Especially when the bug is fixed where oversized zombies rarely deal any damage when attacking.
That's technically not a bug, it's just that their increase of size is poorly handled, meaning their targeting and attackspeed is way off. Dwarfs and Haflings can stand between the legs of Berserkers and not get hit thanks to the same poor targeting, so it's not and isolated issue.
0
dardoveMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
If you want to cap Shield, why not the same cap as Arcane Singularity?
While you can push using only Repel, it seems to me that the 5-target cap makes it weaker/slower, or when using it against an AS full of monsters, in some instances, the monsters basically don't move more than a few feet, and I'd think it's because they collide with each other stopping most of the push. (No, it's not because of the Arcane Mastery stack.)
In some cases, like Spellplague, there are places that if you use Repel to push a monster it'll get stuck in the wall after the pit (check the bridge before the last tomes you need to pick up). In this situation a Shield Pulse will, very efficiently, push the monsters only enough to fall into the pit.
In other places, there are fences where only Shield is able to throw monsters (because they make an arc?), using Repel won't any.
Also, right before AS ends you'll lose target of the monsters, making it impossible to use Repel at that point, while you can perfectly time to pulse your shield.
I'm only stating how shield's usefulness will be missed.
I will stop using Shield with only a 5-target cap, but I think I'll adapt and survive.
[*]Control Wizard: Shield may only hit up to 5 targets at a time.
Can we actually get a clarification on this. I know sometimes there are abilities that "hit" all targets but only do damage to a capped number. Will we still get the push on all or will the push only be on 5 as well.
0
khimera906Member, NW M9 PlaytestPosts: 898Arc User
edited October 2013
As a CW, I don't use Shield that much, but I am still curious why this change was made. As a melee class, I despise Shied, but that's mostly because of how some people use it.
Aside from the Shield nerf, I see there are some nice changes in this patch.
I hate dancing with Lady Luck. She always steps on my toes.
0
khimera906Member, NW M9 PlaytestPosts: 898Arc User
Go try mighty leap, go use wicked reminder. Get back to me. Feel bad...
OK, I never tried to attack 300 mobs with Wicked Reminder, I just use it on bosses. Here's the deal with Wicked Reminder though: it's a single target, low damage, debuff, not an AOE. Even if you have a million mobs in front of you, it only hits one of those mobs. Play a Rogue and convince yourself.
I hate dancing with Lady Luck. She always steps on my toes.
but changing the subject, I have a request for correction (no buff, correction).
I commented recently that the feature class "destroyer" usually disappear between a "reaping strike" and others. This happens because, after filling the bar, and the third to "snap" of force, you still need to hold a little more a reaping strike to inflict 100% damage (which causes problems in pve, mostly because the bar is not very clear).
may also change the bar color to red when it reaches 100%. this would facilitate a lot, besides giving us the correct prediction of the fighting time .
Its quite obvious why shield was changed. We do not use it for damage anymore, so the hit cap wasn't the issue, the change to CN and this following fix points to the fact they wish to eliminate bumping as a method of clearing trash. Not because they want to nerf CW's aoe capacity.
To give 1 class such a powerful tool over others is understandably unfair. However it is a shame bumping will now be a lost art.
Also:
The Plague Fire enchantments now correctly show up in the auction hall under enchantments instead of runestones.
Wicked Reminder is an AoE, that is a fact.
If you think otherwise > 1. You don't use it right. 2. You should go and test it before you write any more ridiculous statements.
And on the subject, I think that TRs are the most benefited class from this recovery/stacks fix (mostly becuase of Impact Shot). Maybe benefited too much, I guess we will see soon in PvP...
0
onecoolscatcatMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 575Arc User
edited October 2013
I'm not wild about about AOE nerfs, either past, present, or future. The end result is one single way of passing dungeons: killing every trash add between you and the final boss. Arbitrarily hamstringing AOE powers is one way of narrowing possible paths, but instead how about changing dungeons? I realize it requires vast amounts of work, but dungeon mechanics are the problem, not class powers. Forcing players to brute-force kill 1000s of tedious, generic, repetitive mobs is not an answer. It is however all that's left after making control powers useless. Don't tell your player base, "This is the way we want this dungeon done. To make sure it IS done this way we will handicap any skill allowing you other options." Make a better game.
