test content
What is the Arc Client?
Install Arc

Official Feedback Thread: Stat Changes

1679111215

Comments

  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited February 2015
    Feedback:
    Lifesteal needs some work, on most characters it was the lifeline to solo grinding. There needs to be a balance on this, the rng aspect seems harsh. I am in total agreement with a tone down to life steal, but current version seems to go to far.

    The other flip side is you could generally tone down damage from mob packs, so you dont die on the moment of engagement with no effective health replacement any longer.

    Feedback: Regen, if remains similar to current version, please double or triple health out of combat healing (you can have a delay to enact it, but no one wants to stand around waiting for next mob pack)
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited February 2015
    REGEN: FEEDBACK
    I have been chewing on this change for a while. While I like the concept I would be MUCH more in favor of allowing regen in combat but much less effective. Something like this.

    Currently Regen starts at 99.99% HP and scales upwards to full strength at 50% HP.

    What I would like to see if modified to would be:

    Regen STARTS at 50% HP and scales upwards for full effectiveness at 25%.

    What this means is that the regen ticks you earn NOW between 50%-100% would be the same regen ticks you would earn between 25%-50%.

    The same regen ticks you normalyl heal for at <50% HP (full ticks) would not kick in until under 25% HP.

    Above 50% there is no in combat regen.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited February 2015
    Feedback: Stat buffing companions
    I don't mean companions with an active bonus of +x to a stat, I mean the companions whose powers when summoned actually buff the handler's stats. The ones I'm aware of are the Fawn, the Acolyte of Kelemvor, and the Priestess of Sune. I didn't go read every companion tooltip out there, just concentrated on the Leader-types. New stat curves mean that I don't think it's likely to be possible to pile enough equipment onto a Fawn or Acolyte to provide a noticeable buff, and I'm not sure anyone understands how the Sunite's deflection bonus is calculated, but it's unlikely to amount to much in light of the changes either.

    Edit: Additionally, with regen not working in combat... neither does the Fawn, at all.

    On that note though, perhaps the Phoera and Mystic Phoera need a look at their active bonus, as I'm not sure where +1000 to each of two stats on resurrection falls in the new meta. Possibly that's still strong enough for people who would choose this combination, I don't know.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • nathyielnathyiel Member, NW M9 Playtest Posts: 340 Arc User
    edited February 2015
    Feedback: Stat buffing companions
    I don't mean companions with an active bonus of +x to a stat, I mean the companions whose powers when summoned actually buff the handler's stats. The ones I'm aware of are the Fawn, the Acolyte of Kelemvor, and the Priestess of Sune. I didn't go read every companion tooltip out there, just concentrated on the Leader-types. New stat curves mean that I don't think it's likely to be possible to pile enough equipment onto a Fawn or Acolyte to provide a noticeable buff, and I'm not sure anyone understands how the Sunite's deflection bonus is calculated, but it's unlikely to amount to much in light of the changes either.

    Edit: Additionally, with regen not working in combat... neither does the Fawn, at all.

    On that note though, perhaps the Phoera and Mystic Phoera need a look at their active bonus, as I'm not sure where +1000 to each of two stats on resurrection falls in the new meta. Possibly that's still strong enough for people who would choose this combination, I don't know.

    Pet will be upgradable to *legendary* with increase stat and new power.

    Personnaly, I would like to see the Dancing Blade and Enrynies Have the same bonus. Both give crit severity but one is ar 5% max when the second is at 10%. At what level will it be at max level in mod 6 : 12,5% or 15% ?
  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited February 2015
    This is not a discussion or debate thread. This thread is for FEEDBACK ONLY. Also, the feedback/bugs provided MUST be in the format specifed in the opening posts of this thread. Any post not meeting that standard is subject to removal.

    If you wish to debate the stat changes, do so in a place OTHER than this thread. Thank you.
    ROLL TIDE ROLL

    Great Weapon Fighter: Because when is today not a good day to die?

    PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
  • bajornorbertbajornorbert Member, NW M9 Playtest Posts: 272 Arc User
    edited February 2015
    Feedback: Lifesteal
    At lvl 60 my CW had 12.7% LS, at lvl 61 that decreased to 9.9%, but even at 12.7% i barely seen any LS procs, prob since 3/4 of my encounters are AoE, yet when it proc'd i've seen ticks as low as 1k and as high as 100k. The way LS is now it will be possible to LS for millions, which is just pointless and it will also be possible to not LS for several minutes (happened to me).

