test content
What is the Arc Client?
Install Arc

Official Feedback Thread: Scourge Warlock changes

1246724

Comments

  • lihin23nihillihin23nihil Member Posts: 229 Arc User
    Bug: Artifact Class Feature - Borrowed Time.
    Deflection chance isn't increased by the artifact class feature.

    Steps to reproduce:
    Inspect your character sheet for deflect chance without Borrowed Time slotted.
    Slot Borrowed Time and the artifact class feature for it.
    Generate full sparks and inspect your character sheet again.

    Expected result:
    Deflect chance should be 15% higher

    Observed result:
    Deflect chance remains unchanged.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016
    Feedback: May I suggest changing the mechanics of the soul puppet?

    Instead of powers that buff it's damage by 20% if it's already out, give it temporary immunity to damage and CC immunity instead? Buffing it's damage by 20% does no good now.
  • damoc#3687 damoc Member Posts: 112 Arc User
    Bazar of ideas

    Vampiric embrace: make it deal damage equal to 15/20/25/30% of your max hp, not influenced by power. it will mean a heal for 11.25/15/18.75/22.5% of your max HP and potentially 22,5/30/37.5/45% temp HP.

    Curse bite: reduce the base cool down to 7s. it becomes 4 secs at lvl 4. maybe some will still say it still doesn't deal enough damage but with such a short CD it will improuve the AP gain

    Hellish rebuke; instead of adding to the DoT time when touched by foe, why not reapply it automatically when hit? Since it has now a upfront damage it would bring it closer to the principle of sanctionning someone hitting you

    Harrowstorm: I would find it fun if on the curs synergy feature we had something similar to gathering flame and final flame (from fanning the flame CW) ie when you decide to stop harowstorm early, every secondary target deal damage to the main target and when the main target splats on the ground it splashes damage
  • dynethordynethor Member, NW M9 Playtest Posts: 13 Arc User
    Bug report: Harrowstorm deals half damage reported in the tooltip
    http://imgur.com/ocwsVzH
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Warlock is without question the class I am the worst at playing. The proposed changes certainly make me curious as to what kind of build (strictly for solo derp-play) I'd be able to come up with. I made a Damnation-lock for self-preservation in EE and haven't tried anything else since, but because I don't *ever* take a warlock into anything grouped, the puppet's only been contributing as-intended, afaik. I'm curious if some of these changes would be sufficient to wean an inept warlock like me off the perma-puppet, at least.

    The darkness Deals 4000 damage to you

    The darkness deals 4000 damage to you

    The darkness deals 4000 damage to you

    The darkness deals 4000 damage to you



    Lol Etc. i made a bug report about this months ago.

    "I’m attacking the darkness!"
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @beckylunatic reminds me of a certain Fable III quest. :)

    @amenar do you have any thoughts on the SW feedback thus far?

    Topics:
    1) TT nerf is too severe
    2) Hellbringer needs serious buff
    3) Add immunity frame to shadow slip
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited July 2016
    @candinho2 totally agree.. Devs probably haven't play with sw long enough to see how it do fight in reality, On paper warlock is great, but in action is not.



    First of all what is major problem with hellbringer furry warlock, and why TT nerfing gives so big problem, All is for furry hellbringers feat are locked on Creeping death, it is backbone of his damage dealing powers. Thats why to use fire based encounter in epic dungeons is pointless,, Less creeping death stacks = overall low dmg output..
    So we need to change this power in order to encourage players use other encounters..
    Instead applying to monsters and slowly damaging them. We can go with similar mechanic as Twisted weapons have bloodlust mechanic or new underdark rings which have stacking dmg/stats boost for short time duration. By that we boost warlock powers without locking them on DoT encounters or current Creeping death stacking. Thats mean more warlock hit more power he get, but also need to add roof so that it would not overstack and get overpowred.

    Suggestion; Feat: Creeping death
    -Creeping death - When Warlock's hit Curse affected target by fire/necrotic damage, gain stack of Rage.
    Each stack of Rage gives x power for up ~4s.. can be stacked only up to 15 times.
    If no mosters are attacked anymore, stacks are removed. And over all it should provide ~30% dmg output.
    (on pair with CW's Renegade> Chaos Magic 30% power boost.


