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Official Feedback Thread: Scourge Warlock changes

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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited July 2016
    @jobsalotofwork i experienced the same thing on damnation after the first patch notes, since then some not huge boosts have been done and what i have to say about it is inside a dungeon your puppet behaviour will change completly, many buffs/debuffs are frontline buffs, they are efective on the near space of the paladins or applied by DC's on short range, divine glow for example,etc.
    So the heal you get from wrathfull souls will be much higher and puppet survival with warding spirits + all the debuffs much higher, mocking spirits is a big problem tough, in concentrated mobs spaces assuming you have spirit fire is making a death sentence to your puppet, but saving your party, wich seems reasonable, i would probably use arms of hadar giving the puppet some more time and actually making a very decent tanking job.
    And no puppets still dont deal aditional damage to targets affected by lesser curse, another patch should be out till the end of the week with that implemented.
    I am expecting after that patch puppet dealing roughly 25% of the total SW's damage + good source of lesser curses, CD from fury is dealing around 32% of the total SW's damage(i only test with T.Dread on SW's) wich seems very reasonable
    So about what you said of the tree needing more dps in single target, it doesn't, but it could use some pvp mechanics.

    1 sugestion about this:
    Feedback: PVP
    Puppet is imune to prones and stuns(not knocks and imobilizes). And the adition of a power to the puppet, instead just wraith claw something like: sufocating grasp, your puppet envelop your enemy tightly(exact same effect from valindra's hand :wink: ) for 3 seconds (2s in pvp) and apply a dot on your target (the dps resulting from this power would be lower than wraith claw so in compensation for pve, wraith claw would get a boost to make the final dps provided by the puppet alone the same) this power can only ocurr once every 10 seconds.



    Fury-> more damage;
    Damnation-> damage but also resistance.

    About wraith of shadow i agree that there is no way to know the timer:

    Sugestion:
    Feedback: Wraith of shadow
    Add a timer like the one Pilar of power had before, a ligher color so we know it's active and it will wnter in cooldown soon.

    ghoulz66 said:


    I'm not sure how much DR or DR debuff along with damage Pillar of Power gives, but the damage is nothing but a tickle. The radius is horrible. Only viable with the T2 damnation feat to allow the buff to stay on you for 5 seconds after exiting atm.

    It's on the patch notes not implemented yet but still seems small lets wait to see:
    amenar said:


    Scourge Warlock: Pillar of Power: Radius increased to 13', up from 10'.


  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited July 2016
    On PTR my KF deals 9134 damage, CD deals 5480 on a dummy, that´s exactly 60% ...?
    Maybe there are some other things involved like insignia boni wich buff the damage from your basedamage but not the damage from CD?
    Or maybe the target got a buff afterwards and mitigated some more damage from CD ticks, an added buff or a debuff running out can do the difference.

    Using Bova, KF+ SS on a dummy and doing some hits i deal 1.713.904 total damage and Creeping death 622.654
    622654/1713904 = 0,362 should be 0,375 to get a perfect 60% damage from CD, maybe I missed the last curse..
    In PVE Creeping death works fine imo.

    But I would like to know if tenacity has any influence on CD, and Block/Shield too. We know in PVP there are mitigation mechanics on different layer wich impact some sort of damage in different ways. Piercing like SE ignores most things as far as I know.
    Shield from GF and maybe tenacity are such powers, wich may lead to this laughable results in PVP.
    Shield works against piercing damage so, if I cast a KF on a GF the hit will be mitigated by 80%, what happens to CD procs afterwords? are they again deminished by shielding?
    DR itslef is not involved for sure and the answer is not to be found in PVE, since CD works as intended.
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  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    I dont think target dummies have DR
  • candinho2candinho2 Member Posts: 550 Arc User
    d4rkh0rs3 said:

    I dont think target dummies have DR

    i doesn't have.
  • candinho2candinho2 Member Posts: 550 Arc User
    macjae said:

    On PTR my KF deals 9134 damage, CD deals 5480 on a dummy, that´s exactly 60% ...?

