I'm wondering what makes people think that Druid would be next when it is just another mage class as is Warlock. As someone already mentioned, Monk would be a great class to bring into the game....paladin as well. but what about multi or dual class toons? This i'm sure is less likely as Neverwinter is already a severely bastardized version of true D&D. But to be honest if anything is to be introduced next it should be "functional" Guild Halls.
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epclipseingmoonMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Gnomes were never monsters. They were generally the "Inventors" of (insert fantasy realm here) See "Dragonlance" for more details. And were often used as a player character class for illusionists.
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gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
Gnomes were never monsters. They were generally the "Inventors" of (insert fantasy realm here) See "Dragonlance" for more details. And were often used as a player character class for illusionists.
in 4e they are monsters. Raaaaawwwrrrr.....
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
I'll repeat my earlier class suggestions from long-lost threads:
1. Druid, using totems, with wildshape to Bear. Controller / leader as caster, controller / defender as bear. Spells could command lightning or insect swarms (thorn effects belong to HRs).
2. Paladin as polearm specialist, with an Asian stick fighting style. Role could be defender.
3. Battle cleric. Since DCs use a lot of light spells, and thus do not make convincing priests of Lolth / Shar, I think players might like to see a BC with shadow powers. Offhand shield (and block on <shift>), mainhand free to wield conjured shadow whips and flails, or cast spells.
4. Crossbow rogue. With the crossbow, keep the ROF low and the DPS high.
5. Bard with short sword and ocarina / pan pipes.
What we need first though is to simplify existing classes. There are too many powers and feats. Then maybe we could hope to see more than 1 new class a year?
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skillet37Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2014
I think if Paladin were to makes its appearance in Neverwinter, it would share a paragon path much like the GWF and GF do. If that's the case I can see the Paladin's first paragon path to be that of the Anointed Champion.
I don't know or care much for 4e I'm just posting how I would do it with the current systems in place in the game itself.
Tab system: Auras- offensive, defensive, healing each time you hit tab it switches between them and also switches each encounter to a different ability that all have the same cooldowns making it different from GF, HR, DC but also like all three; meaning if you switch auras while the encounter is down it stays down until it recovers.
Shift system-Forced retreat: when shift is activated it pushes 5-8 enemies back 25' from the paladins epicenter, uses half stamina with each use.
Offensive aura- increases damage by a percentage in an area around the paladin and allows offensive encounters the aura's color is red.
Defensive aura- increases DR by a percentage in an area around the paladin allows for defensive buff encounters the aura's color is blue.
Healing aura- sends waves of small heals and a small to moderate increase in stamina regen in an area around the paladin and allows for healing encounters the aura's color is white.
Weapons- Long Mace or sword.
Off hand- Shield for the additional AC without a block.
Armor- plate as there is only one class that uses it.
Encounters would be something like this
defensive-Cover: takes all damage from one ally for a few seconds making it more powerful than knights valor but only on one target can be used to ensure a cleric or other squishy character isnt downed.
offensive-Holy Sword: fires a wave of holy light in a line.
healing-Divine Recovery: heals one target a moderate percentage of hp.
Class features might increase the power of each aura or augment them in some way.
I can see some of that working against the Pala in PVP. Personally I want a Great Mace using Paladin and his idle stance would be sth like this:
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
This would be a unique class compared to the existing classes, since the class combines some healing along with a little control, summoning, and combat.
Paladin would be a good next-in-line class after Druid.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
0
ladymythosMember, Neverwinter Knight of the Feywild UsersPosts: 637Bounty Hunter
What we need first though is to simplify existing classes. There are too many powers and feats. Then maybe we could hope to see more than 1 new class a year?
Too many powers and feats? Heh, I don't think there are enough. Especially not if we have two different paths pr class, each with their own powers and feats. Less is sometimes less, not more. No need to simplify or dumb down the game. If you find it confusing, study it more.
