Tempted to Return: Neverwinter: Elemental Evil

Recently, I talked about how the announcement of an expansion for Guild Wars 2 has me tempted to give the game another go. But there’s another game I enjoyed in the past and am considering a return to, with a new update coming down the pipe to sweeten the deal.

My ranger exploring the ruins of Sharandar in NeverwinterThat game is Neverwinter, but in this case, things are a bit more complicated than they are with GW2 and Heart of Thorns.

As regular readers know, Neverwinter is a game I find very fun — with great combat and the best ranger class in the industry — but I feel terribly directionless in it. Once you’re at endgame, there’s not much to aim for that doesn’t involve massive grinding or a significant outlay of cash. This even throws a damper on my normally obsessive need to level alts, because once they get to endgame, what am I going to do with them?

As with Guild Wars 2, Neverwinter is also a game that lacks “stickiness.” There’s not a lot that compels me to keep logging in. For example, usually a good story is the best way to do that for me, but while the Foundry scratches my story itch in Neverwinter, the fact that Foundry missions are all standalone means there’s no hook to keep me coming back for more.

I may not be motivated by the traditional gear grind or similar systems, but I remain fairly goal-oriented as a gamer, and Neverwinter and Guild Wars 2 are both games that failed to provide me with goals I find compelling. But while GW2 has a big sexy expansion to call me back, Neverwinter has a harder road to travel.

But first, let’s back up a bit. You see, I’ve already made a return to Neverwinter not too long ago, and it didn’t take very well. I meant to cover on this blog before then, but I became distracted by other things — which is really a beautiful metaphor for my relationship with Neverwinter in general.

My Tiefling warlock in NeverwinterAbortive alts:

A few months back, Neverwinter released its seventh class, the scourge warlock. As I’ve said in the past, a new class is always a good way to get my attention, and I’m fairly fond of the dark arts, so I decided it was time to return to the world of Neverwinter.

I was out of character slots, but I had spent enough time in Neverwinter in the past that I didn’t mind dropping a little extra money for more slots. As it turns out, character slots are surprisingly cheap, and they’d recently begun a program rewarding people who spend on the game with a unique companion, an additional character slot beyond what I paid for, and various other perks — a rare act of generosity for Cryptic. So that was a good experience all around.

I played the warlock (a Tiefling because I apparently lack all creativity) until around level fifteen. I enjoyed it, though it was not quite as fun as my ranger or my warlock in World of Warcraft. But hey, I can rip out people’s souls and enslave them. That’s always fun.

It also interested me that warlocks have the potential to be a healer class akin to atonement priests in WoW or assault rifle healers in The Secret World — that is, they heal through damaging enemies. I haven’t looked into how viable this build is, but it intrigued me greatly, and my tentative plan was to play the warlock as a healer.

I was curious about healing in Neverwinter in general — I had never healed in an action combat game before — and I now had character slots to burn, so I decided to also give a devoted cleric a whirl, making her a Half-Elf.

My devoted cleric in NeverwinterAgain, I enjoyed it. It’s a little tedious to solo with, but not as bad as I expected, and being a healer in Neverwinter turns out to be incredibly fun.

It’s not at all like healing in other MMOs. You’re not a mindless slave to health bars. You’re more of a Swiss army knife, a utility class trying to fulfill whatever need your party has. Sometimes that means pouring heals onto a wounded player, sometimes that means maintaining debuffs to support your party, and sometimes that means going full out on damage if no one needs healing. It’s very versatile.

If more games were like this, I wouldn’t mind the trinity system so much.

Again, I made it to about level fifteen. I wasn’t sure where to go from there, though, since soloing isn’t the most enjoyable option as a cleric, and group content seems to be a very poor way to level in Neverwinter.

While tinkering with my warlock and cleric, I also spent some more time with my max level ranger. They had undergone a major overhaul since last I played, and I was worried they might not be as fun, but if anything it was more frenetic and powerful than ever.

I love that class so much.

My ranger and her sellsword companion in NeverwinterBut yet it wasn’t long before I once again left Neverwinter behind. This wasn’t a conscious decision; nothing made me ragequit. I just lost the motivation to keep logging in.

And that brings us to the now.

Elemental Evil:

Neverwinter has recently announced their next major content patch, Elemental Evil, and that’s got me thinking about the game again. Once again, I’m tempted to give it another go.

