Why does the "Trickster Rogue" class get CC Immunity (something that's NEVER been part of the Rogue) when they already have CC and Stealth?
Furthermore, why does the Trickster Rogue have Uber damage, when that's the province of the Shadow Assassin Rogue? Trickster Rogues should have a boatload of deception tools and have that as their focus, not a focus on doing enough damage to kill a God (again, that's what the Shadow Assassin Rogue does)
Why is the Paladin class an unstoppable tank? To be honest, the smiting thing (though it shouldn't be a 1shotKill as it is now) is actually thematic for the Paladin, but the near-total-damage immunity is not. They're supposed to be tanky, not invulnerable.
Why does the Control Wizard have a boatload of damage and a crit focus, rather than a massive multitude of CC and control over combat flow? They have CC, sure, but doing massive damage is so easy and so superior that the CC isn't the focus. Not to mention the class's ENTIRE PURPOSE is supposed to be the control of combat flow, and I'm not sure how making all their best routes achieved through a random chance stat (crit) serves to support that.
Call me crazy, Trickster Rogue and Orb of Control Wizard have been my favorite DnD classes to play since forever, and I've been sorely disappointed by them not being done justice in Neverwinter just because overloaded classes are more fun to some people for some ignorant reason. I'm just wondering why a game that purports to be based off the DnD tabletop game has such glaring flaws in it's class design system (and, by extension, it's balancing system).
If I can do more damage, be more reliable, escape threats more and still be CC Immune as a TR, why should I play GWF? Or HR?
If I can keep the same, or higher, DPS and burst as a CW, why the flying **** would I play SW?
If I can out damage, out tank, and out heal a GF, why would I choose a GF over an OP?
It's not only significantly thematically flawed, it causes way-overloaded kits and, in some cases (*cough* paladin *cough*) overpowered ones.
If you guys want to make a D&D game, please familiarize yourselves with D&D and make the character classes accurate, or at least change their names so that people don't get the wrong impression of what type of gameplay to expect from the class. Call CWs War Wizards instead, call TRs Shadow Assassin Rogues instead, etc.
Why are most movie productions based off successful books so far deviated from their source material to the point of no recognition? Why do superhero shows never seem to stay true to their... "graphic novel" counterparts? Why do some authors say screw film directors? DnD and Neverwinter falls into the same conundrum.
The difference with this is that NW knows EXACTLY what their source material is and is doing it wrong either on purpose or sheer ignorance.
It's one thing to "base" your game off content, it's another thing to use that content's titles and names exactly and do it wrong, especially when it's simply a matter of incorrectly portraying the character classes.
If the Wizard were called a War Wizard rather than Control Wizard, the playstyle they enforce would be significantly more accurate. Same thing with the Rogue. The reason it's frustrating is that they're not doing justice to the source material and while I can't speak for all D&D players obviously, I find it rather upsetting that they'd take some longtime favorite character archtypes and do them completely wrong seemingly on purpose.
Some things make no sense no matter how you portray it, like giving CC Immunity to Rogues or giving Paladins an instakill move, but others are just complete oversights that should've been caught SOMEWHERE in the pipeline of development.
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It's one thing to "base" your game off content, it's another thing to use that content's titles and names exactly and do it wrong, especially when it's simply a matter of incorrectly portraying the character classes.
If the Wizard were called a War Wizard rather than Control Wizard, the playstyle they enforce would be significantly more accurate. Same thing with the Rogue. The reason it's frustrating is that they're not doing justice to the source material and while I can't speak for all D&D players obviously, I find it rather upsetting that they'd take some longtime favorite character archtypes and do them completely wrong seemingly on purpose.
Some things make no sense no matter how you portray it, like giving CC Immunity to Rogues or giving Paladins an instakill move, but others are just complete oversights that should've been caught SOMEWHERE in the pipeline of development.