I'm a bit confused by the need to make such serious changes to the CW damage output. Quite frankly, CWs SHOULD have much higher damage output than other characters. I played D&D for many years, and playing a wizard was similar to how it had been in Neverwinter with the current CW setups. You have a really had time at lower levels, and once you have a fully geared and upgraded wizard, things drop easily. My D&D wizards could ALWAYS kill things much easier than the other classes, that why parties would focus on keeping the wizard alive.
After putting 7 months into my CW and getting her to 16.3k GS, and finally getting to a point where I have a strong DSP, I was so disheartened by playing on the preview server I almost outright quit Neverwinter. My rotation (CoI tab, SoEA, ST, and SS) is no longer viable on the preview server. Quite frankly, this is insulting and ridiculous. My character is better named of enchants and companions in Mod 3 that fully geared in Mod 4. That is NOT balancing.....It's a disaster.
Your proposed changes with such drastic reductions in damage and control are making it so the CW has less flexibility in builds, and is going to force many of us with great characters to completely rework what has become fun to play. As such, it will be significantly less fun. And that means I will spend fewer dollars, or maybe even quit. Also, by changing so many things after I have invested so much time into my character reflects very poorly on how PerfectWorld treats their customers. Believe me when I say that this will influence what games I choose to play in the future.
Regarding the degree of "nerf" to my personal CW, I issue an open invitation to all developers to come and do a few runs with me in both Mod 3, and on the preview and see exactly what the changes do. You're taking the fun out of Neverwinter, and as such will end up with a decreased customer base.
Finally, Orb of Imposition may be a little too good right now, but in the sense that it will become something CWs rely very much on. This will just reduce the number of viable options. So either give CWs a control bonus for their Intelligence score (i.e. 1% per point of Intelligence above 10) or double the bonus for Wisdom, while toning down Orb of Imposition to 20% per rank. This would make this power slightly less necessary, and reinforce the CW control role at a more basic level in the same fashion that the GF double hit point bonus from Constitution reinforced their role as tanks.
Actually, this reminded me:
BUG:Orb of Imposition seems to be not affecting SotEA prone duration. Even Entangle lasts longer. This is pretty much rendering SotEA completely useless in PvP (and PvE of course), since other CCs are better ans extremely easy to land, i.e. point and click vs careful timing and performing the shard rotation.
I still think that these HUGE reductions completely kill of certain skills, such as SoEA. Large explosion damage has been a trademark of wizards since the first dungeon master's guide. How many people played a wizard without fireballs that could level entire groups. Answer, almost no one. SoEA is the cold equivalent of fireballs.
You claim that a HR should be balanced in power with a CW. I believe that is downright wrong. Wizards have ALWAYS been more powerful at higher levels. Wanting them to be the same just so more people will party with HRs is just wrong and completely inconsistent with the spirit and rules of D&D.
Also, for a playability and game standpoint, how is it fair to take someone's character that they have invested tons of time in, and reduce the damage output by over 1/3 to 1/2? I've never played any other game that did that to someone. When I started playing Neverwinter, I didn't even think about which class to play, I went straight to the CW, full knowing that if the game was based on D&D it would be the highest powered class at end game stage. I didn't know a ting about how the mechanics of Neverwinter workd at the time, just that the wizard class SHOULD be the most powerful, once I struggled to get to a high levels. Any that was the case. The game did exactly what it should. Now there is a push to change that, which is just wrong on so many levels.
Real D&D classes have NEVER been balanced in damage at higher levels. Wizards have ALWAYS poured out way more damage. The proposed changes are a drastic departure form both the mechanics and spirit of D&D. Quite frankly, your counter argument make no sense in the world of D&D.
Enemies who are knocked over by the shard (shard slam) are immune to the prone from the exploding shard.
