lltsnwn wrote: »
I am shocked to see Plaguefire and Tenebrous enchants not listed ANY WHERE in this... Are they a bug, overpowered or working as intended?
etherealj wrote: »
Anything that makes people buy lockbox keys is working as intended
Attempting to drag a chat tab into the power tray no longer breaks tooltips.
Linked items now properly handle multi-byte UTF-8 characters, which addresses the item links having some incorrectly colored characters.
Right-clicking on a player name in chat now consistently opens up the same context menu as when interacting with the player in the world.
The Autocomplete menu now matches the appearance of other dropdown menus.
shakamoon wrote: »
hmm, first i am a cleric, and well, i read over the Cleric fix and most i see are good changes, but i still haven't seen anything about cleric aggro being reduced, pointing out that:
1 during boss fight, spawn waves of minions goes right to cleric cause we got the most aggro, so it doesn't change the fact that we will be killed if not running around like a chicken without our head, only thing we could do is try to stay alive.
2: our self heal (healer word) is completely weak (someone mentioned 60%) i think it's much less, and why can't we cast it while running?? its just a Regen type. i see mobs that outrun us and hit us for 1/3 of our life, imagine 3-6 of those mob going for us? no chance of survival. (Healer word make us stop for 2 sec) enough to get a beating, we have to rely on pots to keep ourselves alive...
3: now that astral doesn't stack, Cleric IMO are much weaker in survival: with it stacking, we have 50% chance of survival, and heal the group properly.
my 2 cents on cleric.
ranguren wrote: »
all I can say is combing skill stat and power for both PvE and PvP is a no go, please just separate the Skill stat on PvP from PvE. the Encounter, Daily, At-will or even Feat effect differ stat, cooldown, power from one an another. perhaps, some can be usable in PvE but not in PvP. the reason I suggest this because before the name of Neverwinter, there is still the franchise Dungeons and Dragons from Wizard of the coast which means main purpose of the game should be role playing in a Dungeons fighting Dragons. some people like PvP feature of this game, I'm fine on that, but that's doesn't means it can destroying the main purpose of the game, which is PvE. nerf whatever you want, or even removing the healing ability of cleric, but do that on PvP only, without effecting the PvE.
wingsfor wrote: »
I could not agree more. Further i see is as a big flow in the dev's approach to balancing. To sum up their balance approach on the patch:
1. GWF - they just reduced some coolodwns on powers mostly, but did not change anything about how bossfights or even mobfights in many dungeons work. Pushing off or constant cc will still be more valid!
2.CW- really just nerfed to "buff" the gwf. lazy!
3. GF- no change in mechanics of the fights itself, so still useless- now they can do something better nobody cares about anyway.
4.rogues - just what the dude said
5. DC- dc is my main. i have to see how the changes work out. i run single dc groups anyway, so 2 AS stack remove does not concearn me, though from what i seen in a couple of 2DC pugs, many ppl might relise, they got to learn to play this game from the start. Not getting "so much aggro" anymore might be nice, but more of a comfort feature than a real gamechanger imho.. My question: if i want have the aggro,who will? - couse imho GF still useless.
Developers should adress mechanic changes in bossfights, their overall design. Just juggeling with some numbers want make GF or GWF usefull.
zierk wrote: »
It's still the same only the Tank has aggro instead, just ran a bunch of dungeons on the test shard.
Btw, why are you releasing a test server for a game that is still in beta... aren't we all testers right now? So setup a test server to have the beta testers test the patch so it can be released on the 'live' beta test servers so we can test it again?
You can't re-train on the test server so what is the point of testing anything?
ixdestroyxyou wrote: »
You are absolutely right. All i want to be able to do is play an important role in a dungeon. But as it stands the only thing the GWF is good at is AOE Damage. At that is only obtained by stacking Armor Pen. If they were to up the overall damage of the GWF, or hell even just the AOE Damage, then running two CW's would not be as viable as an option. My concern is even with these nerfs to the CW, I just dont think it is going to be enough to make taking a GWF along for the dungeon a better option. Like I said in the post, I think both the CW and Rogue classes were fine and served there role in dungeons fine.
cael13 wrote: »
Maybe you guys should actually play on the test shard and see how great the changes are for PVE. I ran 4 T2 dungeons yesterday with a traditional team (1 of each class) and we completed all of them easily!
The "Need" button is now disabled for items your class cannot use.
possum440 wrote: »
Gauntlgrym isn't going to be explorable for 60's? solo and group wise like the other map areas? Very bad choice if it is just another press "K" and que selection.
I guess expecting a new huge area to explore finally for level 60's was too much and the choice to make a que made sense how?
Companions now deal much greater damage to enemies with significantly higher level than their Rank, but a close level to their owner.
Companion training time is no longer consistently offset, which tended to result in negative "time until training completes" values.
Respawning in PvP no longer reminds players that their Companions cannot be summoned.
Runestones: Eldritch Runestones now properly stack if you have multiple of the same rank slotted into your Companion's Defense Slots.
Wayward Wizard: Now has new VO upon summoning him.
droodz92 wrote: »
Thanks for quoting me and applying my anger in straight and intelligent words.
We do have a perfect balance between crowd control (steal time + shield) you're nerfing stack of steal time, ok so we'll do less shield and less control (so why are you trying to say that you nerfed us to make us a more "controlling" class) then, you UP spells that will never be used in PvE. I'm not crying for the % of damage i'm gonna lose, I'm crying for the buffs and debuffs I'm providing to my party and especially the TR. You've put CoI as a DoT when it should be an AoE spell. Chill Strike "TAB" shouldn't you place it as an AoE spell to? I don't get your ideas they seems all wrong.
For QQ'ing people, If we're first DPS it's because when we PUSH adds of ledge they don't die, THEY FELL, and when they do the damage from the falling is INCORORATED to our DPS, that's why at the last boss of CN Control Wizard gains 20Millions DPS at the end, if those damage were not incorporated no one will see CW has such a GREAT DPS class when were just good at AoE + Control. Ray was the only one to be useful during BOSS situation for debuff + great damage on SINGLE TARGET.
You want to nerf the CW in PVP but it's a double-edged sword, you guys just nerfed the PVE 2 times the equivalent.
Has a lot of people were saying: THOSE UP ARE PERFECT, I want a GF and a GWF with me, the shield for cleric nerfed is completely understandable, but Nerfing CW is stupid, I'll stay on this note.
Being a 12K CW who has run Castle Never every day 4 to 6 times a day, I'm telling you that all your nerfs for CW will have too much impact in the PVE. You nerf "Ray of enfeeblement" BY FEATS, BY BASE DAMAGE AND BY %DMG BY RANK, It's our ONLY DESCENT "MONO TARGET" SPELL, You've made shadow weaver worthless, CW will practically be useless except to push mobs from ledge. Buffing sudden storm? Cool we'll have to be a melee hero, seriously you dev should play CW instead of playing other classes. thanks for making all end game content CW reroll to ranger, your changes look like you overreacted to crying kid. we were the more BALANCED CLASS. Great job for changing tooltips and bugged feats, still you went way too far on that Nerf for CW. +1 for buff on GF and GWF though
doombangus wrote: »
Would you like to be kicked from a group for no reason? We wondered if it would ask for vote or not and boom, just kicked and didn't even say anything in chat. Looks like they just leave party. People could do some major trolling as party leader. I wouldn't like to be on the other end of it, especially at the end of PVP or a dungeon.