Trickster God voices now better cut through surrounding audio.
Omu
A choppy audio transition between rooms in a Temple repeatable quest has been addressed.
Gladiator's Bounty: This quest now properly states, "Slay a Hunt Mark," rather than "Complete a Hunt."
The strange sinking of various floor pieces in Omu has been addressed.
The Tyrant should no longer run back and forth inexplicably while being attacked by players. For real this time.
Tomb of the Nine Gods
Ras Nsi now drops loot from a chest rather than directly.
Known Issue: The new relic and masterwork profession resources have stopped dropping in this build. The fix is currently in testing.
General
House of the Crocodile: Players no longer incorrectly spawn at the final campfire when dying early.
Known Issue: There is visual flickering in the first room.
The PvP leaderboard will reset upon the release of the Lost City of Omu.
Combat and Powers Classes and Balance
Great Weapon Fighter: Slam once again properly functions when no enemies are nearby, and now properly only deals one instance of damage when multiple enemies are nearby.
Items and Economy General
Stronghold Vouchers from the Underdark Campaign no longer incorrectly state that they can give Astral Diamond vouchers.
User Interface Auction House
Bid values no longer incorrectly turn to buyouts in the Auction House.
Bidding no longer incorrectly buys out an auction.
HUD
Salvaging now properly shows a "Rough Astral Diamonds gained" notification in the corner of the screen.
Loadouts
Changing loadouts no longer crashes a map in certain cases.
Loadouts may now properly be swapped while all Idle and Active Companion Slots are in use.
Art, Effects, and Audio Audio
Footstep audio for some bears has been restored.
Various enemy audio has been improved or fixed.
Other Voice Chat
Voice chat should hopefully work again on Preview. If not in this build, the next.
Localization
Another text localization pass has been made.
Certain voice lines for Drufi in Fangbreaker Island are now properly audible when playing in the German locale.
Although they answered it on the Reddit AMA, they have decided against changing it. Apparently their testing is more balanced than our data that we gave them ...
Although their reasoning went along the lines of, "Well if your class feature (Storm Spell) accounts for 25-33% of damage then we can't have that!". Well of course it counts for a significant proportion of our damage because all our other feats, features and encounters are working sub-par for current content. Can't beat their logic!: If the base damage of all other encounters, feats and features are already low, we can't let you have something that performs well!!! Wow...
From reddit:
"One of the things we saw requested quite often in our rocktober threads, and on Control Wizard threads in general, was to allow Storm Spell to critically strike (as it did in the past). The problem with this was that Storm Spell would always critically strike if this was enabled. Because of some tweaks, we were able give Storm Spell its own chance to critically strike, which was great, but we did not make any adjustments until later in the development cycle, which is why you’re seeing the damage reduction now.
This meant that Storm Spell became incredibly powerful on high-end crit builds. Which is okay, but it had the potential to be 25-35% of your total damage, which is incredibly high for a class feature, especially one that was tied to a paragon path. We did not mean for the Storm Spell change to directly compensate for the Weapon Enchantment changes, if CWs are hit especially hard by that then we'll make adjustments in the future.
The 30% damage nerf that we applied to it was compensation for it being allowed to critically strike. While low-end / fresh 70 builds will see a decrease in effectiveness for Storm Spell, mid-high geared players should see an increase. If you were curious to see what the breakpoints are like, with rank 4 of Storm Spell, a character who has 60% Critical Strike Chance and 75% Critical Severity should see a small increase in damage. A character who has 45% Critical Strike Chance and 100% Critical Severity should see a very similar increase in damage. If you get more Critical Strike Chance, or Critical Severity, from either of these points then the changes to Storm Spell are a buff.
One thing you mentioned was that the Off-hand bonus now causes it to proc less. This shouldn't be the case (it should be the same), so if you have any other information on that I'd be happy to know!"
Then what about Aura of Courage? Or certain GF powers? Hypocritical much ...
As players have already shown, their calculations are wrong. 'Mid-high' geared players will still get a nerf. The majority of SS CWs will get a nerf.
Nope, not letting this get lost in the old, locked thread. Your internal estimates on the Storm Spell changes are WRONG!
---
Well, if the devs had had the decency to talk to the people that are screaming over this, they might have realized their estimates are completely hamstered. I thought the same thing they did until I actually tested it and found it was much worse. The proc rate has dropped dramatically, and even having high crit/severity doesn't make up for it. Everyone is assuming the SS offhand feature is what's causing the drop, but it's not! I'm not even using that (because I didn't realize it was bugged in our favor), and my proc rate is plummeting anyway.
SS Renegade with 85% crit% (+Chaos Magic), 132% severity, 25% CA.
AoE setup (CoI(Tab), IT, Dis, ST) in Kessel's: Live:
Preview:
Equaling a proc rate drop of 30%, overall SS damage drop of ~8%.
Single target setup (CoI(Tab), RoE, Dis, CS) in the Cold Run "Out of Supplies" weekly: Live:
Preview:
Equaling a proc rate drop of 31%, overall SS damage drop of 12%. (I know the sample size on this one is pretty small, but it's perfectly in line with the other results)
But please, do tell me more about how I'm not getting nerfed.
They won't fix it, they don't even think there is a problem. Their own response in reddit shows they don't know wtf is happening. They''d be "happy to know", so I'm gonna go out on a limb here and assume that they don't. They appear to be looking at each of their adjustments in a vaccuum instead of collectively and comparatively.
There has been plenty of feedback, ACT logs and arguments to the contrary. Guess we just chalk this one up as another failed ballance attempt.
So new mod is launched with CW nerfed. You nerf SS because its dealing to much portion of damage but you forget to give back the nerfed damage somewhere else. And CW was already performing on average.
<font color="orange">HAMSTER</font> idiot devs. you dont know anything you arrogant <font color="orange">HAMSTER</font>! all the palyers arw wrong! hahah <font color="orange">HAMSTER</font>
Why is it that the CW is the only class that is getting singled out for having a power that deals a significant portion of damage?
Sure, Storm Spell can deal 20-30% damage in some cases but this gets balanced out throughout the whole dungeon. In the end it deals 10-15%. You're forgetting that Storm Spell procs off of LOW DAMAGE dealing powers. It makes up for the damage we miss by using the low damage powers.
A power that clearly out performs its paragon alternative is Weapon Master's Strike. If your logic is to nerf/'balance' paragon powers, surely Weapon Master's Strike should be nerfed into the ground to perform more like Threatening Rush. HR's Thorned Roots deals a lot more damage than it 'should', and its not even a capstone. HR's Plant Growth is clearly over powered.
Singling out the CW class for 1 over performing power, is wrong. Other classes have way more problems than the CW have. Fix them first.
On the subject of CW performance, where is the compensation for the multi proc nerf?
@balanced#2849 and to any other developer doing class balancing. We put lots of time and money into this game. Can you atleast come here and answer peoples questions about the CW nerfs?
So new mod is launched with CW nerfed. You nerf SS because its dealing to much portion of damage but you forget to give back the nerfed damage somewhere else. And CW was already performing on average.
GG.
Spent last night migrating all CW stuff i could to other toons... fells really bad to do it...
I have a 16.7k CW (Talia). I've played CW since the start of NW, so I know a "little" about the class. One thing that seems to be going unsaid here is that when CWs no longer use the lightening enchant, we hit fewer monsters with each attack. Everyone is focusing on ACT outputs of what percent of damage is done by what power. This totally misses the point that with a lightening enchant, you pull creatures into your AoE spell areas and damage them. Without a lightening enchantment, you only hit what is in the range of the attack. This is a HUGE loss. Lightening can even hit things around corners, which is great now, but gone in Mod 13, as the enchant becomes nonviable for endgame players. Also, I totally don't get the push to make MoF the main DPS build for CWs. It really seems like the developers have no clue on how CW mechanics work. I would suggest at the least, reading thefabricant's work on this. He's commented on many posts already, although I think the point that CWs will actually hit fewer things have been left out of everyone's posts.
If PW is concerned that SS will make up too large of a percent of the damage for a CW, how about boosting base damage for CW spells so CWs don't have to rely so heavy on processes? What is happening in Mod 13 is a significant nerf to processes off DoTs, with no increase to base damage. I just can't figure out how on earth this makes any sense.
Please consider taking a second hard look at this issue. It's bad enough that so many people will not take or play CWs these days in end game content. I'm on of the few lucky ones that does get to play right now. It would be a shame to loose more CWs.
Sorry guys - why is everybody hanging themselves on Storm Spell - read the roctober fixes - a lot of powers are fixed, the MoF paragon with smoulder considering chilling presence will be much stronger, shatterstrike with MoF opens new possibilities for boss fights. Storm spell wasn't criting before, now it is.
Lets do the reasonable stuff - play Mod 13 for 2 weeks and then see where CW's are standing and readjust the builds. With all the fixes to all the powers in all classes, the game is basically reset, lets see how all the classes interact. Lets have everybody play first and readjust. If the changes break the class, I will be with everybody else, demanding correction. But I am not there yet.
Its an MMO and MMO's always change.
And its still just a game.....
PzkwVI_Kingtiger - GWF
PMS-Extreme - Moffus Debuffos
Tiamat's Toyboy - OP
Rent-A-DC - 1 GMOP per 30 minutes
Officer at Civil Anarchy, Member of Fabled Alliance
Sorry guys - why is everybody hanging themselves on Storm Spell - read the roctober fixes - a lot of powers are fixed, the MoF paragon with smoulder considering chilling presence will be much stronger, shatterstrike with MoF opens new possibilities for boss fights. Storm spell wasn't criting before, now it is.
Lets do the reasonable stuff - play Mod 13 for 2 weeks and then see where CW's are standing and readjust the builds. With all the fixes to all the powers in all classes, the game is basically reset, lets see how all the classes interact. Lets have everybody play first and readjust. If the changes break the class, I will be with everybody else, demanding correction. But I am not there yet.
Its an MMO and MMO's always change.
And its still just a game.....
CW SS is seeing a 8%+ dps decrease(overall dps not only 1 or 2 spells) from live to test currently that means CW is a support class come mod 13. Why did cryptic tell us they will prevent 1 dps party if they now make it easy to run a 3 buffer ( say sw/dc/cw) 1 tank and 1 dps group in mod 13 (that means we can now easily make a 1 dps party for RED queue's too). Amongst others changes, the meta prevention changes on dc is completely rediculous if you look at that
EDIT : The question should be why did crptic say they will prevent the 1 dps meta in mod 13 when they make it easier
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)
You can't even properly explain nor give data to your "testing" for why the CW is being hit so hard with nerfs.
Doesn't it make it you wonder why NW has barely any streamers left and why people are quitting the game constantly? The game isn't growing because the devs make <font color="orange">HAMSTER</font> changes based on nothing and ignore the people who play the game daily and support them. I, for one, will never recommend this game to anyone or any game from the company. Its such a shame, I really enjoy the game but you can only take so much. We have provided so much feedback that you blatantly ignore so do not ever say on another stream you guys care about the players and feedback.
Well what else can we say, they've had all the proof and decided to ignore it, this shows the devs dont actually play and test everything like they state before letting it go live. if they are actually sat down to group and play thru the game with each class, testing diferent builds, paragons, encounters, features, gear, enchants, etc on each class, they'd realise how stupid and senseless the changes they try to make are. but well i know they wont so i dont expect anything else from them.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
3
patcherrkmMember, NW M9 PlaytestPosts: 127Arc User
who new the cw community was such a whiney group? anyone got cheese for them?
We've all seen what happens to classes that get left behind like the SW. That's why we're "whiney", we know that if this goes through, it'll probably be mods (plural) before anything gets done about it. We've been slowly chipped away at for ages, then we were tricked into thinking things were gonna get better for us, but then we get our legs cut out from beneath us. So yeah, you'll just have to forgive us for "whining". If not, then FOAD.
Not everyone is happy about there only being 2 options: GWF or support.
@vordayn regarding ur question in the other thread, here's the answer. The dot from survivor’s wraps will proc your reckless attacker feat. This means, whenever you use a daily you’re guaranteed max stacks from reckless attacker. The consistency these provide is why we only aim for 90% crit chance. This reckless attacker consistency far outweighs any stats gained from better gear.
There’s also a small trick you can use to get shield warrior’s wrath stacks in single target. If you use a daily, take a step back, then block for a second, you’ll guard the damage from your survivor wraps. This proc’s shield warrior’s wrath which is another 15% damage boost.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
Nope, not letting this get lost in the old, locked thread. Your internal estimates on the Storm Spell changes are WRONG!
---
Well, if the devs had had the decency to talk to the people that are screaming over this, they might have realized their estimates are completely hamstered. I thought the same thing they did until I actually tested it and found it was much worse. The proc rate has dropped dramatically, and even having high crit/severity doesn't make up for it. Everyone is assuming the SS offhand feature is what's causing the drop, but it's not! I'm not even using that (because I didn't realize it was bugged in our favor), and my proc rate is plummeting anyway.
***snippity snip***
But please, do tell me more about how I'm not getting nerfed.
I've tested it as well, and I agree, your changes and your theory that it is a slight buff is incorrect. I won't repost my data values, they are here in the forum but I am not the only one watching.
Varric the Cursed Dwarven cursed to be Tiefling CW Original Serenity Mostly Retired DC Tokarek Bearded Dwarven OP Tankadin JuiceHead Goofy Human GWF Member of H3llzWarriors and Limitless.
0
patcherrkmMember, NW M9 PlaytestPosts: 127Arc User
Thats what happens when a large population of players is wronged and then ignored. Want to see the polite posts head back a few weeks and read the posts from the patch notes when this first came out. Posts at that time were largely (certainly not all, but ... internetz) technical and generally polite.
It takes a while, but people eventually learn that the devs aren't listening, so whats left is to vent and attempt to continue the energy for the conversation instead of letting it be buried in new patch notes posts. If one posts a well researched, documented, corroborated logical and well worded post and leaves it at that.. nothing happens. The only thing that has in recent years gathered any (if minor) response are large scale revolts. Its sad, but its true.
Oh yes, and add me to the chorus of voice calling for a roll back on the CW changes that no one asked for. Especially when you have the likes of GWFs that get their damage boosts, get large amounts of damage from few skills, or GFs that have known dps production bugs to their play. Does that mean I want nerfs to other classes? No. But it does add context to the pointlessness of nerfing a class that was struggling to maintain relevance for anything other than a throw away support role in groups.
> who new the cw community was such a whiney group? anyone got cheese for them?
*Knew
If you are going to come in here with a feeble insult at least spell correctly.
wen u kant atak the argooment atak teh spelin congrats ur a tool!
What argument did you have in the first place? Calling CWs whiney isn't an argument.
My observation wasnt focused at an individual. Just an observation that the entire CW community is flipping out.
Yeah it gets pretty bad when you see that the developers of the game that you play:
1) Don't do proper testing - what is calculated mathematically did not pan out in actual data collection 2) Ignore other classes' overperforming abilities/powers and target the CW specifically 3) Said they will do something about the lowered proc rate for certain enchantments for the CW, yet in the process debuff the CWs i.e. the opposite of what is intended, and in effect, a double nerf 4) Go ahead with the nerf despite numerous, tested and valid feedback 5) Apply "logic" to the CW and this nerf which does not make any sense 6) Actually said it was a nerf and went ahead with it anyway (even though we have told them the SS CW as a dps class is performing very average in comparison to other classes in mod 12b already)
Is the above whining? I think they are all valid points, not one of which a dev has really answered adequately.
@pterias you realize that your Kessel run on preview was half a minute faster then on live with a 6% higher average DPS. I can't see a nerf there, sorry. Concerning your single target, why don't you try the new single target MoF Oppressor with Shatterstrike. Would be interresting to see how this compares to the current live single target setup.
Post edited by demolitioninc#2453 on
PzkwVI_Kingtiger - GWF
PMS-Extreme - Moffus Debuffos
Tiamat's Toyboy - OP
Rent-A-DC - 1 GMOP per 30 minutes
Officer at Civil Anarchy, Member of Fabled Alliance
I'm also doubtful about CW changes reducing their damage. So far, it looks like most people only read "storm spell damage is reduced by 30%" and didn't read or try anything else.
@pterias thank you for gathering this data. What I can gather from it that SS hits harder but less often, its overall damage seems to be unchanged. On the other hand icy terrain got a big boost since it can hit frozen targets. I'd say your overall DPS was somewhat higher on preview but it's hard to say since durations aren't really reliable, sample sizes are different and several skills changed at the same time.
As @demolitioninc#2453 pointed out there may be new options available for single target damage where the fix to icy terrain won't change anything.
Just to view this mod's changes from an overall viewpoint, it can be easily seen from the comments on patch note threads that the biggest issue people have with this latest mod is the changes with CW.
Wouldn't it be easy enough to at least scale back the change of 0.3 damage reduction to a lower value? Then a little more time could be taken before the next class rebalancing to decide how to strengthen other areas of the CW (if there's still such a set stance on SS being less of a main component for CWs damage.)
Comments
Although their reasoning went along the lines of, "Well if your class feature (Storm Spell) accounts for 25-33% of damage then we can't have that!". Well of course it counts for a significant proportion of our damage because all our other feats, features and encounters are working sub-par for current content. Can't beat their logic!: If the base damage of all other encounters, feats and features are already low, we can't let you have something that performs well!!! Wow...
From reddit:
Then what about Aura of Courage? Or certain GF powers? Hypocritical much ...
As players have already shown, their calculations are wrong. 'Mid-high' geared players will still get a nerf. The majority of SS CWs will get a nerf.
---
Well, if the devs had had the decency to talk to the people that are screaming over this, they might have realized their estimates are completely hamstered. I thought the same thing they did until I actually tested it and found it was much worse. The proc rate has dropped dramatically, and even having high crit/severity doesn't make up for it. Everyone is assuming the SS offhand feature is what's causing the drop, but it's not! I'm not even using that (because I didn't realize it was bugged in our favor), and my proc rate is plummeting anyway.
SS Renegade with 85% crit% (+Chaos Magic), 132% severity, 25% CA.
AoE setup (CoI(Tab), IT, Dis, ST) in Kessel's:
Live:
Preview:
Equaling a proc rate drop of 30%, overall SS damage drop of ~8%.
Single target setup (CoI(Tab), RoE, Dis, CS) in the Cold Run "Out of Supplies" weekly:
Live:
Preview:
Equaling a proc rate drop of 31%, overall SS damage drop of 12%. (I know the sample size on this one is pretty small, but it's perfectly in line with the other results)
But please, do tell me more about how I'm not getting nerfed.
@terramak @asterdahl @balanced#2849
There has been plenty of feedback, ACT logs and arguments to the contrary. Guess we just chalk this one up as another failed ballance attempt.
LOVELY!!!I MY CW WAS WAITING FOR THIS CHANGE FOR 5 LONG YEARS !!!!! THANK YOU SO MUCH FOR YOUR HARD WORK AND RESOURCES WASTING ON NOTHING!!
(all drider server CW wait devs HUMSTER yet)
GG.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
Sure, Storm Spell can deal 20-30% damage in some cases but this gets balanced out throughout the whole dungeon. In the end it deals 10-15%. You're forgetting that Storm Spell procs off of LOW DAMAGE dealing powers. It makes up for the damage we miss by using the low damage powers.
A power that clearly out performs its paragon alternative is Weapon Master's Strike. If your logic is to nerf/'balance' paragon powers, surely Weapon Master's Strike should be nerfed into the ground to perform more like Threatening Rush. HR's Thorned Roots deals a lot more damage than it 'should', and its not even a capstone. HR's Plant Growth is clearly over powered.
Singling out the CW class for 1 over performing power, is wrong. Other classes have way more problems than the CW have. Fix them first.
On the subject of CW performance, where is the compensation for the multi proc nerf?
@balanced#2849 and to any other developer doing class balancing.
We put lots of time and money into this game. Can you atleast come here and answer peoples questions about the CW nerfs?
If PW is concerned that SS will make up too large of a percent of the damage for a CW, how about boosting base damage for CW spells so CWs don't have to rely so heavy on processes? What is happening in Mod 13 is a significant nerf to processes off DoTs, with no increase to base damage. I just can't figure out how on earth this makes any sense.
Please consider taking a second hard look at this issue. It's bad enough that so many people will not take or play CWs these days in end game content. I'm on of the few lucky ones that does get to play right now. It would be a shame to loose more CWs.
