I'm a wizard and I have encounter powers with timers that are 14,16 and 17 seconds. When I'm in solo doing mobs I get killed because my encounter powers are still in cool down. And teleporting around I run out of stamina quick so I get killed. PLEASE, lower the cooldown timers to something more reasonable like 9 or 10 seconds. I didn't have these problems in Mod 15 and 1000 AP I think that's to much too,800 AP to use a Daily sounds more reasonable.
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I'm guessing this was an intentional modification to make a lot of content less 'solo friendly'... but the sad truth is these changes negatively impact every player's abilities too much, even the one's who don't try to solo group content.
For any player who doesn't have the means to immediately "invest more in boons" or the resources to purchase and "use consumables" - many runs seem to pay out less than the cost of replacing consumables they needed to use during that run, add that to the cost of any augment potions they want to buy, skill kits to open chests, and the price of professions supplies and manufacturing a lot of players are quickly going broke... and staying broke.
- Charging gold not only for professions supplies but also professions productions.
- Eliminating player augmentation potions from runs... which now have to be purchased with gold.
- Eliminating healing potions from runs... which now have to be purchased with gold.
- Eliminating skill kits from runs... which now have to be purchased with gold.
- Making mobs and bosses more powerful and more resistant to damage.
- Making players less powerful and less resistant to damage.
It looks to me a lot of the player's aren't the only things that are going "broke" in Neverwinter.My 2¢
I mean, that's a perfectly valid position - I just wasn't sure if that's what you really wanted. I am fairly sure the developers have this spreadsheet somewhere to calculate the potential DPS of the different classes, and if the classes are "balanced" in that respect andif you reduce the cooldowns for one class without reducing the magnitude the DPS of that class would shoot up relative to the other classes.
This is just not going to happen.
As things currently are, they should be called "Every Other Encounter Powers"
That said, yes, I notice the longer CDs on my wizard but he has been one of the better toons I have. My paladin has been nerfed to hell and back.
Though, I do second the note of paladin nerfs. At half the ilevel, my old paladin could take twice what my wizard could. I see a lot of wizard players griping, but it seriously feels like this xpac has been insanely kind to wizards.
Ideally, they would just put in an out of combat speed up to cooldowns, like they put in an out of combat heal to replace regen. For long boss fights, depending on your build, standing there for 20 seconds holding down your mouse button, that's boring af, if you think otherwise, idk what to tell you, maybe you get excited playing pong still.
IS TOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONG to play a game that enemies attack 3 or 4 times per seconds. We don't play League of Legends here, this cooldown is insane, cut our dps in 70% or more.
I'm currently hanging out in Daggerfall with my character; and if you wonder why I said Daggerfall its because I'm not playing NWO or any D&D game; Daggerfall is found in ESO.
I'm also playing a buffing healer that buffs the group abilities improving mana/stamina regen along with buffing their critical chance and damage. I run a full on buff build in ESO but within that build I also heal and can do some DPS. Very similar to how a well build DO was in NWO. A good AC could buff like no tomorrow but a well built DO could buff, DPS and even heal a bit.
I have no idea why anyone thought tanks didn't tank and healer didn't heal. In CR I healed all the time; even in MSPC, T9, FBI, etc.. the problem was not healing it was allowing us to stack mutliple buffers in one group.
I mean I did a 12 minute T9 with a OP Healer, AC DC, Templock, CW MoF and a GF. The GF was probably the closest to a pure DPS but was some what built around recovery for keeping ITF up for the damage buff. My CW I ran with SoD over Arcane Power Field for the added debuff to allow us burn through content faster. That was the problem with the older build for NWO, devs never fixed the issues around powersharing and buffing.
I had fun and just last year around I dropped quite a bit into the game. If mod 16 is the future well than my adventures will not be in the Forgotten Realm of NWO; it will be in Tamriel playing my Templar buff healer build.
18sec to use a simple damage/cold Ice Terrain with 1.5sec duration, is an absurd.
If our Icy Terrain is the same thing of D&D Icy Terrain with 10 f*** minutes of duration and cold 60 feets of ground and walls with random icicles up to do damage, i would agree with that cooldown.
https://www.dandwiki.com/wiki/Floor_of_Ice_(5e_Spell)
Neverwinter is like that in mod 15 where I mainly use my abilities and weave my at wills between them for added damage; however, in NWO mod 16 at will usage is mandatory while you wait for your abilities to cool down. Using at wills so much become boring, tedious and well over time content feel like a chore and not engaging making NWO a game where many will leave simply because combat is slow and tedious.
The other thing I want to point out is that in other MMO games on consoles players get to use more than three abilities either by having a weapon they can swap out of to use or by having a second tray of abilities available to them by holding down R2/L2 buttons.
With that said if all classes had more encounter to use than 3 the cool downs of encounter wouldn't be as bad as it is now in mod 16. Time to fix the setup we have and allow us to have 6 encounters to use vs. 3. Doing that would greatly improve the game IMO.
Since that didn't happen, lower cool downs / damage to ensure combat is engaging and not slow and tedious like it is now.
The other point I wanted to make is that the original encounters that offer more than one use from them such as divine glow being a heal and a damaging ability is probably do to the fact that the original design team realized the constraints of their system and doubled up on encounter usage such as healing and damaging all in one instead of having players pick one or the other.
i thought it would be great but its sucks.... Puppet has no more dmg Aura and no more Taunt...
Anyway my Warlock has been murdered and my other characters too
I am complaining about a lot of things, like character creation, scaling design, sloppy QC, and a general lack of overall vision, but combat, for me....nah....happy with that.