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Direction of the Future of Guardian Fighters!

ayrouxayroux Member Posts: 4,271 Arc User
edited September 2014 in The Militia Barracks
*****EDITED 9/16/2014 BASED UPON THREAD SUGGESTIONS*****


With this whole "class advocate" thing in the works, I thought we could create a thread for a "jump-start" on compiling NOT a list of BUGs, because we have some of that already but merely an answer to ONE of the questions the DEVs asked when looking for the class advocate: "What Direction would you like to see for the future of GFs"

I saw this idea presented before and I didnt like it. Now, however that mod 4 has been out, I think I DO like this idea. It is:

TAB => "Into the Fray"


Lasts 10 seconds with 10 second CD. (up from 8 second buff 10 sec CD)

Range = 50'.
Grants allies within 50' increased damage equal to 50% of your DR (down from 75%), boosts Stamina gain 15% over 10 seconds, also grants Termp HP and Run speed. (Basically ALL else the same, just change 'uptime' and 'Damage Boost')

HOWEVER!!!
zhaofuo wrote: »
We are not loosing the "mark" though. if they use the same script the GWF mark then we also have the same 20% damage + CA by using TR/ET

****While ITF is active, encounter powers apply Mark to a target. Mark applies a 20% Debuff AND grants Combat Advantage. Mark would operate like GWFs "mark". (basically the "mark" function FROM Threat Rush -except applied on encounter powers)



Sounds OP right? I dont think so... The "perma mark" if you will, can only be applied by encounter powers.

I do think though that across the board, "Perma Mark" should last ONLY 10 seconds MAX (down from 20).


The ONLY thing that would HAVE to change as a result of this is:
Knights Challenge - This ability COMBINED with ITF on Tab, allowing for TWO encounter slots would be far too much damage.

So I would propose Knights Challenge get a rework, to provide more utility rather than a pure "damage boost". Something along the lines of:

- Knights Challenge creates a 50' aura around the GF, giving the GF a 25% damage boost while hitting targets in this aura and reducing opponents damage by 25% to any player other than the GF. Toggle-able (like KV - with a CD when its toggled off)
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Comments

  • chaoscourtesanchaoscourtesan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2014
    I would greatly miss my tab as a pull. Not to mention that it comes in handy when Mr. Beast is charging a squishy. From across the battle field, I can tab him, and he changes direction mid-stride and comes charging at me. I wouldn't want to give that up.
    Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
    Roland Mac Sheonin GF | Tarron Direheart SW |
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    I would greatly miss my tab as a pull. Not to mention that it comes in handy when Mr. Beast is charging a squishy. From across the battle field, I can tab him, and he changes direction mid-stride and comes charging at me. I wouldn't want to give that up.

    Will re-do my post as you added.

    Well for 1) you have Knights Valor available to you. Reduces damage. 2) Knights Challenge also reduces damage. 3) Enforced Threat would have that same action you describe. 4) Come and Get it would pull him off. 5) Daring shout would also do the same thing.

    So as far as tool in your belt to help that situation, you have ALOT. Not to mention other "stuns" and "prones we have in our belt as well.

    One of the things to consider is Enforced Threat basically would be the exact same as current tab BUT! It also deals AoE damage and AoE mark. So if you wanted that, run E.F. and done. You just cant do it anytime all the time, but would be more than effective.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited September 2014
    Firstly I doubt this will happen after such a big GF update. Secondly, i hear what you are saying basically people want you to play your GF as a buff bot.

    Though this is a "nerf" if they changed it so knights valor did not boost into the fray then you would get more freedom in what to use instead of feeling like you are forced to use it. making into the fray the only one we really "have" to use". I only slot this when there is no healer present in the party, to hell with that little into the fray boost.

    Loss of mark would mean we lose our only range pull and its a hard taunt without having to wait for a cooldown gives a big mitigation debuff, I would like to see it as responsive/quick to apply as the warlock curse (if any of you have played a warlock) GF mark is alot more sluggish.

    edit: i think its better to think about ways to balance (not buff) some other skills, like iron warrior: when buff is active enemies who hit you get marked. etc etc

    I still think frontline surge is quite good since it applies a 10% damage mitigation debuff (from feat) and the added CC helps in certain situations.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • chaoscourtesanchaoscourtesan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2014
    ayroux wrote: »
    Will re-do my post as you added.

    Sorry, I did not notice it if you asked anyone to hold off replying.
    ayroux wrote: »
    Well for
    1) you have Knights Valor available to you. Reduces damage.
    2) Knights Challenge also reduces damage.
    3) Enforced Threat would have that same action you describe.
    4) Come and Get it would pull him off.
    5) Daring shout would also do the same thing.

    So as far as tool in your belt to help that situation, you have ALOT. Not to mention other "stuns" and "prones we have in our belt as well.

    One of the things to consider is Enforced Threat basically would be the exact same as current tab BUT! It also deals AoE damage and AoE mark. So if you wanted that, run E.F. and done. You just cant do it anytime all the time, but would be more than effective.

    It really sounds like what you are suggesting would only be good for a specific build/playstyle.
    Enforced Threat has a near useless 30'radial range (not asking for that to be changed, it should not be changed.) Mark is 100 feet, and marks ONE target and only that target. Huge difference of purpose.

    I don't have Daring Shout or Come and Get it. I am IV.

    With Into the Fray and Enforced Threat , only one slot remains...
    Knight's Challenge- 40 foot range, and very situational.. Most of the time something more useful would be in that slot, probably KV.

    Could put KC in your proposed position, but only if they increased the range would it be a good option, in my opinion.
    Could just be an invitation to a whole lot of pain.
    Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
    Roland Mac Sheonin GF | Tarron Direheart SW |
  • chaoscourtesanchaoscourtesan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2014
    grimah wrote: »
    Loss of mark would mean we lose our only range pull and its a hard taunt without having to wait for a cooldown gives a big mitigation debuff, I would like to see it as responsive/quick to apply as the warlock curse (if any of you have played a warlock) GF mark is alot more sluggish.

    I still think frontline surge is quite good since it applies a 10% damage mitigation debuff (from feat) and the added CC helps in certain situations.

    Totally agree Mark needs to be as responsive as Curse. It is a real pain as it is.
    I like FLS.
    Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
    Roland Mac Sheonin GF | Tarron Direheart SW |
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited September 2014
    i would like smth like kv ir itf on tab, its really boring to play with 1 encounter(since other 2 slots are taken by itf and kv)
    Paladin Master Race
  • grimahgrimah Member Posts: 1,658 Arc User
    edited September 2014
    another suggestion i would throw out is to make tides of iron give a short distance dash (5-10 yard gap closer) so people dont feel so much of a loss when going sword master (lose an aoe already but a gap closer + marking tool is too much)

    with mark also changed to be responsive, it gives some flexibility between the two paragons.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    Sorry, I did not notice it if you asked anyone to hold off replying.

    Enforced Threat has a near useless 30'radial range (not asking for that to be changed, it should not be changed.) Mark is 100 feet, and marks ONE target and only that target. Huge difference of purpose.

    I don't have Daring Shout or Come and Get it. I am IV.

    With Into the Fray and Enforced Threat , only one slot remains...
    Knight's Challenge- 40 foot range, and very situational.. Most of the time something more useful would be in that slot, probably KV.

    Could put KC in your proposed position, but only if they increased the range would it be a good option, in my opinion.
    Could just be an invitation to a whole lot of pain.

    1) Good point on E.T, range would need to be beefed up to 50'.

    2) I guess you didnt read what I said as the GF would inherit Daring Shout, Com and get it, as those are currently GWF abilities that would REPLACE ITF/KV etc.

    3) Your "Into the Fray" (again you didnt read what I said) would be on TAB, so Enforced Threat would be ONE encounter, now you have TWO open slots.

    4) Knights Challenge would not be stack able with ITF as it would be an alternative tab to ITF.

    These suggestions are nowhere near for "1 build" but merely a way to remove the current "BIS" meta of being a buff bot and making the GF much more fun and still balanced.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    grimah wrote: »
    Firstly I doubt this will happen after such a big GF update. Secondly, i hear what you are saying basically people want you to play your GF as a buff bot.

    Though this is a "nerf" if they changed it so knights valor did not boost into the fray then you would get more freedom in what to use instead of feeling like you are forced to use it. making into the fray the only one we really "have" to use". I only slot this when there is no healer present in the party, to hell with that little into the fray boost.

    Loss of mark would mean we lose our only range pull and its a hard taunt without having to wait for a cooldown gives a big mitigation debuff, I would like to see it as responsive/quick to apply as the warlock curse (if any of you have played a warlock) GF mark is alot more sluggish.

    edit: i think its better to think about ways to balance (not buff) some other skills, like iron warrior: when buff is active enemies who hit you get marked. etc etc

    I still think frontline surge is quite good since it applies a 10% damage mitigation debuff (from feat) and the added CC helps in certain situations.

    1) Knights Valor already DOESNT boost into the fray. Tested this many many times, willing to admit im wrong though.

    2) Loss of Mark = loss of range pull, again not an issue IMO. With all the stuff we just got, our ability to tank/split damage/beef our parties DPS alot, PLUS opening up that encounter slot. I dont see why we NEED a ranged "pull". Need to pull a group? Have a ranged class pull then rush in and AoE Taunt everyone with Daring Shout or Enforced Thread, or even stun with Frontline... ALOT of options there for PVE.

    3) I like that Idea as well. When Iron warrior is active any target YOU hit is marked (makes it RP appropriate). I dont see how JUSt changing the current encounters will fix any problems seeing as ITF and KV are THAT good. Current GF meta = perma buff bot = not a ton of fun.

    4) I agree FLS is good. I never mentioned anything about that.
  • chaoscourtesanchaoscourtesan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2014
    ayroux wrote: »
    1) Good point on E.T, range would need to be beefed up to 50'.

    2) I guess you didnt read what I said as the GF would inherit Daring Shout, Com and get it, as those are currently GWF abilities that would REPLACE ITF/KV etc.

    3) Your "Into the Fray" (again you didnt read what I said) would be on TAB, so Enforced Threat would be ONE encounter, now you have TWO open slots.

    4) Knights Challenge would not be stack able with ITF as it would be an alternative tab to ITF.

    These suggestions are nowhere near for "1 build" but merely a way to remove the current "BIS" meta of being a buff bot and making the GF much more fun and still balanced.

    I did read what you said- A couple of times before my first response, and a couple of times since then.
    It just wasn't clear to me what you said on a couple of points.

    I have never played a Swordmaster GF, so I thought those powers might only be available on that Paragon. (Which is why I thought it might be for a specialized build.)

    I have 3 GWF's I use Come and Get it on all of them. I use Daring Shout on none of them, it does nothing for them. So it is an unfamiliar power to me.
    I would not willingly cut ITF down in effect to increase its uptime. It's up almost all the time already.

    So you see, I did read you. I did not realize what you meant. As basically I pictured turning tab into a sort of 'Mastery' Encounter slot like CW's have. I did not realize you were talking about taking them out of the powers list.

    I wouldn't in that case have posted to this thread at all, as I certainly have nothing nice to say about that idea. Hahaha.

    Oh, and boosting range on ET could be very dangerous.. pulling too many mobs. Maybe even mobs the group wasn't ready to deal with.
    Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
    Roland Mac Sheonin GF | Tarron Direheart SW |
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    I did read what you said- A couple of times before my first response, and a couple of times since then.
    It just wasn't clear to me what you said on a couple of points.

    I have never played a Swordmaster GF, so I thought those powers might only be available on that Paragon. (Which is why I thought it might be for a specialized build.)

    I have 3 GWF's I use Come and Get it on all of them. I use Daring Shout on none of them, it does nothing for them. So it is an unfamiliar power to me.
    I would not willingly cut ITF down in effect to increase its uptime. It's up almost all the time already.

    So you see, I did read you. I did not realize what you meant. As basically I pictured turning tab into a sort of 'Mastery' Encounter slot like CW's have. I did not realize you were talking about taking them out of the powers list.

    I wouldn't in that case have posted to this thread at all, as I certainly have nothing nice to say about that idea. Hahaha.

    Oh, and boosting range on ET could be very dangerous.. pulling too many mobs. Maybe even mobs the group wasn't ready to deal with.

    No problem.

    Diffeerence between this and CW mastery slot is CWs can put ANY ability in the Mastery and gain a special mastery bonus.

    GF has a choice between three "passive" buffs in the form of an aura. So its quite a bit different.

    ITF does have near 100% uptime but it also has animation time as well. Giving it 100% uptime, zero cast time WOULD be too overpowered IMO so it would need to be cut a tad. Thats PART of the addition. It has stamina regen which is also nice, and thus increases block duration. So removing downtime/cast time makes it arguably TOO powerful as is.

    Daring Shout would be for Mark purposes, ive been told its a pretty effective ability. Either way, its more options to apply "mark" Im not saying these abilities would be "OMG OP!" but it replaces other abilities that were taken out for the Tab Function that have SOME utility/benefits as well.

    Boosting ET range could be dangerous? I dont think itll be that big a difference especially now that we have more tools to combat mobs. Most GFs will run ITF or KV on tab, which means you have better DR or more stamina gain meaning more block. If you ET its basically an AOE Taunt. Just be causeful how you use it. I see no problems with boosting its range. 30' is a VERY small range (the distance from the middle of a PVP node to the end of the node) Thats about 30'.... 50' doesnt even reach the entire distance of a PVP node.
  • chaoscourtesanchaoscourtesan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2014
    Yeah, I have sometimes wished it were a bigger area.
    When I said dangerous, I was thinking more in terms of making picky party members upset, rather than any real danger. Haha..
    Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
    Roland Mac Sheonin GF | Tarron Direheart SW |
  • grimahgrimah Member Posts: 1,658 Arc User
    edited September 2014
    Well for me, and im guessing others losing mark would be an issue.

    Also i think this build is just for what You want, if knights valor does not buff into the fray (i havent tested it myself so ill assume it doesnt) then Its not as needed as you may personally thing.

    I only use it if the party is 1. weak or 2. theres no healer. And if you are using enforced threat I don't feel the need to slot knights valor, because everything should be sticking to you anyways (if you use enhanced mark even more so). And if you are in a geared group then you really dont need to use it.

    so apart from into the fray you can slot a mix of lunging/enforced, or frontline/valor etc etc.

    all in all, i think you are looking in the wrong direction, if you are looking for viable GF balancing. As it stands now, I find myself often using different encounters. If this change was implemented I would end up using the same ones all the time like we did before (lung/fls/enforced) atleast now we have the dilemma of what to pick depending on what group or dungeon you are going into.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • emilemoemilemo Member Posts: 1,718 Arc User
    edited September 2014
    OP seems to be all for total class overhauls these days. Completely redesigning both fighters in his posts. I dont think so my man. I'm like you, a fighter player. My GWF is over 18k and my GF close to 19k. Both feel very good as they are right now. I dont think we need anything else as fighters but our bugs fixed and if the devs do it right the GF block at least will be stopping all frontal CC soon. Having KC or KV or ITF as TAB is an old idea. Ive thought about it myself like Im sure any serious GF has but that was Mod 3. The current GF is a different animal. The current GF offers you awesome play as any of the paths. He can be a dps machine, a tank, a buffer with a slight change in setup. Of course the GF will never be as fluid as a GWF but thats cool, its why I play both.

    If I were you Id focus my energy on keeping the class as relevant as it is now because sooner or later they will add the Paladin and then we'll see whats what.
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  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    I think a major difference in our perspectives, and you guys can correct me if I am wrong here, is that you both are more PVE focused, while I am PVP focused.

    Why that matters is we currently dont have any challenging PVE dungeons. So while things like Knights Valor or Into the Fray seem like good options for various builds, in PVP there is really only one "META" build and that is the role of a buff bot - especially now with the guard/control re-work.

    I do like where GF is today, you feel like you have alot more options, which is great for PVE, however if we ever have REAL challenging PVE, youll see more and more people flock to the Protector buff bot build. Knights Valor and ITF are too strong for parties to now run with. Especially in PVP, combined with red glyphs its THE build and its honestly super boring.

    I think swapping out tab for these abilities makes the GF STILL have alot of the same build options and then some! Because it not only gives one of three amazing group benefits but frees up your encounter slots to enable for a more dynamic play. What I mean by that is, if you dont waste a slot for either ITF or KV and its uptime is 100%, you have three encounters that you get to actually use in a rotation.

    I AM for total overhaul of both fighters because where they are at (while seemingly "balanced") is REALLY unfun to play.

    The GWF is forced to be a "sprint cheese build" to be competitive in pvp, and forced to use FLS/Takedown/IBS - no real other options are viable. While the GF is forced to use KV in PVP because its too strong NOT to use it and any other build will fall short in ability to compete.

    What I want to do is make BOTH fighters more FUN to play. I admit its not my unique idea and its been around for a long time to swap out tab with an ability, but I do really think its what the class needs.

    You have a choice between one of those THREE "buffs" for yourself and the group, each with their own playstyle and advantages.

    A Conq would likely slot knights challenge and buff it with the Conq Path, giving them added damage (by around 35% feated) as well as reduce any foes damage withing 50' of them to PARTY members by 25%. An all out "offensive" charger build, THIS would enable them to run three encounters around DPS.

    A Protector could run Knights Valor, splitting damage with the party, has increased DR and combined with Guarded+capstone reduces AGAIN opponents damage.

    While a tact could run ITF, beefing his parties entire damage and AP gain through his capstone.

    While those are the GENERICs, Really ANY abilities could be used with great synergy with any guild.

    Conqs could run ITF for runspeed/damage, or even KV to get their Conq stacks up faster.

    Protectors could run ITF or KC to increase their damage (for lack of damage feats)

    Tact could run KV to build AP even faster, or even KC to beef up damage.

    The choices for builds would be INSANE and it allows you more "active" playstyle and "active" options because isntead of cast+blocking 24/7 youd be able to provide buffs to your party without casting, allowing ALL your encounters to be used with rotations.


    I also think only allowing ONE of those three powers, gives GFs a very challenging/fun choice of how to play and build their characters, just like it is now, but DOESNT eat an entire encounter slot to do so.

    If they wanted, they could add a "weapon throw" abilities for an encounter which could operate as a "pull". I had an idea of putting a "range" on Anvil of Doom when feated in the Tact tree, but that likely wouldnt have the range of tab mark.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited September 2014
    ayroux wrote: »
    Why that matters is we currently dont have any challenging PVE dungeons. So while things like Knights Valor or Into the Fray seem like good options for various builds, in PVP there is really only one "META" build and that is the role of a buff bot - especially now with the guard/control re-work.

    I think its just down to personal taste. in any/most kind of game when you push things to the limit theres always going to be the 1 better than all. But in this game the meta you speak of is such a small pool, theres probably only 20-30ish (may even be less than that) GF players out of the whole population who play in a strict 5 man team composition using the buff bot thing you speak of. And right now hinges alot on the OPness of the glyphs.

    You can easily play PvP and when you are solo queue/pugging using a damage/CC orientated loadout and still win/bring something to the table, whilst having fun and still be useful (killing people).


    I think with your idea. I would just scrap the whole KV/ITC/KC in tab, and if make it into stance switching instead (attack/support).
    attack giving everyone a +10% run speed/damage/recharge speed, guard giving +15% DR/AP gain/threat (more for you and less for them).

    but you have to ask yourself if you will still use KV, then it might be an issue with KV being too good that is the problem (reduce it down to 40% aborb instead).
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    grimah wrote: »
    I think its just down to personal taste. in any/most kind of game when you push things to the limit theres always going to be the 1 better than all. But in this game the meta you speak of is such a small pool, theres probably only 20-30ish (may even be less than that) GF players out of the whole population who play in a strict 5 man team composition using the buff bot thing you speak of. And right now hinges alot on the OPness of the glyphs.

    You can easily play PvP and when you are solo queue/pugging using a damage/CC orientated loadout and still win/bring something to the table, whilst having fun and still be useful (killing people).


    I think with your idea. I would just scrap the whole KV/ITC/KC in tab, and if make it into stance switching instead (attack/support).
    attack giving everyone a +10% run speed/damage/recharge speed, guard giving +15% DR/AP gain/threat (more for you and less for them).

    but you have to ask yourself if you will still use KV, then it might be an issue with KV being too good that is the problem (reduce it down to 40% aborb instead).


    All I would say to this is you dont even have to push to the limit in PVE, if your decently geared and a mildly competent player you will find PVE boring and not a challenge. If they ever released a dungeon that required you to try and min/max your group and gear for PVE, youd start seeing more of players echoing my statements and saying its just not fun.

    I really like the idea of the powers ITF/KV but since it is a group buff, its group buffs that are frankly just boring powers. So it stinks that they are SO powerful! The issue isnt if you are "bringing to the group" or not, but if you pit a team with a Conq GF not using ITF/KV versus a prot GF using KV/ITF the prot team will win (barring even teams) hands down.

    While GFs have amazing burst now with their abilities, their DPS is actually quite low still, so they SEEM strong in some situations but very lack luster in others. Its similar in SOME regards to CWs at the moment, having ONE build thats viable and its all based on DoTs and unavoidable proc chance mechanics. Is CW balanced? Sure! But is it fun to play? Not at all....

    Your idea of having an offensive defensive stance COULD work, but then youd have to still mess with KV/ITF because now your giving even more group support.

    So if you combined "+10% run speed/damage/recharge speed" with ITF it would make even MORE "bot bots" out there.

    Trust me, I REALLY like the new ITF and KV, they are awesome in utility. But due to the limited encounter slots on this game, THATS what makes it boring to play.


    Are GFs in a bad spot? No. Its just they could use some re-work because of the "fun" of playing the class.

    I really think that Tab/Aura/Buff idea would bring ALOT of fun to the class. There really is nothing in PnP rules that allow the GF to "pull" mobs at range. While that would be "missed", the customization that would be available is a MUCH better "pro" for such a small "con" that really makes little difference in battle TBH.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited September 2014
    then the issue i think is with knights valor robbing away any active encounter, leaving you with less buttons to press/less fun.

    Why not re-work knights valor to be more fun instead? Because i really do not think scrapping mark is a good idea.

    So off the top of my head:

    Knights Valor: cast once to activate (like CW shield) Absorbs 35% of party damage, when you have absorbs 25% of your maximum health it gains a charge, stacking up to 3 times. when activated it releases 4% of your maximum hp per stack as irresistable damage. (so at 60k you deal 6k at max stack point blank aoe) once cast it, it turns off knights valor and goes on cooldown for 8 seconds.

    You may think we are forced to use it all the time, but thats not true, you don't use it whilst solo/questing and in most PvE dungeons, and solo PvP. So when you say you always have to use it, that only applies to a very certain situation and criteria.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    grimah wrote: »
    then the issue i think is with knights valor robbing away any active encounter, leaving you with less buttons to press/less fun.

