LOL! Nerf Stalwart because too many people used it. Now nerf Knight Captain because too many people use it. Meanwhile, Sharandar and Dread Ring sets suck and the T2s remain the same. Great job giving us alternatives.
50 bucks says Timeless will be next because ''everyone is using it''. ''Here, have our new pillow-fisted Mod 3 armour (which is the same as Dread Ring which is the same as Sharandar) that pushes your defence & deflection stats so far into diminishing returns territory that the set is largely redundant''.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
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baylen76Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2014
I have to agree, this change leaves me puzzled.
The whole dungeon queueing mechanism is broken over the majority of people not wanting GFs, leading to a) players being forced to manually assemble parties over LFG (which is spammy and annoying) and b) the queue being hopelessly bottlenecked due to a lack of GFs (and to a lesser extent, DCs). These unnecessary hurdles to party-making affect newer, less connected players a LOT, which should naturally make it a priority to address - there is a lot of new customer/sales potential being lost there.
What would've been needed is an *upgrade* alternative to KC set, not a nerf. But instead, the last crutch GF class had going is taken away, amplifying both GF and queue problems. I'm sorry, but balancing dropped the ball here.
And that power rework I have little faith in; from linear gains without diminishing returns you pretty much can only go to worse. Had there been a buff involved they would've outright stated it to make the set nerf look less bad. The absense speaks for itself.
The whole dungeon queueing mechanism is broken over the majority of people not wanting GFs, leading to a) players being forced to manually assemble parties over LFG (which is spammy and annoying) and b) the queue being hopelessly bottlenecked due to a lack of GFs (and to a lesser extent, DCs). These unnecessary hurdles to party-making affect newer, less connected players a LOT, which should naturally make it a priority to address - there is a lot of new customer/sales potential being lost there.
What would've been needed is an *upgrade* alternative to KC set, not a nerf. But instead, the last crutch GF class had going is taken away, amplifying both GF and queue problems. I'm sorry, but balancing dropped the ball here.
And that power rework I have little faith in; from linear gains without diminishing returns you pretty much can only go to worse. Had there been a buff involved they would've outright stated it to make the set nerf look less bad. The absense speaks for itself.
they did said it is done because of new power system :
Knight Captain's Set: Now grants allies +15% power (down from 60%). This set has been readjusted to be much more in line with the power rework.
so we can still hope 15% more power will now boost as much as 60% used so new power should give 1 damage for ecah 6.25 power for kc set to be good as it is now
If the rework of power operates on those lines, GFs may get a boost on damage, especially if they're hooked up as a conqueror spec.
Hoping to hear some reports from people on the test shard soon...
i hope new power multiplier will be 5:1 this would boost conq gf a lot and dps lose on new nerfed gwf and hr would hit less also think 5:1 power multiplier is great for pvp then hp sacking would stop being must since atm power gives a lot less then stacking hp so hp builds win pvp easy since they lose very litle damage to satck hp
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baylen76Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2014
So, I took a rusty 17.1k conq GF with malabog weapon for some dummy bashing to test server. At time of testing it had 7.3k power, and as it was a fresh copy I was able to directly compare to the live build. Now I didn't parse a larger log as it's past 1am here, but 2 mins of dummy bashing on both game builds were good enough for a first impression (and subsequently dispel any wishful thinking).
It seemed as if cleave hit a tad harder on preview, maybe about +5-10%. If that's the effect of the power rework, then the changes to power will not nearly compensate the loss of buff (-75%) our party members will see in the future.
Mid-term, someone will reverse-engineer the formula and we'll be able to compare old-power and new-power formulae in neat graphs. For now, rest assured KC set got effectively nerfed into the ground. I guess GFs were just too attractive in PvE.
Comments
50 bucks says Timeless will be next because ''everyone is using it''. ''Here, have our new pillow-fisted Mod 3 armour (which is the same as Dread Ring which is the same as Sharandar) that pushes your defence & deflection stats so far into diminishing returns territory that the set is largely redundant''.
The whole dungeon queueing mechanism is broken over the majority of people not wanting GFs, leading to a) players being forced to manually assemble parties over LFG (which is spammy and annoying) and b) the queue being hopelessly bottlenecked due to a lack of GFs (and to a lesser extent, DCs). These unnecessary hurdles to party-making affect newer, less connected players a LOT, which should naturally make it a priority to address - there is a lot of new customer/sales potential being lost there.
What would've been needed is an *upgrade* alternative to KC set, not a nerf. But instead, the last crutch GF class had going is taken away, amplifying both GF and queue problems. I'm sorry, but balancing dropped the ball here.
And that power rework I have little faith in; from linear gains without diminishing returns you pretty much can only go to worse. Had there been a buff involved they would've outright stated it to make the set nerf look less bad. The absense speaks for itself.
they did said it is done because of new power system :
Knight Captain's Set: Now grants allies +15% power (down from 60%). This set has been readjusted to be much more in line with the power rework.
so we can still hope 15% more power will now boost as much as 60% used so new power should give 1 damage for ecah 6.25 power for kc set to be good as it is now
Hoping to hear some reports from people on the test shard soon...
i hope new power multiplier will be 5:1 this would boost conq gf a lot and dps lose on new nerfed gwf and hr would hit less also think 5:1 power multiplier is great for pvp then hp sacking would stop being must since atm power gives a lot less then stacking hp so hp builds win pvp easy since they lose very litle damage to satck hp
It seemed as if cleave hit a tad harder on preview, maybe about +5-10%. If that's the effect of the power rework, then the changes to power will not nearly compensate the loss of buff (-75%) our party members will see in the future.
Mid-term, someone will reverse-engineer the formula and we'll be able to compare old-power and new-power formulae in neat graphs. For now, rest assured KC set got effectively nerfed into the ground. I guess GFs were just too attractive in PvE.
160 power = +1% damage/heal.
So even a 9k power GWF (!) only gets +1350 power. Going from 156,25% damage to 164,7. That is a 5,4% increase.
Mind you, that is not a bad bonus. But it is nowhere near enough to make up for the pointlessness of the class.
So, GF dead, GWF right now dead. TR useless, and HR, not qualified to comment, but I read it is nerfed heavily.
Like dungeons? Welcome to NeverCasters online. 4 Wizs, 1 DC.
In PvP, IV Sent and perma TR are still king. GF and CW are okish.
yeah looks like i hoped for nothing kc set is now useless like rest of gf sets