    Effect will be, even if u using fire based encounter, fiery bolt, harrowstorm, killing flame u build stacks, and thus increasing dmg output, this will remove needing Tyrannical Curse + DoT combo in order compete with other classes. And allow players use others encounters and daily powers, with these changes more warlock hit = more powerfull it becomes...


    or took Soulbinders Soul Spark mechanic and slightly modify it.


    Suggestion; Feat: Rage mechanic

    Various Hellbringers powers build stack of rage by hitting cursed targets.
    You may stack rage up to 30.
    When Rage reach 10 stacks it gives 10% dmg output, at 20 stacks = 20%, , at 30stacks = 30% .
    After reaching 30% buff stay up for ~x seconds than all stacks cancels.
    Plus every every stack provide 05% HP Regeneration.



    Next,

    Suggestion; Feat: murderous flames
    This feat should provide boost to all fire based encounters instead only killing flame.

    should be also rebuild, so that all fire based encounters get some boost, and make them ussefull in epic dungeons.. Not only non epic dungeon trash cleaning..

    Next,



    Suggestion; Feat: Helltouched
    Move from Furry tree to Temptation tree,
    Effect + reason,
    It would provide extra dmg for temptation tree, thus for furry is hard to ultilize.
    In order to utilize this power, u have to allow monsters hit u.. Which ends u hit ground dead, or stay alive with ~15% hp. And Shadow slip do not provide escaping as Cw's teleport, DC dash away, HR jump away..

    Speaking about shadow slip..


    Tested it during fight in new hutting zone by fight with giants... Its pointless.. Once u are in red area/zone u area dead. Even if u use shadow slip u die anyways, so 4k def + 60% Def resist from Shadow slip = nothing..




    Suggestion; Feat: Shadow slip
    so my suggestion: shadow slip at first 2s have 100% immunity to any incoming hits or CC. This value then decreases by 5% every 0.5s, up to 80%. + extra if warlock is affected by CC(stun/prone or any other effect,) by using shadow slip have change to escape from it by ~30%. /




    at wills,
    Feedback: at will: Hellish rebuke
    in pvp maybe Ok until someone have reflect ability or dragon glyph who have same reflect ability.
    Then u kill yourself with this power.. Same as it where in mod 5. In that times, worst enemy where GF, and its was biggest mistake to try apply Hellish rebuke on them.... If u cast that on them, they rise shield and kill us with our own hellish rebuke... .same goes with warlock bargain..




    at wills,
    Suggestion; at will : hand of blight
    In melee, when u hit enemy u gain HP, it should work like ~50% of done Dmg convert to HP. Thats will be big boost for warlock when comes survivability for all warlock trees..


    Since temptation warlocks healings and buff/debuffs comes from life steal, it will be high boost overall, he could heal all by using this power, plus on top add Blades of Vanquished Armies he could survive large monsters group and plus be able heal all party members..

    For furry it will be also survivability boost without adding new feat + giving tool survive fight if monsters/players(pvp) get near him .

    @strumslinger , @ameranna
    Post edited by hadestemplar#9918 on
    ========================================================================
    “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.

    ==================================================
  • amenaramenar Member, NW_CrypticDev Posts: 90 Arc User
    Hey Guys -

    The change to Shadow Walk was not intended as a nerf to the speed of Shadow Slip, however, the math does work out to it being almost 10% slower. Looking at it further, we felt that Shadow Slip could be faster at base, so we're increasing Shadow Slip's speed by 15%. This means that using Shadow Walk with the new Shadow Slip will result in you moving about 5% faster than you used to.

    In addition, we're going to try pushing Shadow Slip's DR a bit further. It will now start at 100% damage resistance (also known as immunity) and decrease by 20% every second. This means you have full damage immunity for 1 second after activating Shadow Slip. We also track your recent activations to make sure you can repeatedly activate it for short periods to gain long term damage immunity. Note that, pending testing, this change could potentially not make it live if we're concerned about what we see with this change.

    These changes (as well as some others) should hit preview with an upcoming preview build.

    As for the other topics - we're still evaluating TT. In it's current state, we're pretty happy with it. I certainly understand peoples concerns, but we're more likely to address lack of AoE via buffing up other powers, instead of going back to the world where TT is the only viable Daily power. As for the idea of "just buff up other Dailies" - it's not just and issue of it being far and away the best Daily power - it's just too powerful all on it's own.

