Do you have the Class Feature slotted that damages the target when you curse them?
Curse is working as described for me. I can curse my 3 mob limit and draw no aggro whatsoever. I'm running Warding Curse and No Mercy as class features so my curse does no damage on hit.
This is what I was thinking , I have just quickly logged in to try it and regular curse without the class feature slotted only curses the enemy and draws no agro but when I curse an enemy while I have Deadly curse class feature slotted causes enemy mobs to agro onto me.
came for this, knew i was gonna find it because it's true
a caster that uses a dagger, casters on D&D can use daggers, scepters, wands, staffs... but reverse grip? some trickster rogue aproach? he is not going to attack with the dagger itself so, no it doesn't feel right :S, also it's too big to fit the class
It is too big cause its just a re-skinned DC' main hand
Im not exactly keen on being reminded of a healer while playing a Warlock
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
It is too big cause its just a re-skinned DC' main hand
This becomes painfully obvious when you do the Dread Ring intro quest and fight alongside Makos. he has a normal sized dagger (held in reversed grip) and many of his attacks originate from that hand rather than the offhand.
Can we PLEASE get a reduction in the size of Pact Blades? It looks really bad at the moment, especially when sheathed.
That's a good point. I'm using an Augment companion as my summoned so I can't confirm or deny. I'll swap companions when I log on later today and test.
Warlock's curse doesn't pull aggro as well as make your companion attack the target.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
0
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited July 2014
Bug : Yeti dont give the bonus 10% dmg for SW i try it ower 1 hour with 20 lower adds and wasted 300 potion the companion active bonus dont pupped up and i take millon hits.
Temptation tree :2 feats are bugged
Eldritch Momentum: You restore 1/2/3/4/5% stamina each time you take damage not working dont fill the stamina bar for SW.
Hope Stealer: On critical hits , your life steal stats are momentarily increased by 2/4/6/8/10 point per character lvl Total 600 point (lvl60) but the SW dont get even 10 stat on ls also the healt drain dont increased on log .
Damnation tree : The puppet still stay before doors and dont come in agan we loose the stat bonuses even its for one sec
and we cant resummon it cuz he is still alive .
Feedback :deeper testing
Damnation tree :Are not viable pve and ofc pvp , as i sayd before the puppet die from single at-will . In dungeons he dont deal more dps then Temptation tree her bonus from puppet always negated after 1 sec cuz the puppet die instant in every dungeon from T1 to T2 .
99% of the time spend in T2 he dont have bonust from puppet. (pls fix this) Agan suggestion : Puppet share masters stats.
Puppet become immortal immune to all dmg.
Puppet ranged and he keep the aoe immunity. Fury tree have only 5 % more dps then Tempetation tree.
Fury tree have only 5 % more dps then Tempetation tree.
I was about to post that Fury tree seems pointless as added damage in no way makes up for complete loss of utility and survivability from other trees. Nice to see a number put on it.
Damnation actually works the best of all three trees in the open world PvE I've been doing. Shame it seems that it's a flat bust in Dungeons.
So it looks like Fury needs a major DPS boost and Damnation needs a hike to Puppet survivability in T1/T2 content.
I was about to post that Fury tree seems pointless as added damage in no way makes up for complete loss of utility and survivability from other trees. Nice to see a number put on it.
Damnation actually works the best of all three trees in the open world PvE I've been doing. Shame it seems that it's a flat bust in Dungeons.
So it looks like Fury needs a major DPS boost and Damnation needs a hike to Puppet survivability in T1/T2 content.
This is good feedback. Fury in all likelyhood needs its capstone to perform MUCH better as it should be a substantial part of your output (one of the central themes of the feat design in the warlock is that your Capstone informs much of how you try to play the class and what powers synergize best in your build).
As far as making the soul puppet survive longer it probably just needs to be very resistant to all damage as well as improved HP, so hopefully we can get that out next week. I will look into Hope Stealer and Eldritch Momentum not working correctly this week as well. Temptation is probably over performing in healing right now, so the Capstone there will likely go down to 200% instead of 300%, but I need to run some tests internally first.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
0
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
If you mean the Yeti companion it's active bonus only affects other companions , not the player.