    I was testing against critters in Well of Dragons because of someone previously reporting the double mitigation thing, so I needed something with DR to attack. And in every case where I attack something there, the ticks are at 11.25% of the base damage. However, you're also correct that the ticks hit for 15% of the base damage against dummies. I'm not certain exactly what's going on.
    Also keep in mind that you need to have less RI than target DR or your RI will overcome all your target DR.
  • candinho2candinho2 Member Posts: 550 Arc User

    On PTR my KF deals 9134 damage, CD deals 5480 on a dummy, that´s exactly 60% ...?
    Maybe there are some other things involved like insignia boni wich buff the damage from your basedamage but not the damage from CD?
    Or maybe the target got a buff afterwards and mitigated some more damage from CD ticks, an added buff or a debuff running out can do the difference.

    Using Bova, KF+ SS on a dummy and doing some hits i deal 1.713.904 total damage and Creeping death 622.654
    622654/1713904 = 0,362 should be 0,375 to get a perfect 60% damage from CD, maybe I missed the last curse..
    In PVE Creeping death works fine imo.

    But I would like to know if tenacity has any influence on CD, and Block/Shield too. We know in PVP there are mitigation mechanics on different layer wich impact some sort of damage in different ways. Piercing like SE ignores most things as far as I know.
    Shield from GF and maybe tenacity are such powers, wich may lead to this laughable results in PVP.
    Shield works against piercing damage so, if I cast a KF on a GF the hit will be mitigated by 80%, what happens to CD procs afterwords? are they again deminished by shielding?
    DR itslef is not involved for sure and the answer is not to be found in PVE, since CD works as intended.

    How are you supposed to test damage mitigation on target with 0 mitigation?
  • pyrosorcererpyrosorcerer Member, NW M9 Playtest Posts: 137 Arc User
    Feedback: Flames of Empowerment

    For this to work properly the stacks should be granted by each tick of Hellish Rebuke. Then stacking it on multiple targets would be doable. However now it seems only to proc for every hit by an at-will, meaning the entire duration of Hellish Rebuke only granting one stack.
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited July 2016
    Log:
    [Kampf (Allein)] Kritischer Treffer! Charakter fügt Folterer mit „Tödliche Flammen“ 18488 Feuerschaden zu.

    [Kampf (Allein)] Kritischer Treffer! Dogmeat des Charakters fügt Folterer mit „Flimmerschlag“ 9026 (15170) Physischer Schaden zu.
    --->the target mitigates 40% as shown by my Flimmerdog

    [Kampf (Allein)] Charakter fügt Folterer mit „Schleichender Tod“ 2080 Nekrotischer Schaden zu.

    [Kampf (Allein)] Charakter fügt Folterer mit „Schleichender Tod“ 2080 Nekrotischer Schaden zu.

    [Kampf (Allein)] Charakter fügt Folterer mit „Schleichender Tod“ 2080 Nekrotischer Schaden zu.

    [Kampf (Allein)] Charakter fügt Folterer mit „Schleichender Tod“ 2080 Nekrotischer Schaden zu.


    ok, 45% is what I get, same as yours macjae

    CD should proc for 2773 not 2080 --> 2773-2080= 693,2
    693,2/2773=24,9%

    So in case the target has 40% mitigation CD is not punished by 40% , since the proc should be 2773/100 x 60= 1663,8
    No clue what deminishes CD but it´s not the DR/mitigation from the target i guess @candinho2

    PS: against an elitemob in WoD (45%DR) i got the same result 45% damage from Creeping death
    same against a low level mob (35%DR) allways 45% damage from CD nothing more nothing less
    against a dummy CD deals 60% and against a mob only 45% in the end....strange

    @amenar please fix the dummy or fix the mobs or disable the invisible "warlock depression" :)
    Post edited by schietindebux on
  • pyrosorcererpyrosorcerer Member, NW M9 Playtest Posts: 137 Arc User
    Bug: Blades of Vanquished Armies: No longer toggles off when you are Stunned or Dazed.

    Blades still toggles off when stunned or dazed.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited July 2016
    You guys still discussing about this inferior CD DoT mechanic? Its obvious that its Time to Creeping death go away.
    Otherwise Furry will never get chance to go on pair with any dps build class and it will remain in current situation(broken).


    As for Hellbringers survivability. well I don't think we have to transform hellbringer to Soulbinder// The gap between them should remain.
    Hellbringer more dps, soulbinder more survivability.. Because if hellbringer will have same survivability as SB and higher dmg, its obvious that major warlock population would move to HB. Same as it happened with Soulbinder introduction..

