>the point to that is that the TR is also in the party, the TR is using bonding stones, he basically has higher STATS than the GF by far, the unbalance happens at the class level and not stat level, from ITF all classes benefit, not only the DPS GF.
I would have to spend way too much time analysing all the variables in the video to see if the rogue is playing in a way that makes use of all those buffs, and see his spec etc to make an argument against that but it is something to look at and test for sure
>sure, but in a party without DC and GF the DPS is low, and a DPS GF conquerer can easily compete with it, someone said that their focus is to replicate the GWF stats as much as possible + active companions etc.
Yeah be competitive is what the devs said they want GF dps to be so that is ..ok? thinking about times when I run dungeons/skirmishes with an OP instead the dps of the whole group is lower but ITF by itself doesnt make the GF a dps chart topping machine, even then in that role as a buffer/dps it is only competitive with the other dps in the party, none of whom are comparitively near the dps numbers put out by a similar ilvl GWF.
>but here is where you are wrong, the GF should never be a striker, and shouldn't be allowed to do that, his role is of a Defender/Controller so just let him focus only on those 2 roles and leave Striker/Leader to other classes, if you are tired to play a class as it should be, roll another one, but for me it looks like a whim that community asks for GF to deal damage, to have group buffs etc. This needs to stop.
If I had known when I first started playing a GF back in mod 2, then I would have taken the time to level a GWF instead, but back in those days GWF was FOTM so I wanted something non cookie cutter, looked at the conquerer tree and thought hmm this looks like a dps tree I wonder if I can make something different.. 6 modules later and dps GF finally got their time at the PvP FOTM top thanks to some broken mechanics. but I take your point - if only there wasnt such time invested in order to get all those boons maybe I would re-reroll!!
As mentioned by another post, i think the whole issue with primary and secondary roles is defunct at this point, as pve has devolved into a grindy dps race, which is fine if that is where they want to take it and the "balance" happens in that direction, but letting the player base know that would be nice.
>as for ur last sentnece, no idea whats the comparision to GWF.
Im thinking along the lines of that gwf path/build that deals more damage based on its determination bar not being expended.. or maybe the inverse of that the boon that gives increased power based off of how empty your stamina bar is..
Another random thought while im here talking of possible lines of direction for GF dps going - having SM/steel blitz proc off of bleeds and then interacting with kneebreaker, New Anvil and jagged blades etc and having it melee dot based, would certainly put a stop to the burst damage QQing..
What i dont get at all from the GF lobby is a simple thing: Why they have a hard time to admit that the class is overperforming and that, for sake of the balance, a class exceeding multiple roles at once as GF class is right now is a BAD THING at all??
I will try to answer this:
The nervousness in the GF community is not from the fact that the GF will be moved into a tank role, or that it will no longer be a top dps. The issue is whether the GF, if nerfed in buffing and dps, will have a roll in parties that desire speed of finishing so that the game's grinding design is accomplished.
It is not a direct comparison to pull the GF tank from pre-mod 6 (or even pre-mod 4) to now. When the rewards for completing dungeons were greater, and where the number of daily quests was much less than now, having a long dungeon experience was not always looked down upon. Players did not have to grind out the amount of dailies as they do now. But, helping the GF with the daily grind (and the DC and OP) is the ability to do dps sufficiently. A tank build is 100% unnecessary for solo questing. And, a tank build (aggro and debuffing mob dmg) will not speed up a dungeon run. So, to the party that knows it can do fast runs, by adding in another dpser OR by adding, as is argued here for the GF 'a tank,' and the difference is not finishing the dungeon, but finishing it in half the time, which class will be taken and which will be left out?
It may be hard for the dps class to understand what it was like to be left out of dungeon groups, but GFs know FROM EXPERIENCE what this is like. That is why GFs are vocal about being very careful about taking away buffs and dps. It evens the field between choosing a tank who buffs/debuffs/provides adequate dps versus a full dpser, and which will make dungeon run times comparable. Sure, nerf the ability of the GF to outperform a dps class, but, the problem the GF community also has is that Cryptic does not have a history of making 'class-balancing' choices that actually target the issue and restore order to the classes. Again, from the history of class balance, you can understand how tenuous it is to trust this process. You mistake a desire to be 'top dps class' with the desire 'to not be excluded.'