    Why not re-work knights valor to be more fun instead? Because i really do not think scrapping mark is a good idea.

    So off the top of my head:

    Knights Valor: cast once to activate (like CW shield) Absorbs 35% of party damage, when you have absorbs 25% of your maximum health it gains a charge, stacking up to 3 times. when activated it releases 4% of your maximum hp per stack as irresistable damage. (so at 60k you deal 6k at max stack point blank aoe) once cast it, it turns off knights valor and goes on cooldown for 8 seconds.

    You may think we are forced to use it all the time, but thats not true, you don't use it whilst solo/questing and in most PvE dungeons, and solo PvP. So when you say you always have to use it, that only applies to a very certain situation and criteria.

    Not a BAD idea, but I do really like the way KV works ATM. I think it should arguably have a range reduction from 150' to maybe 100' however I dont want to nerf it too much because I feel like out of ALL the abilities we have Knights Valor is THE most representational of what the GF is supposed to do.

    Obviously when you solo play you dont HAVE to use it, but thats basically rolling the dice in PVP on who youll match up against. Basically noone ever solo-Qs anymore cause there is so much chance youll get pit against a partial or full premade and lose from having bad pugs.

    Also in a Pug vs Pug game - say you did solo Q, the BEST thing you can do to carry the team as hard as you can is actually KV/Protector. Splits ALL damage AND reduces enemy damage 20%... I mean if a PUG team cant win with that.... Which actually DOES happen BTW.

    I dont know if this would be TOO strong or not, but I almost feel as if maybe Iron Guard should be dropped to a T4 feat in Protector, then Knights Valor is put at the capstone instead.

    You could THEN reduce KV effects down to even say a 50' radius (on par with ITF - basically the diameter of a PVP node) and now it doesnt take 1 encounter slot. The DOWNSIDE is this would be protector only, but maybe thats fair?

    Iron Guard would then need a nerf to 15% and possibly positioned in place of overwhelming impact and could match balanced Fighters %s of
    Iron Guard:
    "Every hit reduces enemies damage by 3/6/9/12/15%"

    THIS could be a possible way to position it. Protector only, reduced to 50'-60' max range + LOS. Takes ZERO casting and doesnt eat an encounter slot. I would also (instead of the +20% buff) give a flat DR buff BASED on the number of people affected by KV capstone.

    So the Capstone COULD be:
    "intercept half parties damage blah blah 50', increases DR by 5% for each affected party member." So this could get a GF BACK to his 20% max DR boosted (4 party members *5% = 20% = same as rank 3 KV).

    I dont think this would be TOO OP as now the range was cut in 1/3rd, requires only Prot GFs to use this. Frees up options for the Prot GF to not feel like a buff bot - doesnt REALLY fix Conq GFs however my suspicion is most GFs if they run KV dont run ITF. Either 1 or the other.

    Thoughts?
  • grimahgrimah Member Posts: 1,658 Arc User
    edited September 2014
    ayroux wrote: »
    Basically noone ever solo-Qs anymore cause there is so much chance youll get pit against a partial or full premade and lose from having bad pugs.

    wow. Firstly the premade players are very very small % of the main playerbase.

    Secondly just because they solo queue and don't put much thought into the leaderboard/losses with bad pugs/vs premades, does not make them less of a PvPer than those who only go premades so they have a better chance of winning (really?) The turtle build you describe is just one way and the most optimal in your personal situation, but changing the whole core of the class just for that situation isn't the right way to look at things.
    ayroux wrote: »
    Also in a Pug vs Pug game - say you did solo Q, the BEST thing you can do to carry the team as hard as you can is actually KV/Protector. Splits ALL damage AND reduces enemy damage 20%... I mean if a PUG team cant win with that.... Which actually DOES happen BTW.

    In pugs it's unpredictable you may have to go off to "win" the match by solo capping further in/force push the enemy team back. groups may split off so yourll only end up shielding none/two persons where CC chains could save a team-mate/eliminate a threat. Some/alot of GF Pvpers play as conqueror/bruiser so thats mostly CC/damage encounters (some using anvil etc).

    I DO agree with you that protector play/build is very dull, because of the lack of damage you are better off turtling. Which is why it maybe best to rework some buff/passive encounters to feel more active.

    Maybe rework terrifying impact, Targets hit by any encounter have their movement and stamina regeneration reduced by 6/12/18/24/30% for 5 seconds. You could also look at changing some protector feats to give current encounters a damage/new component (similar to intimidation for sentinels)

    All im trying to suggest is that: giving you a choice is better for balance than giving both.
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  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    grimah wrote: »
    wow. Firstly the premade players are very very small % of the main playerbase.

    Secondly just because they solo queue and don't put much thought into the leaderboard/losses with bad pugs/vs premades, does not make them less of a PvPer than those who only go premades so they have a better chance of winning (really?) The turtle build you describe is just one way and the most optimal in your personal situation, but changing the whole core of the class just for that situation isn't the right way to look at things.



    In pugs it's unpredictable you may have to go off to "win" the match by solo capping further in/force push the enemy team back. groups may split off so yourll only end up shielding none/two persons where CC chains could save a team-mate/eliminate a threat. Some/alot of GF Pvpers play as conqueror/bruiser so thats mostly CC/damage encounters (some using anvil etc).

    I DO agree with you that protector play/build is very dull, because of the lack of damage you are better off turtling. Which is why it maybe best to rework some buff/passive encounters to feel more active.

    Maybe rework terrifying impact, Targets hit by any encounter have their movement and stamina regeneration reduced by 6/12/18/24/30% for 5 seconds. You could also look at changing some protector feats to give current encounters a damage/new component (similar to intimidation for sentinels)

    All im trying to suggest is that: giving you a choice is better for balance than giving both.

    I would respectfully disagree with your perspective.

    The current issue of is FAR more spanning than just a GF. When a HIGH ELO player enters a domination match solo-Q it actually is a severe hindrance and more than likely will cause a loss for the team because EITHER the team tries to balance out the ELO players so the 1 high ELO with get matched with a ton of 9k GS players and the other team will be more moderate (because on balance its "fair right... LOL) OR they will find ANOTHER high ELO player and bring that person into the game.

    As I just mentioned hardly ANY high ELO player solo-Qs anymore thus when it tries to bring in ONE high ELO player it brings in 2 or 3 players. Thus giving now your opposing team 2-3 good players versus you and 4 moderate pugs (guess who will win).

    So thats PART of the issue. If they fixed matchmaking so that it actually put together good matches that will solve ONE issue.


    The second issue then becomes the best "build meta". Which in the CURRENT craptastic matchmaking form, you are right and probably better off trying to MAX your own build individually (rocking in this case - Conq spec) because you CANT rely on the <font color="orange">HAMSTER</font> pugs who were brought in to bring YOUR elo down (from a team average perspective).

    So now you are a GF at a crossroads. Do you spec Prot/turtle build for potential premades and high ELO vs high ELO games, or do you play the life of the gambler solo-qing and speccing Conq maxing your own contribution.

    The end result of this entire thread is hoping to make the GF a much more fun class to play. I think Conq spec if already there - I had a blast specced Conq, but Conq PALES in comparison in higher end pvp to a prot GF who can keep the entire team alive for a LONG time.

    So the issue is only going to be seen/felt/experienced by higher ELO players who recognize the full potential of the class is now just a buff bot for the team, while the lower ELO players and even PVE players as you said "don't put much thought into the leaderboard/losses" so they couldnt care less.

    But which direction are we HOPING this game goes?

    Difficult PVE dungeons that require min/maxing and synergy group play? Challenging PVP where matchmaking pits even foe against even foe, or continue down this mishmash of who knows what.

    if its the latter, your right, its WAI and fine how it is since <10% of the GF population will even know what I am talking about. If its heading towards the former, however, this will become a much bigger incident.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    I would like to add as well, that the solution of saying:

    "Well if Prot > Conq, just nerf protector then so they are even but a tradeoff" doesnt work. Because it doesnt address the CORE issue that one is FUN to play while the other is NOT fun to play at all.

    I think EITHER my OP, or the other solution of making it a Pure Prot "passive" would be FAIR AND actually nerf the build all while making it MORE fun to play.

    Why? In the OP it is a passive that lets you use 3 encounters. Anyone can pick this, it also has decreased range.

    If the OTHER suggestion its a Prot passive ONLY, allowing the use of three encounters. Again with decreased range.

    So it actually makes the Turtle build LESS viable since you as the GF need to be closer to teammates to intercept damage, HOWEVER it lets you utilize more encounters. Making it take MORE skill and being MORE fun.
  • emilemoemilemo Member Posts: 1,718 Arc User
    edited September 2014
    @ayroux

    I have the solution for your ailment and I'll present it free of charge - go ahead and solo queue for PVP. You'll find more fun than in a month worth of premades. Also a change catering to a minority should not go through.
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  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    emilemo wrote: »
    @ayroux

    I have the solution for your ailment and I'll present it free of charge - go ahead and solo queue for PVP. You'll find more fun than in a month worth of premades. Also a change catering to a minority should not go through.

    LOL! You didnt read the post above where any attempt to solo Q results in a loss and frustrating pug match.

