But then Feat: Inspiring Leader must be changed to 5/10/15/20/25% bonus damage.
No. Tactician path already have good benefits. Such change of Inspiring Leader will kill another paths for GF. Buffbots will continue to press one button sluggishly.
Ok, I say otherwise. Your proposal not give benefit for Conq, but deprive half his potential party protection. Its bad. Your proposal not give benefit for Prot, but deteriorate KC, wich also is protection for party. Its bad. Your proposal not give benefit for Tact, but deprive ... and deteriorate ... Its very bad.
This is a very bad proposal for all GF in general.
Ok, I say otherwise. Your proposal not give benefit for Conq, but deprive half his potential party protection. Its bad. Your proposal not give benefit for Prot, but deteriorate KC, wich also is protection for party. Its bad. Your proposal not give benefit for Tact, but deprive ... and deteriorate ... Its very bad.
1) Conq will kill, not protect. If you want to protect with conq... i have no words to say... try another class. 2) Using KC for protection is weird pervertion, imho. KC for damage. 3) Tactician will buf. Itf, AC+++) Not nerf.
Each path will provide specific game style. But you want only buf. Tactician detected.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Ok, I say otherwise. Your proposal not give benefit for Conq, but deprive half his potential party protection. Its bad. Your proposal not give benefit for Prot, but deteriorate KC, wich also is protection for party. Its bad. Your proposal not give benefit for Tact, but deprive ... and deteriorate ... Its very bad.
1) Conq will kill, not protect. If you want to protect with conq... i have no words to say... try another class. 2) Using KC for protection is weird pervertion, imho. KC for damage. 3) Tactician will buf. Itf, AC+++) Not nerf.
Each path will provide specific game style. But you want only buf. Tactician detected.
Your suggestion is pure insanity. So you basically want GF completely worthless unless going through a specific tree, but then it's still 33% worthless. This is how classes are killed off.
People want to go conq to solo faster while doing tanking duty. People want to go tact to greatly benefit groups if they mainly do that. Protector takes smaller blows, sure it's lackluster and could use some adjustments, but not at the expense of destroying the entire class and forcing people to jump the OP bandwagon.
Each path provide specific game style NOW, without your proposal.
That's why every day I see in Protector Enclave lfgchat: "need tactic..." or "glf tactic...", but no one would write that need Protector or, omg, Conqueror. Moreover, the Conqueror GF may be kicked out of the group if they suddenly finds out that he is not tactician. I remember that one conq from our alliance with huge amount of DR (100+%, 4k+ ilvl character, of course) has been kicked in that reason (in random). It's all about PVE. In PVP overwhelming majority of GF's using conq based builds. Tacticians and protectors among them is the exception rather than the rule. But you can continue to talk about a variety of builds.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
LFG chat is viewed as the lowest common denominator for group composition. If a person's build works and they actually have friends, there's no problem with a Conq/Prot being able to buff a party.
Your suggestion is pure insanity. So you basically want GF completely worthless unless going through a specific tree, but then it's still 33% worthless. This is how classes are killed off.
That's a ridiculous. How do you calculate the worthless percentage? Why not 50% or 99,9%?)
People want to go conq to solo faster while doing tanking duty. People want to go tact to greatly benefit groups if they mainly do that. Protector takes smaller blows, sure it's lackluster and could use some adjustments, but not at the expense of destroying the entire class and forcing people to jump the OP bandwagon.
My proposal does not affect on solo. It's all about group builds. Cryptic nerfed ITF (and i completely agree), and this is not class destroy, although some people think so. In M10 i see more specialization for GF in PVE. And my proposal logical follows from the already made in update.
In your words felt some consensus that the Protector path needs some improvement. And my proposal aims to make the GF-Protector more popular. With this changes they will receive a distinct advantage in those cases where it is necessary to protect (low ilvl group, for example). Protectors finally justify the name of their Ideal path.
Guardian Fighter: Feat: Wrathful Warrior: Reworked implementation to be much more reliable.