    I understand why the new LS makes more sense from a lore standpoint, but as a mechanic it's terrible and it has some serious flaws. Imagine someone stacking LS to 25% or even higher, which is possible even at a 400:1 ratio, that would result in the new LS being even more OP than the old one. Any DoT/proc-heavy build with 25%+ LS and Endless Consumption will be invincible, since it will be able to heal from 1 HP to 100% every couple of seconds.

    Update:
    Here's some math, why the new LS is much more OP than the old one:
    9x r12 darks in def slots = 5400 LS
    Boons = 450 LS
    3x LS artifact (Belial + BI + Valindra) = 1500 LS @ r100 (3k? @ r140)
    BiS Equipment = 1500 LS (way more if you want to max LS)
    Tiamat 5th/6th/7th boon = +5% LS

    Total so far: 8850 LS = 22.12% + 5% (Tiamat) = 27.12% LS chance

    And now the class specific stuff:
    HR:
    +5% LS for a total of 32.12%

    SW:
    +1155 LS @ lvl 70 = +2.88%
    +700 LS on crit = +1.75%
    +5% LS from Aura of Cruelty
    +3.9% LS @ max Soul Sparks
    Total so far: 45.65% LS chance

    If you really want to, you can build your SW completely around LS, maxing it everywhere possible, Draconic set or it's m6 equivalent, 5 Rings of revitalization, 4 LS artifacts, LS artifact equipment, etc. If you do this you should be able to achieve ~55% LS chance.

    That alone with only 100% LS severity will make you pretty much invincible. Now add to that the reworked Temp SW capstone, which will result in your team having 55% "old" LS and your whole team will be invincible. A team with 2 Temp SWs will be more OP than anything we ever had before, the only way they would ever die if the entire team gets one-hited at the same time.

    Update 2:
    Forgot about 2 things available for every class:
    - The reworked Lifedrinker, which is another +5% LS chance;
    - The Metallic overload enchantment, which is +2k LS (+5%) for 20s every 60s.


    Bug: Lifesteal
    For some reason my LS got increased by 10% while i was in combat. Only seen it happen once, so i have no clue how to reproduce it.

    Bug: Tiamat 5th boon (+3% LS)
    It increases you LS by 4% instead of 3%.

    Feedback: Regeneration
    + Higher out of combat regen. The only reason i had a couple of points in it on every toon is because i like the passive out of combat heal. (I don't use potions, i can't even remember the last time i bought any).

    - The lack of in-combat regen makes tanking pretty much impossible. I understand that you want to make healers more relevant, esp that the OP has a healer path too, but this just kills the GF class entirely. A GF w/o regen needs to either use a ton of distilled potions / stones of health, or will need a DC to baby-sit him/her, which will probably (hopefully) result in the rest of the team dying. Since you will become more of a weakness than an assets, everyone will just take an OP instead, because it will have better aggro management capability and better sustain.


    Feedback: 60+ stat curves
    1. The transition from level 60 to 61 should be more graceful. Some stats are fine (ex. my 12k+ power at lvl 60 gives +78% and at lvl 61 +72%), but ArP and Def scales very badly. My ~2.9k ArP at lvl 60 is ~26%, while at lvl 61 it's ~52% (iirc). On the other hand, almost 1.7k defense at lvl 60 is ~25%, while at lvl 61 it's <9%.

    2. It's not future proof. What will happen when in a couple of modules there will be another level cap increase and the stat curves need to be adjusted? We'll have 3 stat curves, then 4, then 5, and so on.

    A better solution, imo, would be to have a stat curves that scale with your level and the max level. A very simple example:
    1% = points_needed_for_stat_y * (YOUR_LVL / MAX_LVL)

    This way no matter how many times you decide to raise the level cap you only need to change the MAX_LVL constant, and if you want to fine tune the stat curve, you change the points_needed_for_stat_y variable.

    Update:
    A better function:
    1% = points_needed_for_stat_y * (YOUR_LVL / MAX_LVL) * stat_modifier

    This would allow for additional fine tuning when needed. Stat_modifier can be a simple function, that prevents situations where a stat might reach 100% or some other ridiculous level (see LS example above).


