Actually, in 4e, fighters only get up to scale armor. The paladin is the only class that can wear plate armor without spending a lot of feats. IIRC, clerics only get up to chain armor.
I don't know a fighter who does not take this feat. So why is the feat not in the game.
Ranger is the first call, an archer kind of damage would be at least coherent as the enemies have archers among their ranks. Pasing that a bard could be a nice call also.
However a thing a bit different would be the possibility of merge classes, dual class for be exactly. Dunno if the engine of this MMORPG will support it but a fighter mage would be something nice for example (however that would be needed to be taken as a new class fighter/mage, can't see full dual class properties working well in Neverwinter online).
A ranged Striker like an Archer seems like a logical next step, I just think it will cause even more balance problems. A class that can do boss killing damage at long range, outside the bosses immediate reach, would be overpowered, especially in PvP (not that I care about PvP but obviously the developers do, seeing how they constantly nerf stuff for PvP's sake).
What I'd much rather see would be something like the Necromancer from Diablo 2, a class that can have more than one companion and can resurrect and control fallen enemies. Having a second crowd control specialist class would make more sense than having another DPS/Striker, especially since it would be a different kind of crowd/mob control.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited August 2013
. . . . . A war wizard and any form of druid are two I really would love to play. I'd love to see a Simbarch of Aglarond paragon path for the war wizard too! A bard or a ranger would also be nice, indeed. I'd love to play a paladin of Mystra too, aye.
Summoners don't stand a chance in this game, since one's only able to control max 3 abilities (encounters), 2 dailies and 2 at-will, while for a summoner to work one needs to be able to switch between master/pet abilities. The only way of doing this at current rate would be to use the TAB key to switch between those, but I see that inefficient and characters would have to be very limited in abilities, which would definitely make them unattractive to use.
Summoners don't stand a chance in this game, since one's only able to control max 3 abilities (encounters), 2 dailies and 2 at-will, while for a summoner to work one needs to be able to switch between master/pet abilities. The only way of doing this at current rate would be to use the TAB key to switch between those, but I see that inefficient and characters would have to be very limited in abilities, which would definitely make them unattractive to use.
An archer would be nice.
Who sais you need to switch between master and pet abilities? In the example I brought up above, the Necromancer from Diablo 2, you just resurrect dead enemies and they fight for you the same way they would fight against you. You don't need to control their abilities yourself. You don't have to do that on normal companions either, do you?
All you needed in Diablo 2 was a power that resurrected dead enemies, one that dismissed them and a little offensive stuff of your own. I really don't see how the existing system in Neverwinter wouldn't allow for that to work. After all, with that Ghost companion you already have something in the game that can take over an enemy monster.
Who sais you need to switch between master and pet abilities? In the example I brought up above, the Necromancer from Diablo 2, you just resurrect dead enemies and they fight for you the same way they would fight against you. You don't need to control their abilities yourself. You don't have to do that on normal companions either, do you?
All you needed in Diablo 2 was a power that resurrected dead enemies, one that dismissed them and a little offensive stuff of your own. I really don't see how the existing system in Neverwinter wouldn't allow for that to work. After all, with that Ghost companion you already have something in the game that can take over an enemy monster.
But then again do you want a Diablo 2 clone (which in many aspects this game already is), or do you want something unique? Like total control over what your minion does.
But then again do you want a Diablo 2 clone (which in many aspects this game already is), or do you want something unique? Like total control over what your minion does.
Well, it isn't as if the other classes would be unique and new. A Diablo 2 type Necromancer at least is a path less taken than what we already got or a Ranger/Archer class. With other words, you'd only rip off one older game, not all of them.
Sure, controlling the pets powers would be nice, but it would limit you to one pet, which would make that new class just another kind of striker and thus a waste of a Summoner class. Any kind of summoner ought to be a crowd control class and for that you'd need more than one or two pets.
When they released the Forgotten Realms campaign setting in 4E, they added four major things: Drow and Genasi races, Swordmage class, and Dark Pact Warlock build. We're already getting Drow, and it sounds like we may be getting Warlocks. I'd love to see Swordmages, personally. Their swashbuckling flavor really fit with the Realms setting, and having another defender class would be pretty useful. I'd also like to see Genasi as a race, but I can see how they'd be harder to implement (different elemental affinities resulted in different racial powers, etc).
When they released the Forgotten Realms campaign setting in 4E, they added four major things: Drow and Genasi races, Swordmage class, and Dark Pact Warlock build. We're already getting Drow, and it sounds like we may be getting Warlocks. I'd love to see Swordmages, personally. Their swashbuckling flavor really fit with the Realms setting, and having another defender class would be pretty useful. I'd also like to see Genasi as a race, but I can see how they'd be harder to implement (different elemental affinities resulted in different racial powers, etc).
