The new "Ring of Natural Order" that will drop from mod8 content is arguably the single most game changing item to ever be introduced in terms of pvp. Unlike stamina/AP drains, there is no counter to the ring. I tested on preview today and here is how it works:
- Instantly removes a players entire buff bar (anything green) without any selectivity at all
- Has a 60s cooldown but may proc on more than one attacker at once
- Erases a full bar of pots and buffs including elixirs, invoke buffs, VIP bonus, lucky coin, etc
- Removes any buffs from weapon enchants (Tfey, THoly, TNeg, etc) or artifacts
- Removes any buffs from class feats, encounters, even core class mechinics
- Any debuffs (red) applied to yourself or enemy are not affected (ex. TFey 16% dmg debuff)
- Any buffs which are "constantly applied" such as VIP bonus will return quickly
- GWF: Lose all damage stacks such as destroyer capstone stacks. Does not remove unstoppable
- DC: Lose Astral shield and much of their DR, removes gift of faith (other players)
- TR: Does not take them out of stealth but removes buffs associated with stealth like CA bonus. Removes ITC.
- CW: Removes things like feat buffs, chill stacks, capstone procs. Strips shield but leaves animation (20sec cycle to reestablish shield)
- Pal: Not tested but probably RIP
- HR: Largely unaffected aside from some minor buffs like CA dmg and fox shift
- SW: Resets all sparks to 0 (core mechanic to pvp survival), removes 5x dreadtheft stacks, removes warlock's bargain link, despawns soul puppet and immo spirits from daily.
Some of this is shown in this short demo video taken today on preview:
https://youtube.com/watch?v=B3k-0n_vh9wOne problem is this ring is in effect a major buff/nerf to all classes with an as yet unknown overall outcomes in pvp. For some classes the buff removal is relatively minor but for other classes it is catastrophic. For SW for example, the ring is a major de facto survival nerf since core paragon/survival mechanics are hugely impacted with soul sparks being stripped (even though oddly the visual GUI sparks remain showing full stacks, spark benefits vanish), puppet being despawned (r.i.p. damnation), and 5xDreadtheft DR buff being stripped off. For GWF, the ring is a huge damage nerf because they will seldom have the stacks they need to do any serious damage.
Post thoughts.
Sopi (aka Haxbox) SW [Synergy]
Sopi SW Youtube channel pvp brickabrack
Comments
And, i'm a TR, and i think it's not justified to erase the capacity of survivability of a majority of class and, in the same time, don't break Stealth, the main survivability mechanic of a TR.
Thoses elixirs should be PVE only anyway.
Excellent ring because it will allow to create some space to kill some unkillable class ruining the whole PVP since mod 6.
This is definitively a good ring because it will crush a good part of the actual boring meta game.
I have no problem about the encounters defensive spells buff being wiped.
I have only a doubt about the buff linked to the core mechanic of the class, but there is a timer of 60 seconds, and even if the ring effect can target more than one personn, 60 seconds seems to be a good timer, to build new stacks before the next trigger.
This is clearly a ring designed to fight against all those defensive, unkillable or untargetable/perma build class
Here, where balance is much worst than there - such a ring will be a catastrophy.
@balorin - it's not about elixirs lolz. It's about "to be or not to be" for a half population of server.
It's just insane. word.
.Suicide Squad.
The biggest problem will be if the rings are released like that and force a massive change in builds (gear + enchants) and then patched shortly after, players will lose tons of currency.
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Guess I'll have to return to real life if this ring is really to be introduced in m8 (or any module). Thanks for freedom, guys.
the effect for spark mechanic is the same you experience when laoding up your sparks before dom, staying at the campfire, all sparks shining....but no effect or buff is granted because entering dom these buffs vanish except your shining pseudosparks
if you want to get a vague answer to wich class has to suffer most it is needed to look at your buffs and how long it last to regain them i think.
GWF
weapon mastery: about 1 second 3 stacks
unfeated strikes: about 2 seconds 5 stacks
using destroyer: its longer about 3-4 seconds 3 stacks
destroyers purpose: 10 stacks in <1 second in case wearing PF
Hidden dagger 40% buff reaplieable 3 times
so beside destroyers purpose its really fast to get them back
-->sure you have to build determination, but there are solution for GWF using other class feature like "steadfeast determination" wich builds your determination in no time 40%+ determination in fight...thats huge
skip destroyer go steadfast determination + bravery or weapon mastery, this nearly solved your problems, warlock has no feature to build sparks 40% faster does he?
as allways classes will adept to this littel feature and GWF is by sure not the class that has to suffer most as you can see
take OP---without buffs dead in seconds i guess?
DC faithfull: no AS buff? can´t say how long the buff disappears, in case the AS area is not affected? probably short time, bridging with 1-2 dodges
there will be a shift from OP/GF? to CW/Hunter , GWF and TR will stay.......but warlock lol its " game over " i guess
because 30 sparks are build in about 15-20 seconds having optimal conditions on dummy even using encounter like HG or HS that refill faster by critting.
