What happened to the proposed changes that are included in the patch notes. They never appeared on the test shard and did not happen in yesterdays patch!
What happened to the proposed changes that are included in the patch notes. They never appeared on the test shard and did not happen in yesterdays patch!
Monday? Thats today. We can already visualize the rain of posts by the other classes "Hey GWFs could you ever stop QQ-ing for a second? You just were given a flat 10% more damage".
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fedurMember, Neverwinter Beta UsersPosts: 27Arc User
Monday? Thats today. We can already visualize the rain of posts by the other classes "Hey GWFs could you ever stop QQ-ing for a second? You just were given a flat 10% more damage".
blazious11Member, NW M9 PlaytestPosts: 331Arc User
edited December 2014
Well, I like it. We dont have a decent Aoe (Trs are better now) with Destro, but it helped Single target dps. For Aoe, Inti sentinel still a lot better. Instigator are still on the low side, I guess.
My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
It's good that they reduced the amount of stacks. But +10% encounter damage in unstoppable? No-one uses encounters in unstoppable. They should have increased the at-will damage instead...
Also, I feel that they're addressing the GWF issues from the wrong perspective. GWF needs damage and survivability increase as a whole and not trough capstones and stacks. Because:
We have useless at-wills that deal 1k damage per hit, encounters that deal 1-2k base damage with 9k power.
We have useless class features (steadfast determination, enduring warrior, trample the fallen, destroyer for sentinel and instigator...)
Our CC powers are lacking (and almost non-existent in pvp)
Our CC resist is rendered useless due to knockbacks and prones that go trough immunities
Our survivability is rendered useless when trash mobs in dungeons hit for 15k+ dmg (post mitigation) per random hit. Also because of piercing damage.
Our unstoppable sucks. In mod 1 when I went unstoppable I was like "Okay, folks. Now it's my time!". Now when I go unstoppable I think "****! Time to ruuuun!". It's all thanks to the nerf to duration, nerfed DR, determination gain and healing depression affecting temporary hitpoints.
Our threat generation even with high power and intimidation build is still awful. Almost every class with much lower GS generate more threat than my sentinel GWF.
All in all, if they only boost capstones then we're screwed... GWF needs a complete rework on at-wills, encounters and some feats. That's what we need.
Didn't have the chance to test this yet... but if it is working it is a really good thing. 10% more damage than before in half the time. It really is pretty huge in proper perspective. Granted, more is needed, but you don't cry <font color="orange">HAMSTER</font> when you are given something. You say THANK YOU SIR!, MAY I HAVE ANOTHER!.
If it is not working, sound off. If it is, shut the hell up or say thanks. There are other things that need work. But this is what they worked on now. Get over it.
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
edited December 2014
I did a quick dummy test to compare to with the one I had from pre-patch. Looks like it's 10% for me. Determination gain is noticeably easier, so I'm able to keep up unstoppable more. I already used 1 point in deep gash & a plague fire weapon to maximize building Destroyer stacks, so getting to 20 stacks was very fast for me previously. Now it's almost instantaneous, not that it makes that much of difference.
Didn't have the chance to test this yet... but if it is working it is a really good thing. 10% more damage than before in half the time. It really is pretty huge in proper perspective. Granted, more is needed, but you don't cry <font color="orange">HAMSTER</font> when you are given something. You say THANK YOU SIR!, MAY I HAVE ANOTHER!.
If it is not working, sound off. If it is, shut the hell up or say thanks. There are other things that need work. But this is what they worked on now. Get over it.
I'll be clear. They messed up the class so bad since the start of mod4 up to module5, that like hell i'll say thank you for a small buff to destroyer which still does not bring it on par with other classes.
I do not thank the devs to destroy a class and then give meh small buffs to it.
All i can say is "not enough to fix the mess you did, work harder on it".
It's free2play and i am grateful to just be able to play the game, even though i donated enough to buy the game at least and play it considering the overall quality of the product.
But i won't say thanks for a candy when you just punched me in the ballz. Hope i give you the idea.
GWF class needs a serious rework. Cause the devs turned it into a mess.
Unstoppable, which is the class mechanic of GWFs, was ruined following the stupid QQ of bad players on forums. Double nerf on determination gain and DR was way too much and it was clear. Unstoppable right now is useless cause with buffs to other classes and DPS in general it does nothing to improve survivability. And does nothing to improve attack since it's easily kited even if you time it and activate it when you're close to the enemy.
Destro capstone counters itself. You need to build stacks during unstoppable, which means you need to spam at-wills, yet you have a 10% DPS buff on encounters which means you either use the 10% buff and build few stacks shooting your rotation during unstoppable, or you build your stacks with at-wills and then use your rotation out of unstoppable.
It's stupid and one buff pretty much exclude the other. Seriously?
Sentinel, as i said many times, at the DPS path (yeah, seriously) for PvP, with huge burst DPS through a couple of AoE utility encounters and a feat. Again: seriously?
