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Control Wizard Feedback - Discussions

hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
Feels like they missed the control part of the changelog. I see all the damage nerf in PvE and PvP but where is the control buff to balance it?
ZengiaH@ejziponken
Post edited by hfgtfsdfs on
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  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited June 2014
    Honestly, I'm excited to test the changes. New changes brings new theories to the forefront, which has always been a great source of enjoyment for me.

    CW's who've been relying to long on the crutch of a busted up EotS feature are now going to feel the pain. Almost none of the changes listed surprise me.

    But to the test server! Let's get some data folks!
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • grimahgrimah Member Posts: 1,658 Arc User
    edited June 2014
    Can all of you guys calm down, until we start testing this things?

    I'm not happy with the nerfs in group debuffing, but I will test this things myself before i start throwing a tantrum, you see shard nerf but you dont even see the steal time buff. (sure it's less total, but shard was destroying everything with nothing coming close to it).

    Even with singularity nerf theres nothing that comes close to its ultility, sure it would have been better if it was capped at 10 instead of 8, if you do get overwhelmed, just use oppressive force is a better hard CC anyway.

    PvP changes are very harsh too, but until you test the new feat changes, stop claiming its the end of the world
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
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  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited June 2014
    hfgtfsdfs wrote: »
    Feels like they missed the control part of the changelog. I see all the damage nerf in PvE and PvP but where is the control buff to balance it?

    Before we make any changes to control potency (which have drastic impacts on other players in both PVE and PVP) we want to see where they fall and how powerful they still are in large AoE settings. We looked at the casting time and damage output of all their powers and tuned back some of the incredibly egregious ones and brought up some of the much weaker ones.

    In addition, I want to reinforce that Thaumaturge and Renegade are both DPS trees, and their control being weaker is fine. Oppressor is the premiere control tree and its new ability to spread long duration stuns with shatter across the battlefield have proven to be incredibly potent in our internal testing. Control Wizards now have to make a conscious choice on whether they are playing a magical destroyer who decimates his foes with his spells or whether he wants to freeze all his enemies in their tracks. The feat trees are much more strongly divorced now to allow that dichotomy to exist.
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    I think the Oppressor tree is very attractive now actually and you guys differentiated the specializations out better :)

    Something many posters are also missing is that Armor Penetration now works on all powers, so the CW actually gets a 24%+ damage boost on most attacks

    For some encounter rotations, this might actually make the Control Wizard more damaging than it is currently and could use further adjustment
  • orikes13orikes13 Member, Neverwinter Beta Users Posts: 3 Arc User
    edited June 2014
    These changes scare me. I can understand the desire to balance the classes, but this seems like an especially harsh smackdown on Control Wizards. The damage nerfs (yikes... down by 33%, or 60% for shard?!? YIKES) and the control nerfs (why does singularity need to get limited in that way... why pretty much HALVE the amount of mobs it affects?) just seem like they're way too far in the other direction.

    I started playing this game as a Trickster Rogue. I love rogue classes, but once I reached 60, I quickly realized that they were not nearly as useful as some of the other classes. I leveled up a CW and came to really enjoy the class. Now I feel like these changes are going to hamstring the class in the name of balance... Why not focus on improving or balancing the other classes in a positive way instead of slashing another class (that does take some skill to play well).

    Like I said, I can see the need for some of these changes, but wow... So much sad if this goes through to the live game once Mod 4 comes out.
  • reagenlionel1reagenlionel1 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2014
    I'd like to know, why decrease the damage of skills like Sudden Storm, when all it offers is damage unlike all the other skills.
  • adernathadernath Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    Greetings Adventurers!

    Control Wizards have been in a problematic place for a while, so we wanted to take a good hard look at what they could do, what they brought to the party, and make some fairly big changes to them. These changes are slated for Module 4, Tyranny of Dragons.

    Overview
    Control Wizards do a lot of things really well, and their strength coupled with the amount of utility they bring to a party made them just overbearing, so we are tuning them way back with a large series of changes to their base powers and feats to bring them much more in line with where we want everyone to be.

