I think he just not realised the pupped die from single critical attack from the lowest tier mob.
To summon y need to wait 15 sec .
Feedback this is why i ask to make it ranged or make it so: the puppet share they masters stats and hp.
Anyone love summoners its a fantastic new addon in NW and rise SW to somone uniq and not just a copy of DC/GWF/CW .
But we expect more from a summoner.
Yes I agree with this , the Soul Puppet needs to be much more aggressive , at the moment the enemy is usually dead before the puppet even bothers to head out to attack it , make the Soul puppet have a fast ranged attack and make it agro onto enemy mobs a lot faster than it does now ,in it's current state the Soul puppet is a cool looking gimmick that does nothing worthwhile.
Please consider making it possible to turn the beam left and right with the mouse look. Also make it a toggle that can be stopped only if sprint is used or by enemy cc. That way player skill will play much bigger role in using that power. Positioning will be possible in the heat of battle
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
Teleport isn't a must, anything that gives reliable dmg and CC immunity frames will do. As it is sprint isn't worth anything because we can't get away from danger zone in time because of server lag and how character position is calculated/refreshed with sprint. It seems I am avoiding more often (still really bad compared to all other dodge mechanics) when I am releasing shift just outside of red zone, keeping it pressed ms longer equals hit almost all the time even when I am visually away from danger. I think with Warlock it's easier to avoid danger zone with walking now than with sprint which means it's whole implementation is just messed up. It's really hard avoiding any damage and with our paper defense we will suffer greatly versus anything that does bigger numbers in dungeons and pvp.
If this sprint mechanic stays, Warlock will be the hardest class to play and most dependent on low server latency. We must constantly take care of curse placement, non stop in motion because we lack proper defense and CC, must always do decent damage to make lifesteal do anything, we will be agro magnet for sure in dungeons (because of heals), and sprint is just too demanding from player on top of all that. I've played all classes to end game content and I must say that playing Warlock efficiently in epic dungeons and pvp will be just exhausting.
there is a stamina cost reduction coming with the next preview update. But even so, i wonder if a middle ground could be with having the sprint be a fix distance pr trigger. Meaning that when it hit shift, my warlock runs a distance in that direction and then drop out of the sprint automatically. maybe a second press of shift could make him drop out prematurely.
Teleport isn't a must, anything that gives reliable dmg and CC immunity frames will do. As it is sprint isn't worth anything because we can't get away from danger zone in time because of server lag and how character position is calculated/refreshed with sprint. It seems I am avoiding more often (still really bad compared to all other dodge mechanics) when I am releasing shift just outside of red zone, keeping it pressed ms longer equals hit almost all the time even when I am visually away from danger. I think with Warlock it's easier to avoid danger zone with walking now than with sprint which means it's whole implementation is just messed up. It's really hard avoiding any damage and with our paper defense we will suffer greatly versus anything that does bigger numbers in dungeons and pvp.
If this sprint mechanic stays, Warlock will be the hardest class to play and most dependent on low server latency. We must constantly take care of curse placement, non stop in motion because we lack proper defense and CC, must always do decent damage to make lifesteal do anything, we will be agro magnet for sure in dungeons (because of heals), and sprint is just too demanding from player on top of all that. I've played all classes to end game content and I must say that playing Warlock efficiently in epic dungeons and pvp will be just exhausting.
This is pretty much it. Unless you have unstoppable sprint doesn't work. It works for gwf's only because of unstoppable. I play a gwf as one of my two mains on live. When I started I used to try to dodge with sprint. It didn't work because of latency and I only run 60-110 ping times with rare exceptions.
I don't use sprint to dodge attacks, i just negate the cc effect on me like prone and eat the rest damage. As long as you have enough lifesteal and potions, you have no problem facetanking mobs, which is what this class is superior and is supposed to do: Lifesteal.
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
edited July 2014
That is a good point. Right now playing a Warlock, they have way too much to manage.