    I agree that Hellbringer still needs some help. We're looking at some of their individual powers, but some fixes might have to wait for a later module. We'll have to see what we can reasonably (and safely) get in.
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    edited July 2016
    @amenar

    Thanks for the response!

    Really happy to see you consider Shadow Walk immunity. The 20% DR loss per second is a great idea and if the effectiveness transfers over to PvP against Shocking Execution, you may see many more SWs begin to queue. Yes, you will have to ensure repeated shadow slip bursts do no lead to some sort of perma damage immunity + perma cc immunity, especially with the Temptation tree (Eldritch Momentum granting stamina when taking damage).

    EDIT: I suppose the best way to prevent Shadow Slip abuse would be to enforce a cooldown after exiting Shadow Slip, similar to what all other classes have with their dodge mechanic. Otherwise, with Eldritch Momentum, I can continuously enter and exit Shadow Slip while under the effect of a DoT. To be fair, the cooldown between Shadow Slip uses should be longer for SWs if we are to be granted true damage immunity (Shocking Execution), cc immunity, and movement speed boost.

    TT has been wonky since the beginning. In mod 5, with proper buffs, I could one-shot the twin scorpions in Lair of Lostmouth from near full health with Firey Bolt. I feel a lot of the TT wonkiness has to do with the way it redirects damage when multiple targets are linked and an AoE attack is introduced, such as the aforementioned Firey Bolt and, of course, Murderous Flames. Please evaluate TT only being cast on a single target but being able to recast if said target dies within TT duration.

    There will also be situations where a SW will have significant AP generation: can a SW potentially chain cast two or three TT/TC dailies (on mutilple targets) before the original cast ends, or was this accounted for already?

    Can SWs gain AP from Dust to Dust while Tyrannical Curse is active? As of now, if combat ends while the TT timer is active, Dust to Dust will not grant you AP based on any amount of Soul Sparks.

    Thanks again and good work!
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    Thanks @amenar for visiting thread,,
    And I hope u read most of post here, either feedbacks but also suggestions too.. :)
    amenar said:

    Hey Guys -

    I agree that Hellbringer still needs some help. We're looking at some of their individual powers, but some fixes might have to wait for a later module. We'll have to see what we can reasonably (and safely) get in.

    Its good that u will check individual powers, but I think we need also look if possible over all warlocks performance.
    And that powers goes in better synergy, enough to look for CW's combo, Ice terain + Seal of time.. One of the best example how their classes powers go along each others.. We need capability to make combos too... :)
    ========================================================================
    “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.

    ==================================================
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited July 2016
    @amenar

    Thanks. The problem remains that a GF can apply a single stun skill like bullcharge (even Oghmas token locks up) and then 1rotate kill even with full tenacity BiS defensive build. Crazy frustrating. No amount of Shadowslip DR can help with that.. when a GF wants to catch you they will catch eventually.

    Given that the cooldown of some CC skills is much less than the cooldown of a mythic artifact, special artifacts such as [Oghmas Token] and [Forgehammer of Gond] should not lockup ever. No CC encounter or daily should prevent their activation.
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @zeusom that's less of a SW balance issue and more of a GF PvP burst damage balance issue, IMHO. GFs also rely on specific encounters to help them crawl through PvE content a bit faster. Some of these encounters possibly work beyond what is intended for PvP. Either way, there is a specific GF class balance thread to discuss this topic in that you may find useful.
  • theio666theio666 Member Posts: 36 Arc User
    @amenar
    Hadar's Grasp
    Feedback:
    As you may know, damage, deal in PVE calculated with formula: damage_dealt=damage_power*k , there k is Attack efficiency ratio. In log we can see 2 numbers: x(y), there y is damage power and x is damage_power*k. This is formula for k: k=(1-(damage resistance-armour penetration) - summ of debuffs)*(mod of evasion)*(specific mods). (damage resistance-armour penetration) counting as zero if it less than zero. And last thing - debuff from Hadar's Grasp is near 35%, so if i have enough armor pen k will be: k= (1-(0)-(-35%))=1.35. As you can see, "For anyone that had enough Armor Penetration, this debuff would do nothing." is WRONG! All armour debuffs counts separately from armour penetration. If you don't belive me - I attached video with table from ACT, look at "effictivness", it increased then i use Hadar's Grasp, and and dummies in protectorate have zero base armor. So this change is a HUGE NERF of good skill, we loose 35% debuff for useless buff, which don't work in fury, it's sad! T_T
    And sorry for my bad Eng, this isn't my main lang)
    Video with buff, caputed on nontest server there grasp not nerfed. Total buff is 2% from Vorpal and rest from grasp.
    https://www.youtube.com/watch?v=Q1eSKBljeYc
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016
    d4rkh0rs3 said:

    @zeusom GFs also rely on specific encounters to help them crawl through PvE content a bit faster. Some of these encounters possibly work beyond what is intended for PvP. Either way, there is a specific GF class balance thread to discuss this topic in that you may find useful.

    Uhhh... ET for an AoE, that's about it though it's kinda overkill now.... I can actually mix n' match other powers as I please. The same can't be said for the SW.... Gotta freakin slot a truck full of mediocre AoEs to mow down the mobs fast enough.
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited July 2016
    @amenar @d4rkh0rs3

    Yes I tested extensively on preview and a PvP GF can still stun and burstkill with a single baffling damage rotation :[ None of the SW changes really help with this in practice (with skilled players). You just have to try to never ever let them catch you which is not practical.

    What about special tactics? Forgehammer of Gond halves damage for 5 seconds but it locks up. Oghmas Token which is supposed free anyone from anything locks up with many GF skills also. That is why I am saying one solution is to tweak these artifcts so not just SW but everyone can have some answer to these insane GF burst combos.. at least when off cooldown.

    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    I think @theio666 is correct with his analysis on how Hadar's Grasp currently buffs relative to armor penetration: if you have equal or greater resistance ignored than your target's armor penetration resistance, Hadar's Grasp provided a stacking 3% buff on Curse Consume + Crit hit. The Curse Consume equates to 11 damage ticks multiplied by 3% = 33%. This buff is additive with the damage multiplier from Tyrannical Threat. Prior to the lostmauth set fix, the Hadar's Grasp damage multiplier was the main reason I focused on usong Soul Scorch while Hadar's Grasp was ticking / shortly after it was done ticking.

    @zeusom @ghoulz66 Every class struggles with how "overpowered" GFs are in PvP, as @macjae stated. Therefore, the focus should be directed towards GF encounters in PvP rather than augmenting each other individual class to handle it. An issue I pointed out with GFs is it is difficult to balance PvE encounters with PvP gameplay. If you nerf GF encounters too hard to compensate for PvP, it will be miserable for GFs to complete campaigns and daily quests. There's a fine balance, that's all. :)
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Ehhh even as soulbinder my performance against HEs in IWD isn't terribly great. Only slightly faster than my GF and I think it might be slower than archery I'm messing with on my HR, though my HR has way less survivability, and granted that everything behaves themselves and stands in my AoEs. GWF, just murders em, doesn't run, doesn't blink, just murders, no brain cell activity needed.
  • d4rkh0rs3d4rkh0rs3 Member Posts: 382 Arc User
    @ghoulz66 Icewind Dale / Dwarven Valley Heroic Encounters are prime examples of why the TT nerf needs to be as minimal as possible. SWs do such horrid solo damage without TT compared to other classes that it's quite sad. We also have negligible CC options against these mobs compared to TR, HR, and CW.

    Does anybody want to time how long it will take a SW to solo clear IWD HEs without TT on preview compared to other classes?

    I swear sometimes that my Righteous DC with Daunting Light can push out better solo damage against certain mobs, haha. ;)
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016
    d4rkh0rs3 said:

    @ghoulz66 Icewind Dale / Dwarven Valley Heroic Encounters are prime examples of why the TT nerf needs to be as minimal as possible. SWs do such horrid solo damage without TT compared to other classes that it's quite sad. We also have negligible CC options against these mobs compared to TR, HR, and CW.



    Does anybody want to time how long it will take a SW to solo clear IWD HEs without TT on preview compared to other classes?



    I swear sometimes that my Righteous DC with Daunting Light can push out better solo damage against certain mobs, haha. ;)

    Please, don't even mention TT!! My HR, GF, and GWF didn't need to spam dailies and they still made me look pathetic! SW shouldn't need to be so gimped in depending on dailies so badly.
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited July 2016
    @scathias Having a prone on a class that typically takes 3 to infinite rotations to clear a player (harrowstorm) versus prone skills on a GF that can clear most any class with a single rotation are two different things.

    Another alternative for SW extreme vulnerability while stunned is that the new DR/deflect sources persist for a few seconds during stun/prone as macjae suggested.
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • scathiasscathias Member Posts: 1,174 Arc User
    the prone on bull charge didn't use to matter too much either until it did suddenly. I completely understand that SW can't make good use of the prone right now, especially since it is a bit cumbersome to use. I am just looking to standardize prones across all classes and not leave something that could well become a problem if SW ends up at the top of the food chain
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
  • fastrean3fastrean3 Member Posts: 281 Arc User
    poopoomcmuffns, yes, u r correct and most other player knew it :p
  • crystal892fcrystal892f Member, NW M9 Playtest Posts: 385 Arc User
    edited July 2016
    My feedback. I agree with most of what's pointed out, but want to stress some important points.

    Vampiric embrace: make it deal damage equal to 15/20/25/30% of your max hp, not influenced by power. it will mean a heal for 11.25/15/18.75/22.5% of your max HP and potentially 22,5/30/37.5/45% temp HP.

    I love this idea.
    d4rkh0rs3 said:

    Please evaluate TT only being cast on a single target but being able to recast if said target dies within TT duration.

    I guess most people wouldn't mind the change back to "WC becomes TC", if you can mark at least another target again, when your first target died. Limiting the number of markable targets to 1 during TC shouldn't be too hard to implement.

    Creeping Death should do piercing damage (based off of the initial damage after mitigation) for the damage bonus to be a true 60% increase, and consistent across all targets.

    Yes please
    etelgrin said:

    macjae said:



    Suggestion: Warlock's Curse should debuff incoming and outgoing healing on targets by 20-50%.

    This would serve several purposes: It would give warlocks a unique effect for their curse (which is presently a simple damage buff) that fits their theme, it would serve to alleviate issues SWs have with their dots being outhealed, particularly against high-geared PvP targets with excessive healing from insignias and drowned weapon sets, and it would do so without boosting their base damage by too much.

    This is really good sugestion, 20% isn't much worth it, I noticed from Shadowtouched but 50%-75% would actually be great asset with all these heals around.
    Great idea
    macjae said:

    Will this immunity also extend to piercing damage, like a TR's Shocking Execution? That is the really big issue for SWs in PvP, as there is presently nothing that can be done to avoid that damage, and it can potentially be a one-shot fatality.

    That's more a problem with Shocking Execution, than the greatly improved Shadow Slip (thanks for the change!). Piercing damage of such a magnitude as it's possible with Shox shouldn't exist at all (and has been pointed out literally years ago).
    On that note I wanna link this evaluation. There is too much healing going on. The only way to kill somebody at that level is ridiculous single target damage (see GF), or piercing damage (TRs Shox). But high amounts of piercing damage can't be the answer to too much healing. The source, the healing itself, has to be adjusted.
  • theio666theio666 Member Posts: 36 Arc User
    @crystal892f @macjae

    Do you understand, what it will lower your damage? For example, in any good party you usually have got 200% effectivness? So if skill does 100 base dmg. it will do 100*(1+200%)=300 dmg. After Creeping Death starts, and if it will be "piercing damage", i will deal 300*0.6=180 dmg. But if it will be normal damage, it will deal (300*0.6)*(1+200%)=540. I understand, that you want pvp damage, but after it SW will lose too much damage in pve.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited July 2016
    theio666 said:

    @crystal892f @macjae

    Do you understand, what it will lower your damage? For example, in any good party you usually have got 200% effectivness? So if skill does 100 base dmg. it will do 100*(1+200%)=300 dmg. After Creeping Death starts, and if it will be "piercing damage", i will deal 300*0.6=180 dmg. But if it will be normal damage, it will deal (300*0.6)*(1+200%)=540. I understand, that you want pvp damage, but after it SW will lose too much damage in pve.

    I still do wish that devs replace creeping death with other feat, or new power mechanic which would give overall power boost, rather than keeping DoT. That would overall boost capabilities in pvp and pve.

    If we stay with Current Creeping death, well it will be same as before, players stick only to DoT encounters and all fight focused around building stacks as much they can, rather than trying use other encounters combinations.
    There are warlocks who want more splah/blast power, but they will not give enough stacks, so its not best option..


