I don't think anyone uses it in PvE and this change will pretty much guarantee that.
Pretty much this. Why on earth would anyone use anything other than Lurkers Assault in PvE? I tried Shocking Execution since I'm an Executioner build, but the huge 60% increased damage on your bleed from Lurkers Assault is where the majority of PvE TR damage seems to come from. Not to mention that you're invisible while dealing absurd amounts of damage. Why would anyone ever get any of the threat reduction feats on a rogue, when invisibility is the only threat reduction you could possibly ever need?
Oh no, they reduced the spike damage on bosses but left in the over-time buff that vastly outperformed Shocking Execution anyway! Oh noes!
No pun intended, but I'm kind of shocked they nerfed Shocking Execution but not Lurkers Assault. A 10 second 60% damage buff on top of the stupid high crit damage buff was so huge I felt sure it was the most likely target for a nerf. I guess I was wrong, they just went ahead and nerfed the crit damage part of the equation, we'll see if it's enough but somehow I don't think anything about PvE is going to change based on the patch notes I see in front of me.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Ton of the CW change (almost all of it is nerfs) make no sense.
Arcane Singularity now displays the correct icon in character creation.
Doesn't make a difference to anyone, really.
Chill stacks are now removed when Freeze is broken, instead of when it is applied.
Chill may now stack on control-immune NPCs, but does not snare or freeze them.
Ok, those are nice I guess, it makes chill mastery pretty good. It's like, the ONLY good thing out of all this.
Chilling Cloud: The first two hits of the combo now refresh Chill stacks.
That's ok I guess
Conduit of Ice: The primary effect of this power is now considered a DoT for damage calculation.
So, we get a solid nerf to one of our aoe? What about making it count as an AoE as it should?
Entangling Force: This power is now considered a DoT for damage calculation.
Another nerf to scaling damage
Ray of Enfeeblement: This power is now considered a DoT for damage calculation.
Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
Ray of Enfeeblement: The debuff applied by this power is now less powerful.
Ray of Enfeeblement: The Spell Mastery version of the debuff now displays stacks on the target.
Ray of Enfeeblement: Two Control Wizards can no longer apply two separate stacks of the debuff on a single target if one uses the Spell Mastery version and one does not. The DoT is still applied by each Wizard individually, however.
Let's see, a damage scaling nerf, a debuff nerf and a leveling nerf. Is this serious? It's a freaking SINGLE TARGET SPELL and you are gonna make it do ****ty damage just because of it's nerfed debuff??? And not only that but you are nerfing one of the feat that work with it later making this spell probably just god awful at that point.
Repel: The tooltip now correctly states that Repel briefly stuns its target(s).
Doesn't change anything
Shard of the Endless Avalanche: The Shard can no longer be destroyed by certain attacks.
Shard of the Endless Avalanche: This power now consistently deals Arcane damage.
Shard of the Endless Avalanche: The rank-up text of this power no longer incorrectly states that its cooldown is reduced by 5 seconds per rank.
Shard of the Endless Avalanche: Queuing another power while casting no longer puts the power on cooldown without creating the Shard.
Bug fixes are always nice but it's still missing a few things, such as the spell not being yours and thus, not being able to crit.
Steal Time: The Movement buff granted by this power no longer stacks with other Movement buffs.
Steal Time: This power now grants one Arcane Mastery stack per cast, regardless of the number of enemies hit.
Why does it only grant one arcane mastery stack per cast... It has a target cap, a long cast time and a long cooldown. I don't mind if it's not an auto 5 stacks anymore but you could make it give 1 stack + 1 extra stack per each extra 3 monsters hit (meaning a time steal that hit 7 monsters would give 3 stacks).
Storm Pillar: The damage radius of the normal cast has been slightly increased.
Storm Pillar: The damage dealt by the summoned pillar has been slightly reduced.
Storm Pillar: Ranking up this power now increases the time the summoned pillar lasts.
No one use that skill and you nerf it? Are you serious rofl
Sudden Storm: This power no longer deals 10 Physical damage in addition to normal damage.
Sudden Storm: The DoT now deals more damage.
Sudden Storm: The Spell Mastery version of this power is now considered a DoT for damage calculation.
Can we fix all that's wrong with this skill instead? Let me tell you what is. It can't crit, it deals less damage than it's supposed to, it doesn't count as aoe for feat purposes and casting singularity makes the mobs immune to it's damage. Those are far more pressing bugs than making its spell mastery count as a dot dmg.
Feat: Chaos Magic: Chaotic Growth now heals for less, but affects maximum health rather than current health.
I don't use that so I can't comment.
Feat: Destructive Wizardry: This power now requires Storm Pillar to be charged at least halfway to activate.
Pointless nerf to my eyes
Feat: Masterful Arcane Theft: The damage bonus from this feat has been reduced.
And yet another nerf to every renegade wizards. Nevermind the fact that chill needs to be present to maximize it's effect and that in itself is a huge drawback.
Feat: Prestidigitation: This feat now also increases movement speed.
Maybe I'll gain 0,1% movement speed... Probably not
Feat: Reaper's Touch: This feat's effectiveness has been reduced.
Oh great, another freaking nerf!
Feat: Snap Freeze: This feat no longer increases the damage of Lightning-based powers. It now correctly only affects Cold powers.
bug fix, fair enough
Control Wizard: Shadow Weaver Set: The tooltip now specifies that the set bonus only triggers with Encounter powers, and only stacks up to 3 times.
Control Wizard: Shadow Weaver Set: The set bonus now stacks up to 3 times.
3 stacks? You intend to completely destroy the set bonus or what? This gives a palty 30% crit severity and that's only from your base severity, so 22.5% for a CW. a vorpal enchant gives a bigger boost than that and the lifesteal is gonna be negligible with only 3 stacks. Was it too good? sure. But limiting it to 3 stacks makes it pointless. Limit it to 10 stacks and it's gonna be fine. What about the bug where it gives crit severity to MONSTERS? What about the bug where the set just plain stop working?
Control Wizard: Gladiator Mage Set: The set bonus now properly reduces the cooldown of Spell Mastery powers.
yay, too bad no one use it anymore
Control Wizard: High Vizier's Set no longer increases NPC defense and lowers the player's. The set bonus can now affect control-based Daily powers, too.
bug fix.
Seriously, it's almost just CW nerfs. It's bull**** and you'll likely lose a LOT of your CW playerbase. I know I'm done if this goes through like this.
