Flaming Enchant and Plague Fire Enchant are doing exact same .... but Flaming is around 180% and Plague around 360% final effect.... why ?? Could you consider making those two enchants totaly different ?? At this state absolutely noone will look at Flaming Enchant
For example, let the Plague Fire work as it does now and Flaming melts Defence or adds some stackable (max 3) 3% damage buff lasting 10 secs on encounter use every 20 sec ?? It would make a good choise over Flaming and Bronzewood.
So these passive buffs don't stack, and now when a queue pops and people see two or three of the same DPS class they all just leave because they "need" the different buffs? Or is the queue now supposed to make sure that not only are the tank, healer, and three DPS roles filled, but that they all come from 5 different classes now, too?
LOL, the buffs are rather small. Given that the difference between a "good" and a "bad" player will still by a factor of 2-3, a dps party buff of 10% (effectively less than 5%, because the proposed dps buff only affects one out of the three attack powers "at-wills/encounters/dailies"), is rather insignificant. I would be far more concerned of people checking the ILs of all players and then leaving because a low IL suggests just 1/3 of the "expected dps-output (e.g. a difference of 300% compared to 5% from having or not having a party buff. It it were effectively 30% then it might become a factor, but 5% difference, come on ... )
The buffs are a small additional incentive, to not just chose the three dps from the "best dps class" outright. In queueing for a dungeon (premade or random), the individual IL will still play the decisive factor.
And what happens when people decide that this tank class, that healer class, and those three DPS classes have the "best" buffs when combined, and so everyone starts looking only for those classes to fill out groups?
Again, we are talking about a 5% buff in a rather limited area.
You may look different, be a different race, have anywhere from 1 to 7 different powers slotted, pick different feats, use different companions, select different companion buffs, equip different gear, choose different boons, or just have a different sort of playing style...
Exactly, these are the decisive factors that set us apart, not a small party buff unique for each class.
Any of so many different things could differentiate one character of a given paragon path, never mind class, from another character in the same path, but they would all have that exact same buff.
That buff does nothing to set any two members of the same class or paragon path apart from each other.
Again, never was the intent. The intent was stated clearly, to be able to bring something small that benefits the party as a whole. I would think it is rather obvious, that a buff that is unique to each class / paragon path (e.g. exactly the same for each class / paragon path) cannot do anything to set two members of the same class / paragon path aside, mmh ?!
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Is it just me, or would the "challenge campaign" bonus rewards be a lot more interesting if you could select bonus currency for Undermountain ?
I'm having fun playing this new mod and I talked to some Alliance members in preview tonight and they are having fun as well.
One of those players likes to play a particular way and does so even if not considered "optimal" by the community at large, they found things in the new class version that were not there before and are having fun playing their character.
So yes, some of us are enjoying the mod.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
bug:I tried to look at level 80 gear in the ah. it won't accept a value of anything over 70 in the search parameters.
feedback:doing the expedition after terminus. while the combat does feel a little more fluid today. I'm finding it very annoying to be caught in constant stuns. mobs have more than one stun per mob at times. One is difficult enough to deal with at a time. more than one without lifesteal is just aggravating. you can't even grab your health. it's really not a fun mechanic. it is like nails on a chalk board. it would be nice if it could be toned down. I would include this in the expedition feedback but I think it is something that would apply to all of the game. it's more of a lifesteal thing. I don't remember it being such a huge mechanic before lifesteal was around.
In the yawning portal, you can normally jump down the well to start your adventure, however when you get the quest off threestrings to go talk to the wraith, and prior to the what lies below quest, if you jump into the well to start those quests, you die.
I am of the opinion that dps/support should not be as good dps as a dps/dps. The reason being: it gives them 2 complete "classes", instead of only 1. In order for dps/dps specs to have both paths do something distinct and different, it usually means differentiating between AoE and single target, or the likes. In other words, 1 of the paths fundamentally has a weakness that the other role can fill, thus to play the class properly you are reliant on changing loadouts. In contrast, the dps/support, being good at both in a single loadout means their dps spec is objectively "better" then a dps/dps, which can only dps.
I think a dps/support should only have an AoE dps or only have a single target dps loadout, it should not be able to do both. This way it is as good as a dps in 1 type of combat, but then falls flat otherwise. This makes its roles equal to that of a dps/dps. That, or it should be able to do both at 80-90% of the effectiveness of a dps/dps, but, by design, they should be imo a worse dps then a pure dps, there is always a tradeoff for having 2 roles.
What is the point of being a specialist dps if a support with a dps spec can do the same thing as you and do something else.
Because they generally can't do both of those at the same time? If they're slotting support powers, they're already lowering their dps. That's the trade. Now, if someone with 2 damage encounters and the same gear is pushing the same damage as someone with 3 damage encounters, that's EITHER representative of a balance problem and needs to be looked at, or a difference in expertise between the two players.
If you need dps for a run, why would you take a class that you knew couldn't push the same dps over the class that could?
In the yawning portal, you can normally jump down the well to start your adventure, however when you get the quest off threestrings to go talk to the wraith, and prior to the what lies below quest, if you jump into the well to start those quests, you die.
this also prevents gaining the Achievement from falling down the well that was working before this week's update
If you get disconnected in an Expedition quest, you get booted out and have to re start from scratch. Really annoying if your're two thirds of the way through.
I know i have been complaining alot about the mechanics but i will say that the art direction on this module is on point. I am really digging the environments and the new character models on the NPCs.
I just wish i could play in these beautiful environments without feeling totally ham-stringed in power and versatility. The versatile nature has let me get through scrapes all these years solo and guildless but now i am not sure how play like this. If you want me to stop harping on the new mechanics you better poison my coffee or something...
Ego etiam cupo recrari et amari diu post mortem meam I too wish to be recreated, and to be loved long after my death.
I am of the opinion that dps/support should not be as good dps as a dps/dps. The reason being: it gives them 2 complete "classes", instead of only 1. In order for dps/dps specs to have both paths do something distinct and different, it usually means differentiating between AoE and single target, or the likes. In other words, 1 of the paths fundamentally has a weakness that the other role can fill, thus to play the class properly you are reliant on changing loadouts. In contrast, the dps/support, being good at both in a single loadout means their dps spec is objectively "better" then a dps/dps, which can only dps.
I think a dps/support should only have an AoE dps or only have a single target dps loadout, it should not be able to do both. This way it is as good as a dps in 1 type of combat, but then falls flat otherwise. This makes its roles equal to that of a dps/dps. That, or it should be able to do both at 80-90% of the effectiveness of a dps/dps, but, by design, they should be imo a worse dps then a pure dps, there is always a tradeoff for having 2 roles.
What is the point of being a specialist dps if a support with a dps spec can do the same thing as you and do something else.
I agree that DPS should do more damage but please don't nerf the damage of support classes into the ground so hard that me and everyone else who plays support has to team up with other players just to complete their dailies. I would instead nerf supports slightly and increase certain other DPS classes damage overall. Paladin and cleric do great damage as it is right now while some other classes underperform, meanwhile hunter is broken and needs a good look at balancing because the atwills hit like a truck (not sure if this was addressed in the latest patch).
Heres a look at the powerpowered nature of hunters:
(My very old PC has had a hissy fit. Something about getting too hot... might be best if I pay attention this time...)
Could someone do me a huge favour and have a look on preview and let me know what the new Mount Bonuses are on the Barovia Mounts; "Swarm" and "Mistform"? I'm struggling to find compiled data on the overhaul, (People seem to prefer to create annoying Youtube videos about the End of The World...) which is a pain in the HAMSTER when I can't get on... (Yes... YES... I know... I could have done some myself when I HAD access, but I'm a dumbass OK...)
Thanks in advance.
1
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
I am of the opinion that dps/support should not be as good dps as a dps/dps. The reason being: it gives them 2 complete "classes", instead of only 1. In order for dps/dps specs to have both paths do something distinct and different, it usually means differentiating between AoE and single target, or the likes. In other words, 1 of the paths fundamentally has a weakness that the other role can fill, thus to play the class properly you are reliant on changing loadouts. In contrast, the dps/support, being good at both in a single loadout means their dps spec is objectively "better" then a dps/dps, which can only dps.
I think a dps/support should only have an AoE dps or only have a single target dps loadout, it should not be able to do both. This way it is as good as a dps in 1 type of combat, but then falls flat otherwise. This makes its roles equal to that of a dps/dps. That, or it should be able to do both at 80-90% of the effectiveness of a dps/dps, but, by design, they should be imo a worse dps then a pure dps, there is always a tradeoff for having 2 roles.
What is the point of being a specialist dps if a support with a dps spec can do the same thing as you and do something else.
Because they generally can't do both of those at the same time? If they're slotting support powers, they're already lowering their dps. That's the trade. Now, if someone with 2 damage encounters and the same gear is pushing the same damage as someone with 3 damage encounters, that's EITHER representative of a balance problem and needs to be looked at, or a difference in expertise between the two players.
If you need dps for a run, why would you take a class that you knew couldn't push the same dps over the class that could?
It doesn't matter if they can't do both at the same time. Lets look at Wizard:
Arcanist: Can ONLY do single target.
Thaumaturge: Can ONLY do AoE.
Now you are proposing a class like this:
Path 1: Can heal.
Path 2: Can do AoE and Single Target.
Why would I play Wizard when this other class exists that can do both its roles with a single path? You wouldn't, because a single role of 1 class fulfills both the roles of another. Either, the single DpS path of a support class needs to be specialized (match the single target path of a dps class, but be worse at AoE for example) or it needs to do both at less effectiveness (be 85% as effective at the same task). What is the point of a specialist path if a generalist path is as good?
> @fisenfis said: > I am of the opinion that dps/support should not be as good dps as a dps/dps. The reason being: it gives them 2 complete "classes", instead of only 1. In order for dps/dps specs to have both paths do something distinct and different, it usually means differentiating between AoE and single target, or the likes. In other words, 1 of the paths fundamentally has a weakness that the other role can fill, thus to play the class properly you are reliant on changing loadouts. In contrast, the dps/support, being good at both in a single loadout means their dps spec is objectively "better" then a dps/dps, which can only dps. > > I think a dps/support should only have an AoE dps or only have a single target dps loadout, it should not be able to do both. This way it is as good as a dps in 1 type of combat, but then falls flat otherwise. This makes its roles equal to that of a dps/dps. That, or it should be able to do both at 80-90% of the effectiveness of a dps/dps, but, by design, they should be imo a worse dps then a pure dps, there is always a tradeoff for having 2 roles. > > What is the point of being a specialist dps if a support with a dps spec can do the same thing as you and do something else. > > I agree that DPS should do more damage but please don't nerf the damage of support classes into the ground so hard that me and everyone else who plays support has to team up with other players just to complete their dailies. I would instead nerf supports slightly and increase certain other DPS classes damage overall. Paladin and cleric do great damage as it is right now while some other classes underperform, meanwhile hunter is broken and needs a good look at balancing because the atwills hit like a truck (not sure if this was addressed in the latest patch). > > Heres a look at the powerpowered nature of hunters:
This is obviously due to the companion bug. Why link something so obviously useless? Do you want his view counts in youtube to rise up? Because other than that, i see no point in putting that video link there.
This is obviously due to the companion bug. Why link something so obviously useless? Do you want his view counts in youtube to rise up? Because other than that, i see no point in putting that video link there.
He was using a Sellsword, not a broken Rust Monster which makes anyone hit for 95mil. Electric Shot among with other powers on the hunter is broken. Again, I am not sure whether or not it was patched which I already said in my post. I should've linked the other video where you clearly see him walking up to a mob and hitting them for 400k with his atwill before his comp even had attacked it.
The enchantment/runestone exchange is going to cause a lot of tickets.. you can trade in all your enchantments for runestones with no way to fix a mistake.
I legit am getting the impression that many of these changes that lock players into specific party roles are tailored to weed out solo players. I want to continue to love the game and stick wiith it but so far i am anything but reassured by what i have been shown.
Ego etiam cupo recrari et amari diu post mortem meam I too wish to be recreated, and to be loved long after my death.
LOL, the buffs are rather small. Given that the difference between a "good" and a "bad" player will still by a factor of 2-3, a dps party buff of 10% (effectively less than 5%, because the proposed dps buff only affects one out of the three attack powers "at-wills/encounters/dailies"), is rather insignificant. I would be far more concerned of people checking the ILs of all players and then leaving because a low IL suggests just 1/3 of the "expected dps-output (e.g. a difference of 300% compared to 5% from having or not having a party buff. It it were effectively 30% then it might become a factor, but 5% difference, come on ... )
The buffs are a small additional incentive, to not just chose the three dps from the "best dps class" outright. In queueing for a dungeon (premade or random), the individual IL will still play the decisive factor.
Again, we are talking about a 5% buff in a rather limited area.
That was never claimed. The intent was to be able to provide something (small) that benefits the entire group.
Again, never was the intent. The intent was stated clearly, to be able to bring something small that benefits the party as a whole. I would think it is rather obvious, that a buff that is unique to each class / paragon path (e.g. exactly the same for each class / paragon path) cannot do anything to set two members of the same class / paragon path aside, mmh ?!
How insignificant is "insignificant"?
Because "insignificant" to me means "not worth worrying about", and since it's not in the game that would mean not devoting any man-hours to putting it in the game... That there are many more important things to spend the time and money on.
To you it apparently means "not insignificant".
These are your words: "... it would become beneficial to have different dps classes in a team (not just 3 barbs or whatever the best dps class is atm)".
How much better must a particular class be at DPS to make groups want to not include any other DPS class? How long do you think that such a state will exist when balancing the classes should be easier when this mod launches? Because this buff has to be not only as strong as that difference, but a little stronger if the intent is to make people actively seek out different classes to fill that role.
And if it's that strong then that brings everything else into play; If premades will want five different classes then what makes PUGs any different? Why wouldn't players leave if they end up with three or four different classes in their group? Especially if they thought that some of those classes weren't as good as others?
This buff either matters or it doesn't.
If it doesn't then it doesn't. Not worth bothering with.
If it does then it does, and player behavior will change. Players will want five classes for premades (which you yourself admit so again, not "insignificant") and that means that they will want them for PUGs, too, probably even more for PUGs since you won't be able to use IL to compensate for any perceived weaknesses and won't be making exceptions for friends or guildmates.
A whole bunch of "significant" things separate the different classes. A whole bunch of "significant" choices will set characters of the same class apart. A whole bunch of "significant" things will make characters worthy additions to parties.
I am of the opinion that dps/support should not be as good dps as a dps/dps. The reason being: it gives them 2 complete "classes", instead of only 1. In order for dps/dps specs to have both paths do something distinct and different, it usually means differentiating between AoE and single target, or the likes. In other words, 1 of the paths fundamentally has a weakness that the other role can fill, thus to play the class properly you are reliant on changing loadouts. In contrast, the dps/support, being good at both in a single loadout means their dps spec is objectively "better" then a dps/dps, which can only dps.
I think a dps/support should only have an AoE dps or only have a single target dps loadout, it should not be able to do both. This way it is as good as a dps in 1 type of combat, but then falls flat otherwise. This makes its roles equal to that of a dps/dps. That, or it should be able to do both at 80-90% of the effectiveness of a dps/dps, but, by design, they should be imo a worse dps then a pure dps, there is always a tradeoff for having 2 roles.
What is the point of being a specialist dps if a support with a dps spec can do the same thing as you and do something else.
Ok, but...people like me who made a Warlock to be a DPS, and now devs changed our role to a healer spec (something that i don't want to be a healer on my warlock and nobody asked us) We want to be an effective DPS class with our DPS path, not a worse DPS because devs wanted to make a healer path for us, i think it's the same with Barbarians, nobody made a Barb to be a tank and worse DPS than a TR, HR, CW. For this reason i'm against our role changes. Like i said in the Warlock feedback: When i made my SW its description said "You want to deal damage" not heal your allies.
2
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
I am of the opinion that dps/support should not be as good dps as a dps/dps. The reason being: it gives them 2 complete "classes", instead of only 1. In order for dps/dps specs to have both paths do something distinct and different, it usually means differentiating between AoE and single target, or the likes. In other words, 1 of the paths fundamentally has a weakness that the other role can fill, thus to play the class properly you are reliant on changing loadouts. In contrast, the dps/support, being good at both in a single loadout means their dps spec is objectively "better" then a dps/dps, which can only dps.
I think a dps/support should only have an AoE dps or only have a single target dps loadout, it should not be able to do both. This way it is as good as a dps in 1 type of combat, but then falls flat otherwise. This makes its roles equal to that of a dps/dps. That, or it should be able to do both at 80-90% of the effectiveness of a dps/dps, but, by design, they should be imo a worse dps then a pure dps, there is always a tradeoff for having 2 roles.
What is the point of being a specialist dps if a support with a dps spec can do the same thing as you and do something else.
The thing is...people like me who made a Warlock to be a DPS, and now devs changed our role to a healer spec (something that i don't want to be a healer with my warlock and nobody asked us) We want to be an effective DPS class with our DPS path, not a worse DPS because devs wanted to make a healer path for us, i think it's the same with Barbarians, nobody made a Barb to be a tank and worse DPS than a TR, HR, CW. For this reason i'm against our role changes. Like i said in the Warlock feedback: When i made my SW its description said "You want to deal damage" not heal your allies.
I just want to get this in while there is a chance that something might be able to be done...
Can you please do the following two things:
1) Update the list of dieties? I would like to see Ilamter added, I think that Mystra's back, and Lathander has replaced Aumanator (who replaced Lathander before), that sort of thing. Just bring a few more in and change some others to the 5th edition standard.
2) Allow us to re-select our place of origin and our patron diety with a race change token at minimum? A Corellon worshipping Ranger from Myth Drannor makes perfect sense for an Elf. It's nonsensical if I change my race to Dwarf or Half-Orc.
It would be nice if you could also add some sort of background change token to the store at a lower price that would let people make adjustments to just those things. Some players might not really understand the places or patrons as much when they begin and a greater understanding, or just reading a book or playing some PnP D&D, may cause them to want to make an adjustment later.
I know in my case that I had a background for one race, made the character, decided to change the race, but now the background doesn't work for me. I was very disappointed to find that a race change that I paid for wouldn't let me change those background details and hopefully this is something that you can look at.
Thank you.
2
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
I just want to get this in while there is a chance that something might be able to be done...
Can you please do the following two things:
1) Update the list of dieties? I would like to see Ilamter added, I think that Mystra's back, and Lathander has replaced Aumanator (who replaced Lathander before), that sort of thing. Just bring a few more in and change some others to the 5th edition standard.
2) Allow us to re-select our place of origin and our patron diety with a race change token at minimum? A Corellon worshipping Ranger from Myth Drannor makes perfect sense for an Elf. It's nonsensical if I change my race to Dwarf or Half-Orc.
It would be nice if you could also add some sort of background change token to the store at a lower price that would let people make adjustments to just those things. Some players might not really understand the places or patrons as much when they begin and a greater understanding, or just reading a book or playing some PnP D&D, may cause them to want to make an adjustment later.
I know in my case that I had a background for one race, made the character, decided to change the race, but now the background doesn't work for me. I was very disappointed to find that a race change that I paid for wouldn't let me change those background details and hopefully this is something that you can look at.
Thank you.
If I'm not mistaken, Neverember isn't in charge of Neverwinter in the 5E canon by this point (though it's way harder to figure out what the actual canon is these days), so I doubt that Neverwinter's going to be updated to be more up to date with realms lore.
0
dheffernanMember, NW M9 PlaytestPosts: 216Arc User
Giving up on this until we have actual patch notes.
@Venture-1@Venture from City of Heroes if you remember that far back. Yes, *that* Venture. Yes, I probably trashed your MA arc. For me it was Tuesday.
Comments
Weapon Enchanments:
Flaming Enchant and Plague Fire Enchant are doing exact same .... but Flaming is around 180% and Plague around 360% final effect.... why ?? Could you consider making those two enchants totaly different ?? At this state absolutely noone will look at Flaming Enchant
For example, let the Plague Fire work as it does now and Flaming melts Defence or adds some stackable (max 3) 3% damage buff lasting 10 secs on encounter use every 20 sec ??
It would make a good choise over Flaming and Bronzewood.
The buffs are a small additional incentive, to not just chose the three dps from the "best dps class" outright. In queueing for a dungeon (premade or random), the individual IL will still play the decisive factor. Again, we are talking about a 5% buff in a rather limited area. That was never claimed. The intent was to be able to provide something (small) that benefits the entire group. Exactly, these are the decisive factors that set us apart, not a small party buff unique for each class. Again, never was the intent. The intent was stated clearly, to be able to bring something small that benefits the party as a whole. I would think it is rather obvious, that a buff that is unique to each class / paragon path (e.g. exactly the same for each class / paragon path) cannot do anything to set two members of the same class / paragon path aside, mmh ?!
I'm having fun playing this new mod and I talked to some Alliance members in preview tonight and they are having fun as well.
One of those players likes to play a particular way and does so even if not considered "optimal" by the community at large, they found things in the new class version that were not there before and are having fun playing their character.
So yes, some of us are enjoying the mod.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
feedback: doing the expedition after terminus. while the combat does feel a little more fluid today. I'm finding it very annoying to be caught in constant stuns. mobs have more than one stun per mob at times. One is difficult enough to deal with at a time. more than one without lifesteal is just aggravating. you can't even grab your health. it's really not a fun mechanic. it is like nails on a chalk board. it would be nice if it could be toned down. I would include this in the expedition feedback but I think it is something that would apply to all of the game. it's more of a lifesteal thing. I don't remember it being such a huge mechanic before lifesteal was around.
https://www.youtube.com/watch?v=FhNCxK_GiSE
If you need dps for a run, why would you take a class that you knew couldn't push the same dps over the class that could?
I just wish i could play in these beautiful environments without feeling totally ham-stringed in power and versatility. The versatile nature has let me get through scrapes all these years solo and guildless but now i am not sure how play like this.
If you want me to stop harping on the new mechanics you better poison my coffee or something...
I too wish to be recreated, and to be loved long after my death.
Heres a look at the powerpowered nature of hunters:
https://www.youtube.com/watch?v=1x3ckynpwB4
(My very old PC has had a hissy fit. Something about getting too hot... might be best if I pay attention this time...)
Could someone do me a huge favour and have a look on preview and let me know what the new Mount Bonuses are on the Barovia Mounts; "Swarm" and "Mistform"?
I'm struggling to find compiled data on the overhaul, (People seem to prefer to create annoying Youtube videos about the End of The World...) which is a pain in the HAMSTER when I can't get on... (Yes... YES... I know... I could have done some myself when I HAD access, but I'm a dumbass OK...)
Thanks in advance.
Arcanist: Can ONLY do single target.
Thaumaturge: Can ONLY do AoE.
Now you are proposing a class like this:
Path 1: Can heal.
Path 2: Can do AoE and Single Target.
Why would I play Wizard when this other class exists that can do both its roles with a single path? You wouldn't, because a single role of 1 class fulfills both the roles of another. Either, the single DpS path of a support class needs to be specialized (match the single target path of a dps class, but be worse at AoE for example) or it needs to do both at less effectiveness (be 85% as effective at the same task). What is the point of a specialist path if a generalist path is as good?
> I am of the opinion that dps/support should not be as good dps as a dps/dps. The reason being: it gives them 2 complete "classes", instead of only 1. In order for dps/dps specs to have both paths do something distinct and different, it usually means differentiating between AoE and single target, or the likes. In other words, 1 of the paths fundamentally has a weakness that the other role can fill, thus to play the class properly you are reliant on changing loadouts. In contrast, the dps/support, being good at both in a single loadout means their dps spec is objectively "better" then a dps/dps, which can only dps.
>
> I think a dps/support should only have an AoE dps or only have a single target dps loadout, it should not be able to do both. This way it is as good as a dps in 1 type of combat, but then falls flat otherwise. This makes its roles equal to that of a dps/dps. That, or it should be able to do both at 80-90% of the effectiveness of a dps/dps, but, by design, they should be imo a worse dps then a pure dps, there is always a tradeoff for having 2 roles.
>
> What is the point of being a specialist dps if a support with a dps spec can do the same thing as you and do something else.
>
> I agree that DPS should do more damage but please don't nerf the damage of support classes into the ground so hard that me and everyone else who plays support has to team up with other players just to complete their dailies. I would instead nerf supports slightly and increase certain other DPS classes damage overall. Paladin and cleric do great damage as it is right now while some other classes underperform, meanwhile hunter is broken and needs a good look at balancing because the atwills hit like a truck (not sure if this was addressed in the latest patch).
>
> Heres a look at the powerpowered nature of hunters:
This is obviously due to the companion bug. Why link something so obviously useless? Do you want his view counts in youtube to rise up? Because other than that, i see no point in putting that video link there.
I too wish to be recreated, and to be loved long after my death.
Because "insignificant" to me means "not worth worrying about", and since it's not in the game that would mean not devoting any man-hours to putting it in the game... That there are many more important things to spend the time and money on.
To you it apparently means "not insignificant".
These are your words: "... it would become beneficial to have different dps classes in a team (not just 3 barbs or whatever the best dps class is atm)".
How much better must a particular class be at DPS to make groups want to not include any other DPS class? How long do you think that such a state will exist when balancing the classes should be easier when this mod launches?
Because this buff has to be not only as strong as that difference, but a little stronger if the intent is to make people actively seek out different classes to fill that role.
And if it's that strong then that brings everything else into play; If premades will want five different classes then what makes PUGs any different? Why wouldn't players leave if they end up with three or four different classes in their group? Especially if they thought that some of those classes weren't as good as others?
This buff either matters or it doesn't.
If it doesn't then it doesn't. Not worth bothering with.
If it does then it does, and player behavior will change. Players will want five classes for premades (which you yourself admit so again, not "insignificant") and that means that they will want them for PUGs, too, probably even more for PUGs since you won't be able to use IL to compensate for any perceived weaknesses and won't be making exceptions for friends or guildmates.
A whole bunch of "significant" things separate the different classes.
A whole bunch of "significant" choices will set characters of the same class apart.
A whole bunch of "significant" things will make characters worthy additions to parties.
So why do we need an "insignificant" party buff?
Wizard is DPS (Area)/DPS (Single)
Warlock will be Healer/DPS (Single) basically.
Can you please do the following two things:
1) Update the list of dieties? I would like to see Ilamter added, I think that Mystra's back, and Lathander has replaced Aumanator (who replaced Lathander before), that sort of thing. Just bring a few more in and change some others to the 5th edition standard.
2) Allow us to re-select our place of origin and our patron diety with a race change token at minimum? A Corellon worshipping Ranger from Myth Drannor makes perfect sense for an Elf. It's nonsensical if I change my race to Dwarf or Half-Orc.
It would be nice if you could also add some sort of background change token to the store at a lower price that would let people make adjustments to just those things.
Some players might not really understand the places or patrons as much when they begin and a greater understanding, or just reading a book or playing some PnP D&D, may cause them to want to make an adjustment later.
I know in my case that I had a background for one race, made the character, decided to change the race, but now the background doesn't work for me. I was very disappointed to find that a race change that I paid for wouldn't let me change those background details and hopefully this is something that you can look at.
Thank you.