After trying out the new paladin I feel I have to say that new ranger looks pretty good so far
Some adjustments will have to be made after you fix melee weapon damage. At-wills seem much too weak atm but it's hard to say.
Storm's Recovery is really strong against large groups, not at all against single targets but I guess it's the whole point of the warden, focusing on AoE damage.
I am a Hunter(16-17K, mostly specced for pure DPS) since the beginning of the mod 2, and I know mostly all of the class's mechanics out there.
I need to say that I like the general ideas of mod 16, yet the execution is a bit poor to my eyes. Being able to select any companion to fight with you is great. Here is my 2 cents for Hunter changes.
First of all, gotta say that it was a mess even for a player looking forward to see the changes at the first day when I first saw the UI and all, then I gave it more time, and figured out what to do quite nicely.
I leveled up to 77 to see new encounter power. I liked it, yet it is a bit powerless, causing hardly any hurt to foes (Even though it is empowered by 50% using the feat that I forgot the name of).
First of all, thanks for seperating single target powers from the AoE ones, yet it feels like I am not doing any damage AoE wise. It's pretty much waiting for the Encounters or Dailies to pop-up and then kill the targets one by one, and at-wills are really not doing much considering their unhurtful damages. We can just wait for our encounters to cooldown without doing anything with the mouse, and finish the fight that way (besides targetting the enemies ) . Here, I would suggest adding some secondary effects to at-wills that work with encounters, dailies or whatever to bring a synergy to them. Otherwise, it is a dull feeling using at-wills while waiting on the encounters to cooldown. This applies to all at-wills I've tried on preview, Fighter, Barbarian, Warlock, or any other class. At-wills are just useless now, to me.
If this is what you are aiming for, then cudos, yet if it is not, you are doing a baaad job on AoE powers. Sometimes I start the fight, getting busy on killing the strongest enemy, my pet kills the smaller ones slowly. Gotta admit, it's not really a good feeling not being able to hit multiple targets. Also thanks for Snipe and Slasher's Mark, now we have Dailies.
I need to mention weapon enchantments here, as well. It is a genius idea to give every single weapon enchantment the same base effect, and seperating them by their secondary effects. Good job on that. Yet, to me working towards a rank 14 weapon enchantment and getting 5% more damage is a joke (how are you planning to sell coal wards ? ). You guys clearly think about buffing them at least to a level of 15-25%.
A dev mentioned about melee powers using the wrong weapon damage calculations, so I won't go into details about them. Even though, I tested both paragon.
I see that you guys are trying to keep the DPS at minimum for testing purposes, yet some of the passives are really not worth at all. We could as well go without them. Bringing rank 1 versions of them makes me feel, you guys are planning to bring some mechanism to enchance them in future, and that scares me.
Also, I see other Devs answering posts, I only saw 1 developer commenting on our official forum page. Please inform us about what is going on. Not only the Barbarians are the players of this game
Oh oh, last but not least, Distruptive Shot and Aspect of the Lone Wolf at Level 80 ? Come on, guys, you are better than that...
BUG(?): Binding Arrow seems to be placed in wrong paragon path Tooltip for Binding Arrow says that it has added effect of Strong Grasping Roots. Binding Arrow is available only in Warden paragon path, which has no roots augmentation. Is it intended or a bug?
ABSOLUTE
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feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
edited March 2019
Without playing yet (as it is Mardi Gras season and I have real world things to do): 1) Making strength a dmage booster is a terrible idea. Put it back in the primary stat, Dexterity, where it belongs for this class. 2) AP comes from CON? Seriously? Another bad idea. 3) No stat for crit chance? Really? Another bad idea. 4) No buff from longstrider's shot. Why? 5) Hawkeye still only increases damage from encounter powers, and only for 5 seconds. This makes it next to useless what with the new mod's projected emphasis on fewer encounter powers. It should apply to all damage and for a longer duration. 6) Disruptive Shot at level 80? Please. Move it back to where it was. 7) Aspect of the Falcon working at short rather than long range is a terrible idea. This is a ranged class. Its main weapon is ranged. Work should have been done to make ranged classes more effective rather than less in this mod. JUST MAKE BUFFS DISREGARD DISTANCE TO OTHER CHARACTERS IN THE PARTY. 8) Cruel Recovery, Pathfinder's Action, Stag Heart, and Primal Instincts are all pointless. You left this dreck in and got rid of useful things like Aspect of the Pack and Aspect of the Serpent? This is a completely clueless move. 9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind. 10) Listed cast times for almost everything are ridiculously long, so it looks like as usual we'll be handicapped by animations that take longer than it takes opponents to either close with us or run away. Massive fail. 11) Aspect of the Lone Wolf at Level 75? Are you kidding? Put it back where it belongs. 12) Stormstep Action needs updating or a complete rewrite since this mod will make it much more difficult to use dailies often. 13) We need a serious hint on what combat advantage does or does not do this mod in order to understand how to build anything at all. 14) Blood Lust boon looks weak and useless. So do all the other top tier boons. 15) Boons for critical avoidance and gold gain? Really? Bad idea. 16) So what's Awareness? Also why introduce new stats like Awareness and Accuracy at all? I thought you were supposed to be cleaning up the code, not adding new things that will go wrong. 17) Oooh, 4% recovery and AP gain are possible with tier 5 boons? Don't spoil us or anything. 18) PVP stronghold boons are still centered on marks and wards. I never liked them that way and still don't. 19) Focused is AWFUL. The point of the class has always been that it could switch stances as needed but now you want us to be either just ranged or just melee. NO. Obviously you didn't ask a single player about this one. This also undermines the usefulness of buff powers like Throw Caution. Complete fail. Get rid of it. Kill it with fire. Throw it down the memory hole. Give us the exact opposite of this.
