No taking into consideration the people that doesnt want to level up as fast as possible and take thier time.
Through 11 of my characters its taken a few months for them to level to 60, simply because I perferred doing pvp and some dungeons here and there and alot of foundry stuff (non farming). I dont want to be stuck with some unsightly equipment at those levels and have to pay the ungodly sum of AD to transmute, and then do so again every few levels or so to not use a weapon my character just would not like (and dont even identify with).
Even when you get to 60/70. If the gear is gonna be teired like they were doing in mods 1-5 and actually plan on making the tiers and stats on equipment more meaningful. Thats still a whole lot of transmutation to go through.
Bingo this quote is totally me. I think being forced to pay AD to transmute for something that should be a staple of the class is simply wrong. Furthermore I treat this game like a D&D game. I don't look for all the things I can do to milk out XP and get as high a level as possible. I want to do everything. Sometimes I do stop and do the foundry and also I won't take leadership if it doesn't make sense "in character" for the character to take it. I have a seedy warlock I play as my main right now. In no way, shape, or form is he the leader type. Thusly, he does not have leadership. If I can't be immersed into a role playing game than what's the point?
This is one of my leadership alts. He had an 18% xp boost after level 20. <under 10 hours at 60>
Feasible if you don't really read quest dialogues or lore, listen to any voicing, explore, or stop to look around, and also skip all the dungeons and skirmishes along the way. People don't necessarily *like* to play like that, and shouldn't do so just so they can hit 60 faster.
You fully level your Leadership alts before parking them, presumably for slot unlocks? To me, it usually implies a character that has spent a substantial portion of their existence levelling from the character XP you can't help but amass if you're invoking and doing Leadership (unless you avoid all tasks that award it).
Anyway, it makes all kinds of sense to speedrun an alt you don't actually give a darn about, but not so much for a character you're invested in, particularly as advice to someone who very strongly appears to want to roleplay his paladin. (Edit: forum blanking out my 4-letter word makes my brain fill in something much dirtier than what I initially wrote.)
I made the mistake of making one of every class early in Neverwinter, rather than stagger them, and most of them initially levelled at the fire. They were 60 but some would have shown a shockingly short amount of time adventuring... because they hadn't.
Feasible if you don't really read quest dialogues or lore, listen to any voicing, explore, or stop to look around, and also skip all the dungeons and skirmishes along the way. People don't necessarily *like* to play like that, and shouldn't do so just so they can hit 60 faster.
You fully level your Leadership alts before parking them, presumably for slot unlocks? To me, it usually implies a character that has spent a substantial portion of their existence levelling from the character XP you can't help but amass if you're invoking and doing Leadership (unless you avoid all tasks that award it).
Anyway, it makes all kinds of sense to speedrun an alt you don't actually give a darn about, but not so much for a character you're invested in, particularly as advice to someone who very strongly appears to want to roleplay his paladin. (Edit: forum blanking out my 4-letter word makes my brain fill in something much dirtier than what I initially wrote.)
I made the mistake of making one of every class early in Neverwinter, rather than stagger them, and most of them initially levelled at the fire. They were 60 but some would have shown a shockingly short amount of time adventuring... because they hadn't.
Yeah I create them then start running them up as fast as I can. I'm not as fast as some with doing that but it goes fairly quickly imo. If you put me at the lower end of time though, it means that even if you take your time you'd still only be at 20 ish hours roughly with double my time. To me that is still stupidly quick for a leveling process, which is why it seems so incredibly odd to complain that you'd be stuck with a mace while leveling.
Weaponsmithing recipes for Paladin sword alternatives is an excellent idea. Already this is how GFs and GWFs get axes and TRs get short swords. And they are usable weapons if you want, not just skins.
That's cool and all, but it still doesn't really fix the problem. The problem is that we're stuck using maces when we should be getting swords. I don't really want to get involved with crafting personally. I don't like it. I don't like the complexities that is often involved in crafting and yes I've played with quite a bit. It's just not my thing. I'm sure there are other people who feel the same way. We need a solution that would fix it across the board. Editing a database file so that paladins could share guardian fighter weapons should be easy (unless written in some obscure database without documentation present). Adding a line letting the weapons be useable for paladins shouldn't be all that difficult.
