Ehm.... the GWF (cosmetics aside) is the D&D barbarian. High damage, high mobility and unstoppable is basically rage.
I've always seen the GWF has a barbarian. But having a rage (unstoppable) with no drawbacks (more prone to damage and stamina drain) and totally spamable.
Yes, information on more class changes are coming down the pipeline. In fact, I've read the proposed changes myself.
When? Been waiting for a long time now. PvP is super boring atm. In full BiS matches (premades) hardly anyone dies.
Since we were told to expect to see class balancing changes on preview soon(TM) and we can also expect a preview build for M10 soon, it's reasonable to expect something live in August.
Yes, information on more class changes are coming down the pipeline. In fact, I've read the proposed changes myself.
You should release the info ASAP to allow us test them deeply. Last time Devs did a "balance" job, we ended up with mod6 and the previous to that one, we ended with Mod4...
We just had the bubble nerf/GoH nerf/bonding "fix". That was pretty much a wash. I'd assume they're nerfing DCs and GFs now to see if they can actually stop 3ks from melting everything in seconds while taking no damage.
Why need to tune down gwf and sw? Their dps, the damage dealer, if they are no doing damage, then what they can don't. Really don't understand the tune down dps logic for these two class
Ah.. the value of any non-tank non-healer class is 90% dps and 10% 'other'. So for all classes to have a meaningful role, their dps needs to be more or less the same.
If the dps classes are not more or less at same dps level, some classes likely will be shut out from doing the really hard content. I am fairly certain THAT is not something Cryptic can let pass.
We already see groups in PE asking exclusively for SW's to do CN. If we get REALLY hard content, that trend will become even worse if classes are not balanced on dps.
So looking into my magic crystal ball: The best SW and GWF dps builds will see significant nerfs to their dps with mod 10, bringing them in line with the other dps classes. Other classes might see minor buffing, depending on where Cryptic thinks the overall dps level should be.
And no - buffing everyone up to GWF/SW level is not really an option. That would completely trivialize existing content, and bring us to the mod 5 situation again.
I just love to drink coffee and read suggests where guys write own solutions to balance classes. Even there are lot of good ideas. They all haven't even thought why we have such bad balance in first place.. And I can tell why. Simply all toons are freaky overbuffed. If u strip away all boons, insignias, mounts, companions and leave only toons encounter + feats. U will have more like ok balance. But once guild + campaings boons, insignias, companions, mounts powers kicks in, then balance collapse. For example, couple days ago I met player who where lv 4. and had power more than 10k. < So imagine situation what kind pvp looked like. he where DC, and he single handle kicked all enemy party without big problem..
I think without reevaluating all boons and buffs and artifact gear sets and other others powers interactions there will be no balance. If now lets say we buff like CW, even slightly, u will have more higher stats than this guy in this image. And I just love to point this image when CW's complain that their class are weak, and need small buffs.
So even if we add even minor changes for any class, final output still can be way higher than expected. Which lead some other players start to complain, starts nefing suggestions threads, or other class buffings and so one.. In other words this circle would never stop.
same goes for pvp, even without top end gear set, guy which stronghold boons can be more powerfull than other ones..
I can' wait to see new changes, but I don't put big hopes that it will bring big balance changes.
======================================================================== “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. ==================================================
The problem with any CC focused class is bosses are immune to CC, rendering them utterly useless in the bigger fights.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
The problem with any CC focused class is bosses are immune to CC, rendering them utterly useless in the bigger fights.
Heh, CC is sort of useless on trash too.
CC is a game balance nightmare really. If it is too good, you trivialize content. If it is too weak, it is worthless. And a balanced middle ground between those two most likely do not exist
If you make content that *requires* CC, you add a requirement for a CC class to group build, which again leds to some classes being shut out etc. If you make content that does not require CC, any CC class is fairly useless.
I just love to drink coffee and read suggests where guys write own solutions to balance classes. Even there are lot of good ideas. They all haven't even thought why we have such bad balance in first place.. And I can tell why. Simply all toons are freaky overbuffed. If u strip away all boons, insignias, mounts, companions and leave only toons encounter + feats. U will have more like ok balance. But once guild + campaings boons, insignias, companions, mounts powers kicks in, then balance collapse.