    Feedback: Item stats / sets
    What will happen with the existing sets? Will they get updated? If not than the problem will be that a new lvl 60 green will have more stats than a T2 set piece. On the other hand, if they do get updated and there will be no better sets, then after reaching lvl 70 the only thing left to do is to refine, refine, refine and refine some more, which everyone had enough of already.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited February 2015
    Stats
    Regeneration – This stat has been trouble to find a place where it feels good, and never really felt desirable to the classes (and in the use cases) we really wanted. With that we are reworking it slightly. It will still grant health regeneration, but only while out of combat. To compensate for this, it also improves the effect of all incoming healing on you. This improvement works on self healing and Life Steal. This does *not* affect potions.

    Life Steal – Life Steal has been converted into a proc. Now instead of healing a percentage of your outgoing health one each outgoing attack, each outgoing attack has a chance to siphon a percentage of its damage (equal to your life steal severity) as healing for you. This healing does benefit from sources of increased healing including Regeneration.

    Armor Penetration – With a more strictly tiered end game in the works, we have adjusted how Armor Penetration works at end game. More specifically we are making the amount of damage resistance dungeon dwellers have increase sharply with each tier of dungeon. Luckily we are also going to include far more armor penetration as a core stat for damage dealer PVE gear. This won’t affect most players all that much, however it will provide a pretty steep damage increase in subsequent dungeon tiers as you pick up more Armor Penetration equipment.

    Stat Curves – As a general rule the new stat curves at level 70 will feel much more restrictive but they are vastly improved in two major facets that will facilitate better content going forward. Firstly they are far friendlier with stacking stats, meaning you can chase stats much harder than you could before without being strongly penalized. While the curves are not totally linear, they will feel that way for the most part. Secondly they are designed to work much farther into our projected gear growth over the coming modules, and as such should handle power creep much more gracefully than before. Overall this means you will see smaller percentages at level 70 than you are used to, but as your equipment fills in you will still find value in your core stats.

    FEEDBACK: ALL of the ABOVE

    Regeneration –
    Currently Regeneration was not an issue in PVP due to healing depression, its only PVE where classes can NOW stack ALOT of regen which enables them to heal insane amounts during PVE. The hard part is, its balanced in PVP but too OP in PVE this is due to the shift with healing depression.

    What I think would be a fair middle ground is NOT to remove Regen from combat altogether, but just dont have it START until uver 50% HP (down from 100%) and drop its full severity down to 25% (from 50%). Now meaning you dont start in combat regen until under 50% HP and the healing ticks start increasing as you go lower HP up to 25% where the healing ticks are "full strength". This allows regen to still be useful and not a wasted stat during combat - since not everyone has a pocket healer or plays with a healer.

    I also dont like that this stat seems to replace the +healing stat which should be desired, however now why stack that when you can instead stack regen which gives MORE benefits than just +healing.


    Life Steal –
    I think its safe to say that people are not fond of this new mechanic. Not many people are in favor of RNG and I completely understand that lifesteal was TOO powerful on live, allowing classes to regen ALOT of HP on a reliable basis. I get that this change to RNG makes it less reliable making it more likely they will need a healer. The issue I see here is its RNG based and will EITHER be very OP or very underpowered. If a player has 10% lifesteal and doesnt get a proc, he will be very upset it didnt heal him, however if he DOES get a proc it will overheal him and make him invincible.

    What I think needs to happen here is to put it BACK to a factor that procs/applies of EVERY hit, however instead of it scaling based on total damage output, instead based on something else entirely. Some have suggested weapon damage % (Instead of making Lifedrinker like Lifesteal, make lifesteal like lifedrinker) and others have suggested to keep it off of total damage, but turn the heals into a HoT instead of an up front type of thing. Either way, PLEASE remove the RNG from this and put it back to a more reliable although lower form of healing. Nothing is more frustrating than RNG!


    Armor Penetration –
    The main worry here is two fold. 1) In PVE no player would ever stack anything but dark enchants in offensive slots. Why bother having +400 Power when that only gets you 1% more damage when you get get 4% more ARP from 400 points. I like the fact that PVE mobs will have MUCH more DR which creates needs to debuffs and what not, however I think it would be MUCH more fair if the other options were more of a tradeoff rather than a hands down win....

    2) PVP considerations. If classes are now going to have THIS much ARP, dont you think that will cause PVP issues? Especially with tankier classes that will feel as if they are wearing no armor at all?