That's cool and all, but it still doesn't really fix the problem. The problem is that we're stuck using maces when we should be getting swords. I don't really want to get involved with crafting personally. I don't like it. I don't like the complexities that is often involved in crafting and yes I've played with quite a bit. It's just not my thing. I'm sure there are other people who feel the same way. We need a solution that would fix it across the board. Editing a database file so that paladins could share guardian fighter weapons should be easy (unless written in some obscure database without documentation present). Adding a line letting the weapons be useable for paladins shouldn't be all that difficult.
Except they've said repeatedly that part of their class system is that each class uses different weapons. Which granted isn't from dnd but means that there may be some technical problem with doing that, that would break many other things.
Except they've said repeatedly that part of their class system is that each class uses different weapons. Which granted isn't from dnd but means that there may be some technical problem with doing that, that would break many other things.
Are you saying that this is D&D in name only? I thought the developers said that they wanted this game to feel like Dungeons & Dragons. Are they making a gamey action game or an action game that feels like D&D? A paladin with a mace, doesn't feel like Dungeons & Dragons at all... not even remotely. I fail to see how there might be technical problems considering the fact that guardian fighters use swords already and that the guardian fighters and paladins already share armor. There is absolutely no reason at all why they cannot share weapons.
Are you saying that this is D&D in name only? I thought the developers said that they wanted this game to feel like Dungeons & Dragons. Are they making a gamey action game or an action game that feels like D&D? A paladin with a mace, doesn't feel like Dungeons & Dragons at all... not even remotely. I fail to see how there might be technical problems considering the fact that guardian fighters use swords already and that the guardian fighters and paladins already share armor. There is absolutely no reason at all why they cannot share weapons.
It all depends on how it's coded, it could be problematic. The system was set up to never share weapons after all so I don't assume that it's an easy change. Because I don't have the code in front of me. Yeah it could be easy, or it could be a nightmare. With out the source code neither of us can say, so saying that it's a simple change is rather naive.
edit*
Also it's always been an action combat mmo inspired by dnd 4e, which has many implications in that it's only inspired so it doesn't involve all rules and since it's specific to 4e that means that holy avenger which is the main focus of the "must be a longsword" argument, can be any weapon that the pally can use.
Weaponsmithing recipes for Paladin sword alternatives is an excellent idea. Already this is how GFs and GWFs get axes and TRs get short swords. And they are usable weapons if you want, not just skins.
This sounds like the best solution to me. It'd still require AD to transmute at some point, but at least they're more readily available and weaponsmithing would make sense with Paladin's from a role playing standpoint. Unless one of your Paladin's character traits is Afraid Of Weaponsmithers or something. :P
The only D&D I ever played before Neverwinter was maybe an hour of Baldur's Gate about 10 years ago, so I've got no attachment to what a Paladin or even any class is SUPPOSED to use. It just makes sense that they should each have their own standard weapon type and I like the maces just fine. It's nice to have a nice blunt weapon to smack people with (I stuck with swords for my GWF and never really played my GF for those options).
(yes i'd be okay with it if CW's swung a ball and chain or if DC's shot troll fools with a Glock)
So I will be wielding my mace proudly and glad that I won't be spending any AD on transmute weapons to make it look like a sword!
Just call me Rod. Member of Grievance! CW: Rodrant Turnbul TR: Rodran DC: Rodrat GWF: ROARdrant TurnBRAWL Other GWF: Shieldrant HR: Bowdrant SW: Wardrant Turnlock (my main!) OP: Paladrant (on Preview!)
Only not everyone crafts. Forced crafting sucks. Since you brought up role playing not all paladins are going to be weapon smiths. I have yet to see or even hear of a paladin character that was a smith in over 33 years of playing D&D. I did other things with my background, proficiencies, and skills as did those I gamed with who also played paladins. Working a forge wasn't one of them. Everyone is different. Not everyone is going to be a smith. Not everyone should have to be for what is perceived as a flaw of the paladin class by many.
A mace for the paladin class is neither iconic nor is it D&D. If they really wanted to go with a different weapon, they could have easily given the paladin a broadsword. It's longer than a short sword but not as long as a long sword but it's got a much broader blade. That would have been acceptable. This isn't.
