Not flaming, but I tend to agree here. Seems like CWs HAVE to rely on A.F. to deal any damage at all, and whats worse it doesnt really take skill to use (to build around - sure - but not use). It would be really cool if CWs did have their damage bumped up alot in other areas and this either toned back or swapped to something else? I dunno. But I do agree. Seems like CWs will be pigeon holed into 1 path, since thats how you get most of your damage.
Well what do you know, there WAS a tree for the, it's started with an R.... hmm oh shoeshiner! "I'll buff that out for you!"
Not flaming, but I tend to agree here. Seems like CWs HAVE to rely on A.F. to deal any damage at all, and whats worse it doesnt really take skill to use (to build around - sure - but not use). It would be really cool if CWs did have their damage bumped up alot in other areas and this either toned back or swapped to something else? I dunno. But I do agree. Seems like CWs will be pigeon holed into 1 path, since thats how you get most of your damage.
- Do you think some type of stacking/damage buff could work here instead? LIKE GWFs have on their capstone? Or even something more like GFs have on their Conq Capstone now?
Do you think this could be done through shield, as in "releasing" shield BREAKS CC and also Gives CC immunity for a few seconds? The idea there is when you break shield it deals damage/breaks CC but now you are MUCH more squishy, so it could also have like 1-2 sec CC immunity frames - used for escape?
That would be our low damage Renegade tree.
Everyone I PvP In those tree I lose.
Same as Oppressor tree, both SUCK at PvP
I know Supremacy of Steel is a daily. But every time I fight GF and almost die when launching Oppressive Force (goodness forbid it crits!) which I cannot cancel once it's off, it makes me wonder what am I suppose to do in this situation? Jump around and let GF and his/her mates KILL ME, before I'm free to safely hit him back? This is crazy. What gave Devs the idea that HP beef truck GF is, needs REFLECT once he's hit by squishy CW? And why CW is depraved of such defence? I'm all for GFs having this (only I cannot see logic in why of all classes they should need this the most) , but I'd vote to give something similar to CWs who are lacking defence and now are lacking damage BIG TIME.
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
I know Supremacy of Steel is a daily. But every time I fight GF and almost die when launching Oppressive Force (goodness forbid it crits!) which I cannot cancel once it's off, it makes me wonder what am I suppose to do in this situation? Jump around and let GF and his/her mates KILL ME, before I'm free to safely hit him back? This is crazy. What gave Devs the idea that HP beef truck GF is, needs REFLECT once he's hit by squishy CW? And why CW is depraved of such defence? I'm all for GFs having this (only I cannot see logic in why of all classes they should need this the most) , but I'd vote to give something similar to CWs who are lacking defence and now are lacking damage BIG TIME.
Yep, this daily is sick, for CW it is better to dont atack when tank is using it. I saw many times like unexperienced CW using Ray of frost almost kill themselves becouse of this daily
I don't know why CWs care so much about renegade not being that great. No class has ever had all 3 trees viable at the same time IMO.
What would you say if you played Archery HR for over a year then from nowhere the paragon path was made completely unviable and you were forced to use a paragon path you didn't like or didn't want to play? You are saying that you would be completely cool with that?.
- Do you think some type of stacking/damage buff could work here instead? LIKE GWFs have on their capstone? Or even something more like GFs have on their Conq Capstone now?
I've never played a GWF but i read the official wiki, the capstone looks like the bonus given by the corrupted black ice gear (but less powerfull for the BI Gear)
I don't know what is the best solution but it will be better than damage that isn't based on anything.
A stack might be useful, I think we are the only ones not to have something similar. We have arcane mastery but it is too dependent on magic missile and the bonus is negligible at this level. And unfortunately, arcane powers (magic missile...) will not be used a lot after the change to the damage.
Perhaps a feat that allow for all of our spells to benefit of spell mastery, for a period of time or when the stack is loaded (like the DC). (Just a suggestion, not sure it compensates for the loss of damage).
With that, in PVP, if you put the shield in the mastery slot, then we could recover a little damage lost at the benefit of the defense.
