Feedback: I tried it, I hate it. It now feels clunky and cumbersome where before it was fast and dynamic. Mostly with regards to the extremely long cooldowns and having fundamental powers removed and split-up for what seems like no good reason. Look, I started playing 5 years ago before Icewind came out and was on a DC and spent a good deal of time on him, but then ultimately got bored and cycled through all the other classes before settling on CW. I found it dynamic, had loads of choices as to how to play in any given situation but the most important thing and the reason we play Neverwinter in the first place, it was FUN. The CW turned out to be the most fun of all the classes, others have said this too, and it was enough to make me stay on that class and invest everything in just him. I didn't care about being the most powerful, I had choices in how I built it and played it, and most important of all for me was I could both solo content (which I spend most of my time doing as do so many other players) and jump into PUG queues where needed and be of service to the group and hold my own.
So I made a decision that I liked the playstyle of the CW so much I would just invest everything in it and he would be my permanent main. This decision was made after much thought and on the fact that the playstyle of the CW was so dynamic and had so many choices compared to other bash bash bash classes. It was because it was a fun class to play. I made other decisions based on this and left all other characters in the dust, not giving them any progress and only concentrating on the CW and spend a good deal on zen to upgrade and add more fun things to my Neverwinter world.
I will repeat, the playstyle felt dymanic and fun, I was able to be completely tactical in my placement, what I did with the enemies and how I killed them, how I supported any team.
Now you have removed recovery and I have a 14 second cooldown on icy terrain, I can tell you this will be your largest headache with the unwitting playerbase who love their CW's but are not present in the preview shard to see how this class is being murdered (most of them), this power is one of the most used by players but now it has been so nerfed as to be more or less useless. I have lost chilling cloud and am being forced to use magic missile, why is the supposed tree which has the coldbased powers losing chilling cloud at-will? You are ripping apart something which was providing much fun and enjoyment for a wide part of your playerbase and I can only wonder why. Why are you ripping everything apart and starting over again? Why have you taken away all our choices? Why are you dumbing-down the game for everyone? Like when Rhyx was removed, and we were told that not enough people were remembering to see him so you were changing the way it worked and we lost a feature, you are again dumbing it down and removing features in an attempt to control how we play the game. You are REMOVING content, not adding. It's only because you can't be bothered putting in a decent how-to guide of your own and some players get things mixed-up or forget, so instead of helping them play it properly, you just remove something so no-one has to think about it in the first place.
I am too depressed to go into detail on certain issues, so I will leave it at that. I run a guild and am obliged to come in and make sure it's monitored and run properly, but as far as spending zen on my character and running content, I'm done. I suppose I could revisit other classes like the DC, but based on the choices I made ages ago when I left them all in the dust to concentrate on my CW, I now would be faced with starting all over again and running so much campaign content to get the character to end game, and I am just not willing to go there. I put in all my hard work into my CW and you've taken all the fun out of it and made it feel rubbish to play, thanks for nothing. What you don't understand, is that when you dumb-down, nerf (and that is what you are doing here, one giant massive NERF) and remove content, you are affecting people's experiences in a massive way. Not everyone is hardcore and gets a character leveled up and geared-up in a couple of months, some do, but many more than that plod along and take their time, I'm one of those. We can put years into one character over time. Based on what the game offers us, we make decisions over time as to what we spend our time and efforts and money on, so by doing this to the CW you are taking a very long period of time spent by many of us on our game and basically defecating on it. We all set goals and those goals usually mean reaching some kind of pinnacle of achievement on our character and then being able to run around on it and enjoy all our hard work (which as I said can take years for some people), you moved the goal posts for no good reason yet again and are just going to make a worse game and upset most of your players. Why.
The best thing I have always told people about Neverwinter was that you had choices on how to play. You are taking them all away. I guess I stop telling people that now and while I'm at it maybe it's just best if I stop promoting the game to people in the first place seeing you are so eager to rip it apart and I am not confident on what I am actually going to be recommending to people in the long term.
P.S. I totally agree when people say they are twiddling their thumbs between mobs waiting for cooldowns to happen, was the same for me, I just had to stand still and wait for my powers to reset hoping mobs didn't notice me, totally unworkable in a real game situation, this is going to affect groups badly and slow down runs where all players want to do is rush it because of the huge grind you have set-up for people to have to do. In what world do you think that making everything slower and more clunky is a good thing? If I was in a PUG group with it like it is in the preview shard, I would get kicked from all groups for being too slow. I don't think you are really thinking this through or have any idea how it is going to affect your playerbase.
Hmmmmm, is Wizard in such good condition that we didn't get any change in this patch or there was some changes that i didn't notice ?? Could anyone point me the changes ?? -Because as i see Wizard is in total mess for now Snap Freeze and Frigid Winds are still in Arcanist tree, why the feats relaying on chill stacks are still here ?? -Our magnificent Cataclism hit boxes are still so narrow that it makes it worthless to use. -Final Daily in Thaumaturge gives 1 stack of chill (is this a joke?) and throws the mobs like a dolls over the battlefield instad of gathering them to easier kills because of knockdown ( id say its knockback ) mechanic that is totaly useless on any encounter or daily. -Is Fanning the Flame hit with initial damage or is it only dots ticking without initial hit but with animation?? Those are my four main concerns about wizard now and i could write some more. I quit proposing any "new" ideas about how the things could be changed in new stuff. Because it clearly make no sense. When i loged to preview today i was looking forward to see some improvements... ooooooh how i was disappointed... every day im loosing my hope. I was sooooooo hyped the first day of m16 on preview, we've made whole big overview with my dear friend @ralf1835 that you can find in this feedback. There are still some ideas that can be used in current state of the class. Where did the communication with players go ?? At the moment my feelings are... disappointment, sadness and helplessness. From that there are two directions. Bringing the hope and enjoyment or makin it become anger and frustration. Which way you are going to push your players Devs ?? Do you even care ??
Feedback: I tried it, I hate it. It now feels clunky and cumbersome where before it was fast and dynamic. Mostly with regards to the extremely long cooldowns and having fundamental powers removed and split-up for what seems like no good reason. Look, I started playing 5 years ago before Icewind came out and was on a DC and spent a good deal of time on him, but then ultimately got bored and cycled through all the other classes before settling on CW. I found it dynamic, had loads of choices as to how to play in any given situation but the most important thing and the reason we play Neverwinter in the first place, it was FUN. The CW turned out to be the most fun of all the classes, others have said this too, and it was enough to make me stay on that class and invest everything in just him. I didn't care about being the most powerful, I had choices in how I built it and played it, and most important of all for me was I could both solo content (which I spend most of my time doing as do so many other players) and jump into PUG queues where needed and be of service to the group and hold my own.
So I made a decision that I liked the playstyle of the CW so much I would just invest everything in it and he would be my permanent main. This decision was made after much thought and on the fact that the playstyle of the CW was so dynamic and had so many choices compared to other bash bash bash classes. It was because it was a fun class to play. I made other decisions based on this and left all other characters in the dust, not giving them any progress and only concentrating on the CW and spend a good deal on zen to upgrade and add more fun things to my Neverwinter world.
I will repeat, the playstyle felt dymanic and fun, I was able to be completely tactical in my placement, what I did with the enemies and how I killed them, how I supported any team.
Now you have removed recovery and I have a 14 second cooldown on icy terrain, I can tell you this will be your largest headache with the unwitting playerbase who love their CW's but are not present in the preview shard to see how this class is being murdered (most of them), this power is one of the most used by players but now it has been so nerfed as to be more or less useless. I have lost chilling cloud and am being forced to use magic missile, why is the supposed tree which has the coldbased powers losing chilling cloud at-will? You are ripping apart something which was providing much fun and enjoyment for a wide part of your playerbase and I can only wonder why. Why are you ripping everything apart and starting over again? Why have you taken away all our choices? Why are you dumbing-down the game for everyone? Like when Rhyx was removed, and we were told that not enough people were remembering to see him so you were changing the way it worked and we lost a feature, you are again dumbing it down and removing features in an attempt to control how we play the game. You are REMOVING content, not adding. It's only because you can't be bothered putting in a decent how-to guide of your own and some players get things mixed-up or forget, so instead of helping them play it properly, you just remove something so no-one has to think about it in the first place.
I am too depressed to go into detail on certain issues, so I will leave it at that. I run a guild and am obliged to come in and make sure it's monitored and run properly, but as far as spending zen on my character and running content, I'm done. I suppose I could revisit other classes like the DC, but based on the choices I made ages ago when I left them all in the dust to concentrate on my CW, I now would be faced with starting all over again and running so much campaign content to get the character to end game, and I am just not willing to go there. I put in all my hard work into my CW and you've taken all the fun out of it and made it feel rubbish to play, thanks for nothing. What you don't understand, is that when you dumb-down, nerf (and that is what you are doing here, one giant massive NERF) and remove content, you are affecting people's experiences in a massive way. Not everyone is hardcore and gets a character leveled up and geared-up in a couple of months, some do, but many more than that plod along and take their time, I'm one of those. We can put years into one character over time. Based on what the game offers us, we make decisions over time as to what we spend our time and efforts and money on, so by doing this to the CW you are taking a very long period of time spent by many of us on our game and basically defecating on it. We all set goals and those goals usually mean reaching some kind of pinnacle of achievement on our character and then being able to run around on it and enjoy all our hard work (which as I said can take years for some people), you moved the goal posts for no good reason yet again and are just going to make a worse game and upset most of your players. Why.
