skyewolf1 wrote: »
I use shocking execution in PvE. It works great on the bosses in epic dungeons especially when they're under half health. I use it my husband uses it several of our guild members use it as well. I could live with the nerf but yes I think 60% is a bit excessive.
selonw wrote: »
You have never been oneshot by it. Its the only dependable skill to kill someting in PvP together with Lashing Blade and to some extent Cloud of Steel that only hits 10 times before its useless for 2 mins. Now 1 of the 2 skills are useless, TR will become so gimp in PvP.
arshmetal47 wrote: »
"The 'Need' button is now disabled for items your class cannot use."
eyebreaker7 wrote: »
Looks good from what parts I read except:
"Always Show Map Transfer" have been removed.
??? What exactly does that mean?
ixdestroyxyou wrote: »
The problem with the GWF is you nerfed the overall damage of the class by to much (50%).
daethx wrote: »
I most certainly have been one shot by it, in PvP on both my CW and DC, both are in Castle Never gear. There were no debuffs first, just them coming from stealth and unloading their daily. The only way you wouldnt die from it is by standing in Astral Shield, preferably two.
shamurai7 wrote: »
Exactly why I hate the loot changes.
Here is an example of why this blows and is a stupid idea.
Ancient weapon drop values from Castle Never:
DC drop value 3 million AD
CW drop value 2.5 million AD
GWF drop value 1.25 million AD
GF drop value .5 million AD
TR drop 2.75 million AD
So thanks a lot devs.....as a GF I now have no chance at a valuable item while rogues, clerics, and wizards get their valuable stuff with no competition. What a slap in the face.
allaerra wrote: »
My thoughts so far:
1. Why remove the skill nodes near entrances? People like to farm during the Professions event which is only a half hour at a time. So being able to do a circuit that starts at the beginning of an area is more efficient.
xhiven wrote: »
The problem with the GWF, and with most of the class design, is that classes are not unique enough. Both due to design and due to broken mechanics. Hopefully new paragon paths will resolve some of this issue. But fundamentally speaking, each class needs to bring something unique to the table. Otherwise everybody is just fighting over two numbers: Damage and healing. There shouldn't be a dps competition with GWF and Rogue. GWF should be bringing something unique to the table aside from damage that makes you want to bring a GWF along instead of a second Rogue.
That's the fundamental flaw in the class design. There should be a desire to bring another, different class along for a unique benefit than a desire to bring along another of the same class. The party, especially in D&D, should have a nice spread of classes that all bring something unique to the table that helps the party as a whole.
Currently, Neverwinter's class design is very muddy in that regard. All that really matters is damage, healing and to a lesser extent control. Tanking, buffing and debuffing need to matter more and each class should have access to buffs or debuffs that other classes do not have. As long as you put similar abilities on two different classes, people will take the one that's "best". GWF should bring offensive group buffs / multi target debuffs to the table. Guardian should bring group defensive buffs. Rogue should bring single target debuffs.
Everyone should do something unique that benefits the party as a whole that another class cannot replicate. Otherwise there will always be this <font color="orange">HAMSTER</font> measuring content over which class is the "best" to bring into a dungeon for what role.
s3z3 wrote: »
Cause couple of my friends are farming those nodes 24\7 using bots. Still farming even after 'fix'
imivo wrote: »
Lots of good stuff in there, with "The "Need" button is now disabled for items your class cannot use." standing out as something that will solve a lot of the community conflicts.
Many, many good changes. Really looking forward to testing this on the Test Shard.
Feat: Cleanse: The cleanse effect now has a 20-second cooldown whenever it removes a debuff.
Feat: Cleanse: The cleanse effect now only removes one debuff at a time.
Feat: Cleanse: The cleanse effect no longer removes the "recently died" debuff.
iirc wrote: »
Proceeds to download Dragon's Prophet.