It seams that weapons have only stat boosters... that is it. Seams a bit boring compared to AD&D 3.5 & earlier.
There are a few parts to this:
1) I would like to see weapons get elemental boosts, elemental types of damage (i.e. - ice slows, fire continuously burns for damage, lightning damages then bounces to surrounding enemies, poison slows & reduces life slowly, etc...), triggered effects (such as poison, stopping spells for x amount of time, knocking back enemies, slow effects, petrification for x amount of time, confusion [attacks other enemies], etc...), summons NPC's to fight w/ you, animates killed opponents to fight for x amount of time, has a percentage to change into frogs, damage incoporial enemies better, detonates nearby objects, reduces the stats of enemies, deals damage to a specific race/stat (such as reptiles, undead, drow, insects, elementals, etc...), can attack twice as fast, have further reach than normal, and so forth and so forth.
2) Would you like to see more creativity w/ weapons... and even armor & gear?
3) Would Cryptic even do something like this? Or would it require to large of an overhaul of their game to make change(s) of this caliber?
p.s. - a bit new here (even though I have been playing since the games release), so I hope this isn't a repeat post from the past.
But the enchantments are few and far between. LEvel 60 gear has the enchantment option & once you hit 60, the adventure is almost done. Lower level gear can have a minor affect compared to mid-level gear and high-level gear. Some unique gear can have a devestating affect normally reserved for gear higher than itself. It would be nice to see weapons/gear come w/ affects auto-included.
I miss the weapon and armour variations as well. DDO had that almost perfect, along with its loot system in general. But then if weapons and armour dropped with added effects Cryptic wouldn't be able to make money through wards...but it would certainly add running dungeons repeatedly much more entertaining as you'd never know when something useful would drop from a chest.
But the enchantments are few and far between. LEvel 60 gear has the enchantment option & once you hit 60, the adventure is almost done. Lower level gear can have a minor affect compared to mid-level gear and high-level gear. Some unique gear can have a devestating affect normally reserved for gear higher than itself. It would be nice to see weapons/gear come w/ affects auto-included.
There are lower level weapons with enchantment slots, not sure about armors.
0
pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
edited November 2013
- this is not truly a D&D game, it's more like an arcady-action MMO with a slight D&D flavor
- leveling, while pretty consistent, is not the focus of the game, or they wouldn't continue to add modules that can only be accessed at max level
- level and armor enchants can have some interesting effects indeed, but they are super expensive and not too diverse
- there are armors that "summon" some stuff (MC CW set I think does such a thing, never seen it in action so I cannot be sure) but they are not strong compared to an armor that provides your encounters with debuffs.
- again, this being a repetitive, grindy MMO, with very limited story that can be explored in a few days, all that remains is the endgame grind through dungeons and some PvP, where efficiency and not fancy weapon/armor effects counts.
- and now something that D&D fans seem to heavily dislike - more diversity in the game with stuff such as you mentioned = balancing the game becomes way too hard for Cryptic. I don't think they are a monster studio such as Blizzard is for example.
When this game first was announced, I theorized that it would be like Neverwinter Nights, but as an MMO that had the mechanics of D&D, while being an MMO. I was hoping it would have all the interesting equipment/gear in the whole D&D realm, while constantly having quests & modules like MMO's. And modules was how D&D was for it's first 15 years.
Figured Wizards of the Coast &/or Hasbro would've stepped in to make it more like D&D on the inside, & not the outside (monster types/skins, thew lands/realms, the enemies (such as the Drow god, Loth).
By adding unique effects (like cold fire, imp summoning, acid weapons, chain lightning, etc...) to wards, they can still make money. They just need to find balance and stop using Neverwinter as a front to fuel the Peanut Labs "free" offers.
Yeah the op is right, in other games you have such unique weapons with effects. And that already for rare or epic. That is also reflected in the poor naming of items in this game. It is always the same mixture of terms. Where is the cool stuff with unique names, too?
When this game first was announced, I theorized that it would be like Neverwinter Nights, but as an MMO that had the mechanics of D&D, while being an MMO. I was hoping it would have all the interesting equipment/gear in the whole D&D realm, while constantly having quests & modules like MMO's. And modules was how D&D was for it's first 15 years.
Figured Wizards of the Coast &/or Hasbro would've stepped in to make it more like D&D on the inside, & not the outside (monster types/skins, thew lands/realms, the enemies (such as the Drow god, Loth).
actually, wizards of the coast was very involved in the direction of neverwinter.
taking tabletop d&d and porting it over to an MMO obviously didn't come without certain concessions. weapons and armor has to be part of the entire consideration of class balance and the incorporation of special enchantments pretty much does what you are asking. taking something like the enchantment shards and requiring you to build it up until it's as powerful as it can be certainly makes sense to me in the realm of d&d.
if you are going to compare other games' weapons and armor to this one, you would also need to compare class balance and mechanics. and you would need to include the weapon and armor enchants as part of that comparison.
you might have designed it differently, but then it's possible that you would have found yourself spending a large majority of your time designing and coding the many different weapon options for each class. that's not to say that at some point in the future cryptic couldn't design these types of "legendary" weapons and armor. just take a look at the artifacts coming in module 2.
It seams that weapons have only stat boosters... that is it. Seams a bit boring compared to AD&D 3.5 & earlier.
There are a few parts to this:
1) I would like to see weapons get elemental boosts, elemental types of damage (i.e. - ice slows, fire continuously burns for damage, lightning damages then bounces to surrounding enemies, poison slows & reduces life slowly, etc...), triggered effects (such as poison, stopping spells for x amount of time, knocking back enemies, slow effects, petrification for x amount of time, confusion [attacks other enemies], etc...), summons NPC's to fight w/ you, animates killed opponents to fight for x amount of time, has a percentage to change into frogs, damage incoporial enemies better, detonates nearby objects, reduces the stats of enemies, deals damage to a specific race/stat (such as reptiles, undead, drow, insects, elementals, etc...), can attack twice as fast, have further reach than normal, and so forth and so forth.
2) Would you like to see more creativity w/ weapons... and even armor & gear?
3) Would Cryptic even do something like this? Or would it require to large of an overhaul of their game to make change(s) of this caliber?
p.s. - a bit new here (even though I have been playing since the games release), so I hope this isn't a repeat post from the past.
When this game first was announced, I theorized that it would be like Neverwinter Nights, but as an MMO that had the mechanics of D&D, while being an MMO.
Yeah I hoped that too. This game has basically NOTHING from the NWN feeling - at all. As I said, this is just some arcade MMO with a slight D&D theme&setting.
I enjoy playing the game and creating my greater lightning enchant. It takes awhile but it's going to be awesome. Perhaps one day I will have a perfect one...
0
silvergryphMember, NW M9 PlaytestPosts: 740Arc User
edited November 2013
Now that the AD cost to remove enchantments is gone, we can more freely add these effects to lower level weapons via the existing enchantments and move them to new gear as we level. We just need more items with Weapon Enchantment and Armor Enchantment slots at lower levels.
Now that the AD cost to remove enchantments is gone, we can more freely add these effects to lower level weapons via the existing enchantments and move them to new gear as we level. We just need more items with Weapon Enchantment and Armor Enchantment slots at lower levels.
If by lower level weapons you mean lvl 49 cause thats when you first see weapon enchant slots...
If by lower level weapons you mean lvl 49 cause thats when you first see weapon enchant slots...
So if they add visual effect to weapons based on Azure/Dark/Radiant/Silvery enchants that would seem to alleviate some of the OP's issues. No idea if that is easily done or worth it, particularly given how some folks want to be able to turn off the visuals.
The right to command is earned through duty, the privilege of rank is service.
I liked my ice axe, all the way to 60 xD And soon i can remove the enchant that's sitting in it for 6 months... lol It was a mistake to slot a high lvl gem into it, i know. This patch is a true blessing for casual gamers.
Comments
There are lower level weapons with enchantment slots, not sure about armors.
- leveling, while pretty consistent, is not the focus of the game, or they wouldn't continue to add modules that can only be accessed at max level
- level and armor enchants can have some interesting effects indeed, but they are super expensive and not too diverse
- there are armors that "summon" some stuff (MC CW set I think does such a thing, never seen it in action so I cannot be sure) but they are not strong compared to an armor that provides your encounters with debuffs.
- again, this being a repetitive, grindy MMO, with very limited story that can be explored in a few days, all that remains is the endgame grind through dungeons and some PvP, where efficiency and not fancy weapon/armor effects counts.
- and now something that D&D fans seem to heavily dislike - more diversity in the game with stuff such as you mentioned = balancing the game becomes way too hard for Cryptic. I don't think they are a monster studio such as Blizzard is for example.
Figured Wizards of the Coast &/or Hasbro would've stepped in to make it more like D&D on the inside, & not the outside (monster types/skins, thew lands/realms, the enemies (such as the Drow god, Loth).
Also, no catapults, no ballistas.
actually, wizards of the coast was very involved in the direction of neverwinter.
taking tabletop d&d and porting it over to an MMO obviously didn't come without certain concessions. weapons and armor has to be part of the entire consideration of class balance and the incorporation of special enchantments pretty much does what you are asking. taking something like the enchantment shards and requiring you to build it up until it's as powerful as it can be certainly makes sense to me in the realm of d&d.
if you are going to compare other games' weapons and armor to this one, you would also need to compare class balance and mechanics. and you would need to include the weapon and armor enchants as part of that comparison.
you might have designed it differently, but then it's possible that you would have found yourself spending a large majority of your time designing and coding the many different weapon options for each class. that's not to say that at some point in the future cryptic couldn't design these types of "legendary" weapons and armor. just take a look at the artifacts coming in module 2.
Well this is exactly why I made this thread,
http://nw-forum.perfectworld.com/showthread.php?520261-Design-a-Legendary!/page1
Yeah I hoped that too. This game has basically NOTHING from the NWN feeling - at all. As I said, this is just some arcade MMO with a slight D&D theme&setting.
Champions Online Advanced Forum Search
If by lower level weapons you mean lvl 49 cause thats when you first see weapon enchant slots...
So if they add visual effect to weapons based on Azure/Dark/Radiant/Silvery enchants that would seem to alleviate some of the OP's issues. No idea if that is easily done or worth it, particularly given how some folks want to be able to turn off the visuals.