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Official Feedback Thread: Scourge Warlock changes

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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited July 2016
    candinho2 said:

    candinho2 said:



    Last time i tested TT was 0% damage boost, but a very nice redirected damage.

    I don't know what testing you did but that's wrong.
    candinho2 said:

    2 things are missing for warlocks.
    1: need alot more armor penetration to be viable for pvp
    2: need alot more critical chance to be usable on both pvp/pve
    The rest is just useless was it was before and will remain as it is.

    No, pve just no, i had the chance to try 2 trees so far on preview and aoe's are actually good for groups, not all that TT spam for the 3 trees, damage is still great, fury hellbringer had a very nice performance, all the dungeon i had focus in damage spread from single target, wich is really nice for lazy people that dont want to switch powers for bosses ^^.

    Temptation hellbringer had a very nice performance as well, the additional life steal made my healing noticeably better.

    But i also tried over and over again HB vs SB in dummies and all tell me that SB still takes over HB since C.A. can almost be considered something granted, you have even a few companions for it. Also i understand that temptation is a suport dps and has now more reliable protective powers, improved hand of blight, wraith of shadow is actually worth but most parties will want and demand dps boost, so even a little bit boost, mainly in single target, because multi target DT can now represent a good party boost, would be much appreciated, but devs wont listen :(
    I'll show you our "boost"
    https://youtu.be/jtKtZju2n_0
    Note that he din't even attacked me, so in 1 full rotation i did +/- 20% damage to hin, and he killed me without any attack, maths done i need to to to it 5x to kill hin, if he don't self heal ou attack me, nice work devs you realy did a great job
    What does this even have to do with what i said? PvE it's working fine, HB still needs a bit more dps, the devs said now they are working their way on pve to balance classes and then take a look at pvp, wich seems more than reasonable because the other way around would take much more work.

    And the boost temptation needs would be neglectible in pvp, if you can survive 1 rotations from GF's and shocking executions from tr's (new insignias heals etc) you can survive everything, that was a bug, that should be reported, that will not happen after a fix, can i get the log of that battle?

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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Soul Scorch ain't got nothing on Gates of Miss.
  • gt8600gt8600 Member, NW M9 Playtest Posts: 8 Arc User
    edited July 2016
    Feedback: TT nerf:

    Why TT is so popular?Even if it is so slow to cast,and complicated to use?

    Because our AoE powers are risky,cumbersome,with low DPS, and are easily interrupted.

    Without TT: can you imagine getting close to Demogorgon?And his many minions,to hit them with some BoVa, before they overwhelm us, and kill everybody?

    Or hit anything with a DT,in Tiamat,with all those stuns,red circles,knock backs and a bazillion mobs all over the place? Its too weak,too risky,and almost impossible to distribute any good AoE without TT.

    TT fixed that problem. It distributed DPS in a nice circular shape,to bosses and adds,at a safe distance,and we could curse,move away from danger,throw some Soul Scorches, a Hadar's Grasp,and be competitive with other classes and contribute to the group.We had damage and good mobility.

    Imagine Edemo, Rifts phase,with this nerfed TT:

    The cw casts IT, CoI, OF. Those spells will keep proc'ing all kinds of nice DPS and effects,even if she has to dodge stuff, like all the huge red circles,enemies,or if she gets stunned. She has mobility,and DPS in a very elegant,nimble and effective combination.

    Now same fight from the warlock's point of view:

    Rift is closed. Demons come out. She cast TC,curses 1 mob. Puts normal curse on others. The moment She casts DT, Demogorgon stuns her. Spell is lost. “Lets use BoVA, to DPS,build some sparks”. Man-bear-pig uses huge cross- shaped AoE. Its Very effective. Sw has to retreat or die. Maybe cast some harrowstorm? Too weak,too late,all mobs are dead. Lets run to the next rift, where it will all happen again.