The best thing I have always told people about Neverwinter was that you had choices on how to play. You are taking them all away. I guess I stop telling people that now and while I'm at it maybe it's just best if I stop promoting the game to people in the first place seeing you are so eager to rip it apart and I am not confident on what I am actually going to be recommending to people in the long term.
R.I.P. CW
My CC-build CW is effectively dead at this point. I'm much more likely than not to permanently bench her. I don't need the frustration of barely staying alive every single fight when soloing.
This feels all too well like it did when Mod 6 launched. We told them until we were blue in the face that a huge chunk of the playerbase would be enraged. The usual "thanks for the feedback, but we're not planning any major changes" responses came and went, i.e. polite Golf Foxtrot Yankee responses to what they should have recognized were major danger signals. My official title for Mod 6 was and remains "Hubris", but it might now be in contention. I've tested this so far on three different alts and to be blunt I don't want to play it (preview) any more. It's just not ***fun***, which is why we play games at all in the first place.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
For me it isn't so much the cool down thing, it's the limiting the number of powers to choose from that really hits me hard. I mean, I'm used to having an entire freakn spell book to work with ya know, what we have now is worse than a McDonalds menu.
The cool downs between encounters does suck a bit though, but I think they could easily fix that by putting faster recharge on encounters out of combat so that everything was fresh by the time we get to the next mob.
The reason why I suggest switching Cataclysm with Burning Hands is because Burning Hands is actually a spell in D&D, Cataclysm is not. I think it would be easy for them to switch the name and make it a wider cone effect with little effort on the animation. It also doesn't have to be the last encounter we unlock in thaum if thats what bothers you, and Burning Hands is a good spell especially if you empower it with metamagic (spell mastery) like a Sorcerer can in 5e or the feats in 3e, plus cast it at a higher level
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Hmmmmm, is Wizard in such good condition that we didn't get any change in this patch or there was some changes that i didn't notice ?? Could anyone point me the changes ?? -Because as i see Wizard is in total mess for now Snap Freeze and Frigid Winds are still in Arcanist tree, why the feats relaying on chill stacks are still here ?? -Our magnificent Cataclism hit boxes are still so narrow that it makes it worthless to use. -Final Daily in Thaumaturge gives 1 stack of chill (is this a joke?) and throws the mobs like a dolls over the battlefield instad of gathering them to easier kills because of knockdown ( id say its knockback ) mechanic that is totaly useless on any encounter or daily. -Is Fanning the Flame hit with initial damage or is it only dots ticking without initial hit but with animation?? Those are my four main concerns about wizard now and i could write some more. I quit proposing any "new" ideas about how the things could be changed in new stuff. Because it clearly make no sense. When i loged to preview today i was looking forward to see some improvements... ooooooh how i was disappointed... every day im loosing my hope. I was sooooooo hyped the first day of m16 on preview, we've made whole big overview with my dear friend @ralf1835 that you can find in this feedback. There are still some ideas that can be used in current state of the class. Where did the communication with players go ?? At the moment my feelings are... disappointment, sadness and helplessness. From that there are two directions. Bringing the hope and enjoyment or makin it become anger and frustration. Which way you are going to push your players Devs ?? Do you even care ??
I lost count of the amount of times I have heard players screaming during content "STOP KNOCKING THE MOBS!!!" It is hated by players in grouped content. Having played melee classes, most notably GWF for a long while, I totally get where they are coming from. Those classes who rely on being up close and personal and have to be right in the face of an enemy to actually physically strike it, get themselves into the right position to start doing damage, then some idiot knocks them all around and you are suddenly there hitting nothing with everything randomly scattered, you are then forced to run around wasting time trying to get back to them again, you just get set-up again and start to hit then they knock them again and you do it all over. It's horrible and wastes everyone's time. This is why even though Arcane Singularity is a miserable power with low damage, I used to use it often in some content (often dragging them onto an icy terrain I had on tab which I could throw down in the same spot the arcane sing was going to go so they would freeze and stay put for others to hit), with a bit of extra control bonus it at least draws most mobs into a group which makes it easier to support those melee hard hitters like TR and GWF who appreciate them in one lump where they can hit them and get good bang for their buck. There is really only one time you want to scatter mobs randomly with knockbacks, and that is when you are soloing, it keeps them off you and gives you breathing space, but it is an action based on personal need and not the good of a party/group, and during grouped content you really should never be using a random knockback on mobs at all as it just upsets too many players and ruins their gameplay. If the devs are actually trying to push people to grouped content over solo content as I have gathered here (which I vehemently disagree with), then they should be seriously reconsidering using knockbacks at all. They are useless in grouped content and only the lowest level players use them routinely, not understanding how it affects everyone else. So in relation to what you have said here (bolded) I totally agree.
Feedback: I tried it, I hate it. It now feels clunky and cumbersome where before it was fast and dynamic. Mostly with regards to the extremely long cooldowns and having fundamental powers removed and split-up for what seems like no good reason. Look, I started playing 5 years ago before Icewind came out and was on a DC and spent a good deal of time on him, but then ultimately got bored and cycled through all the other classes before settling on CW. I found it dynamic, had loads of choices as to how to play in any given situation but the most important thing and the reason we play Neverwinter in the first place, it was FUN. The CW turned out to be the most fun of all the classes, others have said this too, and it was enough to make me stay on that class and invest everything in just him. I didn't care about being the most powerful, I had choices in how I built it and played it, and most important of all for me was I could both solo content (which I spend most of my time doing as do so many other players) and jump into PUG queues where needed and be of service to the group and hold my own.
So I made a decision that I liked the playstyle of the CW so much I would just invest everything in it and he would be my permanent main. This decision was made after much thought and on the fact that the playstyle of the CW was so dynamic and had so many choices compared to other bash bash bash classes. It was because it was a fun class to play. I made other decisions based on this and left all other characters in the dust, not giving them any progress and only concentrating on the CW and spend a good deal on zen to upgrade and add more fun things to my Neverwinter world.
I will repeat, the playstyle felt dymanic and fun, I was able to be completely tactical in my placement, what I did with the enemies and how I killed them, how I supported any team.
Now you have removed recovery and I have a 14 second cooldown on icy terrain, I can tell you this will be your largest headache with the unwitting playerbase who love their CW's but are not present in the preview shard to see how this class is being murdered (most of them), this power is one of the most used by players but now it has been so nerfed as to be more or less useless. I have lost chilling cloud and am being forced to use magic missile, why is the supposed tree which has the coldbased powers losing chilling cloud at-will? You are ripping apart something which was providing much fun and enjoyment for a wide part of your playerbase and I can only wonder why. Why are you ripping everything apart and starting over again? Why have you taken away all our choices? Why are you dumbing-down the game for everyone? Like when Rhyx was removed, and we were told that not enough people were remembering to see him so you were changing the way it worked and we lost a feature, you are again dumbing it down and removing features in an attempt to control how we play the game. You are REMOVING content, not adding. It's only because you can't be bothered putting in a decent how-to guide of your own and some players get things mixed-up or forget, so instead of helping them play it properly, you just remove something so no-one has to think about it in the first place.
I am too depressed to go into detail on certain issues, so I will leave it at that. I run a guild and am obliged to come in and make sure it's monitored and run properly, but as far as spending zen on my character and running content, I'm done. I suppose I could revisit other classes like the DC, but based on the choices I made ages ago when I left them all in the dust to concentrate on my CW, I now would be faced with starting all over again and running so much campaign content to get the character to end game, and I am just not willing to go there. I put in all my hard work into my CW and you've taken all the fun out of it and made it feel rubbish to play, thanks for nothing. What you don't understand, is that when you dumb-down, nerf (and that is what you are doing here, one giant massive NERF) and remove content, you are affecting people's experiences in a massive way. Not everyone is hardcore and gets a character leveled up and geared-up in a couple of months, some do, but many more than that plod along and take their time, I'm one of those. We can put years into one character over time. Based on what the game offers us, we make decisions over time as to what we spend our time and efforts and money on, so by doing this to the CW you are taking a very long period of time spent by many of us on our game and basically defecating on it. We all set goals and those goals usually mean reaching some kind of pinnacle of achievement on our character and then being able to run around on it and enjoy all our hard work (which as I said can take years for some people), you moved the goal posts for no good reason yet again and are just going to make a worse game and upset most of your players. Why.
The best thing I have always told people about Neverwinter was that you had choices on how to play. You are taking them all away. I guess I stop telling people that now and while I'm at it maybe it's just best if I stop promoting the game to people in the first place seeing you are so eager to rip it apart and I am not confident on what I am actually going to be recommending to people in the long term.
R.I.P. CW
My CC-build CW is effectively dead at this point. I'm much more likely than not to permanently bench her. I don't need the frustration of barely staying alive every single fight when soloing.