This makes an already mostly useless spell completely useless. I was attempting the Dwarf Invasion HE in Dwarven Valley and decided to try and control the Dwarf Arcanists better (Freeze, steal time, and orb of imposition just wasn't cutting it) so I added Shard to my rotation thinking that it would give me an extra few seconds of control so I wouldn't have fireballs raining down on my head constantly. So freeze wears off, I stun them with Steal Time, then summon and push SotEA into them...and the arcanists immediately pop back up and continue raining down fireballs while the rest of the enemies lay prone. Because I pushed the shard into them and knocked them over with it they were immune to the prone from the explosion. This makes SotEA completely UNRELIABLE. It is useless for incapacitating a group of enemies because several of them will immediately pop back up and pummel you while they should be proned. Comically, it is the enemies you WANT proned (the ones you aim the shard at) that will be the ones who will be immune to it.
Also, Shard should be reclassified to be a control spell instead of an arcane spell. With the damage nerf and the control buff its only real use is for control.
I want to know if the most recent change announced below are currently effective on preview server.
(I'm back from 3 weeks summer vacancy, a lot of things have changed in 3 weeks, I will need to test all this changes)
Control Wizard: Eye of the Storm: ICD has been reduced to 20 seconds.
Control WIzard: Eye of the Storm: Activation chance is now 100% from any power while off cooldown.
Control Wizard: Storm Spell: Activation Chance increased to 35%. Damage increased by roughly 100%.
Control Wizard: Storm Fury: Damage increased by 200%.
Control Wizard: Swath of Destruction: Damage Debuff increased to 5% per rank and Smolder Damage is increased by 15% per rank (up from 2% and 8% respectively).
Control Wizard: Combustive Action: Damage Debuff applied by Combustive action is no longer just Fire damage, but all damage. Debuff is now 6% per rank (up from 3% per rank).
“He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.” ― J.R.R. Tolkien, The Two Towers
I want to know if the most recent change announced above are currently effective on preview server.
(I'm back from 3 weeks summer vacancy, a lot of things have changed in 3 weeks, I will need to test all this changes)
Thanks
The ones you listed aren't on preview yet , probably this week.
BUG alacrity doesn't provide any time reduce to icy terrain
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2014
Control Wizard: Storm Spell: Activation Chance increased to 35%. Damage increased by roughly 100%.
I find it rather ridiculous that Storm Spell is getting a 100% damage buff when it is already the best performing Spellstorm Mage Paragon Feature, given that Conduit of Ice, Steal Time, Icy Terrain and Oppressive Force trigger it every tick on every hit enemy, leading to Storm Spell word spam all over my screen.
Storm Spell doesn't need a buff and was fine exactly where it was and was already contributing a large % of my overall total damage in instances.
It also is the ONLY class feature that can actually critical, unlike any other class feature of any other class.
Control Wizard: Eye of the Storm: ICD has been reduced to 20 seconds.
Control WIzard: Eye of the Storm: Activation chance is now 100% from any power while off cooldown.
Control Wizard: Storm Spell: Activation Chance increased to 35%. Damage increased by roughly 100%.
Control Wizard: Storm Fury: Damage increased by 200%.
Control Wizard: Swath of Destruction: Damage Debuff increased to 5% per rank and Smolder Damage is increased by 15% per rank (up from 2% and 8% respectively).
Control Wizard: Combustive Action: Damage Debuff applied by Combustive action is no longer just Fire damage, but all damage. Debuff is now 6% per rank (up from 3% per rank).
Thank you very much!
Awesome passive and MOF changes. They will be pretty viable against Spellstorm form now on.
I can't wait to start mod4 and respec to Firemage!
I just love it , people complain non stop for page after page that single target dps needs to be buffed back up , GC finally buffs control wizard back up to a reasonable place and now people complain it is buffed too much , you have got to be kidding me .... GC has said no matter what happens shard is not getting any further adjustments so we got these class feature buffs and the other couple of minor MoF buffs , I'm happy with that and thank GC for at least giving us some damage back and I'm sure newer players leveling CW's will thank him too.
I found it funny too!
