go.
Guardian threat seems to be lacking, I have the feats for 15% threat and all other threat increasing options I have available to me at my level and I still feel like threat is an issue. I mean in the grand scheme right now it doesn't even matter since nothing even requires a tank but it just seems like threat is a problem. I guess I'm doing okay as I always have more than twice as much damage taken as anyone else but just seems like I don't get as much threat gen' as I would like.
Before anyone goes crazy, this is all just feedback from my perspective as this is technically still beta thought I'd offer it up for devs to consider.
Comments
60 Drow Trickster Rogue
11 Elf Control Wizard
Server: Beholder
Guild: Praetor Lupus
Guild Website: http://www.PraetorLupus.com
Hero of the North & Guardian of Neverwinter Founder.
So "end game" content is the only place where party makeup matters? I read this post because I had this exact feeling in the Beta3 so I am sad to hear it hasnt changed much. Maybe this will be just a stop gap game for me until something else arrives /sadface
The biggest thing you need to consider is that this isn't a regular MMO, it's a game heavily inspired by Pen and Paper D&D. And in D&D there's no such thing as keeping threat. You have a lot of tools to distract a boss, and mobs, but you aren't going to have their undivided attention.
And there's not much need for it either. A diligent player can avoid a majority of incoming damage and dangerous attacks. There's lots of kiting and dodging, that's how D&D works, that's how this game works. If you want to play a guardian fighter, get used to the idea of being a distraction, and a buffer, not an aggro magnet.
This. There is no true tanking. Tanks are there as a "save your butt" card. You try to distract enemies from near death players while contributing to dps. Just like healers contribute to dps while helping to mitigate damage to others via small heals.
Either way I am here until something "better" comes out. I really enjoyed the beta events and have been actively promoting the game.
I honestly hope this isn't how end game content dungeons are going to be like as well, or I'm not predicting a long life for the game with such HAMSTER-proof mechanics.
1) I don't want to have to grind
2) I don't want to depend on a group
3) I don't want to spend months levelling
4) I don't want to waste time walking / travelling
5) I don't want a penalty on death
6) I don't have time to raid, but I deserve the best gear
7) I don't like RNG, give me gear tokens / seals instead
Everything in this post is a result of whining and complaining about how MMORPGs are hard / time consuming and people want them to be easier. The fact that someone reached max level on this game in less than 24 hours is testament to that
Anyone who has complained about any of the 7 points above over the past few years should take some of the blame and hang their heads in shame