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Tenebous nefed ??

marnivalmarnival Member Posts: 1,432 Arc User
Atm only 1 tenebrous procs out of 7 and the downtime is considrable longer when test?
Can you confirm is you again nerfed tenebrous to the ground devs.
Or can anybody else confirm this as the preveiw server is extreamly buggy.
Post edited by marnival on
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Comments

  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    yaiiiiiiiii im happy
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited March 2015
    Not surprised.
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited March 2015
    marnival wrote: »
    Atm only 1 tenebrous procs out of 7 and the downtime is considrable longer when test?
    Can you confirm is you again nerfed tenebrous to the ground devs.
    Or can anybody else confirm this as the preveiw server is extreamly buggy.

    Sorry to tell but no they are not nerfed.

    Its buffed at rank (12) 5 %HP as necrotic dmg so it will be the must have enchant for pvp cuz any one will have 100-130 k hp.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    Sorry to tell but no they are not nerfed.

    Its buffed at rank (12) 5 %HP as necrotic dmg so it will be the must have enchant for pvp cuz any one will have 100-130 k hp.

    you mean must nerf right?
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited March 2015
    rayrdan wrote: »
    you mean must nerf right?

    I think he just want to manipulate the AH to buy tene cheaper.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • mh0rammh0ram Member Posts: 310 Arc User
    edited March 2015
    I feed them to my other enchants. This enchantment never should have seen the light of day. Once they did the original nerf I sold all of mine off that I used to use, and since then I just feed 'em to keep 'em out of the population's hands.
  • edited March 2015
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    teribad15 wrote: »
    yes and gl doing dmg with them if u slot them in off slots you wont have enough ArP to surpass new tenacity and negation so their dmg ill be like none.

    none? it s hardly none 35k mitigated at 20k maybe? still 20k procs every few seconds. they deserves a nerf.
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited March 2015
    teribad15 wrote: »
    yes and gl doing dmg with them if u slot them in off slots you wont have enough ArP to surpass new tenacity and negation so their dmg ill be like none.

    If you plan slotting ArPen in your offensive slots then you're doing something terribly wrong. PvE won't need as much ArPen as you can naturally achieve from wearing PvE sets and in PvP ArPen will be 4-5 times less effective.
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited March 2015
    This actually isn't a nerf to the overall throughput of the Tenebrous. The cooldown and value of any number from one to seven Tenebrous enchantments remains 100% unchanged.

    What did change however is their burst potential.

    Originally they could all fire simultaneously, providing an incredible burst of damage before going on cooldown. Now multiple tenebrous will fire sequentially while still maintaining their unique cooldowns. This reduces their burst threat while making them a fairly flat DPS boost. This puts them roughly in line with Radiants in *most cases* (read: Tanks will probably still find them to be a better dps boost overall).
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    This actually isn't a nerf to the overall throughput of the Tenebrous. The cooldown and value of any number from one to seven Tenebrous enchantments remains 100% unchanged.

    What did change however is their burst potential.

    Originally they could all fire simultaneously, providing an incredible burst of damage before going on cooldown. Now multiple tenebrous will fire sequentially while still maintaining their unique cooldowns. This reduces their burst threat while making them a fairly flat DPS boost. This puts them roughly in line with Radiants in *most cases* (read: Tanks will probably still find them to be a better dps boost overall).
    about the "in line with other enchants", azure enchantments are clearly best for offensive slot without even thinking...whats the plan if there is one?

    sorry for the ot
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited March 2015
    This actually isn't a nerf to the overall throughput of the Tenebrous. The cooldown and value of any number from one to seven Tenebrous enchantments remains 100% unchanged.

    What did change however is their burst potential.

    Originally they could all fire simultaneously, providing an incredible burst of damage before going on cooldown. Now multiple tenebrous will fire sequentially while still maintaining their unique cooldowns. This reduces their burst threat while making them a fairly flat DPS boost. This puts them roughly in line with Radiants in *most cases* (read: Tanks will probably still find them to be a better dps boost overall).

    As i sayd before see just another AD manipulation from players they want to decrease tenes prize so they can buy it cheap and sell it for insane prize after mod 6.

    By the way thnx for reply gentlemancrush.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited March 2015
    This actually isn't a nerf to the overall throughput of the Tenebrous. The cooldown and value of any number from one to seven Tenebrous enchantments remains 100% unchanged.

    What did change however is their burst potential.

