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Official Feedback Thread: Hunter Ranger changes

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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    ghoulz66 said:


    Feedback: piercing blades
    Piercing blades will not deal instantaneous 40% aditional damage as piercing damage imediatly instead will deal 10% aditional piercing damage each second for 4 seconds.

    Just when combat was becoming good for PVE, people start suggesting things like this trying to stuff it back in the grave.

    Just revert it for the sake of PVE where the majority of players are. Tweak flurry and some encounters so it's at least usable for the pvp minority.

    Back to the grave? So did conqueror GF get sent back to the grave in pve? 4 seconds in a regular run it's not that bad, now in a speed run whith great buffs it starts to show a bit worse, just there.


  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User

    ghoulz66 said:


    Feedback: piercing blades
    Piercing blades will not deal instantaneous 40% aditional damage as piercing damage imediatly instead will deal 10% aditional piercing damage each second for 4 seconds.

    Just when combat was becoming good for PVE, people start suggesting things like this trying to stuff it back in the grave.

    Just revert it for the sake of PVE where the majority of players are. Tweak flurry and some encounters so it's at least usable for the pvp minority.

    Back to the grave? So did conqueror GF get sent back to the grave in pve? 4 seconds in a regular run it's not that bad, now in a speed run whith great buffs it starts to show a bit worse, just there.

    PB is a large chunk of combat's damage. Turning that into a DoT will destroy it. GF isn't affected obviously because the powers most actually use for PVE/solo WEREN'T nerfed....

  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    @metalldjt a ICD will block the power/feat/whatever to trigger for a certain amount of time, that was not what i was mentioning and the spread of PB over 4 seconds is not a ICD it's a DoT effect. Survivor's blessings now that is a ICD. And yes i wish to start 2 dots at the same time if the damages were dealt at the same time, not with a ICD.

    See things from this point of view now in mimic: Plant growth(i dont know if pg has 4 or 5 dots but you get the point):
    Second 1: Base damage deals 0(lets supose it's 0) PB deals 10 000;
    Second 2: Base damage deals 0 PB deals 10 000;
    Second 3 Base damage deals 0 PB deals 10 000;
    Second 4 base damage 0, PB 10000;

    Applied over 4 seconds(i assumed PG = 4 dots):
    Second 1: base damage 0, PB damage 2500
    Second 2: base damage 0, PB damage 5000
    Second 3: base damage 0; PB damage 7500
    Second 4 base damage 0, PB damage 10000
    Second 5 base damage 0, PB damage 7500;
    Second 6 base damage 0, PB damage 5000;
    Second 7 base damage 0, PB damage 2500;

  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    ghoulz66 said:

    ghoulz66 said:


    Feedback: piercing blades
    Piercing blades will not deal instantaneous 40% aditional damage as piercing damage imediatly instead will deal 10% aditional piercing damage each second for 4 seconds.

    Just when combat was becoming good for PVE, people start suggesting things like this trying to stuff it back in the grave.

    Just revert it for the sake of PVE where the majority of players are. Tweak flurry and some encounters so it's at least usable for the pvp minority.

    Back to the grave? So did conqueror GF get sent back to the grave in pve? 4 seconds in a regular run it's not that bad, now in a speed run whith great buffs it starts to show a bit worse, just there.

    PB is a large chunk of combat's damage. Turning that into a DoT will destroy it. GF isn't affected obviously because the powers most actually use for PVE/solo WEREN'T nerfed....

    I know it's a "large chunk" but currently PVE dps of combat is perfect, so making pb dot would lower your dps 10% at most, combat needs other fixes that will improve overall performance like:
    -Speed, combat is as slow as a turtle now;
    -Flurry leghtned but toned down so it can be almost granted.
    -Powers corrections like thorn ward slow as hell animation. Rain of swords....too slow. Split strike: much worse than CtG. Boar charge low dps, locks you into place when executed, Blade storm really low value in single target(between 1 and 2 %). Bear trap, useless damage and useage.

  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    IM waiting on Amenars comments on pb is it acting as intended if so were done and all the non hr here can go home. We have so many pages of speculation when we just need to wait for a response. I personally like combat to have some pep and if you don't play a Hr then you are just speculating then only then will I comment further on this.