They have curses that work like GF's marks, and they spells have different effects based on that like a Cleric divinity modes, and having to keep your soul puppets up.
They have too much to have to manage. On top of that they have to inspect targets they are engaging to tell what curses are on who, and have to constantly sprint at the same time to take little damage but they still are taking damage. Its too much managing going on. I dont mind it, but we also have to manage our sprint on top of all that. I personally dont mind the shadow sprint too much I just think it needs a bit of help. I've been working with it just fine but I'm finding myself having to manage that much more than the actual class mechanic of curses. Perhaps if the shadow sprint regen was much more faster. I dont know.
I dont mind the sprint, it does its job. but Warlocks are seeming to require heavy management.
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inthefade462Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited July 2014
hi, been away from the game for a while. came back just to PTR to give the Warlock a try.
Feedback: Soul puppet needs improvement. First you have to deal with the horrendous companion AI that makes it useless most of the time, not to mention all of the other limitations that all companions have in terms of dying, mediocre damage, standing in AEs, etc.
Then you have the puppet specific limitations, ie the time limit/5 hit counter. Yes you can remove that by going 21 damnation for the capstone but gameplay, especially low level game play, shouldn't perform terribly based on a ability you can pick up level 40+ if you choose to focus down 1 specific tree.
Granted without a Companion AI overhaul you'll never eliminate the Companion AI limitations which makes the puppet rather bad in any situation, but there is 1 simple fix that would alleviate the puppet specific limitations:
abilities which summon a new puppet should refresh the 120s timer/5 hit limit on the existing puppet. the buffing from further castings can stay, since it really never comes into play (until much later on when you can go 21 damnation, but since they are still companion AI and still take damage, even permanent ones will spend more time dead than buffed from resummoning)
right now the puppet either dies from the 120s timer (if fighting minions, due to ai it doesn't start to attack until they are already dead and never reaches the 5 hit limit) or they die from swinging 5 times on a tough mob that actually has hp. generally it dies immediately a swing or 2 in leaving you alone, since it somehow managed to get a few hits in prior to engaging the tough mob, and you can't resummon it unless you run around grabbing up adds to kill.
PS i certainly hope that the puppet is not being considered, in any way, in terms of balancing.
I don't use sprint to dodge attacks, i just negate the cc effect on me like prone and eat the rest damage. As long as you have enough lifesteal and potions, you have no problem facetanking mobs, which is what this class is superior and is supposed to do: Lifesteal.
Try that with couple of 10k+ hits and we will be talking about facetanking anything with lifesteal. Warlock isn't a tank, it doesn't have enough damage reduction, deflect to do that. When dungeons will be open up again you will see Warlock being one/two-shoted by most of the bosses and anything with drag powers (try to evade damage/run from them more than one time with sprint) as a common sight. I've lvl'ed it to 60 normal way, (only some whispering caverns content remains untouched) and I did manage to not die even once but it was so hard and demanding to do that compared to other classes (CW lvling is fastest and easiest, overall Warlock lvling on the other hand is the hardest and mediocore in speed so far, it's easy on early 30 lvls but it gets much worse when you must take bigger hits head on because of unreliable sprint) that I am absolutely sure many epic dungeons will be impossible with this sprint mechanic for this class. In PvP Warlock wil be just fodder because without immunity frames or really high dmg reduction or/and deflection, many CC skills (probably the worst class in this department also) it will be ultra vulnerable to burst damage. I don't see any other class having problems with Warlock as it is.
abilities which summon a new puppet should refresh the 120s timer/5 hit limit on the existing puppet. the buffing from further castings can stay, since it really never comes into play (until much later on when you can go 21 damnation, but since they are still companion AI and still take damage, even permanent ones will spend more time dead than buffed from resummoning)
This is exactly what Soul Puppet needs! Each time you attempt to summon Soul Puppet while your current Soul Puppet is active, it should extend the timer. May be not to a maximum, by 30 seconds at least, but it'll be a great improvement in SP mechanics.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
This is exactly what Soul Puppet needs! Each time you attempt to summon Soul Puppet while your current Soul Puppet is active, it should extend the timer. May be not to a maximum, by 30 seconds at least, but it'll be a great improvement in SP mechanics.
