test content
What is the Arc Client?
Install Arc
Options

Official Feedback Thread: Scourge Warlock changes

amenaramenar Member, NW_CrypticDev Posts: 90 Arc User
Sorry for the delay everyone. For more details on the how and why of the changes, please check out the dev blogs.

Feedback Desired
We’d like you all to focus on playing the class in various content and giving us feedback. There are many changes that are meant to work together as a whole, so we'd appreciate feedback after playing with the changes, more than just reactions to the patch notes themselves.
If you find a bug or have feedback, please follow the guidelines below when posting:
• Respond to this forum post.
• Type: Bug/Feedback (Please only choose one)
• Format: Please use “Bold” face text for the Type & Spec then type your feedback in the body of your post. If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use BLUE.
• (Bonus: Concise Feedback & Screen Shots are much appreciated)

Examples:
Bug: Power: Arms of Hadar
This power no longer has any visual FX

Here are the patch notes:
  • Accursed Souls: Now applies Lesser Curse to all affected targets, in addition to its existing effects.
  • Arms of Hadar: Damage increased ~14%.
  • Arms of Hadar: Now properly has a target cap of 5, instead of 6.
  • Arms of Hadar: Range increased to 35', up from 29'.
  • Arms of Hadar: Repositioned the FX so that the hit area and the FX area match up much more accurately. Also tweaked the hit timing to be more in sync with when the FX actually hit the target.
  • Blades of Vanquished Armies: Increased radius to 13', up from 11'.
  • Blades of Vanquished Armies: No longer locks you in place while you cast the spell.
  • Blades of Vanquished Armies: Now increases your Deflection Chance while active. Amount of Deflection increases with each rank up, starting at 10% at rank 1, and reaching 25% at rank 4.
  • Blades of Vanquished Armies: The swirling blade FX should start drawing sooner, so you shouldn't see targets taking damage before the FX start drawing.
  • Borrowed Time: Added clarification to the tooltip to make it clear that this Class Feature only triggers when Soul Sparks heal you at the end of combat.
  • Brood of Hadar: Spawned broodlings now deal additional damage over time, equal to double the initial damage they deal.
  • Brood of Hadar: The combat log for this power will now display "Brood of Hadar's Bite" instead of "Melee Attack" when your spawned broodlings deal damage.
  • Curse Bite: Damage increased ~33%.
  • Curse Bite: Rank 4 of this power now properly reduces the cooldown by 1 second.
  • Dark One's Blessing: In addition to its current effect, this power now also increases Life Steal Chance and Life Steal Severity.
  • Deadly Curse: Increased the base damage dealt when applying your Warlock's Curse, but reduced the rank up benefits to 10% per rank, down from 12% per rank. Net result at rank 4 is a ~35% damage increase.
  • Dreadtheft: No longer consumes Curses. Instead, now has a similar effect as a Curse Synergy. While you are using Dreadtheft, affected Cursed targets take increased damage from all sources, and you gain damage resistance based on the number of Cursed targets hit. Both of these effects stop occuring when you stop maintaining Dreadtheft.
  • Dreadtheft: Updated the rank up information to properly state that it increases the Damage Resistance Debuff by 5% per rank, not 3% as previously stated.
  • Eldritch Blast: Reduced the activation time of the second attack to 0.6s, down from 0.78s. Reduced the activation time of the third attack to 1s, down from 1.2s. This has increased the overall DPS of the combo by ~23%.
  • Eldritch Blast: The AoE damage applied by the third strike of this power no longer has twice as much damage variance as the rest of this power. In addition, the AoE damage and hit reacts are no longer delayed slightly.
  • Essence Defiler: Increased activation time of the first strike slightly, but decreased overall activation time for the combo to 1.8s, down from 2.2s. This has increased the overall DPS of the combo by ~22%.
  • Feat: Aura of Cruelty: Radius increased to 50', up from 20'. Now only affects teammates, including companions and other summoned pets, such as Soul Puppets and Immolation Spirits.
  • Feat: Aura of Despair: Radius increased to 50', up from 20'.
  • Feat: Creeping Death: Can now proc when hitting a target affected by any of your Curses, instead of just Warlock's Curse and Tyrannical Curse. This means Lesser Curses and Warlock's Bargain will now enable Creeping Death.