"sorry" I wasnt clear enugh .
My companions dont get the blood thisty dont popped up (on my skull companion ) even if i get millons of hit .
The yeti have the same bug as boar . But i dont know if this is SW problem or global.
This is good feedback. Fury in all likelyhood needs its capstone to perform MUCH better as it should be a substantial part of your output (one of the central themes of the feat design in the warlock is that your Capstone informs much of how you try to play the class and what powers synergize best in your build).
As far as making the soul puppet survive longer it probably just needs to be very resistant to all damage as well as improved HP, so hopefully we can get that out next week. I will look into Hope Stealer and Eldritch Momentum not working correctly this week as well. Temptation is probably over performing in healing right now, so the Capstone there will likely go down to 200% instead of 300%, but I need to run some tests internally first.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Crush pls look into daze effect on SW .
Its dispell all existing skills like Blades of Vanquished Armies i have not this problem with my TR Path of the blade.
This is good feedback. Fury in all likelyhood needs its capstone to perform MUCH better as it should be a substantial part of your output (one of the central themes of the feat design in the warlock is that your Capstone informs much of how you try to play the class and what powers synergize best in your build).
As far as making the soul puppet survive longer it probably just needs to be very resistant to all damage as well as improved HP, so hopefully we can get that out next week. I will look into Hope Stealer and Eldritch Momentum not working correctly this week as well. Temptation is probably over performing in healing right now, so the Capstone there will likely go down to 200% instead of 300%, but I need to run some tests internally first.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Nice changes but is there any plans to give Warlock at least one or two more CC powers? at the moment it seems they will be eaten alive in pvp unless something is done xD
Nice changes but is there any plans to give Warlock at least one or two more CC powers? at the moment it seems they will be eaten alive in pvp unless something is done xD
Wraith's Shadow and Harrowstorm are two CC powers, but tbh I haven't done any PVP with my Warlock.
There are also plethora powers that reduce damage. On paper the class is very 1v1 viable.
My character is a temptation build, with 10 points in fury.
On Leveling:
Right not, going to 60 from questing, it's hard to say how powerful the warlock is. Like all of my characters, I leveled with a cleric companion and in my testing did not notice a big difference in survival relative to my other ranged dps classes. But some of the lair bosses (especially toward the end game zones-hotenow-etc) did seem easier than I last rembered.
Specific abilities:
Just to note: These comments are on how abilities function. They are not about what each power's total damage should be specifically. This isn't just about abilities doing too little or too much damage. For powers I don't list, I think they are mostly fine as is, or I didn't spend a lot of time trying them out while leveling.
Dreadtheft:
I think the initial idea, giving up mobility for a high damage and high defense is a good one. I recommend lowering traversal movement speed with this power to previous levels. As it is, it's too easy to clump enemies and get them all.
Lowering mobility for dreadtheft encourages coordination with allies, defender companions, and other warlock powers (pillar of power+dreadtheft). It'd also help distinguish other warlock aoe powers by granting them something dreadtheft doesn't have: aoe damage + mobility.
And Dreadtheft is certainly a great high damage power. Try to give it trade offs rather than just nerfing its damage.
Also, as someone else suggested, I'd add mouse targeting for relatively fast rotation targeting (like a turret).
Aesthetically, I'm not a big fan of a beam power for a warlock, but that's a minor gripe.
Infernal Spheres:
I'd increase the chance of applying lesser curse, but that's just my opinion. I wish there was stronger visual and audio feedback when the spheres are summoned and when each sphere hits a target.
Hand of Blight:
Someone brought up earlier giving the melee version a small cone aoe, while keeping the ranged version single target. I think this is a really good idea. Sometimes (depending on our power line up) we are left with pretty long cooldowns.
Blades of the Vanquished Armies:
I think this power is kinda meh. It doesn't seem stay up long due to pretty long lead up to damage (at least compared to fireball and dreadtheft) and it lacks the range of the other powers. This makes it hard to hit a lot of enemies. Even with its relatively short cooldown, it seems pretty ineffectual.
