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Suggestion: Restore CW's ability to move while casting a certain At-Will powers

ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
edited December 2013 in The Library
The word "restore" is used here because back when this game hasn't been released, CW is able to move while casting Magic Missiles.

It's understandable that the body animations of some of CW's At-Will powers today are complex (Magic Missiles and Chilling Cloud) so moving while casting them is not possible.

However, CW still have At-Wills powers whose body animations are very simple. For example, Ray of Frost and Storm Pillar. So the suggestion here is restoring CW's ability to move while casting Ray of Frost and Storm Pillar.

The ability to move while casting Ray of Frost really can help crowd control because CW then don't need to cancel the casting of Ray of Frost in order to keep a safe distance with moving enemies or dodge red areas.
Post edited by ianthewizard2012 on

Comments

  • edited November 2013
    This content has been removed.
  • zardoz007zardoz007 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 2 Arc User
    edited November 2013
    Why make the most popular class in the game better? for what purpose? CW's already have a better than normal dodge power and great range and CC and tons of ways to avoid attacks while fighting. I don't see the need to add this to the game at all.
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    zardoz007 wrote: »
    Why make the most popular class in the game better? for what purpose?

    Because it lacks PvP survivability when compared to other classes and even the pros geared and specced for said survivability usually die the most by far in any serious game.
  • llantissllantiss Member Posts: 0 Arc User
    edited November 2013
    The ability to move while casting Ray of Frost really can help crowd control because CW then don't need to cancel the casting of Ray of Frost in order to keep a safe distance with moving enemies or dodge red areas.

    You can do that by simply jumping and buffering ray mid air, it allows you to put 1stack per tick and still kite back or chase someone and apply stacks, takes some time getting used to but one of the best enablers for the class.
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2013
    llantiss wrote: »
    You can do that by simply jumping and buffering ray mid air

    care care what u say... now i am expecting an overzealous moderator to come and close this... as the direction of the topic is a talk about abuses of game mechanics that need to be told only via proper channels and not on forums :)
  • llantissllantiss Member Posts: 0 Arc User
    edited November 2013
    how is that abuse of game mechanics, you can do that with every at will in the game, including buffering duelist flurry, prenerf cloud of steel jump+throw, if anything its clever use of game mechanics, hence why I said it takes time getting used to, not everyone can do it consistently.

    you can cancel dailys, cancel encounters animation to make them instant, cast at will twice using game mechanics, now that i would debate is an abuse, but jumping in the air and pressing a key? ok lol.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited November 2013
    llantiss wrote: »
    You can do that by simply jumping and buffering ray mid air, [...]
    I had seen people do that. Honestly, that looks... silly. I'm sorry to say that.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited November 2013
    llantiss wrote: »
    how is that abuse of game mechanics, you can do that with every at will in the game, [...]
    He was just being humorous. I guess.
  • colonelwingcolonelwing Member Posts: 1,448 Arc User
    edited November 2013
    CW's don't need even more mobility. They happen to have the best dodge or w/e it is called, mechanic the game has to offer, already. In terms of survivability, you have to realize, that you're wearing cloth.


    Take care.

  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2013
    llantiss wrote: »
    how is that abuse of game mechanics, you can do that with every at will in the game

    Dont know what is an abuse and what not in their opinion, but i know that they did nerf WMS :( i also know that a thread got closed for telling that TR can move while charging duelist flurry(now u say CW can do it also :P). I also see a new thread that talks about Roots(roar and the likes) as not working as intended.:confused:
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    CW's don't need even more mobility. They happen to have the best dodge or w/e it is called, mechanic the game has to offer, already. In terms of survivability, you have to realize, that you're wearing cloth.


    Take care.

    Is that so?

    Then we need more damage to compensate for the cloth thing. The squishiest chars should have the most damage.

    Or give us CC that ignores immunities.

    Or give us Invisibility and Mirror Images so we can reset fights, regen and return, like TRs and GWFs can do.
  • freethinker1976freethinker1976 Member Posts: 7 Arc User
    edited November 2013
    CW's don't need even more mobility. They happen to have the best dodge or w/e it is called, mechanic the game has to offer, already. In terms of survivability, you have to realize, that you're wearing cloth.


    Take care.

    And warriors don't need cc immunity.
  • slushpsychoslushpsycho Member Posts: 657 Bounty Hunter
    edited November 2013
    CW's don't need even more mobility. They happen to have the best dodge or w/e it is called, mechanic the game has to offer, already. In terms of survivability, you have to realize, that you're wearing cloth.


    Take care.