Yes indeed. When I was play testing for the first couple of days, this is what I thought it did initially. And I came to find out on the second day that it didnt. And was kind of dumbfounded as to why since they vanish so easily and the 5 hits it makes arent even significant.
That is a good point. Right now playing a Warlock, they have way too much to manage.
They have curses that work like GF's marks, and they spells have different effects based on that like a Cleric divinity modes, and having to keep your soul puppets up.
They have too much to have to manage. On top of that they have to inspect targets they are engaging to tell what curses are on who...
Maybe it's just because I'm level 31, but there are only two curses I use Warlock's Curse and Lesser Curse. I know there are some encounter curses coming, but assuming other abilities don't eat them (like they do Warlock's), I just consider them encounters.
Right now, I put my warlock's curse on my current target, recasting it in between encounters that consume it, and potentially keeping track of what each slotted encounter does when the curse is consumed. That's all the managing I feel like I have to do right now. Looking ahead, there appears to be abilities in some situations where you want to reverse it (cast so encounter first so it doesn't consume, then do your curse).
What curses are you inspecting enemies for and to what effect?
I think there should be a spec or combination of feats/abilities that allow a curse focused warlock to blanket a group in Warlock's and Lesser curses easily. Especially in T2s but elsewhere also, I'm guessing groups kill too fast to target 3 mobs separately Warlock's Curse and the lesser curse's application is too dependent on conditional outcomes. I think in 2 casts*, a curse spec'd warlock should be able to have 6 curses up (3 warlocks, 3 lessers). But that's just my opinion based on my limited time with the class so far and maybe its something they will do later with the eventual second paragon path (mod 5 I assume).
This is exactly what Soul Puppet needs! Each time you attempt to summon Soul Puppet while your current Soul Puppet is active, it should extend the timer. May be not to a maximum, by 30 seconds at least, but it'll be a great improvement in SP mechanics.
Imo, an invulnerable soul puppet, with abilities that resummon a soul puppet refreshing its duration, would be better. But maybe an invulnerable soul puppet is a problem in pvp.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited July 2014
Feedback:
SW have not true aoe at-will .
Suggestion to change Hand of Blight melee version from single target too aoe .
Maybe it's just because I'm level 31, but there are only two curses I use Warlock's Curse and Lesser Curse. I know there are some encounter curses coming, but assuming other abilities don't eat them (like they do Warlock's), I just consider them encounters.
Right now, I put my warlock's curse on my current target, recasting it in between encounters that consume it, and potentially keeping track of what each slotted encounter does when the curse is consumed. That's all the managing I feel like I have to do right now. Looking ahead, there appears to be abilities in some situations where you want to reverse it (cast so encounter first so it doesn't consume, then do your curse).
What curses are you inspecting enemies for and to what effect?
I think there should be a spec or combination of feats/abilities that allow a curse focused warlock to blanket a group in Warlock's and Lesser curses easily. Especially in T2s but elsewhere also, I'm guessing groups kill too fast to target 3 mobs separately Warlock's Curse and the lesser curse's application is too dependent on conditional outcomes. I think in 2 casts*, a curse spec'd warlock should be able to have 6 curses up (3 warlocks, 3 lessers). But that's just my opinion based on my limited time with the class so far and maybe its something they will do later with the eventual second paragon path (mod 5 I assume).
Imo, an invulnerable soul puppet, with abilities that resummon a soul puppet refreshing its duration, would be better. But maybe an invulnerable soul puppet is a problem in pvp.
Soul Puppet is not invunerable atcual you need only 1 hit to kill it, this is the biggest problem.
But if they change it to ranged mybe its viable both pvp and pve but not OP cuz he dont have skills or real dmg and no armor pen so five hit will be 1000-2000 dps .This is not a big deal .
But if we share the stats with the puppet we dont need the (puppets)aoe immunity we dont need the puppet to deal ranged dps.
Feedback:
Both options are viable in pvp and pve and realy not so powerfull.
Puppet is slow ,slow reacting ,terrible AI we cannot controll the target what he shoud hit ,he die from 1 crit or 2 sinlge target dps and last cap dont allow us to resummon the puppet 15 sec delay .Puppet have no CC resist or immunity he stand always in red and he have super low DPS even if he got the 100% dps boost. And he have 6000 hp and super low DR.
And somtimes they crit rate is bugged too.
All in one the puppet is more worst then a single white quality companion.
Feedback:
Increase the distance we can use the melee version of the at will. Currently we can hit a target one step away by auto stepping in front but if the target is two step away from us we will cast the slow ranged version instead. This will cause interruption of the melee Hand of Blight if our target step back a little and our HoB is forced into range animation, resulting in a slower hit and is temporary rooted by its animation. It is also better to make the melee HoB into small AoE cleave, as we always doing close combat with many mobs when we go melee.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited July 2014
Feedback:
Puppet shoud feel more like this :
1-20 lvl white quality companion with 2 skills.6000 hp
21-40 lvl green quality companion with 2 skills.10000 hp
41-59 lvl blue quality companion with 3 skills.15000 hp
60 lvl purple quality companion with 3 skills.20000 hp ( and Damnation tree can improve they HP last feat mybe)
We love summons But they need more love from devs
PS: I know in owpvp i can kill any purple pet with one hit. And they have mostly 18-20k hp .
We actually don't want the soul puppet feeling like a full companion. Remember that the warlock isn't a minion master. When you trigger a soul puppet you get a free DoT that will target foes (and once the new patch goes up, survives *much* longer due to ignoring AoE damage). Players in the damnation tree get bolstered by their Puppet which improves their performance across the board, and the soul puppet in our runs has made up a not insubstantial portion of the damage the warlock dealt. They are a very minor part of the other specs however and should be treated as a secondary DoT that gets launched and can jump from target to target unless you spec deeply into the Damnation tree, where every second of uptime is important and feels empowering.
Looking at other suggestions for the shift feature, and D&D stuff for the warlock, I had a thought. What if you gave the SW temporary stealth/invisibility only while he was shifting, it would seem to a player like he teleported away, only to appear a not-insigifigant distance away. Kinda like stepping into the shadowfell for a second, and then back out. To the SW, it would be just like the current animation (or at least similar) and would give the SW some little advantage to shifting in both PVP and PVE.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited July 2014
Also i dont understand the full Damnation tree rely on puppet.
But the puppet dont last even 1 -2 sec after summoned afer pass lvl50 and even worst after lvl60.
I realy cant say the puppet is a DOT cuz we cant call somthing a "DOT" what dont last even 3 sec and deal only 1 time the minor 1000 or if he is summoned "by crit" 2000 dps then i need to wait 15 sec to resummon it.
So after lvl60 1000/15 sec or mybe 2000/15 sec or even less if it try to hit boss even less.
PLS help us ,test your self the Dammnation tree and see it in your own eyes the puppet die from the lowest tier monster single target 1-2 normal hit or 1 critical dmg.
"unless you spec deeply into the Damnation tree, where every second of uptime is important and feels empowering" At lvl 60 is actual 1 sec after summon then y need to wait anoter 15 sec to resummon.
I wrote this to improve the SW not give negative feedback.
I'd also like to see a short (2 sec) stealth but without sprint. It could worked like DC shift, but instead of shifting, Warlock would become stealthed for 2 seconds gaining 30% increased speed and 100% deflection (suggested by theshadowbreaker) for the duration. 100% deflect chance would allow SW to survive red areas in PvE and stealth combined with movement speed would give him some time to reposition himself.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Nice use of the word 'simian'. I'm sure it's trending on google now. I do appreciate the work (even though others don't) that the animator put in, and I don't really mind trying to make the character seem more "possessed". I don't have a preconceived notion that Warlocks are some proud individuals, so it doesn't bother me as much.