I'd consider letting it stay up longer and then perhaps adding a stack of a bleed DoT on enemies each time those enemies take damage from the blades. This will give it something unique compared to the other warlock aoe powers.
Please align Wraith's Shadow with other powers in the way that you see when it's active. Right now in the heat of the battle you can't see whether you are activating the follow-up power or the spell. Other powers don't grey out but a countdown is added.
This is good feedback. Fury in all likelyhood needs its capstone to perform MUCH better as it should be a substantial part of your output (one of the central themes of the feat design in the warlock is that your Capstone informs much of how you try to play the class and what powers synergize best in your build).
As far as making the soul puppet survive longer it probably just needs to be very resistant to all damage as well as improved HP, so hopefully we can get that out next week. I will look into Hope Stealer and Eldritch Momentum not working correctly this week as well. Temptation is probably over performing in healing right now, so the Capstone there will likely go down to 200% instead of 300%, but I need to run some tests internally first.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
I like the overall design of the feat trees and how they synergise with certain powers. I have been trying to slot the correct powers for each tree and it does greatly improve perfomance, so that feature works really well IMO. I think the changes you mention above will go a long way to making Fury and Damnation more viable.
The Fury capstone currently is pretty lacklustre and doesn't seem to add much damage at all, although I haven't done any parses to prove this. The Soul Puppet is actually pretty durable in Sharandar, Dread Ring, and the new Mod 4 encounters. I haven't been able to test in IWD or Dungeons yet.
Hey all, we made some changes to better differentiate the trees and fixed a handful of bugs!
Changes are as follows.
Scourge Warlock: Dreadtheft: This power can now be toggled off early by pressing the button again.
Scourge Warlock: Tyrannical Threat: This power should no longer trigger infinite loops with some weapon enchants.
Scourge Warlock: Creeping Death: This feat now deals 100% of your Necrotic damage (up from 25%).
Scourge Warlock: Soul Bonding: This feat now heals allies for 200% of your Life Steal value (down from 300%).
Scourge Warlock: Soul Puppet: Soul Puppets now have 80% damage resistance and 25000 Hit Points.
Scourge Warlock: Hope Stealer: This feat now correctly activates when you land a critical hit. It lasts 4 seconds. Tooltip has been updated to be more clear.
Scourge Warlock: Eldritch Momentum: This feat now correctly activates when you take damage.
Blades of the vanquished armies generate TONS of Action Points. I'm not sure if it's not too much. But this is why I'm using it.
And the Gates of Hell daily: sometimes when I cast it so that mobs are in the green circle range, nothing happens. It's pretty confusing to use. Sometimes mobs get hit by laughable amounts of damage, and sometimes big elites just vanquish. I don't quite get how this daily works and how it chooses how much damage will be made to mobs affected.
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
Blades of the vanquished armies generate TONS of Action Points. I'm not sure if it's not too much. But this is why I'm using it.
Well the combination of Blades of the Vanquisher - Accursed Souls and Warlocks Bargain is something that have to be looked at me thinks.
Spamming Dark Spiral Aura with those set for a nice turn back when it comes to doing dam and getting life for sure :-).
And this is using the Damnation path am sure Temtation would increase the hp gain quite alot.
I dont know if Hellish Rebuke is broken but it seem to do pittyful dam and are almost useless in my testing.
I lvled up from 1 to 60 by questing and overall i cant say it was harder or easer then hr gf or gwf.
I do notice that once you get swampted you go down fast and the lack of cc avoidance is a pain as well as missing dodge or any good evation ability.