This feels all too well like it did when Mod 6 launched. We told them until we were blue in the face that a huge chunk of the playerbase would be enraged. The usual "thanks for the feedback, but we're not planning any major changes" responses came and went, i.e. polite Golf Foxtrot Yankee responses to what they should have recognized were major danger signals. My official title for Mod 6 was and remains "Hubris", but it might now be in contention. I've tested this so far on three different alts and to be blunt I don't want to play it (preview) any more. It's just not ***fun***, which is why we play games at all in the first place.
I totally agree on mod 6. I quit for ages, I felt ripped-off and angry. Many people left for good. I eventually came back reluctantly, but this stuff is a game breaker for me. I was playing a GWF back then too which was a bit more basic so it's a little different for me compared to my CW main now, on a CW class in which the glory and fun rests on choices and variety it's had all the guts ripped out of it and is like a totally different game. This makes what happened in mod 6 look like nothing at all in comparison. I am wondering if this is actually their intention, to get rid of the old players who supported it for years and spent their cash on it, dumb the game down to insane generic levels and re-launch it to a new audience. I just can't understand what was so broken they had to rip it apart like this and start all over again. It doesn't make any sense to change it this much other than they want to re-brand the game for a new platform or playerbase.
1
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Hmmmmm, is Wizard in such good condition that we didn't get any change in this patch or there was some changes that i didn't notice ?? Could anyone point me the changes ?? -Because as i see Wizard is in total mess for now Snap Freeze and Frigid Winds are still in Arcanist tree, why the feats relaying on chill stacks are still here ?? -Our magnificent Cataclism hit boxes are still so narrow that it makes it worthless to use. -Final Daily in Thaumaturge gives 1 stack of chill (is this a joke?) and throws the mobs like a dolls over the battlefield instad of gathering them to easier kills because of knockdown ( id say its knockback ) mechanic that is totaly useless on any encounter or daily. -Is Fanning the Flame hit with initial damage or is it only dots ticking without initial hit but with animation?? Those are my four main concerns about wizard now and i could write some more. I quit proposing any "new" ideas about how the things could be changed in new stuff. Because it clearly make no sense. When i loged to preview today i was looking forward to see some improvements... ooooooh how i was disappointed... every day im loosing my hope. I was sooooooo hyped the first day of m16 on preview, we've made whole big overview with my dear friend @ralf1835 that you can find in this feedback. There are still some ideas that can be used in current state of the class. Where did the communication with players go ?? At the moment my feelings are... disappointment, sadness and helplessness. From that there are two directions. Bringing the hope and enjoyment or makin it become anger and frustration. Which way you are going to push your players Devs ?? Do you even care ??
Compared to other classes I would argue wizard is actually in the best state of any class. I have levelled 4 classes on preview and seen their feats+power selection. I really would not consider Wizard a high priority fix compared to some of the other messes. That isn't saying I don't want changes to it, because I do, but rogue for example is in such a bad state that in my opinion and entire paragon path needs to be deleted and redone from the ground up.
If the developers only have time to work on 1 class, I would suggest they work on 1 that is not wizard, because although it is my favourite class it is not that bad compared to the others.
It's to be expected that we have strong feelings about M16 changes, but the feedback process would probably go more smoothly and be more useful if we could all agree to stop flinging various accusations and taunts, passive-aggressive or otherwise, at each other and at the developers.
The best way to ensure that the people whose opinions matter don't read our feedback is to lace it with insults and emotional ranting.
For those of us who are throwing up our hands and claiming that the devs utterly don't care about our feedback, then why are you posting anything at all if you don't think it matters? This is a feedback thread, not a thread for venting.
More on-topic:
I'm enjoying Arcanist quite a bit. I've always wanted an Arcane-focused Wizard option in this game, and I'm not disappointed with how the powers synergize with each other and with the Arcane Mastery mechanic.
However, I'm not feeling Thaumaturge as much. I can't quite put my finger on it, but as an AoE spec it's not as enjoyable as the current CW loadout on live. I suppose one of the things that might be bothering me is its dependence on using a living target as a focus for AoE damage. Conduit of Ice and especially Fanning the Flames are rather effective when mobs are bunched and the original target doesn't die instantly, but in a group setting and/or when mobs are prone to dying quickly regardless, the effectiveness of these powers drops can drop like a rock.
The Arcanist is fun, but not having a AOE at-will is really annoying.
I can't speak for other classes as I've not really played them very much other that the HR but I can say this to "fix" what i feel is hampering the wizard and I know I've spammed this before but I KNOW this will work and be fantastic for the Arcanist path!
The arcanist need a way to keep mobs off of him while the encounters are coming back and arcane stacks fall off so fast it just not fun or worth building them up.
Please,Please, Please... remove Arcane Bolt and create a Arcane lightning at-will that chains mobs and has a chance to stun for 3-5 seconds.
Every time we stun we build a arcane stack and acrane stacks are "infinite" until disintegrate consumes all acrane stacks for a big nuke...Rinse and repeat. Disintegrate on mastery- each arcane stack give a 2% Dps boost to disintegrate's hit.
This mechanic keeps us alive in solo play and prevents us from kiting everywhere and makes the arcane powers we do have more impactful and worth the cool down, and most importantly it could be a ton of fun and very rewarding!!
Additionally- the chain/stun effect can help in group play for melee classes and give the arcanist wizard something to do to help the team as our current at-wills are useless.
You are right @vorphied. I would like to appologize to all for my anger explosion. I should keep my personal feelings on leash. Im sorry if i offenden anyone in any way. Forgive me.
I still think that Snap Freeze and Frigid Winds are not the good feats to be paired with Arcanist. Is there any way to make them more arcane/lightning linked ??
Ray of Frost Does not use stack Spell Twisting (arcanist feat) Does not benefit from Weapon Enchantment
Chilling Cloud the third hit does not give area damage and stack of chill the third does not benefit from Weapon Enchantment
Rapel on TAB there are 200 should be 225 magnitude Assailing Force (feat) it doesn't double the damage on TAB and normal Slot Does not benefit from Action Point Gain
Ice Terrain Arcane Presence (class feature) does not benefit from Arkane Mastery Weapon Enchantment only works on the first tick Does not benefit from Action Point Gain
Entangling Force the amount of the tick is greater than the skill magnitude should be 4 tick not 5 duration of hold is longer than in the tooltip, does not benefit from Arcane Mastery to increase the durations of hold 1% benefit to Action Point Gain
Ray of Enfeeblement the amount of the tick is greater than the skill magnitude should be 5 tick not 6 duration buff/debuff it's shorter (6sec) than in the tooltip (10sec) Does not benefit from Action Point Gain
Shield 1% benefit to Action Point Gain
Sudden Storm Arcane Presence (class feature) does not benefit from Arkane Mastery Assailing Force (feat) it doesn't double the damage Does not benefit from Action Point Gain
Disintegrate Chilling Presens (class feature) does not benefit from stack of chill and not doubled on Frozen target 1% benefit to Action Point Gain
Steal Time Assailing Force (feat) it's spent before calculating dmg from steal time Does not benefit from Weapon Enchantment Does not benefit from Action Point Gain
Shard of the Endless Avalanche Shard slam doesn't benefit from Weapon Enchantment Does not benefit from Action Point Gain
Imprisonment duration of hold is longer (5sec) than in the tooltip (3sec) duration of buff is longer (10 sec) than in the tooltip (6sec) 1% benefit to Action Point Gain
Faning the Flame FtF i think is AOE "enemis within 15' who are affected by smolder the 25 magnitude damage" why the Evocation (class feature) on the fanned flame doesn't work, on a live server it works as it is on a TAB and in m16 we have it as an additional effect Rimefire Weaving (feat) FtF main hit doesn't use this feat but his Fanned flame and gathering flame at the first tick Does not benefit from Action Point Gain Fanned Flame and Gatheting Flame doesn't benefit from Weapon Enchantment
Icy Rays on TAB 65% more damage on two targets on TAB 26% more damage in one target Spell Mastery gives not more than 10%, I have feeling that there are still have 3 fang from TAB Does not benefit from Weapon Enchantment Does not benefit from Action Point Gain
Chill Strike on TAB only main target has received damage from Weapon Enchantment Does not benefit from Action Point Gain
Conduit of ice "Adds a chill stack to all targts hit" didn't work Does not benefit from Weapon Enchantment and only main target has received damage DOT from Weapon Enchantment Does not benefit from Action Point Gain
Cataclysm targets marked by stack of chill doesn't adds smolder to all targets the range is smaller than in the tooltip Does not benefit from Action Point Gain
Arkane Singularity Does not benefit from Weapon Enchantment
Oppresive Force magnitude is 400 should by 450 in the first phase and doesn't benefit from Weapon Enchantment Explode have 450 should by 500 magnitude
Furious Immolation magnitude is higher than in the tooltip Does not benefit from Weapon Enchantment
Ice Strorm Doesn't give effect slow
Maelstrom of Chaos Arcane Presence (class feature) does not benefit from Arkane Mastery
Arcane Empowerement does not work, so for every skill it gives a different bonus to dmg but always bigger than in the tooltip of 10%
Arcane presence increases the damage only 0.5 % per stack arkane master less than in the tooltip 1% per stack
Arcane Power Field "causes foes within 30' of you to take 50 magnitude damage every 2 seconds" doesn't work APF should double the Arcane Presents 1% per stack arkane mastery and not 0.5% per stack arane mastery
Arcanist Alacrity (feat) doesn't work Snap Freeze (Faet) doesn;t work, when I select the snap freeze I can also activate the assailing force Elemental Reinforcment (feat) does not give a double bonus A step above mastery (feat) doesn't give an additional 1% dmg per stack arcane mastery
Thaumaturge Icy Vens (feat) I selected the Icy Vens I can also activate the Glowing Flames Empowering Flames (feat) after punching 20 stack of empowered flames I can not use "Explosive Power" Directed Flames (feat) smolder deals 50% of total dmg instead of 75%, rimefire smolder deals correctly 75% combined with Critical burn (feat) does not give additional 25% critical Critical Burn (feat) rimefire smolder doesn't deal an additional 25% critical damage (without feat Directed Flames) Glowing Flames (feat)/Critical Burn (feat) Taken together, critical hit Glowing Flames doesn't deal 25% additional critical damage Chilling Advantage (feat) sometimes it counts the increased CS at the stack of chill, but in most cases doesn't work during a critical hit (I do not know, it may be an individual error)
my fault that I didn't add up and I apologize for that, when I write it below where are the additional effects on the TAB for encounter ? Entangling Force, Fanning the Flame, Icy Rays, Conduit of Ice, Cataclysm, Sudden Strorm, Disintegrate, Steal Time, Shard of the Endless Avalanche.