  • Feat: Creeping Death: Instead of triggering off any necrotic damage dealt by you, this Feat now triggers off of any damage dealt by your At-Will, Encounter, and Daily powers. This means more powers now work with this (powers that deal Fire damage, such as Hellish Rebuke, Killing Flames, and Immolation Spirits), but certain triggers from Class Features and other Feats will no longer proc small amounts of damage (for example, it no longer procs from Deadly Curse, Critical Promise, or Executioner's Gift).
  • Feat: Creeping Death: The damage dealt by this power is now properly considered a Damage over Time (DoT) effect.
  • Feat: Critical Promise: Damage increased to 10% per rank, up from 2% per rank.
  • Feat: Daughter's Promises: Having this Feat will no longer place an additional debuff icon on Cursed targets.
  • Feat: Daughter's Promises: Now hits up to 3 targets, and the radius has been increased to 25', up from 15'.
  • Feat: Executioner's Gift: No longer procs a second damage effect. Instead, directly increases the damage of your At-Will and Encounter powers when a target is missing health.
  • Feat: Hope Stealer: On crit, now grants 1% Life Steal Chance and 1% Life Steal Severity per rank, instead of just an amount of Life Steal Rating.
  • Feat: Killing Curse: Damage increased to 3% per rank, up from 1%.
  • Feat: Killing Curse: No longer causes an additional proc for 0 damage when used in conjunction with Creeping Death.
  • Feat: Mocking Spirit: Now also causes your Soul Puppet to gain an additional 10% of your max HP per rank.
  • Feat: Offering to the Prisoner: Having this Feat will no longer place an additional debuff icon on Cursed targets.
  • Feat: Parting Blasphemy: Damage increased to 10% per rank, up from 1.2%.
  • Feat: Parting Blasphemy: Fixed an issue where sometimes the caster would take damage from this Feat.
  • Feat: Reletnless Curse: Redesigned. Now has a 20% chance per rank to apply Lesser Curse to a target when you remove your Warlock's Curse from that target.
  • Feat: Soul Bonding: When using Vampiric Embrace on a target that is affected by a Curse, the AoE heal component of the Vampiric Embrace will now trigger properly.
  • Feat: Soul Reaping: Now grants 1% Life Steal Chance per rank, instead of an amount of Life Steal Rating.
  • Feat: Sparkbinder: Now also causes your Immolation Spirits to gain an additional 5% of your max HP per rank.
  • Feat: Spiritfire: The damage dealt by this Feat is now Fire damage, instead of Physical damage.
  • Feat: Spiritfire: The damage dealt by this Feat was previously dealing a percentage of your weapon damage plus a base damage value, which lead to the Feat description being innacurate. The base damage has been removed, and the weapon damage dealt has been increased to 15% per rank. This result is a buff for all weapons above Common quality.
  • Feat: Syphoning Curse: Now a heal over time. Provides the same amount of healing as it used to every second for 3 seconds. This means it now heals for 3 times as much total.
  • Feat: Wrathful Souls: Previously, the amount of healing you received from the damage dealt by your Soul Puppet was much lower than the tooltip stated. This has been fixed. However, the amount stated in the tooltip has also been reduced to 2% per rank, down from 3% per rank. The net change is still a large increase in the amount of healing provided by this Feat.
  • Fiery Bolt: No longer causes a cast bar to appear for part of the powers activation.
  • Fiery Bolt: Reduced base recharge time to 13s, down from 14s.
  • Fiery Bolt: Reduced the total activation time of this power to 1.1s, down from 1.75s.
  • Fiery Bolt: The Curse Consume effect has been replaced with a Curse Synergy effect. Curse Synergy now causes secondary targets to take full damage.
  • Gates of Hell: Now Knocks targets down as well.
  • Gates of Hell: Reduced the total time between starting this power and damage being dealt to 2.9s, down from 5.35s. Also improved the syncing of the actual damage application and FX beam.
  • Hadar's Grasp: Previously, the Curse Consume behavior stated that it doubled the duration of the lift. However, this is not what it did. Instead, it increased the duration by 50% and applied a stacking debuff that would lower the targets damage resistance from armor by 3% for every stack. For players that did not have enough Armor Penetration to fully negate all damage resistance from armor, this could be fairly powerful. For anyone that had enough Armor Penetration, this debuff would do nothing. As such, we have changed the behavior and updated the tooltip accordingly. The new behavior for the Warlock's Curse Consume is: Increases the duration of the lift by 50%, and causes the target to take 15% more damage from Curses and Soul Puppets. This effect does not stack.
«13456724