    Without TT,variations of this problem will occur every time there's a big fight,with many mobs.

    With TT,we could cast the daily just before the rift was closed,curse the demons while the other classes were starting their rotation,and then use a FB or HG to do some fast, noticeable damage. If we were lucky we could even do a full DT,before getting interrupted. And at worst, we would have a couple of sparks to keep feeding TT.

    With TC, we can't cast it before a fight anymore. Also, AoE damage was removed, so we'll be mostly damaging 1 mob. After the TC'ed mob died, we lost our daily. Not to mention that, by the time we finish our TC animation,curse enemies,start our DT, proc some sparks, and start doing any damage, CWs already unleashed their entire rotation, most mobs will be dead, the few agonizing survivors will be getting obliterated by powerful arcane and elemental punishment. Or GWFs will be landing their devastating finishing blows.“Foosh”,and targets are dead. (I used cws as example because they are my favorite class)

    And we,warlocks, will be running around,shooting our purple ray that that now is anchored to a dead mob, (if we were lucky enough to not be interrupted).

    With this new TC, we cannot compete with other classes, in terms of AoE damage. And as already been said,most of the fun,depth and strategy of the warlock class are gone. DPS warlocks only have DPS to offer, and now our AoEs are severely weakened.

    Someone suggested TC having AoE damage,but only allowing to curse only 1 target, but curse a second one,if the first one dies. It's a nice idea.
    Post edited by gt8600 on
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    TT should have never been a part of the SW's arsenal from the very beginning. I still remember how absurdly powerful that was back in mod 4 and 5. Even after the first nerf hit it. It was simply just too buggy to ever get working properly

    All it did was make most people including the DEVs believe the SW was just an ordinary class just like the rest of them. Now someone knocked the cane out of the old man's hand and he's wriggling on the ground like a worm with a sad face.
  • edited July 2016
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  • damoc#3687 damoc Member Posts: 112 Arc User
    I won't speak for Hellbringer since they don't have neither SS nor spark generation concerns.

    The reason SS, KF and FB are so popular is that they are the most bursty of our powers. They allow the hope of cleaning trash by reducing the weaker foes (hp-wise) and thus reducing the incoming damage. When the incoming damage becomes manageable, we can take care of the rest.

    Problem: if all these 3 encounters are slotted, the spark generation falls solely on ED shoulders, which is a great at-will but while we "dance like fools" we barely wilt away at our foes HP (as should be with an at will)

    It means, we need to use a spark-generator ie DT or BoVA. both are very great spark generators but both have shortcomings:
    DT: great spark-gen, multi-target but has a cumbersome manoeuvrability and the damage delivered on single target is lackluster (as it should on a multi-target power)
    BoVa: great spark-gen, multi-target, now with added benefits but weak damage on single target (again normal on a multi-target power) , short duration, short range.

    These two envounters seem to signify that th SW main source of sparks would be packs of mobs but the encounter that consumes these sparks is clearly a single target monster, the other AoE encounters are lackluster: FB is good but it's a one-off, Curse bite... we had a thing named CB? (my bad) , Harrowstorm can be cut short by being a 'false' control power and arms of hadar is also quite difficult to manoeuver. On the flip side, single target powers have close to no spark-gen

    So here we are with a monster single target encounter with weak single-target spark-gen encounters or spark-gen encounters designed for multi-target but with other weak AoE encounters.

    so we're here, sitting on the fence, neither AoE specialists nor completly single-target devoted when comes the answer: the power that served as a crutch for the entire class: TT transforming single target into AoE, perma-curse. So in effect not so much a crutch but a whole super-duper cybernetic new leg!

    Now, I understand why that crutch had to be removed. (for my part I hate that power, it enlighten the design flaws of the SW class) But it explains why so many SW feel crippled with its transformation... because we are, we just had this crutch that made us almost 'normal'.
    So we need real adjustments to either the single target spark generation (may-be i don't know.... letting all single target DoT independantly crit. Ok it's a bit of a troll but the lostmoauth set set was returned to WaI)
    Or we could become another AoE nukers (with CW and HR) with a few more upgrades to our AoE powers.