More when I've had time to update my preview character to live and test this. So far I see ABSOLUTELY NO effort to fix the class' primary problems, which are looooooooooooooooooooooooong animations that make it constantly get interrupted by bosses/opponents, long cooldowns, lack of any control escape or immunity, which again inhibits DPS, slow movement, slow stamina gain (in fact this looks even worse for stamina gain), nonfunctional/useless stealth and healing abilities, weak at-wills, poorly thought-out utility power (i.e. ambush working from moment of activation for 5 seconds instead of until an attack is made)...I could go on. Same old problems, same old nerfs, same old lack of attention to longstanding player complaints.
On putting together a loadout:
Don't like the division of powers between Warden and Hunter at all. The old system of giving the electric powers to SW and the plant powers to PF made much more sense. Too many powers that should be shared between the paths are now restricted to one or the other.
Don't like the choices in feats. How does it make sense to force us to choose between To The Wind and Skirmisher's Gambit when having both at once has worked for years?
Split Shot is the same as before, which is a relief given that the advertised cast time of 2.1 seconds is completely insane.
I absolutely hate the restriction to companion-only gear and runestones instead of enchantments for companions. The lack of companion-only gear in MW makes this even worse....now we presumably have to fight a long war against the RNG to equip our companions, after we figure out whatever TF the bolster system is.
Stats readout in the character sheet tells us next to nothing, so that's useless now and we have no idea how to build to meet whatever the new armor pen or crit or severity or awareness or whatever targets are.
I dislike Commander In Chief even more since it's now opposed to Forestbo(u)nd.
Critical Action and Aspect of The Serpent need to INFORM US HOW MANY STACKS THEY HAVE.
New Biting Snares, with its ICD of 20 seconds, is awful.
My post disappeared. Redo. I made a level 1 and ran it through from scratch to get a feel for it. Played mostly warden so far.
1. Since you're hell-bent on turning this into a mouse/trigger spamfest, you need to increase at-will damage to get us through mobs. Early levels especially were rough. Getting mobbed and surrounded trying to pick off enemies with rapid shot is a death sentence. Enemies take 4+ hits of rapid shot to kill. 4+ enemies in a group. I was eating potions like candy. And split shot is RIDICULOUSLY slow and unwieldy. Worse than just using rapid shot. And no melee powers either.
2. The order of some of the powers is not sensible for how the game plays. At low levels we are facetanking mobs in solo missions. Our first class feature should be lone wolf, not seeker's vengeance which is much better at higher levels in group/dungeon play where you can get behind something. Oakskin might also be better at lower levels when you're soloing. That tiny HAMSTER heal might be good for something then. I would also swap snipe and hurricane, same reasons. The AoE is more useful earlier on than an st imo.
3. Some of the features need some revamp. They simply aren't useful or useable given the current and changing state of things. Blade storm needs to be rewritten to include ranged damage as ranged and melee builds are no longer completely separate and there is not a comparable feature for ranged damage. Crushing roots needs ... Something. 1 second of immob time is literally nothing. Some of our animations take longer than that ffs. Stormstep Action same deal. Since you are DRASTICALLY reducing the ability to build and use dailies meaning for them to be much more situational, 2 seconds of cool down when you do finally use it is pitiful.
4. Serpent and Twin Blade Storm need more information added to the tooltips. Serpent should include how many stacks you can have. TBS needs to specify if it applies to melee and range damage. The name implies it is for melee, but since it doesn't say .... Who knows?
I respeccd to hunter using the commander feat and then the three upper feats after that. hunter seems to do more damage and have better survivability than the other paragon. (at least as I had it set up) although I wouldn't call it op. my highest damage was 56000 my il has gone up because now i'm in a test server guild I'm 16.6 now
I started feeling really underpowered at preview. I'm not end-game player, just average. My HR is barely 12k but i could enjoy the content until Chult and give a try at easy parts of barovia. Combat mainly so I tried warden focusing on melee. I tried Dread Ring at preview and it was a pain. Too long fights for that level. can be it's about the levelling thing, OK. I realized with hunter specc i could do better. But I could only feel i was killing at sharandar (!!!!) I've tried at PE dummies: Rapid shot on hunter's spec ranged, about 7k-8k damage Split strike on warden spec, about 700-800 damage 0.o (yes, not 700.000, just 700 XD ) It's not about half damage as i've read at forum, but 10%. i just was dodging while my lillend (0.o) tanked and killed for me.
