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Patch Notes I'd Like to See...

ayrouxayroux Member Posts: 4,271 Arc User
edited October 2013 in PvE Discussion
Updated 10/9/2013 with new items, added text to Tene changes. Added GWF info, added new pvp map and gametype. Updated Ranking system. Changed GF Block mechanics and info.

This is what the next Patch notes SHOULD be:

NW.5.20130923b.8 Patch Notes

Classes and Balance

Control Wizard: High Vizier: The 4 piece set now properly stacks with a limit of three stacks on a given target.

Devoted Cleric: Re removed the reduction to self healing. Clerics can now heal themselves just as effective as other players.

Trickster Rogue: Lashing Blade no longer is 100% chance to crit when used in Stealth, The Stealth bonus now instead gives a 40% reduction in the Cooldown. Impact Shots in and out of stealth share the same three charges now. Flurry's first two attacks ave increased animation and attack speed by 10%, but this ability no longer makes you immune to CC effects but now instead grants additional deflect during the flurry animation. Shocking Execution can now be dodged like every other daily and Shocking Execution will now only get a damage boost if the target is below 50% hp, if they are above 50% it does tooltip damage. This damage boost has been increased slightly to targets under 50%. This ability also no longer cuts through all damage resistance but factors in damage resistance as well.

Great Weapon Fighter: Determination Gained is now based upon percentage of HP lost. Regardless of Damage Resist. The first unstoppable will now be available at 25% of hp is lost, and 50% for a full unstoppable duration. Unstoppable damage nerf is cut in half so it now will be an overall increase in damage output while unstoppable. In the Instigator Tree, Unstoppable Recovery has been swapped with Nimble Runner. Feat and Nimble Runner has been buffed to 3%/5%/8%/12%/15% increased deflect while sprinting: Grudge Style now also adds a 2%/4%/6%/8%/10% buff to damage on Sure Strike. Sprint is now only usable once reaching the 50% filled mark, much like TR dodges. If sprint is cancelled early, you do not lose the stamina bar, but it remains filled by the amount of sprint used.

Guardian Fighter: Knockback distance and height on Bull rush has been Lessened. Daily:Indomitable Strength knockback distance and height has been lessened. These changes were to reduce the overall duration of prone abilities on this class. Guard Meter has been increased overall by 10% and is now based completely on total damage taken rather than hits taken, if a Guardian Fighter takes enough burst damage in one hit, it will completely empty his block meter. ALL Guardian Fighter Shields will now have an added stat that tells how much damage it can take before breaking block meter. The higher the tier, the higher the amount of damage it will take to break block.



Content



NEW PVE MAP: 10 man raids. These will be on a weekly timer and only available after completing a quest chain attained through Malabog's Castle.

NEW MAP: Heart of the Mountain Map: PVP arena designed for 3v3 combat. The objective is first team to 25 kills. There is a 15 minute timer on the game that will end if 25 kills has not been met, at that time, the team with the most kills wins.

NEW MAP: Ebon Fortress: PVP arena designed for 5v5 capture the flag (One Flag). The objective is to capture and return the enemy flag before the round time limit is up. One team is located inside the fortress, the other is outside. Once the round is over, switch sides, and the other team has a chance to capture the flag. First to three captures wins.

MATCHMAKING SYSTEM: PvP. A new system is implemented that assigns you a PvP level based upon your wins and losses. Every player starts at PvP level 1. Win and you "gain experience" based upon the opposing teams level. Win andyou increase in level, lose and you "lose experience" and can drop in level. The matchmaking system will pair you with players of similar level. This level will be seen on the new "PvP Tab" in your character sheet that is public to all players, along with lifetime kills/deaths/wins/losses and other stats, only Ranked PvP matches will show on this tab.

Players can now Que up as "ranked PvP" Or "Unranked pvp". Unranked pvp will operate as the pvp que system does now, and will play no bearing in your overall record/stats/win/loss or PVP Level.


Items and Economy

Regeneration: This stat was giving too much recovery in combat. The effectiveness of regeneration has been reduced by 25% of the current amount during combat, however the amount of health regenerated out of combat has remained the same. The duration of combat status has been increased from 2 seconds after taking or receiving damage to 4 seconds.

Tenebrous Enchants: These Enchants were doing far more damage in player versus player combat than anticipated and their effectiveness in PVE was lacking. This enchant has now been modified. It now deals a fixed amount of Radiant damage based upon quality. This enchant can only proc on at wills or encounters and only one can proc at a time. Important Note: If an AOE encounter procs 1 Tenebrous enchant, it will affect ALL who take damage from the encounter. If an AOE At will procs a Tenebrous enchant, it will affect ALL who take damage from the at will.

Lesser: 300 Radiant damage
Normal: 500 Radiant damage
Greater: 700 radiant damage

The ICD is now at 7 seconds.


NEW ITEM: A New Tier 3 PVP armor set will now be available for all classes. Each Piece will cost 80,000 - 100,000 depending on the item. Stats on these items are more appropriately allocated towards PvP oriented stats. There are NO new weapons, only armor. We have taken into account the currently favored PVP builds and designed sets around commonly favored stats for the class.

