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Official Feedback Thread: Ranger Paragon Path: Pathfinder

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  • alvadimarcoalvadimarco Member Posts: 0 Arc User
    edited March 2014
    It's worth pointing out that Hunter Ranger, even in D&D 4e, has never been a Striker role. It's always been a Controller role. Low DPS and high control is to be expected.

    It's too bad that in Neverwinter, none of this means anything since only the high-DPS classes are wanted and nobody cares about control or support.
  • query523query523 Member Posts: 1,515 Arc User
    edited March 2014
    It's worth pointing out that Hunter Ranger, even in D&D 4e, has never been a Striker role. It's always been a Controller role. Low DPS and high control is to be expected.

    It's too bad that in Neverwinter, none of this means anything since only the high-DPS classes are wanted and nobody cares about control or support.
    Problem with even that is HR does not have 'high control'. So now it is a low DPs low control class? I'm not building a Buff bot...
  • ikuruyoikuruyo Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 132 Bounty Hunter
    edited March 2014
    It's worth pointing out that Hunter Ranger, even in D&D 4e, has never been a Striker role. It's always been a Controller role. Low DPS and high control is to be expected.

    It's too bad that in Neverwinter, none of this means anything since only the high-DPS classes are wanted and nobody cares about control or support.

    In 4e the striker is high dmg to one target while controller is moderate dmg to many targets with ability to limit or move the enemies. Not sure how you were playing in 4e but my ranger was more striker then controller.

    And yes, in NW HR get almost no control powers. The root ability is ignored by just about everything. The only power that moves enemies is the daily that I dropped early. Most of my dmg after the initial attack is done by 2 encounters, or will be after this mod if I bother to keep using my HR.
  • trterror1trterror1 Member Posts: 0 Arc User
    edited March 2014
    nwnghost wrote: »
    I think Split Short certainly needed a reduction in the damage it dealt.

    On live, there was literally no reason to pick/invest any other At Will except for Aimed Shot.

    Split Shot always outdamaged Rapid Shot even against Single Targets and noone used Electric Shot in Ranged Mode at all.

    In fact, you hardly needed to use Encounters for damage either due to the immense damage Split Shot dealt.

    Decreasing the damage of Split Shot will effectively increase the desirability of other At Wills and put a bit more focus on picking Encounters for Damage as opposed to mainly utility, if you want to deal damage.

    Now 45% does seem like a large amount and personally I would probably have reduced it by 30% instead, but it is hard to say without having tested this yet (due to build not being available on server). Imagine the devs have however.

    People avoid other at wills because theya re mediocre and bad. Neutering a power for hr that actually works is ridiculous.
  • silvereldunarisilvereldunari Member Posts: 69 Arc User
    edited March 2014
    I would like an answer on why are we getting nerfed at all if the way the class is now don't fell like any OP, specially compared to classes like CWs and GWF.

    If the reason for reducing the damage on Split Shot for say, is to make our others power do be looked at, then they should be reworked, and the reason why Split Shot was so viable was that it was the only one working as intended, Rapid Strike and Eletric Shot should be totally reworked IMO, the first one should be shooting way faster and the second should be dealling a kind of eletric effect, like a snare from Split The Sky

    As for the Pathfinder, it looks way more support than anything, but the encounter power looks to be really good, specially thinking as how it will be great with Aimed Shot.
  • osaraxosarax Member Posts: 34 Arc User
    edited March 2014
    Feedback:

    This is a joke right? i mean...idk what i mean....idk what to say...HR hardly has any good damage and use compared to CW/GWF...

    people say Split shot needed nerf cause they see HRs spam it 90% of the dungeon time...
    U KNOW WHY? CAUSE EVERY ENCOUNTER HR HAS IS TOTALLY <font color="orange">HAMSTER</font> and offers pretty much no damage..
    if u wanna nerf split shot that way u clearly have to compensate with a huge buff to many encounters which are absolutely useless on pve.. with the exception of only rain of arrows..which do require a singularity of a cw..