    I take that as u either don't play a cw or just a medicore cw player. You have no idea what cw's problem is.
  • jacobmjacobm Member Posts: 6
    edited December 2013
    I imagine that allowing a CW to move while using Ray of Frost and/or Storm Pillar would work fine if they made it slower than normal movement speed. Then it would be sort of like Reaping Strike for GWF's. It wouldn't be enough to get out of a red circle if you were in the middle of it, but it would let you get off the edge. For Magic Missile and Chill Cloud, you can easily get out of the red by shifting in any direction as an interrupt to the attack, so it really wouldn't be necessary there at all.

    Just my two cents.
  • ikeepit3hunnaikeepit3hunna Member Posts: 0 Arc User
    edited December 2013
    Jumping ray on cw isn't an abuse. Also less then 30 ppl can even do it. It adds a little more skill to the class
    U R 2 E Z- SENT IV GWF undefeated 16k GS
    FaceRoller- regen recovery TR (put on the shelf for now) 14k GS
    Supreme CHAOS - IV GF (put on the shelf for now) 16k GS
    White Khalifa- tene/hp/regen CW (retired) 11k GS (tene)
    Death From Above- TANK ranger 16kGS
    (all halfling everything)

    Proud rank 6 of: <Enemy Team>

    [SIGPIC][/SIGPIC]
  • warpetwarpet Member Posts: 1,969 Arc User
    edited December 2013
    great idea makeing the most op pve class op even more ...
  • jacobmjacobm Member Posts: 6
    edited December 2013
    warpet wrote: »
    great idea makeing the most op pve class op even more ...

    That's interesting. From reading these forums, I've learned that the TR, GWF, and CW are all the most "op" class in the game. TR's are broken because they can perma-stealth, CW's are broken becasue they can... well, control, and GWF's are broken because they can tank and deal damage. But, however, I've personally never seen any evidence of any class having a significant advantage over another class. Sure, some classes are naturally counters to others, but covering each other's weaknesses is kind of the whole point behind party mechanics after all.
    tarmalen wrote: »
    80 range isn't enough?
    3 Dodges not enough?
    Ability to CC lock down someone isn't enough?

    Here, I built you an I win button.

    -->I WINZ<--

    These really only hold true in one on one fights, and fail to matter at all against bosses who are immune to control effects. Even adding one other enemy, apart from the typical lackeys, can begin to put pressure on the CW due to the fact that a lot of their control abilities, at least up until after level 45 or so, only affect one enemy at a time. Even with a companion, the companion attacks whichever one you are attacking, so you can't really use them as a tank for very long before they attack the same enemy you are, thus allowing the aggro from the first enemy to settle on you again. The problem is only magnified by more enemies. And again, I stress that the weak enemies are obviously exempt from this.
  • andferne3andferne3 Member, Neverwinter Knight of the Feywild Users Posts: 104 Bounty Hunter
    edited December 2013
    Superior range, more dodges than anyone else, and the ability to lock down people through CC is not enough?
  • warpetwarpet Member Posts: 1,969 Arc User
    edited December 2013
    jacobm wrote: »
    That's interesting. From reading these forums, I've learned that the TR, GWF, and CW are all the most "op" class in the game. TR's are broken because they can perma-stealth, CW's are broken becasue they can... well, control, and GWF's are broken because they can tank and deal damage. But, however, I've personally never seen any evidence of any class having a significant advantage over another class. Sure, some classes are naturally counters to others, but covering each other's weaknesses is kind of the whole point behind party mechanics after all.

    gwf or tr cant one shot everything,cc lock everything, almost double damage of team,out dps all other classes in dungeons and cw can do this, why do u think everyone takes 2-3cws in team while none takes gwf?
    as for pvp there isnt any need for this to cw can easy cc lock ppl or dodge a lot
  • dgfdsdgsgh3dgfdsdgsgh3 Member, Neverwinter Beta Users Posts: 127 Bounty Hunter
    edited December 2013
    warpet wrote: »
    jacobm wrote: »
    That's interesting. From reading these forums, I've learned that the TR, GWF, and CW are all the most "op" class in the game. TR's are broken because they can perma-stealth, CW's are broken becasue they can... well, control, and GWF's are broken because they can tank and deal damage. But, however, I've personally never seen any evidence of any class having a significant advantage over another class. Sure, some classes are naturally counters to others, but covering each other's weaknesses is kind of the whole point behind party mechanics after all.

    gwf or tr cant one shot everything,cc lock everything, almost double damage of team,out dps all other classes in dungeons and cw can do this, why do u think everyone takes 2-3cws in team while none takes gwf?
    as for pvp there isnt any need for this to cw can easy cc lock ppl or dodge a lot

    Just don't forget that in pvp cw can easily die the MOST and by wide margin, it is NOT FUN.
  • jacobmjacobm Member Posts: 6
    edited December 2013
    andferne3 wrote: »
    Superior range, more dodges than anyone else, and the ability to lock down people through CC is not enough?