    Originally they could all fire simultaneously, providing an incredible burst of damage before going on cooldown. Now multiple tenebrous will fire sequentially while still maintaining their unique cooldowns. This reduces their burst threat while making them a fairly flat DPS boost. This puts them roughly in line with Radiants in *most cases* (read: Tanks will probably still find them to be a better dps boost overall).

    Interesting, so basically they just fire 1 at a time now. I still am VERY leery about these at 5% HP considering you will have a massive DPS potential.

    120k HP+ (easily attainable) the ICD is around 20 seconds but since its a weird server-side mechanic the actual is around 12 seconds inPVP (multiple tests show the avg proc chance)

    So if you have 7 and stack DoTs (which classes can easily do) you could easily get all 7 to fire quickly. and then within 12 seconds easily start getting them again.

    What this means is it really didnt change anything about the enchant.

    What I would STRONGLY suggest Crush is to put an ACTUAL ICD on them and potentially reduce their effectiveness.

    Thus you can do lesser/normal/greater - 3% with a 15 sec ICD.
    Pure - 4% with a 20 second ICD.
    Trans - 4% with a 15 second ICD.
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited March 2015
    zvieris wrote: »
    If you plan slotting ArPen in your offensive slots then you're doing something terribly wrong. PvE won't need as much ArPen as you can naturally achieve from wearing PvE sets and in PvP ArPen will be 4-5 times less effective.

    I dont think so this arp reduction is a brand new stat so this will be fixed before mod 6 .
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • edited March 2015
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  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited March 2015
    ayroux wrote: »
    Interesting, so basically they just fire 1 at a time now. I still am VERY leery about these at 5% HP considering you will have a massive DPS potential.

    120k HP+ (easily attainable) the ICD is around 20 seconds but since its a weird server-side mechanic the actual is around 12 seconds inPVP (multiple tests show the avg proc chance)

    So if you have 7 and stack DoTs (which classes can easily do) you could easily get all 7 to fire quickly. and then within 12 seconds easily start getting them again.

    What this means is it really didnt change anything about the enchant.

    What I would STRONGLY suggest Crush is to put an ACTUAL ICD on them and potentially reduce their effectiveness.

    Thus you can do lesser/normal/greater - 3% with a 15 sec ICD.
    Pure - 4% with a 20 second ICD.
    Trans - 4% with a 15 second ICD.

    What do you want to achive ? Are you now becoming a tank hater too?
    Also "nerf this" and "direct suggestions/questions to devs" is aganst TOS.

    Did you know ayroux this will help a little bit sentinels too.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited March 2015
    This actually isn't a nerf to the overall throughput of the Tenebrous. The cooldown and value of any number from one to seven Tenebrous enchantments remains 100% unchanged.

    What did change however is their burst potential.

    Originally they could all fire simultaneously, providing an incredible burst of damage before going on cooldown. Now multiple tenebrous will fire sequentially while still maintaining their unique cooldowns. This reduces their burst threat while making them a fairly flat DPS boost. This puts them roughly in line with Radiants in *most cases* (read: Tanks will probably still find them to be a better dps boost overall).

    When tanks only will have 10-15% higher HP in mod 6 than dps classes, that's debatable.
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited March 2015
    s i sayd before see just another AD manipulation from players they want to decrease tenes prize so they can buy it cheap and sell it for insane prize after mod 6.
    I have 15 greater on live so my question was to the contrary.
    I have tested right now on preview and the idc between them are bugged out as i have 7 slotted and they fire 1 at a time as crush said but the amount of time between them are over 30 sec each.

    This means that making them fire as a burst damage is seriously nerfed to the ground and the overall damage they would provide with over 30 sec between procing would make having more then one useless.

    So the question stand what is the timer between the time they can proc crush as of right now having more then one slotted is a pure waste of space.....
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited March 2015
    I dont think so this arp reduction is a brand new stat so this will be fixed before mod 6 .

    People said the same about certain TR powers during the revamp :)
  • totallynotfrishtotallynotfrish Member Posts: 89
    edited March 2015
    As i sayd before see just another AD manipulation from players they want to decrease tenes prize so they can buy it cheap and sell it for insane prize after mod 6.

    By the way thnx for reply gentlemancrush.

    Except that what you were saying had no relevance to what the OP was talking about. Nice accusations though.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited March 2015
    What do you want to achive ? Are you now becoming a tank hater too?
    Also "nerf this" and "direct suggestions/questions to devs" is aganst TOS.

    Did you know ayroux this will help a little bit sentinels too.

    Issue: Tenebrous sucks for PVE since DPS is horrible, however the "burst" of PVP makes them very good for PVP. Its an issue having players HAVE to have 2 enchantment setups because 1 is great for PVP and the other isnt.

    Also this ends up making tenebrous BIS enchants again, but they can only be attained via lockboxes. Also it its a 'skill-less' enchant since its relies purely on procs, where as adding damage bonuses requires more skill to use. Considering the power of 5% (rank 12s) Tenebrous Enchants, even with this small change itll still be BIS in PVP considering when you add your other boons you can do about 80-100k just on "procs". You dont even need to do anything anymore to kill someone just attack and wait for the procs.

    Solution: Lessen the overall burst damage but shorten the CD. If the CD is shortened. you can have them more efficient for PVP purposes as well as PVE too.

    This is the issue. They will dominate PVP on most classes and even more so for Pallys and GFs, and will be worthless for PVE. I dislike that. Also the shorter the CD, but allowing them to only proc 1 at a time actually makes it LESS efficient to stack them past a certain point since your already achieving the maximum procs.

    For instance if the ICD is 5 seconds and only 1 proc per second max, you will have no benefit of stacking more than 5. YOu might not even see a benefit of stacking more than 3 since its all a chance to proc.

    What I would like to see overall is the ICD decreased down significantly, thus boosting the DPS, however the total damage % needs to be decreased back down.

    Id RATHER see:
    Lesser - 1% damage 12 second HARD ICD
    Normal - 2% damage 12 second HARD ICD.
    Greater - 3% damage 12 second HARD ICD
    Pure - 3% damage 10 second HARD ICD
    Trans - 3% damage 8 second HARD ICD.


    This makes the enchant better for "DPS" but not as "bursty" as 5%. Also this MINIMIZES the benefit of stacking many versions of the enchant and the optimal number would probably be ABOUT 4-5 total Tenebrous. It would be of little benefit to stack 7 of them since you probably would NOT get 7 procs within 8 seconds.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited March 2015
    Another Option would be to FIX the damage to a flat number. Lets say 8,000.

    Then each enchant would work like Fey Blessing / Dragon Hoard.

    Each attack has a % chance to proc for 8,000 damage. The more you stack the more it increases your chances.

    This 7* lessers would only have a 7% chance to proc. However 7*Trans would be 35% chance to proc.

    Now you can keep an ICD of ~6 seconds.

    Its still very good, its NOT scaled on HP. Can be utilized by many classes but not super OP either.
  • totallynotfrishtotallynotfrish Member Posts: 89
    edited March 2015
    ayroux wrote: »
    Its still very good, its NOT scaled on HP. Can be utilized by many classes but not super OP either.

    I do think the cooldown is too long, but I'm not sure a static amount of damage is a good idea. It has no scaling so if for example there was another increased level cap in future of hp in general rose, it'd become less effective. As it stands on live, it had a niche use and isn't really desired at all anyway. In mod 6 maybe it could for pvp *shrug*.
  • rgladiatorgladiato Member, NW M9 Playtest Posts: 313 Arc User
    edited March 2015
    marnival wrote: »
    I have 15 greater on live so my question was to the contrary.
    I have tested right now on preview and the idc between them are bugged out as i have 7 slotted and they fire 1 at a time as crush said but the amount of time between them are over 30 sec each.

    This means that making them fire as a burst damage is seriously nerfed to the ground and the overall damage they would provide with over 30 sec between procing would make having more then one useless.

    So the question stand what is the timer between the time they can proc crush as of right now having more then one slotted is a pure waste of space.....

    Is the 30sec proc time an estimate or do you have combat logs that show 30 sec go by with out a proc?

    Also, how much time between procs in a series? 1 second delay? So if the first tene procs how much later until the second tene procs?
    Nixon the TR
    Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.
    o1iHDN0.png?1
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited March 2015
    i use these enchant with a warlock, 2 with 2%, can´t afford more, they deal good burstdamage, but are not gamebraking

    manipulating AD is weared, atm they cost the double compared to last month, same with terror went up tp 12 mio now normaalized again
    same with post about lightning enchantement
    best will be...wait and see and stop speculating, doesn´t help anyone
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited March 2015
    Is the 30sec proc time an estimate or do you have combat logs that show 30 sec go by with out a proc?

