Bringing it up again, 'cause I'm still finding it unreliable and really frustrating. I call it Shadow Stick - can't move out of the way when I most need to.
With ME's, WE's and FE's being the most prevalent endgame (sorta) content options, being almost unable to avoid runes with Shadowslip is more than a little annoying indeed
i look at shadow slip the way i used to look at the old paladin shield that didn't block as soon as you pressed shift, on the other side they fixed warlock's bargain and me debuffs, so now i always have a loadout with soulweaver ready to cleanse the debuff at the nearest campfire (wich is still annoying but is better than nothing)
Shadow slip was another covert nerf to the warlock.
You have Shadow Slip, one of the fastest movement tools in the game. It has a 1 second immunity frame you can use to avoid most attacks.
He he he he, but it has the lowest priority so it NEVER WORKS! Ha ha ha ha ha ha ......
At least that's how it looks to me.
You have Shadow Slip, one of the fastest movement tools in the game. It has a 1 second immunity frame you can use to avoid most attacks.
He he he he, but it has the lowest priority so it NEVER WORKS! Ha ha ha ha ha ha ......
Plus a delay of the immunity, plus a delay of the stamina recharge. Why the fk are we the only class to have recharge delay???
I tested the dark prayers feat now its wai. Doesn't proc from curse bite kills, can't mantain stacks so on the next group i'm out of SI stacks until i kill everything. Now i have a feat that is kind of useful for a soulweaver path. Removed kf from soulweaver, now is a pain in the bottom to deal with arcturia's mimics. Curse bite still sometimes double cast, with one hit doing no damage and removing the charge. All classes got an increase due to the change of the formula, we stayed the same. No decent cc skills for a mage class. An encounter that does 55 mag… why the fk would i use it when i can use an at Will that has no cooldown and a faster cast time. Think things through omg. No reaction to crappy death feat also. Every dps class has multipliers of a lot of % (hr focused 25%, tr 15% expertise plus 10% target just to name some), i don't understand the necesity of removing hellfire expertise
we probably won't see any more changes until mod 18 (if we are lucky), HAMSTER they probably don't even read the posts unless is like that one from that dude that said he is happy with the changes made and warlocks are in a better place
4
andorrabellMember, NW M9 PlaytestPosts: 437Arc User
edited October 2019
QUote from above:
I tested the dark prayers feat now its wai. Doesn't proc from curse bite kills, can't mantain stacks so on the next group i'm out of SI stacks until i kill everything. Now i have a feat that is kind of useful for a soulweaver path. Removed kf from soulweaver, now is a pain in the bottom to deal with arcturia's mimics. Curse bite still sometimes double cast, with one hit doing no damage and removing the charge. All classes got an increase due to the change of the formula, we stayed the same. No decent cc skills for a mage class. An encounter that does 55 mag… why the fk would i use it when i can use an at Will that has no cooldown and a faster cast time. Think things through omg. No reaction to crappy death feat also. Every dps class has multipliers of a lot of % (hr focused 25%, tr 15% expertise plus 10% target just to name some), i don't understand the necesity of removing hellfire expertise -----------------------------------------------------------------------------
I just also tested dark prayers, this is NOT doing what it should do at all, i.e. go in, you have a puppet already (assume as this is how I tested it), curse all mobs, CB all mobs, tons of mobs die, and you MAYBE get one stack of SI.
Please please please give us some love, our mechanics DO NOT WORK on dps side correctly.
......snp..... I just also tested dark prayers, this is NOT doing what it should do at all, i.e. go in, you have a puppet already (assume as this is how I tested it), curse all mobs, CB all mobs, tons of mobs die, and you MAYBE get one stack of SI.
Please please please give us some love, our mechanics DO NOT WORK on dps side correctly.
Mechanic works just fine.. Curse bite consumes the curse, i.e. removes it), so if it kills a mob, that is NOT a cursed mob dying. Hence dark prayers is not triggered, I would love for the consuming of the curse to be after the mob dies, but that seems to just not be how it works right now..
