I went to the preview server with some mates where we had two runs, etos and lostmouth because we didn't have time to do more. Nevertheless, the two dungeons are farmed by many players.
As a first impression, the loots were the same old trash for all the 5 team members. eToS: No loots from the first and the second boss. Here the final loot.
Please note that the first loot is automatically selected in 5 minutes if no action is done.
elol A peridot from the first boss and nothing from the second boss. The final loot.
Overall the loots are quite disappointing: all the 5 team members got the same. I understand that - maybe - two runs are not enough, but it would be a good idea to have more info about the drop rate. Our short experience killed our expectations.
Concerning the new item tab, the feedback is positive. It stores not only the keys, but also other stuff. My inventory thanks for this.
Post edited by rapo973 on
Oltreverso guild leader Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
3
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Edited text in change notes to remove "properly" from the Control Wizard line.
Question what was the problem about this class feature? was only only on dailies and 24% debuff. Also that build was based on other than usual stats. WIth that move you kill the diversity. AND i see you hit more easy the classes than the items. EXAmple its ok to have snails sigil of devoted but lets make the daily powers less effective:)
Edited text in change notes to remove "properly" from the Control Wizard line.
Cryptic note is cryptic. I truly wonder if the team will consider reverting a bugfix from something that was not a bug, or if they'll stick to their guns because debuffs are bad mmkay.
Because it is very clear to me that Divine Glow received the treatment it did not because the stacking could not be fixed, but because Cryptic is desperate to reel in the power of debuffs. The change of Tide of Iron's debuff to self-only was not open to reconsideration during the class balancing for the same implied reason.
TIDE of iron was the most hilarious change. WITH the risk to get killed from the boss sometimes i was afraid to cast it...........
Edited text in change notes to remove "properly" from the Control Wizard line.
@terramak how about you just undo the change? Look at your metrics for skill use, tell me what they tell you about how many CWs use this class feature? Let me guess, like 1% of CWs use it, 70% use chilling presence, 50% use storm spell, right? Then those that play MoF use Critical Conflagration and Chilling presence? This class feature was balanced. There was nothing wrong with it, other than the bugs I reported above (which you should probably fix.) By making it only buff only smolder damage, you have effectively killed it as a class feature, I strongly advise you to revert this change. Compare it to critical conflagration, crit conflag effectively does the same thing, but to all attacks, not just on daily powers.
In pve, there is 0 reason to make this change, the only conceivable reason this was made was for pvp, in which case, could you create 2 separate instances of this skill for pvp and pve, since this change is unnecessary for pve and effectively kills the build I like to play.
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Look at my last words please about the mof change:
In my life and and as occupational hazard I always try to think things through and to avoid emotional responses. If you do the change, you ll do the change but pls think this.
My main class is MoF debuff wizard and the main reason I play and focus on it is seeing how much it helps not only the high item levels but mostly the low/medium ones to feel like the game is fun.
That also comes at a great expence, we don't deal damage ourselves at all. Actually I use the paingiver as a measure of my abilities, the further down I am at the list the better I help my team.
If you are trying to “slow down” the fast runs sadly you have to look elsewhere. Since my debuff is a % it scales with the original damage of the damage dealer which can be buffed to the sky when you stack DCs using Anointed army and Hallowed Ground (plus others). So when a DD deals 100k I will make it 300k but when he gets buffed and deals 2 mil I will make it 6mil. That's the “bad side” of scaling in percentages.
Having said that I think it would be better to reevaluate and let MoF be the debuff class of the game at the expence that the party will lose a dps (trade off) and check the other sources of damage buffing which even without a Mof they make the runs trivial (and boring).
Also please keep in mind that a lot of us MoF CWs are using items that will now be of less use (if not useless) that helped us support our builds (and diversity as you like to call it).
Classes and Balance Control Wizard: Combustive Action now properly increases only Fire and Smolder damage against the target.
What did it do before? It sounds like a nerf? Sounds like thats totally useless now.
What about fixing some stuff that is broken? like the renegade armpen capstone that hasnt worked for like 2 years? or some of the other stuff like that elven battle removes chill stacks and makes the CW crippled when it comes to damage and control in pvp?