Instigator is supposed to be a DPS/tank hybrid, yet the stacks are too short in duration for PvE, you are supposed to build them taking damage, yet you are squishier than both Sentinel (which has unstoppable buff and DR buff on capstone) and destroyer (which has determination gain buff on capstone). Instigator is supposed to tank through a 10% more deflect on sprint. For the last time: Seriously?
Not talking about the fact that base DPS is lower than most other classes and survivability is now lower than most other classes cause GWFs have no immunities and piercing damage/ glyphs eat through our supposedly superior DR with no effort. Plus ArP stat now stacked over 2k easily thanks to boons and new equipment.
I will not say thanks to devs for ruining my main class and then give a candy that still does not fix the issues THEY created with their nonsense changes.
I did a quick dummy test to compare to with the one I had from pre-patch. Looks like it's 10% for me. Determination gain is noticeably easier, so I'm able to keep up unstoppable more. I already used 1 point in deep gash & a plague fire weapon to maximize building Destroyer stacks, so getting to 20 stacks was very fast for me previously. Now it's almost instantaneous, not that it makes that much of difference.
Deep gash does not build stacks if i recall well. It was fixed with a patch. Plaguefire still does. If i am correct. But not sure.
I'll be clear. They messed up the class so bad since the start of mod4 up to module5, that like hell i'll say thank you for a small buff to destroyer which still does not bring it on par with other classes.
I do not thank the devs to destroy a class and then give meh small buffs to it.
All i can say is "not enough to fix the mess you did, work harder on it".
It's free2play and i am grateful to just be able to play the game, even though i donated enough to buy the game at least and play it considering the overall quality of the product.
But i won't say thanks for a candy when you just punched me in the ballz. Hope i give you the idea.
GWF class needs a serious rework. Cause the devs turned it into a mess.
Unstoppable, which is the class mechanic of GWFs, was ruined following the stupid QQ of bad players on forums. Double nerf on determination gain and DR was way too much and it was clear. Unstoppable right now is useless cause with buffs to other classes and DPS in general it does nothing to improve survivability. And does nothing to improve attack since it's easily kited even if you time it and activate it when you're close to the enemy.
Destro capstone counters itself. You need to build stacks during unstoppable, which means you need to spam at-wills, yet you have a 10% DPS buff on encounters which means you either use the 10% buff and build few stacks shooting your rotation during unstoppable, or you build your stacks with at-wills and then use your rotation out of unstoppable.
It's stupid and one buff pretty much exclude the other. Seriously?
Sentinel, as i said many times, at the DPS path (yeah, seriously) for PvP, with huge burst DPS through a couple of AoE utility encounters and a feat. Again: seriously?
Instigator is supposed to be a DPS/tank hybrid, yet the stacks are too short in duration for PvE, you are supposed to build them taking damage, yet you are squishier than both Sentinel (which has unstoppable buff and DR buff on capstone) and destroyer (which has determination gain buff on capstone). Instigator is supposed to tank through a 10% more deflect on sprint. For the last time: Seriously?
Not talking about the fact that base DPS is lower than most other classes and survivability is now lower than most other classes cause GWFs have no immunities and piercing damage/ glyphs eat through our supposedly superior DR with no effort. Plus ArP stat now stacked over 2k easily thanks to boons and new equipment.
I will not say thanks to devs for ruining my main class and then give a candy that still does not fix the issues THEY created with their nonsense changes.
Yeh ok, I donated WAY more than you... but whatever (just saying, since that seems to be an issue for you.) My main has been GWF since beta, too. But I don't feel that crippled. I feel a bit robbed, but since I can't MAKE them give it back, and 45000 pvp'ers would cry if they did.... I say thank ya.
Some *****ing needs to be done... but you ***** too much.
(If you are destroyer path you see value. If you are not destroyer, it does not affect you... move along) You painted one bit of text red.... as if it were more important than the rest. It was not. YOU focused on it. They did a specific fix. It was good for Destroyer. It was not for anyone else.
If you are not a destroyer... why the hell are you posting in this thread???
Destro capstone counters itself. You need to build stacks during unstoppable, which means you need to spam at-wills, yet you have a 10% DPS buff on encounters
This. There are, generally speaking, in other games, patches that bring some very slight changes but which can be useful, can help with certain builds, can help in certain fights. Here the alleged buff is n/a. It's like "10% more damage reduction when the nearest foe is 300 ft away".
Russian leaderboard first page. The proof.
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jhozamMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 44
Deep gash does not build stacks if i recall well. It was fixed with a patch. Plaguefire still does. If i am correct. But not sure.
Can anyone confirm this?
