Let's recap Steal Time.....
When I started playing at the PS4 launch of Neverwinter, Steal Time was one of many amazing powers for the Wizard. Whenever this power was paired with Storm Spell and the Lightning Enchantment (before their nerfs), you would eat groups alive with those lightning procs while using Steal Time. It also provided a speed buff to self and all nearby allies. This speed buff stacked with other speed buff for a huge boost in movement speed. Great Right!!! No, players complained that speed buffs were causing players to fall off in trials; causing unintentional and sometimes intentional deaths. So, it was nerfed. No more speed buff. Going forward, those AOE "control" wizards that adjusted to the dethroned Steal Time still utilized it's potential in an AOE build. Using conduit of ice and ice terrain, Steal Time was still a great power to slow enemies down so that you could build chill stacks with other powers. AOE Renegade Control Wizards were still useful. M16 comes along and separates Steal Time from majority of the AOE spells that the Thaumaturge path had. Those faithful AOE Wizards, adapted and many saw the potential Steal Time had as an AOE spell for the Arcanist paragon path. However, today's update has just killed my AOE Arcanist build. Today's update just killed one of my favorite Wizard spells ever in Neverwinter. I could handle Storm Spell nerf, Frost Wave nerf, Shield Nerf, our horrible damage compared to other DPS, our still present bugs, separation of spells that made no sense in M16, but today's update to Steal Time. I am sorry. This is not good at all.
The animation is so fast the stun effects are trying to catch up with the animation. The casting bugs out and the damage is very inconsistent. Procs have no time to proc. Cooldown is still too long. Enemies are moving while being stun. This power does not feel good anymore. Sorry.
BEFORE TODAY'S UPDATE
Steal time from enemies around you, then shatter the collected time to stun them.
Magnitude: 260
Added Effect: Slow - stacks up to 4 times
Duration: 2s
Additional Action: Stuns based on how much time was stolen
Duration: 0.75 - 1.5s
Arcane Mastery increases the Stun and Slow by 0.2 seconds for each Arcane Mastery stack you have.
CURRENTLY LIVE
Steal time from enemies around you, then shatter the collected time to stun them.
Magnitude: 260
Added Effect: Slow (NO STACKS???)
Duration: 4s
Additional Action: Stun
Duration: 1s
Arcane Mastery increases the Stun and Slow by 0.2 seconds for each Arcane Mastery stack you have.
Comments
after all the dev did say to name only "one power" that would you like us to "hampster" even more .. : D
he was quite adamant about that ....
I can only hope that there will be a swift fix to Steal Time. Just raise the magnitude to 750 to come up for the missing Storm Stell procs (I'm sure someone can come up with a mathematically more robust number). Should be the #1 priority for next week.
Be grateful for the undeserved time they waste on anything Arcanist. You don't deserve sympathy for your whining.
Nothing but a bunch of ungrateful children in this community.
- Now after M16 (this is where you come in), the Wizard's powers were scattered all over the place. I know you were jumping with excitement. However, there are plenty of posts where players were confused on how to use the Wizard when certain feats, class features, and powers that synergized were not in a comprehensible place. It was such a hot mess that the community was asked about suggestive changes. You were probably in the leveling stage of the game at that time. Moving on.
- The whole Arcanist (single target) Thaumaturge (aoe) is such a useless talking point for those wizard users that figured out how to use Thaumaturge and Arcanist for both single target and aoe.
- Lol, so please do not be confused about my stance of being grateful with my passionate response to a change to my character's class which I have seen so many changes since summer of 2016.
Right now we gained "adjustments". That is nice, we finally got something done. But it could be done better. For both paragons.
Steal time is one, Arcane Conduit is two - this spell needs some changes; some minor additions to at-wills many do not use anyway, because RoF is still better most of the time when it comes to proc weapon enchantments which is extra damage. Striking Advantage is finally cleared in tooltip and got small buff, which is nice.
Same goes for Thaumaturges. Smolder buff is nice, sure. Fireball changes... not sure if I like them, but faster cast time and reduced cooldowns are nice to have always. Feats fixes and some CC buffs for chill stacks are all nice and good.
That said, all of this could be done better. I agree thaumaturges needs more adjustments than arcanists, but there are bugs that need to be fixed and changes that need to be done on both paragons. Which is why these posts happen, because people are just not happy with changes made.
I, for one, would simply like to see area which is affected by Steal Time again. At least for starters.
Arcanist is the path that is closer to be competitive with other classes.
With only limited time for the dev to work on Wizard every minute they lost on thaumaturge path that need a complete rework, is the time that if it was invested in the Arcanist path the result would be probably better.
― J.R.R. Tolkien, The Two Towers
Most of arcanist changes aren't bad, but we're not arrived yet. Lightning bolt is still bugged and needs aiming.
Magic missile and arcane bolt need higher magnitudes to compete ray of frost.
I maintain than arcane empowerment daily is too powerful, while the magnitude of all encounters is too low, making the st dps too heterogeneous.
Maelstrom of chaos (it's the daily you never use) is still... useless.
Concerning the thaumaturge, the faster fireball (cd+cast) makes the gameplay much more dynamic, especially for boss fights. I doubt about the need of reducing the aoe magnitude, other classes have aoe attacks with much higher magnitudes.
Even with a 100% boost, smolder is still very weak. 1% or 2% of total damage, it's the same.
Chilling advantage and Directed flames are still awful feats, but now they work together, if you want feats that reduce your dps.
Fanning the flame is still the worst encounter available. 100 magnitude is ridiculous.
Fanning the flame and Lightning bolt used to be great and balanced spells before mod 16, there was no reason to modify both, making them unusuable.
My Wizard Guide:
https://docs.google.com/document/d/1JezPmehRjvkrHQKwEJ9tGGesDuekj2mcfKiWxlx56ns/edit?usp=sharing
My Arbiter Cleric guide:
https://docs.google.com/document/d/1UZGOcQIMLCh5I4lrH63REK5YVsa3Kpk1hOyfic21z8k/edit?usp=sharing
But, I want a buff to other dailies not a Nerf to Arcane Empowerment.
The magnitude of Ice Knife (1800) could be increased to 2200 like the TR Shocking execution, to compete with Arcane Empowerment.
Maelstrom of chaos should be changed to Chain lightning to have a real strong AOE Lightning Daily .
― J.R.R. Tolkien, The Two Towers