Btw what is the point of COI in a MoF build if its not on Tab? Of course you must reserve Tab for Flanning the flame.
Keep in mind I've never played MoF and I judged skills kinda on feeling. I've taken all-aoe skills. I'd consider placing shard there when change to this skills comes to preview.
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Abbadon posted his ACT logs in the original thread on this in the Official Feedback thread. He took his build from Live, then did another ACT log on preview. That is the result.
Can you link to the post? I tried searching the thread, and nothing's coming up, and I don't have the time to go through all 20 pages individually if it's as simple as having you link to the post in question.
"Meanwhile in the moderator's lounge..."
0
nalikkMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2014
I wanted to add my $0.02 as this sounds like it's from a PvE player, not PvP. See comments inline.
think the changes to CW are in the right direction, but would disagree with a few:
Entangling Force is already rarely used, and not even for damage. It also doesn't deal damage to enemies immune to control effects. I would keep its damage, but the faster tick and higher cast time are OK.
I agree it's rarely used for damage and it's utility in grouped PvE is somewhat limited (mainly reserved for saving the healer), however in PvP most wiz's have (or should have) this slotted. I've noticed most that claim a wizard sucks at PvP don't use this spell at all, I couldn't imagine a match without it.
Steal Time is already a must have on every Control Wizard's encounter bar. Making this power even stronger (especially as it is bugged to trigger effects of feats and item sets multiple times every tick, not even on final hit) by giving it reduced cooldown and increased damage would be a mistake. Instead, I feel the power should be fixed to only trigger feats/item sets IF the power deals damage (i.e. completes casting), as currently you can just cast it for 2 seconds and cancel the power using dodge to apply full slow debuff and trigger all feats/item sets and be able to use the power again in 4 seconds, with the only downside being not having dealt damage with it.
Disagree, ST is rather difficult to get off in PvP and therefore I rarely use it. Not too many people like to be on the receiving end of this so when someone sees a wiz jump in the middle of a group and throw his/her arms up they get interrupted rather quickly.
Eye of the Storm nerf is probably over the top with the cooldown and noone would pick that Feature (rather take Evocation + Storm Spell). I would say an ICD of 35 seconds would be appropriate and still make this Feature worthwhile.
yes I agree here, EotS has always felt like it proc'd too much so some cooldown is OK with me, however 90 seconds seems too much. I'd have to play my wiz with this to be sure but 35-60 seconds seems more right to me.
I feel that the changes overall to powers and feats have made single target powers stronger (and actually damage control immune enemies) which will be a huge boon in PvP.
Again, my DPS comes from AoE mainly, single target buffs with AoE nerfs will break my build. I do like that control immune players still take damage however using a EF on a GWF that's berzerked is more of a waste so it's best to wait for them to calm down.
The real fix to Control Wizard that is missing from the changelog is an adjustment to how powerful the High Vizier set bonus is. It is the single best set out there due to how useful the debuff is and that it can be applied to all targets in vision using Steal Time and Oppressive Force. I would advocate reducing the set bonus from 450 per stack (1350 total) to 450 total (i.e. make it a single stack power). This would result in the biggest decrease in Control Wizard and Party damage in instances.
I'm not so sure about that last statement as I don't use the High Viz set and usually am top on the damage dealt charts, occasionally being bested by a TR. This is primarily achieved with AoE damage and not buffs from armor sets.
I just wanted to add my thoughts in there for the devs. On the same note it seems like a lot of these nerfs are to address the recov stacked builds. Why not increase DR for recov on wiz's instead of nerfing cooldown time? Not all of us have 6k recov nor want it, however increasing cooldown is going to require me to rework my build to accommodate
So you've buffed again your beloved GWFs as if they weren't OP in both PvP and PvE for long enough. Fine. Then please revert all the nerfs to CW's single target spells and buff their CC effects, so we can finally have some balance in PvP!
