@asterdahl any chance of putting a little bit of damage back on "soft control" powers like Enforced Threat (and, by extension, Daring Shout and the Paladin equivalent)? Like, keep the basic function of jumping you to the top of the threat table, but making the "buffer" threat come from the damage (which would then scale with our hurty stats like Power and Crit, allowing it to keep pace better with increasing item levels without as frequent tweaks to the power's own equation)
It would also give those powers a potential niche on a soloing bar and help alleviate the relative dearth of intuitive and rewarding AoEs on the tank paths.
(btw, you described Linebreaker as 'kind of a skillshot' and I was wondering if we could dig into that thinking, so to speak- the frustration with Linebreaker as anything but an opener comes from the potential for the mob shuffle AI to turn it from an AoE into an undertuned single target. I'd propose turning it into an actual skillshot, either a ground-target or camera-bound ability that halts your movement and inflicts damage in a cone when you collide with something hurtable. Lessens its utility in PvP, but improves it in PvE and even gives you an emergency dash if you slot it.)
In regards to powers which place you at the top of the target's threat list, please note that even if I were to add damage, the primary effect of these powers of placing you at the top of the threat list plus a bit, would not change. There are no plans to have that percentage scale with any stats. It already puts you at a decent lead on the enemy, though the lead is percentage based, so if you lose threat in the first few seconds of a pull, and then enforced threat, you won't get a huge lead. This wouldn't change much if a small amount of damage were added to Enforced Threat, for instance. That being said, one of your feat choices this week will be that Enforced Threat will grant a 6s buff to threat generated.
In regards to Linebreaker, the change you propose is not impossible, but if that change were made, not only would it be possible to mistakenly hit only one enemy, it would be possible to hit 0 enemies. I personally haven't had any issues hitting groups with linebreaker, and most of our tanks internally have gotten used to it fairly quickly, but I am happy to consider changes if there's strong enough feedback!
Thanks for the response on Enforced Threat and its ilk; that actually helps its function and ideal timing in a fight to click a bit better. I'd still like to see some damage on it to give it a more rotational role (we just don't have enough powers available at a time for it to feel good to put something on your bar that, if the fight is going well, is almost never on cooldown. I know there's been a focus on pruning the function of powers that do a lot of things at once; it seems to me that a similar thing to avoid is "powers that you never ever slot when [choose one of: solo/group]" so allowing it to keep some of its niche of being effective against big packs of little things seems like a good move)
I take your meaning, but how easy it would be to land that skillshot would depend entirely on how generous the collision path is. If it were only as wide as the character model, it would definitely still be possible to whiff, but even then, at least it wouldn't turn you around and face your back directly to three enemies that, at the time you pressed the button, were in line to be hit by it. The problem I'm having with Linebreaker stems from the comorbid interaction of three factors: the activation time is a little long(or maybe just a little unresponsive? need to test it some more), the mob AI is very aggressive about repositioning, and the origin point of Linebreaker's damage cone is fairly unforgiving. I'm certainly not going to beat a drum that a power be fundamentally changed for my sake, but I don't think making it a little easier to hit multiple targets would be a bad thing, either-maybe a hemispherical burst? Just spitballing, there, but the fact remains that, as it stands, that power feels frustrating to use about as often as it feels good.
I like the sound of those Dig In changes, although the counterattack feature really feels like something that should be baked into the ability, rather than something locked behind a feat for... how many levels? It almost single-handedly turns it from a redundant second block to an active tool; it seems a shame to delay that until your second-to-last feat. Perhaps make the counterattack part of the feature, and have the feat either reduce the cooldown or turn it into a Burst effect? Given the aforementioned reluctance of mobs to group up tightly, how many enemies in a pack of, say. five, would you expect an average player to be able to hit with that cone?
Honest question, and I welcome any answer, even if it's not the one I want to hear: are you guys, as a team, at all open to moving feats away from the "slot this one power or this feat does nothing" paradigm, or the even more frustrating "slot these two powers or this feat does nothing" one? Feats have the potential to add a lot of depth and variety to the game, but it just feels... I don't want to say oppressive, but it's somewhere in that emotional spectrum- to look at your character and realize that a nonflexible part of your build is completely negating the flexibility of the supposedly flexible part.
I know that comparing rival games isn't the best rhetorical technique, but the reason that WoW can have talents that only affect a specific power and not have them feel bad is that those have no opportunity cost- granting that power additional functionality doesn't stop you from using any of your other powers, so it only adds something. Because Neverwinter characters pull a small, flexible selection of powers from a larger list, any feat that only functions for a specific power (or combination of powers) has an inherent, and hefty, opportunity cost.
I think the biggest difference to be kept in mind when comparing is that most other games allow use of more than 3 powers. So offering skills ( feats) to specialize powers doesn't feel restricting. They also offer a wider variety of those specializations so players are more likely to find one that suits them. Which is also less restricting. The idea of offering feats to modify a single power or combinations really only works if you offer a higher number of total feat options to choose from than the current plans provide.
I like the sound of those Dig In changes, although the counterattack feature really feels like something that should be baked into the ability, rather than something locked behind a feat for... how many levels? It almost single-handedly turns it from a redundant second block to an active tool; it seems a shame to delay that until your second-to-last feat. Perhaps make the counterattack part of the feature, and have the feat either reduce the cooldown or turn it into a Burst effect? Given the aforementioned reluctance of mobs to group up tightly, how many enemies in a pack of, say. five, would you expect an average player to be able to hit with that cone?
Yes to the bolded part.
It gives Dig In a use and differentiation besides being a less mobile Guard.
I like the sound of those Dig In changes, although the counterattack feature really feels like something that should be baked into the ability, rather than something locked behind a feat for... how many levels? It almost single-handedly turns it from a redundant second block to an active tool; it seems a shame to delay that until your second-to-last feat. Perhaps make the counterattack part of the feature, and have the feat either reduce the cooldown or turn it into a Burst effect? Given the aforementioned reluctance of mobs to group up tightly, how many enemies in a pack of, say. five, would you expect an average player to be able to hit with that cone?
Yes to the bolded part.
It gives Dig In a use and differentiation besides being a less mobile Guard.
In this version, Dig In will make sense. It will be actual and used mechanics.
I think the biggest difference to be kept in mind when comparing is that most other games allow use of more than 3 powers. So offering skills ( feats) to specialize powers doesn't feel restricting. They also offer a wider variety of those specializations so players are more likely to find one that suits them. Which is also less restricting. The idea of offering feats to modify a single power or combinations really only works if you offer a higher number of total feat options to choose from than the current plans provide.