Jhozam, DDO player since March 2006 (2006-2009 on Devourer server, 2009-2012 on Cannith server)
Proud Officer of Ordo Draconis, DDO Italian Elite Guild
now up on Neverwinter Online, member of Ordo Obscuri Domini, Italian Guild
One suggestion is to play your gwf a bit more aggressively. If you throw yourself into the mix of mobs in any situation, you are going to build determination pretty instantly. Then, fire off your encounters, and just keep slamming away at things with stuff all around you. It's kind of what we're supposed to do. If you die too quickly while doing this, up your hp, lifesteal, and defense. So far, about 28k health, 2.5k defense, 2k lifesteal keeps me alive along with unstoppable in most situations in the game. 30k health, 3k defense feels a bit better than that if you can hit those marks instead. Only place this becomes more difficult is eshores and elol, but only if the rest of the group is low gs. So you have to take it situationally and play based on what is in front of you.
If you build your character so you can lead the charge into battle, you will see your effectiveness jump. Other classes will still outdamage us, but by playing this way, we are far from useless in a party. Would I still like to see a bit of a boost in damage? Yes. But at least the devs are slowling giving us points in the right direction.
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
Deep gash does not build stacks if i recall well. It was fixed with a patch. Plaguefire still does. If i am correct. But not sure.
I believe it still does build stacks. I have not tested this, but Lazalia's build guide still uses this trick. And as hardcore in pursuing DPS as Lazalia is, that feat point would be somewhere else if it didn't work.
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
One suggestion is to play your gwf a bit more aggressively. If you throw yourself into the mix of mobs in any situation, you are going to build determination pretty instantly. Then, fire off your encounters, and just keep slamming away at things with stuff all around you. It's kind of what we're supposed to do. If you die too quickly while doing this, up your hp, lifesteal, and defense. So far, about 28k health, 2.5k defense, 2k lifesteal keeps me alive along with unstoppable in most situations in the game. 30k health, 3k defense feels a bit better than that if you can hit those marks instead. Only place this becomes more difficult is eshores and elol, but only if the rest of the group is low gs. So you have to take it situationally and play based on what is in front of you.
If you build your character so you can lead the charge into battle, you will see your effectiveness jump. Other classes will still outdamage us, but by playing this way, we are far from useless in a party. Would I still like to see a bit of a boost in damage? Yes. But at least the devs are slowling giving us points in the right direction.
Your stats are similar to mine, and we have both penalized ourselves by having higher hp's which makes getting unstoppable more difficult. The reason we function effectively is that we're massively overgearing ourselves compared to the content.
I'm going to repeat something I said in the patch thread that applies:
Since we bring NO utility/Buffs/Debuffs to a party as a Destroyer, our only justification in a party is to take & deal damage. And as such a SW is generally a better choice for the party (same lack of utility and a lot more damage). Seriously why would a party take a GWF? What purpose to we serve at equivalent gear levels?
In the beta, I used roar + ds + slam 100% active + steel defense ("heavy" aoe damage dealer and tank... like in the description). The current gwf is absolutely the opposite.
But testing these buffs in practice today, I feel the reduction of stacks / Increase of determination for damage Caused the gwf look like a nice class in the alpha phase. Have a good potential, but everything is very confused and still limited.
for example, only the mark + t2 SENTINEL feet, which was a borrowed mechanics (gf, the defender class), does 2x the damage that the encounter specialized in increase the damage of the class and buffed by a T.3 destroyer feet. and is not limited to atwill/encounters. is insane!
the class is a mixture of bad/"wtf" powers+ good powers disconnected/nosense and the "spiritual" battle between a multiplicative damage bonus of feets versus the multiplicative reduction damage of aoe powers.
That's a good point about why would people take a gwf. However, my answer to that is no content (other than arguably tiamat) in this game requires a maximum efficiency party. Anyone who doesn't take you just because you might show up less on paingiver is a snob.
Just to give a bit more perspective on what I described, I did a CN the other night. My buddy, a gwf with legendary wrath sword, greater terror, and the dread legion armor set, (he is also an instigator, btw) which puts his gs around 19k or so, hung with a cw, my sw and a high end TR in damage. He was second to the cw by the time we hit the boss. It was like 23mil, 20 mil, 18mil 18mil or something like that at the boss door with him being the 20mil and the cw being the 23. We also had a healing dc with us.
He then put on battle fury and used wicked swings and not so fast during the boss fight, to help buff us a little and debuff anything that came near him.
As an SW, my damage jumped to second place to the cw during that fight. So obviously an sw is one of the best high health boss killers, if not the best in the game. However, no one greatly eclipsed anyone else in damage or effectiveness.
If anything, having the gwf run ahead to gain aggro on the mobs during the fight was very helpful since they would swarm him, and then i and the cw could really punish the groups while the tr was able to take down any higher health outliers. It really functioned as a perfect party and we swept through there in a nice amount of time with the only hiccup happening at the final boss when a few of us got slammed by the claw attacks. Minor set back and destroyed it on the second try.
So, I agree that a gwf at similar gear scores is at a disadvantage most of the time. You have to take into account that gwf gs is inflated more than other classes. a 19k gs gwf is more like a 16 or 17 gs other class based on how our stats are enhanced with some of our feats. However, in an add heavy dungeon, with similar gs people in the group, and gwf who plays aggressively can totally hang with other classes and, through debuffs and buffs that they can add, along with through gathering mobs together for the heavier hitters to take them down faster, gwf is great to have.
