please fix these:
1. the dragon hoard coins to stack to 9999 in inventory (maybe set all currency stack that high) or allow us to discard them. still have since last year the masquearade ones.
i do agree that the discard option should be available, but you can also use them to build dragon hoard enchantments. It takes 70 coins for 1 enchant and you can make a considerable profit as well, i dont understand why anyone would want to throw them away....
You've got to be kidding me. CW's main control method is chill and now you just decide to make things "immune" to chill for a certain amount of time. I don't know why you even considered this. How about making thinks immune to GF's block, or making thinks immune to TR's stealth, or immune to GWF's prone? This makes no sense what so ever, and has beyond no basis in real D&D.
Also, much of CWs damage now comes from having those chill stacks applied. So while SWs can out DPS CWs, even without boons, and out heal DCs, you choose to further nerf CWs? Having chill applied properly is the only thing that has made CWs playable in Mod 4, and now you're further HAMSTER that up. I was hoping that with the high SW damage and the ability to "Poof" entire mobs, the CWs would at least see some stability in nerfs for a while. I guess I was wrong.
S, what defense are you going to give CWs against those permastealth TRs, proning GWFs, and blocking GFs?????
I guess people will never be happy, lots of people have been complaining about perma freeze in both PVP and PVE, and now that they change it, they claim the CW is dead and that a squirrel has better Control.
I guess people will never be happy, lots of people have been complaining about perma freeze in both PVP and PVE, and now that they change it, they claim the CW is dead and that a squirrel has better Control.
Because they fix the wrong stuff, in the wrong manner
Real issue was HIGH PROC DAMAGE. From Storm Spell, combined with: Assailant, Warped Magics, Creeping Frost
Because they fix the wrong stuff, in the wrong manner
Real issue was HIGH PROC DAMAGE. From Storm Spell, combined with: Assailant, Warped Magics, Creeping Frost
Precisely. When proc damage from Storm Spell, Assailaint, and Creeping Frost does more total damage than all other powers/skills... you would think it's a no-brainer what the problem is.
Instead, they nerf the Oppressor Tree's bread and butter, making it a much less viable option, like Renegade.
Any CW reading this now knows they need to spec Thaumaturge.
Because they fix the wrong stuff, in the wrong manner ...
Well, Control in this game is either nonexistent or game-breaking and now CW's are just going through what GWF's went (with roar) in a recent past.
This is the 1st MMO I play that there is no CC immunity and that you can get perma-CC'ed.
And instead of trying to tune down particular skill/power, they should simply add CC a immunity buff to all players that would prevent them from being CC'ed for, lets say 2 seconds, after they were controlled. That way regardless of the skill/power/spell that is cast at you it won't be game-breaking and the timing in pvp would play a better part (instead players starting a rotation without having to worry about the enemies reaction)
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited September 2014
One of the few things Star Wars did right was to have a resolve bar that filled up as you got CC'd. When it filled up, it depleted and you were immune to all CC effects for a few seconds. Star Wars PvP was actually pretty nice because it focused more on avoiding damage and interrupting, as opposed to just stunning and then killing a helpless opponent.
Right now, that's all Arena PvP is in Neverwinter. Stun, stun, stun, die, die, die. You're either stunned then dead, or alive and stunning someone else. There's very little middle ground.
I agree that there should be a way to prevent being CC'ed to death. What they did with inmunity to freeze should be done with all forms of CC, so you can do a few in a row but not too many
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited September 2014
It's not just immunity to freeze, but immunity to chill stacks, which are a core mechanic of the CW class ("targets affected by chill" etc.).
Lots of voices here are saying that they'd have been fine with targets being immune to being frozen again immediately, but making them immune to chill stacks is quite simply a build-breaker. Half of the feats in Oppressor revolve around being able to apply and keep up chill stacks. A third of CW powers are designed with chill stacks as part of their mechanics.
Half of the feats in Oppressor revolve around being able to apply and keep up chill stacks. A third of CW powers are designed with chill stacks as part of their mechanics.
It's not half. 2/3 of the Oppressor tree feats interact with or by applying freeze...and they're all nullified for 3 seconds after you freeze a target. :mad:
And if you want to talk about builds, four(possibly five) of the feats you would take in a PvE build are diminished by the change.