Ask yourself this question: If you could take a tank build that only aggroed and debuffed the damage of the mobs, or take a dps class that could kill the mobs quickly and not need a tank, which one will you prefer in your party?
The issue is that of 'need a tank.' The dps classes are complaining the GF needs to be a tank and only a tank, and why would a GF player, who chose a tank class, not want it to be a tank? Because, no content at present 'needs a tank.' None. GFs have become useful to parties through its ability to party buff damage, and then, through power creep and broken interactions, to out dps the striker classes.
The proposed solution, by dps classes, is to take away both its ability to buff and its dps and make it a tank only. But, that MIGHT put the GF on the sideline with no role in a game that does not need a tank. For me, as I posted elsewhere, my ONLY concern is this...being forced into the role of tank and then finding no role in the game.
1. The proposed changes to ITF seem to keep the role of the GF as an adequate party buff, equivalent to selecting a full dpser. (I personally would love about 10% more, but oh well). 2. The unzipping of the GWF and GF lines means that the dps nerfs to encounters (frontline surge) that were specific to GF first are getting buffed again. 3. The nerfing of class powers that were specific to the GWF (steel defense) at first and now shared with the GF show a push to have the GF go back to 'sword-and-board' style play. 4. The fixing of the DC's powers to infinitely buff is paramount to damage balance in parties. 5. The fixing of steel blitz's secret % increase is paramount to reducing damage the GF did in large groups (like tiamat and edemo) and make it outperform dps striker classes.
On top of all this is the demand for reduction of burst damage in PvP: 1) Change of Anvil of Doom from huge burst damage to DoT. 2) Fix of Bull Charge's bonus damage from 20% to 10%. 3) Changing Knight Challenge.
Do these changes keep the GF viable in parties? Unknown... The only way we will know is when the changes go live with the new content, and we see what happens with party formation.
For the dpser, there is no risk. You will always be needed in a party, even with power creep. For the GF, there is only risk in a game where the role that you are demanding we take is unneeded.
I am not sure if this has already been brought up, but I had some thoughts regarding ITF. There seems to be a huge concern about ITF only providing a 30% flat damage buff at rank 4.
1)I think that this is great for non-tactician builds and provides a decent buff for a group across the board; however, it is one of the primary buffs that separates this class from a paladin tank. It would still give a decent buff for conqueror and protector builds that may not spec completely for defense.
Of note though, wasn't the point of many of the class changes supposed to provide viability and balance across classes as well as across paragon paths for each class?
If someone chooses to spec completely for defense they should be able to benefit from that build, and if they choose to focus on a balance of stats they should also benefit but in a different way.
A possible solution:
2)Make the capstone of tactician provide an extra 10% of DR to ITF damage. We would see high defense GFs buffing ITF then up to 50-60% from the base 30%, though still not nearly the 200% or more that some are achieving currently on live. This would keep the high defense builds still viable by improving their ability to buff the party, while being limited to the Tactician path. This keeps variety and a much needed class ability that makes the GF desirable in dungeon runs, while also decreasing the overpoweredness the ability has currently on live.
The guys who made it don't plan on using GF in fast dungeon clears come mod 10 because it doesn't offer enough any more. They don't plan on using any tank just buff support and a dps. So I think this video doesn't matter and the devs need to give some more damage or buffs to keep the GF class relevant.
More importantly they need to fix buffs being multiplicative rather then additive. It makes buff classes way to good compared to dps or debuff. Removes the need for tanking or healing, and is the actual source of ridiculous damage.
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
The guys who made it don't plan on using GF in fast dungeon clears come mod 10 because it doesn't offer enough any more. They don't plan on using any tank just buff support and a dps. So I think this video doesn't matter and the devs need to give some more damage or buffs to keep the GF class relevant.
More importantly they need to fix buffs being multiplicative rather then additive. It makes buff classes way to good compared to dps or debuff. Removes the need for tanking or healing, and is the actual source of ridiculous damage.
Ummm what? I am planning on having GF in my parties next mod. Believe it or not, 30% is enough to justify having a GF.
