The amount of dps i do at item level 22K feels like the same amount of dps i did before mod 16 which was mod 5 or 6 at level 30. The new neverwinter game is slow, boring and Pay 2 Win. See the 20.000 zen pack in zen market which contains the artifact weapon set you can get from the hardest level80 dungeon that not everyone can do / beat. Who in the right mind would pay 200 euros or dollars for a virtual item ? What a joke !!
Healock was funny to play when he could heal through dealing damage, now with that stupid boring mechanic he can't do neither heal teammates as a cleric do, nor deal decent damage. I think the class needs rework, especially the healer path.
I take it from severe lack of any feedback or actual acknowledging warlock issues from devs since original preview shard for mod 16. They won't be fixing any of the fundamental core issues with mechanics, magnitudes, casttime, shadowslip, broken and counterproductive feats, laughable hots, dots, outright lack of burst dmg, etc.
The only real fix to be addressed since live has been addressing wb full suicide mode and self cleansing. But let's be honest cleanse itself isn't working properly for any healing classes anyways. Well it removes debuff icon while many beduffs still active. So, at least the icon is off the buff bar when were getting mediocre heals and excessive damage.
I mean, same <font color="orange">HAMSTER</font> different mod. At this point, it's pretty much written in stone that glaring issues will be ignored and then they'll throw us a bone maybe for a mod or two.
I just can't fathom why, especially in light of recent mod disasters, they continue to rely on players to test things for free then continue to blatantly ignore those same players who have valid concerns. Fool me once, shame on you. Fool me twice, shame on me.
In several topics so many good suggestions/replies were made since mod 16 came out about warlocks and not a single respond from the dev team. There were great ideas about curse mechanic change, synergies, magnitudes, feat reworks and all of them is ignored. With the new mod instead of reworking/bringing up the healer path mechanic you nerf a bit the other 2 viable healer class, while a soulweaver still cant fit into end game at all (well.. not even in Ravenloft...). Simply just delete then that path and make Warlock double dps. 1. path would be the Puppetmaster with the appropriate feat table and controll powers (spiritfire aura for puppet, shared damage resistance aura for party while Puppet is summoned, small buffablity for allies (reduce incomming damage by x %, or increase off/deff powers), cursed enemies are hold by shadows for x sec in pve when cursed, etc) 2nd path could be a Cursebringer with upgraded and working creeping death and curse mechanics (atwill, encounters, dailies spreading curse within a certain distance on all enemies) - similar dots or burst damage capstones as smolder works on wizards - but that would be called hellfire or w/e. Tab spell also must be reworked a bit, cuz its clunky and while u cast it, the enemy is dead.
I know you have to push out new content too to keep the game attracted, but some players investing serious money and or time into a character and playing through months/mods with a half finished, unbalanced, underperforming class is disturbing.
Communicate with us, share your thoughts about this class, please!
I have a 22K item level warlock and noticed some classes like wizard, hunter and rogue perform better in dungeons. Most of them had lower item level such as 19K or lower and did the same amount of dps as my warlock.
Yesterday after reaching level80 on my wizard i did a dungeon. We were scaled to item level 14K and at the end my 16K item level wizard with only 6 boons unlocked, purlple gears, purple artifacts, blue ioun stone with 3 rank 15 bondings and few other green companions, no insignias did more dps than a 21K warlock who had most of his stuff legendary and mythic and had 30K more power than my warlock
Well, so now we do self inflicted damage to gain sparks. But if you die you still loose all sparks still unlike Paladin and clerics retaining divinty...if so, not much of an improvement tbh. In a pinch where everyone's dying at boreworm you might heal a bit more before expediting your own death. A fighting chance is better than none I guess, nice bandaid attempt.
An undocumented attempt at improving...something at least.
I am not a native english Speaker so excuse my bad english please. I am also just a player and no developer to change things on my own, I am in a kinda helpless situation and bit sad and desperated because I have no influence to simply change some numbers for scaling, power-strenght or others. I am not here to verbally attack anyone and I hope my tone is acceptable.