I don't buy it for one minute that guardian fighters and paladins can't share weapons. Especially when we already share armors. It defies common sense.
Aw man, as a Wizard as my main i'd love this too. The problem is the fancy Wu-almost Shu animations (Shield/Chill Strike) that generally don't incorporate their weapon, or when they do its meat to be grasping an orby object (Magic Missile). Not to mention the default animation stances. The staff would just always be on the back and/or look awkward.
So, Panderus mains a CW, suddenly things've gotten clearer
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
No but coding is coding and I know enough about MMO's from my professional experiences alone to tell you that they are on the same database. Itemization in MMO's is typically done on a singular database. I know this from firsthand experience with another game that I was involved with on a professional level. If they can add a line of code in for the armor to be shared, they can do the same for weapons. Other MMO's do this all the time when they add new classes to the game.
Expanding Weaponsmithing to make a variety of swords for paladins is a good idea. Should have the rare tasks even being free transmute.
This solves the issue how? So everyone that wants a sword MUST craft? Do you truly believe that forcing everyone to craft is the answer? What are you going to do when you hit level x, y, or z, and you don't have the components readily available to craft your sword? You're back at square one. I have a weaponsmith character. I tried it. I got to a point with the skill where it became less and less viable to make anything useable for my great weapon fighter who I had the skill on. The only other thing I could do is go fish around on the auction house and pay AD that I didn't have for the components to make weapons commensurate for my characters level. This does not solve the issue. It instead makes even more problems. The root of this problem is this weapon that is not paladin like is being forced on the class. As I've also said before, it's like taking a square peg and trying to insert it into a round hole.
This solves the issue how? So everyone that wants a sword MUST craft? Do you truly believe that forcing everyone to craft is the answer? What are you going to do when you hit level x, y, or z, and you don't have the components readily available to craft your sword? You're back at square one. I have a weaponsmith character. I tried it. I got to a point with the skill where it became less and less viable to make anything useable for my great weapon fighter who I had the skill on. The only other thing I could do is go fish around on the auction house and pay AD that I didn't have for the components to make weapons commensurate for my characters level. This does not solve the issue. It instead makes even more problems. The root of this problem is this weapon that is not paladin like is being forced on the class. As I've also said before, it's like taking a square peg and trying to insert it into a round hole.
I will not be forced to level a crafting profession period. One thing to note tho, currently my real problem with OPs is not the Mace. Its the lack of proper offensive encounters. I get it, Cryptic wants him to be a support class but he's a Paladin for cryin' out loud. You know, protect the innocent and smite the wicked ( the actual Smite on preview is a joke )
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
No but coding is coding and I know enough about MMO's from my professional experiences alone to tell you that they are on the same database. Itemization in MMO's is typically done on a singular database. I know this from firsthand experience with another game that I was involved with on a professional level. If they can add a line of code in for the armor to be shared, they can do the same for weapons. Other MMO's do this all the time when they add new classes to the game.
It's pretty clear that they want the paladin to feel different from GF. Sharing armor is fine, the stats might be allocated closely enough to be used by both without adjustment. Weapons, on the other hand, might be vastly different. It could be a simple case of wanting each classes weapons to have a different base damage value. For this reason alone they simply can't check a box and allow paladins to use GF weapons without modification.
They arnt going to redo Paladins to work with unmodified GF weapons and they arnt going to make a copy of every GF weapon modified to fit the Paladins base damage. So honestly the ONLY real compromise left at this point in time is providing alternate weapon skins.
As far as the crafting issue. You are aware that you don't have to make them yourself. People will be more then happy to level up their own professions to make them for you.
This solves the issue how? So everyone that wants a sword MUST craft? Do you truly believe that forcing everyone to craft is the answer? What are you going to do when you hit level x, y, or z, and you don't have the components readily available to craft your sword? You're back at square one. I have a weaponsmith character. I tried it. I got to a point with the skill where it became less and less viable to make anything useable for my great weapon fighter who I had the skill on. The only other thing I could do is go fish around on the auction house and pay AD that I didn't have for the components to make weapons commensurate for my characters level. This does not solve the issue. It instead makes even more problems. The root of this problem is this weapon that is not paladin like is being forced on the class. As I've also said before, it's like taking a square peg and trying to insert it into a round hole.