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
I think you have the right idea as for people to stop saying things that are not true. However please include yourself. I am a ren cw. And there is nothing better about the ren on the test server. Nearly all of our paragon is dependent on crit. The adjustment that was made to eos will basically kill off the ren. The idea that cws have so much control is bs to the fullest. You are mixing control with killing. WE are mainly killing the targets not controlling them. Hence the reason we sit at the top of the dps chart. I will ask that you please stop saying things that are not true. Honestly the lack of being about to grab as many adds as in the past will prove to be quite a problem unless they are going to limit the number of adds in the dungeons. To me this is just a silly way of doing things. They want to balance the cw because its doing more damage than other classes. (as it should) Yet we have no survivability. As i stated in a message to the the dev. You cant take away dps and not give us more survivability. Thats crazy. The reason in every mmo mages do so much dps is because we are easy as hell to kill. This is just crazy.
ya know thats the same thing i pmed the dev and its true. They are doing this the really lazy way. This is why I hate games that never increase the lvl cap just put out more dungons. Because as with this case and in most they just put out dungons with the same **** lvl of difficulty yet they increase the stats of gear leading to so called "op" classes. NO its not the classes that are op its the game that is behind. Simple solution is raise the bar on the game. With the lvl of gear, artifacts,companions, enchants, etc that is out there is no way a player should not be fighting lvl 65 mobs and bosses in dungons. Not lvl 60s that have seen no change to them just a diff dungon..... but ehhh whatever just another reason to consider greener fields i suppose. I really like this game and have played it for about a year but seriously most of the changes to the cw makes no sense. We are squishy as hell and hit hard because of that. Every other class has some type of trade off for dealing less damage and its like the devs have forgotten they are the ones that set it up that way.....come on really???
It is possible to construct a perma-sprint build at the current state of the game. If this sort of thing is to be allowed, I suggest what many others have in making the spell mastery slot ignore CC resist/immunity, or give the option to place this attribute to one slotted encounter instead of limiting it to spell mastery. Even without perma-sprint, a GWF who is skilled at burst sprinting between encounters and at-wills is essentially uncontrollable. If this change is to go live, I seriously hope for a major boost to CW control or a reduction in the CC immunity of sprint to giving a CC resist percentage instead.
A GF can already build a substantial block meter on live, and with the changes they may now increase it further. They can now also run at normal speed while using block and it is literally impossible to stop their advance due to the CC immunity. Again, I seriously hope for a major boost to CW control or a reduction in the CC immunity of block to giving a CC resist percentage instead.
By adding abrupt changes like CC immunity to defense mechanics, I feel as though it adds a little too much cheese to the game and improves the survivability of these classes immensely.
This may be the survivabilty tweak that CWs needed in PvE, but survivability in PvP was really the only issue for CWs apart from the Arp and CC deflect bugs. Shard damage was not over-performing in PvP, but has received a damage reduction (-33% and -60%) due to over-performance in PvE and like-wise with fanning the flame (-33%). Similarly, chill strike (-15%) and entangling force (-10%) are single target powers used more so in PvP and are not primary causes of CW damage over-performance in PvE. In the case of CS/EF, I do not see the logic in reducing the damage of these encounters, and for Shard/FTF I do not see the logic in having PvE balance take precedence over PvP balance, as opposed to devising a way to lessen damage in PvE without crippling PvP down to 1-3k -critical- hits.
For instance, in a previous post I suggested having shard damage calculate based on the number of targets hit. In PvE on live, a 100k hit to a mob will hit that amount to all targets which instead of hitting all for 100k, could be changed to be divisible based on the number of targets. This would establish the same overall damage for hits on groups or single targets (balance kept in PvP), but reduce the total damage done compared to the current result on live (PvE balance). Another way to scale this damage could be based on proximity to the explosion, since those closest receive the largest impact and effectively shield those behind them. Either way, I and many others hope to see a re-balance to Shard performance in PvP.
With the damage reductions to my encounters and the CC immunity added to other classes without a comparable boost to either CW control or survivabilty, 'I feel like I don’t have enough tools to stay alive under fire now and it makes [controlling] too hard.'