I created a SW in the very first minutes when SW got released. (Just imagine 14th of August 2014!!!) Warlock has been the most amazing class since release. Curse your targets, get bonuses, collect their souls and use that energy to backfire on the enemy's team. There has been moments when SWs were broken. In the very beginning when I queued up for dungeons on a heal-dps build, I did most dmg, I did most heal, I tanked the most, killed the most and was just ... unfair to all other Players playing this game >Neverwinter<. In the very beginning I was enjoying that massive power I had but more and more I was confessing, that SWs are broken and ways to strong. It took You several month to react to that bug that 'Tyrannical Curse' had. All You said was "We fixed that. Not "finally" - just fixed that.
As this example shows You developers need way too long to react to issues in your game and you leave us alone with problems for far too Long. Even now - in Mod16/17 - when You killed most of the feets, most of the powers, most of the class-mechanics, most oft he synergies - You re not catching up. (I personally think You did that because You have not enough developers to catch up and there were way too many feets etc. to have all in sight and to correct issues in time)
When I compare my SW-heal to OP or DC healer, I am seriously wondering "How the hell could You release the classes like that for Mod16?" Simply >How?<. Already the base-stats are like day and night. My strongest Encounter power '<b class="Bold">Shatter Spark' has a strenght of 400 Heal Magnitude and a radius of 50'. My strongest - oh wait - my ONLY healing Daily power 'Soul pact' has a strenght of 500 Heal Magnitude. 500... 500 Heal Magnitude on a Daily power that needs 100% of my actionpoints. Let's simply compare it to the Powers of a DC-healer. - Bastion of Health -> 750 Heal Magnitude in a 20'radius and 80' range. - Cleansing Light -> 400 Heal Magnitude in a 20'radius and 80' range. - Healing Word -> 400 Heal Magnitude plus an additional Heal over time with a 250 Heal Magnitude. Heal self and nearby allies. - Intercession -> 1600 Heal Magnitude Instantly heal the nearby member with the least hit Points on a 100' range. - Hallowed Ground -> reduces dmg taken by 10% for 12sec, heals allies within the circle 500 Magnitude. - Anointed Army -> 1800 Heal Magnitude for 20sec and will restore their health when Drops below 50% or upon expiration. - Guardian of Life -> 800 Heal Magnitude heal self and nearby Party members AND a healing over time with a 500 Heal Magnitude for 15sec.
So the SW has a 400 Heal Magnitude spell and the DC has compared to the SW ONLY stronger powers. Every single power is just stronger. Not a bit... some of them are 3 or 4 times that strong. They have additional healing over time effects and for every Situation the DC can pick a Daily to protect the Team the best he can. And if I use my Daily power (I have only that one to heal) it s a 500 Heal Magnitude burst xDDD and I loose 10% of my health over time. No additional healing over time, no more dmg-buff, no dmg, no other buff JUST 10% dmg resistances. And compared to the DC's Daily it s a big difference if there is 10% less dmg incoming or 10% dmg resistance buff for the group. So the SW Daily is a big joke.
If we take a look on the OP-healer, than the heal Magnitude is not as overpowered as the DC's, BUT the OP-healer give additional shields, that no other class can give anymore. In the older Moduls the DC was rly good in shielding same as the OP. Now in Mod 16/17 it s just the OP's task. The OP has still some tricks to bring out some real good heals. - Divine Touch -> 350 Heal Magnitude in a 20'radius and 80' range AND raise a Divine Barrier equal to the amount of HP healed for 20sec. - Divine Shelter -> 400 Heal Magnitude heal self and nearby allies plus shield again. - Bond of Virtue -> any time you cast a healing spell the bounded target is healed for 100% of the spell's original effect holds 18sec. - Lay on Hands -> Heal the target ally of their max HP 'Daily Power'.