    As for piercing power, i think such boosting power can be done through class features..
    ========================================================================
    “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.

    ==================================================
  • theio666theio666 Member Posts: 36 Arc User

    theio666 said:

    @crystal892f @macjae

    Do you understand, what it will lower your damage? For example, in any good party you usually have got 200% effectivness? So if skill does 100 base dmg. it will do 100*(1+200%)=300 dmg. After Creeping Death starts, and if it will be "piercing damage", i will deal 300*0.6=180 dmg. But if it will be normal damage, it will deal (300*0.6)*(1+200%)=540. I understand, that you want pvp damage, but after it SW will lose too much damage in pve.

    I still do wish that devs replace creeping death with other feat, or new power mechanic which would give overall power boost, rather than keeping DoT. That would overall boost capabilities in pvp and pve.

    If we stay with Current Creeping death, well it will be same as before, players stick only to DoT encounters and all fight focused around building stacks as much they can, rather than trying use other encounters combinations.
    There are warlocks who want more splah/blast power, but they will not give enough stacks, so its not best option..


    As for piercing power, i think such boosting power can be done through class features..
    i don't understand, why everybody "building stacks as much they can"? creeping death just does 60% of damage, no matters, with 10 dot skill or 1 dot skill. Just all damage from skill * 0.6, there is no progression from stacks. If we stay with current Creeping death(like on test), SW can beat GWF in some cases, but if Creeping death will be piercing damage...The best solution is to delete SW and leave game)
  • damoc#3687 damoc Member Posts: 112 Arc User
    edited July 2016
    If Lesser curse wasn't so short (4 ticks) we could try to save curse bite by evolving it into the encounter with no target cap.

    It would work like this:
    when you cast curse bite, every foe in the radius (we may go with a reduced radius to 50' since in effect we aggro everything in the zone) get:
    if they don't have a curse on them then lesser curse get applied to them.
    If they have any curse, then curse bite deals its stated damage and remove removable curses, dealing extra damage equals to the number of ticks remaining for a lesser curse and a full lesser curse damage for any other curse- biggest of them all applies in case of multi-cursed target

    you tell me:'it's dumb, it won't be any better'

    And I answer 'yes, with only these stipulations itt's not worth it' but what I have in mind is that rank 3 and 4 of curse bite would have base cool down very shorts. in fact it would mean a base cool down allowing for a second curse bite being recast with 1 tick left of the applied curse bite at rank 3 and 2 ticks left at rank 4.

    It is only envisionable if lesser curs as it duration increased to around 6 secs and the base CD for curse bite hangs at 7.5s at rank 1.

    Curse bite could also criticaly strike.

    Before all consideration, it would generate AP since we gain AP by casting spells. A short repeating encounter like this would be a great advantage (I'm looking at you with envy Disintegrate)

    with all these considerations, it would allow to work with all-consuming curse, parting blasphemy, infernal wrath, creeping death, to increase it effectiveness.

    if they work with lesser curse, simply putting a lesser curse on all foe could:
    for syphonning curse it could set up a lot of sacrificial victims for other to heal, (that could be usefull)
    for Daughter promise it could set off a killing spree on a pack of dying mobs (that's cute)
  • lihin23nihillihin23nihil Member Posts: 229 Arc User

    If Lesser curse wasn't so short (4 ticks) we could try to save curse bite by evolving it into the encounter with no target cap.

    This would be a start, lengthen duration of Lesser Curse (interaction on players may have to be different ofc) and remove the target cap.
    Curse Bite would still need some of the following to make it useful imo:
    Increased Damage
    Reduced Cast Time
    Reduced Cooldown
    Ability to cast during Dreadtheft channel
    Increased AP gain - it's practically negligible right now.

    I don't think CB should apply a curse though, there needs to be some thought required to maximising a rotation - and building synergies with other powers/feats seems like a good thing. The design suggests there should be a strong synergy between Accursed Souls, Dreadtheft, All-Consuming Curse and other Lesser Curse proccing feats.

    TBH I feel that Curse Bite should be baked into the core curse mechanic in someway - "Hold TAB for x time to consume all active curses dealing y damage, z cooldown"

  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited July 2016

    If Lesser curse wasn't so short (4 ticks) we could try to save curse bite by evolving it into the encounter with no target cap.