Totally agree, elven must not remove chill stacks, and correct the Glacial Movement Feat too, that is broken from mod 6.
Okey doke, the reversion to the Control Wizard Combustive Action power change has been made internally and should be in the next build on the Preview shard. The tooltip text has been updated to reflect the current functionality as well, though the localized version of the text change will take some time to get in.
Edit: To clarify, the reversion (and tooltip change) is not yet on the Preview shard. It will likely be in a build with the version NW.70.20161205a.7 or later.
7
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Concerning the new item tab, the feedback is positive. It stores not only the keys, but also other stuff. My inventory thanks for this.
Am I seeing a single stack of 373 Epic Dungeon keys there? So they stack higher than 99 in this build?
Excellent.
It's an expandable bag that only holds keys and incidental tools. It doesn't matter how high any type of keys can stack anymore, because they don't consume any "real" space. I'm guessing they'll roll into a new slot at some point simply because "infinity" isn't allowed. But a few items classed as currency can stack to 5000 or so, and they may use a similar high value for keys to minimize the number of stacks created by claimed but unused VIP per diems.
Okey doke, the reversion to the Control Wizard Combustive Action power change has been made internally and should be in the next build on the Preview shard.
Okey doke, the reversion to the Control Wizard Combustive Action power change has been made internally and should be in the next build on the Preview shard. The tooltip text has been updated to reflect the current functionality as well, though the localized version of the text change will take some time to get in.
Edit: To clarify, the reversion (and tooltip change) is not yet on the Preview shard. It will likely be in a build with the version NW.70.20161205a.7 or later.
Okey doke, the reversion to the Control Wizard Combustive Action power change has been made internally and should be in the next build on the Preview shard. The tooltip text has been updated to reflect the current functionality as well, though the localized version of the text change will take some time to get in.
Edit: To clarify, the reversion (and tooltip change) is not yet on the Preview shard. It will likely be in a build with the version NW.70.20161205a.7 or later.
tassedethe13Member, NW M9 PlaytestPosts: 806Arc User
@terramak The useful object tab need more items to go into like identification scrolls.
Please consider adding another tab for fashions outfits...
And a personnal request, let us buy potions by more than 20 units at a time..it s painful, we want to buy it by 99 ( Like augmentation cube, we can buy them by 99)
Oathbound Paladin Vow of Emnity no longer needs to be toggled on and off. It is now an activateable debuff with a 10 second duration and cooldown.
Vow of Emnity no longer needs to be toggled on and off. - Oh thank GAWD! Finally our prayers have been answered!
It is now an activateable debuff with a 10 second duration and cooldown. - *Jaw drops, winces then rubs temples*
Umm...Mr. @terramak...I'm somewhat confused by that last one. So does this mean Vow will now be a debuff like Bane with similar duration and cooldown? I don't remember Vow being a target debuffer as much as it was a damage buff for the player with the side benefit of additional threat gen or healing, depending on which path you took. If you're limiting it to 10 seconds, then seems like you're nerfing Vow in that before 10.5, you could cast vow and it stayed on target for 60 sec (with no cooldown nor would it break if the paladin was cc'ed) or until it died. Then after 10.5, with its wonky animation as a toggle, it would stay on the target until it died, you toggled it off, or were cc'ed, and the cooldown would activate. Now, it sounds like it will work like Bane (not sure if the duration is increased at higher tiers) with the added effect of threat gen/healing (no word on that nor if the damage buff is affected as well). I guess I'm going to have to hop in and see. I might have to bench my healadin after this one.
Member - Houseclan t'Charvon (STO) Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng T'Lyra, LvL 60, Fed, Vul Sci Ta'el, Lvl 60, Rom Tac
1
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
edited January 2017
Combustive action balance is more than needed, once you have around 800 AP gain points, were it starts to stabilize, and some recovery (i have around 6000 on a preview build, just from black ice enchantments, no boons, no equipment equipment apart from valindra set and artifact weapons) and a DC sigil to fill gaps and it will be praticly consecutive dailies, this does not just lead to damage but also control, it's a bit dumb comparisson but imagine consecutive at-wills and encounters, no dailies, now consider consecutive furious imolation that is probably the strongest CW dailly, another thing to consider it's shepherd's devotion, in a situation with many targets it will be praticly permanent. This gets to the point where you ask yourself: if my exclusive intention is to protect the team, cmon lets just assume, why should i cary orb of imposition or frostwave when i could use combustive action and get myself a lot more dps and even some healing from off-hand artifact?