    u find the use of split too excessive? give us decent encounters that actually offer some damage so a HR stops spaming only Split Shot... but i dont see any of these mentioned really.. i just see 2 big hits to HR and some range/speed buff to thorn strike..

    now considering Fox Shift.... if this change goes through...u can expect players just stop using FoX at all on pvp/pve...

    and u know smth?? fox is one of the coolest spells with awesome animation ingame... have realized that? the animation and the feeling u get for using it is just awesome.. i have many people that can agree with me on that.... why u try to ruin the fun out of it when it doesnt really need a change of that calibre..

    on pve its the just a decent damage melee encounters.. most of times doesnt really even worth going into melee range to use it since the damage isnt that great...
    its also the only decent single target burst damage HR has... which is much less compared to what other classes have.

    Tuning its power a bit down on pvp might have solved the "problems " u mention for being a HIGH nuke spell.. which is actually totally incorrect cause it rarely crits for more than 10k.. and its the only spell HR has that does more than 2-3k damage...
    have u ever really played as or vs a HR on a top tier pvp lvl? i really doubt it...even GF offers more damage that HR does...

    u know what the common HR rotation on PvP is? Fox,Constricting and most of times marauder.. with some times it being replaced for thorn ward... fox ranged, marauder ranged do no damage.. constricting ranged does like 2k crits if not less..
    marauder melee does around 2-3k crits max.. constricting on melee does like no damage at all... and only fox is left with a decent damage number...

    roots were nerfed...damage getting nerfed.. what is gonna be left from HR really?
    other classes have encounters that do possibly x2 the damage fox does... CW's can still hit 15k icy rays.. not to mention 20+ k ice knife..


    again, Split shot barely scratches any decently geared person in pvp... we re not talking about 5k gs differences here...

    with equal gear , atm HR many times cant even scratch a gf or a gwf...and still the 2 highest damage sources in pve (split) and pvp (fox) are getting a huge hit.... thorn ward can possibly work as a compensate for fox to me... still have my doubts... but that split nerf is out of this planet...

    thats totally a class death in my eyes... why would anyone pick a HR over a GWF or CW for pve and why even bother to pick HR for pvp...

    and i dont see any "Official Feedback Thread about CWs".... if HR needs nerf in ur eyes then what about CW? thats pure hate towards HR..
    the balancing team should reconsider stuff and actually take into account players feedback... i highly doubt any high end pvp/pve person has complained that HR needs nerf....


    jesus 45% nerf into split...

    while CWs have spells (shard/sudden storm etc) that can 1 shot entire room of mobs in any dungeon
  • alvadimarcoalvadimarco Member Posts: 0 Arc User
    edited March 2014
    I have my concerns about HR in PvE and PvP once Module 3 hits, but as always I'll just figure out a way. However, I really do think it's not completely out of line though to ask that the appropriate devs explain to us what their vision of HR really is since what they're thinking and what most HRs are thinking seem to be very different things.
  • osaraxosarax Member Posts: 34 Arc User
    edited March 2014
    ya... a top-end rank 10- perfect ranked HR , with some great outplays and outsmarting moves staying alive = HR op... makes sense to them.. also.. if they actually pay attention to videos fox barely does any decent damage to justify that nerf.. oh well
  • risendragonrisendragon Member Posts: 88
    edited March 2014
    Cruel Recovery: When you deal critical damage to an enemy you gain 1% of your Max HP as special Temp HP.

