Regeneration is planned to work only out of combat.
Lifesteal will become, it seems, like critical strike: a % chance to proc it and a % severity.
Now, expecially for regeneration, i am thinking if is now time to remove healing depression in module 6.
HD was introduced to counter in-combat self healing. Now DPS dramatically increased in PvP.
If regeneration changes will stay, then healing depression has no reason to affect regeneration anymore.
It's now supposed to heal you fast in between fights. Should start working as soon as you get out of combat. Not waiting for HD to wear off anymore.
The whole purpose of healing depression is now useless. Right now i see the opposite problem: DPS increased too much and survivability reduced too much.
I agree, but only because I feel it is unfair for classes that have healing powers to continue to be punished for a broken healing stat which would now be fixed.
It's now supposed to heal you fast in between fights. Should start working as soon as you get out of combat. Not waiting for HD to wear off anymore.
Is it possible to be flagged for PvP and be Out Of Combat? Because otherwise it's time to throw Regen in a trash bin. Partially I'm glad that I won't see anymore these broken HRs with instant heal, but this change makes PvP more and more linear. I see how player would complain about Infiltrator/Executioner TRs again.
I hope it will increase number of paladins/clerics.
I think these changes are dumb. Little to nothing changed with lifesteal. Now it will heal less often but for far higher ammounts.
Whereas regeneration received the nerf it never needed. Regeneration was most effective on tanks due to high max hp but now they get it way worse. They cannot get off combat as their dps is bad and they got no stealth like TR/HR. And now they won't regenerate anything as long as they're in combat. That's a huge loss to survivability. As if other classes didn't deal enough piercing damage already.
Bye bye GWFs and GFs. It was nice till it lasted. However, healers will be the new tanks and you will bite the dust.
HD was introduced to counter in-combat self healing. Now DPS dramatically increased in PvP.
If regeneration changes will stay, then healing depression has no reason to affect regeneration anymore.
In combat self-healing is a lot more than regen/ LS. If you remember PVP before the healing depression there were a whole host of problems. Upgraded ravenskulls were like an extra-life button. Tank-build DCs could sqaut nodes near indefinately. And there was the GWFs taking just enough damage to unstoppable and would then heal 1/2 the damage you did while unstoppable. Depending on how 'regen while not in combat works it could fix one of the frustrating bits of PVP. Namely," hey I won the fight but basically any attack will kill me if I don't get to a pot soon" triple-kills would get a lot easier....
I think these changes are dumb. Little to nothing changed with lifesteal. Now it will heal less often but for far higher ammounts.
Whereas regeneration received the nerf it never needed. Regeneration was most effective on tanks due to high max hp but now they get it way worse. They cannot get off combat as their dps is bad and they got no stealth like TR/HR. And now they won't regenerate anything as long as they're in combat. That's a huge loss to survivability. As if other classes didn't deal enough piercing damage already.
Bye bye GWFs and GFs. It was nice till it lasted. However, healers will be the new tanks and you will bite the dust.
Hi Zvieris.
The first to mentioned this "proposal" was an active forumer thar plays mainly GWf and secondary GF.
I responded int hat thread immediatelly.But seems this guy influences the devs too much.
I agree 100% to what you said.
Regen rework is a severe -indirect- nerf to tanks.While LS rework it might even be a buff-huge-to fast attack and dot classes.Too many attacks ,even if one procs they will get huge amounts of hp,back.
But hey,Paladin is coming...you know..he will be able to heal himself-"incoming Healing"-you see the pattern here?Gf and GWF Sent will need Dc to survive in parties,while Paladin not...
Regen rework is the rejoice of Trs/Dcs/and CWs.Their Dots will now bleed tanks to the ground while thier insane number of atacks ,dots and procs will grant them tankiness beyond measure.
its good but only for some classes, permastealth TR, will they regenerate in stealth in 2 seconds- or does regeneration not work this way?
faithfull DC, is gamebraking when not solo on node, will he then do 300% overheal when his heals crit, gift of faith is too powerfull (i play a DC)
all classes with huge damage amount CW for example will profit i think
GF and GWF will disappear in PVP
Hi Zvieris.
The first to mentioned this "proposal" was an active forumer thar plays mainly GWf and secondary GF.