NEW ITEM: PvP ONLY Mounts. These mounts can be purchased for glory. Each Tier costs more glory with the "Epic" Version granting 110% run speed bonus costing 50,000 glory. These mounts only work in PvP arenas and do not work in the world.
Post edited by Unknown User on
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Comments

  • nornsavantnornsavant Member Posts: 311 Arc User
    edited October 2013
    I can't speak to the content but the idea and presentation is great, rock on!
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited October 2013
    Look i know it's frustrating to play 8k gs DC or CW but each ppl on all server do hard work to get deacent armor sett's and weapon sett's beacuse you are lazy dont ask for nerf armor sett's what y dont have & don't ask for nerf all class expet your class.
    PS: You are not the only one hou play nw!!!!!!!!!!!!!!!!!!!!



    Sorry for bad eng.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • kingculexkingculex Member, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    The presentation is good but the idea is awful. It is simply a nerf all classes thread except for DCs and CWs. The idea is awful because it contains to much misinformation. Seriously nerfing Regen that hardly is any good to begin with is a mistake to be honest. No one in my opinion should take this thread seriously since the poll in the "Should REGEN stat be Reworked?" thread is 77% against having it reworked.

    Wait wait, the same poster who created this thread created the "Should REGEN stat be Reworked?" thread. Nice job trying to further your agenda to ruin the game for everyone else.
    Every class has advantages and disadvantages. Learn the disadvantages of you class to overcome them. Learn the advantages of your class and the disadvatages of other classes to use them in pvp to win.

    There is no point to whine for nerfs because you win some and loose some. Crying just makes a player look like a crier and no one, especially the devs, should take them seriously. Have a nice day!:)
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    Another troll thread from people who can't afford/farm to gearup and just cry nerf on the forum. LOL.

    I have a GWF with 1200 regen and 7 GTEs, I have a GF with BIS PVP gear and 6 GTEs, I have a TR with all R8 Darks and a perfect vorpal. The last pvp match I lost was to lemonade stand last week on the PTR, before then, I have not lost a pvp match with my guild in probably 2 weeks?

    Maybe spend a little time learning who you put down before you put them down.

    Here are two of my pvp videos that showcase two of my characters.

    TR: http://www.youtube.com/watch?v=30Nq7uJSe1k
    GWF: http://www.youtube.com/watch?v=GEX1HJOt5Bc

    If you notice, the two classes I proposed the biggest changes to are the two classes I play...

    Its also taken from a compilation of what I have spoke with other players about and what bugs them about pvp.

    Maybe we should all not commit ad hominem fallacies and maybe discuss whats presented instead of attacking the poster :)
  • kaylos29kaylos29 Member Posts: 0 Arc User
    edited October 2013
    ... You guys are lol. I dare so none of you are nearly as maxed out on gear as the OP is. Just pile on because it's the cool thing to do? Don't even bother making a reasonable response as to why you disagree.

    I don't agree with everything in the original post, but I think it is close to the right track.
    Mindflayer - Exodus
    Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
    Karia (aka "The Pug") - Human Combat HR
    Kayd - Human Conqueror GF - Retired
  • kingculexkingculex Member, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    kaylos29 wrote: »
    ... You guys are lol. I dare so none of you are nearly as maxed out on gear as the OP is. Just pile on because it's the cool thing to do? Don't even bother making a reasonable response as to why you disagree.

    I don't agree with everything in the original post, but I think it is close to the right track.

    That is correct. Most players are not maxed out on gear as the OP. This means it would hurt the other players more than the OP. It would make players like the OP who are maxed out on gear into pvp gods if the classes are nerfed while the gear is unchanged. Better idea is to rework the gear except the regen since it has already been nerfed. A viable solution is not allow tenebrous to stack. That is very obvious and the OP was being irrational even making this thread since his "Should REGEN stat be Reworked?" went so obviously against him. There no point trying to have a rational discussion with an irrational individual. I wont even waste my time responding to either of his two pro nerf threads since the poll in the other thread says it all with 77% of the posters who did the poll against the OP.

    Trickster rogue: Lashing blade no longer is 100% chance to crit when in stealth. <- Fine and do not need the 25% reduction in cool down.

    Impact shot continues to be recharged when the TR activates stealth. <- That is the issue everyone complains about.

    Flurry is already useless since bleed has been capped.

    Shocking Execution can now be dodged like every other daily on every other class. <- Misinformation because it can be dodged and the same argument can be made that a CW's Ice Knife can not be dodged.

    Shocking Execution will not only benefit in damage if the target is below 50% hp. <- Guess this means shocking execution is full damage all the time like CW's Ice Knife.

    Regen nerf is a bad idea since so many are against it, check the poll in the other thread.

    Tenebrous should simply be made not to stack and it would mean the 6 of the 7 ones a player has like the OP would be useless. <-easiest fix.
    Every class has advantages and disadvantages. Learn the disadvantages of you class to overcome them. Learn the advantages of your class and the disadvatages of other classes to use them in pvp to win.

    There is no point to whine for nerfs because you win some and loose some. Crying just makes a player look like a crier and no one, especially the devs, should take them seriously. Have a nice day!:)
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    kingculex wrote: »
    That is correct. Most players are not maxed out on gear as the OP. This means it would hurt the other players more than the OP. It would make players like the OP who are maxed out on gear into pvp gods if the classes are nerfed while the gear is unchanged. Better idea is to rework the gear except the regen since it has already been nerfed. A viable solution is not allow tenebrous to stack. That is very obvious and the OP was being irrational even making this thread since his "Should REGEN stat be Reworked?" went so obviously against him. There no point trying to have a rational discussion with an irrational individual. I wont even waste my time responding to either of his two pro nerf threads since the poll in the other thread says it all with 77% of the posters who did the poll against the OP.

