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Give the Dieties some teeth

zentucknorzentucknor Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
edited June 2013 in General Discussion (PC)
One thing I have noticed in that while some effort to was put to add some RP elements to the character creation, there was no effort made to use them in game play.

This could be done easily enough within the existing game system. As a cleric I can see how to do this best for my class of choice though I can also imagine other directions to give each class more distinction.

1) Make invocation rewards different based on the deity of choice. For example a Worshiper of Torm might gain boons that boost defense, Kelemvor gives extra damage vs Undead., Tempest better general damage (lower than the damage vs undead of Kelemvor but still a general bonus, Tymora, a bonus to random game rolls for loot and such. I think you get the idea.

2) Clerics get an invocation boost. Lets be real clerics are weak at best in this game and need some tweaking, why not some tweaking that has a lore basis? When a Cleric invocates they get an extra bonus from their god, again specific to their god or perhaps they get the same bonus type but at a higher and longer lasting level?

One of the things that has been killed off in the MMO revolution is the RPG aspect that used to be part of the name. The changes I propose should not require any massive game mechanics work and would help give the Cleric class some needed boost and at the same time give the choice of deity some meaning the character creation.

If you think this is a good idea then please sign on for this with me. Its a long shot but if enough of voice an interest maybe the folks at Cryptic would actually consider this.
Ever ask a halfling to watch over your stuff while you visit the privy? Was it there when you returned?
Friar Kalien of Torm
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Post edited by zentucknor on

Comments

  • zahinderzahinder Member Posts: 897 Arc User
    edited June 2013
    I like the first element. For the second, I'd rather give clerics some sort of other cues for what deity they follow, like different holy symbols, maybe some special armor skins. Ideally, even some different fx to choose for abilities -- it's a little annoying that clerics of Oghma, Sel
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  • kt6ylz3qcikt6ylz3qci Member Posts: 8 Arc User
    edited June 2013
    zentucknor wrote: »
    One of the things that has been killed off in the MMO revolution is the RPG aspect that used to be part of the name.

    Viewed on its own, I can't and won't argue with that statement. Increasingly, and to our detriment, these games are making us tourists in a theme park rather than adventurers and explorers in a living (albeit virtual) world.

    However, the specific change you suggest is the kind of thing that leads to a situation where there are few "correct" choices for a given build; perhaps only one. It's the reality of game mechanics. There will be race/class/god combinations that provide a tangible advantage over others, effectively making all other choices poor.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited June 2013
    zahinder wrote: »
    I like the first element. For the second, I'd rather give clerics some sort of other cues for what deity they follow, like different holy symbols, maybe some special armor skins. Ideally, even some different fx to choose for abilities -- it's a little annoying that clerics of Oghma, Sel

    I agree with this 100%.
  • lerdocixlerdocix Member Posts: 897 Arc User
    edited June 2013
    I can already imagine this.
    "gief diety respec, whine whine whine cheeze cheeze, i suk need to rurull, gaem iz daed nao we quitz"
    all over the first page for 2 weeks.
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