Thank you,
Talia (16.7k CW)
Taragon (14.6k DC)
Tabbatha (15.8k OP)
Lets do the reasonable stuff - play Mod 13 for 2 weeks and then see where CW's are standing and readjust the builds.
With all the fixes to all the powers in all classes, the game is basically reset, lets see how all the classes interact. Lets have everybody play first and readjust.
If the changes break the class, I will be with everybody else, demanding correction. But I am not there yet.
Its an MMO and MMO's always change.
And its still just a game.....
EDIT : The question should be why did crptic say they will prevent the 1 dps meta in mod 13 when they make it easier
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)
You can't even properly explain nor give data to your "testing" for why the CW is being hit so hard with nerfs.
Doesn't it make it you wonder why NW has barely any streamers left and why people are quitting the game constantly? The game isn't growing because the devs make <font color="orange">HAMSTER</font> changes based on nothing and ignore the people who play the game daily and support them. I, for one, will never recommend this game to anyone or any game from the company. Its such a shame, I really enjoy the game but you can only take so much. We have provided so much feedback that you blatantly ignore so do not ever say on another stream you guys care about the players and feedback.
Not everyone is happy about there only being 2 options: GWF or support.
> who new the cw community was such a whiney group? anyone got cheese for them?
*Knew
If you are going to come in here with a feeble insult at least spell correctly.
The dot from survivor’s wraps will proc your reckless attacker feat. This means, whenever you use a daily you’re guaranteed max stacks from reckless attacker. The consistency these provide is why we only aim for 90% crit chance. This reckless attacker consistency far outweighs any stats gained from better gear.
There’s also a small trick you can use to get shield warrior’s wrath stacks in single target. If you use a daily, take a step back, then block for a second, you’ll guard the damage from your survivor wraps. This proc’s shield warrior’s wrath which is another 15% damage boost.
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
It takes a while, but people eventually learn that the devs aren't listening, so whats left is to vent and attempt to continue the energy for the conversation instead of letting it be buried in new patch notes posts. If one posts a well researched, documented, corroborated logical and well worded post and leaves it at that.. nothing happens. The only thing that has in recent years gathered any (if minor) response are large scale revolts. Its sad, but its true.
Oh yes, and add me to the chorus of voice calling for a roll back on the CW changes that no one asked for. Especially when you have the likes of GWFs that get their damage boosts, get large amounts of damage from few skills, or GFs that have known dps production bugs to their play. Does that mean I want nerfs to other classes? No. But it does add context to the pointlessness of nerfing a class that was struggling to maintain relevance for anything other than a throw away support role in groups.
1) Don't do proper testing - what is calculated mathematically did not pan out in actual data collection
2) Ignore other classes' overperforming abilities/powers and target the CW specifically
3) Said they will do something about the lowered proc rate for certain enchantments for the CW, yet in the process debuff the CWs i.e. the opposite of what is intended, and in effect, a double nerf
4) Go ahead with the nerf despite numerous, tested and valid feedback
5) Apply "logic" to the CW and this nerf which does not make any sense
6) Actually said it was a nerf and went ahead with it anyway (even though we have told them the SS CW as a dps class is performing very average in comparison to other classes in mod 12b already)
Is the above whining? I think they are all valid points, not one of which a dev has really answered adequately.
Concerning your single target, why don't you try the new single target MoF Oppressor with Shatterstrike. Would be interresting to see how this compares to the current live single target setup.
@pterias thank you for gathering this data. What I can gather from it that SS hits harder but less often, its overall damage seems to be unchanged. On the other hand icy terrain got a big boost since it can hit frozen targets. I'd say your overall DPS was somewhat higher on preview but it's hard to say since durations aren't really reliable, sample sizes are different and several skills changed at the same time.
As @demolitioninc#2453 pointed out there may be new options available for single target damage where the fix to icy terrain won't change anything.
Wouldn't it be easy enough to at least scale back the change of 0.3 damage reduction to a lower value? Then a little more time could be taken before the next class rebalancing to decide how to strengthen other areas of the CW (if there's still such a set stance on SS being less of a main component for CWs damage.)