Dark prayers doesnt work effectively, because if we use Curse Bite it first removes the lesser curse from the enemy, then does damage and maybe kills the mob -> which means that there is no active curse in the moment they die, so we dont gain Soul Investiture. The whole curse apply/remove mechanic is just wrong in this form. I dont use atm a loadout which builds on Parting Blasphemy, because its plained silly imo. To use Curse Bite has a prerequisite - apply lesser curse. So first u use an encounter (if u wanna curse more then 1 enemy at once),
the cluncky Hellfire Ring for example which curses only on the main hit but not with the dots when other mobs enters the circle (thats wrong too, it shouldnt be like that...)
the 50% chance to hit the target Arms of Hadar (when u fast ride on a mount to the pack of mobs and use Arms of Hadar your character is turned around and does the animantion in the opposite direction - not where the cursor is pointed, so it misses like 50% of the time, plus on a dps builds its a mehh, its better for controller build)
Fiery bolt - I personally like this better to use last on my rotations, but it should do full damage to nearby enemies too, not just to the main target (which other class has an AOE which does full damage to main target, but only half for nearby ones? None?)
So once u applied curse with the aboves u instantly removes it with curse bite and u have to apply curse again just to be able to use the 2nd charge of your CB. We are so much limited and bind to use certain encounters in orders like no other class, but without benefit! Spreading curse should be easy-peasy. Curse one (even with an at will) and everything within a certain distance of that target should be cursed too. Imo lesser curse should not be removed with CB. It should stay there for the whole 8 seconds. When you reapply curse within the 8 second it first should refresh duration, secondary auto apply creeping death.
I dont wanna pull other class as example (this isnt the place to discuss and i dont mind if they are like that atm, atleast they probably have some fun) but certain melee! chars flies 30m ahead, does 1 encounter and 2 at wills, causing 300-400k+ damage. All of that within 1 second! We cant even place that stupid Hellfire Ring in that time, cause aiming (to hit as many mobs as possible) and casting animation takes double more time. And like many other of our arsenal its another DoT spell. BoVa is a nice spell, but if u get stuned after casting it stops and goes on cooldown. I dont even mention Dreadtheft cuz the last time it was sloted mod 16 was on preview. With these movement speeds using such spell which binds your character movement is just a noway for me. Plus you probably gettin interrupted and it goes on cooldown.
I know we have Soul Scorch to reduce cooldowns, but the animantion is such a suffering, its so slow like when you try to throw a 8kg iron ball with one hand (by the casting animation a little farting noise would fit much better to it). Speed up is needed cuz in the time u cast it, the target died.
So yes, the dps path is just a very one direction if uknow that u will fight a Boss where there are no adds to kill and u wanna maximize your puny damage output. And I just noticed: Hadar's Grasp has 200 magnitude? LOL! WTF? Few months ago (mod 15 probably) it was on paar with Kf, the best single target spells and now I dont even see a reason to slot it (ill leave any other AoE in that place). Why the hate? 200 magnitude seriously? With this magnitude it should be an AOE up to 8 enemies.
About shadowslip... we have it but for what? Its not working as intended vs runic traps, and often when I try to slip my camera start shaking like crazy.
No mention that Warlock has a lack of crit severity resources (Devastating Critical is our only class crit severity buff) when Wizards, Rangers and Barbarian have more tools to have more crit severity, it should be good if we can have at least a 15% more crit severity buff from Hellfire Expertise, now that you decide to take off our 25% damage buff. Tyrannical Curse still being bugged, at least the shared AoE damage, never crits, it's constantly deflected even with capped Stats. We haven't AoE at-wills (E.Blast isn't worth to mention) I can't understand why the AoE penalty for Fiery Bolt.
......snp..... I just also tested dark prayers, this is NOT doing what it should do at all, i.e. go in, you have a puppet already (assume as this is how I tested it), curse all mobs, CB all mobs, tons of mobs die, and you MAYBE get one stack of SI.
Please please please give us some love, our mechanics DO NOT WORK on dps side correctly.
Mechanic works just fine.. Curse bite consumes the curse, i.e. removes it), so if it kills a mob, that is NOT a cursed mob dying. Hence dark prayers is not triggered, I would love for the consuming of the curse to be after the mob dies, but that seems to just not be how it works right now..
indeed it is wai, but its just so no-brainer. The power that we use to kill is the power that breaks the class feature. Everything on the warlock is like that, all punishment like when you cast ss to reduce cooldowns, but you stick with a horrible casting time and decreased dps. We must have done something really bad to be punished like this everytime
An encounter that does 55 mag… why the fk would i use it when i can use an at Will that has no cooldown and a faster cast time. Think things through omg.