There really are two separate issues here: * How classes are balanced relative to each other If this is off, we get unfortunate effects like some classes being shut out from content because they underperform * Overall power in game If this is off, game is either too trivial or too hard.
The devs need to find good answers to both.
Currently the balance between classes IMO is the bigger problem in NW. If they add(more than one!!!) hard dungeon so the high-geared people get something to die on, the overall power situation is not too bad. Currently 'game is too easy' argument comes from 3,5k+ people running IL 1600 content...
I did KR on my 3k-ish GF with everyone else in group below 2k. We won mostly because KR can't kill a 3k GF.. but it was slow as a snail and the low-gear people died frequently. So there is challenge out there, if you do content at the expected IL.
0
lukejones77Member, NW M9 PlaytestPosts: 282Arc User
There really are two separate issues here: * How classes are balanced relative to each other If this is off, we get unfortunate effects like some classes being shut out from content because they underperform * Overall power in game If this is off, game is either too trivial or too hard.
The devs need to find good answers to both.
Absolutely, and it's critical that they don't fix the content balancing without fixing the class balancing.
Right now, parties formed with mature level 70s pretty much roll the content, badly enough that it doesn't matter too much who you take with you. Leave the really bad class imbalances in place when you make the content appropriately difficult, and all of a sudden certain classes will find that they're actually irrelevant, and have difficulty getting an invite.
Suddenly thinking what is definition of the harder challenge content or difficult dungeon? The mods have more hp, dr and damage to player or the dungeon really need each classes co-operate?
It looks like hard for them to balance by simply modify 1 or 2 things, each issue feel like build on top of each other and fall into bad loop due their marketing decision, lazy and bad content design over 9 mods.
If overpower can't be off, then how about change currently dungeons works to reduce the overpower affect?
1. Force each class to play their roles in dungeon. Imagining a boss fight, everyone get strong dps and healing debuff once get in boss room, to stop the debuff, classes with cc ability need to keep cc certain mods/items to interrupt the debuff, then the dps class can damage the boss, tank need hold the boss & mods and healer keep party alive as usual.
2. Split the dungeon difficulty base on item level, like lv2000, the boss as usual, lv3000 more adds and boss will stun player, lv4000 boss refect 20% damage and mods reflect 5%, and will first priority Attack player who cc the debuff mod/item.
3. If the dungeon difficulty split by item lv, then the reward should be different, lv2000 remain current live server reward. Lv3000 reward should slightly better and lv4000 reward should better alot(blood ruby, master crafting materials may be...)higher lv dungeon should had higher drop chance for certain items
Anyway, just my imagination, i know dev won't accept any of us suggestions, otherwise, the balance would had been done long time ago
Suddenly thinking what is definition of the harder challenge content or difficult dungeon?
The mods have more hp, dr and damage to player or the dungeon really need each classes co-operate?
It looks like hard for them to balance by simply modify 1 or 2 things, each issue feel like build on top of each other and fall into bad loop due their marketing decision, lazy and bad content design over 9 mods.
If overpower can't be off, then how about change currently dungeons works to reduce the overpower affect?
1. Force each class to play their roles in dungeon. Imagining a boss fight, everyone get strong dps and healing debuff once get in boss room, to stop the debuff, classes with cc ability need to keep cc certain mods/items to interrupt the debuff, then the dps class can damage the boss, tank need hold the boss & mods and healer keep party alive as usual.
2. Split the dungeon difficulty base on item level, like lv2000, the boss as usual, lv3000 more adds and boss will stun player, lv4000 boss refect 20% damage and mods reflect 5%, and will first priority Attack player who cc the debuff mod/item.
3. If the dungeon difficulty split by item lv, then the reward should be different, lv2000 remain current live server reward. Lv3000 reward should slightly better and lv4000 reward should better alot(blood ruby, master crafting materials may be...)higher lv dungeon should had higher drop chance for certain items
Anyway, just my imagination, i know dev won't accept any of us suggestions, otherwise, the balance would had been done long time ago
We don't need 4k dungeons because 4k is about padding your ilvl. What they really need to do is make pets, mounts and insignias add ilvl because there's a huge amount of stats/buffs that make all those 4k players more effective than say a 3.5k player because a lot of your ivl up to 4k is just stat padding that doesn't make your character any more effective.