Final comment and for the record:
I was really enjoying the game on live. soloing, upgrading slow, top charting paingiver in RIQ charts... you know, humble average player XD... But now I don't feel motivated at all to play live or preview. I guess i'm not the only one
Without playing yet (as it is Mardi Gras season and I have real world things to do): 1) Making strength a dmage booster is a terrible idea. Put it back in the primary stat, Dexterity, where it belongs for this class. 2) AP comes from CON? Seriously? Another bad idea. 3) No stat for crit chance? Really? Another bad idea. 4) No buff from longstrider's shot. Why? 5) Hawkeye still only increases damage from encounter powers, and only for 5 seconds. This makes it next to useless what with the new mod's projected emphasis on fewer encounter powers. It should apply to all damage and for a longer duration. 6) Disruptive Shot at level 80? Please. Move it back to where it was. 7) Aspect of the Falcon working at short rather than long range is a terrible idea. This is a ranged class. Its main weapon is ranged. Work should have been done to make ranged classes more effective rather than less in this mod. JUST MAKE BUFFS DISREGARD DISTANCE TO OTHER CHARACTERS IN THE PARTY. 8) Cruel Recovery, Pathfinder's Action, Stag Heart, and Primal Instincts are all pointless. You left this dreck in and got rid of useful things like Aspect of the Pack and Aspect of the Serpent? This is a completely clueless move. 9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind. 10) Listed cast times for almost everything are ridiculously long, so it looks like as usual we'll be handicapped by animations that take longer than it takes opponents to either close with us or run away. Massive fail. 11) Aspect of the Lone Wolf at Level 75? Are you kidding? Put it back where it belongs. 12) Stormstep Action needs updating or a complete rewrite since this mod will make it much more difficult to use dailies often. 13) We need a serious hint on what combat advantage does or does not do this mod in order to understand how to build anything at all. 14) Blood Lust boon looks weak and useless. So do all the other top tier boons. 15) Boons for critical avoidance and gold gain? Really? Bad idea. 16) So what's Awareness? Also why introduce new stats like Awareness and Accuracy at all? I thought you were supposed to be cleaning up the code, not adding new things that will go wrong. 17) Oooh, 4% recovery and AP gain are possible with tier 5 boons? Don't spoil us or anything. 18) PVP stronghold boons are still centered on marks and wards. I never liked them that way and still don't. 19) Focused is AWFUL. The point of the class has always been that it could switch stances as needed but now you want us to be either just ranged or just melee. NO. Obviously you didn't ask a single player about this one. This also undermines the usefulness of buff powers like Throw Caution. Complete fail. Get rid of it. Kill it with fire. Throw it down the memory hole. Give us the exact opposite of this.
More when I've had time to update my preview character to live and test this. So far I see ABSOLUTELY NO effort to fix the class' primary problems, which are looooooooooooooooooooooooong animations that make it constantly get interrupted by bosses/opponents, long cooldowns, lack of any control escape or immunity, which again inhibits DPS, slow movement, slow stamina gain (in fact this looks even worse for stamina gain), nonfunctional/useless stealth and healing abilities, weak at-wills, poorly thought-out utility power (i.e. ambush working from moment of activation for 5 seconds instead of until an attack is made)...I could go on. Same old problems, same old nerfs, same old lack of attention to longstanding player complaints.
1,2,3) Primary stats have the same effect for all classes now. I don't like it but that's what they wanna do. The damage boosts are very small and I suspect some of the warden skills will do lightning damage which would be affected by INT not STR.
4 and 7) All party buffs, expect for a handful of very weak buffs like Hawkeye, have been removed for all classes. So, yes, it appears you can know attack at range while in a group.
9) Agreed, that's one of the main concerns with the current state of mod16, plenty of feats are terrible even though we only get a handful of them. TBH the ranger feats aren't so bad compared to some other classes.
11) This one is baffling, yes.
12 and 16) You can find all the details in the stats and mechanics feedback thread. Your CA stat is compared to your enemy's awareness, if your CA is too low you'll do 0% more damage, if it's much higher (1% per 500 CA over enemy's awareness) you can do up to 100% more damage. Aspect of the Pack also doesn't give auto-CA anymore. So all in all, you're better off dropping CA altogether and stacking Power and Critical Strike instead.
19) Not everyone wants to be a trapper. You can pick the opposing feat and be a trapper if you like. This feat is fine.
Anyone know if enemy awareness still works if they are controlled..? ie. Prone/dazed/iced/etc..? Also check to see if stealth, ghost/ambush, give combat advantage. On live it doesn't, unlike TR stealth, which does, which I always thought unfalr. Maybe that'll get fixed.
9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind.
I actually liked the idea. It enhance the uniqueness of each powers so things wouldn't be plain simple. Let u brainstorm and plan your rotation.
9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind.
I actually liked the idea. It enhance the uniqueness of each powers so things wouldn't be plain simple. Let u brainstorm and plan your rotation.
That would be a fine idea if there was a feat to specialize every power to choose from. Then it would be a matter of planning. When there are only feats to buff a few powers, it's actually the opposite. They're forcing you into using certain powers because they have decided to make those powers work better than others.
More feedback : I've finally reached level 80 so I could try all powers and feats.
New at-will Storm Strike : It's pretty cool, a bit clunky and slow maybe but not that much. We may finally get a single-target at-will that beats Split Strike. It does lightning damage which, I suppose, counts as magical damage. this could be a little problematic, but I guess it makes sense.
New daily Call of the Storm : Finally a ranger daily worth using? Maybe. The only problem is that it does more or less the same thing as the new Forest Ghost and the last two feats end up being very similar.
Feat Enhanced Conductivity : It doesn't do anything.
Forest Ghost + Nature's Envoy : This gives much bigger at-will damage than expected. I suspect that flurry is stacking instead of being refreshed. You get up to +600% at-will damage (damage x7).
Storm's Recovery + Fox's Cunning / Oak Skin / Boar Hide : It would be nice if those three encounters could count you as a target hit. At the moment, they only count friendly players (which is fine) but not you, so if you are alone they don't trigger Storm's Recovery at all.
Thorn Strike needs a serious damage boost. It's terrible even taking the bugged weapon damage into account.
Swiftness of the Fox or Storm's Recovery in conjuction with AoE powers are multiproccing for every target hit. I have tested these feats interactions with Cordon of Arrows, Constricing Arrow, Plant Growth, Hindering Strike, Steel Breeze.
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dheffernanMember, NW M9 PlaytestPosts: 216Arc User
As far as I'm concerned the changes utterly destroy the class. The abilities I used in my main loadout are scattered hither and yon over the new paths and the whole feel of the class is gone.
19) Focused is AWFUL. The point of the class has always been that it could switch stances as needed but now you want us to be either just ranged or just melee. NO. Obviously you didn't ask a single player about this one. This also undermines the usefulness of buff powers like Throw Caution. Complete fail. Get rid of it. Kill it with fire. Throw it down the memory hole. Give us the exact opposite of this.
QFE. The existing Ranger class works by leveraging the ability to change stances. It doesn't seem that whoever (if anyone) is managing the class understands this at all, since even now only one feat tree (Trapper) does it properly. (To the guy who said "not everyone wants to be a Trapper", until this mod launches if you're playing an HR who isn't a Trapper you're doing it wrong.) If you want to have paragon paths broken down by single-target vs. area-effect fine but both of those paths have to work around stance changes. If you mean for the class to be either an archer or a fighter then make it one or the other, put a different item in the offhand slot and find something else for the tab key to do.
@Venture-1@Venture from City of Heroes if you remember that far back. Yes, *that* Venture. Yes, I probably trashed your MA arc. For me it was Tuesday.
If you mean for the class to be either an archer or a fighter then make it one or the other, put a different item in the offhand slot and find something else for the tab key to do.
Let me amend my original post... I have not yet had the opportunity to spend any time with a higher-level ranger on test, but I do plan on doing that tomorrow.
I like the idea of a ranger being able to dedicate themselves to either bow style or dual-blades style if they wish.
However, and again, this is without having seen it in action, I would consider it ideal to have two paragon paths with each having a mix of feats that would benefit both close and range in the sense that a player could choose all range-boosting feats, all melee-boosting feats, or a mix of both.
That would offer players a full range of viable options for their Ranger and the class itself would keep it's flexibility in any case.
Post edited by mithrosnomore on
1
feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind.
I actually liked the idea. It enhance the uniqueness of each powers so things wouldn't be plain simple. Let u brainstorm and plan your rotation.
Sure. What I dislike about it is that it encourages the use of powers that have feats dedicated to them and ONLY those powers. I'm tired of each class in this game having one (or at most two) useful builds and rotations.
1
feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
As far as I'm concerned the changes utterly destroy the class. The abilities I used in my main loadout are scattered hither and yon over the new paths and the whole feel of the class is gone.
19) Focused is AWFUL. The point of the class has always been that it could switch stances as needed but now you want us to be either just ranged or just melee. NO. Obviously you didn't ask a single player about this one. This also undermines the usefulness of buff powers like Throw Caution. Complete fail. Get rid of it. Kill it with fire. Throw it down the memory hole. Give us the exact opposite of this.
QFE. The existing Ranger class works by leveraging the ability to change stances. It doesn't seem that whoever (if anyone) is managing the class understands this at all, since even now only one feat tree (Trapper) does it properly. (To the guy who said "not everyone wants to be a Trapper", until this mod launches if you're playing an HR who isn't a Trapper you're doing it wrong.) If you want to have paragon paths broken down by single-target vs. area-effect fine but both of those paths have to work around stance changes. If you mean for the class to be either an archer or a fighter then make it one or the other, put a different item in the offhand slot and find something else for the tab key to do.