Sorry for my bad english, I can not explain my ideas in detail. I'm not sure this is understandable.
Chaotic neutral - so i can do whatever the hell i want
What would you say if you played Archery HR for over a year then from nowhere the paragon path was made completely unviable and you were forced to use a paragon path you didn't like or didn't want to play? You are saying that you would be completely cool with that?.
Dude - that just actually happened. Hamlet is an Archer spec PvPer and that tree will now be useless for PvP.
Oppressor and renegade are even worst than thauma actually but thauma way is only putting CW near to be the worst pvp class. that even put the two other to a non even playable PVP class and that coming worst for oppressor since they drop out the new artifact that practicaly immun from all CW control power
Plus CW is rarely rolled for pvp purposes but doing pve.
Lots of people acting in fear as Oppressors will be swarming after mod4 release. I think first 3 pages of Leaderboard won't be contain suddenly more than 6-8 cws at best.
Its amusing how the topic 70% is about how the changes affects pvp.
Please before you say NO look at the Arcanist power in Icewind Dale.
Meteor Swarm Damage 4 - 8k
30 foot range, 10' AoE Prone - Short Duration 2 seconds.
Please before you say NO look at the Arcanist power in Icewind Dale.
Meteor Swarm Damage 4 - 8k
30 foot range, 10' AoE Prone - Short Duration 2 seconds.
No.
Leave shard alone. The way it stands at the moment, it requires the use of skill to land a propper rotation.
All we ask is that they fix the bugs inherent with the ability and buff it's damage back up to acceptable levels.
Desidus@Xtraordinary91
19.9k PvP Control Wizard
<Complaints Department>
bugs? you mean that it disappears? that it gets stuck on terrain? that it goes through objects without damaging?
How long has that been an issue?
If they could of fixed it, they would have.
bugs? you mean that it disappears? that it gets stuck on terrain? that it goes through objects without damaging?
How long has that been an issue?
If they could of fixed it, they would have.
The problem with your idea is that it completely changes the mechanic of existing Encounters. That is nearly as bad as wanting to change the Class mechanic.
It is a waste of resources.
Desidus@Xtraordinary91
19.9k PvP Control Wizard
<Complaints Department>
Before we make any changes to control potency (which have drastic impacts on other players in both PVE and PVP) we want to see where they fall and how powerful they still are in large AoE settings. We looked at the casting time and damage output of all their powers and tuned back some of the incredibly egregious ones and brought up some of the much weaker ones.
In addition, I want to reinforce that Thaumaturge and Renegade are both DPS trees, and their control being weaker is fine. Oppressor is the premiere control tree and its new ability to spread long duration stuns with shatter across the battlefield have proven to be incredibly potent in our internal testing. Control Wizards now have to make a conscious choice on whether they are playing a magical destroyer who decimates his foes with his spells or whether he wants to freeze all his enemies in their tracks. The feat trees are much more strongly divorced now to allow that dichotomy to exist.
Im glad to see you finally say that oppr was the control cw because if im not mistaken you had previously stated ren was suppose to focused on control. The problem with ren dps is how hard the hit its taking from the EotS nerf. For the love of god nearly all of its path is based on criting....the 5% from Chilling Advantage is not enough to offset it. Not to mention the changing places of Energy Recover with nightmare wiz. To me if thats the route you all are going than a buff to Unrestrained Chaos is in order. To sum it up there has to be some where you give the ren a crit bonus now, and no i dont mean the crit damage... but crit chance. 5% is not enough simple as that. And yes I have tested it. The sad part is I honestly am putting out a hell of a lot more damage with the oppr. cw due to all of the chilling/shatter wash,rinse, repeat....So.. please look at the ren path again please before everything is paved in ice XD Hey a suggestion for the oppr could it get its own theme music something like ice, ice baby for mod 4 would work just fine :-D
0
jennyavarielMember, Neverwinter Knight of the Feywild UsersPosts: 167
edited July 2014
I, for one, am glad to see CW toned down. As you all know, it was common to see parties of CWs farming dungeons in next to no time. And 2 CWs ( who are working together ) dominate point 2 in a PvP match.
