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Official Feedback Thread: Guardian Fighter Changes

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  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited July 2014
    Well, I have to say well done to Cryptic for addressing most core issues of the class.
    With these last changes I think that the Guardian Fighters are overall fixed.
    There are still some useless powers and feats (both heroic and paragon) lying around, but I suppose we'll just have to avoid them.
    I would have loved to have some more baseline DR, but I suppose that with the recent buffs, one can't ask for too much.

    I also think that eventually Into the Fray will be nerfed or might not even make it live with the proposed incarnation, but we'll see.
  • todesfaelletodesfaelle Member Posts: 1,370 Arc User
    edited July 2014
    Boom! Even more cool things for tanking utility!

    Guardian Fighter: Guarded Assault: This class feature now reflects 5% of incoming damage per rank (up from 1%). This effect is still only active while blocking. It does now apply Iron Guard correctly.
    Guardian Fighter: Knight's Valor: Damage from Knight's Valor can be properly reflected by Guarded Assault again. These reflections can also apply Iron Guard.


    What this means is that if you slot Guarded Assault, turn on KV and hold that block up you will start spreading that capstone feat to everyone who hits you! Share the love!

    Thank you all for your continued feedback!

    Chris "Gentleman Crush" Meyer

    Gosh darn, Crush. You just breathed new life unto our dwindling GF population. :( I love these changes. Would be awesome if Guarded Assault could proc weapon enchants as well, and if it had a specific paragon feat that interacted directly with its effects.

    Overall, however, I personally think the Guardian Fighter is moving towards the direction it was supposed to have headed to all along; as tanks, not as beat sticks.

    Iron Maidens rejoice. :o
  • stagger38stagger38 Member, Neverwinter Beta Users Posts: 28 Arc User
    edited July 2014
    No it isn't :P It looks at damage before your resistance is applied (because it works while guarding). Therefore it is now 5x more effective than it was before.
    Can you clarify this?

    Let's say a GF has 50% DR. It blocks a 20k damage attack. Block reduces it to 4k damage, and DR brings it down to 2k (or the other way, DR reduces to 10k, and block to 2k).

    At which point does the reflected damage occur? 20k, 10k, 4k, or 2k?

    How I understand your post, it sounds like it is reflected at the start, 20k. That's 3k damage reflected, and 2k received.

    ...nice.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited July 2014
    Gosh darn, Crush. You just breathed new life unto our dwindling GF population. :( I love these changes. Would be awesome if Guarded Assault could proc weapon enchants as well, and if it had a specific paragon feat that interacted directly with its effects.

    Overall, however, I personally think the Guardian Fighter is moving towards the direction it was supposed to have headed to all along; as tanks, not as beat sticks.

    Iron Maidens rejoice. :o

    Your in luck - I asked this and he said it WILL proc weapon enchants! Read the thread just a few pages back, around where the changes were made!!!!
  • iceshard2faceiceshard2face Member Posts: 289 Bounty Hunter
    edited July 2014
    stagger38 wrote: »
    Can you clarify this?

    Let's say a GF has 50% DR. It blocks a 20k damage attack. Block reduces it to 4k damage, and DR brings it down to 2k (or the other way, DR reduces to 10k, and block to 2k).

    At which point does the reflected damage occur? 20k, 10k, 4k, or 2k?

    How I understand your post, it sounds like it is reflected at the start, 20k. That's 3k damage reflected, and 2k received.