Now, @thefabricant mentions "metrics for skill use", check the metrics for skill use and wich % of MoF CW's dont use Scorching burst as spell mastery in multi target or in a "simple encounter slot space" for single target, and it's not needed much recharge speed for scorching burst to keep smolder up in single target alone. So what's the point of Critical conflaguration? Evocation? Arcane Presence? I dont know, but anyway my CW is build for CA since the beggining so.... i totally agree, i regret the time i played SS, keep it, i like it this way xD
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
@terramak The useful object tab need more items to go into like identification scrolls.
Please consider adding another tab for fashions outfits...
And a personnal request, let us buy potions by more than 20 units at a time..it s painful, we want to buy it by 99 ( Like augmentation cube, we can buy them by 99)
This is important, i dont know about the scrolls because i rarelly use them, but an option to buy multi items up to 99, like GMOPS would be important, speaking of wich the purchase is bugged and clicking very fast and pressing enter to purchase them will lead to a bunch of them staying in queue and not actually purchase, only purchase when clicking on the "ok" button until it vanishes.
Oathbound Paladin Vow of Emnity no longer needs to be toggled on and off. It is now an activateable debuff with a 10 second duration and cooldown.
Vow of Emnity no longer needs to be toggled on and off. - Oh thank GAWD! Finally our prayers have been answered!
It is now an activateable debuff with a 10 second duration and cooldown. - *Jaw drops, winces then rubs temples*
Umm...Mr. @terramak...I'm somewhat confused by that last one. So does this mean Vow will now be a debuff like Bane with similar duration and cooldown? I don't remember Vow being a target debuffer as much as it was a damage buff for the player with the side benefit of additional threat gen or healing, depending on which path you took. If you're limiting it to 10 seconds, then seems like you're nerfing Vow in that before 10.5, you could cast vow and it stayed on target for 60 sec (with no cooldown nor would it break if the paladin was cc'ed) or until it died. Then after 10.5, with its wonky animation as a toggle, it would stay on the target until it died, you toggled it off, or were cc'ed, and the cooldown would activate. Now, it sounds like it will work like Bane (not sure if the duration is increased at higher tiers) with the added effect of threat gen/healing (no word on that nor if the damage buff is affected as well). I guess I'm going to have to hop in and see. I might have to bench my healadin after this one.
This is confusing. I'm still waiting for the changes from 10.5 on PS4 that will break Vow with toggle mechanic, and it's gonna be changed later again. Reducing duration from 60 seconds to 10 is huge, BUT if the cooldown starts the moment you cast it, then you could use it on multiple targets with Divine Call and/or Echoes of Light. But still 10 seconds is low. Personally I'd prefer if it'd work like Bane, even 2 charges but with charge cooldown rather than cooldown based on Recharge Speed so it'd work as passive encounter like before allowing to keep it up on single enemy consistently. I also don't understand why the change to turning it off after CC. CC already turns off Bond.
0
tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
Okey doke, the reversion to the Control Wizard Combustive Action power change has been made
CW's are really DW's, and have been for quite some time. D stands for DPS or Debuff, depending on your build. They're not the best class for either role.
I miss the days when control was important to the game and oppressor was a viable path. When a boss encounter meant dozens of adds that needed controlling, a Control Wizard was just that, a Control Wizard. The Wizard that could stack adds for the DPS to destroy while holding the rest of the enemy forces at bay was a powerful ally, indeed. The pendulum has swung very far in the other direction - no meaningful opponent can be controlled to any meaningful extent, even with a full oppressor build and excessive control bonus.
Please do consider making control relevant again. At that point, it is reasonable to reconsider how much of the utility of oppressor, thaumaturge and renegade comes from actually-useful control and how much comes from damage / debuff.
Until control becomes a meaningful part of the game again, please do nothing to nerf CW's.