Right now CWs have 81 possible points to place within skills. Pick 60. Distinctive class builds are a problem in Neverwinter. Narrowing the field of useful skills only exacerbates this problem. Instead of further narrowing useful choices, how about tweaking feats? I'd like to see additional useful builds within paragon paths. Right now PvE has 1 optimized CW, 1DC, 2 TR, 2GWF, and 1.5 GF builds.
0
obsiddiaMember, NW M9 PlaytestPosts: 1,025Arc User
edited October 2013
Classes and Balance:
When getting knocked prone while attempting to use a power on a mount
that power will no longer go on a 2 minute cooldown unexpectedly.
Control Wizard: Shield may only hit up to 5 targets at a time.
Content and Environment:
Sharandar: Players should no longer get stuck in combat unexpectedly
while standing near the Dark Fey Enclave quest givers and entrance.
Thank you for the two fixes. I hit those bugs fairly often.
Oddly, I'd been using the Shield as a ummm... shield.
So it'll still be helpful to us squishy and uncoordinated players.
Did you really think anyone could steal the power of the god of thieves?
Whit the sheild nerf, maybe people will start do Cn run whit 4 CW xD. Each time they nerf the CW, party simply get 1 more of them. I still don't understand why they still nerf the skill for the PvP cring community -.- Some of them they don't need do a dungeon on legal way, only bug and glitch. Whit all that nerf, 1 of this day no one will do it dungeon or pve anymore, we allways get nerf or powerup on boss difficulty. ( and yes, there still the facking bug of people kill fulminorax from the underground -.- ) People now don't look for Exp ( expert people ) but look for EXP as exploiter -.- Nice work dev, 90% of the Pve comunity simply glitch all the boss, so they don't care of the reduction on damage or control. The ohter 10% kill them onl legal way, and we allways get kick in the balls; but who care, let's balance the pvp, is more imp to see best pvp guild using all the same build ( regen, hp tenebrous )
Whit the sheild nerf, maybe people will start do Cn run whit 4 CW xD. Each time they nerf the CW, party simply get 1 more of them. I still don't understand why they still nerf the skill for the PvP cring community -.- Some of them they don't need do a dungeon on legal way, only bug and glitch. Whit all that nerf, 1 of this day no one will do it dungeon or pve anymore, we allways get nerf or powerup on boss difficulty. ( and yes, there still the facking bug of people kill fulminorax from the underground -.- ) People now don't look for Exp ( expert people ) but look for EXP as exploiter -.- Nice work dev, 90% of the Pve comunity simply glitch all the boss, so they don't care of the reduction on damage or control. The ohter 10% kill them onl legal way, and we allways get kick in the balls; but who care, let's balance the pvp, is more imp to see best pvp guild using all the same build ( regen, hp tenebrous )
Shield nerf doesn't make any impact on PvP, they nerfed it for PvE to make it a lot more difficult and force people to "do Cn run whit 4 CW"(c)jacksoon, as well as spellplague.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
i know, the only think's i was tring tell is that: all the time someone of pvp comunty come to cry for some skill, the drastically destroy the Pve. I thinks, no one try kill boss legal now day, maybe some of the legal guild still do it, but when you join a party and asl for " legal run" you get kicked out of the party whit no remorse, like the legit are the bad player and the exploiter the good. They have to do something for stop that, maybe close the game 2-3 weaks for do a total correction of dungeon
0
khimera906Member, NW M9 PlaytestPosts: 898Arc User
Wicked Reminder is an AoE, that is a fact.
If you think otherwise > 1. You don't use it right. 2. You should go and test it before you write any more ridiculous statements.
Well, it turns out that Wicked Reminder is indeed AoE. I have been able to fit 3 mobs at most with it because it has a very small AoE. I still wouldn't say that using it as an AoE is the "right" way to use it.
About the PvP - how many times do you find yourself in situations when you have to fight more then 5 enemies? None in regular PvP and maybe 1 out of 100 times in Gauntlgrym. Poor Control Wizards, always getting bullied by those mean old Rogues and their Impact Shots. Please don't turn this into a pathetic useless class war. But-hurt PvPers might even be the reason we get these nerfs. Shield nerf will only affect PvE and that sucks for everyone.