In game you will never be able to get them to 30 that fast its more 30-40 seconds, so you will run effectively all the time with no sparks at all wich means:
-no selfheal from borrowed time
-no offhand feature +15%
-no damagebuff from classfeature like buring soul 9%
-no LS from vampiric spark
-no puppet, no spirits
doesn´t make any difference if running Soulbinder or Hellbringer, and Hellbringer is redicules in PVP, near laughable imo
- Everytime cryptic does class balance it affects both PVE & PVP, something breaks.
- Instead of balancing one or the other, they decided to introduce barebones pvp, this way PVE stays intact while pvp is almost like naked pvp.
- PvP at lvls 1-69 is pretty even, things become very unbalanced at 70.
If this makes sense, it's a very lazy fix.
We'll be pulling the ring from launch and re-implementing it in our week two patch. Offensive dispelling is not a common mechanic in Neverwinter right now, and so we need some time to take a look at which buffs should not be affected and make sure they are flagged properly, and give the quality assurance team time verify the changes.
Also another thing that should be done is in combat gear lock. That way people cant just rotate out all these rings.... Ill be frank... MANY of these rings just ruin the game for me. Things like invisibility as long as you move? What is that about... Or gain 30% DR as long as you are moving? What?! 30%?! Thats just lame....
If you want to make these more reasonable, they should ALL be buffs that last for X seconds after X conditions are met and then placed on CD.
Such as:
Provides 30% DR for X seconds while running for X seconds. Then on CD for X seconds. These are more reasonable.
Or
Provides stealth for X seconds after running for X seconds. Then on CD for X seconds....
GENERAL
Temp/Consumable (Elixirs, invoke buffs, guildfood, glyph procs, coin/pet with 10min cd, Campfire bonus, VIP bonus)
Weapon and Armor enchantment buffs (but not debuffs on enemy)
Boon procs (Avalanche, Rampaging madness now useless)\
Artifact effects (Wheel healing, Vanguard, Sigil, etc)
CLASS SPECIFIC (x8)
Class heroic & paragon feats
Class slottable feats
Class encounters
Class dailies
Core class mechanics
One suggestion brought up was to have the ring remove only temp/consumable buffs and leave all else alone. Almost everyone is in favor of the potion/pot/buff removal because potting up for pvp was pretty out of hand. This is a snapshot of what a full buff bar for pvp lol: (http://imgur.com/55Eq0lD) with over 20 unique buff/pots.
Another reasonable suggestion was to have the ring remove 1 random buff.
:
Sopi SW Youtube channel pvp brickabrack
The BEST case scenario - they get it to only remove "temporary" buffs such as potions. More than likely, they will miss something, it will be game breaking for 3 months, they will fix it once everyone builds their character around it, and people will get mad.
Instead of spending time on that, just scrub it, remove it, and move on. The other rings seems interesting enough, this one just adds too much confusion.
To simplify it, if you make a pool about who wants these rings, drains, etc etc in PvP or not, you'll discover 90% of the people will say 'NO'. So, why continue with that?? It makes no sense... you just force us to addapt to literaly unneccesary things. Always the same sad story. And the ironic part is that, the game will not last forever, and the time you spend with things we don't want, it's time wasted to make other decisions that would be largely well accepted. You are still not using wisely one of your best developing tools, good 'feedback'.
At least you can buy stamina ward mark. For those rings there is no counter-ring, so you can't compare those two.
As i already said in another thread on the matter:
i wouldn't create any item that can directly mess up with core mechanics of classes or combat rules.
Now, what you (devs), in my opinion, must understand, is that you need to create a solid base every player can work on, and then add items that can enhance different aspects but never, never mess up with the basic rules.
Basic rules are:
- every shift mechanic must affect an incoming power, if the timing is correct
- every power needs to be timed out of the enemy shift mechanic to not be reduced by it
- in this regard, stamina should be affected only by own usage of it. Which means: no stamina drain lame items
- class core mechanics must be balanced but never get reduced or influenced by some item (example: stealth revealing ring)
Armor set bonuses were removed because they interacted with class mechanics and other core mechanics, often resulting in broken interactions. You added bonuses and effects to overloads and mounts that broke these mechanics even more.
Create a solid and balanced base in regard to class mechanics and the basic combat rule attack vs dodge (no attack should fully ignore the enemy dodge. Every attack must be affected by the enemy shift mechanic, with "timing" being the main factor in a combat).
Then add items that can enchance, SLIGHTLY, some player stats, allowing builds to shift in one direction or another, be it damage, healing, damage resistance exc...and always check that no "combination" of multiple effects can create some broken loop or sinergy.
But seriously: stamina drain, rings that mess up core class mechanics...are all terrible ideas. You can see it now with stamina drain: put a player using stamina drain vs another player using a random, different overload. You see the result. The second player becomes defenseless cause you allowed one, single enchant to seal completely the movements of a player. With only option being to slot the same enchant yourself or a ward.
Overloads that increase by 5-10% damage on a certain class, giving up something else to be somehow "specialized": ok.
Overloads/items that seal a combat system core mechanic like dodge or AP generation: bad.
Same goes for all the stuff that increase AP generation by insane amounts. Bad. You see the result. PvP is a mess.
I don't mean to be rude, but: Will you guys (devs) ever learn?
Balance basic, core mechanics of classes and combat.
And stop introducing broken items/ mounts/ effects that clearly are too powerful.
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