Degradation. From complex to simple. As far as I know (news reach us seldom, with a delay and sometimes incorrectly translated/understood) the Administration already answered that them a little and therefore will simplify. Slogan: "Dolly the sheep is our ideal." In fact, how many skills (hero, ideal) you now depends on the skills (Combat, available, daily)? Tank tactics it's not very noticeable (1. strengthening the "call to battle" 2. strengthening the "master blow") But any dps more of them (for example, dps-tank at least 4 - half) picture:
Rus
Деградация. От сложного к простому. Насколько я знаю (новости до нас доходят редко, с запозданием и иногда неправильно переведённые/понятые) Администрация уже ответили, что их мало и поэтому будут упрощать. Лозунг: "овечка Долли наш идеал". На самом деле сколько навыков (героя, идеала) у вас сейчас зависит от умений (Боевые, свободные, ежедневные)? У танка-тактика это не сильно заметно (1. усиление "призыва в битву" 2. усиление "мастерского удара") Но у любого дпс их больше (на примере дпс-танка их как минимум 4- половина)
You will not be so easy to get rid of me, since I’ve come then I’ll leave in two cases: 1. Or I will make sure that the tank is normal - I will run off in a jump for joy 2. Either I understand that this class is no longer of interest to me - I will get upset and go crying on my server
I apologize for how long Dig In has languished on preview, and hope you'll take the time to test out these changes once they're on preview.
With the announced April 23rd release of Undermountain in mind, I have to ask if there is any reason at all to do testing on preview ? It is realistic to consider this (or maybe next weeks) preview build the final build, this means there will be no major changes to the Fighter. It would be nice if you would sum up what feedback actually had any value for you in regards to changes made to Fighter since the first preview/closed beta build.
Elite Whaleboy
1
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
I apologize for how long Dig In has languished on preview, and hope you'll take the time to test out these changes once they're on preview.
With the announced April 23rd release of Undermountain in mind, I have to ask if there is any reason at all to do testing on preview ? It is realistic to consider this (or maybe next weeks) preview build the final build, this means there will be no major changes to the Fighter. It would be nice if you would sum up what feedback actually had any value for you in regards to changes made to Fighter since the first preview/closed beta build.
If our feedback had been falling on deaf ears, I would have been gone from preview (and possibly the game) 3 weeks ago.
But I think it's still useful to test and give feedback for one simple reason: @Asterdahl has been listening to our feedback and acting on it.
And although Dig-In fixes have been delayed, don't forget that there has already been one sweep of revisions weeks ago. (eg. Deep Breath).
If Asterdahl's efforts are any precedent, there is a good chance that more fixes are possible before April 23rd (>3 weeks away).
Edit: Not Heart weeks. < 3 weeks. Goddamn auto-emoji.
I am Took.
"Full plate and packing steel" in NW since 2013.
1
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
Dig-In Damage Mitigation Test (1 of 2) 1) Background There are many controversial Mod 16 changes for the class formerly known as Guardian Fighters. None has elicited more negative response then the replacement of Tab-Mark with “Dig-In”. The developers listened to player feedback. In response, a new “Dig-In” is set for patching on 29 March 2019. I decided to test the damage mitigation effects of both versions of Dig-In compared to a control. 2) Objectives To quantify the relative damage-mitigation effectiveness of the present version of Dig-In in anticipation of repeat testing and comparison to the 2nd version. The Null Hypothesis is “there is no difference between damage received with or without Dig-In”. 3) Methodology A. Character Tested with a level 80 Vanguard Paragon Fighter completely “naked” of all assets. No gear of any kind (except test sword used to trigger Flamebows with one hit prior to recording).
No powers or feats selected/slotted. No ability score increases. No boons. No companion assets (pets, pet gear, pet powers, runestones). Waterdeep horse. No mount powers, insignias or insignia bonuses. B. Environment I needed an environment isolated from other players with a fixed damage source. I used an empty instance of Mount Hotenow. Lava and Flamebows appear to have fixed base damage and DoT. Lava does not crit. The test was performed in an enclosed lava field on the far north end of the map. No players entered the instance while I was testing, therefore there was no contamination. C. Conditions
The Lava control was collected by standing in lava for 5 minutes without action or motion. The Flamebow control was collected after aggroing three isolated Flamebows then taking no further action for up to 5 minutes. The test data was collected in the same manner, recording started from the moment of activation of Dig-In for a duration of up to 5 minutes. Both control and test were repeated 3 times each under the same conditions.
[CONTINUED...]
I am Took.
"Full plate and packing steel" in NW since 2013.
1
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
edited March 2019
Dig-In Damage Mitigation Test (2 of 2) 3) Results (Aggregate of 3 runs each) A. Control a. Lava TYPE DAMAGE ENCDPS CHARDPS DPS AVERAGE RESIST HITS CRIT% EFFECTIVENESS All 127,570 419.50 416.90 419.50 1,037.15 All 123 0% 50.0% Lava 127,570 419.50 416.90 419.50 1,037.15 Physical 123 0% 50.0% Stamina remained at 100%. Death did not occur.
b. Flamebows TYPE DAMAGE ENCDPS CHARDPS DPS AVERAGE RESIST HITS CRIT% EFFECTIVENESS All 40,850 2,269.44 0.00 2,307.91 2,150.00 All 19 26% NaN Ranged Attack 40,850 2,269.44 0.00 2,307.91 2,150.00 Physical 19 26% NaN Killing 0 0.00 0.00 0.00 NaN Death 0 NaN NaN Death occurred on average at 00:19.
B. Test (Dig In) a. Lava TYPE DAMAGE ENCDPS CHARDPS DPS AVERAGE RESIST HITS CRIT% EFFECTIVENESS All 3,325 10.93 11.00 10.93 18.17 All 183 0% 0.0% Lava 3,325 10.93 11.00 10.93 18.17 Physical 183 0% 0.0% Stamina remained at 100%. Death did not occur.
b. Flamebow (ranged) TYPE DAMAGE ENCDPS CHARDPS DPS AVERAGE RESIST HITS CRIT% EFFECTIVENESS All 49,194 603.61 603.61 610.35 552.74 All 89 15% 23.9% Ranged Attack 49,194 603.61 603.61 610.35 552.74 Physical 89 15% 23.9% Killing 0 0.00 0.00 0.00 NaN Death 0 NaN NaN Death occurred on average at 01:21.
4) Analysis The control data confirm a near-constant and fixed damage source. Mean control damage was 1040 DPH for Lava and 2150 DPH for Flamebows.
The Dig-In test conditions were also consistent with Mean Dig-In damage was 18 DPH for Lava and 553 DPH for Flamebows.
5) Conclusions Dig-In absorbed ~100% of the Lava damage and ~75% of the Flamebow damage. Dig-In increased Flamebow survival duration by 500%.
6) Discussion These results suggest that Dig-In, in it’s present state, does improve survivability of the Vanguard in low DPH encounters.
Although Dig-In appears to be working as described, it’s practical use in PvE remains in question. The most common criticism of this tab-function is it’s complete immobility and lack of continual threat generation. This may result in the Vanguard losing aggro to teammates DPSing through the duration of Dig-In.
I will repeat these tests again after the 3/29/19 patch. Comparison of the “old” and “new” Dig-In may guide our feedback on making it useful.
Edit Clarification. I use incoming "DPH" to mean Damage per HIT (not unit of time). Average hit damage is a more meaningful measure of mitigation then damage-over-time for a class that has a very high number of incoming hits or when measuring only one damage source. The fighter had both in this test. The conclusions are largely unchanged even when you look at incoming DPS.
Post edited by dread4moor on
I am Took.
"Full plate and packing steel" in NW since 2013.
@asterdahl will put more feedback after saturday changes to ratings and general skills toning but I have a kind request regarding a Enforced Threat skill.
I already suggested that but will repeat it - add even smallest damage magnitude to it - even 10 or 5. I belive any tank would use a indicator what mobs are affected with this skill - its more QOL change....
> @gripnir78 said: > @asterdahl will put more feedback after saturday changes to ratings and general skills toning but I have a kind request regaring a Enforced Threat skill. > > I already suggested that but will repeat it - add even smalles damage magnitude to it - even 10 or 5. > I belive any tank would use a indicator what mobs are affected with this skill - its more QOL change....
@asterdahl will put more feedback after saturday changes to ratings and general skills toning but I have a kind request regaring a Enforced Threat skill.
I already suggested that but will repeat it - add even smalles damage magnitude to it - even 10 or 5. I belive any tank would use a indicator what mobs are affected with this skill - its more QOL change....
"Quality of life". In this case making things a little easier for the tank
@gripnir78 Wouldn't adding the old threatening Rush mark to M16 enforced threat give almost the same effect?
Of course, it would be even better then another number floating around, but it seems that they removed a Mark both as mechanic/debuff and as graphic... but sure,... yeah - wouldn't mind at all to get it back
@asterdahl will put more feedback after saturday changes to ratings and general skills toning but I have a kind request regaring a Enforced Threat skill.
I already suggested that but will repeat it - add even smalles damage magnitude to it - even 10 or 5. I belive any tank would use a indicator what mobs are affected with this skill - its more QOL change....
Not even just tanking QOL; would also provide an AoE for soloing.
@asterdahl will put more feedback after saturday changes to ratings and general skills toning but I have a kind request regaring a Enforced Threat skill.
I already suggested that but will repeat it - add even smalles damage magnitude to it - even 10 or 5. I belive any tank would use a indicator what mobs are affected with this skill - its more QOL change....
Not even just tanking QOL; would also provide an AoE for soloing.
Yes, good point - we were stripped of any AoE encounter last patch- wouldnt mind of ET returning in all its glory - you know with visual marks and some dps on top - would be great.... but I doubt we can count on such kindness form a devs team are we @asterdahl ?
3
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
> @wilbur626 said: > > @pyc87 said: > > What is a "QOL"? > > "Quality of life". In this case making things a little easier for the tank > > @gripnir78 Wouldn't adding the old threatening Rush mark to M16 enforced threat give almost the same effect?
T-Rush and Enforced threat had the exact same mark in both VFX and debuff.
Agree, we need a visual. In a crowd it's impossible to tell who you have/have not aggroed.
@pyc87 Качество жизни. Мелочи, которые облегчают жизнь.
I am Took.
"Full plate and packing steel" in NW since 2013.
Thanks, I already seem to adapt myself to understand), with the abbreviation more difficult Спасибо я уже кажется приноровился понимать) , с Аббревиатурами сложнее
HP boon, the change to boons where now we can have 1k 5/5 in 4 different tears so 20k HP its giving me 0 HP even with all 4 5/5. Every1 having this problem?
While I know some of these bugs were reported in previous pages, it seems there has been no work done on fixing these bugs.
Bugs: Prepared Slam (former: Prepared Thrust) still buffs Tremor (the former Lunging Strike) rather than the stated Shield Slam.
There are no (displayed) heroic feats.
Into the Fray still grants its ridiculous AP Gain bonus.
Vengeful Blade still blocks Barbarian's Revelry.
Heavy Slash still only deals 80 magnitude damage, despite the tooltip saying 100.
(21 STR and no gear/buffs besides 100 fixed damage weapon and Maze Engine transmute shield. 1+ (0.0025*21)=1.00525 84.2/1.0525= 80).
Feedback: Shake it Off needs to be a universal mechanic of Dig In/Seethe. Possibly lower damage in PvP only? Seeing as Dig In seems to be set in stone, at least give the move a more tangible differentiation from the classic Guard with the out of shield attack.
Possibly lower its damage if overwhelming in PvP (in theory, I think it's balanced in PvP by being tied into Dig In and having a long cooldown. If you're using Dig In rather than regular Guard, your opponent knows you're planning for this, and the long cooldown means you can't spam this "get off me" attack).
The Tier 3 stat based feats on Vanguard are confusing. Also worth noting: the Critical Deflection one is near useless due to noworries' "great" stat changes.
I don't even know if these feats work, but I don't want to test it without having a fixed damaging dummy to work with (see last suggestion).
I initially was going to say these feats were useless, but then I realized that you aren't supposed to stay behind shield 24/7 and you are supposed to take damage out of shield. The Combat Balance one seems ok and makes sense (Defensive stats on the defensive path), but the Critical Deflection one seems pretty bad.
It is practically impossible to Deflect attacks thanks to noworries new stat changes. Even if you do get enough stat points to get 50% Deflect Chance, you end up with a huge imbalance between Crit and Deflect due to being forced into investing into ArmorPen and barely having any stats to balance your Crit with (making the feat restore little stamina, therefore: useless).
Needs to be retooled to work off other stats (balance between HP/Defense/Deflect?).
Old Knight's Valor needs to come back, or a variant that covers all teammates does, even if it requires a feat. I get that Phalanx is intended to be the team protection tool, but it's pretty annoying we can't choose who we want to protect aside from positioning ourselves next to our intended target and praying KV protects our intended target.
Can we please get the fixed damage "attacking" dummies? One for attacking with no conditions,one that attacks you with CA, and one that attacks you for Crit damage?
On Owlbear week 1, you or noworries stated we'd get a training dummy that would attack players with fixed damage.That way, we could easily test the "-damage taken" things or just test other things like damage taken to Vengeance.
I didn't see any fixed damage attacking enemy, and it's fairly hard to see whether some things work or not (ex: Enduring Warrior) without knowing the base damage of enemies. Hopefully, we can get these promised dummies?
Dig In changes are interesting,but the animation "lock" prevents the easy use of this mechanic. I mean,what ,whenever you release Dig In,you do not get out of it,untill you move or you execute another encounter/att will. This way,Dig In is not so responsive as it should be.
Tide Of Iron multiple buffs seem interesting,but to make this att will usefull,animation locks on,have to go.If you use ToI ,you cannot swap as fast as with other att wills,to agravating/guarding strike ,or an encounter. Add to that the universal utility of threatening Rush that simply cannot go away,is a must,and you have to choose between ToI and Brazen Slash.But BS is more responsive and has an unbeatable utility.So I cannot see use of ToI except boss fights.
Phalanx daily is still underperforming.The coverage area is too small,the handicap of it,not blocking ,moving and the minimum DR increase,makes it a "time out" daily.As more powerfull enemies will be introduced in NW as bosses,Phalanx will be unable to protect team. Also the whole concept of Phalanx ,is agaisnt the old and new concept of GF/Fighter.Fighter was always -among HR-the most action based class in NW.A class that had to be played with reflexes ,positioning and battlefield knowledge. Phalanx makes Fighter,still and passive.
Extremely of the removal of the feat that made Frontline Surge to not knock enemies. Now FLS cannot be used in PVE.Well ,except if the poor Fighter wants to hear the taunts of the rest of the team for scattering the mobs. Suggestion:remove prone for pve all together.Make it a stun or interupt ,or anything at all..For pvp I dont know,:/ but for pve,why just not remove the prone effect?
Slyblade Kobold companion bonus,make a hold target getting 100% more damage is bugged and debuffs ,at least Anvil make it hitting in the 10-30 range
Do you have changes on the test server? Please give a link
1
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
Dig In Version 2 Repeated low DPH testing:] (Using identical Methods and Conditions as above) 4) Analysis Lava caused 1069 DPH on Control and 594 DPH on Dig In Flamebow caused 2159 DPH on Control and 882 DPH on Dig In Dig In (v.2) reduced Lava damage by 55% and Flamebow damage by 41%. Dig In (v.2) increased Flamebow survival by 233%. For comparison, Dig In(v1) offered 100%/75% protection and 500% test survival.
5) Conclusions These results suggest that Dig-In (v.2), does improve survival of the Vanguard in low DPH encounters. Dig In (v.2) appears to be working as described. Dig In (v.2) offers 45%/34% less protection and 47% less survival then Dig In (v1).
6) Discussion The Tab function now offers less personal protection. Not more. Less.
The problem with Dig-In (v.1) was immobility and inactivity. Dig-In (v.2) has immobility, inactivity and vulnerability. I am a baffled as to how reducing the Dig In survival improves it's usefulness. The only logical assumption is that multiple other party-protecting factors have been added such as passive threat generation during the Dig-In.
I am Took.
"Full plate and packing steel" in NW since 2013.
2
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
edited March 2019
In addition to controlled Dig In testing I ran about 6 hours of preview PvE and party content on Vanguard after the patch. 1) Fighter Improvements: A. Threat/Aggro Many more tools for generating threat, including the feat for Shield Throw. It works very well as a gap-closing opener. As close to a ranged taunt as we're getting. The feat for tide of iron is a great boost to it's usefulness. We now can fill our tray with 100% "threat stat" building powers: Shield Throw, ET, Shield Slam, Tide of Iron, Threatening Rush Feeling the "Jane equation", @asterdahl . Ran three T2s with a 3:1:1 composition. Held aggro fairly well on bosses. I could tell the difference. B. Increased HP Hey, who doesn't like HP?
C. Dig In The new Dig In is much more ergonomic. More fluid. Entering and leaving it is much simpler. Dig in v.1 felt like locking myself in a chest. Trapped, not protected. Dig In v.2 Feels like..., well, I'm kneeling behind my shield. Not trapped. Release the tab and we are up quickly. Much better. Just press and hold. Just like shift/shield.
Areas of Uncertainty: "Dig-In" Yes. Dig-In is indeed easier to use. Just press and hold. Just like shift/shield. This is the problem They look alike. They sound alike. They feel (button-hold/release) alike. They serve the same basic purpose.
Now, the Breathe and Shake it off feats may make it useful. But Shake it off's description is pretty confusing. Do I shift block THEN tab block/DigIn? Does the threat- generation occur DURING Dig In or afterward?
Edit: Forgot to mention the 50% shield. I can feel the difference. Threat generation is increased which is good news. Bad news is the shield is going down pretty fast. And yes, I can take alot more damage, but would rather have those HP in my shield.
I am Took.
"Full plate and packing steel" in NW since 2013.
"Dig-In" Yes. Dig-In is indeed easier to use. Just press and hold. Just like shift/shield. This is the problem
I agree with that. I have played a bit today and I've noticed now I have 2 keys that pretty much do same thing. It would make sense to me if Dig In have separate stamina bar or even go step further and charge Dig In stamina while bloking attacks with normal guard. Other then that in my opinion while in Dig In Fighter should be rooted in place, some might say its not that useful but still if i sit there doing nothing i might as well be rooted and not worry if mobs will push me off my spot.
2
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
For context, here is my preview Vanguard.
900 level gear, rank 14 defensive enchants 330,000 HP Maxed all possible defensive Boons Not perfect, but certainly a solid tank build so far.
Ran a few more T2s, tried shift shield and Tab Dig-In (version 2.0) in every conceivable tanking situation: Large packs of trash mobs Small packs of trash and a mini-boss Boss fights... Except for trash mobs (where I don't need to Turtle anyway) the reduced stamina shield gets smashed instantly... Mid-level bosses are 1-shotting me straight through the shift shield AND the Tab-Dig-IN. Here's an example. Lostmauth. Mid to low level dungeon.
Scorpions ganking me through shift AND tab 100% of the time.
And check this combat log on the final fight: [Combat (Self)] Your Block absorbs 91968 damage from Molten Gold's Molten Gold. [Combat (Self)] Stalactite deals 143493 (371250) Physical Damage to you with Falling Stalactite. [Combat (Self)] Stalactite gives 0 Knockback to you with Falling Stalactite. [Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you. [Combat (Self)] Not enough Action Points. [Combat (Self)] Critical Hit! Amazia 1 gives 55588 (54232) Hit Points to you with Bastion of Health. [Combat (Self)] Not enough Action Points. [Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you. [Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you. [Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you. [Combat (Self)] Amazia 1 gives 26007 (25373) Hit Points to you with Bastion of Health. [Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you. [Combat (Self)] Your Sigil of the Cleric gives 590 (576) Hit Points to you. [Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you. [Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you. [Combat (Self)] Amazia 1 gives 24397 (23802) Hit Points to you with Bastion of Health. [Combat (Self)] Your Sigil of the Cleric gives 590 (576) Hit Points to you. [Combat (Self)] Must have a target. [Combat (Self)] Still recharging... [Combat (Self)] Must have a target. [Combat (Self)] Still recharging... [Combat (Self)] Lostmauth deals 11178 (11698) Fire Damage to you with Fire Aura. [Combat (Self)] Your Block absorbs 91968 damage from Molten Gold's Molten Gold. [Combat (Self)] Molten Gold deals 2070206 Fire Damage to you with Molten Gold. [Error] You have fallen in battle! Note those damage numbers. 2 Million damage. Blasted through that 90k shield like it was paper. Shift shield failed instantly on every big hit. 330K HP and endgame gear. Smashed like a bug over and over and over. I can't keep running away. It's my job to get in their face and keep smacking to keep aggro (which is better now... thanks?)
And Dig-In was worse. It absorbed a bit more damage then shift, but I have to squat unmoving in the middle of concentric red circles knowing the next hit will kill me. With shift-shield at least I can try to strafe into better position.
@asterdahl , not asking for permashield or an easy button. I'm really, really trying to give this a chance. Spent 8 hours on preview trying to figure it out. A tank must be mobile. A shield must be able to withstand a few big hits. If my tank, (in all modesty) far from the weakest in the game cannot stand up to a low tier boss, how will all the newer tanks survive? I am beyond frustrated. Please, please explain how we are supposed to use this 50% shield and statue-of-liberty-pose Tab when bosses smash them with ease?
I am Took.
"Full plate and packing steel" in NW since 2013.
4
klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited March 2019
Bug: Shieldthrower feat says that it reduces the magnitude of Shield Throw to 250, but it actually reduces it to 150.
Bug: Determination Daily has an unexplainable 2 minutes, 45,8 seconds cooldown.
Feedback:
1) Vanguard's AoE is mostly frontal or cone, this is a luxury that tanks can't always afford. Tremor should really be an universal skill, you can move Anvil of Doom to be Dreadnaught only and the taunt feat could be reworked to give Tremor more threat instead. That way you would also quell any "tank has too much dps concern".
2) Dig In and Shield Block are redundant. No matter how you buff Dig In, the only thing you can achieve is that you will trivialize block, and we'll just swap our Tab for out Shift Key. Fighter's Tab should be something substantially different from the Shift.
3) Iron Warrior and Knight's Valor are subpar. I cannot foresee any situation where I would slot these powers, honestly. Especially Iron Warrior, the long cast time alone is probably dangerous enough to offset the measly 20% DR gain, and all the benefits from mod 15 are gone too. Consider taking another pass at these powers, especially consider making Iron Warrior cast instant and while moving, like Into The Fray.
4) Several passive powers (the yellow ones you slot 2 of them) are too weak to be bothered with and you generally end up with Shield Talent + something else and stick with it because the others are just too weak to make any sort of difference.
We have to combine "enforced threat" skill with "staying power" passive to do our tank job correctly now when older skill did that alone. It seems all skills are based on same way. U only divide sadly older skill in 2 parts, skill and passive. It looks like gadget or no idea for this class.
"Dig in" is still useless ,despite it is more reactive and no more bugs. We have allready a block mecanism why u overload this class with another one? Why u dont imagine something complementary? Even using "dig in" with tab is boring, and u are forced to be frozen in an action game. All player here like it because it is action game why u roll back? Is this "dig in" a way to calm down true first tank of this game because now gwf can block?
Sorry but i feel like walking on the head with your changes...gwf dont stop to be upgraded and gf to be broken.
Give what u want to this idiot gwf class but let us play corrrectly gf, Giving double block to gf it is like giving double sprint to gwf, do you think they will appreciated that?
U HAVE TO REMOVE "DIG IN" SYSTEM AND FIND SOMETHING AS USEFULL FOR TAB AS OLD MARK SYSTEM
Comments
I take your meaning, but how easy it would be to land that skillshot would depend entirely on how generous the collision path is. If it were only as wide as the character model, it would definitely still be possible to whiff, but even then, at least it wouldn't turn you around and face your back directly to three enemies that, at the time you pressed the button, were in line to be hit by it.
The problem I'm having with Linebreaker stems from the comorbid interaction of three factors: the activation time is a little long(or maybe just a little unresponsive? need to test it some more), the mob AI is very aggressive about repositioning, and the origin point of Linebreaker's damage cone is fairly unforgiving. I'm certainly not going to beat a drum that a power be fundamentally changed for my sake, but I don't think making it a little easier to hit multiple targets would be a bad thing, either-maybe a hemispherical burst? Just spitballing, there, but the fact remains that, as it stands, that power feels frustrating to use about as often as it feels good.
I like the sound of those Dig In changes, although the counterattack feature really feels like something that should be baked into the ability, rather than something locked behind a feat for... how many levels? It almost single-handedly turns it from a redundant second block to an active tool; it seems a shame to delay that until your second-to-last feat. Perhaps make the counterattack part of the feature, and have the feat either reduce the cooldown or turn it into a Burst effect?
Given the aforementioned reluctance of mobs to group up tightly, how many enemies in a pack of, say. five, would you expect an average player to be able to hit with that cone?
Honest question, and I welcome any answer, even if it's not the one I want to hear: are you guys, as a team, at all open to moving feats away from the "slot this one power or this feat does nothing" paradigm, or the even more frustrating "slot these two powers or this feat does nothing" one? Feats have the potential to add a lot of depth and variety to the game, but it just feels... I don't want to say oppressive, but it's somewhere in that emotional spectrum- to look at your character and realize that a nonflexible part of your build is completely negating the flexibility of the supposedly flexible part.
I know that comparing rival games isn't the best rhetorical technique, but the reason that WoW can have talents that only affect a specific power and not have them feel bad is that those have no opportunity cost- granting that power additional functionality doesn't stop you from using any of your other powers, so it only adds something. Because Neverwinter characters pull a small, flexible selection of powers from a larger list, any feat that only functions for a specific power (or combination of powers) has an inherent, and hefty, opportunity cost.
It gives Dig In a use and differentiation besides being a less mobile Guard.
As far as I know (news reach us seldom, with a delay and sometimes incorrectly translated/understood) the Administration already answered that them a little and therefore will simplify.
Slogan: "Dolly the sheep is our ideal." In fact, how many skills (hero, ideal)
you now depends on the skills (Combat, available, daily)? Tank tactics it's not very noticeable (1. strengthening the "call to battle" 2. strengthening the "master blow") But any dps more of them (for example, dps-tank at least 4 - half)
picture:
Rus
Насколько я знаю (новости до нас доходят редко, с запозданием и иногда неправильно переведённые/понятые) Администрация уже ответили, что их мало и поэтому будут упрощать.