Anyway, for my own list, I would really want to vote Bard as the first one. I really want to... but I'm not gonna. The reason is what I've said for countless years: Bards aren't real bards, but yet another ranged/spellcaster type. They fight with swords, use armor and cast spells. They don't have anything to do with music anymore. I know not using weapons wouldn't be possible, so I suggest we learn from the Hunter Ranger:
1.For self-defense, use light armor and a light weapon. A short sword is fine, or even just a dagger. A proper Bard is a peacelover who don't want to fight. Think of them a a Rogue, except one focusing on peace and making everyone happy rather than stealing anything that isn't nailed down. But this is a solo-friendly game, so they do need some weaponry. Barely. But this is for survival only, not to activly fight anything in sight. Bards are not blood-thirsty barbarians. They prefer sitting in a tavern, drinking mead and singing their songs.
2. If we press Tab, we can switch out the weapon for our instrument of choice. A flute, guitar, banjo, you name it. They don't fight at all, but play music to buff the rest of the team. And by that, I mean they need to keep playing to keep the buff up - with a few technical exceptions, of course. This being a game, the buff can last a few seconds after they stop playing, so they can move around without breaking the buff. They basically play, move out of the way of monsters, play again and so on. They won't have any kind of fighting skills in this stance, but they don't need to. They can heal the others, make everyone stronger, make enemies weaker, make enemies confused and so on, all with their instruments.
To actually play the instrument, they need to 'toggle' the song on and off. Meaning they will have to toggle a song that buffs the party, and that's it. The song keeps playing. Once they move, they stop playing until they stop, and then they start playing the song again automatically. The exception is some songs like healing. Instant-healing are cast like a regular spell (though they can't play at the same time, naturally), but healing over time plays like a continous song.
All this means the Bard is very fragile when playing the instrument, but she makes the rest of the team a lot stronger in return. The best part is this would make the Bard a unique class unlike any other, meaning they would be a lot more fun to play than yet another spellcaster with a sword. I'm so bored of those bards. Make me this type of bard, and I'll be very, very, very happy.
Since people aren't noticing they are finishing out PHB1. Paladin and possibly Warlords (will be interesting to see how a buffing class is handled) will be next. Then they will probably move to PHB2. PHB3 is less likely given the fact of the craziness involved with that. Regardless, the game needs a second tanking class, so paladins are mostly likely it, and a bit disappointing that warlocks aren't considered for healing even though they have an awesome healing spec.
So in short you will have a while before they get to all those other classes, some of which are in the third PHB.
I want them to add the Shifter race now that we have all the PHB1 races though.
It's easy to see how Druid would be implemented in this game. The DC could be the template. You would have a caster, with a class feature "Wildshape" that changes the at-wills. The main questions I see are:
will the Druid be a Controller as in 4e, or a Leader / Defender hybrid as in most other games? (which NW could really use)
what will the Druid's power theme be?
HRs have green leaf / root / thorn effects, DCs have yellow / blue light effects, CWs use mostly blue ice spells, etc. My favorite druid spell is Creeping Doom, so I'd love to see insect effects on the druid's spells. Maybe a yellow-orange color?
"Bard" on the other hand could be anything. Jack of all trades as in first edition, buffbot musician as in 2nd, the melee or ranged healer from 3rd edition... what are people voting for here?
My personal preference would be for the bard not to play too much music, since the game already has music and the result might be discordant. I'd love to see what Cryptic does with the class, though.
EDIT: here's a 1st-edition inspired idea for a bard class: you pick one of the other classes to play, and get minstrelsy as a trade skill. It produces songs or instruments, which you can use OOC for party buffs (sort of like eating food in other games). Then we could have caster bards, swordsman bards, roguish bards, whatever varieties we want, with minimal work by Cryptic. Of course the full 4e class would be better, but that might be a long way off.
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ladymythosMember, Neverwinter Knight of the Feywild UsersPosts: 637Bounty Hunter
"Bard" on the other hand could be anything. Jack of all trades as in first edition, buffbot musician as in 2nd, the melee or ranged healer from 3rd edition... what are people voting for here?