When you look at it like that, it really does seem ludicrous. But it is aoe. Sometimes I'm faceplanting a dozen enemies at once, and then it's decent damage. And I use it in conjunction with my Slyblade and Hellfire Ring and Blades - so they're getting a face full of broken swords and hellfire at 8% more damage. But more often it's only knocking down half of a mob at best. So for me the low magnitude is less of an issue than the fact that its narrow arc makes it just barely useful. Especially when you consider the glitchy problems that develop when you're moving or shadow slipping to get more enemies.
I'd be much, much happier with Arms if they operated more like Hand of Valindra - a 360 degree swipe without the damage immunity, or even a 180 degree clap. But a narrow 40 degrees at that low magnitude. It's not great. Or even good. It's just okay.
It feels like the class is still being punished for the short period where the damnation build was so ridiculously over powered.
The majority of warlock features are gimped, hobbled or out right crippled.
Curse Bite removing the curse before applying damage therefore negating Dark Prayers is just another example.
Killing Flames, damage scaling with the HP of the mob. It only reaches full effectiveness when the mob is almost dead. And the mob is almost dead because some other class hit it first.
Shadowslip, the lowest priority ability makes it useless as well as the other things someone else mentioned.
Arms of Hadar, can't be targeted effectively and the knockdown can only be measured in microseconds - if it knocks the mob down at all.
Hellfire Ring, only applies curse on first hit.... assuming the mob didn't move before it was cast due to it's mega long cast time and because of having to aim the darn thing.
Fiery Bolt, only does full damage to one target. But if that target dies before it hits.....bye bye spell. It doesn't even damage the mobs around it. And the damage it does is only half - half of mediocre.
Risky Investment and Soul Investiture Stacks. If you can use Dark Prayers to help generate stacks, good for you! But Dark Prayer should also be you praying that your puppet stays alive long enough to take advantage of the stacks. Or its good bye stacks.
Hand of Blight, only the melee version does enough damage to make it worth using. Melee. For a caster. Melee.
The more I type, the more mistakes I am making because I am so annoyed and frustrated!!!! I can't even think what powers the warlock even has now. ... ... ... ... ... ... ... ... Calmed down now, went and played something else.
In short, can we get some real attention put on this class? I might get annoyed and critical of devs but back of it all, I want this class to be fun and worth putting my time into.
Quite frankly, I'm having more fun playing a match 3 gems game on my phone than I am in neverwinter. That's not even taking into account any of the other PC games vying for my attention.
is sad this warlock change.garlaaanx post a good vid on yutube about this nerf.i suggest dev to give a look ,or play endgame with a hellbringer yea try full hellbringer pty(except for tanks and healer) in tomm (lol) and post a vid here. try full wizard pty and say to us again we balanced well lol im happy im just login for daily key but damn is so strange if i was wizard of the coast i feel angry if my d&d fan drop every day from my game
Giz and abwababa brought great points. Quick fix for us to test.... Our powers have no synergy... Soul Scorch is a great example... In order to use it, we lose dmg % that has been built during a fight; therefore, we lose overall dmg % benefit.... Why not create a separate dependent resource for SS??
1. Decrease spell timer for spells (specially SS)
2. Return the 25% damage expertise OR apply points 3 & 5
3. Grant us additional critical severity benefits. IE. No Pity No Mercy should also grant 20% critical severity during those 4 seconds when we have combat advantage. Other DPS classes have insane damage + crit severity modifier, why not us?
4. Hellfire Ring should proc lesser curse on every tick, not just initial damage.
5. Servitude Investment is a clunky mechanic... Takes almost 60 seconds to fully build. If I am not mistaken we are the only dps class that takes this long to obtain such damage % benefit and to boot, it's only for encounters not all attacks. Add the benefit to ALL attacks including dailies... The work SHOULD be compensated....
These would be a good start for us locks to test with the changes already done.
So all this work on the warlock to just go in a big circle and land right back in the same spot we were before the changes. And i think the entire warlock community would love to be able to actually DPS in TOMM but in the current meta that is not an option.
I'm thinking they just wanted to get all characters on the same formulas. Test it live. Then, hopefully, make adjustments. If they have to, they can take baby steps by just adding back the damage bonus of Hellfire Expertise.
unfortunately its not quite so simple as just adding back hellfire expertise to how it was since magnitudes have already been adjusted to roughly a 25% increase, while it would be a simple "fix" for an increase in damage, it keeps the status quo of killing flames being the only really decent encounter we have.
Killing flames damage is fine, though I would prefer them to ditch the whole " does more damage vs low health" part for a fixed magnitude of 700. Its everything else that is lacking.
