The community often complains about the lack of interaction from the devs, but that’s certainly not the case in the last couple days. Following the live stream with Robert Gutschera, the Lead Designer, another members of Systems as well as the Community Team went to Twitter in a second attempt to tackle an incredible amount of feedback.
And yeah, they never stood a chance as the post blew up with over 300 questions. Luckily unlike the devs you don’t have to crawl through the complete thread! We already did that and compiled the most interesting stuff in our summary!
The devs on…
… such a large gap of time between PC and console when new content is released?
… letting players skip more or most of the cut scenes
… introducing evil or good D&D factions
… lockbox admin message spam
… Ardent store rework
… disabling Armor Enchantment visuals
… making tooltips more accurate
… updating artifact active powers
When we end up taking a look at these, we’ll probably go in a similar route to what we did with Weapon Enhancements .tmarasco
… why not designing more classes like the Paladin, which changes roles depending on its Paragon.
Hybrids are really tricky. (I played a Druid in vanilla WoW, so I had a lot of experience of this on the player side.) If they are 90% in each of two roles, sometimes they just seem useless, since why not take the 100%? But if they are 100%+ in a role, then the class that is focused on that role will feel shortchanged.
A thing that has been discussed is doing a major feat/paragon path revamp and trying to make more classes like Paladin, with very explicit roles that you could queue for (so eg add more healing to Warlock and let them queue as healers, etc.). We don’t have any current plans for this, but it’s come up several times and people have liked the idea.rgutscheradev
… alt viability
P.S. I have to say I’m a bit disappointed in you all, because a little piece of the thing to help out alts that’s coming next module accidentally leaked out with Chult, and afaik nobody figured it out! I was assuming you would all backsolve the entire new system from that mistake we made.rgutscheradev
… Trickster Rogue balance
I was talking to MimicKing about this earlier, and we’re planning on putting the whole systems team to work tackling player power issues as soon as this module is done. I think, as MageddoGaming says below, bug fixes are the first step, and we’ll probably be focusing on that first.
Of course, there are a LOT of player power bugs, so we’ll probably be just scratching the surface. But hopefully we’ll be hitting the ones that annoy you all the most, first. Keep an eye peeled for forum threads asking for input on this in the not-too-distant future.rgutscheradev
… their approach how to balance DPS
I think single-target damage can compete with AoE damage, because even though AoE comes up much more often, good single-target damage comes up on many of the hardest fights in the game. That said, where exactly the number balance is, is a tricky question.
For Neverwinter, I’d want to get us to the place where the TR actually is doing the best single-target damage, and then we can worry about exactly how much more that is, and how much the AoE damage is, etc. It’s pretty clear that being worse in both is no good.rgutscheradev
… the current meta in group composition
One of the big problems here is the way that buffs and debuffs work in our game. Both of the Cleric Paragon Paths have just enough unique buffs/debuffs that it’s worth running both of them to maximize efficiency. While we would like to move away from this, it’s a large task and we don’t really want to nerf Devoted Clerics without having other options available.
As for the public queue role system, we don’t currently have any plans to change it from 3 DPS, 1 Tank, and 1 Healer as that is the current intended design.tmarasco
You make a good point about healing. The fact that healing is so strong (self-healing especially), so that you don’t need the healers to heal, means that damage gets very binary (you are either dead or you aren’t), and that plays havoc with large parts of the originally intended design.
Revamping healing and damage to get the game less all-or-nothing is one of the two big game math revamps I’d like to do someday (the other is revamping power uptime, so that At-Wills, Encounters, and Dailies feel a bit more like they were meant to — without that, we are constantly forced to do things like nerf dailies because their uptime is so high, when it would be better to let them have massive effects, but that you can’t cast as often). However, changes like this are very big and very risky — you basically have to rebalance the whole game after you do something like that — so it’s not something we can do any time soon.
But, yes, it is very much something we are aware of.rgutscheradev
… the GWF Sentinel feat tree
If we did a rework on it, I would personally see it leaning heavily towards an official tank spec, but we don’t currently have plans to rework the tree.
Unstoppable taunting nearby enemies is an awesome idea though, definitely something we’ll take into consideration.tmarasco
We have to be careful, though, because even though Regen isn’t great, self-healing generally is probably too good. If getting Regen good means getting it as good as other self-healing, we could be creating problems as fast as we’re solving them.
So, alas, while a Regen revamp is on the short list, it might not be hitting live as soon as we’d like. 🙁rgutscheradev
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