Okay first let me be clear I am loving my play time. That being said I wish to take a moment and ask some questions and hope the folks at Cryptic would take the time to answer.
1) Races used? I am curious why the races chosen where used, the Drow and Tiefling are traditionally evil characters in the Forgotten realms and really make little sense as a general play race. I could see them as a pure pay for race but they should be uncommon. This confusion of their choice is further compounded by the addition of the Half-Orc but no where in sight are the traditional Gnome or Halfling.
2) Weapons? This is a bigger deal I think for the Dwarven purists out there. Dwarves, especially in the realm are known for their axes and hammers. The fact that Dwarven warriors seem to be stuck using swords makes little to no sense.
3) Classes? Okay I kind of get this because you needed to make some tweaks for game to have some broad appeal. However why only the 5 at launch? I mean you could use some current classes to allow for the new ones. For example a Paladin is traditionally a sword and shield user and would have survived well as the group tank with some light clerical skills.
4) Gods and Bonuses? Okay so you have an invocation system that rewards piety toward your God, well sort of but you know what I mean. Why not make the reward dependent on the God chosen? Give some meaning to this choice in the character creation process.
Again let me say this is not a bash, I would love to understand the reasoning on this issues and would love someone in Cryptic to talk us through this.
Ever ask a halfling to watch over your stuff while you visit the privy? Was it there when you returned?
My Dwarven guardian fighter uses an axe. I had found a better sword but I used AD to make the sword take on the look of the axe I like. I love the look.
Races used? I am curious why the races chosen where used, the Drow and Tiefling are traditionally evil characters in the Forgotten realms and really make little sense as a general play race. I could see them as a pure pay for race but they should be uncommon. This confusion of their choice is further compounded by the addition of the Half-Orc but no where in sight are the traditional Gnome or Halfling.
lolwut?
So the Halfling I'm using is just what, a figment of my imagination?
Okay first let me be clear I am loving my play time. That being said I wish to take a moment and ask some questions and hope the folks at Cryptic would take the time to answer.
1) Races used? I am curious why the races chosen where used, the Drow and Tiefling are traditionally evil characters in the Forgotten realms and really make little sense as a general play race. I could see them as a pure pay for race but they should be uncommon. This confusion of their choice is further compounded by the addition of the Half-Orc but no where in sight are the traditional Gnome or Halfling.
2) Weapons? This is a bigger deal I think for the Dwarven purists out there. Dwarves, especially in the realm are known for their axes and hammers. The fact that Dwarven warriors seem to be stuck using swords makes little to no sense.
3) Classes? Okay I kind of get this because you needed to make some tweaks for game to have some broad appeal. However why only the 5 at launch? I mean you could use some current classes to allow for the new ones. For example a Paladin is traditionally a sword and shield user and would have survived well as the group tank with some light clerical skills.
4) Gods and Bonuses? Okay so you have an invocation system that rewards piety toward your God, well sort of but you know what I mean. Why not make the reward dependent on the God chosen? Give some meaning to this choice in the character creation process.
Again let me say this is not a bash, I would love to understand the reasoning on this issues and would love someone in Cryptic to talk us through this.
1) Why not have evil races? This game doesn't have factions as such so there is no reason why all the races can't mingle. Obviously, lore-wise, most other races wont trust a drow but that is just something for the drow to overcome. They may be generally evil races but even in the pen and paper you don't have to play them as evil. Every population has its outliers. And these races are playable races in 4e. And I don't know what you are talking about with Halflings. I have a halfling.
2)You can get axes and I imagine we will find hammers as well but I will agree that they seem to rare at first. It would be nice if you could choose your weapon's cosmetic look from the beginning. Or at least make a broad range of weapon types available from a vendor for cheap at least for use in skinning.
3) They explained this in an interview during closed beta. They chose to start with just a few classes covering the broad range of roles and get them done very well rather than doing a lot of classes just so so. Andy V. said that he was ready to cry when he found out that they would only have 5 classes at release but that he came to agree with the strategy. They will be having more classes. Archer Ranger and Scourge Warlock have already been sighted in data mined client files so they are probably next. They also mentioned bards, druids and paladins in the interview if I remember correctly. Don't worry, they are coming. Part of the intention of the Foundry was that players working on new quests would free developers to work on things like new races and classes and features and big content, like new persistent zones rather than little content in existing areas.
4) The stuff with the gods was added mostly for flavor, story and roleplaying. If your rewards were based on which god you choose then everyone would start min/maxing their choice. I could maybe linking the type of blessing you get for 15m to which god you choose but then they would need to make a pass though these buffs to ensure balance. It would be a bit like choosing one extra racial but it would also be tied to invoking each hour.
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lolwut?
So the Halfling I'm using is just what, a figment of my imagination?
1) Why not have evil races? This game doesn't have factions as such so there is no reason why all the races can't mingle. Obviously, lore-wise, most other races wont trust a drow but that is just something for the drow to overcome. They may be generally evil races but even in the pen and paper you don't have to play them as evil. Every population has its outliers. And these races are playable races in 4e. And I don't know what you are talking about with Halflings. I have a halfling.
2)You can get axes and I imagine we will find hammers as well but I will agree that they seem to rare at first. It would be nice if you could choose your weapon's cosmetic look from the beginning. Or at least make a broad range of weapon types available from a vendor for cheap at least for use in skinning.
3) They explained this in an interview during closed beta. They chose to start with just a few classes covering the broad range of roles and get them done very well rather than doing a lot of classes just so so. Andy V. said that he was ready to cry when he found out that they would only have 5 classes at release but that he came to agree with the strategy. They will be having more classes. Archer Ranger and Scourge Warlock have already been sighted in data mined client files so they are probably next. They also mentioned bards, druids and paladins in the interview if I remember correctly. Don't worry, they are coming. Part of the intention of the Foundry was that players working on new quests would free developers to work on things like new races and classes and features and big content, like new persistent zones rather than little content in existing areas.
4) The stuff with the gods was added mostly for flavor, story and roleplaying. If your rewards were based on which god you choose then everyone would start min/maxing their choice. I could maybe linking the type of blessing you get for 15m to which god you choose but then they would need to make a pass though these buffs to ensure balance. It would be a bit like choosing one extra racial but it would also be tied to invoking each hour.
All die, so die well.