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ICD on Crushing Roots

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  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited May 2015
    were fine with a internal cd. we jsut want our bug s fixed first we have more bugs than any other class. we dont have a super awesome paragon like trs do we dont have any other trees that are viable nerf this and leave the bugs and you will see every single trapper leave this game.
  • graynotegraynote Member Posts: 29 Arc User
    edited May 2015
    were fine with a internal cd. we jsut want our bug s fixed first we have more bugs than any other class. we dont have a super awesome paragon like trs do we dont have any other trees that are viable nerf this and leave the bugs and you will see every single trapper leave this game.

    HR if not as awesome its more than TR, what do rogues that we rangers dont? We have 9 encounters via trapper tree assortment of kits that are interchangeable depending on the given situation, given for example sustain from Oak Skin and CC from Binding Shot do TR have that? Atm HR is like CW on a different cover and content one can lock and burst you down the other lock you forever and kill you softly.
  • k9madrushk9madrush Member Posts: 534 Bounty Hunter
    edited May 2015
    ryfghbv wrote: »
    You wrong, the ambush encounter have 3 charges too, that makes 12 encounter and wait, the melee feat makes your at will became encounters so you have 16 encounter, all of them on a chain deals half of damage of desintegrate! we need to nerf all the 16 encounters. Sure range players have such a advantage, so a big advantage that melee classes can jump on your face and make range so usefull!!

    Trapper HR are dangerous in melee range as well they, can rotate all rooting encounters non stop and can lock you down with roots and daze. Crushing Root and Thorned Roots is the most unreasonable feat and passive in this game its a CC on top of a CC and a damage ontop of CC thats how the devs work.
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited May 2015
    Even with arp and control bonus not affect root and aspect of wolf R4 give -10% deflect all you still crying
    for TR and GWF don't have a reason to complain about CR
    for CW try to slot repel instead of use all of your big gun encounter
    i don't see any premade complain about HR only some pug with l2p issue LOL
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    piejal wrote: »
    Even with arp and control bonus not affect root and aspect of wolf R4 give -10% deflect all you still crying
    for TR and GWF don't have a reason to complain about CR
    for CW try to slot repel instead of use all of your big gun encounter
    i don't see any premade complain about HR only some pug with l2p issue LOL

    Is that why you cried a river every 2 seconds during mod5? Didn't see any top premades complaining about Scoundrels back then.
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited May 2015
    Is that why you cried a river every 2 seconds during mod5? Didn't see any top premades complaining about Scoundrels back then.

    Again i gonna tell you that scround TR mod 5 and trapper HR mod 6 is a different thing and not equal
    mod 5 scround TR is uncounterable with stealth+100% crit change,itc,75% deflec sev, long roll, bloodbath refresh all encounter cd
    Mod 6 HR trapper daze have interval +-0.5s just need to use short animation skill to counter the rotation
    Our primary damage is from root and still bugged, control bonus on root bugged, aspect of the lone wolf bugged, crappy short shifting

    and don't forget that TR still bugged that 2s reveal stealth no longer exists
    do you know the different between TR and HR? the fact is when TR got bugged they become Over Power and when HR got bugged they become Under Power
    i was 3.5k Ilvl HR and not called my self a premade because i still have a long way to become BIS but you must be blind for not read how premade complain about how broken TR back then even in russian server, leaderboard is a clear picture how OP TR back then
    please explain to me that you are not pug who have l2p issue
  • erpuma91erpuma91 Member Posts: 21 Arc User
    edited May 2015
    It 's useless to talk whit ppls that know nothing about game class.
    When i read hr mod6 it s the same of tr mod 5 i understand one things, there are alot of ppls that still know nothing about this game,and once again, to ppls like that should be forbidden to post on the forum and waist ours time.

    Tr mod5 was more than a broken and bugged class, impossible to kill 1vs1, almost impossible to kill 2vs1, hr mod 6 get killed whit 2 shot by cw,gf,tr,gwf, our dmg damage whit around 4 5 rotation cant take down not even half life of this classes.
    So u complain about a fake perma daze, that can work only vs cw and another hr?? ofc if they dont use elven enchant.

    Cw damage and tanky it s good right?? isnt a broken class right??
    GF damage and tanky it s good right?? isnt a broken class right??
    Gwf damage and tanky it s good right?? isnt a broken class right??
    Tr damage and tanky it s good right?? isnt a broken class right??
    OP damage and tanky it s good roght?? isnt a broken class right??

    Now like now the only 2 classes that can complain about the balance are sw and hr,other classes should stay in silence, coz have all broken class.
    I wonna see post here just 1 HR that whit same equip, same skill level can hunt down a gfw,op,gf,tr,cw,dc 1VS1.
    No1 will, not even the top level hr of absolute, chocolet shop ,or eoa hr can kill 1vs that class.
    So, u are complaing about what?? all of u that have broken class, u complain against hr for what?? we have bugged skills,arp bugged so the dmg it s embarassing, the shift are embarassing to and so go on...
    So before u post like a cry baby evry time asking nerf nerf nerf, learn the game, play the game, and after that dont post, u wont know the game yet.
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited May 2015
    by flyofavalon
    Most of those pale in comparison to the HR bug.
    Slot Constricting arrow, binding arrow, and longstrider shot + crushing roots. Make sure you are trapper with the cooldown reduction from melee-ranged.
    First you need a weapon enchant that ticks damage. perfect plaguefire works well.
    Go into melee and cast gushing wounds. Go back into ranged and enjoy shooting constricting, binding, and longstrider as if they were at-wills. Every tick of gushing lowers ranged cooldowns so your 3 ranged skills are up 24/7. Combine that with crushing roots and you have perma daze with the highest burst and dps output of any class.
    So broken it makes all previously listed bugs look like a well balanced game.

    a confession of a Hunter, that exactly fits to my impressions meeting these kind of hunter - even wearing an elven battle enchant at 100%
    so just close this: " I denie every single moment the broken scills of my class" thread
    all thes guys who come here and defend that HAMSTER are nothing else than hypocritical ...... (put in what you like)
    the fact that PVP guilds does not complain about it proves what?
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited May 2015
    a confession of a Hunter, that exactly fits to my impressions meeting these kind of hunter - even wearing an elven battle enchant at 100%
    so just close this: " I denie every single moment the broken scills of my class" thread
    all thes guys who come here and defend that HAMSTER are nothing else than hypocritical ...... (put in what you like)
    the fact that PVP guilds does not complain about it proves what?

    so the bug is in gushing wound proc swiftness of the fox.. the problem is not with CR
    i don't mind about fixing this but fix our Root not effect by arp and control bonus from wisdom and leave CR alone
    Fix trans feytouch bug that can make CW deal insane damage
    Fix 2s reveal stealth on TR

    and many other bug
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited May 2015
    so the bug is in gushing wound proc swiftness of the fox.. the problem is not with CR
    i don't mind about fixing this but fix our Root not effect by arp and control bonus from wisdom and leave CR alone
    Fix trans feytouch bug that can make CW deal insane damage
    Fix 2s reveal stealth on TR
    and many other bug

    what an eye-opener (but not very surprising): the ppl who meet in the forum discussing their broken HAMSTER, even don´t know about the real issue but spam all day long their misinformed pearls of wisom
    what about just shutting up in case you don´t know what your class makes you broken?
  • piejalpiejal Member, NW M9 Playtest Posts: 403 Arc User
    edited May 2015
    what an eye-opener (but not very surprising): the ppl who meet in the forum discussing their broken HAMSTER, even don´t know about the real issue but spam all day long their misinformed pearls of wisom
    what about just shutting up in case you don´t know what your class makes you broken?