Ton of the CW change (almost all of it is nerfs) make no sense.
Arcane Singularity now displays the correct icon in character creation.
Doesn't make a difference to anyone, really.
Chill stacks are now removed when Freeze is broken, instead of when it is applied.
Chill may now stack on control-immune NPCs, but does not snare or freeze them.
Ok, those are nice I guess, it makes chill mastery pretty good. It's like, the ONLY good thing out of all this.
Chilling Cloud: The first two hits of the combo now refresh Chill stacks.
That's ok I guess
Conduit of Ice: The primary effect of this power is now considered a DoT for damage calculation.
So, we get a solid nerf to one of our aoe? What about making it count as an AoE as it should?
Entangling Force: This power is now considered a DoT for damage calculation.
Another nerf to scaling damage
Ray of Enfeeblement: This power is now considered a DoT for damage calculation.
Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
Ray of Enfeeblement: The debuff applied by this power is now less powerful.
Ray of Enfeeblement: The Spell Mastery version of the debuff now displays stacks on the target.
Ray of Enfeeblement: Two Control Wizards can no longer apply two separate stacks of the debuff on a single target if one uses the Spell Mastery version and one does not. The DoT is still applied by each Wizard individually, however.
Let's see, a damage scaling nerf, a debuff nerf and a leveling nerf. Is this serious? It's a freaking SINGLE TARGET SPELL and you are gonna make it do ****ty damage just because of it's nerfed debuff??? And not only that but you are nerfing one of the feat that work with it later making this spell probably just god awful at that point.
Repel: The tooltip now correctly states that Repel briefly stuns its target(s).
Doesn't change anything
Shard of the Endless Avalanche: The Shard can no longer be destroyed by certain attacks.
Shard of the Endless Avalanche: This power now consistently deals Arcane damage.
Shard of the Endless Avalanche: The rank-up text of this power no longer incorrectly states that its cooldown is reduced by 5 seconds per rank.
Shard of the Endless Avalanche: Queuing another power while casting no longer puts the power on cooldown without creating the Shard.
Bug fixes are always nice but it's still missing a few things, such as the spell not being yours and thus, not being able to crit.
Steal Time: The Movement buff granted by this power no longer stacks with other Movement buffs.
Steal Time: This power now grants one Arcane Mastery stack per cast, regardless of the number of enemies hit.
Why does it only grant one arcane mastery stack per cast... It has a target cap, a long cast time and a long cooldown. I don't mind if it's not an auto 5 stacks anymore but you could make it give 1 stack + 1 extra stack per each extra 3 monsters hit (meaning a time steal that hit 7 monsters would give 3 stacks).
Storm Pillar: The damage radius of the normal cast has been slightly increased.
Storm Pillar: The damage dealt by the summoned pillar has been slightly reduced.
Storm Pillar: Ranking up this power now increases the time the summoned pillar lasts.
No one use that skill and you nerf it? Are you serious rofl
Sudden Storm: This power no longer deals 10 Physical damage in addition to normal damage.
Sudden Storm: The DoT now deals more damage.
Sudden Storm: The Spell Mastery version of this power is now considered a DoT for damage calculation.
Can we fix all that's wrong with this skill instead? Let me tell you what is. It can't crit, it deals less damage than it's supposed to, it doesn't count as aoe for feat purposes and casting singularity makes the mobs immune to it's damage. Those are far more pressing bugs than making its spell mastery count as a dot dmg.
Feat: Chaos Magic: Chaotic Growth now heals for less, but affects maximum health rather than current health.
I don't use that so I can't comment.
Feat: Destructive Wizardry: This power now requires Storm Pillar to be charged at least halfway to activate.
Pointless nerf to my eyes
Feat: Masterful Arcane Theft: The damage bonus from this feat has been reduced.
And yet another nerf to every renegade wizards. Nevermind the fact that chill needs to be present to maximize it's effect and that in itself is a huge drawback.
Feat: Prestidigitation: This feat now also increases movement speed.
Maybe I'll gain 0,1% movement speed... Probably not
Feat: Reaper's Touch: This feat's effectiveness has been reduced.
Oh great, another freaking nerf!
Feat: Snap Freeze: This feat no longer increases the damage of Lightning-based powers. It now correctly only affects Cold powers.
bug fix, fair enough
Control Wizard: Shadow Weaver Set: The tooltip now specifies that the set bonus only triggers with Encounter powers, and only stacks up to 3 times.
Control Wizard: Shadow Weaver Set: The set bonus now stacks up to 3 times.
3 stacks? You intend to completely destroy the set bonus or what? This gives a palty 30% crit severity and that's only from your base severity, so 22.5% for a CW. a vorpal enchant gives a bigger boost than that and the lifesteal is gonna be negligible with only 3 stacks. Was it too good? sure. But limiting it to 3 stacks makes it pointless. Limit it to 10 stacks and it's gonna be fine. What about the bug where it gives crit severity to MONSTERS? What about the bug where the set just plain stop working?
Control Wizard: Gladiator Mage Set: The set bonus now properly reduces the cooldown of Spell Mastery powers.
yay, too bad no one use it anymore
Control Wizard: High Vizier's Set no longer increases NPC defense and lowers the player's. The set bonus can now affect control-based Daily powers, too.
bug fix.
Seriously, it's almost just CW nerfs. It's bull**** and you'll likely lose a LOT of your CW playerbase. I know I'm done if this goes through like this.
Ton of the CW change (almost all of it is nerfs) make no sense.
Arcane Singularity now displays the correct icon in character creation.
Doesn't make a difference to anyone, really.
Chill stacks are now removed when Freeze is broken, instead of when it is applied.
Chill may now stack on control-immune NPCs, but does not snare or freeze them.
Ok, those are nice I guess, it makes chill mastery pretty good. It's like, the ONLY good thing out of all this.
Chilling Cloud: The first two hits of the combo now refresh Chill stacks.
That's ok I guess
Conduit of Ice: The primary effect of this power is now considered a DoT for damage calculation.
So, we get a solid nerf to one of our aoe? What about making it count as an AoE as it should?
Entangling Force: This power is now considered a DoT for damage calculation.
Another nerf to scaling damage
Ray of Enfeeblement: This power is now considered a DoT for damage calculation.
Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
Ray of Enfeeblement: The debuff applied by this power is now less powerful.