Hi, Can you please make the companion and mount tab common and accessible to all characters on account; so that once you have collected a companion/mount, on one character, you can use it on all characters, on same account.. I will probably want to change my main after m16 and don't want the time/money I have spent, on my current main, over the last couple years, to go to waste... I believe this would help the morale of your heavily invested players... also it would be nice to see boons unlock account wide after one hade 2 character with all boons unlocked on same account, but this is not as important as the companions and mounts being unlocked...
3
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited March 2019
So I took a look over that list posted by @ralf1835 and I must say I am disappointed by him reporting fake bugs. For someone so esteemed by some of the people here he sure is letting the wizard community down.
The following are not bugs and are intended (they were changed to work this way in the m12.5 balance pass):
Ice Terrain Weapon Enchantment only works on the first tick Conduit of ice Does not benefit from Weapon Enchantment and only main target has received damage DOT from Weapon Enchantment
The following statements with regards to AP gain are untrue:
Repel Does not benefit from Action Point Gain Ice Terrain Does not benefit from Action Point Gain Entangling Force 1% benefit to Action Point Gain Ray of Enfeeblement Does not benefit from Action Point Gain Shield 1% benefit to Action Point Gain Sudden Storm Does not benefit from Action Point Gain Disintegrate 1% benefit to Action Point Gain
Proof:
Here is a picture of Repel with 11 constitution, no other sources of AP gain, of repel which has an animation time of 0.05 seconds:
Here is the picture of Repel with 12 constitution:
As you can see, it was increased. The formula for AP gain is Cast Time*1.67*Product of AP gain sources. Plugging in the values above we get: 0.05*1.67*1.0275=0.08579625 which matches 11 con. 0.05*1.67*1.03=0.086005 which matches 12 con. For the rest I did not check 11 and 12 con, only checked 12 con and I trust you can do the maths to check it is correct.
Icy Terrain:
Entangling Force:
Ray of Enfeeblement:
Shield Pulse (does not benefit from AP gain at all):
Sudden Storm:
Disintegrate AP:
I did not bother to check the following AP gain reports, but I assume they work as intended since it appears @ralf1835 cannot test AP gain:
Steal Time Does not benefit from Action Point Gain Shard of the Endless Avalanche Does not benefit from Action Point Gain Imprisonment 1% benefit to Action Point Gain Icy Rays Does not benefit from Action Point Gain Chill Strike Does not benefit from Action Point Gain Conduit of ice Does not benefit from Action Point Gain
Cataclysm and Fanning the Flame don't actually benefit from AP gain, but I guess if you report everything you might get 1 thing right.
Chilling Cloud the third hit does not give area damage and stack of chill Disintegrate Chilling Presens (class feature) does not benefit from stack of chill and not doubled on Frozen target Entangling Force duration of hold is longer than in the tooltip, does not benefit from Arcane Mastery to increase the durations of hold Imprisonment duration of hold is longer (5sec) than in the tooltip (3sec) duration of buff is longer (10 sec) than in the tooltip (6sec) Arcane Empowerement does not work, so for every skill it gives a different bonus to dmg but always bigger than in the tooltip of 10%
Here is proof of chilling cloud:
Enemies just need to be within range of the AoE. Here is proof of Disintegrate:
1 is against a frozen target and the other 1 is with 0 chill stacks. Here is proof of Entangling Force and Imprisonment.
Its a core class mechanic, its so nice to know that you aren't aware control effects last 2.5x as long. Here is Proof of Arcane Empowerment:
Ray of Frost Does not use stack Spell Twisting (arcanist feat) Does not benefit from Weapon Enchantment Ice Terrain Arcane Presence (class feature) does not benefit from Arcane Mastery Sudden Storm Arcane Presence (class feature) does not benefit from Arcane Mastery Steal Time Does not benefit from Weapon Enchantment Shard of the Endless Avalanche Shard slam doesn't benefit from Weapon Enchantment Icy Rays Does not benefit from Weapon Enchantment Arcane Singularity Does not benefit from Weapon Enchantment Furious Immolation Does not benefit from Weapon Enchantment Arcane presence increases the damage only 0.5 % per stack arkane master less than in the tooltip 1% per stack Alacrity (feat) doesn't work Elemental Reinforcment (feat) does not give a double bonus A step above mastery (feat) doesn't give an additional 1% dmg per stack arcane mastery Empowering Flames (feat) after punching 20 stack of empowered flames I can not use "Explosive Power" Directed Flames (feat) smolder deals 50% of total dmg instead of 75%, rimefire smolder deals correctly 75% Conduit of ice "Adds a chill stack to all targts hit" didn't work Cataclysm the range is smaller than in the tooltip Arcane Power Field APF should double the Arcane Presents 1% per stack arkane mastery and not 0.5% per stack arane mastery
The following are actually bugs that are not already reported:
Chilling Cloud the third does not benefit from Weapon Enchantment Repel on TAB there are 200 should be 225 magnitude Assailing Force (feat) it doesn't double the damage on TAB and normal Slot Sudden Storm Assailing Force (feat) it doesn't double the damage Steal Time Assailing Force (feat) it's spent before calculating dmg from steal time Icy Rays on TAB maximum magnitude off tab * 1.1 on TAB 600 magnitude * 1.1 Chill Strike on TAB only main target has received damage from Weapon Enchantment
The following I did not bother to check because I got tired of checking things and finding out they were fake:
Faning the Flame FtF i think is AOE "enemis within 15' who are affected by smolder the 25 magnitude damage" why the Evocation (class feature) on the fanned flame doesn't work, on a live server it works as it is on a TAB and in m16 we have it as an additional effect Rimefire Weaving (feat) FtF main hit doesn't use this feat but his Fanned flame and gathering flame at the first tick Fanned Flame and Gatheting Flame doesn't benefit from Weapon Enchantment Furious Immolation magnitude is higher than in the tooltip Cataclysm targets marked by stack of chill doesn't adds smolder to all targets Ice Strorm Doesn't give effect slow Maelstrom of Chaos Arcane Presence (class feature) does not benefit from Arkane Mastery Arcane Power Field "causes foes within 30' of you to take 50 magnitude damage every 2 seconds" doesn't work Snap Freeze (Faet) doesn;t work, when I select the snap freeze I can also activate the assailing force Icy Vens (feat) I selected the Icy Vens I can also activate the Glowing Flames Critical Burn (feat) rimefire smolder doesn't deal an additional 25% critical damage (without feat Directed Flames) Glowing Flames (feat)/Critical Burn (feat) Taken together, critical hit Glowing Flames doesn't deal 25% additional critical damage Chilling Advantage (feat) sometimes it counts the increased CS at the stack of chill, but in most cases doesn't work during a critical hit (I do not know, it may be an individual error) Ray of Enfeeblement duration buff/debuff it's shorter (6sec) than in the tooltip (10sec)
Then as far as entangling force works, in my opinion it is a tooltip problem. Entangling Force ticks once every 0.5 seconds. At 0s it ticks once, 0.5s second tick, 1s third tick, 1.5s forth tick and 2s fifth tick. With 5 Arcane Stacks it ticks it ticks 6 times (duration increased by 0.5 seconds) and with 10 Arcane Stacks it ticks 7 times. The same math governs how many ticks Ray of Enfeeblement does.
I am disappointed @ralf1835 that you did such shoddy work. I recommend checking it and making sure you get things right.
So I took a look over that list posted by @ralf1835 and I must say I am disappointed by him reporting fake bugs. For someone so esteemed by some of the people here he sure is letting the wizard community down.
