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Official M16: Barbarian Feedback

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  • toonban#1467 toonban Member Posts: 10 Arc User

    Hi guys,



    There is a HUGE amount of concern about the ability to Solo older content going forward. There are folks in my guild and alliance on live who are not into running dungeons with groups and today, they have the ability to play solo and farm things like Master of the Hunt and even some of the earlier Epic Dungeons. This is a great mechanism for them to farm for upgrades to their guilds and characters. They also don't enjoy doing queues with other people, which of course is all about personal preference. The fear that they have at this point, is that they will be forced to play with groups to achieve the same as they are today and that obviously doesn't sit well. Now, I know that you are still working hard on get the scaling right, but, is there any way that you can re-assure these players that you are not removing the "soloing" dimensions of the game? Or not, if the intention actually is to do away with "soloing" completely.


    Cheers

    Yes, but if you look from a different perspective and you take in consideration that all of the classes got changed, and the target for each class is to have 2 paths viable, this is more to say that Individuality matters more than before, your friends and you shouldn't fret, because this module is normalizing alot of stuff in which you won't really need to be in a group to finish the solo part of the game, because now more than ever each class will have multiple tools without counting on someone else to feel whole.

    It is hard to explain this in words, but with narrowed options, the horizon is wider sort of thing, everyone once it will play a Barbarian in a final state it will love it and understand how silly it was in the past, and how many choices they will have in the new class revamp. You might argue with me how do i kno it? Well currently the way i see things and devs see things are in sync, atleast thats what i got from paying attention to this thread, and the other threads were Developers gave insightful answers.
    Oh, I couldn't agree with you more, but, unfortunately, not everyone is diligent enough to actually read the threads, so the comment was purely to ask the devs to make this a little more apparent to the larger player base (maybe in the dev blogs). I have tried to convince a lot of folks that it will all get better, but for some reason or the other, they are convinced that the devs are trying to kill solo play in the game, which I don't believe is true at all ...

    I myself am curious to see how the barbarian evolves knowing that there are a lot of fixes coming. I played all the way through preview and actually managed to get through with all my old gear and stay in one piece for the most part ;) 1st time I did anything in group was when I ran the dungeon with you the other day (At least I think it was you if your toon has the same name)

    I cannot even begin to describe how excited I am for all the changes :)

  • tazz4nowtazz4now Member, NW M9 Playtest Posts: 205 Arc User
    edited March 2019
    the devs have continually stated that all of the other zones are not "tuned in" yet and want people to let them know what, where, how and why things are hard, good or too easy, but instead of trying the new content, people are going into other zones and not letting the devs know what they can and can't do, this happens every time we have a major overhaul (this is not the first time they've done this), yes we all will HAVE to learn new ways to play our characters, but, they also are trying to balance the other areas so we're not as squishy as we were after mod 6.

    Everyone just needs to calm down and let the devs know, in the proper feeds, what is happening in these other zones, they do seem to be honestly trying to balance it out with constructive comments they are communicating back to us.

    I just started the new campaign with my "barbarian", the free gear is not as good as my old stuff, I did have to "work" a little harder when killing critters so far, but nothing too bad. I have not gone anywhere else....yet. I also have not added all boons or decided on a path at the level 30 mark, so I am not yet fully spec'ed and able to run the new stuff, after I decide which path I am going I will try the other zones.

    Give the devs a chance, calm down, be constructive with comments and lets get this mod fixed, they have admitted it needs work and our help, let's give it to them.

    EDIT: I just found this new feed from Asterdahl, if you are upset please read this feed https://www.arcgames.com/en/forums/neverwinter#/discussion/1246481/official-m16-difficulty-issues-and-unexpected-deaths
    Post edited by tazz4now on
  • fenrir4lifefenrir4life Member Posts: 295 Arc User
    I haven't had a chance to pop into test the Sentinel yet, but something I've seen about Unstoppable has me a little concerned- unless I'm misreading it, isn't it a net defensive loss? You block everything, your stamina regenerates slower, and there's no buff to damage resistance mentioned. How do you control it to avoid being left with no stamina when it wears off? Does your Determination act as an additional Stamina bar while it's up?
  • shadoewraythshadoewrayth Member Posts: 183 Arc User
    I'm wondering if all of the classes have actually been done yet? Looks to me like the ones that have been "blogged" are semi-finished/tweaked, but the others are still pretty naked, or stripped down. Like, Paladin and Cleric have class mechanics and all, fully worked out past paragon, but the other classes have missing text, missing mechanics, etc etc. So, maybe Barbarian is in its 'skeletal' form right now. Neither of the non-pallie tanks are able to really hold aggro for more than a very brief moment, while the paladin has a 'constant threat' mechanic.

