The fabricant already shared the link with which you can take a look at how how things are on preview server, if you haven't seen it, here it is:
http://www.arcgames.com/en/forums/neverwinter/#/discussion/1218295/interum-patchnotes/p1?new=1 1. Although itf currently is broken as it can provide ridiculously high damage buffs, I think the fix was a bit too much, 33% - 35% would have been more reasonable. However!!! If I have to choose between current itf and preview itf, I prefer the latter as the former is one of the things that are trivializing content like the bubble did and still does with a few paladins.
2. Why does swordmaster have sfeel defense in fhe first place? Why isn't an iron vanguard exclusive power?
Anyway, I aplaud the change and even think that passive should be removed from the game, it currently is a no risk high reward skill most swordmasters use. Sure, it can come in handy when gfs are fresh level 70s but as it makes things way too easy, they dont really have to worry much about boss mechanics or anything like that. I am a swordmaster tac gf and I'm glad I took out steel defense a long time ago as that helped me to understand the game better and to improve my tanking skills as I actually take damage and have to keep and eye on my guard bar.
Steel defense could be reworked to increase damage resistance by a significant amount so new gfs have a better time when their toons are still low level/squishy. Anything from a 10% - 20% dr inscrease would greatly increase their survabilty and would give them time to rank up their enchantments and artifacts without being worried about their survabilty too much in epic content.
No, you don't need steel defense to tank in epic content, you can ask swordmasters that don't use it and iron vanguard guys, too.
3. I see knight's valor hasn't been fixed yet, shouldn't it provide extra damage resistance?
4. Are the changes going to have a significant impact on conqueror gfs' dps and perfomance in pvp? Just curious about it.
5. Cleave 5% stamina regen per hit? It sounds sweet, unless I misunderstood it.
Guys who main a guarfian fighter and actually understand the class, what are your opinions on the changes?
Comments
300% nerf to ITF. Villian's menace nerfed. Steal defense chopped in half. Anvil of Doom is totally worthless (seriously).
Compact Superiority requires being hit to proc again. All cool-downs increased incredibly. Even lunge. What a joke.
They basically went down all the key GF skills with a pair of gardening sheers and chopped off stats, duration, buffs, damage,
and left a **** nutless tank from mod 4. Even 1 gram of testosterone a day couldn't make this waste of space useful again as a fighter. He's a punching bag with a buff again and isn't worth the party slot that a DPS class will fill with a Yeti pet.
This goes way past removing some temp HP from unstoppable and making it sound like the world is going to end.
This is alot of work down the drain here. I don't think I've closed my jaw from shock since I read this this morning.
Why attack the encounter cooldowns? CWs and HRs spam those things but we need to wait 15 seconds to fire off lunge that does 15k damage in a game where players are hitting for MILLIONS. I doubt the people that did this botched back-ally surgery realize the damage they did to this class.
ITF was broken the minute power creep was allowed to rise so rapidly unchecked. 25% dam buff is fine as for the other changes, PvE players aren't likely to notice much difference, PvP, well that will be interesting though I do think it was clever how they balanced the PvP side of things without affecting too many PvE only players.
For those using Anvil in PvE, Lunging Strike is the better encounter, it's a cone with no target cap IIRC, has half the cooldown and a similar base damage.
Steel Blitz is now so good, it's going to get a nerf in the future. Once mod 10 hits, cue the GF crying threads once more over how strong it is, maybe this time the GWF's will mute their enthusiasm a little more than this time.
Steel Defense and Steel Grace are SM class features because SM GWF's share the same class features. IV get's things like Ferocious Reaction (as do IV GWF's) which is better suited to PvP.
Also, OH arti weapons already have an ability to give you 10% increased DR once Steel Defense wears off, they don't need to add more, especially in PvE where you can almost instant cast Fighter's Recovery, tap the equally quick Enforced Threat and instantly be full health once more.
Overall I think the changes were a clever rebalance, though, come mod 10, it's going to take some time getting settled into PvP again to find how best I can support my team and contribute in a meaningful way. As for oPvP I'm screwed personally! Going IV may be a necessity for PvP'ing in mod 10, but I'm PvE focused so will always choose SM, which will hurt my performance a lot.