    ...nice.

    thats indeed what he implied reflected damage goes into effect before your DR is taken into consideration howerever the enemy you hit with it if say you were in pvp, their DR would kick in and then effect the reflected damage.
  • iceshard2faceiceshard2face Member Posts: 289 Bounty Hunter
    edited July 2014
    just so everyones on the same page things that can be tested upcoming BOOM! also you can start theory crafting with these updates cant wait for these changes to go live in mod 4 Kudos to the dev team for taking all our feedback into consideration the Guardian Fighters were in a slump these should bring them out of it. THANK YOU!

    updates as we have been told are listed below.
    General
    • Threat: Distance based threat has been removed. Threat is now purely calculated based on Damage and Healing. Threat bonuses still calculate as normal.
    Stats
    • Strength: Now provides Stamina Regen rather than Guard Meter.
    • Constitution: Each point of Constitution increases max HP by 4% (up from 2%).
    Powers
    • Block: Now consumes stamina while active. Reduces incoming damage by 80% while active.
    • Block: Now activates more quickly and has a .25 second cooldown after being released (down from .5 seconds)
    • Mark: Now causes you to deal 200% (up from 100%) additional threat on Marked targets.
    • Mark: Marked targets now grant combat advantage to the Guardian's Allies.
    • Mark: Mark will now taunt foes briefly as well as place the player at the top of the threat list.
    • Enhanced Mark: Now grants 75% bonus threat per rank (up from 33%).
    • Knight's Valor: Now transfer's 200% (up from 50%) of the threat allies deal to you.
    • Enforced Threat: Can now hit up to 20 (up from 8) nearby targets.
    • Tide of Iron: Now restores Stamina instead of Guard Meter.
    • Shield Talent: Now causes Block to drain Stamina more slowly
    • Enforced Threat: Now restores Stamina instead of Guard Meter.
    • Shield Slam: Now restores Stamina instead of Guard Meter.
    • Into the Fray: Now restores Stamina instead of Guard Meter.
    • Iron Warrior: Now increases Stamina Regeneration by 50% while active rather than reducing damage Guard meter takes.
    • Iron Warrior: Base threat bonus increased to 200% (up from 150%).
    • Iron Warrior: This power now properly increases threat generation.
    • Iron Vanguard: Threatening Rush: This power now has 3 charges which refresh every 9 seconds.
    • Iron Vanguard: Frontline Surge: This power now stuns players rather than proning them. No change on NPCs.
    Feats
    • Armor of Bahamut: *REWORK* When Stamina is below 30%, you take 2/4/6/8/10% less damage from all sources.
    • Shieldmaster: Guard now drains Stamina 2/4/6/8/10% more slowly.
    • Reckless Attacker: Now grants its bonus based on remaining Stamina rather than Guard Meter.
    Item Sets
    • Wilds Knight Set Bonus: Now grants Stamina rather than Guard Meter.
    • PVP Set Bonus: Now grants Stamina rather than Guard Meter.
    Guardian Fighter: Threatening Rush: Threatening Rush is now usable At Will again, without charges or a cooldown. Great Weapon Fighters still use the charge based system.
    Guardian Fighter: Block will now grant CC Immunity while active.
    Guardian Fighter: Weaponmaster's Strike: This power now deals ~48% more damage.
    Guardian Fighter: Flourish: This power now deals ~55% more damage and stuns for 3 seconds (2 seconds on players).
    Guardian Fighter: Block: Block can now interrupt all powers and should feel much more responsive.


    Mark: Targets who are Marked have -20% damage resistance against strikes from the Guardian Fighter. Targets who are marked still have -8% damage resistance against the Guardian Fighter's allies.

    Feats: Conqueror: Reckless Attacker: *Rework* When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless Attacker lasts 10 seconds and stacks up to 5 times.

    Finally, as to the other two capstone feats. We will be making some buffs to those as well to better reinforce the roles of the particular trees they are members of.