    how many HR do you find use that setup encounter and perform that bug exploit on pvp?
    if you complain about full recharge encounter rotation then i guess you don't know that even in mod 5 until now HR trapper can perform full rotation recharge range-melee rotation
    try to apply gushing wound to exp CW that slotted repel with that setup encounter? HR is pretty much dead meat before able to land that crappy animation melee encounter
    i personaly choose melee-range rotation for pvp.. no need to abuse bug that only easy to be pull off on solo PVE and dummy
    fix the bug i don't mind and i really mean it
  • felixkamfelixkam Member Posts: 99 Arc User
    edited May 2015
    TR is really down to 1 now. Another is playable but not competitive and one is entirely wrecked. I guess other classes are similar but you don't hear from them as much. The SW being the most worse off and the HR having but a single choice.

    SW is pretty much a joke in PvP unless SW abuses the 0 damage bug of course, in which case I'd say the SW can be one of the top classes in PvP. As for the HR, I'd say combat is still moderately playable, and that Archery is still decent in PvE assuming perfect conditions (it's still outdone by most other classes though). As for TRs it's not just their paragon paths, but their core mechanics which makes, and keeps them viable.
    graynote wrote: »
    HR if not as awesome its more than TR, what do rogues that we rangers dont? We have 9 encounters via trapper tree assortment of kits that are interchangeable depending on the given situation, given for example sustain from Oak Skin and CC from Binding Shot do TR have that? Atm HR is like CW on a different cover and content one can lock and burst you down the other lock you forever and kill you softly.

    HR is for me, more fun than a TR. However if we were just to look at the advantages each class has over the other, via their favoured path, Trapper for HR, and Saboteur for TR, we begin to see the differences. First let's take a look at their core mechanics. In terms of their tactical ability, the HR has Shift, which is infamous for it's buggy immunity frames, short distance, and terrible stamina regeneration rate. On the other hand, the TR has Dodge, which has a significant distance coverage, extended immunity frame, and regenerates stamina while the animation is playing. In actual gameplay, this means that the HR has 5 Shifts on average with a full stamina bar before having to wait 30+ seconds for it to be fully regenerated, while moving 40 feet, and being immune for about 1/2 of that time. The TR has 4 Dodges on average with a full stamina bar after 26 seconds, moving 100 feet, and being immune for close to 90% of that time.

    Next we have the Tab Mechanic, Stance Shift for HRs, and Stealth for TRs. Stance Shift allows the HR access to 3 additional encounters which originate from a melee based form. This melee based form has lower base damage due to the off hand's lower weapon damage, and lower weapon damage to actual damage ratios. The developers, quite easily realised that a class having 6 encounters would be extremely powerful in the endgame if they used the same damage values. As a result, most of the HR's encounter powers function at 50% if not less than most other classes powers. Beyond that however there is nothing to the HR's tab mechanic.

    On the other hand a TR has access to Stealth, which first and foremost renders the TR completely invisible to their enemies, and in PvE drops all aggro. However in PvP, it drops targeting making the TR extremely difficult to hit. In some cases this can be bypassed, aka hard locking with Ray of Frost. At the moment, the TR can while in stealth use at-wills without being revealed, thus allowing them to spam said powers without the threat of retaliation. In addition, while stealthed, the TR has 100% critical chance, which massively increases their damage. Beyond that, a TR may choose to end their stealth by casting an empowered version of an encounter power.

