@amenar I hope you read this I know your are busy and your efforts are valued
I am a HR Pathfinder since day one on Xbox ilevel 4.0 PVE only and have no problems doing damage or staying alive . I do not have access to the test shard so I cannot see for myself how I am affected by the changes.
Like all the other Xbox Pathfinder I have to trust that the few PC Pathfinder that have your ear have my best interest in mind and will have to spend several respect token to see for myself how the changes affect me.
I wish I could get involved with testing but Xbox has no test shard which puts us at the mercy of others.
Please keep the differences between the platforms in mind when you make the changes ie PC can cancel animations by jumping while next to impossible for Xbox
EDIT: Okay, just tested with other skills. Hawk Shot is not procing skill effects such as Ambush and Hawkeye past the 60' range mark. At least certainly not with an enchantment equipped.
Also, Hawkeye and probably Blade Storm are still being affected by damage buffs.
FEEDBACK: please remove at-wills from Swiftness of the Fox in PvP. Additionally, Careful Attack as I mentioned earlier in a bug post, is procing Swiftness for every tick rather than just the application.
Fixed Careful Attack proc'ing Swiftness of the Fox on each hit, now just the initial hit.
Both Hawkeye and Blade Storm appear to be working properly in regards to damage buffs. If you see something specific that seems wrong, please let me know.
I could not reproduce the Hawk Shot issue with Ambush or Hawkeye at distances, even using it in conjunction with the Dread enchant. If this is still happening, do you have anything else... I dunno, weird? That could potentially be interacting here? As far as I can tell, it shouldn't care about your distance but... neither should Cordon/Chains. That is almost certainly an unrelated bug - Cordon & Chains use a completely different backend power setup from Hawkshot.
As for Swiftness of the Fox in PvP - making it behave differently in PvP is not something we're huge fans of, as it completely changes the way the class actually plays, not just the effectiveness of their abilities. Also not huge fans of perma-daze rotations. Looking into other solutions. The long term solution is... adjustments to CC in PvP, most likely, but that is a big, big task that I won't be trying to tackle in a bug fix.
Please keep the differences between the platforms in mind when you make the changes ie PC can cancel animations by jumping while next to impossible for Xbox
We spend a lot of time thinking about our console players, as the controls definitely vary from PC. Many of our devs play exclusively with controllers, while many play with mouse/KB, and some alternate on each play test, so we get lots of internal feedback about the differences as well.
It's not about Hawkeye with damage buffs. It's all about debuffs. Damage ticks from Hawkeye contain sum of ally's debuffs. So, If warlock get on Soul Scorch 1000% effectivness then damage tick from hawkeye will get this same effectivness.
@amenarBUG_ THORNED ROOTS IS NOT LASTING FOR FULL DURATION WHEN MASTER TRAPPER IS ACTIVE. to replicate the bug proc master trapper and use thorned root (costricting arrow for example). I do not have ANCIENT ROOTS. Damage x tick seems reduced too. Works fine but with reduced damage taking ANCIENT ROOTS.
BUG: AMBUSH still puts you out of stealth if a dot is on going. SOURCE OF THIS BUG: INSIGNA BONUS MAGISTRATE'S PATIENCE AND CAREFULL ATTACK PROCS.
Elaborate. Why is it bad? Works too well? Doesn't work at all?
I spent the whole day on the Preview server and it was working really well for me. Takes a bit of getting used to compared to the old system, but it's just as fluid and quick once you get used to it. I really like it.
Isaac the Adequate - Level 70 Oath of Protection Paladin
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@amenarBUG_ THORNED ROOTS IS NOT LASTING FOR FULL DURATION WHEN MASTER TRAPPER IS ACTIVE. to replicate the bug proc master trapper and use thorned root (costricting arrow for example). I do not have ANCIENT ROOTS. Damage x tick seems reduced too.
+1 just reproduced this.
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thatsmeaswellMember, NW M9 PlaytestPosts: 60Arc User
The german feat descriptions are the same as before/ on live. The powers work as you described so i think its just a localization issue which will be adressed in a later patch or even after the launch of m10? Can you confirm this?
Swiftness of the fox change is what will cripple the Trapper. Yeah the fluidity may be there but I almost bet you the dmg compared to what it was isnt by being forced to use at-wills instead of another encounter. Against other classes we won't be as good get use to being bottom of the board. Oh and not to mention the fluidity in laggy places...that will serverly mess up the fluidity of the rotation.lol
Swiftness of the fox change is what will trash the HR.
Now seriously stop with these lame kind of comments and start to learn to play the HR, since SotF is even stronger than before, just learn how to use a rotation that includes dailies and at-wills.
GRAVITY XGAME
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
The german feat descriptions are the same as before/ on live. The powers work as you described so i think its just a localization issue which will be adressed in a later patch or even after the launch of m10? Can you confirm this?
The need to go through translation processes is one of the reasons Amenar can't keep making changes that would affect descriptions this close to release.
Please keep the differences between the platforms in mind when you make the changes ie PC can cancel animations by jumping while next to impossible for Xbox
We spend a lot of time thinking about our console players, as the controls definitely vary from PC. Many of our devs play exclusively with controllers, while many play with mouse/KB, and some alternate on each play test, so we get lots of internal feedback about the differences as well.
Thanks so it is a matter of time before Xbox has a full buff bar....lol Really would help a HR
Elaborate. Why is it bad? Works too well? Doesn't work at all?
I spent the whole day on the Preview server and it was working really well for me. Takes a bit of getting used to compared to the old system, but it's just as fluid and quick once you get used to it. I really like it.
I loose tons of damage when need to use at-wils, or daily powers when they do not need me. I need to use all encounter, or at-wils... instead skipping encounters ith charges.
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patcherrkmMember, NW M9 PlaytestPosts: 127Arc User
Quick question: - Combat HR - If you do a melee crit, will higher crit severity, mean that "piercing blades" does more damage?
Or is the "piercing blades" damage calculated before crit damage? Looking at the combat feats, it seems that a higher crit percentage is part of the equation (+50% severity), but game calculations might be different. It really determines whether a combat HR should go high crit, or just straight power.
it depends on how piercing blades is working really...
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thatsmeaswellMember, NW M9 PlaytestPosts: 60Arc User
Just did the encounter in well of dragon where you have to keep corporal benton alive. I think this one is long enough and has the right diversity between being surrounded by enemies and facing only one or a few at a time. So far i was able to maintain my rotation of longstrider, constricting and plant growth the whole time without any cd. Therefore i think the changes to swiftness are more an improvement than a downgrade, especially because they help shorten cd when facing only one or two enemies. In addition i have to say that despite the lack of guild boons i was able to finish the encountwr in less time than on life so the mission of improving the damage of the hr seems to be accomplished,
@amenar, my first impression is: well done keep up the good work
nnice playing as archery. aimed shot is the go to for pretty much everything...the encounter do the same damage, i expected more from hawk shot and commanding shot.
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thatsmeaswellMember, NW M9 PlaytestPosts: 60Arc User
Were it possible to swap the pathfinder paragon feats quarry and its combat counterpart so that archery has the prolongued duration of ambush while combat has the damage increase on careful attack affected enemies? I think both specs could make better use if done so. Its far easier for combat to apply careful attack while it is awesome to finally be able to play the sniper from ambush, now as the effect does not end when starting aimed shot (what had rendered the encounter quite useless in my opinion)
It's not about Hawkeye with damage buffs. It's all about debuffs. Damage ticks from Hawkeye contain sum of ally's debuffs. So, If warlock get on Soul Scorch 1000% effectivness then damage tick from hawkeye will get this same effectivness.
Thanks for the clarification, looking into it now.
@amenarBUG_ THORNED ROOTS IS NOT LASTING FOR FULL DURATION WHEN MASTER TRAPPER IS ACTIVE. to replicate the bug proc master trapper and use thorned root (costricting arrow for example). I do not have ANCIENT ROOTS. Damage x tick seems reduced too. Works fine but with reduced damage taking ANCIENT ROOTS.
BUG: AMBUSH still puts you out of stealth if a dot is on going. SOURCE OF THIS BUG: INSIGNA BONUS MAGISTRATE'S PATIENCE AND CAREFULL ATTACK PROCS.
The german feat descriptions are the same as before/ on live. The powers work as you described so i think its just a localization issue which will be adressed in a later patch or even after the launch of m10? Can you confirm this?
Quick question: - Combat HR - If you do a melee crit, will higher crit severity, mean that "piercing blades" does more damage?
Or is the "piercing blades" damage calculated before crit damage? Looking at the combat feats, it seems that a higher crit percentage is part of the equation (+50% severity), but game calculations might be different. It really determines whether a combat HR should go high crit, or just straight power.
Thanks!
Piercing Blades would use the crit damage. It effectively says "how much damage would you hit for without resistance?" (which is the number you see in the combat log in parens when you deal damage to a target with DR) and then deals 50% of that.
Were it possible to swap the pathfinder paragon feats quarry and its combat counterpart so that archery has the prolongued duration of ambush while combat has the damage increase on careful attack affected enemies? I think both specs could make better use if done so. Its far easier for combat to apply careful attack while it is awesome to finally be able to play the sniper from ambush, now as the effect does not end when starting aimed shot (what had rendered the encounter quite useless in my opinion)
you have right but there is no way im going to slot bear trap for even a second in my power bar.
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gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
Is Bear Trap still so bad? I'm on holiday and can't test in these days...
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Were it possible to swap the pathfinder paragon feats quarry and its combat counterpart so that archery has the prolongued duration of ambush while combat has the damage increase on careful attack affected enemies? I think both specs could make better use if done so. Its far easier for combat to apply careful attack while it is awesome to finally be able to play the sniper from ambush, now as the effect does not end when starting aimed shot (what had rendered the encounter quite useless in my opinion)
There are a lot of cases where a paragon-specific feat doesn't feel like a good fit for the tree it falls in, across the classes. Just as a note for class-balancing efforts in general.
Is Bear Trap still so bad? I'm on holiday and can't test in these days...