You know they were OP. I know they were OP. The Devs know they were OP.
Quadratic Wizard will now be toned down, so that other classes can get a shot at Dungeon and premade attendance.
I, for one, am glad to see CW toned down. As you all know, it was common to see parties of CWs farming dungeons in next to no time. And 2 CWs ( who are working together ) dominate point 2 in a PvP match.
You know they were OP. I know they were OP. The Devs know they were OP.
Quadratic Wizard will now be toned down, so that other classes can get a shot at Dungeon and premade attendance.
Oh no never argued that point. But as the game stands you need that so called op'ness called crowd control. The issue is not really our damage its the fact theres a million mobs. The answer has been and always will be "add more cw's to the party" whenever they do stuff like this. Just like the nerf to EF. For once i just wish they would actually get the thing right. I have no problem with other classes being competitive in damage (even though seeing that the cw is the squishiest there's not a chance in hell no other class should do more damage. Increase our survivability and im all for it.) To many I think thats what the main thing is at the moment. Taking great hits in damage yet gaining no survivability. The devls have been asked this several times and yet still no results. Personally I have no problem taking a hit in damage but where is my increased ability to like like all the other classes have?
2 of any class do well in holding a node together because they know each others weakness and strength and work well together. That isn't OP it's experience.
... I have no problem with other classes being competitive in damage ...
In fact, when you see Leader and Defender can be competitive in damage with Controller, you know their implementations go wrong. The problem isn't on CW, it is on the contents which only require players to do damage. Therefore classes who can't do ideal damage are ignored by LFG channel.
2 of any class do well in holding a node together because they know each others weakness and strength and work well together. That isn't OP it's experience.
Agreed. I was not speaking about the pvp side of things though. Just the pve. From my experience in pvp working together nearly always= win. :-D
In fact, when you see Leader and Defender can be competitive in damage with Controller, you know their implementations go wrong. The problem isn't on CW, it is on the contents which only require players to do damage. Therefore classes who can't do ideal damage are ignored by LFG channel.
I agree but nearly every mmo requires decent damage at endgame. The issue is they are trying to make it to where other classes are compeditive as the cw damage wise. Yet they are not taking into consideration that the cw is aoe heavy hence will deal alot of damage. This "balance" so to speak is not one though. Because if they are taking away damage then they should grant its trade off which is survivability. That they are not. Its just a flat out "lets nerf it and see if it works" because a true balance would required more of a dungeon rework than skill adjustments to a class with this game. That of which they seem to be fairly content with the "add more mobs" instead of real game mechanics. Personally I rather see the mechanic side. Because to me not only would a player get to show more skill but the devs. would be showing skill as well. Add more mobs is just simply lazy. No disrespect intended to the devs but the truth is just that.
I agree but nearly every mmo requires decent damage at endgame. The issue is they are trying to make it to where other classes are compeditive as the cw damage wise. Yet they are not taking into consideration that the cw is aoe heavy hence will deal alot of damage. This "balance" so to speak is not one though. Because if they are taking away damage then they should grant its trade off which is survivability. That they are not.
I have to disagree. I think my survivability has gone through the roof in Module 4. I can control the heck out of huge mobs. They can barely touch me. The way I play on live the goal is to deal massive amounts of damage and with lifesteal I can heal faster than any mob can damage me. My health is always bouncing back and forth as I take damage then kill stuff to replenish my health. I die when I'm caught with all of my encounters on cooldown or when several enemies hit me simultaneously which tends to happen quite a bit in Heroic Encounters. In Mod 4 I rarely die and my health stays nice and high. Instead of just spamming spells to nuke stuff as fast as possible I find I'm timing and sequencing my spells to keep the enemies in total lockdown. Between stuns, freeze, daze, and prones I feel invincible. Even though it takes longer to kill everything I feel like it is a very fair trade. It also makes group compositions going forward much more balanced. There's no need for multiple CW's if one can control everything so the rest of the party can hack the enemies to bits.