As SW you can make your heals a bit stronger if u use Warlock's Bargain which pushes your outgoing heals for 10%, you can also use Pillar of Power which also gives additional 10% stronger heals and you can use Greater White Dragon Glyph in your 'overload slot' of your equipment. You can also use companions with up to 10% outgoing heal BUT all these things won't change a single thing. DCs and OPs can also use healing companions, they can also use that Dragon Glyph and the DC has - I can not stop laughing - even more 'Class Features' to raise his heals. Desperate Prayers increase your outgoing healing by up to 20% (depends on how much divinity you have left), also Overflowing Spirit whenever your divinity is full, your outgoing healing is 25% increased. Exaltation increases your outgoing healing by 20% for 8sec. The DC is just overloaded with heal-power. The OP is just overloaded with shields. The SW just lacks a good reason to be picked.
Just a Little sidenote for you - SW's General skill "Hellfire Expertise" does: Your spells focus on the power of hellfire, burning and scorching the souls of those who stand in your way. Fire and Necrotic damage dealt increases by 25%, recharge speed increases by 25%, and soul sparks are now gained on critical strikes. Eldritch blast now generates 1 soul spark for each enemy hit and dark aura spirals now generates 1 soul spark for each dark spiral used. Now compare the hellbringer skill to the soulbinder skill: "Soul Defiler" You heal yourself for 1% of the damage you deal and you heal your allies for half this amount. This is such a big joke. Just imagine a tank with 800k HP and the SW hits a target with ‚Killing flames‘ and deal 90k dmg, which means that your group members are healed by a half percentage of that dmg. 450 HP healed with a 15sec cooldown encounter power… . The tank has 800.000HP and you heal 450HP… you heal 450HP. So „Hellfire Expertise“ is full of stats to make SW-dps half viable and the only thing the developer for soulbinder and „Soul Defiler“ could think of “1% of the damage dealt and 0,5% for group members“? This skill could have made SW special, like debuff target’s health by 10%, or debuff target’s defense by 20%, or buff allies dmg for 20%, or 25% outgoing healing AND you choose to take “1% oft he dmg dealt“. SW-healer is not dealing dmg anyway and you decide to give SW this skill. It s amazing, it s unbelieveable. !
Whenever there is a group created by a player and he wants to run a dungeon with a lot of in-coming dmg, he wants to avoid as much dmg as possible and will select an OP-healer for shields. Whenever a group needs strong heals to make group members healthy again they select a DC-healer with strong bursts and additional small healing over time effects and whenever a group is thinking about good reasons to take a SW-healer - they won't find any good reasons. The only good reason: The SW-healer is your wife/husband, is a guild member or a good friend and you want to run it as friends. There is no reason for the SW in a >competetive< Neverwinter.
You really need to find a way to bring back the SW for group-play. Especially for the new Trial "Tower of the mad mage" which is - FINALLY - so competetive, that most Players won't be able to play/do it AND that every picked role has to make sense and do its job best he/she can. BUT the only thing your devs do is: Spy on our testserver runs and notice “Oh wow, mages are broken, we need to nerf them. Wow, the Armored Griffon is too strong, groups won't die from the mad mage anymore – nerf it! Wow tactical enchantments are too strong, nerf them for half of the power!“ BUT to also acknowledge that some classes are too weak is impossible for you. This is what one alliance member typed and what many other players think:
[NWGerman] Gonzaid 6.0@nigantar: man braucht: 1 x op-heal, 1 x dc/sw-heal, 2 x tank (op/gwf/gf ), 6 x dps ( tr/cw/hr ) [NWGerman] Gonzaid 6.0@nigantar: und man sollte kein dps sw/dc/gf/gwf sein^^
You "need the following“ and you "shouldnt play these dps“. So if DC is so much stronger as I listed up before and you shouldnt play dps SW… you failed your job as developer half-way because You just nerfed the best side but you forgot to buff the other side oft the ladder - the weak ones. You really need to record the statistics from many runs on the live-server and check and compare from time to time „what is strong recently“, „what is too weak“, „what can we change to make neverwinter a much better experience“, „what powers are too weak, which ones are too strong“ AND Change it in time! ! ! (not 3 Mods later) You Need to be up-to-date on your game. And if you don't have enough workers to check things, then ask the community for help, include them into your work, be fair.
I hope you can bring some good buffs to SWs AND I am not ONLY talking about SWs, also some other classes are not in the best condition.
Hope You can handle some critics, hope You can also respond to some of my points and I hope some things are changing, because mod17 is online and I wish to run the new Trial on my SW and don't wanna be forced to play CW JUST because it s overtuned right now.
Greetings, best wishes, good luck and a lot of Motivation to lead Neverwinter through another 5 >good< and >fair< years!
Before mod 16 hit the general consens was "classes are near balanced" If you do little research and math and compare powers there is not one singel argument to run a Soulweaver or Hellbringer at endcontent actually, GF/OP/GWF can tank, OP/DC can heal, CW/TR/Hunter can dps. The last run I did on mod 16 beside a Soulweaver in lomm was like "OK" the group was performing and positioning was pretty good, that dude was somehow "Extastic" about the outcome "best group I ever run" " thanks so much" His Soulweaver was at 150k power+, 40% outgoing+ etc., we died many times at 2. boss, near wiped and potted a lot, revived etc, at last boss all litterally did perfect positioning and focussed on scorps knowing there was not much to compensate in case of sloppy gameplay. When I run my Oathkeeper there even is no comment about a smooth run any more, noone dies, we can pull up to 8 scorps at once, the tank does not have to shield that much and when we are done all say: "Thank you" Reading about mod 17 and tomm, you can witness some comments like "Soulweaver is fine" That's actually all what the devs want to hear and they simply ignore those ones who try to point at all that underwhelming stuff 100's of times. We will have to see how it is actually working out.. but I am not optimistic for a reason. My consequnece is leave Souweaver, and build another dps. The discussions about pure dps and dual role is a pretty theoretical discussion, where everyone knows -> there is no fast solution, same as no significant buff incoming.
I've given up maining my SW anymore. Near impossible to get into endgame groups. Changing to my Wizard until SW is "Fixed" one way or the other. Mechanics is not the issue, it's a deeper rooted problem with SW. Not DPS, not heal, what are we? GONE!!!!
*Many groups looking for dps and heals for Lomm* Warlock: "Vhdps here, inv" Others: "Ehh no thank u, dps spot is filled" Warlock: "Np, soulweaver/healer here, inv pls" Others: "Sorry, we are looking for a real healer aka cleric"
*Many groups looking for dps and heals for Tomm* Warlock: "99999999K item level pure dps here" Others: "No warlocks, please change to wizard if you have one." Warlock: "No wizard sorry but i can switch to soulweaver/healer hehe~ inv pls" Others: "Sorry, umm.. its full now.. i think"
Though devs say asap to get class issues resolved, the reality is it took 2-3 mods in the past to implement any substantial warlock class fixes while players found crutches arounds like obc.
Mod 15 was the best state of warlocks in all prior mods for balance and performance for new and veteran players. However mod 16, not even close, playing as endgame vs other endgame dps and healers the class is back in the same performance state after obc nerf if not worse considering soulweaver issues. In mod 16 I maxed my warlock and regret it, began building my wizard tword endgame again almost immediately.
They have stated they were gathering data in mod 16 release and implemented more data hooks, again..Still? To gather more data after launch of mod 17 to verify the "percieved" damge issue of warlocks performance to other dps classes?
The reality is they most likely won't have any viable fix for warlock class on console in just a few weeks to get endgame warlocks tomm ready, let alone a few mods.
The only solution is strip your warlock and scramble to make a another class endgame if you want to run tomm, if you can afford it as it is now.
Possibly soulweaver may get a spot as tank healbot holding trigger if that's your thing.
Just look at friends list, guilds and alliance and you see a trend of very few warlocks online at any time, let alone endgame.
The class is pretty much dead untill a fix comes along. Soulweaver has had the only real attention from devs to fix mechanic flaws that make it effectively unusable. \o/. Even new player warlocks are abandoning the class early on.
I'm greatful devs finally acknowledge these issues that been known for month during and after preview. But it may be case of too little too late.
The setup might be as you say Oathkeeper to do the mainwork and shield party. At endgear the barriereffect will still be a 100%+ temp HP, and the Soulweaver will constantly keybind the tank with his Soul Reconstruction. But the ammount of player willing to build into Soulweaver and spend millions of AD only to be a healbot for the tank will be pretty small I guess.
/bind t "+Hardtargetlock $$ target "target's name" $$ +PowerTrayExec 1" Pressing T will now heal the ("target's name") if you slottet Soul Reconstruction on the right mouse button - have fun
Comments
Who in the right mind would pay 200 euros or dollars for a virtual item ? What a joke !!
¨˜ˆ”°¹~•-.„¸ρℓαуιиg иєνєяωιитєя ѕιи¢є 2015¸„.-•~¹°”ˆ˜¨
The only real fix to be addressed since live has been addressing wb full suicide mode and self cleansing. But let's be honest cleanse itself isn't working properly for any healing classes anyways. Well it removes debuff icon while many beduffs still active. So, at least the icon is off the buff bar when were getting mediocre heals and excessive damage.
I just can't fathom why, especially in light of recent mod disasters, they continue to rely on players to test things for free then continue to blatantly ignore those same players who have valid concerns. Fool me once, shame on you. Fool me twice, shame on me.
With the new mod instead of reworking/bringing up the healer path mechanic you nerf a bit the other 2 viable healer class, while a soulweaver still cant fit into end game at all (well.. not even in Ravenloft...). Simply just delete then that path and make Warlock double dps.
1. path would be the Puppetmaster with the appropriate feat table and controll powers (spiritfire aura for puppet, shared damage resistance aura for party while Puppet is summoned, small buffablity for allies (reduce incomming damage by x %, or increase off/deff powers), cursed enemies are hold by shadows for x sec in pve when cursed, etc)
2nd path could be a Cursebringer with upgraded and working creeping death and curse mechanics (atwill, encounters, dailies spreading curse within a certain distance on all enemies) - similar dots or burst damage capstones as smolder works on wizards - but that would be called hellfire or w/e.
Tab spell also must be reworked a bit, cuz its clunky and while u cast it, the enemy is dead.
I know you have to push out new content too to keep the game attracted, but some players investing serious money and or time into a character and playing through months/mods with a half finished, unbalanced, underperforming class is disturbing.
Communicate with us, share your thoughts about this class, please!
Most of them had lower item level such as 19K or lower and did the same amount of dps as my warlock.
Yesterday after reaching level80 on my wizard i did a dungeon. We were scaled to item level 14K and at the end my 16K item level wizard with only 6 boons unlocked, purlple gears, purple artifacts, blue ioun stone with 3 rank 15 bondings and few other green companions, no insignias did more dps than a 21K warlock who had most of his stuff legendary and mythic and had 30K more power than my warlock
¨˜ˆ”°¹~•-.„¸ρℓαуιиg иєνєяωιитєя ѕιи¢є 2015¸„.-•~¹°”ˆ˜¨
An undocumented attempt at improving...something at least.
Hello-w Cryptic, hello-w community, hello-w fellows.
I am not a native english Speaker so excuse my bad english please.
I am also just a player and no developer to change things on my own, I am in a kinda helpless situation and bit sad and desperated because I have no influence to simply change some numbers for scaling, power-strenght or others.
I am not here to verbally attack anyone and I hope my tone is acceptable.
I created a SW in the very first minutes when SW got released. (Just imagine 14th of August 2014!!!) Warlock has been the most amazing class since release. Curse your targets, get bonuses, collect their souls and use that energy to backfire on the enemy's team. There has been moments when SWs were broken. In the very beginning when I queued up for dungeons on a heal-dps build, I did most dmg, I did most heal, I tanked the most, killed the most and was just ... unfair to all other Players playing this game >Neverwinter<. In the very beginning I was enjoying that massive power I had but more and more I was confessing, that SWs are broken and ways to strong. It took You several month to react to that bug that 'Tyrannical Curse' had. All You said was "We fixed that. Not "finally" - just fixed that.
As this example shows You developers need way too long to react to issues in your game and you leave us alone with problems for far too Long.
Even now - in Mod16/17 - when You killed most of the feets, most of the powers, most of the class-mechanics, most oft he synergies - You re not catching up.
(I personally think You did that because You have not enough developers to catch up and there were way too many feets etc. to have all in sight and to correct issues in time)
When I compare my SW-heal to OP or DC healer, I am seriously wondering "How the hell could You release the classes like that for Mod16?" Simply >How?<.
Already the base-stats are like day and night. My strongest Encounter power '<b class="Bold">Shatter Spark' has a strenght of 400 Heal Magnitude and a radius of 50'. My strongest - oh wait - my ONLY healing Daily power 'Soul pact' has a strenght of 500 Heal Magnitude. 500... 500 Heal Magnitude on a Daily power that needs 100% of my actionpoints.
Let's simply compare it to the Powers of a DC-healer.
- Bastion of Health -> 750 Heal Magnitude in a 20'radius and 80' range.
- Cleansing Light -> 400 Heal Magnitude in a 20'radius and 80' range.
- Healing Word -> 400 Heal Magnitude plus an additional Heal over time with a 250 Heal Magnitude. Heal self and nearby allies.
- Intercession -> 1600 Heal Magnitude Instantly heal the nearby member with the least hit Points on a 100' range.
- Hallowed Ground -> reduces dmg taken by 10% for 12sec, heals allies within the circle 500 Magnitude.
- Anointed Army -> 1800 Heal Magnitude for 20sec and will restore their health when Drops below 50% or upon expiration.
- Guardian of Life -> 800 Heal Magnitude heal self and nearby Party members AND a healing over time with a 500 Heal Magnitude for 15sec.
So the SW has a 400 Heal Magnitude spell and the DC has compared to the SW ONLY stronger powers. Every single power is just stronger. Not a bit... some of them are 3 or 4 times that strong. They have additional healing over time effects and for every Situation the DC can pick a Daily to protect the Team the best he can.
And if I use my Daily power (I have only that one to heal) it s a 500 Heal Magnitude burst xDDD and I loose 10% of my health over time. No additional healing over time, no more dmg-buff, no dmg, no other buff JUST 10% dmg resistances.
And compared to the DC's Daily it s a big difference if there is 10% less dmg incoming or 10% dmg resistance buff for the group.
So the SW Daily is a big joke.
If we take a look on the OP-healer, than the heal Magnitude is not as overpowered as the DC's, BUT the OP-healer give additional shields, that no other class can give anymore. In the older Moduls the DC was rly good in shielding same as the OP. Now in Mod 16/17 it s just the OP's task. The OP has still some tricks to bring out some real good heals.
- Divine Touch -> 350 Heal Magnitude in a 20'radius and 80' range AND raise a Divine Barrier equal to the amount of HP healed for 20sec.
- Divine Shelter -> 400 Heal Magnitude heal self and nearby allies plus shield again.
- Bond of Virtue -> any time you cast a healing spell the bounded target is healed for 100% of the spell's original effect holds 18sec.
- Lay on Hands -> Heal the target ally of their max HP 'Daily Power'.
As SW you can make your heals a bit stronger if u use Warlock's Bargain which pushes your outgoing heals for 10%, you can also use Pillar of Power which also gives additional 10% stronger heals and you can use Greater White Dragon Glyph in your 'overload slot' of your equipment. You can also use companions with up to 10% outgoing heal BUT all these things won't change a single thing. DCs and OPs can also use healing companions, they can also use that Dragon Glyph and the DC has - I can not stop laughing - even more 'Class Features' to raise his heals. Desperate Prayers increase your outgoing healing by up to 20% (depends on how much divinity you have left), also Overflowing Spirit whenever your divinity is full, your outgoing healing is 25% increased. Exaltation increases your outgoing healing by 20% for 8sec.
The DC is just overloaded with heal-power. The OP is just overloaded with shields. The SW just lacks a good reason to be picked.
Just a Little sidenote for you - SW's General skill "Hellfire Expertise" does: Your spells focus on the power of hellfire, burning and scorching the souls of those who stand in your way. Fire and Necrotic damage dealt increases by 25%, recharge speed increases by 25%, and soul sparks are now gained on critical strikes. Eldritch blast now generates 1 soul spark for each enemy hit and dark aura spirals now generates 1 soul spark for each dark spiral used.
Now compare the hellbringer skill to the soulbinder skill: "Soul Defiler" You heal yourself for 1% of the damage you deal and you heal your allies for half this amount.
This is such a big joke. Just imagine a tank with 800k HP and the SW hits a target with ‚Killing flames‘ and deal 90k dmg, which means that your group members are healed by a half percentage of that dmg. 450 HP healed with a 15sec cooldown encounter power… . The tank has 800.000HP and you heal 450HP… you heal 450HP. So „Hellfire Expertise“ is full of stats to make SW-dps half viable and the only thing the developer for soulbinder and „Soul Defiler“ could think of “1% of the damage dealt and 0,5% for group members“? This skill could have made SW special, like debuff target’s health by 10%, or debuff target’s defense by 20%, or buff allies dmg for 20%, or 25% outgoing healing AND you choose to take “1% oft he dmg dealt“. SW-healer is not dealing dmg anyway and you decide to give SW this skill. It s amazing, it s unbelieveable. !
Whenever there is a group created by a player and he wants to run a dungeon with a lot of in-coming dmg, he wants to avoid as much dmg as possible and will select an OP-healer for shields. Whenever a group needs strong heals to make group members healthy again they select a DC-healer with strong bursts and additional small healing over time effects and whenever a group is thinking about good reasons to take a SW-healer - they won't find any good reasons. The only good reason: The SW-healer is your wife/husband, is a guild member or a good friend and you want to run it as friends. There is no reason for the SW in a >competetive< Neverwinter.
Part 2
You really need to find a way to bring back the SW for group-play. Especially for the new Trial "Tower of the mad mage" which is - FINALLY - so competetive, that most Players won't be able to play/do it AND that every picked role has to make sense and do its job best he/she can. BUT the only thing your devs do is: Spy on our testserver runs and notice “Oh wow, mages are broken, we need to nerf them. Wow, the Armored Griffon is too strong, groups won't die from the mad mage anymore – nerf it! Wow tactical enchantments are too strong, nerf them for half of the power!“ BUT to also acknowledge that some classes are too weak is impossible for you.
This is what one alliance member typed and what many other players think:
[NWGerman] Gonzaid 6.0@nigantar: man braucht: 1 x op-heal, 1 x dc/sw-heal, 2 x tank (op/gwf/gf ), 6 x dps ( tr/cw/hr )
[NWGerman] Gonzaid 6.0@nigantar: und man sollte kein dps sw/dc/gf/gwf sein^^
You "need the following“ and you "shouldnt play these dps“. So if DC is so much stronger as I listed up before and you shouldnt play dps SW… you failed your job as developer half-way because You just nerfed the best side but you forgot to buff the other side oft the ladder - the weak ones. You really need to record the statistics from many runs on the live-server and check and compare from time to time „what is strong recently“, „what is too weak“, „what can we change to make neverwinter a much better experience“, „what powers are too weak, which ones are too strong“ AND Change it in time! ! ! (not 3 Mods later)
You Need to be up-to-date on your game.
And if you don't have enough workers to check things, then ask the community for help, include them into your work, be fair.
I hope you can bring some good buffs to SWs AND I am not ONLY talking about SWs, also some other classes are not in the best condition.
