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CW Encounter Speed increase for Mod 5

group5egroup5e Member Posts: 294 Arc User
I read the dev notes and saw that some encounter casting speeds were increased by 45% for more pvp balance. It did NOT state whether or not these changes will apply in pve as well?

This will make CW's completely overpowering in pve now if this is the case.
Post edited by Unknown User on

Comments

  • packrat0packrat0 Member, NW M9 Playtest Posts: 132 Arc User
    edited November 2014
    Pay attention to the powers that are actually being changed.
    The activation speed boost has been applied only to single-target powers, which are not the source of a CW's PvE power at all (excepting maybe tabbed repel, but the actual usefulness of that is very limited).
    Furthermore, in PvE content, I find it is quite rare to have trouble activating any powers anyway.
    Even if some AoE powers got an activation speed boost (which, again, they are not) cooldown times are still going to be the same, so it really wouldn't have much of an effect on CW PvE performance.

    Really, the biggest potential source of concern is going to be the buff to Chilling Presence.
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited November 2014
    In pve, the buff will be extremely small. You'll be able to cast maybe one extra rotation of an at-will over the course of a boss fight.
  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    edited November 2014
    They already are basically overpowering In PvE so maybe you meant "even more so".
  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    edited November 2014
    It won't change much in pve at all. Its not like the cooldowns are getting reduced 40%. Just the time to cast it and only one of those sees regular pve use I think
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited November 2014
    Don't think this will be a huge difference in PVE at all. Its mostly to help the ailing PVP CWs in module 5
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2014
    • 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.

    If these are not pve buffs... What they are saying is that CWs already have broken class features so it remains to be seen if those can end up even more so or not...
    Also faster activation means you can dodge and cast more.
  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    edited November 2014
    Those weren't what the first guy posted about. Those are both buffs to passives no one uses at present.

    Probably no one uses arcane presence going forward anyway because the base thing is giving the benefit of arcane stacks to cold powers. Given all the nerfs to arcane stacks you don't get a lot of them unless you use magic missle which has been not super for a while now. Chilling presence sounds a lot cooler than it is. At any halfway decent gs everything melts before it ever really gets proper frozen. Like people might use it soloing stuff but for pve with 4 other dudes its a damage increase over having nothing slotted but in practice its probably not better than evocation which isn't an optimal passive. And for pvp I'm not sure how great it is unless you have the right orb for it. That's a testing and we will see thing.

    Don't think the changes are up yet. I will be interested to see the faster casts because you have to drunk or lagging to not dodge chillstrike but for pve not much happening. Except the renegade changes. Those are a thing. But by all means go test stuff against same gs people on preview and see how it works out.
  • frishterfrishter Member Posts: 3,522 Arc User
    edited November 2014
    You're totally not biased when judging without all of the details or testing it. Not sure what the hate's about, they're not really that special anymore. They do have long term control which is overly strong in the raid (though I don't know the power of other classes in that really) but elsewhere there really is no reason to have full cw groups like you used to require. Of course everyone outgears it all massively anyway so it doesn't matter anyway.
  • f2pmaf2pma Member Posts: 665 Arc User
    edited November 2014
    these changes were made only to counter tr in pvp
    nothing more
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited November 2014
    f2pma wrote: »
    these changes were made only to counter tr in pvp
    nothing more

    It was also made to at least make CWs much closer to HRs
    frishter wrote: »
    You're totally not biased when judging without all of the details or testing it. Not sure what the hate's about, they're not really that special anymore. They do have long term control which is overly strong in the raid (though I don't know the power of other classes in that really) but elsewhere there really is no reason to have full cw groups like you used to require. Of course everyone outgears it all massively anyway so it doesn't matter anyway.

    Sigh... I don't even getwhat their point is. Did you see the livestream of the new "Heroic raid"? Its nothing but a zergfest. That is the big PVE content we are getting. Does it even matter which class is OP in PVE when nothing is challenging and everything's a zergfest?
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited November 2014
    It was also made to at least make CWs much closer to HRs



    Sigh... I don't even getwhat their point is. Did you see the livestream of the new "Heroic raid"? Its nothing but a zergfest. That is the big PVE content we are getting. Does it even matter which class is OP in PVE when nothing is challenging and everything's a zergfest?

    It definitely does matter. Other classes should not feel like random dungeon dressing running after CWs obliterating everything.
    But the problem is not in single target spell activations. It's more a combination of lifesteal, insanely damaging class features and high target caps on some spells that provide both control and high area dps.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • umscheumsche Member, NW M9 Playtest Posts: 461 Arc User
    edited November 2014
    Please people, try to understand what you're talking about before creating or answering to a thread....
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited November 2014
    group5e wrote: »
    I read the dev notes and saw that some encounter casting speeds were increased by 45% for more pvp balance. It did NOT state whether or not these changes will apply in pve as well?

    This will make CW's completely overpowering in pve now if this is the case.

    Only some single target powers!
    In this game you can do nothing with single target powers in pve otherwise TRs would be wanted the most in dungeons...

    This modification is for pvp!
  • f2pmaf2pma Member Posts: 665 Arc User
    edited November 2014
    It was also made to at least make CWs much closer to HRs



    Sigh... I don't even getwhat their point is. Did you see the livestream of the new "Heroic raid"? Its nothing but a zergfest. That is the big PVE content we are getting. Does it even matter which class is OP in PVE when nothing is challenging and everything's a zergfest?

    hmmm no
    hrs have no enemys only prey
    never had and never will
  • frishterfrishter Member Posts: 3,522 Arc User
    edited November 2014
    It was also made to at least make CWs much closer to HRs

    Sigh... I don't even getwhat their point is. Did you see the livestream of the new "Heroic raid"? Its nothing but a zergfest. That is the big PVE content we are getting. Does it even matter which class is OP in PVE when nothing is challenging and everything's a zergfest?

    No, I wanted to take part of it but decided I should sleep instead ):, though I have taken part in the raid before, just not with a big enough group unfortunately.
    It definitely does matter. Other classes should not feel like random dungeon dressing running after CWs obliterating everything.
    But the problem is not in single target spell activations. It's more a combination of lifesteal, insanely damaging class features and high target caps on some spells that provide both control and high area dps.
    I feel like any class can contribute a fair amount now. Some things like aoe lifesteal are a little crazy, but I wouldn't really prefer one class over another for pve and wouldnt prefer cws in pvp. Pvp has more imbalance than pve if you ignore the gear score over-inflation. If they're not careful cws could be the class noone wants if they nerf them too hard. I mean cws already use other spells to get around the target cap coz the target cap frankly sucks.
  • xplmao2xplmao2 Banned Users, Neverwinter Beta Users Posts: 232 Bounty Hunter
    edited November 2014
    As long as it's slower than my Disruptive Shot I'm happy.
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