Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
You may want to be careful, here. I know you're trying to adjust things to make CW's a bit more capable in PvP and are trying to give CW's better options for passives (which is good), but this change will have some severe unintended consequences. Three ranks of Chilling Presence would mean 6% more damage per stack of chill. At 6 stacks that's a 36% damage boost. That's enormous. Then it would be 72% increase in damage for frozen targets. PvE CW's can already mow through dungeons pretty quickly. You don't want to see how quickly I'd be able to destroy everything in a room by throwing out Steal Time (for High Vizier stacks), Conduit of Ice (tabbed so it applies chill), Icy Terrain, Sudden Storm (with 5 stacks of chill feat) then, with everything in the room frozen and taking 72% more damage (102% with High Vizier stacks) throwing out Oppressive Force. A good CW will be able to clear any room in seconds. Also a pack of CW's would be able cut down bosses in no time. Bosses would have permanent 6 stacks of chill which would give a permanent 36% damage boost to every CW who has Chilling Presence slotted. This would undo any progress made in Mod 4 in attempting to tone down CW PvE dominance.
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Thanks, we gonna test things up. Speeding up gameplay will help significantly.
The issue of having our damage depending on procs that don't need to be AIMED to hit is still significant. Shard used to be the ONLY way a CW could prove superior skill in PvP, even though the style got weaker and weaker due to Tenacity and overall class resilience and antiCC mechanics.
I will leave you with an example of SKILL-BASED CW gameplay.
It is what you guys should be striving to return to the game, replacing the procs.
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Thanks a bunch man, sick admin.
Any chance of bringing Shard of The Endless Avalanche back to its former glory?
Leave it nerfed in PVE but revert it to old Shard of The Endless avalanche when slotted in Spell Mastery.
Consider it Chris, and you'll have the entire CW community happy just like you made the TR's happy with the Smoke Bomb changes.
Beta player
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Do you have a brain? 2% per rank, it's 6% per 1 stack and 30% per 5 stack.CW will be so op in pvp. Freez enemy player with Ray of Frost(freez cant be dodged), then hitting enemy with Icy Rays with buff 30%x2 Chilling Presense. If will be crit, target will be die with 90% hp.
now that you increased the cast speed of repel, now mabey you can finally fix how the push can be completely deflected, Even though you guys said you fixed it with mod4 release.
People can still deflect repel's push about 30% of the time
Don't waste my time.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited November 2014
Chilling Presence
As of the last round of tests after Module 4, Chilling Presence does not give bonus damage to Sudden Storm, Ray of Enfeeblement, Icy Rays, Shard of the Endless Avalanche, Arcane Singularity, Oppressive Force, and Repel when it is not in the tab slot (it does work on Repel when not in the tab slot
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Please look at the cast time for SW spells. They are much slower then CW spells before this change.
0
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
edited November 2014
Any chance to see an improvement of Trapper´s single target performance?
Feedback: At the moment single target it´s lagging way behind other rangers and makes the Trapper a bad choice in all the latest final boss fights (Garakas, Lostmauth, Valindra, Fulminorax).
Basically the Trapper has the same issue the CW had regarding single target performance and being basicalle in the same niche (DPS and Control) has been now superseded again by the wizard...
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Please add to this changes Conduit of Ice instead of Sudden Storm.
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Really nice to see that you listen to us. Love the buffs for Chill Strike, Chilling Presence and Arcane Presence. And the rest too. Now we only need a buff on the shard damage too so it can be used in PvP again! :P
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
I question about Icy Rays. You stated before that it is impossible to dodge. Have you made changes to made IR dodgeable or just made CW freeze everything again?
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited November 2014
I don't think Icy Rays was ever said to be impossible to dodge but that it's very difficult to dodge, no?
I want to reiterate, Icy Rays *definitely* can be dodged. I just did it here locally in a test environment. However given how fast the activation is I realize that it might be practically unlikely to do it on purpose in a live environment since the activation and flight time are fast enough to make the immunity frames hard to time. Icy Rays is *not* getting a change at this time, and the PVP landscape will probably not undergo any more large changes UNTIL the cleric rework and trickster rogue buffs make it to Preview at least. While there are some things that might get looking at, it is just too difficult to make any reasonable changes until every class has had a completed rework, especially given how incredibly large the changes are to the Cleric. ...