Comments

  • Options
    amenaramenar Member, NW_CrypticDev Posts: 90 Arc User
    Continued Patch Notes:
    • Hand of Blight: Changed the range of the melee version of the power to 15'. Previously, it reported as having a 20' range, but actually would only work at 10' range.
    • Hand of Blight: Fixed the rank-up descriptions to state "Debuff: +1%" instead of "Buff: +1%" as this power causes a debuff, not a buff.
    • Hand of Blight: Reduced total activation time of the melee combo by 0.25s. This has increased the overall DPS of the melee combo by ~15%.
    • Hand of Blight: Reduced total activation time of the ranged combo by 0.25s. This has increased the overall DPS of the ranged combo by ~10%.
    • Harrowstorm: This power will now properly attach to the target again, and it will no longer create extraneous FX when hitting multiple targets.
    • Hellish Rebuke: Quadrupled the damage of the initial hit, and reduced the damage of the DoT by 20%. Overall, this increases the damage dealt by this power by ~10%.
    • Hellish Rebuke: Reduced the activation time to 0.8s, down from 1.2s.
    • Immolation Spirits: Are now able to attack sooner after being summoned.
    • Immolation Spirits: No longer consumes Soul Sparks or gains bonus damage or damage resistance based on consuming them. Instead, base damage of the summoned critters attacks has been increased by 50%, and their attacks have a 50% chance to grant you a Soul Spark. As they no longer receive bonus damage resistance, they now always have 50% damage resistance, up from their old base of 34% at level 70.
    • Immolation Spirits: No longer have a max HP of 25,000 in all circumstances. Instead, they have a base amount of HP based on their level, and gain 25% of the casters max HP. Their max HP can be further modified by the Sparkbinder Feat.
    • Immolation Spirits: The combat log for this power will now display "Immolation Spirit" instead of "Immolating Blast" when your spawned spirits deal damage.
    • Infernal Spheres: Fixed the rank-up descriptions to say Spheres instead of Darts.
    • Infernal Spheres: No longer creates additional spheres when you are low on health. Instead, the spheres heal you for 25% of the damage they deal. When you are below 50% HP, this healing increases to 50% of the damage dealt.
    • Infernal Spheres: Now grants you 5% Damage Resistance for each sphere surrounding you. This power can now be toggled off so that you don't have to wait for all spheres to fire before being able to recast it.
    • Infernal Spheres: Once again, can perform critical strikes.
    • Infernal Spheres: Rank 4 now actually provides an additional Sphere, as stated in the rank-up description.
    • Infernal Spheres: Will only fire off a sphere every 0.5s now, up from every 0.25s.
    • Killing Flames: Rank 4 of this power now properly reduces the cooldown by 1 second, instead of increasing it by 2 seconds.
    • Lesser Curse: Damage increased ~25%.
    • Mechanic: Curse Consume: Renamed to Warlock's Curse Consume. Now only triggers from and consumes Warlock's Curse, not Lesser Curse or Tyrannical Curse. This will allow you to have more control over when you want these effects, and won't remove curses you don't want removed.
    • Shadow Slip: Now starts off granting 60% damage resistance when activated. This value then decreases by 5% every 0.5s, down to a minimum of 40%. This value is maintained between rapid reapplications.
    • Shadow Walk: No longer increases your movement speed while Shadow Slipping. Instead, increases your movement speed at all times, and grants a small amount of Deflection Chance and Life Steal Chance.
    • Snuff Out: No longer has a cooldown. Ranks now increase the range where this can trigger.
    • Soul Puppets: No longer affected by various buffs intended for difficult enemy critters. This includes Epic Dungeon buffs, certain Heroic Encounter buffs, and some others of this nature.
    • Soul Puppets: No longer have a max HP of 25,000 in all circumstances. Instead, they have a base amount of HP based on their level, and gain 25% of the casters max HP. Their max HP can be further modified by the Mocking Spirits Feat.
    • Soul Puppets: No longer innately receive an additional 10% damage resistance. Instead, they now gain bonus damage resistance equal to the amount of non-temporary damage resistance the caster has. This will be equal to the base number reported in the "Defensive" section of your Character Sheet.
    • Soul Puppets: No longer sometimes receive large amounts of damage resistance from Immolation Spirits.
    • Soul Puppets: Now gain 100% of your non-temporary Deflection Chance. Now have a Deflection Severity of 50%.
    • Soul Puppets: Now gain 100% of your non-temporary Life Steal Chance. Now have a Life Steal Severity of 50%.
    • Soul Puppets: Now gain 100% of your non-temporary Resistance Ignored value.
    • Soul Puppets: The buff provided to Soul Puppets when you try to summon another one while one is still active is now called Soul Investiture. This buff now displays on the Soul Puppet, and you can see how many stacks are currently active.
    • Soul Scorch: Now properly generates Action Points.
    • Tyrannical Curse: Was actually increasing the damage you deal to the target by ~40%, instead of the stated 20%. Now properly only increases your damage by 20%.
    • Tyrannical Curse: The initial damage dealt by this power will now properly be affected by damage buffs, debuffs, and immunities.
    • Tyrannical Curse: Your regular Warlock's Curse can be placed alongside this power now. However, the damage increase caused by Tyrannical Curse and Warlock's Curse do not stack.
    • Tyrannical Threat: Renamed to Tyrannical Curse. No longer causes your normal Warlock's Curse to be replaced by Tyrannical Curse. Instead, immediately casts Tyrannical Curse on your target. This means you can no longer have multiple targets affected by Tyrannical Curse at the same time.
    • Vampiric Embrace: Increased damage by ~10%.
    • Vampiric Embrace: Reduced base recharge time to 14s, down from 16s.
    • Vampiric Embrace: Reduced total activation time to 0.6s, down from 0.78s.
    • Warlock's Bargain: Activation time reduced to 1.1s, down from 1.3s.
    • Warlock's Bargain: Updated tooltip wording to just read "Warlock's Bargain is a curse" to match the changes to how Curse Consume now works.
    • Warlock's Curse: Now has a short activation time, but you can still move freely while using this power. This is to resolve an issue that could arise during rapid reapplications of a power with no activation time.
    • Wraith's Shadow: Damage of the DoT increased ~20%.
    • Wraith's Shadow: Ending the power early will now summon a Soul Puppet, in addition to the existing Immobilize effect.
  • Options
    kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited July 2016
    Thanks for the SW Patch Notes... :)

