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Class Balancing (Summary Since Apr 2015)

zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
So there have not been any substantial class balancing in the past 6 months, since module 6 launch. Here are ALL the Class balancing patch notes since the launch of module 6 in April 2015. The overwhelming majority are not class balancing (buffs/nerfs, balancing) but fixes to stuff mostly module 6 broke First here are the list of fixes then below that entire short list of actual class balance changes since mod 6 .


CLASS BUG FIXES (shown in italic)

Hunter Ranger
Aimed Shot: Ranking Aimed shot to Rank 4 no longer causes Aimed Strike to be removed from your power list.
Aimed Shot: Rank 4 of this power now correctly reduces the charge time of the power.
Aspect of the Lone Wolf: Rank 4 now increases Deflect as expected.
Stormstep Action: This class feature no longer grants more recharge than expected with Seismic Shot.
Aspect of the Serpent: Resolved an issue with this power not working properly.
Gushing Wounds: This power will no longer have unintended interactions with other damage triggered abilities
Thorned Roots: This damage component of this power is no longer incorrectly resisted by control resist.

Control Wizard
Arcane Power Field: No longer incorrectly plays the Level Up fx repeatedly.
Imprisonment: Now can be correctly slotted in the Spell Mastery Slot.
Frost Wave: No longer plays the Level Up FX repeatedly when triggered.
Spell Twisting Feat: This feat no longer resets cooldowns on powers that it should not.
Entangling Force: Rank 4 now correctly reduces the Cooldown of Entangling Force and works correctly in the Spell Mastery slot.
Chaos Magic: This feat can now no longer be improperly activated out of combat.
Icy Terrain: This power now correctly reduces the cooldown at rank 4.
Arcane Power Field: This power no longer improperly activates while not slotted.
Disintegrate now correctly generates Action Points.
Icy Terrain Rank 4 now correctly works in the Spell Mastery slot.
Repel: This spell should no longer be able to be dodge cancelled infinitely.

Trickster Rogue
Knife's Edge: Bloodbath now correctly only triggers this feat once.
Bloody Brawler: This feat now correctly looks for ranks in itself rather than in Roll With the Punches.

Great Weapon Fighter
Weapon Master: Rank 4 of this power now works as expected.
Punishing Charge: Rank 4 now correctly increases your number of charges.

Guardian Fighter
Line Breaker Assault: This power will now consistently activate when hitting targets

Devoted Cleric

Hammer of Fate: No longer improperly interacts with Hastening Light and the Hastening Light offhand Artifact, granting more Action Points than expected.
Anointed Army: This power now works as expected at Rank 4.
Break the Spirit: Empowered bonus on this power now works as expected.
Urgent Prayers: The heal from this feat can no longer be deflected.
Resolved an issue with Hastening Light giving more Action Points than intended.

Oathbound Paladin
Sanctuary: The root from Icy Rays (and other similar powers) no longer incorrectly pierces Sanctuary's CC Immunity.
Vengeful Judge: Now works as expected for all Paladin Paragon Paths.
Vow of Emnity: No longer has negative interactions with Weapon Enchantments.
Aura of Solitude: This power now works as expected
Flash of Light: No longer incorrectly cools down artifacts.
Lay on Hands: This power now correctly respects Healing Depression penalties and Increased Incoming Healing bonuses.
Shielding Strike's tooltip now properly lists its estimated damage.
Prism can no longer in some cases cause an infinite loop.
Vengeful Judge: No longer incorrectly cools down artifacts.

Scourge Warlock:
All Consuming Curse: This class feature will no longer incorrectly activate while the power is not slotted.
Scourge Warlock: Harrowstorm: Curse synergy with this power now functions as expected again.
Scourge Warlock: Spiritfire: This feat now correctly calculates your weapon damage.
Scourge Warlock: Warlock's Bargain: Resolved an issue where If damage you take would kill you, you will no longer reflect damage from that hit.


CLASS BALANCING CHANGES
Control Wizard
Storm Spell: This class feature now has a .5 second ICD and can no longer critically strike
Trickster Rogue
Oppressive Darkness: Now causes 10% per rank, up from 5%. This power now correctly matches its tooltip.
Trickster Rogues can now dodge using any random daggers instead of only a select few.
Devoted Cleric

Astral Seal: This power now heals for 5 times as much but cannot be triggered more than once every 4 seconds.
Cleanse: This feat has been reworked to removed Damage over Time effects from allies, rather than all possible debuffs
Oathbound Paladin
Divine Judgement: Damage has been reduced by 67% but no longer divides equally among targets hit. Target cap increased to 7 (up from 5)
Scourge Warlock:
Scourge Warlock: Soul Puppet: If your soul puppet gets more than 100' from you, it will teleport back to you.
Sopi (aka Haxbox) SW [Synergy]
Sopi SW Youtube channel pvp brickabrack

Comments

  • dsn1118dsn1118 Member, NW M9 Playtest Posts: 682 Arc User
    Balancing?Such a HAMSTER word for party based Dungeons&Dragons game.Class fixes yes,class rework okay.What is this with this word "balancing"?They wanted to "balance" TRs for PVP and screwed up the class pretty good.God no more balance but it might be good to rework paladins a little bit.My guidmates are dancing around Traven on the fire-covered floor with a pally on their team
  • bkt5789bkt5789 Member Posts: 131 Arc User
    Maybe things are easier in pc but if the oath kind paladin was not what it is now then no one would be completing content and just quit.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    Gentlemancrush died probably, i dont see him from the test of mod 4... So ye its pointless to talk about balance if the guy in charge of it doesnt log the forums
  • deanblockley89deanblockley89 Member Posts: 61 Arc User
    Il tell you all what's so messed up about the paladin. When the dev's brought out the life steal changes to dps classes it was to bring back the importance of healers and tanks in pve dungeons. Yet with one simple build the paladin has killed any need for not only tanks and healers, but other dps classes too. Since running 2 tank paladins you are immortal and immune to any damage there is no need for healers of GF tanks anymore. And what makes it worse it as they can deal the absorbed damage back to the attacker, they deal more damage than the best dps classes.

    Iv never seen such a broken and flawed game design
  • flambridgeflambridge Member, NW M9 Playtest Posts: 191 Arc User
    I think the Lantern of Revelation users could "see invisible".
    The TR power is unjust, and make kill easy all CW, SW and HR characters.
    (Much easy. At 10 deads, 9 is from TR.)

    Just this, already balance much all pvp.
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