    Honestly I dont think CWs need any big changes. And you help no one by nerfing CWs. Why dont you buff up the other classes instead or add more control-immune mobs (like you already started)?

    Such a big nerf will only p++ off many players including myself :/

    EDIT: You not only nerf damage by up to 60% (!!!) but also limit the number of adds to control further.... why? If we are not supposed to do damage (there is still no other caster DPS class in the game btw), why nerf control even more?
    Suggestions to improve NW:
    - Dualspec
    - Better rewarding foundry and foundry pvp maps
    - Custom PvP leagues with leaderboards instead of the current 'matchmaking'.
    - Armory
    - make jumping cost stamina (to reduce hopping in pvp)
  • cloud990plcloud990pl Member Posts: 16 Arc User
    edited June 2014
    Before we make any changes to control potency (which have drastic impacts on other players in both PVE and PVP) we want to see where they fall and how powerful they still are in large AoE settings. We looked at the casting time and damage output of all their powers and tuned back some of the incredibly egregious ones and brought up some of the much weaker ones.

    In addition, I want to reinforce that Thaumaturge and Renegade are both DPS trees, and their control being weaker is fine. Oppressor is the premiere control tree and its new ability to spread long duration stuns with shatter across the battlefield have proven to be incredibly potent in our internal testing. Control Wizards now have to make a conscious choice on whether they are playing a magical destroyer who decimates his foes with his spells or whether he wants to freeze all his enemies in his tracks. The feat trees are much more strongly divorced now to allow that dichotomy to exist.

    OK thanks for clarification on feat trees, could you check on suggestions I posted on the first page (especially in heroic feats and suddem storm change). I guess I'm gonna go Oppresor MotF if SS will remain as in theese patch notes
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited June 2014
    Also to note like Nwnghost said, Armor Penetration will now work on basically everything (if you find something it doesn't work on let me know). So that offsets many of these nerfs by upwards of 15~20%. Please give them a try and see. In most rotations the damage reduction was less than 25% overall, even in AoE situations. Single target got more competitive for players who ran that build. This means that other classes can now provide comparable damage in AoE situations and the Wizard can be more meaningful on Bosses where adds aren't a major issue. As well as a substantial PVP buff (Arpen, super important in PVP). The ability to decimate high armor targets is much more focused now.
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited June 2014
    nwnghost wrote: »
    Something many posters are also missing is that Armor Penetration now works on all powers, so the CW actually gets a 24%+ damage boost on most attacks

    For some encounter rotations, this might actually make the Control Wizard more damaging than it is currently and could use further adjustment

    That's actually a very good point.
  • myvain7myvain7 Member, Neverwinter Beta Users Posts: 77
    edited June 2014
    Before we make any changes to control potency (which have drastic impacts on other players in both PVE and PVP) we want to see where they fall and how powerful they still are in large AoE settings. We looked at the casting time and damage output of all their powers and tuned back some of the incredibly egregious ones and brought up some of the much weaker ones.

    What about the survivability ? I'm ok with the dps nerf but AOE's damage is what keeps us alive with so little control. We can teleport 3 times and after ? We will also be slower to cast spell !
    I mean : GF have a shield, Dc can heal, TR stealth, GWF have... intelligence and HR have bit of everything. Till now CW have (a lot) of AOE's DPS and little control. Now : less dps and less control. How can we be useful to the group ?
    Chaotic neutral - so i can do whatever the hell i want
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited June 2014
    This means that other classes can now provide comparable damage in AoE situations and the Wizard can be more meaningful on Bosses where adds aren't a major issue.