    Amenar is seasoned on play so wait for him to post he will

  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited August 2016
    jhpnw said:

    IM waiting on Amenars comments on pb is it acting as intended if so were done and all the non hr here can go home. We have so many pages of speculation when we just need to wait for a response. I personally like combat to have some pep and if you don't play a Hr then you are just speculating then only then will I comment further on this.

    Amenar is seasoned on play so wait for him to post he will

    There was a reason why PB was changed back then...

    Piercing damage is even more OP now due to all the defenses/tenacity players can pile up, only to be ignored.

    Just revert the changes. Buff encounters, fix boar charge. Then give combat a speed buff on it's tree. Lastly, make Flurry activate on at-will use, gain a charge of Flurry on encounter use, stacking up to 3 times.

    With all that and the high deflect/wild medicine I would think it would be good enough for pvp usage.
  • carterhimuracarterhimura Member Posts: 59 Arc User
    Very simple situation for Combat HR on live server in PvP.
    GF vs Combat HR - Daily, Bull's charge, Anvil = HR is dead. Moreover 3+ IL GF has got almost 60% of DR and 68% of Arpen Reduction from tenacity. If you suggest to revert PB to do post-mitigating damage How much arpen you need to win this battle?? My combat HR 3.4 IL has 124% of arpen and its not enough. Oh! I've forgotten about self-healing.. Without PB Combat HR will never win GF.
    GWF vs Combat HR - almost the same situation as for GF's. Most of GWF's wear T. Negation Enchantment it gives them additional 30% of DR. Lack of control for combat and fire as the resukt of this duel. Oh! I've forgotten about self-healing..
    CW vs Combat HR - Their shield and Smolder (It's bugged. Smolder can double its damage in some situations), and T. Negation Enchantment and fast encounters will send you to the fire after a bit longer duel than with GF's and GWF's. Oh! I've forgotten about self-healing..
    TR vs Combat HR - Yeah! We can beat them! Just keep Fox up and stamina for their SE daily. Don't forget about 60% deflection at least. Oh! I've forgotten about self-healing.. And invisibility.
    SW vs Combat HR - If you see good geared SW in Domination be ready for their immortality. Too much LS and DoT's from them. But yes we can keep our az alive. And ones again self-healing.
    Combat HR against DC and Paladin - You'll fight for ages.
    3+ il pvp players have fantastic self-healing from drowned guns, wheel of element, recovery and boons.
    If you are a 2.5 il Combat HR and you fight against pre-made group or random 3+ il guys than ask the devs "whats wrong with matchmaking?"
    The main problem of Combat is lack of damage and cc. Piercing Damage is very good feat for combatter but PB should be fixed to weapon damage (blades) or reduced to 30%. And no PB for crits at all.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited August 2016
    So....suposing PB in a reasonable group would miss 20% of the damage trough the course of a dungeon:






    It would definitively not be game breaking.
    1 note while in biggrin making these logs i went down to 10 to 20% hp and i had no healing going on (ok, ok i admit i didn't go for wilds medicine), so a dot would be very andy, im not trying to force the idea but this could actually be a pvp and pve solution.
    Post edited by treesclimber on

  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    metalldjt said:

    @metalldjt a ICD will block the power/feat/whatever to trigger for a certain amount of time, that was not what i was mentioning and the spread of PB over 4 seconds is not a ICD it's a DoT effect. Survivor's blessings now that is a ICD. And yes i wish to start 2 dots at the same time if the damages were dealt at the same time, not with a ICD.

    See things from this point of view now in mimic: Plant growth(i dont know if pg has 4 or 5 dots but you get the point):
    Second 1: Base damage deals 0(lets supose it's 0) PB deals 10 000;
    Second 2: Base damage deals 0 PB deals 10 000;
    Second 3 Base damage deals 0 PB deals 10 000;
    Second 4 base damage 0, PB 10000;

    Applied over 4 seconds(i assumed PG = 4 dots):
    Second 1: base damage 0, PB damage 2500
    Second 2: base damage 0, PB damage 5000
    Second 3: base damage 0; PB damage 7500
    Second 4 base damage 0, PB damage 10000
    Second 5 base damage 0, PB damage 7500;
    Second 6 base damage 0, PB damage 5000;
    Second 7 base damage 0, PB damage 2500;

    in a 3 minutes fight that i had against a HR , he procced PB for 450 times if you x 4 it will 1800 proccs in 180s.
    So? they will simply be much smaller and delayed from the original atack allowing you to do somwthing about it.

