I have 12 toons, I did like my gf before mod 4, I had massive defense, 6.7k because of my build, maybe not the smartest but it was good at the time, he's screwed now, they reset my feats and I picked the wrongs ones I guess, I have 30 rank 10's, I've been playing a while like a said, I don't have a belt of arti weapon for my cw, but he's 19.2 and profound, 4.7k power 3k arp, I still use chill strike on tab, but besides a gf, I can kill anyone I get them in EF, no point in getting the arti stuff for him, pvp and dungeons don't warrant everything else, I switch enchantments and build regularly, my least favorite is the hr, I don't like the movement and I had already picked piercing blades before I knew it was no WAI, for the 4 powers we get in Neverwinter there are alot of passive damage and glyphs that make it wrong. GS gaps are crazy in pvp, why introduce more passive un targeted damage and glyphs to that, vindictus and c9 have like too many powers, i like them and they take a skill in pvp, which can easily beat gear, no similar mechanic in either. My tr is the most useless of my toons but the most fun, except for things that I can't dodge or mitigate, that alway's makes my blood boil because poeple made those builds for the sole purpose to exploit those flaws, hr's with piercing blades, cw's with storm spell, gwf sentinels with daring shout and come and get it, people pay to go the cheese mode, it's the way it's going to be, almost every hr and gwf I have fought in the last 2 weeks have the same build, clones with varying power. Passives and procs should be removed along with glyphs for they will alway's leave exploits for the skill ess and rich to abuse, at least if it's a skill based mechanic, if you are a good player fighting a bad player that has a 9k gs more then you, skill just MIGHT have a chance, maybe 9k is a bit to much of a difference, has anyone played draongs nest, not my favorite game in the worls but by far the best action mechanics and balance, to much for me though, neverwinter could be such a gem if they didn't cater to the people willing to spend $500 or more on a toon to decimate and future players from even pvping or least add like 10 more dungeons
I propose to modify Daring Shout as damage over time skill in an area around the caster,gaining the dmg resistance buff at activation and applying the threat modifier to all dmg that comes while it is active.
I propose to modify Daring Shout as damage over time skill in an area around the caster,gaining the dmg resistance buff at activation and applying the threat modifier to all dmg that comes while it is active.
Intimidation already received a nerf. Why nerf it further? How would you tank with that? Since CAGI and DS affect 5 targets max, that would mean that if that turns into dot mechanics, the damage would be dealt to different targets each tick, making threat generation unreliable. Further, you'd need to spend much more time near your target mob to deal full damage. A tactic which will get you killed as GWF is not a GF. DS's crappy range (20 ft) doesn't help with that either.
Not to mention sentinel would once again become the crappiest class for PvP. All you would need to do is dodge the GWF while the damage is in effect and apart from intimidation, sentinel has nothing.
The 30% reduction intimidation got is enough. Please don't make it worse. Thanks.
I don't mind renege buff at all. Problem is that only changes are Buffs. If you remember main problem with CW was and is now even worse is the CW stacking. To fix this they sad they will make OR control OR damage. But not both. On current state CWs have it all and are still PVE kings. And still OP in pvp. Even thought even Crush stated that IR are pretty much impossible to dodge. So I do what to see changes to CWs in both sides as it is for HRs. Rather then 80% useless chanes to HR - nobody from HR have problems with AP gain. We either have no good dailies or good dailies are so much nerfed that having then used again is useless -like disruptive nerf with strormstep action.
And congrats to all CWs that cried about Piercing damage and HR nerf. Now you will have it more )
Someone needs to settle down. HR PB is not receiving a nerf of any kind, it's merely getting fixed. It was not working as intended. To my knowledge, PB damage won't change noticeably to any targets except GF and GWF. Your other opponents have low mitigation anyway. You seem to have some phobia about cws.
Someone needs to settle down. HR PB is not receiving a nerf of any kind, it's merely getting fixed. It was not working as intended. To my knowledge, PB damage won't change noticeably to any targets except GF and GWF. Your other opponents have low mitigation anyway. You seem to have some phobia about cws.