    Someone else asked the exact same question. And I explained that CW's excel in one on one fights, but have their performance significantly impacted by additional enemies, with the exception of the weak enemies with only one segment to their health. And I've also expressed that I don't want to be able to move full speed while attacking. That would be ridiculous. But, as Ray of Frost and Storm Pillar, especially the latter, are 'chargeable' moves, then a CW should be able to move more slowly when using those attacks, just like the GWF can with his Reaping Strike. It certainly wouldn't be enough to get out of the center of a red circle, but enough to get off the edge of it.
    warpet wrote: »
    jacobm wrote: »
    That's interesting. From reading these forums, I've learned that the TR, GWF, and CW are all the most "op" class in the game. TR's are broken because they can perma-stealth, CW's are broken becasue they can... well, control, and GWF's are broken because they can tank and deal damage. But, however, I've personally never seen any evidence of any class having a significant advantage over another class. Sure, some classes are naturally counters to others, but covering each other's weaknesses is kind of the whole point behind party mechanics after all.

    gwf or tr cant one shot everything,cc lock everything, almost double damage of team,out dps all other classes in dungeons and cw can do this, why do u think everyone takes 2-3cws in team while none takes gwf?
    as for pvp there isnt any need for this to cw can easy cc lock ppl or dodge a lot

    I've heard otherwise about the TR one-shotting people, and I have never one-shot anything but a regular lackey in PVE. Same thing goes for dealing double the damage of the team or out dps'ing the other classes. And no, I don't count pushing them off ledges as a one-shot. If the game does, that's different and rather immaterial. They didn't actually deal that much damage in my opinion, so the numbers don't matter to me.

    As for the lack of people taking GWF's, I can't really say. I view that as MMO elitism rather than a sign of whether or not a class is overpowered. I ran Idris today with a party that had two GWF's, one TR, one DC, and one CW. We did fine, and the only one that died was the TR because he ran way too far ahead of the party.

    In relation to PVP, which I admittedly do not play often, I find the claim that CW's can easily lock people or dodge everything to be bogus. I was in a match today where the TR ignored at least half of my control effects, killing me within seconds because I ran out of stamina and couldn't prevent him from attacking me. Not to mention his impact shot interfering with my control abilities anyway. Literally the only times I was able to control him were when he was attacking someone else. And then it was someone else that actually brought his health to zero.
  • andferne3andferne3 Member, Neverwinter Knight of the Feywild Users Posts: 104 Bounty Hunter
    edited December 2013
    jacobm wrote: »
    Someone else asked the exact same question. And I explained that CW's excel in one on one fights, but have their performance significantly impacted by additional enemies.
    So you want them to take on multiple people at the same time. Sorry but I do not think they need even more power added to the numerous advantages they do have. You want to something you have to give something in return. So you want mobility with an at-will, then you lose most of it's range, or its damage/cc should be severely reduced to compensate.
  • jacobmjacobm Member Posts: 6
    edited December 2013
    andferne3 wrote: »
    So you want them to take on multiple people at the same time. Sorry but I do not think they need even more power added to the numerous advantages they do have. You want to something you have to give something in return. So you want mobility with an at-will, then you lose most of it's range, or its damage/cc should be severely reduced to compensate.

    Now you're putting words in my mouth. I was just stating a fact, not a wish or a suggestion. The only thing I'm saying is that having a reduced movement speed for the 'chargeable' at-wills, especially Storm Pillar, is a good idea. The GWF can move with their Reaping Strike while charging it up with reduced movement speed, so I don't see why Storm Pillar, or any other chargeable at-will, can't get the same thing. It wouldn't be enough to let CW's outrun melee mobs or get out of the red if they happen to be in the center of the circle. It would just allow them to get off the edge.
  • colonelwingcolonelwing Member Posts: 1,448 Arc User
    edited December 2013
    jacobm wrote: »
    Now you're putting words in my mouth. I was just stating a fact, not a wish or a suggestion. The only thing I'm saying is that having a reduced movement speed for the 'chargeable' at-wills, especially Storm Pillar, is a good idea. The GWF can move with their Reaping Strike while charging it up with reduced movement speed, so I don't see why Storm Pillar, or any other chargeable at-will, can't get the same thing. It wouldn't be enough to let CW's outrun melee mobs or get out of the red if they happen to be in the center of the circle. It would just allow them to get off the edge.