  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    @metalldjt broken stuff such as? The new boons say very clearly, not affected by dots, so i dont see a problem there, client problems with HR are caused (on live server) by Slasher's mark and carefull attack only, if Fury SW comes out of this balance well, combat HR will be baby exercise, just to give you a notion of what im taking about i stack creeping death over 50 times with SS spam, 50 dots on the same target.

  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User


    Enough of piercing damage for the love of hell. TR will be set in line soon enough after all those months of crying about it. Next we'll have more classes crying for piercing damage if this goes through.

    Just revert PB, rename PB like they were GOING to do, buff encounters, tweak flurry. All that's going to happen is we're going to have a bunch of crybabies whining about the piercing damage along with dealing with 80% deflect HRs.
  • ionvnegativoionvnegativo Member, NW M9 Playtest Posts: 119 Arc User
    Those piercing blades HRs in the past were just brutal, they ate half of your HP bar (30K-40k then) in a couple of hits, HRs were the most hated class in pvp as now GFs/TRs, cant believe devs are going to bring this again.

    Combat HR was then erased from pvp when the piercing damage and wilds medicine were nerfed, if i remember it right.

    Shadowy opportunity (piercing damage) was hitting for 12k with buffs, then it was fixed cuz TRs were melting ppl with Cloud of steel, same will happen with PB.

    Dont ask for buffs that you know will end in a miserable nerf for your class later.
  • zonoske#5272 zonoske Member Posts: 86 Arc User
    A combat hr will have trouble against an skilled gf. Also will have trouble closing in on a repel happy CW.
  • whitestaruawhitestarua Member Posts: 175 Arc User
    @amenar

    About new melee HR.
    Is very good in PvP. No CC, but good damage.

    Had 5-10min and more time 1v1 vs GF\TR And now all can kill each other.

    Trapper still has no damage on PvP - can you change this?
    Archery has increased damage, but is still low.


    This about tr and gf damage. -> and DC QoL:
    https://www.youtube.com/watch?v=DNXDgNEQiWg


    HR (melee too) + tr\gf can't kill DC. NEVER!



    So, melee is good now. Trapper and Archery need more damage. In PvP
    Trapper in PvE has decreased damage because of changed SotF. It's really bad=( You told that you do not want to nerf HR?
    Archery and melee are more better now in pve. Thx.


    P.S.: still no improvements for trapper in pvp and pve, just a lot of little nerfs. Don't do this!




  • whitestaruawhitestarua Member Posts: 175 Arc User
    edited August 2016

    A combat hr will have trouble against an skilled gf. Also will have trouble closing in on a repel happy CW.

    @amenar
    1.5-2s of repel cd... is not a joke=(
  • whitestaruawhitestarua Member Posts: 175 Arc User

    Those piercing blades HRs in the past were just brutal, they ate half of your HP bar (30K-40k then) in a couple of hits, HRs were the most hated class in pvp as now GFs/TRs, cant believe devs are going to bring this again.

    Combat HR was then erased from pvp when the piercing damage and wilds medicine were nerfed, if i remember it right.

    Shadowy opportunity (piercing damage) was hitting for 12k with buffs, then it was fixed cuz TRs were melting ppl with Cloud of steel, same will happen with PB.

    Dont ask for buffs that you know will end in a miserable nerf for your class later.

    New time - new balance.
    Before we did not have so much healing.
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    edited August 2016
    I got an idea that came from the reworked Aspect of the Falcon:
    • Aspect of the Falcon: Now also increases your Ranged powers damage based on the distance to your target. Damage is increased by 1% for every 5'away you are from your target.
    @amenar

    We could rework the useless Battlehoned to:

    Aspect of the Spider: Now also increases your Melee power damage based on the narrowed distance to your target. Damage is increased by 1,5% for every 3' getting closer to the target.
    (Starting within 20' far away) and every rank adds 2,5' (means starting within 30' far away) at rank 4
    GRAVITY X GAME
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    edited August 2016
    @amenar
    I got an idea coming up from AotF rework:
    • Aspect of the Falcon: Now also increases your Ranged powers damage based on the distance to your target. Damage is increased by 1% for every 5' away you are from your target.
    to rework the total useless passive Battlehoned to:

    Aspect of the Spider: Now also increases your Melee power damage based on the narrowed distance to the target. Damage is increased by 1,5% for every 3' closer you are from target. (Starting within 20' far away and adding 2,5' at every rank, that means within 30' at rank 4)
    GRAVITY X GAME
  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    edited August 2016
    I dont see a Trapper HR in the fight? All I see is a TR that throws dagger or SE while the DC is in divine shield... maybe that's why it takes so long? If GF activate ITF then bull charges the DC out of the shield, then use daily to lock the DC down, TR can do a quick SE and finish the fight pretty quickily... make sense...?