And before anyone complains about not wanting to be a "support" class, with the right build you can both control and damage. Not as much damage as on live, but still a very healthy amount of damage.
Dude - that just actually happened. Hamlet is an Archer spec PvPer and that tree will now be useless for PvP.
Ah , that must be why he posted this about the HR changes , funny how he can't understand why Renegades are complaining about the changes yet he is apparently going to quit due to the HR changes.
Man I'm just glad Archeage is coming out soon. I put 100 bucks in this game and I'm tired of getting jerked around with changes.
There's no way I'll put another cent into this game when Dev's come by with "You've been doing testing for a month, but I thought I'd drop by with another little change. We'll just eliminate most of your defensive ability. Thanks!"
Funny how somebody's opinion can change so drastically in 2 weeks .
Ah , that must be why he posted this about the HR changes , funny how he can't understand why Renegades are complaining about the changes yet he is apparently going to quit due to the HR changes.
Funny how somebody's opinion can change so drastically in 2 weeks .
In fairness, his specific point was about having 3 viable trees in any paragon. The issue with defence he refers to pretty much eliminates ANY HR tree from being PvP viable.
Wilds Medicine is getting an internal cooldown so as it stands right now you can have your way with HRs at least.
CW isn't meant to be a 1v1 PVP class, though. Things were pretty **** crazy last time on preview with your crazy shield and crazy feat that procs weapon damage. CW was owning every single class 1v1.
Wilds Medicine is getting an internal cooldown so as it stands right now you can have your way with HRs at least.
CW isn't meant to be a 1v1 PVP class, though. Things were pretty **** crazy last time on preview with your crazy shield and crazy feat that procs weapon damage. CW was owning every single class 1v1.
They have nerfed the damage by 50% and they nerfed shield (and nerfing it even further with the next patch). As of today, I couldn't get an HR under 60% HP with any setup. If CW isn't meant to be a 1v1 class, then tell me what the CW is good for (better than any other class). Give me a 1v1/2v2/3v3 situation (or even 1v2, 1v3, etc.) in which you would prefer a CW over an HR or GWF.
Of course the CW owned you, because of Assailing. But now it got cut in half against players with an internal cooldown of 5 sec. Any class except TR can outregen it. And as for HRs, you just need to place a Thorn Ward on my Icy Rays, so I can't stand there anymore. Also, keep in mind that in PvP your Thorn Ward covers the whole node, while our Icy Rays is a joke.
And it wasn't even a TOP HR I tested it against, like Tutu, AQUA, Mouz, Ryuk. It was just some guy with Rank 7s/8s. I dodged absolutely everything, he was bad. And I still did not have enough DPS/procs to get him under 60 % HP.
Wilds Medicine is getting an internal cooldown so as it stands right now you can have your way with HRs at least.
CW isn't meant to be a 1v1 PVP class, though. Things were pretty **** crazy last time on preview with your crazy shield and crazy feat that procs weapon damage. CW was owning every single class 1v1.
Could you explain the reason that CW isn't meant to be a 1v1 PvP class?
Could you explain the reason that CW isn't meant to be a 1v1 PvP class?
Because the game (should) have diversity, with some classes shining in 1v1 and others in group play. It's the same reason that it's OK that GWF isn't that great in 1v1 on preview.
They have nerfed the damage by 50 % and they nerfed shield (and nerfing it even further with the next patch). As of today, I couldn't get an HR under 60% HP with any setup.
The internal cooldown on Wilds Medicine is going to make a huge difference for you guys since you all insist on spamming ray of frost. Without an internal cooldown, you were procc'ing more deflects and healing than doing damage with ray of frost. That won't happen anymore.
The single main thing I'm worried about with the ICD is CWs, especially since we won't have constricting arrow stuns to be able to CC you any more. We have no CC break or immunity besides dodge (which you can through with ice ray).
If CW isn't meant to be a 1v1 class, then tell me what the CW is good at (better than any other class). Give me a 1v1/2v2/3v3 situation (or even 1v2, 1v3, etc.) in which you would prefer a CW over an HR or GWF.
Basically any group situation a CW is better than an HR. HR brings no CC to help anyone else kill anyone, only damage (much like a TR, who also shines in 1v1 but not in group play), and very limited burst at that.
A GWF and CW is like the perfect duo for domination.
Because the game (should) have diversity, with some classes shining in 1v1 and others in group play. It's the same reason that it's OK that GWF isn't that great in 1v1 on preview.
"Diversity balance" in Neverwinter? Let's reach normal balance first. And who the hell said that CW is the support class that can't 1v1? Why is HR not the support class that can't 1v1? Because on Dragon and Beholder CWs got turned into pussies? On Mindflayer, CW was always the number 1 damage dealer and 1v1 class. How come? We had a choice. Oppressor for CC/support, Thaum for non-crit damage/shard/icy rays, Renegade for pure single target burst/crit damage.
And you know what? It still works on live. Taking the choice away and forcing everyone into the same skillless (and bad) build is not the way to go. On Live, my survivability depends on my dodges and my damage depends on my timing. If I'm fighting an HR and he makes mistakes, he dies! If I make a mistake, I die! This is how it's supposed to be.
A GWF and CW is like the perfect duo for domination.
I want to see you on your CW with a GWF against a GWF and HR. And don't come with the "clear nodes" thing where it's 2v1. Those things don't happen in even teams. When we fight a good CS team in a pre vs pre, no one gets to "abandon" his mates on a node to make it 2v1 on another, or the other 2 bases will be cleared in no time. The numbers are almost always equal.
And in a group situation, let's say GWF, GWF, HR, CW vs GWF, GWF, HR, HR, guess who's gonna die first?;)
Test and questions for dev
1 assailling force from the test i made assailling force look to have a 10second cooldown again single target, some player speak of 5 second but i canno't have it. CAN we have the exact cooldown on assailing force that is actually on test server.
2 CAN we have anything on CW that can permit a real way to get some control immun or a real control time reduction. Why: simply because since GWF have there time of control up from 1 and 2 second to 3 second each of there control. even with shield slotted on tab (that is very restrictive) it still up there control on us (with 20% tenacity) from 3*0.8=2.4 s to 6*0.65=3.9 (4.8 without shield slotted on tab). if we don't have shield it enough time for a good geared destructor gwf to kill us . I don't even mention how it can also even make a fight between 2 control wizards. the first who land his control will give to the other a slow borring death without even a chance for other CW to make the sligtest move.
3 new change on the shield. what is the interest of slotting the new shield with the new reduction done on it (25% in both tab or not tab). Why. simply because half of weapon enchant will already give the extra strike to pass directly from form 1 to form 3 And since i showed in point 2 that the extra 15% CC reduction will not change a thing. So to speak the tab shield is now useless vs the non tab shield (and especialy against good pvp player (what ever the class)where first strike is often or a control one or an armor debuf one that already have low damage.
SUGG: add a cooldown on the second lvl of shield so he won't directly goes to lvl one to lvl 3 (at first i was thinking of 1 second but it won't change a thing, 3 second sound a good number and will permit shield to really block the second shoot before drop again)
GENERAL POINT ABOUT CONTROL FOR PVP.
ADDING too much control time in pvp is only leading to make it boring and especially for class that don't have any way to avoid it. Being controled until death is not fun, but when it only take 4 second to be dead (on live server for CW) it's frustrating but can be accepted. but When it take 30 second to be killed without any way to make a move, you don,t come a second time in pvp and that some thing that you can actually end with some 2 vs 1 (ex; 2 CW opressor vs 1 high HP regen player, but also 1 opressor one gwf sentinell vs the same player. THIS come from a CW player since being controled until death is something that actually happens to us very often. BUT with actual change in CW but also other class about the control time. it will lead to this situation more often.
Other general SUGG.
