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Companion & Bonding Interaction this mod (AC DC's, Aura Gifts & Dark revelry)

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  • jeffsliderjeffslider Member, NW M9 Playtest Posts: 112 Arc User

    No, these threads are turning into a nerf DC campaign. DC is not the only thing broken in this game. ITF should not get boosted by outside DR sources and should have a reasonable cap. No dungeon boss should be killed in seconds, period. One DC in this party- http://www.arcgames.com/en/forums/neverwinter#/discussion/1215974/egwd-no-transform-kill

    Exactly this. I don't mind anyone stating their opinions on the matter based on what was found out. I just don't agree with those who are taking it to a point where 'DC's should be nerfed, GF's should be nerfed.' There are proper ways as people suggested to handle this current overpowering problem. There's no need in my opinion to actually nerf a class over this & from what some people are articulating, they want the class/classes nerfed to the ground, which is very uncalled for.
  • abrams121abrams121 Member, NW M9 Playtest Posts: 90 Arc User
    I can agree with Defiantone's last post. Including making it so ITF goes off of unbuffed DR and not nerfing the DC. But I think putting a cap on ITF would deter people from trying to progress past a certain point and completely kill a lot of lower and mid level characters. But in a way there would still be a cap, it would just be however much you can possibly stack onto your GF. But that should all be in a different thread, this one points at a specific broken element in a field of broken elements.
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  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    Btw. Getting to DR cap by gear is not that easy . You need high bondings and high azures.
    If ITF would not interaction like it does atm., situation would look quite different
  • lerapiso818lerapiso818 Member, NW M9 Playtest Posts: 92 Arc User

    ok, I keep it civil

    I can´t accept an argument, stating that a companionbuff is needed because a healspec doesn´t deal enough damage.

    Damnation warlock runs ammok and the puppet is getting buffed from all sources dealing >10mio hits, WAI? Not in my world.
    But this prevents the class from being fixed, dealing silly damage in different ways, so it´s annoying and needs a fix. This only can be achieved by stopping those buffs swapping all over the landscape.

    ITF, a buff based on DR, boosted by two aoe from DC and the sigil of devoted, this can´t be considered being WAI.

    WoL, a powerbuff wich climbs up to millions, because he get´s overbuffed several times, WAI? not in my world, bad designed and broken from the first moment.
    [Btw. you get 50% from your base power by AA (allways a fix amount) and 25% together from WoL+BF from your "current-buffed-power". -->Battle fervor acts like WoL--> some homework for rapo maybe]

    A healing spell wich is healing a piece of wood in SH PVP, WAI?

    You made me test BF again, and it's still a base power buff from my testing
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited June 2016


    You made me test BF again, and it's still a base power buff from my testing

    Correct.
    This is something I've already discussed with you when I wrongly reported BF to work with the current power some time ago here:
    www.arcgames.com/en/forums/neverwinter#/discussion/comment/12799287 (March 2016)


    For your results, it wasn't 25% of your power, it was 65% (AA+BoB) of your base power (0.65*21=13.65k) + 10% (WoL) of your total power (0.1*85=8.5k) for a total of 13.65+8.5=22.15k which is close from what you got

    The more power buff you get, the more WoL become stronger while AA and BoB benefits stay the same.
    At high level power (100k+) WoL become stronger than AA for a 20k base power build, but WoL has closer range, making position the key factor. Also, buffing pets is more important than buffing players, if they play with at least r10 bonding.

    rapo973 said:


    Thank you for the explanation. I was mislead by that 25% and I was inclined to think that it was delivered by BoB+WoL (even if it's not the best assumption).

    .
    .
    .