They could make them like the Elves but have a passive chance todo elemental damage.
Already know it's going to be Warlock/Druid/Ranger/Paladin. They are following the DnD essentials. The classes we have are the ones in book 1 and the ones that we keep getting hints about are in book 2.
1)
Remove class restrictions from gear or give options like in D&D.
I want cleric with longsword in each hand.
I want fighter with bow.
I want wizard with 2H warhammer and plate armor; the only class that does not need to move much anyway.
I want thief with shield.
2)
Then release new classes over the next years. I fear it will take that long.
I would like to have melee cleric.
But before working on a another sub cleric class, I would like to have more deities and the ability to define my own deity.
Nice ideas, I share them too. Dream on. It's not going to happen to this game. Ever.
PS. I'd like team content where my GWF is a must, before they add any new classes.
Whatever we deny or embrace, we belong togheter./ Pat Benatar
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rottinrobMember, Neverwinter Knight of the Feywild UsersPosts: 1Arc User
edited August 2013
I would love to see the Druid and Ranger make an appearance in the class categories!
Having more classes than necessary to fill all the roles just creates balance problems. Your DM can easily adjust the adventure to suit the players in a tabletop game, but this is an online game.
Hope for healers, everyone.
As the DC was again nerfed - obviously the most overpowered class in all game. Must be. All the TR and G(W)F complaining when the DC once manages to get a daily off for 30% of a characters HP - despite being stunned, caught, CC'ed, knocked prone and pushed around. And as many, many more G(W)F and TR (and probably DCs) complain about DCs, it MUST be the DCs being overpowered.
I mean, hey, DCs can heal about 1/3 of what one of the other classes does as damage, and to counter that, they do 1/4th the damage a different class does. Overpowered! Obviously.
Really, if you don't WANT people to play Clerics, why don't you just TELL us? Return the €, return the AD we spent on a class not meant to be continued, and we'd go like every other a... avatar being an elven mage or half-orc-fighter. Yay!
Comments
I don't know a fighter who does not take this feat. So why is the feat not in the game.
However a thing a bit different would be the possibility of merge classes, dual class for be exactly. Dunno if the engine of this MMORPG will support it but a fighter mage would be something nice for example (however that would be needed to be taken as a new class fighter/mage, can't see full dual class properties working well in Neverwinter online).
What I'd much rather see would be something like the Necromancer from Diablo 2, a class that can have more than one companion and can resurrect and control fallen enemies. Having a second crowd control specialist class would make more sense than having another DPS/Striker, especially since it would be a different kind of crowd/mob control.
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An archer would be nice.
All you needed in Diablo 2 was a power that resurrected dead enemies, one that dismissed them and a little offensive stuff of your own. I really don't see how the existing system in Neverwinter wouldn't allow for that to work. After all, with that Ghost companion you already have something in the game that can take over an enemy monster.
But then again do you want a Diablo 2 clone (which in many aspects this game already is), or do you want something unique? Like total control over what your minion does.
Sure, controlling the pets powers would be nice, but it would limit you to one pet, which would make that new class just another kind of striker and thus a waste of a Summoner class. Any kind of summoner ought to be a crowd control class and for that you'd need more than one or two pets.
2 monk
3 necromancer
4 bard
I dont want to see a paladin.Paladins are in almost every rpg.;)
Druid would be nice, even if it isn't a shapeshifter.
They could make them like the Elves but have a passive chance todo elemental damage.
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Nice ideas, I share them too. Dream on. It's not going to happen to this game. Ever.
PS. I'd like team content where my GWF is a must, before they add any new classes.
None.
Having more classes than necessary to fill all the roles just creates balance problems. Your DM can easily adjust the adventure to suit the players in a tabletop game, but this is an online game.
As the DC was again nerfed - obviously the most overpowered class in all game. Must be. All the TR and G(W)F complaining when the DC once manages to get a daily off for 30% of a characters HP - despite being stunned, caught, CC'ed, knocked prone and pushed around. And as many, many more G(W)F and TR (and probably DCs) complain about DCs, it MUST be the DCs being overpowered.
I mean, hey, DCs can heal about 1/3 of what one of the other classes does as damage, and to counter that, they do 1/4th the damage a different class does. Overpowered! Obviously.
Really, if you don't WANT people to play Clerics, why don't you just TELL us? Return the €, return the AD we spent on a class not meant to be continued, and we'd go like every other a... avatar being an elven mage or half-orc-fighter. Yay!