The following are not bugs and are intended (they were changed to work this way in the m12.5 balance pass):
Ice Terrain Weapon Enchantment only works on the first tick Conduit of ice Does not benefit from Weapon Enchantment and only main target has received damage DOT from Weapon Enchantment
The following statements with regards to AP gain are untrue:
Repel Does not benefit from Action Point Gain Ice Terrain Does not benefit from Action Point Gain Entangling Force 1% benefit to Action Point Gain Ray of Enfeeblement Does not benefit from Action Point Gain Shield 1% benefit to Action Point Gain Sudden Storm Does not benefit from Action Point Gain Disintegrate 1% benefit to Action Point Gain
Proof:
Here is a picture of Repel with 11 constitution, no other sources of AP gain, of repel which has an animation time of 0.05 seconds:
Here is the picture of Repel with 12 constitution:
As you can see, it was increased. The formula for AP gain is Cast Time*1.67*Product of AP gain sources. Plugging in the values above we get: 0.05*1.67*1.0275=0.08579625 which matches 11 con. 0.05*1.67*1.03=0.086005 which matches 12 con. For the rest I did not check 11 and 12 con, only checked 12 con and I trust you can do the maths to check it is correct.
Icy Terrain:
Entangling Force:
Ray of Enfeeblement:
Shield Pulse (does not benefit from AP gain at all):
Sudden Storm:
Disintegrate AP:
I did not bother to check the following AP gain reports, but I assume they work as intended since it appears @ralf1835 cannot test AP gain:
Steal Time Does not benefit from Action Point Gain Shard of the Endless Avalanche Does not benefit from Action Point Gain Imprisonment 1% benefit to Action Point Gain Icy Rays Does not benefit from Action Point Gain Chill Strike Does not benefit from Action Point Gain Conduit of ice Does not benefit from Action Point Gain
Cataclysm and Fanning the Flame don't actually benefit from AP gain, but I guess if you report everything you might get 1 thing right.
Chilling Cloud the third hit does not give area damage and stack of chill Disintegrate Chilling Presens (class feature) does not benefit from stack of chill and not doubled on Frozen target Entangling Force duration of hold is longer than in the tooltip, does not benefit from Arcane Mastery to increase the durations of hold Imprisonment duration of hold is longer (5sec) than in the tooltip (3sec) duration of buff is longer (10 sec) than in the tooltip (6sec) Arcane Empowerement does not work, so for every skill it gives a different bonus to dmg but always bigger than in the tooltip of 10%
Here is proof of chilling cloud:
Enemies just need to be within range of the AoE. Here is proof of Disintegrate:
1 is against a frozen target and the other 1 is with 0 chill stacks. Here is proof of Entangling Force and Imprisonment.
Its a core class mechanic, its so nice to know that you aren't aware control effects last 2.5x as long. Here is Proof of Arcane Empowerment:
Ray of Frost Does not use stack Spell Twisting (arcanist feat) Does not benefit from Weapon Enchantment Ice Terrain Arcane Presence (class feature) does not benefit from Arcane Mastery Sudden Storm Arcane Presence (class feature) does not benefit from Arcane Mastery Steal Time Does not benefit from Weapon Enchantment Shard of the Endless Avalanche Shard slam doesn't benefit from Weapon Enchantment Icy Rays Does not benefit from Weapon Enchantment Arcane Singularity Does not benefit from Weapon Enchantment Furious Immolation Does not benefit from Weapon Enchantment Arcane presence increases the damage only 0.5 % per stack arkane master less than in the tooltip 1% per stack Alacrity (feat) doesn't work Elemental Reinforcment (feat) does not give a double bonus A step above mastery (feat) doesn't give an additional 1% dmg per stack arcane mastery Empowering Flames (feat) after punching 20 stack of empowered flames I can not use "Explosive Power" Directed Flames (feat) smolder deals 50% of total dmg instead of 75%, rimefire smolder deals correctly 75% Conduit of ice "Adds a chill stack to all targts hit" didn't work Cataclysm the range is smaller than in the tooltip Arcane Power Field APF should double the Arcane Presents 1% per stack arkane mastery and not 0.5% per stack arane mastery
The following are actually bugs that are not already reported:
Chilling Cloud the third does not benefit from Weapon Enchantment Repel on TAB there are 200 should be 225 magnitude Assailing Force (feat) it doesn't double the damage on TAB and normal Slot Sudden Storm Assailing Force (feat) it doesn't double the damage Steal Time Assailing Force (feat) it's spent before calculating dmg from steal time Icy Rays on TAB maximum magnitude off tab * 1.1 on TAB 600 magnitude * 1.1 Chill Strike on TAB only main target has received damage from Weapon Enchantment
The following I did not bother to check because I got tired of checking things and finding out they were fake:
Faning the Flame FtF i think is AOE "enemis within 15' who are affected by smolder the 25 magnitude damage" why the Evocation (class feature) on the fanned flame doesn't work, on a live server it works as it is on a TAB and in m16 we have it as an additional effect Rimefire Weaving (feat) FtF main hit doesn't use this feat but his Fanned flame and gathering flame at the first tick Fanned Flame and Gatheting Flame doesn't benefit from Weapon Enchantment Furious Immolation magnitude is higher than in the tooltip Cataclysm targets marked by stack of chill doesn't adds smolder to all targets Ice Strorm Doesn't give effect slow Maelstrom of Chaos Arcane Presence (class feature) does not benefit from Arkane Mastery Arcane Power Field "causes foes within 30' of you to take 50 magnitude damage every 2 seconds" doesn't work Snap Freeze (Faet) doesn;t work, when I select the snap freeze I can also activate the assailing force Icy Vens (feat) I selected the Icy Vens I can also activate the Glowing Flames Critical Burn (feat) rimefire smolder doesn't deal an additional 25% critical damage (without feat Directed Flames) Glowing Flames (feat)/Critical Burn (feat) Taken together, critical hit Glowing Flames doesn't deal 25% additional critical damage Chilling Advantage (feat) sometimes it counts the increased CS at the stack of chill, but in most cases doesn't work during a critical hit (I do not know, it may be an individual error) Ray of Enfeeblement duration buff/debuff it's shorter (6sec) than in the tooltip (10sec)
Then as far as entangling force works, in my opinion it is a tooltip problem. Entangling Force ticks once every 0.5 seconds. At 0s it ticks once, 0.5s second tick, 1s third tick, 1.5s forth tick and 2s fifth tick. With 5 Arcane Stacks it ticks it ticks 6 times (duration increased by 0.5 seconds) and with 10 Arcane Stacks it ticks 7 times. The same math governs how many ticks Ray of Enfeeblement does.
I am disappointed @ralf1835 that you did such shoddy work. I recommend checking it and making sure you get things right.
Is it possible that things work differently for different characters because they have different things equipped?
Sometimes a bug can exist, but replicating it is next to impossible because there's any number of unknown variables. Instead of calling people liars, just say you weren't able to replicate the supposed bug.
@thefabricant thank you for reading my scribbles,I mean, you read and you do not have me in .... sometimes I have the feeling that you have, and correcting me in case of Control Mastery I can not believe that I thought it was 2.5 sec , AP gain I downplayed it when I saw it while using it, my mistake I should test on ACT, next time I'll do it better or my character is just a mistake when I do not receive AP, i only can with at-will and 4 encounters about Weapon Enchantment on Ice tarrain and CoI maybe they would change to proc with all tick It would be nice from Dev site old bugs as you said, maybe they would fix it.. maybe you're disappointed, but I'm a random character with Enclave not a Mr.Calculator and thank you for ending my frustration about some matters
I hope this class will not be the another "hollow" dps
1
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Is it possible that things work differently for different characters because they have different things equipped?
Sometimes a bug can exist, but replicating it is next to impossible because there's any number of unknown variables. Instead of calling people liars, just say you weren't able to replicate the supposed bug.
@theycallmetomu I test with naked characters in controlled circumstances.
@thefabricant thank you for reading my scribbles,I mean, you read and you do not have me in .... sometimes I have the feeling that you have, and correcting me in case of Control Mastery I can not believe that I thought it was 2.5 sec , AP gain I downplayed it when I saw it while using it, my mistake I should test on ACT, next time I'll do it better or my character is just a mistake when I do not receive AP, i only can with at-will and 4 encounters about Weapon Enchantment on Ice tarrain and CoI maybe they would change to proc with all tick It would be nice from Dev site old bugs as you said, maybe they would fix it.. maybe you're disappointed, but I'm a random character with Enclave not a Mr.Calculator and thank you for ending my frustration about some matters
I hope this class will not be the another "hollow" dps
@ralf1835 sorry for being so irate, it was mainly due to your previous post in the thread. The point is, I did check all this stuff, and it is frustrating to have people act like I did not, especially considering on some weeks of the closed beta I went with very little sleep since the only time I could provide feedback was late at night. The thing is, if they fix the bugs with wizard, I think the class will be in a good state and as it is right now, compared to other classes, it has a much better overall theme.
