Guys, how long have we actually been able to test the HR class? It still needs basic balancing; we've established a high point (i.e. overpowered or almost overpowered), but we don't know the low point yet. Now we get to see what can take the reductions and what needs to be buffed back up.
It's not the end of the class -- don't panic. This is why we get to playtest it.
That is a good point, you're right. But it would help for them to point that out specifically. Else this could see its way into Live, and that didnt go well for GWF's when they did this same thing. Now thier in pretty good shape after all that mess compared to right before it went live.
If that is the plan with these changes, that would be very helpful in saying "These changes are to test the low point of damage in balancing of the class"
With a simple statement like that it could
1. Confirm this is only testing a specific feel of values.
2. This wont make its way to live.
3. Ease the minds of people who are testing this class
4. Adjustments will be made from this testing.
All that from a simple statement like that. Yes this is the purpose of a preview server. But we've seen many things come from preview and bam smack into live without adjustments or lack of for that matter.
Actually they just killed my enjoyment with this class. I don't PvP and what they are doing is making the PvPers happy again. In every MMO I have played, I have always played a ranger style character. This nerf makes me not to want to even play it. And I have been playing MMOs since 2000
I really just dont want to see this class share the same fate GWF's have had for 2 whole modules (3 if you count beta )
Taking 2 modules to get it back to a decent state.
(and it still needs some help on a few things right now )
The Nerf is pretty excessive. I just hope they will balance it more. So you can play PvE and PvP with a little hope of being able to contribute and be just as effective as the other classes. Otherwise you will be fodder for the mobs and other players. A great patch for the rest.
[SIGPIC][/SIGPIC]
0
ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited November 2013
Some fixes for GF instead of just a nerf here and there would be greatly appreciated. At-wills while blocking haven't been proccing any weapon enchantment affects since open beta.
Yeah, I totally agree that it's not an ideal scenario. It's something that we want to do, it just needs to get on our feature list and weighed against our other priorities.
"Chill Strike: This power now generates the correct amount of Action Points. This has resulted in roughly 50% more AP gained per use.
Chill Strike: The Mastery version of this power no longer incorrectly generates AP based on the number of targets hit.
Entangling Force: This power now generates the correct amount of Action Points. This has resulted in roughly 25% more AP gained per use."
Is that an AP nerf?! O dont know if has resulted in x% more AP before or after patch..
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
0
tang56Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited November 2013
Some nice fixes, patches and updates. I do feel the change to frontline is a bit too much. If you could give us a little of that AP back or prehaps reduce the cooldown to compensate?
My CW is going to need a little testing with the nerfs to AP gain on EF and CS, probably roll with tabbed CoI from now on I suppose.
I have to say that I agree with many here in saying the HR class is way too weak. I've been comparing my TR of the same level with the HR and I have to say I was astounded at large damage gap. I absolutely love Archer classes but I hate playing a class that is broken. Hate to say it but I'm disappointed. The whole point of a striker is doing a lot of damage, especially to a single target, and right now they simply aren't able to perform that role with the nerfs.
0
bajornorbertMember, NW M9 PlaytestPosts: 272Arc User
Well done fixing AP gain on CW and GF. That should bring them more in line with the other classes, rather than permitting daily power spamming.
Also appreciate the fixes to Karrundax and Gauntlgrym.
Now please fix the remaining exploits on Karrundax (campfire hopping, Final boss gate exploit) Frozen Heart (skipping everything except 3 crystals + Hrimnir), Castle Never (campfire hopping, boss suiciding, wizard bugging), Malabog's Castle (Barrels, First boss through door exploit, FInal boss floor exploit) and Temple of the Spider (First and Final boss exploits). To a lesser extent Spellplague (pulling bosses through doors) as well.
PM me if you need more details.
Some of those have been already fixed on the live server, they just didn't appear in the patch notes.