As some have generally daid, the underlying problem with PvE balance is that this game doesn't reward players for balanced builds.
Too many people get lost in DPS. If the game wasn't designed as a DPS race, we wouldn't be talking about DPS balance. Also, the lines would be blurred between PvP and PvE builds. Don't need a duo spec if a more defensive spec makes sense for PvE content.
I wouldn't mind the high DPS builds, IF the devs compensated by increasing their squishiness. You should not have a super high DPS SW or CW team up with others of similar kind and be able to complete T2/T3 dungeons w/o tanks.
That's right - balancing goes in both directions. Kills me when I see people complaining about well built GFs uber DPSing on Anvil of Doom, but think nothing of SW and CW classes with almost as much DR as a GF. Balance = every class has a role - no class should have it all.
@urabask, yes, you are right, all those overpower stuffs should also calculated to ilvl too.
The ilvl 4k dungeon, i m not means for 4k player, i think i should call the dungeon difficulty divide to normal, epic, legend, myth.
Currently the epic dungeons are more like the time consuming process to get the gear to become PVE bis including overpower stuff. Btw, The reward sucks. Just like @mentinmindmaker said, if u actually run on 2k ilvl, its challenge. But once overgear to dungeon, all epic dungeon just become dps fast run farming. We need some where harder to release our bis/overpower anger.
All my assumption base on if dev not able to balance/ refuse remove (reduce) overpower stuffs due to their marketing saleing purposes >:)
Assume If we have legend dungeon: 1.the difficulty should = bis gear/overpower performance, which is respecting player's time/$$$ spending. 2. It should starts reduce the importance of High dps. Let said a legend CN, all mods/minions have a self buff to reduce 60% damge from player, but the their buff can be disable via cc. Eliet mods/minions able to cc, but the duration much shorter. Orb in last boss fight constant exist and move around with predicted rotation. Orb also able to cc, and while been cc, its aoe disable. Thus, players are still able to run a full hdps party to try to by pass mods self-buff, or run a buff party to buff/debuff by pass mods self-buff, or run a balance team that have support class to cc mods to disable their buffs and let the dps class do full damge. 2k player allow to try, but it will deadly for then and the process will be very slow. 3. The reward quality of legendary dungeon should = 10 times epic dungeon farm reward, all item boe.
Assume if we have myth dungeon: 1.its for the player who think legendary dungeon is boring and not challenge enough. myth dungeon should extremely hard, deadly, all melee mods able to leap and knoc player, no mistake allow. 2.It becomes bis/ overpower are nessury need for survival. 3.it starts punish hdps party, mods not only got buff reduced 60% player damge and it also reflect 60% damage what player due, thus, more targets more damge u do, u either instant kill ur self or tank who using kv. Cc the mod are the only way to disable this mod's buff. 4.The fighting process should full of random and uncertainty. Let said the orb in myth CN last boss fight, now their moveing direction are random, and whenever it hits player, heal boss for that amount x2. 5. Reward quality should = 10 times legendary dungeon farm reward, all stuff boe
null Wow hat off to you good sir! Why isn't your idea implement in the game already??? Man, it'd be awesome and crazy difficult *-* And finally, rewards better than a blue piece of salvageable gear...
I fail sometimes as a Solo SW... as a solo DC I can solo quite easily. Hopefully reasonable buff to SW is coming, DC is ok to use in both party and solo so no complaints about DC from me.
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Just hard cap every ability at 80%, 80% crit, 80% dam bonus from power, 80% arp, 80% DR (already applies) and so on, doesn't matter how much people stack stats then and will force them to stack other stats.
Just hard cap every ability at 80%, 80% crit, 80% dam bonus from power, 80% arp, 80% DR (already applies) and so on, doesn't matter how much people stack stats then and will force them to stack other stats.
I would agree with that.
0
checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
#Strum, do the class changes maybe include a new class? Hmmmm...
#Strum, do the class changes maybe include a new class? Hmmmm...
Can you give any hints?
SW's have been crying for a rework for a year or so I keep hearing, atm they seem to rely on broken mechanics to contribute to party content and struggle when it comes to solo content, from what I understand that is.
Hard to imagine them adding a new class when right now all classes seem broken on some level.
Well here is my 2 cents of opinion on balance. I've played a lot of the classes at mid range gs around the 2.5k area and if you have also done so then you will see where I am gonna go with this.
Until the elol set was changed my gwf was leaps and bounds above any of my other classes in terms of dps. Do we need to take away unstoppable to fix an artifact? NO! Well that got fixed and now when any of my classes are not in a party with triple bonded companion gf and dc they all do about the same mediocre damage.
To be able to balance we would first need to fix some of the internal bugs that each class possess. How many times have you got the unstoppable bug and have to pray to get hit to remove your excess hp so you can actually do some more dps? How many times have you clicked tyrannical threat to have all of your soul shards (all 5) disappear? How many times have you been in a party of 5 and can only see 4 icons? I mean the list goes on an on and on etc.....
Whenever a game increases damage modifiers in percentages, when the game is young and levels and damages are low it's ok. But when a game matures into what we have now (aka power creep) utilizing damage percentage modifiers causes many an error.
How many of you have been in a group with a triple bonded gf and dc with hp set? I don't care what class you are, your damage is going to go thru the roof plain and simple even if you are at 2k levels.
I don't want any class "toned down" in terms of damage by changing the already hard to deal with mechanics in the game. I want to see a change in the way buffs/debuffs are handled and a bug fix to every class first.
And by no means do i want gfs or dcs broken because that's where I believe this will go if not done right. I know for sure I don't want someone just starting to play to sink 3 power points to Into the Frey to realize it does absolutely zilch. See paladin sacred weapon for that one.
Instead maybe change ITF so it can't go above 80 percent cap or at least try it on test and see if it manages to tone down the damage we are seeing. But for the love of NeverWinter don't go breaking a lot more things to try and fix an easy fix.
I kinda worry I will log in to find that IBS now has a hard cap of 2 damage per second, hidden daggers now only causes IBS to turn into a hidden strike that does 0 damage. Log to my warlock and find that SS has been changed to buff my pet to keep it alive while I solo. I know the sarcasm is dripping there but you guys get my point I hope.
To sum it's not the class that is needing to be fixed beyond actually fixing powers and feats to ACTUALLY work, it's the modifier system of math that needs to be worked on behind the scene that will affect every single class.
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Unstoppable wasn't nerfed, it got fixed and by fixed I mean it got fixed the only way they knew how to since the unstop bug is completely beyond their ability reliably replicate let alone fix so that it is WAI.
Unstoppable wasn't nerfed, it got fixed and by fixed I mean it got fixed the only way they knew how to since the unstop bug is completely beyond their ability reliably replicate let alone fix so that it is WAI.
It was nerfed pretty much, not keeping temp hp after battle is understandable, but limiting it to 30%(or whatever it is) is a smidge too low for my liking... And since it's still broken from time to time, I wouldn't call it "fixed".
Comments
Born of Black Wind: SW Level 80
But having a rage (unstoppable) with no drawbacks (more prone to damage and stamina drain) and totally spamable.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
Neverwinter Census 2017
All posts pending disapproval by Cecilia
We just had the bubble nerf/GoH nerf/bonding "fix". That was pretty much a wash. I'd assume they're nerfing DCs and GFs now to see if they can actually stop 3ks from melting everything in seconds while taking no damage.
If the dps classes are not more or less at same dps level, some classes likely will be shut out from doing the really hard content. I am fairly certain THAT is not something Cryptic can let pass.
We already see groups in PE asking exclusively for SW's to do CN. If we get REALLY hard content, that trend will become even worse if classes are not balanced on dps.
So looking into my magic crystal ball: The best SW and GWF dps builds will see significant nerfs to their dps with mod 10, bringing them in line with the other dps classes. Other classes might see minor buffing, depending on where Cryptic thinks the overall dps level should be.
And no - buffing everyone up to GWF/SW level is not really an option. That would completely trivialize existing content, and bring us to the mod 5 situation again.
Even there are lot of good ideas. They all haven't even thought why we have such bad balance in first place.. And I can tell why.