    I'm sorry, but what game are you playing? In almost every single dungeon, the problems are adds on the bosses. For example: Spellplague, Castle Never, Pirate King, Karrundux (spelled wrong probably), etc. Most bosses are a joke which only cause wipes due to adds. The only dungeons that I can think of off of the top of my head are VT, CT, MC. All of those dungeons are very impractical to rerun unless you REALLY want to.
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited June 2014
    grimah wrote: »
    Can all of you guys calm down, until we start testing this things?
    My exact thoughts concerning GWFs, keep on preaching brother man! :)

    PS - I'd be happy to test with you CW vs GWF, or anything via GWF honestly, on the test shard. Hit me up, you know where I be...
    va8Ru.gif
  • mdpoysermdpoyser Member, NW M9 Playtest Posts: 28 Arc User
    edited June 2014
    I think this is a step in the right direction, CWs need to focus more on control than damage. That being said, now that we have ArP on all our skills, I would like to see it affect control resist as well. For example a mob that has 100% control resist would only have 76% vs CW power with 24% ArP. I think this would help solve the control issue in PVP as well
  • aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited June 2014
    AE damage=control. CWs will have less control.
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    Also to note like Nwnghost said, Armor Penetration will now work on basically everything (if you find something it doesn't work on let me know). So that offsets many of these nerfs by upwards of 15~20%. Please give them a try and see. In most rotations the damage reduction was less than 25% overall, even in AoE situations. Single target got more competitive for players who ran that build. This means that other classes can now provide comparable damage in AoE situations and the Wizard can be more meaningful on Bosses where adds aren't a major issue. As well as a substantial PVP buff (Arpen, super important in PVP). The ability to decimate high armor targets is much more focused now.

    No Crush those other classes can't, and yes I did everything I could to try to make it so for them. But now you've even nerfed the Debuffs.

    They never could, their specialties were always Single target. The CW was the AoE specialist, prior to that, only the GWF could participate, which was the seat of the problem originally and will remain so.

    I cannot understand why they nerfed the Renegade path which was already a lower damager than the Thaum path unless you knew what you were doing. You had to know what you were doing to make that one work in the first place.

    Lastly, the ArP was already working with the AoE spells. so there was nothing there that's going to Mitigate this.

    And I have no idea why you keep trying to shove Icy Terrain down everyone's throat. Its a bad spell and always has been.

    I play an MoF these days so most of this stuff doesn't even affect me. But I have already proven to all the other Spellstorms this path was always the equal of it in the beginning. It was a mistake to believe Spellstorms were overpowered in the first place.

    And I will not participate in something that will destroy the CW in this fashion, over petty jealousy nonetheless... that won't even address the actual problem. This is so far out of touch, Its not even worth bothering with.

    And that doesn't even get into CWs in PvP.
  • reagenlionel1reagenlionel1 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2014
    In addition to Sudden Storm being nerfed when its only function was damage with limited hard to aim aoe.

    Ray of Enfeeblement's debuff no longer working for allies kind of defeats its purpose. Its a single target skill, not an aoe. Thats my main purpose in using it in pve and pvp. I could be damaging and controlling mobs but I still find time to turn and use that on boss for my team.
    now it serves no use, same in pvp now that everythings damage has been decreased.

    These changes really messes up synergy with other classes and with others of the same classes. I'm pretty sure these sort of changes arent the kind we were wanting.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited June 2014
    Looks like CWs won't even get a chance to attack in pvp now, let alone hurt anything. Do not understand the logic of increasing attack speed...

    Also, why does Fanning the Flame need a recharge increase? It's TAB utility is still inferior to Sudden Storm so why not leave it alone.
  • yperkeimenosyperkeimenos Member Posts: 334 Arc User
    edited June 2014
    I'd like to point out that the Master of Flame path had a huge problem with rimfire being refreshed constantly by chill effects,from powers like Conduit of ice,resulting in a great drop of dps. Although this was fixed in mod 3,it was never mentioned in the patch notes and I'm hoping that all these new changes will not re-bug it. It will be the first thing I'll be testing on preview. It is my belief that the damage nerfs are not balanced by a control buff and if that is left as is,it will create playability problems. If we are to avoid said problems it would be wise to get it right from the start. So I'll be testing and commenting as needed. Lets not forget after all that a large part of the player base plays and loves control wizards and it would not be nice to spoil the fun for them.
    It's BUGS bunny i tell you.
  • atarcanatarcan Member Posts: 34
    edited June 2014
    mdpoyser wrote: »
    For example a mob that has 100% control resist would only have 76% vs CW power with 24% ArP. I think this would help solve the control issue in PVP as well

