Highlights Plant Growth now correctly ticks 4 times; previously, it dealt its damage over fewer damage ticks than it should have.
Number of ticks are correct but there is still ~2 seconds delay between activation and 1st tick. @terramak, @asterdahl, @mimicking#6533 please look at this issue.
I agree, this delay is still unbearable and making me question Planth Growth.
Okey doke, the reversion to the Control Wizard Combustive Action power change has been made
CW's are really DW's, and have been for quite some time. D stands for DPS or Debuff, depending on your build. They're not the best class for either role.
I miss the days when control was important to the game and oppressor was a viable path. When a boss encounter meant dozens of adds that needed controlling, a Control Wizard was just that, a Control Wizard. The Wizard that could stack adds for the DPS to destroy while holding the rest of the enemy forces at bay was a powerful ally, indeed. The pendulum has swung very far in the other direction - no meaningful opponent can be controlled to any meaningful extent, even with a full oppressor build and excessive control bonus.
Please do consider making control relevant again. At that point, it is reasonable to reconsider how much of the utility of oppressor, thaumaturge and renegade comes from actually-useful control and how much comes from damage / debuff.
Until control becomes a meaningful part of the game again, please do nothing to nerf CW's.
I miss the old days when singularity was useful and repel and shield. Like in the old CN. And then they nerfed the HAMSTER out of it and after that they made pretty much all dungeon content control immune.
It still puts a smile on my face, when I think about our Frozen Heart runs. The TR using duelist fury on a mob, me repelling the mob into a chasm, TR dies (bc he sticks to the mob) for the HAMSTER time. Insults me in TS. Everyone else laughs. Some TRs are slow learners. Good old times.^^
Chars: CW, DC, GF, GWF, HR and TR.
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icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
edited January 2017
PG's dmg even with 2 ticks is able to rip about 150k damage on a crit.. (most high end HR has 50~65% crit..) with PG ticking 4 times thats gonna be 300k+ piercinh damge with a single encounter... lets se how this is gonna destoy PvP...
Highlights Plant Growth now correctly ticks 4 times; previously, it dealt its damage over fewer damage ticks than it should have.
Number of ticks are correct but there is still ~2 seconds delay between activation and 1st tick. @terramak, @asterdahl, @mimicking#6533 please look at this issue.
However, this ^. Previously, Plant Growth would trigger nearly instantly. Now, there's a delay between the application and the first tick.
I'm sure something is wonky in the code, because when I apply it - and it's a crit - I instantly get a Lostmauth hit for weapon damage, and then nothing for two seconds, and then the Plant Growth ticks start rolling. It kinda looks like the first tick of Plant Growth is still 'bugged', and you added two ticks to the end of it's cycle.
Isaac the Adequate - Level 70 Oath of Protection Paladin
We have looked into reports of players experiencing connection problems and have been unable to identify any server, data center, or client-side issues. We believe this may be ISP related.
Control Wizard: Combustive Action now increases only Fire and Smolder damage against the target. Note: This change is likely to be reverted in the next Preview build, and instead the tooltip text will change to match the functionality."
Forumer said : "What did it do before?" forumer said: "Combustive Action was previously changed to work as a buff for all types of damage, it was anyway doing so as it was bugged and never actually affected only fire damage, now the change was reverted, its basically a nerf to endgame content run speed."
A lot of CWs start posting complaints.
result:
"Edit: A reversion should be in a future build, barring unforeseen circumstances. "
The same people that here say that MoF does not buff enough ,boast in private channels that MoF is currently the best buffer in the game and argue if the buffs are in the range of 240% or 300%.
A DPS class as a CW cannot be at the same time the best debuffer of the game. ....
@hypervoreian I see no reason to be speechless mate, we CW's have an option to go two ways as we build our characters, support or dps, its something I wish for all classes. With the proposed change, one of those options would pretty much go away, at least as far I can tell. As for being best supports, I will leave it to others to argue for/against. All I can tell, you won't see a MoF support take spot from a cleric/gf/pala in a typical group. Although I see more MoF wizards out there lately, I still consider having a mof in a group as a rare luxury. In 5man groups a composition of gf/op/dc/dps/dps, gf/dc/dc/dps/dps or gf/mof/dc/dps/dps, are pretty much all equally attractive when goals are to safely and hastily complete a dungeon.
The same people that here say that MoF does not buff enough ,boast in private channels that MoF is currently the best buffer in the game and argue if the buffs are in the range of 240% or 300%.
I don't think you even entirely understood the sequence of events, but building an MoF as a buffer means sacrificing personal damage, that class feature literally is the root of what makes the MoF such a strong buffer, and making the buff apply only to fire/smolder would break the MoF buff build completely. (And I don't even play one.)
Control Wizard: Combustive Action now increases only Fire and Smolder damage against the target. Note: This change is likely to be reverted in the next Preview build, and instead the tooltip text will change to match the functionality."
Forumer said : "What did it do before?" forumer said: "Combustive Action was previously changed to work as a buff for all types of damage, it was anyway doing so as it was bugged and never actually affected only fire damage, now the change was reverted, its basically a nerf to endgame content run speed."
A lot of CWs start posting complaints.
result:
"Edit: A reversion should be in a future build, barring unforeseen circumstances. "
The same people that here say that MoF does not buff enough ,boast in private channels that MoF is currently the best buffer in the game and argue if the buffs are in the range of 240% or 300%.
A DPS class as a CW cannot be at the same time the best debuffer of the game. ....
THE numbers you posted 100% is resist ignore of each player so is 200% in your example. OTher classes have very strong buffs like devoted cleric i will not say about the annointed army in my example. Hallowed ground 40% damage buff divine glow 15% damage buff break the spirit 30% damage buff. All those in one rotation and some debuffs also. GUardian fighters with commander strike and the into the fray and then crushing pin and the mark debuff-buff. AND other classes have but i will write an essay:P
YES maybe mof is the best debuffer but and other classes have stronger buffs as well.
Control Wizard: Combustive Action now increases only Fire and Smolder damage against the target. Note: This change is likely to be reverted in the next Preview build, and instead the tooltip text will change to match the functionality."
Forumer said : "What did it do before?" forumer said: "Combustive Action was previously changed to work as a buff for all types of damage, it was anyway doing so as it was bugged and never actually affected only fire damage, now the change was reverted, its basically a nerf to endgame content run speed."
A lot of CWs start posting complaints.
result:
"Edit: A reversion should be in a future build, barring unforeseen circumstances. "
The same people that here say that MoF does not buff enough ,boast in private channels that MoF is currently the best buffer in the game and argue if the buffs are in the range of 240% or 300%.
A DPS class as a CW cannot be at the same time the best debuffer of the game. ....
Well, a tank class happens to be one of, if not the strongest DPS class in the game if played right (Conqueror GF). So why can't a DPS class choose to nerf their personal DPS to make their team hit harder?
Besides, you can't run Chilling Prescence/Swath/Combustive on a single MoF, which means that the MoF has to make a choice.
If the MoF chooses to take Combustive/Swath, then s/he is choosing to nerf their own personal DPS at the expense of making the team hit harder through debuffs.
If the MoF skips one of Combustive or Swath, in favor of Chilling Prescence, then the MoF can deal decent damage, but doesn't debuff quite as well.
MoF Debuffers do chip damage at best. Their DPS is nowhere near their SS Thaum counterparts. If the MoF debuffer outDPSes a good Destro GWF/SS Thaum/Fury SW/DPS GF, then those DPS players need to git gud.
240%-300% effectiveness can be done with a variety of classes, not just a MoF. once you hit the DR/multiplier debuff cap, all you need is a bunch of sellswords/con artists/a Dancing shield for their defense debuffs.
A DPS class as a CW cannot be at the same time the best debuffer of the game. ....
It can't be both, it requires different and deliberate build decisions. You build for either support or dps, and your playstyle is different for each.
I really like support builds, and it would be sad to see a viable support path significantly reduced / removed. Especially because it isn't overperforming: yes it's a strong support class that brings solid buffs/debuffs to the team, but it's not brokenly powerful like some other classes currently are. It's actually pretty balanced: in a well-constructed party you bring more value than instead replacing with an additional dps, but not so much that you are effectively required for end-game content (which, let's face it, currently some other classes come close to that line if not straight beyond it).
Additionally, since many of the debuffs are capped and many MoF powers don't stack, it discourages you from just slotting a roster full of MoFs. This is remarkable given Neverwinter's track record with some other class archetypes.
I don't understand the desire to reduce build variety. Seems similar to the whole "all GFs need to tank" mentality that I also don't understand. This game is at it's best when folks are using creativity to have build diversity and different effective party compositions. Why try to reduce that in an effort to fit into some preconceived notion of what each class role needs to be?
Well, a tank class happens to be one of, if not the strongest DPS class in the game if played right (Conqueror GF). So why can't a DPS class choose to nerf their personal DPS to make their team hit harder?
Besides, you can't run Chilling Prescence/Swath/Combustive on a single MoF, which means that the MoF has to make a choice.
If the MoF chooses to take Combustive/Swath, then s/he is choosing to nerf their own personal DPS at the expense of making the team hit harder through debuffs.
If the MoF skips one of Combustive or Swath, in favor of Chilling Prescence, then the MoF can deal decent damage, but doesn't debuff quite as well.
MoF Debuffers do chip damage at best. Their DPS is nowhere near their SS Thaum counterparts. If the MoF debuffer outDPSes a good Destro GWF/SS Thaum/Fury SW/DPS GF, then those DPS players need to git gud.
240%-300% effectiveness can be done with a variety of classes, not just a MoF. once you hit the DR/multiplier debuff cap, all you need is a bunch of sellswords/con artists/a Dancing shield for their defense debuffs.
" a tank class happens to be one of, if not the strongest DPS class in the game if played right (Conqueror GF)"
Pure fairytales.All heard that ones,never seen a fairy itself.Except if it is in the party of the people that try to prove it.And build the party for it ,and synchronize rotations just to buff the GF.Any DPS Gf will lose to any semicompetent GWF every time.Straw man argument ,left over from the nerf crusade ,these same CWs now complain here for their class,initiated for the GF class months ago.(And cheered from joy later)
"If the MoF chooses to take Combustive/Swath, then s/he is choosing to nerf their own personal DPS at the expense of making the team hit harder through debuffs. "
problem is a MoF can become dps quite easily by slotting and unslotting features and encounters and changing rotation.At the point that becomes too easy.None other class can do that.
"240%-300% effectiveness can be done with a variety of classes, not just a MoF. once you hit the DR/multiplier debuff cap, all you need is a bunch of sellswords/con artists/a Dancing shield for their defense debuffs"
really ? Any class can buff 300%.So..a HR can buff 300% ?A GWf? A Gf maybe? An OP? A sw? 300% buffs?Maybe the poor pve TRs can buff 300% aswell?
------------------
Anyway.Not much to tell.Devs tried to balance endgame content by reducing the absurd high % of buffs a MoF cw can bring,CWs responded ,devs took back the change.i don't want to type anything else ,facts are facts. Who has eyes ,see.This is a preview thread not only for CW,i don't want to hijack it,nor i have the need to.I just said universal truths. 99% of the server gamers know what's going to, few forumers will not change that.Back to the game for me, c u all there...and enjoy your broken class mof CWs..while it lasts ,at least. Cheers
I'm excited about vow, as it will allow me to have my damage back and still heal. Points for naysayers to ponder: there are only a handful of mobs that will take longer than 10 seconds to kill, at high gear levels. Recovery and aura of wisdom should make the cool down either redundant or non existant. Throw in echoes of light, and what cool down? Bosses of course are different,with those that do take longer than 10 seconds, such as the occasional giant, yeti, or polar bear in IWD. Still, it's gotta be easier to astate vow once every 10 seconds instead of bane every few seconds.
something needs to be done about companions. You've essentially turned combat companions into augments that transfer 3x the stats. Other than the occasional debuff companion, having any combat powers at all on a companion serves no purpose whatsoever other than to "proc gift". You might as well change the names in all their abilities to "Proc Bondings in X seconds" because a Meteor Shower or Whirling Blade serve zero function. You spent so much time on companion abilities for what? Why even give them names at all? Instead of bringing Shadow Demon down 60%, why not raise all companions damage up by 40% or 25% for each level (uncommon - epic). Or change bondings to transfer player stats to the companion. Something to separate augments from combat comps. I'd be more than willing to do less DPS if it meant my companion could be an effective member of the party. The Shadow Demon was essentially a low geared 6th party member. Having a reliable companion with working abilities could make all companions viable options. Control comps that can actually CC a mob would make sense, a strike that could deal damage even better. It would fill party roles if you did not get some utility from a PuG queue. Give me a Defender that could actually take a hit and not just from an immunity frame. All rune stones (other than bonding) are essentially Refinement at this stage. They serve no purpose. You basically gave us ion stones with different skins and multiplied it by 300%. The only viable striker companion in the game and you nerfed it. Awesome.
I have to say I am rather impressed by these patch notes.
However :
- the plant growth fix seems to need some more work
- some concrete values, even if inaccurate, for the changes to dungeon chests drop-rates would be nice. Going from 0.1% chance to 0.2% is a "significant" increase but would still be meaningless.
- what really needs to be increased in dungeon chests is the "base", or worst possible, rewards. Completing Castle Never and getting a +1 ring and a peridot from the chest is unacceptable.
Still waiting the day when all red areas will be on top of player layers, i.e. Icy Terrain, Pillar of Power, Paranoid Delusion, etc. Lag helps too, so you die even before red area appear, lmao
OK, on topic: utility tab is great Autosorting will help to see things clearer.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
I admit, the shadow demon's secondary attack is powerful, but utterly nerfing the companion to oblivion is not the answer. The remoraz is a striker, but only deals 1000 damage at rank 35. WTF is the point of tagging a companion as a striker? Is it some kind of joke? Why are most companions completely useless not counting their active bonus? We need a serious overhaul on companions like mounts gotten.
I admit, the shadow demon's secondary attack is powerful, but utterly nerfing the companion to oblivion is not the answer. The remoraz is a striker, but only deals 1000 damage at rank 35. WTF is the point of tagging a companion as a striker? Is it some kind of joke? Why are most companions completely useless not counting their active bonus? We need a serious overhaul on companions like mounts gotten.
I agree. All of the companions are so lackluster in their effectiveness its a joke. Basically the only companions worth slotting are the ones that apply debuffs so you (and your party) do more damage. Any companion without a debuff = worthless (as summoned). Even with the active bonuses, there are only a handful worth using. A rework is indeed required making companions (as in the companions themselves and not the companions gift) more varied and viable. If you could increase (REALLY increase) the effectiveness of companions, increase the sharing from augments, and decrease the sharing from companions gift, there could be some serious variety.
And rank 12 bonding stones are the foundation of many of the problems in this game pretty much. It's surprising to me they are trying to balance classes at all while leaving the biggest elephant in the room untouched. You think of nerfing CW (though have now reversed it), and will likely nerf many of the DC's buffs/debuffs in their upcoming "balance", but then leave the biggest, easiest, non party required buff in the game untouched (which in itself effects other buffs - AA for example: either you put recovery on your companion which allows spamming of AA. If you had to put more recovery on your character to equal that spam, then your power wouldnt be as high to share).
In pve, there is 0 reason to make this change, the only conceivable reason this was made was for pvp, in which case, could you create 2 separate instances of this skill for pvp and pve, since this change is unnecessary for pve and effectively kills the build I like to play.
I've been asking for this for years. I'd love to see "adjustments" be based on the TYPE of instance, not across-the-board.
I aim to misbehave
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
1) We asked devs about the shadow demon's damage and they all said it was working as intended!!!
2) Thus said many of us went out and purchased the shadow demon for this perk.
Wtf rage) Now, you are nerfing shadow demon direct damage?!?!? That is some major <font color="orange">HAMSTER</font>.
Q) Will you nerf bonding next so that rank 12 only gives 30% of companions stats to a player? Q) Will you nerf owl bear cub to have a max damage of 1200 per proc regardless of your power? Like blacksmith companion caps out at 1200 damage regardless of damage taken? Q) Will you nerf .. yeah you probably will.
A) I don't see why this is not coming (#nerdstobondings)next since you claimed our shadow demons were WAI and now they are WTF nerfed.
Yet another reason we cannot trust you. ******************************************* Super angry face ******************************************* #dayofdenial is in a few days... are you ready?
Post edited by demonmonger on
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
I'm happy to see that ITC on the Trickster Rogue is getting fixed as part of this patch, it was a power that never left my bar before the change happened. I stopped using ITC after it was changed with the launch of 10.5 since it was way too cumbersome for me to justify and took too long to activate.
-- PVP Rogue, --[----- "Your friendly neighborhood spawn of Satan." -----]-- ---------------------------------------------------------------- Main Character: Hurricane Marigolds (Rogue WK & Assassin) Ingame Handle: trgluestickz Discord Name: Hurricane🌀Marigolds#2563 Guilds: She Looked LVL 18 & Essence of Aggression Alliances: Imperium & Order of the Silent Shroud Platform: PC
Anyone know if Unstoppable for the GWF has been fixed?
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
edited January 2017
Many people comenting on companions, it's absolutly ridiculus the damage that companions deal when compared to the benfits of bondings (with this i mean not only damage but life steal/deflect/defence and healing(influenced by power in healing capable classes)
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Every other companion aside from probably just the renegade evoker are actually useful with modern PVE where mobs have considerably more HP than they ever did when level 60 was the max. Doing a couple thousand points of damage is as much of a tickle as the nerfed lostmauth set bonus. It doesn't put a dent even in the trash mobs. This just makes PVE even more miserable.
No one wants to play a non-DPS support build these days. Everyone wants to do DPS.
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
edited January 2017
Please reconsider nerfing shadow demon..
Instead buff other companions.
Devs told us shadow demons were wai, so don't make us lose trust in you yet again.
Do the right thing, buff other companions and tell us, "yes it's about time companions were brought up to date with new content for those above lvl 60"
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I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
2
demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
Initial tests of itc show that it is not the exact same as it was prior to the nerf.
If you dodge and try to activate itc mid dodge, it will just go on cool down without activating the buffs.
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I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
edited January 2017
@terramak please take a look at vow + vengefull judge interaction, it's granting way too much divinecall,not exagerating, this and the misterious vanish of the cooldown of burning guidance and healing warmth (trigering over 14 times a second with prism) is putting devotion paladins in nr 1 paingiver.
Companions: It's not just about damage increase but also player interaction that would make companions much more interesting, for example Abyss of chaos is dealing 0 in solo play, it's a feat that for beginers may mean life or dead being a dead feat, same thing for aura of courage, AA, weapons of light etc etc, none of those afect companions.
And it's not just about buff them, companions can currentlly reach the lvl 40 with books, a lvl 40 aoe striker (like a honey badger, currently the best dps companion in the game afaik and i evoved over 50 on preview to lvl 35 as a dps testing) can make the player clean all content without having to move a muscle at least untill lvl 40. Either companions should be locked in progression for player lvl or "scale to summoners lvl".
Taking in consideration that augments can only grant 100% of players power i think it's more than time that augment upgrades actually mean something an increase the stats given to the player and the bondings that are a complete exageration should be reduced in effectivness, but with this i dont mean that companions shouldn't have the same impact in fight, since bondings need a....a....nerf`says quietly* you could reduce their price and add runestones that actually balance companions, some examples of runestone that companions could use to achieve a balance between them in my opinion(this already consireding a damage increase from all companion):
Slot 1, offensive, can only chose 1 fo the following: 1. Your companion single target damage abilitties will dispell an aoe that will damage targets around for 5% of its damage. Augments : 2% to player. 2. Your companion multi target damage abilities will deal aditional 10% more damage of their full 5 target aoe if they hit only 1 target. Augments: 3% to player. 3. Your companion will gain power by each non Damage abilitie on them. Augments: Player gains: 3*powerboost*1/x of that power.
Slot 2, defencive, only 1 of the following: 1.Each 15 seconds in battle your companion gains 50% movement speed for 3 seconds(augment 10% to player) 2.When droping bellow half health your companion gains 25% temp HP for 10 seconds; 3.Companion soulforge:When your companion dies will revive imediatly but just an amount of hp restore (i have no idea of augment equivalent but this one is important bacause of first companions bonding gift in batle in situations where speed is not needed and also agrro companions to mantain the aggro of a target asap avoiding shared aggro and instant swipes to players).
Slot 3, passive offensive 1.Healing habilities from your companions will dispell 5% of the healing in a 20' area and 30% in damage around the healing target with a 3seconds cooldown. HoT effects will deal this heal and damage instantly for all the value. (2%, 5% augment, with a cooldown, this one is really important for righteous DC's, if life steal ever gets fixed and healing actually becomes a need this will not grant 100% the healing for party (for reference the most i've seen was a lizardfolk shaman healing 178k on a 216k hp target, so even if the conditions were met a 9k hp healing wave would not be a full healing solution but a helping hand, probably not the best example marsh blessing already has a huge range, i never bothered to check but around 25', so the runestone should enlarge the healing aread to +/- 35 in this case to cover a similar "healing frindly area, instead of 1200 a.u. near the ealing target 1800 a.u. far away and dispersed)) 2.Your companion will reflect 10% of damage taken back to enemy.(3% augment) 3.Your first attack in battle will be a comand attack, this comand attack will send your companion forward to attack the enemy during 10 seconds your companion will have aditional 100% of it's HP and reflect the damage taken as aggro, if more than 1 player in a party are using this runestone only the first companion will be effective but will gain 20% aditional HP during those 10 seconds(no idea for augments but this is important for unexperinced tanks where geting near the targets may be a serious problem).
*Note: acording to Kaelac's guide 1 point of damage = 1 point of aggro, 1 healing = 1 aggro, the aggro transmition will accur on 110% agro from other player, this is not taking in consideration special mechanics.
All these runestones would fix problems i've seen with companions; agro, bondings slow proc, exessive target dps specialization, lack capacity to heal or redundancy of it in healing companions obviously there are many other ways to fix them but these examples expose all the problems i can think off and i was once a companion maniac just this time is not gibberish.
Other things to consider: Companions aggro on bosses Other runestones existent making no sence in comparisson to bondings; Serene Runestone: Praticly useless now; Active bonus based on amount of stats (300 power/crit/recovery) Inability of companion to keep up with player and loosing some benefits (legendary bonus, eldrich runestones bonus). Execive healing from some companions but inability to recognize when to use it.
Post edited by treesclimber on
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tassedethe13Member, NW M9 PlaytestPosts: 806Arc User
For the moment, only the few ones with the preview are able to see the changes done, and they are terrible. Almost nothing done for the normal dungeon chest, a little improvement on the secondary chest but still laughable.
It's simple, we just want to get return on investment. Actually, the best way to gain AD is to buy map in bottle and to sell the loots; You gain more by actually doing it than by running dungeons
It s sooooooooo wrong.
When this come on live, prepare for an amount of rage like never before.
Comments
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
I'm sure something is wonky in the code, because when I apply it - and it's a crit - I instantly get a Lostmauth hit for weapon damage, and then nothing for two seconds, and then the Plant Growth ticks start rolling. It kinda looks like the first tick of Plant Growth is still 'bugged', and you added two ticks to the end of it's cycle.
Control Wizard: Combustive Action now increases only Fire and Smolder damage against the target.
Note: This change is likely to be reverted in the next Preview build, and instead the tooltip text will change to match the functionality."
Forumer said : "What did it do before?"
forumer said: "Combustive Action was previously changed to work as a buff for all types of damage, it was anyway doing so as it was bugged and never actually affected only fire damage, now the change was reverted, its basically a nerf to endgame content run speed."
A lot of CWs start posting complaints.
result:
"Edit: A reversion should be in a future build, barring unforeseen circumstances. "
What follows:
"Thank you @terramak" x 5
----------------------------------------
I am speechless.
The same people that here say that MoF does not buff enough ,boast in private channels that MoF is currently the best buffer in the game and argue if the buffs are in the range of 240% or 300%.
A DPS class as a CW cannot be at the same time the best debuffer of the game. ....
I see no reason to be speechless mate, we CW's have an option to go two ways as we build our characters, support or dps, its something I wish for all classes. With the proposed change, one of those options would pretty much go away, at least as far I can tell.
As for being best supports, I will leave it to others to argue for/against. All I can tell, you won't see a MoF support take spot from a cleric/gf/pala in a typical group. Although I see more MoF wizards out there lately, I still consider having a mof in a group as a rare luxury. In 5man groups a composition of gf/op/dc/dps/dps, gf/dc/dc/dps/dps or gf/mof/dc/dps/dps, are pretty much all equally attractive when goals are to safely and hastily complete a dungeon.
http://www.arcgames.com/en/forums/neverwinter#/discussion/1226560/unable-to-discard-item
http://www.arcgames.com/en/forums/neverwinter#/discussion/1226865/stuck-with-a-2nd-winter-wolf
Neverwinter Census 2017
All posts pending disapproval by Cecilia
OTher classes have very strong buffs like devoted cleric i will not say about the annointed army in my example.
Hallowed ground 40% damage buff divine glow 15% damage buff break the spirit 30% damage buff. All those in one rotation and some debuffs also.
GUardian fighters with commander strike and the into the fray and then crushing pin and the mark debuff-buff.
AND other classes have but i will write an essay:P
YES maybe mof is the best debuffer but and other classes have stronger buffs as well.
Besides, you can't run Chilling Prescence/Swath/Combustive on a single MoF, which means that the MoF has to make a choice.
If the MoF chooses to take Combustive/Swath, then s/he is choosing to nerf their own personal DPS at the expense of making the team hit harder through debuffs.
If the MoF skips one of Combustive or Swath, in favor of Chilling Prescence, then the MoF can deal decent damage, but doesn't debuff quite as well.
MoF Debuffers do chip damage at best. Their DPS is nowhere near their SS Thaum counterparts. If the MoF debuffer outDPSes a good Destro GWF/SS Thaum/Fury SW/DPS GF, then those DPS players need to git gud.
240%-300% effectiveness can be done with a variety of classes, not just a MoF. once you hit the DR/multiplier debuff cap, all you need is a bunch of sellswords/con artists/a Dancing shield for their defense debuffs.
I really like support builds, and it would be sad to see a viable support path significantly reduced / removed. Especially because it isn't overperforming: yes it's a strong support class that brings solid buffs/debuffs to the team, but it's not brokenly powerful like some other classes currently are. It's actually pretty balanced: in a well-constructed party you bring more value than instead replacing with an additional dps, but not so much that you are effectively required for end-game content (which, let's face it, currently some other classes come close to that line if not straight beyond it).
Additionally, since many of the debuffs are capped and many MoF powers don't stack, it discourages you from just slotting a roster full of MoFs. This is remarkable given Neverwinter's track record with some other class archetypes.
I don't understand the desire to reduce build variety. Seems similar to the whole "all GFs need to tank" mentality that I also don't understand. This game is at it's best when folks are using creativity to have build diversity and different effective party compositions. Why try to reduce that in an effort to fit into some preconceived notion of what each class role needs to be?
" a tank class happens to be one of, if not the strongest DPS class in the game if played right (Conqueror GF)"
Pure fairytales.All heard that ones,never seen a fairy itself.Except if it is in the party of the people that try to prove it.And build the party for it ,and synchronize rotations just to buff the GF.Any DPS Gf will lose to any semicompetent GWF every time.Straw man argument ,left over from the nerf crusade ,these same CWs now complain here for their class,initiated for the GF class months ago.(And cheered from joy later)
"If the MoF chooses to take Combustive/Swath, then s/he is choosing to nerf their own personal DPS at the expense of making the team hit harder through debuffs. "
problem is a MoF can become dps quite easily by slotting and unslotting features and encounters and changing rotation.At the point that becomes too easy.None other class can do that.
"240%-300% effectiveness can be done with a variety of classes, not just a MoF. once you hit the DR/multiplier debuff cap, all you need is a bunch of sellswords/con artists/a Dancing shield for their defense debuffs"
really ? Any class can buff 300%.So..a HR can buff 300% ?A GWf? A Gf maybe? An OP? A sw? 300% buffs?Maybe the poor pve TRs can buff 300% aswell?
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Anyway.Not much to tell.Devs tried to balance endgame content by reducing the absurd high % of buffs a MoF cw can bring,CWs responded ,devs took back the change.i don't want to type anything else ,facts are facts.
Who has eyes ,see.This is a preview thread not only for CW,i don't want to hijack it,nor i have the need to.I just said universal truths.
99% of the server gamers know what's going to, few forumers will not change that.Back to the game for me, c u all there...and enjoy your broken class mof CWs..while it lasts ,at least. Cheers
anri dont try to argue with him. He dont wants to see it.
dont feed the troll
However :
- the plant growth fix seems to need some more work
- some concrete values, even if inaccurate, for the changes to dungeon chests drop-rates would be nice. Going from 0.1% chance to 0.2% is a "significant" increase but would still be meaningless.
- what really needs to be increased in dungeon chests is the "base", or worst possible, rewards. Completing Castle Never and getting a +1 ring and a peridot from the chest is unacceptable.
OK, on topic: utility tab is great Autosorting will help to see things clearer.
And rank 12 bonding stones are the foundation of many of the problems in this game pretty much. It's surprising to me they are trying to balance classes at all while leaving the biggest elephant in the room untouched. You think of nerfing CW (though have now reversed it), and will likely nerf many of the DC's buffs/debuffs in their upcoming "balance", but then leave the biggest, easiest, non party required buff in the game untouched (which in itself effects other buffs - AA for example: either you put recovery on your companion which allows spamming of AA. If you had to put more recovery on your character to equal that spam, then your power wouldnt be as high to share).
Anyway....WAY off topic; sorry.
@nitocris83
@terramak
@myinvisibleninjaarmy
@gentlemancrush
@rabidfurby
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@anyonewithamemoryofthis
What's going on with shadow demons damage being adjusted?
1) We asked devs about the shadow demon's damage and they all said it was working as intended!!!
2) Thus said many of us went out and purchased the shadow demon for this perk.
Wtf rage) Now, you are nerfing shadow demon direct damage?!?!? That is some major <font color="orange">HAMSTER</font>.
Q) Will you nerf bonding next so that rank 12 only gives 30% of companions stats to a player?
Q) Will you nerf owl bear cub to have a max damage of 1200 per proc regardless of your power? Like blacksmith companion caps out at 1200 damage regardless of damage taken?
Q) Will you nerf .. yeah you probably will.
A) I don't see why this is not coming (#nerdstobondings)next since you claimed our shadow demons were WAI and now they are WTF nerfed.
Yet another reason we cannot trust you.
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Super angry face
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#dayofdenial is in a few days... are you ready?
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
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Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
No one wants to play a non-DPS support build these days. Everyone wants to do DPS.
Instead buff other companions.
Devs told us shadow demons were wai, so don't make us lose trust in you yet again.
Do the right thing, buff other companions and tell us, "yes it's about time companions were brought up to date with new content for those above lvl 60"
If you dodge and try to activate itc mid dodge, it will just go on cool down without activating the buffs.
Companions:
It's not just about damage increase but also player interaction that would make companions much more interesting, for example Abyss of chaos is dealing 0 in solo play, it's a feat that for beginers may mean life or dead being a dead feat, same thing for aura of courage, AA, weapons of light etc etc, none of those afect companions.
And it's not just about buff them, companions can currentlly reach the lvl 40 with books, a lvl 40 aoe striker (like a honey badger, currently the best dps companion in the game afaik and i evoved over 50 on preview to lvl 35 as a dps testing) can make the player clean all content without having to move a muscle at least untill lvl 40. Either companions should be locked in progression for player lvl or "scale to summoners lvl".
Taking in consideration that augments can only grant 100% of players power i think it's more than time that augment upgrades actually mean something an increase the stats given to the player and the bondings that are a complete exageration should be reduced in effectivness, but with this i dont mean that companions shouldn't have the same impact in fight, since bondings need a....a....nerf`says quietly* you could reduce their price and add runestones that actually balance companions, some examples of runestone that companions could use to achieve a balance between them in my opinion(this already consireding a damage increase from all companion):
Slot 1, offensive, can only chose 1 fo the following:
1. Your companion single target damage abilitties will dispell an aoe that will damage targets around for 5% of its damage. Augments : 2% to player.
2. Your companion multi target damage abilities will deal aditional 10% more damage of their full 5 target aoe if they hit only 1 target. Augments: 3% to player.
3. Your companion will gain power by each non Damage abilitie on them. Augments: Player gains: 3*powerboost*1/x of that power.
Slot 2, defencive, only 1 of the following:
1.Each 15 seconds in battle your companion gains 50% movement speed for 3 seconds(augment 10% to player)
2.When droping bellow half health your companion gains 25% temp HP for 10 seconds;
3.Companion soulforge:When your companion dies will revive imediatly but just an amount of hp restore (i have no idea of augment equivalent but this one is important bacause of first companions bonding gift in batle in situations where speed is not needed and also agrro companions to mantain the aggro of a target asap avoiding shared aggro and instant swipes to players).
Slot 3, passive offensive
1.Healing habilities from your companions will dispell 5% of the healing in a 20' area and 30% in damage around the healing target with a 3seconds cooldown. HoT effects will deal this heal and damage instantly for all the value. (2%, 5% augment, with a cooldown, this one is really important for righteous DC's, if life steal ever gets fixed and healing actually becomes a need this will not grant 100% the healing for party (for reference the most i've seen was a lizardfolk shaman healing 178k on a 216k hp target, so even if the conditions were met a 9k hp healing wave would not be a full healing solution but a helping hand, probably not the best example marsh blessing already has a huge range, i never bothered to check but around 25', so the runestone should enlarge the healing aread to +/- 35 in this case to cover a similar "healing frindly area, instead of 1200 a.u. near the ealing target 1800 a.u. far away and dispersed))
2.Your companion will reflect 10% of damage taken back to enemy.(3% augment)
3.Your first attack in battle will be a comand attack, this comand attack will send your companion forward to attack the enemy during 10 seconds your companion will have aditional 100% of it's HP and reflect the damage taken as aggro, if more than 1 player in a party are using this runestone only the first companion will be effective but will gain 20% aditional HP during those 10 seconds(no idea for augments but this is important for unexperinced tanks where geting near the targets may be a serious problem).
*Note: acording to Kaelac's guide 1 point of damage = 1 point of aggro, 1 healing = 1 aggro, the aggro transmition will accur on 110% agro from other player, this is not taking in consideration special mechanics.
All these runestones would fix problems i've seen with companions; agro, bondings slow proc, exessive target dps specialization, lack capacity to heal or redundancy of it in healing companions obviously there are many other ways to fix them but these examples expose all the problems i can think off and i was once a companion maniac just this time is not gibberish.
Other things to consider:
Companions aggro on bosses
Other runestones existent making no sence in comparisson to bondings;
Serene Runestone: Praticly useless now;
Active bonus based on amount of stats (300 power/crit/recovery)
Inability of companion to keep up with player and loosing some benefits (legendary bonus, eldrich runestones bonus).
Execive healing from some companions but inability to recognize when to use it.
For the moment, only the few ones with the preview are able to see the changes done, and they are terrible. Almost nothing done for the normal dungeon chest, a little improvement on the secondary chest but still laughable.
It's simple, we just want to get return on investment. Actually, the best way to gain AD is to buy map in bottle and to sell the loots; You gain more by actually doing it than by running dungeons
It s sooooooooo wrong.
When this come on live, prepare for an amount of rage like never before.