I hate dancing with Lady Luck. She always steps on my toes.
Have to say I'm amazed that they still want to change the way dungeons are run by tweaking (nerfing) the classes. The impact of this on the general approach will be zero.
Aaaaand of course it supports exploiting, because trash in certain dungeons will be even more annoying now.
What the change to Shield will do is make it even more difficult for newish 60's to finish T2 dungeons.
I am okay with making hard dungeons, but if you're going to make them really hard, then please improve the drop rate, so that success in conquering such a difficult dungeon actually comes with some substantial reward.
What???????? Nerfing the shield??? Nononono... what are you doing, Dungeons are difficult as they are with that many mobs, I don't want to think how boring and demanding is going to get if you keep this up?! Your promoting exploits and crippling the PvE content. At least balance the Dungeons when you decide to balance classes, otherwise your forcing the players to use bugs, glitch, exploits, instead of running the dungeons as meant to, with each class doing its part to make it fun. I love exploits in Dungeons as long as they ARE intended for the experience (Like knocking mobs out a cliff, causing an explosion, you know, using ambient interaction or surroundings, etc.) it adds to the class and even emerges you to do your ROLE right, but this is just patching a hole, then patching over the same patch, over and over again. Guys, come one... you CAN do better than this, I can understand the cry of the PvP community over this, but lets think of the impact it has on the PvE content too.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited October 2013
Capping Shield targets at 5 wouldn't affect normal PvP, and I'm relatively certain that nobody takes GG PvP very seriously. I'd say the change is entirely aimed at PvE.
I'm in the same boat as abell39, where I've been using the throw effect of Shield as a panic button if swarmed while solo levelling while absolutely everything else is on cooldown. Not sure how I feel about the repercussions there.
Yeah, I think the problem for people like me and Becky is that we're looking at this as people who solo everything except for skirmishes and dungeons (I don't PvP). Putting a target cap on Shield is really, really annoying for us because, as stated, it's useful as a panic button when you end up taking more aggro from the environment than expected, or even in a skirmish when everything decides to munch on the squishy CW because it generates the most threat.
TBH I don't care about the shield change and my primary is a CW.
The fact that CWs do so much damage is more of a bother to me from a philosophical PoV coming from a pen and paper background of playing Wizards (in 4E) where controlling where things are standing (or not standing) is the strength of the class not dps. If CWs did damage on a scale with DCs and applied more CC I would be happy; but I guess a lot of other CW players wouldn't be...
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
The daily dungeon is Dread Vault. And Im guessing its not while levelling you have to complete the epic version for the daily?
That's a good point. There is no "daily dungeon" with Temple of the Spider. It is always Dread Vault. I do not think even the one from Lord Protector is ever different from Dread Vault when he offers it.
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2013
It refers to the below 60 daily dungeon you pick up in Rothe Valley.
It refers to the below 60 daily dungeon you pick up in Rothe Valley.
That makes no sense. That zone is a level 56 zone. How could they do an Epic version of that dungeon?
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2013
The daily quest for Temple of Spider does not complete when you do the non-epic version on live. Instead, it completes when you do the T2 version when you hit 60. This patch on preview fixes that issue.
The daily quest for Temple of Spider does not complete when you do the non-epic version on live. Instead, it completes when you do the T2 version when you hit 60. This patch on preview fixes that issue.
Ah, so it is a mistype and should read:
The daily dungeon quest now properly requires the regular version of Temple of the Spider instead of the epic one.
Comments
While I can't speak for sure about the rest, I know blitz has a target cap of 5.
While you can push using only Repel, it seems to me that the 5-target cap makes it weaker/slower, or when using it against an AS full of monsters, in some instances, the monsters basically don't move more than a few feet, and I'd think it's because they collide with each other stopping most of the push. (No, it's not because of the Arcane Mastery stack.)
In some cases, like Spellplague, there are places that if you use Repel to push a monster it'll get stuck in the wall after the pit (check the bridge before the last tomes you need to pick up). In this situation a Shield Pulse will, very efficiently, push the monsters only enough to fall into the pit.
In other places, there are fences where only Shield is able to throw monsters (because they make an arc?), using Repel won't any.
Also, right before AS ends you'll lose target of the monsters, making it impossible to use Repel at that point, while you can perfectly time to pulse your shield.
I'm only stating how shield's usefulness will be missed.
I will stop using Shield with only a 5-target cap, but I think I'll adapt and survive.
Can we actually get a clarification on this. I know sometimes there are abilities that "hit" all targets but only do damage to a capped number. Will we still get the push on all or will the push only be on 5 as well.
Aside from the Shield nerf, I see there are some nice changes in this patch.
I commented recently that the feature class "destroyer" usually disappear between a "reaping strike" and others. This happens because, after filling the bar, and the third to "snap" of force, you still need to hold a little more a reaping strike to inflict 100% damage (which causes problems in pve, mostly because the bar is not very clear).
please, fix this charging time.
To give 1 class such a powerful tool over others is understandably unfair. However it is a shame bumping will now be a lost art.
Also:
The Plague Fire enchantments now correctly show up in the auction hall under enchantments instead of runestones.
This was not the fix we was waiting months for.
and also the featured satirical comedic adventure "A Call for Heroes".
If you think otherwise > 1. You don't use it right. 2. You should go and test it before you write any more ridiculous statements.
And on the subject, I think that TRs are the most benefited class from this recovery/stacks fix (mostly becuase of Impact Shot). Maybe benefited too much, I guess we will see soon in PvP...
Right now CWs have 81 possible points to place within skills. Pick 60. Distinctive class builds are a problem in Neverwinter. Narrowing the field of useful skills only exacerbates this problem. Instead of further narrowing useful choices, how about tweaking feats? I'd like to see additional useful builds within paragon paths. Right now PvE has 1 optimized CW, 1DC, 2 TR, 2GWF, and 1.5 GF builds.
When getting knocked prone while attempting to use a power on a mount
that power will no longer go on a 2 minute cooldown unexpectedly.
Control Wizard: Shield may only hit up to 5 targets at a time.
Content and Environment:
Sharandar: Players should no longer get stuck in combat unexpectedly
while standing near the Dark Fey Enclave quest givers and entrance.
Thank you for the two fixes. I hit those bugs fairly often.
Oddly, I'd been using the Shield as a ummm... shield.
So it'll still be helpful to us squishy and uncoordinated players.
Shield nerf doesn't make any impact on PvP, they nerfed it for PvE to make it a lot more difficult and force people to "do Cn run whit 4 CW"(c)jacksoon, as well as spellplague.
About the PvP - how many times do you find yourself in situations when you have to fight more then 5 enemies? None in regular PvP and maybe 1 out of 100 times in Gauntlgrym. Poor Control Wizards, always getting bullied by those mean old Rogues and their Impact Shots. Please don't turn this into a pathetic useless class war. But-hurt PvPers might even be the reason we get these nerfs. Shield nerf will only affect PvE and that sucks for everyone.
Aaaaand of course it supports exploiting, because trash in certain dungeons will be even more annoying now.
I am okay with making hard dungeons, but if you're going to make them really hard, then please improve the drop rate, so that success in conquering such a difficult dungeon actually comes with some substantial reward.
I'm in the same boat as abell39, where I've been using the throw effect of Shield as a panic button if swarmed while solo levelling while absolutely everything else is on cooldown. Not sure how I feel about the repercussions there.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
The fact that CWs do so much damage is more of a bother to me from a philosophical PoV coming from a pen and paper background of playing Wizards (in 4E) where controlling where things are standing (or not standing) is the strength of the class not dps. If CWs did damage on a scale with DCs and applied more CC I would be happy; but I guess a lot of other CW players wouldn't be...
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Huh. This doesn't make much sense.
The daily dungeon is Dread Vault. And Im guessing its not while levelling you have to complete the epic version for the daily?
That's a good point. There is no "daily dungeon" with Temple of the Spider. It is always Dread Vault. I do not think even the one from Lord Protector is ever different from Dread Vault when he offers it.
That makes no sense. That zone is a level 56 zone. How could they do an Epic version of that dungeon?
Ah, so it is a mistype and should read: