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CW nerfs announced.

yperkeimenosyperkeimenos Member Posts: 334 Arc User
edited July 2014 in The Library
So,the new changes to the cw class have been announced at the Devtracker part of the forum and although they are not final,give us an idea of what's to come.What do you think about them and how will they affect the survivability of the class? Among other nerfs Eye of the storm will now have a 90 sec cooldown, ouch that hurts.
It's BUGS bunny i tell you.
Post edited by yperkeimenos on
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Comments

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2014
  • adernathadernath Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    Such a big bundle of changes... I really hope that everything is well rounded and CWs get a large buff in PvP survivability instead.

    I would instead prefer that small changes are done so that there is no danger to completely broke the class. I mean it will affect PvE and PvP...
    Suggestions to improve NW:
    - Dualspec
    - Better rewarding foundry and foundry pvp maps
    - Custom PvP leagues with leaderboards instead of the current 'matchmaking'.
    - Armory
    - make jumping cost stamina (to reduce hopping in pvp)
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited June 2014
    If they nerf Eye of the Storm then firemage should be tried out more!
  • grimahgrimah Member Posts: 1,658 Arc User
    edited June 2014
    thats the biggest glaring mistake i though, 90 ICD. Think thats the biggest nerf to a skill ive seen.

    Anyways, Don't be crying, they change things quite alot during the testing, like those HR changes they made previously. Patching is super slow, so i'm not sure when i can get on to get results. Those Capstone feats look interesting, but ofcourse the whole thing needs some testing. Its far too early to start a tantrum go to the preview section of the forums if you want to keep up to date with the changes etc.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • mutjinninjamutjinninja Member, NW M9 Playtest Posts: 93 Arc User
    edited June 2014
    We're dead. If the devs don't listen to feedback (which they seem to do over loud music and from 8 rooms away so they only get the most garbled changes needed into their heads), the SS thuam mage is dead. The EotS nerf kills the build. Most mages will have to for MoF if that ICD is not removed or very much lessened.

    In addition, the damage sans control nerfs murder our utility in pve. Sing was used because there are millions of adds between you and the boss and we need SOME way to control them. Nerfing that control by half is just slowing down all dungeon running and making some fights impossible. For example, CN draco. I'd like to see non top tier players (we're talking people who aren't slotting rank 8+ and with their perfect vorpals and all that) beat that with these changes. The adds hit so hard and are so plentiful that being unable to round most of them up throws that fight in the gutter.

    With our damage going by the wayside without any buffs whatsoever (the Steal time buff is bs, it was our only control power really to begin with and the stun and damage were meh and are still meh) the cw is essentially shelved and the gwf/dc parties are back on
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited June 2014
    I would say I will play with my Gwf or roll a HR as dps but meh.
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited June 2014
    EoTS nerf?
    How about Sudden nerf 33%, Shard explosion nerf 60%?
    Singu with 8 target cap will be unsloted.
  • sapdragonsapdragon Member Posts: 0 Arc User
    edited June 2014
    Phantasmal Destruction: When you deal Combat Advantage damage you have a 25% chance (down from 100%) to grant 3/6/9/12/15% Critical Severity for 6 seconds.

    Nightmare Wizardry: This feat now has a 1/2/3/4/5% chance (down from 4/8/12/16/20%) to grant you and allies combat advantage for 12 seconds (up from 4).

    Everyone is complaining about their Thaum powers being nerfed.... Renegade will be greatly depleted with these two nerfs too.

    Hopefully balances will be made :)
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    sapdragon wrote: »
    Phantasmal Destruction: When you deal Combat Advantage damage you have a 25% chance (down from 100%) to grant 3/6/9/12/15% Critical Severity for 6 seconds.

    Nightmare Wizardry: This feat now has a 1/2/3/4/5% chance (down from 4/8/12/16/20%) to grant you and allies combat advantage for 12 seconds (up from 4).

    Everyone is complaining about their Thaum powers being nerfed.... Renegade will be greatly depleted with these two nerfs too.

    Hopefully balances will be made :)

    They won't I've already seen this consistently out of Cryptic, They don't fix things they break them. They've already broken several classes. They seem intent on breaking them all.

    I do not know why they are obsessed with some crazy Idea they can nerf their way into balance. Its been a repeated failure time and time again.

    Its been a year now you'd have thought they'd have learned.

    Either way, at this point I don't even want to bother anymore. This one is a non-starter from the beginning.

    I play MoF these days as you know so most of this won't affect me much other than Shards. But that's the highest level spell... not some low level spell. To reduce the damage by that much means it will now do about as much damage as the 1st level spell Chill Strike.

    Wheee I can be a newbie again... at the HIGHEST LEVELS of the game.

    And these won't even fix anything, none of the classes can or will be able to participate in Mob clearing anyway because they were never designed for it.

    This one is a non starter from the beginning and not even worth my time to bother with.

    We wanted to play this game for fun, apparently that's not allowed.
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited June 2014
    yeah, renegade is gonna RIP if they do that.

    Actually, I'll just go on another hiatus if it happens.
  • sapdragonsapdragon Member Posts: 0 Arc User
    edited June 2014
    To be constructive, i think that some of their changes are for the positive.

    However i feel that they need to reconsider how LARGE a nerf they are doing to:

    1. SS EoTS
    2. Renegade NW/PD Combo
    3. Shard damage

    The proposed severity of the nerfs to these will leave CW as either a higher hp CW who can't DPS or a glass cannon with a pea shooter instead of a cannon.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited June 2014
    5% chance to grant combat advantage is absurd. Mobs will be dead or down to the last by the time it procs so what's the point of making it last longer if it procs too late.
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    sapdragon wrote: »
    To be constructive, i think that some of their changes are for the positive.

    However i feel that they need to reconsider how LARGE a nerf they are doing to:

    1. SS EoTS
    2. Renegade NW/PD Combo
    3. Shard damage
    .

    Yeah it pretty much absolutely destroys the Renegade path.

    More importantly...

    Shards and EoTS are the CAPSTONE top of the line highest level feats of the class.

    They are supposed to be the big Kahuna of powers for the CW... well Spellstorm anyway.

    And now, they're little more than 1st level spells that you'd give to a newbie.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited June 2014
    Yeah it pretty much absolutely destroys the Renegade path.

    More importantly...

    Shards and EoTS are the CAPSTONE top of the line highest level feats of the class.

    They are supposed to be the big Kahuna of powers for the CW... well Spellstorm anyway.

    And now, they're little more than 1st level spells that you'd give to a newbie.

    I could understand making EotS more in line with MoF's feat, but cooldowns suck and that's the reason why half the armor enchantments are total croc.

    Maybe something more like make it only proc with at-wills and not a 15% chance with encounters.
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    ghoulz66 wrote: »
    I could understand making EotS more in line with MoF's feat, but cooldowns suck and that's the reason why half the armor enchantments are total croc.

    Maybe something more like make it only proc with at-wills and not a 15% chance with encounters.

    Lets face it, they way overdid this.

    I know you play MoF like I do, but the Spellstorm nerfs are way overdone.

    From what I've seen with my current build this won't affect me much at all, but I was already creaming geared Spellstorms in the Kessel Skirmish. Only a whopping two of them had managed to beat my damage and not by much. And that was before... any of these nerfs...

    This would make a Spellstorm not even worth playing anymore.

    Near as I can figure it... we just had a bunch of MoFs running around in here that had no clue how to play this thing and went whining to Cryptic.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited June 2014
    Near as I can figure it... we just had a bunch of MoFs running around in here that had no clue how to play this thing and went whining to Cryptic.

    Hello DEV team, spellstorm is too strong.

    NERFs renegade tree

    Well there goes my MoF build. Seriously, they nerfed the tree because of EotS? That flipping nerfs the living <font color="orange">HAMSTER</font> out of renegade MoF users. Same nerf PVP, affects PVE bullcrap.

    But wait, if they're nerfing EotS, then why do they have to hammer the renegade tree into the ground?
  • sapdragonsapdragon Member Posts: 0 Arc User
    edited June 2014
    Yeah it pretty much absolutely destroys the Renegade path.

    More importantly...

    Shards and EoTS are the CAPSTONE top of the line highest level feats of the class.

    They are supposed to be the big Kahuna of powers for the CW... well Spellstorm anyway.

    And now, they're little more than 1st level spells that you'd give to a newbie.

    Agreed. For reference i play a Renegade MoF build, so apart from the NW/PD change, it doesn't affect me directly - but i like playing next to SS CWs.
  • crazymikeecrazymikee Member Posts: 694 Arc User
    edited June 2014
    Perma freeze cc + 5 second stun from oppressor path? They nurfed the old builds and made a new op build in its place.. clueless updates to be honest
    Coach Mike - 19.1k PvP CW
    CRAZY MIKE - 14.6k PvE CW

    Backbone - 16.7k PvP HR
    [SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    sapdragon wrote: »
    Agreed. For reference i play a Renegade MoF build, so apart from the NW/PD change, it doesn't affect me directly - but i like playing next to SS CWs.

    Yeah I do a Hybrid of both on MoF.

    The only things this hits for me are Assailing Force and Nightmare Wizardry. But... being that they apparently fixed the ArP for Fanning the Flame, it doesn't make a bit of difference anyway.

    All it does is affect every other class that used to benefit from my Debuffs.

    The Nightmare Wizardry feat was great for Rogues as they could just whollop on targets I'd affect with it. And the GWFs loved my Assailing Force.

    For me they just allowed me to get around the ArP issues with Fanning the Flame.
  • sapdragonsapdragon Member Posts: 0 Arc User
    edited June 2014
    Yeah I do a Hybrid of both on MoF.

    The only things this hits for me are Assailing Force and Nightmare Wizardry. But... being that they apparently fixed the ArP for Fanning the Flame, it doesn't make a bit of difference anyway.

    All it does is affect every other class that used to benefit from my Debuffs.

    The Nightmare Wizardry feat was great for Rogues as they could just whollop on targets I'd affect with it. And the GWFs loved my Assailing Force.

    For me they just allowed me to get around the ArP issues with Fanning the Flame.

    I have to say i quite like the change to Chaos Magic. I don't use Magic Missile, so I've always had my 1 points floating around on something random. Can finally put something into the end of Renegade tree haha!
  • sapdragonsapdragon Member Posts: 0 Arc User
    edited June 2014
    double post lag -.-
  • query523query523 Member Posts: 1,515 Arc User
    edited June 2014
    I think you may be overestimating the impact on PVE. The critical oversite on the damage nerfs is that more often than not you are doing more damage than is necissary to kill the mobs. I've actually done a good bit of calculating this with my HR collating data from paingiver and executionaer on a variety of T2s and T2.5s (used the HR for baseline because most attacks never do more than a few thousand so overdamage is minimal). CW overdamage actually raises the overall damage statistics for an instance by 20-30%. From the perspective of efficiently and quickily finishing the instance this is wasted DPS. moving to targeted effective DPs and control will not lessen the impact of the CW in PVE. It might lessen the effectiveness of building a party with 3+ CWs. But is that really fun for you or just a long AD grind? As to PVP I am not sure what I would do for a proper CW fix. But this is not it.
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    query523 wrote: »
    I think you may be overestimating the impact on PVE.

    From the perspective of efficiently and quickily finishing the instance this is wasted DPS. moving to targeted effective DPs and control will not lessen the impact of the CW in PVE. It might lessen the effectiveness of building a party with 3+ CWs. But is that really fun for you or just a long AD grind? As to PVP I am not sure what I would do for a proper CW fix. But this is not it.

    I think you need to understand this from another perspective.

    It sounds like you've been running with a lot of overgeared CWs like me.

    But let me tell you its not like that when you're coming up the ranks at lower geared levels as a CW. You aren't doing massive crits. You're still pulling a ton of agro. And no... you're not overkilling a ton of mobs.

    You have a GF who cannot hold agro. And a bunch of Single Target Strikers who can only damage one mob at a time, and you're running for your life as a CW watching all these other classes fail miserably at jobs they were never designed to do.

    So you tend to die a lot as the general base level CW spells are underpowered by nature. Until you seriously gear up.

    Leaving... only you... on your own. Alone... and the only one capable of dealing with them.

    Well now... that CW... is going to be screwed completely... because the rest of you are already failures, and its not your fault your class was never designed to do this. And the CW cannot do it alone.

    The remedy was multiple CW groups. As finally you had enough people capable of actually taking on that many mass mobs in conjunction to each other and completely made up for the failures of the other Striker classes who could never help anyway.

