Why on earth does cryptic HATE Op's.
It makes no sense to nerf an class that is already worthless compared to the other tank class.
There are more than BIS players in this game
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
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ITs the same reason they tinkered with AA, though I dont think they achieved 100% results they want with it.. of course they didnt even tell DCS at all they were doing it.
They are pretty much not consistent with communication.
and as such are pretty untrustworthy.
They are in a whole large, very incompetent team at the moment, I dont quite understand why any player defends them, as their actions are really not defendable. The argument that they are stretched to thin.. has well, stretched to thin with me. I competely understand that they might have been stretched to thin, but why acquire the release of ps4 and xbox and millions of income, if you cant higher a few more personal to work on some of this stuff.
Boring unnecessary mods: Check.
Unfun game design: Check
Terrible decision making in terms of game quality: Check
Level of mistrust and abuse with playerbase: Check.
Total compete nightmare of quality of life (service issues) in game: Check.
Im not even at all trying to flame, these are just facts.. its simple as that..
Until we can make some headway with some of this list, I fail to see why we should be anything but openly hostile to everything they propose, I JUST dont believe they know what they are doing at the moment.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Just for all those flamers out there..... I can play my class I am referring to the changes from prior to mod 10.5 and to what they are now. Heck I am even using heroism now instead of the shield.. as daily.. gave up on bubble a long time ago.
They really really need to go back and evaluate the two tank classes... Define their str and weakness and balance them off each other.. not other classes period. There should be a draw back and benefit to both.. They were correct in nerfing the bubble it trivialized content. However removing their dps further with the bonding nerf and making it less effective as a tanking mechanic is without foresight.
At this point a GF takes less damage from attacks while an OP takes more. A GF deals more damage with attacks while an OP deals less. A GF buffs and protects his party better and much easier while an OP with feats and auras barely comes second and is also in risk of being 1 hit killed by some monster.
Anything anyone cares to add
Merrily, merrily, merrily, merrily, Life is but a dream.
Merrily, merrily, merrily, merrily, Life is but a dream.
this didnt matter with old immunity mechanics, but with immunity removed, you can pick between losing aggro in turtle stance, or dying a quick death without
I allways prefered a GF, because he can protect your gruop effectively for 65% incoming damage (KV+feats), buff for 35% with ITF, spend huge ammounts of AP or damage from capstones, debuff boss with up to 18% for the group and deal more damage by that.
I did a CN run yesterday with my main, a warlock, only to get verfied how bad it is. Afterwards I stripped him and don´t know what to do with that class at all in mod 10.5
Sloppy fix without a compensation hit warlock , same as OP.
To get back to topic. Our first tank was an OP. Group DC-GWF-GWF-Warlock.
First bosses were no challenge but I recognized that aggro ping-pong all time.
At orcus we wiped 5 times and since I was the only caster, we started 5x again to give that tank a chance. But he failed from the start onehittet and he could not hold aggro at any time, in the sum he could not tank that boss. That OP was 3.2 IL 160+HP, he quitt despite noone said a word.
I have no clue about that class btw.
The next one was an OP from Synergy 4k IL 202 HP, 13k recovery, 70% DR
He did not take a scratch in the fight, I guess he used block at incoming hits, that´s something a GF with lower DR and HP has to do also, otherwise he get´s oneshotted, but he can attack and spot doing so and hold aggro-->that needs to be addressed if devs want an OP to be viable I guess?
From what I remember runnnig ACT that moment, the OP used:
Radiant strike , valorous strike,
aura of courage, aura of wisdom,
binding oath (maybe combined with block if expires?), bane and I guess vow of enmity..forgot
on top devine judgement and devine protector as far as I remember
Fireblast armour
These are the adjustments I have made that seem to help during cn.. I switched to aura of restoration, aura of truth. Encounter is still binding oath, templers, bane. Daily went from shield of faith to heroism (damage resistence and immunity control as well as temp hps. Oath strike for agro and radiant for travel and armor pen.
Lets talk about the nerfs... Echo of light given a cooldown, Divine judgement nerf to max damage, binding oath reduced target number affected by damage, Damage limited to your total hps, damage not dealt if you die in process of taking the damage collected. Divine protector horribly shortened. These are just the ones I can recall since op release as a tank.
What have they given us....well the movement speed that they gave everyone off swift flash feat. Thank you pwi and the neverwinter team.
Merrily, merrily, merrily, merrily, Life is but a dream.
If anything I hope the devs start the next class balance asap with the Paladin being part of it. @asterdahl @panderus
PS: I might be imagining things but I also think my Pally is doing less damage overall in 10.5. The Divine Judgement hits seem lower, the Relentless hits as well.
Merrily, merrily, merrily, merrily, Life is but a dream.
It might work for pvp, but sure as hell isn't working for endgame PVE. The OP needs true mitigation and not dependent on stupid BO like it's been doing for the class's entire lifespan. BO and DP have kept everyone including the DEVs from realizing the real flaws. If the DEVs are going to continue to add all these one shot enemies, tanks need powers to reduce incoming damage, not add on useless DR which quickly hits the cap.
It makes sense for Dev OP with 30% increased DR and 10% for allies as it helps to get closer to 80% DR, but for Prot? All it provides for a tank who is already at 80% DR with buffs is CC immunity (something that is part of GF's shield which is additional layer of protection). It should be at least reversed to make sense - 80% DR for allies, 20% for the tank, so he could actually shield allies with Sanctuary, or make DR from Sanctuary that goes above 80% cap work as additional layer like GF's shield. Or maybe give Prot OP very, very high natural deflection chance and severity, and/or change the DR from Sanctuary to deflection chance so instead of mitigating damage like GF can with his shield, Prot OP would deflect damage?
And there's still problem with Sanctuary activating with delay or not activating at all.
So I ask two things... One... redo the calc of damage as it was prior to 10.5 on binding oath. The reduction of outgoing damage should not have changed how it works... yet it did.. and it did horribly.
2. Give us at least one single daily that will actually reduce the amount of damage taken ... and not just be an increase to damage resistance... which again we all know is an actual hard cap.
You can't keep using the same thing over and over post change and expect it to work. Try out some other stuff, you may get better results.
I doubt most ungeared OPs (2k) can keep up Shield of Faith 24/7, but good point on Bane (*begins to try it*).
Doesn't Smite also reduce enemy damage by 15%?
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I can't remember off the top of my head and honestly, I am not going to hop onto preview to test it as I am taking a break from the game. The point is, with stuff like feytouched etc, you can build a tank pally if that is what you want to do, you just won't be able to tank all the content in the game with 0 investment into tanking, which is the way it should be. Up till now, tanking on pally has literally been the most mindless thing in this game and it is a good thing that this has been changed.
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And what exactly is this investment into tanking in regard to a Paladin? Lets see, there are two things you can build for as far as investments goes - health and DR and neither of those can save even a 4k Paladin from instant death unless he runs 2-3 defensive encounters and has stacked dailies together with a DC.. So again what investment - high deflect? Your comment makes it sound as if the pally can tank just about anything as long as the player builds tanky and that is simply untrue. The other tank is able to withstand dmg via 2 layers of DR. All a pally tank can do is reach DR cap and stack HP.. and thats not enough.
Merrily, merrily, merrily, merrily, Life is but a dream.
1) DR
2) HP
3) Deflect
4) Multiplicative DR layers
5) Damage Debuffs
Feytouched is a ~28% damage debuff, there are pets that debuff the enemies damage, there are skills that reduce the enemies damage. The first 2 are optional, you can tank without them. Take a look at your skills, instead of trying to use the same skills, try using different skills. Your problem with OP shield is that it isn't a separate layer of DR? Shield of Faith is. The fact that you don't even know what your own skills do, about the different layers of damage mitigation available to OP, shows that you haven't really done any testing at all.
As for GF, AC DC and other stuff, I honestly expect the pally is just the first class that will be looked at this way. Quit whining, start thinking about how to change your build post change. There are OPs who have already adapted, then there are those who are sitting around waiting for others to explain it to them because they are too afraid to test things and work it out for themselves.
In pvp paladin rocks, my damage is average but with the usual pvp gear (fey, negation), sof, auras i can give support to the team in such way that this solo domination event has been 90% victories or close.....and acording to D&D wiki paladin is a heavy fighter with holy powers and smite making it one of the best DPS's, that's clearly not the case and it cant be otherwise people would take just paladins....now the pvp problem:
You have a tank that can take orcus mauling by reducing the damage thru a shield by 80%, and then you have another tank that gives orcus the face and gets away with it, the changes to BO and sanctuary came to helo with that and if you think about it it makes sence, "But 80% is the DR cap treesclimber", build HP, cant go wrong with it specially with EF damage, BO changes, aura of courage.
So in my opinion the problems in the game are and always were (since i play)
1. The overspecialization of a class by feats (sentinel->destroyer, temptation ->fury, bullwark-> justice) that are very situational builds so nobody wants them.
2. The uncaping of stats making protective builds obsolete and the countless amount of strong damage buffs that make experient parties kill bosses in seconds, to this is included weapon enchantments that are much much superior to regular enchants.
And the biggest problem in pvp that makes fights endless and protective builds futile in most cases (DC's faitfull not really but that's a exeption) because offensive ones can heal up even taking more damage momentaneously due to:
Insignias;
Wheel of the Elements;
Drowned set;
Life steal was never a problem, it was too high? Nerf it, make severity % above 100 count for damage, not make it random chance, my gwf gets 20% ls due to boons, conpanion gif and you see a gwf 2,6k soloing etos, is that a fix to ls? I dont think so.