    Stat Curves –
    By big concern here is there are stats that are clearly better than others. For instance I mentioned above Dark Enchants (ARP) versus Radiants (Power). This is ALSO an issue when comparing Defensive stats like: HP/Defense/Deflect. Currently with 400:1 its going to make NO sense to stack defense or deflect, Everyone is going to run around with Radiants in defensive slots for HP and Darks in offensive for ARP. It gives you the most bang for your buck hands down.

    I would suggest instead of making everything 400:1 things need to be considered like you did with recovery being 200:1. Everything needs to offer comparable advantages just in different ways. For instance people have suggested making Defense 300:1 instead of 400:1% because this would then put in roughly on PAR with HP. This however makes deflect a VERY lack luster stat. Based on rough math, Deflect could be pegged at 200:1% (on par with recovery) which would allow for a ROUGH matchup of:
    HP = Defense = Deflect rather than HP > Defense > Deflect.

    Same goes for offensive with currently things like ARP > Crit > Power. With the current plan to make PVE mobs have 80%+ DR I dont see how someone would want to stack power unless you made the Stat (ARP) more like 300:1% ARP and then looked at making Power and Crit both ~ 250:1%. This puts things more on par with other stats. Given that we can get +900 stats on artifacts alone, putting ARP to 300:1% would still give you the opportunity to get 12% just on artifacts alone. Then another 16% from rank 12 in 8 offensive slots. Then looking at things like stats and what not, you will see some classes with close to 50% ARP when maxed out.

    What this does is actualyl allows you to build in room for debuffs meaning you will never be able to max out ARP but will have to rely on debuffs which will make content harder AND give you more options for stats.
  • warpetwarpet Member Posts: 1,969 Arc User
    edited February 2015
    just wow on lvl 70 my gwf is useless with new stats curves my total resist dropped from 40% to less then 20%.... and hp is only 6-7k bigger

    tank classes need to have def and con effect buffed up a lot or gwf,gf,tank paladins will be useless

    arp is way op 2.2k arp gives me almost as much as 12k power in damage boosting this is very bad idea think arp should work like rest of stats or u will break game and why power dose not have improved stats curves anymore like it always had ?
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited February 2015
    Not sure where else to put this since there isn't a pinned feedback category for it.

    Bug: Transcendent Terror Enchantment

    The enchantment is not working properly. Instead of doing 25% of weapon damage it does 7.5% weapon damage. It also only applies a 4% damage debuff to the enemy. This is the same debuff that you get from a Perfect Terror. Also, I have yet to see it root anything. Also, Ray of Frost does not activate the Terror enchantment. Basically it doesn't work all.
    [SIGPIC][/SIGPIC]
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited February 2015
    Bug: Total Item Level

    Dragon hoard enchantments are counting towards total item level. These don't give any statistical increase so they probably shouldn't.

    Feedback: Total Item Level

    I personally liked the average item level better, but maybe that's just me.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited February 2015
    Feedback: Regeneration

    This stat has no purpose after rework. It doesn't work in combat, and off combat I can just spam a few potion to get back to full health. This is now a stat I doubt anyone would want to have on their gear. I'd better have all regen replaced by movement, tbh.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited February 2015
    Bug: Enchantment Scaling

    There is something massively wrong with how the damage from enchantments is scaling. I am using a Perfect Lightning Enchantment on Preview. I began the Elemental Evil quest with Minsc in Ebon Downs. My character was scaled to level 61 (down from 70). Here is the damage my lightning enchantment was doing:

    33cxi0p.jpg

    The lightning arcs were doing 200-300 damage. But the lightning damage itself has not been scaled correctly. There are occasional spikes of lighting damage ~100 on stronger enemies which makes me wonder if you've incorrectly scaled lightning damage to some stat of my opponents rather than my level.

    Edit: Plague Fire has the same problem

    2nrpoqr.jpg
    [SIGPIC][/SIGPIC]
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited February 2015
    Feedback about HP:

    As a gf pal you will reach140k hp with the new lvl 70 armors and other classes will not be far behind and will reach 120k without sacrificing other stats.

    This is an absolute insaine increase in hp from earlier and an exelent time to divide the hp from tanks to other classes.
    Giving 20k hp on chest and 10k+ on other pieces to ALL is making all other changes to divide tanks from cloth so much complicated and harder.