    When the GWF came along and was buffed we FINALLY had a friend who was capable of actually assisting us, togather we were finally able to survive.

    It never had anything to do with "overkill", that stuff all came later once we were finally overgeared and too powerful for the content anyway.

    That is the world YOU know... I however.. know a completely different one.

    You can't help and never could. So the only option left is multiple Wizard Groups at this point.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited June 2014
    all these wizard tears are embarassing.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • sapdragonsapdragon Member Posts: 0 Arc User
    edited June 2014
    grimah wrote: »
    all these wizard tears are embarassing.

    I don't know if it's all tears grim. I think having a discussion is fair point, changes or no changes people are going to complain about something (unfortunately it is human nature). I commend Cryptic for even opening it up to feedback, i think it's awesome that players, experienced as yourself and inexperienced like myself, can try out the changes.

    As i said earlier, I think the changes across all the classes are pretty good. There is no such things as perfect, and Cryptic could make 100 different changes and it would inconvenience someone.
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    grimah wrote: »
    all these wizard tears are embarassing.

    Well its no skin off my back at this point as an MoF... but it sure crushed Spellstorms.

    And I have no wish want or desire to see my fellow Wizards destroyed like that over someone else's jealousy.

    I want no part of that.

    These nerfs for class balance have been a repeated failure over and over for a year now and broken entire classes repeatedly. They have not made anything better, they only made things worse for everyone.

    That is enough of this endless useless Nerf cycle that's just ruining the game for everyone.

    Even though this stuff isn't going to affect me much... I don't even want to play anymore at this point. The attitude of the devs, is highly questionable at best. Normally I drop my customary $20 in Zen for the week, but I'm seriously glad I didn't at this point.

    While Abbadon and I may not agree on everything, the reality of the matter is I actually trust him. His results on the Spellstorm side pretty much show how much of a lack of forthought went into these things. And the outright self deception of the Devs who claimed this was only a 25% damage nerf....

    It was just a bunch of random nerfs with little understanding of the game thrown at the wall.

    I know you've seen it too Grimah, I know you better than that.
  • str8slayerstr8slayer Member, Neverwinter Beta Users Posts: 715 Bounty Hunter
    edited June 2014
    Looks like everybody will be switching from Thaum debuff and Rene DPS to oppressor CC...

    Don't even get me started on the "casting speed decreases"... (all powers basically take 1/3rd to 2/3rds more time to cast)

    I'm also getting real sick of these nerf cycles, everybody invests and does their thing and one day "your build isn't useful anymore, pay us and try something else".

    It's never going to end, that much should be obvious, balance likely isn't even the intended result, at this point...
    [SIGPIC][/SIGPIC]
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited June 2014
    Oppressor? I will switch to Firemage or Warlock.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited June 2014
    And I have no wish want or desire to see my fellow Wizards destroyed like that over someone else's jealousy.

    What say this? You don't even know. None of this is close to finalised, after seeing things firsthand.

    As it stands right now, everything is so buggy and unbalanced for all classes. The damage nerf to CWs are big, control is overbuffed to the point you could solo epic dungeons. without a sweat. feats are broken and not working. the changes to the other classes are even more crazy right now, and alot of things not working.

    Stop panicing.

    And these cries of despair is not feedback nor constructive.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    edited June 2014
    I was hoping we could go back to being judo wizards but no.

    Swapping to storm spell and evocation probably means you won't lose that much anyway. 90 second icd is still the dumbest thing I've ever heard. This morning anyway. The firing time increases in practice probably mean little.

    2 disturbing trends noticed again though. Trend 1 is the reduction of synergies. We got a preview in the student of the sword nerf and now full metastasis in assailing force and singularity nerfs. Game was if I recall built on distinctive classes building each other up. Remember when DC and CW were BFF because they were the only people that could save each other? I miss that almost as much as the melee classes are going to miss the disco ball all the mobs gathered under. The other is a certain trend in cryptic games for players optimising and then devs nerfing without replacing or rebalancing, cough sto cough cough.

    I seriously can't wait to log in to play more tedious versions of stuff I've done lots of times before though.

    The gwf prone nerfs were funnier though. The only way to win The Game of Prones is to Prone or Die. Or as it turns out to remove them all and have a bunch of obsessives run in circles for an hour till the other team gets bored and is willing to eat the cooldown on that character.
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