    As for Hellish rebuke< I wonder why we can't have same as CW master of flames at will?
    For now we looked and compared/balanced between Hellbringer and soulbinder.. While ignoring CW, DC, HR. <
    Enough look to Cw master of flame which is kinda DoT mage. And he does more better than HB sw which build around DoT.

    ========================================================================
    “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.

    ==================================================
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited July 2016
    Well of Dragons and Icewind Dale are both subject to an undocumented buff given to level 73 or greater monsters, where they simply take 25% less damage from all sources.

    This was changed some time ago, but has never been patch-noted.

    Edit: Level 73, not 63 (sweet mercy).
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • fernuufernuu Member Posts: 453 Arc User
    So, TT is working fine now, but 4/4KF MF doesnt trigger and Borrowed Time offhand class feature doesn't work neither.

    Some dummies test, 2 rotations:

    https://youtube.com/c/FernuStormborn

    Mod 10:
    [Combat (Self)] Critical Hit! Your Killing Flames deals 16636893 (1009292) Fire Damage to Ethraniev Marrowslake.

    Mod 9:
    [Combat (Self)] Your Murderous Flames deals 376274433 (18876929) Fire Damage to Red Tiamat Head.
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    edited July 2016
    Edit: Thanks @beckylunatic for the damage mitigation info.

    Mathematically, it does not matter if damage mitigation is being applied to Creeping Death before or after the 60% value is calculated, because the math works out to be the same. Here is amenar's text:



    Your Eldritch Blast deals 500 (1000) Fire Damage to xXBadManXx.

    Your Creeping Death deals 75 (150) Necrotic Damage to xXBadManXx.

    Your Creeping Death deals 75 (150) Necrotic Damage to xXBadManXx.

    Your Creeping Death deals 75 (150) Necrotic Damage to xXBadManXx.

    Your Creeping Death deals 75 (150) Necrotic Damage to xXBadManXx.



    Amenar is saying that he takes 60% of the pre-mitigation damage 1,000 first, giving him a value of 600. The value of 600 is divided into four ticks of 150 each. The 50% damage mitigation is finally applied, resulting in 75 damage Creeping Death ticks.

    The same would hold true if Creeping Death applied to post-mitigation damage. For instance, post-mitigation damage is 500. 500 * 60% is 300. 300 divided by 4 ticks is 75.



    I am wondering if the 60% Creeping Death coefficient is being mitigated in certain circumstances. In @macjae's log, the 60% appears to be mitigated by 25%, resulting in a Creeping Death coefficient of 0.45. I don't have logs now, but I'd like to see if this holds true in PvP against "incoming damage is reduced by x%", shields, etc...
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited July 2016

    You guys still discussing about this inferior CD DoT mechanic? Its obvious that its Time to Creeping death go away.
    Otherwise Furry will never get chance to go on pair with any dps build class and it will remain in current situation(broken).


    As for Hellbringers survivability. well I don't think we have to transform hellbringer to Soulbinder// The gap between them should remain.
    Hellbringer more dps, soulbinder more survivability.. Because if hellbringer will have same survivability as SB and higher dmg, its obvious that major warlock population would move to HB. Same as it happened with Soulbinder introduction..

    As for Hellish rebuke< I wonder why we can't have same as CW master of flames at will?
    For now we looked and compared/balanced between Hellbringer and soulbinder.. While ignoring CW, DC, HR. <
    Enough look to Cw master of flame which is kinda DoT mage. And he does more better than HB sw which build around DoT.

    In my eyes there are 3 things wich has to be done

    1. revive hellbringer: atm I doubt that paragon will be an alternative, you need a really heavy boost to catch up with soulbinder, due to Soul Scorch
    I think there are manny player, who would not take part in PVP no matter if Warlocks is competetive or not, so give them a caster with HUGE damage, because that´s all the paragon can do...atm we are not even near to that target.

    2. i would like to play my warlock in PVP as I did till mod 8: atm I can´t see a plan or vision how this will work, because SB Fury needs to deal better damage than classes like GF/GWF etc. but we are miles away to get there. I think creeping death (piercing damage) can be one solution without touching PVE too much by buffing encounter by 200% . another opttion would be a debuff to selfheal abilities by Warlcok course , i think macjae mentioned it. Otherwise I can´t see any hope for this class. --> that´s why I insist and talk about Creeping death.