With the constans HR/SW buffs and basically no real GWF damage or DR nerf (That DR nerf hurts them only in pvp. Destroyer would do the same big dmg and easily achieve the previous DR with artifact+more def...), CW need to be somewhat competitive!
The ones you listed aren't on preview yet , probably this week.
Thanks for the answer.
“He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.” ― J.R.R. Tolkien, The Two Towers
Control Wizard: Eye of the Storm: ICD has been reduced to 20 seconds.
Control WIzard: Eye of the Storm: Activation chance is now 100% from any power while off cooldown.
Control Wizard: Storm Spell: Activation Chance increased to 35%. Damage increased by roughly 100%.
Control Wizard: Storm Fury: Damage increased by 200%.
Control Wizard: Swath of Destruction: Damage Debuff increased to 5% per rank and Smolder Damage is increased by 15% per rank (up from 2% and 8% respectively).
Control Wizard: Combustive Action: Damage Debuff applied by Combustive action is no longer just Fire damage, but all damage. Debuff is now 6% per rank (up from 3% per rank).
These changes should make all of these class features more attractive to Wizards of all trees and improve the usage of them in most cases.
When I'm looking much closer to the change I only have one comment about Master of Flame Path.
Critical Conflagration will need an increase in damages to keep it an attractive choice.
Combustive action = 18% increase in damages.
Swath of destruction = 15% increase in damages for the party.
Critical Conflagration = With 33,3% critical chance = Only 1/3 hits have the 15% increase in damages.
I think an increase to 8% by rank could be good for a total of 24%.
For the spell storm wizard, I will need to test the changes before commenting it.
To finish the class feature work you could change Arcane Presence to be an attractive choice too.
A possibility could be this:
Apply it to all single target powers instead of cold powers. Increase the damage buff enough to return Focused Wizardry to its original state (suppress the penalty to AoE powers damages).
I think it's will be better to choose a Class Feature power when we need more damages from our single target powers than a feat that you cannot change without a respec.
An other change that could be good for PVE, its make our Paragon path dailies more powerful and useful.
As the most higher level dailies, our paragon path dailies are supposed to be the most powerful and useful powers of the Wizard.
Maelstrom of chaos:
Increase AoE radius
Increase the maximum target affected (to compensate the change of Arcane Singularity)
Increase the prone time
Suppress the 50% Action Point loss when you cancel your casting.
Furious Immolation: Increase the maximum target affected (to compensate the change of Arcane Singularity)
For the damages at least apply the Evocation AoE 15% damages increase to our paragon path dailies.
For Feats changes:
Far Spell:
You can add AoE radius increase by 2/4/6/8/10 ft. to all your AoE powers.
If you want to give access to the feat to all paragon path exchange its place with Tempest Magic or Malvolent Surge and increase the damages bonus to the feat that you choose to be much deeper in the Thaumaturge tree.
Chaos Magic:
Replace the most useless bonus with this (Renegades players can tell you which one to choose):
All encounters on cool down are reduce by a number of seconds.
It could make renegade to be the path for those who like to be quick, to have burst damage, to play strategic (You will need to cast your encounters at the right time ...)
it's just some idea that can help...
Thank you
“He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.” ― J.R.R. Tolkien, The Two Towers
Shard animation is incomplete; it never shows when it is cast from Mastery, you directly see the enemy proned by it if you aimed correctly, making it impossible to use/push in the correct direction. This makes it unusable in PvP.
Shard PRONE duration - too short to be WAI according to the changes that were done on it. It lasts less that Entangle/Orb of Imposition.
Feedback:
Shard is too nerfed as it is now. It is also bugged. It hits for less that 2K Shardplosion crit. This is INTOLERABLE for a HIGH SKILL encounter. Please RETHINK it. Shard needs to hit on players for about 10K on crit to make it usable. I am talking about proper specc CWs/rank 10s/Perfect Vorpal. Imagine shard being used by a rank 7/lesser vorpal CW these days - it will hit less than an at will!!!
