Thats all for me: Anvil of Doom are a Anvil of Pillow now, completely useless. Stell Defense, the only way to survive in Orcus have a nerf. They fix the "little CD" of use the Dailes and active the buff ? Invest in defense for ITF are useless.
Can any GF (3k IL or below) survive in Orcus or in the New Level of DG ? =(
My pet (Blue Earth Archor) tank more easily than me in CN, they take more agro than me. Thats it guys.
Thats all for me: Anvil of Doom are a Anvil of Pillow now, completely useless. Stell Defense, the only way to survive in Orcus have a nerf. They fix the "little CD" of use the Dailes and active the buff ? Invest in defense for ITF are useless.
Can any GF (3k IL or below) survive in Orcus or in the New Level of DG ? =(
My pet (Blue Earth Archor) tank more easily than me in CN, they take more agro than me. Thats it guys.
You should be aware that there are IVs that can tank him.
Also, you're a tank. It only makes sense to have a higher investment in defense compared to other class roles.
I am going through each of the classes and checking the feats/powers to see whats changed so we have an interum set of patchnotes. If I miss any tell me and I will update the OP.
- Binding arrow no longer procs roots. Binding Arrow has had its cooldown reduced by roughly 25%. - Steel Breeze (melee version of Constricting Arrow) now has 3 charges. There is a 3 second CD between each cast. Steel Breeze now deals roughly 80% more damage. - Unflinching Aim now also reduces the cooldowns of your ranged powers by 0.1/0.2/0.3/0.4/0.5 seconds for each aimed shot cast. - Thorned Roots: when hitting a control immune target immediately deal 250/300/350/400/450% of your weapon damage, previously did not scale. - Gushing wound initial hit deals 3x more damage and DoT deals roughly 30% more damage. - Hawk eye now does 15% of your next encounter power used within the next 5 seconds and 7.5% of allies encounter powers. - Commanding Shot deals roughly 50% more damage and cooldown reduced by about 15% - Oak Skin healing increased by roughly 3.5 times. - Split the Sky now also deals damage periodically snares targets. - Thorn Ward now has an additional 6 seconds duration per additional point added to it. Thorn Strike (melee version) now deals reduced damage if it hits more than 1 target. - Rain of Arrows radius increased from 6' to 10' and cooldown reduced by 10%. Rain of Swords deals 30% more damage and states it has a charge refill, although it has yet to have any charges added. - Split Strike received a 40% damage boost. - Marauder's Escape range stance version now deals physical damage. Putting points into it increases the damage it deals by 10% instead of giving action points. - Cold Steel Hurricane deals 40% more damage. - Aimed shot is no longer interrupted when you take damage. - Advanced Stalking no longer snares and instead increases bear trap damage by 10/20/30/40/50%. - Ambush now has a stackable ~10.3% debuff
Some feedback: Marauder's Escape - Adding physical AOE damage is ok, but what is needed is AOE slow. What an Archer Ranger require is distance from mobs. We lose damage the closer the mobs and we are more threatened when they within striking distance. I suggest 0.5 sec slow per tier.
Split Strike - A 40% damage boost is totally unnecessary. It is fine live. Split strike gets better the farther you are and the more mobs it hits and is spammable. Please, do no fix what's not broken. Leave the live version as it is. What we range Archers lack is single target capabilities. edit: I don't use melee and mistook Split Shot for Split Strike.
Instead, Rapid Shot is what is anemic. That's what needs a 20%-30% damage boost.
Rain of Arrows - The use of Rain of Arrows in live is a single-target, fire-and-forget damage dealer. Shoot Rain of Arrows on a target, while it's raining, augment the damage with Rapid shot. This is because, again, Archers have no good single target At-will or Encounter. This is the best only one we can use to augment Rapid shot damage.
I'm not really sure what increase of area-of-effect does. I'm still not sure from testing whether it dilutes the single target focus-fire. Hopefully not, because the last thing an Archer Ranger need is another AOE skill. Again, this is best used for single targets, fire-and-forget to augment our measly Rapid Shot attacks.
Lastly, Rain of Arrows does not hit flying Demons on Well of Dragons. This should be fixed.
Aimed Shot - Have not tested this b/c it's a new note. But if it's no longer interrupted, this is most welcome. Now, all they have to do is fix the looping animation when you click on it too much. This is a very hard skill to time/tame. If you click too often, the casting animation will loop on itself and it won't fire. You have to wait until all the looping animation stops before you can cast again. This happens a lot during Dragon Run at WOD.
Thorn Ward - Haven't tested this yet properly because it's out of a good Archer rotation because of Cordon of Arrows. I'm just glad Cordon of Arrows wasn't tampered with.
Split The Sky - Haven't tested this yet because it's only useful in (example): Dragon Run, Heroic Encounters and Tiamat. This skill is a fire-and-forget AOE version of Rain of Arrows. Just from eyeballing the change, it increases viability of use in other situations aside from the aforementioned events
What they really need to fix to help Hunter Archer (tree): Hawk Shot - This skill is weaker than Aim Shot (at-will), and it has a cast time (why)? And it has a long cooldown. What's the point of this encounter again? With that cooldown, it should be stronger than Aim Shot and instant cast.
Rapid Shot - Archers need a single target, spammable skill. Archers can't stay in one spot too long. Archer meta is firing moving, creating distance and evading mobs. I suggest a 20-30% damage boost instead of boosting Split Strike (why?)
Dodge ability - Archers need to cover 30-40% more ground per dodge or reduce the stamina use per dodge. Try avoiding the red circles on any Demonic Heroic encounters on WOD. And try avoiding the flying Demons on WOD. We have no single target counter, only cordon of arrows to deal with it.
Summary so far: - Please, DO NOT go ahead with the Split Strike buff. Live is fine and balanced and useful for its purpose. edit: I don't use melee and mistook Split Shot for Split Strike. - Maurader's Escape should slow mobs around the origin of the backward dash, instead of AOE damage. Suggestion: (0.5s per level). ME is used to create distance, avoid mobs, allow us to shoot and increase our damage. - Archers severely need single target skill buffs: Rapid Shot + Hawk shot or any others. - Dodge ability needs remedy.
edit: No comment on Split Strike buff ( I never use any melee. I'm purely Archery Ranger). I mistook it for Split Shot. Thx.
Combat Superiority got buffed not nerfed. From When foe hits you,you deal 10% additional damage to them for 5s To When foe hits you,you deal 5% additional damage to them and they deal 5% less damage to you for 8s.At rank 4 you get 8% dmg buff and 8% damage resistance for 8s. With Tactical Superiority change you deal 18% more damage and you get 8% dmg resist.
All the DR buffs from lunge, Bullcharge and Iron Warrior are not showing up in the tooltip. Not sure if they're just not showing up or completely broken.
Not tested combat (and tactical) superiority yet but it seems dodgy. It used to be a flat buff with the conq feat. Now it requires you be hit by the target. Also give a flat buff in paragon feat? Believe that when I see it. Should be hit target, not be hit by target! PvP GFs will like it that way but PvE it's a drawback.
Movement speed from Steel Grace doesn't seem to be working or updated in the tooltip. Sorry passive. Desperate Survival is still the *****st skill of all time. Thanks for leaving that sucky.
Commander's Strike requires a Mark now. Or it doesn't work? WTF..
Iron Warrior along with being broken, still gives no real temp HP and is still slow to cast. Still sucks. I see they stuck with the total nerf, no improvements or fixes path. Typical cryptic.
I bet 1m zen Knight's Valor is still broken af after like 30 bugs cases. And double or nothing Staying Power in the Protector Tree is still broken too!
Protector tree got zero love. The tank tree for the tank class still stinks.LMFAO. Big shock..not really.
checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
I just logged into preview, and the ITF bonus in the OP is incorrect. It lists +5% dmg bonus per rank, not 25% per rank. It reverted back to pre-mod 6 levels. Can someone else confirm?
I just logged into preview, and the ITF bonus in the OP is incorrect. It lists +5% dmg bonus per rank, not 25% per rank. It reverted back to pre-mod 6 levels. Can someone else confirm?
ITF is now a flat buff and is in no way linked to your DR. The buff starts at 10% and then goes 15/20/25%. Which is 5% per rank.
Summary so far: - Please, DO NOT go ahead with the Split Strike buff. Live is fine and balanced and useful for its purpose. - Maurader's Escape should slow mobs around the origin of the backward dash, instead of AOE damage. Suggestion: (0.5s per level). ME is used to create distance, avoid mobs, allow us to shoot and increase our damage. - Archers severely need single target skill buffs: Rapid Shot + Hawk shot or any others. - Dodge ability needs remedy.
I think you got confused, this is not an official patch notes, but rather a listing of all the changes seen in the preview. It is not here where you should put your "pls (dont)change this or that." XD
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Summary so far: - Please, DO NOT go ahead with the Split Strike buff. Live is fine and balanced and useful for its purpose. - Maurader's Escape should slow mobs around the origin of the backward dash, instead of AOE damage. Suggestion: (0.5s per level). ME is used to create distance, avoid mobs, allow us to shoot and increase our damage. - Archers severely need single target skill buffs: Rapid Shot + Hawk shot or any others. - Dodge ability needs remedy.
I think you got confused, this is not an official patch notes, but rather a listing of all the changes seen in the preview. It is not here where you should put your "pls (dont)change this or that." XD
Agreed @durugudesu, as of yet, I have not transformed into a Cryptic dev
wow they hit the SW pretty hard thats like a 80% dmg loss for fury? anyways they should atleast think about the TT animation cause now all mobs are dead befor you finish waving your arms arround
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited July 2016
Continuation of the OP
Items and Economy: (Thanks to @ejziponken for this)
-Transcendent Bloodtheft: Enchantment from 30 sec to 20sec cooldown -Transcendent Thunderhead Enchantment: from 30 sec to 20sec cooldown -Transcendent Lightning Enchantment: All cooldowns are reduced by 2% for the first target hit and by 1% for each target hit by the chain. -Added Gigantic Enchantment with Recovery, Crit and armor Penetration and HP, Deflect and defense. -New Manticore mount. 500 Power and defense with 250 power and defense to all allies within 50 feet. -New artifact manticore's talon, with hitpoints, crit and control resist. -New companion remorhaz which has a 5% chance to combust an opponent, dealing damage over time for 5 seconds. -New insignia bonuses. -New PVP and PVE gear sets. -Stamina Drain Wards are now 1-8% of your maximum stamina, Stamina Drains are now 1-6% of your target's stamina. - A new quest for Seals of Triumph. - All 3-stats enchants has 80 stats more than a 2-stats enchant. Black Ice, Draconic, Gicantic and demonic all have 80 more than on live. So its 460 + 230 + 230 Before it was 420 + 210 + 210
Items and Economy: (Thanks to @ejziponken for this)
-Transcendent Bloodtheft: Enchantment from 30 sec to 20sec cooldown -Transcendent Thunderhead Enchantment: from 30 sec to 20sec cooldown -Transcendent Lightning Enchantment: All cooldowns are reduced by 2% for the first target hit and by 1% for each target hit by the chain. -Added Gigantic Enchantment with Recovery, Crit and armor Penetration. -New Manticore mount. 500 Power and defense with 250 power and defense to all allies within 50 feet. -New artifact manticore's talon, with hitpoints, crit and control resist. -New companion remorhaz which has a 5% chance to combust an opponent, dealing damage over time for 5 seconds. -New insignia bonuses. -New PVP and PVE gear sets. -Stamina Drain Wards are now 1-8% of your maximum stamina, Stamina Drains are now 1-6% of your target's stamina. - A new quest for Seals of Triumph.
You should edit: -Added Gigantic Enchantment with Recovery, Crit and armor Penetration. To this: -Added Gigantic Enchantment with Recovery, Crit and armor Penetration and HP, Deflect and defense
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Items and Economy: (Thanks to @ejziponken for this)
-Transcendent Bloodtheft: Enchantment from 30 sec to 20sec cooldown -Transcendent Thunderhead Enchantment: from 30 sec to 20sec cooldown -Transcendent Lightning Enchantment: All cooldowns are reduced by 2% for the first target hit and by 1% for each target hit by the chain. -Added Gigantic Enchantment with Recovery, Crit and armor Penetration. -New Manticore mount. 500 Power and defense with 250 power and defense to all allies within 50 feet. -New artifact manticore's talon, with hitpoints, crit and control resist. -New companion remorhaz which has a 5% chance to combust an opponent, dealing damage over time for 5 seconds. -New insignia bonuses. -New PVP and PVE gear sets. -Stamina Drain Wards are now 1-8% of your maximum stamina, Stamina Drains are now 1-6% of your target's stamina. - A new quest for Seals of Triumph.
You should edit: -Added Gigantic Enchantment with Recovery, Crit and armor Penetration. To this: -Added Gigantic Enchantment with Recovery, Crit and armor Penetration and HP, Deflect and defense
im trying to patch from ages but it seems this is not my day.... if the hr changes are just the ones listed they totally miss the point tho. they dont even make combat and archery paths slightly more viable...meh. The steel breeze change is really appreciated. back to work and tv series for another couple of months.
Please fix Plant Growth not working with Blade Storm for HR. Make sure in the future before releasing these changes BS does proc with all the new melee stanced attack changes.
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Temp hitpoints from ITF not dispersing out of combat is a bug from live that this build has not addressed (or rather, a power that was missed when they changed temp HPs in general).
Terrifying Impact being changed from a prone to a stun is a fix to match the current live tooltip. Not sure how long it's been inconsistent. My bigger question is, does it now respect control immunity?
Split Strike - A 40% damage boost is totally unnecessary. It is fine live. Split strike gets better the farther you are and the more mobs it hits and is spammable. Please, do no fix what's not broken. Leave the live version as it is. What we range Archers lack is single target capabilities.
Summary so far: - Please, DO NOT go ahead with the Split Strike buff. Live is fine and balanced and useful for its purpose.
Whether or not it's appropriate to post feedback here, you seem to have read a buff to Split Strike (melee) as a buff to Split Shot (ranged, and which damage is probably fine as-is).
Comments
Anvil of Doom are a Anvil of Pillow now, completely useless.
Stell Defense, the only way to survive in Orcus have a nerf. They fix the "little CD" of use the Dailes and active the buff ?
Invest in defense for ITF are useless.
Can any GF (3k IL or below) survive in Orcus or in the New Level of DG ?
=(
My pet (Blue Earth Archor) tank more easily than me in CN, they take more agro than me. Thats it guys.
Dead🔪Also, you're a tank. It only makes sense to have a higher investment in defense compared to other class roles.
Marauder's Escape - Adding physical AOE damage is ok, but what is needed is AOE slow. What an Archer Ranger require is distance from mobs. We lose damage the closer the mobs and we are more threatened when they within striking distance. I suggest 0.5 sec slow per tier.
Split Strike - A 40% damage boost is totally unnecessary. It is fine live. Split strike gets better the farther you are and the more mobs it hits and is spammable. Please, do no fix what's not broken. Leave the live version as it is. What we range Archers lack is single target capabilities.edit: I don't use melee and mistook Split Shot for Split Strike.Instead, Rapid Shot is what is anemic. That's what needs a 20%-30% damage boost.
Rain of Arrows - The use of Rain of Arrows in live is a single-target, fire-and-forget damage dealer. Shoot Rain of Arrows on a target, while it's raining, augment the damage with Rapid shot. This is because, again, Archers have no good single target At-will or Encounter. This is the best only one we can use to augment Rapid shot damage.
I'm not really sure what increase of area-of-effect does. I'm still not sure from testing whether it dilutes the single target focus-fire. Hopefully not, because the last thing an Archer Ranger need is another AOE skill. Again, this is best used for single targets, fire-and-forget to augment our measly Rapid Shot attacks.
Lastly, Rain of Arrows does not hit flying Demons on Well of Dragons. This should be fixed.
Aimed Shot - Have not tested this b/c it's a new note. But if it's no longer interrupted, this is most welcome. Now, all they have to do is fix the looping animation when you click on it too much. This is a very hard skill to time/tame. If you click too often, the casting animation will loop on itself and it won't fire. You have to wait until all the looping animation stops before you can cast again. This happens a lot during Dragon Run at WOD.
Thorn Ward - Haven't tested this yet properly because it's out of a good Archer rotation because of Cordon of Arrows. I'm just glad Cordon of Arrows wasn't tampered with.
Split The Sky - Haven't tested this yet because it's only useful in (example): Dragon Run, Heroic Encounters and Tiamat. This skill is a fire-and-forget AOE version of Rain of Arrows. Just from eyeballing the change, it increases viability of use in other situations aside from the aforementioned events
What they really need to fix to help Hunter Archer (tree):
Hawk Shot - This skill is weaker than Aim Shot (at-will), and it has a cast time (why)? And it has a long cooldown. What's the point of this encounter again? With that cooldown, it should be stronger than Aim Shot and instant cast.
Rapid Shot - Archers need a single target, spammable skill. Archers can't stay in one spot too long. Archer meta is firing moving, creating distance and evading mobs. I suggest a 20-30% damage boost instead of boosting
Split Strike (why?)Dodge ability - Archers need to cover 30-40% more ground per dodge or reduce the stamina use per dodge. Try avoiding the red circles on any Demonic Heroic encounters on WOD. And try avoiding the flying Demons on WOD. We have no single target counter, only cordon of arrows to deal with it.
Summary so far:
- Please, DO NOT go ahead with the Split Strike buff. Live is fine and balanced and useful for its purpose.edit: I don't use melee and mistook Split Shot for Split Strike.- Maurader's Escape should slow mobs around the origin of the backward dash, instead of AOE damage. Suggestion: (0.5s per level). ME is used to create distance, avoid mobs, allow us to shoot and increase our damage.