    @amenar

    About new melee HR.
    Is very good in PvP. No CC, but good damage.

    Had 5-10min and more time 1v1 vs GF\TR And now all can kill each other.

    Trapper still has no damage on PvP - can you change this?
    Archery has increased damage, but is still low.


    This about tr and gf damage. -> and DC QoL:
    https://www.youtube.com/watch?v=DNXDgNEQiWg


    HR (melee too) + tr\gf can't kill DC. NEVER!



    So, melee is good now. Trapper and Archery need more damage. In PvP
    Trapper in PvE has decreased damage because of changed SotF. It's really bad=( You told that you do not want to nerf HR?
    Archery and melee are more better now in pve. Thx.


    P.S.: still no improvements for trapper in pvp and pve, just a lot of little nerfs. Don't do this!




    A combat hr will have trouble against an skilled gf. Also will have trouble closing in on a repel happy CW.

    Everyone has trouble closing with a repel happy CW, not just HR, but at least the CW wont have the chance of killing you
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • whitestaruawhitestarua Member Posts: 175 Arc User
    edited August 2016
    icyphish said:

    I dont see a Trapper HR in the fight? All I see is a TR that throws dagger or SE while the DC is in divine shield... maybe that's why it takes so long? If GF activate ITF then bull charges the DC out of the shield, then use daily to lock the DC down, TR can do a quick SE and finish the fight pretty quickily... make sense...?

    @amenar

    About new melee HR.
    Is very good in PvP. No CC, but good damage.

    Had 5-10min and more time 1v1 vs GF\TR And now all can kill each other.

    Trapper still has no damage on PvP - can you change this?
    Archery has increased damage, but is still low.


    This about tr and gf damage. -> and DC QoL:
    https://www.youtube.com/watch?v=DNXDgNEQiWg


    HR (melee too) + tr\gf can't kill DC. NEVER!



    So, melee is good now. Trapper and Archery need more damage. In PvP
    Trapper in PvE has decreased damage because of changed SotF. It's really bad=( You told that you do not want to nerf HR?
    Archery and melee are more better now in pve. Thx.


    P.S.: still no improvements for trapper in pvp and pve, just a lot of little nerfs. Don't do this!




    A combat hr will have trouble against an skilled gf. Also will have trouble closing in on a repel happy CW.

    Everyone has trouble closing with a repel happy CW, not just HR, but at least the CW wont have the chance of killing you
    There are best DC and best tr\gf -> i think they all know what to do.

    For example any other dc can't live vs this 2. Just die in the begining of the battle.


    About trapper - i just told that gf\tr+trapper can't kill dc.

    So:
    @amenar
    Trapper do not have permadaze -> in foght vs BiS players. And trapper has no damage.


    To @amenar
    If you want to balance class in pvp just ask really good players.
    For example -> i with my hr can permadaze noob GF -> but vs good player ill die anyway and there is no so much CC like all cry.


    P.S: @icyphish some CW can kill good (fire mage in thau with some "mechanic" i do not know this is bug or no)
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    edited August 2016

    If you want to balance class in pvp just ask really good players.
    For example -> i with my hr can permadaze noob GF -> but vs good player ill die anyway and there is no so much CC like all cry.

    If you don´t know why u cannot permadaze any good players it´s simple cause they all use Elven Battle (and yes this enchantment is OP and need be toned down), and that you die anyway that´s part of PvP everyone is supposed to die sooner or later and not be invincible, it´s rather how long you can survive and that only depends how good everyone is :smile:
    GRAVITY X GAME
  • whitestaruawhitestarua Member Posts: 175 Arc User
    edited August 2016
    krondhor said:

    If you want to balance class in pvp just ask really good players.
    For example -> i with my hr can permadaze noob GF -> but vs good player ill die anyway and there is no so much CC like all cry.