I responded int hat thread immediatelly.But seems this guy influences the devs too much.
I agree 100% to what you said.
Regen rework is a severe -indirect- nerf to tanks.While LS rework it might even be a buff-huge-to fast attack and dot classes.Too many attacks ,even if one procs they will get huge amounts of hp,back.
But hey,Paladin is coming...you know..he will be able to heal himself-"incoming Healing"-you see the pattern here?Gf and GWF Sent will need Dc to survive in parties,while Paladin not...
Regen rework is the rejoice of Trs/Dcs/and CWs.Their Dots will now bleed tanks to the ground while thier insane number of atacks ,dots and procs will grant them tankiness beyond measure.
Another BS change that will ruin one class in PVP in the expense of making other classes more desirable in PVE.
Bye bye GFs
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Whereas regeneration received the nerf it never needed. Regeneration was most effective on tanks due to high max hp but now they get it way worse. They cannot get off combat as their dps is bad and they got no stealth like TR/HR. And now they won't regenerate anything as long as they're in combat. That's a huge loss to survivability. As if other classes didn't deal enough piercing damage already.
Also, when a GF uses KV, they are always taking tics of damage, and are unable to leave combat for long periods of time.
its good but only for some classes, permastealth TR, will they regenerate in stealth in 2 seconds- or does regeneration not work this way?
faithfull DC, is gamebraking when not solo on node, will he then do 300% overheal when his heals crit, gift of faith is too powerfull (i play a DC)
all classes with huge damage amount CW for example will profit i think
GF and GWF will disappear in PVP
Regarding your stealth concerns. If I understand your question correctly, stealth does not break combat and thus the regen would not kick in based on stealth.
I think the aim of the devs is to make regeneration more like a "ability to recover from fights" and life steal a "ability to heal while fighting" but less powerful to make healers needed.
Don't know how OPs will be but i can agree on the fact that it's yet another handicap to fighter classes. So far it was regeneration more effective on fighters with high HP and life-steal more effective for fast-hitting DPS classes like CW, HR and so on.
Now regeneration is nullified while life steal is still somehow active and still more effective on CWs, HRs exc...
Also, GWFs currently have not that higher HPs. Most GWFs are in the 40k range and we have other classes being able to get closer to such values.
I can see fighters being in a bad shape in module 6, even more than they are now.
Hi Zvieris.
The first to mentioned this "proposal" was an active forumer thar plays mainly GWf and secondary GF.
I responded int hat thread immediatelly.But seems this guy influences the devs too much.
the problem is not the devs dont listen your playerbase, the problem is the devs listen a playerbase who dont have a overview
by gwf/gf maybe the devs will do a simple thing. when unstoppable up the lifesteal chance of gwf and down the severity to +/-30% (maybe 100% of chance if pass the unstoppable dr for sprint,,, what, in the end, is a good choice). and gf will regenerate better than before when up the guard.
of course, if the idea is not eliminating the 2 "defenders" to promote paladins (anti natural choice... the public target - for example, fighters- will hate paladins instead to "hug one to vary.
Regen change is bad for tanks,especially GFs.LS change is buff to fast attacking toons.Let's see with an example how much attacks can one WI Sab can do to a GF in 10-12 secs.
The Tr is that case was able to deliver to me in just 10-12 secs :
10 shots of CoS that did 4,738 damage
11 ticks of DHS which did 7,492 damage
12 ticks of Shady Opp. which did 5,313 damage
10 procced by above 10 CoS
1 by initial throw of DHS
To sum it up:33 attacks some of them ticked as high as 6k.Regen saved me .And the Tr did not came close cause it would make himself vulnerable.
Now imagine if i did not have regen ,or /and if the Tr had the reworked LS.
Even with a pitifull 15% chance ,he would heal for 3-4 attacks.That means he would be 100% of hp all the time while the Gf would be dead .
HRs with DoTs and Cws with their endless procs and bugged storm spell ,will be able to put higher number of attacks similar to WI Sab of the showcase.
We must stand dawn together,opposing this change.If the change passes, GF/GWFs are dead.Dead.No chance at all.
We must ask the change to be cancelled or GWf/GFs healing feats and powers to get a rework.
Edit:I forgot the Duelist Flurry att will of Trs.Just imagine how much attacks a Tr can do abusing DF and the new LS.He will take tanks head on.
I suspect the need to change all of this to make Paladin more desirable later on.
but still tho. GF are already underwhelming as it is.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited January 2015
The best thing you guys can do is get on the test server when it comes up. Play the heck out of PvP, provide some information for the devs. Collect some ACT logs, videos or other data to show what is and isn't working.
Remember, these changes are preliminary. There's still probably 2 months before anything goes live, so get out there and test it.
As for the LS/Regen changes, these aren't even their final form.
"3) Regeneration, and its place in statting/gearing. We wanted to drastically reinforce Regeneration as a tanking stat and a really viable stat for high end PVE tanks regardless of the situation they were in. Before it was awful at dealing with large spikes of damage, but could effectively remove small steady streams of damage. Now it is a flat heal out of combat (regardless of your health percentage) as well as a VERY powerful tanking stat because it drastically improves all healing you get from any source. Players who are playing a DPS class will get less from this stat, but it will still make you far easier to heal, which includes healing caused by artifacts and companions. It also helps reduce potion consumption between fights and downtime between fights. This also helps reinforce the roles of players in group content. Tanks cannot easily just mitigate the need for a healer with enough Regen/Lifesteal any more. This was exceptionally important with us adding a new tank and healer this module."
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klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited January 2015
That baffles me. Paladins will mitigate the need for a healer by being both a tank and a healer then?
That sounded extremely unfair to Fighters.
Also, I'm pretty sure that every other class can mitigate the need for a tank with enough heals, dps and cc, why shouldn't we be able to mitigate the need of a healer through self-heals? I'm speechless.
And when will the day of mitigating the need for high dps through tanking / healing / CC come? Oh, right, never I guess.
[QUOTE=hypervoreian;9965571Tanks cannot easily just mitigate the need for a healer with enough Regen/Lifesteal any more. This was exceptionally important with us adding a new tank and healer this module."[/QUOTE]
that is, the defenders of this game will need a healer. and the strikers and controllers ? ah, dont need healer or defender, or a defender that need a healer.
this is not a serious person...
2 classes killed to promote a class which I already hate. and guess what? iam the public target of this class, having voted multiple times to have a paladin.
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setimoseloMember, NW M9 PlaytestPosts: 109Arc User
edited January 2015
Tanks cannot easily just mitigate the need for a healer with enough Regen/Lifesteal any more. This was exceptionally important with us adding a new tank and healer this module."
Flawed logic at best
The GF (which was already a dumpster fest) was nerfed even more to facilitate another class. I don't understand it and its frustrating me. The GF needed to be brought up to speed with the other classes, not kicked while it was down.
Tanks cannot easily just mitigate the need for a healer with enough Regen/Lifesteal any more. This was exceptionally important with us adding a new tank and healer this module."
Flawed logic is flawed because tanks are played as buffers and healers are played as DPS/buffers in PVE.
If content continues to be that easy, you might need to get creative on boss fights, but trash will insta-die as always. Especially with the new CW Renegade OP perma-freeze builds.
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
edited January 2015
It is not even worth my time to bother explaining to you how stealth and combat works. If you think TR is out of combat just because you cannot see them. No it's not worth my time... I see the same names creating an uproar about TR before they even understand how mod 6 works. Have you played it and tested? I have. Keep your TR fearmongering up and then wonder why the devs are laughing at your requests to nerf TR.
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
DC already tanks better than GF and now will do even better. Whereas fighters won't be able to fend for themselves and will be a complete waste in a group without a healer. Regeneration never needed a nerf, it was life steal that needed to change. Yet nothing changed with LS (what's the difference if you heal for 10% or for 100% at 10% rate?) and regeneration was nerfed to the ground. What was the point? So that all fighters switch to paladins?
It is not even worth my time to bother explaining to you how stealth and combat works. If you think TR is out of combat just because you cannot see them. No it's not worth my time... I see the same names creating an uproar about TR before they even understand how mod 6 works. Have you played it and tested? I have. Keep your TR fearmongering up and then wonder why the devs are laughing at your requests to nerf TR.