Ray of Enfeeblement: The Spell Mastery version of the debuff now displays stacks on the target.
Ray of Enfeeblement: Two Control Wizards can no longer apply two separate stacks of the debuff on a single target if one uses the Spell Mastery version and one does not. The DoT is still applied by each Wizard individually, however.
Let's see, a damage scaling nerf, a debuff nerf and a leveling nerf. Is this serious? It's a freaking SINGLE TARGET SPELL and you are gonna make it do ****ty damage just because of it's nerfed debuff??? And not only that but you are nerfing one of the feat that work with it later making this spell probably just god awful at that point.
Repel: The tooltip now correctly states that Repel briefly stuns its target(s).
Doesn't change anything
Shard of the Endless Avalanche: The Shard can no longer be destroyed by certain attacks.
Shard of the Endless Avalanche: This power now consistently deals Arcane damage.
Shard of the Endless Avalanche: The rank-up text of this power no longer incorrectly states that its cooldown is reduced by 5 seconds per rank.
Shard of the Endless Avalanche: Queuing another power while casting no longer puts the power on cooldown without creating the Shard.
Bug fixes are always nice but it's still missing a few things, such as the spell not being yours and thus, not being able to crit.
Steal Time: The Movement buff granted by this power no longer stacks with other Movement buffs.
Steal Time: This power now grants one Arcane Mastery stack per cast, regardless of the number of enemies hit.
Why does it only grant one arcane mastery stack per cast... It has a target cap, a long cast time and a long cooldown. I don't mind if it's not an auto 5 stacks anymore but you could make it give 1 stack + 1 extra stack per each extra 3 monsters hit (meaning a time steal that hit 7 monsters would give 3 stacks).
Storm Pillar: The damage radius of the normal cast has been slightly increased.
Storm Pillar: The damage dealt by the summoned pillar has been slightly reduced.
Storm Pillar: Ranking up this power now increases the time the summoned pillar lasts.
No one use that skill and you nerf it? Are you serious rofl
Sudden Storm: This power no longer deals 10 Physical damage in addition to normal damage.
Sudden Storm: The DoT now deals more damage.
Sudden Storm: The Spell Mastery version of this power is now considered a DoT for damage calculation.
Can we fix all that's wrong with this skill instead? Let me tell you what is. It can't crit, it deals less damage than it's supposed to, it doesn't count as aoe for feat purposes and casting singularity makes the mobs immune to it's damage. Those are far more pressing bugs than making its spell mastery count as a dot dmg.
Feat: Chaos Magic: Chaotic Growth now heals for less, but affects maximum health rather than current health.
I don't use that so I can't comment.
Feat: Destructive Wizardry: This power now requires Storm Pillar to be charged at least halfway to activate.
Pointless nerf to my eyes
Feat: Masterful Arcane Theft: The damage bonus from this feat has been reduced.
And yet another nerf to every renegade wizards. Nevermind the fact that chill needs to be present to maximize it's effect and that in itself is a huge drawback.
Feat: Prestidigitation: This feat now also increases movement speed.
Maybe I'll gain 0,1% movement speed... Probably not
Feat: Reaper's Touch: This feat's effectiveness has been reduced.
Oh great, another freaking nerf!
Feat: Snap Freeze: This feat no longer increases the damage of Lightning-based powers. It now correctly only affects Cold powers.
bug fix, fair enough
Control Wizard: Shadow Weaver Set: The tooltip now specifies that the set bonus only triggers with Encounter powers, and only stacks up to 3 times.
Control Wizard: Shadow Weaver Set: The set bonus now stacks up to 3 times.
3 stacks? You intend to completely destroy the set bonus or what? This gives a palty 30% crit severity and that's only from your base severity, so 22.5% for a CW. a vorpal enchant gives a bigger boost than that and the lifesteal is gonna be negligible with only 3 stacks. Was it too good? sure. But limiting it to 3 stacks makes it pointless. Limit it to 10 stacks and it's gonna be fine. What about the bug where it gives crit severity to MONSTERS? What about the bug where the set just plain stop working?
Control Wizard: Gladiator Mage Set: The set bonus now properly reduces the cooldown of Spell Mastery powers.
yay, too bad no one use it anymore
Control Wizard: High Vizier's Set no longer increases NPC defense and lowers the player's. The set bonus can now affect control-based Daily powers, too.
bug fix.
Seriously, it's almost just CW nerfs. It's bull**** and you'll likely lose a LOT of your CW playerbase. I know I'm done if this goes through like this.
They nerfed the damage on a class that is supposed to be primarily crowd control.... Working as intended
- Unbinding?
- What about the stats (ArPen, Crit and Rec) that have 0 effect on companions?
- Any plans to speed up attack animations? A 5 sec CD with 5 sec animation = 10 seconds between attacks... Maybe start the CD at the beginning of the attack animation and not the end?
- How about increasing the 10% hard cap on companion power/defense from stats?
- Dancing sword/shield: Aggro radius is currently 0 for these two pets. It'd be nice if they would engage mobs without having to run mobs through their models.
Ton of the CW change (almost all of it is nerfs) make no sense.
Arcane Singularity now displays the correct icon in character creation.
Doesn't make a difference to anyone, really.
Chill stacks are now removed when Freeze is broken, instead of when it is applied.
Chill may now stack on control-immune NPCs, but does not snare or freeze them.
Ok, those are nice I guess, it makes chill mastery pretty good. It's like, the ONLY good thing out of all this.
Chilling Cloud: The first two hits of the combo now refresh Chill stacks.
That's ok I guess
Conduit of Ice: The primary effect of this power is now considered a DoT for damage calculation.
So, we get a solid nerf to one of our aoe? What about making it count as an AoE as it should?
Entangling Force: This power is now considered a DoT for damage calculation.
Another nerf to scaling damage
Ray of Enfeeblement: This power is now considered a DoT for damage calculation.
Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
Ray of Enfeeblement: The debuff applied by this power is now less powerful.
Ray of Enfeeblement: The Spell Mastery version of the debuff now displays stacks on the target.
Ray of Enfeeblement: Two Control Wizards can no longer apply two separate stacks of the debuff on a single target if one uses the Spell Mastery version and one does not. The DoT is still applied by each Wizard individually, however.
Let's see, a damage scaling nerf, a debuff nerf and a leveling nerf. Is this serious? It's a freaking SINGLE TARGET SPELL and you are gonna make it do ****ty damage just because of it's nerfed debuff??? And not only that but you are nerfing one of the feat that work with it later making this spell probably just god awful at that point.