    If you don´t know why u cannot permadaze any good players it´s simple cause they all use Elven Battle (and yes this enchantment is OP and need be toned down), and that you die anyway that´s part of PvP everyone is supposed to die sooner or later and not be invincible, it´s rather how long you can survive and that only depends how good everyone is :smile:
    Good GF do not need to use EB ench. (yes with EB is better vs HR, but in general they do not use it)
    Just good using of the shield. You can catch him, but just 1 mistake and he will kill you.

    TR has encounter that let him to ignore CC. And with hight amount of recovery he is on stealth or is visible but in ItC.

    GWF has untop.

    CW without EB has troubles, but his repel is very good.

    OP -> nothing to say, i think all know situation.

    SW -> atm there is no sw on pvp....

    DC -> all use EB and has very OP shift that let them cast skills in immunity. And Divine shield.


    What you can tell about this?



    Just ask some top pvp players what they think about some things on pvp... but not "forum fighters"...
  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    Well your initial Post said "HR (melee too) + tr\gf can't kill DC. NEVER!", but there was no HR in the fight.

    Also, are you on PC? cus I have not really seen those GF/TR/DC in PC's pvp...

    and no, good GFs uses Elven, cus CC is the only thing that kills them, they block really well with shields and Elven helps them not being CCed and combo rotated. This is whats happening on PC...

    icyphish said:

    I dont see a Trapper HR in the fight? All I see is a TR that throws dagger or SE while the DC is in divine shield... maybe that's why it takes so long? If GF activate ITF then bull charges the DC out of the shield, then use daily to lock the DC down, TR can do a quick SE and finish the fight pretty quickily... make sense...?

    @amenar

    About new melee HR.
    Is very good in PvP. No CC, but good damage.

    Had 5-10min and more time 1v1 vs GF\TR And now all can kill each other.

    Trapper still has no damage on PvP - can you change this?
    Archery has increased damage, but is still low.


    This about tr and gf damage. -> and DC QoL:
    https://www.youtube.com/watch?v=DNXDgNEQiWg


    HR (melee too) + tr\gf can't kill DC. NEVER!



    So, melee is good now. Trapper and Archery need more damage. In PvP
    Trapper in PvE has decreased damage because of changed SotF. It's really bad=( You told that you do not want to nerf HR?
    Archery and melee are more better now in pve. Thx.


    P.S.: still no improvements for trapper in pvp and pve, just a lot of little nerfs. Don't do this!




    A combat hr will have trouble against an skilled gf. Also will have trouble closing in on a repel happy CW.

    Everyone has trouble closing with a repel happy CW, not just HR, but at least the CW wont have the chance of killing you
    There are best DC and best tr\gf -> i think they all know what to do.

    For example any other dc can't live vs this 2. Just die in the begining of the battle.


    About trapper - i just told that gf\tr+trapper can't kill dc.

    So:
    @amenar
    Trapper do not have permadaze -> in foght vs BiS players. And trapper has no damage.


    To @amenar
    If you want to balance class in pvp just ask really good players.
    For example -> i with my hr can permadaze noob GF -> but vs good player ill die anyway and there is no so much CC like all cry.


    P.S: @icyphish some CW can kill good (fire mage in thau with some "mechanic" i do not know this is bug or no)
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • whitestaruawhitestarua Member Posts: 175 Arc User
    P.S:
    2day setup in pvp is something like this
    1dc 2 tr 1gf 1 hr

    1dc 2 cw 2 tr

    1dc 2 tr 1 gf 1cw


    And hr in party is just for pointCC in time of SE.
    Thats all what can do this class in pvp now... is very sad...
  • whitestaruawhitestarua Member Posts: 175 Arc User
    icyphish said:

    Well your initial Post said "HR (melee too) + tr\gf can't kill DC. NEVER!", but there was no HR in the fight.

    Also, are you on PC? cus I have not really seen those GF/TR/DC in PC's pvp...

    and no, good GFs uses Elven, cus CC is the only thing that kills them, they block really well with shields and Elven helps them not being CCed and combo rotated. This is whats happening on PC...

    icyphish said:

    I dont see a Trapper HR in the fight? All I see is a TR that throws dagger or SE while the DC is in divine shield... maybe that's why it takes so long? If GF activate ITF then bull charges the DC out of the shield, then use daily to lock the DC down, TR can do a quick SE and finish the fight pretty quickily... make sense...?