Okey doke, the reversion to the Control Wizard Combustive Action power change has been made
CW's are really DW's, and have been for quite some time. D stands for DPS or Debuff, depending on your build. They're not the best class for either role.
I miss the days when control was important to the game and oppressor was a viable path. When a boss encounter meant dozens of adds that needed controlling, a Control Wizard was just that, a Control Wizard. The Wizard that could stack adds for the DPS to destroy while holding the rest of the enemy forces at bay was a powerful ally, indeed. The pendulum has swung very far in the other direction - no meaningful opponent can be controlled to any meaningful extent, even with a full oppressor build and excessive control bonus.
Please do consider making control relevant again. At that point, it is reasonable to reconsider how much of the utility of oppressor, thaumaturge and renegade comes from actually-useful control and how much comes from damage / debuff.
Until control becomes a meaningful part of the game again, please do nothing to nerf CW's.
I miss the old days when singularity was useful and repel and shield. Like in the old CN. And then they nerfed the HAMSTER out of it and after that they made pretty much all dungeon content control immune.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
1
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Combustive action balance is more than needed, once you have around 800 AP gain points, were it starts to stabilize, and some recovery (i have around 6000 on a preview build, just from black ice enchantments, no boons, no equipment equipment apart from valindra set and artifact weapons) and a DC sigil to fill gaps and it will be praticly consecutive dailies, this does not just lead to damage but also control, it's a bit dumb comparisson but imagine consecutive at-wills and encounters, no dailies, now consider consecutive furious imolation that is probably the strongest CW dailly, another thing to consider it's shepherd's devotion, in a situation with many targets it will be praticly permanent. This gets to the point where you ask yourself: if my exclusive intention is to protect the team, cmon lets just assume, why should i cary orb of imposition or frostwave when i could use combustive action and get myself a lot more dps and even some healing from off-hand artifact?
Now, @thefabricant mentions "metrics for skill use", check the metrics for skill use and wich % of MoF CW's dont use Scorching burst as spell mastery in multi target or in a "simple encounter slot space" for single target, and it's not needed much recharge speed for scorching burst to keep smolder up in single target alone. So what's the point of Critical conflaguration? Evocation? Arcane Presence? I dont know, but anyway my CW is build for CA since the beggining so.... i totally agree, i regret the time i played SS, keep it, i like it this way xD
but you cant deal damage and if you wish you can play and the frostwave noone stop you do that. AND cryptic need to make the content more complicated. I Like for example how that monster in fbi if you dont control it it will call any giant around. DUngeons should have this kind of difficulty.
Okey doke, the reversion to the Control Wizard Combustive Action power change has been made
CW's are really DW's, and have been for quite some time. D stands for DPS or Debuff, depending on your build. They're not the best class for either role.
I miss the days when control was important to the game and oppressor was a viable path. When a boss encounter meant dozens of adds that needed controlling, a Control Wizard was just that, a Control Wizard. The Wizard that could stack adds for the DPS to destroy while holding the rest of the enemy forces at bay was a powerful ally, indeed. The pendulum has swung very far in the other direction - no meaningful opponent can be controlled to any meaningful extent, even with a full oppressor build and excessive control bonus.
Please do consider making control relevant again. At that point, it is reasonable to reconsider how much of the utility of oppressor, thaumaturge and renegade comes from actually-useful control and how much comes from damage / debuff.
Until control becomes a meaningful part of the game again, please do nothing to nerf CW's.
I miss the old days when singularity was useful and repel and shield. Like in the old CN. And then they nerfed the HAMSTER out of it and after that they made pretty much all dungeon content control immune.
I can't say I disagree. I remember running Spellplague *sniffles* and having a CW push stuff off ledges, cause it was fun.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
Oathbound Paladin Vow of Emnity no longer needs to be toggled on and off. It is now an activateable debuff with a 10 second duration and cooldown.
Vow of Emnity no longer needs to be toggled on and off. - Oh thank GAWD! Finally our prayers have been answered!
It is now an activateable debuff with a 10 second duration and cooldown. - *Jaw drops, winces then rubs temples*
Umm...Mr. @terramak...I'm somewhat confused by that last one. So does this mean Vow will now be a debuff like Bane with similar duration and cooldown? I don't remember Vow being a target debuffer as much as it was a damage buff for the player with the side benefit of additional threat gen or healing, depending on which path you took. If you're limiting it to 10 seconds, then seems like you're nerfing Vow in that before 10.5, you could cast vow and it stayed on target for 60 sec (with no cooldown nor would it break if the paladin was cc'ed) or until it died. Then after 10.5, with its wonky animation as a toggle, it would stay on the target until it died, you toggled it off, or were cc'ed, and the cooldown would activate. Now, it sounds like it will work like Bane (not sure if the duration is increased at higher tiers) with the added effect of threat gen/healing (no word on that nor if the damage buff is affected as well). I guess I'm going to have to hop in and see. I might have to bench my healadin after this one.
I tried VoE on preview and I like how it works. When you cast it, VoE is active for 10s and cooldown (about 4s on my pally) starts. So after 10s you can immediately cast it again.
Svatá Prdelka game - Human/real life - ??? OP 18k+ Devotion/Justice - Light
Highlights Plant Growth now correctly ticks 4 times; previously, it dealt its damage over fewer damage ticks than it should have.
Number of ticks are correct but there is still ~2 seconds delay between activation and 1st tick. @terramak, @asterdahl, @mimicking#6533 please look at this issue.
I tried VoE on preview and I like how it works. When you cast it, VoE is active for 10s and cooldown (about 4s on my pally) starts. So after 10s you can immediately cast it again.
Oggy, I was very reluctant to see any positives in change to Vow, but color me surprised when I tested it out on Preview. I still don't know if the ability to reapply Vow before the effect duration ends is WAI. If so, color me satisfied...Please, Devs DON'T change. I still don't care for having the cooldown but with return of it sticking when cast, the ability to reapply before the duration effect ends, and the fact that its no longer instantly broken by CC effects (let myself get run over by Frost Giants up in SoMI a couple of times with it active, just to be sure. ), I'm think I can be happy with how it works as well.
but you cant deal damage and if you wish you can play and the frostwave noone stop you do that. AND cryptic need to make the content more complicated. I Like for example how that monster in fbi if you dont control it it will call any giant around. DUngeons should have this kind of difficulty.
I mentioned this previouslly a loong time ago in the forum i dont remmeber if this was relative to pvp or pve but can be used: Player ranking should consist in not simply IL but in another "non equipment" measurable ranking, such as a boot camp that would increase over and over the dificulty and award you a specific rank when you loose or epic dungeoun done will add to that rank, t2 10 points, t1 5 points etc, now we see dumbnuts in endgame content with 3,5k+ IL crying "what am i doing wrong why am i dying so easly".
Comments
As a first impression, the loots were the same old trash for all the 5 team members.
eToS:
No loots from the first and the second boss.
Here the final loot.
Please note that the first loot is automatically selected in 5 minutes if no action is done.
elol
A peridot from the first boss and nothing from the second boss.
The final loot.
Overall the loots are quite disappointing: all the 5 team members got the same. I understand that - maybe - two runs are not enough, but it would be a good idea to have more info about the drop rate. Our short experience killed our expectations.
Concerning the new item tab, the feedback is positive. It stores not only the keys, but also other stuff. My inventory thanks for this.
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
Also that build was based on other than usual stats. WIth that move you kill the diversity.
AND i see you hit more easy the classes than the items. EXAmple its ok to have snails sigil of devoted but lets make the daily powers less effective:)
In pve, there is 0 reason to make this change, the only conceivable reason this was made was for pvp, in which case, could you create 2 separate instances of this skill for pvp and pve, since this change is unnecessary for pve and effectively kills the build I like to play.
In my life and and as occupational hazard I always try to think things through and to avoid emotional responses. If you do the change, you ll do the change but pls think this.
My main class is MoF debuff wizard and the main reason I play and focus on it is seeing how much it helps not only the high item levels but mostly the low/medium ones to feel like the game is fun.
That also comes at a great expence, we don't deal damage ourselves at all. Actually I use the paingiver as a measure of my abilities, the further down I am at the list the better I help my team.
If you are trying to “slow down” the fast runs sadly you have to look elsewhere. Since my debuff is a % it scales with the original damage of the damage dealer which can be buffed to the sky when you stack DCs using Anointed army and Hallowed Ground (plus others). So when a DD deals 100k I will make it 300k but when he gets buffed and deals 2 mil I will make it 6mil. That's the “bad side” of scaling in percentages.
Having said that I think it would be better to reevaluate and let MoF be the debuff class of the game at the expence that the party will lose a dps (trade off) and check the other sources of damage buffing which even without a Mof they make the runs trivial (and boring).
Also please keep in mind that a lot of us MoF CWs are using items that will now be of less use (if not useless) that helped us support our builds (and diversity as you like to call it).
Excellent.
Edit: To clarify, the reversion (and tooltip change) is not yet on the Preview shard. It will likely be in a build with the version NW.70.20161205a.7 or later.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Please consider adding another tab for fashions outfits...
And a personnal request, let us buy potions by more than 20 units at a time..it s painful, we want to buy it by 99 ( Like augmentation cube, we can buy them by 99)
It is now an activateable debuff with a 10 second duration and cooldown. - *Jaw drops, winces then rubs temples*
Umm...Mr. @terramak...I'm somewhat confused by that last one. So does this mean Vow will now be a debuff like Bane with similar duration and cooldown? I don't remember Vow being a target debuffer as much as it was a damage buff for the player with the side benefit of additional threat gen or healing, depending on which path you took. If you're limiting it to 10 seconds, then seems like you're nerfing Vow in that before 10.5, you could cast vow and it stayed on target for 60 sec (with no cooldown nor would it break if the paladin was cc'ed) or until it died. Then after 10.5, with its wonky animation as a toggle, it would stay on the target until it died, you toggled it off, or were cc'ed, and the cooldown would activate. Now, it sounds like it will work like Bane (not sure if the duration is increased at higher tiers) with the added effect of threat gen/healing (no word on that nor if the damage buff is affected as well). I guess I'm going to have to hop in and see. I might have to bench my healadin after this one.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Now, @thefabricant mentions "metrics for skill use", check the metrics for skill use and wich % of MoF CW's dont use Scorching burst as spell mastery in multi target or in a "simple encounter slot space" for single target, and it's not needed much recharge speed for scorching burst to keep smolder up in single target alone. So what's the point of Critical conflaguration? Evocation? Arcane Presence? I dont know, but anyway my CW is build for CA since the beggining so.... i totally agree, i regret the time i played SS, keep it, i like it this way xD
I miss the days when control was important to the game and oppressor was a viable path. When a boss encounter meant dozens of adds that needed controlling, a Control Wizard was just that, a Control Wizard. The Wizard that could stack adds for the DPS to destroy while holding the rest of the enemy forces at bay was a powerful ally, indeed. The pendulum has swung very far in the other direction - no meaningful opponent can be controlled to any meaningful extent, even with a full oppressor build and excessive control bonus.
Please do consider making control relevant again. At that point, it is reasonable to reconsider how much of the utility of oppressor, thaumaturge and renegade comes from actually-useful control and how much comes from damage / debuff.
Until control becomes a meaningful part of the game again, please do nothing to nerf CW's.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
AND cryptic need to make the content more complicated. I Like for example how that monster in fbi if you dont control it it will call any giant around. DUngeons should have this kind of difficulty.
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
game - Human/real life - ???
OP 18k+ Devotion/Justice - Light
@terramak, @asterdahl, @mimicking#6533 please look at this issue.
I tried VoE on preview and I like how it works. When you cast it, VoE is active for 10s and cooldown (about 4s on my pally) starts. So after 10s you can immediately cast it again.
Oggy, I was very reluctant to see any positives in change to Vow, but color me surprised when I tested it out on Preview. I still don't know if the ability to reapply Vow before the effect duration ends is WAI. If so, color me satisfied...Please, Devs DON'T change. I still don't care for having the cooldown but with return of it sticking when cast, the ability to reapply before the duration effect ends, and the fact that its no longer instantly broken by CC effects (let myself get run over by Frost Giants up in SoMI a couple of times with it active, just to be sure. ), I'm think I can be happy with how it works as well.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac