I fail to see how this is a compensation for the above. To me, it's just a second weakening change of the skill. Am I missing something that does compensate for the change above?
The first change increases root duration if you slot Orb. The second compensates for that.
I fail to see how this is a compensation for the above. To me, it's just a second weakening change of the skill. Am I missing something that does compensate for the change above?
Oh, it is because you say so, this guy joined in Sep 2013 and only have two posts including this one, we are so lucky because he just enlightened us with his legendary knowledge. :eek:
It would be awesome if we could inspect the characters in the forum too.
Fully agree here. I've "won" a belt as well from Whispering Caverns only to have it replaced by a +5 Pact of Smiting. The response I got from customer service was completely disgusting and worthless. I buy zen monthly and I think from now on I will forgo the zen. There is no point supporting a game that doesn't give actual support.
You should have seen my "communication" with support about this. After 2 of my reports being ignored, finally the response was basically "I'm sorry, you are screwed out of luck, please keep reporting this, have fun with your adventures!". At least I'm glad I'm not the only one who's disgusted by the support in here, and I also let them know that in my report.
Just chiming in hear, as I have been focused on my SW for the past few months... I have been keeping with the GWF also, and I'll just say that: Daring Shout is super sweet!
If you don't believe it, go ahead and try it, you'll be pleasantly surprised! :cool:
The only way to fix this issue is to have PVE gear only be used in PVE. Also, have PVP gear only used in PVP. If you want to use either in the wrong area then your gear should be reduced. Not right having a person in PVE items and destroying a person IN PVP gear. Also, if want to do a T2 run you can not enter with PVP gear. Something like Kes. run with blackice gear.
Which does nothing against targets that can't be CCd.
with the new content cw freezes everything except bosses so up to boss stage u ill deal 15% more dmg , you can always change for something else when it comes to boss fight
You just totally changed how the entire class works because you don't want to nerf your glyphs?
So, just to be clear. Rather than remove an item that is so broken ESPECIALLY for HR's and SW's (oh yeah that is coming) - you completely change moves that have been that way since the beginning. Is that correct?
You take the protector GF build with KV and Guarded assault and take out those ridiculous glyphs, and it's a solid set up, soaks damage, mitigates it for the team, and they take a little damage, you add glyphs and it is a 300% damage increase.
So the rational answer was to change the moves entirely - so the glyphs don't work on GF classes, and still work on all the other classes? Can someone explain that for me?
Hmm sounds about right XD. I like the red dragon glyph which do you like? lol *heads off to the AH to acquire a "cw" horde of glyphs >.>. Yea this "fix" is kinda out there lol
Did you just describe GF's KV in PVP as just and anyone who complains about it as "crybabies"?
KV being overpowered and gamebreaking in PVP is one of the most requested fixes.....
They finally got one and you are crying?
You keep in mind that KV works the same way in PvE? And it was never overpowered for PvE, you have to pay a price using it.
You should also keep in mind that this game is based upon D&D, and classes in D&D aren't balanced, never were.
So why try to make classes artificially balanced? It doesn't match the spirit of a PnP rpg. Furthermore, it interferes the interaction between classes in PvE.
It's just time to stop trying to achieve an artificial class balance by nerfing class skills over and over again. Unless skills work differently in PvE or PvP.
Control Wizard: Icy Rays: Control Strength and Resistance will now properly affect the duration of the immobilize from Icy Rays. To compensate for this, the base root duration has been reduced to 1 second when hitting two targets, and 1.25 seconds when hitting a single target (down from 1.5 and 2 respectively).
Guardian Fighter: Knight's Valor: Knights Valor has had its AP gain reduced to reflect the new functionality of the power. It still generates Action Points every second it is active during combat, but at a much slower rate.
Guardian Fighter: Supremacy of Steel: Guardian Fighters will no longer be able to gain Action Points while Supremacy of Steel is active.
Guardian Fighter: Supremacy of Steel: The damage from this power can now be properly deflected and resisted.
Great Weapon Fighter: Threatening Rush: This power now correctly Marks all targets in an AoE again.
Great Weapon Fighter: Feats: Intimidation: This feat now properly benefits from damage bonuses, crit, and armor penetration. Additionally, it can now be dodged, deflected, and resisted correctly.
Scourge Warlock: Tyrannical Threat: This power now correctly only echoes the Warlock's damage (rather than all targets who are attacking).
Boons: Grym Depths Seeker (PvP Campaign): This boon now properly only triggers from players.
Content and Environment
Dwarven Valley: Atonement: Troll idols now remain visible after interaction so multiple players can use them.
Lair of Lostmauth: Purchasing dungeon keys from the Wondrous Bazaar after entering the dungeon will now properly allow you to open the chest at the end of the dungeon.
Items and Economy
The Tyranny of Dragons vendors (both the one located in Protector's Enclave and the one available via the Campaigns window) now feature two new items. Give them a try!
Potion of Dragon Slaying
Scroll of Protection from Dragons
Dragon Glyphs: These Glyphs will no longer deal damage when triggered from a reflective damage source such as Guarded Assault.
User Interface
Players can no longer worship multiple deities as this is offensive to the Gods and could incur their wrath.
still no fix for HR's burst damage, infinite loop, and SW vampiric embrace??
Sorry?? WMS "does great damage"??? it should be rised a 30% more to do "decent" damage... Also, it should mitigate a 20% for 10 secs to be totally useful. Plain and simple.
Yes, it does compared to any other GWF at-will. Never said it was good when compared with other class at-wills. But compare that with wicked strike which is the only AoE at-will for IV path and you'll see what I mean.
Than SM can tank more better than IV????? ROFLMAO!!!!! And Destroyer Tree should do 2-3 times more damage than SW, HR, CW and GF yet, it does not deal that much damage. :-)
Of course SM can tank better. You have access to 5 seconds immunity after each daily. And why should destroyer deal so much damage? You want a tank class that farts nukes, is that so?
Then, tell me how is possible that a 13k CW aggro far more better than a 16k GWF?? i know this due my CW aggro really nice .... even with a Daring shouter + Come and get it IV Sent GWF on party.
Simply because they deal better damage / heal more. And try sentinel GWF after this patch. I bet he can aggro much better due to the changes to Intimidation.
Daring shout should be buffed a bit more to be usefull. Is not useless... but not that "marvellous" thing you want to sell us... included you, a 13k+ on power GWF.
Daring shout is great on sentinel GWF now. Could have better reach and effect more targets than five to make the most of it. But still, it's a huge improvement from the way it was.
Whats wrong with vampiric embrace. I use it on my SW and don't see anything wrong.
Try something, get a dc, ask hin to debuff a target as much as he can, then hit with Vampiric embrace, as it's decription says, it give you 75% of it's damage as temp hp, so if you get a debuffed target your damage should be increased as well as your temp hp cause it's 75% of the damage done. but, it'll give you the same amount as a normal/critcal hit.
i'n not sure if it'sdamae isn't increased but the temp hp i'n 100% sure it doesn't increase.
The reason for the SoS change to prevent AP gain is that we don't wait dailies that act as persistent buffs allowing you to gain AP while they are active
As this is the first time I've ever heard of this (supposed) design choice I'll assume it's something you've recently decided on. I can understand the idea of separating dailies that simply function as an additional damaging hit/spell and those that function as a lasting buff, but eliminating AP gain while the latter type is active introduces so many issues it cannot possibly be a good idea.
First off comes balancing, if players have to lock themselves out of gaining action points the trade-off has to be relevant. This means the effect of the buff has to be very noticeable compared to the duration of the buff, Fighter's Recovery being a good example here: adding a very high amount of lifesteal for a fairly short duration, essentially making it a means to fill up your health pool if you can time and utilize it well. Such a power suffers little from it allowing AP gain for the duration or not. However as the duration increases the per-second effect of the buff has to increase to offset the lost AP; if Hallowed Ground in it's current state would disallow any AP gain I certainly wouldn't fault DCs for not putting it on their bar. ~15 seconds (unsure on the exact duration) of no action points is far too high a price for the effect. So the effect would have to be buffed alot or duration decreased substantially while effect buffed to a lesser extent. A large buff to the per-second effect means it will likely become very prominent in PvP while being balanced in PvE, or balanced in PvP while irrelevant in PvE.