    There is a lot to digest and test!

    Edit - Initial Thoughts : Overall a lot of positive changes. Only a few things stand out as not so good...

    Shadow Slip works differently, and the DR from it decreases over time. Need to see how that ends up affecting game play.

    Tyrannical Threat (now called Tyrannical Curse) is a shadow of its former self, which honestly should have been reviewed a long time ago and thus it being reviewed/downgraded is not a surprise.

    That being said lots of positives... Cast time decreases, solid bugs fixed, damage increased in many places, and the super winner butt kicking wise (IMO) is now Creeping Death (the Fury Capstone Feat) is no longer limited to just Necrotic Damage powers. That's pretty darn awesome.

    So ya, overall some good/positive changes and we will have a LOT of testing to do... :)
    Post edited by kolatmaster on
    va8Ru.gif
  • Options
    ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016
    I really don't under stand the concept you're going with for infernal spheres. Increased DR, but that's mostly pointless seeing that you're going to shoot your mitigation off on mobs along with the healing.

    We need more DPS from powers, not defensive mechanics to delay the inevitable.

    Vamp embrace, it's still not enough. People don't use it because it's a god awful single target spell. You get better healing as a templock using soul scorch or something.

    Curse bite will remain annoying until it's actually worth using to make up for the annoying mechanic that everything must first be cursed.

    Was hoping you'd turn fiery bolt's curse effect into an AoE DoT on the ground or something. It's not terribly efficient. Not bad DPS, but not good enough for it's CD.

    Dread theft at least needs a small buff to it's damage, for being such a lengthy channeling power you cannot do anything else while using it. It becomes mostly just party support and an AoE power out of desperation.
  • Options
    thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited July 2016
    @amenar no changes to murderous flames and it not interacting properly with buffs and debuffs?

    Here is a link to what we tested on preview;

    http://www.arcgames.com/en/forums/neverwinter/#/discussion/1218386/sw-and-hr-interactions
  • Options
    d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    "Borrowed Time: Added clarification to the tooltip to make it clear that this Class Feature only triggers when Soul Sparks heal you at the end of combat."

    I think you meant this to state Dust to Dust instead of Borrowed Time.
  • Options
    d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    edited July 2016
    @ghoulz66 I was thinking firey bolt would be hot (pun) with creeping death capstone DoT, as it will now proc from any encounter.

    @amenar
    Please consider having Vampiric Embrace provide temp HP to allies in the SW's party. This would additively stack with the Temptation tree's feat Compounding Soul. Vampiric Embrace is rarely used as it does not do enough damage relative to other single target encounters to justify using. This minor damage results in minor healing. A nice temp HP gain will make it useful to use during boss encounters / strong monsters.

