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My thanks to the developers for last balance changes.

dolreydolrey Member Posts: 741 Arc User
edited April 2016 in Player Feedback (PC)
Hello :) And sorry for my english :)

As we all know there were some balance changes at near past. And I would like to thank all developer's team for that.

Changes in outbound paladins (concretely change in their "bubble") fixed ALL game mods as PvE both PvP. Now no one can forget about incoming damage. Great thanks to you for that :)

Also as guardian fighter I would like to thank you for some very comfortable improvements (now I can to don't risk turning off my shield to activate mark on solo targets; it is very very comfortable).

I can't tell a lot about devoted clerics because I have no experience in playing for them but I find decreasing of action points generation is a very good decision.

Also I really like improvements of Elemental Evil campaign (new feats are very nice). I could not tear myself away from the game while playing elemental evil campaign for last two days (this is the reason why I am writing this thanks so late xD )

In summary Neverwinter Online became much much better and interesting to play :) Thank you so much for all changes and I wish you a pleasant creativity :)
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Comments

  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    yep, good job
  • xaansteelxaansteel Member Posts: 62 Arc User
    Yeah great improvement all around. Might I say that ever since the OP nerf and the lostmauth set nerf, I've been having way more fun in dungeons? Almost as much fun as back in the day before Elemental Evil, it's fantastic, it's more like what dungeons should feel like, you have to plan out your party, work as a team, and it's an experience. Dungeons should be dungeons, they should require real effort and take a little time. Dungeons should not be skirmishes. Love it. All I'll say is that now that it's harder to do them perhaps better incentives for dungeons would be appropriate, more good random drops, which would of course mean more gear than what we have now. Anyway, I like what's been done and my confidence for future mods and changes is high.
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    What is wrong here is the title of this post.
    We got a nerf and not a "class balance" as you called it.
    Indeed some contents are more challenging, but if you really think now that the bubble/AP/LM are gone, the game is fixed...well, I don't know what game you're playing.
    For sure, it's now more evident how many players don't know how to dodge a red area.
    Yesterday I was in CN with a pug made of 3 dps, 1 GF and 1 Dc: they way they were playing was so ridiculous that I was forced to quit (all toons > 2.5k).

    While the contents are more challenging to some extent (and that has nothing to do with class balance), the nerf has destroyed the pally class and the DC virtuous tree. This is not a class balance.
    The changes were needed for sure, but in doing it the classes should be redesigned at the same time: this was not done.
    If you look at the overall picture, they have removed only without adding anything new to balance the classes: you're playing the same old contents with less class mix and the only difference is that you need 3 minutes more to finish it.
    And btw I can still kill Orcus in 15 secs with my premade team if I want (many other teams can do it): can you call it "balance"?

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
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  • darkstarrfoffdarkstarrfoff Member Posts: 158 Arc User
    dolrey wrote: »
    What is wrong here is the title of this post.
    We got a nerf and not a "class balance" as you called it.
    Indeed some contents are more challenging, but if you really think now that the bubble/AP/LM are gone, the game is fixed...well, I don't know what game you're playing.
    For sure, it's now more evident how many players don't know how to dodge a red area.
    Yesterday I was in CN with a pug made of 3 dps, 1 GF and 1 Dc: they way they were playing was so ridiculous that I was forced to quit (all toons > 2.5k).

    While the contents are more challenging to some extent (and that has nothing to do with class balance), the nerf has destroyed the pally class and the DC virtuous tree. This is not a class balance.
    The changes were needed for sure, but in doing it the classes should be redesigned at the same time: this was not done.
    If you look at the overall picture, they have removed only without adding anything new to balance the classes: you're playing the same old contents with less class mix and the only difference is that you need 3 minutes more to finish it.
    And btw I can still kill Orcus in 15 secs with my premade team if I want (many other teams can do it): can you call it "balance"?

    Sorry for my english if I haven't understood something or did it wrong. Yes there were changes in just some classes. And as I remember in some official threads there was an information that those changes are the first part of large process of balancing of game classes. And I suppose developers will delight us with new changes but a bit later.

    What about nerfs I think that it is great that the most important things breaking most game mods were fixed: "bubble" wich allows to be immortal all over the time and AP generation that helps for "bubble" to do it.

    Also I agree with you about defeating Orcus in 15 seconds. I also think that it isn't interesting to complete epic dungeons too fast. But I suppose this is a bit other question (lack of "end game" content). And I think that fix of one button immortality is very important and good step which also partly decide and this problem.

    So, seems like Neverwinter Online will become much much better in near future. And as a person who likes this game I think that it will be good if we will support to developers by writing feedback about what we like or what we would like to change :)

    A good paladin didn't need the AP gain from a cleric to permabubble. They reduced the AP a cleric gives by a massive amount but didn't change anything related to how much AP a GF gives. Besides that they also nerfed 3 of what, 4 or 5, paladin dailys. All of which are now nearly useless.

    An OP cannot protect the party as well as a GF now, which in my opinion is complete <font color="orange">HAMSTER</font>. The best we can try for is permanent 30% damage reduction IF you can run a daily every 10 seconds. While guardian fighters run around with perma KV, then boost party DPS massively due to ITF so they can not only take and deal damage, protect the party, buff the party and as a party melt bosses much faster.

    If the bubble is such a damn problem why leave the mechanics EXACTLY THE SAME but for only 6 useless seconds. I imagine many OP's would agree with me here that it would be FAR preferable to have the time left at 20 seconds and then rework the mechanics of how it works to be similar to an improved KV. Then all the people complaining about immortal parties and how it's not fair that people can just stand in red (which I generally agree it was too powerful) can stop. Then players would still have to pay attention since even if the damage won't kill the OP, at a 50/50 share the player would still go down.

    Instead our dailys are basically worthless.​​
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  • scathiasscathias Member Posts: 1,174 Arc User
    I do remember testing all of what cryptic has done though, and that testing gives me a right to tell the designers what i think they should do, especially when the devs don't seem to realize the consequences of what they do.

    Personally, I have been playing with a good protection paladin who has been doing wonders with bubble. Any time there is life threatening AoE damage (orcus bubbles anyone?) the pally bubble is there to save everyone until they can get to safety and be avoiding the red on their own. It is the best party save skill in the game, and no GF can equal that. OP dailies are no where near useless, you just have to choose when to use them now instead of just using your AP whenever it was full.
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
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  • guarrrrrrrdguarrrrrrrd Member Posts: 36 Arc User
    +1 to rework/nerf ITF
    GF now can achieve DR over 100%, plus interaction with cleric powers - and we have around 200% damage bonus buf. So i suppose making ITF buff as fixed value, not depending from DR is good idea.
  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    Mind you, ITF and KV existed in times when this game was much better, that included absence of LM set, bonding cheese and bubble immunity. Most benefit from ITF in group play comes to DPS class. Just like any other support skill.

    The fact that Lostmauth set nerf happen in same time with buff to GF and nerf to OP doesn't make it valid reason to put blame on GF being responsible that some class now feels "meh".



    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


  • wildfiredewildfirede Member Posts: 886 Arc User
    first nerf and balance do not exclude each other ...

    If you have a value that is balanced say 100 and the current value is 250 you balance by nerfing the stat by 150.

    Second bubble change is welcome. My endgame was just pressing 1else.

    Third ITF needs a rework
    Please fix Zhentarim Warlock companion's skill "Arcane Warping" to the originally intended "Arcane Boost"
    zhentarim-warlock-companion

    Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
    plague-fire-weapon-enchant-r11-vs-r12
  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    I think the bubble change didn't went well.

    It was said many times in respectful manner on this forum, since mod 6, even before DR bug fixed that the design of DP daily lowers quality of NWO game play.

    Developers had time to come with solution for DP. Finally they decided to keep DP as a daily. That is strange choice to me. Tank class cannot rely on daily power to provide sustainable protection to team. Daily is supposed to be occasional thing.

    Better if DP could work as encounter like KV, then it could provide reasonable protection over time like KV (50% + small feat bonuses). All other dailies should be personal boosts or damage like in GF class.

    When measure ITF/AS/HG impact, take into account, how many players is using bonding stones now. With their help and other factors (boons/companions/legacy sets) people do solo so called group content and didn't see any GF behind scene with ITF.
    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


  • lantern22lantern22 Member, NW M9 Playtest Posts: 1,111 Arc User
    scathias said:

    I do remember testing all of what cryptic has done though, and that testing gives me a right to tell the designers what i think they should do, especially when the devs don't seem to realize the consequences of what they do.

    Personally, I have been playing with a good protection paladin who has been doing wonders with bubble. Any time there is life threatening AoE damage (orcus bubbles anyone?) the pally bubble is there to save everyone until they can get to safety and be avoiding the red on their own. It is the best party save skill in the game, and no GF can equal that. OP dailies are no where near useless, you just have to choose when to use them now instead of just using your AP whenever it was full.