    Just have to decide on a policy and stick to it...
  • edited July 2016
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  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    Fully agree on the fact that the temptation feat should make BoVA uninterruptible. It would greatly help the survivability of a temptation warlock in PVE
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • artifleurartifleur Member Posts: 642 Arc User
    Feedback - Soul Bonding

    The warlock healer (Soul Bonding - Temptation Capstone) still cant heal himself reliably.

    What's the point of a healer who can heal others but not himself?

    Suggestion

    The Soul Bonding capstone should affect the warlock the same way it affects the rest of his team, turning off regular lifesteal and instead healing the warlock for a percentage of any damage done equal to his life steal chance.

    This would replace the unreliable healing from regular lifesteal into a reliable source of healing for both the warlock and his team.
  • lihin23nihillihin23nihil Member Posts: 229 Arc User
    edited July 2016
    Bug: Soul Puppet / Soul Investiture
    Neither the summon from Accursed Souls nor Wraith's Shadow increment Soul Investiture on an existing Shadow Puppet. This is not affected by path chosen (can be reproduced for all feat trees).

    Steps to reproduce:
    Summon a Soul Puppet by any means.
    Cast Accursed Souls or re-invoke Wraith's Shadow.
    Expected Result:
    Soul Investiture increments by 1.
    Observed Result:
    The value of Soul Investiture does not increase.
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  • artifleurartifleur Member Posts: 642 Arc User
    Or multiply the healing from soul bonding by your lifesteal severity.
  • damoc#3687 damoc Member Posts: 112 Arc User
    not to forget turning off lifesteal for temptation will shut dark revelry off ^^
  • lihin23nihillihin23nihil Member Posts: 229 Arc User
    artifleur said:

    Or multiply the healing from soul bonding by your lifesteal severity.

    I'm wondering what would happen if soulbonding multiplied your life steal chance (after all buffs applied) by your life steal severity instead of affecting the amount stolen. Intuitively, it achieves what you requested (healing others more) and would help to make self healing more reliable by proccing more often.

    Lifedrinker could possibly have a place in some builds then too.

    I can't imagine anyone running Templock with a low lifesteal chance but high severity (they would lose out from this change) - but the universe is large...
  • lihin23nihillihin23nihil Member Posts: 229 Arc User
    Bug: Artifact Class Feature - Borrowed Time.
    Deflection chance isn't increased by the artifact class feature.

    Steps to reproduce:
    Inspect your character sheet for deflect chance without Borrowed Time slotted.
    Slot Borrowed Time and the artifact class feature for it.
    Generate full sparks and inspect your character sheet again.

    Expected result:
    Deflect chance should be 15% higher

    Observed result:
    Deflect chance remains unchanged.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016
    Feedback: May I suggest changing the mechanics of the soul puppet?

    Instead of powers that buff it's damage by 20% if it's already out, give it temporary immunity to damage and CC immunity instead? Buffing it's damage by 20% does no good now.
  • damoc#3687 damoc Member Posts: 112 Arc User
    Bazar of ideas

    Vampiric embrace: make it deal damage equal to 15/20/25/30% of your max hp, not influenced by power. it will mean a heal for 11.25/15/18.75/22.5% of your max HP and potentially 22,5/30/37.5/45% temp HP.