Look at it this way, we can objectively state: Thaum: Fire/Cold theme with feats and powers Arcanist: Feats could be improved by making them more specific to Arcane/Lightning. Powers have a very strong Arcane theme but could do with some more lightning.
I don't consider bugs as a part of judging the concept of a class, unless the bugs are already on live. This is because the bugs are obviously not intended and should not make it to live. The fact of the matter is, both paths work and have a place in endgame PVE and most powers have a place, either in PVE or in PVP. Even on preview now it is not a hallow dps, it performs better then almost every single class.
Could the class have better power and feat design? Sure and I am all on board with suggesting it, especially since it is the class I main. But I also realize that there is more then just 1 class in the game and right now, the concept of wizard is ok.
Subjectively, we might want specific changes and feel it would be better off with them. Like for example, the people wanting fireball. As much as you might want fireball, the fact of the matter is, its not a must have, its a wish list item.
@thefabricant thank you for reading my scribbles,I mean, you read and you do not have me in .... sometimes I have the feeling that you have, and correcting me in case of Control Mastery I can not believe that I thought it was 2.5 sec , AP gain I downplayed it when I saw it while using it, my mistake I should test on ACT, next time I'll do it better or my character is just a mistake when I do not receive AP, i only can with at-will and 4 encounters about Weapon Enchantment on Ice tarrain and CoI maybe they would change to proc with all tick It would be nice from Dev site old bugs as you said, maybe they would fix it.. maybe you're disappointed, but I'm a random character with Enclave not a Mr.Calculator and thank you for ending my frustration about some matters
I hope this class will not be the another "hollow" dps
@ralf1835 sorry for being so irate, it was mainly due to your previous post in the thread. The point is, I did check all this stuff, and it is frustrating to have people act like I did not, especially considering on some weeks of the closed beta I went with very little sleep since the only time I could provide feedback was late at night. The thing is, if they fix the bugs with wizard, I think the class will be in a good state and as it is right now, compared to other classes, it has a much better overall theme.
Look at it this way, we can objectively state: Thaum: Fire/Cold theme with feats and powers Arcanist: Feats could be improved by making them more specific to Arcane/Lightning. Powers have a very strong Arcane theme but could do with some more lightning.
I don't consider bugs as a part of judging the concept of a class, unless the bugs are already on live. This is because the bugs are obviously not intended and should not make it to live. The fact of the matter is, both paths work and have a place in endgame PVE and most powers have a place, either in PVE or in PVP. Even on preview now it is not a hallow dps, it performs better then almost every single class.
Could the class have better power and feat design? Sure and I am all on board with suggesting it, especially since it is the class I main. But I also realize that there is more then just 1 class in the game and right now, the concept of wizard is ok.
Subjectively, we might want specific changes and feel it would be better off with them. Like for example, the people wanting fireball. As much as you might want fireball, the fact of the matter is, its not a must have, its a wish list item.
If it weren't the fact that it would be more work, I'd actually say they should just rip lightning out of Arcanist entirely. The reason there's not really much done with lightning is that there's just not a lot of use for lightning.
I mean, then I'll never get my Lightning Bolt but such is the price of true arcane power!
@thefabricant thank you for reading my scribbles,I mean, you read and you do not have me in .... sometimes I have the feeling that you have, and correcting me in case of Control Mastery I can not believe that I thought it was 2.5 sec , AP gain I downplayed it when I saw it while using it, my mistake I should test on ACT, next time I'll do it better or my character is just a mistake when I do not receive AP, i only can with at-will and 4 encounters about Weapon Enchantment on Ice tarrain and CoI maybe they would change to proc with all tick It would be nice from Dev site old bugs as you said, maybe they would fix it.. maybe you're disappointed, but I'm a random character with Enclave not a Mr.Calculator and thank you for ending my frustration about some matters
I hope this class will not be the another "hollow" dps
@ralf1835 sorry for being so irate, it was mainly due to your previous post in the thread. The point is, I did check all this stuff, and it is frustrating to have people act like I did not, especially considering on some weeks of the closed beta I went with very little sleep since the only time I could provide feedback was late at night. The thing is, if they fix the bugs with wizard, I think the class will be in a good state and as it is right now, compared to other classes, it has a much better overall theme.
Look at it this way, we can objectively state: Thaum: Fire/Cold theme with feats and powers Arcanist: Feats could be improved by making them more specific to Arcane/Lightning. Powers have a very strong Arcane theme but could do with some more lightning.
I don't consider bugs as a part of judging the concept of a class, unless the bugs are already on live. This is because the bugs are obviously not intended and should not make it to live. The fact of the matter is, both paths work and have a place in endgame PVE and most powers have a place, either in PVE or in PVP. Even on preview now it is not a hallow dps, it performs better then almost every single class.
Could the class have better power and feat design? Sure and I am all on board with suggesting it, especially since it is the class I main. But I also realize that there is more then just 1 class in the game and right now, the concept of wizard is ok.
Subjectively, we might want specific changes and feel it would be better off with them. Like for example, the people wanting fireball. As much as you might want fireball, the fact of the matter is, its not a must have, its a wish list item.
For the first time in this thread I get a feeling that we stand in the same line. Lets keep it up. Keep the formation
And I fully support the statment with Thaum = Cold/Fire that we all can say that is in overall good state. I hope we can also all agree that with changes in Snap Freeze and Frigid Winds (Arcanist) we can get a really good Arcane/Lightning theme. (lets focus on arcane mastery stacking or try to use some spark/shock mechanics as few people suggested, arcanist doesnt want to use chill ;p). Two differently themed paragons - a dream for all who love the diversity. Two different playstyles.
We can disagree in some details, in way that other person tests their conclusions. But we should support eachother in general good of our Wizards.
I dont see a problem with Snap Freeze & Frigid Winds in the Arcane Paragon because:
Arcane can use Chill, and something should enhance them so they are not worthless skills for all Arcane wizards. Just because the feats don't synergize with your vision of a super-build, doesn't mean they should be removed to instead further bolster arcane stacks.
1
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
I dont see a problem with Snap Freeze & Frigid Winds in the Arcane Paragon because:
Arcane can use Chill, and something should enhance them so they are not worthless skills for all Arcane wizards. Just because the feats don't synergize with your vision of a super-build, doesn't mean they should be removed to instead further bolster arcane stacks.
If the redesign is to avoid "bad choices" then we shouldn't have an entire bad path full of bad choices available to people, by which I mean Arcanists using chill focus.
I agree that snap freeze and frigid winds should be replaced with something that needs the use of lightning power. It would add choice to player who like to use lightning powers.
here are other idea for feats:
1-) Lightning enhancement : Storm Pillar now don't need to be charged to do is maximum damage and added effects. Sudden Storm damages is increased by 10%.
2-) Arcane Lightning: When you have 5 arcane stack and you use a lightning power your damage is increased by 5% for 10 seconds.
“He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.” ― J.R.R. Tolkien, The Two Towers
How about combining all of those ideas into the feats like this?: Feat2a -Arcanic Chill: Chill now deals 25 magnitude damage each time a stack is applied to an enemy. You deal 1% more damage per stack of Chill on your target.
Feat2b - Assailing Force: Your encounter powers have a 10% chance on use of applying Assailing Force. When assailing force is active, Your next encounter power will do double it's initial damage.
Feat3a - Arcane Lightning: For each Arcane stack, Lightning and its arcs deal 3% additional damage.
Feat3b = Chaos Magic: Your encounter and daily powers have a 10% chance to apply one of three buffs to yourself: Power Surge: Gain 100% increase at-will damage for 5 seconds. Rapid Recovery: Gain 100% recovery cooldown rate for 5 seconds. Quick Action: Gain 20% AP over 5 seconds.
I have been playing my CW for a few days only so far and have enjoyed the new mods. I managed to level him up to 71 in just 2 days of play of only a few hours. I did very well in all areas of the map including Ravenloft. All in all, I was impressed with the way he seems much stronger all in all. I went Thurm which is my preferred route in the previous mod and it was well balanced. I will continue to level up my character and see how things progress.
Comments
So I made a decision that I liked the playstyle of the CW so much I would just invest everything in it and he would be my permanent main. This decision was made after much thought and on the fact that the playstyle of the CW was so dynamic and had so many choices compared to other bash bash bash classes. It was because it was a fun class to play. I made other decisions based on this and left all other characters in the dust, not giving them any progress and only concentrating on the CW and spend a good deal on zen to upgrade and add more fun things to my Neverwinter world.
I will repeat, the playstyle felt dymanic and fun, I was able to be completely tactical in my placement, what I did with the enemies and how I killed them, how I supported any team.
Now you have removed recovery and I have a 14 second cooldown on icy terrain, I can tell you this will be your largest headache with the unwitting playerbase who love their CW's but are not present in the preview shard to see how this class is being murdered (most of them), this power is one of the most used by players but now it has been so nerfed as to be more or less useless. I have lost chilling cloud and am being forced to use magic missile, why is the supposed tree which has the coldbased powers losing chilling cloud at-will? You are ripping apart something which was providing much fun and enjoyment for a wide part of your playerbase and I can only wonder why. Why are you ripping everything apart and starting over again? Why have you taken away all our choices? Why are you dumbing-down the game for everyone? Like when Rhyx was removed, and we were told that not enough people were remembering to see him so you were changing the way it worked and we lost a feature, you are again dumbing it down and removing features in an attempt to control how we play the game. You are REMOVING content, not adding. It's only because you can't be bothered putting in a decent how-to guide of your own and some players get things mixed-up or forget, so instead of helping them play it properly, you just remove something so no-one has to think about it in the first place.
I am too depressed to go into detail on certain issues, so I will leave it at that. I run a guild and am obliged to come in and make sure it's monitored and run properly, but as far as spending zen on my character and running content, I'm done. I suppose I could revisit other classes like the DC, but based on the choices I made ages ago when I left them all in the dust to concentrate on my CW, I now would be faced with starting all over again and running so much campaign content to get the character to end game, and I am just not willing to go there. I put in all my hard work into my CW and you've taken all the fun out of it and made it feel rubbish to play, thanks for nothing. What you don't understand, is that when you dumb-down, nerf (and that is what you are doing here, one giant massive NERF) and remove content, you are affecting people's experiences in a massive way. Not everyone is hardcore and gets a character leveled up and geared-up in a couple of months, some do, but many more than that plod along and take their time, I'm one of those. We can put years into one character over time. Based on what the game offers us, we make decisions over time as to what we spend our time and efforts and money on, so by doing this to the CW you are taking a very long period of time spent by many of us on our game and basically defecating on it. We all set goals and those goals usually mean reaching some kind of pinnacle of achievement on our character and then being able to run around on it and enjoy all our hard work (which as I said can take years for some people), you moved the goal posts for no good reason yet again and are just going to make a worse game and upset most of your players. Why.
The best thing I have always told people about Neverwinter was that you had choices on how to play. You are taking them all away. I guess I stop telling people that now and while I'm at it maybe it's just best if I stop promoting the game to people in the first place seeing you are so eager to rip it apart and I am not confident on what I am actually going to be recommending to people in the long term.
R.I.P. CW
Could anyone point me the changes ??
-Because as i see Wizard is in total mess for now Snap Freeze and Frigid Winds are still in Arcanist tree, why the feats relaying on chill stacks are still here ??
-Our magnificent Cataclism hit boxes are still so narrow that it makes it worthless to use.
-Final Daily in Thaumaturge gives 1 stack of chill (is this a joke?) and throws the mobs like a dolls over the battlefield instad of gathering them to easier kills because of knockdown ( id say its knockback ) mechanic that is totaly useless on any encounter or daily.
-Is Fanning the Flame hit with initial damage or is it only dots ticking without initial hit but with animation??
Those are my four main concerns about wizard now and i could write some more. I quit proposing any "new" ideas about how the things could be changed in new stuff. Because it clearly make no sense. When i loged to preview today i was looking forward to see some improvements... ooooooh how i was disappointed... every day im loosing my hope.
I was sooooooo hyped the first day of m16 on preview, we've made whole big overview with my dear friend @ralf1835 that you can find in this feedback. There are still some ideas that can be used in current state of the class. Where did the communication with players go ??
At the moment my feelings are... disappointment, sadness and helplessness. From that there are two directions. Bringing the hope and enjoyment or makin it become anger and frustration.
Which way you are going to push your players Devs ?? Do you even care ??
This feels all too well like it did when Mod 6 launched. We told them until we were blue in the face that a huge chunk of the playerbase would be enraged. The usual "thanks for the feedback, but we're not planning any major changes" responses came and went, i.e. polite Golf Foxtrot Yankee responses to what they should have recognized were major danger signals. My official title for Mod 6 was and remains "Hubris", but it might now be in contention. I've tested this so far on three different alts and to be blunt I don't want to play it (preview) any more. It's just not ***fun***, which is why we play games at all in the first place.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
The cool downs between encounters does suck a bit though, but I think they could easily fix that by putting faster recharge on encounters out of combat so that everything was fresh by the time we get to the next mob.
The reason why I suggest switching Cataclysm with Burning Hands is because Burning Hands is actually a spell in D&D, Cataclysm is not. I think it would be easy for them to switch the name and make it a wider cone effect with little effort on the animation. It also doesn't have to be the last encounter we unlock in thaum if thats what bothers you, and Burning Hands is a good spell especially if you empower it with metamagic (spell mastery) like a Sorcerer can in 5e or the feats in 3e, plus cast it at a higher level
Burning Hands
If the developers only have time to work on 1 class, I would suggest they work on 1 that is not wizard, because although it is my favourite class it is not that bad compared to the others.
if u want to play a full lightning mage , with lighning bolt , arc lighting , lightining storm and electrocute or something u cant.
melees having more rigid options is "ok" , but casters?
The best way to ensure that the people whose opinions matter don't read our feedback is to lace it with insults and emotional ranting.
For those of us who are throwing up our hands and claiming that the devs utterly don't care about our feedback, then why are you posting anything at all if you don't think it matters? This is a feedback thread, not a thread for venting.
More on-topic:
I'm enjoying Arcanist quite a bit. I've always wanted an Arcane-focused Wizard option in this game, and I'm not disappointed with how the powers synergize with each other and with the Arcane Mastery mechanic.
However, I'm not feeling Thaumaturge as much. I can't quite put my finger on it, but as an AoE spec it's not as enjoyable as the current CW loadout on live. I suppose one of the things that might be bothering me is its dependence on using a living target as a focus for AoE damage. Conduit of Ice and especially Fanning the Flames are rather effective when mobs are bunched and the original target doesn't die instantly, but in a group setting and/or when mobs are prone to dying quickly regardless, the effectiveness of these powers drops can drop like a rock.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
I can't speak for other classes as I've not really played them very much other that the HR but I can say this to "fix" what i feel is hampering the wizard and I know I've spammed this before but I KNOW this will work and be fantastic for the Arcanist path!
The arcanist need a way to keep mobs off of him while the encounters are coming back and arcane stacks fall off so fast it just not fun or worth building them up.
Please,Please, Please... remove Arcane Bolt and create a Arcane lightning at-will that chains mobs and has a chance to stun for 3-5 seconds.
Every time we stun we build a arcane stack and acrane stacks are "infinite" until disintegrate consumes all acrane stacks for a big nuke...Rinse and repeat.
Disintegrate on mastery- each arcane stack give a 2% Dps boost to disintegrate's hit.
This mechanic keeps us alive in solo play and prevents us from kiting everywhere and makes the arcane powers we do have more impactful and worth the cool down, and most importantly it could be a ton of fun and very rewarding!!
Additionally- the chain/stun effect can help in group play for melee classes and give the arcanist wizard something to do to help the team as our current at-wills are useless.
I still think that Snap Freeze and Frigid Winds are not the good feats to be paired with Arcanist. Is there any way to make them more arcane/lightning linked ??