Also, nerfing every class to the ground is not a solution for easy epics. New and more challenging dungeons have to be added instead. According to the tooltips T1s need 5.7k-6.8k GS, T2s need 8.3k GS and T2.5s need 9.2k GS, ofc they seem easy when you have 13k GS + augment pet, since you have almost double GS than the requirements for a T2. Try doing CN 4/4 with 9.2k GS CWs, with the past few nerfs it will be almost impossible, since the adds can one-hit a 9,2k GS CW. So instead of making existing dungeons more difficult by making the classes underpowered or even unplayable, try working on a few dungeons for high GS players and make the existing dungeons doable closer to the required GS. MC, for example is a good dungeon, except for the bosses having a high probability of dropping blues, which have absolutely no value since standard mobs started to drop them too, and the fact that the last boss is impossible to do w/o exploit if you don't have at least 12k GS, since you don't have enough DPS to kill Valindra before her killing someone from your party. A 9.2k dungeon should be doable at ~10k gs with a good team.
I also don't get why people love to see other classes nerfed. Don't you ever play in a party? Or all that you care about is that you can't outdamage a CW? Nerfing any class is affecting the whole team in PvE and nerfing AP regen have absolutely no effect in PvP, since you don't spam AoEs. With the current modifications CWs will become more powerful in PvP, since single target AP gain has been increased, and much less effective in PvE since AoE AP gain has been nerfed. I already see the next patch notes saying all CW encounters and dailies had their damage reduced by 50%, since PvPers will start complaining about CWs doing more damage than their TRs or GWFs. A few more patches and CWs will have no CC & no DPS.
With all the changes involved with this patch I went into the test shard just to have a peek at what they looked like in practice, to my surprise, it seems like EotS is now broken =(
Ap gain is still fast enough for me but, now there are other viable options for the tab slot.
Bug report: Control Wizard: Paragon Power: Eye of the Strom
While Eye of the Storm is active neither Shard of the Endless Avalanche nor Sudden Storm crit automatically.
With all the changes involved with this patch I went into the test shard just to have a peek at what they looked like in practice, to my surprise, it seems like EotS is now broken =(
Ap gain is still fast enough for me but, now there are other viable options for the tab slot.
Bug report: Control Wizard: Paragon Power: Eye of the Strom
While Eye of the Storm is active neither Shard of the Endless Avalanche nor Sudden Storm crit automatically.
Can anyone else please confirm this?
Please look into it.
Ty
Confirmed , Eye of the Storm no longer causes Shard of the Endless Avalanche to crit , this needs to be a priority fix especially now that entangling force has been made all but useless in PvE
I cant understand why they nerf HR befor they make all the class features work...but anyways the 60% nerf to split the sky just does nothing but ruins it in pve.
It needed a nerf in pvp for sure but on the way it works.
Pretty sure it will still be op as hell cuz the 60% dmg reduction doesnt do anything, since it doesnt have an internal cn and it proccs from every dot, attack or enchant.
So after the nerf ppl with plaguefire, bleeds and tenes wont die in 1 sec but in 2....
Just give this encounter either a max number of proccs for each target or give it an internal cd like 3-4sec, that would make it balanced in pvp and not completly useless in pve.
And the slightly rapid shot nerf feels like a 20% nerf, and either Aspect of the lone wolf or Twin-blade storm dont work still...
That are the effect of the pvp balace. The pve will soffer it very bad Thx again pvp comunity for ruin the pve experience, and there still people ask " why do dungeon whitout use the bug, is impossible on legal way". At last, whn you nerf some damage or skill, rebuild the dungeon.
I already wrote how the fusion of GF and GWF will cause a lot of problems and now one of this is happened: you nerfed again GF. Frontline surge worked well and ASI (don't say lies!) until "yesterday", but now that it is shared with GWF, now it isn't ASI anymore (oh, strange!!) because it cause an unbalancig problem with GWF, so it happened exactly what i was worried about: to balance GWF you nerfed GF.
GF is the most broken bugged class, the class that the most need serious fixes and boosts, but you continue to hurt it with incomprehensible nerfs.
Module 2 literally will kill GF couse we give for gift our most characterstic power (ea. mark) to GWF gaining in exchange only <font color="orange">HAMSTER</font>!
In module one it was nerfed and you destroy stalwart.