    This is OP as hell.
  • vaizardevaizarde Member, Neverwinter Beta Users Posts: 0
    edited March 2014
    pathfinder except for the sthealt maybe dosent seem alluring, someone said hr spam split strike its true its a good cone aoe skill, and to focus on 1 target takes sometime, the rest of the skills dont have damage output or spike to make them viable to t2 dungeons , i use thorn , commanding shoot and constrictment arrow , fast strike and split shot , its true that sometimes we get aggro easy ,but i did instances with high level gf gwf and never got aggro even if i tried hard, i have 10.9k gs my max critical is 7k vs a training dummy with aimed strike.
    like most said no one wants hr in squads, this is my first char in this game i like it even if its hard to farm high end gear and im squishy in pvp/pve. but my choice is simple with nerfs like this i will not play again , one new classe that was made and no one will use it to "actually" play. i feel sorry for the programmers.
    sorry for the "bible" and for my bad english
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited March 2014
    I remember the first HR Feedback thread, when Hr was still in beta...
    The result of that feedback thread was what we have now: 80% of our encounters are useless, splitshot does more singletarget dps than rapid shot...
    I rly dont have any hope in this thread.
    Oh and this is the second dmg nerf to splitshot, i rly hoped they gonna consider buffing the ''useless'' at-wills, to bring them on pair with splitshot but the 45% nerf to splitshot works just as good :D

    Edit: I love the immunity changes to fox! Since fox hits a single target only once, you are going to have 0.1sec of immunity! Sounds amazing heuheu:D
  • osaraxosarax Member Posts: 34 Arc User
    edited March 2014
    xmousepadx wrote: »
    I remember the first HR Feedback thread, when Hr was still in beta...
    The result of that feedback thread was what we have now: 80% of our encounters are useless, splitshot does more singletarget dps than rapid shot...
    I rly dont have any hope in this thread.
    Oh and this is the second dmg nerf to splitshot, i rly hoped they gonna consider buffing the ''useless'' at-wills, to bring them on pair with splitshot but the 45% nerf to splitshot works just as good :D

    yeah.. why would they bother with actual thinking and math?? just nerf split by 45%... who cares that pretty much the 70% source of HR damage in pve will get nerfed by 45%... who cares that cw and gwf will possibly have x2 if not x3 the damage in CN runs... split was op on their eyes...
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited March 2014
    split shot needs a nerf however 45% may be too much. It is way too strong now though. Split shot does the same damage as my most powerful damaging abilities as a CW.

    The new path looks good for PVP with that stun. Combat HRs are already strong and with a stun they're going to be beasts.

    In PVE this patch looks bad for HRs though.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited March 2014
    osarax wrote: »
    yeah.. why would they bother with actual thinking and math?? just nerf split by 45%... who cares that pretty much the 70% source of HR damage in pve will get nerfed by 45%... who cares that cw and gwf will possibly have x2 if not x3 the damage in CN runs... split was op on their eyes...

    So was fox but only because they thought it gives immunity already.
    I still cant believe that :D
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited March 2014
    osarax wrote: »
    yeah.. why would they bother with actual thinking and math?? just nerf split by 45%... who cares that pretty much the 70% source of HR damage in pve will get nerfed by 45%... who cares that cw and gwf will possibly have x2 if not x3 the damage in CN runs... split was op on their eyes...

    See, something's wrong if 70% of your damage is coming from an at-will.

    It needs to be nerfed but also the abilities need to be buffed so they can maintain good damage.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • osaraxosarax Member Posts: 34 Arc User
    edited March 2014
    split shot needs a nerf however 45% may be too much. It is way too strong now though. Split shot does the same damage as my most powerful damaging abilities as a CW.

    The new path looks good for PVP with that stun. Combat HRs are already strong and with a stun they're going to be beasts.

    In PVE this patch looks bad for HRs though.

    split needs a nerf if other encounters were buffed.. they are all seriously quite bad for pve damage
  • osaraxosarax Member Posts: 34 Arc User
    edited March 2014
    See, something's wrong if 70% of your damage is coming from an at-will.

    It needs to be nerfed but also the abilities need to be buffed so they can maintain good damage.

    ya smth is... that every encounter is <font color="orange">HAMSTER</font>.. u and devs are missing the point... Split would be op and needed a 45% nerf if HRs were by far top dps by just spaming that..but this is not the issue.. HRs are below equally geared CW/GWF and this nerf makes them even worse ^^
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited March 2014
    split shot needs a nerf however 45% may be too much. It is way too strong now though. Split shot does the same damage as my most powerful damaging abilities as a CW.

    When i played my cw, my boulder could hit for 70-80k, i never saw a splitshot for that amount : /
  • rhoricrhoric Member Posts: 1 Arc User
    edited March 2014
    split shot needs a nerf however 45% may be too much. It is way too strong now though. Split shot does the same damage as my most powerful damaging abilities as a CW.

    The new path looks good for PVP with that stun. Combat HRs are already strong and with a stun they're going to be beasts.

    In PVE this patch looks bad for HRs though.

    Then you clearly have not played a HR since before Module 2 came out. I have and Split shot is not OP. It is fine the way it is. They need to fix the other skills. I have split shot and aimed shot or rapid depending on what i am doing for my at wills.
  • vaizardevaizarde Member, Neverwinter Beta Users Posts: 0
    edited March 2014
    osarax wrote: »
    ya smth is... that every encounter is <font color="orange">HAMSTER</font>.. u and devs are missing the point... Split would be op and needed a 45% nerf if HRs were by far top dps by just spaming that..but this is not the issue.. HRs are below equally geared CW/GWF and this nerf makes them even worse ^^

    i think a Ac does more dps then a hr
  • elespiridoelespirido Member Posts: 14 Arc User
    edited March 2014

    Ok this is my first forum post and I have been reading them religiously since the HR went onto preview. I feel I am an experienced HR, I leveled one to 60 on preview before they went live and then after they went live. I love the HR class, but recently I got tired of being a 15k HR with all the best gear (not enchants) I can get and struggling to get good groups.

    Because of this I rolled a cw, leveled it to 60 and now have full t2 with it. After doing that I have such a better understanding of why HRs get no group love and really shouldn't. Number one there are tons of just plain poor HRs out there. Number two and more importantly think back to the paragon path itself, stormwarden, we are an aoe dps class, but lack in dps. I can dish it pretty good on my HR, probably on par with many high end cws, not Bis cws, but high enough dps to be of help. Unfortunately cws bring that same or more damage, control and group dps buffs. Please don't call roots a control power or worth, it could be, but certainly is not as it stands now.

    Hrs really don't bring that much to the group other than dps and I don't see pathfinder adding a single thing of merit to help in that role. I mean increased group stamina and guard meter, are you kidding. Heck HV set and COI, are much larger debuffs than you are adding to the pathfinder. HR is a striker class, I thought, kind of the AOE version of the TR? Where they own single target the stormwarden owns the AOE? Well I don't think nerfing the most viable damage skills we have are addressing the problem. HRs are different the encounters aren't the end all, which is not like other classes, not bad just different. I can't think of a single encounter on my HR that is OP or that really changes things for my group. Where as for the cw almost all of them have an immediate tangible benefit and the same or more dps. A good HR is the sum of all its many encounters producing good not unparalleled dps. Is nerfing split shot supposed to improve the other at wills?

    I was really looking forward to the new path and some fixes to the many useless skills and feats in the HR tree, so my reaction to the pathfinder and nerfs has me on google checking out ESO. I can't fathom the design concepts that made you create these changes. I clearly am missing all the OP HRs running around breaking the game. These changes will make HRs a joke in pve. They need either more control or more dps to be a contributing member of a party.

    I am so shocked by these updates that I had to make my first post asking, what do you intend for the role of an HR to be in a group? We will Not top aoe dps (now I do if I have a higher Gs than my group), not top single, not a controller, not a tank, not a healer, not a viable buff bot...so what are we supposed to be? Besides my merry spirit and jokes what am I going to bring to a group to determine our fate?
  • osaraxosarax Member Posts: 34 Arc User
    edited March 2014
    at least im glad to see that im on the same state of mind with everyone here...it s not only me that sees that these changes just dont make sense...
  • kunekadenkunekaden Member, Neverwinter Beta Users Posts: 115 Bounty Hunter
    edited March 2014
    Greetings Adventurers!

    Encounters

    Ranged: Ambush: You gain Ambush and Stealth for several seconds. Ambush causes your next attack to deal bonus damage (this effect is reduced on AoE attacks). Ambush is cancelled early if you move. Stealth is cancelled early if you attack.

    What is the % increase in damage for rank 3 ambush?
    This will be difficult to tell, even when the servers are available for testing.
    Battlehoned: When you are attacked you gain 100 Regeneration for 4 seconds. This effect does not stack.
    Cruel Recovery: When you deal critical damage to an enemy you gain 1% of your Max HP as special Temp HP.


    Thorn Strike: This power has been reworked slightly. This power now has a 5' cylinder (up from 3'), a 13' reach (up from 11'), and has had the damage bonus reworked. This power now gains increased damage as enemy health diminishes. Additionally this bonus has been increased to a maximum of 30% (up from 15%).

    Battlehoned:
    Even without testing, this seems very underwhelming. Have you considered adding a flat +% to regen instead? For many players, +100 regen is like +0.3% or less (which, in pvp, is 0.075% of max HP per tick)

    I know this isn't the exact formula used, but it fits the curve.

    Regen % = 20.77 * ((x^1.3)/(12938+x^1.3))

    where x is your regen value.



    Cruel Recovery:
    Does this stack?

    Thorn Strike:
    With ~4,500 power and Fomorian Fabled Blades (current max weapon damage), this skill has a tooltip of ~950 (min+max/2) damage. Increasing the AoE, reach, and bonus damage, plus reducing the activation time is not enough to make this a "good" skill - base damage must also be increased and/or base recast timer needs to be decreased.

    A non-crit vs. a player with 0 damage resist (which is CW and TR) and 20% tenacity will do ~750 base damage. Under 1000 damage with the full bonus damage of 33%.
    This is less than 1/35th of typical HP for those classes (even less for "top tier" pvp) with no extra effect.

    Reduce those numbers by up to 25% vs DC, GF, and GWF (without Unstoppable).
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited March 2014
    One more thing that came into my mind!
    I always thought hawkeye (hawkshot melee encounter) is useless since it just gives you a flat ~150 extra dmg on ur next attack.
    After the fox changes it will actually increase fox's dmg by like 30%! against a single target.
    Always see the bright sides guys :D
  • xxcage1xxcage1 Member Posts: 13
    edited March 2014
    This is my 2nd post on forums or so , because i somehow managed to enjoy the game itself
    and didnt gone to forums to whine or ask or whatever, even though i was wondering how GWFs stay so overpowered for such a long time and GFs stay underpowered for even longer, and the only things that are being reviewed are other classes/nerfs.
    I myself have a character of each class at 13k GS +
    almost 16k PVP HR and 15k PVE HR which i dont use because i have 14K CW which is much more welcome in groups for dungeons.
    Ok lets assume the HR nerfs took their place , and look into PVE and PVP

    PVE: (lets first assume that you were taken into a dungeon over a CW first which is rare)
    your best encounters for PVE for doing damage (because you cant provide CC) are hindering shot (melee version for which you need to gather mobs) rain of arrows (which is so little aoe range that it mostly hits only 1 mob IF he doesnt move) , and thorn ward, now your atwills that you can use are - split shot and ...... yes only split shot since rapid shot is single target , and aim shot gets interrupted by pretty much anything.
    after doing this in many dungeons i could never outdps good CWs, or good GWFs (my gs is 16k with p vorpal if any1 wonders)
    so HR being a dps class cant OUTDPS CWs, AND have no CC.
    with that being said , if I would gather a party for a dungeon id take CW or GWF or even TR over HR