I don't really mind the In-Combat stances, but maybe the 'pact of the devil' aspect of the class will come out more if the Out-of-Combat stances gain the 'haughty' quality. So it will feel like a transformation of the character.
My personal biggest issue is the Shadow Sprint ability visual effects. I get the idea, but it causes all kinds of visual artifacts still. Maybe it can be reworked from 'flames' effect to a 'stealth' effect like the friendly TR has (w/o 'invisible to others' part).
And as others have mentioned: Really not feeling the usefulness of the Puppet. I know you want to balance it so that Warlock with Puppet != fighting 2 players. But right now it's way over on the side of being too safe. Here's a couple of ideas I had: give it AoE attacks that synergize with curse, so that it has weak 1v1 abilities but can "make up" for Warlocks lack of AoE (but not too much, of course); it can even have the damaging aura that Valindra's puppets have in VT (it'll provide for some very interesting strategic play). Or have it spread additional curses to synergize with Warlock's current attacks (you can even change some feats to enhance that).
My Warlock is lvl 55, I'm leveling it through questing. I've tried all possible passives combinations, but they all seem very weak.
Feedback: Shadow Walk
This should give more damage resistance while sprinting. For example, 10/15/20% DR would be reasonable and useful.
Feedback: Dark One's Blessing
I really can't find any use of it. In PvE potions worth close to nothing (was this meant to be a potion saver?) and in PvP it likely will suffer from the same bug as Hunter's Teamwork - if the target is killed, the consumables don't drop because target can be revived, they only drop if the target had resurrection sickness. I don't really know what to do with this, may be you guys have something in your mind.
Feedback: Deadly Curse
It deals damage once, and the damage is very low (~500-600 on lvl 55), either change it to "Your Warlock Curse apply DoT to your target" or increase the damage multiple times.
Feedback: Warding Curse
It basically gives you 8% DR against cursed target, it's low, may be increasing this to 8/10/12% would make this useful.
Feedback: Flames of Empowerment
Why do you even want to keep your daily up to gain such a little damage bonus? As some person already suggested (sorry, can't remember the name), change it to 1.5% more damage for every 10% AP.
Feedback: No Pity, No Mercy
Base duration is only 0.5 seconds, which results in 1.5 seconds duration at the max lvl. It's barely noticeable and usually it expires before I cast the next spell, in other words, this bonus persists in between your casts, which makes it useless.
Feedback: Prince of Hell
Stat conversion and stat boosting were never a good implementation, it only results in "omg, ur GS is tu low for %classname%" when you don't use a certain feat. As at the max potential it gives about 4-6% armor penetration before it soft caps, change it to 4/6/8% more resistance ignored.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
We actually don't want the soul puppet feeling like a full companion. Remember that the warlock isn't a minion master. When you trigger a soul puppet you get a free DoT that will target foes (and once the new patch goes up, survives *much* longer due to ignoring AoE damage). Players in the damnation tree get bolstered by their Puppet which improves their performance across the board, and the soul puppet in our runs has made up a not insubstantial portion of the damage the warlock dealt. They are a very minor part of the other specs however and should be treated as a secondary DoT that gets launched and can jump from target to target unless you spec deeply into the Damnation tree, where every second of uptime is important and feels empowering.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Thanks for the info Crush!
When will the new changes go up on the Test Shard?
Comments
Yes I agree with this , the Soul Puppet needs to be much more aggressive , at the moment the enemy is usually dead before the puppet even bothers to head out to attack it , make the Soul puppet have a fast ranged attack and make it agro onto enemy mobs a lot faster than it does now ,in it's current state the Soul puppet is a cool looking gimmick that does nothing worthwhile.