    Now let's move onto the actual paragon paths in question, Pathfinder Trapper for HR, and Master Infiltrator Saboteur for TR. For the HR I've already explained what they have on page 12. http://nw-forum.perfectworld.com/showthread.php?908131-ICD-on-Crushing-Roots/page12 . For the TR they get access to Shadow Opportunity, which deals 75% of their weapon damage as piercing damage whenever they hit an enemy from stealth. This is used in combination with the at-will power Cloud of Steel while the TR is in stealth to quickly kill of their enemies. The main reason why this is so powerful is because piercing damage cannot be reduced, but can be increased. The other feats that a Saboteur usually uses includes but is not limited to, Flashing Blades, Ambusher's Hate, Scoundrel Training, and Vicious Pursuit which together can increase the TRs damage by up to 44% this however is assuming optimal conditions, under average conditions we'll say that this accounts for a relatively conservative figure of 30%. However one needs to keep in mind that this does increase piercing damage (which thankfully can't crit). In other threads, ACT logs showed that a single proc from Shadow Opportunity was capable of hitting for 10k+ in piercing damage. This means that a TR is capable of killing a GF from stealth just from Shadow Opportunity. How? Spam Clouds of Steel, hit 6 times, which takes about 4.5 seconds, followed by any encounter to proc the capstone and fully refresh their stealth meter, and then hit another 6 times with Clouds of Steel for the kill. This takes 10 seconds at best. The capstone refreshes itself after 15 seconds. Stealth lasts for 6 seconds per usage. This means that in theory a TR should be vulnerable for 4.5 seconds per stealth rotation. However they have a few ways around this: 1) Dodge, in just 2 dodges, or 3 at worst the TR can make themselves invulnerable for that entire duration allowing them to stealth again and escape. 2) ITC, which allows them to become ridiculously survivable in those 4.5 vulnerable seconds. 3) Bait and Switch, which is less common, but allows the TR to fully refresh their stealth meter on use. 4) Lurker's Assault, which massively increases Stealth regeneration, making it very easy to slip back into it and exit this vulnerable state. 5) Invisible Infiltrator, which is also less common but allows the TR to fully refresh their Stealth meter whenever they use a daily power, and also increase their damage. 6) Smoke Bomb, which assuming it hits, will buy the TR enough time to reenter Stealth and ensure a successful escape or kill. And 7) Gloaming Cut, which is not as common, but assuming it consistently hits will allow the TR to remain in stealth permanently.

    As for Oak Skin/Binding Shot, Oak Skin heals for 10% of your max hp over it's duration. It's not exactly reliable sustain. A CW Renegade's Chaos Magic proc heals for more than that on each tick for 10 seconds. And yes, a HR can lock you down for a very long time, not forever mind you (due to the charges on hindering strike), and kill you after an extended period of time assuming there is no outside interference.
    a confession of a Hunter, that exactly fits to my impressions meeting these kind of hunter - even wearing an elven battle enchant at 100%
    so just close this: " I denie every single moment the broken scills of my class" thread
    all thes guys who come here and defend that HAMSTER are nothing else than hypocritical ...... (put in what you like)
    the fact that PVP guilds does not complain about it proves what?

    Most of us aren't denying the fact that Crushing Roots is harmful towards fun gameplay in the PvP scene, rather we're saying that while it is broken, it's the only thing that keeps the HR remotely viable in PvE and PvP. If it were taken away we'd have very little going for us beyond the auto-dodge on Fox Shift, broken shifts, and a literal HAMSTER ton of negative bug.
    what an eye-opener (but not very surprising): the ppl who meet in the forum discussing their broken HAMSTER, even don´t know about the real issue but spam all day long their misinformed pearls of wisom
    what about just shutting up in case you don´t know what your class makes you broken?

    If you've ever tried playing a HR in PvP you should know how hard it is to pull off a single aimed strike at even a moderately skilled enemy. Now imagine trying to hit an enemy with it, after the slight auto aim is taken away. That's what you get with Gushing Strikes, one of the hardest to hit encounters in the game.

    And yes, it's an exploit that should be fixed, but not because it's so powerful in PvP, but because it's so powerful as a single target combination in PvE. In PvP getting it off leads to a win 1v1, but it's not because of Crushing Roots, the main topic of this forum, but because of Swiftness of the Fox procing whenever damage is dealt by an encounter, as opposed to just the initial hit of the encounter.

    And last but not least
    /snip
    First of all let me quote the Scoudrel Capstone.
    Skullcracker
    Every 15 seconds, you gain the Skullcracker effect. Skullcracker: Your next encounter power now also dazes the target for 4 seconds. Your attacks extend this daze by 0.5 of a second, up to a maximum of 2 additional seconds. You deal 25% more damage to targets affected by this daze.