    I strongly suggest you keep a healthy differance between tanks and non tanks so that there is a differance between taking and making damage among the classes.

    20k HP on chest is a such a massive increase that it will change balance toward those that make alot of damage and those that does little damage very hard to balance.

    Plz consider deviding the the hp among classes more as the extra hp from con that gf pals have will make very little differance when items gives such a huge number of hp to all classes....
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited February 2015
    Feedback: Stats on new PvP equipment

    The new PvP equipment may have an unintended consequence in PvE. The CW PvP equipment grants 51k HP. This could be very problematic if it is used in PvE. The goal in making lifesteal RNG instead of constant was to prevent DPS class from being too tanky. But if I have an incredibly large HP pool then it won't make a lick of difference. I may get unlucky and take 30k+ damage without getting a health steal proc. But I will not be so unlucky that I take 100k+ damage without getting some health steal procs. Especially if I tailor my character to smooth out the RNG lifesteal procs (by using a plague fire, lightning, or other dot enchantment). I'm pretty certain I can use the PvP gear to create a totally un-killable PvE CW--get 100k HP, up my lifesteal to ~6000 so I have about a 20% Lifesteal chance, then spam DoT attacks. I'll be able to faceroll the Dracolich no problem.
    [SIGPIC][/SIGPIC]
  • bajornorbertbajornorbert Member, NW M9 Playtest Posts: 272 Arc User
    edited February 2015
    Feedback: HP
    Base HP needs to be boosted for certain classes. There needs to be a differentiation between classes in terms of HP/level. In Neverwinter you have the same base HP regardless of your class, while in D&D there is a pretty big difference between classes. I don't know the exact math for 4e D&D, but pre-4e a Fighter could have ~66% more HP than a Wizard at lvl 20. HP booster items should take class into consideration too, so a GF item should give more HP than a CW item, so if a BiS CW can achieve 100k HP, a BiS GF/OP should be able to achieve 200k HP.

    Feedback: Lifesteal
    Finally others start to notice that there's a pretty big problem with the current iteration of Lifesteal. The problem is that you can stack it quite easily and certain classes will be much more OP than before. The LS% reduction for AoEs doesn't solve anything, since the current LS gets OP by increasing the number of hits / second. While AoEs do provide a substantial increase in hits/sec it's not the only way to increase it, we have DoTs, bleeds, and attacks hitting multiple times / sec, and a lot of those are single target, so they won't be affected by the AoE LS% reduction. If you want to make it less OP, you should add a 1-2s ICD to it, so it can't proc multiple times / sec. This way no matter how many targets you can hit, how fast you can attack or how much DoTs you can stack, you still won't be able to proc LS more than 1 time every 1 or 2 secs.

    Also, in mod 6 stuffs that increases your LS% directly are much more powerful than before. So Lifedrinker, ToD LS boons, feats that give +x% LS chance will be much more valuable, while Endless Consumption will be meh, since you don't need 300%+ LS severity, since that more often that not will result in overhealing, you instead need LS chance to boost the frequency of your LS procs.

    Also, instead of going from 100% LS chance with LS stat affecting LS severity to 100% LS severity and LS stat affecting LS chance, why don't you try to combine it, so LS stat affects both you LS chance and the LS severity, this way both LS chance and LS severity boosters will be effective. Give everyone a base LS severity of 10% or so, and make LS severity increase faster than LS chance with points invested into LS. I would also suggest going for a DR based approach for both LS chance and LS severity, to make it impossible to build characters with enough LS% and LS severity to outheal everything. The non-DR stat curves make LS a very good stat to stack, since in mod 6 we'll have a much higher stat budget (GS) and while pre-mod6 you needed 24k LS to get 20% LS from stats, in mod 6 you only need 8k LS for the same.
  • mfgamesysmfgamesys Member Posts: 462 Arc User
    edited February 2015
    The big issue is that con does not affect bonus hp from gear at all. This has been the biggest issue but now that they slap the same hp bonus on all lvl 70 pvp armor if con affected hp from enchants and gear the hp difference would show right away.
    Main-Lothor Syralth Guardian Fighter
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited February 2015
    mfgamesys wrote: »
    The big issue is that con does not affect bonus hp from gear at all. This has been the biggest issue but now that they slap the same hp bonus on all lvl 70 pvp armor if con affected hp from enchants and gear the hp difference would show right away.

    interesting idea....maybe 2% is a tad much tho
  • rversantrversant Member Posts: 896 Arc User
    edited February 2015
    macjae wrote: »
    I think this is pretty much what they should do. The new gear looks to make Constitution far less relevant as a statistic in general, which hurts the classes based around Constitution most of all.