We are not flashy, but we are effective. The same guy I just mentioned, when I asked him if he would like to see more damage on a gwf said: "well, if gwf had the same damage as a cw, why would anyone be a cw? Are you telling me that you wouldn't take the same damage with a LOT of added survivability?"
So, if they were to boost the gwf much more, all of a sudden, we make other classes less important. Same thing for a gf. If all of a sudden we can survive and tank anything while also doing massive damage, what place does a gf have in the game? Who would choose a no damage pure tank over a damage tank?
Just some things to think about.
TL/DR: Similar gs gwfs CAN hang with cws and sws in some situations if built properly and played aggresively. Their added survivability over those classes is also nice. Also, if too much is boosted on gwf, it makes other classes obsolete, and we have now traded one minor problem for another.
We are not flashy, but we are effective. The same guy I just mentioned, when I asked him if he would like to see more damage on a gwf said: "well, if gwf had the same damage as a cw, why would anyone be a cw? Are you telling me that you wouldn't take the same damage with a LOT of added survivability?"
Yeh ok, I donated WAY more than you... but whatever (just saying, since that seems to be an issue for you.) My main has been GWF since beta, too. But I don't feel that crippled. I feel a bit robbed, but since I can't MAKE them give it back, and 45000 pvp'ers would cry if they did.... I say thank ya.
Some *****ing needs to be done... but you ***** too much.
(If you are destroyer path you see value. If you are not destroyer, it does not affect you... move along) You painted one bit of text red.... as if it were more important than the rest. It was not. YOU focused on it. They did a specific fix. It was good for Destroyer. It was not for anyone else.
If you are not a destroyer... why the hell are you posting in this thread???
Dude, the thread title is "GWF changes" not "destroyer changes. Plus it's quite stupid to say a GWF player can't comment changes to the class unless he play that very same path? So i should not comment sentinels?
Not to be rude, but what you wrote makes no sense. This said, i have been playing GWF since 1 year, i've been sentinel, destroyer and now instigator, i'm quite entitled to post my opinion about GWF changes.
I'll repeat my point: they messed up the class and i pointed out the BIG contraddictions and nonsense changes they introduced in the whole class. Destroyer capstone itself, as i explained, works in a way where one buff excludes the other. Unless in 4 to 8 seconds you can do your rotation and also build 10 stacks of capstone while sprinting to avoid being killed in end-game dungeons such as the Temple of Tiamat cause your unstoppable gives not enough DR to stay inside the groups of mobs and tank the damage.
I'll say thank you when they bring back the class to being a solid choice and with mechanics that make sense. Right now, it is not. After one year spent playing it they ruined the class, so i'll say thank you when they fix what they ruined.
We are not flashy, but we are effective. The same guy I just mentioned, when I asked him if he would like to see more damage on a gwf said: "well, if gwf had the same damage as a cw, why would anyone be a cw? Are you telling me that you wouldn't take the same damage with a LOT of added survivability?"
CW is a ranged DPS. GWF is a melee AoE DPS class. GWF destroyer is not "more survivable" than a CW for the simple reason that a GWF is SUPPOSED to be able to stay inside a group of mobs, being hit by them while dealing melee AoE damage. A CW is supposed to CC and DPS AoE the mobs from far and pretty much never get a scratch or avoid damage through teleport immunity (which GWF does not have, since the shift mechanic is a CC immunity only and increased DR, not immunity).
So the choice is between AoE DPS in melee and AoE DPS in range, with different mechanics which should adapt to one's playstyle.
If as you say, GWF should be a "survivable" mediocre DPS, you'd have what we got so far: CWs dominating PvE cause they can CC and DPS down everything without getting a scratch, so they don't give a shlt if a GWF can "survive" more (which is not since, as i explained above, GWF gets hit a lot more since it is a melee fighter).
Or may be you guys do not play the same game and didn't notice how in the last year the "squishy" CWs who need more DPS cause a GWF is more "tanky", could perfectly stack CWs to make runs faster, just CCing to death huge groups of adds in no time.
GWF destroyer DPS spec needs the very same DPS as any other DPS spec, with survivability linked to unstoppable to be able to fight in MELEE range like they do.
It's not rocket science yet most players seems to be unable to understand the difference between a ranged DPS class who can CC a lot from a distance, and a melee DPS class who needs to fight in melee range and get hit by multiple mobs simultaneusly while he fights.
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kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
That's a good point about why would people take a gwf. However, my answer to that is no content (other than arguably tiamat) in this game requires a maximum efficiency party. Anyone who doesn't take you just because you might show up less on paingiver is a snob.
snip
TL/DR: Similar gs gwfs CAN hang with cws and sws in some situations if built properly and played aggresively. Their added survivability over those classes is also nice. Also, if too much is boosted on gwf, it makes other classes obsolete, and we have now traded one minor problem for another.
