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Neverwinter copying other mmo pvp dynamics

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  • hiddenfatehiddenfate Banned Users Posts: 0 Arc User
    edited February 2014
    str8slayer wrote: »
    After looking into this for a week or two I've come to share this same sentiment. Tenacity will only narrow-down the number of viable builds and playstyles in PVP. If the matchmaking system works out I would be totally cool with not adding tenacity or healing depression (which seem to sort of counteract each other anyway, further complicating things...).

    The way I see it, the fewer equations we have trying to work in concert with one another here, the easier time you'll have balancing stuff later when new classes, gear and now, artifacts are being made.

    Well Neverwinter has always lacked real versatility which is one of the things that's pushing me away from it. There are a limited number of builds that work... and the rest will end with either your PvP party or Dungeon party kicking or leaving you behind. It's you're fault though, you tried to be different and not use the same, tired, boring build as everyone else.
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited February 2014
    hiddenfate wrote: »
    Well Neverwinter has always lacked real versatility which is one of the things that's pushing me away from it. There are a limited number of builds that work... and the rest will end with either your PvP party or Dungeon party kicking or leaving you behind. It's you're fault though, you tried to be different and not use the same, tired, boring build as everyone else.

    I dont think it lacked versatility initially. But as the game went on, the devs kept cutting down every little thing about abilities, shortening the versatility stick. GWF's used to be veery versatile at its peak performance at around fall last year. In such a way that every GWF had some different way of doing things, even in pvp. Now almost every GWF is Sentinal, And Iron vangaurd, and uses the same abilities for everything.

    Same with Control Wizards (though its mitigated a little with the new paragon path). Dc's got hit a few times (Im not counting the double shield stacking thing way early in the year). And with the incoming changes they are doing to pvp as a whole. This is going to narrow down for everyone. (and after all this time, GF's finally getting some kind of beneficial adjustment at the cost of the dawn of the hectic new revised pvp stuff thats being shoved down our throats.

    GWF's are still quite versatile, but not in the way they were and few people til this day from then dont realize how versatile they were.
  • hiddenfatehiddenfate Banned Users Posts: 0 Arc User
    edited February 2014
    I dont think it lacked versatility initially. But as the game went on, the devs kept cutting down every little thing about abilities, shortening the versatility stick. GWF's used to be veery versatile at its peak performance at around fall last year. In such a way that every GWF had some different way of doing things, even in pvp. Now almost every GWF is Sentinal, And Iron vangaurd, and uses the same abilities for everything.

    Same with Control Wizards (though its mitigated a little with the new paragon path). Dc's got hit a few times (Im not counting the double shield stacking thing way early in the year). And with the incoming changes they are doing to pvp as a whole. This is going to narrow down for everyone. (and after all this time, GF's finally getting some kind of beneficial adjustment at the cost of the dawn of the hectic new revised pvp stuff thats being shoved down our throats.

    GWF's are still quite versatile, but not in the way they were and few people til this day from then dont realize how versatile they were.

    I think the main problem is the developers fail to realize a very important fact. Versatility in MMOs is caused by imbalanced classes. In other words, almost every time they add something in for "balance" they restrict versatility (look over each update made in the name of balance and you'll start to understand what I mean).

    A truly versatile MMO has imbalances (certain power combinations or gear/power combos) in every class which can be taken advantage of. Each of these small imbalances should have 2-3 counters either within the same class or spread throughout other classes. What you end up with is a huge spiderweb of individual imbalances that are completely balanced on a whole. It also creates a game where every single build has a place (even the most noobish ones will have a skill or two that counters a certain player chain).

    Cryptic is trying to balance all the individual imbalances and ignoring the web entirely. It's turning the game into a really bad version of D&D pokemon (complete with specific PvP builds countering other specific PvP builds countering other...etc.). While I appreciate that they have a magnifying glass pointed at the game I'd rather they used it for bugs and exploits instead of the balance web. Especially not when the sun is behind you and burning the web to the ground.
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