    It would work like this:
    when you cast curse bite, every foe in the radius (we may go with a reduced radius to 50' since in effect we aggro everything in the zone) get:
    if they don't have a curse on them then lesser curse get applied to them.
    If they have any curse, then curse bite deals its stated damage and remove removable curses, dealing extra damage equals to the number of ticks remaining for a lesser curse and a full lesser curse damage for any other curse- biggest of them all applies in case of multi-cursed target

    you tell me:'it's dumb, it won't be any better'

    And I answer 'yes, with only these stipulations itt's not worth it' but what I have in mind is that rank 3 and 4 of curse bite would have base cool down very shorts. in fact it would mean a base cool down allowing for a second curse bite being recast with 1 tick left of the applied curse bite at rank 3 and 2 ticks left at rank 4.

    It is only envisionable if lesser curs as it duration increased to around 6 secs and the base CD for curse bite hangs at 7.5s at rank 1.

    Curse bite could also criticaly strike.

    Before all consideration, it would generate AP since we gain AP by casting spells. A short repeating encounter like this would be a great advantage (I'm looking at you with envy Disintegrate)

    with all these considerations, it would allow to work with all-consuming curse, parting blasphemy, infernal wrath, creeping death, to increase it effectiveness.

    if they work with lesser curse, simply putting a lesser curse on all foe could:
    for syphonning curse it could set up a lot of sacrificial victims for other to heal, (that could be usefull)
    for Daughter promise it could set off a killing spree on a pack of dying mobs (that's cute)

    =====================
    Suggestion: Curse bite 
    User curse targets, then hit Curse bite, which cause aoe dmg on every cursed/lesser curse/TC effected targets.. 
    
    Cursed targets takes full dmg while monsters around curse bite affected receive 35% damage in rage to up 5'. 
    I can be considered as Fiery Bolt for cursed targets only.. Plus u don't have aim to enemies because this encounter work only for cursed/marked ones. 
    Good side, high aoe dmg, even for single target good, 
    Downside if u don't have cursed target u can't use it.. 
    However number of damage should be calculated in checked in action, and make sure do not make this encounter overpowered.. 
    =======================
    My suggestion where is like instant fiery bolt hit to cursed targets, with little bit smaller aoe, but over all using 3 or more cursed targets and use this encounter would be extreme aoe hitter. Probably even Tyrannical Threat would look like punny.


    -----------------------------------------------------------------------------------
    theio666 said:

    By beat gwf I meant to make more damage in pve...

    Sounds like situation, non warlock player try advice warlock player how to use this class..
    I like jokes, but be mind its not right place..

    So overall u have no clues, how beat GWF in pve matters in first place, and how important is Creeping death and that more its stacks = more dmg u do.
    If lets say 1 stack does 100 dmg, then think, 10 stacks what kind dmg does,, now with normal Curse + DT encounter combo goes beyond 30 stacks for sure. Now why don't use 3 encounters with DoT? warlock bargain + Hadar grasp + DT = more stacks. Now I don't know is OK, but greater red dragon glyphs have also DoT effect so count them too. SO over all I usually put stacks above 70 stacks. . And by that I do more dmg to strong monsters than any fire encounters combination.

    Now since some(extra) nerf in preview, warlock stack less creeping death than in live server. So over all dmg decrease, but still creeping death is main power for furry tree.

    And as for fun I can tell u m how SW can beat GWF in term of dps, which is,
    1) monsters are complete trashes and die from single fiery bolt strike, and GWF didn't get in time near them land any single hit,
    2) boss like orcus and GWF is either undergeared, or without any sings of brain power(brainless mouse smasher), or both which also u can see during epic dungeons.. So gwf die a lot, and SW hit from range and keep building Creeping Death stacks,.

    Over all warlock all power show up only against strong monster with high HP pool. So curse mechanic mechanic and all furry tree powers (which are build around curse) can be utilize.
    ----------------------------------------------------------------------------------------
    ========================================================================
    “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.

    ==================================================
  • theio666theio666 Member Posts: 36 Arc User

    An SW can only beat GWF using bugged builds. A Fury with no DC or GF in the party is pretty lame in damage without the Fabled set.

    In previos post: some cases = debuff DC in party, need more tests, but maybe there is some cool interaction with cr. death and debuffs.
This discussion has been closed.