GF's block is a timed based thing now, so they cant perma block really if you continue to stay offensive with them. Thier block is timed base, unless they reverted it back to the live system. I havent seen any posts that they have however.
Magic Missile:As a quite powerful buffing type At-Will, slowing it is reasonable.
Chilling Cloud: This at-will is rubbish and it still is after the extremely limited buff.
Scorching Burst: From completely trash to decent AoE.
Chill Strike: It is a little overpowered in killing small mobs.
Conduit of Ice: I don't see and thing good or bad about it.
Entangling Force: I don't see anything good or bad about it.
Icy Terrain: It's still not good as a damage skill nor control skill.
Sudden Storm: The highest DPS skill in the game, and it still is after the double nerf.It has reasons to be the highest DPS skill, the range is too short for a ranged class, and the time it takes for the bolts to attack is too long.
Ray of Enfeeblement: It wasn't good as a single target skill, and not it's even worse.
Steal Time: No one use this skill for damage, and the casting time is too longAt lease it's buffed.
Shard of the Endless Avalanche: The highest damage skill in the game, DPS just below Sudden Storm, and it still is after the nerf.It has reason to be the highest damage skill, it takes way too long to use and very hard to target as well, also it doesn't deal full damage to one target. (unless tabbed, but it will use the tab slot).
Fanning the Flame: this skill shouldn't be nerfed, the damage is average and it has no crowd control.
Arcane Singularity: It is a little too op, though the nerf only makes parties want more CW. From at least one to at least 2, which is a good thing for us CWs.
Oppressive Force: The nerf tickles.
Ice Knife: The nerf tickles.
Furious Immolation: At lease it's a buff though no one use it.
Eye of the Storm: This buff does need a nerf, as it increase crit by more than 33%But this nerf is a little too much, this buff now increase crit for about 1%, ONE WHOLE PERCENT
In conclusion of the skill changes, most of the changes are reasonable. The nerfing amount may sounds scary but they only made CW from overpowered to average.
Something I think: the reason that CW is OP is because CW can do damage and control. Some of us like controls, and some of us like damage, as what a wizard does in all games: damage. So rather than a massive whole scale damage nerf, I would be more happy to see a change in limiting CW's abilities - specialised in either damage or control, but not average in everything.
Curious, but are you basing everything off of the first post in this thread? At least, it sounds like you are. If so, please do note that changes have been made which you can see here
Magic Missile:As a quite powerful buffing type At-Will, slowing it is reasonable.
Chilling Cloud: This at-will is rubbish and it still is after the extremely limited buff.
Scorching Burst: From completely trash to decent AoE.
Chill Strike: It is a little overpowered in killing small mobs.
Conduit of Ice: I don't see and thing good or bad about it.
Entangling Force: I don't see anything good or bad about it.
Icy Terrain: It's still not good as a damage skill nor control skill.
Sudden Storm: The highest DPS skill in the game, and it still is after the double nerf.It has reasons to be the highest DPS skill, the range is too short for a ranged class, and the time it takes for the bolts to attack is too long.
Ray of Enfeeblement: It wasn't good as a single target skill, and not it's even worse.
Steal Time: No one use this skill for damage, and the casting time is too longAt lease it's buffed.
Shard of the Endless Avalanche: The highest damage skill in the game, DPS just below Sudden Storm, and it still is after the nerf.It has reason to be the highest damage skill, it takes way too long to use and very hard to target as well, also it doesn't deal full damage to one target. (unless tabbed, but it will use the tab slot).
Fanning the Flame: this skill shouldn't be nerfed, the damage is average and it has no crowd control.
Arcane Singularity: It is a little too op, though the nerf only makes parties want more CW. From at least one to at least 2, which is a good thing for us CWs.
Oppressive Force: The nerf tickles.
Ice Knife: The nerf tickles.
Furious Immolation: At lease it's a buff though no one use it.
Eye of the Storm: This buff does need a nerf, as it increase crit by more than 33%But this nerf is a little too much, this buff now increase crit for about 1%, ONE WHOLE PERCENT
In conclusion of the skill changes, most of the changes are reasonable. The nerfing amount may sounds scary but they only made CW from overpowered to average.
Something I think: the reason that CW is OP is because CW can do damage and control. Some of us like controls, and some of us like damage, as what a wizard does in all games: damage. So rather than a massive whole scale damage nerf, I would be more happy to see a change in limiting CW's abilities - specialised in either damage or control, but not average in everything.
I'm assuming you're basing your feedback on what's listed on page 1. Those are no longer valid and have gone through several small revisions through the thread. Your best bet is to use the Dev tracker to see what the updated changes actually are.
For one, Magic Missiles are no longer slowed. The damage is being nerfed by around 30%. It now does around the same damage as unbuffed Chilling Cloud on single targets, but has no aoe component that allows it to hit multiple targets.
Brisk Transport - buff is hardly noticeable with a short duration. How about a rework to boost to teleport range?
I really like this idea -- to address survivability I think a feat in each tree could be reworked to provide teleport range, stamina regen, damage reduction, more AC from gear, etc. Maybe leave Severe Reaction in Oppressor and give Brisk Transport to another three.
Severe Reaction in Oppressor is great, Brisk Transport is lackluster, but the overall CC boost provided by the tree/capstone is essentially the survivability boost in my opinion. Maybe give Brisk Transport reworked to provide teleport distance to Thaum such that they may get out of Threatening rush spam range and further rework Energy Recovery in Rene to apply to something fair in addition to Chilling Cloud.
Even a rework to Battlewise in the heroic section to provide something more useful than threat reduction, which is only a PvE bonus and not worth it regardless. I'd like to see it give survivability in both PvE and PvP comparable to the 3% AOE damage boost of Wizard's Wrath below it. Same goes for Lightning Teleport, in PvE 10% stamina regen per kill will give you full stamina all the time, but similar to Battlewise it is not needed in that setting. For 5 points I expect a suitable return in both PvE and PvP.
With the nerfs to all of the damage increasing heroic feats, it is a perfect opportunity to rework the survivabilty feats to make them more appealing by comparison. Toughness and Severe Reaction are currently the most useful survivability feats in PvP by a long shot and I'd like to see more appealing options.
I really like this idea -- to address survivability I think a feat in each tree could be reworked to provide teleport range, stamina regen, damage reduction, more AC from gear, etc. Maybe leave Severe Reaction in Oppressor and give Brisk Transport to another three.
Severe Reaction in Oppressor is great, Brisk Transport is lackluster, but the overall CC boost provided by the tree/capstone is essentially the survivability boost in my opinion. Maybe give Brisk Transport reworked to provide teleport distance to Thaum such that they may get out of Threatening rush spam range and further rework Energy Recovery in Rene to apply to something fair in addition to Chilling Cloud.
Even a rework to Battlewise in the heroic section to provide something more useful than threat reduction, which is only a PvE bonus and not worth it regardless. I'd like to see it give survivability in both PvE and PvP comparable to the 3% AOE damage boost of Wizard's Wrath below it. Same goes for Lightning Teleport, in PvE 10% stamina regen per kill will give you full stamina all the time, but similar to Battlewise it is not needed in that setting. For 5 points I expect a suitable return in both PvE and PvP.
With the nerfs to all of the damage increasing heroic feats, it is a perfect opportunity to rework the survivabilty feats to make them more appealing by comparison. Toughness and Severe Reaction are currently the most useful survivability feats in PvP by a long shot and I'd like to see more appealing options.
I thought i was the only CW that used Severe Reaction, It would be nice if it was extended to 30' rather than 20. Many at wills have range of 30.
This is getting ridiculous now. Why is it taking several weeks to fix the shard bug?
DO YOU GUYS REALIZE THAT WE CANT TEST THE CW CLASS UNTIL THIS BUG IS FIXED?
The shard is moving 5 frames per second and is laggy as hell EVERY TIME YOU USE IT.
We cant test our rotations with a power that is not working and is game breaking. And if we cant test our rotations we cant come with decent feedback for the class at all.
Hey all, I wanted to drop in and share a few more changes that will be hitting in the next week or two.
We still want Wizards to feel like a viable DPS class while they are specced into Thaumatuge (and a bit more group utility focused in Renegade) so we are making some buffs to feats in those trees to reinforce that.
Thaumaturge:
Transcended Master: Shard of the Endless Avalanche now deals an additional 5/10/15/20/25% damage (up from 2/4/6/8/10%). Icy Rays now deals an additional 5/10/15/20/25% damage when used on a single target (up from 2/4/6/8/10%) and has a 1/2/3/4/5 second shorter cooldown if used on two different targets (up from .5/1/1.5/2/2.5).
Elemental Empowerment: Warped Magics now deals 100% of Weapon Damage each tick (up from 50%). Creeping Frost now deals 170% of Weapon Damage each tick (up from 85%).
Assailing Force: ICD reduced to 5 seconds (down from 15 seconds).
Renegade:
Nightmare Wizardry: When you critically strike a foe you have a 4/8/12/16/20% chance (up from 1/2/3/4/5%) to grant you and your allies Combat Advantage against the target for 12 seconds.
Phantasmal Destruction: Now has a 40% chance to activate (up from 25%).
Chaos Magic: Chaotic Nexus now grants 10% Armor Penetration and Critical Chance (up from 5%).
Chaos Magic: Chaotic Fury now grants 10% increased damage and 5% direct Life Steal (rather than adjusting your stats).
These changes should move much more of the performance into the feat trees, allowing Wizards to use their feats to more accurately define their performance and style of play.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
So I assume these changes went right out of the window?
EDIT: Nevermind, it seems that changes are implemented in game, but didn't make it to patch notes.
I cannot feel the changes made to renegade tree, though description says they were implemented. Are you sure they are working as intended? I've witnessed 3 times nightmare wizardry while running FH and i don't think I've noticed phantasmal destruction at all.
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
Well sad to hear. The control we have is not enough and being the easiest class to kill and with no real damage now, I don't see the point of playing a CW anymore in PvP. Almost any other class provides something more useful in PvP than a Control wizard without control, damage or survivability.
I don't understand the reasoning in why the CW always have to be the weak link in PvP. Atleast before we could kill stuff even tho we had very limited survivability. But now we cant even do that.
A control CW is supposed to have control. More control than other classes but instead all the other classes are resisting our control most of the time.
Thaum is just a joke. You call it a damage tree but in fact we don't have enough damage to kill anything in PvP. It was hard enough to kill stuff in Mod3 and now its even harder or maybe even impossible. Just because it does more damage than oppressor dont mean its a damage tree. Compared to other classes that does damage, a Thaum CW is useless.
Question: Why play a Thaum CW when you can play a TR/GWF/HR/WL and do much more damage?
Question: Why play Oppressor CW when all classes just resist your control and kill you?
Question: Why play a Renegade CW when you will die instantly with only debuffs to defend yourself?
Meh so both casting classes are not really viable in pvp , CW simply doesn't have enough control and is even weaker and less appealing due to the damage nerfs and Warlock ( on paper at least) has one serious CC and that's it , fantastic lol
So G. Crush's post basically made clear that he's not gonna listen to our numerous feedbacks and suggestions.
(PVP)
-We have no control.
-We will have 1/3 of every other class overall dmg.
-We are STILL squishy as hell.
-Every build we had for pvp is now completely UNVIABLE because of the drastic nerf to some essential encounters and feats.
No assailing force is gonna help us.
lol virus an overgeared CW was able to win a one to one once against a good geared GWF. what he win once over 4-5 try, it not normal CW should be killed 100% of the time.
without joke i don't know where dev are testing CW in pvp. they forgot that 3 class among the six available have control immun, they forgot that most of the mass control spell of CW are useless in pvp most of the time because of the way it launch, activate etc+ it have most way to be or dodge or cancelled, + a good amount of control spell do not do damage against a control immun target. A GF or a GWF have better control against a CW than the opposite, the HR once he will be build with enough regen and deflect will get more HP per second in the combat tree than a CW will be able to shot. TR still remain TR and are more or less unlockable
I already ban all AOE in pvp execpt ice torm, i stopped counting for controle except maybe against an other CW and only counting on my teamate trying to debuf oponent to make them easier to kill
Maybe purpose a PVP map were only CW and healer are welcome
Good changes. But I still think the problem is the resistance of control on almost all classes. The duration wont do us much if it keeps getting resisted in the first place.
