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About cc in neverwinter

jshin#7087 jshin Member Posts: 24 Arc User
I am writing this as a wish in the future where control does become a significant factor in both pve and pvp.

Currently there are control immune units. And control immunity in this game which completely nulifies this feature. It is nice to have some units with control immunity but I feel it will make the game more interesting if class like cw have a feat or capstone that pierces control immunity when it meets some condition or putting a small duration on it. This example is just an idea. (There probably are better ideas)
I feel cc deserves to be looked into further because at this rate or it already is an ability which is coming to an end.
What do u all think?

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  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    Actually, wizards do have a feat that deals extra damage to control immune enemies.
    Some enemies just need to be immune because otherwise a group of players could stunlock them. Look what happens on demonic overload if the demon that comes out is a glabrezu - it never gets a chance to even attack.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    They have a capstone feat only in oppressor line, 100% weapon damage against immune target.

    this nets you.. 1291 to 1578 in damage.. lol.

    If you test the line, it does little of use in terms of overall damage. It will however give back 15% more damage to your group (ok i guess)

    To be a full controller, you will want to slot orb as well (reducing your damage even further) and also 2-3 pets and then boons.

    With all of that you will see a marked difference of 2-3-4 seconds on uptime of your control.

    however.. in reality, that control is not needed, not one bit, primary base control is quite enough for almost all groups, even after nerfs.

    In addition of loosing up to 60% of your dps for those couple of seconds extra, they LONG ago nerfed most of the good control skills.

    Arcane Singularity, was a extremely powerful pooling daily, not only did they reduce the targets down, they nerfed its damage even further (and it wasnt even really a damage skill!)

    They then impacted shard of endless avalanche, making it a weak excuse of itself.

    In addition to all of this.. they have totally ripped away the need for control, reducing mob #s to ludicrous small 3-5 mob packs , even in CN.. there is literally 1 hallway in the entire thing that control does some ok in. Even there you can just wait and it will resolve itself.

    Gone is the day you grouped items together and popped your shield..

    Will that come back? I dont know..


  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User

    I am writing this as a wish in the future where control does become a significant factor in both pve and pvp.



    Currently there are control immune units. And control immunity in this game which completely nulifies this feature. It is nice to have some units with control immunity but I feel it will make the game more interesting if class like cw have a feat or capstone that pierces control immunity when it meets some condition or putting a small duration on it. This example is just an idea. (There probably are better ideas)

    I feel cc deserves to be looked into further because at this rate or it already is an ability which is coming to an end.

    What do u all think?

    ok. firstly no offense, but this whole suggestions is like>> lets bring CW back on top by opines..
    At moment CW had top of dmg + top control.. So it where way OP...
    Now Devs nerfed CC and CW start complain... Nerfing powers and leave CW as primary controller also puts a lot of hate flames...

    In some sense I agree, some ares should buff monsters. However I am totally against to situation where CC is needed.. Thats mean game/dungeon would build based around CW. Now imagine situation for warlock?? Do it have any real Control?? Arm of hadar is joke,, monster do 1 step to left or right side and u miss. Wraith of shadow last ~1second.. And monsters do not even react to it.. What else do it have. More like nothing.... While CW have enough dmg/control options...
    Next, think about DC.. How many Controling do it have??

    If u suggest like adding areas where Control ability become one of major stuff to clear area/dungeon.. Than we have to add also Control resistings monsters in same group. No need build game around 1 or 2 classes..
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  • uptondarkdiamonduptondarkdiamond Member, NW M9 Playtest Posts: 169 Arc User
    edited April 2016
    Hmm so the only classes that use control is CW/SW/DC.... Right.

    As it stands right now no class that has a control (there is more than 1) tree will never invest much into it because there is no reason to sacrifice the DPS for control (unless you get both at the same time) as @silverkelt already stated. Of course I'm talking about PvE, cause I have no idea about PvP and how control is used there. Maybe some people will get stuck on the OP's statement of significant because it is not a quantitative value but a qualitative value which means it will be interpreted differently by each individual person. I also don't think the OP was asking for a dungeon that exclusively requires CC or else you fail.

    I agree with the OP in that I would like to see control a little more useful than it is currently, it might make control tree's a little more viable. If control is not useful why even have it an option for tree's, just remove it and add more DPS options, which complete's the triangle (Tank, Heal, DPS). Right now pretty much every class has a cookie cutter model which utilizes 1 maybe 2 tree's with the other tree's being completely useless or of limited use. People are getting bored of seeing and playing the same builds over and over again, I know I am. If giving the option of sacrificing my DPS and switch to a build with more control, I would do it as long as I remained relevant with the content. As it stands right now control has limited use and is not relevant in the current content so I will stick with DPS.

    Personally I would like to see all 3 tree's for the current classes viable but I honestly think that is a pipe dream.

    Just my interpenetration of the post, take it for what you will.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    It was never my suggestion to bring them back to that point, however they should actually buff the thaum line to match , while penalizing control by like 50% or something. Its clearly not working as a dps line at this moment.

    There are items they can do.. but in terms of worrying about control.. well you can build for control , but you dont need it.. thats why you just dont see people who have it.
  • zibadawazibadawa Member Posts: 1,266 Arc User

    If giving the option of sacrificing my DPS and switch to a build with more control, I would do it as long as I remained relevant with the content.

    "Remaining relevant" is the part that's probably a pipe dream, unless you're hoping for controls to be fully effective against bosses (but otherwise as-is). There's no other PvE situation in which it could conceivably be relevant in the face of more DPS unless they do a massive damage nerf across the entire game.

    If anything, the controls need to be made into buffs/debuffs as well. In tabletop, one of the major advantages of a controller is to position your enemies in favorable locations--mostly for gaining combat advantage and grouping them up for AoEs. You have very little in the way of fine control for these things, and it's usually considered a bad idea to use controls that keep mobs apart (which may be good in tabletop sometimes). If they just made controls grant combat advantage to allies, consistently pull mobs together rather than blast them apart, and maybe even grant AoE damage boosts to the party, then control could be relevant. Especially if the boosts apply even on bosses (otherwise, it's back into the bin).

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