CC is not a factor in pve but the lack of it as it is now together with no good way of avoiding dam will make them even more a pray then cw are right now.
we weeded out a lot of non-feedback chatter out of this thread and would like to thank those that are remaining on topic and providing constructive and respectful testing feedback to the developers. all moderated posts were moved to the scourge warlock feedback discussion thread.
just a reminder... if you would like to have discussions about these changes, please do so at the aforementioned thread. the official feedback thread is specifically for feedback from live testing on the preview shard. it is not to discuss speculative opinions about the class or how the class is going to work within the game. the developers are more than happy to listen to your feedback on these changes, but in this thread specifically, they are looking for actual preview testing feedback playing for more than just a few levels.
do not reply to this mod note. if you have questions about this thread or the moderation done in this thread, send us a PM. thanks! :]
Feedback: Poses and Movement (a.k.a. the 'Lock Walk) The warlock's movement posture is much better, and I love how over-the-top haughty its idle pose is now -- kudos. The only other modification I'd suggest is slowing down its transition from non-combat-walk to non-combat-idle when stopping. My warlock snaps back into the non-combat-idle pose rather abruptly when he stops walking -- it's a little unnatural how fast he snaps back, almost painful-looking. If it's possible to slow it down by a few milliseconds so it's a slightly more relaxed motion, it would be perfect.
Feedback: Shadow Slip The 30% damage resistance while Sprinting is not enough to keep a Warlock alive. In the big red AoE in CN, especially. Against the Dracolich, for example, you would spend your full sprint meter just to avoid Valindra claws, and if you have a lot of distance to cover you will still get caught and damaged ~ by a lot. Enough to get you killed in one hit, even with 30% DR. This case is true if you have half of your health remaining when you are struck. By comparison, other classes don't take damage by dodging, which is a form of immunity. Even with 30% DR, the Warlock is not a GWF and cannot take this much damage.
In regards with PvP, the sprint is a huge encumbrance. I've dueled many GWF/CW in IWD lately, and I've seen several problems:
Flourish: you take damage even when you shadow slip, and you get stunned if/and when your sprint meter runs out. You only zeroed your stamina, and still took damage and get stunlocked.
Icy Rays/CW skills etc: you can't dodge anything a CW throws at you. You still take damage.
Gentlemancrush, Please clarify if Harrowstorm+Curse is supposed to prone players for 5-6 seconds. This looks to be the only viable PvP skill a warlock has, and other classes are already complaining that it's overpowered. Are you looking to add more PvP oriented mechanics to the warlock in the future updates?
darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
edited July 2014
Feedback: New Stances
Greatly improved over the bestial out-of-combat stances, however the OOC idle could still use some tweaks:
The idle posture has gone too far the other way: upright is fine rather than tilted back.
Also, as others pointed out, it should be the off hand that is placed on the back - or better yet, fist on hip, elbow out.
Feedback: Idle Stance The currenty idle posture seems somewhat excessive and it doesn't feel right, hard to say why, maybe because it makes the SW look like beeing spoiled royalty. I would expect this idle stance from a SW:
- chest pushed outward (as if the char had just deeply inhaled) with arms crossed
- The head should be tilted slightly down
- the legs should be a bit spread
I hope this would display strong self-confidence, a dismissive nature and a bit self-aggrandizement.
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kaiserschmarrnMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 390
edited July 2014
Any idea if the Fury capstone procs from a Terror enchants necrotic damage ? And if it's good enough to be an alternative option to the standard vorpal enchant ? Can't test it myself since my Warlock is far from 60.
Any idea if the Fury capstone procs from a Terror enchants necrotic damage ? And if it's good enough to be an alternative option to the standard vorpal enchant ? Can't test it myself since my Warlock is far from 60.
It *should* proc from any source of necrotic damage. If you find one that doesn't activate it please let me know so I can tag it appropriately.
Bug: Half-elf The Half-elf should get +1 on a non-class ability score depending on the class because of the 'Dilettante' trait. The SW doesn't get +1 on any ability score though.
What ability score should get raised by +1 if the SW is a Half-elf anyway?
It appears blades of vanquished armies give 53% action points if standing in the middle of 3 dummies in Trade of Blades. I can only guess the bigger the amount of mobs hit by it, the bigger AP gain. This is similar (if not better) AP gain the CW had before nerf to Shield burst and EF on tab. And as much as I like it on my SW I think it should be looked into.
Offering of the prisoner (Fury tree) is still buggy. Once you have it, minor mobs are harder to kill then elite ones (happens randomly). It has been pointed out already, it's just a reminder.
Bids he then the spruces to singer him an anthems!
And the Woodsie Lord binders them fleshes to stone!