Yes it´s still useless which prevent you to slot Ambush inside a good rotation, the only only good is that Bear Trap hasn´t anymore charges, so you can literally waste Bear Trap shoting it "random" and go on with your rotation, anyway it´s like have 5 usable encounters to be used instead of 6, while slotting something better.
Re: perma-CC HRs in PvP, perhaps those working on it can implement a nonlinear CC effectiveness duration after repeated applications. Say, for example, the first 3 CC attacks within X timeframe have full CC duration effectiveness but diminishes after repeated applications. (Similar to not being able to repeatedly melee/push in zombie games.) This way, you can leave the underlying Trapper class mechanics alone.
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thatsmeaswellMember, NW M9 PlaytestPosts: 60Arc User
Sadly bear trap is quite useless. I was just playing around with my archer and thought that ambush now finally functions the way it should have done since the beginning. Therefore i think it is a great encounter and it is a shame that its counterpart is so pathetic. Maybe if the traps diameter would be the same as cordons or at least the old roa, thus able to trap more than one foe (and even that only if youre lucky enough to place the trap right in front of the foe) it could be useful as a defensive mechanism for archers on the run, enabling them toget some distance to the foes
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
feedback: make flurry stacking up to 3 times, extend flurry to 4 sec
Increasing the duration further warrants it's damage nerfed. It already hits hard enough when you know what you're doing.
Improve Split Strike's AoE to cover a wider area for hitting targets in front of you. Tweak damage to be more in line with Rapid Strike/CtG. Though difficult to judge the damage buffed needed as it strikes much slower than those two. That way Pathfinder isn't completely left in the dark for AoE coverage.
Comments
I am a HR Pathfinder since day one on Xbox ilevel 4.0 PVE only and have no problems doing damage or staying alive . I do not have access to the test shard so I cannot see for myself how I am affected by the changes.
Like all the other Xbox Pathfinder I have to trust that the few PC Pathfinder that have your ear have my best interest in mind and will have to spend several respect token to see for myself how the changes affect me.
I wish I could get involved with testing but Xbox has no test shard which puts us at the mercy of others.
Please keep the differences between the platforms in mind when you make the changes ie PC can cancel animations by jumping while next to impossible for Xbox
Both Hawkeye and Blade Storm appear to be working properly in regards to damage buffs. If you see something specific that seems wrong, please let me know.
I could not reproduce the Hawk Shot issue with Ambush or Hawkeye at distances, even using it in conjunction with the Dread enchant. If this is still happening, do you have anything else... I dunno, weird? That could potentially be interacting here? As far as I can tell, it shouldn't care about your distance but... neither should Cordon/Chains. That is almost certainly an unrelated bug - Cordon & Chains use a completely different backend power setup from Hawkshot.
As for Swiftness of the Fox in PvP - making it behave differently in PvP is not something we're huge fans of, as it completely changes the way the class actually plays, not just the effectiveness of their abilities. Also not huge fans of perma-daze rotations. Looking into other solutions. The long term solution is... adjustments to CC in PvP, most likely, but that is a big, big task that I won't be trying to tackle in a bug fix.
It's not about Hawkeye with damage buffs. It's all about debuffs. Damage ticks from Hawkeye contain sum of ally's debuffs. So, If warlock get on Soul Scorch 1000% effectivness then damage tick from hawkeye will get this same effectivness.
New Swiftness is awfull.
Nice idea, but is really bad...
to replicate the bug proc master trapper and use thorned root (costricting arrow for example). I do not have ANCIENT ROOTS. Damage x tick seems reduced too.
Works fine but with reduced damage taking ANCIENT ROOTS.
BUG: AMBUSH still puts you out of stealth if a dot is on going.
SOURCE OF THIS BUG: INSIGNA BONUS MAGISTRATE'S PATIENCE AND CAREFULL ATTACK PROCS.
I spent the whole day on the Preview server and it was working really well for me. Takes a bit of getting used to compared to the old system, but it's just as fluid and quick once you get used to it. I really like it.
Contact:@EmeraldG1173
Main: EMERALD LEGEND
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I need to use all encounter, or at-wils... instead skipping encounters ith charges.
In addition i have to say that despite the lack of guild boons i was able to finish the encountwr in less time than on life so the mission of improving the damage of the hr seems to be accomplished,
@amenar, my first impression is: well done keep up the good work
aimed shot is the go to for pretty much everything...the encounter do the same damage, i expected more from hawk shot and commanding shot.
Born of Black Wind: SW Level 80
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Re: perma-CC HRs in PvP, perhaps those working on it can implement a nonlinear CC effectiveness duration after repeated applications. Say, for example, the first 3 CC attacks within X timeframe have full CC duration effectiveness but diminishes after repeated applications. (Similar to not being able to repeatedly melee/push in zombie games.) This way, you can leave the underlying Trapper class mechanics alone.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Increasing the duration further warrants it's damage nerfed. It already hits hard enough when you know what you're doing.
Improve Split Strike's AoE to cover a wider area for hitting targets in front of you. Tweak damage to be more in line with Rapid Strike/CtG. Though difficult to judge the damage buffed needed as it strikes much slower than those two. That way Pathfinder isn't completely left in the dark for AoE coverage.