    The +% DR gained from Infernal Spheres is nice, but the effectiveness will be negligible as the spheres will be cast within a few short seconds considering a 0.5s between sphere cast time. I think this DR is better served with Dreadtheft as it allows players, especially lower geared ones, the opportunity to gain DR while moving / evading monsters. I understand this combination could be excessive when used in conjunction with the Borrowed Time and the proposed upgrade to Blades of Vanquished Armies +% deflect chance, so a moderate +% DR with Dreadtheft should be fair. Improving Dreadtheft DR% will also please PvPers.

    Not sure what to think about TT ("TC") at this time, other than ouch! :)

    Edit: Pillar of Power (Hellbringer) could be reworked to provide significant (50%+?) damage bonus to the SW, with party members receiving only 10-25% of the buff itself (5%-12.5%). The circle could also not evaporate if a monster moves into it, because that eliminates its effectiveness. The damage boost from Pillar of Power will have to be worth losing Soul Scorch. The Hellbringer SW will sacrifice mobility and survivability for a nice % damage buff that may also expand to party members. In addition, one of Hellbringer class features may also need to be reworked to compete with Soulbinder's Dust to Dust.

    Very nice work. Thank you for the transparency and communication.
  • Options
    fernuufernuu Member Posts: 453 Arc User

    Ya, these changes make SW even more broken overpowered if you do not fix Murderous Flames and nerf or remove the Fabled Iliyanbruen level 60 set bonus.

    Yeah, fix to MF is mandatory (I don't use fabled anyway but + here too).

    Just on quick notes:
    - Creeping Death proccing every attack - mega cool, nice buff (still you could reduce the time from 8 seconds to promised 4 seconds :D)
    - Executioner's Gift 'buffing' encounters - same as above, combining this, with Killing Flames and Creeping Death procs - \o/

    I will test all this stuff on preview during the weekend and post my insights here then.
    https://youtube.com/c/FernuStormborn

    Mod 10:
    [Combat (Self)] Critical Hit! Your Killing Flames deals 16636893 (1009292) Fire Damage to Ethraniev Marrowslake.

    Mod 9:
    [Combat (Self)] Your Murderous Flames deals 376274433 (18876929) Fire Damage to Red Tiamat Head.
  • Options
    lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    Finally, I recommended long time ago to GCrush that Creeping Death should proc of every source of damage, this is a very nice improvement.

    Btw, reading the patch notes looks like perma SS is going to be extremely easy to do...

    There's a lot of potential here and it requires a lot of testing. However, I really expect that the damage comes from actually playing the character and not simply abusing bugs or broken mechanics, which is extremely boring imo.

    fkze9t.jpg
    ▄▀▄▀ Check out my blog for more information and cool videos: NWO-Battleground ▀▄▀▄
    Proud founder of the 'Primacy' alliance
  • Options
    ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Heh, hellbringer desperately needs the love, not soulbinder. Dunno what that hellish rebuke buff is.. but it's not a buff.
  • Options
    d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @ghoulz66 I agree. It would be neat to have Soulbinder offer increased survivability (as it does now) while Hellbringer offers increased personal and party damage buffs.

    Soul Scorch is really the bread and butter of SW DPS. (At least is was before MF bug.) It is the highest DPS encounter, has zero cooldown, and sparks appear to be plentiful in the new patch (which is great btw).

    Hellbringer needs something to compete, which means it needs either another high DPS encounter to either replace Pillar of Power (not likely) or simply buff it.

    As stated above, Pillar of Power needs a significant personal and party buff. It may also need to reduce SW cooldowns if an encounter is cast within the Pillar, because I imagine Hellbringer SWs would be left with Killing Flames + Firey Bolt/Hadar's Grasp for DPS if the third encounter slot is occupied by Pillar of Power.
  • Options
    ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    d4rkh0rs3 said:

    Hellbringer needs something to compete, which means it needs either another high DPS encounter to either replace Pillar of Power (not likely) or simply buff it.

    I honestly don't know why they don't buff Hellish Rebuke to be in line with Brand of the Sun. The SW is the striker, not the DC. And no, nerfing brand into uselessness isn't a good answer to this.

    Just make it's DoT to be the same as Brand's, but have flat damage applied to it similar to at-will damage each time you're struck, but remove the CD refresh.

  • Options
    thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited July 2016
    amenar said:


    Arms of Hadar: Damage increased ~14%.
    Arms of Hadar: Now properly has a target cap of 5, instead of 6.
    Arms of Hadar: Range increased to 35', up from 29'.
    Arms of Hadar: Repositioned the FX so that the hit area and the FX area match up much more accurately. Also tweaked the hit timing to be more in sync with when the FX actually hit the target.