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
So theoretically it is. Practically - try it. works in like 10% only. So now we have changes to every class and instead of adressing this Crush who posponed this issue before now did opposite
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
As far as I understand his text. So this makes start mod 4 CW back - "freeze everything. and put knife on it. next enemy".
I don't know if it is for sure like that. Nor i don't what to discuss CWs changes again. I m wondring if Dev and game designer does what he promisess or it is as usual - bump CW before mod goes live and see how it will be. Once again CW changes may not be bad at all. But this is a like 2 week before release and once again we have huge buff for CW. Last preMod 4 it was Strom Spell and assilian as far as i remember.
Plus all other stack damage buff and double for frozen targets makes me think that CWs will be OP once again in pve. We will have no need for other classes. CW did not have any problems with pve before. And most of experienced CWs in my guild stated that CWs DPS is overal the same before this change and in mod 4. Now even less trouble - stack 4 CWs and we are done.
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Does chilling presence affect Shatter?, and if so does this mean that enemies who shatter will receive 2%*2=4% extra damage per stack/per rank of chilling presence?
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
nice to see you trying to get CW useful in pvp without making it even more broken in pve, though i have my doubts about chilling presence, but could you please finally fix GWF so it does enough dmg in pve(considering its a squishy melee dps, probably squishier than many CW) or fix what you did to unstoppable(no DR) and make gwf useful in pvp for other builds not just the boring and stupid intimidation
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Am i right to assume that by "Activates 40% faster" you mean it casts 40% faster and not that it cooldowns 40% faster, right?
I wouldn't get too excited about the chilling presence, most of the time it won't be fully stacked and will be something of an issue, try to get full stacks before using encounters or hope something is off cooldown by the time it happens. Also some people can shrug off stacks. It will make life a little easier against a hr but not if they stealth up and their cc goes on faster anyway. Still going to be goodnight and good luck against a gf especially anyone who has figured out how to bind lock on and shield to the same button.
The speed improvements are nice. Still going to be sorely lacking in damage and defence against the other classes but its something. Dont see people using sudden storm in pvp. Maybe for giggles.
Won't be using arcane presence. 15% run speed is nice but 1 of 2 passives nice it is not.
I honestly don't think Entangling Force, Repel and Icy Rays needed their casting time reduced; they were fast enough for their effects, but we'll see how it goes on Preview.
I liked the other changes, but I think Ice Conduit needed the casting time reduced as well and Arcane Presence could get more love
(´・ ω ・`)
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
edited November 2014
I like most of these changes, except the change to Chilling Presence. As a Renegade, looking at Abaddon523's quick analysis http://nw-forum.perfectworld.com/sho...Changes/page61, I see one thing that's missed: Feat Chilling Presence for addition mayhem & destruction. This will get nerfed pretty quick, once the results become obvious (PVE), otherwise I'll abuse this for all it's worth. It might even be better than Eye-of-the-Storm and Storm Spell (it might even be a reason to use tabbed entangling force again).
I really dont think CW's needed faster casting times. Just means they can go through a full control and damage rotation faster without no ability to react.
We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
Was pretty tired last night when he posted that. Still mehish. Like the difference between 1 point in fight on and 5 is noticeable but not huge. Its been a while since we used to have a lot of arcane stacks up. Dunno if the storm spell changes will make people leave ray for mm.
"We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer"
I just loggged in to preview and went to IWD.Mod 4 all over again.I did a one vs one with a cw.And i watched other 2 .Cw vs TR and CW vs SW.In all cases CWs won.I don't think Cw class needed a buff
There are already 59 CWs in the first 10 pages of leaderboard.Yet CWs got an anormous buff.
I did not see an reason for this.Really.
Cws casting times were already ok.
Faster casting times for CWs =faster rotation=more dps.
This is madness.Mod4 begining all over again.Why???
Since thier control /dps is getting a boost maybe it is time to remove thier unfair advantage to ignore 66% of tenacity CC.
Practically since they ignore such a big portion of tenacity for CC resistances it does not matter if you have tenacity against them.
i think boosting CWs is wrong.No reason at all.