Guardian Fighter: Into the Fray: No longer locks you in place during activation.
Guardian Fighter: Knight's Challenge: Now only increases your damage against other player by 50%, instead of 100%. Unchanged against critters.
Guardian Fighter: Line Breaker Assault: Activation time has been reduced to 0.7s, down from 1s.
Guardian Fighter: Line Breaker Assault: Now Dazes targets for 2s.
Guardian Fighter: Villain's Menace: Activation time reduced from 1.8s down to 1.6s, and it can now combo into other powers 0.4s early. This means if you cast Villain's Menace and immediately start activating other powers, you will be able to start them as early as 1.2s after activation.
Guardian Fighter: Weapon Master's Strike: Reverted the changes that increased damage to the primary target and caused you to lock on to the primary target.
Guardian Fighter: Weapon Master's Strike: Reverted the changes that increased damage to the primary target and caused you to lock on to the primary target.
The damage to secondary targets will be twice less? Or all targets will receive equal damage?
Guardian Fighter: Feat: Wrathful Warrior: Reworked implementation to be much more reliable.
Guardian Fighter: Into the Fray: No longer locks you in place during activation.
Guardian Fighter: Knight's Challenge: Now only increases your damage against other player by 50%, instead of 100%. Unchanged against critters.
Guardian Fighter: Line Breaker Assault: Activation time has been reduced to 0.7s, down from 1s.
Guardian Fighter: Line Breaker Assault: Now Dazes targets for 2s.
Guardian Fighter: Villain's Menace: Activation time reduced from 1.8s down to 1.6s, and it can now combo into other powers 0.4s early. This means if you cast Villain's Menace and immediately start activating other powers, you will be able to start them as early as 1.2s after activation.
Guardian Fighter: Weapon Master's Strike: Reverted the changes that increased damage to the primary target and caused you to lock on to the primary target.
Will we continue to see further changes in the future? as people will keep submitting feedback and bugs? There is still quite a lot of problems that need to be addressed. These changes are very good so far however, and I am very glad feedback is being addressed. I will submit more in the coming days when I am able to see and test more things. Thanks again @amenar
I spent 40m AD (maybe more) for ITF and have %175-%180 DR while ı fight, so will u destroy that ? can ı take back my AD's???? ı read all changes and havent good changes for buffer/debuffer GF, Thats not class balance just murdered of buffer GF! Do u want lost a lot of players or just more money ??????
Will we continue to see further changes in the future? as people will keep submitting feedback and bugs? There is still quite a lot of problems that need to be addressed. These changes are very good so far however, and I am very glad feedback is being addressed. I will submit more in the coming days when I am able to see and test more things. Thanks again @amenar
Honestly most of these changes don't mean much ...
PvP got their nerf but they'll be unhappy with it, a few bugs got fixed but the fundamental problems with the nerfs aren't addressed at all. Nothing about these makes GF justify itself in a party over an OP.
A proper buff to the 3 path would be nice. Conquerer would get combat advantage damage and crit severity, protector would be completely changed to an aura around 100' so you universally reduce incoming damage to you and nearby allies, deflection and dr at the end feat would also be very nice. Tactician, thats a whole other ball game lol.
Oh god no, you are basically proposing to revert the changes in a different way while giving more temp HP and a 750% weapon damage source on a t2 feat? ...
Feedback: Enforced Threat (Target cap reduced to 10, down from 20.) Why is this change even needed? If it is actually going to be put on live, I'd like to see an additional change. Remove the terrible mechanic of my marked targets losing their mark if they hit me.
Feedback: ITF I understand with power creep over the last few mods this ability has spun out of control, but reducing it to 30% is too much of an overkill. Bring it up to 50% or so.
Feedback: Lunging Strike This encounter should not have its cooldown timer increased as many GF's use it as a gap closer in PvE to engage before the party does.
Feedback: Steel Defense Again, another ability that makes no sense to change. It's cooldown should be left as is. 3.5secs is barely enough time to complete another action with all the animations.