Someone has to read more rather then picking one work from sentence on one responce . I welcome HR PB fix. most one who will benefix from IR fix are accually CWs themself and any other class that can not heal as HR do or have CC brakers. as stated by other adequate CWs btw. Same thing about PB fix - it will effect mostly GWf and GF rather then CWs since HR usually have 30-40% damage ignorance anyway.
I seem to alergicly dislike perma crybabies that constantly cry for nerfs. Maybe cause I never do so and don't call for nerf of other classes while all thoose CWs are doing now is call for "HRs tears". This is a quote btw. If you have adequate position - you are welcome. Rather then you perma cry for nerf HRs just cause HRs are only one that can kill CWs now well - HR has to be nerfed due to CWs "need' is wrong. Im pretty sure that same CWs are crying in TRs thread now too. That is all really.
so devs what about GWFs?we ill have the worst dmg output in m5, even clerics ill outdmg us .
GWF should get base dmg incrased by 20-30%.
STR stat on GWF should give 2-4% damage bonus per point spend.
focused destroyer feat should give 100% chance at max rank to stack while hiting any amount of targets and incrased buff duration by 5 seconds.
destroyer purpose should have 4 stacks which of 1 stack provide 10% dmg bonus.
unstoppable gain and resistance should be brought back to it prevorious form.
with every class dealing so much dmg there is no way GWF ill survive in mod 5.
only the bad gwf's dont shine anymore. i get hit for 25k by gwf in pvp so the dps increase is just irrational
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited October 2014
GWFs shouldn't have to depend on feats for massive damage buffs. SW doesn't. Real fair for a melee class.
only the bad gwf's dont shine anymore. i get hit for 25k by gwf in pvp so the dps increase is just irrational
its about pve, and in pve gwf must be much better to be able to do same damage many other classes do with ease, couldnt give a s... about pvp as long as we have only 1 mode and 2 maps
its about pve, and in pve gwf must be much better to be able to do same damage many other classes do with ease, couldnt give a s... about pvp as long as we have only 1 mode and 2 maps
and GF's can hit ppl for 90k so what is 25k ?
Agreed. GWF needs to be boosted for pve. To have a proper role in the party.
0
nezraalMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2014
Dear developers,
On behalf of all GWF of this wonderful game, I would take the following data into serious consideration. My friends and I prepared some data for you to analyze that echoes the frustration of our class. Evident from the results is what truly reflects in PvP games. Here is the link from our collected data and results from 4 PvP:
I hope you will take these outrageous results into consideration. 5 GWF averaging 20k GS, 4 PvP - in premade vs random teams with poor result - thank you.
On behalf of all GWF of this wonderful game, I would take the following data into serious consideration. My friends and I prepared some data for you to analyze that echoes the frustration of our class. Evident from the results is what truly reflects in PvP games. Here is the link from our collected data and results from 4 PvP:
I hope you will take these outrageous results into consideration. 5 GWF averaging 20k GS, 4 PvP - in premade vs random teams with poor result - thank you.
5 gwf premades against 5 enemy teams premades
all destroyer specc , easy kill for opponents that are CWS or had a GF in their comp, not to say DC.
so how is that unbalanced?
even if here were 5 cws 20k gs vs a full team that had 1 of a kind, they would still loose ofc.
this data isn't proving anything. and wont prove anything. you were expecting to win in that composition? nop.. we call that a troll comp. not a worthy comp of any case.
destroyers are viable in pvp as i see it.
sentinels are viable in pvp.
problem is HR too dam strong.
Most probably will only really be clear once this hits live,
but here goes my gutt-feeling:
HR:
I liked where they where, but okay.
GWF:
They where lagging a bit behind lately.
Disserve a buff, got a buff.
Lets hope it will be enouph.
CW:
Stormspell was too strong, got a nerf.
(Am I really the only CW to agree here?)
I like the direction you are taking here.
More skill less auto-procs.
Still would love to see shards and magic missile viable again.
A viable shards would make me really choose between more dps
and more chill. (Sacrificing chilling control in favor of
transcendant master)
Please dont let the paingiver chart rule your decisions though.
Shooting a dinosaur in the face with a bazooka is way more awesome
then patting the entire world on its back. Still the paingiver chart
would disagree.