Hope You can handle some critics, hope You can also respond to some of my points and I hope some things are changing, because mod17 is online and I wish to run the new Trial on my SW and don't wanna be forced to play CW JUST because it s overtuned right now.
Greetings, best wishes, good luck and a lot of Motivation to lead Neverwinter through another 5 >good< and >fair< years!
If you do little research and math and compare powers there is not one singel argument to run a Soulweaver or Hellbringer at endcontent actually, GF/OP/GWF can tank, OP/DC can heal, CW/TR/Hunter can dps.
The last run I did on mod 16 beside a Soulweaver in lomm was like "OK" the group was performing and positioning was pretty good, that dude was somehow "Extastic" about the outcome "best group I ever run" " thanks so much"
His Soulweaver was at 150k power+, 40% outgoing+ etc., we died many times at 2. boss, near wiped and potted a lot, revived etc, at last boss all litterally did perfect positioning and focussed on scorps knowing there was not much to compensate in case of sloppy gameplay.
When I run my Oathkeeper there even is no comment about a smooth run any more, noone dies, we can pull up to 8 scorps at once, the tank does not have to shield that much and when we are done all say: "Thank you"
Reading about mod 17 and tomm, you can witness some comments like "Soulweaver is fine"
That's actually all what the devs want to hear and they simply ignore those ones who try to point at all that underwhelming stuff 100's of times.
We will have to see how it is actually working out.. but I am not optimistic for a reason.
My consequnece is leave Souweaver, and build another dps. The discussions about pure dps and dual role is a pretty theoretical discussion, where everyone knows -> there is no fast solution, same as no significant buff incoming.
Changing to my Wizard until SW is "Fixed" one way or the other.
Mechanics is not the issue, it's a deeper rooted problem with SW.
Not DPS, not heal, what are we? GONE!!!!
Warlock: "Vhdps here, inv"
Others: "Ehh no thank u, dps spot is filled"
Warlock: "Np, soulweaver/healer here, inv pls"
Others: "Sorry, we are looking for a real healer aka cleric"
*Many groups looking for dps and heals for Tomm*
Warlock: "99999999K item level pure dps here"
Others: "No warlocks, please change to wizard if you have one."
Warlock: "No wizard sorry but i can switch to soulweaver/healer hehe~ inv pls"
Others: "Sorry, umm.. its full now.. i think"
¨˜ˆ”°¹~•-.„¸ρℓαуιиg иєνєяωιитєя ѕιи¢є 2015¸„.-•~¹°”ˆ˜¨
Mod 15 was the best state of warlocks in all prior mods for balance and performance for new and veteran players. However mod 16, not even close, playing as endgame vs other endgame dps and healers the class is back in the same performance state after obc nerf if not worse considering soulweaver issues. In mod 16 I maxed my warlock and regret it, began building my wizard tword endgame again almost immediately.
They have stated they were gathering data in mod 16 release and implemented more data hooks, again..Still? To gather more data after launch of mod 17 to verify the "percieved" damge issue of warlocks performance to other dps classes?
The reality is they most likely won't have any viable fix for warlock class on console in just a few weeks to get endgame warlocks tomm ready, let alone a few mods.
The only solution is strip your warlock and scramble to make a another class endgame if you want to run tomm, if you can afford it as it is now.
Possibly soulweaver may get a spot as tank healbot holding trigger if that's your thing.
Just look at friends list, guilds and alliance and you see a trend of very few warlocks online at any time, let alone endgame.
The class is pretty much dead untill a fix comes along. Soulweaver has had the only real attention from devs to fix mechanic flaws that make it effectively unusable. \o/. Even new player warlocks are abandoning the class early on.
I'm greatful devs finally acknowledge these issues that been known for month during and after preview. But it may be case of too little too late.
But the ammount of player willing to build into Soulweaver and spend millions of AD only to be a healbot for the tank will be pretty small I guess.
/bind t "+Hardtargetlock $$ target "target's name" $$ +PowerTrayExec 1"
Pressing T will now heal the ("target's name") if you slottet Soul Reconstruction on the right mouse button - have fun