While I agree that Trapper is the only remaining paragon path that makes sense for the class, its damage has been nerfed so far for so long that it's all but useless in group group content (unless you actually enjoy playing a - barf - buff build). And of course this mod doesn't take the long-obvious step of allowing thorned roots damage to stack and to scale properly. It really looks like someone who's never played the game started with a set of ideas and stuck to them no matter how bad they turned out to be.
I'll have some time to test today so I can stop speaking from ignorance.
9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind.
I actually liked the idea. It enhance the uniqueness of each powers so things wouldn't be plain simple. Let u brainstorm and plan your rotation.
That would be a fine idea if there was a feat to specialize every power to choose from. Then it would be a matter of planning. When there are only feats to buff a few powers, it's actually the opposite. They're forcing you into using certain powers because they have decided to make those powers work better than others.
The cynical side of me says that they're doing this to every class because they don't want resourceful players coming up with a meta that they didn't anticipate. Their apparent solution is to shove every class' gameplay into a small box and then put that box on lockdown. It's cutting the life out of the game.
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
9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind.
I actually liked the idea. It enhance the uniqueness of each powers so things wouldn't be plain simple. Let u brainstorm and plan your rotation.
That would be a fine idea if there was a feat to specialize every power to choose from. Then it would be a matter of planning. When there are only feats to buff a few powers, it's actually the opposite. They're forcing you into using certain powers because they have decided to make those powers work better than others.
Well if they did that in a multi set of double choice, then it would be really forcing you to use certain power doesn't it? Im sure they did this to give the paragon its character and uniqueness. Anyway, I like the way they make u brainstorm with it. Without challenge, things would be blatant.
9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind.
I actually liked the idea. It enhance the uniqueness of each powers so things wouldn't be plain simple. Let u brainstorm and plan your rotation.
That would be a fine idea if there was a feat to specialize every power to choose from. Then it would be a matter of planning. When there are only feats to buff a few powers, it's actually the opposite. They're forcing you into using certain powers because they have decided to make those powers work better than others.
The cynical side of me says that they're doing this to every class because they don't want resourceful players coming up with a meta that they didn't anticipate. Their apparent solution is to shove every class' gameplay into a small box and then put that box on lockdown. It's cutting the life out of the game.
True. They probably don't want player to come out with a cheese build that could tip off the balance. They learnt their lesson in the past.
there is no actual tool tip describing what the melee side of an encounter does. we all know what the melee power is from experience but everything has changed. it would be nice to know the current details of those powers.
> @thefiresidecat said: > there is no actual tool tip describing what the melee side of an encounter does. we all know what the melee power is from experience but everything has changed. it would be nice to know the current details of those powers.
Open the powers window and click on a power, both range and melee tooltips appear on the right pane.
You can also hover the mouse cursor on the power in your toolbar while in melee stance.
Even after the at-will dmg get fixed "Aimed shot" will need a buff is a long animation and needs to have some good dmg to be usefull, think you lost a zero there....
<font color=CYAN> FEEDBACK Damn it, I lost my post trying to figure out about the colours I gave it another try after a big failure first day with kind of "combat" (warden) build. I currently play 12k combat HR, so I'm faaar from end game. And I usually play solo. After some trials, I figured out to build an archery-"trapper" that worked for me. I could move in some campaigns and finish first quest in undermountain (I had to try new content!!)
rapid shot (aimed is useless: precast is too long, similar damage to 4 rapid and i cannot move= better 4 rapid to fill or 3 and dodge) cordon (as trap), hindering (to lure and proc predator), 3-4 rapids, constricting, 3-4 more rapdi shots. And at melee range, TAB-hindering-dodge-TAB-ranged atwills-TAB-plant growth and steel breeze to recover stamina, dogde TAB rapid, and pray for ranged encounters to be ready to start over, somehow. feats&features: crushing roots, aspect of the falcon. forestbond, thorned roots, predator, longshot. I maxed control, grasping damage and ranged damage (anyway i couldn't do any damage from melee encounters).
It's a kind of luring game with mobs, not killing too fast, but enjoyable watching them run after me and falling one by one (I miss agressive combat playstile, but yes, i was relaying completly con lifesteal)
Comments
When playing through "Finding Honor" the reward was "Tracker's Boots".
After completing the mission and equipping the boots, my avatar and character sheet show my character as if they had no boots equipped at all.
Some adjustments will have to be made after you fix melee weapon damage. At-wills seem much too weak atm but it's hard to say.
Storm's Recovery is really strong against large groups, not at all against single targets but I guess it's the whole point of the warden, focusing on AoE damage.
It looks promising so far.
I am a Hunter(16-17K, mostly specced for pure DPS) since the beginning of the mod 2, and I know mostly all of the class's mechanics out there.
I need to say that I like the general ideas of mod 16, yet the execution is a bit poor to my eyes. Being able to select any companion to fight with you is great. Here is my 2 cents for Hunter changes.