Does not use stack Spell Twisting (arcanist feat)
Does not benefit from Weapon Enchantment
Chilling Cloud
the third hit does not give area damage and stack of chill
the third does not benefit from Weapon Enchantment
Rapel
on TAB there are 200 should be 225 magnitude
Assailing Force (feat) it doesn't double the damage on TAB and normal Slot
Does not benefit from Action Point Gain
Ice Terrain
Arcane Presence (class feature) does not benefit from Arkane Mastery
Weapon Enchantment only works on the first tick
Does not benefit from Action Point Gain
Entangling Force
the amount of the tick is greater than the skill magnitude should be 4 tick not 5
duration of hold is longer than in the tooltip, does not benefit from Arcane Mastery to increase the durations of hold
1% benefit to Action Point Gain
Ray of Enfeeblement
the amount of the tick is greater than the skill magnitude should be 5 tick not 6
duration buff/debuff it's shorter (6sec) than in the tooltip (10sec)
Does not benefit from Action Point Gain
Shield
1% benefit to Action Point Gain
Sudden Storm
Arcane Presence (class feature) does not benefit from Arkane Mastery
Assailing Force (feat) it doesn't double the damage
Does not benefit from Action Point Gain
Disintegrate
Chilling Presens (class feature) does not benefit from stack of chill and not doubled on Frozen target
1% benefit to Action Point Gain
Steal Time
Assailing Force (feat) it's spent before calculating dmg from steal time
Does not benefit from Weapon Enchantment
Does not benefit from Action Point Gain
Shard of the Endless Avalanche
Shard slam doesn't benefit from Weapon Enchantment
Does not benefit from Action Point Gain
Imprisonment
duration of hold is longer (5sec) than in the tooltip (3sec)
duration of buff is longer (10 sec) than in the tooltip (6sec)
1% benefit to Action Point Gain
Faning the Flame
FtF i think is AOE "enemis within 15' who are affected by smolder the 25 magnitude damage" why the Evocation (class feature) on the fanned flame doesn't work, on a live server it works as it is on a TAB and in m16 we have it as an additional effect
Rimefire Weaving (feat) FtF main hit doesn't use this feat but his Fanned flame and gathering flame at the first tick
Does not benefit from Action Point Gain
Fanned Flame and Gatheting Flame doesn't benefit from Weapon Enchantment
Icy Rays
on TAB 65% more damage on two targets
on TAB 26% more damage in one target
Spell Mastery gives not more than 10%, I have feeling that there are still have 3 fang from TAB
Does not benefit from Weapon Enchantment
Does not benefit from Action Point Gain
Chill Strike
on TAB only main target has received damage from Weapon Enchantment
Does not benefit from Action Point Gain
Conduit of ice
"Adds a chill stack to all targts hit" didn't work
Does not benefit from Weapon Enchantment and only main target has received damage DOT from Weapon Enchantment
Does not benefit from Action Point Gain
Cataclysm
targets marked by stack of chill doesn't adds smolder to all targets
the range is smaller than in the tooltip
Does not benefit from Action Point Gain
Arkane Singularity
Does not benefit from Weapon Enchantment
Oppresive Force
magnitude is 400 should by 450 in the first phase and doesn't benefit from Weapon Enchantment
Explode have 450 should by 500 magnitude
Furious Immolation
magnitude is higher than in the tooltip
Does not benefit from Weapon Enchantment
Ice Strorm
Doesn't give effect slow
Maelstrom of Chaos
Arcane Presence (class feature) does not benefit from Arkane Mastery
Arcane Empowerement
does not work, so for every skill it gives a different bonus to dmg but always bigger than in the tooltip of 10%
Arcane presence
increases the damage only 0.5 % per stack arkane master less than in the tooltip 1% per stack
Arcane Power Field
"causes foes within 30' of you to take 50 magnitude damage every 2 seconds" doesn't work
APF should double the Arcane Presents 1% per stack arkane mastery and not 0.5% per stack arane mastery
Arcanist
Alacrity (feat) doesn't work
Snap Freeze (Faet) doesn;t work, when I select the snap freeze I can also activate the assailing force
Elemental Reinforcment (feat) does not give a double bonus
A step above mastery (feat) doesn't give an additional 1% dmg per stack arcane mastery
Thaumaturge
Icy Vens (feat) I selected the Icy Vens I can also activate the Glowing Flames
Empowering Flames (feat) after punching 20 stack of empowered flames I can not use "Explosive Power"
Directed Flames (feat) smolder deals 50% of total dmg instead of 75%, rimefire smolder deals correctly 75% combined with Critical burn (feat) does not give additional 25% critical
Critical Burn (feat) rimefire smolder doesn't deal an additional 25% critical damage (without feat Directed Flames)
Glowing Flames (feat)/Critical Burn (feat) Taken together, critical hit Glowing Flames doesn't deal 25% additional critical damage
Chilling Advantage (feat) sometimes it counts the increased CS at the stack of chill, but in most cases doesn't work during a critical hit (I do not know, it may be an individual error)
oh true...we are limited in mod16...to a max of 4 at wills
where are the additional effects on the TAB for encounter ?
Entangling Force, Fanning the Flame, Icy Rays, Conduit of Ice, Cataclysm, Sudden Strorm, Disintegrate, Steal Time, Shard of the Endless Avalanche.
The following are not bugs and are intended (they were changed to work this way in the m12.5 balance pass):
The following statements with regards to AP gain are untrue:
Proof:
Here is a picture of Repel with 11 constitution, no other sources of AP gain, of repel which has an animation time of 0.05 seconds:
Here is the picture of Repel with 12 constitution:
As you can see, it was increased. The formula for AP gain is Cast Time*1.67*Product of AP gain sources. Plugging in the values above we get:
0.05*1.67*1.0275=0.08579625 which matches 11 con.
0.05*1.67*1.03=0.086005 which matches 12 con.
For the rest I did not check 11 and 12 con, only checked 12 con and I trust you can do the maths to check it is correct.
Icy Terrain:
Entangling Force:
Ray of Enfeeblement:
Shield Pulse (does not benefit from AP gain at all):
Sudden Storm:
Disintegrate AP:
I did not bother to check the following AP gain reports, but I assume they work as intended since it appears @ralf1835 cannot test AP gain:
Cataclysm and Fanning the Flame don't actually benefit from AP gain, but I guess if you report everything you might get 1 thing right.
Other non bugs:
Enemies just need to be within range of the AoE.
Here is proof of Disintegrate:
1 is against a frozen target and the other 1 is with 0 chill stacks.
Here is proof of Entangling Force and Imprisonment.
Its a core class mechanic, its so nice to know that you aren't aware control effects last 2.5x as long.
Here is Proof of Arcane Empowerment:
Initial conditions: 1000 damage weapons, 21 int, controlled momentum, Arcane Empowerment and 5 arcane stacks.
Disintegrate: 1000*3.2*1.0525*1.02*1.1*1.025=3873.3684
Entangling Force: 1000*6.5/4*1.0525*1.02*1.1*1.025=1966.94489062
Repel: 1000*6*1.0525*1.02*1.1*1.025=7262.56575
Old Bugs (already reported, some of them in mod 12.5, some of them in this thread):
The following are actually bugs that are not already reported:
The following I did not bother to check because I got tired of checking things and finding out they were fake:
Then as far as entangling force works, in my opinion it is a tooltip problem. Entangling Force ticks once every 0.5 seconds. At 0s it ticks once, 0.5s second tick, 1s third tick, 1.5s forth tick and 2s fifth tick. With 5 Arcane Stacks it ticks it ticks 6 times (duration increased by 0.5 seconds) and with 10 Arcane Stacks it ticks 7 times. The same math governs how many ticks Ray of Enfeeblement does.
I am disappointed @ralf1835 that you did such shoddy work. I recommend checking it and making sure you get things right.
Sometimes a bug can exist, but replicating it is next to impossible because there's any number of unknown variables. Instead of calling people liars, just say you weren't able to replicate the supposed bug.
and correcting me in case of Control Mastery I can not believe that I thought it was 2.5 sec ,
AP gain I downplayed it when I saw it while using it, my mistake I should test on ACT, next time I'll do it better or my character is just a mistake when I do not receive AP, i only can with at-will and 4 encounters
about Weapon Enchantment on Ice tarrain and CoI maybe they would change to proc with all tick It would be nice from Dev site
old bugs as you said, maybe they would fix it..
maybe you're disappointed, but I'm a random character with Enclave not a Mr.Calculator and thank you for ending my frustration about some matters
I hope this class will not be the another "hollow" dps
Look at it this way, we can objectively state:
Thaum: Fire/Cold theme with feats and powers
Arcanist: Feats could be improved by making them more specific to Arcane/Lightning. Powers have a very strong Arcane theme but could do with some more lightning.
I don't consider bugs as a part of judging the concept of a class, unless the bugs are already on live. This is because the bugs are obviously not intended and should not make it to live. The fact of the matter is, both paths work and have a place in endgame PVE and most powers have a place, either in PVE or in PVP. Even on preview now it is not a hallow dps, it performs better then almost every single class.
Could the class have better power and feat design? Sure and I am all on board with suggesting it, especially since it is the class I main. But I also realize that there is more then just 1 class in the game and right now, the concept of wizard is ok.
Subjectively, we might want specific changes and feel it would be better off with them. Like for example, the people wanting fireball. As much as you might want fireball, the fact of the matter is, its not a must have, its a wish list item.
I mean, then I'll never get my Lightning Bolt but such is the price of true arcane power!
For the first time in this thread I get a feeling that we stand in the same line. Lets keep it up. Keep the formation
And I fully support the statment with Thaum = Cold/Fire that we all can say that is in overall good state. I hope we can also all agree that with changes in Snap Freeze and Frigid Winds (Arcanist) we can get a really good Arcane/Lightning theme. (lets focus on arcane mastery stacking or try to use some spark/shock mechanics as few people suggested, arcanist doesnt want to use chill ;p). Two differently themed paragons - a dream for all who love the diversity. Two different playstyles.
We can disagree in some details, in way that other person tests their conclusions. But we should support eachother in general good of our Wizards.
Arcane can use Chill, and something should enhance them so they are not worthless skills for all Arcane wizards. Just because the feats don't synergize with your vision of a super-build, doesn't mean they should be removed to instead further bolster arcane stacks.
It would add choice to player who like to use lightning powers.
here are other idea for feats:
1-) Lightning enhancement : Storm Pillar now don't need to be charged to do is maximum damage and added effects. Sudden Storm damages is increased by 10%.
2-) Arcane Lightning: When you have 5 arcane stack and you use a lightning power your damage is increased by 5% for 10 seconds.
― J.R.R. Tolkien, The Two Towers
Feat2a -Arcanic Chill: Chill now deals 25 magnitude damage each time a stack is applied to an enemy. You deal 1% more damage per stack of Chill on your target.
Feat2b - Assailing Force: Your encounter powers have a 10% chance on use of applying Assailing Force. When assailing force is active, Your next encounter power will do double it's initial damage.
Feat3a - Arcane Lightning: For each Arcane stack, Lightning and its arcs deal 3% additional damage.
Feat3b = Chaos Magic: Your encounter and daily powers have a 10% chance to apply one of three buffs to yourself:
Power Surge: Gain 100% increase at-will damage for 5 seconds.
Rapid Recovery: Gain 100% recovery cooldown rate for 5 seconds.
Quick Action: Gain 20% AP over 5 seconds.