Hello im a new player on this game and i play it at ps4. I have play mmo's like Lineage2 on pc and DC UNIVERCE on ps4. I realy dont understand the reason to nerf the GF so muts on buffing to play GF you need to be a skill player anyway is not easy. I agree to nerf the damage buff couse atm you can go up the damage like 200% it is stupid but to nerf it on 30%? why? to make the buff useless? nerf it like on 80% or somethink. Nerf as well the dpsing why? Anser me that pls why to make a full tank GF couse is hard to play with him and not to make a paladin when is so muts easyer to play with him? I dont now if the game developments read this but if any see it pls dont make this same mistake that my other 2 games do to listen the new players or the old player who cant do the and game raids and conserts and come here on the forum and complain for everythink. Nefing GF so muts you put that class on the side.
Whilst it's quite obvious the GF needs a significant Nerf to some of its mechanics, some of these seem a little excessive. 30% damage buff compared to what it is now is a huge reduction. Wouldn't it be better to make it 50% and then reduce it from there if needed?
Also if the changes to the dps side force you to play a straightforward tank as people above are mentioning, they really need looking at before this makes it to live Servers.
From what I understand 30% is less then 40% and HR does more damage then GF. So no GF.
OP if you need a tank as it has better buffs, but that's if you need a tank.
I like how someone pointed out you don't need a tank for current content and claiming you don't need dps, which is hilarious as low dps is the number one reason for wiping on bosses.
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
From what I understand 30% is less then 40% and HR does more damage then GF. So no GF.
OP if you need a tank as it has better buffs, but that's if you need a tank.
I like how someone pointed out you don't need a tank for current content and claiming you don't need dps, which is hilarious as low dps is the number one reason for wiping on bosses.
Its a 40% Buff for less than 1 second, that decays over time then expires after 4 seconds and after Amenar's next set of changes, no longer stacks. Also, its not a question of HR OR GF, since you can take HR AND GF. As for OP, it does not have better buffs. ITF is multiplicative, the OPs buffs are not. That 1 simple difference makes ITF better than all of them. Considering you said that, "the people in that video won't run with a GF anymore" and hint: I am the CW, its a false statement.
Whilst it's quite obvious the GF needs a significant Nerf to some of its mechanics, some of these seem a little excessive. 30% damage buff compared to what it is now is a huge reduction. Wouldn't it be better to make it 50% and then reduce it from there if needed?
Also if the changes to the dps side force you to play a straightforward tank as people above are mentioning, they really need looking at before this makes it to live Servers.
30% is balanced, I proposed 25-30% before amenar announced these changes and it seems his reasoning is the same as mine.
Only the movement speed from Longstrider decays then expires. The damage buff does not. It also states this on the tooltip. Here's some quick logs (while non-ACT, it shows some data, I can get you proper data if you want to see it):
[23:40] [Combat (Self)] Critical Hit! Your Longstrider's Shot deals 11098 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4731 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4580 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 6984 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4745 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 2324 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 5144 Physical Damage to Target Dummy. --- [23:40] [Combat (Self)] Your Rapid Shot deals 1797 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 1787 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 3219 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 2919 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 3173 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 3241 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 3419 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 2961 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 2883 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 1835 Physical Damage to Target Dummy.
All within same timeframe, just separated where the buff drops off.
Anyway, on topic: to be fair, a multiplicative 30% buff is strong enough, while scaling off gear is somewhat interesting, I don't think it's really warranted. Power creep is big enough in the game, don't need more from buffs, and people will still want GFs. If it's really that bad, why don't you guys do a dungeon test on preview and compare it to one on live and then show proof that it's terrible?
It's not a false statement it's what the party discussed in fernuus SW video. Which includes Mia the no damage buffing tank, and includes you I suppose. The video being used as a need for more nerfs was directly related.
I was not aware of the changes too long strider.
Increased cooldowns and power are multiplicative and that's before vengeance or courage, and bane are considered. If you want to discuss OP is behind GF in buffing I started a thread on the topic.
Buffs being multiplicative rather then additive with each other is probably a bug, and should be fixed. Basing a class off a bug is a bad idea.