I normally main a 18K Renegade CW that I've played since beta, which is geared at a comparable level to my 19k GWF (ie: r8's, legendary artifact weapons). If I let a comparable geared GWF run ahead of me, his damage will be comparable. If I run ahead his damage will be but a fraction of mine (because all the lowbies will be dead). If I set my Renegade up with a Storm Spell/Feated Chilling Presence build I will easily double the GWF, provide neither runs ahead.
But the big point is as a CW, you bring damage and utility (High Vizier debuff, Nightmare Wizardy, Chaos Magic, Ray of Enfeeblement). As a IV/Destroyer GWF, I bring a Mark (I don't remember any other party buff/utility for IV/Dest). With a SW, it's actually worse: a DPS SW is amazing damage and some utility. Only real advantage a GWF has is being able to run to the mobs faster.
Berserk and Kieranmtorn, you both make some great points. We are certainly in a place where gwf is a hard class to gear and play at the same level as cw, and in my recent experience even sw at lower gs.
Mainly why I wrote as much as I did to explain things is I see gwf trying to be something they are not. So many go running after a single mob during a battle with many mobs around. This is not making use of our abilities and is why many people complain about lack of damage. Of course we're not going to do well if we spend our time fighting 1 thing at a time. That's not what we're built for. But you see it ALL the time. Sure Strike should be saved for when there are only big targets left or boss fights. Yet that is the skill I see gwf using most often in just about any situation.
As far as the balancing goes, I just wanted to put out another perspective. I do find my gwf frustrating and wish it had some boosts. I'm just not sure what form those boosts should take, and I wanted to demonstrate that it isn't quite as bad as some people make it out to be. I wanted to offer some suggestions for how to maximize effectiveness, and I hope some people gained a different way to look at what they currently do and how they can improve. I know that people who have great gear can do amazing things as gwf if they push the envelope. But we shouldn't get down if a sw or tr beats us in damage during something like elol where it is all single target. That dungeon is not tailor made for us.
Honestly, get rid of the paingiver chart, and we wouldn't even be having this conversation. We would all survive most of the time and feel good about ourselves. (except maybe during the cleric section of tiamat. god i hate that part)
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lazaroth666Member, NW M9 PlaytestPosts: 1,332Arc User
edited December 2014
An extra 10%, 20%, 50%, whatever bonus damage won't make any difference in the GWF because it is a problem based in core of the class (class features, encounters, dailies and feats) and this kind of issues can only be solved with a rework in certain skills not just adding damage. Also GWF lacks of a decent PvE set not based in stats.
I just got the 7th bonus with my SW and now I'm farming with my GWF but it feels so weak in comparison having both fully maxed, during a decent tiamat run (3 rounds) my SW does up to 55m in dmg while my GWF can barely reach 20m.
An extra 10%, 20%, 50%, whatever bonus damage won't make any difference in the GWF because it is a problem based in core of the class (class features, encounters, dailies and feats) and this kind of issues can only be solved with a rework in certain skills not just adding damage. Also GWF lacks of a decent PvE set not based in stats.
I just got the 7th bonus with my SW and now I'm farming with my GWF but it feels so weak in comparison having both fully maxed, during a decent tiamat run (3 rounds) my SW does up to 55m in dmg while my GWF can barely reach 20m.
Very good points.. If both classes are max geared and difference is 55m:20m dmg, just imagine how worse geared SW (not only SW) can still beat GWF in terms of dmg. But this isnt only dmg competition, GWF as a melee class has very hard life compared to any ranged class.
As somebody wrote before, GWF has too much pretty useless powers and feats. We have 2 paragons and 3 epic feat trees, it should offer variety of builds but.. you know.
Also i dont understand who is creating armor sets (well not only armor sets, some other stuff is strange too). So far the best PvE armor set is OLD Avatar of War with power/recovery stat boost. Not much creativity. (but i like SW AD/FI sets ) Draconic Templar armor set should be PvE set. The last introduced, obtainable in the last and the hardest Lair - Tiamat. Are you serious with stats on this set? First of all, you will lose TONS of critical strike, then you will overcap armor penetration and as a bonus - regeneration. Are these sets created by software used for Lotto Lotery?
well, I would like to see this hierarchy of "buffs".
Step 1: Total elimination of aoe penalty in 100% of the powers/transfer (and elimination) of the mark bonus (20 + 15%) to the base damage. (strength / heroic feets).
Step 2: "reworks/ buffs in class features, with the primary objective is enabling destroyer for 3 trees / steadfast determination serve to something.
Step 3: Revaluation of encounters / reaping strike. destroyers, my personal priority, need 2 or 3 solid aoe burst (over x conditions).
Step 4: possible increase in radius /range of aoe powers. BUT if the initial animation of spinning strike had the effect of CGI. this would solve some "historical problems" of the class.
Step 5: fix Dailys: battle cry of the savage advanced (I think) and slam dont have critical damage. are not emergency alterations, but is a big wasting potencial
* after all these changes are put in place, if still necessary, changes in trees based on descriptive concept. what are the "tactical maneuvers" of the instigator? gain stacks while running against a Aimed shot? imagine his boxing teacher saying -"dont dodge, dont block, run against the punch. the pain will increase your strength".
Comments
What the hell?
"Hey GWFs could you ever stop QQ-ing for a second? You just were given a flat 10% more damage".
Flat? You need full stacks to have 10% more dmg.
Also, I feel that they're addressing the GWF issues from the wrong perspective. GWF needs damage and survivability increase as a whole and not trough capstones and stacks. Because:
All in all, if they only boost capstones then we're screwed... GWF needs a complete rework on at-wills, encounters and some feats. That's what we need.
Exactly. Unstoppable came with a very rewarding feeling, either for survability or damage. Now that's gone.
HR Stormwarden Trapper / Stormwarden Combat
GWF Swordmaster Destroyer
CW Master of Flame Thaumaturge / Spellstorm Oppressor
TR Master Infiltrator Executioner
SW Soulbinder Fury
If it is not working, sound off. If it is, shut the hell up or say thanks. There are other things that need work. But this is what they worked on now. Get over it.
I'll be clear. They messed up the class so bad since the start of mod4 up to module5, that like hell i'll say thank you for a small buff to destroyer which still does not bring it on par with other classes.
I do not thank the devs to destroy a class and then give meh small buffs to it.
All i can say is "not enough to fix the mess you did, work harder on it".
It's free2play and i am grateful to just be able to play the game, even though i donated enough to buy the game at least and play it considering the overall quality of the product.
But i won't say thanks for a candy when you just punched me in the ballz. Hope i give you the idea.
GWF class needs a serious rework. Cause the devs turned it into a mess.
Unstoppable, which is the class mechanic of GWFs, was ruined following the stupid QQ of bad players on forums. Double nerf on determination gain and DR was way too much and it was clear. Unstoppable right now is useless cause with buffs to other classes and DPS in general it does nothing to improve survivability. And does nothing to improve attack since it's easily kited even if you time it and activate it when you're close to the enemy.
Destro capstone counters itself. You need to build stacks during unstoppable, which means you need to spam at-wills, yet you have a 10% DPS buff on encounters which means you either use the 10% buff and build few stacks shooting your rotation during unstoppable, or you build your stacks with at-wills and then use your rotation out of unstoppable.
It's stupid and one buff pretty much exclude the other. Seriously?
Sentinel, as i said many times, at the DPS path (yeah, seriously) for PvP, with huge burst DPS through a couple of AoE utility encounters and a feat. Again: seriously?
Instigator is supposed to be a DPS/tank hybrid, yet the stacks are too short in duration for PvE, you are supposed to build them taking damage, yet you are squishier than both Sentinel (which has unstoppable buff and DR buff on capstone) and destroyer (which has determination gain buff on capstone). Instigator is supposed to tank through a 10% more deflect on sprint. For the last time: Seriously?
Not talking about the fact that base DPS is lower than most other classes and survivability is now lower than most other classes cause GWFs have no immunities and piercing damage/ glyphs eat through our supposedly superior DR with no effort. Plus ArP stat now stacked over 2k easily thanks to boons and new equipment.
I will not say thanks to devs for ruining my main class and then give a candy that still does not fix the issues THEY created with their nonsense changes.
Deep gash does not build stacks if i recall well. It was fixed with a patch. Plaguefire still does. If i am correct. But not sure.
Yeh ok, I donated WAY more than you... but whatever (just saying, since that seems to be an issue for you.) My main has been GWF since beta, too. But I don't feel that crippled. I feel a bit robbed, but since I can't MAKE them give it back, and 45000 pvp'ers would cry if they did.... I say thank ya.
Some *****ing needs to be done... but you ***** too much.
(If you are destroyer path you see value. If you are not destroyer, it does not affect you... move along) You painted one bit of text red.... as if it were more important than the rest. It was not. YOU focused on it. They did a specific fix. It was good for Destroyer. It was not for anyone else.
If you are not a destroyer... why the hell are you posting in this thread???
This. There are, generally speaking, in other games, patches that bring some very slight changes but which can be useful, can help with certain builds, can help in certain fights. Here the alleged buff is n/a. It's like "10% more damage reduction when the nearest foe is 300 ft away".
Proud Officer of Ordo Draconis, DDO Italian Elite Guild
now up on Neverwinter Online, member of Ordo Obscuri Domini, Italian Guild
45 it's the real number.
its <font color="orange">HAMSTER</font> good.
If you build your character so you can lead the charge into battle, you will see your effectiveness jump. Other classes will still outdamage us, but by playing this way, we are far from useless in a party. Would I still like to see a bit of a boost in damage? Yes. But at least the devs are slowling giving us points in the right direction.
I believe it still does build stacks. I have not tested this, but Lazalia's build guide still uses this trick. And as hardcore in pursuing DPS as Lazalia is, that feat point would be somewhere else if it didn't work.
Your stats are similar to mine, and we have both penalized ourselves by having higher hp's which makes getting unstoppable more difficult. The reason we function effectively is that we're massively overgearing ourselves compared to the content.