Please consider making it possible to turn the beam left and right with the mouse look. Also make it a toggle that can be stopped only if sprint is used or by enemy cc. That way player skill will play much bigger role in using that power. Positioning will be possible in the heat of battle
Merrily, merrily, merrily, merrily, Life is but a dream.
We are in the middle of making an overhaul to the Warlock movement animations and sprint animations/FX. Look for them in an upcoming preview patch!
Can you just replace the sprint with a teleport, please?
Awesome , *crosses fingers* .. * please include a new teleport and lose the sprint , please include a new teleport and lose the sprint *
Does not give any additional damage
That is on the list of stuff that will be fixed next patch (hopefully this week)- http://nw-forum.perfectworld.com/showthread.php?701011-Official-Feedback-Thread-Scourge-Warlock&p=8347091&viewfull=1#post8347091
Please Replace the Sprint with a teleport.
If this sprint mechanic stays, Warlock will be the hardest class to play and most dependent on low server latency. We must constantly take care of curse placement, non stop in motion because we lack proper defense and CC, must always do decent damage to make lifesteal do anything, we will be agro magnet for sure in dungeons (because of heals), and sprint is just too demanding from player on top of all that. I've played all classes to end game content and I must say that playing Warlock efficiently in epic dungeons and pvp will be just exhausting.
I would mostly like to not move like an ape. This hunched over, arms spread thing is just not doing it.
This is pretty much it. Unless you have unstoppable sprint doesn't work. It works for gwf's only because of unstoppable. I play a gwf as one of my two mains on live. When I started I used to try to dodge with sprint. It didn't work because of latency and I only run 60-110 ping times with rare exceptions.
They have curses that work like GF's marks, and they spells have different effects based on that like a Cleric divinity modes, and having to keep your soul puppets up.
They have too much to have to manage. On top of that they have to inspect targets they are engaging to tell what curses are on who, and have to constantly sprint at the same time to take little damage but they still are taking damage. Its too much managing going on. I dont mind it, but we also have to manage our sprint on top of all that. I personally dont mind the shadow sprint too much I just think it needs a bit of help. I've been working with it just fine but I'm finding myself having to manage that much more than the actual class mechanic of curses. Perhaps if the shadow sprint regen was much more faster. I dont know.
I dont mind the sprint, it does its job. but Warlocks are seeming to require heavy management.
Feedback:
Soul puppet needs improvement. First you have to deal with the horrendous companion AI that makes it useless most of the time, not to mention all of the other limitations that all companions have in terms of dying, mediocre damage, standing in AEs, etc.
Then you have the puppet specific limitations, ie the time limit/5 hit counter. Yes you can remove that by going 21 damnation for the capstone but gameplay, especially low level game play, shouldn't perform terribly based on a ability you can pick up level 40+ if you choose to focus down 1 specific tree.
Granted without a Companion AI overhaul you'll never eliminate the Companion AI limitations which makes the puppet rather bad in any situation, but there is 1 simple fix that would alleviate the puppet specific limitations:
abilities which summon a new puppet should refresh the 120s timer/5 hit limit on the existing puppet. the buffing from further castings can stay, since it really never comes into play (until much later on when you can go 21 damnation, but since they are still companion AI and still take damage, even permanent ones will spend more time dead than buffed from resummoning)
right now the puppet either dies from the 120s timer (if fighting minions, due to ai it doesn't start to attack until they are already dead and never reaches the 5 hit limit) or they die from swinging 5 times on a tough mob that actually has hp. generally it dies immediately a swing or 2 in leaving you alone, since it somehow managed to get a few hits in prior to engaging the tough mob, and you can't resummon it unless you run around grabbing up adds to kill.
PS i certainly hope that the puppet is not being considered, in any way, in terms of balancing.
This is exactly what Soul Puppet needs! Each time you attempt to summon Soul Puppet while your current Soul Puppet is active, it should extend the timer. May be not to a maximum, by 30 seconds at least, but it'll be a great improvement in SP mechanics.
Yes indeed. When I was play testing for the first couple of days, this is what I thought it did initially. And I came to find out on the second day that it didnt. And was kind of dumbfounded as to why since they vanish so easily and the 5 hits it makes arent even significant.
Maybe it's just because I'm level 31, but there are only two curses I use Warlock's Curse and Lesser Curse. I know there are some encounter curses coming, but assuming other abilities don't eat them (like they do Warlock's), I just consider them encounters.
Right now, I put my warlock's curse on my current target, recasting it in between encounters that consume it, and potentially keeping track of what each slotted encounter does when the curse is consumed. That's all the managing I feel like I have to do right now. Looking ahead, there appears to be abilities in some situations where you want to reverse it (cast so encounter first so it doesn't consume, then do your curse).
What curses are you inspecting enemies for and to what effect?
I think there should be a spec or combination of feats/abilities that allow a curse focused warlock to blanket a group in Warlock's and Lesser curses easily. Especially in T2s but elsewhere also, I'm guessing groups kill too fast to target 3 mobs separately Warlock's Curse and the lesser curse's application is too dependent on conditional outcomes. I think in 2 casts*, a curse spec'd warlock should be able to have 6 curses up (3 warlocks, 3 lessers). But that's just my opinion based on my limited time with the class so far and maybe its something they will do later with the eventual second paragon path (mod 5 I assume).
Imo, an invulnerable soul puppet, with abilities that resummon a soul puppet refreshing its duration, would be better. But maybe an invulnerable soul puppet is a problem in pvp.
SW have not true aoe at-will .
Suggestion to change Hand of Blight melee version from single target too aoe .
Soul Puppet is not invunerable atcual you need only 1 hit to kill it, this is the biggest problem.
But if they change it to ranged mybe its viable both pvp and pve but not OP cuz he dont have skills or real dmg and no armor pen so five hit will be 1000-2000 dps .This is not a big deal .
But if we share the stats with the puppet we dont need the (puppets)aoe immunity we dont need the puppet to deal ranged dps.
Feedback:
Both options are viable in pvp and pve and realy not so powerfull.
Puppet is slow ,slow reacting ,terrible AI we cannot controll the target what he shoud hit ,he die from 1 crit or 2 sinlge target dps and last cap dont allow us to resummon the puppet 15 sec delay .Puppet have no CC resist or immunity he stand always in red and he have super low DPS even if he got the 100% dps boost. And he have 6000 hp and super low DR.
And somtimes they crit rate is bugged too.
All in one the puppet is more worst then a single white quality companion.
Increase the distance we can use the melee version of the at will. Currently we can hit a target one step away by auto stepping in front but if the target is two step away from us we will cast the slow ranged version instead. This will cause interruption of the melee Hand of Blight if our target step back a little and our HoB is forced into range animation, resulting in a slower hit and is temporary rooted by its animation. It is also better to make the melee HoB into small AoE cleave, as we always doing close combat with many mobs when we go melee.
Puppet shoud feel more like this :
1-20 lvl white quality companion with 2 skills.6000 hp
21-40 lvl green quality companion with 2 skills.10000 hp
41-59 lvl blue quality companion with 3 skills.15000 hp
60 lvl purple quality companion with 3 skills.20000 hp ( and Damnation tree can improve they HP last feat mybe)
We love summons But they need more love from devs
PS: I know in owpvp i can kill any purple pet with one hit. And they have mostly 18-20k hp .
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Looking at other suggestions for the shift feature, and D&D stuff for the warlock, I had a thought. What if you gave the SW temporary stealth/invisibility only while he was shifting, it would seem to a player like he teleported away, only to appear a not-insigifigant distance away. Kinda like stepping into the shadowfell for a second, and then back out. To the SW, it would be just like the current animation (or at least similar) and would give the SW some little advantage to shifting in both PVP and PVE.
But the puppet dont last even 1 -2 sec after summoned afer pass lvl50 and even worst after lvl60.