0
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Only the movement speed from Longstrider decays then expires. The damage buff does not. It also states this on the tooltip. Here's some quick logs (while non-ACT, it shows some data, I can get you proper data if you want to see it):
[23:40] [Combat (Self)] Critical Hit! Your Longstrider's Shot deals 11098 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4731 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4580 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 6984 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4745 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 2324 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 5144 Physical Damage to Target Dummy. --- [23:40] [Combat (Self)] Your Rapid Shot deals 1797 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 1787 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 3219 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 2919 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 3173 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 3241 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 3419 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 2961 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 2883 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 1835 Physical Damage to Target Dummy.
All within same timeframe, just separated where the buff drops off.
Anyway, on topic: to be fair, a multiplicative 30% buff is strong enough, while scaling off gear is somewhat interesting, I don't think it's really warranted. Power creep is big enough in the game, don't need more from buffs, and people will still want GFs. If it's really that bad, why don't you guys do a dungeon test on preview and compare it to one on live and then show proof that it's terrible?
I was not aware of this. TY for that @ralexinor Even still, it does not change the fact that both GF and HR can have a place in the party, the one class does not exclude the other.
It's not a false statement it's what the party discussed in fernuus SW video. Which includes Mia the no damage buffing tank, and includes you I suppose. The video being used as a need for more nerfs was directly related.
I was not aware of the changes too long strider.
Increased cooldowns and power are multiplicative and that's before vengeance or courage, and bane are considered. If you want to discuss OP is behind GF in buffing I started a thread on the topic.
Buffs being multiplicative rather then additive with each other is probably a bug, and should be fixed. Basing a class off a bug is a bad idea.
Yes, I was, I was on DC. What you have NOT seen yet is the (possibly) 4 videos upcoming on fernu's channel showing 2 CN runs on preview as well as the new HEs on preview. I very strongly feel after that, that GF will definitely still have a place.
Only the movement speed from Longstrider decays then expires. The damage buff does not. It also states this on the tooltip. Here's some quick logs (while non-ACT, it shows some data, I can get you proper data if you want to see it):
[23:40] [Combat (Self)] Critical Hit! Your Longstrider's Shot deals 11098 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4731 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4580 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 6984 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4745 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 2324 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 5144 Physical Damage to Target Dummy. --- [23:40] [Combat (Self)] Your Rapid Shot deals 1797 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 1787 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 3219 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 2919 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 3173 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 3241 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 3419 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 2961 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 2883 Physical Damage to Target Dummy. [23:40] [Combat (Self)] Your Rapid Shot deals 1835 Physical Damage to Target Dummy.
All within same timeframe, just separated where the buff drops off.
Anyway, on topic: to be fair, a multiplicative 30% buff is strong enough, while scaling off gear is somewhat interesting, I don't think it's really warranted. Power creep is big enough in the game, don't need more from buffs, and people will still want GFs. If it's really that bad, why don't you guys do a dungeon test on preview and compare it to one on live and then show proof that it's terrible?
I was not aware of this. TY for that @ralexinor Even still, it does not change the fact that both GF and HR can have a place in the party, the one class does not exclude the other.
It's not a false statement it's what the party discussed in fernuus SW video. Which includes Mia the no damage buffing tank, and includes you I suppose. The video being used as a need for more nerfs was directly related.
I was not aware of the changes too long strider.
Increased cooldowns and power are multiplicative and that's before vengeance or courage, and bane are considered. If you want to discuss OP is behind GF in buffing I started a thread on the topic.
Buffs being multiplicative rather then additive with each other is probably a bug, and should be fixed. Basing a class off a bug is a bad idea.
Yes, I was, I was on DC. What you have NOT seen yet is the (possibly) 4 videos upcoming on fernu's channel showing 2 CN runs on preview as well as the new HEs on preview. I very strongly feel after that, that GF will definitely still have a place.
I can´t see into future, but ... 1. ITF will not get buffed by Hollowed ground, Astral shield and OP sigil etc. and will have a fix 30%% buff ->less damage 2. Bondings "will be looked into" was also mentioned--> less damage
This will result in slower runs and to some degree more challenging runs...at least at<3k IL T2, T2,5 and new dungeons are not at all a walk i the park for an average party without a tank, tbh I never run eCC, eTOS and eGWD or CN without a tank because you normally lose time and life doing so, I am also sure a hunter can´t fill that role as a defender. Some may avoid playing their GF , but I am sure I will respec/rearrange and adapt my build and keep running dungeons, that´s what this game is about. So far I near never used KC in PVE, so it´s not from any interest for me. My encounter may stay the same. Not sure about steel defense, maybe switch more to guarded assault. I read about the needed HP for unmitigateable frostburn so HP is needed ...would like to know if Iron warrior may play a role some day?
Bug: Daily skill: Villain's menace Very often control effects ignore control resistance and can be applied to guardian fighter while he has Villain's menace activated.
This video is very old (and sorry for quality) but this bug still haven't been fixed for a long time. At 1:35 control wizard had applied control skill to me. Could you please fix this bug?
are you sure this isn´t fixed for long? If entangeling force wuold ignore VM we would have heared or read something in bug section, this would be a great issue in PVP.
setimoseloMember, NW M9 PlaytestPosts: 109Arc User
If we are talking about PvP balance then how come the GF is the only class that has it's main feature crippled in pvp. The Stamina drain takes away our key feature unless we are forced to get a ward. Blocking should be removed from stamina. Now thats some PvP balance.
Please just remove the defense cap for our class and the tank OP. We shouldn't have a defense cap if DPS oriented classes don't have a power cap. Thanks
* note GF is using rank 8s and an augment, TR has a bonding pet and rank 12s. AFAIK, that is literally the best pve tr on the server. You can bet any player from any class you like (with the exception of buglocks, but those will be fixed anyhow at some point) against a good dps GF, I will bet the GF takes the lead for DPS.
based on how FAST they finished edemo the DPS of the GF is of a STRIKER, and you cannot say: "Oh other classes had low dps", we are talkin about a 5s boss clear, which you cannot even excuse that by sayin the other classes were weak, it's a OVERPERFORMANCE of a DEFENDER CLASS that TOPS other classes damage, because of the initial high base damage + multipliers.
i am requesting vs my control wizard both and freya and tr on single target attacks. lets make a pt before mod10 and record it i dont mind even if i go down 50m i dont care. AND i am asking this because you recycle the same video all the time wih the same players.
AND also where is the video with skillfull gwf vs freya............
under those logic conditions : gf vs cw duo no other buff debuff included. or tr vs cw.
@kreatyve 80% of these comments are from people who don't even play a GF but instead just wish what they want done to the class, the other comments are people going back and fourth not even talking about proper nor concise feedback on the GF. Can you please stop this.
If we are talking about PvP balance then how come the GF is the only class that has it's main feature crippled in pvp. The Stamina drain takes away our key feature unless we are forced to get a ward. Blocking should be removed from stamina. Now thats some PvP balance.
Please just remove the defense cap for our class and the tank OP. We shouldn't have a defense cap if DPS oriented classes don't have a power cap. Thanks
GF/OP lose block, ranged classes can dodge, SW/GWF lose sprint. Every class loses its "main" feature of damage mitigation/avoidance if they don't use stamina wards. That is why people want the Drain overloads removed from the game
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
Comments
As mentioned by another post, i think the whole issue with primary and secondary roles is defunct at this point, as pve has devolved into a grindy dps race, which is fine if that is where they want to take it and the "balance" happens in that direction, but letting the player base know that would be nice. Im thinking along the lines of that gwf path/build that deals more damage based on its determination bar not being expended.. or maybe the inverse of that the boon that gives increased power based off of how empty your stamina bar is..
Another random thought while im here talking of possible lines of direction for GF dps going - having SM/steel blitz proc off of bleeds and then interacting with kneebreaker, New Anvil and jagged blades etc and having it melee dot based, would certainly put a stop to the burst damage QQing..
The guys who made it don't plan on using GF in fast dungeon clears come mod 10 because it doesn't offer enough any more. They don't plan on using any tank just buff support and a dps. So I think this video doesn't matter and the devs need to give some more damage or buffs to keep the GF class relevant.
More importantly they need to fix buffs being multiplicative rather then additive. It makes buff classes way to good compared to dps or debuff. Removes the need for tanking or healing, and is the actual source of ridiculous damage.
