Neverwinter AMA gets into the specifics of system design

    
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The Neverwinter system designers were on hand this week for an Ask Me Anything on Reddit about the title. Naturally, it drew a crowd interested in the nitty-gritty of specific systems and balance issues, and naturally, it elicited a lot of “we’ll take a look at that, we don’t know when that will be addressed.”

One interesting question had to do with Neverwinter’s decision to shy away from crowd control in dungeons by making the mobs immune to CC. “[Crowd control] currently just creates fights that are trivial and you generally don’t even need a build dedicated to controlling for enemies to be locked down,” the team said, going on to mention that no CC rework is planned for the future.

Another question asked how game modules were created. “We usually go into a module with a ton of awesome ideas for what we could add to the game and what would make players happy. After getting all of our ideas out there, we condense them into what’s possible in our time-frame and what has the highest importance,” the devs replied.

Other topics discussed included the need to update professions, dungeon balance, fashion, and a typical work day for a systems designer.

Source: Reddit

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Jeffery Witman

Bosses should be CC immune. Elites should have a chance to avoid some CC (saving throws). All they’re doing is forcing out any CC class in favor of more DPS, which makes every game more boring.

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Thomas

In my opinion the Control Wizard and the Hunter Ranger are presently — by a country mile — the weakest, wimpiest classes in the game. I have leveled all of the classes to at least the middle 60s, but CW and HR are my least favorite to play. I suspect this design decision is what makes these two classes so much less fun to play.

Both classes badly need strongly taunting, threat-heavy, tankish pets, a la WoW. But as far as I can tell, *none* of the companions/pets in this game are really very good at tanking (and I’ve tried out a lot of them). The best pets in Neverwinter are the healers, but even they are dumb as posts when it comes to avoiding aoe’s and whatnot. It’s really hard to keep them alive.

What would help Neverwinter immeasurably would be to allow companion customization, as was done in Guild Wars 1. Now, *that* would be really fun.

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Tutorix

The dog that (I think) comes with the first time buyers pack is a good tank. It’s unfortunate that you only get one per account, but (I think) you can find them at the AH. You can also set up your companions for better tanking, by using a defender pet (like the portal hound) as summoned with active companions that increase your summoned companion’s threat (like the duergar) or decrease your own threat (like the owl, yes the owl makes a noticeable difference). Also, mastering the use of shard of the endless avalanche is a good thing IMHO.

Still… it’s tougher than leveling a fighter. I have to buy health potions on my wizard when leveling. In days past, though, CW was the best class for endgame. Back then, the ideal party was 3-5 CWs, 0-1 GWFs, and 0-1 DCs. The CWs would cast arcane singularity and other CC and keep everything locked down, plus they did the most damage due to on-proc effects from their multiple AOE DOTs.

For hunter rangers… I did not have a problem leveling my HR. Just switch stances and everything melts. I did play as trapper, the CC spec, so that might have been why.

kjempff
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kjempff

I have not played neverwinter for a long long time, but I remember the CC part of combat as one of the best and most fun features (played a control wizard mainly). It was for me the proof that fast action combat does not always suck, but can be made with tactical co-op elements … If that is not there anymore, that is indeed sad..

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PoppaShon

I currently run as a Control Wizard. There is absolutely no reason to run a control build anymore. Just another squishy half cocked dps class. Meh.

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Greaterdivinity

Fuller answer on the topic of CC makes the devs seem less like they’re admitting to terrible design, but it’s still kinda not great. It’s shockingly honest, but that’s not necessarily always a good thing : /

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Jeffery Witman

They’re admitting they don’t know what to do about it, so they’re just removing it instead of trying to fix it. Being more verbose don’t change what they’re saying.

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Tutorix

By “trivial” they probably mean that players would be able to clear content above their item levels through intelligent use of CC. I do miss the days when intelligence and CC were needed to get through dungeons.

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Dug From The Earth

WoW Players, “Fights are too trivial, there is no CC, bring back vanilla dungeon content that required smart use of organized CC!”

Neverwinter devs, ““[Crowd control] currently just creates fights that are trivial”

Neverwinters CC design must revolve around “Stun EVERYTHING for large periods of time, over and over and over again”

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styopa

Control Wizards primarily focus on controlling the battlefield and dealing damage to a large number of creatures simultaneously. Because of the wizard’s role as a controller, they possess more crowd control options than any other class.