    Curse bite: reduce the base cool down to 7s. it becomes 4 secs at lvl 4. maybe some will still say it still doesn't deal enough damage but with such a short CD it will improuve the AP gain

    Hellish rebuke; instead of adding to the DoT time when touched by foe, why not reapply it automatically when hit? Since it has now a upfront damage it would bring it closer to the principle of sanctionning someone hitting you

    Harrowstorm: I would find it fun if on the curs synergy feature we had something similar to gathering flame and final flame (from fanning the flame CW) ie when you decide to stop harowstorm early, every secondary target deal damage to the main target and when the main target splats on the ground it splashes damage
  • dynethordynethor Member, NW M9 Playtest Posts: 13 Arc User
    Bug report: Harrowstorm deals half damage reported in the tooltip
    http://imgur.com/ocwsVzH
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Warlock is without question the class I am the worst at playing. The proposed changes certainly make me curious as to what kind of build (strictly for solo derp-play) I'd be able to come up with. I made a Damnation-lock for self-preservation in EE and haven't tried anything else since, but because I don't *ever* take a warlock into anything grouped, the puppet's only been contributing as-intended, afaik. I'm curious if some of these changes would be sufficient to wean an inept warlock like me off the perma-puppet, at least.

    The darkness Deals 4000 damage to you

    The darkness deals 4000 damage to you

    The darkness deals 4000 damage to you

    The darkness deals 4000 damage to you



    Lol Etc. i made a bug report about this months ago.

    "I’m attacking the darkness!"
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @beckylunatic reminds me of a certain Fable III quest. :)

    @amenar do you have any thoughts on the SW feedback thus far?

    Topics:
    1) TT nerf is too severe
    2) Hellbringer needs serious buff
    3) Add immunity frame to shadow slip
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited July 2016
    @candinho2 totally agree.. Devs probably haven't play with sw long enough to see how it do fight in reality, On paper warlock is great, but in action is not.



    First of all what is major problem with hellbringer furry warlock, and why TT nerfing gives so big problem, All is for furry hellbringers feat are locked on Creeping death, it is backbone of his damage dealing powers. Thats why to use fire based encounter in epic dungeons is pointless,, Less creeping death stacks = overall low dmg output..
    So we need to change this power in order to encourage players use other encounters..
    Instead applying to monsters and slowly damaging them. We can go with similar mechanic as Twisted weapons have bloodlust mechanic or new underdark rings which have stacking dmg/stats boost for short time duration. By that we boost warlock powers without locking them on DoT encounters or current Creeping death stacking. Thats mean more warlock hit more power he get, but also need to add roof so that it would not overstack and get overpowred.

    Suggestion; Feat: Creeping death
    -Creeping death - When Warlock's hit Curse affected target by fire/necrotic damage, gain stack of Rage.
    Each stack of Rage gives x power for up ~4s.. can be stacked only up to 15 times.
    If no mosters are attacked anymore, stacks are removed. And over all it should provide ~30% dmg output.
    (on pair with CW's Renegade> Chaos Magic 30% power boost.


    Effect will be, even if u using fire based encounter, fiery bolt, harrowstorm, killing flame u build stacks, and thus increasing dmg output, this will remove needing Tyrannical Curse + DoT combo in order compete with other classes. And allow players use others encounters and daily powers, with these changes more warlock hit = more powerfull it becomes...


    or took Soulbinders Soul Spark mechanic and slightly modify it.


    Suggestion; Feat: Rage mechanic

    Various Hellbringers powers build stack of rage by hitting cursed targets.
    You may stack rage up to 30.
    When Rage reach 10 stacks it gives 10% dmg output, at 20 stacks = 20%, , at 30stacks = 30% .
    After reaching 30% buff stay up for ~x seconds than all stacks cancels.
    Plus every every stack provide 05% HP Regeneration.



    Next,

    Suggestion; Feat: murderous flames
    This feat should provide boost to all fire based encounters instead only killing flame.

    should be also rebuild, so that all fire based encounters get some boost, and make them ussefull in epic dungeons.. Not only non epic dungeon trash cleaning..

    Next,



    Suggestion; Feat: Helltouched
    Move from Furry tree to Temptation tree,
    Effect + reason,
    It would provide extra dmg for temptation tree, thus for furry is hard to ultilize.
    In order to utilize this power, u have to allow monsters hit u.. Which ends u hit ground dead, or stay alive with ~15% hp. And Shadow slip do not provide escaping as Cw's teleport, DC dash away, HR jump away..