    .

    Wouldnt the higher HP max make Con more valuable for them in the sense that the Max hp % they get from it is far higher? or is it calculated before + hp from gear...
    People are way too negative, Why cant we just all get along.


    Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
  • warpetwarpet Member Posts: 1,969 Arc User
    edited February 2015
    gwf,gf needs a lot higher base hp or hp bonus on cw,hr,dc,sw gear should be cut in half
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited February 2015
    warpet wrote: »
    gwf,gf needs a lot higher base hp or hp bonus on cw,hr,dc,sw gear should be cut in half

    Still the issue unstoppable based on % of health.
  • mfgamesysmfgamesys Member Posts: 462 Arc User
    edited February 2015
    The issue for gf, gwf, and op the bonus hp they receive from con only affects lvl based hp and so at lvl 70 with (9% feat bonus, which affects hp from gear and enchants) each point of con is roughly 1.2k hp on a gf. This means that gwf only gets 600 bonus hp (with 9% feat bonus) per level and with op its around 1.5k hp per con. Yet with the gear changes con becomes almost moot when your gear gives you 50k hp for all classes and then it becomes an arms race to see who can get the most damage. At this point Constitution has become the weakest ability score to have on any class come mod 6(With the exception that gwf gets RI for each point of con so it is a better ability score to have going to mod 6).
    Main-Lothor Syralth Guardian Fighter
  • yperkeimenosyperkeimenos Member Posts: 334 Arc User
    edited February 2015
    Hi everyone,i wasn't able to play mod 6 on preview due to the game crashing seconds after login and only yesterday was i able to do so,without problems, and this is what i have to say about the coming changes................it's horrible. I have a GS of 18,5k,it took me a long way to get it too, and was wiped out by normal zone mobs at well of dragons. What is this? It's like starting the game all over again. I hate it and can tell you that personally i'm not gonna spend hours grinding for the new gear , just so that Cryptic can can take it all away ,at a future Mod when they again decide to raise character levels. I mean what's stopping them from doing the same thing over and over so as to give you incentive to stay? No thank you,not for me. I've been here since beta and can tell you that Cryptic is throwing away the time i invested with this game.Instead of dishing out mod after mod you should take the time to address the many....many bugs,exploits and latency problems that plague your game.That's my view of things,thank you.
    It's BUGS bunny i tell you.
  • amosov78amosov78 Member Posts: 130 Arc User
    edited February 2015
    Feedback: HP
    Base HP needs to be boosted for certain classes. There needs to be a differentiation between classes in terms of HP/level. In Neverwinter you have the same base HP regardless of your class, while in D&D there is a pretty big difference between classes. I don't know the exact math for 4e D&D, but pre-4e a Fighter could have ~66% more HP than a Wizard at lvl 20. HP booster items should take class into consideration too, so a GF item should give more HP than a CW item, so if a BiS CW can achieve 100k HP, a BiS GF/OP should be able to achieve 200k HP.

    Feedback: Lifesteal
    Finally others start to notice that there's a pretty big problem with the current iteration of Lifesteal. The problem is that you can stack it quite easily and certain classes will be much more OP than before. The LS% reduction for AoEs doesn't solve anything, since the current LS gets OP by increasing the number of hits / second. While AoEs do provide a substantial increase in hits/sec it's not the only way to increase it, we have DoTs, bleeds, and attacks hitting multiple times / sec, and a lot of those are single target, so they won't be affected by the AoE LS% reduction. If you want to make it less OP, you should add a 1-2s ICD to it, so it can't proc multiple times / sec. This way no matter how many targets you can hit, how fast you can attack or how much DoTs you can stack, you still won't be able to proc LS more than 1 time every 1 or 2 secs.

    Also, in mod 6 stuffs that increases your LS% directly are much more powerful than before. So Lifedrinker, ToD LS boons, feats that give +x% LS chance will be much more valuable, while Endless Consumption will be meh, since you don't need 300%+ LS severity, since that more often that not will result in overhealing, you instead need LS chance to boost the frequency of your LS procs.