    Protector: Iron Guard: Now stacks 4 times, reducing enemy damage by 5% per stack (Maximum reduction of 20%, up from 10%).
    Tactician: Martial Mastery: This feat now generates AP for allies within 50' any time you take damage. You no longer have to not be blocking for this effect to work.
    Guardian Fighter: Knight's Valor: This power no longer has a maximum duration. Once it is toggled on it must be manually toggled off. While in combat it will generate AP only while in combat and will generate every 10 seconds while in combat.
    Guardian Fighter: Knight's Valor: Base cooldown reduced to 10 seconds (down from 12).
    Guardian Fighter: Knight's Valor: Ranking the power up no longer increases the duration of Knight's Valor. Additional ranks in the power reduce the damage you take from intercepted damage. Allies still transfer 50% damage regardless of rank.
    Guardian Fighter: Knight's Challenge: This power should no longer be cancelled accidentally when casting powers rapidly.
    Guardian Fighter: Knight's Challenge: This power can now be toggled off if the Guardian Figther presses the button again. You must wait 1 second after activating the power to do this.
    Guardian Fighter: Crushing Surge: Damage and Healing from this power have been increased by roughly 66%.
    Guardian Fighter:
    Guardian Fighter: Griffon's Wrath: Now stuns targets for 1.5 seconds (up from .75).
    Guardian Fighter: Griffon's Wrath: Now activates ~15% faster.
    Guardian Fighter: Knee Breaker: Base duration increased to 8 seconds (up from 6 seconds).
    Guardian Fighter: Knee Breaker: Rank up bonus increased to +2 seconds (up from +1 second).
    Guardian Fighter: Knee Breaker: Now activates ~15% faster.
    Guardian Fighter: Anvil of Doom: Base damage increased by ~20%.
    Guardian Fighter: Anvil of Doom: Bonus damage is now dealt to targets below 40% HP (up from 25%).
    Guardian Fighter: Anvil of Doom: Now activates ~15% faster.
    Guardian Fighter: Into the Fray: Into the Fray now also increases the damage of affected players by 50% of the Guardian Fighter's base Damage Resistance.
    Guardian Fighter: Into the Fray: Ranking this power up now also grants +25% of your DR as damage bonus.
    Guardian Fighter: Frontline Surge: Now correctly benefits from Pin Down and Reinforced Surge in PVP.
    Guardian Fighter: Block: Block should no longer randomly appear broken when fighting.
    I'm excited to report we have finally fixed Block internally so that it will correctly resist 80% of incoming damage! As an added bonus it will now report in the combat log too for those of you who want to see how much HP your shield is actually saving.
    As far as reflecting working right I belive I fixed SoS and Guarded Assault to now properly reflect at the owners of those effects :)

    And it totally should apply your Protector Capstone. Ill fix that now.
    Boom! Even more cool things for tanking utility!

    Guardian Fighter: Guarded Assault: This class feature now reflects 5% of incoming damage per rank (up from 1%). This effect is still only active while blocking. It does now apply Iron Guard correctly.
    Guardian Fighter: Knight's Valor: Damage from Knight's Valor can be properly reflected by Guarded Assault again. These reflections can also apply Iron Guard.
    It will probably start doing that too. So...y'know, whee!(about guarded assault proccing weapon enchants)
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited July 2014
    I'm scared about fighting GFs now, they look like they could be monsters XD
    but I'm glad they are finally getting some really nice changes, the people playing them deserve it.
    2e2qwj6.jpg
  • lvl99looterlvl99looter Member, NW M9 Playtest Posts: 682 Arc User
    edited July 2014
    Yo Crush, what about Enduring Warrior? Are there any plans on buffing that as well? Enduring Warrior should be buffed to 5/7.5/10%. Because a buffed version of that in conjunction with a DC would allow for some serious face tanking in PvE while rocking Knight's Valor. That would come in handy since our shields only block 80% damage.
  • iceshard2faceiceshard2face Member Posts: 289 Bounty Hunter
    edited July 2014
    Yo Crush, what about Enduring Warrior? Are there any plans on buffing that as well? Enduring Warrior should be buffed to 5/7.5/10%. Because a buffed version of that in conjunction with a DC would allow for some serious face tanking in PvE while rocking Knight's Valor. That would come in handy since our shields only block 80% damage.

    80% then after that it goes into your DR/Deflect/Tenacity they said they fixed it so it should be up for testing soon
  • daalydaaly Member, NW M9 Playtest Posts: 84 Arc User
    edited July 2014
    just so everyones on the same page things that can be tested upcoming BOOM! also you can start theory crafting with these updates cant wait for these changes to go live in mod 4 Kudos to the dev team for taking all our feedback into consideration the Guardian Fighters were in a slump these should bring them out of it. THANK YOU!

    updates as we have been told are listed below.