    Feedback:

    By reducing the the target cap from 5 to 6, you are effectively reducing its damage by 20% in any group larger than 5, which is a larger nerf than the 14% damage buff. Considering I am sure your data will agree with me that this encounter power is already pretty much never used, nerfing its damage by 6% is not a good way to go.
    Post edited by thefabricant on
  • Options
    amenaramenar Member, NW_CrypticDev Posts: 90 Arc User
    Hey all -

    Thanks for the feedback, we're looking into it.

    As for Murderous Flames - I found the bug. You should a fix in an upcoming preview build.
  • Options
    d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @amenar Nice work finding the bug! Thanks again for the interaction and responsiveness to the community.
  • Options
    romotheoneromotheone Member, NW M9 Playtest Posts: 729 Arc User
    You are doing god's work, @amenar I applaud you!
  • Options
    thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    @amenar nice work, this is the single biggest fix for warlocks :)
  • Options
    gomok72gomok72 Member Posts: 616 Arc User

    Ya, these changes make SW even more broken overpowered if you do not fix Murderous Flames and nerf or remove the Fabled Iliyanbruen level 60 set bonus.

    In a echoing voice, "My Warlock brothers and sisters, It is OUR TIME NOW!, Let our presence be felt amongst the Clerics and the Paladins of Never Winter, Feel our WRATH, FEEL OUR POWER!

    Kymos, looking down at the crowd,

    Warlock population, "WARLOCKS, WARLOCKS, WARLOCKS!"

    I may not be considered by most the BEST PVP Warlock on the server but, I am the most HATED amongst them.

    -Kymos
  • Options
    gomok72gomok72 Member Posts: 616 Arc User
    gomok72 said:

    Ya, these changes make SW even more broken overpowered if you do not fix Murderous Flames and nerf or remove the Fabled Iliyanbruen level 60 set bonus.

    In a echoing voice, "My Warlock brothers and sisters, It is OUR TIME NOW!, Let our presence be felt amongst the Clerics, Guardian Fighters and the Paladins of Never Winter, Feel our WRATH, FEEL OUR POWER!

    Kymos, looking down at the crowd,

    Warlock population, "WARLOCKS, WARLOCKS, WARLOCKS!"

    I may not be considered by most the BEST PVP Warlock on the server but, I am the most HATED amongst them.

    -Kymos
  • Options
    candinho2candinho2 Member Posts: 550 Arc User
    Nice nerfs, BTW reduce the Warlock Bargain CD by 2 secs and we might try some pvp sw, also make infernal spheres shoot when we press the key, no auto-firing, that would make sw tankier and balanced with 1 less offencive power
    Sorry for my bad english
  • Options
    miseryanklastmiseryanklast Member Posts: 10 Arc User
    macjae said:

    amenar said:

    Borrowed Time: Added clarification to the tooltip to make it clear that this Class Feature only triggers when Soul Sparks heal you at the end of combat.
    This particular note stands out a bit. This is not how Borrowed Time behaves, but it is how Dust to Dust behaves. Borrowed Time has been a crucial tool for SWs to survive in PvP for as long as it's existed. Some of the other changes you're making are aimed at improving the ability of SWs to survive, but if this is an actual change to Borrowed Time (and not just a typo), you would be eviscerating all the positive effects of those changes and probably actually *reducing* overall SW survivability.

    On the other hand, it's a very strong class feature, and would probably remain a must-use feature even with the boosts to the other features you're making.

    Second, even with the positive changes being made in terms of giving SWs better survival tools on many fronts, the class will still have issues with fulfilling its primary function in PvP of being a striker class. There are two main reasons for this: 1) the overall ability of characters to stack DR exceeds the ability of SWs to stack effective Armor Penetration, and effects with strong upfront mitigation that reduces damage by an absolute amount, such as the Cold Shoulder boon, disproportionately affect SWs, and 2) the massive amount of self-healing available to many characters simply outdoes the damage over time capabilities of SWs (and also the damage of other supposed "striker" classes like HR and CW).

    In terms of the latter problem, at least, it's a systemic problem that must be addressed by increasing the Healing Depression on insignias, Drowned Sets, drow underwear, the water wheel, and other sources of personal self-healing in PvP. The Endless Consumption boon from Dread Ring is also far too effective in general (and given the current mechanics, should probably be changed to be a substantial bonus to life steal severity, rather than a multiplier).

    In terms of mitigation, the way that Armor Penetration Resistance works is problematic, for a number of reasons, considering that it does not take into account the reduced effect of absolute bonuses to resistance ignored (such as from stats or boons), the fact that there are far more available bonuses to absolute DR than to resistance ignored, and the fact that Armor Penetration encounters significant diminishing returns at realistically stackable levels, while Defense does not.

    The change to Hadar's Grasp in particular is actually the opposite direction of what is desired in this sense.

    The bottom line is this: SWs were by far the bottom performers in last year's PvP event (the NCL). Without addressing concerns like the ones I've noted here, SWs will remain bottom feeders in PvP, because they can't effectively fulfill their primary class function of being a damage dealer, and they do not have any other features which make them useful in a PvP environment (i.e. HRs and CWs are useful for their cc even if they do not deal much damage); the change to Shadow Walk is actually a nerf to the ability of SWs to rotate quickly between nodes to either capture or help defend them, which is one of the few things they are more useful at than most classes.
    If change to Borrowed Time (and if it's not, that change is just a huge smash to PvP survivability of SWs) is just a typo we'll still have drastically improved QoL for temptation PvP SWs through BoVA, infernal spheres (yay at last -.-) deflection and lifesteal stacking. I'm definitely looking forward to those new builds. Might as well try recharge speed/deflection/lifesteal temptation SW on preview again.

  • Options
    d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @miseryanklast life steal is kind of comical for PvP SWs, especially against high DR / deflect classes. The life steal heal procs are borderline negligible when the class is unable to do enough noticable damage in the first place. Many SWs believe they gain more overall healing from the Fury tree than Temptation due to the DoT (increased overall damage) life steal heals.

    The real healing for PvP SWs come from borrowed time, warlock's bargain, incoming healing bonuses, insignias, and the drowned weapon set. In my opinion, the only exclusive benefit SWs have over other classes when it comes to healing is borrowed time. I strongly doubt the proposed increased life steal chance and severity will impact the SW class enough to make it competitive in PvP without a significant (burst) damage boost. (Alternatively, other classes with burst damage benefit significantly from life steal.) Life steal and deflect will get you nowhere against a TR abusing Shocking Execution on a dodgeless SW. Lastly, with the proposed reduced benefit to Shadow Slip, the SW may be a sitting duck in PvP. Shadow Slip is truly the only real survival mechanism SWs have when they are constantly overmatched (no dodge, no stealth, and no shield).

    Its a very difficult task to balance the game for all classes while also taking PvP into consideration. :(
  • Options
    gomok72gomok72 Member Posts: 616 Arc User
    d4rkh0rs3 said:

    @miseryanklast life steal is kind of comical for PvP SWs, especially against high DR / deflect classes. The life steal heal procs are borderline negligible when the class is unable to do enough noticable damage in the first place. Many SWs believe they gain more overall healing from the Fury tree than Temptation due to the DoT (increased overall damage) life steal heals.



    The real healing for PvP SWs come from borrowed time, warlock's bargain, incoming healing bonuses, insignias, and the drowned weapon set. In my opinion, the only exclusive benefit SWs have over other classes when it comes to healing is borrowed time. I strongly doubt the proposed increased life steal chance and severity will impact the SW class enough to make it competitive in PvP without a significant (burst) damage boost. (Alternatively, other classes with burst damage benefit significantly from life steal.) Life steal and deflect will get you nowhere against a TR abusing Shocking Execution on a dodgeless SW. Lastly, with the proposed reduced benefit to Shadow Slip, the SW may be a sitting duck in PvP. Shadow Slip is truly the only real survival mechanism SWs have when they are constantly overmatched (no dodge, no stealth, and no shield).



    Its a very difficult task to balance the game for all classes while also taking PvP into consideration. :(

    Reason we need people over there testing this, instead of looking for exploits and bugs to use with the old bonus sets (People already talking about this HAMSTER).

    I agree with you in regards to the defensive gain that these changes have given, but we really do need a good burst mechanic as a striker class.

    I think, to be honest, this will benefit a lot of the lower end/level SW players up and coming, I still can't see these changes being a benefit for what we have really been asking for (Although the shared stats with Puppet is a really good start).

    I may not be considered by most the BEST PVP Warlock on the server but, I am the most HATED amongst them.

    -Kymos
  • Options
    polaris1986polaris1986 Member Posts: 320 Arc User
    to many.... Will be a rebuild token given??
    "sometimes the world doesn't need another hero, sometimes what it needs is a monster"

  • Options
    treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited July 2016
    Bug:Feat:temptation auras

    -Aura of cruelty and aura of despair were not showing on allies/enemies yesterday, not on the player bar or on the player stats.


    Feedback: Temptation overall


    -Temptation still represents a weak addition to the party since all in battles in general faster cleaning is safer than temptation heals, a buff to soul breaker and make it work in bosses like lostmauth and pvp would help but still some party buff is necessary, specially in single target where Dread theft will be unprefered and damnation/fury have a big edge over temptation.

    In addition to this, i know Paladin has not been fixed yet but devotion paladins and temptation warlocks sort of have almost the same function in a party.



    Feedback: Feat: soul bonding

    This feat is very unreliable for starter players that have not yet achieve a good amount off life steal, on the opposite end endgame player focusing in single target can entirely heal the party in many dungeons.

    My sugestion:
    -Single target powers used by the SW will heal allied players by 150% of your life steal and 50% on aoe's, this value cannot exceed 35%(12%in aoe's) additionally;
    -When this power fails to heal one of your allies your allies gain Hellbound this will grant:
    +5% the power of the ally you failed to heal to all your party;
    +5% the recovery of the ally you failed to heal to all your party;
    +10% the regeneration of the ally you failed to heal to all your party;
    +10% the deflection of the ally you failed to heal to all your party;
    50' range;
    Can trigger in up to 3 allies;
    Will ignore any kind of exterior buffs, companion augments, bonding runestone, will only be applied to equipment and boons;
    10 second duration.

    -Additionally when a ally nearby is revived will drain 5% of the nearby ally currently with more hit points as shield hit points for himself and 50% deflect chance for 2 seconds.
    Cooldown 10 seconds;
    50' range;
    No more than 10 000 hitpoints;
    Will affect all kinds of HP, temp, shields;
    If all the allies within 50' are bellow 50% health this power will drain 3% of the ally with more hp but grant 5 times more to the resurected player.
    If all the allies within 50' are bellow 30% health this power will drain 2% of the ally with more hp but grant 10 times more to the resurected player.
    These shield hitpoints would drain after 4 seconds if not consumed.

    So for example, i fall in battle, i will steal my ally wich is at 200k hp now 10k and get 50% deflect chance for 2 seconds.
    If he was at 30% hp, i would steal 1200 but still get resurected with 10k shield hit points.


    It's more or less a oathbound paladin synergy, and also something that would caracterize temptation since dark revelry can be achieved from fury and most of parties dont need heals this could actually put temptation back on the track, a cool animation like dark green warlock bargain flying from the hellbound to all 4 team members would be awesome xD.



    Feedback: Power:imulation spirits and blades of vanquished armies

    -Production of sparks from imulation spirits, Blades of vanquished armies is too high, continuous use of soul scorch makes fury much better for dps than the other trees by TT damage spread, i agree but it's a bit too much beside it will be very hard for a hellbringer to beat Imulation spirits with brood of hadar/flames of phelghetos.


    Feedback: Power: Curse bite


    -Curse Bite is still very impractical to use for the damage we can achieve with it.

    @amenar these are just mine sugestions, if none of these seems good to you, please add some kind of damage buff to temptation or it will still be unprefered.
    Post edited by treesclimber on

  • Options
    miseryanklastmiseryanklast Member Posts: 10 Arc User
    d4rkh0rs3 said:

    @miseryanklast life steal is kind of comical for PvP SWs, especially against high DR / deflect classes. The life steal heal procs are borderline negligible when the class is unable to do enough noticable damage in the first place. Many SWs believe they gain more overall healing from the Fury tree than Temptation due to the DoT (increased overall damage) life steal heals.



    The real healing for PvP SWs come from borrowed time, warlock's bargain, incoming healing bonuses, insignias, and the drowned weapon set. In my opinion, the only exclusive benefit SWs have over other classes when it comes to healing is borrowed time. I strongly doubt the proposed increased life steal chance and severity will impact the SW class enough to make it competitive in PvP without a significant (burst) damage boost. (Alternatively, other classes with burst damage benefit significantly from life steal.) Life steal and deflect will get you nowhere against a TR abusing Shocking Execution on a dodgeless SW. Lastly, with the proposed reduced benefit to Shadow Slip, the SW may be a sitting duck in PvP. Shadow Slip is truly the only real survival mechanism SWs have when they are constantly overmatched (no dodge, no stealth, and no shield).



    Its a very difficult task to balance the game for all classes while also taking PvP into consideration. :(

    Making SW resistant to piercing damage or SE could eventually lead class to OP status, I am pretty sure we wouldn't need anything like m3 gwf with ranged weapons. Some sustain against regular bursty classes like CW/GWF and especially GFs would be nice. I did have a chance of testing INT temptation warlock with current SW tools set and it was interesting and quite unkillable, at least against top geared CW, HR and DPS DC. GF or GWF along with TR would still burst it down though.
This discussion has been closed.