Curses, for such a large part of the abilities are extremely poor, curse consume is a punishing mechanic, with abilities being bad to start with and only becoming mediocre with a curse interaction, they should be bonus effects, not mandatory or the encounter sucks. lesser curse damage is basically Zero, simply bumping this up to 20 magnitude damage instantly and 80 magnitude over 8 seconds would be a huge improvement to any spec.
In fact removing curse consume completely and replacing with synergy only would be a big improvement.
Parting blasphemy is a 1 trick pony, adding 75 magnitude to cursebite, in every other circumstance its a bad option compared to warlocks curse, especially since this is now a 12% buff up from 10%.
If theres going to be changes, an increase in magnitudes across the board ( except for cursebite, killing flames and soulscorch) is needed, but its still only a "band aid" fix and doesn't really address the fact that several encounters, feats, class features and dailies are pretty much redundant or have extremely limited use in very narrow circumstances. What is the point in trimming down the specs to only 10 feats, 10 encounters, 8 class features and 5 dailies when half of them are rubbish.
An encounter that does 55 mag… why the fk would i use it when i can use an at Will that has no cooldown and a faster cast time. Think things through omg.
When you look at it like that, it really does seem ludicrous. But it is aoe. Sometimes I'm faceplanting a dozen enemies at once, and then it's decent damage. And I use it in conjunction with my Slyblade and Hellfire Ring and Blades - so they're getting a face full of broken swords and hellfire at 8% more damage. But more often it's only knocking down half of a mob at best. So for me the low magnitude is less of an issue than the fact that its narrow arc makes it just barely useful. Especially when you consider the glitchy problems that develop when you're moving or shadow slipping to get more enemies.
I'd be much, much happier with Arms if they operated more like Hand of Valindra - a 360 degree swipe without the damage immunity, or even a 180 degree clap. But a narrow 40 degrees at that low magnitude. It's not great. Or even good. It's just okay.
For Soulweavers, the reason to use Arms of Hadar instead of an at will is because no SW should be running All Consuming Curse if they can help it. We have three very good class features that make a tangible difference: Shadow Walk, Borrowed Time, and Warding Curse. Soulweavers, however, only have three powers that apply curse: Harrowstorm, which is spark-inefficient, Wraith's Shadow, which is single target and borderline useless, and Arms of Hadar, which costs no sparks, has a spammable cooldown, and can potentially interrupt trash CC.
So, by taking Arms of Hadar, you open up one of those desirable three feats and gain more than you lose. It's not as if we have any must-pick powers, besides Shatter Spark, that we need to give up for it. (I mean, you can even drop Shatter Spark and heal LOMM using Soul Reconstruction alone if you have a good tank...)
Now for Hellbringers, I agree: very questionable power.
I have no hope and i don't believe in a new improvement for Hellbringer. Warlock is the bottom tier DPS class for 6 mods...or even more. They have no clue what to do with the class, they thought that all Warlock players are ok with the healer role, and we have no interest to play DPS, but lot of us made a Warlock character to play DPS, no healer. So they need to re adjust their idea of what DPS paths should be efficient, and i don't think that they want to give us a place as DPS like the current top DPS classes have now. How much time they need? It's not about time, it's about their lack of interest...Other classes are blessed by the devs, Warlock is doomed.
.. How much time they need? It's not about time, it's about their lack of interest..
2-3 years. I have no valid statistic, but that's about the average time it takes empirically, including the constant switch of responsible dev ... responsible actually in a negative way tbh.
Well, tomm review of warlock using curse consume build does about 50% dmg of a equally built cw. Using curse synergy build its lower with 40% damage of a cw.
Cooldown using scorch doesn't generate ap, it's gain gimped on warlock along with self buffs across the board. Average daily is 1.5x longer than most classes and 2x longer to attain compared to arbiter and cw.
At will generates more ap than kf, cb, hg, hfr, etc some encounters wont generate ap if cast after a soulscorth, In the end, to attempt to do more damage you need to use cdr, but in doing so you loose sparks further reducing damage and halting ap gain.
Using 12%dmg feat for cursed targets with 5% dtd and 7.5% full sparks should give 24.5% dmg increase and not using sparks should allow better ap gain, but overall damage is much lower since magnitudes are so low and curse consuming powers needed for si stacks and cb now better single target damage... Using parting blasphemy with cb, and hg is the only good damage option since both cannot take advantage of 12% damage feat since curse effectively removed before damage.