SHadow slip should make SW inviso (not targetable) while active giving them more or a true dodge.
The channeled beam spell - make the SW CC immune while channeling. Be a reasonable alternative to shorting the time and inline with other classes channeled abilities.
The life steal tree - I have a question about the feats. Several feats say "nearby allies gain' something. Does this also effect the SW?
For example the capstone heals allies for 300% LS amount.
Allies gain 5% more LS (like TR crit feat)
Allies get temp health from killed enemies
Comments
This is what I was thinking , I have just quickly logged in to try it and regular curse without the class feature slotted only curses the enemy and draws no agro but when I curse an enemy while I have Deadly curse class feature slotted causes enemy mobs to agro onto me.
It is too big cause its just a re-skinned DC' main hand
Im not exactly keen on being reminded of a healer while playing a Warlock
Merrily, merrily, merrily, merrily, Life is but a dream.
Can we PLEASE get a reduction in the size of Pact Blades? It looks really bad at the moment, especially when sheathed.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Eldritch Momentum: You restore 1/2/3/4/5% stamina each time you take damage.
Not working.
Warlock's curse doesn't pull aggro as well as make your companion attack the target.
Temptation tree :2 feats are bugged
Eldritch Momentum: You restore 1/2/3/4/5% stamina each time you take damage not working dont fill the stamina bar for SW.
Hope Stealer: On critical hits , your life steal stats are momentarily increased by 2/4/6/8/10 point per character lvl Total 600 point (lvl60) but the SW dont get even 10 stat on ls also the healt drain dont increased on log .
Damnation tree : The puppet still stay before doors and dont come in agan we loose the stat bonuses even its for one sec
and we cant resummon it cuz he is still alive .
Feedback :deeper testing
Damnation tree :Are not viable pve and ofc pvp , as i sayd before the puppet die from single at-will . In dungeons he dont deal more dps then Temptation tree her bonus from puppet always negated after 1 sec cuz the puppet die instant in every dungeon from T1 to T2 .
99% of the time spend in T2 he dont have bonust from puppet. (pls fix this)
Agan suggestion : Puppet share masters stats.
Puppet become immortal immune to all dmg.
Puppet ranged and he keep the aoe immunity.
Fury tree have only 5 % more dps then Tempetation tree.
If you mean the Yeti companion it's active bonus only affects other companions , not the player.
Damnation actually works the best of all three trees in the open world PvE I've been doing. Shame it seems that it's a flat bust in Dungeons.
So it looks like Fury needs a major DPS boost and Damnation needs a hike to Puppet survivability in T1/T2 content.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
This is good feedback. Fury in all likelyhood needs its capstone to perform MUCH better as it should be a substantial part of your output (one of the central themes of the feat design in the warlock is that your Capstone informs much of how you try to play the class and what powers synergize best in your build).
As far as making the soul puppet survive longer it probably just needs to be very resistant to all damage as well as improved HP, so hopefully we can get that out next week. I will look into Hope Stealer and Eldritch Momentum not working correctly this week as well. Temptation is probably over performing in healing right now, so the Capstone there will likely go down to 200% instead of 300%, but I need to run some tests internally first.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
"sorry" I wasnt clear enugh .
My companions dont get the blood thisty dont popped up (on my skull companion ) even if i get millons of hit .
The yeti have the same bug as boar . But i dont know if this is SW problem or global.
Crush pls look into daze effect on SW .
Its dispell all existing skills like Blades of Vanquished Armies i have not this problem with my TR Path of the blade.
Nice changes but is there any plans to give Warlock at least one or two more CC powers? at the moment it seems they will be eaten alive in pvp unless something is done xD
Wraith's Shadow and Harrowstorm are two CC powers, but tbh I haven't done any PVP with my Warlock.
There are also plethora powers that reduce damage. On paper the class is very 1v1 viable.
On Leveling:
Right not, going to 60 from questing, it's hard to say how powerful the warlock is. Like all of my characters, I leveled with a cleric companion and in my testing did not notice a big difference in survival relative to my other ranged dps classes. But some of the lair bosses (especially toward the end game zones-hotenow-etc) did seem easier than I last rembered.
