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Official Feedback Thread: Hunter Ranger changes

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  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    edited July 2016
    @amenar could you be gentle and give us some updated news please?

    I am concerned since the last patch NW.65.20160720a.0 went on Preview, there is lacking kinda half the changes you told us so far in the forum, and since we are ~2.5 weeks far from Module 10 release, we really need to be able to work faster to reach some kind of goal.
    Unfortunately as you can recognize we kinda lost some time during the start, as some of the proposed changes were not that good, which brought up the need of few regressions and then we got finally down to the root of the problem with Swiftness of the Fox. As by your own admission the interaction with it granting additional effectiveness per target was definitely a bug.
    Now I can understand that with the time left prior the release of the new module, it´s impossible to rework entirely the HR class, since the work required is stunning too much, I´ll suggest to go for two steps:

    Module 10:
    1. We need an overall cooldown of all our powers and the charge refill.
    2. We need an overall base damage boost (melee > dailies > encounters) from highest to lowest in % needed as boost.
    3. Fix as many bugged powers as possible (those we are submitting in red)

    Module 11:
    1. Fix remaining bugged powers not covered in Module 10 and rework unuseful powers in favor to next point.
    2. Restore a true identity for the HR to suite each tree.
    1. Archery -> High DPS, single target Nuker from long range.
    2. Combat -> Defensive/Survivalist at close combat range.
    3. Trapper -> Controller/Supporter within the short/long range.
    3. Rework the animation of certain powers that are staggering.
    GRAVITY X GAME
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited July 2016
    krondhor said:

    @amenar could you be gentle and give us some updated news please?

    I am concerned since the last patch NW.65.20160720a.0 went on Preview, there is lacking kinda half the changes you told us so far in the forum, and since we are ~2.5 weeks far from Module 10 release, we really need to be able to work faster to reach some kind of goal.
    Unfortunately as you can recognize we kinda lost some time during the start, as some of the proposed changes were not that good, which brought up the need of few regressions and then we got finally down to the root of the problem with Swiftness of the Fox. As by your own admission the interaction with it granting additional effectiveness per target was definitely a bug.
    Now I can understand that with the time left prior the release of the new module, it´s impossible to rework entirely the HR class, since the work required is stunning too much, I´ll suggest to go for two steps:

    Module 10:
    1. We need an overall cooldown of all our powers and the charge refill.
    2. We need an overall base damage boost (melee > dailies > encounters) from highest to lowest in % needed as boost.
    3. Fix as many bugged powers as possible (those we are submitting in red)

    Module 11:
    1. Fix remaining bugged powers not covered in Module 10 and rework unuseful powers in favor to next point.
    2. Restore a true identity for the HR to suite each tree.

    1. Archery -> High DPS, single target Nuker from long range.
    2. Combat -> Defensive/Survivalist at close combat range.
    3. Trapper -> Controller/Supporter within the short/long range.
    3. Rework the animation of certain powers that are staggering.
    i agree almost on everything but i still think combat should still be a striker with lifesteal as a mean to survive in melee.
    no one ever asked for a tank no damage hr which by the way is still far from what combat currently his.

    BUG: WILD MEDICINE HEAL AMOUNT DOES NOT TAKE INTO ACCOUNT MAX HP VALUES (BASE HP + ENCHANTMENTS + CONSTITUTION POINTS. ITS PVP PENALTY SHOULD BE REMOVED AND THE COOLDOWN TOO

    SKIRMESHER'S GAMBIT: CRIT CHANCE PENALTY SHOULD BE REMOVED. THERE IS NO FEAT IN GAME THAT NERFS YOU IF YOU CHOOSE IT.
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    rayrdan said:

    i agree almost on everything but i still think combat should still be a striker with lifesteal as a mean to survive in melee.
    no one ever asked for a tank no damage hr which by the way is still far from what combat currently his.

    Yes the HR is a striker class no matter what, the threes are to be understood like a specialization in which in every choosen one, the HR should master it.

    GRAVITY X GAME
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    krondhor said:


    Combat -> Defensive/Survivalist at close combat range.
    I don't want defensive/survival at the expense of laughable damage. Combat should be capable of deal just as much, if not more damage than a trapper. Just make a squishy pseudo GWF out of it. All of that LS will just be an excuse to keep combat in the mud.

  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    edited July 2016
    ghoulz66 said:

    krondhor said:


    Combat -> Defensive/Survivalist at close combat range.
    I don't want defensive/survival at the expense of laughable damage. Combat should be capable of deal just as much, if not more damage than a trapper. Just make a squishy pseudo GWF out of it. All of that LS will just be an excuse to keep combat in the mud.