    Speaking about shadow slip..


    Tested it during fight in new hutting zone by fight with giants... Its pointless.. Once u are in red area/zone u area dead. Even if u use shadow slip u die anyways, so 4k def + 60% Def resist from Shadow slip = nothing..




    Suggestion; Feat: Shadow slip
    so my suggestion: shadow slip at first 2s have 100% immunity to any incoming hits or CC. This value then decreases by 5% every 0.5s, up to 80%. + extra if warlock is affected by CC(stun/prone or any other effect,) by using shadow slip have change to escape from it by ~30%. /




    at wills,
    Feedback: at will: Hellish rebuke
    in pvp maybe Ok until someone have reflect ability or dragon glyph who have same reflect ability.
    Then u kill yourself with this power.. Same as it where in mod 5. In that times, worst enemy where GF, and its was biggest mistake to try apply Hellish rebuke on them.... If u cast that on them, they rise shield and kill us with our own hellish rebuke... .same goes with warlock bargain..




    at wills,
    Suggestion; at will : hand of blight
    In melee, when u hit enemy u gain HP, it should work like ~50% of done Dmg convert to HP. Thats will be big boost for warlock when comes survivability for all warlock trees..


    Since temptation warlocks healings and buff/debuffs comes from life steal, it will be high boost overall, he could heal all by using this power, plus on top add Blades of Vanquished Armies he could survive large monsters group and plus be able heal all party members..

    For furry it will be also survivability boost without adding new feat + giving tool survive fight if monsters/players(pvp) get near him .

    @strumslinger , @ameranna
    Post edited by hadestemplar#9918 on
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • amenaramenar Member, NW_CrypticDev Posts: 90 Arc User
    Hey Guys -

    The change to Shadow Walk was not intended as a nerf to the speed of Shadow Slip, however, the math does work out to it being almost 10% slower. Looking at it further, we felt that Shadow Slip could be faster at base, so we're increasing Shadow Slip's speed by 15%. This means that using Shadow Walk with the new Shadow Slip will result in you moving about 5% faster than you used to.

    In addition, we're going to try pushing Shadow Slip's DR a bit further. It will now start at 100% damage resistance (also known as immunity) and decrease by 20% every second. This means you have full damage immunity for 1 second after activating Shadow Slip. We also track your recent activations to make sure you can repeatedly activate it for short periods to gain long term damage immunity. Note that, pending testing, this change could potentially not make it live if we're concerned about what we see with this change.

    These changes (as well as some others) should hit preview with an upcoming preview build.

    As for the other topics - we're still evaluating TT. In it's current state, we're pretty happy with it. I certainly understand peoples concerns, but we're more likely to address lack of AoE via buffing up other powers, instead of going back to the world where TT is the only viable Daily power. As for the idea of "just buff up other Dailies" - it's not just and issue of it being far and away the best Daily power - it's just too powerful all on it's own.

    I agree that Hellbringer still needs some help. We're looking at some of their individual powers, but some fixes might have to wait for a later module. We'll have to see what we can reasonably (and safely) get in.
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    edited July 2016
    @amenar

    Thanks for the response!

    Really happy to see you consider Shadow Walk immunity. The 20% DR loss per second is a great idea and if the effectiveness transfers over to PvP against Shocking Execution, you may see many more SWs begin to queue. Yes, you will have to ensure repeated shadow slip bursts do no lead to some sort of perma damage immunity + perma cc immunity, especially with the Temptation tree (Eldritch Momentum granting stamina when taking damage).