Between the two module, GF only had nerfs and bugs.
PS.
ok for renaming respec token in respec character, but it is not correct because we can not respec initial roll choice. We need to respec that roll because a lot of us started to play from open beta when we couldn't know how make well that chioice.
the great thing about these changes is all of this is in testing and you have the ability to go test it and give your feedback.
as for the ability to respec your initial ability scores, as terramak previously stated in this thread, "it's something they want to do" but it will not be part of shadowmantle. that means it's been discussed but it's currently not in any level of development. that means that it could be a part of the respec token or it could come in some other form or it may not happen at all. i would recommend to continue to voice your opinions about it in the forums.
If I understand well the impact of the changes , I support the nerfs in part because the idea seems good to be " counter-productive " the existence of 2/3 players of the same class within the same party.
If the player wants to " win " , not choice the " right class " but the class / build APPROPRIATE for YOUR style of play . That the partner is part of the set , and not an extension of you .
My fear is that this trend of " balance " tends to privilege some class over another , creating " cycles Prestige / exclusion " . changes in artificial intelligence / skills in different pvp / pve alleviates these problems , as many have suggested .
About the ranger specifically ... I do not know the full impact of the changes , but they were overly powerful .
all know that this game is very privileged attack distance / control. It's not fair to single class simultaneously take damage comparable to gwf / rogue in their respective specializations given exposure melee attacker.
The gwf can still receive some improvements without causing problem in pvp , but the rogue ...
As for gwf x gf , I am skeptical about the gf did not receive anything in return - steel blitz should be taking monstrous damage - but also commented on the issue of " merging two classes , because the nerfs would be together now." Welcome to "GWF curse".
as for the ability to respec your initial ability scores, as terramak previously stated in this thread, "it's something they want to do" but it will not be part of shadowmantle. that means it's been discussed but it's currently not in any level of development. that means that it could be a part of the respec token or it could come in some other form or it may not happen at all. i would recommend to continue to voice your opinions about it in the forums.
Would be cool if they added the ability to reroll starting ability scores as part of some reincarnation gameplay mechanic similar to DDO , I'm guessing that anything like that would have to come far into the future when there's a LOT more content though.
"Chill Strike: This power now generates the correct amount of Action Points. This has resulted in roughly 50% more AP gained per use.
Chill Strike: The Mastery version of this power no longer incorrectly generates AP based on the number of targets hit.
Entangling Force: This power now generates the correct amount of Action Points. This has resulted in roughly 25% more AP gained per use."
Is that an AP nerf?! O dont know if has resulted in x% more AP before or after patch..
If I'm reading it right. If you're using them off-tab its a buff. If you're using them in the tab slot its a nerf. A 25% bonus would never make up for getting AP from 5 targets like they use to. And if it did, I don't think they would have bothered changing it.
Split Shot: The damage dealt by this power has been reduced by 30%.
Split the Sky: The return damage dealt by this power has been reduced by 60%.
Thorn Ward: The damage dealt by this power has been reduced by 20%.
I do not feel that this was well thought out. Yes, the class feels a bit over the top in the early levels, but none of these three skills feel anywhere near what they do at first, later on.
Thorn Ward, and Split the Sky were already just medium to mediocre damage at best, just handy for caves. If this is going to continue, then the Radius of these effects should be increased as well as the cool-down time be reduced.
Split Shot: Yes, early on this skill feels a bit over the top, being comparatively one shot more powerful than Wiz class equivalent but it's damage did not stay this potent as the character leveled.
Split the Sky: Already had a huge disadvantage that if the target within it's radius happen to drop any Ground target effects (I.E) gaseous webs, the StS storm would forget about the mob and attack the mobs Webs instead, now it's going to do that still, but do far less damage....
the great thing about these changes is all of this is in testing and you have the ability to go test it and give your feedback.
as for the ability to respec your initial ability scores, as terramak previously stated in this thread, "it's something they want to do" but it will not be part of shadowmantle. that means it's been discussed but it's currently not in any level of development. that means that it could be a part of the respec token or it could come in some other form or it may not happen at all. i would recommend to continue to voice your opinions about it in the forums.