There’s another new class in this one, the oathbound paladin. Not a lot of info about the class is available right now, but judging by its giant shield in the preview, I’m guessing it’ll be a tanking class.

I’m not the biggest paladin fan in the world, but it’s an archetype I sometimes enjoy, and tanking in an action combat environment is something else I’d like to try. So that holds a certain appeal.

A preview screenshot of Neverwinter's new oathbound paladin classThere were also reports that Elemental Evil would include the stronghold system, a form of player housing, but now I’m hearing that might be pushed back until later. It’s also unclear whether this is a guild hall system or whether there will be personal player housing as well.

If the former, I don’t care at all. If the latter, it might be worth a try. After playing WildStar, I have begun to see the potential in player housing, but it tends to be pretty uninteresting in most games, and knowing Cryptic, it will probably require many real money purchases, massive grinding, or both in order to get anything from the system.

On the downside, Elemental Evil will also bring a level cap increase and a gear reset. My gear isn’t exactly top of the line, but it’s pretty good, and it took a fair bit of effort to acquire. Invalidating all that effort and making me start over from scratch doesn’t exactly endear me to the game.

Conclusion:

Unlike with Guild Wars 2 and Heart of Thorns, I don’t rate my odds of returning to Neverwinter terribly highly. I’m not ruling it out, certainly, but the chances aren’t great at this point. Even if I do, I’ll probably just level a paladin to fifteen and then lose interest again.

And that saddens me a bit. It’s very strange. Neverwinter is a very fun game I have almost no desire to play. I almost feel the problem lies more with me than with the game. I just can’t seem to find a goal or a hook to keep me coming back. If someone has some suggestions, I wouldn’t mind hearing them.

My cleric battling wererats in NeverwinterAgain, it might help if I had some friends who played and I could adventure with them, but I don’t, and I’m not a particularly outgoing person, so I don’t see myself seeking someone out just to play Neverwinter with them.

So the impasse remains. I am eternally tempted to give Neverwinter another go, but I can never quite get myself fully engrossed in the game. It’s rather vexing.

* * *

By the way, if you’re wondering why every single one of my Neverwinter characters is female, it’s because I find the male character models in that game just don’t look right — some weird uncanny valley thing that creeps me out. The females have it too, but not as badly. That game’s graphics are odd in general.

Well, that plus all the reasons I usually roll female characters. But this is the only game where I exclusively play women.

Tempted to Return: Guild Wars 2: Heart of Thorns

As a long-time MMO player and self-confessed game-hopper, I have a fairly significant list of games which I use to enjoy but somehow lost my interest somewhere along the way. Now a few are tempting me back with the siren’s call of new content. Today, we’ll be looking at Guild Wars 2 — a game I loved fiercely for a short time and then abandoned — and its recently announced (and long overdue) first expansion: Heart of Thorns.

The official logo for Guild Wars 2: Heart of ThornsAn expansion was about the only thing that could have rekindled my interest in GW2 after the Living Story only turned me off more, and while I’m not exactly bouncing with excitement, it has managed to perk my ears up.

Heart of Thorns opens a large new area in the Maguuma Jungle, including multiple zones, and since exploration is the biggest joy of GW2, that’s welcome news. I’m not the biggest fan of jungle regions, but it’s better than nothing. They’ve gone far too long without adding significant landmass to the world of GW2. There’s also a healthy list of new features such as one would expect from a major expansion.

New class: Revenant

A new class is always one of the best ways to get me interested, and GW2 has delivered on that front with the revenant.

Details on the new class are currently a bit sketchy, but we do know the revenant is a plate-wearing class based upon calling on the powers of Tyria’s ancient heroes.

The good news is that this seems to be a very original class concept. It bears some similarity to the death knight archetype, and others have compared it to the ritualist class from the first Guild Wars (of which I have no knowledge), but it seems to be very much its own beast. I always respect it when game developers break free from the standard character archetypes, and the revenant seems to do that.

Concept art of the new revenant class for Guild Wars 2: Heart of ThornsThe downside is that it’s very hard to say whether it’s a class I will enjoy until we get more details on precisely how it will operate.

It also occurs to me that I would have to delete a character or buy another character slot to give the revenant a try, and I’m not sure I want to do either of those things. I’ve had enough fun with GW2 that I don’t mind dropping some additional cash on it for an expansion, but that plus a character slot is a bit much.