    Cannot compare melee to ranged. The GWF can move, because the charge up takes ages and people can just walk away from it's impact zone. While a ranged skill has a much longer reach and cannot be avoided, too easily.

  • jacobmjacobm Member Posts: 6
    edited December 2013
    Cannot compare melee to ranged. The GWF can move, because the charge up takes ages and people can just walk away from it's impact zone. While a ranged skill has a much longer reach and cannot be avoided, too easily.

    While I agree that it is important to not compare ranged and melee too closely, there are some things that I disagree with. For starters, the ability to move while using Reaping Strike does nothing to keep people in the range of the attack because of the fact that movement speed is reduced when moving during the charge up. Secondly, the fact that Storm Pillar has a longer reach does very little in PVE when encountering groups of enemies because it is too slow to be used in the midst of combat due to the fact that melee mobs will swarm the CW and shred them to pieces.

    Just quick question though. Were you talking about PVP primarily? While I would agree that the inability to evade it easily might cause a bit of a problem, the ability to close in on the distance and eliminate the CW make it rather moot, especially when considering the fact that it does nothing for control.

    By now, however, I've become rather convinced that Storm Pillar is a fairly inadequate move anyway, not that I ever really use it. Not even being able to move while charging it up would help because melee enemies destroy the CW before they can use more than a few, while the GWF can survive getting hit while using Reaping Strike. Against enemies with ranged AOE's, it would be a tad useful, but not enough to make it necessary for a CW to have. No, the way it's currently set up makes it more of an Encounter power without all the things that make an Encounter power an Encounter power, like cooldowns, damage, extra effects, etc.

    And, if Storm Pillar doesn't get changed to allow for movement during charging, nothing should. Ray of Frost, while lengthy, is easily interrupted, so it definitely doesn't warrant a change by itself, and I've already stated that being allowed to move while using Magic Missile or Chilling Cloud would be ridiculous.
  • dgfdsdgsgh3dgfdsdgsgh3 Member, Neverwinter Beta Users Posts: 127 Bounty Hunter
    edited December 2013
    jacobm wrote: »
    While I agree that it is important to not compare ranged and melee too closely, there are some things that I disagree with. For starters, the ability to move while using Reaping Strike does nothing to keep people in the range of the attack because of the fact that movement speed is reduced when moving during the charge up. Secondly, the fact that Storm Pillar has a longer reach does very little in PVE when encountering groups of enemies because it is too slow to be used in the midst of combat due to the fact that melee mobs will swarm the CW and shred them to pieces.

    Just quick question though. Were you talking about PVP primarily? While I would agree that the inability to evade it easily might cause a bit of a problem, the ability to close in on the distance and eliminate the CW make it rather moot, especially when considering the fact that it does nothing for control.

    By now, however, I've become rather convinced that Storm Pillar is a fairly inadequate move anyway, not that I ever really use it. Not even being able to move while charging it up would help because melee enemies destroy the CW before they can use more than a few, while the GWF can survive getting hit while using Reaping Strike. Against enemies with ranged AOE's, it would be a tad useful, but not enough to make it necessary for a CW to have. No, the way it's currently set up makes it more of an Encounter power without all the things that make an Encounter power an Encounter power, like cooldowns, damage, extra effects, etc.

    And, if Storm Pillar doesn't get changed to allow for movement during charging, nothing should. Ray of Frost, while lengthy, is easily interrupted, so it definitely doesn't warrant a change by itself, and I've already stated that being allowed to move while using Magic Missile or Chilling Cloud would be ridiculous.

    Please stop underestimating the lovely spell that is Storm Pillar. Best PvP spell by far and really our absolutely best option to avoid being backstabbed by rogues, you will pay the price when GF comes around and you don't have ray of frost slotted..ohwell atleast you can see them coming.
  • jacobmjacobm Member Posts: 6
    edited December 2013
    Please stop underestimating the lovely spell that is Storm Pillar. Best PvP spell by far and really our absolutely best option to avoid being backstabbed by rogues, you will pay the price when GF comes around and you don't have ray of frost slotted..ohwell atleast you can see them coming.

    I don't play PvP very often, so I wouldn't know how it is there. All I know is that it isn't that great in PvE from what I've experienced trying to use it. Though I may have been missing some skill or something that improves its usefulness too.
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