    Also, how much time between procs in a series? 1 second delay? So if the first tene procs how much later until the second tene procs?

    It is well over 30 sec between procs when having 7 of them and only one proc at a time thats why I asked crush for a second answer on how the idc is set because as it is now having several is pointless as they cant multiproc and only one procs at a time....
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited March 2015
    Fight 3 min 40 sec 6 Rank 11 Tenebrous equipped total procs 4.

    Whatever adjustment you made its not giving the same total number of procs did you even test this before implemented??
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited March 2015
    what he can do is he uses his brain, he can change that the tenebrous will procc 1 by 1 at a difference between them

    so i have 7 tenebrous on offense.
    so every 10 sec i get 1 procc from one of them, so in 1 min and 10 seconds i get 7 proccs from each tenebrous, but guess what? its a good idea and it will be ignored by devs. resulting that the first tenebrous that procced will have 1 min cooldown.
    so they wont burst at the same time
    1sttenebrous procc and gets 1 min cooldown, after 10 seconds you get the 2nd tenebrous to procc and 1 min cooldown and so on, the idea is that they wont procc at the same time, but they will have an interval of 10 seconds between them, it wont have the same burst damage. but will gentleman crush make it that way? or it will be gamebreakin like everythin else?
  • yuccapalmyuccapalm Member, Neverwinter Beta Users Posts: 195 Bounty Hunter
    edited March 2015
    Must be bugged right now because it procs once every ~20sec and doesnt matter if you have 1 or 5. What a stupid change... they should just leave the enchant as it is and make it 3 or 4% not 5%.
  • rversantrversant Member Posts: 896 Arc User
    edited March 2015
    ayroux wrote: »
    Another Option would be to FIX the damage to a flat number. Lets say 8,000.

    Then each enchant would work like Fey Blessing / Dragon Hoard.

    Each attack has a % chance to proc for 8,000 damage. The more you stack the more it increases your chances.

    This 7* lessers would only have a 7% chance to proc. However 7*Trans would be 35% chance to proc.

    Now you can keep an ICD of ~6 seconds.

    Its still very good, its NOT scaled on HP. Can be utilized by many classes but not super OP either.

    A fixed number would cause problems for low level players with rich mains transferrring them down to wreck PVP (just like they already do with rank 10's and P vorpals)
    8k extra damage every ~6 (roughly because its still a chance to hit, but with fast hitting skills that can be very possible) in pvp from 10-50 or so would cause massive problems. Maybe enchants should have a level requirement?? rank 6 and above have requirements such as;

    * rank 6 - level 30
    * rank 7 - level 40
    * rank 8 - level 50
    * rank 9 and 10 - level 60
    * Rank 11 and 12 - 70


    Personally I also believe that Rank 1,2 and 3 enchants are trash and shouldn't require anything but the refinement points put into them to rank them up. get rid of minor marks of potency. The above level rquirements gives players something to look forward too as they level by progressing the power of the enchantments they can use, as well as the other benefits they get from leveling up. it will also decrease PVP Twinking and make PVP more enjoyable for lower characters as they level up.

    5% of lets say a higher hp like 140,000 is 7,000 , so 7 tenebs would cause a total of 49k damage, which is quite high. However isnt this affected by DR? At the moment elven ferocity can deal 20-40k damage and it's just a single point boon. This is being looked at i've been told though.

    Maybe they should deal damage based on your enemy's max HP instead, then even if you had 7 of them the most you'd do is 35% max enemy HP extra over the 7 hits. still useful, but not as reliable as if the enemy has a lower hp pool it does less.

    This would turn Tene's into "tank killers" though, and I don't want that, piercing damage already does that way too well...

    ANOTHER alternative is for them if we dont want it based on hp is to deal damage based on your LEVEL, So they deal PLAYERLEVELx(20x1/2/3/4/5 depending on level of enchantment) damage so a lesser tene at level 70 deals only 1,400 damage, but a rank 12 tene deals 7,000 , also at lower levels they'd be more balanced out, as a rank 12 at level 20 would deal 2,000 damage, which is high, but could be stopped by adding the "enchantment level requirement" listed above.

    I'm just throwing out rough ideas and different ways to scale things here, so if they sound unbalanced understand the numbers I used are purely to give a numerical example, and not intended to be the implemented balanced end result.
    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,
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