I agree to nerf the damage buff couse atm you can go up the damage like 200% it is stupid but to nerf it on 30%? why? to make the buff useless? nerf it like on 80% or somethink. Nerf as well the dpsing why? Anser me that pls why to make a full tank GF couse is hard to play with him and not to make a paladin when is so muts easyer to play with him? I dont now if the game developments read this but if any see it pls dont make this same mistake that my other 2 games do to listen the new players or the old player who cant do the and game raids and conserts and come here on the forum and complain for everythink. Nefing GF so muts you put that class on the side.
Also if the changes to the dps side force you to play a straightforward tank as people above are mentioning, they really need looking at before this makes it to live Servers.
OP if you need a tank as it has better buffs, but that's if you need a tank.
I like how someone pointed out you don't need a tank for current content and claiming you don't need dps, which is hilarious as low dps is the number one reason for wiping on bosses.
Only the movement speed from Longstrider decays then expires. The damage buff does not. It also states this on the tooltip. Here's some quick logs (while non-ACT, it shows some data, I can get you proper data if you want to see it):
[23:40] [Combat (Self)] Critical Hit! Your Longstrider's Shot deals 11098 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4731 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4580 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 6984 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 4745 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Your Rapid Shot deals 2324 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 5144 Physical Damage to Target Dummy.
---
[23:40] [Combat (Self)] Your Rapid Shot deals 1797 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Your Rapid Shot deals 1787 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Your Rapid Shot deals 3219 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 2919 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 3173 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Your Rapid Shot deals 3241 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 3419 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Critical Hit! Your Rapid Shot deals 2961 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Your Rapid Shot deals 2883 Physical Damage to Target Dummy.
[23:40] [Combat (Self)] Your Rapid Shot deals 1835 Physical Damage to Target Dummy.
All within same timeframe, just separated where the buff drops off.
Anyway, on topic: to be fair, a multiplicative 30% buff is strong enough, while scaling off gear is somewhat interesting, I don't think it's really warranted. Power creep is big enough in the game, don't need more from buffs, and people will still want GFs. If it's really that bad, why don't you guys do a dungeon test on preview and compare it to one on live and then show proof that it's terrible?
I was not aware of the changes too long strider.
Increased cooldowns and power are multiplicative and that's before vengeance or courage, and bane are considered. If you want to discuss OP is behind GF in buffing I started a thread on the topic.
Buffs being multiplicative rather then additive with each other is probably a bug, and should be fixed. Basing a class off a bug is a bad idea.
1. ITF will not get buffed by Hollowed ground, Astral shield and OP sigil etc. and will have a fix 30%% buff ->less damage
2. Bondings "will be looked into" was also mentioned--> less damage
This will result in slower runs and to some degree more challenging runs...at least at<3k IL
T2, T2,5 and new dungeons are not at all a walk i the park for an average party without a tank, tbh I never run eCC, eTOS and eGWD or CN without a tank because you normally lose time and life doing so, I am also sure a hunter can´t fill that role as a defender.
Some may avoid playing their GF , but I am sure I will respec/rearrange and adapt my build and keep running dungeons, that´s what this game is about.
So far I near never used KC in PVE, so it´s not from any interest for me.
My encounter may stay the same.
Not sure about steel defense, maybe switch more to guarded assault.
I read about the needed HP for unmitigateable frostburn so HP is needed ...would like to know if Iron warrior may play a role some day?
If entangeling force wuold ignore VM we would have heared or read something in bug section, this would be a great issue in PVP.
i know you do a ton of testing so can you mention if these current changes have reduced the dps of GFs 'enough'?
I've played strictly as Tactician since hitting 70 and I'm clueless about current dps GFs and how they outdps a lot of people.
Thanks.
Have you gotten your slice of the pie and updated your awesome CW guide, yet?
Please just remove the defense cap for our class and the tank OP. We shouldn't have a defense cap if DPS oriented classes don't have a power cap. Thanks
AND also where is the video with skillfull gwf vs freya............
under those logic conditions : gf vs cw duo no other buff debuff included. or tr vs cw.
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
We are searching for slave labor, will pay with food from our farm!