Simply all toons are freaky overbuffed. If u strip away all boons, insignias, mounts, companions and leave only toons encounter + feats. U will have more like ok balance. But once guild + campaings boons, insignias, companions, mounts powers kicks in, then balance collapse.
For example, couple days ago I met player who where lv 4. and had power more than 10k. < So imagine situation what kind pvp looked like. he where DC, and he single handle kicked all enemy party without big problem..
I think without reevaluating all boons and buffs and artifact gear sets and other others powers interactions there will be no balance.
If now lets say we buff like CW, even slightly, u will have more higher stats than this guy in this image.
And I just love to point this image when CW's complain that their class are weak, and need small buffs.
So even if we add even minor changes for any class, final output still can be way higher than expected. Which lead some other players start to complain, starts nefing suggestions threads, or other class buffings and so one.. In other words this circle would never stop.
same goes for pvp, even without top end gear set, guy which stronghold boons can be more powerfull than other ones..
I can' wait to see new changes, but I don't put big hopes that it will bring big balance changes.
“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.
==================================================
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
CC is a game balance nightmare really. If it is too good, you trivialize content. If it is too weak, it is worthless. And a balanced middle ground between those two most likely do not exist
If you make content that *requires* CC, you add a requirement for a CC class to group build, which again leds to some classes being shut out etc. If you make content that does not require CC, any CC class is fairly useless.
* How classes are balanced relative to each other
If this is off, we get unfortunate effects like some classes being shut out from content because they underperform
* Overall power in game
If this is off, game is either too trivial or too hard.
The devs need to find good answers to both.
Currently the balance between classes IMO is the bigger problem in NW. If they add(more than one!!!) hard dungeon so the high-geared people get something to die on, the overall power situation is not too bad. Currently 'game is too easy' argument comes from 3,5k+ people running IL 1600 content...
I did KR on my 3k-ish GF with everyone else in group below 2k. We won mostly because KR can't kill a 3k GF.. but it was slow as a snail and the low-gear people died frequently. So there is challenge out there, if you do content at the expected IL.
Right now, parties formed with mature level 70s pretty much roll the content, badly enough that it doesn't matter too much who you take with you.
Leave the really bad class imbalances in place when you make the content appropriately difficult, and all of a sudden certain classes will find that they're actually irrelevant, and have difficulty getting an invite.
The mods have more hp, dr and damage to player or the dungeon really need each classes co-operate?
It looks like hard for them to balance by simply modify 1 or 2 things, each issue feel like build on top of each other and fall into bad loop due their marketing decision, lazy and bad content design over 9 mods.
If overpower can't be off, then how about change currently dungeons works to reduce the overpower affect?
1. Force each class to play their roles in dungeon. Imagining a boss fight, everyone get strong dps and healing debuff once get in boss room, to stop the debuff, classes with cc ability need to keep cc certain mods/items to interrupt the debuff, then the dps class can damage the boss, tank need hold the boss & mods and healer keep party alive as usual.
2. Split the dungeon difficulty base on item level, like lv2000, the boss as usual, lv3000 more adds and boss will stun player, lv4000 boss refect 20% damage and mods reflect 5%, and will first priority Attack player who cc the debuff mod/item.
3. If the dungeon difficulty split by item lv, then the reward should be different, lv2000 remain current live server reward. Lv3000 reward should slightly better and lv4000 reward should better alot(blood ruby, master crafting materials may be...)higher lv dungeon should had higher drop chance for certain items
Anyway, just my imagination, i know dev won't accept any of us suggestions, otherwise, the balance would had been done long time ago
That's right - balancing goes in both directions. Kills me when I see people complaining about well built GFs uber DPSing on Anvil of Doom, but think nothing of SW and CW classes with almost as much DR as a GF. Balance = every class has a role - no class should have it all.
The ilvl 4k dungeon, i m not means for 4k player, i think i should call the dungeon difficulty divide to normal, epic, legend, myth.
Currently the epic dungeons are more like the time consuming process to get the gear to become PVE bis including overpower stuff. Btw, The reward sucks. Just like @mentinmindmaker said, if u actually run on 2k ilvl, its challenge. But once overgear to dungeon, all epic dungeon just become dps fast run farming. We need some where harder to release our bis/overpower anger.