Specific abilities:
Just to note: These comments are on how abilities function. They are not about what each power's total damage should be specifically. This isn't just about abilities doing too little or too much damage. For powers I don't list, I think they are mostly fine as is, or I didn't spend a lot of time trying them out while leveling.
Dreadtheft:
I think the initial idea, giving up mobility for a high damage and high defense is a good one. I recommend lowering traversal movement speed with this power to previous levels. As it is, it's too easy to clump enemies and get them all.
Lowering mobility for dreadtheft encourages coordination with allies, defender companions, and other warlock powers (pillar of power+dreadtheft). It'd also help distinguish other warlock aoe powers by granting them something dreadtheft doesn't have: aoe damage + mobility.
And Dreadtheft is certainly a great high damage power. Try to give it trade offs rather than just nerfing its damage.
Also, as someone else suggested, I'd add mouse targeting for relatively fast rotation targeting (like a turret).
Aesthetically, I'm not a big fan of a beam power for a warlock, but that's a minor gripe.
Infernal Spheres:
I'd increase the chance of applying lesser curse, but that's just my opinion. I wish there was stronger visual and audio feedback when the spheres are summoned and when each sphere hits a target.
Hand of Blight:
Someone brought up earlier giving the melee version a small cone aoe, while keeping the ranged version single target. I think this is a really good idea. Sometimes (depending on our power line up) we are left with pretty long cooldowns.
Blades of the Vanquished Armies:
I think this power is kinda meh. It doesn't seem stay up long due to pretty long lead up to damage (at least compared to fireball and dreadtheft) and it lacks the range of the other powers. This makes it hard to hit a lot of enemies. Even with its relatively short cooldown, it seems pretty ineffectual.
I'd consider letting it stay up longer and then perhaps adding a stack of a bleed DoT on enemies each time those enemies take damage from the blades. This will give it something unique compared to the other warlock aoe powers.
The Fury capstone currently is pretty lacklustre and doesn't seem to add much damage at all, although I haven't done any parses to prove this. The Soul Puppet is actually pretty durable in Sharandar, Dread Ring, and the new Mod 4 encounters. I haven't been able to test in IWD or Dungeons yet.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Changes are as follows.
Scourge Warlock: Dreadtheft: This power can now be toggled off early by pressing the button again.
Scourge Warlock: Tyrannical Threat: This power should no longer trigger infinite loops with some weapon enchants.
Scourge Warlock: Creeping Death: This feat now deals 100% of your Necrotic damage (up from 25%).
Scourge Warlock: Soul Bonding: This feat now heals allies for 200% of your Life Steal value (down from 300%).
Scourge Warlock: Soul Puppet: Soul Puppets now have 80% damage resistance and 25000 Hit Points.
Scourge Warlock: Hope Stealer: This feat now correctly activates when you land a critical hit. It lasts 4 seconds. Tooltip has been updated to be more clear.
Scourge Warlock: Eldritch Momentum: This feat now correctly activates when you take damage.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Blades of the vanquished armies generate TONS of Action Points. I'm not sure if it's not too much. But this is why I'm using it.
And the Gates of Hell daily: sometimes when I cast it so that mobs are in the green circle range, nothing happens. It's pretty confusing to use. Sometimes mobs get hit by laughable amounts of damage, and sometimes big elites just vanquish. I don't quite get how this daily works and how it chooses how much damage will be made to mobs affected.
Well the combination of Blades of the Vanquisher - Accursed Souls and Warlocks Bargain is something that have to be looked at me thinks.
Spamming Dark Spiral Aura with those set for a nice turn back when it comes to doing dam and getting life for sure :-).
And this is using the Damnation path am sure Temtation would increase the hp gain quite alot.
I dont know if Hellish Rebuke is broken but it seem to do pittyful dam and are almost useless in my testing.
I lvled up from 1 to 60 by questing and overall i cant say it was harder or easer then hr gf or gwf.
I do notice that once you get swampted you go down fast and the lack of cc avoidance is a pain as well as missing dodge or any good evation ability.
CC is not a factor in pve but the lack of it as it is now together with no good way of avoiding dam will make them even more a pray then cw are right now.