On behalf of all GWF of this wonderful game, I would take the following data into serious consideration. My friends and I prepared some data for you to analyze that echoes the frustration of our class. Evident from the results is what truly reflects in PvP games. Here is the link from our collected data and results from 4 PvP:
I hope you will take these outrageous results into consideration. 5 GWF averaging 20k GS, 4 PvP - in premade vs random teams with poor result - thank you.
Dear developers,
Please take note it was 5 no-name GWFs against probably the server's best PVP guild.
its about pve, and in pve gwf must be much better to be able to do same damage many other classes do with ease, couldnt give a s... about pvp as long as we have only 1 mode and 2 maps
and GF's can hit ppl for 90k so what is 25k ?
you guys still have not realized that none of the complaints against gwf is grounded in "balance", but in "psychological projections"?
Instigator: Allied Opportunity: Damage Bonus increased to 6/12/18/24/30% (up from 2/4/6/8/10%) and the Combat Advantage Duration is increased to 1.5/3/4.5/6/7.5 seconds (up from 1/1.5/2/2.5/3 seconds).
Instigator: Group Assault: Damage bonus increased to 2/4/6/8/10% for each additional target struck (up from 1/2/3/4/5%).
Instigator: Instigator's Vengeance: *Rework* Now grants 10% increased damage at all times. This value is increased by 10% each time you are struck in combat, up to a maximum total increase of 50%.
All I can say - you TOTALLY killed GWF for PvP. Gimp class in m4 becomes sooper-pooper-mega-gimp in m5... Bravo! On Russian server there are no GWFs on first 2 pages of PvP rating at all! And this patchnote looks like a bullet to dying man's head...
Instigator boosts are good for PvE but completely useless for PvP.
Also, GWF now is only class without ANY control non-daily skills in PvP. Even over-upped HRs can prone players with encounter skills. GWF's stuns are TOO short. Players with high tenacity almost ignore them.
Suggestions:
Frontilne Surge: increase stun for 2-3 secs, or return making players prone.
Takedown: same changes as frontline surge.
I think it's enough. No need "bugroar" and other imba skills. Just give us abilities you gave to others.
improve weapon damage calculation on gwf why still after year and a half gwf have the strongest weapon base but weakest at will and encounters all ours at wills need 25% higer damages and all encounters 50% only ibs dose good damage atm everything else is bad
alow deep gash to crtic if is ok for storm spell to crtic 14000+ why is not ok for dep gash to crtic 700-800?why dmage multipilers can work on storm spell and they cant on deepgash?
nerf u done to storm spell will not change anything since u improved proc chance to balance it u neeed to give icd atm storm spell alone dose over 7m damage in one tos and this is not broken for u?
alow deep gash to crtic if is ok for storm spell to crtic 14000+ why is not ok for dep gash to crtic 700-800?why dmage multipilers can work on storm spell and they cant on deepgash?
storm is a class feature like steel blitz. steel blitz have critical damage.
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
edited October 2014
Feedback: CW - Reduce the damage of storm spell by 25%
- Make eye of the storm + 30/40/50% crit chance when activates, with NO ICD and module 3 proc chance.
- Chaos magic need to be 150 feet radius to be competitive with other 2 capstones. I think Chaos Magic: Growth is useless for the majority of players, I think it should give critical severity or DoT.
- Liked the change to Masterful Arcane Theft, it requires skill to use the best of it.
- Chilling Advantage should give +10% crit chance versus targets affected by chill. Not linked to Chilling Presence.
- Improve chilling presence and arcane presence to be competitive versus other features.
- Make arcane stacks limit of 6 (up from 5). This make arcane spells a bit competitive including Magic Missile.
- Orb of imposition is useless now for others that arent oppresor. Make it 15/30/45 and oppresor feat 2/4/6/8/10% for each rank of Orb. Renes and thaums can get +45% control with the feature and oppresors + 75%.
- Oppresor capstone or level 4 feat should reduce the 3 sec window of child immunity to 2.
- Improve Controlled momentum to +10% dmg
- Improve the dmg of shard vs players by 30%, and vs monsters 10%.
- Make arcane singularity target cap 10.
- Change phantasmal destruction to level 2.