I'm going to repeat something I said in the patch thread that applies:
But testing these buffs in practice today, I feel the reduction of stacks / Increase of determination for damage Caused the gwf look like a nice class in the alpha phase. Have a good potential, but everything is very confused and still limited.
for example, only the mark + t2 SENTINEL feet, which was a borrowed mechanics (gf, the defender class), does 2x the damage that the encounter specialized in increase the damage of the class and buffed by a T.3 destroyer feet. and is not limited to atwill/encounters. is insane!
Among other problems, check this out:
https://www.youtube.com/watch?v=LKMgghnsIlI
the class is a mixture of bad/"wtf" powers+ good powers disconnected/nosense and the "spiritual" battle between a multiplicative damage bonus of feets versus the multiplicative reduction damage of aoe powers.
Just to give a bit more perspective on what I described, I did a CN the other night. My buddy, a gwf with legendary wrath sword, greater terror, and the dread legion armor set, (he is also an instigator, btw) which puts his gs around 19k or so, hung with a cw, my sw and a high end TR in damage. He was second to the cw by the time we hit the boss. It was like 23mil, 20 mil, 18mil 18mil or something like that at the boss door with him being the 20mil and the cw being the 23. We also had a healing dc with us.
He then put on battle fury and used wicked swings and not so fast during the boss fight, to help buff us a little and debuff anything that came near him.
As an SW, my damage jumped to second place to the cw during that fight. So obviously an sw is one of the best high health boss killers, if not the best in the game. However, no one greatly eclipsed anyone else in damage or effectiveness.
If anything, having the gwf run ahead to gain aggro on the mobs during the fight was very helpful since they would swarm him, and then i and the cw could really punish the groups while the tr was able to take down any higher health outliers. It really functioned as a perfect party and we swept through there in a nice amount of time with the only hiccup happening at the final boss when a few of us got slammed by the claw attacks. Minor set back and destroyed it on the second try.
So, I agree that a gwf at similar gear scores is at a disadvantage most of the time. You have to take into account that gwf gs is inflated more than other classes. a 19k gs gwf is more like a 16 or 17 gs other class based on how our stats are enhanced with some of our feats. However, in an add heavy dungeon, with similar gs people in the group, and gwf who plays aggressively can totally hang with other classes and, through debuffs and buffs that they can add, along with through gathering mobs together for the heavier hitters to take them down faster, gwf is great to have.
We are not flashy, but we are effective. The same guy I just mentioned, when I asked him if he would like to see more damage on a gwf said: "well, if gwf had the same damage as a cw, why would anyone be a cw? Are you telling me that you wouldn't take the same damage with a LOT of added survivability?"
So, if they were to boost the gwf much more, all of a sudden, we make other classes less important. Same thing for a gf. If all of a sudden we can survive and tank anything while also doing massive damage, what place does a gf have in the game? Who would choose a no damage pure tank over a damage tank?
Just some things to think about.
TL/DR: Similar gs gwfs CAN hang with cws and sws in some situations if built properly and played aggresively. Their added survivability over those classes is also nice. Also, if too much is boosted on gwf, it makes other classes obsolete, and we have now traded one minor problem for another.
now lets talk seriously. gwf really need some buffs
Dude, the thread title is "GWF changes" not "destroyer changes. Plus it's quite stupid to say a GWF player can't comment changes to the class unless he play that very same path? So i should not comment sentinels?
Not to be rude, but what you wrote makes no sense. This said, i have been playing GWF since 1 year, i've been sentinel, destroyer and now instigator, i'm quite entitled to post my opinion about GWF changes.
I'll repeat my point: they messed up the class and i pointed out the BIG contraddictions and nonsense changes they introduced in the whole class. Destroyer capstone itself, as i explained, works in a way where one buff excludes the other. Unless in 4 to 8 seconds you can do your rotation and also build 10 stacks of capstone while sprinting to avoid being killed in end-game dungeons such as the Temple of Tiamat cause your unstoppable gives not enough DR to stay inside the groups of mobs and tank the damage.
I'll say thank you when they bring back the class to being a solid choice and with mechanics that make sense. Right now, it is not. After one year spent playing it they ruined the class, so i'll say thank you when they fix what they ruined.
CW is a ranged DPS. GWF is a melee AoE DPS class. GWF destroyer is not "more survivable" than a CW for the simple reason that a GWF is SUPPOSED to be able to stay inside a group of mobs, being hit by them while dealing melee AoE damage. A CW is supposed to CC and DPS AoE the mobs from far and pretty much never get a scratch or avoid damage through teleport immunity (which GWF does not have, since the shift mechanic is a CC immunity only and increased DR, not immunity).
So the choice is between AoE DPS in melee and AoE DPS in range, with different mechanics which should adapt to one's playstyle.