    Are you sure ArP acts as a control bonus against CONTROL IMMUNE targets? I haven't heard anything about this before but I'm sure ArP->DR and Control Bonus -> control resist are completely different things.

    Also fix on ArP is mentioned as a counter to these damage nerfs BUT didn't the encounters which recieved the heaviest nerfs already benefited from ArP? Sudden Storm and Shard?

    I haven't before but I'll absolutely go to preview server to see the changes myself. I feel frustrated by just reading preview notes but I'll give my feedback later after I test it. However gratz for forcing me rethinking the way I want to play my CW, I even consider going opressor as a possibility, along with quiting the game entirely.
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    myvain7 wrote: »
    What about the survivability ? I'm ok with the dps nerf but AOE's damage is what keeps us alive with so little control. We can teleport 3 times and after ? We will also be slower to cast spell !
    I mean : GF have a shield, Dc can heal, TR stealth, GWF have... intelligence and HR have bit of everything. Till now CW have (a lot) of AOE's DPS and little control. Now : less dps and less control. How can we be useful to the group ?

    How about you actually will find it useful to bring DC and GF along now to hold aggro while you can deal damage without mobs all chasing you?

    GFs will now actually be able to hold aggro even if you AoE everything

    What Module 4 does is stop the stupidity of GWF + CW only parties and make all classes have a place in the party.
  • str8slayerstr8slayer Member, Neverwinter Beta Users Posts: 715 Bounty Hunter
    edited June 2014
    Hooooly hell, that's ALOT of nerfs!

    Well, we all knew it was coming, enjoy your CW's while you can, this one's a class-killer!

    "Eye of the Storm: This power now has an internal cooldown of 90 seconds. Base Duration increased to 4 seconds (up from 2). Duration increase per rank increased to 1 (up from .5)."

    Bye bye, EOTS, guess CW's will actually have to stack some crit now.

    With that + shard and AS nerf any dungeon will become a horrid chore in chasing down 50 annoying adds with combat advantage AI...........


    I guess the old adage will remain true, if you wanna PVP, roll a GWF or TR.

    ghoulz66 wrote: »
    Looks like CWs won't even get a chance to attack in pvp now, let alone hurt anything. Do not understand the logic of increasing attack speed...

    Also, why does Fanning the Flame need a recharge increase? It's TAB utility is still inferior to Sudden Storm so why not leave it alone.

    If you actually read the notes you'd see they decreased CW attack speed around-the-board.
    [SIGPIC][/SIGPIC]
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited June 2014
    nwnghost wrote: »

    Something many posters are also missing is that Armor Penetration now works on all powers, so the CW actually gets a 24%+ damage boost on most attacks

    Main hitters was already fixed! Shard/sudden/OF was benefited from Arp.

    RAy of enfeeblement/coi and these type of encounters damage won't really make big difference to see these changes as some kind of recompensation.
  • hmdq#4491 hmdq Member Posts: 508 Arc User
    edited June 2014
    No... what you guys really did, was screw up from the beginning.

    You packed the Dungeons and every bit of PvE content with a ton of mass mobs, and then no other class was designed to take them on except the Control Wizard. Who of course had all the utilities to do so.

    Then you wondered... WHY ARE CONTROL WIZARDS SO POWERFUL... you did it to yourselves before you even started the game.

    When all you really needed to do from the beginning was realize that all those other classes were just Strikers (single target per D&D specification) and not and never were equipped to deal with it.

    You stood in shoes of your own making for the entire time.

    Did you really think the Wizard was doing that kind of damage because they were somehow "stronger" than other classes"? That.... would be a serious oversight.

    Honestly I doubt you're going to find anyone thinking its even worth their time to bother with Feedback to you over these changes.

    You overdid it again... and this time so bad.... I doubt you're going to have many people even interested in bothering with it.

    This stuff was a non-starter from the beginning.

    I totally agree, please STOP with the "nerfs-WARS" (in all classes) first dungeons suited to new boons given to char, then buffs the enemies and bosses, make it be more strategic, and equalize the classes with buffs not nerfs! this makes the community in a "state of war" where a harm others just to see your changes made and who can with the nerfs? increase the ego! I know the work is hard, so I Respect, but this is NOT the way!


    If you want to fix the PVP simply separate the effects of skills! omfg it never ends, every modification is a "new fashion" is to enchant, is the build! would be much easier to fix the content of the whole game instead of just NERF everything and everyone or create new feats with strange effects!


    I understand that MMO is a "living game", but that each module is like a new game, some classes die, others are reborn and center of all this unimaginable spent on enchants, runes and companions needed at a given time and totally disposable in another!

    Stop and think and listen to those who have a bit of rationality and common sense within the community and not the "crybabies" who only play if with a OP class and even if it has to denigrate and cry for changes in other classes! you are being fickle and yielding to the "interests" of the minority! trasforme not think this game into a "zombie MMO" ... because this game has a huge potential and should not be wasted!


    This will be my only constructive feedback!
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited June 2014
    str8slayer wrote: »
    If you actually read the notes you'd see they decreased CW attack speed around-the-board.

    Said up from, meaning an increase.
  • letojarred1letojarred1 Member Posts: 306 Arc User
    edited June 2014
    They change we adapt as simple as that!
    Letting go of things that we're used too is hard but time will heal it.
    Lets accept the changes as a challenge to test our wits (we're int based anyways :o) and try something new the new boons, artifacts, and armor sets can help us create something new, something fresh!
    Arp addition will lighten up some new spells and will change our typical Shard,Steal,Coi Loadouts.
    StrawberryCheesecake TR
    BlackberryCheesecake CW
    [SIGPIC][/SIGPIC]
    CheeseCake House :o
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited June 2014
    Feedback: General

    You reduce CW's damage and don't enhance its control ability, in fact, you nerf many of its control powers. So things are actually getting worse, in both PvE and PvP.

    I just watched a CW perma cc a DC to death...they never moved a muscle until after 3 rotations. The CW was an Oppressor.

    Also, the CW powers are so laggy now. They literally move at 5 frames per second (or close to that).
  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited June 2014
    I just watched a CW perma cc a DC to death...they never moved a muscle until after 3 rotations. The CW was an Oppressor.

    Also, the CW powers are so laggy now. They literally move at 5 frames per second (or close to that).

    That was me. :P
    Shatter gives control, it wont be as useful against GWF/TRs/HRs as against a DC.
    I cant do anything at all against a TR. No control, no damage, and I die fast against them.

    Some powers lags the whole game out like the shard and chillstrike/ice knife etc. also the game is crashing for our whole guild.

    / ZengiaH
    ZengiaH@ejziponken
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    hfgtfsdfs wrote: »
    That was me. :P
    Shatter gives control, it wont be as useful against GWF/TRs/HRs as against a DC.
    I cant do anything at all against a TR. No control, no damage, and I die fast against them.

    Some powers lags the whole game out like the shard and chillstrike/ice knife etc. also the game is crashing for our whole guild.

    / ZengiaH

    This tells me they never even tested these changes... just wild guessed and threw nerfs at the board willy nilly... without even bothering to think this through...
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    I just watched a CW perma cc a DC to death...they never moved a muscle until after 3 rotations. The CW was an Oppressor.

    Also, the CW powers are so laggy now. They literally move at 5 frames per second (or close to that).
    Did that happen on preview shard?
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