That is the thing. We have given them feedback and they totally ignored the PvE community and only listened to the small PvP community. They nerfed HR in to the ground with this patch. To the person saying HR is a control class. The HR has NO control skills. So play first before commenting please. Plus not everything is like the tabletop version.
HUNTER RANGER IS NOT A DPS CLASS...IT IS NOT A STRIKER CLASS
It is a Control Class...
ARCHER RANGER is the striker ( DPS ) class
In NWO the HR IS A STRIKER CLASS. We do not have enough control to be a "Control" class. We have some decent buffs (if specced for it), but primarily we are ranged DPS with a smattering of melee. They needed to reduce the damage of Split the Sky, Thorn Ward and Split Shot, but they did NOT need to reduce the damage as much as they did. They definitley did NOT need to reduce the damage of Rapid Shot.
They need to increase the damage of Electric Shot and reduce the activation time of Aimed Shot (or they can make it uninterruptible, or allow us to move while using the skill).
Seems someone forgot to mention that Daily skill Hateful Knives (not in tool-tip) replenishes a good deal of Stealth bar, and reduces wear down time of Stealth meter while not dropping player from stealth upon use, and actually builds stealth meter for a few seconds. Adding yet another skill to the repertoire of skills/feats/features the Rogue class has to keep them hidden even longer.
From test: From one Stealth "tab" click.
Encounter Skills: Shadow Strike, BnS, Vegeance's Persuit
Featues: Razor Action, Tactics
At-Wills: Duelist's Flurry, Disheartening Strike.
Gear: Full Fey
Recovery: Only 1285
I can now use these skills, to remain hidden through a full two cycles of building A.P for Daily, since Stealth meter can now be set up to actually increase stealth meter amount as you do damage, one can effectively set them selves up to remain hidden indefinitely while continuously dealing damage. In effect, Rogue class now has two (where Stealth is concerned) versions of Lurker's Assault. While I really enjoy my Rogue, this as far as remaining hidden is concerned, needs to be reworked. You guys already have players who can exploit Stealth, and some can remain hidden for brash periods of time just by increasing certain stats. While others are using exploits, and Script Engines, this is just serving to make it even easier, to remain hidden longer, and be able to deal out far more damage while hidden.
Has there been some official statement from the designers that they decided we got our epics too easy?
One thing is fixing all the exploits and bugs. That has to be fixed of course. (or at least redesigned).
But Gauntlgrym was already a large investment of time, for what, imo was very little actual gain. I need more rewards for doing the whole thing the way it is supposed to be done. Especially the PvE parts seem utterly pointless.
All I get from GG that is actually useful to me, is the loot I can get from doing the dungeons. You can get lucky and actually win the loot from the boss, or you go farm enough Grym Coins to buy them. Glory quickly becomes pointless as the items you get are inferior, so that leaves Grym Coins.
And now it sounds like you are gonna cut the potential coin income from each GG event drastically.
Please consider adding more rewards for doing GG. For an event that takes over an hour, the rewards are not enough.
HUNTER RANGER IS NOT A DPS CLASS...IT IS NOT A STRIKER CLASS
It is a Control Class...
ARCHER RANGER is the striker ( DPS ) class
"Ranger
Martial and Primal Controller: Rangers such as the hunter use their training and skill with ranged weapons as well as a reverence for the natural world to make them champions of the wilderness.
Martial and Primal Striker: Rangers such as the scout mix a singular two-weapon combat style with a mastery of primal magic to overwhelm their foes."