    Actually 1 GOOD premade is worth more than 20 solo Q matches. Youll almost never had a good solo Q game.


    Again all that said, doesnt fix that one of the BEST (Better) W.e anyone wants to say, is a GF Buff Bot. KV+Guarded+Protector capstone is an amazing synergy.

    If Protector you deal no damage so then its again better to buff teammates by about 35-40% instead of slotting a DPS encounter.

    Back to same issue: 1 encounter used, spend entire time blocking.
  • zhaofuozhaofuo Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 129 Bounty Hunter
    edited September 2014
    1. Put KV or ITF in our Tab (since basically the GWF have our "TAB") - they get the same 20% damage increase + CA.

    - GWF mark don't vanish if they get hit (they can apply them to up to 5 mobs - IBS/TR and i forgot the other encounter)
    - GF Mark vanish if we get hit and we can only perma mark a single monster.

    - Making "marked" universal for both GF and GWF will be a good step in making Mark esclusive to both fighter class only and we won't have the arguement of which class can "mark" better.

    Basically what i'm trying to say here is GF "TAB" is currently stupid right now. it would be better to change this into KV or ITF. i would suggest KV as it totally represent the name (guardian fighter).
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    zhaofuo wrote: »
    1. Put KV or ITF in our Tab (since basically the GWF have our "TAB") - they get the same 20% damage increase + CA.

    - GWF mark don't vanish if they get hit (they can apply them to up to 5 mobs - IBS/TR and i forgot the other encounter)
    - GF Mark vanish if we get hit and we can only perma mark a single monster.

    - Making "marked" universal for both GF and GWF will be a good step in making Mark esclusive to both fighter class only and we won't have the arguement of which class can "mark" better.

    Basically what i'm trying to say here is GF "TAB" is currently stupid right now. it would be better to change this into KV or ITF. i would suggest KV as it totally represent the name (guardian fighter).

    I agree here. I think many people would have exception with KV because we would be "losing" 20% dmg + CA from our tab.

    This is why I was thinking offering a choice between KV/ITF/KC(modified) and instead of a "cast" I was thinking an Aura (like the draconic 4/4 set)

    removing mark from tab, means youll need more things that can mark targets to get back that damage boost and CA.
  • crixus8000crixus8000 Member Posts: 1,205 Bounty Hunter
    edited September 2014
    zhaofuo wrote: »
    1. Put KV or ITF in our Tab (since basically the GWF have our "TAB") - they get the same 20% damage increase + CA.

    - GWF mark don't vanish if they get hit (they can apply them to up to 5 mobs - IBS/TR and i forgot the other encounter)
    - GF Mark vanish if we get hit and we can only perma mark a single monster.

    - Making "marked" universal for both GF and GWF will be a good step in making Mark esclusive to both fighter class only and we won't have the arguement of which class can "mark" better.

    Basically what i'm trying to say here is GF "TAB" is currently stupid right now. it would be better to change this into KV or ITF. i would suggest KV as it totally represent the name (guardian fighter).

    Again though KV is only a good tab for pve....

    I would be happy for ITF on tab for sure! but not KV

    Also for future gf changes one main thing i would like is more deflect from dex and more dmg bonus from str...as the "tank" class we have too low deflect.
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  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    crixus8000 wrote: »
    Again though KV is only a good tab for pve....

    I would be happy for ITF on tab for sure! but not KV

    Also for future gf changes one main thing i would like is more deflect from dex and more dmg bonus from str...as the "tank" class we have too low deflect.

    Yeah ITF could work really well as a tab mechanic.

    the only issue there is your losing mark dmg + CA. So IMO id have to be boosted up to have 100% uptime to be worth it (currently its about 8sec buff and 12 sec CD - so 12 sec buff and 12 sec CD).
  • zhaofuozhaofuo Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 129 Bounty Hunter
    edited September 2014
    ayroux wrote: »
    Yeah ITF could work really well as a tab mechanic.

    the only issue there is your losing mark dmg + CA. So IMO id have to be boosted up to have 100% uptime to be worth it (currently its about 8sec buff and 12 sec CD - so 12 sec buff and 12 sec CD).



    We are not loosing the "mark" though. if they use the same script the GWF mark then we also have the same 20% damage + CA by using TR/ET
  • ripyourlipsoffripyourlipsoff Member Posts: 1,552 Arc User
    edited September 2014
    I am all for any changes to tab, its great it gives 20% dmg and combat advantage but its so lackluster... I think mark should auto apply with specific encounters and Tab should be something special.
    Shieldbash 60 GF ~ Iron Vanguard 19.0k
    Overpowered 60 CW ~ Thaumaturge 14.5k
    ==========================================


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