First of all, gotta say that it was a mess even for a player looking forward to see the changes at the first day when I first saw the UI and all, then I gave it more time, and figured out what to do quite nicely.
I leveled up to 77 to see new encounter power. I liked it, yet it is a bit powerless, causing hardly any hurt to foes (Even though it is empowered by 50% using the feat that I forgot the name of).
First of all, thanks for seperating single target powers from the AoE ones, yet it feels like I am not doing any damage AoE wise. It's pretty much waiting for the Encounters or Dailies to pop-up and then kill the targets one by one, and at-wills are really not doing much considering their unhurtful damages. We can just wait for our encounters to cooldown without doing anything with the mouse, and finish the fight that way (besides targetting the enemies ) . Here, I would suggest adding some secondary effects to at-wills that work with encounters, dailies or whatever to bring a synergy to them. Otherwise, it is a dull feeling using at-wills while waiting on the encounters to cooldown. This applies to all at-wills I've tried on preview, Fighter, Barbarian, Warlock, or any other class. At-wills are just useless now, to me.
If this is what you are aiming for, then cudos, yet if it is not, you are doing a baaad job on AoE powers. Sometimes I start the fight, getting busy on killing the strongest enemy, my pet kills the smaller ones slowly. Gotta admit, it's not really a good feeling not being able to hit multiple targets. Also thanks for Snipe and Slasher's Mark, now we have Dailies.
I need to mention weapon enchantments here, as well. It is a genius idea to give every single weapon enchantment the same base effect, and seperating them by their secondary effects. Good job on that. Yet, to me working towards a rank 14 weapon enchantment and getting 5% more damage is a joke (how are you planning to sell coal wards ? ). You guys clearly think about buffing them at least to a level of 15-25%.
A dev mentioned about melee powers using the wrong weapon damage calculations, so I won't go into details about them. Even though, I tested both paragon.
I see that you guys are trying to keep the DPS at minimum for testing purposes, yet some of the passives are really not worth at all. We could as well go without them. Bringing rank 1 versions of them makes me feel, you guys are planning to bring some mechanism to enchance them in future, and that scares me.
Also, I see other Devs answering posts, I only saw 1 developer commenting on our official forum page. Please inform us about what is going on. Not only the Barbarians are the players of this game
Oh oh, last but not least, Distruptive Shot and Aspect of the Lone Wolf at Level 80 ? Come on, guys, you are better than that...
BUG(?): Binding Arrow seems to be placed in wrong paragon path
Tooltip for Binding Arrow says that it has added effect of Strong Grasping Roots.
Binding Arrow is available only in Warden paragon path, which has no roots augmentation.
Is it intended or a bug?
1) Making strength a dmage booster is a terrible idea. Put it back in the primary stat, Dexterity, where it belongs for this class.
2) AP comes from CON? Seriously? Another bad idea.
3) No stat for crit chance? Really? Another bad idea.
4) No buff from longstrider's shot. Why?
5) Hawkeye still only increases damage from encounter powers, and only for 5 seconds. This makes it next to useless what with the new mod's projected emphasis on fewer encounter powers. It should apply to all damage and for a longer duration.
6) Disruptive Shot at level 80? Please. Move it back to where it was.
7) Aspect of the Falcon working at short rather than long range is a terrible idea. This is a ranged class. Its main weapon is ranged. Work should have been done to make ranged classes more effective rather than less in this mod. JUST MAKE BUFFS DISREGARD DISTANCE TO OTHER CHARACTERS IN THE PARTY.
8) Cruel Recovery, Pathfinder's Action, Stag Heart, and Primal Instincts are all pointless. You left this dreck in and got rid of useful things like Aspect of the Pack and Aspect of the Serpent? This is a completely clueless move.
9) I never liked feats that applied to specific powers rather than stats or mechanics as a whole, and so I hate the ideas of Commander In Chief, Slasher's Expertise, More Than Disruptive, Enhanced Conductivity, Nature's Envoy, Storm Conduit and To The Wind.
10) Listed cast times for almost everything are ridiculously long, so it looks like as usual we'll be handicapped by animations that take longer than it takes opponents to either close with us or run away. Massive fail.
11) Aspect of the Lone Wolf at Level 75? Are you kidding? Put it back where it belongs.
12) Stormstep Action needs updating or a complete rewrite since this mod will make it much more difficult to use dailies often.
13) We need a serious hint on what combat advantage does or does not do this mod in order to understand how to build anything at all.
14) Blood Lust boon looks weak and useless. So do all the other top tier boons.
15) Boons for critical avoidance and gold gain? Really? Bad idea.
16) So what's Awareness? Also why introduce new stats like Awareness and Accuracy at all? I thought you were supposed to be cleaning up the code, not adding new things that will go wrong.
17) Oooh, 4% recovery and AP gain are possible with tier 5 boons? Don't spoil us or anything.
18) PVP stronghold boons are still centered on marks and wards. I never liked them that way and still don't.