Repel: The tooltip now correctly states that Repel briefly stuns its target(s).
Doesn't change anything
Shard of the Endless Avalanche: The Shard can no longer be destroyed by certain attacks.
Shard of the Endless Avalanche: This power now consistently deals Arcane damage.
Shard of the Endless Avalanche: The rank-up text of this power no longer incorrectly states that its cooldown is reduced by 5 seconds per rank.
Shard of the Endless Avalanche: Queuing another power while casting no longer puts the power on cooldown without creating the Shard.
Bug fixes are always nice but it's still missing a few things, such as the spell not being yours and thus, not being able to crit.
Steal Time: The Movement buff granted by this power no longer stacks with other Movement buffs.
Steal Time: This power now grants one Arcane Mastery stack per cast, regardless of the number of enemies hit.
Why does it only grant one arcane mastery stack per cast... It has a target cap, a long cast time and a long cooldown. I don't mind if it's not an auto 5 stacks anymore but you could make it give 1 stack + 1 extra stack per each extra 3 monsters hit (meaning a time steal that hit 7 monsters would give 3 stacks).
Storm Pillar: The damage radius of the normal cast has been slightly increased.
Storm Pillar: The damage dealt by the summoned pillar has been slightly reduced.
Storm Pillar: Ranking up this power now increases the time the summoned pillar lasts.
No one use that skill and you nerf it? Are you serious rofl
Sudden Storm: This power no longer deals 10 Physical damage in addition to normal damage.
Sudden Storm: The DoT now deals more damage.
Sudden Storm: The Spell Mastery version of this power is now considered a DoT for damage calculation.
Can we fix all that's wrong with this skill instead? Let me tell you what is. It can't crit, it deals less damage than it's supposed to, it doesn't count as aoe for feat purposes and casting singularity makes the mobs immune to it's damage. Those are far more pressing bugs than making its spell mastery count as a dot dmg.
Feat: Chaos Magic: Chaotic Growth now heals for less, but affects maximum health rather than current health.
I don't use that so I can't comment.
Feat: Destructive Wizardry: This power now requires Storm Pillar to be charged at least halfway to activate.
Pointless nerf to my eyes
Feat: Masterful Arcane Theft: The damage bonus from this feat has been reduced.
And yet another nerf to every renegade wizards. Nevermind the fact that chill needs to be present to maximize it's effect and that in itself is a huge drawback.
Feat: Prestidigitation: This feat now also increases movement speed.
Maybe I'll gain 0,1% movement speed... Probably not
Feat: Reaper's Touch: This feat's effectiveness has been reduced.
Oh great, another freaking nerf!
Feat: Snap Freeze: This feat no longer increases the damage of Lightning-based powers. It now correctly only affects Cold powers.
bug fix, fair enough
Control Wizard: Shadow Weaver Set: The tooltip now specifies that the set bonus only triggers with Encounter powers, and only stacks up to 3 times.
Control Wizard: Shadow Weaver Set: The set bonus now stacks up to 3 times.
3 stacks? You intend to completely destroy the set bonus or what? This gives a palty 30% crit severity and that's only from your base severity, so 22.5% for a CW. a vorpal enchant gives a bigger boost than that and the lifesteal is gonna be negligible with only 3 stacks. Was it too good? sure. But limiting it to 3 stacks makes it pointless. Limit it to 10 stacks and it's gonna be fine. What about the bug where it gives crit severity to MONSTERS? What about the bug where the set just plain stop working?
Control Wizard: Gladiator Mage Set: The set bonus now properly reduces the cooldown of Spell Mastery powers.
yay, too bad no one use it anymore
Control Wizard: High Vizier's Set no longer increases NPC defense and lowers the player's. The set bonus can now affect control-based Daily powers, too.
bug fix.
Seriously, it's almost just CW nerfs. It's bull**** and you'll likely lose a LOT of your CW playerbase. I know I'm done if this goes through like this.
I hope some of these will change. RoE needed a nerf , but this is <font color="orange">HAMSTER</font>. Icy terrain needs a fix, and many other useless spells.
10 stack sh. weaver set is fine ,maby 12 better.
I like my renegade spec , nerf my dmg a bit i dont care, but dont make me reroll to opressor or w/e spec.
Did I miss the note that stated all the abandoned companions at jump points and log out havens would be following their masters and no longer clogging up Protector's Enclave??
They look so sad standing there for days and days awaiting the return of their masters.
"Beware the engineers of society, I say, who would make everyone in all the world equal. Opportunity should be equal, must be equal, but achievement must remain individual."
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 when you don't touch TR, cause it's only like putting illusionary powder saying "oh yeah we nerfed TR" is bull****. 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 semi melee semi distance 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 are stupid 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, It was the only thing needed, touching CW was <font color="orange">HAMSTER</font>.
Btw check smulch's post in page 13.
And then after that wide explanation of why many of those nerfs for CW are unfair... we have this jewel:
They nerfed the damage on a class that is supposed to be primarily crowd control.... Working as intended
Yeah sure... working as intended. Now even the CC skills are weaker than before, at least the few AoE CC ones we had. Unless you spec oppressor only, which would mean paragon paths are unecessary because every single class is meant just for one role.. right? set your ideas straight my friend. Just because you specifically have been outmatched and owned by some CWS in dungeons or pvp *Im pretty sure of this by your superb and arrogant-hurt attitude* does not mean the class as a whole deserves it.
Well i can't say i'm thrilled to see these changes in game. This is basically a nerf of clerics, and control wizards to a lesser extent. You nerfed two cleric parties (great for pick up groups isn't it, as we had any choice anyway?), so i won't be really able to play with other cleric friends, and you even nerfed cleaneses, which didn't really harmed the game. I won't test that <font color="orange">HAMSTER</font>, i'll wait and see when it hits the open beta server, and will probably leave since you made the cleric job so painful and almost forbid me to play with the people i want to play with if they play another cleric. There should be some bonuses and not punishing players to play with 2 clerics.
You didn't even fix the miracle healer set, which is broken and doesn't heal the party but only one party member. GG cryptic, have fun developing your game, i'll probably be out when this patch hits the main server.
Pardon their rude manners... however I think they've some points there with everything they've stated. Please pay attention to that. Cleric class was savagely nerfed, I think some tweaks were needed but it was not necessary to push it this far, specially because one can realise some of these changes were made pvp-thinking not with pve in mind. Perhaps the wisest option could be to have some of these nerfed in PVP but not in PvE.
Also, the CW class as above-mentioned, was one of the most BALANCED class of the game. They could provide sufficient control whenever it was important, and do maximum damage MAXIMUM Not excessive NOT Overpowered dmg. Excess control is a waste, excess damage cannot be made for CWS in general, their core structure does not allow it SO WHY THE NERFING? . Their Squishiness compensated their dps capacity and their CC necessity specially in epic dungeons COUNTERED their dps roles most of the times, that's balance. Many ppl complained about CWS being OP, I don't think so, they were just ok, perhaps one nerfing but so many ? And what happened with Wizard's Wrath and Focused Wizardry, some of the feats that were also bugged not affecting some AoE attacks or just a handful of them like two or three. Are you guys going to look into those ? Chaos Magic also somewhat nerfed and Reaper's touch, whose effect I barely note even within 20 fts from target* ALSO nerfed. Come on guys I beg you, reconsider these changes, specially the ones mentioned by droodz92. The rest of your CW'S tweaks are pretty much ok.
+20 for the GWF'S modifications
+10 for GF
- 20 Clerics
- 15 CW
+8 Trickster although you could do it better than just nerfin that much their Shocking Execution rendering it almost useless.
+60 for system and gameplay's tweaks
Total Score out of 100
63
Nevertheless Im completely aware there has been a substantial effort in this major update, and I'm really grateful for that seriously, you did some fine work on it. BUT PLEASE PLEASE, check and polish again some of those changes before their implementation.
Thank you all
I think, for me, I've enjoyed this game far more than I thought I would -- even with the changes and the fact that I'm not exactly a fan of 4th Ed. But I've really gotten into the game. There are a few bugs here and there that annoy (e.g. buying a horse before fully opening the quest, since the quest fails to notice you've already done it, NPCs not responding or getting stuck) but those are normal beta issues.
All in all, I think it's a great game. My only real issue is the return to old "need-greed-pass" system. I was a big fan of what they did in Guild Wars 2, but when I saw the system return, I had hoped it would be akin to Rift's system which blocked players from selecting "Need" if an item wasn't usable for their class. They could still "Greed" & "Pass" but it eliminated the feeling of fighting your own team mates when running dungeons. You want to be focusing on the fight, the cool new boss or area or plot-line, not trying to anticipate if that guy in back is going to ninja everything the team finds.
You want to feel rewarded for running the dungeon and you want to feel like a team. To me, that was the only real issue with the game.
They nerfed the damage on a class that is supposed to be primarily crowd control.... Working as intended
RoE and shadow weaver set was a straight buff to the whole group. Wizard is op in pvp , k nerf pvp dmg i dont care. Maby you are not familiar with the CW class or you have never done any dungeons. Every decent TR can outdps a CW. CWs top the dmg meters only in CN where they push mobs off ledges and when they die, their hp counts as dmg. Thats why u see 40m dmg from CW there.
CW needed some slight nerfs in specific skills and to address the "chill debuff" and some other bugs and we would be fine
There is no way Cryptic should get +20 points for GWF modifications. Even on paper I can tell you that the 'buffs' to GWF survival are not going to bring GWF in line. Maybe the massive nerf to CW will mean that 90% of teams will stop bringing two CW and will actually take a GWF, but judging from the list I think two CW will still be the superior pick.
I hereby submit that the new optimal group in T2 will be the following:
1 GF / 2 CW / 1 TR / 1 DC
I'm looking forward to testing that premise when the test server goes live, but if the CW are complaining that this is a massive damage nerf than good. It's exactly what the CW needed so that two of them are not always the best choice over the AoE damage class.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
TR without SE and Lashing is the worst class in PvP.
Easily kited and have no movement stoping abilities, the only ones theyll hit are the idiots standing still taking all hits from duelist flurry, which is like 1% of the playerbase. SE is our only good ranged skill (cloud of steel only hits 10 times) without it, it will be so bad.
And at the same thing you did noting to a spell that is even more powerful, can be used more often, and can be used from range aka Ice Knife
And lower Critical Severity buff from Deadly Momentum by 30%, so TR will do about 20% less damage overall only from that.
And you can only stack 10 Dots in total, so having 2 Rogues is now even more useless then before, even having 1 is worse then before, 20 dots to 10 dots. And the Dots ticks slower. In total. were looking at a 40-45% damage decrease on Rogues.
I like the patches(though I only read letter-by-letter in the Devoted Cleric and Trickster Rogue sections).
I'm a little upset that Cleanse has taken such a nerf, as now I don't even feel the need to put more than a point in that feat if I can heal more than ten times in twenty seconds, but it will make boss fights more challenging and let only the best players stay at the top.
I also really like the loot roll patch and that the "need" feature has been removed unless the item belongs to the character's class. I've been so irritated with players just spamming Shift+1 whenever an item roll pops up, especially when it isn't for their class.
Pardon their rude manners... however I think they've some points there with everything they've stated. Please pay attention to that. Cleric class was savagely nerfed, I think some tweaks were needed but it was not necessary to push it this far, specially because one can realise some of these changes were made pvp-thinking not with pve in mind. Perhaps the wisest option could be to have some of these nerfed in PVP but not in PvE.
Also, the CW class as above-mentioned, was one of the most BALANCED class of the game. They could provide sufficient control whenever it was important, and do maximum damage MAXIMUM Not excessive NOT Overpowered dmg. Excess control is a waste, excess damage cannot be made for CWS in general, their core structure does not allow it SO WHY THE NERFING? . Their Squishiness compensated their dps capacity and their CC necessity specially in epic dungeons COUNTERED their dps role most of the times, that's balance. Many ppl complained about CWS being OP, I don't think so, they were just ok, perhaps one nerfing but so many ? And what happened with Wizard's Wrath and Focused Wizardry, some of the feats that were also bugged not affecting some AoE attacks or just a handful of them like two or three, are you guys going to look into those ? Chaos Magic also somewhat nerfed and Reaper's touch, whose effect I barely note even within 20 fts from the targe* ALSO nerfed. Come on guys I beg you, reconsider these changes, specially the ones mentioned by droodz92. The rest of your CW'S tweaks are pretty much ok.