    Well said.

    Back on topic - changes are good. Thanks to the Dev's


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  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    changes were mostly irrelevant, made some classes a little weaker and some a little stronger in terms of todays overall dps meta.

    does it effectively slow down or change/altar time processing for events? no not really.

    It however, reinforced the more spread the wealth for me. I recently thought of making my CW bis before those changes, but now, meh.. I will again work towards getting more classes to the 3k level instead. I would rather have 5-6 toons that I can blow through the game with then worry about stupid balancing that may or may not achieve anything.

    Unless they make the game harder.. and lessen power curve and actually give new content.. who cares about the rest of it. Those are the true issues.

    it roughly takes us the same time to do ten elols daily now, as it was before this nerf.

    so meh.

    GWFS are weaker, CWs are weaker.. but they can still carry anything in game.




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  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    unfortunately that is literally 50% of all sw dps.. the class itself is quite ludicrous.. which is why it needs a rework, removal of your said dps, would make the class extremely weak..

    They already got a nerf (spark generation) with the recent patch as it was. (we dont even know if that was intended. )

    Yes.. those items are probably overpowered, but they so altar-ted the old build style pre mod 6 , and removed all the old ability encounters that offered its dps to the class, that every sw had to switch to either puppet build or mf build to compensate. There is literally nothing else of value in the class.

    They promised a rework.. we will see what happens.




  • darkstarrfoffdarkstarrfoff Member Posts: 158 Arc User
    edited April 2016
    dolrey wrote: »
    Yes, paladin's daily powers were substantially nerfed. I haven't played paladin too much but as I remember paladins also have the following skills for team protection: [Circle of power], [Absolution], [Binding oath], [Cleansing touch] as a healing, mabe [Bane], also [Aura of Truth] and [Aura of protection]. And what is very incredible even tank paladin able to immediately heal ally for 100% of his health. Also in PvP paladin able to protect his teammates using [Oath strike]. And let's don't forget about paladin's shift :)

    Guardian fighter have [Knight's valour] and mabe in rare situations [Knight's challenge].

    Just look how a lot of abilities to team protection have paladin (even without some nerfed daily powers) and look at guardian-fighter's JUST TWO SKILLS xD Also I would like to add that both of GF's skills can be interrupted by stun effects.

    Seems like paladins just haven't accustomed to changes in their daily powers. You still have a lot of team protection (as a GF I am even can't dream about that) just use it.

    Ps: what about ITF yes this is very op skill and it needs in nerf.

    Not sure how you think binding oath is a "team protection" ability since one of the main issues with it is that it doesn't do what the tooltip says. How can you run those auras without giving up the massive team damage from Aura or Courage and the recharge speed from Aura of Wisdom? Aura of protection is also pretty worthless since the DR isn't a very large amount, 12.5% but Aura of Truth would probably fare better. Again though you have to give up something to even try, and unless your party is a group of <font color="orange">HAMSTER</font> you don't need it. As far as cleansing touch, I don't know any OP tanks that use it, probably because it's <font color="orange">HAMSTER</font> for PVE along with being single target. Bane is possible, not really useful besides boss fights, but it's an encounter. OPs have 1 slot "open" since you pretty much have to run templars wrath and binding oath. Absolution protects 1 ally, not really comparable to splitting half the party damage, it also doesn't mention the shield strength meaning it's likely useless. As for circle of power, it specifically states "you" so I would have to test to make sure it actually helps the party and not just the OP.

    Since you wanted to include every power, including single target ones, you could construe the GF Enforced Threat, along with Knights Challenge, ITF of course, KV and Iron Warrior (since IW builds a lot of extra threat). As we know that's pretty stupid to call several of those as "party protection powers". IMO you really have Knights Challenge (if it works correctly), KV and ITF barely qualifies but it does give temp HP as well as buff the party. As for ITF being OP, who the <font color="orange">HAMSTER</font> cares, it's a goddamn team game unless your in PVP. That just adds to my point that in PVP and PVE powers should be balanced totally separately.