    As is easily accountable 4 seconds + 2 seconds = 6 seconds, thus the easily attainable 6 second daze. Nothing could be done in those 6 seconds. Even when the original Constricting Shot was around people could still respond by becoming cc-immune in that time or using a quick animation. It still worked, even if it stopped the longer animations.

    I will admit that I am not the most knowledgeable in terms of exactly how the TRs chain cc worked, so if you could explain in detail, I'd be most grateful. I would ask that you not stereotype every single HR player with the brush of being a whiny defensive player, and ask that you not include any such comments in this discussion since it's counterproductive. If you have read my prior posts, you'll see that I suggested adding in an ICD to Crushing Roots, so please, don't just make such assumptions up based on the posts of some people. If you would like, please feel free to visit page 12, which is where I summed up my own opinions. In addition you may feel free to look at the HRs class forum which contains a lot of HR mains talking about how they'd want the Crushing Roots issue tackled.
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  • linknigrilinknigri Member Posts: 97 Arc User
    HR sucks rivers, they are the worst class by a huge mile. Even with the bugs.

    No damage at all in PVE, and in pvp, you cant kill a GWF, because u cant control it and because u dont have enought damage to deal with it. You cannot kill a cleric because you will be doing 0 damage to it and have 0 chance to knock it from her astral shield. You cannot kill a gf because you also do not have damage to take him down and he will probably ignore your cc either if he is good. Oh, and you also cannot win against a good rogue who knows what he is doing or even less against one who have sloted impossible to catch. Also, u cant kill paladins because guess what? no damage, right! Well, you can kill the SW assuming you are luck enought for him not to trigger his life steal status, but wait that is a mechanic very well executed by the SW, yes, they also have the odds, good luck, you will need it.

    Well you can kill a cw if you are sneaky enought for atacking him before he gets you, its probably the only one who can give you some amount of fun since the others will laught at you.

    HRs are the fly of the soup, they can do some interruption and anoyance, but he wont harm you. Forget them if u enjoy pvp, they wont be fixed, seriously, they wont, its sad for you, I know, but its the truth. And the reason is the devs do not see them as strikers, unfortunatly its true, just look at the status of their armor sets and u will see what I mean.
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    What the guy above said. I got so sick of doing zero damage to GFs/GWFs and OPPs yesterday I swapped a lot of gear around and got 15k arpen. Now I can kill most gwfs, some gfs, and like the ops who staggered in from the pub and forgot to pit on their pvp gear.

    Plz, for the love of god, buff HR damage.
    No idea what my toon is now.
  • kweassakweassa Member Posts: 2,390 Arc User
    "Holy necrothread, Batman!"
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • gomok72gomok72 Member Posts: 616 Arc User
    As a SW player, I have to agree with this post, my problem with this is HR having more "CONTROL" than the control Wizard and the control wizard having more burst than the HR (Just seems backwards).

    On a note, I think previous development team put in a lot of bugs purposely just to get back information on how the class would play out, there should be more viable builds for every class within this game than just one (WHy even have 3 specs?).

    I agree with this post and hope you guys get a fix/rework just like SW is going to get.
    I may not be considered by most the BEST PVP Warlock on the server but, I am the most HATED amongst them.

    -Kymos
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    gomok72 said:

    As a SW player, I have to agree with this post, my problem with this is HR having more "CONTROL" than the control Wizard and the control wizard having more burst than the HR (Just seems backwards).

    On a note, I think previous development team put in a lot of bugs purposely just to get back information on how the class would play out, there should be more viable builds for every class within this game than just one (WHy even have 3 specs?).

    I agree with this post and hope you guys get a fix/rework just like SW is going to get.

    Eh? How sure are you about SW getting a rework? If it does happen it won't be soon - not in Mod 8 anyways, according to dev interview given recently on another MMO site.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
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