    @amenar

    About new melee HR.
    Is very good in PvP. No CC, but good damage.

    Had 5-10min and more time 1v1 vs GF\TR And now all can kill each other.

    Trapper still has no damage on PvP - can you change this?
    Archery has increased damage, but is still low.


    This about tr and gf damage. -> and DC QoL:
    https://www.youtube.com/watch?v=DNXDgNEQiWg


    HR (melee too) + tr\gf can't kill DC. NEVER!



    So, melee is good now. Trapper and Archery need more damage. In PvP
    Trapper in PvE has decreased damage because of changed SotF. It's really bad=( You told that you do not want to nerf HR?
    Archery and melee are more better now in pve. Thx.


    P.S.: still no improvements for trapper in pvp and pve, just a lot of little nerfs. Don't do this!




    A combat hr will have trouble against an skilled gf. Also will have trouble closing in on a repel happy CW.

    Everyone has trouble closing with a repel happy CW, not just HR, but at least the CW wont have the chance of killing you
    There are best DC and best tr\gf -> i think they all know what to do.

    For example any other dc can't live vs this 2. Just die in the begining of the battle.


    About trapper - i just told that gf\tr+trapper can't kill dc.

    So:
    @amenar
    Trapper do not have permadaze -> in foght vs BiS players. And trapper has no damage.


    To @amenar
    If you want to balance class in pvp just ask really good players.
    For example -> i with my hr can permadaze noob GF -> but vs good player ill die anyway and there is no so much CC like all cry.


    P.S: @icyphish some CW can kill good (fire mage in thau with some "mechanic" i do not know this is bug or no)
    drider server. yes pc.
  • armwaldarmwald Member Posts: 117 Arc User

    1) yes
    2) dont know
    3) yes, probably the release notes for m10
    4) yes, you can expect 1 and only 1 free respec token on live (at least this has been the case in the past)
    5) well, yes, aimed shot for itself provides some burst damage and a self buffed hawkshot seems to be quite impressive, at least when specd to full archer

    Thank you

    Really important that Cordon of Arrows crits outside of 50' it does not now on Xbox really needs to be fixed !!!

    I will pass on any respec to Archer

  • peri87peri87 Member, NW M9 Playtest Posts: 28 Arc User
    @icyphish happy repel cws will not kill you maybe...but will win the pvp since killing is no more a requirement to win pvps...that stupid thing of infinite repel should be stopped
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited August 2016
    <font color="red">BUG: BITING SNARE without ancient roots is still not increasing thorned roots duration.
    i have been told but i have no way to check it right now or in the next days that elven battle is still reducing all thorned roots tick to 1.
    Please double check these two things.</font>

    i even lost the rights to use colors now...oh well
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    edited August 2016
    I went back checking the last ~15 pages and I want to pump up those I consider the better stuff said.

    @ralexinor
    ralexinor said:

    BUG: Hawkeye has strange interaction with the Dread Enchantment and Hawk Shot. Wearing the Dread Enchantment (and probably similar enchantments that give dots) causes Hawkeye to drop off for the HR using it. Example: I use Hawk Eye, swap stances to use Hawk Shot from 60'+ range, but Hawkeye doesn't proc. Hawkeye procs fine for Longstriders for example, but when using Hawk Shot from 60' or something, it seems not to proc. At less than 60' it seems to proc fine. I don't know if this is the exact bug case, because it's been quite annoying to determine it, but this is the best cause I've come up with so far
    .
    EDIT: Okay, just tested with other skills. Hawk Shot is not procing skill effects such as Ambush and Hawkeye past the 60' range mark. At least certainly not with an enchantment equipped.

    ralexinor said:

    BUG: Cold Shoulder boon from Icewind Dale Campaign lasts 10 (maybe 20?) seconds and mitigates all attacks in the period by 2000 damage instead of just one hit. This causes classes like HRs to deal much lower damage during this period, even 0s since their base damage is fairly low.

    ralexinor said:

    BUG: Wearing an Elven Battle enchantment shortens the duration of the class feature Pathfinder's Action by 80%.

    ralexinor said:

    FEEDBACK: Can we have cc and damage immunity on Marauder's Rush and Marauder's Escape, and possibly a CC break on Marauder's Escape?