Bug Report: Repel still doesn't push people (deflected AND non-deflected)
Not much else to say to what the cause would be, but still about 20% of the time Repel does NOT push people away, even if the hit wasn't deflected, (it glitches and doesn't push on deflected hits aswell)
I can confirm this as well from multiple PVP tests on the test server. Please address this.
Confirming this, too! Repel is not working as intended. It is still affected by deflection and doesn't push.
I don't believe this is a Deflection issue... I tested my Repels in another CW with 8% Deflection Chance and 6 of my 10 Repels failed.
Repel may be taking a percentage of another power, it is being affected by something else in the enemy that has a percent value or something like that.
Bug report: Repel still does not push people, roughly 20-40% of the time. Deflected or no deflected damage. It's caused by something else other then deflected damage
I don't believe this is a Deflection issue... I tested my Repels in another CW with 8% Deflection Chance and 6 of my 10 Repels failed.
Repel may be taking a percentage of another power, it is being affected by something else in the enemy that has a percent value or something like that.
+1 on this. There's a good chance my assumption is wrong and something else is affecting Repel.
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
edited August 2014
Tested yesterday evening with a fellow CW on my HR. Doesn´t seem to be deflect related. We tested it with deflect from 13 to close to 60 and there seems to be no correlation at all.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
alacrity does not work at all never get the time reduce on icy terrain. (test done on 05/08)
Repel does not push: (resume from other player)
For alacrity here what i suspect. on live it work like that when you kill a foe affected by chill it proc, the new one is suppose to be when you hit a foe affected by chill you have a chance to have it proc (-2.5sec) i'm pretty sure actually it work with a melting pot of old an new version rending it completly useless
Feedback
The CC buff from orb of impossible and CW overall perks they get from not doing anything is making them to strong in "pvp". From the huge punt back range from severe reaction, to shield, to assailant force, and orb of imposition. When repel does work the enemies get to experience how much more devastating control wizards are. From chill stacks not being able to be avoided to also getting frozen why trying the control wizard is cc'ed.
The only class that stands a somewhat good chance of winning a control wizard that is as geared as the same control wizard is their overpowered contender, HR
They should have good cc, but they shouldnt be tanky, hit hard, and have good cc.
100% agree cws deal ridiculously damage especially with frost stacks.
At times I noticed stacks not only hit the character but also the GF/GWF player's brain.
And now pls return to the hole u emerged from.
Comments
After putting 7 months into my CW and getting her to 16.3k GS, and finally getting to a point where I have a strong DSP, I was so disheartened by playing on the preview server I almost outright quit Neverwinter. My rotation (CoI tab, SoEA, ST, and SS) is no longer viable on the preview server. Quite frankly, this is insulting and ridiculous. My character is better named of enchants and companions in Mod 3 that fully geared in Mod 4. That is NOT balancing.....It's a disaster.
Your proposed changes with such drastic reductions in damage and control are making it so the CW has less flexibility in builds, and is going to force many of us with great characters to completely rework what has become fun to play. As such, it will be significantly less fun. And that means I will spend fewer dollars, or maybe even quit. Also, by changing so many things after I have invested so much time into my character reflects very poorly on how PerfectWorld treats their customers. Believe me when I say that this will influence what games I choose to play in the future.
Regarding the degree of "nerf" to my personal CW, I issue an open invitation to all developers to come and do a few runs with me in both Mod 3, and on the preview and see exactly what the changes do. You're taking the fun out of Neverwinter, and as such will end up with a decreased customer base.
Kreg (16.3k CW)
Actually, this reminded me:
BUG: Orb of Imposition seems to be not affecting SotEA prone duration. Even Entangle lasts longer. This is pretty much rendering SotEA completely useless in PvP (and PvE of course), since other CCs are better ans extremely easy to land, i.e. point and click vs careful timing and performing the shard rotation.
You claim that a HR should be balanced in power with a CW. I believe that is downright wrong. Wizards have ALWAYS been more powerful at higher levels. Wanting them to be the same just so more people will party with HRs is just wrong and completely inconsistent with the spirit and rules of D&D.