- Improve Maelstrom of chaos to 15 target cap, and reduce a bit the dmg
- Fix the AoE feats to affect all the same powers
5 gwf premades against 5 enemy teams premades
all destroyer specc , easy kill for opponents that are CWS or had a GF in their comp, not to say DC.
so how is that unbalanced?
even if here were 5 cws 20k gs vs a full team that had 1 of a kind, they would still loose ofc.
this data isn't proving anything. and wont prove anything. you were expecting to win in that composition? nop.. we call that a troll comp. not a worthy comp of any case.
destroyers are viable in pvp as i see it.
sentinels are viable in pvp.
problem is HR too dam strong.
So according to you Destroyer Tree is a fail ans so 5 GWF averaging 20k GS gets a 1000-3 is justifiable? Good feedback! Since MOST GWF follow Destroyer tree, Cryptic should take a look at our tree and builds.
1. MOST GWF are IV > Destroyer (do your DB query)
2. A major class path, for intended use is broken
Unlike my semi-troll response on this thread, I tried to keep the conversation on the link toxic free. Evident in responses, from both non-GWF and GWF, the IV > Destroyer in the link above, my preferred class and tree is significantly behind, and your buffed Instigator is non-playable. I did your dirty homework for you, by running 5 GWF averaging 20k GS on premade.. I did it with a risk of being trolled but "surprisingly" the thread isn't toxic, at all which should be constructive for making a viable IV > Destroyer GWF path. Please take it seriously, a little common sense can do a world of good!
THANK YOU!
(a frustrated GWF who would love to play IV > Destroyer as a viable option for PvP)
Better Takedown - 5s Cool down
Stronger IBS - 30% more damage (exec style) + 25% more power from ArP & recovery (disciple of war) + Destroyer's Purpose
Stronger At-will, why? 10+30 = 40% damage bonus on sure strike + Extra Power (Disciple) + Destroyer's purpose
More DPS, CC immune and tank from faster Determination gain because of Destroyer's Purpose
The Destroyer is superior to Instigator. No chance. More damage + more CC + more tank.
Bug: Murderous Flames
The Warlock feat Murderous Flames can splash the wrong damage due to timing. In particular, it will splash Killing Curse instead of Killing Flames.
To replicate:
1. Put feat points in both Murderous Flames and Killing Curse.
2. Cast Killing Flames at an uncursed target dummy. Murderous Flames correctly splashes 6-30% of Killing Flames' damage.
3. Cast Warlock's Curse at the dummy and cast Killing Flames again. Murderous Flames now splashes 6-30% of Killing Curse, which will likely be 1 damage.
There are probably other sources of damage that Murderous Flames will splash instead of Killing Flames, but it's easiest to replicate with Killing Curse.
Addendum:
My test character also had Executioner's Gift, which may influence the timing, although Executioner's Gift alone doesn't get splashed.
I am not an expert in pvp, but Nimble Runner + Instigator's Vengeance seem much more appropriate than porpose destroyer/determination gain, once you get stacks passively, hits hard, runs, hits hard, etc. is a good synergy for what i see is the new "pvp gwf runner playstyle".
Comments
Intimidation already received a nerf. Why nerf it further? How would you tank with that? Since CAGI and DS affect 5 targets max, that would mean that if that turns into dot mechanics, the damage would be dealt to different targets each tick, making threat generation unreliable. Further, you'd need to spend much more time near your target mob to deal full damage. A tactic which will get you killed as GWF is not a GF. DS's crappy range (20 ft) doesn't help with that either.
Not to mention sentinel would once again become the crappiest class for PvP. All you would need to do is dodge the GWF while the damage is in effect and apart from intimidation, sentinel has nothing.
The 30% reduction intimidation got is enough. Please don't make it worse. Thanks.
Someone needs to settle down. HR PB is not receiving a nerf of any kind, it's merely getting fixed. It was not working as intended. To my knowledge, PB damage won't change noticeably to any targets except GF and GWF. Your other opponents have low mitigation anyway. You seem to have some phobia about cws.