Chill while move?With 80s range?And with chill strike buff???
How we suppose to fight back???? Gf and GWfs are dead in hotenow map in the next mod remember me.
In the other map mode ,cause there is a not clear view some GWFs can survive.
Most pvp guilds stack CWs already.
No reason for these buffs
In the other map mode ,cause there is a not clear view some GWFs can survive.
Not getting it. You mean, the other maps is designed in such a way that the CWs have no clear view of the battlefield? The maps has walls, and the gwfs can hide behind the walls?
Comments
You may want to be careful, here. I know you're trying to adjust things to make CW's a bit more capable in PvP and are trying to give CW's better options for passives (which is good), but this change will have some severe unintended consequences. Three ranks of Chilling Presence would mean 6% more damage per stack of chill. At 6 stacks that's a 36% damage boost. That's enormous. Then it would be 72% increase in damage for frozen targets. PvE CW's can already mow through dungeons pretty quickly. You don't want to see how quickly I'd be able to destroy everything in a room by throwing out Steal Time (for High Vizier stacks), Conduit of Ice (tabbed so it applies chill), Icy Terrain, Sudden Storm (with 5 stacks of chill feat) then, with everything in the room frozen and taking 72% more damage (102% with High Vizier stacks) throwing out Oppressive Force. A good CW will be able to clear any room in seconds. Also a pack of CW's would be able cut down bosses in no time. Bosses would have permanent 6 stacks of chill which would give a permanent 36% damage boost to every CW who has Chilling Presence slotted. This would undo any progress made in Mod 4 in attempting to tone down CW PvE dominance.
Thanks, we gonna test things up. Speeding up gameplay will help significantly.
The issue of having our damage depending on procs that don't need to be AIMED to hit is still significant. Shard used to be the ONLY way a CW could prove superior skill in PvP, even though the style got weaker and weaker due to Tenacity and overall class resilience and antiCC mechanics.
I will leave you with an example of SKILL-BASED CW gameplay.
It is what you guys should be striving to return to the game, replacing the procs.
Please consider it:
http://youtu.be/EATzIBJX30A
Thanks a bunch man, sick admin.
Any chance of bringing Shard of The Endless Avalanche back to its former glory?
Leave it nerfed in PVE but revert it to old Shard of The Endless avalanche when slotted in Spell Mastery.
Consider it Chris, and you'll have the entire CW community happy just like you made the TR's happy with the Smoke Bomb changes.
One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
People can still deflect repel's push about 30% of the time
As of the last round of tests after Module 4, Chilling Presence does not give bonus damage to Sudden Storm, Ray of Enfeeblement, Icy Rays, Shard of the Endless Avalanche, Arcane Singularity, Oppressive Force, and Repel when it is not in the tab slot (it does work on Repel when not in the tab slot
Documented here: http://nw-forum.perfectworld.com/showthread.php?771251-M4-CW-Bug-List
If this bug isn't fixed, that buff does nothing for us.
Please look at the cast time for SW spells. They are much slower then CW spells before this change.
Feedback: At the moment single target it´s lagging way behind other rangers and makes the Trapper a bad choice in all the latest final boss fights (Garakas, Lostmauth, Valindra, Fulminorax).
Basically the Trapper has the same issue the CW had regarding single target performance and being basicalle in the same niche (DPS and Control) has been now superseded again by the wizard...
Born of Black Wind: SW Level 80
Please add to this changes Conduit of Ice instead of Sudden Storm.
Really nice to see that you listen to us. Love the buffs for Chill Strike, Chilling Presence and Arcane Presence. And the rest too. Now we only need a buff on the shard damage too so it can be used in PvP again! :P
I question about Icy Rays. You stated before that it is impossible to dodge. Have you made changes to made IR dodgeable or just made CW freeze everything again?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
It somewhat dodgable
So theoretically it is. Practically - try it. works in like 10% only. So now we have changes to every class and instead of adressing this Crush who posponed this issue before now did opposite
As far as I understand his text. So this makes start mod 4 CW back - "freeze everything. and put knife on it. next enemy".
I don't know if it is for sure like that. Nor i don't what to discuss CWs changes again. I m wondring if Dev and game designer does what he promisess or it is as usual - bump CW before mod goes live and see how it will be. Once again CW changes may not be bad at all. But this is a like 2 week before release and once again we have huge buff for CW. Last preMod 4 it was Strom Spell and assilian as far as i remember.
Plus all other stack damage buff and double for frozen targets makes me think that CWs will be OP once again in pve. We will have no need for other classes. CW did not have any problems with pve before. And most of experienced CWs in my guild stated that CWs DPS is overal the same before this change and in mod 4. Now even less trouble - stack 4 CWs and we are done.
Does chilling presence affect Shatter?, and if so does this mean that enemies who shatter will receive 2%*2=4% extra damage per stack/per rank of chilling presence?
nice to see you trying to get CW useful in pvp without making it even more broken in pve, though i have my doubts about chilling presence, but could you please finally fix GWF so it does enough dmg in pve(considering its a squishy melee dps, probably squishier than many CW) or fix what you did to unstoppable(no DR) and make gwf useful in pvp for other builds not just the boring and stupid intimidation
Am i right to assume that by "Activates 40% faster" you mean it casts 40% faster and not that it cooldowns 40% faster, right?
The speed improvements are nice. Still going to be sorely lacking in damage and defence against the other classes but its something. Dont see people using sudden storm in pvp. Maybe for giggles.
Won't be using arcane presence. 15% run speed is nice but 1 of 2 passives nice it is not.
Still any pvp buff is like water in the desert.
I liked the other changes, but I think Ice Conduit needed the casting time reduced as well and Arcane Presence could get more love
That's what I'm getting from it. Would be quite crazy otherwise!
It's 15% recharge speed - not run speed.
15% recharge speed for arcane presence? That's not going to make it useful still. NO ONE uses magic missile to gain arcane stacks anymore!!
Faster casting doesn't = more damage. Blow through your rotation faster, ok, but you still die.
it makes you attacks harder to dodge/interrupt and gives you more time to move so yo do more dmg and have more survivability
interesting how it will work for ppl living outside of US who play with ~200 latency, devs should try the changes at 200~250 latency(EU is 100~200ms)
Also..
Bug:
Storm Pillar doesnt crit correctly.
THIS IS MADNESS !!!! meh
Was pretty tired last night when he posted that. Still mehish. Like the difference between 1 point in fight on and 5 is noticeable but not huge. Its been a while since we used to have a lot of arcane stacks up. Dunno if the storm spell changes will make people leave ray for mm.
"We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
Chill Strike: This power now activates 40% faster.
Entangling Force: This power now activates 40% faster.
Repel: This power now activates 40% faster.
Ray of Enfeeblement: This power now activates 40% faster.
Icy Rays: Targets can now be marked while moving.
Icy Rays: The follow up portion of this power now activates 40% faster.
Sudden Storm: This power now activates 40% faster.
Fanning the Flames: This power now activates 40% faster.
This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer"
I just loggged in to preview and went to IWD.Mod 4 all over again.I did a one vs one with a cw.And i watched other 2 .Cw vs TR and CW vs SW.In all cases CWs won.I don't think Cw class needed a buff
There are already 59 CWs in the first 10 pages of leaderboard.Yet CWs got an anormous buff.
I did not see an reason for this.Really.
Cws casting times were already ok.
Faster casting times for CWs =faster rotation=more dps.
This is madness.Mod4 begining all over again.Why???
Since thier control /dps is getting a boost maybe it is time to remove thier unfair advantage to ignore 66% of tenacity CC.
Practically since they ignore such a big portion of tenacity for CC resistances it does not matter if you have tenacity against them.
i think boosting CWs is wrong.No reason at all.
Chill while move?With 80s range?And with chill strike buff???
How we suppose to fight back???? Gf and GWfs are dead in hotenow map in the next mod remember me.
In the other map mode ,cause there is a not clear view some GWFs can survive.
Most pvp guilds stack CWs already.
No reason for these buffs
Not getting it. You mean, the other maps is designed in such a way that the CWs have no clear view of the battlefield? The maps has walls, and the gwfs can hide behind the walls?