My personal preference would be for the bard not to play too much music, since the game already has music and the result might be discordant. I'd love to see what Cryptic does with the class, though.
A bard that doesn't play music is like a wizard not using spells. Pointless. The last thing I want is a class using the name 'bard' because it sounds cool, but who doesn't have anything to do with music.
From Oxford dictionary:
Bard: A poet, traditionally one reciting epics and associated with a particular oral tradition:
(so technically it doesn't say 'music', but it has nothing to do with combat. I do NOT want just another fighter-ish type calling himself or herself a bard because 'poems are cool'.)
Class traits
The following traits are common to original druids, sentinels, and protectors.
Power source: Primal. You have gained your powers through a careful study of and communion with the natural world.
Weapon proficiencies: Simple melee, simple ranged
Implement proficiencies: Staffs, totems
Hit points at 1st level: 12 + Constitution score
Hit points per level gained: 5
Healing surges per Day: 7 + Constitution modifier
Game mechanic [shift key] Wild Shape
Original druids can use the wild shape at-will power to change into and out of beast form as a minor action once per round. Powers with the beast form keyword can only be used while in beast form. Weapon and implement attack powers without the beast form keyword can't be used while in beast form.
This way the powers would be different while in wild shape like a ranger with a bow or melee weapons.
Paths could be Sentinel, protector, or original druid, the latter being the first path and others added later.
Blame me, but I wanted another Wizard class, just like there's two Fighters.
I just didn't like the way they made the current Wizard.
+1
Although Control Wizard is my favorite, I would like to try War Wizard. But once War Wizard is introduced, Control Wizard's damage would probably be nerfed.
Comments
Good chance one of those is next.
Princess Amber - DC
Shieldmaiden Amber - GF
Valkyrie Amber - GWF
Huntress Amber - HR
Gnomes were never monsters. They were generally the "Inventors" of (insert fantasy realm here) See "Dragonlance" for more details. And were often used as a player character class for illusionists.
in 4e they are monsters. Raaaaawwwrrrr.....
Born of Black Wind: SW Level 80
1. Druid, using totems, with wildshape to Bear. Controller / leader as caster, controller / defender as bear. Spells could command lightning or insect swarms (thorn effects belong to HRs).
2. Paladin as polearm specialist, with an Asian stick fighting style. Role could be defender.
3. Battle cleric. Since DCs use a lot of light spells, and thus do not make convincing priests of Lolth / Shar, I think players might like to see a BC with shadow powers. Offhand shield (and block on <shift>), mainhand free to wield conjured shadow whips and flails, or cast spells.
4. Crossbow rogue. With the crossbow, keep the ROF low and the DPS high.
5. Bard with short sword and ocarina / pan pipes.
What we need first though is to simplify existing classes. There are too many powers and feats. Then maybe we could hope to see more than 1 new class a year?
I can see some of that working against the Pala in PVP. Personally I want a Great Mace using Paladin and his idle stance would be sth like this:
Merrily, merrily, merrily, merrily, Life is but a dream.
This would be a unique class compared to the existing classes, since the class combines some healing along with a little control, summoning, and combat.
Paladin would be a good next-in-line class after Druid.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
The DnD rules I saw give the Druid some healing ability. I verified this by checking out another online game from WoTC.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
Anyway, for my own list, I would really want to vote Bard as the first one. I really want to... but I'm not gonna. The reason is what I've said for countless years: Bards aren't real bards, but yet another ranged/spellcaster type. They fight with swords, use armor and cast spells. They don't have anything to do with music anymore. I know not using weapons wouldn't be possible, so I suggest we learn from the Hunter Ranger:
1.For self-defense, use light armor and a light weapon. A short sword is fine, or even just a dagger. A proper Bard is a peacelover who don't want to fight. Think of them a a Rogue, except one focusing on peace and making everyone happy rather than stealing anything that isn't nailed down. But this is a solo-friendly game, so they do need some weaponry. Barely. But this is for survival only, not to activly fight anything in sight. Bards are not blood-thirsty barbarians. They prefer sitting in a tavern, drinking mead and singing their songs.