    Anyway, point is none of that helps with the DAILYS that have been nerfed across the board. If the problem is "people being immortal and standing in red" why leave the mechanics of the daily the same (which would in turn allow players to do the same thing but for only 6 seconds)? Why not rework it to be more in line with the perma-encounter KV? Then people can't stand in the red since they will die. Solves the problem without relegating the daily to "better save this just in case something happens" as it is now if you run the bubble (unless of course you have stupid amounts of recovery/AP gain). It means the best geared players can run it the longest when they are the ones that don't really need it. Seems kinda backwards.

    I have already said I don't mind the fact they changed it, just the fact they changed the timer to 6 sec and left it alone seems like they just don't care and wanted to end the parties being immortal. Lower geared parties are the ones that needed it (obviously in some cases). I just think it is insanely backwards to basically complain about the mechanics of it and how it's not fair and all they do is chop the timer so low to prevent it from being ran constantly. Why not rework it? It obviously needs it.
    dfnce wrote: »
    I think the bubble change didn't went well.

    It was said many times in respectful manner on this forum, since mod 6, even before DR bug fixed that the design of DP daily lowers quality of NWO game play.

    Developers had time to come with solution for DP. Finally they decided to keep DP as a daily. That is strange choice to me. Tank class cannot rely on daily power to provide sustainable protection to team. Daily is supposed to be occasional thing.

    Better if DP could work as encounter like KV, then it could provide reasonable protection over time like KV (50% + small feat bonuses). All other dailies should be personal boosts or damage like in GF class.

    When measure ITF/AS/HG impact, take into account, how many players is using bonding stones now. With their help and other factors (boons/companions/legacy sets) people do solo so called group content and didn't see any GF behind scene with ITF.

    It really wouldn't be better to make it an encounter. Then OP's have no usable damage encounters. In my opinion it's fine as a daily (its possible to run it full time at 20 sec without massive investments, even alone). Sure your character is built almost exclusively for recovery (in terms of offense stats) but so what? It allows you to recharge binding oath/templars wrath/whatever encounter faster to keep you alive and doing more damage (since faster recharge means more times you can use your damaging encounter). The issue is the way it works, make it more in line with KV and change the time back to 20 seconds. No reason not to at that point since GFs can run KV full time.​​
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  • jugger71jugger71 Member, NW M9 Playtest Posts: 252 Arc User
    Funny how SWs and GFs are happy with the "balancing" yet no one else is. lol
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  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited April 2016
    The nerfs had to come. The game is surely better now. When something is overpowered, you have to nerf it, period.
    Paladin tanks are still very viable, the difference is that now they need to know how to play if they wanna tank. You know, like the GF had to.
    I've also seen a 3k paladin manage a permabubble chain post nerf for 1 minute or so in ETOS, so it's not completely gone. If you (and your teammates) know what you're doing you can still pull it off, for a while.
    DC AP generation was bonkers. Seriously there are people thinking it's fine that in certain boss fights, with a DC, you can cast dailies every 4 seconds? I'm baffled. The class as a whole may be in a bad position, but that can be rectified with buffs elsewhere (starting from their heals, that are terrible, if compared to healing paladin).
    And don't get me started with Lostmauth's set. How could it take so long for this thing to be nerfed is beyond me.
  • deathbeezdeathbeez Member, NW M9 Playtest Posts: 789 Arc User
    You have a few individuals that are taking every opportunity possible to make comments about nerfing GFs and it's getting really old, really fast.

    If a GF is out DPSing you DPS class, learn how to play your toon and/or upgrade your gear.
    2 GFs with names that start with F and L don't represent the rest of the GFs in this game.
    Most aren't geared as well or min-maxed to put out DPS out like that. So a GF can be spec'ed to be a glass cannon.
    So can other classes. The game is all about DPS now. Lets see these DPS GFs turn on knights valor in Castle Never.
    I bet you'll never see that video. Only some well chosen (and limited) biased data.

    A buff to an outdated and irrelevant class didn't make it overpowered, not by a long shot.
    Wow, Crushing Surge attacks16% faster now! Guess what? With that buff, the devs broke the skill so it doesn't proc any enchantments now. So it was a buff with a breaking bug. Remember that when your hollering from the nerf train.

  • hawkendhawkend Member Posts: 179 Arc User
    First step is done but how long we need to wait for next nerfhammer? Rather the most important things are now bondings and ITF. Like for me, ITF need hardcap to 50% or less damage buff. Less important thing is to change how work conq capstone(GF should build stacks by damage not by being strucked by foe + duration shouldn't refresh to 10s, but should add 1.25s to current timer, limit to 10s). This capstone change won't affect PvE and help to balance GF damage in PvP.
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