    Please tell me, how would the suggested changes hurt me more than other players? Im pretty sure im asking for:
    1) Tene nerf - which I use
    2) Regen nerf - which I use heavily
    3) Lashing blade nerf in damage - which I use
    4) Bull rush and Indom nerf on knockback - which I use.
    5) Nerfed Determination gained from taking damage - which I use.


    The ONLY nerf I mentioned that doesnt affect me negatively that actually helps is the HV set which IS broken right now and not working porperly as you can see an entire thread marked towards this.


    I was amazed at the other thread about regen, hence why I took that feedback and changed my response to a reduction of in combat regen while buffing out of combat. I showed video proof and discussed the math behind WHY its OP, and all I have heard as an opposing view is:

    1) OP doesnt have gear to roflstomp and is QQ - which I proved wrong
    2) Dont nerf regen cause it was already nerfed - not an arguement
    3) Casual players will feel these changes the most - I disagree and am asking why you think that. I think players who HAVE farmed tenes and HAVe farmed regen gear will get hit the hardest AND it will level out pvp across the board so the more geared wont just roll over pugs because of an unkillable character and a broken enchant that lets me kill you in 1 rotation.
  • kaylos29kaylos29 Member Posts: 0 Arc User
    edited October 2013
    I played Guildwars 2 and the boring pvp had more to with a lack of defining abilities for classes imo. But that is another discussion and it has been a long time since I played it. The OP is asking for nerfs to his primary classes and a fix that has already been acknowledged to CWs by the dev team.

    I actually like the concept for changes to GWF. Make them choose between more survivability form unstoppable or more control from stunning flourish. 10% damage from Grudge style may be a bit much since it is GWFs primary at will in pvp and already gives 5% crit and there is already a feat for 10% at will damage as the first feat in the Destroyer tree. Also, when it comes to determination for giving damage increase, are we only talking destroyers since they are the only ones with the feat for it or are we talking a baseline for determination from damage for all GWFs with destroyers getting improved gains? Also what amounts are we talking? Because too much and it could be abused as well. Personally I would like to see the focused destroyer feat changed to 100% stacks for any targets. It is already easy to keep up destroyer in pve and destroyers already have to either sacrifice bravery or weapon master to use it.

    I am leery of nerfing regeneration at this point until something is done about tenebrous. As a GWF without tenebrous, I have to sacrifice quite a bit of my regeneration and HPs to gain any significant offensive stats further complicated by how bad power is for GWFs (not only is the ratio for power to damage bad from weapon damage to extra damage, the ratios of power to power dmg is even worse being 25% of the damage transfer from weapon damage on Crescendo).

    I do think regeneration needs to a nerf, but 50% is too much to start given the current state of the game. Fix tenebrous and then super tanky specs are just that. They will have to sacrifice some of those tanky stats to get any real offense going. If regeneration is going to be nerfed, it should be incrementally. PvP would give a huge advantage to any team with DC if regeneration is nerfed too much, pretty much making them a requirement.
    Mindflayer - Exodus
    Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
    Karia (aka "The Pug") - Human Combat HR
    Kayd - Human Conqueror GF - Retired
  • srdjanasrdjana Banned Users Posts: 153 Bounty Hunter
    edited October 2013
    ayroux wrote: »
    Ok so this isnt official but it SHOULD be! I wanted to do this to get DEV attention. This is what the next Patch notes SHOULD be:



    NW.5.20130923b.8 Patch Notes

    Classes and Balance

    Control Wizard: High Vizier: The 4 piece set now properly stacks with a limit of three stacks on a given target.

    Devoted Cleric: Removed the Self Healing reduction in effectiveness. This has been found to be an obsolete issue that has been not effective anymore.

    Trickster Rogue: Lashing Blade no longer is 100% chance to crit when used in Stealth, The Stealth bonus now instead gives a 25% reduction in the Cooldown. Impact Shots in and out of stealth share the same three charges now. Flurry's animation and attack speed has been increased by 10%, but this ability no longer makes you immune to CC effects.

    Great Weapon Fighter: Determination Gained from Taking damage has been lessened. To counter this potential nerf, Determination gained from dealing damage has been buffed. Unstoppable now has an internal cooldown of 2 seconds starting after leaving Unstoppable. In the Instigator Tree, Unstoppable Recovery has been swapped with Nimble Runner. Feat: Grudge Style now also adds a 2%/4%/6%/8%/10% buff to damage on Sure Strike.

    Guardian Fighter: Knockback distance and height on Bull rush has been Lessened. Daily:Indomitable Strength knockback distance and height has been lessened. Guard Meter has been increased overall by 10%.



    Content

    Gauntlgrym Domination: Map is no longer a 20 versus 20 match, but scaled back to a 10 versus 10 player match. Two of the points have been removed and the map has been re sized to about 60% of its original to accommodate this.

    NEW MAP: Heart of the Mountain Map: PVP arena designed for 3v3 combat. The objective is first team to 25 kills. There is a 15 minute timer on the game that will end if 25 kills has not been met, at that time, the team with the most kills wins.


    Items and Economy

    Regeneration: This stat was giving too much recovery in combat. The effectiveness of regeneration has been reduced by 50% of the current amount during combat, however the amount of health regenerated out of combat has been increased 50%.