This class may be called the Hunter Ranger, but they have made a Scout Class, yet they are following the class along the Hunter lines. The core idea of a Ranger class has pretty much always been Strong at Range, mediocre at Melee (But capable). The Control capability of the "Hunter Ranger" is too weak in general for them to be a Control Class in this game. Their Ranged Capability is now more of a way to annoy mobs/enemy players than much else, and their Melee is still (even with the added bonuses) sub-par. At it's core, the Ranger has always been a Striker, one with the ability/ies to back them selves up if an enemy got too close, but still a Striker, as of right now, without going and making a ton of copies (like so many do) on test, so as to max out Enchants/Runes, I have to say that the class feels vastly weaker over all. Last night I was able to survive via positioning, and planning in the area my char is in right now, granted it was not easy, and I often had to rely on my melee as a back-up, but as of today, my character in the same area, against the same mobs, is getting entirely torn apart. And no, I'm not going to make a bunch of copies and max out my test characters gems, because that is not how he would be on the live server, and it's not how the majority of players are equipped (on the live server).
Yeah, I totally agree that it's not an ideal scenario. It's something that we want to do, it just needs to get on our feature list and weighed against our other priorities.
Comments
That is a good point, you're right. But it would help for them to point that out specifically. Else this could see its way into Live, and that didnt go well for GWF's when they did this same thing. Now thier in pretty good shape after all that mess compared to right before it went live.
If that is the plan with these changes, that would be very helpful in saying "These changes are to test the low point of damage in balancing of the class"
With a simple statement like that it could
1. Confirm this is only testing a specific feel of values.
2. This wont make its way to live.
3. Ease the minds of people who are testing this class
4. Adjustments will be made from this testing.
All that from a simple statement like that. Yes this is the purpose of a preview server. But we've seen many things come from preview and bam smack into live without adjustments or lack of for that matter.
Taking 2 modules to get it back to a decent state.
(and it still needs some help on a few things right now )
I would pay for this option!
Chill Strike: The Mastery version of this power no longer incorrectly generates AP based on the number of targets hit.
Entangling Force: This power now generates the correct amount of Action Points. This has resulted in roughly 25% more AP gained per use."
Is that an AP nerf?! O dont know if has resulted in x% more AP before or after patch..
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
My CW is going to need a little testing with the nerfs to AP gain on EF and CS, probably roll with tabbed CoI from now on I suppose.
Some of those have been already fixed on the live server, they just didn't appear in the patch notes.
Also, nerfing every class to the ground is not a solution for easy epics. New and more challenging dungeons have to be added instead. According to the tooltips T1s need 5.7k-6.8k GS, T2s need 8.3k GS and T2.5s need 9.2k GS, ofc they seem easy when you have 13k GS + augment pet, since you have almost double GS than the requirements for a T2. Try doing CN 4/4 with 9.2k GS CWs, with the past few nerfs it will be almost impossible, since the adds can one-hit a 9,2k GS CW. So instead of making existing dungeons more difficult by making the classes underpowered or even unplayable, try working on a few dungeons for high GS players and make the existing dungeons doable closer to the required GS. MC, for example is a good dungeon, except for the bosses having a high probability of dropping blues, which have absolutely no value since standard mobs started to drop them too, and the fact that the last boss is impossible to do w/o exploit if you don't have at least 12k GS, since you don't have enough DPS to kill Valindra before her killing someone from your party. A 9.2k dungeon should be doable at ~10k gs with a good team.
I also don't get why people love to see other classes nerfed. Don't you ever play in a party? Or all that you care about is that you can't outdamage a CW? Nerfing any class is affecting the whole team in PvE and nerfing AP regen have absolutely no effect in PvP, since you don't spam AoEs. With the current modifications CWs will become more powerful in PvP, since single target AP gain has been increased, and much less effective in PvE since AoE AP gain has been nerfed. I already see the next patch notes saying all CW encounters and dailies had their damage reduced by 50%, since PvPers will start complaining about CWs doing more damage than their TRs or GWFs. A few more patches and CWs will have no CC & no DPS.
Ap gain is still fast enough for me but, now there are other viable options for the tab slot.
Bug report: Control Wizard: Paragon Power: Eye of the Strom
While Eye of the Storm is active neither Shard of the Endless Avalanche nor Sudden Storm crit automatically.
Can anyone else please confirm this?
Please look into it.
Ty
Confirmed , Eye of the Storm no longer causes Shard of the Endless Avalanche to crit , this needs to be a priority fix especially now that entangling force has been made all but useless in PvE
It needed a nerf in pvp for sure but on the way it works.
Pretty sure it will still be op as hell cuz the 60% dmg reduction doesnt do anything, since it doesnt have an internal cn and it proccs from every dot, attack or enchant.
So after the nerf ppl with plaguefire, bleeds and tenes wont die in 1 sec but in 2....
Just give this encounter either a max number of proccs for each target or give it an internal cd like 3-4sec, that would make it balanced in pvp and not completly useless in pve.
And the slightly rapid shot nerf feels like a 20% nerf, and either Aspect of the lone wolf or Twin-blade storm dont work still...
It was like 460-520 on my 38lvl ranger pre nerf, now it's 290-340. Now I've found a new meaning of a word "slightly".
Yeah, idd what I was talking about. It even more then 30%. Would like to see numbers from lvl 60 Rangers.
The information on the character sheet wen't ape**** after this update
GF is the most broken bugged class, the class that the most need serious fixes and boosts, but you continue to hurt it with incomprehensible nerfs.
Module 2 literally will kill GF couse we give for gift our most characterstic power (ea. mark) to GWF gaining in exchange only <font color="orange">HAMSTER</font>!
In module one it was nerfed and you destroy stalwart.
Between the two module, GF only had nerfs and bugs.
PS.
ok for renaming respec token in respec character, but it is not correct because we can not respec initial roll choice. We need to respec that roll because a lot of us started to play from open beta when we couldn't know how make well that chioice.
as for the ability to respec your initial ability scores, as terramak previously stated in this thread, "it's something they want to do" but it will not be part of shadowmantle. that means it's been discussed but it's currently not in any level of development. that means that it could be a part of the respec token or it could come in some other form or it may not happen at all. i would recommend to continue to voice your opinions about it in the forums.
If the player wants to " win " , not choice the " right class " but the class / build APPROPRIATE for YOUR style of play . That the partner is part of the set , and not an extension of you .
My fear is that this trend of " balance " tends to privilege some class over another , creating " cycles Prestige / exclusion " . changes in artificial intelligence / skills in different pvp / pve alleviates these problems , as many have suggested .
About the ranger specifically ... I do not know the full impact of the changes , but they were overly powerful .
all know that this game is very privileged attack distance / control. It's not fair to single class simultaneously take damage comparable to gwf / rogue in their respective specializations given exposure melee attacker.
The gwf can still receive some improvements without causing problem in pvp , but the rogue ...
As for gwf x gf , I am skeptical about the gf did not receive anything in return - steel blitz should be taking monstrous damage - but also commented on the issue of " merging two classes , because the nerfs would be together now." Welcome to "GWF curse".
Would be cool if they added the ability to reroll starting ability scores as part of some reincarnation gameplay mechanic similar to DDO , I'm guessing that anything like that would have to come far into the future when there's a LOT more content though.
If I'm reading it right. If you're using them off-tab its a buff. If you're using them in the tab slot its a nerf. A 25% bonus would never make up for getting AP from 5 targets like they use to. And if it did, I don't think they would have bothered changing it.
Split the Sky: The return damage dealt by this power has been reduced by 60%.
Thorn Ward: The damage dealt by this power has been reduced by 20%.
I do not feel that this was well thought out. Yes, the class feels a bit over the top in the early levels, but none of these three skills feel anywhere near what they do at first, later on.
Thorn Ward, and Split the Sky were already just medium to mediocre damage at best, just handy for caves. If this is going to continue, then the Radius of these effects should be increased as well as the cool-down time be reduced.
Split Shot: Yes, early on this skill feels a bit over the top, being comparatively one shot more powerful than Wiz class equivalent but it's damage did not stay this potent as the character leveled.
Split the Sky: Already had a huge disadvantage that if the target within it's radius happen to drop any Ground target effects (I.E) gaseous webs, the StS storm would forget about the mob and attack the mobs Webs instead, now it's going to do that still, but do far less damage....
HUNTER RANGER IS NOT A DPS CLASS...IT IS NOT A STRIKER CLASS
It is a Control Class...