Its an mmo. The beauty about it is you dont have to actually craft it yourself. there are people who craft stuff and put them on the auction house for other people. Though even I know its unrealistic that they're going to redo the entirety of the Paladin's weapons at this point. Its the best alternative.
When I wanted to use only axes for my gwf character. Weaponsmithing helped that. The only thing bothersome is the transmutation costs. Which I proposed to have the tasks also be free transmute.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
I don't buy it for one minute that guardian fighters and paladins can't share weapons. Especially when we already share armors. It defies common sense.
No it doesn't. Every class in Neverwinter has a unique set of combat animations that is designed around their character-specific weapon type. While the sword and mace don't look different insofar as being one-handed weapons paired with a shield, we don't really know how the underlying combat code would handle weapons assigned to more than one class.
This is why cosmetically, a GWF can be wielding a sword, greataxe, hammer, or scythe... but their animations are coded around "weapon usable by GWF class", and basically look the same no matter what weapon is used.
Armor actually has nothing to do with combat animations, so pieces can be shared. Since beta there were a couple of armor pieces shared between GF and GWF. SW got tacked on as a class that can use a few pieces that used to be TR-only. but this is just how you look, not how the game code tells you how to fight.
No it doesn't. Every class in Neverwinter has a unique set of combat animations that is designed around their character-specific weapon type. While the sword and mace don't look different insofar as being one-handed weapons paired with a shield, we don't really know how the underlying combat code would handle weapons assigned to more than one class.
This is why cosmetically, a GWF can be wielding a sword, greataxe, hammer, or scythe... but their animations are coded around "weapon usable by GWF class", and basically look the same no matter what weapon is used.
Armor actually has nothing to do with combat animations, so pieces can be shared. Since beta there were a couple of armor pieces shared between GF and GWF. SW got tacked on as a class that can use a few pieces that used to be TR-only. but this is just how you look, not how the game code tells you how to fight.
Also, as mentioned above, base weapon damage varies from class to class. This alone prevents weapon sharing.
I understand why the classes have different weapons. I just think they should have designed a new range of swords for the Paladin rather than using maces. In D&D maces are for clerics, not Paladins. However, I'll wait and see what transmutes are provided and whether anything is changed with respect to the extortionate transmute costs before going off on one about this.
Oh - and the crafting idea isn't half bad either. Weaponmithing is a perfectly acceptable RP profession for a Paladin and if they included some decent-looking swords/transmutes it wouldn't be too teeth-grinding to level it up. Or just buy them. Or get a guildie to make them for you.
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited February 2015
I've ended up really happy with a crafted short sword as the main hand for the TR I've been playing most lately, and a standard dagger in his off hand. So glad I delved into Weaponsmithing while trying to find the right look for him.
Funny thing about that and combat animations... the Disheartening Strike at-will for a Whisperknife rogue distinctly depicts you throwing your off-hand weapon, and thus looks fairly ridiculous with a sword or rapier or various bulky handaxes that have been released as CTA skins.
Aw man, as a Wizard as my main i'd love this too. The problem is the fancy Wu-almost Shu animations (Shield/Chill Strike) that generally don't incorporate their weapon, or when they do its meat to be grasping an orby object (Magic Missile). Not to mention the default animation stances. The staff would just always be on the back and/or look awkward.
See, this is why you have to make the War Wizard, with a proper staff, and a Fireball.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
Also, as mentioned above, base weapon damage varies from class to class. This alone prevents weapon sharing.
I understand why the classes have different weapons. I just think they should have designed a new range of swords for the Paladin rather than using maces. In D&D maces are for clerics, not Paladins. However, I'll wait and see what transmutes are provided and whether anything is changed with respect to the extortionate transmute costs before going off on one about this.
Oh - and the crafting idea isn't half bad either. Weaponmithing is a perfectly acceptable RP profession for a Paladin and if they included some decent-looking swords/transmutes it wouldn't be too teeth-grinding to level it up. Or just buy them. Or get a guildie to make them for you.
It didn't look any different when I had a guardian weapon drop for my level and compared it to the weapon I had so that invalidates that. The weapon smithing thing is a band aid if that. I shouldn't be forced into weapon smithing or spending money to deal with someone elses greed. Not a fix.
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited February 2015
It isn't necessarily that the animations are "so different".
It's that the animations cannot actually run if you don't have an appropriate weapon equipped. There was a bug while testing the prior mod where TRs couldn't dodge if they had the wrong kind of dagger in their main hand. TRs have a bit of strangeness where their main and off-hands are semi-interchangeable, but only semi. This was an example where the game thought attack moves were ok if you technically had two off-hands equipped, but dodging was flat-out broken.
We don't know how difficult it would be for the game engine that Neverwinter uses to acknowledge a weapon that is coded as acceptable for multiple classes. Everything to date has been designed round each class having a weapon not usable by anyone else.
But if they really insist on transmuting being the solution for people, that AD cost has to come down, and i mean way way down 10k AD or less at max lvl.
I've been on that train of substantially reducing the cost of transmuting being reduced since beta. They really do.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited February 2015
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited February 2015
To help get this thread back on topic, I now proclaim the new topic direction of this thread to be based upon Panderus' respectful reply to our feedback:
"I just tracked a few people down and the current plan is to have the primary Oathbound Paladin gear rewards be maces. HOWEVER, a number of items especially transmute rewards will use Guardian Fighter swords and at least one Devoted Cleric Scepter.
So there will be choices other than maces, but that will be the primary focus.
I'll blow vuvuzela until I die!"
Please keep further replies of feedback and opinions based upon this direction. Thanks!
Comments
Bingo this quote is totally me. I think being forced to pay AD to transmute for something that should be a staple of the class is simply wrong. Furthermore I treat this game like a D&D game. I don't look for all the things I can do to milk out XP and get as high a level as possible. I want to do everything. Sometimes I do stop and do the foundry and also I won't take leadership if it doesn't make sense "in character" for the character to take it. I have a seedy warlock I play as my main right now. In no way, shape, or form is he the leader type. Thusly, he does not have leadership. If I can't be immersed into a role playing game than what's the point?
Sovereign Lord of the 1st Fist of Light
Global Handle: @Marshal_Valor
Feasible if you don't really read quest dialogues or lore, listen to any voicing, explore, or stop to look around, and also skip all the dungeons and skirmishes along the way. People don't necessarily *like* to play like that, and shouldn't do so just so they can hit 60 faster.
You fully level your Leadership alts before parking them, presumably for slot unlocks? To me, it usually implies a character that has spent a substantial portion of their existence levelling from the character XP you can't help but amass if you're invoking and doing Leadership (unless you avoid all tasks that award it).
Anyway, it makes all kinds of sense to speedrun an alt you don't actually give a darn about, but not so much for a character you're invested in, particularly as advice to someone who very strongly appears to want to roleplay his paladin. (Edit: forum blanking out my 4-letter word makes my brain fill in something much dirtier than what I initially wrote.)
I made the mistake of making one of every class early in Neverwinter, rather than stagger them, and most of them initially levelled at the fire. They were 60 but some would have shown a shockingly short amount of time adventuring... because they hadn't.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Yeah I create them then start running them up as fast as I can. I'm not as fast as some with doing that but it goes fairly quickly imo. If you put me at the lower end of time though, it means that even if you take your time you'd still only be at 20 ish hours roughly with double my time. To me that is still stupidly quick for a leveling process, which is why it seems so incredibly odd to complain that you'd be stuck with a mace while leveling.
That's cool and all, but it still doesn't really fix the problem. The problem is that we're stuck using maces when we should be getting swords. I don't really want to get involved with crafting personally. I don't like it. I don't like the complexities that is often involved in crafting and yes I've played with quite a bit. It's just not my thing. I'm sure there are other people who feel the same way. We need a solution that would fix it across the board. Editing a database file so that paladins could share guardian fighter weapons should be easy (unless written in some obscure database without documentation present). Adding a line letting the weapons be useable for paladins shouldn't be all that difficult.