    Just going to say in the immortal words of my hero on all the changes so far....Giggity.

    P.S. anyone starting some theorycraft on potential new spec's?
  • dreamhuntressxdreamhuntressx Member Posts: 453 Arc User
    edited July 2014
    Feedback: Out-of-Combat Running
    Again... Its not a game breaking issue or something thats a real priority, but please can we have the original Out-of-Combat Running animation back? Currently the female GF model has the female DC/CW Out-of-Combat Running animation. I want the old GF/GWF animation back... :(
    Leanan Sidhe (not "The Dresde Files" fairy!) - NW Legit Channel Moderator
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited July 2014
    Back from testing a little and that Aggravating Strike nerf to AP is substantial, but justified Still able to build APs rather fast.

    Still not that fond of a Protector, but Guarded Assault now contributes significantly to you damage output (bugged?) and you are able to perma-block.


    Guarded Assault does not seem to reflect the correct amount of damage at all times. ACT showed to blocked incoming hits at 8665 and 8371 base and GA redirected 6952 and 6716 back to the target. That's 80%.
  • orodalforodalf Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2014
    loboguild: Guarded Assault is affected by Into the Fray, so the reflected damage will be magnified by Into the Fray.
  • harnelharnel Member Posts: 0 Arc User
    edited July 2014
    loboguild wrote: »
    Guarded Assault does not seem to reflect the correct amount of damage at all times. ACT showed to blocked incoming hits at 8665 and 8371 base and GA redirected 6952 and 6716 back to the target. That's 80%.

    Yeah, I just got back from testing that, and it was kind of hilarious. Guarded Assault + Fighter's Recovery = Healing about four times as much damage as you're taking while doing severe damage to your opponent
  • herundrionherundrion Member Posts: 238 Arc User
    edited July 2014
    Block: Does not seem to reduce Black Ice damage.
    Same happens with Steel Defense (on Live as well).
    Not sure if intended.
    Co-Founder of -Valor-
    vih2r9.png
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2014
    New Block also doesn't absorb piercing damage, shocking execution, whirlwind of blades, assailing force etc as I mentioned some 30 odd pages ago.

    Basically it seems to no longer apply to non-mitigatable damage such as the above (and Black Ice). That damage also isn't reflected by Guarded Assault, Supremacy of Steel etc iirc
  • colonelwingcolonelwing Member Posts: 1,448 Arc User
    edited July 2014
    I'm speechless, because of how good all these changes, combined together are. 45% crit ftw... I'm even able to keep my old spec, just that it now does what i initially wanted it to do x)

  • harnelharnel Member Posts: 0 Arc User
    edited July 2014
    nwnghost wrote: »
    New Block also doesn't absorb piercing damage, shocking execution, whirlwind of blades, assailing force etc as I mentioned some 30 odd pages ago.

    Basically it seems to no longer apply to non-mitigatable damage such as the above (and Black Ice). That damage also isn't reflected by Guarded Assault, Supremacy of Steel etc iirc
    Yeah, I've found that GF is essentially being made useless against other players because of the shocking number of armor ignoring abilities and the fact that they just pound through your shield, but in PvE, you do massively well.
  • ctf4voidctf4void Member Posts: 187 Arc User
    edited July 2014
    harnel wrote: »
    Yeah, I've found that GF is essentially being made useless against other players because of the shocking number of armor ignoring abilities and the fact that they just pound through your shield, but in PvE, you do massively well.
    I was just at the preview server and someone called the stamina-guard "butter guard", which is quite the fitting name. I miss the metallic loud sound when attacks hit the shield and big attacks could even push the GF a bit back. Those things transported the idea of a GF clashing intensely with an opponent really well!. They were a major part of making the GF class beeing fun to me.