Also, for a playability and game standpoint, how is it fair to take someone's character that they have invested tons of time in, and reduce the damage output by over 1/3 to 1/2? I've never played any other game that did that to someone. When I started playing Neverwinter, I didn't even think about which class to play, I went straight to the CW, full knowing that if the game was based on D&D it would be the highest powered class at end game stage. I didn't know a ting about how the mechanics of Neverwinter workd at the time, just that the wizard class SHOULD be the most powerful, once I struggled to get to a high levels. Any that was the case. The game did exactly what it should. Now there is a push to change that, which is just wrong on so many levels.
Real D&D classes have NEVER been balanced in damage at higher levels. Wizards have ALWAYS poured out way more damage. The proposed changes are a drastic departure form both the mechanics and spirit of D&D. Quite frankly, your counter argument make no sense in the world of D&D.
Kreg
Enemies who are knocked over by the shard (shard slam) are immune to the prone from the exploding shard.
This makes an already mostly useless spell completely useless. I was attempting the Dwarf Invasion HE in Dwarven Valley and decided to try and control the Dwarf Arcanists better (Freeze, steal time, and orb of imposition just wasn't cutting it) so I added Shard to my rotation thinking that it would give me an extra few seconds of control so I wouldn't have fireballs raining down on my head constantly. So freeze wears off, I stun them with Steal Time, then summon and push SotEA into them...and the arcanists immediately pop back up and continue raining down fireballs while the rest of the enemies lay prone. Because I pushed the shard into them and knocked them over with it they were immune to the prone from the explosion. This makes SotEA completely UNRELIABLE. It is useless for incapacitating a group of enemies because several of them will immediately pop back up and pummel you while they should be proned. Comically, it is the enemies you WANT proned (the ones you aim the shard at) that will be the ones who will be immune to it.
Also, Shard should be reclassified to be a control spell instead of an arcane spell. With the damage nerf and the control buff its only real use is for control.
I want to know if the most recent change announced below are currently effective on preview server.
(I'm back from 3 weeks summer vacancy, a lot of things have changed in 3 weeks, I will need to test all this changes)
Thanks
― J.R.R. Tolkien, The Two Towers
The ones you listed aren't on preview yet , probably this week.
BUG alacrity doesn't provide any time reduce to icy terrain
I find it rather ridiculous that Storm Spell is getting a 100% damage buff when it is already the best performing Spellstorm Mage Paragon Feature, given that Conduit of Ice, Steal Time, Icy Terrain and Oppressive Force trigger it every tick on every hit enemy, leading to Storm Spell word spam all over my screen.
Storm Spell doesn't need a buff and was fine exactly where it was and was already contributing a large % of my overall total damage in instances.
It also is the ONLY class feature that can actually critical, unlike any other class feature of any other class.
Thank you very much!
Awesome passive and MOF changes. They will be pretty viable against Spellstorm form now on.
I can't wait to start mod4 and respec to Firemage!
I found it funny too!
With the constans HR/SW buffs and basically no real GWF damage or DR nerf (That DR nerf hurts them only in pvp. Destroyer would do the same big dmg and easily achieve the previous DR with artifact+more def...), CW need to be somewhat competitive!
Thanks for the answer.
― J.R.R. Tolkien, The Two Towers
When I'm looking much closer to the change I only have one comment about Master of Flame Path.
Critical Conflagration will need an increase in damages to keep it an attractive choice.
Combustive action = 18% increase in damages.
Swath of destruction = 15% increase in damages for the party.
Critical Conflagration = With 33,3% critical chance = Only 1/3 hits have the 15% increase in damages.
I think an increase to 8% by rank could be good for a total of 24%.
For the spell storm wizard, I will need to test the changes before commenting it.
To finish the class feature work you could change Arcane Presence to be an attractive choice too.
A possibility could be this:
Apply it to all single target powers instead of cold powers. Increase the damage buff enough to return Focused Wizardry to its original state (suppress the penalty to AoE powers damages).
I think it's will be better to choose a Class Feature power when we need more damages from our single target powers than a feat that you cannot change without a respec.
An other change that could be good for PVE, its make our Paragon path dailies more powerful and useful.
As the most higher level dailies, our paragon path dailies are supposed to be the most powerful and useful powers of the Wizard.
Maelstrom of chaos:
Increase AoE radius
Increase the maximum target affected (to compensate the change of Arcane Singularity)
Increase the prone time
Suppress the 50% Action Point loss when you cancel your casting.
Furious Immolation: Increase the maximum target affected (to compensate the change of Arcane Singularity)
For the damages at least apply the Evocation AoE 15% damages increase to our paragon path dailies.
For Feats changes:
Far Spell:
You can add AoE radius increase by 2/4/6/8/10 ft. to all your AoE powers.
If you want to give access to the feat to all paragon path exchange its place with Tempest Magic or Malvolent Surge and increase the damages bonus to the feat that you choose to be much deeper in the Thaumaturge tree.
Chaos Magic:
Replace the most useless bonus with this (Renegades players can tell you which one to choose):
All encounters on cool down are reduce by a number of seconds.
It could make renegade to be the path for those who like to be quick, to have burst damage, to play strategic (You will need to cast your encounters at the right time ...)
it's just some idea that can help...
Thank you
― J.R.R. Tolkien, The Two Towers
Shard animation is incomplete; it never shows when it is cast from Mastery, you directly see the enemy proned by it if you aimed correctly, making it impossible to use/push in the correct direction. This makes it unusable in PvP.
Shard PRONE duration - too short to be WAI according to the changes that were done on it. It lasts less that Entangle/Orb of Imposition.
Feedback:
Shard is too nerfed as it is now. It is also bugged. It hits for less that 2K Shardplosion crit. This is INTOLERABLE for a HIGH SKILL encounter. Please RETHINK it. Shard needs to hit on players for about 10K on crit to make it usable. I am talking about proper specc CWs/rank 10s/Perfect Vorpal. Imagine shard being used by a rank 7/lesser vorpal CW these days - it will hit less than an at will!!!
I can confirm this as well from multiple PVP tests on the test server. Please address this.
Thank you in advance.
I can confirm this too, although Repel not working at all for me for 50% of the time.
Confirming this, too! Repel is not working as intended. It is still affected by deflection and doesn't push.
I don't believe this is a Deflection issue... I tested my Repels in another CW with 8% Deflection Chance and 6 of my 10 Repels failed.
Repel may be taking a percentage of another power, it is being affected by something else in the enemy that has a percent value or something like that.
Repel should not be deflected by anyone
CRAZY MIKE - 14.6k PvE CW
Backbone - 16.7k PvP HR
[SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
+1 on this. There's a good chance my assumption is wrong and something else is affecting Repel.
Born of Black Wind: SW Level 80
BUG resume list
alacrity does not work at all never get the time reduce on icy terrain. (test done on 05/08)
Repel does not push: (resume from other player)
For alacrity here what i suspect. on live it work like that when you kill a foe affected by chill it proc, the new one is suppose to be when you hit a foe affected by chill you have a chance to have it proc (-2.5sec) i'm pretty sure actually it work with a melting pot of old an new version rending it completly useless
There was some HR rework and a little CW nerf:
Live CN 32-17 CW-HR
Preview CN 25-23 same HR-same CW
...
The CC buff from orb of impossible and CW overall perks they get from not doing anything is making them to strong in "pvp". From the huge punt back range from severe reaction, to shield, to assailant force, and orb of imposition. When repel does work the enemies get to experience how much more devastating control wizards are. From chill stacks not being able to be avoided to also getting frozen why trying the control wizard is cc'ed.
Finally, Control Wizard's title is starting to mean something. Good job, GC!
100% agree cws deal ridiculously damage especially with frost stacks.
At times I noticed stacks not only hit the character but also the GF/GWF player's brain.
And now pls return to the hole u emerged from.