I realy cant say the puppet is a DOT cuz we cant call somthing a "DOT" what dont last even 3 sec and deal only 1 time the minor 1000 or if he is summoned "by crit" 2000 dps then i need to wait 15 sec to resummon it.
So after lvl60 1000/15 sec or mybe 2000/15 sec or even less if it try to hit boss even less.
PLS help us ,test your self the Dammnation tree and see it in your own eyes the puppet die from the lowest tier monster single target 1-2 normal hit or 1 critical dmg.
"unless you spec deeply into the Damnation tree, where every second of uptime is important and feels empowering" At lvl 60 is actual 1 sec after summon then y need to wait anoter 15 sec to resummon.
I wrote this to improve the SW not give negative feedback.
I'd also like to see a short (2 sec) stealth but without sprint. It could worked like DC shift, but instead of shifting, Warlock would become stealthed for 2 seconds gaining 30% increased speed and 100% deflection (suggested by theshadowbreaker) for the duration. 100% deflect chance would allow SW to survive red areas in PvE and stealth combined with movement speed would give him some time to reposition himself.
Nice use of the word 'simian'. I'm sure it's trending on google now. I do appreciate the work (even though others don't) that the animator put in, and I don't really mind trying to make the character seem more "possessed". I don't have a preconceived notion that Warlocks are some proud individuals, so it doesn't bother me as much.
I don't really mind the In-Combat stances, but maybe the 'pact of the devil' aspect of the class will come out more if the Out-of-Combat stances gain the 'haughty' quality. So it will feel like a transformation of the character.
My personal biggest issue is the Shadow Sprint ability visual effects. I get the idea, but it causes all kinds of visual artifacts still. Maybe it can be reworked from 'flames' effect to a 'stealth' effect like the friendly TR has (w/o 'invisible to others' part).
And as others have mentioned:
Really not feeling the usefulness of the Puppet. I know you want to balance it so that Warlock with Puppet != fighting 2 players. But right now it's way over on the side of being too safe. Here's a couple of ideas I had: give it AoE attacks that synergize with curse, so that it has weak 1v1 abilities but can "make up" for Warlocks lack of AoE (but not too much, of course); it can even have the damaging aura that Valindra's puppets have in VT (it'll provide for some very interesting strategic play). Or have it spread additional curses to synergize with Warlock's current attacks (you can even change some feats to enhance that).
My Warlock is lvl 55, I'm leveling it through questing. I've tried all possible passives combinations, but they all seem very weak.
Feedback: Shadow Walk
This should give more damage resistance while sprinting. For example, 10/15/20% DR would be reasonable and useful.
Feedback: Dark One's Blessing
I really can't find any use of it. In PvE potions worth close to nothing (was this meant to be a potion saver?) and in PvP it likely will suffer from the same bug as Hunter's Teamwork - if the target is killed, the consumables don't drop because target can be revived, they only drop if the target had resurrection sickness. I don't really know what to do with this, may be you guys have something in your mind.
Feedback: Deadly Curse
It deals damage once, and the damage is very low (~500-600 on lvl 55), either change it to "Your Warlock Curse apply DoT to your target" or increase the damage multiple times.
Feedback: Warding Curse
It basically gives you 8% DR against cursed target, it's low, may be increasing this to 8/10/12% would make this useful.
Feedback: Flames of Empowerment
Why do you even want to keep your daily up to gain such a little damage bonus? As some person already suggested (sorry, can't remember the name), change it to 1.5% more damage for every 10% AP.
Feedback: No Pity, No Mercy
Base duration is only 0.5 seconds, which results in 1.5 seconds duration at the max lvl. It's barely noticeable and usually it expires before I cast the next spell, in other words, this bonus persists in between your casts, which makes it useless.
Feedback: Prince of Hell
Stat conversion and stat boosting were never a good implementation, it only results in "omg, ur GS is tu low for %classname%" when you don't use a certain feat. As at the max potential it gives about 4-6% armor penetration before it soft caps, change it to 4/6/8% more resistance ignored.
When will the new changes go up on the Test Shard?