Hfr does generate more sparks, but doesnt actually do the stated damage, a crit fb does more damage than hfr with crits....
Anything related to killing adds worthless in tomm.
Si stacks are a joke since puppet dies pretty much every time its summoned, or dissipates following phase mechanics, turned into a chicken, stuck in ice, etc.
The only way to proc ebonized chest consitently with atwill makes npnm a requisite, parting blasphemy makes acc the same.
In the end, dailys severely reduced using cdr and loose 7.5% damage from spark usage, but not using cdr severely reduces overall damage, curse synergy encounters extremely weak making 12% damage feat worthless, dtd not usable since acc and npnm pretty much required to do damage, creeping death worthless and nets less than 1% damage if used. Soul puppet permadead making si stacks worthless let alone trying to use puppet cdr feat instead. Overall magnitudes of full rotations subpar to every single dps class. The removal of 25%dmg from HFE with less than 25% increase of magnitudes just made it all the worse. Vampiric embrace useless overwriting pally shields.
The core mechanics, feats, powers, magnitudes, every aspect of the dps warlock is trash, broken, or completely counterproductive.
End result completely asinine failure as dps.
Can warlocks please get any real fix to the damage disparity making it nonviable in tomm as dps?
@mongol69 The class is build for player with selfpunishing tendencies, no matter what you do you allways suffer from the choice you made. A fundamental rework or a complete deletion of the path/class might solve the problem, small fixes won't help any more. Honestly, I barely play the class any more, since every time I do I get a headache and get in a bad mood I'd call the dps path a "masterpiece of schit" or an example of "how to do it NOT", I never experienced anything compareable in other games.
@schietindebux Same here, i'm not playing the game anymore because the only DPS class that i enjoy is Warlock, and the class makes me feel so sad, depressed, disappointed and it's not possitive for a game to make us feel those horrible things. Warlock should be deleted, no matter what fix they can do, the class isn't worth to play as DPS and devs wants us to play just SoulWeaver, we are near Mod 18 and since mod 10 the class is the worst DPS class in the game, only ok for the support/heal role, and it's something that i refuse to play.
Si stacks are a joke since puppet dies pretty much every time its summoned
Come to think of it, why should the soul puppet take damage anyway? It's incorporeal. Maybe they could just make it immune to damage - or certain kinds. It's not like its attacks are all that devastating.
Speaking of immunity - boss/mini boss immunities to control effects really gets on my nerves. If I'm slapping somevillain - I don't care who - with two great big green devil hands that knock everyone else prone, it ought to affect her/him - even if just a little. And it really annoys me when certain goons like the werewolves in Barovia are immune to ArmsoH also. What gives them the right?
Some kind of stagger gauge for the bigbaddies needs to be implemented. Complete immunity just aint right.
And while we're on the topic of soul puppets. I think it's well past time for an update to its appearance. Not everysoul's going to look the same, I don't think - ought to be: dark brooding souls, gray lamenting souls, fiery wrathful souls, pale fearful souls. There's so much that could be done here.
What's more, these kinds of options are one more way to make money. Last time I looked, the only pay-for options were a couple hairstyles. I'd like to encourage the powers that be to give the devs some free time every mod to design offerings for the zen store that don't impact the game but are fun and allow players more customization.
Mongol69 is on the right spot too with the assumption that the base problem of the Warlock damage output lies in the core mechanic of the class. I left a lil wall of text in another topic few days ago focused mostly on the feats but forgott to add such minor tweaks suggestion like changing one or two class features (to match my imaginary feat table) and casting animation time reduction... If anyone might be interested the post can be found here: https://www.arcgames.com/en/forums/neverwinter#/discussion/1252907/wall-of-text-you-have-been-warned
Comments
Bringing it up again, 'cause I'm still finding it unreliable and really frustrating. I call it Shadow Stick - can't move out of the way when I most need to.
Guild: Ruathym Corsairs
You have Shadow Slip, one of the fastest movement tools in the game. It has a 1 second immunity frame you can use to avoid most attacks.
He he he he, but it has the lowest priority so it NEVER WORKS! Ha ha ha ha ha ha ......
Plus a delay of the immunity, plus a delay of the stamina recharge. Why the fk are we the only class to have recharge delay???
I tested the dark prayers feat now its wai. Doesn't proc from curse bite kills, can't mantain stacks so on the next group i'm out of SI stacks until i kill everything. Now i have a feat that is kind of useful for a soulweaver path. Removed kf from soulweaver, now is a pain in the bottom to deal with arcturia's mimics.
Curse bite still sometimes double cast, with one hit doing no damage and removing the charge.
All classes got an increase due to the change of the formula, we stayed the same.
No decent cc skills for a mage class.
An encounter that does 55 mag… why the fk would i use it when i can use an at Will that has no cooldown and a faster cast time. Think things through omg.
No reaction to crappy death feat also.
Every dps class has multipliers of a lot of % (hr focused 25%, tr 15% expertise plus 10% target just to name some), i don't understand the necesity of removing hellfire expertise
HAMSTER fix the class already
QUote from above:
I tested the dark prayers feat now its wai. Doesn't proc from curse bite kills, can't mantain stacks so on the next group i'm out of SI stacks until i kill everything. Now i have a feat that is kind of useful for a soulweaver path. Removed kf from soulweaver, now is a pain in the bottom to deal with arcturia's mimics.
Curse bite still sometimes double cast, with one hit doing no damage and removing the charge.
All classes got an increase due to the change of the formula, we stayed the same.
No decent cc skills for a mage class.
An encounter that does 55 mag… why the fk would i use it when i can use an at Will that has no cooldown and a faster cast time. Think things through omg.
No reaction to crappy death feat also.
Every dps class has multipliers of a lot of % (hr focused 25%, tr 15% expertise plus 10% target just to name some), i don't understand the necesity of removing hellfire expertise
-----------------------------------------------------------------------------
I just also tested dark prayers, this is NOT doing what it should do at all, i.e. go in, you have a puppet already (assume as this is how I tested it), curse all mobs, CB all mobs, tons of mobs die, and you MAYBE get one stack of SI.
Please please please give us some love, our mechanics DO NOT WORK on dps side correctly.
https://www.theholycrusaders.com/
I would love for the consuming of the curse to be after the mob dies, but that seems to just not be how it works right now..
I dont use atm a loadout which builds on Parting Blasphemy, because its plained silly imo.
To use Curse Bite has a prerequisite - apply lesser curse.
So first u use an encounter (if u wanna curse more then 1 enemy at once),
- the cluncky Hellfire Ring for example which curses only on the main hit but not with the dots when other mobs enters the circle (thats wrong too, it shouldnt be like that...)
- the 50% chance to hit the target Arms of Hadar (when u fast ride on a mount to the pack of mobs and use Arms of Hadar your character is turned around and does the animantion in the opposite direction - not where the cursor is pointed, so it misses like 50% of the time, plus on a dps builds its a mehh, its better for controller build)
- Fiery bolt - I personally like this better to use last on my rotations, but it should do full damage to nearby enemies too, not just to the main target (which other class has an AOE which does full damage to main target, but only half for nearby ones? None?)
So once u applied curse with the aboves u instantly removes it with curse bite and u have to apply curse again just to be able to use the 2nd charge of your CB. We are so much limited and bind to use certain encounters in orders like no other class, but without benefit! Spreading curse should be easy-peasy. Curse one (even with an at will) and everything within a certain distance of that target should be cursed too.Imo lesser curse should not be removed with CB. It should stay there for the whole 8 seconds. When you reapply curse within the 8 second it first should refresh duration, secondary auto apply creeping death.
I dont wanna pull other class as example (this isnt the place to discuss and i dont mind if they are like that atm, atleast they probably have some fun) but certain melee! chars flies 30m ahead, does 1 encounter and 2 at wills, causing 300-400k+ damage. All of that within 1 second!
We cant even place that stupid Hellfire Ring in that time, cause aiming (to hit as many mobs as possible) and casting animation takes double more time. And like many other of our arsenal its another DoT spell.
BoVa is a nice spell, but if u get stuned after casting it stops and goes on cooldown. I dont even mention Dreadtheft cuz the last time it was sloted mod 16 was on preview. With these movement speeds using such spell which binds your character movement is just a noway for me. Plus you probably gettin interrupted and it goes on cooldown.
I know we have Soul Scorch to reduce cooldowns, but the animantion is such a suffering, its so slow like when you try to throw a 8kg iron ball with one hand (by the casting animation a little farting noise would fit much better to it). Speed up is needed cuz in the time u cast it, the target died.
So yes, the dps path is just a very one direction if uknow that u will fight a Boss where there are no adds to kill and u wanna maximize your puny damage output.