All my assumption base on if dev not able to balance/ refuse remove (reduce) overpower stuffs due to their marketing saleing purposes >:)
Assume If we have legend dungeon:
1.the difficulty should = bis gear/overpower performance, which is respecting player's time/$$$ spending.
2. It should starts reduce the importance of High dps. Let said a legend CN, all mods/minions have a self buff to reduce 60% damge from player, but the their buff can be disable via cc. Eliet mods/minions able to cc, but the duration much shorter. Orb in last boss fight constant exist and move around with predicted rotation. Orb also able to cc, and while been cc, its aoe disable. Thus, players are still able to run a full hdps party to try to by pass mods self-buff, or run a buff party to buff/debuff by pass mods self-buff, or run a balance team that have support class to cc mods to disable their buffs and let the dps class do full damge. 2k player allow to try, but it will deadly for then and the process will be very slow.
3. The reward quality of legendary dungeon should = 10 times epic dungeon farm reward, all item boe.
Assume if we have myth dungeon:
1.its for the player who think legendary dungeon is boring and not challenge enough. myth dungeon should extremely hard, deadly, all melee mods able to leap and knoc player, no mistake allow.
2.It becomes bis/ overpower are nessury need for survival.
3.it starts punish hdps party, mods not only got buff reduced 60% player damge and it also reflect 60% damage what player due, thus, more targets more damge u do, u either instant kill ur self or tank who using kv. Cc the mod are the only way to disable this mod's buff.
4.The fighting process should full of random and uncertainty. Let said the orb in myth CN last boss fight, now their moveing direction are random, and whenever it hits player, heal boss for that amount x2.
5. Reward quality should = 10 times legendary dungeon farm reward, all stuff boe
Omg....i am dreaming again
Wow hat off to you good sir! Why isn't your idea implement in the game already??? Man, it'd be awesome and crazy difficult *-* And finally, rewards better than a blue piece of salvageable gear...
Can you give any hints?
Guild--And the Imaginary Friends
Hard to imagine them adding a new class when right now all classes seem broken on some level.
Until the elol set was changed my gwf was leaps and bounds above any of my other classes in terms of dps. Do we need to take away unstoppable to fix an artifact? NO! Well that got fixed and now when any of my classes are not in a party with triple bonded companion gf and dc they all do about the same mediocre damage.
To be able to balance we would first need to fix some of the internal bugs that each class possess. How many times have you got the unstoppable bug and have to pray to get hit to remove your excess hp so you can actually do some more dps?
How many times have you clicked tyrannical threat to have all of your soul shards (all 5) disappear?
How many times have you been in a party of 5 and can only see 4 icons?
I mean the list goes on an on and on etc.....
Whenever a game increases damage modifiers in percentages, when the game is young and levels and damages are low it's ok. But when a game matures into what we have now (aka power creep) utilizing damage percentage modifiers causes many an error.
How many of you have been in a group with a triple bonded gf and dc with hp set? I don't care what class you are, your damage is going to go thru the roof plain and simple even if you are at 2k levels.
I don't want any class "toned down" in terms of damage by changing the already hard to deal with mechanics in the game. I want to see a change in the way buffs/debuffs are handled and a bug fix to every class first.
And by no means do i want gfs or dcs broken because that's where I believe this will go if not done right. I know for sure I don't want someone just starting to play to sink 3 power points to Into the Frey to realize it does absolutely zilch. See paladin sacred weapon for that one.
Instead maybe change ITF so it can't go above 80 percent cap or at least try it on test and see if it manages to tone down the damage we are seeing. But for the love of NeverWinter don't go breaking a lot more things to try and fix an easy fix.
I kinda worry I will log in to find that IBS now has a hard cap of 2 damage per second, hidden daggers now only causes IBS to turn into a hidden strike that does 0 damage. Log to my warlock and find that SS has been changed to buff my pet to keep it alive while I solo. I know the sarcasm is dripping there but you guys get my point I hope.
To sum it's not the class that is needing to be fixed beyond actually fixing powers and feats to ACTUALLY work, it's the modifier system of math that needs to be worked on behind the scene that will affect every single class.
And since it's still broken from time to time, I wouldn't call it "fixed".