    But of course all that has to be sacrifed for the stamina guard. The way Reckless Attacker worked and other pillars of the GF had to be changed to attune to the "holy grail" of the stamina guard. It is sad that simply buffing the old guard was never given a real chance.

    *cough* page #45 post #449
  • tripurantakatripurantaka Member Posts: 23 Arc User
    edited July 2014
    ctf4void wrote: »
    I was just at the preview server and someone called the stamina-guard "butter guard", which is quite the fitting name. I miss the metallic loud sound when attacks hit the shield and big attacks could even push the GF a bit back. Those things transported the idea of a GF clashing intensely with an opponent really well!. They were a major part of making the GF class beeing fun to me.

    But of course all that has to be sacrifed for the stamina guard. (. . .)

    Very much agreed.

    I call it Shieldstamina; now that I think about it, sounds fitting having in account the absurd mix of concepts in the way a shield block should work. But don't get me wrong, I'm not against Butter Guard.

    I've continued playing in the preview server, and nor me nor the Wizard I'm guarding likes the results; we like much, much better how it is in the live server right now, without Shieldstamina.

    Also, this is not directly related with the Block dynamics: while it's easy to mark enemies (like Frost Goblins, Trolls), it's very difficult to pick their attention for "tanking" successfully.
  • durgabhairavidurgabhairavi Member, Neverwinter Knight of the Feywild Users Posts: 16 Arc User
    edited July 2014
    Coming from this thread, I dislike very much such a distortion in the Block dynamics. Guardian Fighters are much better right now at the live server, if only because they can use a shield properly.
    Also, this is not directly related with the Block dynamics: while it's easy to mark enemies (like Frost Goblins, Trolls), it's very difficult to pick their attention for "tanking" successfully.

    Playing at the preview server, I also noticed this.
  • ctf4voidctf4void Member Posts: 187 Arc User
    edited July 2014
    Also, this is not directly related with the Block dynamics: while it's easy to mark enemies (like Frost Goblins, Trolls), it's very difficult to pick their attention for "tanking" successfully.
    We will get higher threat generation because they intend to make enhanced mark better. This is already in effect at the preview server. (I would have prefered a little bit less buff to enhanced mark and therefore a bit more buff to our general threat generation, but that might be a bit like cherry picking and I am not going to oppose anyone who wants enhanced mark as it is now at the preview server).

    By the way, while it is in general easy to mark targets, this actually can require some practice in some cases: Try marking adds in SP at the last boss that spawn between you and the boss, or try to mark and pull every single add and fight&kite them without letting the adds attack any teammate once. There is your challenge regarding mark ;)

    Oh, and if you instant-kill ALL adds when the last platform segment breaks without any help from any other teammember, then you know that you love your GF :)
  • iceshard2faceiceshard2face Member Posts: 289 Bounty Hunter
    edited July 2014
    Bug
    Guarded Asssault
    this skill does not proc weapon enchants still, i was under the impression that crush stated it would

    Block bug
    block is still breaking, on some testing in IWD in Opvp block would be at full stamina blue bar then halfway through a fight it would start flashing red while still haveing full stamina, only time i could recreate this was fighting a HR and being in thornward.
  • herundrionherundrion Member Posts: 238 Arc User
    edited July 2014
    Bug
    Guarded Asssault
    this skill does not proc weapon enchants still, i was under the impression that crush stated it would

    Block bug
    block is still breaking, on some testing in IWD in Opvp block would be at full stamina blue bar then halfway through a fight it would start flashing red while still haveing full stamina, only time i could recreate this was fighting a HR and being in thornward.

    Second that - guard is showing as broken randomly. I forgot to parse if it's actually broke. I was able to make a "perma-Block" setup, but it would just turn red despite constant Slams and Iron Warrior, etc.
    Co-Founder of -Valor-
    vih2r9.png
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited July 2014
    Done some test i was happy to see the results .
    In dungeons GF is super awesome must have in all pt i enoyed all time of my dung run i wish we have this on live this makes this class realy fun to pay and feel usefull agan.