19) Focused is AWFUL. The point of the class has always been that it could switch stances as needed but now you want us to be either just ranged or just melee. NO. Obviously you didn't ask a single player about this one. This also undermines the usefulness of buff powers like Throw Caution. Complete fail. Get rid of it. Kill it with fire. Throw it down the memory hole. Give us the exact opposite of this.
More when I've had time to update my preview character to live and test this. So far I see ABSOLUTELY NO effort to fix the class' primary problems, which are looooooooooooooooooooooooong animations that make it constantly get interrupted by bosses/opponents, long cooldowns, lack of any control escape or immunity, which again inhibits DPS, slow movement, slow stamina gain (in fact this looks even worse for stamina gain), nonfunctional/useless stealth and healing abilities, weak at-wills, poorly thought-out utility power (i.e. ambush working from moment of activation for 5 seconds instead of until an attack is made)...I could go on. Same old problems, same old nerfs, same old lack of attention to longstanding player complaints.
On putting together a loadout:
Don't like the division of powers between Warden and Hunter at all. The old system of giving the electric powers to SW and the plant powers to PF made much more sense. Too many powers that should be shared between the paths are now restricted to one or the other.
Don't like the choices in feats. How does it make sense to force us to choose between To The Wind and
Skirmisher's Gambit when having both at once has worked for years?
Split Shot is the same as before, which is a relief given that the advertised cast time of 2.1 seconds is completely insane.
I absolutely hate the restriction to companion-only gear and runestones instead of enchantments for companions. The lack of companion-only gear in MW makes this even worse....now we presumably have to fight a long war against the RNG to equip our companions, after we figure out whatever TF the bolster system is.
Stats readout in the character sheet tells us next to nothing, so that's useless now and we have no idea how to build to meet whatever the new armor pen or crit or severity or awareness or whatever targets are.
I dislike Commander In Chief even more since it's now opposed to Forestbo(u)nd.
Critical Action and Aspect of The Serpent need to INFORM US HOW MANY STACKS THEY HAVE.
New Biting Snares, with its ICD of 20 seconds, is awful.
1. Since you're hell-bent on turning this into a mouse/trigger spamfest, you need to increase at-will damage to get us through mobs. Early levels especially were rough. Getting mobbed and surrounded trying to pick off enemies with rapid shot is a death sentence. Enemies take 4+ hits of rapid shot to kill. 4+ enemies in a group. I was eating potions like candy. And split shot is RIDICULOUSLY slow and unwieldy. Worse than just using rapid shot. And no melee powers either.
2. The order of some of the powers is not sensible for how the game plays. At low levels we are facetanking mobs in solo missions. Our first class feature should be lone wolf, not seeker's vengeance which is much better at higher levels in group/dungeon play where you can get behind something. Oakskin might also be better at lower levels when you're soloing. That tiny HAMSTER heal might be good for something then. I would also swap snipe and hurricane, same reasons. The AoE is more useful earlier on than an st imo.
3. Some of the features need some revamp. They simply aren't useful or useable given the current and changing state of things. Blade storm needs to be rewritten to include ranged damage as ranged and melee builds are no longer completely separate and there is not a comparable feature for ranged damage. Crushing roots needs ... Something. 1 second of immob time is literally nothing. Some of our animations take longer than that ffs. Stormstep Action same deal. Since you are DRASTICALLY reducing the ability to build and use dailies meaning for them to be much more situational, 2 seconds of cool down when you do finally use it is pitiful.
4. Serpent and Twin Blade Storm need more information added to the tooltips. Serpent should include how many stacks you can have. TBS needs to specify if it applies to melee and range damage. The name implies it is for melee, but since it doesn't say .... Who knows?
I started feeling really underpowered at preview. I'm not end-game player, just average. My HR is barely 12k but i could enjoy the content until Chult and give a try at easy parts of barovia. Combat mainly so I tried warden focusing on melee.
I tried Dread Ring at preview and it was a pain. Too long fights for that level. can be it's about the levelling thing, OK. I realized with hunter specc i could do better. But I could only feel i was killing at sharandar (!!!!)
I've tried at PE dummies:
Rapid shot on hunter's spec ranged, about 7k-8k damage
Split strike on warden spec, about 700-800 damage 0.o (yes, not 700.000, just 700 XD )
It's not about half damage as i've read at forum, but 10%. i just was dodging while my lillend (0.o) tanked and killed for me.
Final comment and for the record:
I was really enjoying the game on live. soloing, upgrading slow, top charting paingiver in RIQ charts... you know, humble average player XD... But now I don't feel motivated at all to play live or preview. I guess i'm not the only one
4 and 7) All party buffs, expect for a handful of very weak buffs like Hawkeye, have been removed for all classes. So, yes, it appears you can know attack at range while in a group.
9) Agreed, that's one of the main concerns with the current state of mod16, plenty of feats are terrible even though we only get a handful of them. TBH the ranger feats aren't so bad compared to some other classes.
11) This one is baffling, yes.
