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Shadowmantle Preview Patch Notes NW.14.20140224a.7

panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
New Features
New PvP stat: Tenacity
Tenacity, a new PvP resistance stat has been added to the game. It will be present on new and existing gear and grants the following effects:
  • Increased damage resistance against players.
  • Decreased incoming critical strike severity from players.
  • Increased control resistance against players.
A base 10% of each of these effects will be granted to all players regardless of tenacity. Control Wizards also penetrate a portion of an opponent’s control resistance.

New PvP Effect: Healing Depression
In addition to the introduction of tenacity, an additional effect; healing depression, has been added to the game. If a player has been struck by another player within the last 10 seconds, the potency of incoming healing and temporary hit points will be reduced by 50%.
The combined effect of these two additions is to reduce the occurrence of exceptionally short and exceptionally long PvP encounters, resulting in combat with a more normal length where strategy and player skill play a larger role.

New Feature: PvP Leaver Penalties
Leaving a PVP match that is currently in progress will incur a leaver penalty for 30 minutes. During this time an affected player may not queue for any content using the queue system.
See detailed article here.

New Feature: PvP Matchmaking
PvP Domination matches will now attempt to find similarly skilled opponents for players when queuing for a match. Over time the Elo-style matchmaking system will find better and better opponents for you or your party to face that is appropriate for your skill level.
See detailed article here.

Patch Notes
Gift of Tymora Returns!
  • Fools’ Crown of Neverwinter is now Bind on Equip and has one free appearance change.
  • Profession rewards now include the Aqua Regia and Aqua Vitae alchemy resources.
  • Rare armor pieces and weapons have been removed from the Gift of Tymora box."
  • Sword Coast Adventures is celebrating the Tymora’s Gift event too! Gift of Tymora items have been spotted all up and down the coast.
  • Two new items have been added to the Gift of Tymora box; Tymora’s Lucky Coin and Tymora’s Lucky Enchantment!

Content and Environment
  • A new quest, “Daily PvP Domination Victory,” is now available from the Battlemaster in the Trade of Blades, this quest awards Glory and a Seal of Triumph.
  • The daily quest “Daily PvP Domination” now rewards Glory in addition to Astral Diamonds.
  • The daily quest “Daily Gauntlgrym PvP” now rewards Glory and a Seal of Triumph in addition to Astral Diamonds.
  • Mannequins displaying the “Profound” armor sets have been added to the Trade of Blades.
  • Temple of the Spider: Adjusted colission in this dungeon to prevent players needing to use the /stuck command.
  • Guards have been added to safe areas throughout the Sword Coast where quest givers reside.

Classes and Balance
General Changes
  • The following adjustments have been made to the control effect, prone:
    • The minimum time a player will remain in a prone state has been reduced.
    • The duration of prone effects is now properly reduced by control resist.
    • Many powers have had their base prone times slightly increased to keep about the same overall effect.

Class Changes
  • Control Wizard
    • Icy Rays: Power has been adjusted to be more responsive and the attack animation is now faster.
  • Devoted Cleric
    • Linked Spirit: Now triggers on the first tick of heal of time effects.
  • Guardian Fighter
    • Guard: Now blocks targeted player powers that do not originate from the caster regardless of facing.
    • Mark: Now applies a "Focused Mark" on the target. This effect does not end if the affected target damages you. Only one target may be affected by focused mark at a time. If a new target is selected, an existing target’s focused mark will be converted to a standard mark.
    • Lunging Strike: Now deals 1/3rd of its damage in a cone behind the primary target. Threat will be generated on these targets as if they were struck for the full amount.
    • Enforced Threat: Target cap has been increased from 5 to 8.
    • Griffons Wrath: Animation lock has been reduced.
    • Kneebreaker: Now moves the player slightly closer to the target when activated.
    • Knight's Challenge: Cooldown has been reduced from 28 to 20 seconds. Now only enters cooldown when the target has been killed or the effect’s duration has elapsed.
    • Anvil of Doom: Animation lock has been reduced.
    • Supremacy of Steel: Will no longer be triggered by reactive damage sources.
    • Iron Warrior: While under the effect of Iron Warrior, players will now generate 150% more threat.
    • Bull Charge: Lunge distance has been increased from 18’ to 28’.
  • Hunter Ranger
    • Forest Meditation: Is no longer considered a melee attack.
    • Constricting Arrow: The ongoing negative effect is now considered a control effect and may be removed by control immunity or prevented by Guardian Fighter’s guard.
  • Trickster Rogue
    • Impact Shot: The overall potency of this power has been reduced. Damage dealt is now increased based on the number of remaining charges.

Paragon Path Changes
  • Iron Vanguard
    • Feat Reinforced Surge: Now increases damage by 1/2/3/4/5%. Additional prone duration has been reduced to .1/.2/.3/.4/.5 seconds.
    • Frontline Surge: Cooldown has been reduced from 20 to 19 seconds. Target cap has been increased from 3 to 5. Damage has been reduced by 25%. Prone duration has been reduced against players. The ground splat has been increased to better represent effect area.
    • Threatening Rush: Now requires a slight delay before reactivation if canceled early.
  • Spellstorm Mage
    • Storm Fury: Damage has been increased by 50%. May now only strike a target once every two seconds. Will no longer be triggered by other reactive damage sources.
  • Stormwarden
    • Split the Sky: Will no longer be triggered by reactive damage sources.
  • Swordmaster
    • Crescendo: Now requires a target in order to activate.

Items and Economy
  • Glory rewards for Domination levels 51+ have been reduced.
    • The reduction is very small at level 51, and increases until level 60. Glory rewards for both winning and losing have been reduced equally, as well as glory rewards for placing in the top 5 in domination, and the top 10 in Gauntlgrym.
    • Glory rewarded for winning a level 60 Domination match has been reduced from 700 to 500.
    • Glory rewarded for winning a level 60 Gauntlgrym match has been reduced from 1,050 to 1,000.
  • The amount of Glory a character can store has been increased from 25,000 to 50,000.
  • A new PvP currency, Seals of Triumph, has been added.
    • Players may exchange unwanted Seals for 250 Glory in the Trade of Blades.
  • There are now multiple vendors present in the Trade of Blades.
    • PvP stores have received some sorting and naming updates to make them more intuitive.
  • New epic PvP equipment has been made available for purchase in the Trade of Blades.
    • Three new sets of Tier 2 “Grim” PvP armor have been made available per class for purchase via Glory & Seals of Triumph.
    • Three new sets of Tier 2 “Profound” PvP armor have been made available per class for purchase via Glory & Seals of Triumph.
  • New rare PvP equipment has been made available for purchase in the Trade of Blades.
    • This includes main hands, off hands, armor and arms for all classes at level 15, 25, 35, 45 and 55.
  • A temporary vendor, “Gauntlgrym Trader,” has been added to the Trade of Blades.
    • Players may use this vendor to exchange unwanted Grym Coins for 50 Glory a piece.
    • Players may use this vendor to exchange Tier 2 PvE “Gauntlgrym” equipment for Tier 2 PvP “Grim” equipment.
  • The “Gauntlgrym Trade Vendor” in Gauntlgrym will now exchange unwanted Grym Coins for 50 Glory a piece.
  • Random equipment drops from leveling bracket (Lv10-59) domination matches now feature Tenacity.
  • There is now an epic PvP equipment collections category, New titles have been added corresponding to each PvP set.
  • The Dreadwarrior companion's Siphon Strike now more predictably triggers its buff to players.

User Interface
  • Foundry Catalog
    • Now features an option to hide previously completed and in progress quests. This option is enabled by default.
    • Now notes if a quest has been previously completed or is in progress.
    • Now displays entries by pages instead of an endlessly scrolling list.
  • Rearrange HUD now properly functions again.

Localization
  • New items will now glow instead of displaying the word “New” when the client is set to any language other than English.
  • The dates on events listed in the calendar will no longer go outside the pop up window in some languages.
  • Status debuff FX pop ups such as "Tricked" and "Dazed" now have localized text on the FX.
  • Resolved a couple instances where Sun Elf was being referenced instead of High Elf in some languages.

Performance
  • The default settings for Intel graphic chipsets has been adjusted to a more appropriate level.

Resolved Issues and Bug Fixes
  • An issue where a player would be erroneously disbanded from their party and removed from a PvP match upon reconnecting after a short disconnect.
  • An issue where players could bypass certain encounters in the Temple of the Spider.
  • An issue that could cause the professions task list to not load properly.
  • An issue where floating health powerups found in PvP matches would not disappear or play their FX when collected.
  • An issue where the Control Wizard power Chilling Presence could have more than 6 stacks of chill on a target.
  • An issue where the Control Wizard power “Maelstrom of Chaos” and the Great Weapon Fighter power “Slam” could affect control immune targets.
  • An issue where the Devoted Cleric feat “Linked Spirit” could be triggered by activating “Channel Divinity” after casting a heal.
  • An issue where Guardian Fighters took more guard damage from enemies with target powers.
  • An issue where the Guardian Fighter feat “Crushing Pin” would affect the activating player.
  • An issue where the Guardian Fighter power “Lunging Strike” would activate the feat “Crushing Pin” without the corresponding feat “Powerful Strike.”
  • An issue where powers activated during the charge up time of the Hunter Ranger power “Aimed Shot” would trigger after the charge but before the power was fired.
  • An issue where the duration of the Hunter Ranger mechanic “Grasping Roots” was not properly affected by control resist.
  • An issue where the Hunter Ranger feat “Master of Combat” would affect the activating player.
  • An issue where the tooltip for the Great Weapon Fighter power “Mighty Leap” failed to indicate it causes the player to dodge attacks.
  • An issue where the Iron Vanguard paragon path did not have a description for Great Weapon Fighters.
  • An issue where the word opponent was misspelled on the tooltip for the Trickster Rogue power “Dazing Strike.”
  • An issue where the tooltip for the Trickster Rogue power “Vengeance’s Pursuit” displayed higher estimated damage in the power selection window than on the hotbar.
  • An issue where the artifact “Aurora’s Whole Realms Catalogue” benefited from damage buffs.
  • An issue where the consumable “Potion of Heroism” did not affect Hunter rangers correctly.
  • An issue where players were unable to properly claim their 24 slot Bags of Holding and Adventurer Helper Kits after purchasing the "Hunter Ranger Booster Pack" through the Arc website.
  • An issue where the daily quests to complete the "Gate Crashers" and "Pit Fight" skirmishes would not reliably give credit upon completion.
  • An issue where map background images would not properly display in the map tab.

Known Issues
  • An issue where loading into the Blacklake District on some video settings may cause a client crash. (This will be resolved in the .2 or higher build.)
  • An issue where the descriptions for the daily quests “Daily PvP Domination” and “Daily Gauntlgrym PvP” fail to indicate the proper rewards.
  • An issue where some equipment slots for some classes in certain level bands fail to appear as rewards from leveling bracket domination matches.
  • An issue where the power factor displayed in the name of some PvP leveling equipment is incorrect.
  • An issue where the names of certain low level PvP equipment are misleading relative to their stats.
  • An issue where the Guardian Fighter weapon "Profound Longsword of the Conqueror" is not available for purchase in the Trade of Blades.
Post edited by panderus on
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Comments

  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited February 2014
    UPDATE (3/5 1:20pm): Preview will be updated to the .7 later this afternoon. Updated patch notes above including:
    • Fools’ Crown of Neverwinter is now Bind on Equip and has one free appearance change.
    • Profession rewards now include the Aqua Regia and Aqua Vitae alchemy resources.
    • Rare armor pieces and weapons have been removed from the Gift of Tymora box."
    • Sword Coast Adventures is celebrating the Tymora’s Gift event too! Gift of Tymora items have been spotted all up and down the coast.
    • Two new items have been added to the Gift of Tymora box; Tymora’s Lucky Coin and Tymora’s Lucky Enchantment!
    • Combat: Knight's Challenge has a further reduced cooldown.
    • Content: Temple of the Spider: Adjusted colission in this dungeon to prevent players needing to use the /stuck command.
    • Localization: Status debuff FX pop ups such as "Tricked" and "Dazed" now have localized text on the FX.

    UPDATE (2/27 10:30am): Preview will be taken down at 3pm PST to apply this build.

    Patch notes posted a bit early for your feedback. We tried an updated format to make it read better. These are the complete patch notes for all of this release's build, previous "Shadowmantle PvP" patch notes are all rolled into here as well as a few new ones.

    Preview is currently scheduled to be updated mid-late afternoon tomorrow 2/26. I will update when I have a more clear time.
  • dardovedardove Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited February 2014
    panderus wrote: »
    The Hunter Ranger pack now properly allows players to claim the 24 slot Bags of Holding and Adventurer Helper Kits when purchased through the Arc website.

    Ah, that explains why I had issues last week.
  • kolbe11kolbe11 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited February 2014
    panderus wrote: »

    Guardian Fighter
    • Guard: Now blocks targeted player powers that do not originate from the caster regardless of facing. Awesome! Thank you!
    • Mark: Now applies a "Focused Mark" on the target. This effect does not end if the affected target damages you. Only one target may be affected by focused mark at a time. If a new target is selected, an existing target’s focused mark will be converted to a standard mark.
      Interesting, but I think most of us would rather have a shorter mark animation than a change to some primary/normal marking system. Threat has not been an issue in a while.
    • Lunging Strike: Now deals 1/3rd of its damage in a cone behind the primary target. Threat will be generated on these targets as if they were struck for the full amount.
      Awesome! Thank you!
    • Enforced Threat: Target cap has been increased from 5 to 8.
      Awesome! Thank you!
    • Griffons Wrath: Animation lock has been reduced.
      Awesome! Thank you!
    • Kneebreaker: Now moves the player slightly closer to the target when activated.
      Awesome! Thank you!
    • Knight's Challenge: Cooldown has been reduced from 28 to 20 seconds. Now only enters cooldown when the target has been killed or the effect’s duration has elapsed.
      Awesome! Thank you! I very much appreciate the thought put into this,
    • Anvil of Doom: Animation lock has been reduced.
      Awesome! Thank you!
    • Supremacy of Steel: Will no longer be triggered by reactive damage sources.
      Awesome! Thank you!
    • Iron Warrior: While under the effect of Iron Warrior, players will now generate 150% more threat.
      Meh, again, threat really isn't an issue.
    • Bull Charge: Lunge distance has been increased from 18’ to 28’.
      Awesome! Thank you!
    panderus wrote: »
    Iron Vanguard
    • Crescendo: Now requires a target in order to activate.
      This is a Swordmaster encounter, not an Iron Vanguard one.
    • Feat Reinforced Surge: Now increases damage by 1/2/3/4/5%. Additional prone duration has been reduced to .1/.2/.3/.4/.5 seconds.Fair enough given the Frontline Surge cooldown
    • Frontline Surge: Cooldown has been reduced. Target cap has been increased from 3 to 5. Damage has been reduced by 25%. Prone duration has been reduced against players. The ground splat has been increased to better represent effect area.Awesome! Thank you!
    • Threatening Rush: Now requires a slight delay before reactivation if canceled early.
      Sigh, well, that'll affect GWF's more than GF's anyways

    While I think many of us GF players will appreciate the attention we have been yearning for and will surely appreciate some of these changes, it still does not address the core issues that many threads in the Barracks and here keep covering. So while this is good news, it still, at least for me, bums me out a bit.

    Guardian: Primary role; A warrior who fights with a shield and heavy armor, thus able to fight with a high degree of survivability and control the battle around him or her.
    Yet its primary role can still be done just as well or better by other classes
    Fighter: Secondary role; Fighter which uses tactics and placement while fighting the enemy intelligently.
    Yet its secondary role still lacks the DPS to even warrant the name "Fighter". It should be Guardian Turtle.

    So even with these changes, the GF still only has 50% of the DPS any other class (except DC) and that makes them rather undesirable still. That said, none of these changes will make any difference in winning the hearts of players to have them on any Dungeon Delve team outside of Frozen Heart.

    In summary, I hope these changes are simply the beginning of some process of incremental balance and that more ideas are just waiting in the wings for some level of testing. We GF's sorely need it and the IV buffs only help GWF's out in the long run.

    None the less, thank you for acknowledging and attempting to make GF's better.
    "It is said that idle hands are the Devil's tools: Idle geek hands, however, came up with gunpowder, nuclear weapons, and toilet plungers." -Illiad
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited February 2014
    kolbe11 wrote: »
    *snip*

    So even with these changes, the GF still only has 50% of the DPS any other class (except DC) and that makes them rather undesirable still. That said, none of these changes will make any difference in winning the hearts of players to have them on any Dungeon Delve team outside of Frozen Heart.

    In summary, I hope these changes are simply the beginning of some process of incremental balance and that more ideas are just waiting in the wings for some level of testing. We GF's sorely need it.

    None the less, thank you for acknowledging and attempting to make GF's better.

    We don't have any definitive plans or release dates yet, but we recognize that this is an issue we need to address.
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited February 2014
    Will this build go live tomorrow? Just curious because you summed up all the changes across various updates.
  • blureelblureel Member Posts: 163 Arc User
    edited February 2014
    I'm looking forward to the skill level matching in the new PVP! I like the leaver penalty idea, but I think it only solves half the problem with players who give up. Yes, many of the players who give up leave the match, but there are also players who give up and sit in the spawn camp for the rest of the match which is just as bad as the players who leave. I think the penalty system will increase the amount of players who sit in the spawn camp.

    I hope the skill level matching system rolls out quickly enough that we don't see this behavior become prevalent.
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited February 2014
    loboguild wrote: »
    Will this build go live tomorrow? Just curious because you summed up all the changes across various updates.

    Not live tomorrow. It is scheduled to go to Preview tomorrow though.
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited February 2014
    Can i know why control wizard can bypass tenacity while clerics must suffer from Healing Depression greater or greatest among all classes?
  • kunekadenkunekaden Member, Neverwinter Beta Users Posts: 115 Bounty Hunter
    edited February 2014
    Feedback:

    This just seems like a summary of updates that have already been pushed to preview for the most part?

    Where is the Deep Gash fix? Any ETA or acknowledgement that this feat is being worked on?
    By how much is Frontline Surge recast timer being decreased?
  • trippysmurf1trippysmurf1 Member Posts: 188 Bounty Hunter
    edited February 2014
    senti GWFs are too powerful.
    fix deep gash
    fix armor pen for all classes.
    high prophet boots have been bound since beta.

    i.e. please fix old bugs and balance issues before releasing new content.
  • melodywhrmelodywhr Member Posts: 4,220 Arc User
    edited February 2014
    there's not a LOT of class changes, nor are they across the board, but i thought i would ask since it may come up:

    will there be a retraining token issued with this release when it goes live?
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited February 2014
    Just curious, but since most updates give the enemies for that update in the foundry and this update is about PVP, will the adventurer encounters be finished? We still need ranger, rogue, and GWF, might as well through in warlock too since we have an warlock NPC in the Dread Ring already.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited February 2014
    Unresolved Issues
    • "An issue where ..." appears preceding every note in Resolved Issues and Known Issues sections.

    :rolleyes: :p
  • todesfaelletodesfaelle Member Posts: 1,370 Arc User
    edited February 2014
    panderus wrote: »
    Guardian Fighter
    • Guard: Now blocks targeted player powers that do not originate from the caster regardless of facing.
    • Mark: Now applies a "Focused Mark" on the target. This effect does not end if the affected target damages you. Only one target may be affected by focused mark at a time. If a new target is selected, an existing target’s focused mark will be converted to a standard mark.
    • Lunging Strike: Now deals 1/3rd of its damage in a cone behind the primary target. Threat will be generated on these targets as if they were struck for the full amount.
    • Enforced Threat: Target cap has been increased from 5 to 8.
    • Griffons Wrath: Animation lock has been reduced.
    • Kneebreaker: Now moves the player slightly closer to the target when activated.
    • Knight's Challenge: Cooldown has been reduced from 28 to 20 seconds. Now only enters cooldown when the target has been killed or the effect’s duration has elapsed.
    • Anvil of Doom: Animation lock has been reduced.
    • Supremacy of Steel: Will no longer be triggered by reactive damage sources.
    • Iron Warrior: While under the effect of Iron Warrior, players will now generate 150% more threat.
    • Bull Charge: Lunge distance has been increased from 18’ to 28’.

    Guard: I like how we can now guard those AoE splats that do not have an origin. It sucks when we get Dazed by that AoE attack that the boss has in Death Forge even with Guard up. This should be useful in a lot of ways although it may vary by situation.
    Mark: Although this is one step closer to making the GF's Tab Mechanic a little more useful, I think everyone can say that this is still lacking. Would it be too overpowered to turn our Tab Mechanic into a "Hard Taunt"? Where monsters who are affected by Focused Mark will be locked in combat with us until we decide to remove the Mark? This would allow us to fulfill our purpose so much easier and allow us some breathing room in terms of building our GF's. Some tank players would like to generate their threat in more graceful manners rather than relying on "raw" threat from DPS. We've got our Threat increase skills, but we are lacking hard taunts.
    Lunging Strike: This is AWESOME. The target cap is a bummer but still, very well thought of. I love this improvement.
    Enforced Threat: Same here, this is very nice. We get to produce 66% more threat as long as there are enough mobs present thanks to the increase in target cap.
    Griffon's Wrath: Tested this back then in Preview and it definitely feels a lot more fluid.
    Kneebreaker: I'm not so sure about this one. I mean it moves us closer to our opponents but it doesn't make it any more useful. If the slow was significant enough like the one we see from the TR's Courage Breaker, I guess that would merit using such a debuff as it'll be an effective way to cripple the opponent without the use of Daze, Stun or Prone skills. Slow is such an underrated Debuff in the game.
    Knight's Challenge: Please do not let this go through to live. It is abysmally bugged like Knight's Valor. I humbly request that these "toggle" skills be scrapped in place of more stable non-toggle skills. In the heat of battle, the one thing you can't afford to have on your skill bar is a bugged skill which your build relies on to protect your allies. Knight's Valor and Knight's Challenge will be in the same boat after this change pulls through.
    Anvil of Doom: Yes this one definitely feels more fluid. I love this skill, specially when feated. I'm pretty sure we should see some GF's rocking this much more than before, but then again, the GF population is technically close to extinction.
    Supremacy of Steel: Not much to say. I guess this is goodbye to Storm Fury vs. Supremacy of Steel scenarios in PVP.
    Iron Warrior: One of the improvements I love the most about this patch as it would synergize very well with our other methods of generating threat. Thank you very much for this.
    Bull Charge: Gone are the days that we'd stop in the middle of our lunging animation because the opponent was too fast!

    All in all there are a LOT more improvements that can be made for Guardian Fighters, but this is a good start with the exception of Knight's Challenge turning into a toggle. Some other areas about the GF that could be made would be Guard Potency, Weapon Damage scaling with Encounter Damage for increased DPS, improvements to the underused Protector Path (the primary tanking path), etc.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited February 2014
    Feeback: Guardian Fighter

    I still think Gf tab ability is the most glaring weakness in GF overall. Making it last longer just makes it a subpar ability that lasts longer. Quick comparison:

    Gwf: up to FIFTY percent more dr, temp hp, increased atk speed
    Cw : an EXTRA encounter power with additional abilities
    Tr : INVISIBILITY and increased damage on all attacks
    Dc : alternative at wills and increased and bonus powers on ALL encounter powers
    Hr : completely changes functions of at wills and encounters giving AWESOME utility for many situations

    Gf : plus 8 percent damage and some threat (that no gf actually needs, pulling aggro in pve can be done fine with mark the way it is now ie. threat rush and enforced threat. our tab needs extra abilities that give us damage, survivability or utility, not threat)

    The primary class feature of Guardian Fighters is actually more powerful for gwf because of the plus fifteen percent dmg feat gwf have access to.

    This strikes me as the weakest and least inspired class feature in the game.

    The activation time on Tide of Iron and Shield Bash render them pretty much useless altogether (like many other GF skills a few of which are being looked at here, thanks).

    I haven't hopped back onto Preview yet but last I checked, you ruined Knight's Challenge. Giving it the same type of cooldown as Knight's Valour also gave it a horrendous bug that has been posted over and over again. Please revert it back and, while you're at it, change Valour to a normal cooldown so it isn't bugged anymore.

    TL: DR Tab still sucks, please don't ruin Knight's Challenge.
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited February 2014
    I'm pretty sure we should see some GF's rocking this much more than before, but then again, the GF population is technically close to extinction.

    All in all there are a LOT more improvements that can be made for Guardian Fighters, but this is a good start with the exception of Knight's Challenge turning into a toggle. Some other areas about the GF that could be made would be Guard Potency, Weapon Damage scaling with Encounter Damage for increased DPS, improvements to the underused Protector Path (the primary tanking path), etc.

    Same was with the GWF prior to module 2 and now they are everywhere :)

    I like the changes and i would add to the wish list the rework for some weapon dmg based enchantments so the gf can benefit from them also, maybe put a fix bonus damage?!
  • frariifrarii Member Posts: 0 Arc User
    edited February 2014
    As a GF i like they are adressing probably our biggest problem in terms of playability... our slow animations, more than DPS output, more than threat, and sure more than Guarding attacks, is our slowliness that makes us cringe, some of the changes are really good, mainly the enforced threat targets increase (should be without mmax, if you yell you yell to all who is arround you), the frontline surge is a good change, i dont care about the 25% damage reduction, and the lunging strike is also good change, the others are mostly pvp oriented changes and i feel they are going in good direction...

    Now... if you want to really really fix GF and make them on par with any other class... 3 really easy changes:

    Increase speed of cleave animation 0.1s in 2 first attacks and 0.2s in the final one.
    Increase uptime of "into the fray" to at least 80%.
    Increase speed of animation of Villain's menace and fighters recovery slightly and in VM buff it slightly in terms of DPS done while buffed.

    So three easy fixes... and our DPS would be better... and our party desiderability would be again great.
  • warpetwarpet Member Posts: 1,969 Arc User
    edited February 2014
    dps of gf is not a problem and dose not need to be bigger all gf needs is more utily on some of his buffs knights valor should improve damage of efected target by 10% iron warior should improve our resist by 20% or makes us cc imune to and into the fray should allways give 5% damage buff and at tactician 5% more and wms should mark with this changes i posted gf would be more wanted i dont want gf to be another dps class when he can be tank and good team buffer and support as for pvp gf dose not lack dps there at all if run iron vangourd
  • ryugasiriusryugasirius Member Posts: 996 Arc User
    edited February 2014
    Enforced Threat: Same here, this is very nice. We get to produce 66% more threat as long as there are enough mobs present thanks to the increase in target cap.

    Increasing the cap but leaving the power "blind" won't help us much.

    The skill should affect targets with least threat, rather than being based on distance. As it is now, we keep reapplying it to mobs that are already taunted and already following us, because they will always be closer (the power has an execution delay that allows most mobs to close any distance we managed to gain, and we are certainly not known as a mobile class), rather than everything else that needs to be taunted in the room.
  • todesfaelletodesfaelle Member Posts: 1,370 Arc User
    edited February 2014
    Increasing the cap but leaving the power "blind" won't help us much.

    The skill should affect targets with least threat, rather than being based on distance. As it is now, we keep reapplying it to mobs that are already taunted and already following us, because they will always be closer (the power has an execution delay that allows most mobs to close any distance we managed to gain, and we are certainly not known as a mobile class), rather than everything else that needs to be taunted in the room.

    But it's a start, right? You should write your detailed feedback. :) I'm sure the devs would be more than inclined to listen to an experienced player like yourself. I personally am not yet content with what we have, but it's relieving that the undesirability of the class is being addressed. If I could have an Enforced Threat that has a zero target cap, I'd be ecstatic!
  • l3g10nna1rel3g10nna1re Member, NW M9 Playtest Posts: 372 Arc User
    edited February 2014
    @ panderus

    In Regards to the Guardian Fighter, What is the basic Block/Guard Value ? is it 10,000 points 20,000 points? the reason i ask is when usin the Gaurd/Block ability in mob heavy situations even when full Tank Spec and with Tier 2 PVP gear to increase block by 25% and 15% trait it seems to run down VERY quickly iI was wondering iif we can perhaps have a review of the guard ability, maybe double the value it currently is now ? before Buffs,
  • charononuscharononus Member Posts: 5,715 Arc User
    edited February 2014
    @ panderus

    In Regards to the Guardian Fighter, What is the basic Block/Guard Value ? is it 10,000 points 20,000 points? the reason i ask is when usin the Gaurd/Block ability in mob heavy situations even when full Tank Spec and with Tier 2 PVP gear to increase block by 25% and 15% trait it seems to run down VERY quickly iI was wondering iif we can perhaps have a review of the guard ability, maybe double the value it currently is now ? before Buffs,

    Pretty sure you can block more than 3 hits in a row, so you already have more than you should compared to other classes.
  • grw0lfgrw0lf Member Posts: 10 Arc User
    edited February 2014
    A very nice start to improve the GF's viability. Although I do agree with the other comments that it's not yet done.
    A capless enforced taunt would be awsome. You could settle that by making the marks from ET 'normal marks' which leave by getting damage from those mobs.
    A hard taunt is what we really need, though. A mark which doesn't go off unless we get killed or 'unmark' them. Cap that at say 3 to avoid it to become overpowered. Add some nice buffs at the hard taunt and we'll be a whole lot more wanted in dungeons.
    Also, I'd like you to see what people think about adding enchantments to our shield, rather then our sword. I'd love to have my plaguefire on my shield to add those (de)buffs, rather then losing my defensive status with shield and cleaving around to apply the plaguefire.
  • zippichzippich Member, NW M9 Playtest Posts: 93 Arc User
    edited February 2014
    I still have the feeling that the GF is right and the rest is wrong :) Anyway, good changes, even they are not new (were in previous preview patch notes).

    Two suggestions:
    - change the way how is the Damage Reduction calculated from Defense, now is it very unfriendly for guardians; more close to 1:1 ratio would be better
    - there is already too much damage in the game, so I will always prefer lowering, therefore > slower at-will animations for GWF (how can they swing big sword that fast?) and less dmg for CWs at all (I liked when they were real controllers pre-module 2)

    Many things can of course solve different dungeon design - add uncontrolable harder hitting elite enemies for example :)
  • l3g10nna1rel3g10nna1re Member, NW M9 Playtest Posts: 372 Arc User
    edited February 2014
    charononus wrote: »
    Pretty sure you can block more than 3 hits in a row, so you already have more than you should compared to other classes.

    The other classes do not Have any block ablity, Unless your refering to escape skills, Slide/Dodge/Shift/sprint etc and i was asking for a responce from Panderus not yourself in terms of a way to measure this or increase it and to be honest blocking 3 hits from a boss would be impossible,
  • frariifrarii Member Posts: 0 Arc User
    edited February 2014
    Threat generation and management is not and has never been a problem! FFS! you never, ever, ever, lose the agro of the packs you agro, and if you do it you are badly specced!
    Survivality same, never been a problem! you have the single most powerful daily in the game, fighters recovery, that puts you from 0 to max hp in a second, you have another awesome daily in villain's menace that makes you survive in 3 VT NPC packs of mobs surrounded for about 20 high level mobs, our HP and Damage reduction should've higher, because i've seen CWs with the same HP pool than me, a Max con Dwarf GF, but i wont complain about that...

    Our main problem is WE ARE SLOW, we slow down upper high end parties! those parties are only a 5% of the players, but set the opinion on the other 95%... Devs cannot redesign the whole game, they cannot rework the entire dungeons, they cannot make the combat sistem anew... so unless we change of the class is perceived, as it happened with the GWFs, they always have been viable, but before the ultra DPS buff and the bugged deep gash, nobody wanted one in a party! Now, GFs and TRs and in a lesser rank HRs are only running in guild runs because that uber endgamers set the tone for the other players, who read forums, who listens gossips, who talk ingame... and that opinion of "those who know" is: GFs, TRs, HRs are useless! Only CWs and GWFs with a high prophet DC to stack buffs are needed, the reality in a MMO... is what people perceives, like in any other enviroment.

    So we need a DPS buff... or what i really think is more important... an INTO THE FRAY uptime close to 100%, that way we would actually speed up runs, make them smoother and more fun, and smoother animations to feel less "mechanic", that way, without making us OP in PvP (into the fray is not used in pvp) we would always get our spot in all parties, we always had real use in low-mid level parties, that wont ever change, most people wont ever get to the point where nothing but GWFs and CWs are needed, but speeding up the game would get us a sure spot in ANY endgame dungeon, ANY party despite the power of it...

    So, as we cannot ask for a total rework of the game... we have to ask for something really easy to implement that would make the game more fun and the class almost perfect.
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2014
    I hope the Live release date is at least 2 months away. No need to rush this, it would be a disaster as things are now on Preview.

    And I cannot understand how at least 2 developers play CWs yet I don't see any meaningful, extended changes to our class in PvP (thanks for the resistance ignored tweak however, it's a step in the right direction, even as it's probably insufficient - remains to be seen).

    I'll make it simple:

    Even though the CW class is quite weak in Live, I prefer playing it there 100 times more than on Preview, where my experiences were pretty much horrific, regardless of enchants, build and gear used. Need I say that the most "efficient" build I tested actually has no burst and only a single CC? We're Control Wizards, our specialty should be CC.

    Conclusion:

    Please don't rush this to Live any time soon!

    Thanks.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited February 2014
    pers3phone wrote: »
    I hope the Live release date is at least 2 months away. No need to rush this, it would be a disaster as things are now on Preview.


    Please don't rush this to Live any time soon!

    Thanks.

    Changes are due within the next few weeks according to cmpinpointerror:
    When asked
    pappy43 wrote: »
    and when will these changes happen? a set date and time would be nice ^^

    He replied
    In the next few weeks!

    Here : http://nw-forum.perfectworld.com/showthread.php?615991-Items-Preview-New-PvP-Equipment&p=7348131&viewfull=1#post7348131
    YourSecretsAreOurSecrets.gif
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited February 2014
    Leveraging the news, I have 2 wishes about character customization:

    I love the art of this game, in my opinion, the best area ... but I do not particularly like much of the look of the "super saiyan hair." Front he is ok, but depending on the angle it completely loses its meaning. It seems that the vegeta becomes beackman. It would be possible to redesign this hair or launch an alternative version of the same?

    The second issue is the facial expressions. Is there any way to create personality options? I'd love to put a "joker smile" on my wizard.

    Ps: Everyone who is in this game for some time and has no personal quarrels with gwf know very well that this significant increase of damage was fundamental for the class to be viable (and by the way, that's why I created one) . While I am "a torrent of unfettered rage and anger que deals the crushing amount of damage on foe is Likely to Survive"., Everything is beautiful.

    ps2:... I was not completely honest. the "sword master" was abandoned.
  • methuselasmethuselas Member Posts: 275 Arc User
    edited February 2014
    panderus wrote: »

    Class Changes

    [*]Guardian Fighter
    • Guard: Now blocks targeted player powers that do not originate from the caster regardless of facing.
    • Mark: Now applies a "Focused Mark" on the target. This effect does not end if the affected target damages you. Only one target may be affected by focused mark at a time. If a new target is selected, an existing target’s focused mark will be converted to a standard mark.
    • Lunging Strike: Now deals 1/3rd of its damage in a cone behind the primary target. Threat will be generated on these targets as if they were struck for the full amount.
    • Enforced Threat: Target cap has been increased from 5 to 8.
    • Griffons Wrath: Animation lock has been reduced.
    • Kneebreaker: Now moves the player slightly closer to the target when activated.
    • Knight's Challenge: Cooldown has been reduced from 28 to 20 seconds. Now only enters cooldown when the target has been killed or the effect’s duration has elapsed.
    • Anvil of Doom: Animation lock has been reduced.
    • Supremacy of Steel: Will no longer be triggered by reactive damage sources.
    • Iron Warrior: While under the effect of Iron Warrior, players will now generate 150% more threat.
    • Bull Charge: Lunge distance has been increased from 18’ to 28’.

    This is a joke, right?

    Seriously, this *IS* a joke, right?

    So, thanks to "Tenacity" *EVERYONE'S* damage is reduced, yet you decide to reduce the damage frontline surge does by 25%, but only increase the number of targets by 2, reduce the prone time and reduce the cooldown a whopping one second??!?? That's the *ONLY* AOE attack a GF has. The only other class that has any kind of damage reduction to encounters is the TR and they've been OP since day one. Oh and thanks for the 25% healing nerf using Fighter's Recovery now. We can't always line up 5 targets for frontline surge.

    "Enhanced Mark", actually mark in general, is ABSOLUTELY USELESS! We can't hold it and using "Enhanced Mark" takes up a coveted slot. Oooh. Now I can mark an extra 3 opponents. Big deal. *ANY* AOE attack, by another class instantly kills our mark. In Orc Assault -CTA, I was, as a Level 60 LOSING aggro to a 7th Level Ranger.

    SEVENTH LEVEL RANGER.

    I have continually tweaked my GF and I'm still lucky to get the 3rd spot in damage done, but I'm a tank. I don't "tank the boss". I don't get the highest number of kills. I don't do the most damage. Lemme explain to you what my "role" is as a Guardian "Fighter."

    I kite.

    Kite
    1. (verb) A term in video gaming and elsewhere to describe when a ranged fighter skirmishes with a hand-to-hand fighter by running and shooting. This can have 2 purposes: a) to damage the enemy while staying outside of hand-to-hand range, or b) to make the enemy follow you so you can lead them to a specific location.

    So, let me get this straight. I'm the SLOWEST toon in the group and I'm expected to do the job of someone that has RANGED attacks AND is fast.

    You screwed us GFs, when you gave GWF Iron Vanguard. Now, we're even MORE useless. Hell, even in my guild my GF is only invited along when they need someone to kite. Yet, unlike everyone else, I can actually STAND in AOE attacks from the boss, throw up guard, TAKE the hit, instantly get my guard meter refilled AND still swing.

    Way to go, Cryptic. WAY - TO - GO!

    *rolls eyes*
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