Can you put all artefact (except those give on the beginning, or those that are attached to a class) for account and not for character. Why, simply because with all the change we are many that do not want to play there toon anymore and it is already boring to restart from scratch a new toon, but seeing all artifact that we bought and spent time to up it. Since that is due to drastic change that would just be fair for us to give us the opportunity. ( i would even hope the possiblity to restart it from scratch by i'm probably too optimitic)
Comments
Well what do you know, there WAS a tree for the, it's started with an R.... hmm oh shoeshiner! "I'll buff that out for you!"
That would be our low damage Renegade tree.
Everyone I PvP In those tree I lose.
Same as Oppressor tree, both SUCK at PvP
Yep, this daily is sick, for CW it is better to dont atack when tank is using it. I saw many times like unexperienced CW using Ray of frost almost kill themselves becouse of this daily
What would you say if you played Archery HR for over a year then from nowhere the paragon path was made completely unviable and you were forced to use a paragon path you didn't like or didn't want to play? You are saying that you would be completely cool with that?.
I've never played a GWF but i read the official wiki, the capstone looks like the bonus given by the corrupted black ice gear (but less powerfull for the BI Gear)
I don't know what is the best solution but it will be better than damage that isn't based on anything.
A stack might be useful, I think we are the only ones not to have something similar. We have arcane mastery but it is too dependent on magic missile and the bonus is negligible at this level. And unfortunately, arcane powers (magic missile...) will not be used a lot after the change to the damage.
Perhaps a feat that allow for all of our spells to benefit of spell mastery, for a period of time or when the stack is loaded (like the DC). (Just a suggestion, not sure it compensates for the loss of damage).
With that, in PVP, if you put the shield in the mastery slot, then we could recover a little damage lost at the benefit of the defense.
Sorry for my bad english, I can not explain my ideas in detail. I'm not sure this is understandable.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Already reverted to 15-30%.
Plus CW is rarely rolled for pvp purposes but doing pve.
Lots of people acting in fear as Oppressors will be swarming after mod4 release. I think first 3 pages of Leaderboard won't be contain suddenly more than 6-8 cws at best.
Its amusing how the topic 70% is about how the changes affects pvp.
Meteor Swarm Damage 4 - 8k
30 foot range, 10' AoE Prone - Short Duration 2 seconds.
No.
Leave shard alone. The way it stands at the moment, it requires the use of skill to land a propper rotation.
All we ask is that they fix the bugs inherent with the ability and buff it's damage back up to acceptable levels.
19.9k PvP Control Wizard
<Complaints Department>
How long has that been an issue?
If they could of fixed it, they would have.
The problem with your idea is that it completely changes the mechanic of existing Encounters. That is nearly as bad as wanting to change the Class mechanic.
It is a waste of resources.
19.9k PvP Control Wizard
<Complaints Department>
Im glad to see you finally say that oppr was the control cw because if im not mistaken you had previously stated ren was suppose to focused on control. The problem with ren dps is how hard the hit its taking from the EotS nerf. For the love of god nearly all of its path is based on criting....the 5% from Chilling Advantage is not enough to offset it. Not to mention the changing places of Energy Recover with nightmare wiz. To me if thats the route you all are going than a buff to Unrestrained Chaos is in order. To sum it up there has to be some where you give the ren a crit bonus now, and no i dont mean the crit damage... but crit chance. 5% is not enough simple as that. And yes I have tested it. The sad part is I honestly am putting out a hell of a lot more damage with the oppr. cw due to all of the chilling/shatter wash,rinse, repeat....So.. please look at the ren path again please before everything is paved in ice XD Hey a suggestion for the oppr could it get its own theme music something like ice, ice baby for mod 4 would work just fine :-D
You know they were OP. I know they were OP. The Devs know they were OP.
Quadratic Wizard will now be toned down, so that other classes can get a shot at Dungeon and premade attendance.
Oh no never argued that point. But as the game stands you need that so called op'ness called crowd control. The issue is not really our damage its the fact theres a million mobs. The answer has been and always will be "add more cw's to the party" whenever they do stuff like this. Just like the nerf to EF. For once i just wish they would actually get the thing right. I have no problem with other classes being competitive in damage (even though seeing that the cw is the squishiest there's not a chance in hell no other class should do more damage. Increase our survivability and im all for it.) To many I think thats what the main thing is at the moment. Taking great hits in damage yet gaining no survivability. The devls have been asked this several times and yet still no results. Personally I have no problem taking a hit in damage but where is my increased ability to like like all the other classes have?