    Also, instead of going from 100% LS chance with LS stat affecting LS severity to 100% LS severity and LS stat affecting LS chance, why don't you try to combine it, so LS stat affects both you LS chance and the LS severity, this way both LS chance and LS severity boosters will be effective. Give everyone a base LS severity of 10% or so, and make LS severity increase faster than LS chance with points invested into LS. I would also suggest going for a DR based approach for both LS chance and LS severity, to make it impossible to build characters with enough LS% and LS severity to outheal everything. The non-DR stat curves make LS a very good stat to stack, since in mod 6 we'll have a much higher stat budget (GS) and while pre-mod6 you needed 24k LS to get 20% LS from stats, in mod 6 you only need 8k LS for the same.

    I'd say Lifesteal should lose the unreliable proc chance and be changed to a HoT, with an ICD to stop it over stacking, so under incoming damage from multiple enemies in PvE it can still be overcome. It'd then still be reliably useful without being dramatically over powered.
  • warpetwarpet Member Posts: 1,969 Arc User
    edited February 2015
    teribad15 wrote: »
    so will there be any change to defense stat on GWF? atm my lv 70 GWF with 5k defense have 20%~DR and thats unacceptable on heavily armored class.
    def stat should be changed on GWF to gain 200/1% DR ration.

    think easy way to fix gwf would be buffing up armor specialization and con focus feats from 15% on last lvl to 100%
  • animalustanimalust Member, Neverwinter Beta Users Posts: 573 Bounty Hunter
    edited February 2015
    warpet wrote: »
    gwf,gf needs a lot higher base hp or hp bonus on cw,hr,dc,sw gear should be cut in half

    SW's HP from gear should not be reduced, HP is the only survival mechanism SW has in PvP
  • thedemienthedemien Member Posts: 830 Arc User
    edited February 2015
    Guys and dear devs,
    feedback on Con
    we have issues with tanks. This can be fixed fairly easy and fast by just 2 changes

    1. Armor class should give 1% resistance instead 0.5% as it is now
    2. Make Con give more HP. like x2 more


    All classes have gear. all gear has Armor class. Feature that no one really cares now.
    But as example my HR in bis gear
    - 19 armor class
    - 17 con ~ 35k HP now both Con, Enchants and so on.
    So it will be 19% of DR and as example 70k HP pool.

    My lvl 60 fresh GWF ~ 12k GS
    - 28 armor class
    - 21 con ~ 30k HP now. Nothing added for HP.
    So it will be 28% DR and 60k HP pool. On fresh GWF. Alsmost same as my fat HR could be.


    My main is HR and DPS classes. Yet this easy change can make a huge difference to balance. You can even keep HP from gear as it is now. It won't really matter if core mechanics change. As I showed on example above. In general it can lead for us to have
    - tough very fat tank with big Damage resistance,
    - tough fat tank and heal with good DR,
    - fat and some agile melee fighter with good DR,
    - Cleric with good DR and heal. not so fat
    - medium fat agile striker,
    - squishy very agile rogue,
    - squishy huge dps archer,
    - squishy huge dps mage with control
    - fat SW with heal or DPS
    - and so on...

    I do believe this is very easy change to be made. Just put multiply by 2 in 2 places. No special cases or exceptions needed. There might be need to increase Resistance ignored values a bit too for DPS classes to sake a balance. But I would not give it too much really. Game should not be one shot kill as it is now.
  • halnerd666halnerd666 Member Posts: 6 Arc User
    edited February 2015
    Feedback: Lifesteal

    The general BIG problem with lifesteal and hit points is that you are either at 100% health or dead.
    And there's nothing in between. The game misses that feeling of "ohhh I have to do something or I'm going to die".

    There's no fun at all being one-shotted by those adds in tiamat encounter. It would be much funnier looking at the healtbar thinning slowly but inexorably to death.

    It's quite funny looking at big-enemies health-bars slowly emptying. Why that cannot happen to player characters too?

    This scenario could be easly achieved with the current content neverwinter is offering, by removing the lifesteal stat and giving player characters something like ten times more hit points.

    It would create a feeling of progression to death making possible for players to evaluate the dangerousness of a dungeon, adapt battle tactics on the fly to counter for the situation, and would give healers time to react to the situation making their role much more satisfying than now.