    I am hoping that this will be fixed, because I have long wanted to play a GWF Tank (something that was promised from a long time ago - that they could actually be tanks), but it never happened. Hopefully, the devs will use this opportunity to fix a lot of what needs fixed...
  • auron#6793 auron Member Posts: 396 Arc User

    I haven't had a chance to pop into test the Sentinel yet, but something I've seen about Unstoppable has me a little concerned- unless I'm misreading it, isn't it a net defensive loss? You block everything, your stamina regenerates slower, and there's no buff to damage resistance mentioned. How do you control it to avoid being left with no stamina when it wears off? Does your Determination act as an additional Stamina bar while it's up?

    from what iv'e tested there is a blue guage and by pressing shift you can block in front of you, you can also move and rotate but not attack while blocking. when you release the shift key your blue gauge refills. So it is important to time your blocks to allow for the gauge to refill.
    <div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img>
    ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
    There is supposed to be an image here, but the hamsters took it.
    <div align="center">AKA Draconis of Luskan</div>

    Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande

    RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
  • fenrir4lifefenrir4life Member Posts: 295 Arc User

    I haven't had a chance to pop into test the Sentinel yet, but something I've seen about Unstoppable has me a little concerned- unless I'm misreading it, isn't it a net defensive loss? You block everything, your stamina regenerates slower, and there's no buff to damage resistance mentioned. How do you control it to avoid being left with no stamina when it wears off? Does your Determination act as an additional Stamina bar while it's up?

    from what iv'e tested there is a blue guage and by pressing shift you can block in front of you, you can also move and rotate but not attack while blocking. when you release the shift key your blue gauge refills. So it is important to time your blocks to allow for the gauge to refill.
    Right... so what does Unstoppable do when you press Tab? I thought it made you autoblock?

  • auron#6793 auron Member Posts: 396 Arc User

    I haven't had a chance to pop into test the Sentinel yet, but something I've seen about Unstoppable has me a little concerned- unless I'm misreading it, isn't it a net defensive loss? You block everything, your stamina regenerates slower, and there's no buff to damage resistance mentioned. How do you control it to avoid being left with no stamina when it wears off? Does your Determination act as an additional Stamina bar while it's up?

    from what iv'e tested there is a blue guage and by pressing shift you can block in front of you, you can also move and rotate but not attack while blocking. when you release the shift key your blue gauge refills. So it is important to time your blocks to allow for the gauge to refill.
    Right... so what does Unstoppable do when you press Tab? I thought it made you autoblock?

    tab activates unstopable as it did before from what i can tell i'm not sure about autoblock though, i haven't really noticed.
    <div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img>
    ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
    There is supposed to be an image here, but the hamsters took it.
    <div align="center">AKA Draconis of Luskan</div>

    Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande

    RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
  • fenrir4lifefenrir4life Member Posts: 295 Arc User

    I haven't had a chance to pop into test the Sentinel yet, but something I've seen about Unstoppable has me a little concerned- unless I'm misreading it, isn't it a net defensive loss? You block everything, your stamina regenerates slower, and there's no buff to damage resistance mentioned. How do you control it to avoid being left with no stamina when it wears off? Does your Determination act as an additional Stamina bar while it's up?

    from what iv'e tested there is a blue guage and by pressing shift you can block in front of you, you can also move and rotate but not attack while blocking. when you release the shift key your blue gauge refills. So it is important to time your blocks to allow for the gauge to refill.
    Right... so what does Unstoppable do when you press Tab? I thought it made you autoblock?

    tab activates unstopable as it did before from what i can tell i'm not sure about autoblock though, i haven't really noticed.
    My understanding is that the new functionality of Unstoppable is as follows:
    "
    Dealing Damage, taking damage, and killing foes increases your Determination Gauge.When the Determination Gauge reaches 50%, you may activate Unstoppable.
    Activating Unstoppable increases the speed of your at-will.
    Added Effect: Automatically block all attacks as long as stamina remains. Stamina Regeneration is reduced.
    Added Effect: Control Immunity
    "

    is that not correct?
  • kemnimtarkaskemnimtarkas Member Posts: 838 Arc User
    agilesto said:



    DPS PARANGON:
    I feel like I'm the companion of my companion.


    This sounds like a bizarre but interesting riff on the game as it is now - playing as the companion to the Adventurer (obvious comical elements being mandatory)....

    If only there were a place in the game where fans could experiment with this concept and build original content to explore the idea...

    Oh, wait....
  • devilaltiredevilaltire Member Posts: 47 Arc User
    tony9471 said:

    Mobs are hitting me for millions and I am lvl 80 fighting lower level mobs. Even then they should not hit me for over 1 mill...

    I don't know if anyone else has this issue or any way they could fix this. But my class (Barbarian) is now unplayable for me.
    Image links for the hits
    https://imgur.com/y5s9ujD
    https://imgur.com/tXsQqc0



    I love GWF--Its my fev class but after mod 6 i leave this game cause everyone just kill us in 1 shot due to no regen no lifesteal,,,Now in mod 16 it will be back again--everytime dev try to stop regen or extra buff etc--if so why dont u use some kind of new class or new mechanic--like when u fight with with boss u nd ur boss health will be same-or give some new kind or power whitch can use the boss power--oe something like that...-then it will be easy or the boss have 2gil heath nd we have only 2 mil health or less without regen or anything--OMG--what have u done??? what a good balance---





    Now Another question---Hvae u people ever try to do CR or Tong in 12k--cause ITS A RECOMENDED ITEM LVL--Just try it --we need to learn something from you people...Just dont use any cheat or Not more than 2-5 scoll.....Lol just try it--we really want to see it...