And I just noticed: Hadar's Grasp has 200 magnitude? LOL! WTF? Few months ago (mod 15 probably) it was on paar with Kf, the best single target spells and now I dont even see a reason to slot it (ill leave any other AoE in that place). Why the hate? 200 magnitude seriously? With this magnitude it should be an AOE up to 8 enemies.
About shadowslip... we have it but for what? Its not working as intended vs runic traps, and often when I try to slip my camera start shaking like crazy.
But it is aoe. Sometimes I'm faceplanting a dozen enemies at once, and then it's decent damage. And I use it in conjunction with my Slyblade and Hellfire Ring and Blades - so they're getting a face full of broken swords and hellfire at 8% more damage. But more often it's only knocking down half of a mob at best. So for me the low magnitude is less of an issue than the fact that its narrow arc makes it just barely useful. Especially when you consider the glitchy problems that develop when you're moving or shadow slipping to get more enemies.
I'd be much, much happier with Arms if they operated more like Hand of Valindra - a 360 degree swipe without the damage immunity, or even a 180 degree clap. But a narrow 40 degrees at that low magnitude. It's not great. Or even good. It's just okay.
The majority of warlock features are gimped, hobbled or out right crippled.
Curse Bite removing the curse before applying damage therefore negating Dark Prayers is just another example.
Killing Flames, damage scaling with the HP of the mob. It only reaches full effectiveness when the mob is almost dead. And the mob is almost dead because some other class hit it first.
Shadowslip, the lowest priority ability makes it useless as well as the other things someone else mentioned.
Arms of Hadar, can't be targeted effectively and the knockdown can only be measured in microseconds - if it knocks the mob down at all.
Hellfire Ring, only applies curse on first hit.... assuming the mob didn't move before it was cast due to it's mega long cast time and because of having to aim the darn thing.
Fiery Bolt, only does full damage to one target. But if that target dies before it hits.....bye bye spell. It doesn't even damage the mobs around it. And the damage it does is only half - half of mediocre.
Risky Investment and Soul Investiture Stacks. If you can use Dark Prayers to help generate stacks, good for you! But Dark Prayer should also be you praying that your puppet stays alive long enough to take advantage of the stacks. Or its good bye stacks.
Hand of Blight, only the melee version does enough damage to make it worth using. Melee. For a caster. Melee.
The more I type, the more mistakes I am making because I am so annoyed and frustrated!!!! I can't even think what powers the warlock even has now.
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Calmed down now, went and played something else.
@nitocris83 @asterdahl @mimicking#6533
In short, can we get some real attention put on this class? I might get annoyed and critical of devs but back of it all, I want this class to be fun and worth putting my time into.
Quite frankly, I'm having more fun playing a match 3 gems game on my phone than I am in neverwinter. That's not even taking into account any of the other PC games vying for my attention.
Guild: Ruathym Corsairs
Our powers have no synergy... Soul Scorch is a great example... In order to use it, we lose dmg % that has been built during a fight; therefore, we lose overall dmg % benefit.... Why not create a separate dependent resource for SS??
1. Decrease spell timer for spells (specially SS)
2. Return the 25% damage expertise OR apply
points 3 & 5
3. Grant us additional critical severity benefits. IE. No Pity No Mercy should also grant 20% critical severity during those 4 seconds when we have combat advantage. Other DPS classes have insane damage + crit severity modifier, why not us?
4. Hellfire Ring should proc lesser curse on every tick, not just initial damage.
5. Servitude Investment is a clunky mechanic... Takes almost 60 seconds to fully build. If I am not mistaken we are the only dps class that takes this long to obtain such damage % benefit and to boot, it's only for encounters not all attacks. Add the benefit to ALL attacks including dailies... The work SHOULD be compensated....
These would be a good start for us locks to test with the changes already done.
-Legend
Killing flames damage is fine, though I would prefer them to ditch the whole " does more damage vs low health" part for a fixed magnitude of 700. Its everything else that is lacking.
Curses, for such a large part of the abilities are extremely poor, curse consume is a punishing mechanic, with abilities being bad to start with and only becoming mediocre with a curse interaction, they should be bonus effects, not mandatory or the encounter sucks.
lesser curse damage is basically Zero, simply bumping this up to 20 magnitude damage instantly and 80 magnitude over 8 seconds would be a huge improvement to any spec.
In fact removing curse consume completely and replacing with synergy only would be a big improvement.
Parting blasphemy is a 1 trick pony, adding 75 magnitude to cursebite, in every other circumstance its a bad option compared to warlocks curse, especially since this is now a 12% buff up from 10%.
