Why my warlock has only 13.1% chance of lifesteal with 3320 points in the skill and yet my Control Wizard has 11.7% chance with only 1700 points?
What kind of <font color="orange">HAMSTER</font> is that? The Scourge Warlock's MAIN thing is suppose to be lifesteal isnt it? Shouldnt we have a higher bonus for the points that we put into that skill? May as well ignore lifesteal altogether and just put it in defense then...
The issue I have is the way the numbers are working, I dont get it. The Warlock is suppose to be the big lifestealer class, or so I have always believed. And yet with almost double the points (3320 vs 1716) I only am getting like 1.3% higher chance of lifesteal?
Keep in mind this is only straight off the numbers, which includes boons etc. How percentage stats add to that it doesnt show us in game so there's no way for us to know. Which I dont like, but I'm used to from Cryptic. (They dont call them cryptic for nothing)
But no class in game should be as good with lifesteal as the warlock. 1000 points for a CW shouldnt be the same percentage as 1000 points for the SW.
Why my warlock has only 13.1% chance of lifesteal with 3320 points in the skill and yet my Control Wizard has 11.7% chance with only 1700 points?
The stat curves change as you get to 70.
At level 70, 3320 will be worth 8.3%. 1700 will be worth 4.25%. The Warlock's Temptation capstone was changed so it essentially functions like the old lifesteal. But the new lifesteal mechanic is less reliable than the old.
But it's a warlock.....That's what they're suppose to do...right?
Not anymore, life steal is worthless now, especially come 70 - which might be why hardly any of the 70 eq has any life steal.
Dunno what I'm gonna do with my temptation SW, but meh. So much for "Drake'ula" and his blood sucking madness.
There is the thing with diminishing returns though - doubling a stat does not double the result. Life Steal has one of the harshest diminishing returns in the game - I'd have to check the chart, but it maybe they made it harsher still. They were changing how that worked for some stats, but IDK if life steal was one of them, off hand.
The issue I have is the way the numbers are working, I dont get it. The Warlock is suppose to be the big lifestealer class, or so I have always believed. And yet with almost double the points (3320 vs 1716) I only am getting like 1.3% higher chance of lifesteal?
Keep in mind this is only straight off the numbers, which includes boons etc. How percentage stats add to that it doesnt show us in game so there's no way for us to know. Which I dont like, but I'm used to from Cryptic. (They dont call them cryptic for nothing)
But no class in game should be as good with lifesteal as the warlock. 1000 points for a CW shouldnt be the same percentage as 1000 points for the SW.
The new stats curves for level 70 gradually kick in over levels 61-70 until they reach the 400 stat points = 1% bonus. The reason behind your characters having different % for drastically different numbers is these new stat curves.
If you don't believe me level your CW to 63 and then compare the % chances
But it's a warlock.....That's what they're suppose to do...right?
As many SW I had/have in friend list they simply retire SW's. And move to other classes. And hope than maybe in mod 8 or mod 21 SW rise from ashes..
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
As many SW I had/have in friend list they simply retire SW's. And move to other classes. And hope than maybe in mod 8 or mod 21 SW rise from ashes..
yeah unfortunately atm mod 6 seems like it has killed off the SW. This is kinda upsetting to me because I was super stoked when they released the class initially and now the warlock I worked so hard on is gonna become another invocation/profession character.
The stat curve gets worse every time you gain a level above 60. For example without changing and gear, my CW had 10.9% at 61, 10.1% at 62, and now 9.5% at 63.
The stat curve gets worse every time you gain a level above 60. For example without changing and gear, my CW had 10.9% at 61, 10.1% at 62, and now 9.5% at 63.
im confused why are we bothering to level up then? shouldnt the goal be fitting as much in as we can at the lower levels?
im confused why are we bothering to level up then? shouldnt the goal be fitting as much in as we can at the lower levels?
Well, what I think is that with higher level gear to bring you higher level gear scores you should become more powerful as you get to 70. But if you use the same gear as you go up in level you will really just become weaker. Which kinda makes sense, I can kinda get behind that. Higher level gear should make you more powerful.
I am really struggling with the fact that 1000 points means less as you go up in level, I kinda understand it, but I kinda dont too.
And every class is suppose to be different. So 1000 points in power should mean a different percentage boost for a Control wizards vs a Guardian fighter. That's the perception I've always had about the game.
