test content
What is the Arc Client?
Install Arc

Controllers are being left out

13»

Comments

  • lardesonlardeson Member Posts: 374 Arc User
    edited January 2018

    Currently the game has 3 types characters: Tanks, buffers and dps.

    CW MoF spec is at best a mediocre debuffer, and CW dps spec isn't even on the same dps page as GWF/HR/probably revamped SW.

    So basically the CW is fairly useless at the moment.

    CW had is big days back in mod 1-5, when relative mob damage was so high that freezing mattered, and it had real value to knockback mobs into the void. Then things got nerfed and nerfed and nerfed.

    That is to some extent the case of all controllers on mmorpg's. Abilities that takes mobs out of the fight are generally very hard to balance around. Either the controllers are so powerful and useful that you MUST have them to survive a fight, making non-controller groups not an option. Or they are so weak and useless they are a wasted group spot. Or you can do well without a controller, but having a controller in group will completely trivialize most content. To find something in the middle is very hard.

    Today freezing trash is a nice convenience, but does to a very small extent contribute to the groups results.

    To have a role in todays game the CW really need more damage.

    in some mmos, this is easy to do, we are just lazy, like most ppl already stated, no point having a control wizard ingame when every class has control powers that rival the cw powers or are even better (gf, hr, tr) so yh, sorry but its BS to try rework to control at this point, instead of control what we need is a pure range sorcerer class, something like the sw was b4 they got nerfed and became healers (lol), in almost all mmos, u have the healer, the made, the tank or the weapon fighter that can be both tank and melee dps, and then the rogue and hunter. meanwhile in neverwinter, where is the mage class? from some of our powers and features, u'd expect us to be mage, i mean we have, fire, lightning, arcane and ice, but there's really no specific path for each, its just like a badly made pandora box. with everything but nothing, u go mof and only encounter u have is the FtF, lol, what a joke, only lightning encounter is SuS, everything else is arcane and cold. and not even gnna comment on classs features at this point. arcane presence ( ur "COLD" powers do more damage) like what kinda joke is that, we have arcane powers and our arcane class feature only affect our cold powers instead of the arcane powers? how's that?. they need to make this class into a mage and thats it. throw in a bard class for more support, and issues solved. its not that the Cw doesn't do damage, its just that there are 6 dps classes in the game, not to mention a few OP and DC dps out there, yh its just a whole bunch of dps classes in the game, so there's little to no space for us. HR does the aoe and singles, TR too, GF does the singles, i mean, come on. u literally take the crowd damage from us even, rendering the class more useless. its like they dont think when making these classes of the current classes and how not to kill them, like everytime something new comes, they are trying to tell u "forget ur current class and play the new one or go for the "newly most popular class"". in some mmos, there's always one mechanic or place u need control to pass or to make it easier to pass. this wont only make control important but a must have class in dungeons, and not just every class control, but the cw control only from running a specific path or paragon. i know ppl will say, but then cw will be the new meta, hell no, it wont, u have 5 chars in a dungeon, only 1 control needed, buff (since no more heals needed, sob), the tank, the dps. ever been in raids they are literally impossible to beat without healing and strategy and alot more? well thats what we lack here. remember how the gray wolf den used to be back then? well there's nothing like that in the game anymore. i honestly believe the difficulty of these dungeons should increase with the total IL of the group composition. so the difficulty in all range of IL is always more or less the same
    Lardeson CW not Mage. Where's my fireball and my thunderbolt?
  • rhaknalmrhaknalm Member Posts: 21 Arc User
    I agree with wanting actual support roles in this game, the thing the dev's have continuously said every time they release content, was that they tested the content with certain item levels in mind. I.E. with chult, and now omu came out they said they completed tong and cradle with a 12k group, problem is, highest gs currently is 18,4. if you know that we can attain that kind of power why would you make content for an IL 6k lower? The dev's have also said multiple times that we are brute forcing boss's and ignoring mechanics all together, well whats our incentive to follow mechanics when we can just face tank everything? and further more knowing that we can face tank everything, why would you continue to make content that allows it?

    If this was true DnD, support roles would in fact be support roles (weak alone strong in groups) Dps ( hard hitters but glass cannons, relies on tank to stay alive) tanks, (can take a beating but cannot deal enough damage to stay alive on its own) but it seems like they have streamed lined the game so much that you can be anything and not have to worry about running with a group unless your going into an epic dungeon (even then some are solo-able)

    I would like to have us be forced to progress in groups, to work together, to build that synergy even in open world maps, cuz right now there really isn't anything that separates NW from other MMO's besides the DnD seal of approval. if the devs are to release any further endgame content it should be built with the current highest IL in mind and it should be designed to promote an actual group effort to progress.

    If not what are we looking forward to? mythic armor upgrades and legendary mount insignia's?


  • sengir0#3465 sengir0 Member Posts: 54 Arc User
    i think our issues would be solved if we take out the control name and just leave it as wizard :)
  • preechr#2215 preechr Member Posts: 488 Arc User
    Great Wizard Fighter
  • dafrca#4810 dafrca Member Posts: 469 Arc User

    i think our issues would be solved if we take out the control name and just leave it as wizard :)

    If they changed it to Combat Wizard then all the references that use CW would still work. :)

  • rannxeroxxrannxeroxx Member Posts: 168 Arc User
    Elementalist might be a more apt name as almost all their powers are elements (with a few exceptions). Truthfully I would love to play a "real" wizard, what we have in NW are kinda lame excuses for them.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    Yea they need to introduce Enchantments, Runestones, in addition to 1-4 levels of Overloads with Control and some of the other lessor seen buffs.
  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User
    Imho the problem is not power creep and change of hearts from mod 6 on alone. The real problem is that PvE and PvP are nor separated enough/at all. There are far more occasions when classes were nerfed due to PvP imbalances than due to PvE issues. That was especially obvious for controlling abilities. Just my 2 cc.
  • rannxeroxxrannxeroxx Member Posts: 168 Arc User

    Imho the problem is not power creep and change of hearts from mod 6 on alone. The real problem is that PvE and PvP are nor separated enough/at all. There are far more occasions when classes were nerfed due to PvP imbalances than due to PvE issues. That was especially obvious for controlling abilities. Just my 2 cc.

    Mixing PVE and PVP always screws PVE up.

  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited January 2018
    I posted this to another thread in this forum:
    https://www.arcgames.com/en/forums/neverwinter/#/discussion/1237841/elven-grace-most-control-control-resist-worthless-opportunity-to-fix

    Rethought TOPIC on the issue of control / control resist ways to make it viable again.

    ▪ Most enemy control/resist too great, ours too small: not notice a .25s - .35s control/resist gain.
    ▪ Are new Enchantments possible: with 2/3 Offensive + Control, or 2/3 Defensive + Control Resist?
    ▪ Can we expect - new/better Overloads: Greater to Mithral or Adamantine Reinforced?
    ► Overloads (Reinforced ones) allow Greater ones to be upgradeable to Reinforced with RP/Pres Wards?
    ► Overloads (Reinforced ones) expire yet remain slotted - rechargeable w/ campaign currency?
    ► Overloads (Reinforced ones) expand timer from 2hr or 8hr, to 10hr, or possible 12hr?
    ► Overloads with Control / Control Resist or buffs rarely given in many Enchantments/Runes?
Sign In or Register to comment.