    3. improve temptation by giving that tree far better groupbuffs and by fixing the capstone in PVP, stop it from being deminished because it hurts my eyes healing another player for 18 HP.
    The healing from that tree is not too bad in PVE, you outheal most DC´s and OP´s having 30% + LS, that´s a fact.
    On the other hand the tree can´t perform that good at low IL, tbh even at 2.5IL you can stack a lot lifesteal these days, especially if you are memebr of a bigger guild with that boon
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited July 2016
    d4rkh0rs3 said:

    Edit: Thanks @beckylunatic for the damage mitigation info.



    Mathematically, it does not matter if damage mitigation is being applied to Creeping Death before or after the 60% value is calculated, because the math works out to be the same. Here is amenar's text:







    Your Eldritch Blast deals 500 (1000) Fire Damage to xXBadManXx.



    Your Creeping Death deals 75 (150) Necrotic Damage to xXBadManXx.



    Your Creeping Death deals 75 (150) Necrotic Damage to xXBadManXx.



    Your Creeping Death deals 75 (150) Necrotic Damage to xXBadManXx.



    Your Creeping Death deals 75 (150) Necrotic Damage to xXBadManXx.







    Amenar is saying that he takes 60% of the pre-mitigation damage 1,000 first, giving him a value of 600. The value of 600 is divided into four ticks of 150 each. The 50% damage mitigation is finally applied, resulting in 75 damage Creeping Death ticks.



    The same would hold true if Creeping Death applied to post-mitigation damage. For instance, post-mitigation damage is 500. 500 * 60% is 300. 300 divided by 4 ticks is 75.







    I am wondering if the 60% Creeping Death coefficient is being mitigated in certain circumstances. In @macjae's log, the 60% appears to be mitigated by 25%, resulting in a Creeping Death coefficient of 0.45. I don't have logs now, but I'd like to see if this holds true in PvP against "incoming damage is reduced by x%", shields, etc...

    yes, thanks @beckylunatic , I did not know that damage is decreased from all sources by 25% in WoD and IWD...but this would mean KF is reduced 25% on first hit and CD again...I just can´t understand it

    @d4rkh4n
    That´s what I asked myself adn this forum several times. What happens in PVP with those different layer of mitigation like shield and tenacity, does in affect CD by getting deminished a second time?
    Like my KF hit´s a shielded GF for 1000 and CD is lowered again from 600 down to 120 by 80% block layer? I don´t have logs, but it will be easy to answer.
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @schietindebux the temptation healing at endgame PvE is currently significant, I can't argue that. It actually doesn't even matter if your SW has 10% lifesteal or 80% (I have tested both). This big reason for the awesome healing ability is simple: buffs.

    Come mod 10, those crazy hundred-to-thousand % group buffs will be toned down. This means temptation healing will take a very hard hit, especially in 5-person dungeons.
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  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @defiantone99 they will, come mod 10. All of the known DPS crutches are being removed.

    As such, a new SW will be born and the damage output will have to be fairly assessed across the board.

    The SW *should* be the top damage dealer. (I am pretty sure when I began playing NW nearly 1.5 years ago the character selection screen said SWs are the highest DPS class.) In my opinion, it's only a matter of "by how much" should the SW be the top damage dealer compared to other classes. My answer is, "not by much."

    Other DPS-oriented classes have a mixture of survival skills SWs do not have, such as armor class, shield layers, CC, stealth, more frequent immunity frames, and native deflect chance/severity. As a compromise, it's only fair in my eyes SWs are rewarded with higher (non-bugged) DPS capabilities.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User

    SW does not need massive damage increases. We do not need a repeat of what we have now which is bugged 2k-3k SWs being the equal of 4k everyone else. Or, what we had in Mods 4 and 5 where Warlock was really the only DPS class. Warlocks should have to gear up to do damage like every other class has to.

    By u= no need warlock buff, its okay if sw 3k can only compete with unskilled(first time playing) 2.5k CW.

    Do not compare classes by counting glitch in warlocks performance.

    As for old ages, Ohh, I wonder does warlock was only dps class. As I do remember, Cw, gwf, Hr where there too.
    Mod 4 was when warlock where introduced, so many players started play with it. Same stuff where with Paladin.
    AS for dmg, well I can repeat, warlock is bout around DT and TT.