ARCHER RANGER is the striker ( DPS ) class
That is the thing. We have given them feedback and they totally ignored the PvE community and only listened to the small PvP community. They nerfed HR in to the ground with this patch. To the person saying HR is a control class. The HR has NO control skills. So play first before commenting please. Plus not everything is like the tabletop version.
In NWO the HR IS A STRIKER CLASS. We do not have enough control to be a "Control" class. We have some decent buffs (if specced for it), but primarily we are ranged DPS with a smattering of melee. They needed to reduce the damage of Split the Sky, Thorn Ward and Split Shot, but they did NOT need to reduce the damage as much as they did. They definitley did NOT need to reduce the damage of Rapid Shot.
They need to increase the damage of Electric Shot and reduce the activation time of Aimed Shot (or they can make it uninterruptible, or allow us to move while using the skill).
LOL!
From test: From one Stealth "tab" click.
Encounter Skills: Shadow Strike, BnS, Vegeance's Persuit
Featues: Razor Action, Tactics
At-Wills: Duelist's Flurry, Disheartening Strike.
Gear: Full Fey
Recovery: Only 1285
I can now use these skills, to remain hidden through a full two cycles of building A.P for Daily, since Stealth meter can now be set up to actually increase stealth meter amount as you do damage, one can effectively set them selves up to remain hidden indefinitely while continuously dealing damage. In effect, Rogue class now has two (where Stealth is concerned) versions of Lurker's Assault. While I really enjoy my Rogue, this as far as remaining hidden is concerned, needs to be reworked. You guys already have players who can exploit Stealth, and some can remain hidden for brash periods of time just by increasing certain stats. While others are using exploits, and Script Engines, this is just serving to make it even easier, to remain hidden longer, and be able to deal out far more damage while hidden.
One thing is fixing all the exploits and bugs. That has to be fixed of course. (or at least redesigned).
But Gauntlgrym was already a large investment of time, for what, imo was very little actual gain. I need more rewards for doing the whole thing the way it is supposed to be done. Especially the PvE parts seem utterly pointless.
All I get from GG that is actually useful to me, is the loot I can get from doing the dungeons. You can get lucky and actually win the loot from the boss, or you go farm enough Grym Coins to buy them. Glory quickly becomes pointless as the items you get are inferior, so that leaves Grym Coins.
And now it sounds like you are gonna cut the potential coin income from each GG event drastically.
Please consider adding more rewards for doing GG. For an event that takes over an hour, the rewards are not enough.
"Ranger
Martial and Primal Controller: Rangers such as the hunter use their training and skill with ranged weapons as well as a reverence for the natural world to make them champions of the wilderness.
Martial and Primal Striker: Rangers such as the scout mix a singular two-weapon combat style with a mastery of primal magic to overwhelm their foes."
This class may be called the Hunter Ranger, but they have made a Scout Class, yet they are following the class along the Hunter lines. The core idea of a Ranger class has pretty much always been Strong at Range, mediocre at Melee (But capable). The Control capability of the "Hunter Ranger" is too weak in general for them to be a Control Class in this game. Their Ranged Capability is now more of a way to annoy mobs/enemy players than much else, and their Melee is still (even with the added bonuses) sub-par. At it's core, the Ranger has always been a Striker, one with the ability/ies to back them selves up if an enemy got too close, but still a Striker, as of right now, without going and making a ton of copies (like so many do) on test, so as to max out Enchants/Runes, I have to say that the class feels vastly weaker over all. Last night I was able to survive via positioning, and planning in the area my char is in right now, granted it was not easy, and I often had to rely on my melee as a back-up, but as of today, my character in the same area, against the same mobs, is getting entirely torn apart. And no, I'm not going to make a bunch of copies and max out my test characters gems, because that is not how he would be on the live server, and it's not how the majority of players are equipped (on the live server).
Thanks heaps terramak. If it adds weight to the priorities, there are a reasonable number of open wallets in this thread in eager anticipation to spend... http://nw-forum.perfectworld.com/showthread.php?248972-Include-Ability-Score-Rolling-When-Using-Respec-Tokens/