You just made WhisperKnife even more worthless and less fun now.
Vengeace's pursuit used to be sort of like an at-will. For such a "Baby damage" encounter this was good. Now it has a 14 second cooldown. The damage is the same as shadowstrike if not even lower sometimes. And the teleport is mediocre compared to Deft Strike's.
What was the idea behind this? I'm one of the rare WhisperKnife lovers and really proud to be one, but this makes me want to go back to my old MI ways. I'm only clinging to WhisperKnife because of its fun aspect (fun powers such as VP) and because of Disheartening Strike, which is one of the best at-wills in the entire game (Including all classes).
Post edited by pandora1x on
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
I imagine the OP must be a PVPr, because VP was pretty much worthless in PVE. It still isn't a good replacement for ITC, but if it actually works to break CC, it could be somewhat useful in dungeons now. WK needs more work than this though. I've run my MI through all everything but CN and my WK just through the T1s. Frankly, I wouldn't bother taking her any higher since ITC is the only thing that keeps my MI viable in the sea of red that characterizes the higher ranking dungeons.
"We have always been at war with Dread Vault" ~ Little Brother
I imagine the OP must be a PVPr, because VP was pretty much worthless in PVE. It still isn't a good replacement for ITC, but if it actually works to break CC, it could be somewhat useful in dungeons now. WK needs more work than this though. I've run my MI through all everything but CN and my WK just through the T1s. Frankly, I wouldn't bother taking her any higher since ITC is the only thing that keeps my MI viable in the sea of red that characterizes the higher ranking dungeons.
Correct sir, I'm more of a PVPer than a PVER. Say 80-20% in favor of PVP.
I use VP in PVP when I'm sure that my team wins (It's a mess around power). I loved when I constantly marked my enemies with the at-will aspected of VP. Now it's just dull... bad damage (Shadow-strike tier), awkward teleport, and 14 second cooldown.
This move is so ridiculously weak, the debuff it applies isn't even noticeable in combat (perhaps could be seen in testing), and it has a long cast time for the first part and requires two parts to activate. Not to mention, this is the equivalent of ITC. This move can only break CC once per that crazy cooldown while ITC can give a large window of immunity AND incredible damage reduction or even immunity? (Damage reduction/immunity that is much more significant than the damage output or reduction combined of VP).
This move really shouldn't have a cooldown at all. Even if the cooldown was removed again, you will still see most of the TR community using ITC/Master Infiltrator instead because it is so much stronger in comparison. I am glad they finally get a way to break CC, but the unexpected reprecussions of the cooldown still makes the move and Whisper Knife itself completely undesirable in comparison to MI.
Please please please make WK viable by buffing this move to be stronger/no cooldown/CC immunity buff over time or something, anything. Nobody would ever recommend to go Whisper Knife over Master Infiltrator for PvE or PvP at this point. It needs large reworking. Plus if you can make WK desirable, it will go a long way to solving the permaimmune/"permastealth" PvP issue since ITC is a major contributor which makes that type of rotation viable!
Agreed, i mean, i can consider (as a WK player) that throwing Vp all the time with no restriction was a bit overpowered... but you know what? it's even weaker than an at will power, , i think that was sort of a balance, give more mobility instead of damage, now with a 14 sec cooldown it's not really desirable, i keep it coz, i think WK are way more fun to play, but you take away the magic of Vp. Why not making it 5 sec cooldown, something like that other skill that almost no other TR use like "wicked reminder".... or, give it charges like impact shot, that at least. you have a short cooldown, or at least you have i dunno 3 chargers may be
Additional Feedback from other concerned Rogues. The WK Path's VP doesn't deserve such a long cooldown for its clunky skill animations and sub-par DPS + effects. A lot of players have already built their WK's with the idea of being able to go in and out of battle quickly with VP and it wasn't particularly game-breaking even back when it didn't have a cooldown associated with it.
Give it a CD, but 16 is far too much.
Please note, I'm no WK and have been an MI Rogue since beta. But I appreciate the idea of a separate rogue play style that's completely unlike the ones we've seen before and WK's were able to provide the PVP community with this.
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millertime197933Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 124Bounty Hunter
edited April 2014
Give it x3 charges or maybe a cool down similar to wicked strike (3-4 seconds). That keeps it from being spammed, but also makes it viable without being overpowered.
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crystal892fMember, NW M9 PlaytestPosts: 385Arc User
edited April 2014
Any comment from the devs would be nice.
Here are good suggestions (charges, way shorter cooldown, or because of the clunky animations no cooldown at all) which would make VP viable again.
As already said, even without cooldown it wasn't overpowered (in comparison with ITC). Okay, the CC break seems to work now, but as I already mentioned in another thread: the 2 part activation in conjunction with the long and clunky animations (and not even bugfree ones - the teleport part sometimes teleports you with the back to your target) are a cooldown in itself.
Please do something about it!
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http://nw-forum.perfectworld.com/showthread.php?643511-Patch-Notes-NW-14-20140320a-7
I imagine the OP must be a PVPr, because VP was pretty much worthless in PVE. It still isn't a good replacement for ITC, but if it actually works to break CC, it could be somewhat useful in dungeons now. WK needs more work than this though. I've run my MI through all everything but CN and my WK just through the T1s. Frankly, I wouldn't bother taking her any higher since ITC is the only thing that keeps my MI viable in the sea of red that characterizes the higher ranking dungeons.
Correct sir, I'm more of a PVPer than a PVER. Say 80-20% in favor of PVP.
I use VP in PVP when I'm sure that my team wins (It's a mess around power). I loved when I constantly marked my enemies with the at-will aspected of VP. Now it's just dull... bad damage (Shadow-strike tier), awkward teleport, and 14 second cooldown.
This move really shouldn't have a cooldown at all. Even if the cooldown was removed again, you will still see most of the TR community using ITC/Master Infiltrator instead because it is so much stronger in comparison. I am glad they finally get a way to break CC, but the unexpected reprecussions of the cooldown still makes the move and Whisper Knife itself completely undesirable in comparison to MI.
Please please please make WK viable by buffing this move to be stronger/no cooldown/CC immunity buff over time or something, anything. Nobody would ever recommend to go Whisper Knife over Master Infiltrator for PvE or PvP at this point. It needs large reworking. Plus if you can make WK desirable, it will go a long way to solving the permaimmune/"permastealth" PvP issue since ITC is a major contributor which makes that type of rotation viable!
..what??
...huh?????
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
Give it a CD, but 16 is far too much.
Please note, I'm no WK and have been an MI Rogue since beta. But I appreciate the idea of a separate rogue play style that's completely unlike the ones we've seen before and WK's were able to provide the PVP community with this.
Here are good suggestions (charges, way shorter cooldown, or because of the clunky animations no cooldown at all) which would make VP viable again.
As already said, even without cooldown it wasn't overpowered (in comparison with ITC). Okay, the CC break seems to work now, but as I already mentioned in another thread: the 2 part activation in conjunction with the long and clunky animations (and not even bugfree ones - the teleport part sometimes teleports you with the back to your target) are a cooldown in itself.
Please do something about it!