    As for gearing up.. Ohh yeah, I wonder have u even played with warlock in first place... now in live server 3k Gs warlock can ony try compete with 2.5k CW who is newbie/unskilled.

    And I think simply u are aware that changes can put competition for your character...


    ========================================================================
    “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.

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

    Bug: Blades of Vanquished Armies: No longer toggles off when you are Stunned or Dazed.

    Blades still toggles off when stunned or dazed.

    Not bug it was brought back.

  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @treesclimber really? I must have missed the preview notes on that. Hmm.
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited July 2016

    SW does not need massive damage increases. We do not need a repeat of what we have now which is bugged 2k-3k SWs being the equal of 4k everyone else. Or, what we had in Mods 4 and 5 where Warlock was really the only DPS class. Warlocks should have to gear up to do damage like every other class has to.

    I run a lot ACT and running T1 i met a lot other classes. My bugged warlock was able to compete in elol and VT by dealing huge ammounts of damage with Tyrannical Thread, bugged puppet and Immolation spirits (who sometimes outdamage the warlock himslef).
    Mod 10 means:
    1. puppet fixed (thanks a lot)
    2. TT will be nerfed , it was about 50% damage of a 3k + furylock, and a big dael to every templock and damnationlock
    3. immolation sprits got nerfed/fixed...whatever you want.. only dealing half damage than before

    In the sum I can assure you that this means: a very , very huge part of the damage will be taken away, approximately 50% , i think much more. It had to be done that way, but it´s a hard cut to be filled with encounterpowers, most of them performing underwhelming for ages now
    That´s a lot i think , your welcome to get informed for free by the warlock community :smile:
  • taitinhakkaajataitinhakkaaja Member Posts: 410 Arc User

    SW does not need massive damage increases. We do not need a repeat of what we have now which is bugged 2k-3k SWs being the equal of 4k everyone else.

    Just one question, do you actually play sw?



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  • fernuufernuu Member Posts: 453 Arc User

    SW does not need massive damage increases. We do not need a repeat of what we have now which is bugged 2k-3k SWs being the equal of 4k everyone else. Or, what we had in Mods 4 and 5 where Warlock was really the only DPS class. Warlocks should have to gear up to do damage like every other class has to.

    I run a lot ACT and running T1 i met a lot other classes. My bugged warlock was able to compete in elol and VT by dealing huge ammounts of damage with Tyrannical Thread, bugged puppet and Immolation spirits (who sometimes outdamage the warlock himslef).
    Mod 10 means:
    1. puppet fixed (thanks a lot)
    2. TT will be nerfed , it was about 50% damage of a 3k + furylock, and a big dael to every templock and damnationlock
    3. immolation sprits got nerfed/fixed...whatever you want.. only dealing half damage than before

    In the sum I can assure you that this means: a very , very huge part of the damage will be taken away, approximately 50% , i think much more. It had to be done that way, but it´s a hard cut to be filled with encounterpowers, most of them performing underwhelming for ages now
    That´s a lot i think , your welcome to get informed for free by the warlock community :smile:
    I don't know how you see it like that.
    2. TT is fixed, yeah, and it deals a little less damage but it's still go-to daily mostly.
    3. Immolation spirits seems actually to get buffed. Especially as they don't consume your sparks now so they don't take you away from selfbuffs, selfheals and soul scorch.

    Yes, a lot damage will be taken away. A lot broken damage. The legit damage is increased significantly.
    https://youtube.com/c/FernuStormborn

    Mod 10:
    [Combat (Self)] Critical Hit! Your Killing Flames deals 16636893 (1009292) Fire Damage to Ethraniev Marrowslake.

    Mod 9:
    [Combat (Self)] Your Murderous Flames deals 376274433 (18876929) Fire Damage to Red Tiamat Head.
  • taitinhakkaajataitinhakkaaja Member Posts: 410 Arc User
    Ok. So then trust me on this one. It's overall buffs that make sw scale to those insane dps numbers, with help of some broken powers. Without buffs sw's damage is really low, you can easily test it make a party 4 gfw and 1 sw.
    If our damage would be so insanely good, we would dominate pvp right?
    I totally agree that broken powers need a fix, but it will lead to our pathetic base dps... and that leads to what we really want. Boost our base dps equal to other classes and fix broken things.
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  • edited July 2016
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