Maybe change tenacity for CWs somehow?
Tenacity is definitely the problem here. In Mod 3 and before CW's were primarily damagers who had little control. Or, at least the control we did have was inferior to our damaging capabilities so people went with damage abilities. When tenacity was introduced it hurt CW's a little more than other classes, but it wasn't too bad because we still were damagers first and controllers second. Now that damage is being removed and more control is being given in exchange, it's not really helping much because tenacity renders useless any benefit that control can give.
Comments
Keep in mind I've never played MoF and I judged skills kinda on feeling. I've taken all-aoe skills. I'd consider placing shard there when change to this skills comes to preview.
Now, if we had more rimefire golems....
The fact is... too many gigantic freakin monsters can be knocked around like a ragdoll.
Really, I can't move a golem, but can send a Cyclopes flying across the room.
Can you link to the post? I tried searching the thread, and nothing's coming up, and I don't have the time to go through all 20 pages individually if it's as simple as having you link to the post in question.
I agree it's rarely used for damage and it's utility in grouped PvE is somewhat limited (mainly reserved for saving the healer), however in PvP most wiz's have (or should have) this slotted. I've noticed most that claim a wizard sucks at PvP don't use this spell at all, I couldn't imagine a match without it.
Disagree, ST is rather difficult to get off in PvP and therefore I rarely use it. Not too many people like to be on the receiving end of this so when someone sees a wiz jump in the middle of a group and throw his/her arms up they get interrupted rather quickly.
yes I agree here, EotS has always felt like it proc'd too much so some cooldown is OK with me, however 90 seconds seems too much. I'd have to play my wiz with this to be sure but 35-60 seconds seems more right to me.
Again, my DPS comes from AoE mainly, single target buffs with AoE nerfs will break my build. I do like that control immune players still take damage however using a EF on a GWF that's berzerked is more of a waste so it's best to wait for them to calm down.
I'm not so sure about that last statement as I don't use the High Viz set and usually am top on the damage dealt charts, occasionally being bested by a TR. This is primarily achieved with AoE damage and not buffs from armor sets.
I just wanted to add my thoughts in there for the devs. On the same note it seems like a lot of these nerfs are to address the recov stacked builds. Why not increase DR for recov on wiz's instead of nerfing cooldown time? Not all of us have 6k recov nor want it, however increasing cooldown is going to require me to rework my build to accommodate
So you've buffed again your beloved GWFs as if they weren't OP in both PvP and PvE for long enough. Fine. Then please revert all the nerfs to CW's single target spells and buff their CC effects, so we can finally have some balance in PvP!
Reason: out-dated.
New post here: Click here
GF's block is a timed based thing now, so they cant perma block really if you continue to stay offensive with them. Thier block is timed base, unless they reverted it back to the live system. I havent seen any posts that they have however.
Curious, but are you basing everything off of the first post in this thread? At least, it sounds like you are. If so, please do note that changes have been made which you can see here
I'm assuming you're basing your feedback on what's listed on page 1. Those are no longer valid and have gone through several small revisions through the thread. Your best bet is to use the Dev tracker to see what the updated changes actually are.
For one, Magic Missiles are no longer slowed. The damage is being nerfed by around 30%. It now does around the same damage as unbuffed Chilling Cloud on single targets, but has no aoe component that allows it to hit multiple targets.
I really like this idea -- to address survivability I think a feat in each tree could be reworked to provide teleport range, stamina regen, damage reduction, more AC from gear, etc. Maybe leave Severe Reaction in Oppressor and give Brisk Transport to another three.
