First of all, this thread is not about BALANCE. This thread is highlighting broken class powers/feats that should be fixed. Maybe you could take a look and fix these things for mod10?
Oppressor:GLACIAL MOVEMENT: Only the first rank works for the Orb of Imposition. We only get 4% not 20%.
Another report of this is problem says that it gives the 20% but only for the first rank of Orb of Imposition instead of 20% per rank.
Side note: Oppressor should have "piercing control" or something like that because so many mobs have immunity and that makes the whole oppressor build useless in many situations.
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Thaumaturge:ELEMENTAL REINFORCEMENT: Fanning the Flame does not procc the 5% damage buff.
Sidenote: I think all powers should procc this feat. Magic missiles should procc the arcane buff for example (with a small cooldown ofc on the buff).
SPELL TWISTING: Does not apply the cooldown reduction on Icy Rays, Shield and Ray of Enfeeblement on TABB.
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Renegade:Chaos Magic: Chaotic Nexus does not give 30% additional Armor Penetration.
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ICY TERRAIN: Deals 0 damage to frozen targets
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Elven Battle:Chill stacks: The overlooked mistake here is that chill stacks, has two purposes. Control and Damage for a Control Wizard. And I think the devs did not think of that when they made the Elven Battle. Without this information, the Elven Battle may work as intendent.
But when you have the facts Im sure its NOT WAI.Elven battle is suppose to reduce control effects. With this "new" information, that it does not only reduce control but also damage for some classes like CWs,
the WAI status has to change and it needs to be fixed so that Elven Battle does not interfere with a CWs damage.
Chill stacks affects feats like chilling presence, class mechanism like smolder and encounters like CoI.
CoI:
Turn target enemy into a conduit for an icy storm, dealing damage to them and enemies around them for a short period.
Damage is increased by 5% for every stack of Chill, and those effects are constantly refreshed.
Spell Mastery: Now adds a Chill effect to targets hit by Conduit of Ice, and increases the size of the area effect.
Smolder
Many of the Master of Flame Paragon powers add Smolder to your target which deals damage over time. If the target is affected by Chill, it gains a Rimefire aspect, allowing its duration to be refreshed by Chill effects.
Chilling presence
Increases the damage you deal by 2% for each stack of Chill on your target. This damage bonus is doubled on Frozen targets.
Another argument is that we have many encounters that adds chill stacks. You need to reach 6 stacks to freeze a target. The problem here is that because Elven Battle removes the actual chill stacks really fast, you cant FREEZE anyone because you have a really hard time to reach those 6 stacks. So Elven battle does NOT reduce the effect of freeze, its making the targets immun to that control power.
And if we cant freeze targets, that will effect even more feats that we have. Like:
Frigid Winds
Foes who have been Frozen take 2/4/6/8/10% more Damage from all sources.
Shatter Strike
When you freeze a target they are afflicted by Shattered for 10 seconds. Shattered foes have a chance when taking damage to be stunned for 5 seconds (1 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets. Additionally, Chill lasts 2.5 seconds longer.
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Feel free to comment any other IMPORTANT fixes for the Control Wizard. This thread is not about balance.
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Comments
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@beckylunatic Its got nothing to do with icy rays being labelled as an at will, its a tooltip error, nothing more. My theory is it has to do with abilities that can be cast multiple times, as all of the abilities that are bugged with spell twisting, can all be used more than once. (shield can be popped, icy rays can be used on 2 targets, RoE can be used twice, shard can be pushed)
Otherwise, I 100% agree with the OP, these are bugged (read as not working the way they are specified to work) mechanics and as of such they should be fixed. This is not a "Class Balance" request, its a request to fix mechanics.
Other things that need fixing is Icy terrain dealing 0 damage to frozen targets.
I don't think recovery/cooldown reduction affects any power with charges, but CWs are the only class with an option to move an encounter somewhere that changes that.
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I mean we have the control feat broken in the control tree. We have a damage feat broken in the damage tree and we have a buff feat (capstone) broken in the buff tree.
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http://www.arcgames.com/en/forums/neverwinter/#/discussion/1211157/list-of-known-and-suspected-cw-bugs/p1
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I also don't believe it's intended, but don't think it's entirely far-fetched for a power to not be coded to behave as an encounter should because the person doing it was looking at incorrect tooltip text at the time.
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