Keep in mind
: THIS GAME HAS AVAILABLE SINCE APRIL, and was officially released in June. It was released on Steam less than a week ago, hence the "1.4 hours", meaning 1.4 hours since less than a week ago (that's how steam hours work...) I have quite a bit of experience with this game.Pros
: FREE! Fun, varied combat and classes. Lots to do, and the Foundry adds endless adventures.Cons
: Extremely Pay to Win at higher levels, quests are linear, classes all fall into boring MMO standards, strays too far away from D&D (a Cleric that can't Turn Undead? No Draw Upon Holy Might? Common Cryptic...)My opinion
: Avoid. I had fun for the first couple dozen hours, but I soon felt the pressure from all sides to spend real money on ridiculous things, which usually doesn't bother me. But the bigger issue is that free players are at a MASSIVE disadvantage. Fusing shards and runestones is a giant cash grab, considering a "Greater Thunderhead Enchantment" is nearly impossible to craft through the game unless you shell out roughly $160. The worst part, it IS usable in PvP. Other monetary attrocities include $40 mounts, $10 slot bags, $6 skill respec, and $35 hirelings.Conclusion
: Try it out for yourself, it's "free". The combat is fun and Foundry is great to explore. Be warned though that this is just a semi-typical MMO with limitless pay restrictions at every turn. I felt that throughout my gameplay, there wasn't any part of the experience where the developers weren't trying to squeeze every last penny out of me. And that, to me, isn't fun. 6/10
NOTE: Steam says I've played for 1 hour, but this game has been officially released since June, and was in open beta for months prior. I quit in September after leveling a Cleric and a Rogue.
EDIT 12/8/13: I had no idea that my opinion of this game would receive this amount of attention. I had no idea people would get so worked up, it's kinda funny watching people raging so hard at the opinions of one person. Makes me think I made the right choice not to support this game ^.^
EDIT 12/9/13: Here's a brief explaination of one of the "Pay2Win" elements of the game, as requested by PredatorAncient:
Players are given the option to add additional stats/effects to their equipment in Neverwinter. These come in the forms of Runestones (pets) and Enchantments (Armor/Weapon). For pets, the Runestones are split into Offense and Defense. For Enchantments, they are split into Offense, Utility, and Defense. A single Runestone/Enchantment provides different bonuses depending on which slot there are equipped to. These also have ranks and start from 1 and ends at 9. Four of the same kind may also fuse to move up a tier. The chance of success starts at 95% at rank 1 and 10% at rank 8. You will lose a single Runestone/Enchantment upon failure.
There are two ways to circumvent failure: Preservation Ward and Coalescent Ward. Preservation Wards cost 10 cents each and prevent the loss of materials upon failure. They are also only consumed upon failure. Coalescent Wards cost 10 dollars and guarantees success of fusion. Small amounts of both of these wards may also be obtained on a weekly basis through Celestial Coins (the later being rarer). (link)
Now you may be wondering why there's a huge discrepancy between the two Wards. I was wondering for a while too until I stepped my foot into endgame and found out there was an entirely different type of Enchantments: The Armor/Weapon Enchantments.
Armor/Weapon Enchantments are for specific slots in your weapon/chest and grant special effects. They come in shards and have a chance to drop from Epic Dungeon bosses. You must combine 4 shards to create a Lesser version of the Enchantment. However, the success chance of fusion is at a staggeringly low 1%.(link)
To compensate, they have very strong effects. An example would be the Thunderhead Enchantment. However, the real kicker here is that these "Lesser" versions may be fused again to gain a stronger version. Those may also be fused again to create the strongest version. Ultimately, the Greater Thunderhead Enchantment will have a 30% on crit to damage and stun foes. To create the strongest Enchantment possible, it will cost 160 dollars and 64 shards. Unlike companions, these can be used in PvP.
Posted: December 5th, 2013