New options for the old guard:

The most exciting thing for me is that there will also be new options for the existing classes. ArenaNet revealed a “specialization” system that will allow people to evolve their classes, opening new weapon and ability choices.

The main example so far is that rangers will have the option to become druids, allowing them to equip staves and become plant-based spell casters. It was also revealed that mesmers will have be granted access to shields, engineers will get hammers, and necromancers will get greatswords.

As with the revenant, details on this system are still sketchy. We don’t know how many specializations each class will have, or how they will acquire them, and we have no hints as to what new options will exist for the classes not mentioned above.

An engineer with a hammer in the Guild Wars 2: Heart of Thorns trailerI’m most eager to hear what the options for thieves will be. I’m hoping for greatswords or longbows myself, but rumour is they might get rifles, which would make a certain degree of sense.

I’m also rather curious what they’ll give warriors, since they can already do almost anything. Maybe some sort of battle mage option? Though that might crossover with guardians and revenants too much.

Let’s get horizontal:

The other bit of good news is that the expansion will not feature a level cap increase or a gear reset. I think most would agree that ArenaNet hasn’t done the best job of sticking to their pre-launch promises (ascended gear comes to mind), but it’s nice to see they haven’t completely abandoned their principles.

I, for one, am very glad I won’t have to grind out a whole new set of gear. With my being on the fence about GW2, that could have been a deal-breaker for me.

Instead, there will be new options for horizontal progression. The main focus seems to be on something they’re calling masteries, which are account-wide and seem to focus on non-combat skills, such as hang-gliding.

A screenshot from Guild Wars 2: Heart of ThornsOnce again, more details are needed before I make up my mind, but at face value, this seems like good news.

Other stuff:

The other big feature for the expansion is guild halls, but since I have no guild and no plans to get one, that’s pretty irrelevant to me. ArenaNet has confirmed there are no plans for personal player housing, which is pretty disappointing. I’m not a huge player housing fan, but I think it’d be a very good fit for Guild Wars 2.

There was also a bunch of stuff about PvP — new modes and the like — but I just went cross-eyed when those came up. PvP just isn’t my thing, and I don’t see that changing anytime soon.

Finally, there was mention of some epic question chains to get legendary precursor weapons — which is a little strange considering ArenaNet is allergic to questing, but again, we’ll have to see how it shakes out.

I never much cared about the legendary grind, but if this is fun way to get some nice gear, it could be interesting.

Rytlock Brimstone in his revenant gear in the Guild Wars 2: Heart of Thorns trailerConclusion:

There’s a lot of good stuff in the Heart of Thorns announcement — almost everything you could want in a Guild Wars 2 expansion, really. The bad news is that most of my problems with GW2 are fairly fundamental, and the expansion isn’t likely to address any of them.

The biggest problem remains the fact that GW2 has a very thin story, and what story there is worse than most fan fiction I’ve read. I need to care about a fictional world if I’m going to spend a lot of time there, and ArenaNet has consistently proven they can’t make me care about Tyria.

After missing two seasons of Living Story, I’m bound to be totally lost, so things on that front are likely to get worse, not better.

And there are still other minor annoyances like events being a little too repetitive and contested waypoints making me want to punch kittens.

As others around the Interwebz have pointed out, GW2 is a game that lacks “stickiness.” There’s not a lot about it that compels one to stick around for the long haul. I feel like if I had some friends who played I might keep at it just to adventure with them, but I don’t, and without a story hook, I tend to flounder after a while. The downside of an open-ended game is that it doesn’t give you a lot of clear goals to shoot for.

My thief taking a rest in the tropics in Guild Wars 2With that said, though, I would currently rate my chances of returning to Guild Wars 2 for Heart of Thorns to be reasonably good. I don’t expect to stick around for more than a few weeks, but I think there’s enough cool stuff here to keep me entertained for a little while, at least.

There are still many things about GW2 I like. It retains a wonderful feeling of freedom and adventure, the core gameplay is solid, and aesthetically, it’s one of the best games on the market, combining high quality graphics with a beautiful and vibrant art style.

It will somewhat depend on my financial status at the time of release and whether I’m particularly engrossed in any other games, and I’ll wait to see how the new features shake out. But right now my old fondness for GW2 has been awoken enough that I feel a return to Tyria may be in order.