Лозунг: "овечка Долли наш идеал".
На самом деле сколько навыков (героя, идеала) у вас сейчас зависит от умений (Боевые, свободные, ежедневные)? У танка-тактика это не сильно заметно (1. усиление "призыва в битву" 2. усиление "мастерского удара") Но у любого дпс их больше (на примере дпс-танка их как минимум 4- половина)
1. Or I will make sure that the tank is normal - I will run off in a jump for joy
2. Either I understand that this class is no longer of interest to me - I will get upset and go crying on my server
But I think it's still useful to test and give feedback for one simple reason:
@Asterdahl has been listening to our feedback and acting on it.
And although Dig-In fixes have been delayed, don't forget that there has already been one sweep of revisions weeks ago. (eg. Deep Breath).
If Asterdahl's efforts are any precedent, there is a good chance that more fixes are possible before April 23rd (>3 weeks away).
Edit:
Not Heart weeks. < 3 weeks. Goddamn auto-emoji.
I am Took.
"Full plate and packing steel" in NW since 2013.
1) Background
There are many controversial Mod 16 changes for the class formerly known as Guardian Fighters.
None has elicited more negative response then the replacement of Tab-Mark with “Dig-In”.
The developers listened to player feedback. In response, a new “Dig-In” is set for patching on 29 March 2019.
I decided to test the damage mitigation effects of both versions of Dig-In compared to a control.
2) Objectives
To quantify the relative damage-mitigation effectiveness of the present version of Dig-In in anticipation of repeat testing and comparison to the 2nd version.
The Null Hypothesis is “there is no difference between damage received with or without Dig-In”.
3) Methodology
A. Character
Tested with a level 80 Vanguard Paragon Fighter completely “naked” of all assets.
No gear of any kind (except test sword used to trigger Flamebows with one hit prior to recording).
No powers or feats selected/slotted.
No ability score increases.
No boons.
No companion assets (pets, pet gear, pet powers, runestones).
Waterdeep horse. No mount powers, insignias or insignia bonuses.
B. Environment
I needed an environment isolated from other players with a fixed damage source. I used an empty instance of Mount Hotenow.
Lava and Flamebows appear to have fixed base damage and DoT. Lava does not crit.
The test was performed in an enclosed lava field on the far north end of the map. No players entered the instance while I was testing, therefore there was no contamination.
C. Conditions
The Lava control was collected by standing in lava for 5 minutes without action or motion.
The Flamebow control was collected after aggroing three isolated Flamebows then taking no further action for up to 5 minutes.
The test data was collected in the same manner, recording started from the moment of activation of Dig-In for a duration of up to 5 minutes.
Both control and test were repeated 3 times each under the same conditions.
[CONTINUED...]
I am Took.
"Full plate and packing steel" in NW since 2013.
3) Results (Aggregate of 3 runs each)
A. Control
a. Lava
TYPE DAMAGE ENCDPS CHARDPS DPS AVERAGE RESIST HITS CRIT% EFFECTIVENESS
All 127,570 419.50 416.90 419.50 1,037.15 All 123 0% 50.0%
Lava 127,570 419.50 416.90 419.50 1,037.15 Physical 123 0% 50.0%
Stamina remained at 100%. Death did not occur.
b. Flamebows
TYPE DAMAGE ENCDPS CHARDPS DPS AVERAGE RESIST HITS CRIT% EFFECTIVENESS
All 40,850 2,269.44 0.00 2,307.91 2,150.00 All 19 26% NaN
Ranged Attack 40,850 2,269.44 0.00 2,307.91 2,150.00 Physical 19 26% NaN
Killing 0 0.00 0.00 0.00 NaN Death 0 NaN NaN
Death occurred on average at 00:19.
B. Test (Dig In)
a. Lava
TYPE DAMAGE ENCDPS CHARDPS DPS AVERAGE RESIST HITS CRIT% EFFECTIVENESS
All 3,325 10.93 11.00 10.93 18.17 All 183 0% 0.0%
Lava 3,325 10.93 11.00 10.93 18.17 Physical 183 0% 0.0%
Stamina remained at 100%. Death did not occur.
b. Flamebow (ranged)
TYPE DAMAGE ENCDPS CHARDPS DPS AVERAGE RESIST HITS CRIT% EFFECTIVENESS
All 49,194 603.61 603.61 610.35 552.74 All 89 15% 23.9%
Ranged Attack 49,194 603.61 603.61 610.35 552.74 Physical 89 15% 23.9%
Killing 0 0.00 0.00 0.00 NaN Death 0 NaN NaN
Death occurred on average at 01:21.
4) Analysis
The control data confirm a near-constant and fixed damage source.
Mean control damage was 1040 DPH for Lava and 2150 DPH for Flamebows.
The Dig-In test conditions were also consistent with Mean Dig-In damage was 18 DPH for Lava and 553 DPH for Flamebows.
5) Conclusions
Dig-In absorbed ~100% of the Lava damage and ~75% of the Flamebow damage.
Dig-In increased Flamebow survival duration by 500%.
6) Discussion
These results suggest that Dig-In, in it’s present state, does improve survivability of the Vanguard in low DPH encounters.
Although Dig-In appears to be working as described, it’s practical use in PvE remains in question.
The most common criticism of this tab-function is it’s complete immobility and lack of continual threat generation. This may result in the Vanguard losing aggro to teammates DPSing through the duration of Dig-In.
I will repeat these tests again after the 3/29/19 patch. Comparison of the “old” and “new” Dig-In may guide our feedback on making it useful.
Edit
Clarification.
I use incoming "DPH" to mean Damage per HIT (not unit of time).
Average hit damage is a more meaningful measure of mitigation then damage-over-time for a class that has a very high number of incoming hits or when measuring only one damage source.
The fighter had both in this test.
The conclusions are largely unchanged even when you look at incoming DPS.
I am Took.
"Full plate and packing steel" in NW since 2013.
I already suggested that but will repeat it - add even smallest damage magnitude to it - even 10 or 5.
I belive any tank would use a indicator what mobs are affected with this skill - its more QOL change....
> @asterdahl will put more feedback after saturday changes to ratings and general skills toning but I have a kind request regaring a Enforced Threat skill.
>
> I already suggested that but will repeat it - add even smalles damage magnitude to it - even 10 or 5.
> I belive any tank would use a indicator what mobs are affected with this skill - its more QOL change....
+1
> What is a "QOL"?
"Quality of life". In this case making things a little easier for the tank
@gripnir78 Wouldn't adding the old threatening Rush mark to M16 enforced threat give almost the same effect?
> > @pyc87 said:
> > What is a "QOL"?
>
> "Quality of life". In this case making things a little easier for the tank
>
> @gripnir78 Wouldn't adding the old threatening Rush mark to M16 enforced threat give almost the same effect?
T-Rush and Enforced threat had the exact same mark in both VFX and debuff.
Agree, we need a visual. In a crowd it's impossible to tell who you have/have not aggroed.
@pyc87
Качество жизни. Мелочи, которые облегчают жизнь.
I am Took.
"Full plate and packing steel" in NW since 2013.
Спасибо я уже кажется приноровился понимать) , с Аббревиатурами сложнее +
Bugs:
Prepared Slam (former: Prepared Thrust) still buffs Tremor (the former Lunging Strike) rather than the stated Shield Slam.
There are no (displayed) heroic feats.
Into the Fray still grants its ridiculous AP Gain bonus.
Vengeful Blade still blocks Barbarian's Revelry.
Heavy Slash still only deals 80 magnitude damage, despite the tooltip saying 100.
(21 STR and no gear/buffs besides 100 fixed damage weapon and Maze Engine transmute shield.
1+ (0.0025*21)=1.00525
84.2/1.0525= 80).
Feedback:
Shake it Off needs to be a universal mechanic of Dig In/Seethe. Possibly lower damage in PvP only?
Seeing as Dig In seems to be set in stone, at least give the move a more tangible differentiation from the classic Guard with the out of shield attack.
Possibly lower its damage if overwhelming in PvP (in theory, I think it's balanced in PvP by being tied into Dig In and having a long cooldown. If you're using Dig In rather than regular Guard, your opponent knows you're planning for this, and the long cooldown means you can't spam this "get off me" attack).
The Tier 3 stat based feats on Vanguard are confusing. Also worth noting: the Critical Deflection one is near useless due to noworries' "great" stat changes.
I don't even know if these feats work, but I don't want to test it without having a fixed damaging dummy to work with (see last suggestion).
I initially was going to say these feats were useless, but then I realized that you aren't supposed to stay behind shield 24/7 and you are supposed to take damage out of shield. The Combat Balance one seems ok and makes sense (Defensive stats on the defensive path), but the Critical Deflection one seems pretty bad.
It is practically impossible to Deflect attacks thanks to noworries new stat changes. Even if you do get enough stat points to get 50% Deflect Chance, you end up with a huge imbalance between Crit and Deflect due to being forced into investing into ArmorPen and barely having any stats to balance your Crit with (making the feat restore little stamina, therefore: useless).
Needs to be retooled to work off other stats (balance between HP/Defense/Deflect?).
Old Knight's Valor needs to come back, or a variant that covers all teammates does, even if it requires a feat.
I get that Phalanx is intended to be the team protection tool, but it's pretty annoying we can't choose who we want to protect aside from positioning ourselves next to our intended target and praying KV protects our intended target.
Can we please get the fixed damage "attacking" dummies?
One for attacking with no conditions,one that attacks you with CA, and one that attacks you for Crit damage?
On Owlbear week 1, you or noworries stated we'd get a training dummy that would attack players with fixed damage.That way, we could easily test the "-damage taken" things or just test other things like damage taken to Vengeance.
I didn't see any fixed damage attacking enemy, and it's fairly hard to see whether some things work or not (ex: Enduring Warrior) without knowing the base damage of enemies. Hopefully, we can get these promised dummies?
Dig In changes are interesting,but the animation "lock" prevents the easy use of this mechanic.
I mean,what ,whenever you release Dig In,you do not get out of it,untill you move or you execute another encounter/att will.
This way,Dig In is not so responsive as it should be.
Tide Of Iron multiple buffs seem interesting,but to make this att will usefull,animation locks on,have to go.If you use ToI ,you cannot swap as fast as with other att wills,to agravating/guarding strike ,or an encounter.
Add to that the universal utility of threatening Rush that simply cannot go away,is a must,and you have to choose between ToI and Brazen Slash.But BS is more responsive and has an unbeatable utility.So I cannot see use of ToI except boss fights.
Phalanx daily is still underperforming.The coverage area is too small,the handicap of it,not blocking ,moving and the minimum DR increase,makes it a "time out" daily.As more powerfull enemies will be introduced in NW as bosses,Phalanx will be unable to protect team.
Also the whole concept of Phalanx ,is agaisnt the old and new concept of GF/Fighter.Fighter was always -among HR-the most action based class in NW.A class that had to be played with reflexes ,positioning and battlefield knowledge.
Phalanx makes Fighter,still and passive.
Extremely of the removal of the feat that made Frontline Surge to not knock enemies.
Now FLS cannot be used in PVE.Well ,except if the poor Fighter wants to hear the taunts of the rest of the team for scattering the mobs.
Suggestion:remove prone for pve all together.Make it a stun or interupt ,or anything at all..For pvp I dont know,:/ but for pve,why just not remove the prone effect?
Slyblade Kobold companion bonus,make a hold target getting 100% more damage is bugged and debuffs ,at least Anvil make it hitting in the 10-30 range
Repeated low DPH testing:]
(Using identical Methods and Conditions as above)
4) Analysis
Lava caused 1069 DPH on Control and 594 DPH on Dig In
Flamebow caused 2159 DPH on Control and 882 DPH on Dig In
Dig In (v.2) reduced Lava damage by 55% and Flamebow damage by 41%.
Dig In (v.2) increased Flamebow survival by 233%.
For comparison, Dig In(v1) offered 100%/75% protection and 500% test survival.
5) Conclusions
These results suggest that Dig-In (v.2), does improve survival of the Vanguard in low DPH encounters.
Dig In (v.2) appears to be working as described.
Dig In (v.2) offers 45%/34% less protection and 47% less survival then Dig In (v1).
6) Discussion
The Tab function now offers less personal protection. Not more. Less.
The problem with Dig-In (v.1) was immobility and inactivity.
Dig-In (v.2) has immobility, inactivity and vulnerability.
I am a baffled as to how reducing the Dig In survival improves it's usefulness.
The only logical assumption is that multiple other party-protecting factors have been added such as passive threat generation during the Dig-In.
I am Took.
"Full plate and packing steel" in NW since 2013.
In addition to controlled Dig In testing I ran about 6 hours of preview PvE and party content on Vanguard after the patch.
1) Fighter Improvements:
A. Threat/Aggro
Many more tools for generating threat, including the feat for Shield Throw. It works very well as a gap-closing opener.
As close to a ranged taunt as we're getting.
The feat for tide of iron is a great boost to it's usefulness.
We now can fill our tray with 100% "threat stat" building powers: Shield Throw, ET, Shield Slam, Tide of Iron, Threatening Rush
Feeling the "Jane equation", @asterdahl .
Ran three T2s with a 3:1:1 composition. Held aggro fairly well on bosses. I could tell the difference.
B. Increased HP
Hey, who doesn't like HP?
C. Dig In
The new Dig In is much more ergonomic. More fluid. Entering and leaving it is much simpler.
Dig in v.1 felt like locking myself in a chest. Trapped, not protected.
Dig In v.2 Feels like..., well, I'm kneeling behind my shield. Not trapped. Release the tab and we are up quickly.
Much better.
Just press and hold. Just like shift/shield.
Areas of Uncertainty:
"Dig-In"
Yes. Dig-In is indeed easier to use.
Just press and hold. Just like shift/shield. This is the problem
They look alike. They sound alike. They feel (button-hold/release) alike. They serve the same basic purpose.
Now, the Breathe and Shake it off feats may make it useful.
But Shake it off's description is pretty confusing.
Do I shift block THEN tab block/DigIn?
Does the threat- generation occur DURING Dig In or afterward?
Edit:
Forgot to mention the 50% shield.
I can feel the difference. Threat generation is increased which is good news. Bad news is the shield is going down pretty fast.
And yes, I can take alot more damage, but would rather have those HP in my shield.
I am Took.
"Full plate and packing steel" in NW since 2013.
It would make sense to me if Dig In have separate stamina bar or even go step further and charge Dig In stamina while bloking attacks with normal guard. Other then that in my opinion while in Dig In Fighter should be rooted in place, some might say its not that useful but still if i sit there doing nothing i might as well be rooted and not worry if mobs will push me off my spot.
900 level gear, rank 14 defensive enchants
330,000 HP
Maxed all possible defensive Boons
Not perfect, but certainly a solid tank build so far.
Ran a few more T2s, tried shift shield and Tab Dig-In (version 2.0) in every conceivable tanking situation:
Large packs of trash mobs
Small packs of trash and a mini-boss
Boss fights...
Except for trash mobs (where I don't need to Turtle anyway) the reduced stamina shield gets smashed instantly...
Mid-level bosses are 1-shotting me straight through the shift shield AND the Tab-Dig-IN.
Here's an example. Lostmauth. Mid to low level dungeon.
Scorpions ganking me through shift AND tab 100% of the time.
And check this combat log on the final fight:
[Combat (Self)] Your Block absorbs 91968 damage from Molten Gold's Molten Gold.
[Combat (Self)] Stalactite deals 143493 (371250) Physical Damage to you with Falling Stalactite.
[Combat (Self)] Stalactite gives 0 Knockback to you with Falling Stalactite.
[Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you.
[Combat (Self)] Not enough Action Points.
[Combat (Self)] Critical Hit! Amazia 1 gives 55588 (54232) Hit Points to you with Bastion of Health.
[Combat (Self)] Not enough Action Points.
[Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you.
[Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you.
[Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you.
[Combat (Self)] Amazia 1 gives 26007 (25373) Hit Points to you with Bastion of Health.
[Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you.
[Combat (Self)] Your Sigil of the Cleric gives 590 (576) Hit Points to you.
[Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you.
[Combat (Self)] Your Champion's Return gives 1885 (1839) Hit Points to you.
[Combat (Self)] Amazia 1 gives 24397 (23802) Hit Points to you with Bastion of Health.
[Combat (Self)] Your Sigil of the Cleric gives 590 (576) Hit Points to you.
[Combat (Self)] Must have a target.
[Combat (Self)] Still recharging...
[Combat (Self)] Must have a target.
[Combat (Self)] Still recharging...
[Combat (Self)] Lostmauth deals 11178 (11698) Fire Damage to you with Fire Aura.
[Combat (Self)] Your Block absorbs 91968 damage from Molten Gold's Molten Gold.
[Combat (Self)] Molten Gold deals 2070206 Fire Damage to you with Molten Gold.
[Error] You have fallen in battle!
Note those damage numbers. 2 Million damage. Blasted through that 90k shield like it was paper.
Shift shield failed instantly on every big hit.
330K HP and endgame gear. Smashed like a bug over and over and over.
I can't keep running away. It's my job to get in their face and keep smacking to keep aggro (which is better now... thanks?)
And Dig-In was worse. It absorbed a bit more damage then shift, but I have to squat unmoving in the middle of concentric red circles knowing the next hit will kill me.
With shift-shield at least I can try to strafe into better position.
@asterdahl , not asking for permashield or an easy button.
I'm really, really trying to give this a chance.
Spent 8 hours on preview trying to figure it out.
A tank must be mobile. A shield must be able to withstand a few big hits.
If my tank, (in all modesty) far from the weakest in the game cannot stand up to a low tier boss, how will all the newer tanks survive?
I am beyond frustrated.
Please, please explain how we are supposed to use this 50% shield and statue-of-liberty-pose Tab when bosses smash them with ease?
I am Took.
"Full plate and packing steel" in NW since 2013.
Bug: Determination Daily has an unexplainable 2 minutes, 45,8 seconds cooldown.
Feedback:
1) Vanguard's AoE is mostly frontal or cone, this is a luxury that tanks can't always afford. Tremor should really be an universal skill, you can move Anvil of Doom to be Dreadnaught only and the taunt feat could be reworked to give Tremor more threat instead. That way you would also quell any "tank has too much dps concern".
2) Dig In and Shield Block are redundant. No matter how you buff Dig In, the only thing you can achieve is that you will trivialize block, and we'll just swap our Tab for out Shift Key. Fighter's Tab should be something substantially different from the Shift.
3) Iron Warrior and Knight's Valor are subpar. I cannot foresee any situation where I would slot these powers, honestly. Especially Iron Warrior, the long cast time alone is probably dangerous enough to offset the measly 20% DR gain, and all the benefits from mod 15 are gone too. Consider taking another pass at these powers, especially consider making Iron Warrior cast instant and while moving, like Into The Fray.
4) Several passive powers (the yellow ones you slot 2 of them) are too weak to be bothered with and you generally end up with Shield Talent + something else and stick with it because the others are just too weak to make any sort of difference.
"Dig in" is still useless ,despite it is more reactive and no more bugs.
We have allready a block mecanism why u overload this class with another one?
Why u dont imagine something complementary?
Even using "dig in" with tab is boring, and u are forced to be frozen in an action game.
All player here like it because it is action game why u roll back?
Is this "dig in" a way to calm down true first tank of this game because now gwf can block?
Sorry but i feel like walking on the head with your changes...gwf dont stop to be upgraded and gf to be broken.
Give what u want to
this idiotgwf class but let us play corrrectly gf,Giving double block to gf it is like giving double sprint to gwf, do you think they will appreciated that?
U HAVE TO REMOVE "DIG IN" SYSTEM AND FIND SOMETHING AS USEFULL FOR TAB AS OLD MARK SYSTEM
A french dwarf.