So going back to topic... Since Lifesteal is a main stat for a scourge Warlock, 1000 points for a SW should mean a buttload more then 1000 points for a Control Wizard, or Guardian Fighter, or Great Weapon fighter. And it does not. And that's wrong.
1000 points in deflect means alot more to a HR then it does a SW....
1000 points in defense means alot more to a Guardian Fighter, Great Weapon Fighter, then it does to a SW....
Unless my complete understanding about how this game is suppose to be is 100% wrong... Course I can just level up and that will drop to 93% wrong.
The Devs nerfed Lifesteal (and Regeneration) for a pretty good reason. The average DPS character used Lifesteal to completely offset being squishy. Control Wizards shouldn't be face tanking dragons, but that was what Lifesteal allowed. This means that most teams totally dissed GFs and healing DCs, because they simply were useless to the team. NW suffered as an MMO, because it really made teams unnecessary outside of minimum teammate dungeons/skirmishes (where tanks and healers were still unnecessary).
Diminishing returns is a pretty standard game mechanic. It helps push players into upgrading gear and prevents them from specializing in one stat the point of becoming a god.
Ultimately, the best thing to do is embrace change and start teaming with friends and guildies. Don't worry about the stat block as much as the actual play. MMOs are a constantly changing environment. That is ultimately what keeps most players coming back.
BTW, my main is a CW focused on AoE DPS. I took the nerf right in the face, since Lifesteal is even more reduced for AoE attacks. I have to totally rework my character, but ......
The "pretty good reason" being to reassert the dilapidated model of the holy trinity. We need people to need tanks and healers? Why?
And, in practice, they "encourage" the healer role by destroying one of the healers (Temp-lock = bye bye)? Really?
How are we NOT supposed to look at this and see a cash grab?
New class is a healer or tank. People spend more on speed/power leveling new classes. So, Cryptic changes the existing (read "already fleeced") classes to encourage you to spend all over again.
There just is no way to look at this and not feel violated.
The "pretty good reason" being to reassert the dilapidated model of the holy trinity. We need people to need tanks and healers? Why?
And, in practice, they "encourage" the healer role by destroying one of the healers (Temp-lock = bye bye)? Really?
How are we NOT supposed to look at this and see a cash grab?
New class is a healer or tank. People spend more on speed/power leveling new classes. So, Cryptic changes the existing (read "already fleeced") classes to encourage you to spend all over again.
There just is no way to look at this and not feel violated.
Cryptics secret plan, Nerf SW to point that no players play with it anymore and in silence cut it from game .
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
New player here - just selected Tiefling / Scourge Warlock... should I start again if his main skills have been nerfed???
Yes. Delete the character and roll a new class. I would say either the Paladin or Great Weapon Fighter as they seem to be doing okay. Rogue or Ranger if you like to play tactical. But just do not bother with the Warlock right now.
Cryptics secret plan, Nerf SW to point that no players play with it anymore and in silence cut it from game .
doesn't sound right when its the second newest class, what's the revenue in releaseing a class to make it useless does this mean mod 7 paladins will be useless going with this train of thought? And then you look back before SW, the HR its not useless so your point kinda fizzles by that logic.
then again i could be completely wrong however as any freemium game their will always be a "top class" and a "bottom class" after each big change if SW's are the bottom ones now then perhaps in mod 7 they will reverse that, in mod 4 rogues were the bottom class in pve noone wanted them and people got kicked just because they were a TR as they offered NOTHING to a dungeon. Pitiful dps, no control, no survibility besdies perma stealth.
GWF's are hurting too. Trust me, I was highly embarrased by my 25 deaths during a 60-70 skirmish. :rolleyes:
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mtciceroMember, Neverwinter Beta UsersPosts: 5Arc User
edited April 2015
Yeah--they killed off my SW and my Hunter Ranger is basically useless now--GS dropped and where I was killing creatures in the Well of Dragons before--now I have to run for my life--it really kills the game-play--not too impressed with Mod 6 thus far--shame.
You think the SW is hurting? what about the GFs? they introduced a new tank that has healing capabilities and actually does AoE damage with their shield. GF's are not gonna be as desirable as an OP, granted GFs have increased damage now but what position do they really have? are they going to turn into DPS now? how many people will actually want a GF for a tank? the abilities that the new class has completely out shines the Gfs ... regardless of what they've done to other classes. I've put my GF to rest because no one will want a GF when they can choose an OP, add a healing DC to that mix and no one will die. (except the GF)
I'm glad NWO is going back to old school MMO style but they could try that with out killing off any class.
The issue I have is the way the numbers are working, I dont get it. The Warlock is suppose to be the big lifestealer class, or so I have always believed. And yet with almost double the points (3320 vs 1716) I only am getting like 1.3% higher chance of lifesteal?
Keep in mind this is only straight off the numbers, which includes boons etc. How percentage stats add to that it doesnt show us in game so there's no way for us to know. Which I dont like, but I'm used to from Cryptic. (They dont call them cryptic for nothing)
But no class in game should be as good with lifesteal as the warlock. 1000 points for a CW shouldnt be the same percentage as 1000 points for the SW.
New player here - just selected Tiefling / Scourge Warlock... should I start again if his main skills have been nerfed???
Tiefling SW is what I am still rocking, and post Mod 6 I am sticking with it. Then again I enjoy the Glass Cannon "High Risk-High Reward" playstyle... :cool:
There is the thing with diminishing returns though - doubling a stat does not double the result. Life Steal has one of the harshest diminishing returns in the game - I'd have to check the chart, but it maybe they made it harsher still. They were changing how that worked for some stats, but IDK if life steal was one of them, off hand.
I didn't see that anyone had directly addressed this, so I'll do so.
At level 60 your character will be on the same set of stat curves that the game has always had since launch. Those curves have heavy diminishing returns. Because of that, no one really needed to stack Lifesteal over ~2000 because any more put into it was kind of wasted.
In Module 6, the second you cross over to level 61 you will be placed on new stat curves. These curves are basically linear with almost no diminishing returns. Every level you gain over 60 the curves get worse...and worse...and worse until you hit level 70. At level 70 400 points in a stat will equal 1% with the exception of Recovery, which is 200/1%, and Armor Penetration which is 100/1%.
The downside of this is that your current stats will be far, far less effective. Your level 70 character will be significantly worse than your level 60 character. The upside of this is that you can now be creative in how you build your character. Want to shoot for a character that has 12,000 Lifesteal? Go for it. That will pump you up to 30% and give you a pretty consistent source of healing. Though, you'll have to sacrifice a lot of other stats to get there. Want a rapid-fire build with 16,000 Recovery so all spells come off cooldown much, much faster? It's doable, but you won't have much Crit or Power if you do that.
The game has enabled you to be a life-sucking heal monster if you tailor your enchantments and gear toward that end. You just can't have that AND every other stat, too.
Comments
The issue I have is the way the numbers are working, I dont get it. The Warlock is suppose to be the big lifestealer class, or so I have always believed. And yet with almost double the points (3320 vs 1716) I only am getting like 1.3% higher chance of lifesteal?
Keep in mind this is only straight off the numbers, which includes boons etc. How percentage stats add to that it doesnt show us in game so there's no way for us to know. Which I dont like, but I'm used to from Cryptic. (They dont call them cryptic for nothing)
But no class in game should be as good with lifesteal as the warlock. 1000 points for a CW shouldnt be the same percentage as 1000 points for the SW.
The stat curves change as you get to 70.
At level 70, 3320 will be worth 8.3%. 1700 will be worth 4.25%. The Warlock's Temptation capstone was changed so it essentially functions like the old lifesteal. But the new lifesteal mechanic is less reliable than the old.
Dunno what I'm gonna do with my temptation SW, but meh. So much for "Drake'ula" and his blood sucking madness.
There is the thing with diminishing returns though - doubling a stat does not double the result. Life Steal has one of the harshest diminishing returns in the game - I'd have to check the chart, but it maybe they made it harsher still. They were changing how that worked for some stats, but IDK if life steal was one of them, off hand.
The new stats curves for level 70 gradually kick in over levels 61-70 until they reach the 400 stat points = 1% bonus. The reason behind your characters having different % for drastically different numbers is these new stat curves.
If you don't believe me level your CW to 63 and then compare the % chances
As many SW I had/have in friend list they simply retire SW's. And move to other classes. And hope than maybe in mod 8 or mod 21 SW rise from ashes..