Severe Reaction in Oppressor is great, Brisk Transport is lackluster, but the overall CC boost provided by the tree/capstone is essentially the survivability boost in my opinion. Maybe give Brisk Transport reworked to provide teleport distance to Thaum such that they may get out of Threatening rush spam range and further rework Energy Recovery in Rene to apply to something fair in addition to Chilling Cloud.
Even a rework to Battlewise in the heroic section to provide something more useful than threat reduction, which is only a PvE bonus and not worth it regardless. I'd like to see it give survivability in both PvE and PvP comparable to the 3% AOE damage boost of Wizard's Wrath below it. Same goes for Lightning Teleport, in PvE 10% stamina regen per kill will give you full stamina all the time, but similar to Battlewise it is not needed in that setting. For 5 points I expect a suitable return in both PvE and PvP.
With the nerfs to all of the damage increasing heroic feats, it is a perfect opportunity to rework the survivabilty feats to make them more appealing by comparison. Toughness and Severe Reaction are currently the most useful survivability feats in PvP by a long shot and I'd like to see more appealing options.
twitch.tv/ezracw | absolutegaming.guildportal.com
#BringBackShard | M5 CW Bug List | My M3 PvP Gameplay
I thought i was the only CW that used Severe Reaction, It would be nice if it was extended to 30' rather than 20. Many at wills have range of 30.
Can we make the Arcane stacks last a little longer?
DO YOU GUYS REALIZE THAT WE CANT TEST THE CW CLASS UNTIL THIS BUG IS FIXED?
The shard is moving 5 frames per second and is laggy as hell EVERY TIME YOU USE IT.
We cant test our rotations with a power that is not working and is game breaking. And if we cant test our rotations we cant come with decent feedback for the class at all.
So I assume these changes went right out of the window?
EDIT: Nevermind, it seems that changes are implemented in game, but didn't make it to patch notes.
I don't understand the reasoning in why the CW always have to be the weak link in PvP. Atleast before we could kill stuff even tho we had very limited survivability. But now we cant even do that.
A control CW is supposed to have control. More control than other classes but instead all the other classes are resisting our control most of the time.
Thaum is just a joke. You call it a damage tree but in fact we don't have enough damage to kill anything in PvP. It was hard enough to kill stuff in Mod3 and now its even harder or maybe even impossible. Just because it does more damage than oppressor dont mean its a damage tree. Compared to other classes that does damage, a Thaum CW is useless.
Question: Why play a Thaum CW when you can play a TR/GWF/HR/WL and do much more damage?
Question: Why play Oppressor CW when all classes just resist your control and kill you?
Question: Why play a Renegade CW when you will die instantly with only debuffs to defend yourself?
(PVP)
-We have no control.
-We will have 1/3 of every other class overall dmg.
-We are STILL squishy as hell.
-Every build we had for pvp is now completely UNVIABLE because of the drastic nerf to some essential encounters and feats.
No assailing force is gonna help us.
without joke i don't know where dev are testing CW in pvp. they forgot that 3 class among the six available have control immun, they forgot that most of the mass control spell of CW are useless in pvp most of the time because of the way it launch, activate etc+ it have most way to be or dodge or cancelled, + a good amount of control spell do not do damage against a control immun target. A GF or a GWF have better control against a CW than the opposite, the HR once he will be build with enough regen and deflect will get more HP per second in the combat tree than a CW will be able to shot. TR still remain TR and are more or less unlockable
I already ban all AOE in pvp execpt ice torm, i stopped counting for controle except maybe against an other CW and only counting on my teamate trying to debuf oponent to make them easier to kill
Maybe purpose a PVP map were only CW and healer are welcome
Tenacity is definitely the problem here. In Mod 3 and before CW's were primarily damagers who had little control. Or, at least the control we did have was inferior to our damaging capabilities so people went with damage abilities. When tenacity was introduced it hurt CW's a little more than other classes, but it wasn't too bad because we still were damagers first and controllers second. Now that damage is being removed and more control is being given in exchange, it's not really helping much because tenacity renders useless any benefit that control can give.