    [Btw. you get 50% from your base power by AA (allways a fix amount) and 25% together from WoL+BF from your "current-buffed-power". -->Battle fervor acts like WoL--> some homework for rapo maybe

    No homeworks for me: I've already done them three months ago while I'm suprised again by your lack of knowledge even if everything is available on this forum.
    The day you stop trolling and flaming will be too late. Again and again: I understand your frustration, but you do nothing to help yourself.
    Post edited by rapo973 on

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    Now I got it, you are right to the point.
    Numbers are jumping like Wol and BF-rebuff disappear in steps and WoL gets renewed after AA was buffed to you and your companion.
    Sorry
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited June 2016
    JUST do the math in case of gf. if a gf has 80% dr is 80% increased damage for him and pt. IF Has 100% dr then is 100%.
    I Saw yesterday gf with bondings gone 50k defence that means 125% INcreased damage.
    Is SO BIG BUFF if we compare to a cleric divine oracle hallowed ground divine glow break the spirit reach 65% around not even close to 80% ( my gf that can buff with augment). Ofcourse cleric give those buffs ally based we have to remember while gf only to his pt.

    ALSO we have and the debuffs for anyone forget about debuffs so tone down some extremely high buffs we will go to more normal numbers.( for me a bis should able to hit for 1 max 3m ice knife in case of cw after buff-debuffs applied)

    when in a guild run we dont even have an annointed champion and our cw hit 5-6m knifes yes is good coordination but its too high vs the poor hp of the bosses;p
  • deathbeezdeathbeez Member, NW M9 Playtest Posts: 789 Arc User
    abrams121 said:

    The original poster already did all the testing and has isolated the cause. So 3 pages of comments that all point fingers at each other is pretty pointless.

    Forum-arguing is this game's favorite event now it seems. Shows how truly boring this game has gotten.
    I took a week break from the boards and came back to find it's even WORSE.

    These concerns should be posted to the bugs forum or a support ticket or the like. Something more professional and better organized/moderated then this keyboard lynch mob.
    Too much opinion, agenda, and emotion is clouding the facts and math!

    Instead it's grandstanding, trolling, campaigning, and run of the mill anti-social behavior with the usuals picking fights.
    I do not agree with how un-moderated this board has become. Disrespect in these threads, on these levels, should not be publicly tolerated, but now they are, recently.
    Like abrams121 said, after the first post, all others that followed served little to no purpose.

    Anyways...
    The game's devs & management know how buggy it is. They, because of internal or external pressures, have let the bugs' backlog grow to mammoth proportions now so bored kids players with the ACT plugin know how the mechanics work better then the people being paid to develop and support it do. And it's a jumbled mess of buffs/debuffs/interactions etc. The mount bonuses was really a step in the wrong direction.

    So much content/code recycling, quick and dirty fixes, and sales-focused decisions have pushed this game over the cliff of technical debt.
    I have no confidence it will ever recover.

    I'm back to logging in to pray and craft out of disgust.
    PC players should be given free items if they're going to be relegated to nothing more then beta & QA testers for the cash-cow PlayStation/Xbone deliverables Cryptic is focused on now.
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  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    metalldjt said:

    JUST do the math in case of gf. if a gf has 80% dr is 80% increased damage for him and pt. IF Has 100% dr then is 100%.
    I Saw yesterday gf with bondings gone 50k defence that means 125% INcreased damage.
    Is SO BIG BUFF if we compare to a cleric divine oracle hallowed ground divine glow break the spirit reach 65% around not even close to 80% ( my gf that can buff with augment). Ofcourse cleric give those buffs ally based we have to remember while gf only to his pt.

    ALSO we have and the debuffs for anyone forget about debuffs so tone down some extremely high buffs we will go to more normal numbers.( for me a bis should able to hit for 1 max 3m ice knife in case of cw after buff-debuffs applied)

    when in a guild run we dont even have an annointed champion and our cw hit 5-6m knifes yes is good coordination but its too high vs the poor hp of the bosses;p

    its exactly as you say, reason why Lia hit with IBS that much is not because of the cleric alone, it's also because of the GF, so since there is alot feedback provided in these threads for both GF and DC, we are goin'to wait patiently .
    WHAT i wrote is forr the 5 man pt only. I mean every class can slot a debuff or buff it is nice to do it. IN case of dragonflight how we can be sure even if itf get a tone down and the share power stops to buff companions to see again a 32kk ibs? in that case will be combination of every player his buff-debuff will be acceptable from community?
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited June 2016
    deathbeez said:


    Anyways...
    The game's devs & management know how buggy it is. They, because of internal or external pressures, have let the bugs' backlog grow to mammoth proportions now so bored kids players with the ACT plugin know how the mechanics work better then the people being paid to develop and support it do. And it's a jumbled mess of buffs/debuffs/interactions etc. The mount bonuses was really a step in the wrong direction.

    So much content/code recycling, quick and dirty fixes, and sales-focused decisions have pushed this game over the cliff of technical debt.
    I have no confidence it will ever recover.

    Unfortunately this discussion tells us that devs & management don't know how low control they have on the game.
    I'm willing to help when I can and when I know, but in this thread there's a help request that made me think a lot: they don't know why all this is happening.
    With the new bonding mechanic, the behavior is now evident even if you don't have 25 DCs, 4 are enough.
    From my perspective this is not new: the interactions are well known by many DCs. It's known that the AC/DCs - generally speaking whatever can inject power - are able, when togheter, to increase the power at exponential rate given the interactions between AA, feats, powers, the bonding runestones and the companion ( here two pics for those ones who are not familiar with the DC)



    And I'm very surprised because it's all written down in Temple forum. Here I want to give credits again to @lerapiso818 , @illhora, @jazzfong, @thefabricant, @putzboy78, @bitter3nightmar3, @mamalion1234 , @crizpynutz and many others for the quality of the discussions we had in the Temple: I've learnt a lot from them. This forum is not always a kindergarten.

    When they changed the mechanic the main target was clear: stop having more than 3 stacks. The solution found - I don't know why - requires to have the bonding runestones always refreshed. I had a lot of question marks over my head when I read that, because from the DC perspective it's easy to understand the consequence of it on a power buff cleric. It's clear that the power stack, but it's not trivial to understand why it stacks in that way in multiple interactions. Technically that's called " positive reinforcing loop" and it's well known in system dynamic theory because it has an exponential growth of the power due to the power flow injected at high rates over the time (bonding runestones+WoL) by reciprocal + feedback loops where the only limit to the growth is the number of DCs around.
    https://www.youtube.com/watch?v=nxlHUW3jZeY

    Now I'm worried: no fix will be good enough, if the interactions are not understood. The discussion here (and not only here) shows that, beyond the fence, this is a problem because understanding an interaction requires time which is a limited resource for the devs. They don't even have the time to read the forum where all this was already explained and infact they implemented the bonding runestones in that way.

    And the next one will be AS+HF+HG+ITF+CS+...+...
    Post edited by rapo973 on

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
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  • edited June 2016
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  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    THEY literally need to sit down, write ALL interactions possibilities down in 5 man, 10 man, 25 man groups with all possible bondings / buffs.

    Then they need to test every variation of said probability and find ones that are either interacting incorrectly , stacking over effectively, and rethink what is appropriate in the game.

    Is it possible some classes lose something off some stuff? yes
    Is it possible some classes buffs no longer stack? yes
    Is it possible all bonding get reduced a little? yes.

    Frankly this is one time, I think they need to take this and re-run and test everything and just give it to us straight.

  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited June 2016
    metalldjt said:

    metalldjt said:

    JUST do the math in case of gf. if a gf has 80% dr is 80% increased damage for him and pt. IF Has 100% dr then is 100%.
    I Saw yesterday gf with bondings gone 50k defence that means 125% INcreased damage.
    Is SO BIG BUFF if we compare to a cleric divine oracle hallowed ground divine glow break the spirit reach 65% around not even close to 80% ( my gf that can buff with augment). Ofcourse cleric give those buffs ally based we have to remember while gf only to his pt.

    ALSO we have and the debuffs for anyone forget about debuffs so tone down some extremely high buffs we will go to more normal numbers.( for me a bis should able to hit for 1 max 3m ice knife in case of cw after buff-debuffs applied)

    when in a guild run we dont even have an annointed champion and our cw hit 5-6m knifes yes is good coordination but its too high vs the poor hp of the bosses;p

    its exactly as you say, reason why Lia hit with IBS that much is not because of the cleric alone, it's also because of the GF, so since there is alot feedback provided in these threads for both GF and DC, we are goin'to wait patiently .
    WHAT i wrote is forr the 5 man pt only. I mean every class can slot a debuff or buff it is nice to do it. IN case of dragonflight how we can be sure even if itf get a tone down and the share power stops to buff companions to see again a 32kk ibs? in that case will be combination of every player his buff-debuff will be acceptable from community?
    true, i was refering towards the edemo run where the damage was around 17 mil IBS
    remember also that ibs has its own mechanic one from the encounter tooltip as the health enemy start to drop ibs become stronger and the executioner style feat ibs and sure strike deal 30% more damage at low health and imagine it with orcus set and the fire archon.
  • crizpynutzcrizpynutz Member Posts: 349 Arc User
    rapo973 said:



    Now I'm worried: no fix will be good enough, if the interactions are not understood. The discussion here (and not only here) shows that, beyond the fence, this is a problem because understanding an interaction requires time which is a limited resource for the devs. They don't even have the time to read the forum where all this was already explained and infact they implemented the bonding runestones in that way.

    And the next one will be AS+HF+HG+ITF+CS+...+...

    Well stated @rapo973 that last part is what we are concerned about. I mean the fix for DG was to update a tooltip, not actually fix the skill and even then, it's still broke as it doesn't proc weapon enchants. Hopefully the amazing job you and other leaders of the DC community have done identifying the true root cause of the problem can help the devs with identifying the proper fix for the issue. No caveman, brute force, quick fixes on this one.

  • rinat114rinat114 Member Posts: 913 Arc User
    edited June 2016
    @mamalion1234

    All hits (16m, 20m and 35m) were above 70% health, the 30% feat didn't even kick in by then.
  • mrvincent1959mrvincent1959 Member, NW M9 Playtest Posts: 740 Arc User
    Hopefully, nothing will be done until after Mod 10, and then hopefully, the whole issue will be forgotten. There are so many things NOT working with the DC. One more nerf to things that ARE working will drive me crazy.

    Haste was nerfed and I adjusted. Annoited Army is now a big part of what I do. Please leave it alone.
    twitch.tv/kaligold
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited June 2016

    Hopefully, nothing will be done until after Mod 10, and then hopefully, the whole issue will be forgotten. There are so many things NOT working with the DC. One more nerf to things that ARE working will drive me crazy.

    Haste was nerfed and I adjusted. Annoited Army is now a big part of what I do. Please leave it alone.

    The first thing I would do is fixing WoL to work with the base power. This is not a nerf and the growth should be linear again instead of exponential, but still very high due to the amplification of the bonding runestones (multiplicative).
    The second thing is nerfing the bonding runestone to decrease the amplification, but I expect a civil war if you do it given the cost of them.
    If you only stop buffing companion, you stop the amplification but you don't stop the reinforcing loop. My calc on my DCs tells me that the power buff without the buffed companion is ~-25%. Maybe not enough if WoL is there with some DCs around (you will not have milions, but probably hundred thousand depending on how many DCs are there).
    You can do both (Wol + companion) and in that case the power buff from the DCs is simply the sum of the buff from the base power. In that case for a buffer, there's no need to have the bonding runestones. They give you more power than an augment for yourself only.

    I don't have numbers, just a quick and dirty tentative at this stage...not 100% sure.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited June 2016
    I Have a suggestion that will not affect anyone powers. MAKE debuffs to be additive to buffs and not multiplicative.
    I WIll bring example on dc class watch the interaction hallowed ground 20% increased damage buff with prophecy of doom 37.5% debuff( empowered) and then run test with hallowed ground and break the spirit.
    in theory should be 57.5% and 50% when you do it is not 57.5% but a lot more!
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  • urabaskurabask Member Posts: 2,923 Arc User
    edited June 2016

    Actually, this all needs to be fixed now and not ported to PS4.

    They've got months after launch before this can even become a problem for PS4. The amount of money it would take to refine bondings and such with the RP they'll have available would be staggering. A small part of the population can get them on PC even and we've got AD and RP flying out of every HAMSTER.
    I8r4ux9.jpg
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    edited June 2016
    nvm
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    edited June 2016
    @rapo973 has said much of what was on my mind regarding this topic. Thank you very much for that and the shout out.

    I appreciate all the testing and work being done here to narrow down the source of this interaction. I intend to do some playing around on my own this weekend if time allows and do a bit of number crunching to come up with ideas.

    WoL being base power sounds like a good start to fixing this. I wasn't aware that it wasn't only your base power.

    Maybe a look at why these insignia bonuses aren't just calculating off your base power is in order as well? It seems to be a major issue that is causing people to not have any cooldowns...

    I don't think we need to change the way buffs calculate in this game all together.. that sounds like pretty steep endeavor but maybe how these new mechanics affect them? Maybe since we're at a level cap perhaps giving stats some form of diminishing returns again? You know.. saying in a completely non arbitrary way how much bonus your character can get from various stats. 80% Damage reduction is a cap even though more shows up on your character sheet. Why can't we have also some % damage be a cap or something like that? How common is 100%+ crit chance supposed to be anyway? That was pretty much unheard of in the pre level 70 game outside of Eye of the Storm. :/
    4k+ people with r12 bondings and r12 enchants on a legendary companion of course will have stats that overlevel any content by exponential rates. They already out gear the entire games content gates by 2x even without having a DC power buffer or a GF damage buffer

    If +285% stat is the max you can get..when exactly is that necessary in terms of gear vs content balance?

    How do you separate the gear gap from the equation of class balance? Is it the class that is broken or the interaction with gear?
    Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
    --
    I'll never retrace my steps.

    Some of my best friends are Imaginary.


  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited June 2016
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    well a diminishing return introduced between lvl caps would be a disaster. In pre-mod 6 radiants was the most expensive enchant because power and hp were the only stats without a dimishing return. With mod 6 and the removal of diminishing returns radiant prices dropped through the floor and azures became the most expensive enchant. Instituting a diminishing return has market consequences. As a person that lost a lot of value in my character because of the removal of a diminishing return, I'm not eager to experience this again so soon.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited June 2016
    That doesn't make a ton of sense since Critical Strike has a hard cap.

    When mod 6 launched, you saw prices fluctuate as people exchange Radiants for Azures to adjust to the new cap, but that was driven by supply and demand. And if you look at the market today, average prices on Radiants are higher than Azures. You can't go over 100% critical strike, whereas Power is still the "go to" for stacking.

    If the stat curves changed again, you'd probably see a fluctuation in the market as people readjusted, but prices would settle out again. Power and Hit Points are always going to be important stats. So would it cause some volatility? Sure. Would it be a disaster? Absolutely not.

    And even then, I'm not sure persevering the "value" of you character is more important that actually fixing borked game mechanics.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
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  • abrams121abrams121 Member, NW M9 Playtest Posts: 90 Arc User
    There really isn't a reason to change the stat curves over this, no need to nerf anyone's powers either. Just fix the broken interaction, don't force people to buy all kinds of stuff to adjust their characters. But do take into account when designing the next dungeons that the difficulty should be appropriate for 3.5 and up or even 3.0 or maybe even make a special campaign just for the super powerful. Have it be like a pve tournament and figure out a way to score it, most likely by completion time, reset the best times on a weekly or monthly basis and reward at the end of each cycle.
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