Feedback: Tide of Iron (The Damage Resistance debuff now only applies for the caster, instead of the entire party.) Another nerf that I feel is out of place and not needed. The ability is hardly "OP" yet it helps the group.
Feedback: Threat in general of GF's & OP's Threat in this game has not really been modified even though the power creep of dps have sky rocketed. Threat overall for both tanking classes should be looked at.
Howdy @amenar Very good changes so far! I would like to provide some feedback and suggestions as well!
Guardian FIghter: Feat: Take Measure: When you are crit, gain Temporary Hit Points equal to 2/4/6/8/10% of your maximum Hit Points. (60 seconds cooldown up from 50 seconds)
Guardian FIghter: Feat: Wrathful Warrior: When you have Temporary Hit Points you deal 3/6/9/12/15% more damage for 10 seconds.
Guardian Fighter: Feat: Grit: Gain 3/6/9% up from 1/2/3% of your Max. Hit points in temporary Hit Points when you are Healed by a player power. (40 second cooldown)
Take Measure & Wrathful Warrior - extra HP with permanent damage buff, seems little OP
Grit - joke 3/6/9% - not helps at all; they should reduce cooldown at least to 10 sec
Comments
Your proposal not give benefit for Conq, but deprive half his potential party protection. Its bad.
Your proposal not give benefit for Prot, but deteriorate KC, wich also is protection for party. Its bad.
Your proposal not give benefit for Tact, but deprive ... and deteriorate ... Its very bad.
2) Using KC for protection is weird pervertion, imho. KC for damage.
3) Tactician will buf. Itf, AC+++) Not nerf.
Each path will provide specific game style. But you want only buf. Tactician detected.
People want to go conq to solo faster while doing tanking duty. People want to go tact to greatly benefit groups if they mainly do that. Protector takes smaller blows, sure it's lackluster and could use some adjustments, but not at the expense of destroying the entire class and forcing people to jump the OP bandwagon.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
In your words felt some consensus that the Protector path needs some improvement. And my proposal aims to make the GF-Protector more popular. With this changes they will receive a distinct advantage in those cases where it is necessary to protect (low ilvl group, for example). Protectors finally justify the name of their Ideal path.
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
ı read all changes and havent good changes for buffer/debuffer GF, Thats not class balance just murdered of buffer GF! Do u want lost a lot of players or just more money ??????
Honestly most of these changes don't mean much ...
@urabask
PvP got their nerf but they'll be unhappy with it, a few bugs got fixed but the fundamental problems with the nerfs aren't addressed at all. Nothing about these makes GF justify itself in a party over an OP.
A proper buff to the 3 path would be nice. Conquerer would get combat advantage damage and crit severity, protector would be completely changed to an aura around 100' so you universally reduce incoming damage to you and nearby allies, deflection and dr at the end feat would also be very nice. Tactician, thats a whole other ball game lol.
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
...
Why is this change even needed? If it is actually going to be put on live, I'd like to see an additional change. Remove the terrible mechanic of my marked targets losing their mark if they hit me.
Feedback: ITF
I understand with power creep over the last few mods this ability has spun out of control, but reducing it to 30% is too much of an overkill. Bring it up to 50% or so.
Feedback: Lunging Strike
This encounter should not have its cooldown timer increased as many GF's use it as a gap closer in PvE to engage before the party does.
Feedback: Steel Defense
Again, another ability that makes no sense to change. It's cooldown should be left as is. 3.5secs is barely enough time to complete another action with all the animations.
Feedback: Tide of Iron (The Damage Resistance debuff now only applies for the caster, instead of the entire party.)
Another nerf that I feel is out of place and not needed. The ability is hardly "OP" yet it helps the group.
Feedback: Threat in general of GF's & OP's
Threat in this game has not really been modified even though the power creep of dps have sky rocketed. Threat overall for both tanking classes should be looked at.
seems little OP
Grit - joke
3/6/9% - not helps at all; they should reduce cooldown at least to 10 sec
Dead🔪