    From a content creator point of view, mechanics like these could create interesting side-opportunities, like meaningful damage over time (poison for example), meaningful traps (every HP counts!), no-healing zones, meaningful class features that trigger like "below 50% health" and so on.

    Balancing dungeons and encounters around this idea would make neverwinter a more satisfying experience, in my opinion.

    Thanks for listening.

    While I totally agree with you in principle, I am troubled by parts of your argument. If you are getting one shotted in Tiamat, is that the game's fault. Everyone in this game seems to think that building Glass Cannons with decent Lifesteal is the way to go. Seriously, do you need to do 40 Million damage in CN to be effective? Of course not. Try building some survivability into your gear. With a decent amount of Defense and HP, any class will survive longer, be more effective in group content, and stop being such a burden to their teammates who are constantly picking them up off the floor, or panicking to try to heal them.

    The problem with your argument Soulspiritx, is that we could be playing this way RIGHT NOW. The reality is that very few people are willing to build in a way that allows for the kind of game play experience you are talking about. If we stop staring at DPS charts and fighting for Pain Giver, and focus more on balancing our characters properly, this could be a reality.

    The issue you brought up is a great one, but one that can easily be fix by changing our attitudes towards the game and not by wholesale changes to the mechanics.

    It is a sad thing that the devs have had to heavily nerf Regen and Lifesteal just to make certain classes and builds viable. They were viable all along. We were too busy exploiting an imbalance in DPS/Lifesteal effectiveness at high GS, rather than playing the game with any respect for diversity or balance.

    Let's focus on teamwork and enjoying PLAYING the game, rather than beating it into submission.
  • aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited February 2015
    On live, if you have lifesteal you're not a glass cannon. If you're a CW, for instance, I don't believe you can stack enough defense and HP to survive most hits without LS. It looks like defense is about to be much harder to stack. Even potions are next to useless in group combat. Besides, wizards are supposed to be glass cannons. They're only supposed to be armored by their buffs. Picking me up off the floor is pretty rare. And I never get healed, unless I'm right under the boss and get hit by DG. If they wanted clerics to heal all of us they wouldn't have taken the heal out of HG and divine AS.
  • rversantrversant Member Posts: 896 Arc User
    edited February 2015
    Feedback : Fireburst Enchantment

    With a Perfect Fireburst enchantment, testing the damage it does to enemies. it seems to do under 2,000 damage to NPC's, this is shockingly low, its even lower than one at will hit. This should be buffed at least to 8000-10,000 damage as it only occurs every 30 seconds currently and it is reduced by mitigation. Alternatively lower its cooldown by 50% at all ranks (15 sec at perfect rank), and just increase the damage by about 100%. I'd assume the damage from Frostburn/Thunder is also quite low, but these at least have an extra effect, however they may need cooldown changes or increased damage also to make them viable over Soulforged/negation/barkshield also. I only have a perf fireburst for RP and because it looks cool...


    Feedback : New armor and stats

    Currently on Preview I've seen Hunter rangers and Control wizards with the same gear level / sets as GWF/GF, but having comparable HP. Whats the point of having classes that are designated as the tanky classes who deal lower damage, if the "Pure dps" classes can have the same / Higher hp, Armor and such is a nonfactor as Theres many ways to reach DR cap in PVP (bit of arpen + pure/trans chants, the fact that all these debuffs stack, etc) , and in PVE the Dps classes wont be tanking in group content anyway

    Hp on Non-TANK classes (Tr/hr/cw/dc/sw) Should be lower than on Op/Gwf/Gf sets by a reasonable margin.

    SW may be an exception as they are a very hp reliant class
    People are way too negative, Why cant we just all get along.


    Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
  • s1lv3rdrgnforums1lv3rdrgnforum Member, NW M9 Playtest Posts: 264 Arc User
    edited February 2015
    hey .. i'll just throw this out here..

    Can we get rid of paingiver? The score is meaningless and implies too many things that arent actually said (or true).

    Please?

    Thanks :)
    Bedlam: Creating chaos as a MI Exec TR
    Avariel Merilwen: Burn baby, MoF/Rene
    Aejun The Silver: Devoted to Healing, DevOP/Justice
    Mina Rosepetal: Super Natural, Pathfinder/Melee
    Frost: Benchwarmer, Soulbinder/Fury
This discussion has been closed.