You don't get it do you? TR can pop stealth and run away from the fight till he goes off combat, regenerate and get back to 1 shotting with ease. No other class can run away from danger so easily.
i also think: implementing a paladin that can solo the bosses in the instances cause of missing endcontent will make the GF probably worthless
if there was a PVE endcontent the GF would have his place, as so the pure healer, but there is no endcontent nor will ever be one?
so it goes on, next class please
u better should think about the future of this game: implement some Hardcore dungeons, where classes come to their limits in PVE and some classes or a mix are definitly needed, for example: "Temple of Spider - elite- hardcore" and something like "you can´t go there without Hunter or DC, make classes/capabilities more unique
can´t be a big problem?
Comments
Is it possible to be flagged for PvP and be Out Of Combat? Because otherwise it's time to throw Regen in a trash bin. Partially I'm glad that I won't see anymore these broken HRs with instant heal, but this change makes PvP more and more linear. I see how player would complain about Infiltrator/Executioner TRs again.
I hope it will increase number of paladins/clerics.
Whereas regeneration received the nerf it never needed. Regeneration was most effective on tanks due to high max hp but now they get it way worse. They cannot get off combat as their dps is bad and they got no stealth like TR/HR. And now they won't regenerate anything as long as they're in combat. That's a huge loss to survivability. As if other classes didn't deal enough piercing damage already.
Bye bye GWFs and GFs. It was nice till it lasted. However, healers will be the new tanks and you will bite the dust.
In combat self-healing is a lot more than regen/ LS. If you remember PVP before the healing depression there were a whole host of problems. Upgraded ravenskulls were like an extra-life button. Tank-build DCs could sqaut nodes near indefinately. And there was the GWFs taking just enough damage to unstoppable and would then heal 1/2 the damage you did while unstoppable. Depending on how 'regen while not in combat works it could fix one of the frustrating bits of PVP. Namely," hey I won the fight but basically any attack will kill me if I don't get to a pot soon" triple-kills would get a lot easier....
Hi Zvieris.
The first to mentioned this "proposal" was an active forumer thar plays mainly GWf and secondary GF.
I responded int hat thread immediatelly.But seems this guy influences the devs too much.
I agree 100% to what you said.
Regen rework is a severe -indirect- nerf to tanks.While LS rework it might even be a buff-huge-to fast attack and dot classes.Too many attacks ,even if one procs they will get huge amounts of hp,back.
But hey,Paladin is coming...you know..he will be able to heal himself-"incoming Healing"-you see the pattern here?Gf and GWF Sent will need Dc to survive in parties,while Paladin not...
Regen rework is the rejoice of Trs/Dcs/and CWs.Their Dots will now bleed tanks to the ground while thier insane number of atacks ,dots and procs will grant them tankiness beyond measure.
faithfull DC, is gamebraking when not solo on node, will he then do 300% overheal when his heals crit, gift of faith is too powerfull (i play a DC)
all classes with huge damage amount CW for example will profit i think
GF and GWF will disappear in PVP
Battlehoned triggers when taking damage, granting the HR regeneration.
Regeneration now only works out of combat.
These are contradictary. This means Battlehoned will almost never work.
Another BS change that will ruin one class in PVP in the expense of making other classes more desirable in PVE.
Bye bye GFs
Also, when a GF uses KV, they are always taking tics of damage, and are unable to leave combat for long periods of time.
Regarding your stealth concerns. If I understand your question correctly, stealth does not break combat and thus the regen would not kick in based on stealth.
Don't know how OPs will be but i can agree on the fact that it's yet another handicap to fighter classes. So far it was regeneration more effective on fighters with high HP and life-steal more effective for fast-hitting DPS classes like CW, HR and so on.
Now regeneration is nullified while life steal is still somehow active and still more effective on CWs, HRs exc...
Also, GWFs currently have not that higher HPs. Most GWFs are in the 40k range and we have other classes being able to get closer to such values.
I can see fighters being in a bad shape in module 6, even more than they are now.
the problem is not the devs dont listen your playerbase, the problem is the devs listen a playerbase who dont have a overview
by gwf/gf maybe the devs will do a simple thing. when unstoppable up the lifesteal chance of gwf and down the severity to +/-30% (maybe 100% of chance if pass the unstoppable dr for sprint,,, what, in the end, is a good choice). and gf will regenerate better than before when up the guard.
of course, if the idea is not eliminating the 2 "defenders" to promote paladins (anti natural choice... the public target - for example, fighters- will hate paladins instead to "hug one to vary.
seens the natural fix.
http://nw-forum.perfectworld.com/showthread.php?803411-Vs-TR-one-encounter-and-att-wills-only-180k-damage
The Tr is that case was able to deliver to me in just 10-12 secs :
10 shots of CoS that did 4,738 damage
11 ticks of DHS which did 7,492 damage
12 ticks of Shady Opp. which did 5,313 damage
10 procced by above 10 CoS
1 by initial throw of DHS
To sum it up:33 attacks some of them ticked as high as 6k.Regen saved me .And the Tr did not came close cause it would make himself vulnerable.
Now imagine if i did not have regen ,or /and if the Tr had the reworked LS.
Even with a pitifull 15% chance ,he would heal for 3-4 attacks.That means he would be 100% of hp all the time while the Gf would be dead .
HRs with DoTs and Cws with their endless procs and bugged storm spell ,will be able to put higher number of attacks similar to WI Sab of the showcase.
We must stand dawn together,opposing this change.If the change passes, GF/GWFs are dead.Dead.No chance at all.
We must ask the change to be cancelled or GWf/GFs healing feats and powers to get a rework.
Edit:I forgot the Duelist Flurry att will of Trs.Just imagine how much attacks a Tr can do abusing DF and the new LS.He will take tanks head on.
I suspect the need to change all of this to make Paladin more desirable later on.
but still tho. GF are already underwhelming as it is.
Remember, these changes are preliminary. There's still probably 2 months before anything goes live, so get out there and test it.
As for the LS/Regen changes, these aren't even their final form.
http://nw-forum.perfectworld.com/showthread.php?831701-Official-Feedback-Thread-Stat-Changes/page3
By GMC
"3) Regeneration, and its place in statting/gearing. We wanted to drastically reinforce Regeneration as a tanking stat and a really viable stat for high end PVE tanks regardless of the situation they were in. Before it was awful at dealing with large spikes of damage, but could effectively remove small steady streams of damage. Now it is a flat heal out of combat (regardless of your health percentage) as well as a VERY powerful tanking stat because it drastically improves all healing you get from any source. Players who are playing a DPS class will get less from this stat, but it will still make you far easier to heal, which includes healing caused by artifacts and companions. It also helps reduce potion consumption between fights and downtime between fights. This also helps reinforce the roles of players in group content. Tanks cannot easily just mitigate the need for a healer with enough Regen/Lifesteal any more. This was exceptionally important with us adding a new tank and healer this module."
That sounded extremely unfair to Fighters.
Also, I'm pretty sure that every other class can mitigate the need for a tank with enough heals, dps and cc, why shouldn't we be able to mitigate the need of a healer through self-heals? I'm speechless.
And when will the day of mitigating the need for high dps through tanking / healing / CC come? Oh, right, never I guess.
that is, the defenders of this game will need a healer. and the strikers and controllers ? ah, dont need healer or defender, or a defender that need a healer.
this is not a serious person...
2 classes killed to promote a class which I already hate. and guess what? iam the public target of this class, having voted multiple times to have a paladin.
Flawed logic at best
The GF (which was already a dumpster fest) was nerfed even more to facilitate another class. I don't understand it and its frustrating me. The GF needed to be brought up to speed with the other classes, not kicked while it was down.
Flawed logic is flawed because tanks are played as buffers and healers are played as DPS/buffers in PVE.
If content continues to be that easy, you might need to get creative on boss fights, but trash will insta-die as always. Especially with the new CW Renegade OP perma-freeze builds.
Disgusting.
You don't get it do you? TR can pop stealth and run away from the fight till he goes off combat, regenerate and get back to 1 shotting with ease. No other class can run away from danger so easily.
if there was a PVE endcontent the GF would have his place, as so the pure healer, but there is no endcontent nor will ever be one?
so it goes on, next class please
u better should think about the future of this game: implement some Hardcore dungeons, where classes come to their limits in PVE and some classes or a mix are definitly needed, for example: "Temple of Spider - elite- hardcore" and something like "you can´t go there without Hunter or DC, make classes/capabilities more unique
can´t be a big problem?
No, it's not feet points. It's feat points.