    Tenebrous Enchants: These Enchants were doing far more damage in player versus player combat than anticipated and their effectiveness in PVE was lacking. This enchant has now been modified and has an internal cool down of 3 seconds, will only proc off at wills and encounters, and damage can be modified based on damage resistance and damage resistance ignored. The enchants do not stack, but each have their own proc probability. We have changed them as the following:

    Lesser Enchant: When striking a foe, you have a 6% chance to strike your foe with 80% of your weapon damage as physical.

    Normal Enchant: When striking a fie, you have a 7% chance to strike your foe with 90% of your weapon damage as physical.

    Greater: When striking your foe, you have a 8% chance to strike your foe with 100% of your weapon damage as physical.

    Important note: For the damage calculation, Trickster Rogues damage is based upon main hand weapon only.

    who says we cant agree on things ?

    -S.A.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    kaylos29 wrote: »
    I played Guildwars 2 and the boring pvp had more to with a lack of defining abilities for classes imo. But that is another discussion and it has been a long time since I played it. The OP is asking for nerfs to his primary classes and a fix that has already been acknowledged to CWs by the dev team.

    I actually like the concept for changes to GWF. Make them choose between more survivability form unstoppable or more control from stunning flourish. 10% damage from Grudge style may be a bit much since it is GWFs primary at will in pvp and already gives 5% crit and there is already a feat for 10% at will damage as the first feat in the Destroyer tree. Also, when it comes to determination for giving damage increase, are we only talking destroyers since they are the only ones with the feat for it or are we talking a baseline for determination from damage for all GWFs with destroyers getting improved gains? Also what amounts are we talking? Because too much and it could be abused as well. Personally I would like to see the focused destroyer feat changed to 100% stacks for any targets. It is already easy to keep up destroyer in pve and destroyers already have to either sacrifice bravery or weapon master to use it.

    I am leery of nerfing regeneration at this point until something is done about tenebrous. As a GWF without tenebrous, I have to sacrifice quite a bit of my regeneration and HPs to gain any significant offensive stats further complicated by how bad power is for GWFs (not only is the ratio for power to damage bad from weapon damage to extra damage, the ratios of power to power dmg is even worse being 25% of the damage transfer from weapon damage on Crescendo).

    I do think regeneration needs to a nerf, but 50% is too much to start given the current state of the game. Fix tenebrous and then super tanky specs are just that. They will have to sacrifice some of those tanky stats to get any real offense going. If regeneration is going to be nerfed, it should be incrementally. PvP would give a huge advantage to any team with DC if regeneration is nerfed too much, pretty much making them a requirement.

    Good thought! Seriously.

    So this was my thinking,

    Since GWFs constantly complain of doing no damage when they roll sent AND Tenes are getting re-worked in this proposal, a 10% damage boost on at wills only isnt alot. My Sent GWF hits for around 500-600 on at wills. So a 10% boost is 50 damage per hit. Not a big deal. This also helps Sent GWFs hopefully have a little easier time tanking in PVE AND since we are nerfing the determination gained from taking damage, they should in theory dish out a little more just to balance them no? 10% to the 1 at will only, I dont see it as gamebreaking. Note its not a 10% damage boost across the board, just on that 1 at will.

    For determination gained, I am talking ALL GWFs so Sents who deal more damage will gain more determination. This is meant to make non-sent GWFs a little more appealing in PVP AND make Sent GWFs not AS tanky with unstoppable spamming. So "a baseline for determination from damage for all GWFs with destroyers getting improved gains" - This. As to the amounts, this would take some testing. I dont have the exact math but I think this has potential!

    As far as regen goes itll be half as effective in combat and 50% more effective out of combat. The idea is that regen is meant to help you get back to full HP faster after fights NOT regen you to full HP during fights. Currently I get ticks for over 1600 regen on my Sent GWF, that means it would only be 800 during combat but 2400 OUT of combat! Basically stacking regen has huge benefits and makes running to potions a moot point. The idea is to get rid of the ultra turtle pvp builds AND like you said, you already have to give up nice stats to get a damage increase so it would make less people flock to regen gear because its clearly BIS. This would make getting stats a little better by comparison.

    If you fix regen across the board, it affects everyone across the board. Damage output remains similar BUT! Tene gets a nerf in burst damage.

    AND I am not opposed to making the DC a very desired class because right now its the ugly step child. I get they can be very powerful but I think we can all agree DCs need some love AND some motivation to pvp. I think that since they are very boring to play in pvp and get no recognition, they DO need to feel valued and I think nerfing regen is a place to start. This causes the party to go "YAY DC!" versus "oh HAMSTER.. a DC"
  • kaylos29kaylos29 Member Posts: 0 Arc User
    edited October 2013
    I am a bigger fan of increasing the diminishing returns curve on regeneration rather than a flat% decrease. That way you aren't gutting lower amounts of regeneration, but making stacking it like I do not really effective. That would mean I would have to switch to Reavers Edge... dang it. Or simply use my Ancient Blade finally. I get what you are getting at with regeneration though, I just worry that a flat 50% is too much. I would rather see it be 65-70% at the high end like 1200-1400, and closer to 75-85% at the lower end or say 500-900 range. If it is still too powerful, make the curve sharper.