People will cry, just like when bubble pallies got nerfed, but those that didn't strip and delete their characters soon readjusted and the class performs great in the right hands, especially those that can afford to stack power with the piercing damage of Owlbear, pop Burning Light and it's just lol time.
I hope the pugs that whined are happy a mass exodus is about to happen.
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
You may want to play turtle tank and be a punch bag for everyone, but I don't. Steel Defense at least allowed me to safely get off a few encounters whilst tanking Orcus, now it will just be a case of not taking down my shield because if I get hit with it down I'll be dead or have very little life left. Fine if you have high dps in the group and the boss dies quick, not fine otherwise, totally boring play and I would rather play range dps and use a tank pet.
Yes ITF was overpowered, but with that nerf alone the GF dps would take a significant drop, there was no need to butcher the whole class (certainly conq spec), including it's survival skills, increasing cooldowns, etc.
I suffered this game as GF from mod 1 to 5, finally from mod 6 dps was increased and it actually became a good class to play. With these changes it will be a bore and chore, especially if harder content is coming.
It's also hard enough to find a tank in this game, these changes will make many leave the class and then it will be even harder.
But that ITF and AoD change is not going to make them OP as they where.
I never in my wildest dreams did I think NWO would do this chainsaw nerf.
Hey, here is a 20% increase to encounter dmg and 10% faster at-wills.
Oh by the way, we're going to rip the still beating ******** ****** heart out of you 2 mods later.
Enjoy the hate from the GWFs till then.
P.S. OPs will always be better tanks. Cheers
We had it better in mod 5!!!
At least villains menace , steal defense, combat/tactical superiority, anvil of doom, into the fray, were pre-nerf.
They nerfed....lunge. Lunge. That does the DPS of a kitten high fiving you with her kitten paw.
I'm just watching for the official notes at this point. This is too much.
What annoys me more than anything is that this nerf makes us all look like idiots for stacking defense to the sky. Anyone that has artifacts with def on them wasted a lot of RP. I mean they could at least throw us a bone and make it worthwhile to have still invested in defense past 80% DR.
25% is terrible unless you can have it up 100% of the time. If they're going ahead with this it should work like KV does and stay active until you deactivate it.
Btw new changes will also mean that knight captain GFs now hold a considerable advantage and HP set DC are virtual gods.
I think the funniest nerf of all is the lastest nerf to supremacy of steel. From what I understand, you can no longer end it early to do the damage. Like it has already been nerfed into uselessness, now it's nerfed again.
So you may want to rethink that.
Only reaches about 4 feet back, tops. You'd have to be Bruce Lee to hit more then 2 mobs with this pee shooter at once.
Are you basing that comment on using a negation enchant as well?
Will you be calling for more generalized nerfs then . . . . . ?
Everytime they nerf a class (because Cryptic has introduced stuff resulting in massive Power Creep) just makes this game closer to a P2win game.
I ran the first part just to the town of Bryn Shandar and I was just swatting level 72 mobs but am 4k so take that with a pinch of salt, VM seemed fine to me, someone mentioned in Legit that the cast time is longer than it's duration, I didn't see that.
Mostly I wanted to see what goodies were to be had, so glad to see that I'll finally be able to get the Dread Legion gear and the Fabled Illyanbruen sword for my GF
Usually my rotation when I'm questing is Enforced Threat, Lunging Strike and ITF, they worked just fine for me.
And although off-topic, the cut scene with Xuna in Rothe Valley was just priceless, I laughed so hard when I saw it
Neverwinter Census 2017
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Fray, anvil and the CS/steel blitz glitch. That is all that needed to happen. Or fray and main hand weapon damage decreased so you can leave everything else alone, including the anvil.
I said this before and I'll say it again......stop trying to nerf anyone not playing your toon type. It is counter productive. Harp on getting your own class fixed first. Not buffed, just fixed. Things that are broken cause these issues, because people figure things out and exploit them. If powers start doing what they are supposed to do.......fray and the bubble excluded, these problems will arise less often.
IV/protector with only AOE skills is the only option that makes sense with these changes. If you like to turtle tank and you're at 4K then good for you. This is right up your alley, built in heals and all. Being backed into a corner is not what I call room for creativity amongst different players/play styles.
GF interactions with a DC were way too OP, ITF had to be toned down and it was so all in all these changes do not look as dramatic as they seem. 25% damage increase is still a lot, 300% was....simply stupid.
Dungeons, and overall the game, does not give any fun rewards ever since all gear was made BOP - so now we will be having some longer runs to get the same crappy salvage gear. Indeed the game is a mere shadow of it's former self.
Still a nice place to be and play a bit I would say, nothing to RAGE about
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
But the nerf to lunging strike is beyond stupid. The GF needs at least one freakin power with multiple uses that has a short CD.
If they nerf KV, then we're really going to start feeling like garbage.
So what we have is:
- Into the Frey: Now buffs by 10/15/20/25% damage bonus and no longer scales off DR.
- Steel Defense down to +0.5s duration per level, from 1s duration.
- Steel Blitz now has a 25% chance to proc, up from 5%. Also 60% of your weapon damage up from 50% and its +5% per rank, down from +12%. Steel Blitz can deal critical hits and does benefit from buffs and debuffs.
- Temporary hitpoints from ITF are currently not temporary
- Lunging Strike may have had its cooldown increased, it is 12 seconds on preview, need to check on live.
- Combat Superiority changed from 10% to 5%.
- Cleave - recovers 5% stamina
- Terrifying Impact - is a stun (prone on live)
- Anvil of Doom - If your target has less than 50% you deal additional damage over 5s (down from instantly 2x damage)
- Supremacy of Steel - now also increases deflection chance
- Steel Grace - at rank4 increases run speed by 17.5%, deflect chance by 5% and critical chance by 5%
- Line Breaker Assault - increases DR by 10% and dazes enemies
- Enduring Warrior: An addition of "You gain 10% increased incoming healing" has been added to the class feat. +5% incoming healing to each rank.
- Indomitable Strengthen - The target deals less 20% less damage up from 10%.
- Ferocious Reaction - This effect can only occur every 3 minutes down from 5. Every rank is -30s down from -60s. The DR buff is now 10s up from 5s.
- Weapon Master's Strike now requires you target something to attack.
- Tactical Superiority - Combat Superiority grants an additional 1/2/3/4/5% more damage, however, it does still require the target to hit you first.
- Iron Focus (Improved Reaction on Live) - Frontline Surge now has a 20/40/60/80/100% to Taunt and mark the affected Targets.
- Powerful Strike - Line Breaker Assault now has its recharge time reduced by 0.2/0.4/0.6/0.8/1s for every target hit.
- Villains menace duration reduced, increases by 1 second per rank down from 2.
- Jagged blades duration down from 15 seconds to 10 seconds.
- Griffons Wraith has max of 3 charges, damage is increased per rank not number of charges.
- Commander's Strike cooldown increased, duration of effect decreased and requires target to be marked.
- Supremacy of Steel is no longer expendable (or is no longer listed in tooltip as)
- Enforced Threat damage increases per rank, previously was just stamina regain increase
Of course the biggest target with this "balancing" was ITF and overall damage output that GF can generate.
ITF had to be nerfed and it was, was it "destroyed" or "trashed" ? no, in my opinion it was put where it should be. This abomination created with the uncapped DR transferred to the damage buff was a mistake and now it's gone for good.
25% of damage buff is still a lot, but of course when you think it was like 15 times more than it's a no no .
Steel Blitz looks awesome on paper. I don't see anything wrong with few skills being toned down like Combat Superiority or Jagged Blades.
Steel Defence down from 5s (If I recall correctly) to 2,5s at max rank? It's still 2 seconds of immortality, so again, I don't understand the tears.
Enforced Threat damage increase is awesome, it will be even more useful in solo/dailies play.
Tactical Superriority, I don't understand the uproar, GF's are hit a lot right? so we will still get the benefit.
Commander's Strike was actually not so good, and me I (personally) was't using it too often. Plus marking is now much "easier" meaning we can do it while moving so, again....no tears here from my side.
Of course some builds, style of play will be harmed, but that's the nature of the beast. MMO's are destined to be this kind of games where nothing is set in stone.
Do mind, that's this opinion is from pure PVE perspective. I know nothing about PVP.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
Temp HPs from ITF do not follow the rule of dropping after combat ends on live either.
Terrifying Impact's description on live states that it is a stun, not a prone. Change can be viewed as a bugfix to match the tooltip. (But has it been fixed to also now respect control immunity?)
Enforced Threat's new tooltip also says they've added a threat-building mechanic for attacking affected targets.
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