2. If we press Tab, we can switch out the weapon for our instrument of choice. A flute, guitar, banjo, you name it. They don't fight at all, but play music to buff the rest of the team. And by that, I mean they need to keep playing to keep the buff up - with a few technical exceptions, of course. This being a game, the buff can last a few seconds after they stop playing, so they can move around without breaking the buff. They basically play, move out of the way of monsters, play again and so on. They won't have any kind of fighting skills in this stance, but they don't need to. They can heal the others, make everyone stronger, make enemies weaker, make enemies confused and so on, all with their instruments.
To actually play the instrument, they need to 'toggle' the song on and off. Meaning they will have to toggle a song that buffs the party, and that's it. The song keeps playing. Once they move, they stop playing until they stop, and then they start playing the song again automatically. The exception is some songs like healing. Instant-healing are cast like a regular spell (though they can't play at the same time, naturally), but healing over time plays like a continous song.
All this means the Bard is very fragile when playing the instrument, but she makes the rest of the team a lot stronger in return. The best part is this would make the Bard a unique class unlike any other, meaning they would be a lot more fun to play than yet another spellcaster with a sword. I'm so bored of those bards. Make me this type of bard, and I'll be very, very, very happy.
BlackberryCheesecake CW
[SIGPIC][/SIGPIC]
CheeseCake House
So in short you will have a while before they get to all those other classes, some of which are in the third PHB.
I want them to add the Shifter race now that we have all the PHB1 races though.
It's easy to see how Druid would be implemented in this game. The DC could be the template. You would have a caster, with a class feature "Wildshape" that changes the at-wills. The main questions I see are:
- will the Druid be a Controller as in 4e, or a Leader / Defender hybrid as in most other games? (which NW could really use)
- what will the Druid's power theme be?
HRs have green leaf / root / thorn effects, DCs have yellow / blue light effects, CWs use mostly blue ice spells, etc. My favorite druid spell is Creeping Doom, so I'd love to see insect effects on the druid's spells. Maybe a yellow-orange color?"Bard" on the other hand could be anything. Jack of all trades as in first edition, buffbot musician as in 2nd, the melee or ranged healer from 3rd edition... what are people voting for here?
My personal preference would be for the bard not to play too much music, since the game already has music and the result might be discordant. I'd love to see what Cryptic does with the class, though.
EDIT: here's a 1st-edition inspired idea for a bard class: you pick one of the other classes to play, and get minstrelsy as a trade skill. It produces songs or instruments, which you can use OOC for party buffs (sort of like eating food in other games). Then we could have caster bards, swordsman bards, roguish bards, whatever varieties we want, with minimal work by Cryptic. Of course the full 4e class would be better, but that might be a long way off.
From Oxford dictionary:
Bard: A poet, traditionally one reciting epics and associated with a particular oral tradition:
(so technically it doesn't say 'music', but it has nothing to do with combat. I do NOT want just another fighter-ish type calling himself or herself a bard because 'poems are cool'.)
The following traits are common to original druids, sentinels, and protectors.
Power source: Primal. You have gained your powers through a careful study of and communion with the natural world.
Weapon proficiencies: Simple melee, simple ranged
Implement proficiencies: Staffs, totems
Hit points at 1st level: 12 + Constitution score
Hit points per level gained: 5
Healing surges per Day: 7 + Constitution modifier
Game mechanic [shift key] Wild Shape
Original druids can use the wild shape at-will power to change into and out of beast form as a minor action once per round. Powers with the beast form keyword can only be used while in beast form. Weapon and implement attack powers without the beast form keyword can't be used while in beast form.
This way the powers would be different while in wild shape like a ranger with a bow or melee weapons.
Paths could be Sentinel, protector, or original druid, the latter being the first path and others added later.
I just didn't like the way they made the current Wizard.
Although Control Wizard is my favorite, I would like to try War Wizard. But once War Wizard is introduced, Control Wizard's damage would probably be nerfed.