I have to disagree with all those saying that some form of CC immunity should exist for those who die from a CC lock, although this does not mean I do believe that 1 class should be able to CC lock someone to death either.
PvP as it stands (all further scenarios are in the premise that everyone has BiS Gear, or if not BiS Gear, everyones using equal gear)is pretty off balance in terms of 1v1, but at the moment, when it comes to 1 v 2, there's a pretty consistent standard. The party of 1 indisputably dies in a time that is typically under 20 seconds.
By giving that party of 1 the ability to be immune to CC chains means that the colossal and fair benefit of being able to successfully time class CC chains and work together with your partner to not only clear your opponent faster, but also guarantee success without casualty becomes non-existant while also taking more of the now low amount of skill required out of the game; thus making even more of a spam fest.
To further support this arguement, here's a situation:
CW (A) without daily + GF VS CW (B) with daily up (This match up with proceed under the, if I get CC'd I get CC immunity rule)
CW (A) does his rotation and CC's the other CW (B), but the GF is now unable to prone the CW (B) further. End result:
Other CW Icy Rays, then ice knifes the CW (A) and proceeds with the rest of his rotation -which in current meta, probably means CW (A) just got one rotationed- and now its CW (B) vs GF - (As opposed to the alternative of the GF keeping CW (B) Proned until CW (A) could CC (CW) B Again.
This is highly unfair because now the GF has to spend extra time cleaning up the mess which means his team is suffering on other nodes .
In a very extreme scenario, because CW (B) was immune to additional CC in that situation, he could stay alive long enough to have a team mate rotate to him and now have a 1 v 2 advantage against that GF
Additional issues are these, but are not limited to this
GWF: One big perk of being a GWF is having CC immunity with unstoppable, having CC immunity while also being CC'D a certain amount + Sprint CC immunity would mean you couldn't control this class
GF + active CC immunity sounds scary
HR + Active CC immunity sounds like I don't even want to play anymore
TR + More CC immunity then Impossible to catch is only further solidifying their role as the ultimate node holder
The game will become a skill-less timeless cast fest that comes down to the "I crit you more this time" standard (This is more directed at the current state of CW's damage and how more then 50% of it comes from feats, vs encounters)
I understand the good intent behind the suggestion, but in a game that is based on action aiming mechanics, that also sponsors the ability for classes to affectively 1 shot/ 1 rotation another. The addition of a mechanic such as "CC Resolve" Would cause further unbalance
1v2, you should lose, period end of story. Under no circumstances is someone allowed to complain they got CC'd to death by MORE then 1 class
chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited September 2014
In case anyone is unaware.. the patch has been applied. Start a new thread or update one that is relevant if you have a beef. Or does this have to stay at the top of the list forever, talking about this and that, and whatever else?
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
In case anyone is unaware.. the patch has been applied. Start a new thread or update one that is relevant if you have a beef. Or does this have to stay at the top of the list forever, talking about this and that, and whatever else?
1. It's irrelevant. The patch contains item that are controversial and require continued discussion.
2. It's been around enough that the mods have seen it, so I would safely assume that they would have closed it down by now if it no longer served a purpose.
3. Reverse the patch please, or do something to make the Oppressor tree (and the Gelid Eye weapon) viable again.
Comments
i do agree that the discard option should be available, but you can also use them to build dragon hoard enchantments. It takes 70 coins for 1 enchant and you can make a considerable profit as well, i dont understand why anyone would want to throw them away....
Also, much of CWs damage now comes from having those chill stacks applied. So while SWs can out DPS CWs, even without boons, and out heal DCs, you choose to further nerf CWs? Having chill applied properly is the only thing that has made CWs playable in Mod 4, and now you're further HAMSTER that up. I was hoping that with the high SW damage and the ability to "Poof" entire mobs, the CWs would at least see some stability in nerfs for a while. I guess I was wrong.
S, what defense are you going to give CWs against those permastealth TRs, proning GWFs, and blocking GFs?????
Because they fix the wrong stuff, in the wrong manner
Real issue was HIGH PROC DAMAGE. From Storm Spell, combined with: Assailant, Warped Magics, Creeping Frost
Precisely. When proc damage from Storm Spell, Assailaint, and Creeping Frost does more total damage than all other powers/skills... you would think it's a no-brainer what the problem is.
Instead, they nerf the Oppressor Tree's bread and butter, making it a much less viable option, like Renegade.