    10% more damage on sure strike with 10% from at wills, and throw in a weapon master's strike which debuffs even if dodged and sure strike would hit pretty darn hard. Mine already hits for 800-900 after weapon master's strike without the feat for 10% more at will damage. Another 21% would probably not be game breaking though. A double tap of the final blow would be pretty lol. But again, you would have to sacrifice both stunning flourish and unstoppable recovery for it. 4K+ non crit on double tap not counting the three previous attacks :O
    Mindflayer - Exodus
    Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
    Karia (aka "The Pug") - Human Combat HR
    Kayd - Human Conqueror GF - Retired
  • kaoswpkaoswp Banned Users, Neverwinter Knight of the Feywild Users Posts: 144 Bounty Hunter
    edited October 2013
    On a serious note, this is how I view it. There are several REALLY GOOD builds in the game right now. Nothing is exactly "OP". If you are annoyed with one build being better than yours, then build that character. Is you don't want to, then QQ and lose. Now enough nerf complaining.

    Oh. I'm a CW. Me and my buddy, who is a TR, can kill sent GWF easily. L2p. At a certain point of nerfing, anyone is going to be able to get to level 60, buy epic gear, and compete with the best in the game. Tell me how that would be fun at all?
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    kaylos29 wrote: »
    I am a bigger fan of increasing the diminishing returns curve on regeneration rather than a flat% decrease. That way you aren't gutting lower amounts of regeneration, but making stacking it like I do not really effective. That would mean I would have to switch to Reavers Edge... dang it. Or simply use my Ancient Blade finally. I get what you are getting at with regeneration though, I just worry that a flat 50% is too much. I would rather see it be 65-70% at the high end like 1200-1400, and closer to 75-85% at the lower end or say 500-900 range. If it is still too powerful, make the curve sharper.

    10% more damage on sure strike with 10% from at wills, and throw in a weapon master's strike which debuffs even if dodged and sure strike would hit pretty darn hard. Mine already hits for 800-900 after weapon master's strike without the feat for 10% more at will damage. Another 21% would probably not be game breaking though. A double tap of the final blow would be pretty lol. But again, you would have to sacrifice both stunning flourish and unstoppable recovery for it. (4K+ non crit on double tap not counting the three previous attacks :O )

    Yeah I thought about this too, and initially that was my thought as the lower regen would do alot less, but remember it does more out of combat. I think most people dont realize what in and out of combat even looks like.

    here is how you tell, When you are in combat you have a blue circle around your feet, when you are out of combat you dont. When you attack or get attacked your only IN combat for another 2-3 seconds, then your out. Go try it in trade of blades, You would be surprised at how often that happens and it would make more people think about when to be in/out a little more. It give the power to the player at that point in the ability to control that aspect.

    Maybe 50% is too much, maybe a 25% nerf in combat and 25% buff out is better. I threw it out there as a base and could be changed :) For me 25% less would bring me down to 1200 every 3 seconds and 2k roughly out of combat. I would rather have it slightly more sever in combat because like I said, you dont get locked into it very long unless your constantly under attack. Try it in game for 1 match and pay attention to the circle and youll be surprised..

    if you hit for 800-900 after WMS hits you do ALOT more damage than I do, maybe on dummies who have no DR but in pvp most of my hits are like 500 even with 8% buff from feats (i went 4/5) even then its what 80-90 more damage each at will? and wms only lasts a few seconds before having to re-apply. "Double Tap" - ? Not sure what you mean there... But overall on the math side, even if you did 10 at wills on a target WITH WMS up AND they have low DR so you hit for 800-900 each hit, well, you just did 800-900 more damage TOTAL over 10 hits from this feat... People already say going full sent is garbage DPS so this is a small fix for that, wont affect encounters or anything so overall not a big buff in dps at all... And since we nerf determination gained slightly from taking damage, sents get a nerf that way AND the regen nerf so this would make up for that slightly... Overall its not gonna make ppl go WTF that sent just pwnd me - unless they have tene too...
  • kaylos29kaylos29 Member Posts: 0 Arc User
    edited October 2013
    Well that is against 0 DR and with giving up some of my tankier items, but I have 28% resist ignore in my offensive set that I use when I switch out rings, weapon, and knot for Ancient set and berserker rings of youth. So CWs and TRs are basically training dummies for damage purposes. Clerics out of there rings are close to training dummy damage. Since I decided to not worrry about tenebrous, I am going to work on upgrading all those rank 5 darks and get it over 30. Once I go back to my Weak Ice Axe, Titan knot, and health rings, I lose some of that ArPen, weapon damage, and crit, so yeah, closer to your damage. But weapon master makes a pretty big difference.

    Shift Double tap the last strike so it hits twice. Took me some practice but now it is second nature. Actually pretty hard to get to last strike in pvp many times though.
    Mindflayer - Exodus
    Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
    Karia (aka "The Pug") - Human Combat HR
    Kayd - Human Conqueror GF - Retired
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    kaylos29 wrote: »
    Well that is against 0 DR and with giving up some of my tankier items, but I have 28% resist ignore in my offensive set that I use when I switch out rings, weapon, and knot for Ancient set and berserker rings of youth. So CWs and TRs are basically training dummies for damage purposes. Clerics out of there rings are close to training dummy damage. Since I decided to not worrry about tenebrous, I am going to work on upgrading all those rank 5 darks and get it over 30. Once I go back to my Weak Ice Axe, Titan knot, and health rings, I lose some of that ArPen, weapon damage, and crit, so yeah, closer to your damage. But weapon master makes a pretty big difference.

    Shift Double tap the last strike so it hits twice. Took me some practice but now it is second nature. Actually pretty hard to get to last strike in pvp many times though.


    Yeah so you have the option, deal more damage by removing regen, or deal less damage by keeping regen. Its that tradeoff. If you go sent without regen youll lose survivability for more damage, I see that as a fair tradeoff.