    @rayrdan
    rayrdan said:

    BUG: THORNED ROOTS IS NOT LASTING FOR FULL DURATION WHEN MASTER TRAPPER IS ACTIVE.
    to replicate the bug proc master trapper and use thorned root (costricting arrow for example). I do not have ANCIENT ROOTS. Damage x tick seems reduced too.
    Works fine but with reduced damage taking ANCIENT ROOTS.


    The bug could be related to different feats choice setup

    http://nwcalc.com/index.html#/hr?b=1oa5:k6rwk5:8dep:5tb7d,13k3iii:1uu0u00:1000000:1uu50z1&h=0&p=swd&o=0

    Resulting ticks: 4

    When using these other feats:

    http://nwcalc.com/index.html#/hr?b=1oa5:k6rwk5:8dep:5tb7d,13k3iii:1000000:1000000:1uu5zzv&h=0&p=swd&o=0

    Resulting ticks: 11 as expected

    EDIT BUG: BITING SNARE without ancient roots is still not increasing thorned roots duration.

    @macjae
    macjae said:

    FEEDBACK: Boar Charge has an annoying stun/animation lock at the end of the animation; this should be removed. Basically, after using Boar Charge, the HR seems to be stunned and unable to act, which really reduces how much you get out of the power. If it's an animation issue that can't be readily fixed, slightly increasing the duration of the prone to help might be an option.

    @aaramis75
    aaramis75 said:

    FEEDBACK: Bear Trap Increase radius of Bear Trap to the same size as most other AoEs, centered initially on the HR so if you're already in combat you don't have to aim - you can just drop it.

    aaramis75 said:

    FEEDBACK: Please consider reviewing the artifact powers. With the changes to some of the powers, some of the artifact boosts are no longer practical. And some haven't been useful for a long, long time anyways...
    Offhand -> Aspect of the Falcon. 70' seems downright silly. Few people would sit at this range as you'd be out of range for most buffs, combat advantage (if using Pack), and so on. Maybe reconsider this to something a bit more practical? Similarly, Battlehoned (+100 regen) and Stormstep (+150 recovery) are both pretty weak and could use buffing and/or replacing

    @krondhor
    krondhor said:

    FEEDBACK: I suggest to change Fluid Hunter (which has become useless after Battle Crazed rework) have it provide 5/7.5/10/12.5/15% Movement which is what Combat tree is missing.

    krondhor said:

    FEEDBACK: I got an idea coming up from AotF rework:

    Aspect of the Falcon: Now also increases your Ranged powers damage based on the distance to your target. Damage is increased by 1% for every 5' away you are from your target.

    to rework the total useless passive Battlehoned to:

    Aspect of the Spider: Now also increases your Melee power damage based on the narrowed distance to the target. Damage is increased by 1,5% for every 3' closer you are from target. (Starting within 20' far away and adding 2,5' at every rank, that means within 30' at rank 4)

    Concerning Piercing Blade there are infinite debate, starting from remove it at the whole, to leave it as it is, reduce it, have it follow tenacity, etc. I will just quote my proposal here.
    krondhor said:

    FEEDBACK: I think Piercing damage should be handled by a global procedure that could be something like this.

    If Piercing is triggered then:

    if opponent is a monster (PVE content) the power apply 100% damage.
    if opponent is another class (PvP content) the power apply 50% damage.
    if opponent is another class (PvP content) and the power trigger DOTs then apply 25% damage.

    This way whenever a class has a Piercing feature, the power triggered goes trough the above principle, which should be fair for all classes and situations.

    and my last questions goes to @amenar do we have any news in some of those subjects? and will be there a last build to come in preview for us to test before Module 10 goes live?
    Post edited by krondhor on
    GRAVITY X GAME
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited August 2016
    Piercing is piercing so it should pierce so should i just quote my sugestion on that so i get it to be read more often? Because i disagree with how you propose it to work. And abou aspect of the falcon it has already been changed to that.

    Beside this you"re quoting sugestions that were given since the begining of this thread 19000000 times, boar charge was spoken of at least 10 times, next time you want to do something similar to this mention that you are suming the chages you think should be touched in the game that other people have brought up without specifying anyone.

This discussion has been closed.