If as you say, GWF should be a "survivable" mediocre DPS, you'd have what we got so far: CWs dominating PvE cause they can CC and DPS down everything without getting a scratch, so they don't give a shlt if a GWF can "survive" more (which is not since, as i explained above, GWF gets hit a lot more since it is a melee fighter).
Or may be you guys do not play the same game and didn't notice how in the last year the "squishy" CWs who need more DPS cause a GWF is more "tanky", could perfectly stack CWs to make runs faster, just CCing to death huge groups of adds in no time.
GWF destroyer DPS spec needs the very same DPS as any other DPS spec, with survivability linked to unstoppable to be able to fight in MELEE range like they do.
It's not rocket science yet most players seems to be unable to understand the difference between a ranged DPS class who can CC a lot from a distance, and a melee DPS class who needs to fight in melee range and get hit by multiple mobs simultaneusly while he fights.
I normally main a 18K Renegade CW that I've played since beta, which is geared at a comparable level to my 19k GWF (ie: r8's, legendary artifact weapons). If I let a comparable geared GWF run ahead of me, his damage will be comparable. If I run ahead his damage will be but a fraction of mine (because all the lowbies will be dead). If I set my Renegade up with a Storm Spell/Feated Chilling Presence build I will easily double the GWF, provide neither runs ahead.
But the big point is as a CW, you bring damage and utility (High Vizier debuff, Nightmare Wizardy, Chaos Magic, Ray of Enfeeblement). As a IV/Destroyer GWF, I bring a Mark (I don't remember any other party buff/utility for IV/Dest). With a SW, it's actually worse: a DPS SW is amazing damage and some utility. Only real advantage a GWF has is being able to run to the mobs faster.
Mainly why I wrote as much as I did to explain things is I see gwf trying to be something they are not. So many go running after a single mob during a battle with many mobs around. This is not making use of our abilities and is why many people complain about lack of damage. Of course we're not going to do well if we spend our time fighting 1 thing at a time. That's not what we're built for. But you see it ALL the time. Sure Strike should be saved for when there are only big targets left or boss fights. Yet that is the skill I see gwf using most often in just about any situation.
As far as the balancing goes, I just wanted to put out another perspective. I do find my gwf frustrating and wish it had some boosts. I'm just not sure what form those boosts should take, and I wanted to demonstrate that it isn't quite as bad as some people make it out to be. I wanted to offer some suggestions for how to maximize effectiveness, and I hope some people gained a different way to look at what they currently do and how they can improve. I know that people who have great gear can do amazing things as gwf if they push the envelope. But we shouldn't get down if a sw or tr beats us in damage during something like elol where it is all single target. That dungeon is not tailor made for us.
Honestly, get rid of the paingiver chart, and we wouldn't even be having this conversation. We would all survive most of the time and feel good about ourselves. (except maybe during the cleric section of tiamat. god i hate that part)
I just got the 7th bonus with my SW and now I'm farming with my GWF but it feels so weak in comparison having both fully maxed, during a decent tiamat run (3 rounds) my SW does up to 55m in dmg while my GWF can barely reach 20m.
Very good points.. If both classes are max geared and difference is 55m:20m dmg, just imagine how worse geared SW (not only SW) can still beat GWF in terms of dmg. But this isnt only dmg competition, GWF as a melee class has very hard life compared to any ranged class.
As somebody wrote before, GWF has too much pretty useless powers and feats. We have 2 paragons and 3 epic feat trees, it should offer variety of builds but.. you know.
Also i dont understand who is creating armor sets (well not only armor sets, some other stuff is strange too). So far the best PvE armor set is OLD Avatar of War with power/recovery stat boost. Not much creativity. (but i like SW AD/FI sets ) Draconic Templar armor set should be PvE set. The last introduced, obtainable in the last and the hardest Lair - Tiamat. Are you serious with stats on this set? First of all, you will lose TONS of critical strike, then you will overcap armor penetration and as a bonus - regeneration. Are these sets created by software used for Lotto Lotery?
i think u cannot compar gwf with SW, cause SW still has broken feats that multi procc like our old deepgash.
and about the sets,yea we need better sets.
Step 1: Total elimination of aoe penalty in 100% of the powers/transfer (and elimination) of the mark bonus (20 + 15%) to the base damage. (strength / heroic feets).
Step 2: "reworks/ buffs in class features, with the primary objective is enabling destroyer for 3 trees / steadfast determination serve to something.
Step 3: Revaluation of encounters / reaping strike. destroyers, my personal priority, need 2 or 3 solid aoe burst (over x conditions).
Step 4: possible increase in radius /range of aoe powers. BUT if the initial animation of spinning strike had the effect of CGI. this would solve some "historical problems" of the class.
Step 5: fix Dailys: battle cry of the savage advanced (I think) and slam dont have critical damage. are not emergency alterations, but is a big wasting potencial
* after all these changes are put in place, if still necessary, changes in trees based on descriptive concept. what are the "tactical maneuvers" of the instigator? gain stacks while running against a Aimed shot? imagine his boxing teacher saying -"dont dodge, dont block, run against the punch. the pain will increase your strength".