Agreed. I was not speaking about the pvp side of things though. Just the pve. From my experience in pvp working together nearly always= win. :-D
I agree but nearly every mmo requires decent damage at endgame. The issue is they are trying to make it to where other classes are compeditive as the cw damage wise. Yet they are not taking into consideration that the cw is aoe heavy hence will deal alot of damage. This "balance" so to speak is not one though. Because if they are taking away damage then they should grant its trade off which is survivability. That they are not. Its just a flat out "lets nerf it and see if it works" because a true balance would required more of a dungeon rework than skill adjustments to a class with this game. That of which they seem to be fairly content with the "add more mobs" instead of real game mechanics. Personally I rather see the mechanic side. Because to me not only would a player get to show more skill but the devs. would be showing skill as well. Add more mobs is just simply lazy. No disrespect intended to the devs but the truth is just that.
I have to disagree. I think my survivability has gone through the roof in Module 4. I can control the heck out of huge mobs. They can barely touch me. The way I play on live the goal is to deal massive amounts of damage and with lifesteal I can heal faster than any mob can damage me. My health is always bouncing back and forth as I take damage then kill stuff to replenish my health. I die when I'm caught with all of my encounters on cooldown or when several enemies hit me simultaneously which tends to happen quite a bit in Heroic Encounters. In Mod 4 I rarely die and my health stays nice and high. Instead of just spamming spells to nuke stuff as fast as possible I find I'm timing and sequencing my spells to keep the enemies in total lockdown. Between stuns, freeze, daze, and prones I feel invincible. Even though it takes longer to kill everything I feel like it is a very fair trade. It also makes group compositions going forward much more balanced. There's no need for multiple CW's if one can control everything so the rest of the party can hack the enemies to bits.
And before anyone complains about not wanting to be a "support" class, with the right build you can both control and damage. Not as much damage as on live, but still a very healthy amount of damage.
Ah , that must be why he posted this about the HR changes , funny how he can't understand why Renegades are complaining about the changes yet he is apparently going to quit due to the HR changes.
Funny how somebody's opinion can change so drastically in 2 weeks .
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
CW isn't meant to be a 1v1 PVP class, though. Things were pretty **** crazy last time on preview with your crazy shield and crazy feat that procs weapon damage. CW was owning every single class 1v1.
They have nerfed the damage by 50% and they nerfed shield (and nerfing it even further with the next patch). As of today, I couldn't get an HR under 60% HP with any setup. If CW isn't meant to be a 1v1 class, then tell me what the CW is good for (better than any other class). Give me a 1v1/2v2/3v3 situation (or even 1v2, 1v3, etc.) in which you would prefer a CW over an HR or GWF.
Of course the CW owned you, because of Assailing. But now it got cut in half against players with an internal cooldown of 5 sec. Any class except TR can outregen it. And as for HRs, you just need to place a Thorn Ward on my Icy Rays, so I can't stand there anymore. Also, keep in mind that in PvP your Thorn Ward covers the whole node, while our Icy Rays is a joke.
And it wasn't even a TOP HR I tested it against, like Tutu, AQUA, Mouz, Ryuk. It was just some guy with Rank 7s/8s. I dodged absolutely everything, he was bad. And I still did not have enough DPS/procs to get him under 60 % HP.
Because the game (should) have diversity, with some classes shining in 1v1 and others in group play. It's the same reason that it's OK that GWF isn't that great in 1v1 on preview.
The internal cooldown on Wilds Medicine is going to make a huge difference for you guys since you all insist on spamming ray of frost. Without an internal cooldown, you were procc'ing more deflects and healing than doing damage with ray of frost. That won't happen anymore.
The single main thing I'm worried about with the ICD is CWs, especially since we won't have constricting arrow stuns to be able to CC you any more. We have no CC break or immunity besides dodge (which you can through with ice ray).
Basically any group situation a CW is better than an HR. HR brings no CC to help anyone else kill anyone, only damage (much like a TR, who also shines in 1v1 but not in group play), and very limited burst at that.
A GWF and CW is like the perfect duo for domination.
"Diversity balance" in Neverwinter? Let's reach normal balance first. And who the hell said that CW is the support class that can't 1v1? Why is HR not the support class that can't 1v1? Because on Dragon and Beholder CWs got turned into pussies? On Mindflayer, CW was always the number 1 damage dealer and 1v1 class. How come? We had a choice. Oppressor for CC/support, Thaum for non-crit damage/shard/icy rays, Renegade for pure single target burst/crit damage.
And you know what? It still works on live. Taking the choice away and forcing everyone into the same skillless (and bad) build is not the way to go. On Live, my survivability depends on my dodges and my damage depends on my timing. If I'm fighting an HR and he makes mistakes, he dies! If I make a mistake, I die! This is how it's supposed to be.
I want to see you on your CW with a GWF against a GWF and HR. And don't come with the "clear nodes" thing where it's 2v1. Those things don't happen in even teams. When we fight a good CS team in a pre vs pre, no one gets to "abandon" his mates on a node to make it 2v1 on another, or the other 2 bases will be cleared in no time. The numbers are almost always equal.
And in a group situation, let's say GWF, GWF, HR, CW vs GWF, GWF, HR, HR, guess who's gonna die first?;)
1 assailling force from the test i made assailling force look to have a 10second cooldown again single target, some player speak of 5 second but i canno't have it. CAN we have the exact cooldown on assailing force that is actually on test server.
2 CAN we have anything on CW that can permit a real way to get some control immun or a real control time reduction. Why: simply because since GWF have there time of control up from 1 and 2 second to 3 second each of there control. even with shield slotted on tab (that is very restrictive) it still up there control on us (with 20% tenacity) from 3*0.8=2.4 s to 6*0.65=3.9 (4.8 without shield slotted on tab). if we don't have shield it enough time for a good geared destructor gwf to kill us . I don't even mention how it can also even make a fight between 2 control wizards. the first who land his control will give to the other a slow borring death without even a chance for other CW to make the sligtest move.
3 new change on the shield. what is the interest of slotting the new shield with the new reduction done on it (25% in both tab or not tab). Why. simply because half of weapon enchant will already give the extra strike to pass directly from form 1 to form 3 And since i showed in point 2 that the extra 15% CC reduction will not change a thing. So to speak the tab shield is now useless vs the non tab shield (and especialy against good pvp player (what ever the class)where first strike is often or a control one or an armor debuf one that already have low damage.
SUGG: add a cooldown on the second lvl of shield so he won't directly goes to lvl one to lvl 3 (at first i was thinking of 1 second but it won't change a thing, 3 second sound a good number and will permit shield to really block the second shoot before drop again)
GENERAL POINT ABOUT CONTROL FOR PVP.
ADDING too much control time in pvp is only leading to make it boring and especially for class that don't have any way to avoid it. Being controled until death is not fun, but when it only take 4 second to be dead (on live server for CW) it's frustrating but can be accepted. but When it take 30 second to be killed without any way to make a move, you don,t come a second time in pvp and that some thing that you can actually end with some 2 vs 1 (ex; 2 CW opressor vs 1 high HP regen player, but also 1 opressor one gwf sentinell vs the same player. THIS come from a CW player since being controled until death is something that actually happens to us very often. BUT with actual change in CW but also other class about the control time. it will lead to this situation more often.
Other general SUGG.
Can you put all artefact (except those give on the beginning, or those that are attached to a class) for account and not for character. Why, simply because with all the change we are many that do not want to play there toon anymore and it is already boring to restart from scratch a new toon, but seeing all artifact that we bought and spent time to up it. Since that is due to drastic change that would just be fair for us to give us the opportunity. ( i would even hope the possiblity to restart it from scratch by i'm probably too optimitic)