With a ton of 'new' around the corner Im really hoping the 'old' gets some much needed attention. The Devs can and should continue the Class Balancing endeavor this time addressing every class. I'll compile a small list touching on some general points of interest and some GWF related points as it is my main class.
1) Piercing Damage - it is almost universally agreed this thing needs to either go away completely or be massively reduced. This renders the supposedly toughest classes helpless.
2) Current Rogues - I tested a TR (scoundrel) and as a result I can now follow them on my GWF and I can guess what they are gonna do most of the time. Still it means nothing cause I have almost zero means to avoid the alpha strike which brings me to my next point..
3) Sprint - this ability was somewhat fine as both a gap closer and cc immunity frame but then you gave us the current TR, I can hear and react to SE for example but SE doesn't give a <font color="orange">HAMSTER</font> about my 50% base DR or my Sprinting. Something must be done to increase Sprint's ability to avoid an attack if rogues are to remain as shocking as they are now.
4) Activation delays - this is connected to the previous point. Imagine a CW and GWF see each other, one initiates a CC, the other starts sprinting. If both players react simultaneously there is no chance in hell that the GWF's Sprint will activate in time to avoid the CC. And since any decent CW now runs with Devoted Sigil a massive daily follows. So the "fight" between a CW and GWF starts with the latter losing 1/2 to 2/3 HP in the first two seconds with no way to avoid it.
Unstoppable also has a small but noticeable delay before kicking in. Long time GWF players should know what Im talking about. Sometimes you hear the 'pop' but its actually not active.
5) DC - these guys were never in the gutter imo but they got a buff nonetheless. I have 1 problem with current clerics and its not Gift of Faith. Its not even the fact that a DPS cleric can cast empowered AS on the ground and burn you while being nigh invulnerable to your own attacks. My problem is Sunburst. That thing ignores everything. Even while in Avalanche of Steel animation you get pushed away. If there are 2 clerics on a node and both hit Sunburst some very comical events transpire like your toon being thrown way the hell up in the air like a rag doll. Bottom line - Sunburst needs to respect CC immunity.
6) PVP matchmaking and party setup - having 2 clerics, 2 rogues and a wizard vs anything can be almost a 100% sure victory. But team composition, as important as it is, actually isnt the most important thing. That would be GS level or item level as GS is going away. Having legendary artifacts and rank 9-10 vs a single blue artifact and rank 5-6 is outrageous and has been going on far enough.
These things need addressing asap. Im hoping Mod 6 will bring much needed attention to them
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
I think they really should nerf the range for SE, and bring it down to 15'... in which case some options maybe possible, such as running away from range with very fast reaction, or perhaps using a longer range AoE power to hit them and cancel the activation. CAGI is 20' range, and its 'pull' effect would cancel the SE, no?
5) DC - these guys were never in the gutter imo but they got a buff nonetheless. I have 1 problem with current clerics and its not Gift of Faith. Its not even the fact that a DPS cleric can cast empowered AS on the ground and burn you while being nigh invulnerable to your own attacks. My problem is Sunburst. That thing ignores everything. Even while in Avalanche of Steel animation you get pushed away. If there are 2 clerics on a node and both hit Sunburst some very comical events transpire like your toon being thrown way the hell up in the air like a rag doll. Bottom line - Sunburst needs to respect CC immunity.
This is why pvp and pve need to be put onto different games. The game modes conflict, It's like lava and ice. DC's were horrible in pve with zero damage and healing that isn't needed. They absolutely needed a rework.
While I was testing with my rogue I've had my SE stopped once by a GF who bullcharged me mid animation ( I was out of stealth at the time ). I honestly dont know if a timely cagi can interrupt a TR mid SE.
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
This is why pvp and pve need to be put onto different games. The game modes conflict, It's like lava and ice. DC's were horrible in pve with zero damage and healing that isn't needed. They absolutely needed a rework.
As you can see from the Mod 6 premise the healing as a mechanic will be made relevant. If DCs were not needed for healing back in the day its not cause they were horrible, its cause any decent aoe power would fill our HP bar thanks to lifesteal. CWs were/are prime examples. My own Intimidation Sentinel can currently outheal anything in PVE.
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
Upcoming fixes no, just look at the mod 6 release info and the preview server patch notes. Neverwinter players are very specific about what they want to see fixed and this is consistent across the playerbase, not a mish mash of incoherent complaints. Cryptic fails to address these issues despite the fact that the loss of players from Neverwinter is hurting Perfect World financially: Perfect World – Income down due to falling number of Neverwinter players.
It makes absolutely no sense. Like a failing football team, they need to dump everyone and start over if they want to save this game.
What need to be fix is the racial traits of the DWARF class ,resistance to knock back and Dot
We get the same knock back and damage as other classes,and thats has been going on before the beta(more than 2 year now)
This is why pvp and pve need to be put onto different games. The game modes conflict, It's like lava and ice. DC's were horrible in pve with zero damage and healing that isn't needed. They absolutely needed a rework.
And now the dmg spec DC can just put some insane weapon dmg burn on something and it melts. Easy mode via feats, as per usual when ******* tries to "fix" something.
While I was testing with my rogue I've had my SE stopped once by a GF who bullcharged me mid animation ( I was out of stealth at the time ). I honestly dont know if a timely cagi can interrupt a TR mid SE.
SE can be stopped if timed right. That's why rogue almost always daze the target first before using SE, stealth or otherwise.
Comments
I suspect some other CC powers of DC ignore tenacity and CR too. Yet it fits the role of messiahs current DCs have.
WTB Class Reroll please
There is this momentary pause a DC can give me with Break the Spirit I suspect. Im not sure if it has happened thru Sprint or Unstop yet
Merrily, merrily, merrily, merrily, Life is but a dream.
This is why pvp and pve need to be put onto different games. The game modes conflict, It's like lava and ice. DC's were horrible in pve with zero damage and healing that isn't needed. They absolutely needed a rework.
Merrily, merrily, merrily, merrily, Life is but a dream.
As you can see from the Mod 6 premise the healing as a mechanic will be made relevant. If DCs were not needed for healing back in the day its not cause they were horrible, its cause any decent aoe power would fill our HP bar thanks to lifesteal. CWs were/are prime examples. My own Intimidation Sentinel can currently outheal anything in PVE.
Merrily, merrily, merrily, merrily, Life is but a dream.
It makes absolutely no sense. Like a failing football team, they need to dump everyone and start over if they want to save this game.
We get the same knock back and damage as other classes,and thats has been going on before the beta(more than 2 year now)
And now the dmg spec DC can just put some insane weapon dmg burn on something and it melts. Easy mode via feats, as per usual when ******* tries to "fix" something.
SE can be stopped if timed right. That's why rogue almost always daze the target first before using SE, stealth or otherwise.