    Bug:
    Sadly i find out somthing is wrong with my shild its broken realy fast and i dont know why. If i got much hit in one time he reacted same like in live mili sec broken and i still got the dmg cuz its block only 80% idk why but this happened to me a lot (but i need lot more testing to figure it out why i cant always reproduce this effect).

    Feedback :
    1 vs 1 VS CW i was dead no matter what i used or whar gear or build -
    1 vs 1 VS HR i was dead no matter what i used or whar gear or build (ps and the HR was alway full hp & i dont have dot dps)-
    1 vs 1 VS TR i have a little chance but still bad from 5 try i killed it twice(ofc perma) -
    1 vs 1 VS GWF finaly i killed it any time no matter what he have done-
    1 vs 1 VS DC he dont even have a chance-
    1 vs 1 VS SW joke he can do nothing to avoid her death he was faster dead then any other char-

    All in one i am realy happy :).
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited July 2014
    BUG:So finaly i figured it out the problem is with BI dmg .
    I run some dungen runs and the block was fine but after i go back to IWD the mobs instand depleated my guard i think this bug have serius issue with Black Ice DMG.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited July 2014
    Bug
    Guarded Asssault
    this skill does not proc weapon enchants still, i was under the impression that crush stated it would

    Block bug
    block is still breaking, on some testing in IWD in Opvp block would be at full stamina blue bar then halfway through a fight it would start flashing red while still haveing full stamina, only time i could recreate this was fighting a HR and being in thornward.

    Not with all enchants with vorpal worked fine.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • shiikuushiikuu Member, Neverwinter Beta Users Posts: 65
    edited July 2014
    Bug: Knight's Valor x2-5
    Knight's Valor with more than one GF, lets you share the dmg between each other multiple time, leading to ~1400 hit with Knight's Valor for ~400 incoming hits


    Bug:Into The Fray doesn't profit from Knight's Valor with Brawling Warrior
    Into The Fray only gives 60% with Knight's Valor on/off even though Brawling Warrior should increase Damage Resistance by 5%
    Base DR means AC + Defense + Personal Passives (feats, boons, etc).



    Feedback: Block Duration
    i think the current block duration is to long, in particular when you go not into the protector tree
    more
  • avertyoureyessavertyoureyess Member Posts: 64 Arc User
    edited July 2014
    This may not be the place to post this. My apologies if it is not.

    Bug: GF stance Behavior
    My GF, and some others I have come across in zone, seem to have a problem where they consistently (every15 seconds or so) jump into combat stance. This occurs while standing still and even while riding a mount. While mildly annoying its not game breaking....however recently I went to Icewind Dale where the behavior seems more pronounced. I have found that if I am running during combat this stance behavior stops you from running. I have come across three other GFs in zone who had a similar problem. While three others in zone is not particular a ton of people, we all had similiar issues. Has this behavior been repaired or addressed?

    Thank you for your time and attention to GFs Gentlemancrush. All your effort is greatly appreciated.
  • dreamhuntressxdreamhuntressx Member Posts: 453 Arc User
    edited July 2014
    Feedback: Iron Warrior and Into the Fray
    Can we have both powers able to be activated while running, just like Knights Valor? It may improve the GFs mobility a bit more (its not a total issue to me, but still).

    Feedback: Crushing Surge
    Also, can we have a more 'fluid' animation on Crushing Surge? It always seemed to me that the GF was trying to perform some awkward dancing moves, for some reason...

    Feedback: Movement with Guard up
    IMO, the GF still moves too fast with the Guard up. With the right stuff, i feel like a 'Teenage Mutant Ninja Turtle' moving around.

    Bug: Anvil of Doom
    If u cast the power whilst jumping on a medium or small sized enemy, it goes on cooldown, but no hit and dmg is applied to target. It works fine in bigger targets.
    Leanan Sidhe (not "The Dresde Files" fairy!) - NW Legit Channel Moderator
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