    EDIT: I suppose the best way to prevent Shadow Slip abuse would be to enforce a cooldown after exiting Shadow Slip, similar to what all other classes have with their dodge mechanic. Otherwise, with Eldritch Momentum, I can continuously enter and exit Shadow Slip while under the effect of a DoT. To be fair, the cooldown between Shadow Slip uses should be longer for SWs if we are to be granted true damage immunity (Shocking Execution), cc immunity, and movement speed boost.

    TT has been wonky since the beginning. In mod 5, with proper buffs, I could one-shot the twin scorpions in Lair of Lostmouth from near full health with Firey Bolt. I feel a lot of the TT wonkiness has to do with the way it redirects damage when multiple targets are linked and an AoE attack is introduced, such as the aforementioned Firey Bolt and, of course, Murderous Flames. Please evaluate TT only being cast on a single target but being able to recast if said target dies within TT duration.

    There will also be situations where a SW will have significant AP generation: can a SW potentially chain cast two or three TT/TC dailies (on mutilple targets) before the original cast ends, or was this accounted for already?

    Can SWs gain AP from Dust to Dust while Tyrannical Curse is active? As of now, if combat ends while the TT timer is active, Dust to Dust will not grant you AP based on any amount of Soul Sparks.

    Thanks again and good work!
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    Thanks @amenar for visiting thread,,
    And I hope u read most of post here, either feedbacks but also suggestions too.. :)
    amenar said:

    Hey Guys -

    I agree that Hellbringer still needs some help. We're looking at some of their individual powers, but some fixes might have to wait for a later module. We'll have to see what we can reasonably (and safely) get in.

    Its good that u will check individual powers, but I think we need also look if possible over all warlocks performance.
    And that powers goes in better synergy, enough to look for CW's combo, Ice terain + Seal of time.. One of the best example how their classes powers go along each others.. We need capability to make combos too... :)
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited July 2016
    @amenar

    Thanks. The problem remains that a GF can apply a single stun skill like bullcharge (even Oghmas token locks up) and then 1rotate kill even with full tenacity BiS defensive build. Crazy frustrating. No amount of Shadowslip DR can help with that.. when a GF wants to catch you they will catch eventually.

    Given that the cooldown of some CC skills is much less than the cooldown of a mythic artifact, special artifacts such as [Oghmas Token] and [Forgehammer of Gond] should not lockup ever. No CC encounter or daily should prevent their activation.
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @zeusom that's less of a SW balance issue and more of a GF PvP burst damage balance issue, IMHO. GFs also rely on specific encounters to help them crawl through PvE content a bit faster. Some of these encounters possibly work beyond what is intended for PvP. Either way, there is a specific GF class balance thread to discuss this topic in that you may find useful.
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  • theio666theio666 Member Posts: 36 Arc User
    @amenar
    Hadar's Grasp
    Feedback:
    As you may know, damage, deal in PVE calculated with formula: damage_dealt=damage_power*k , there k is Attack efficiency ratio. In log we can see 2 numbers: x(y), there y is damage power and x is damage_power*k. This is formula for k: k=(1-(damage resistance-armour penetration) - summ of debuffs)*(mod of evasion)*(specific mods). (damage resistance-armour penetration) counting as zero if it less than zero. And last thing - debuff from Hadar's Grasp is near 35%, so if i have enough armor pen k will be: k= (1-(0)-(-35%))=1.35. As you can see, "For anyone that had enough Armor Penetration, this debuff would do nothing." is WRONG! All armour debuffs counts separately from armour penetration. If you don't belive me - I attached video with table from ACT, look at "effictivness", it increased then i use Hadar's Grasp, and and dummies in protectorate have zero base armor. So this change is a HUGE NERF of good skill, we loose 35% debuff for useless buff, which don't work in fury, it's sad! T_T
    And sorry for my bad Eng, this isn't my main lang)
    Video with buff, caputed on nontest server there grasp not nerfed. Total buff is 2% from Vorpal and rest from grasp.
    https://www.youtube.com/watch?v=Q1eSKBljeYc
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