The same of course applies to Supremacy of Steel; it was already a fairly low damage power (the already partially addressed glyphs and to a lesser extent the irresistability of it were however an issue) but it added alot of utility in PvE. With it's current 8-12s duration (based on point invested) of no AP gain it has no place whatsoever in PvE, while it previously filled the role of being able to grab aggro of mobs spread over a large area which is more or less a norm in fast-paced skirmishes and dungeons nowadays. An attempt to make it relevant in PvE while keeping the duratiion would mean increasing the reflected damage several times over, say 35-50% of incoming damage, this would of course make it ridiculously powerful in PvP and we're back at the starting point.
Secondly, separating buff powers into those that prevent AP gain (dailies, at least some of them: is Villain's Menace such a daily? Spinning Strike? Tyrannical Threat? Gates of Hell?) and those that do not creates confusion unless it's very transparent to the player. Hallowed Ground not granting AP is a bug? How can this possibly be when nothing in the game suggests you wouldn't gain AP while it's active? Same with SoS, none of the tooltips in-game suggest in any way it'll prevent AP gain. In fact, none of the buff-type dailies on my characters even as much as hint towards any sort of no-AP drawback.
Finally, some suggestions for making SoS relevant within this new scheme:
Short duration (2-4s) instant activation damage (not control) immunity and 100% reflection, capped at 25% of the offending player/mob total HP. Adds threat equal to 4x the damage dealt.
Short (2-4s) guaranteed deflection, absorb any damage taken by party members and at the end of the buff burst PBAoE equal to damage absorbed, and some threat.
Long duration (8-10s) minor damage reflection (say 5-10%) buff that adds threat equal to 2x damage taken and marks/taunts anything that had it's damage reflected.
Togglable (5s cooldown) Your incoming healing becomes 0. Whenever block is active, also block 80% of the damage dealt to any party member, add part of the damage blocked as threat.
As should be obvious, I don't PvP so adjustments would certainly have to be made for that
And yet again, the tooltip of any power you update to fit (err, I mean fix!) your new no-AP scheme also has to be adjusted to reflect it doesn't grant any AP while active.
How is Supremecy of Steel a reflect like Guarded Assault? The tooltips are very different in how they function, yet neither procs glyphs anymore. Guarded Assault reflects a set percentage, capped by the number of ranks we put into it and our maximum health. Supremacy of steel, "returns a portion," but it has a damage value of its own. That does not function like reflect, that functions like a retributive strike.
Comments
Keep up the good work.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Never ever.
It is.
Read here.
Oh yeah? Prove me wrong. Straight facts, please, not random nonsense like "but it is!" :rolleyes:
Oh, it is because you say so, this guy joined in Sep 2013 and only have two posts including this one, we are so lucky because he just enlightened us with his legendary knowledge. :eek:
It would be awesome if we could inspect the characters in the forum too.
my werleck can outperform a lot of classes
You should have seen my "communication" with support about this. After 2 of my reports being ignored, finally the response was basically "I'm sorry, you are screwed out of luck, please keep reporting this, have fun with your adventures!". At least I'm glad I'm not the only one who's disgusted by the support in here, and I also let them know that in my report.
If you don't believe it, go ahead and try it, you'll be pleasantly surprised! :cool:
IV have trample +15% dmg to cced targets
fixed aoe mark on TR
instant cast AoE stun
and now tell me what SM have?
right nothing special.
i dont want IV to be nerfed all i want is to bring SM on par with IV.
with the new content cw freezes everything except bosses so up to boss stage u ill deal 15% more dmg , you can always change for something else when it comes to boss fight
and GWF greatswords position on our back on male characters penetrate our body/legs since beta
idgaf about that, there are more important things to fix than aesthetics.
Never mind the actual bugs and features that have been requested in that time.
Hmm sounds about right XD. I like the red dragon glyph which do you like? lol *heads off to the AH to acquire a "cw" horde of glyphs >.>. Yea this "fix" is kinda out there lol
Did you just describe GF's KV in PVP as just and anyone who complains about it as "crybabies"?
KV being overpowered and gamebreaking in PVP is one of the most requested fixes.....
They finally got one and you are crying?
You keep in mind that KV works the same way in PvE? And it was never overpowered for PvE, you have to pay a price using it.
You should also keep in mind that this game is based upon D&D, and classes in D&D aren't balanced, never were.
So why try to make classes artificially balanced? It doesn't match the spirit of a PnP rpg. Furthermore, it interferes the interaction between classes in PvE.