    TY---For killing us





  • itzlapolaloltzitzlapolaloltz Member Posts: 37 Arc User

    tony9471 said:

    Mobs are hitting me for millions and I am lvl 80 fighting lower level mobs. Even then they should not hit me for over 1 mill...

    I don't know if anyone else has this issue or any way they could fix this. But my class (Barbarian) is now unplayable for me.
    Image links for the hits
    https://imgur.com/y5s9ujD
    https://imgur.com/tXsQqc0



    I love GWF--Its my fev class but after mod 6 i leave this game cause everyone just kill us in 1 shot due to no regen no lifesteal,,,Now in mod 16 it will be back again--everytime dev try to stop regen or extra buff etc--if so why dont u use some kind of new class or new mechanic--like when u fight with with boss u nd ur boss health will be same-or give some new kind or power whitch can use the boss power--oe something like that...-then it will be easy or the boss have 2gil heath nd we have only 2 mil health or less without regen or anything--OMG--what have u done??? what a good balance---





    Now Another question---Hvae u people ever try to do CR or Tong in 12k--cause ITS A RECOMENDED ITEM LVL--Just try it --we need to learn something from you people...Just dont use any cheat or Not more than 2-5 scoll.....Lol just try it--we really want to see it...


    TY---For killing us






    Try to cool down, the DEV is fully aware of our issues. Let them have the time to fix.
    About our performance and our companion and the mobs, I have the feeling that something is off in the scaling. That would explain why mobs hit like a truck and why the companion outdps us.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    asterdahl said:

    I dont think this is the time to talk about who is in Top, currently Barbarian isn't optimal to even test these things. I for once i am eager to test once some changes are done, currently we can only theorycraft on some things, not to mention that some tests need to be isolated because there are so many bug items on preview that can interfere with the results, such as one shotting artifacts or companions.



    Thisshould be the Priority to make the Barbarian playable for me:



    1. Reallocation of some powers on the right Path because it feels right in rotation, in flow and everything, it has been mentioned already and this should be the high priority.



    This is the list of what i speak of

    Shared at-will: Sure Strike + Threatening Rush

    3rd At-will for TANK path : WickedStrike(or the new name of it)

    Shared Dailies: Spinning Strike + Slam

    3rd Daily on DPS path: Indomitable Strength

    3rd Daily on TANK path: Crescendo

    4th Daily on TANK path: Avalanche of Steel

    Grandfissure from DPS path swaped with Takedown from TANK path



    2. Fixing the Class features



    Trample the Fallen: Doesnt work on immune to CC mobs.

    Destroyer: unable to maintain the stacks up (without Focused Destroyer)

    Wrathful Determination needs a slight buff

    Steel Blitz needs to be increased at 50% chance with 100% weapon damage.

    Steadfast Determination buffed to work as good as the rank 4 on live(atleast).



    on TANK path, all of those class feats should be reworked, and rethinked for a TANK path.



    3. Fixing the animation to not feel clunky like some people reported



    4. Looking on at Damage Powers and set up proper Cooldown and Magnitude values based on the following:

    - AoE in 180 Degree (Blademaster's Strike, Not So Fast)

    - Single Target(Restoring Strike, Takedown, IBS)

    - AoE in a Cone (Roar, Hidden Daggers)

    - AoE with Animation(Duration) like Mighty Leap

    - AoE in a straight line ( Grand Fissure with 5s Animation(Duration)

    - Single Target with Animation/Duration (Crescendo, Flourish)



    Not to mention Daring Shout, Come and get it and Battle Fury Cooldown should be lower, from the start.

    I honestly would play this kind of Barbarian if these changes will be done.

    Yup! Hey, how did you get a hold of my to-do list!? Are you spying on me?

    In all seriousness, I am focused on most of the areas you call out. I can't promise my specific solutions will match all of yours, but there are changes coming.
    This sounds so reassuring, i am glad that the class was realeased how it was, because this way we can still offer our feedback and somehow influence it, and seeing it how you are active and understandable of our feedback, i know that you will manage to get the class on both paths viable, thank you for putting so much time and effort into it, and that you were here in the weekend to give us some insight and answers to our feedback. Been playing this class for over 5 years and i am more than hyped to finally have 2 viable paths, and alot of choices to pick in my Rotations. Do not feel discourage of what some say, when the classes will feel more or less in a final state everyone will end up liking them, i already do.
    Thank you very much for the kind words, I really appreciate it.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    I did some initial testing of the GWF class. Did not have time for the tank path at the moment and things look highly volatile due the already mentioned incoming changes.



    AoE Targets => How many targets an AoE power must hit to match the best single target power.
    MasterofArms/Unbrk Will => Shows the buff of 10% the blademaster paragon gets to at-wills and the 30% less damage the tank paragon gets on all powers.
    Single Target => Higher the number more dps
    Yellow cells => Error in the calculated magnitude

    Powers:
    - All hits of sure strike do the same damage. This most likely broke the Sure Strike artifact power on main hand weapons but hard to tell without a constant damage artifact weapon for testing.
    - Reaping strike goes from magnitude 29.5667 (tapping) to 30.2016 (fully charged). Not close to magnitude 85 at all.
    - Blademaster's strike is single target.
    - Bash strike 1st hit is the strongest and 2nd/3rd do same damage. Should get stronger with each hit. A feat as mentioned below shows that the order of hit was permuted.
    - Challenger slash 3rd hit is stronger than rest. Undocumented.
    - Grand Fissure is getting an undocumented 5% buff from unknown origin.
    - Adamantine Strike seems to give a 50% debuff instead of 5% debuff. Please update tooltip with 50% ;)
    - Adamantine Strike does the same damage with STR 21 and STR 29. This make the actual magnitude not match the one in the tooltip.


    - Tank path gets Slam and Indomitable Strength and these are more fitting for Blademaster. Make them shared or give them to Blademaster. Tank path can get crescendo/savage advance and avalanche of steel as their unique dailies.


    Mechanics:
    - Not getting the 10% buff from Battlerage at all.

    Class Features

    - Bravery does not increase movement speed by 10% on character sheet.
    - Steadfast determination seems to be at the rank 1 or rank 2 version of its old self.
    - Weapon master gives 6 stacks instead of 3. Please update tooltip to say 6.
    - Trample of the fallen gives a 20% buff instead of 5%. Please update tooltip to say 20%.
    - Destroyer gives a stack if you hit 3 enemies or more and each stack is 12% not 3%. Please update tooltip to say 12% and "3 or more".
    - Wrathful determination seem to give 5% more damage when determination was full. The old rank 4 gave way more.

    Feats:
    - Relentless feat is not granting 25% more time to battle fury.
    - Relentless feat is not granting extra determination when using roar.
    - Fast Recovery seems to work on power w/o charges. Not sure if the % is correct.
    - Fast Recovery seems to only work when going from 0 to 1 charge on powers like Punishing Charge/Hidden Daggers. It does nothing when going from 1 to 2, 2 to 3, etc.
    - Flanking Expertise does not grant 2500 crit on the character sheet when having CA.
    - Flanking Expertise:
    + No feat: 103 crits in 1005 hits
    + Feat but no CA: 88 crits in 1006 hits
    + Feat and CA: 88 crits in 1008 hits.
    Feat seems to lower my crit chance instead just by using it with no regards to flanking status. Edit: I have 0 crit chance on this test and the dummy is level 9 therefore I expected (2500-150)/500= 4.7% crit chance but on the tests I got 8.7% and 10% which leads me to wonder why my crit chance was way higher than expected w/o the feat. Possible issue with dex still giving crit chance?
    - Overpenetration gives 2500 armpen on your character sheet but it does not give the 5% buff to at-wills, encounters, or dailies.
    - Weaving strikes detect the 1st hit of Bash strike as the last hit and gives 1 precision. The 1st hit is the strongest as shown by magnitude so the order of hits seems to be wrong. Also mentioned in the powers section.
    - Against all odds works on regular encounters. On charged encounter it only work when going from 0 to 1 charge.
    - Mighty blade does not work when grand fissure and punishing charge hit 2+ enemies.


    Class is in such a broken state that it's fairly hard to give improvement recommendations at the moment. I saw the devs mentioning they are working very hard on the Barbarian issue so I will reserve the recommendations till Friday's patch (assuming the changes make it there).

    #MBGA

    Hello Sephiz, and thank you for taking the time to put together such a fantastic report! Some of the issues you pointed out are resolved already internally, but plenty are not and this is a great resource, I appreciate it.

    Wanted to address two items directly. First, dailies: as you say, the dailies that Sentinel had access to simply didn't make any sense. I've moved the dailies around, and Sentinel will actually have two entirely new, tanking focused dailies.

    That brings me to my second point, when these changes will be available: there will be some changes this week, changes to at-wills, a class feature updated to allow the sentinel to have a single target aggro snap, and overall threat buffs. That being said, for a lot of the much bigger changes I have in store, you'll have to wait for next week's build unfortunately. I would also like to have it in your hands ASAP, but I got a lot of the new changes to Sentinel in late this evening, and our build was already in testing as of last night.

    That being said, I'm aiming to have even more issues addressed for next week's build, including feats. so please look forward to next week's build. That being said, things will be in a slightly better state this Friday for testing over the weekend. (Feats will be untouched.)
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    Hi guys,

    First off, WOW, as a long time FR fan (fiction, lore and tabletop), I could not be happier with what you have done visually and content wise with Mod 16. If this is the new constant, I cannot wait to see what you guys come up with for the next mods =)

    Bug:
    When equipping companion gear and trying to slot runestones, the client crashes completely. This is not consistent across all characters and only happened on the TR that I am testing using the "Fierce Necklace of the Companion +5".


    For now, I will revert from mentioning anything about DPS, Feats, Powers, etc. in anticipation of the patch on Friday.

    There is a HUGE amount of concern about the ability to Solo older content going forward. There are folks in my guild and alliance on live who are not into running dungeons with groups and today, they have the ability to play solo and farm things like Master of the Hunt and even some of the earlier Epic Dungeons. This is a great mechanism for them to farm for upgrades to their guilds and characters. They also don't enjoy doing queues with other people, which of course is all about personal preference. The fear that they have at this point, is that they will be forced to play with groups to achieve the same as they are today and that obviously doesn't sit well. Now, I know that you are still working hard on get the scaling right, but, is there any way that you can re-assure these players that you are not removing the "soloing" dimensions of the game? Or not, if the intention actually is to do away with "soloing" completely.

    Can't wait to see and hear what's coming next!

    Cheers

    Hi! Thanks for taking the time to come onto the forums and post your feedback, I appreciate it. I'm also very glad to hear you're loving the visuals and content of Undermountain!

    I would ask if you could repost your feedback and bug reports unrelated to Barbarian in their respective threads instead of the Barbarian thread, as it will ensure that the correct developers see and can respond to your posts! As far as solo play is concerned—we are still aiming to support solo play in a variety of places.

    Unfortunately, in queued group content is not specifically one of the areas we are aiming to maintain support for in Module 16—that being said, we do hear the feedback, and we are thinking about adjustments we could make in future modules. Obviously, for random queues and most rewards, we wouldn't be able to offer an unscaled version, but we are thinking about what we could do.

    It's something we'll have more time to discuss after Module 16 launches, unfortunately, we don't have the bandwidth to support any change like that for Module 16 right now.
  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    I haven't had a chance to pop into test the Sentinel yet, but something I've seen about Unstoppable has me a little concerned- unless I'm misreading it, isn't it a net defensive loss? You block everything, your stamina regenerates slower, and there's no buff to damage resistance mentioned. How do you control it to avoid being left with no stamina when it wears off? Does your Determination act as an additional Stamina bar while it's up?

    from what iv'e tested there is a blue guage and by pressing shift you can block in front of you, you can also move and rotate but not attack while blocking. when you release the shift key your blue gauge refills. So it is important to time your blocks to allow for the gauge to refill.
    Right... so what does Unstoppable do when you press Tab? I thought it made you autoblock?

    tab activates unstopable as it did before from what i can tell i'm not sure about autoblock though, i haven't really noticed.
    My understanding is that the new functionality of Unstoppable is as follows:
    "
    Dealing Damage, taking damage, and killing foes increases your Determination Gauge.When the Determination Gauge reaches 50%, you may activate Unstoppable.
    Activating Unstoppable increases the speed of your at-will.
    Added Effect: Automatically block all attacks as long as stamina remains. Stamina Regeneration is reduced.
    Added Effect: Control Immunity
    "

    is that not correct?
    That is correct. I understand your feedback, about being concerned that you might block attacks you don't want to block while using Unstoppable. To be clear though, stamina does not regenerate at all while blocking normally, so a decreased rate of stamina regeneration while Unstoppable is a big survivability increase.

    That said, you will need to use Unstoppable judiciously in a tough boss fight. You don't want to press Unstoppable 10 seconds before a tank buster and get trucked after your stamina got eaten up by auto attacks that should've been healed. Once you've had a chance to try it, I look forward to hearing your feedback.
  • itzlapolaloltzitzlapolaloltz Member Posts: 37 Arc User
    asterdahl said:

    Shhh—don't tell the other classes but you guys are the best. This is definitely the most positive thread I have the privilege of interacting with right now, and I appreciate everyone's chipper attitude.

    This week will only feature a few changes, but I hope to have a lot more addressed next week—I don't think you'll be disappointed. And again, I'd like to thank you all for your patience.

    You are good too ^^. Its nice to see you very responsive.
    Swinging our big sword to bring destruction again is just a matter of time ;)
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    asterdahl said:




    I want to see this work a bit differently, as of instead of the buff fade away downwards, it should work rise up upwards, this way it will go against the Fast Burns, also One shotting phases, this Buff need to be upwards, and the Buff should mirror the Magnitude of a normal dmging encounter in ST, i feel like we shouldn't necesarly press our buttons like madman right after BF, makes more sense to have it work upwards,i feel like Battle fury should work upwards where the highest peak would be at the end of the buff duration. And again the Buff should mirror the Magnitude of a encounter magnitude.

    I appreciate the feedback! Currently, because sources of buffs and debuffs like this are much more limited, I'm not as concerned with the issues you bring up, and I do think the decaying effect flows a bit better—you roar right before unloading, and also, players who see you use battle fury can know to blow their damage right away if possible. The timing might get a bit odd having to count the seconds after you pop it.

    That being said, if there's enough feedback to this effect, I could certainly consider a change.
    Even though im on console for most my gwf play, so I don't get to see my buff bar too much I'd agree with Barbie on this since currently I don't even use Battle Fury on Preview due to the diminishing effect, I'd prefer to slot Flourish/HD/IBS. With it instead building up it'd give as Barbie said in a way, group synergy a bit more than trigger BF n' spam hardest hitting attacks without some of our own buffs really getting a chance to stack, also would allow us to make better use of synergy with our own buffs from feats to work with bf a bit better once we go unstoppable. ^.^

    (Lil' side note maybe as a QoL update let players prioritize buffs so those show up before others. c:)

    Also as others have mentioned thank you to you too for listening n' giving feedback to us on the progress of things.
  • c3rb3r3c3rb3r3 Member Posts: 277 Arc User
    edited March 2019
    asterdahl said:




    I want to see this work a bit differently, as of instead of the buff fade away downwards, it should work rise up upwards, this way it will go against the Fast Burns, also One shotting phases, this Buff need to be upwards, and the Buff should mirror the Magnitude of a normal dmging encounter in ST, i feel like we shouldn't necesarly press our buttons like madman right after BF, makes more sense to have it work upwards,i feel like Battle fury should work upwards where the highest peak would be at the end of the buff duration. And again the Buff should mirror the Magnitude of a encounter magnitude.

    I appreciate the feedback! Currently, because sources of buffs and debuffs like this are much more limited, I'm not as concerned with the issues you bring up, and I do think the decaying effect flows a bit better—you roar right before unloading, and also, players who see you use battle fury can know to blow their damage right away if possible. The timing might get a bit odd having to count the seconds after you pop it.

    That being said, if there's enough feedback to this effect, I could certainly consider a change.
    I agree with barbie in the sense that it would be a great QoL change. Currently BF kind of incentives smashing the keyboard in order to land the maximum amount of encounters and dailies.
    It would be QoL in the sense of thinking on timings and having a rotation flow that isn't such nervous and more thought and smooth.
  • fenrir4lifefenrir4life Member Posts: 295 Arc User
    asterdahl said:

    I haven't had a chance to pop into test the Sentinel yet, but something I've seen about Unstoppable has me a little concerned- unless I'm misreading it, isn't it a net defensive loss? You block everything, your stamina regenerates slower, and there's no buff to damage resistance mentioned. How do you control it to avoid being left with no stamina when it wears off? Does your Determination act as an additional Stamina bar while it's up?

    from what iv'e tested there is a blue guage and by pressing shift you can block in front of you, you can also move and rotate but not attack while blocking. when you release the shift key your blue gauge refills. So it is important to time your blocks to allow for the gauge to refill.
    Right... so what does Unstoppable do when you press Tab? I thought it made you autoblock?

    tab activates unstopable as it did before from what i can tell i'm not sure about autoblock though, i haven't really noticed.
    My understanding is that the new functionality of Unstoppable is as follows:
    "
    Dealing Damage, taking damage, and killing foes increases your Determination Gauge.When the Determination Gauge reaches 50%, you may activate Unstoppable.
    Activating Unstoppable increases the speed of your at-will.
    Added Effect: Automatically block all attacks as long as stamina remains. Stamina Regeneration is reduced.
    Added Effect: Control Immunity
    "

    is that not correct?
    That is correct. I understand your feedback, about being concerned that you might block attacks you don't want to block while using Unstoppable. To be clear though, stamina does not regenerate at all while blocking normally, so a decreased rate of stamina regeneration while Unstoppable is a big survivability increase.

    That said, you will need to use Unstoppable judiciously in a tough boss fight. You don't want to press Unstoppable 10 seconds before a tank buster and get trucked after your stamina got eaten up by auto attacks that should've been healed. Once you've had a chance to try it, I look forward to hearing your feedback.

    I've had a chance to test it, and it's nowhere near as bad as I feared, although the bug of temp HP being eaten before block is calculated can make it appear that the block function isn't working(unless that's not a bug, in which case Unstoppable really feels like the only place where it should be happening in that order).



    Sentinel feels like it's on the right track, overall; definitely feels more polished than Vanguard. Lot of changes to get used to, but that's not inherently bad. Kind of miss the quick repositioning when dealing with the flanking-obsessed AI; I know it's not RAW, but can we get Attacks of Opportunity on things moving around in our space? Asking for a friend.
    Definitely looking forward to seeing what you replace Reaping Strike with.
    I understand the mechanical reasons for it, but the way all of the vom tag strokes are animated (overcommitted, with a ground slam) makes it feel like they should be able to hit multiple targets- this applies to IBS(unfortunate abbreviation aside) and the final swing of Sure Strike. Particularly with the potential for mobs to shuffle around each other, it feels frustratingly common for the "wrong" mob to eat the hits due to last-second movement/overlap.

    The feats feel conceptually good. No access to the game to double-check, but I've got two barbarian characters with very different personalities and styles, and I believe they'll have almost no feats in common. My testing hasn't been extensive as to viability, but in terms of design intent, they all seem to come from a pretty good place.

    I definitely want to do more testing, play around with powers beyond IBS, CAGI, and RS (okay, lying, I never want to unslot RS, but that's because I'm addicted to self-healing in any context, not because it's mechanically indispensable)
  • fenrir4lifefenrir4life Member Posts: 295 Arc User
    asterdahl said:

    I haven't had a chance to pop into test the Sentinel yet, but something I've seen about Unstoppable has me a little concerned- unless I'm misreading it, isn't it a net defensive loss? You block everything, your stamina regenerates slower, and there's no buff to damage resistance mentioned. How do you control it to avoid being left with no stamina when it wears off? Does your Determination act as an additional Stamina bar while it's up?

    from what iv'e tested there is a blue guage and by pressing shift you can block in front of you, you can also move and rotate but not attack while blocking. when you release the shift key your blue gauge refills. So it is important to time your blocks to allow for the gauge to refill.
    Right... so what does Unstoppable do when you press Tab? I thought it made you autoblock?

    tab activates unstopable as it did before from what i can tell i'm not sure about autoblock though, i haven't really noticed.
    My understanding is that the new functionality of Unstoppable is as follows:
    "
    Dealing Damage, taking damage, and killing foes increases your Determination Gauge.When the Determination Gauge reaches 50%, you may activate Unstoppable.
    Activating Unstoppable increases the speed of your at-will.
    Added Effect: Automatically block all attacks as long as stamina remains. Stamina Regeneration is reduced.
    Added Effect: Control Immunity
    "

    is that not correct?
    That is correct. I understand your feedback, about being concerned that you might block attacks you don't want to block while using Unstoppable. To be clear though, stamina does not regenerate at all while blocking normally, so a decreased rate of stamina regeneration while Unstoppable is a big survivability increase.

    That said, you will need to use Unstoppable judiciously in a tough boss fight. You don't want to press Unstoppable 10 seconds before a tank buster and get trucked after your stamina got eaten up by auto attacks that should've been healed. Once you've had a chance to try it, I look forward to hearing your feedback.
    I've had a chance to test it, and it's definitely not as bad as I feared.

    I also posted a bunch of feedback, but when I edited the post to clarify wording, the forum ate the whole post. That was... discouraging, so I'll just summarize.


    Sentinel feels like its concepts are mostly in the right place; definitely looking forward to whatever replaces Reaping Strike.
    Can we have Attacks of Opportunity on the flanking-obsessed AI? Being unable to keep more then two mobs from a pack in my forward arc is about the only thing that makes me miss Sprint over Parry.
    Vom Tag strokes are animated like they should be able to hit multiple targets if they overlap; frequency of overlap makes it frustrating when they can't and the "wrong" mob eats the big hit.

    Feats feel really well-designed; I didn't do enough testing to speak to viability, but I've got two barbarian characters, and I expect their Sentinel builds to have relatively little overlap.

    At-wills on tanks still feel undertuned. I've read the rationale for why this would be the case, but speaking as an old leftist, I wouldn't mind shallowing the skill curve on the martial classes if it meant feeling like I was actually accomplishing something with my mouse buttons- especially given that tanks will almost always be running at least one non-damaging encounter power, either for utility or defense. I know I've suggested this elsewhere, but I honestly think that playstyle (blocking, chasing defensive stats, feat selection, power selection) will already do a decent job of keeping tank damage below dps damage, but even if the tank tax stays on encounter and daily powers, taking it off the atwills would be a godsend.
  • jantogsf#0997 jantogsf Member Posts: 121 Arc User
    Here are some suggestions from a NW newbie.

    1. DPS classes should get dual wield.
    2. DPS classes' At-Will should strike 2x if using a two-hander and 4x if dual wielding.
    3. Non-DPS classes At-Wills strike twice; this should be slower than the strikes from a DPS using a two-hander. Non-DPS cannot dual wield weapons.
    4. Spamming R1 for At-Wills is annoying. Holding down R1 or R2 to initate At-Wills makes sense. (Or make it push for on/push for off.)
    5. All At-Wills should have the same base damage per strike. These can be modified by Str and Dex (for crits).
    6. The implication of #5 is: DPS, which strike twice (four times) when using two-hander (dual-wielding) do more damage than non DPS classes, all else equal.
    7. The implication of 1-3, and 5: DPS that want to do damage will have higher str/dex and low stamina. DPS that want to tank will have low damage output, but high Con.
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    edited March 2019
    asterdahl said:


    I appreciate the feedback! Currently, because sources of buffs and debuffs like this are much more limited, I'm not as concerned with the issues you bring up, and I do think the decaying effect flows a bit better—you roar right before unloading, and also, players who see you use battle fury can know to blow their damage right away if possible. The timing might get a bit odd having to count the seconds after you pop it.

    That being said, if there's enough feedback to this effect, I could certainly consider a change.

    The concept sounds great. I like that it actually forces you to think and wait a little bit to use it, unlike "fire off everything ASAP" that is encouraged right now.

    The only thing I'd suggest is rewording the reduction to not use percentages (while keeping its original functionality). Something like "the effect is reduced by 1/5th in potency for every 2 seconds that passes".

    The whole 20% makes sense mathematically. 10 * 0.2=2%, aka, the damage bonus is reduced 2% for every 2 seconds.

    However, the tooltip already has a lot of percentages in it and could possibly confuse players with an additional percentage. The 10% for myself, then 5% for allies seems easy enough to figure out from a glance. Throw in another 20% and I suspect new players will wonder what the 20% is for/comes from.

    ---

    Another suggestion that someone talked to me about would be to extend the duration to 15 seconds, in addition to other changes. The first 5 seconds grant +20% damage for the Barbarian, the next 5 seconds would grant no bonus, and the last 5 seconds grants a -10% penalty to damage dealt. This still forces players to time their attacks while also having a clearer effect.
    Post edited by rjc9000 on

  • gromovnipljesak#8234 gromovnipljesak Member Posts: 1,053 Arc User
    rjc9000 said:

    asterdahl said:


    I appreciate the feedback! Currently, because sources of buffs and debuffs like this are much more limited, I'm not as concerned with the issues you bring up, and I do think the decaying effect flows a bit better—you roar right before unloading, and also, players who see you use battle fury can know to blow their damage right away if possible. The timing might get a bit odd having to count the seconds after you pop it.

    That being said, if there's enough feedback to this effect, I could certainly consider a change.

    The concept sounds great. I like that it actually forces you to think and wait a little bit to use it, unlike "fire off everything ASAP" that is encouraged right now.

    The only thing I'd suggest is rewording the reduction to not use percentages (while keeping its original functionality). Something like "the effect is reduced by 1/5th in potency for every 2 seconds that passes".

    The whole 20% makes sense mathematically. 10 * 0.2=2%, aka, the damage bonus is reduced 2% for every 2 seconds.

    However, the tooltip already has a lot of percentages in it and could possibly confuse players with an additional percentage. The 10% for myself, then 5% for allies seems easy enough to figure out from a glance. Throw in another 20% and I suspect new players will wonder what the 20% is for/comes from.

    ---

    Another suggestion that someone talked to me about would be to extend the duration to 15 seconds, in addition to other changes. The first 5 seconds grant +20% damage for the Barbarian, the next 5 seconds would grant no bonus, and the last 5 seconds grants a -10% penalty to damage dealt. This still forces players to time their attacks while also having a clearer effect.
    I agree that it's confusing, however, I'm kinda iffy on the last part. Since the duration of the buff is so short, I'd love it if they could lower the CD to match the duration. Right now it takes a decade to go off CD.
  • fenrir4lifefenrir4life Member Posts: 295 Arc User
    rjc9000 said:

    asterdahl said:


    I appreciate the feedback! Currently, because sources of buffs and debuffs like this are much more limited, I'm not as concerned with the issues you bring up, and I do think the decaying effect flows a bit better—you roar right before unloading, and also, players who see you use battle fury can know to blow their damage right away if possible. The timing might get a bit odd having to count the seconds after you pop it.

    That being said, if there's enough feedback to this effect, I could certainly consider a change.

    The concept sounds great. I like that it actually forces you to think and wait a little bit to use it, unlike "fire off everything ASAP" that is encouraged right now.

    The only thing I'd suggest is rewording the reduction to not use percentages (while keeping its original functionality). Something like "the effect is reduced by 1/5th in potency for every 2 seconds that passes".

    The whole 20% makes sense mathematically. 10 * 0.2=2%, aka, the damage bonus is reduced 2% for every 2 seconds.

    However, the tooltip already has a lot of percentages in it and could possibly confuse players with an additional percentage. The 10% for myself, then 5% for allies seems easy enough to figure out from a glance. Throw in another 20% and I suspect new players will wonder what the 20% is for/comes from.

    ---

    Another suggestion that someone talked to me about would be to extend the duration to 15 seconds, in addition to other changes. The first 5 seconds grant +20% damage for the Barbarian, the next 5 seconds would grant no bonus, and the last 5 seconds grants a -10% penalty to damage dealt. This still forces players to time their attacks while also having a clearer effect.
    Could we not do self-debuffs? Even if you technically come out ahead from the math, it feels bad. Also can screw you worse than usual if a mechanic forces you out of range.
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2019
    Another note of BF lets have a little comparison to Hidden Daggers currently if im not mistaken on preview BF is a buff while Hidden Daggers is a debuff.(Don't necessarily understand the dagger to debuff change) That's the one advantage battle fury has over Hidden Daggers currently. But as for the uptime rate, cooldown, and that hidden daggers actually deals dmg n' battle fury doesn't make up for it in it's buffing duration, diminishing effect, dmg increase and cooldown.
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