Any CW reading this now knows they need to spec Thaumaturge.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
Well, Control in this game is either nonexistent or game-breaking and now CW's are just going through what GWF's went (with roar) in a recent past.
This is the 1st MMO I play that there is no CC immunity and that you can get perma-CC'ed.
And instead of trying to tune down particular skill/power, they should simply add CC a immunity buff to all players that would prevent them from being CC'ed for, lets say 2 seconds, after they were controlled. That way regardless of the skill/power/spell that is cast at you it won't be game-breaking and the timing in pvp would play a better part (instead players starting a rotation without having to worry about the enemies reaction)
Right now, that's all Arena PvP is in Neverwinter. Stun, stun, stun, die, die, die. You're either stunned then dead, or alive and stunning someone else. There's very little middle ground.
Lots of voices here are saying that they'd have been fine with targets being immune to being frozen again immediately, but making them immune to chill stacks is quite simply a build-breaker. Half of the feats in Oppressor revolve around being able to apply and keep up chill stacks. A third of CW powers are designed with chill stacks as part of their mechanics.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
It's not half. 2/3 of the Oppressor tree feats interact with or by applying freeze...and they're all nullified for 3 seconds after you freeze a target. :mad:
And if you want to talk about builds, four(possibly five) of the feats you would take in a PvE build are diminished by the change.
PvP as it stands (all further scenarios are in the premise that everyone has BiS Gear, or if not BiS Gear, everyones using equal gear)is pretty off balance in terms of 1v1, but at the moment, when it comes to 1 v 2, there's a pretty consistent standard. The party of 1 indisputably dies in a time that is typically under 20 seconds.
By giving that party of 1 the ability to be immune to CC chains means that the colossal and fair benefit of being able to successfully time class CC chains and work together with your partner to not only clear your opponent faster, but also guarantee success without casualty becomes non-existant while also taking more of the now low amount of skill required out of the game; thus making even more of a spam fest.
To further support this arguement, here's a situation:
CW (A) without daily + GF VS CW (B) with daily up (This match up with proceed under the, if I get CC'd I get CC immunity rule)
CW (A) does his rotation and CC's the other CW (B), but the GF is now unable to prone the CW (B) further. End result:
Other CW Icy Rays, then ice knifes the CW (A) and proceeds with the rest of his rotation -which in current meta, probably means CW (A) just got one rotationed- and now its CW (B) vs GF - (As opposed to the alternative of the GF keeping CW (B) Proned until CW (A) could CC (CW) B Again.
This is highly unfair because now the GF has to spend extra time cleaning up the mess which means his team is suffering on other nodes .
In a very extreme scenario, because CW (B) was immune to additional CC in that situation, he could stay alive long enough to have a team mate rotate to him and now have a 1 v 2 advantage against that GF
Additional issues are these, but are not limited to this
GWF: One big perk of being a GWF is having CC immunity with unstoppable, having CC immunity while also being CC'D a certain amount + Sprint CC immunity would mean you couldn't control this class
GF + active CC immunity sounds scary
HR + Active CC immunity sounds like I don't even want to play anymore
TR + More CC immunity then Impossible to catch is only further solidifying their role as the ultimate node holder
The game will become a skill-less timeless cast fest that comes down to the "I crit you more this time" standard (This is more directed at the current state of CW's damage and how more then 50% of it comes from feats, vs encounters)
I understand the good intent behind the suggestion, but in a game that is based on action aiming mechanics, that also sponsors the ability for classes to affectively 1 shot/ 1 rotation another. The addition of a mechanic such as "CC Resolve" Would cause further unbalance
1v2, you should lose, period end of story. Under no circumstances is someone allowed to complain they got CC'd to death by MORE then 1 class
Roland Mac Sheonin GF | Tarron Direheart SW |
1. It's irrelevant. The patch contains item that are controversial and require continued discussion.
2. It's been around enough that the mods have seen it, so I would safely assume that they would have closed it down by now if it no longer served a purpose.
3. Reverse the patch please, or do something to make the Oppressor tree (and the Gelid Eye weapon) viable again.
D&D Home Page - What Class Are You? - Build A Character - D&D Compendium
sorry, was quite annoyed by being knocked around through unstoppabble.
the falling rocks at lostmauth ignore cc immunity from sprint and unstoppable