I seem to alergicly dislike perma crybabies that constantly cry for nerfs. Maybe cause I never do so and don't call for nerf of other classes while all thoose CWs are doing now is call for "HRs tears". This is a quote btw. If you have adequate position - you are welcome. Rather then you perma cry for nerf HRs just cause HRs are only one that can kill CWs now well - HR has to be nerfed due to CWs "need' is wrong. Im pretty sure that same CWs are crying in TRs thread now too. That is all really.
only the bad gwf's dont shine anymore. i get hit for 25k by gwf in pvp so the dps increase is just irrational
its about pve, and in pve gwf must be much better to be able to do same damage many other classes do with ease, couldnt give a s... about pvp as long as we have only 1 mode and 2 maps
and GF's can hit ppl for 90k so what is 25k ?
Agreed. GWF needs to be boosted for pve. To have a proper role in the party.
On behalf of all GWF of this wonderful game, I would take the following data into serious consideration. My friends and I prepared some data for you to analyze that echoes the frustration of our class. Evident from the results is what truly reflects in PvP games. Here is the link from our collected data and results from 4 PvP:
http://nw-forum.perfectworld.com/showthread.php?774991-5-GWF-PvP-20k-GS-why-a-lot-of-players-have-switched-or-complain
I hope you will take these outrageous results into consideration. 5 GWF averaging 20k GS, 4 PvP - in premade vs random teams with poor result - thank you.
+ CAGI Calcultator
+ Liquid Tear Website
5 gwf premades against 5 enemy teams premades
all destroyer specc , easy kill for opponents that are CWS or had a GF in their comp, not to say DC.
so how is that unbalanced?
even if here were 5 cws 20k gs vs a full team that had 1 of a kind, they would still loose ofc.
this data isn't proving anything. and wont prove anything. you were expecting to win in that composition? nop.. we call that a troll comp. not a worthy comp of any case.
destroyers are viable in pvp as i see it.
sentinels are viable in pvp.
problem is HR too dam strong.
Most probably will only really be clear once this hits live,
but here goes my gutt-feeling:
HR:
I liked where they where, but okay.
GWF:
They where lagging a bit behind lately.
Disserve a buff, got a buff.
Lets hope it will be enouph.
CW:
Stormspell was too strong, got a nerf.
(Am I really the only CW to agree here?)
I like the direction you are taking here.
More skill less auto-procs.
Still would love to see shards and magic missile viable again.
A viable shards would make me really choose between more dps
and more chill. (Sacrificing chilling control in favor of
transcendant master)
Please dont let the paingiver chart rule your decisions though.
Shooting a dinosaur in the face with a bazooka is way more awesome
then patting the entire world on its back. Still the paingiver chart
would disagree.
Dear developers,
Please take note it was 5 no-name GWFs against probably the server's best PVP guild.
you guys still have not realized that none of the complaints against gwf is grounded in "balance", but in "psychological projections"?
ps::D
All I can say - you TOTALLY killed GWF for PvP. Gimp class in m4 becomes sooper-pooper-mega-gimp in m5... Bravo! On Russian server there are no GWFs on first 2 pages of PvP rating at all! And this patchnote looks like a bullet to dying man's head...
Instigator boosts are good for PvE but completely useless for PvP.
Also, GWF now is only class without ANY control non-daily skills in PvP. Even over-upped HRs can prone players with encounter skills. GWF's stuns are TOO short. Players with high tenacity almost ignore them.
Suggestions:
Frontilne Surge: increase stun for 2-3 secs, or return making players prone.
Takedown: same changes as frontline surge.
I think it's enough. No need "bugroar" and other imba skills. Just give us abilities you gave to others.
Bear. Vodka. Balalaika.
alow deep gash to crtic if is ok for storm spell to crtic 14000+ why is not ok for dep gash to crtic 700-800?why dmage multipilers can work on storm spell and they cant on deepgash?
nerf u done to storm spell will not change anything since u improved proc chance to balance it u neeed to give icd atm storm spell alone dose over 7m damage in one tos and this is not broken for u?
storm is a class feature like steel blitz. steel blitz have critical damage.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
- Reduce the damage of storm spell by 25%
- Make eye of the storm + 30/40/50% crit chance when activates, with NO ICD and module 3 proc chance.
- Chaos magic need to be 150 feet radius to be competitive with other 2 capstones. I think Chaos Magic: Growth is useless for the majority of players, I think it should give critical severity or DoT.