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
yeah unfortunately atm mod 6 seems like it has killed off the SW. This is kinda upsetting to me because I was super stoked when they released the class initially and now the warlock I worked so hard on is gonna become another invocation/profession character.
im confused why are we bothering to level up then? shouldnt the goal be fitting as much in as we can at the lower levels?
Well, what I think is that with higher level gear to bring you higher level gear scores you should become more powerful as you get to 70. But if you use the same gear as you go up in level you will really just become weaker. Which kinda makes sense, I can kinda get behind that. Higher level gear should make you more powerful.
I am really struggling with the fact that 1000 points means less as you go up in level, I kinda understand it, but I kinda dont too.
And every class is suppose to be different. So 1000 points in power should mean a different percentage boost for a Control wizards vs a Guardian fighter. That's the perception I've always had about the game.
So going back to topic... Since Lifesteal is a main stat for a scourge Warlock, 1000 points for a SW should mean a buttload more then 1000 points for a Control Wizard, or Guardian Fighter, or Great Weapon fighter. And it does not. And that's wrong.
1000 points in deflect means alot more to a HR then it does a SW....
1000 points in defense means alot more to a Guardian Fighter, Great Weapon Fighter, then it does to a SW....
Unless my complete understanding about how this game is suppose to be is 100% wrong... Course I can just level up and that will drop to 93% wrong.
Diminishing returns is a pretty standard game mechanic. It helps push players into upgrading gear and prevents them from specializing in one stat the point of becoming a god.
Ultimately, the best thing to do is embrace change and start teaming with friends and guildies. Don't worry about the stat block as much as the actual play. MMOs are a constantly changing environment. That is ultimately what keeps most players coming back.
BTW, my main is a CW focused on AoE DPS. I took the nerf right in the face, since Lifesteal is even more reduced for AoE attacks. I have to totally rework my character, but ......
And, in practice, they "encourage" the healer role by destroying one of the healers (Temp-lock = bye bye)? Really?
How are we NOT supposed to look at this and see a cash grab?
New class is a healer or tank. People spend more on speed/power leveling new classes. So, Cryptic changes the existing (read "already fleeced") classes to encourage you to spend all over again.
There just is no way to look at this and not feel violated.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
Yes. Delete the character and roll a new class. I would say either the Paladin or Great Weapon Fighter as they seem to be doing okay. Rogue or Ranger if you like to play tactical. But just do not bother with the Warlock right now.
doesn't sound right when its the second newest class, what's the revenue in releaseing a class to make it useless does this mean mod 7 paladins will be useless going with this train of thought? And then you look back before SW, the HR its not useless so your point kinda fizzles by that logic.
then again i could be completely wrong however as any freemium game their will always be a "top class" and a "bottom class" after each big change if SW's are the bottom ones now then perhaps in mod 7 they will reverse that, in mod 4 rogues were the bottom class in pve noone wanted them and people got kicked just because they were a TR as they offered NOTHING to a dungeon. Pitiful dps, no control, no survibility besdies perma stealth.
I'm glad NWO is going back to old school MMO style but they could try that with out killing off any class.
welcome to mod6, enjoy!
I didn't see that anyone had directly addressed this, so I'll do so.
At level 60 your character will be on the same set of stat curves that the game has always had since launch. Those curves have heavy diminishing returns. Because of that, no one really needed to stack Lifesteal over ~2000 because any more put into it was kind of wasted.
In Module 6, the second you cross over to level 61 you will be placed on new stat curves. These curves are basically linear with almost no diminishing returns. Every level you gain over 60 the curves get worse...and worse...and worse until you hit level 70. At level 70 400 points in a stat will equal 1% with the exception of Recovery, which is 200/1%, and Armor Penetration which is 100/1%.
The downside of this is that your current stats will be far, far less effective. Your level 70 character will be significantly worse than your level 60 character. The upside of this is that you can now be creative in how you build your character. Want to shoot for a character that has 12,000 Lifesteal? Go for it. That will pump you up to 30% and give you a pretty consistent source of healing. Though, you'll have to sacrifice a lot of other stats to get there. Want a rapid-fire build with 16,000 Recovery so all spells come off cooldown much, much faster? It's doable, but you won't have much Crit or Power if you do that.
The game has enabled you to be a life-sucking heal monster if you tailor your enchantments and gear toward that end. You just can't have that AND every other stat, too.