    PVP: Fights take place on a Point (unless you are ranged HR but thats a whole another story), use fox and it procs only twice (because there are RARE i mean VERY RARE occasions where there will be 3 people on the node standing near) so 3rd jump on fox pretty much will never proc, not to talk about those 1v1s , which will MOSTLY be the case that you proc only 1 hit of Fox on enemy, so your thorn strike which deals more damage as enemy gets lower is useless simply because you CANT get your enemy low as there are no encounters that actually do damage , so all you have to do is at wills which again are weaker then at wills of other classes.
    lets say its a TR , you cant go face fight him because you will get flurry which outdamages everything u have by 50% with those bleeds and bile ticks.
    Lets say its a GWF , then you have time window to at will him in between his prone chains (incase u are still alive after those)
    Lets say its a CW, u cant even get close to him unless you use marauders rush, which will get dodged by good CW, now you need to follow it up with some attacks, which you simply dont have so you need to use at wills, and then youll get controlled and will not be able to go near a good CW again, so wait for your marauders rush cd again.

    HRs main PVE ability is split shot which got nerfed, for whatever reason , get close to HR in pvp and he is not able to use in anymore anyways
    HRs main PVP ability is fox, got nerfed.

    All classes have main Nuke dps ability:
    TRs have Shocking execution daily, and good at wills,
    CWs have encounters ,control spells with 7s CD ,and Ice knife daily
    GWFs have the whole arsenal of encounters which deal alot of damage and CC , and dailies which do CC and damage
    so HRs need to have burst damage ability because after all HRs are dps class, and the only thing they had was Fox ,
    and actually it requires alot of skill to land a fox properly without it being dodged or interrupted.

    Suggestion: maybe make fox encounter charge consuming, like hindering shot, but auto activation, like if there is only 1 person it consumes only 1 charge with internal cooldown of 1s between charges, and if there is 3 of them then it consumes 3 charges, like healing word, just need a proper cooldown allocation, maybe 6s per charge
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited March 2014
    See, something's wrong if 70% of your damage is coming from an at-will.

    It needs to be nerfed but also the abilities need to be buffed so they can maintain good damage.

    No that is not wrong. Most of thier damage comes from At-Wills form the get go. Thats the point. They arent supposed to be heavy damage from encounters like the other classes. Most of thier damage are supposed to come from at will.s You can see that with how all thier encounters and all thier dailies work. Almost all of them are support or utility based. If they dont get damage from thier at wills, where else will it come from?
  • vaizardevaizarde Member, Neverwinter Beta Users Posts: 0
    edited March 2014
    "Split the Sky is now able to crit but damage has been reduced by 30%." from http://nw-forum.perfectworld.com/devtracker.php
    question did that skill "damage" anything i only use it to slow down .
  • query523query523 Member Posts: 1,515 Arc User
    edited March 2014
    vaizarde wrote: »
    "Split the Sky is now able to crit but damage has been reduced by 30%." from http://nw-forum.perfectworld.com/devtracker.php
    question did that skill "damage" anything i only use it to slow down .

    They did that because the no-crit automagically gave +25% crit chance per tic so you could cycle a gauranteed crit on aimed shot.
  • query523query523 Member Posts: 1,515 Arc User
    edited March 2014
    No that is not wrong. Most of thier damage comes from At-Wills form the get go. Thats the point. They arent supposed to be heavy damage from encounters like the other classes. Most of thier damage are supposed to come from at will.s You can see that with how all thier encounters and all thier dailies work. Almost all of them are support or utility based. If they dont get damage from thier at wills, where else will it come from?
    This. If you read The Wilds the big complaint is that the encounters do <font color="orange">HAMSTER</font>-poor DPs so you end up relying on split to make up the difference. If HR encounters did more than negligable damage you would see a lot less split shot without having to nerf it to the (pathetic) level of other abilities. But Cryptic does not read the forums as this update clearly illustrates.
  • vaizardevaizarde Member, Neverwinter Beta Users Posts: 0
    edited March 2014
    query523 wrote: »
    They did that because the no-crit automagically gave +25% crit chance per tic so you could cycle a gauranteed crit on aimed shot.
    never saw that because i dont use aimed shot much, too slow to cast i prefer a fast skill like fast strike (better to dodge a big attack), i only saw "some" damage from it on low level mobs in pvp i dont see anything besides the slow effect
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