- Liked the change to Masterful Arcane Theft, it requires skill to use the best of it.
- Chilling Advantage should give +10% crit chance versus targets affected by chill. Not linked to Chilling Presence.
- Improve chilling presence and arcane presence to be competitive versus other features.
- Make arcane stacks limit of 6 (up from 5). This make arcane spells a bit competitive including Magic Missile.
- Orb of imposition is useless now for others that arent oppresor. Make it 15/30/45 and oppresor feat 2/4/6/8/10% for each rank of Orb. Renes and thaums can get +45% control with the feature and oppresors + 75%.
- Oppresor capstone or level 4 feat should reduce the 3 sec window of child immunity to 2.
- Improve Controlled momentum to +10% dmg
- Improve the dmg of shard vs players by 30%, and vs monsters 10%.
- Make arcane singularity target cap 10.
- Change phantasmal destruction to level 2.
- Improve Maelstrom of chaos to 15 target cap, and reduce a bit the dmg
- Fix the AoE feats to affect all the same powers
This is my first batch
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Chaos Magic is 5 seconds duration. Sometimes it activates 2 or 3 auras at the same time.
So according to you Destroyer Tree is a fail ans so 5 GWF averaging 20k GS gets a 1000-3 is justifiable? Good feedback! Since MOST GWF follow Destroyer tree, Cryptic should take a look at our tree and builds.
Dear Developers,
Too many NON-GWF agree my tree IV > Destroyer on GWF is a fail for PvP. That's the purpose of my thread, please make an effort to click the link, http://nw-forum.perfectworld.com/showthread.php?774991-5-GWF-PvP-20k-GS-why-a-lot-of-players-have-switched-or-complain , where you will find sufficient evident responses.
It should concern you, because:
1. MOST GWF are IV > Destroyer (do your DB query)
2. A major class path, for intended use is broken
Unlike my semi-troll response on this thread, I tried to keep the conversation on the link toxic free. Evident in responses, from both non-GWF and GWF, the IV > Destroyer in the link above, my preferred class and tree is significantly behind, and your buffed Instigator is non-playable. I did your dirty homework for you, by running 5 GWF averaging 20k GS on premade.. I did it with a risk of being trolled but "surprisingly" the thread isn't toxic, at all which should be constructive for making a viable IV > Destroyer GWF path. Please take it seriously, a little common sense can do a world of good!
THANK YOU!
(a frustrated GWF who would love to play IV > Destroyer as a viable option for PvP)
+ CAGI Calcultator
+ Liquid Tear Website
http://nwcalc.com/gwf?b=cn4:13ydj4:13ydj4,12ifx0c:100000:1uu5u1:15u000&h=0&p=ivn
Better Takedown - 5s Cool down
Stronger IBS - 30% more damage (exec style) + 25% more power from ArP & recovery (disciple of war) + Destroyer's Purpose
Stronger At-will, why? 10+30 = 40% damage bonus on sure strike + Extra Power (Disciple) + Destroyer's purpose
More DPS, CC immune and tank from faster Determination gain because of Destroyer's Purpose
The Destroyer is superior to Instigator. No chance. More damage + more CC + more tank.
+ CAGI Calcultator
+ Liquid Tear Website
The Warlock feat Murderous Flames can splash the wrong damage due to timing. In particular, it will splash Killing Curse instead of Killing Flames.
To replicate:
1. Put feat points in both Murderous Flames and Killing Curse.
2. Cast Killing Flames at an uncursed target dummy. Murderous Flames correctly splashes 6-30% of Killing Flames' damage.
3. Cast Warlock's Curse at the dummy and cast Killing Flames again. Murderous Flames now splashes 6-30% of Killing Curse, which will likely be 1 damage.
There are probably other sources of damage that Murderous Flames will splash instead of Killing Flames, but it's easiest to replicate with Killing Curse.
Addendum:
My test character also had Executioner's Gift, which may influence the timing, although Executioner's Gift alone doesn't get splashed.
10 min of hitting the dummy and we have the procs:
Chaos Magic: Growth - 41 times
Chaos Magic: Nexus - 11 times
Chaos Magic: Fury - 7 times
is that normal?