I be back with more once i get better gear.
we weeded out a lot of non-feedback chatter out of this thread and would like to thank those that are remaining on topic and providing constructive and respectful testing feedback to the developers. all moderated posts were moved to the scourge warlock feedback discussion thread.
just a reminder... if you would like to have discussions about these changes, please do so at the aforementioned thread. the official feedback thread is specifically for feedback from live testing on the preview shard. it is not to discuss speculative opinions about the class or how the class is going to work within the game. the developers are more than happy to listen to your feedback on these changes, but in this thread specifically, they are looking for actual preview testing feedback playing for more than just a few levels.
do not reply to this mod note. if you have questions about this thread or the moderation done in this thread, send us a PM. thanks! :]
The warlock's movement posture is much better, and I love how over-the-top haughty its idle pose is now -- kudos. The only other modification I'd suggest is slowing down its transition from non-combat-walk to non-combat-idle when stopping. My warlock snaps back into the non-combat-idle pose rather abruptly when he stops walking -- it's a little unnatural how fast he snaps back, almost painful-looking. If it's possible to slow it down by a few milliseconds so it's a slightly more relaxed motion, it would be perfect.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
The 30% damage resistance while Sprinting is not enough to keep a Warlock alive. In the big red AoE in CN, especially. Against the Dracolich, for example, you would spend your full sprint meter just to avoid Valindra claws, and if you have a lot of distance to cover you will still get caught and damaged ~ by a lot. Enough to get you killed in one hit, even with 30% DR. This case is true if you have half of your health remaining when you are struck. By comparison, other classes don't take damage by dodging, which is a form of immunity. Even with 30% DR, the Warlock is not a GWF and cannot take this much damage.
In regards with PvP, the sprint is a huge encumbrance. I've dueled many GWF/CW in IWD lately, and I've seen several problems:
Flourish: you take damage even when you shadow slip, and you get stunned if/and when your sprint meter runs out. You only zeroed your stamina, and still took damage and get stunlocked.
Icy Rays/CW skills etc: you can't dodge anything a CW throws at you. You still take damage.
Gentlemancrush, Please clarify if Harrowstorm+Curse is supposed to prone players for 5-6 seconds. This looks to be the only viable PvP skill a warlock has, and other classes are already complaining that it's overpowered. Are you looking to add more PvP oriented mechanics to the warlock in the future updates?
Cheers
Greatly improved over the bestial out-of-combat stances, however the OOC idle could still use some tweaks:
The idle posture has gone too far the other way: upright is fine rather than tilted back.
Also, as others pointed out, it should be the off hand that is placed on the back - or better yet, fist on hip, elbow out.
The currenty idle posture seems somewhat excessive and it doesn't feel right, hard to say why, maybe because it makes the SW look like beeing spoiled royalty. I would expect this idle stance from a SW:
- chest pushed outward (as if the char had just deeply inhaled) with arms crossed
- The head should be tilted slightly down
- the legs should be a bit spread
I hope this would display strong self-confidence, a dismissive nature and a bit self-aggrandizement.
It *should* proc from any source of necrotic damage. If you find one that doesn't activate it please let me know so I can tag it appropriately.
The Half-elf should get +1 on a non-class ability score depending on the class because of the 'Dilettante' trait. The SW doesn't get +1 on any ability score though.
What ability score should get raised by +1 if the SW is a Half-elf anyway?
Offering of the prisoner (Fury tree) is still buggy. Once you have it, minor mobs are harder to kill then elite ones (happens randomly). It has been pointed out already, it's just a reminder.
The channeled beam spell - make the SW CC immune while channeling. Be a reasonable alternative to shorting the time and inline with other classes channeled abilities.
The life steal tree - I have a question about the feats. Several feats say "nearby allies gain' something. Does this also effect the SW?
For example the capstone heals allies for 300% LS amount.
Allies gain 5% more LS (like TR crit feat)
Allies get temp health from killed enemies
Thanks in advance.
The curse consume effect of this spell doesn't work consistently, giving me wildly divergent levels of AoE damage when using it.