- Archers severely need single target skill buffs: Rapid Shot + Hawk shot or any others.
- Dodge ability needs remedy.
edit: No comment on Split Strike buff ( I never use any melee. I'm purely Archery Ranger). I mistook it for Split Shot. Thx.
https://i.gyazo.com/998d1fc2e9df94006094e62ad6ee4e34.mp4
https://i.gyazo.com/6b8f03fce012e1ce9f23d267c419df32.mp4
From When foe hits you,you deal 10% additional damage to them for 5s To When foe hits you,you deal 5% additional damage to them and they deal 5% less damage to you for 8s.At rank 4 you get 8% dmg buff and 8% damage resistance for 8s.
With Tactical Superiority change you deal 18% more damage and you get 8% dmg resist.
Not sure if they're just not showing up or completely broken.
Not tested combat (and tactical) superiority yet but it seems dodgy. It used to be a flat buff with the conq feat.
Now it requires you be hit by the target. Also give a flat buff in paragon feat? Believe that when I see it.
Should be hit target, not be hit by target! PvP GFs will like it that way but PvE it's a drawback.
Movement speed from Steel Grace doesn't seem to be working or updated in the tooltip. Sorry passive.
Desperate Survival is still the *****st skill of all time. Thanks for leaving that sucky.
Commander's Strike requires a Mark now. Or it doesn't work? WTF..
Iron Warrior along with being broken, still gives no real temp HP and is still slow to cast. Still sucks.
I see they stuck with the total nerf, no improvements or fixes path. Typical cryptic.
I bet 1m zen Knight's Valor is still broken af after like 30 bugs cases.
And double or nothing Staying Power in the Protector Tree is still broken too!
Protector tree got zero love. The tank tree for the tank class still stinks.LMFAO. Big shock..not really.
Nice chop job.
Pic: https://gyazo.com/2a5ddc07ef577b0594f3213606d4a7b4
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
Guild--And the Imaginary Friends
Guild--And the Imaginary Friends
Villains menace duration reduced, increases by 1 second per rank down from 2.
Jagged blades duration down from 15 seconds to 10 seconds.
Griffons Wraith has max of 3 charges, damage is increased per rank not number of charges.
Commander's Strike cooldown increased, duration of effect decreased and requires target to be marked.
Supremacy of Steel is no longer expendable (or is no longer listed in tooltip as)
BUFF: Enforced Threat damage increases per rank, previously was just stamina regain increase
thats like a 80% dmg loss for fury?
anyways they should atleast think about the TT animation cause now all mobs are dead befor you finish waving your arms arround
Items and Economy: (Thanks to @ejziponken for this)
-Transcendent Bloodtheft: Enchantment from 30 sec to 20sec cooldown
-Transcendent Thunderhead Enchantment: from 30 sec to 20sec cooldown
-Transcendent Lightning Enchantment: All cooldowns are reduced by 2% for the first target hit and by 1% for each target hit by the chain.
-Added Gigantic Enchantment with Recovery, Crit and armor Penetration and HP, Deflect and defense.
-New Manticore mount. 500 Power and defense with 250 power and defense to all allies within 50 feet.
-New artifact manticore's talon, with hitpoints, crit and control resist.
-New companion remorhaz which has a 5% chance to combust an opponent, dealing damage over time for 5 seconds.
-New insignia bonuses.
-New PVP and PVE gear sets.
-Stamina Drain Wards are now 1-8% of your maximum stamina, Stamina Drains are now 1-6% of your target's stamina.
- A new quest for Seals of Triumph.
- All 3-stats enchants has 80 stats more than a 2-stats enchant.
Black Ice, Draconic, Gicantic and demonic all have 80 more than on live.
So its 460 + 230 + 230
Before it was 420 + 210 + 210
-Added Gigantic Enchantment with Recovery, Crit and armor Penetration.
To this:
-Added Gigantic Enchantment with Recovery, Crit and armor Penetration and HP, Deflect and defense
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
they dont even make combat and archery paths slightly more viable...meh. The steel breeze change is really appreciated.
back to work and tv series for another couple of months.
Contact:@EmeraldG1173
Main: EMERALD LEGEND
Terrifying Impact being changed from a prone to a stun is a fix to match the current live tooltip. Not sure how long it's been inconsistent. My bigger question is, does it now respect control immunity?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Neverwinter Census 2017
All posts pending disapproval by Cecilia