It's just time to stop trying to achieve an artificial class balance by nerfing class skills over and over again. Unless skills work differently in PvE or PvP.
Of course SM can tank better. You have access to 5 seconds immunity after each daily. And why should destroyer deal so much damage? You want a tank class that farts nukes, is that so?
Simply because they deal better damage / heal more. And try sentinel GWF after this patch. I bet he can aggro much better due to the changes to Intimidation.
Daring shout is great on sentinel GWF now. Could have better reach and effect more targets than five to make the most of it. But still, it's a huge improvement from the way it was.
Whats wrong with vampiric embrace. I use it on my SW and don't see anything wrong.
Try something, get a dc, ask hin to debuff a target as much as he can, then hit with Vampiric embrace, as it's decription says, it give you 75% of it's damage as temp hp, so if you get a debuffed target your damage should be increased as well as your temp hp cause it's 75% of the damage done. but, it'll give you the same amount as a normal/critcal hit.
i'n not sure if it'sdamae isn't increased but the temp hp i'n 100% sure it doesn't increase.
[Combat (Self)] Your Intimidation deals 9399 (10622) Physical Damage to Huntmaster.
lvl 28 enemy... no more fake damages, ok? fix the gwf damage.
and bf, AGAIN, dont take acount my critical severity (how many times i will need say that)
First off comes balancing, if players have to lock themselves out of gaining action points the trade-off has to be relevant. This means the effect of the buff has to be very noticeable compared to the duration of the buff, Fighter's Recovery being a good example here: adding a very high amount of lifesteal for a fairly short duration, essentially making it a means to fill up your health pool if you can time and utilize it well. Such a power suffers little from it allowing AP gain for the duration or not. However as the duration increases the per-second effect of the buff has to increase to offset the lost AP; if Hallowed Ground in it's current state would disallow any AP gain I certainly wouldn't fault DCs for not putting it on their bar. ~15 seconds (unsure on the exact duration) of no action points is far too high a price for the effect. So the effect would have to be buffed alot or duration decreased substantially while effect buffed to a lesser extent. A large buff to the per-second effect means it will likely become very prominent in PvP while being balanced in PvE, or balanced in PvP while irrelevant in PvE.
The same of course applies to Supremacy of Steel; it was already a fairly low damage power (the already partially addressed glyphs and to a lesser extent the irresistability of it were however an issue) but it added alot of utility in PvE. With it's current 8-12s duration (based on point invested) of no AP gain it has no place whatsoever in PvE, while it previously filled the role of being able to grab aggro of mobs spread over a large area which is more or less a norm in fast-paced skirmishes and dungeons nowadays. An attempt to make it relevant in PvE while keeping the duratiion would mean increasing the reflected damage several times over, say 35-50% of incoming damage, this would of course make it ridiculously powerful in PvP and we're back at the starting point.
Secondly, separating buff powers into those that prevent AP gain (dailies, at least some of them: is Villain's Menace such a daily? Spinning Strike? Tyrannical Threat? Gates of Hell?) and those that do not creates confusion unless it's very transparent to the player. Hallowed Ground not granting AP is a bug? How can this possibly be when nothing in the game suggests you wouldn't gain AP while it's active? Same with SoS, none of the tooltips in-game suggest in any way it'll prevent AP gain. In fact, none of the buff-type dailies on my characters even as much as hint towards any sort of no-AP drawback.
Finally, some suggestions for making SoS relevant within this new scheme:
Short duration (2-4s) instant activation damage (not control) immunity and 100% reflection, capped at 25% of the offending player/mob total HP. Adds threat equal to 4x the damage dealt.
Short (2-4s) guaranteed deflection, absorb any damage taken by party members and at the end of the buff burst PBAoE equal to damage absorbed, and some threat.
Long duration (8-10s) minor damage reflection (say 5-10%) buff that adds threat equal to 2x damage taken and marks/taunts anything that had it's damage reflected.
Togglable (5s cooldown) Your incoming healing becomes 0. Whenever block is active, also block 80% of the damage dealt to any party member, add part of the damage blocked as threat.
As should be obvious, I don't PvP so adjustments would certainly have to be made for that
And yet again, the tooltip of any power you update to fit (err, I mean fix!) your new no-AP scheme also has to be adjusted to reflect it doesn't grant any AP while active.
-Sig Blood Knight@tehsig