If theres going to be changes, an increase in magnitudes across the board ( except for cursebite, killing flames and soulscorch) is needed, but its still only a "band aid" fix and doesn't really address the fact that several encounters, feats, class features and dailies are pretty much redundant or have extremely limited use in very narrow circumstances.
What is the point in trimming down the specs to only 10 feats, 10 encounters, 8 class features and 5 dailies when half of them are rubbish.
So, by taking Arms of Hadar, you open up one of those desirable three feats and gain more than you lose. It's not as if we have any must-pick powers, besides Shatter Spark, that we need to give up for it. (I mean, you can even drop Shatter Spark and heal LOMM using Soul Reconstruction alone if you have a good tank...)
Now for Hellbringers, I agree: very questionable power.
Cooldown using scorch doesn't generate ap, it's gain gimped on warlock along with self buffs across the board. Average daily is 1.5x longer than most classes and 2x longer to attain compared to arbiter and cw.
At will generates more ap than kf, cb, hg, hfr, etc some encounters wont generate ap if cast after a soulscorth, In the end, to attempt to do more damage you need to use cdr, but in doing so you loose sparks further reducing damage and halting ap gain.
Using 12%dmg feat for cursed targets with 5% dtd and 7.5% full sparks should give 24.5% dmg increase and not using sparks should allow better ap gain, but overall damage is much lower since magnitudes are so low and curse consuming powers needed for si stacks and cb now better single target damage...
Using parting blasphemy with cb, and hg is the only good damage option since both cannot take advantage of 12% damage feat since curse effectively removed before damage.
Hfr does generate more sparks, but doesnt actually do the stated damage, a crit fb does more damage than hfr with crits....
Anything related to killing adds worthless in tomm.
Si stacks are a joke since puppet dies pretty much every time its summoned, or dissipates following phase mechanics, turned into a chicken, stuck in ice, etc.
The only way to proc ebonized chest consitently with atwill makes npnm a requisite, parting blasphemy makes acc the same.
In the end, dailys severely reduced using cdr and loose 7.5% damage from spark usage, but not using cdr severely reduces overall damage, curse synergy encounters extremely weak making 12% damage feat worthless, dtd not usable since acc and npnm pretty much required to do damage, creeping death worthless and nets less than 1% damage if used. Soul puppet permadead making si stacks worthless let alone trying to use puppet cdr feat instead.
Overall magnitudes of full rotations subpar to every single dps class.
The removal of 25%dmg from HFE with less than 25% increase of magnitudes just made it all the worse. Vampiric embrace useless overwriting pally shields.
The core mechanics, feats, powers, magnitudes, every aspect of the dps warlock is trash, broken, or completely counterproductive.
End result completely asinine failure as dps.
Can warlocks please get any real fix to the damage disparity making it nonviable in tomm as dps?
@noworries#8859 @asterdahl @mimicking#6533 anyone?
The class is build for player with selfpunishing tendencies, no matter what you do you allways suffer from the choice you made.
A fundamental rework or a complete deletion of the path/class might solve the problem, small fixes won't help any more.
Honestly, I barely play the class any more, since every time I do I get a headache and get in a bad mood
I'd call the dps path a "masterpiece of schit" or an example of "how to do it NOT", I never experienced anything compareable in other games.
Maybe they could just make it immune to damage - or certain kinds. It's not like its attacks are all that devastating.
Speaking of immunity - boss/mini boss immunities to control effects really gets on my nerves. If I'm slapping somevillain - I don't care who - with two great big green devil hands that knock everyone else prone, it ought to affect her/him - even if just a little. And it really annoys me when certain goons like the werewolves in Barovia are immune to ArmsoH also. What gives them the right?
Some kind of stagger gauge for the bigbaddies needs to be implemented. Complete immunity just aint right.
Not everysoul's going to look the same, I don't think - ought to be: dark brooding souls, gray lamenting souls, fiery wrathful souls, pale fearful souls. There's so much that could be done here.
What's more, these kinds of options are one more way to make money. Last time I looked, the only pay-for options were a couple hairstyles. I'd like to encourage the powers that be to give the devs some free time every mod to design offerings for the zen store that don't impact the game but are fun and allow players more customization.
If anyone might be interested the post can be found here:
https://www.arcgames.com/en/forums/neverwinter#/discussion/1252907/wall-of-text-you-have-been-warned