12 and 16) You can find all the details in the stats and mechanics feedback thread. Your CA stat is compared to your enemy's awareness, if your CA is too low you'll do 0% more damage, if it's much higher (1% per 500 CA over enemy's awareness) you can do up to 100% more damage. Aspect of the Pack also doesn't give auto-CA anymore. So all in all, you're better off dropping CA altogether and stacking Power and Critical Strike instead.
19) Not everyone wants to be a trapper. You can pick the opposing feat and be a trapper if you like. This feat is fine.
Cheers.
New at-will Storm Strike : It's pretty cool, a bit clunky and slow maybe but not that much. We may finally get a single-target at-will that beats Split Strike. It does lightning damage which, I suppose, counts as magical damage. this could be a little problematic, but I guess it makes sense.
New daily Call of the Storm : Finally a ranger daily worth using? Maybe. The only problem is that it does more or less the same thing as the new Forest Ghost and the last two feats end up being very similar.
Feat Enhanced Conductivity : It doesn't do anything.
Forest Ghost + Nature's Envoy : This gives much bigger at-will damage than expected. I suspect that flurry is stacking instead of being refreshed. You get up to +600% at-will damage (damage x7).
Storm's Recovery + Fox's Cunning / Oak Skin / Boar Hide : It would be nice if those three encounters could count you as a target hit. At the moment, they only count friendly players (which is fine) but not you, so if you are alone they don't trigger Storm's Recovery at all.
Thorn Strike needs a serious damage boost. It's terrible even taking the bugged weapon damage into account.
Swiftness of the Fox or Storm's Recovery in conjuction with AoE powers are multiproccing for every target hit.
I have tested these feats interactions with Cordon of Arrows, Constricing Arrow, Plant Growth, Hindering Strike, Steel Breeze.
QFE. The existing Ranger class works by leveraging the ability to change stances. It doesn't seem that whoever (if anyone) is managing the class understands this at all, since even now only one feat tree (Trapper) does it properly. (To the guy who said "not everyone wants to be a Trapper", until this mod launches if you're playing an HR who isn't a Trapper you're doing it wrong.) If you want to have paragon paths broken down by single-target vs. area-effect fine but both of those paths have to work around stance changes. If you mean for the class to be either an archer or a fighter then make it one or the other, put a different item in the offhand slot and find something else for the tab key to do.
I like the idea of a ranger being able to dedicate themselves to either bow style or dual-blades style if they wish.
However, and again, this is without having seen it in action, I would consider it ideal to have two paragon paths with each having a mix of feats that would benefit both close and range in the sense that a player could choose all range-boosting feats, all melee-boosting feats, or a mix of both.
That would offer players a full range of viable options for their Ranger and the class itself would keep it's flexibility in any case.
I'll have some time to test today so I can stop speaking from ignorance.
Cordon of Arrows
Change added effect from "Root" to "Weak Grasping Roots" and decrase duration for 1,5 or 2 seconds from 3
Plant Growth
Change added effect from "Root" to "Strong Grasping Roots"
Feat "More Than Disruptive" doesnt work. I used training bow when I was naked deal 226 dmg.
Description: "Disruptive Shot increases your damage against the target by 5% for 5 seconds". So...
5% * 226 = 11,3
226 + 11,3 = 237,3 ~ 237
But, nothing change
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
> there is no actual tool tip describing what the melee side of an encounter does. we all know what the melee power is from experience but everything has changed. it would be nice to know the current details of those powers.
Open the powers window and click on a power, both range and melee tooltips appear on the right pane.
You can also hover the mouse cursor on the power in your toolbar while in melee stance.
Some tooltips are incomplete but not all.
FEEDBACK
Damn it, I lost my post trying to figure out about the colours
I gave it another try after a big failure first day with kind of "combat" (warden) build. I currently play 12k combat HR, so I'm faaar from end game. And I usually play solo.
After some trials, I figured out to build an archery-"trapper" that worked for me. I could move in some campaigns and finish first quest in undermountain (I had to try new content!!)
rapid shot (aimed is useless: precast is too long, similar damage to 4 rapid and i cannot move= better 4 rapid to fill or 3 and dodge)
cordon (as trap), hindering (to lure and proc predator), 3-4 rapids, constricting, 3-4 more rapdi shots. And at melee range, TAB-hindering-dodge-TAB-ranged atwills-TAB-plant growth and steel breeze to recover stamina, dogde TAB rapid, and pray for ranged encounters to be ready to start over, somehow.
feats&features: crushing roots, aspect of the falcon. forestbond, thorned roots, predator, longshot.
I maxed control, grasping damage and ranged damage (anyway i couldn't do any damage from melee encounters).
It's a kind of luring game with mobs, not killing too fast, but enjoyable watching them run after me and falling one by one (I miss agressive combat playstile, but yes, i was relaying completly con lifesteal)
I hope it helps devs and other newbies</font>
BUG: aspect of the serpent icon keeps on apearing even if i'm not using it anymore
(sorry I couldn't manage to colour it)
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