+20 for the GWF'S modifications
+10 for GF
- 20 Clerics
- 15 CW
+8 Trickster although you could do it better than just nerfin that much their Shocking Execution rendering it almost useless.
+60 for system and gameplay's tweaks
Total Score out of 100
63
Nevertheless Im completely aware there has been a substantial effort in this major update, and I'm really grateful for that seriosly. BUT PLEASE PLEASE, check and polish again some of those changes before their implementation.
Thank you all
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.
No mention of a change being done to Tenebrous enchantments? I feel like this is a mistake if PvP balance is truly a priority. Currently stacking Tenebrous enchantments completely breaks PvP. A player using 7 greater tenebrous enchantments can do upwards of 7000 damage JUST from the enchantment the second they initiate a fight and another 7k every 5 seconds thereafter. That means they can do 14,000 damage in a 5 second fight just from their tenebrous enchantments. To put that number into perspective, most players only have around 23k hp, so tenebrous enchantments are doing ~61% of a player's health in the first 5 seconds of a fight. This makes the burst far too high and gives players with tenebrous an extremely distinct advantage over players that do not have them and it makes PvP unenjoyable for anyone on the other end of the tenebrous burst, even if they themself are using tenebrous too. Currently, even with tenebrous being as strong as they are, they still aren't better than armor penetration enchantments (or other stats) in PvE so nerfing/changing them will have no impact on the PvE side of the game. Currently only PvP'ers are using them for the burst damage they deal.
The fix is quite simple: make tenebrous enchantments do their damage over time so they are less bursty but do the same total amount of damage. Doing their damage over roughly 6-10 seconds would be ideal and completely balance this enchantment in a PvP situation while having no impact on the PvE side of the game.
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.
Oh man i mentioned the fall dmg from mobs before. Most people dont know about that and see some pics on the internet with CWs doing 40 50m dmg and they are like "zomg dat dmg, wtf nerf cw!!#@#@#". Ignorant trolls
Will the respec token now allow us to re-roll initial ability score rolls?
0
ministerofchangeMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 1Arc User
edited June 2013
I appreciate some of the changes, but I see several problems.
If 1 player on a team is AFK , then they whole team suffers since they can not be kicked and replaced
If some one fails to port they can not be kicked to allow for them to be reset, just login in and out does not fix this problem on the players end, but at least the team will be able to replace the member when they log out, though when the player logs in they will still be stuck.
A whole new griefing will start to happen, people will just go into matches not caring about winning just so they can lower the reward of the opposite team since the "faster" matches give less reward.
If your team is trying but are totally out geared by the other team (this happens a lot in Level 60 matches), you will suffer. They need to change ques at 60 by gear score Regular, t1, t2 - make them separate ques so that your are only able to face an equal scored team.
They do nothing to fix the issue if you get disconnected but log right back in to the map that even when your team hasn't kicked you you get the no longer on team leaving in 5 second problem, which then leads to the cant port issue.
This also does nothing to fix the BOT issue which is still running rampant, and now we cant even replace the BOT since they cant be kicked.
I started a rogue and made level 60 on him because it is kinda fun, fits my PvP play style but I got tired of being kicked from queued dungeons because everyone needs another cleric, so I rolled a cleric as it was my second choice and seems kinda interesting. My plan was to use my cleric to actually be able to be needed in T1/T2 dungeons but now I can't roll on gear I need for my other character... great. "Guys, I know you're all T2 fit and I'd like to get some gear for my pvp rogue so please can I roll greed on this and no one roll need?" Good luck.
60% nerf to Shocking Execution looks bad, but we'll see how it comes out... gotta play the changes first to see how rough it is. Nerfing a "single target DPS" classes ability to do DPS to a single target by 20-30% seems a bit harsh but being on the giving and receiving end of more than a couple instakills as a rogue I can understand why they are doing it, to a certain extend. No nerf for CW's Ice Dagger? I guess I'll continue to look forward to being pretty much 1-shotted by CWs... good to know.
Clerics seem to have taken a bit of a nerf but not bad. If they can fix threat it would be great, as it stands right now there is no reason to put points into threat mitigation because it doesn't seem to work/matter. I suppose we don't really know how the changes will effect the balance of the classes until we see them in game for a bit.
Oh man i mentioned the fall dmg from mobs before. Most people dont know about that and see some pics on the internet with CWs doing 40 50m dmg and they are like "zomg dat dmg, wtf nerf cw!!#@#@#". Ignorant trolls
That actually makes me wonder, considering I still manage to out DPS CW before any changes in instances like Pirates where the CW knocks tons of mobs off ledges. I mean, I'm #1 even before the end fight, so I just assumed CW did not get credit for the falling damage.
Comments
Pretty much this. Why on earth would anyone use anything other than Lurkers Assault in PvE? I tried Shocking Execution since I'm an Executioner build, but the huge 60% increased damage on your bleed from Lurkers Assault is where the majority of PvE TR damage seems to come from. Not to mention that you're invisible while dealing absurd amounts of damage. Why would anyone ever get any of the threat reduction feats on a rogue, when invisibility is the only threat reduction you could possibly ever need?
Oh no, they reduced the spike damage on bosses but left in the over-time buff that vastly outperformed Shocking Execution anyway! Oh noes!
No pun intended, but I'm kind of shocked they nerfed Shocking Execution but not Lurkers Assault. A 10 second 60% damage buff on top of the stupid high crit damage buff was so huge I felt sure it was the most likely target for a nerf. I guess I was wrong, they just went ahead and nerfed the crit damage part of the equation, we'll see if it's enough but somehow I don't think anything about PvE is going to change based on the patch notes I see in front of me.
"Always Show Map Transfer" have been removed.
??? What exactly does that mean?
What Class Are You?
Arcane Singularity now displays the correct icon in character creation.
Doesn't make a difference to anyone, really.
Chill stacks are now removed when Freeze is broken, instead of when it is applied.
Chill may now stack on control-immune NPCs, but does not snare or freeze them.
Ok, those are nice I guess, it makes chill mastery pretty good. It's like, the ONLY good thing out of all this.
Chilling Cloud: The first two hits of the combo now refresh Chill stacks.
That's ok I guess
Conduit of Ice: The primary effect of this power is now considered a DoT for damage calculation.
So, we get a solid nerf to one of our aoe? What about making it count as an AoE as it should?
Entangling Force: This power is now considered a DoT for damage calculation.
Another nerf to scaling damage
Ray of Enfeeblement: This power is now considered a DoT for damage calculation.
Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
Ray of Enfeeblement: The debuff applied by this power is now less powerful.
Ray of Enfeeblement: The Spell Mastery version of the debuff now displays stacks on the target.
Ray of Enfeeblement: Two Control Wizards can no longer apply two separate stacks of the debuff on a single target if one uses the Spell Mastery version and one does not. The DoT is still applied by each Wizard individually, however.
Let's see, a damage scaling nerf, a debuff nerf and a leveling nerf. Is this serious? It's a freaking SINGLE TARGET SPELL and you are gonna make it do ****ty damage just because of it's nerfed debuff??? And not only that but you are nerfing one of the feat that work with it later making this spell probably just god awful at that point.
Repel: The tooltip now correctly states that Repel briefly stuns its target(s).
Doesn't change anything
Shard of the Endless Avalanche: The Shard can no longer be destroyed by certain attacks.
Shard of the Endless Avalanche: This power now consistently deals Arcane damage.
Shard of the Endless Avalanche: The rank-up text of this power no longer incorrectly states that its cooldown is reduced by 5 seconds per rank.
Shard of the Endless Avalanche: Queuing another power while casting no longer puts the power on cooldown without creating the Shard.
Bug fixes are always nice but it's still missing a few things, such as the spell not being yours and thus, not being able to crit.
Steal Time: The Movement buff granted by this power no longer stacks with other Movement buffs.
Steal Time: This power now grants one Arcane Mastery stack per cast, regardless of the number of enemies hit.
Why does it only grant one arcane mastery stack per cast... It has a target cap, a long cast time and a long cooldown. I don't mind if it's not an auto 5 stacks anymore but you could make it give 1 stack + 1 extra stack per each extra 3 monsters hit (meaning a time steal that hit 7 monsters would give 3 stacks).
Storm Pillar: The damage radius of the normal cast has been slightly increased.
Storm Pillar: The damage dealt by the summoned pillar has been slightly reduced.
Storm Pillar: Ranking up this power now increases the time the summoned pillar lasts.
No one use that skill and you nerf it? Are you serious rofl
Sudden Storm: This power no longer deals 10 Physical damage in addition to normal damage.
Sudden Storm: The DoT now deals more damage.
Sudden Storm: The Spell Mastery version of this power is now considered a DoT for damage calculation.
Can we fix all that's wrong with this skill instead? Let me tell you what is. It can't crit, it deals less damage than it's supposed to, it doesn't count as aoe for feat purposes and casting singularity makes the mobs immune to it's damage. Those are far more pressing bugs than making its spell mastery count as a dot dmg.
Feat: Chaos Magic: Chaotic Growth now heals for less, but affects maximum health rather than current health.
I don't use that so I can't comment.
Feat: Destructive Wizardry: This power now requires Storm Pillar to be charged at least halfway to activate.
Pointless nerf to my eyes
Feat: Masterful Arcane Theft: The damage bonus from this feat has been reduced.
And yet another nerf to every renegade wizards. Nevermind the fact that chill needs to be present to maximize it's effect and that in itself is a huge drawback.
Feat: Prestidigitation: This feat now also increases movement speed.
Maybe I'll gain 0,1% movement speed... Probably not
Feat: Reaper's Touch: This feat's effectiveness has been reduced.
Oh great, another freaking nerf!
Feat: Snap Freeze: This feat no longer increases the damage of Lightning-based powers. It now correctly only affects Cold powers.
bug fix, fair enough
Control Wizard: Shadow Weaver Set: The tooltip now specifies that the set bonus only triggers with Encounter powers, and only stacks up to 3 times.
Control Wizard: Shadow Weaver Set: The set bonus now stacks up to 3 times.
3 stacks? You intend to completely destroy the set bonus or what? This gives a palty 30% crit severity and that's only from your base severity, so 22.5% for a CW. a vorpal enchant gives a bigger boost than that and the lifesteal is gonna be negligible with only 3 stacks. Was it too good? sure. But limiting it to 3 stacks makes it pointless. Limit it to 10 stacks and it's gonna be fine. What about the bug where it gives crit severity to MONSTERS? What about the bug where the set just plain stop working?
Control Wizard: Gladiator Mage Set: The set bonus now properly reduces the cooldown of Spell Mastery powers.
yay, too bad no one use it anymore
Control Wizard: High Vizier's Set no longer increases NPC defense and lowers the player's. The set bonus can now affect control-based Daily powers, too.
bug fix.
Seriously, it's almost just CW nerfs. It's bull**** and you'll likely lose a LOT of your CW playerbase. I know I'm done if this goes through like this.
dito
/10char
They nerfed the damage on a class that is supposed to be primarily crowd control.... Working as intended
I can still move.
I can still fight.
I will never give up!
Quoted for truth.
I hope some of these will change. RoE needed a nerf , but this is <font color="orange">HAMSTER</font>. Icy terrain needs a fix, and many other useless spells.
10 stack sh. weaver set is fine ,maby 12 better.
I like my renegade spec , nerf my dmg a bit i dont care, but dont make me reroll to opressor or w/e spec.
They look so sad standing there for days and days awaiting the return of their masters.
- Drizzt Do'Urden
― R.A. Salvatore
I'm honestly not sure they nerfed the CW enough to justify bringing a GWF along instead. I can only hope.
Btw check smulch's post in page 13.
And then after that wide explanation of why many of those nerfs for CW are unfair... we have this jewel:
Yeah sure... working as intended. Now even the CC skills are weaker than before, at least the few AoE CC ones we had. Unless you spec oppressor only, which would mean paragon paths are unecessary because every single class is meant just for one role.. right? set your ideas straight my friend. Just because you specifically have been outmatched and owned by some CWS in dungeons or pvp *Im pretty sure of this by your superb and arrogant-hurt attitude* does not mean the class as a whole deserves it.
Pardon their rude manners... however I think they've some points there with everything they've stated. Please pay attention to that. Cleric class was savagely nerfed, I think some tweaks were needed but it was not necessary to push it this far, specially because one can realise some of these changes were made pvp-thinking not with pve in mind. Perhaps the wisest option could be to have some of these nerfed in PVP but not in PvE.