    Alot of classes run over 40% DR. MY GF is like 46% by GWF is like 44% and our DC is almost 50% so significantly less on them.


    True that on rarely getting the 4th off. Didnt even know that! Cool trick!
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited October 2013
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  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited October 2013
    I dont personally like about 80% of these proposed changes.
    Only thing I like is the change to Tenes enchants.

    I "kinda" agree with the regeneration, but feel its just a bit too steep of a nerf to it.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    I dont personally like about 80% of these proposed changes.
    Only thing I like is the change to Tenes enchants.

    I "kinda" agree with the regeneration, but feel its just a bit too steep of a nerf to it.

    The 1 thing id ask you to do is, go on your character, hit a dummy and see how long your "in combat" for. Then que into pvp and watch everytime the blue circle is NOT around your feet.

    That = in combat. Most people are actually out of combat most of the time, so this would end up BUFFING it, EXCEPT in the situation where you are constantly taking damage.

    I literally was just in a match and me and another GF perma stunned a Sent GWF down to about 3-5% HP, then his SF procced he unstop out of it, hit us a ton of times with lifedrinker and litealyl was at 50% HP in a few seconds. Now some of that was potion, some was lifedrinker, but some was regen. When your getting 2k ever y3 seconds IN COMBAT with someone beating on you, thats a little steep to me...

    Out of combat sure! Go for it!

    I think youll find though this isnt much of a buff, its probably more like a nerf, just under different circumstances.
  • kaylos29kaylos29 Member Posts: 0 Arc User
    edited October 2013
    ayroux wrote: »
    Yeah so you have the option, deal more damage by removing regen, or deal less damage by keeping regen. Its that tradeoff. If you go sent without regen youll lose survivability for more damage, I see that as a fair tradeoff.


    Alot of classes run over 40% DR. MY GF is like 46% by GWF is like 44% and our DC is almost 50% so significantly less on them.


    True that on rarely getting the 4th off. Didnt even know that! Cool trick!

    I do think it is a fair trade off. Having been a back capper, your right, it isn't much fun. i have no problem with GWFs being the best back cappers, but wish the fights were more dynamic instead of simply eating damage and stacking abilities to stretch out the inevitable.

    You might want to recheck your actual resistance. The feats do not show up on it. You have to multiply your resistance from defense by 35% (Armor Spec+Sentinel's Aegis) and add that to your resistance from AC multiplied by 15% (armor spec). That will give your actual. I want say my GWF character sheet says 44%, but sits closer to 55%. So 28% resistance ignore is a 62% damage increase against that.

    I am not so sure about increased regen out of combat, especially with how easily some classes could drop combat, such as rogues. Perma-stealth rogues would be near unkillable.
    Mindflayer - Exodus
    Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
    Karia (aka "The Pug") - Human Combat HR
    Kayd - Human Conqueror GF - Retired
  • sunsfire2004sunsfire2004 Banned Users, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 141 Bounty Hunter
    edited October 2013
    ayroux wrote: »
    Ok so this isnt official but it SHOULD be! I wanted to do this to get DEV attention. This is what the next Patch notes SHOULD be:



    NW.5.20130923b.8 Patch Notes

    Classes and Balance

    Control Wizard: High Vizier: The 4 piece set now properly stacks with a limit of three stacks on a given target.

    Devoted Cleric: Removed the Self Healing reduction in effectiveness. This has been found to be an obsolete issue that has been not effective anymore.

    Trickster Rogue: Lashing Blade no longer is 100% chance to crit when used in Stealth, The Stealth bonus now instead gives a 25% reduction in the Cooldown. Impact Shots in and out of stealth share the same three charges now. Flurry's animation and attack speed has been increased by 10%, but this ability no longer makes you immune to CC effects. Shocking Execution can now be dodged like every other daily on every other class. Shocking Execution will not only benefit in damage if the target is below 50% hp.

    Great Weapon Fighter: Determination Gained from Taking damage has been lessened. To counter this potential nerf, Determination gained from dealing damage has been buffed. Unstoppable now has an internal cooldown of 2 seconds starting after leaving Unstoppable. In the Instigator Tree, Unstoppable Recovery has been swapped with Nimble Runner. Feat: Grudge Style now also adds a 2%/4%/6%/8%/10% buff to damage on Sure Strike.

    Guardian Fighter: Knockback distance and height on Bull rush has been Lessened. Daily:Indomitable Strength knockback distance and height has been lessened. Guard Meter has been increased overall by 10%.



    Content

    Gauntlgrym Domination: Map is no longer a 20 versus 20 match, but scaled back to a 10 versus 10 player match. Two of the points have been removed and the map has been re sized to about 60% of its original to accommodate this.

    NEW MAP: Heart of the Mountain Map: PVP arena designed for 3v3 combat. The objective is first team to 25 kills. There is a 15 minute timer on the game that will end if 25 kills has not been met, at that time, the team with the most kills wins.


    Items and Economy

    Regeneration: This stat was giving too much recovery in combat. The effectiveness of regeneration has been reduced by 50% of the current amount during combat, however the amount of health regenerated out of combat has been increased 50%.

    Tenebrous Enchants: These Enchants were doing far more damage in player versus player combat than anticipated and their effectiveness in PVE was lacking. This enchant has now been modified and has an internal cool down of 3 seconds, will only proc off at wills and encounters, and damage can be modified based on damage resistance and damage resistance ignored. The enchants do not stack, but each have their own proc probability. We have changed them as the following:

    Lesser Enchant: When striking a foe, you have a 6% chance to strike your foe with 80% of your weapon damage as physical.

    Normal Enchant: When striking a fie, you have a 7% chance to strike your foe with 90% of your weapon damage as physical.

    Greater: When striking your foe, you have a 8% chance to strike your foe with 100% of your weapon damage as physical.

    Important note: For the damage calculation, Trickster Rogues damage is based upon main hand weapon only.

    how many threads is this you now have comments in about tene and rejen and you just ignore others points about both when they give feed back
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    how many threads is this you now have comments in about tene and rejen and you just ignore others points about both when they give feed back

    A few about tene, which all say the same thing and the feedback agrees... they need a change
    only 1 thread about regen and I think most of that is honestly people dont know the difference between combat status because if they did, they would realize that this proposition is a pretty good one.

    Like I said, go test out combat state, it disappears fast and then youll get stronger regen ticks...

    If you have different feedback, please feel free to post :)

    If you post, please give some explanation about WHY you think that way, and if possible some video footage as well.

    I would ask though you do the combat status test and THEN come talk to me about regen because without knowing that, how can you really judge the proposition. The whole suggestion revolves around it.

    Plus MOST of this thread is about small balance things I have picked up playing pvp, only maybe 1/5th of it involves tenes and regen.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    kaylos29 wrote: »
    I do think it is a fair trade off. Having been a back capper, your right, it isn't much fun. i have no problem with GWFs being the best back cappers, but wish the fights were more dynamic instead of simply eating damage and stacking abilities to stretch out the inevitable.

    You might want to recheck your actual resistance. The feats do not show up on it. You have to multiply your resistance from defense by 35% (Armor Spec+Sentinel's Aegis) and add that to your resistance from AC multiplied by 15% (armor spec). That will give your actual. I want say my GWF character sheet says 44%, but sits closer to 55%. So 28% resistance ignore is a 62% damage increase against that.

    I am not so sure about increased regen out of combat, especially with how easily some classes could drop combat, such as rogues. Perma-stealth rogues would be near unkillable.

    I thought about this as well, and I would imagine that they would have to make SOME adjustments to combat status given that TRs can pop in and out. The only thing I can think of is if you are taking any damage combat status stays up, if you stop taking damage, then it goes away. This way even a tr in stealth will remain in combat for a while after, and maybe get 1-2 ticks during stealth?

    Either way, its no different then what they can already do now, except I think its more restricting having them regen LESS while in combat.

    You could also just do a 50% nerf in combat and a 25% buff outside. This might be more balanced...

    the point is the principle not the exact math. Less regen DURING combat, more outside of it... Either that or have regen scale based on damage you take, like lifesteal but reverse... Just a thought....
  • kaylos29kaylos29 Member Posts: 0 Arc User
    edited October 2013
    I get where your going with it, but am playing devil's advocate, trying to consider unintended consequences.
    Mindflayer - Exodus
    Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
    Karia (aka "The Pug") - Human Combat HR
    Kayd - Human Conqueror GF - Retired
  • sunsfire2004sunsfire2004 Banned Users, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 141 Bounty Hunter
    edited October 2013
    ayroux wrote: »
    A few about tene, which all say the same thing and the feedback agrees... they need a change
    only 1 thread about regen and I think most of that is honestly people dont know the difference between combat status because if they did, they would realize that this proposition is a pretty good one.

    Like I said, go test out combat state, it disappears fast and then youll get stronger regen ticks...

    If you have different feedback, please feel free to post :)

    If you post, please give some explanation about WHY you think that way, and if possible some video footage as well.

    I would ask though you do the combat status test and THEN come talk to me about regen because without knowing that, how can you really judge the proposition. The whole suggestion revolves around it.

    Plus MOST of this thread is about small balance things I have picked up playing pvp, only maybe 1/5th of it involves tenes and regen.

    you missing 3 most powerful enchantments of your list bloodtheft barkskin vorpal all more powerful and more game changing than ones you target and they make g tene look like joke.

    go test them greater- perfect version your soon see why tene are not problem and 90%+ ppl complain about g tene because they have 0 and want them or don't know they have cd.

    rejen is limited in this game hard to stack and your forgetting what people lose to get high rejen

    if you make the stats useless like you seem to want then people would just stack next best thing and your just for ever nerfing.

    g tene are not instant I win button perfect bloodtheft barskin vorpal all most are if your think rejen heals a lot go check perfect bloodtheft
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    you missing 3 most powerful enchantments of your list bloodtheft barkskin vorpal all more powerful and more game changing than ones you target and they make g tene look like joke.

    go test them greater- perfect version your soon see why tene are not problem and 90%+ ppl complain about g tene because they have 0 and want them or don't know they have cd.

    rejen is limited in this game hard to stack and your forgetting what people lose to get high rejen

    if you make the stats useless like you seem to want then people would just stack next best thing and your just for ever nerfing.

    g tene are not instant I win button perfect bloodtheft barskin vorpal all most are if your think rejen heals a lot go check perfect bloodtheft

    I have perfect Vorpal bro. Im not even going to go into this post because it honestly is SO blatantly false that any pvper worth their weight will know that G Tene is the most OP enchant which BTW, doesnt sound like you know this, I have 7 GTE.
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    ayroux wrote: »
    I have perfect Vorpal bro. Im not even going to go into this post because it honestly is SO blatantly false that any pvper worth their weight will know that G Tene is the most OP enchant which BTW, doesnt sound like you know this, I have 7 GTE.

    You guys are in a stalemate, 7 GTE vs 7 GTE. Maybe you should set out differences the old fashion way (this game needs spectator mode).
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited October 2013
    ayroux wrote: »
    The 1 thing id ask you to do is, go on your character, hit a dummy and see how long your "in combat" for. Then que into pvp and watch everytime the blue circle is NOT around your feet.

    That = in combat. Most people are actually out of combat most of the time, so this would end up BUFFING it, EXCEPT in the situation where you are constantly taking damage.

    I literally was just in a match and me and another GF perma stunned a Sent GWF down to about 3-5% HP, then his SF procced he unstop out of it, hit us a ton of times with lifedrinker and litealyl was at 50% HP in a few seconds. Now some of that was potion, some was lifedrinker, but some was regen. When your getting 2k ever y3 seconds IN COMBAT with someone beating on you, thats a little steep to me...

    Out of combat sure! Go for it!

    I think youll find though this isnt much of a buff, its probably more like a nerf, just under different circumstances.


    I know about the out of combat thing. What I'm meaning is that, regen at it is, is a defense stat that is hard to get good amounts of.

    Just getting a large amount of regeneration is difficult and sacrifices a great deal of your offensive capabilities. And the stat is the only one that cannot be supplemented through enchantments. Even with large amounts of regeneration, that can be negated with enough damage being dealt.

    At the moment. I feel regen as a stat is good as is. The only major problem I see is the Tene enchants.

    As far as the skill adjustments. I dont like any of them. If anything some skills need improvements/fixes. Such as GWF's AOE abilities that do not gain AP per target hit like thier supposed to. (Ie: Roar, Shouts, all 3 aoe at wills. )

    I feel the cleric's self heal should remain. For they are difficult to kill as it is in PVP if you dont catch them off guard. In pve, they have potions to utilize. Since they wont be getting damaged that often (or shouldnt for that matter) to begin with.
  • rki2rki2 Member Posts: 57
    edited October 2013
    gwfs/gfs should benefit more from regen because theyre are the most in combat status, and TRs/range should not benefit on regen as much as gwfs/gfs do
  • k1ll3xk1ll3x Member Posts: 34
    edited October 2013
    Noone's gonna nerf something just because u don't like it and p2win.
  • lemollenlemollen Member Posts: 102 Arc User
    edited October 2013
    ayroux wrote: »
    Ok so this isnt official but it SHOULD be! I wanted to do this to get DEV attention. This is what the next Patch notes SHOULD be:



    NW.5.20130923b.8 Patch Notes

    Classes and Balance

    Control Wizard: High Vizier: The 4 piece set now properly stacks with a limit of three stacks on a given target.

    Devoted Cleric: Removed the Self Healing reduction in effectiveness. This has been found to be an obsolete issue that has been not effective anymore.

    Trickster Rogue: Lashing Blade no longer is 100% chance to crit when used in Stealth, The Stealth bonus now instead gives a 25% reduction in the Cooldown. Impact Shots in and out of stealth share the same three charges now. Flurry's animation and attack speed has been increased by 10%, but this ability no longer makes you immune to CC effects. Shocking Execution can now be dodged like every other daily on every other class. Shocking Execution will not only benefit in damage if the target is below 50% hp.

    Great Weapon Fighter: Determination Gained from Taking damage has been lessened. To counter this potential nerf, Determination gained from dealing damage has been buffed. Unstoppable now has an internal cooldown of 2 seconds starting after leaving Unstoppable. In the Instigator Tree, Unstoppable Recovery has been swapped with Nimble Runner. Feat: Grudge Style now also adds a 2%/4%/6%/8%/10% buff to damage on Sure Strike.

    Guardian Fighter: Knockback distance and height on Bull rush has been Lessened. Daily:Indomitable Strength knockback distance and height has been lessened. Guard Meter has been increased overall by 10%.



    Content

    Gauntlgrym Domination: Map is no longer a 20 versus 20 match, but scaled back to a 10 versus 10 player match. Two of the points have been removed and the map has been re sized to about 60% of its original to accommodate this.

    NEW MAP: Heart of the Mountain Map: PVP arena designed for 3v3 combat. The objective is first team to 25 kills. There is a 15 minute timer on the game that will end if 25 kills has not been met, at that time, the team with the most kills wins.


    Items and Economy

    Regeneration: This stat was giving too much recovery in combat. The effectiveness of regeneration has been reduced by 50% of the current amount during combat, however the amount of health regenerated out of combat has been increased 50%.

    Tenebrous Enchants: These Enchants were doing far more damage in player versus player combat than anticipated and their effectiveness in PVE was lacking. This enchant has now been modified and has an internal cool down of 3 seconds, will only proc off at wills and encounters, and damage can be modified based on damage resistance and damage resistance ignored. The enchants do not stack, but each have their own proc probability. We have changed them as the following:

    Lesser Enchant: When striking a foe, you have a 6% chance to strike your foe with 80% of your weapon damage as physical.

    Normal Enchant: When striking a fie, you have a 7% chance to strike your foe with 90% of your weapon damage as physical.

    Greater: When striking your foe, you have a 8% chance to strike your foe with 100% of your weapon damage as physical.

    Important note: For the damage calculation, Trickster Rogues damage is based upon main hand weapon only.

    Dream on.. Your views does not represent the majority.
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