Sovereign Lord of the 1st Fist of Light
Global Handle: @Marshal_Valor
Except they've said repeatedly that part of their class system is that each class uses different weapons. Which granted isn't from dnd but means that there may be some technical problem with doing that, that would break many other things.
Are you saying that this is D&D in name only? I thought the developers said that they wanted this game to feel like Dungeons & Dragons. Are they making a gamey action game or an action game that feels like D&D? A paladin with a mace, doesn't feel like Dungeons & Dragons at all... not even remotely. I fail to see how there might be technical problems considering the fact that guardian fighters use swords already and that the guardian fighters and paladins already share armor. There is absolutely no reason at all why they cannot share weapons.
Sovereign Lord of the 1st Fist of Light
Global Handle: @Marshal_Valor
It all depends on how it's coded, it could be problematic. The system was set up to never share weapons after all so I don't assume that it's an easy change. Because I don't have the code in front of me. Yeah it could be easy, or it could be a nightmare. With out the source code neither of us can say, so saying that it's a simple change is rather naive.
edit*
Also it's always been an action combat mmo inspired by dnd 4e, which has many implications in that it's only inspired so it doesn't involve all rules and since it's specific to 4e that means that holy avenger which is the main focus of the "must be a longsword" argument, can be any weapon that the pally can use.
This sounds like the best solution to me. It'd still require AD to transmute at some point, but at least they're more readily available and weaponsmithing would make sense with Paladin's from a role playing standpoint. Unless one of your Paladin's character traits is Afraid Of Weaponsmithers or something. :P
The only D&D I ever played before Neverwinter was maybe an hour of Baldur's Gate about 10 years ago, so I've got no attachment to what a Paladin or even any class is SUPPOSED to use. It just makes sense that they should each have their own standard weapon type and I like the maces just fine. It's nice to have a nice blunt weapon to smack people with (I stuck with swords for my GWF and never really played my GF for those options).
(yes i'd be okay with it if CW's swung a ball and chain or if DC's shot troll fools with a Glock)
So I will be wielding my mace proudly and glad that I won't be spending any AD on transmute weapons to make it look like a sword!
CW: Rodrant Turnbul
TR: Rodran
DC: Rodrat
GWF: ROARdrant TurnBRAWL
Other GWF: Shieldrant
HR: Bowdrant
SW: Wardrant Turnlock (my main!)
OP: Paladrant (on Preview!)
A mace for the paladin class is neither iconic nor is it D&D. If they really wanted to go with a different weapon, they could have easily given the paladin a broadsword. It's longer than a short sword but not as long as a long sword but it's got a much broader blade. That would have been acceptable. This isn't.
I don't buy it for one minute that guardian fighters and paladins can't share weapons. Especially when we already share armors. It defies common sense.
Sovereign Lord of the 1st Fist of Light
Global Handle: @Marshal_Valor
Is weaponry armor?
So, Panderus mains a CW, suddenly things've gotten clearer
Merrily, merrily, merrily, merrily, Life is but a dream.
No but coding is coding and I know enough about MMO's from my professional experiences alone to tell you that they are on the same database. Itemization in MMO's is typically done on a singular database. I know this from firsthand experience with another game that I was involved with on a professional level. If they can add a line of code in for the armor to be shared, they can do the same for weapons. Other MMO's do this all the time when they add new classes to the game.
Sovereign Lord of the 1st Fist of Light
Global Handle: @Marshal_Valor
This solves the issue how? So everyone that wants a sword MUST craft? Do you truly believe that forcing everyone to craft is the answer? What are you going to do when you hit level x, y, or z, and you don't have the components readily available to craft your sword? You're back at square one. I have a weaponsmith character. I tried it. I got to a point with the skill where it became less and less viable to make anything useable for my great weapon fighter who I had the skill on. The only other thing I could do is go fish around on the auction house and pay AD that I didn't have for the components to make weapons commensurate for my characters level. This does not solve the issue. It instead makes even more problems. The root of this problem is this weapon that is not paladin like is being forced on the class. As I've also said before, it's like taking a square peg and trying to insert it into a round hole.
Sovereign Lord of the 1st Fist of Light
Global Handle: @Marshal_Valor
I will not be forced to level a crafting profession period. One thing to note tho, currently my real problem with OPs is not the Mace. Its the lack of proper offensive encounters. I get it, Cryptic wants him to be a support class but he's a Paladin for cryin' out loud. You know, protect the innocent and smite the wicked ( the actual Smite on preview is a joke )
Merrily, merrily, merrily, merrily, Life is but a dream.
It's pretty clear that they want the paladin to feel different from GF. Sharing armor is fine, the stats might be allocated closely enough to be used by both without adjustment. Weapons, on the other hand, might be vastly different. It could be a simple case of wanting each classes weapons to have a different base damage value. For this reason alone they simply can't check a box and allow paladins to use GF weapons without modification.
They arnt going to redo Paladins to work with unmodified GF weapons and they arnt going to make a copy of every GF weapon modified to fit the Paladins base damage. So honestly the ONLY real compromise left at this point in time is providing alternate weapon skins.
As far as the crafting issue. You are aware that you don't have to make them yourself. People will be more then happy to level up their own professions to make them for you.
Its an mmo. The beauty about it is you dont have to actually craft it yourself. there are people who craft stuff and put them on the auction house for other people. Though even I know its unrealistic that they're going to redo the entirety of the Paladin's weapons at this point. Its the best alternative.
When I wanted to use only axes for my gwf character. Weaponsmithing helped that. The only thing bothersome is the transmutation costs. Which I proposed to have the tasks also be free transmute.
They buy the blankety blanking sword from someone else who crafted it. You can roleplay your heart out about finding the right blacksmith for the job.
The game is not going to change because you can't get over your hissy fit.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
No it doesn't. Every class in Neverwinter has a unique set of combat animations that is designed around their character-specific weapon type. While the sword and mace don't look different insofar as being one-handed weapons paired with a shield, we don't really know how the underlying combat code would handle weapons assigned to more than one class.
This is why cosmetically, a GWF can be wielding a sword, greataxe, hammer, or scythe... but their animations are coded around "weapon usable by GWF class", and basically look the same no matter what weapon is used.
Armor actually has nothing to do with combat animations, so pieces can be shared. Since beta there were a couple of armor pieces shared between GF and GWF. SW got tacked on as a class that can use a few pieces that used to be TR-only. but this is just how you look, not how the game code tells you how to fight.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I understand why the classes have different weapons. I just think they should have designed a new range of swords for the Paladin rather than using maces. In D&D maces are for clerics, not Paladins. However, I'll wait and see what transmutes are provided and whether anything is changed with respect to the extortionate transmute costs before going off on one about this.
Oh - and the crafting idea isn't half bad either. Weaponmithing is a perfectly acceptable RP profession for a Paladin and if they included some decent-looking swords/transmutes it wouldn't be too teeth-grinding to level it up. Or just buy them. Or get a guildie to make them for you.
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Funny thing about that and combat animations... the Disheartening Strike at-will for a Whisperknife rogue distinctly depicts you throwing your off-hand weapon, and thus looks fairly ridiculous with a sword or rapier or various bulky handaxes that have been released as CTA skins.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
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It didn't look any different when I had a guardian weapon drop for my level and compared it to the weapon I had so that invalidates that. The weapon smithing thing is a band aid if that. I shouldn't be forced into weapon smithing or spending money to deal with someone elses greed. Not a fix.
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It's that the animations cannot actually run if you don't have an appropriate weapon equipped. There was a bug while testing the prior mod where TRs couldn't dodge if they had the wrong kind of dagger in their main hand. TRs have a bit of strangeness where their main and off-hands are semi-interchangeable, but only semi. This was an example where the game thought attack moves were ok if you technically had two off-hands equipped, but dodging was flat-out broken.
We don't know how difficult it would be for the game engine that Neverwinter uses to acknowledge a weapon that is coded as acceptable for multiple classes. Everything to date has been designed round each class having a weapon not usable by anyone else.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Please make some hammers/axes as an option for paladins too.
I've been on that train of substantially reducing the cost of transmuting being reduced since beta. They really do.
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Panderus stated:
So there will be choices other than maces, but that will be the primary focus.
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