Also, the CW class as above-mentioned, was one of the most BALANCED class of the game. They could provide sufficient control whenever it was important, and do maximum damage MAXIMUM Not excessive NOT Overpowered dmg. Excess control is a waste, excess damage cannot be made for CWS in general, their core structure does not allow it SO WHY THE NERFING? . Their Squishiness compensated their dps capacity and their CC necessity specially in epic dungeons COUNTERED their dps roles most of the times, that's balance. Many ppl complained about CWS being OP, I don't think so, they were just ok, perhaps one nerfing but so many ? And what happened with Wizard's Wrath and Focused Wizardry, some of the feats that were also bugged not affecting some AoE attacks or just a handful of them like two or three. Are you guys going to look into those ? Chaos Magic also somewhat nerfed and Reaper's touch, whose effect I barely note even within 20 fts from target* ALSO nerfed. Come on guys I beg you, reconsider these changes, specially the ones mentioned by droodz92. The rest of your CW'S tweaks are pretty much ok.
+20 for the GWF'S modifications
+10 for GF
- 20 Clerics
- 15 CW
+8 Trickster although you could do it better than just nerfin that much their Shocking Execution rendering it almost useless.
+60 for system and gameplay's tweaks
Total Score out of 100
63
Nevertheless Im completely aware there has been a substantial effort in this major update, and I'm really grateful for that seriously, you did some fine work on it. BUT PLEASE PLEASE, check and polish again some of those changes before their implementation.
Thank you all
All in all, I think it's a great game. My only real issue is the return to old "need-greed-pass" system. I was a big fan of what they did in Guild Wars 2, but when I saw the system return, I had hoped it would be akin to Rift's system which blocked players from selecting "Need" if an item wasn't usable for their class. They could still "Greed" & "Pass" but it eliminated the feeling of fighting your own team mates when running dungeons. You want to be focusing on the fight, the cool new boss or area or plot-line, not trying to anticipate if that guy in back is going to ninja everything the team finds.
You want to feel rewarded for running the dungeon and you want to feel like a team. To me, that was the only real issue with the game.
Thoughts?
RoE and shadow weaver set was a straight buff to the whole group. Wizard is op in pvp , k nerf pvp dmg i dont care. Maby you are not familiar with the CW class or you have never done any dungeons. Every decent TR can outdps a CW. CWs top the dmg meters only in CN where they push mobs off ledges and when they die, their hp counts as dmg. Thats why u see 40m dmg from CW there.
CW needed some slight nerfs in specific skills and to address the "chill debuff" and some other bugs and we would be fine
I hereby submit that the new optimal group in T2 will be the following:
1 GF / 2 CW / 1 TR / 1 DC
I'm looking forward to testing that premise when the test server goes live, but if the CW are complaining that this is a massive damage nerf than good. It's exactly what the CW needed so that two of them are not always the best choice over the AoE damage class.
Easily kited and have no movement stoping abilities, the only ones theyll hit are the idiots standing still taking all hits from duelist flurry, which is like 1% of the playerbase. SE is our only good ranged skill (cloud of steel only hits 10 times) without it, it will be so bad.
And at the same thing you did noting to a spell that is even more powerful, can be used more often, and can be used from range aka Ice Knife
And lower Critical Severity buff from Deadly Momentum by 30%, so TR will do about 20% less damage overall only from that.
And you can only stack 10 Dots in total, so having 2 Rogues is now even more useless then before, even having 1 is worse then before, 20 dots to 10 dots. And the Dots ticks slower. In total. were looking at a 40-45% damage decrease on Rogues.
I'm a little upset that Cleanse has taken such a nerf, as now I don't even feel the need to put more than a point in that feat if I can heal more than ten times in twenty seconds, but it will make boss fights more challenging and let only the best players stay at the top.
I also really like the loot roll patch and that the "need" feature has been removed unless the item belongs to the character's class. I've been so irritated with players just spamming Shift+1 whenever an item roll pops up, especially when it isn't for their class.
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.
The fix is quite simple: make tenebrous enchantments do their damage over time so they are less bursty but do the same total amount of damage. Doing their damage over roughly 6-10 seconds would be ideal and completely balance this enchantment in a PvP situation while having no impact on the PvE side of the game.
The game will never go "live". We are playing the release already. It will be called beta to the day its shut down
Oh man i mentioned the fall dmg from mobs before. Most people dont know about that and see some pics on the internet with CWs doing 40 50m dmg and they are like "zomg dat dmg, wtf nerf cw!!#@#@#". Ignorant trolls
If 1 player on a team is AFK , then they whole team suffers since they can not be kicked and replaced
If some one fails to port they can not be kicked to allow for them to be reset, just login in and out does not fix this problem on the players end, but at least the team will be able to replace the member when they log out, though when the player logs in they will still be stuck.
A whole new griefing will start to happen, people will just go into matches not caring about winning just so they can lower the reward of the opposite team since the "faster" matches give less reward.
If your team is trying but are totally out geared by the other team (this happens a lot in Level 60 matches), you will suffer. They need to change ques at 60 by gear score Regular, t1, t2 - make them separate ques so that your are only able to face an equal scored team.
They do nothing to fix the issue if you get disconnected but log right back in to the map that even when your team hasn't kicked you you get the no longer on team leaving in 5 second problem, which then leads to the cant port issue.
This also does nothing to fix the BOT issue which is still running rampant, and now we cant even replace the BOT since they cant be kicked.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
Maybe you should actually read the news before opening your mouth again. Might save you some embarrassment. >.>
60% nerf to Shocking Execution looks bad, but we'll see how it comes out... gotta play the changes first to see how rough it is. Nerfing a "single target DPS" classes ability to do DPS to a single target by 20-30% seems a bit harsh but being on the giving and receiving end of more than a couple instakills as a rogue I can understand why they are doing it, to a certain extend. No nerf for CW's Ice Dagger? I guess I'll continue to look forward to being pretty much 1-shotted by CWs... good to know.
Clerics seem to have taken a bit of a nerf but not bad. If they can fix threat it would be great, as it stands right now there is no reason to put points into threat mitigation because it doesn't seem to work/matter. I suppose we don't really know how the changes will effect the balance of the classes until we see them in game for a bit.
That actually makes me wonder, considering I still manage to out DPS CW before any changes in instances like Pirates where the CW knocks tons of mobs off ledges. I mean, I'm #1 even before the end fight, so I just assumed CW did not get credit for the falling damage.
Thanks for the information! Already signed up with my 60 GWF and my 60 TR. Can't wait to compare, hopefully my doom and gloom is unwarranted.
Even better!