Consumables to Win

It’s notable in Neverwinter the role that consumable items, especially healing potions, have on game play and your chance of success. I recently did the ‘artifact’ quest on my Control Wizard solo and it was beyond tough. I’d already outlevelled the quest, or so I thought, as I’ve gained several levels during the Simril Winter festival.

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I’ll note upfront that I would expect a quest for an artifact to be difficult (artifacts being the rarest of rare magical items in any Dungeons & Dragons game). But looking at the bare mechanics of this MMO, expecting a cloth-wearing wizard (in a game with a very limited ability pool) to take on multiple elites with immunity to crowd control effects is not particularly fair encounter design. I imagine my cleric could do the same quest with relative ease in comparison.

I did succeed and get the artifact, but only by kiting monsters almost constantly in circles while my one damage over time (conduit of ice – wiki link) spell slowly, ever *so* slowly, whittled down their health. To stand still long enough for my heavier damage spells was to invite a quick death. Even with me dodging as much as possible and moving almost constantly I still was taking damage a lot from ranged attacks or summoned minions. That’s where we get to the ‘consumable to win’ aspect of this post. I really felt like I was in a quest designed to deplete my healing potion stock.

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Downing healing potions to overcome challenging fights isn’t necessarily anything new, it was possible in Dungeons & Dragons Online to do dungeons without a dedicated healer *if* you brought enough self-heal items like potions or wands of cure spells. That rather predates the free to play conversion of the game. However I have also noticed a proliferation of newer convenience heal items in Lord of the Rings Online since the conversion to free to play, when I first started playing I had the distinct impression that the Athelas essences (healing potions) were rare items worth treasuring. Now my pockets are stuffed with all manner of healing potions.

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Does having these items offer a wider set of tactical options than shouting “looking for healer” in a global chat channel? Do they represent the monetisation of solo-friendly play through an abundance of recovery consumables and quests designed to encourage their use?

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One Response to Consumables to Win

  1. jienala says:

    Reblogged this on Fun Games.

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