    Read my answer above I gave to raydan, there doesn´t have to exist missunderstanding, a HR is a Striker Class whatever path will be choosen as specialization, the Combat simply focus at close range combat style (it´s what in D&D would be the dual welder Ranger) he mastering with his melee weapons over a ranged combat style, but while doing so he need a set of survival talents, which make use of deflection/self healing/improved dodge (the combat ranger should become an increased stamina refill), but the combat ranger will still not have damage burst like the archer should have, but his damage at close range should be pretty good in both single target and AOE, this if the game would be really fond of the D&D ruleset.
    And all this means that the combat ranger is and will never be a tank, so please don´t mix "defensive" with tank, this is nowhere close to the meaning of what I meant.
    GRAVITY X GAME
  • amenaramenar Member, NW_CrypticDev Posts: 90 Arc User
    edited July 2016
    Another quick update. The build process is slower than my work, so the build you all got recently is missing the last set of changes I mentioned. Those changes, along with some more, should be in the next build, which we're hoping will hit preview this Friday, barring any problems. Here is the further list of changes for the HR:
    • Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
    • Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
    • Hunter Ranger: Commanding Shot: Damage increased ~300%.
    • Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
    • Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
    • Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
    • Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
    • Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
    • Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
    • Hunter Ranger: Marauder's Rush: Range increased back to 83'.
    • Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
    • Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
    • Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
    • Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
    • EDIT - MISSED ONE - Hunter Ranger: Feat: Biting Snares: Now directly increases the duration of Thorned Roots by 60%, in addition to your other control powers. (This allows Biting Snares to still increase the duration of the DoT that Thorned Roots deals, even though it is no longer affected by control strengths & resistances)
    Note that some of these patch notes supersede previous patch notes.

    Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
    Post edited by amenar on
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    Thanks for the changes today. This is step in the right direction that we can actually feel.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User

    @treeclimber I see no compelling argument about what I said and you wanna trash go ahead. None of the gear provides Recovery that's effective offensively. There's no "filling the gap" Recovery combined with SoTF doesn't communicate with recovery it may reflect it on the tool tip themselves, but take a stop watch and time it. You will notice no difference running with Recovery and without. If they can't rebuild the feat to how it was they are wasting BiS gear and the point to run it. As I have stated you claim HRs just have Arm Pen to throw around. Typically that comes from boons, and mounts. The lol set provides it as well. I'm sorry if you do not agree but we should be able to build our characters around the current BiS gear that a lot of us have worked our butt off to build, or wear atleast Dragon Flight. Have you even actually looked at the gear we are actually provided with to build Recovery? Bet you don't even have a HR because if you did you wouldnt be requesting this change. Letme if you do I'll give you some pointers on how to gear correctly...maybe :)

    1. Look, lets be rational, yes i do have a hunter ranger since mod 4, it was my first class, i play it daily or almost daily and yeah i know how to gear it, i may not be a top player and have to pull some strings if i want to keep playing it and evolving my main character but i know what i'm talking about.
    2. The change i proposed would be something aditional, the changes that have been done were a bug fix and they will not be undone, so even if you dont care that recovery will not affect you it is a positive change.

    To prove my point and that im not just "airspeaking":

    https://youtu.be/6AjHeUOeJ-0

    When charges end on hindering shot, rotation is over, but not by much, that is my point.

    There are plenty more rotations, the best imo for single target is the same i used with the change by thorn ward instead fox shift and multi target constricting arrow.


    The only reason Dread works so well for HRs is because it procs on our root dmg, if you don't take the roots into account, then the numbers of every HR would be total carp, now if you buff the base dmg of the class, then Archery, Combat and maybe even Trapper (with a nerfed SotF) could be overall better, and more importantly, we could end up having options!! Ridiculous right?

    It's the best for archery and combat: last log i took from preview using full archer build 65% of it's damage was encounters(using no enchant) and 4% was damage not subject to critic dread easly top vorpal out hands down, i remember lightnight having good results when i tried it some weeks ago, not in trapper, and not in single target, multi target archer, probably with the small buff done to it last patch and the way split the sky now works it will be BIS in multi target but be bad in single, more or less what we see in CW's with abyss now.

    So my sugestion would bring some rotations “back” without a lot investment in recovery, SotF cannot work as before, because of rotations like the first one in the video, im sorry if you think im trying to bring HR's down, i play my HR and i like it, i dont want anyone prejudiced.

  • danielpreece90danielpreece90 Member Posts: 14 New User
    Hmmm.... Problem is

    Which encounters u use for archery

    Which encounters u use for combat

    Which encounters u use for trapper

    Its ok buffing skill damage etc and making minor tweaks... But u need to look how things work with each spec.... So far trapper works with nearly everything

    But archery and combat is lack luster

    Been respecing for the past few days blowing money to respec to make archery valiable but .... Grr its stressful to make the encounters and at wills work with archery

    Apart from circle of arrows..... There aint a lot of useful encounters for archery.... There is loads of weak/strong grasping roots which does nothink for me just gives me a 2 sec bind...... All the at wills are bad.... There is defence down encounter which deminish with the more armor penetration u have....this is the problem... That combat and archery have 0 worth while skills to take

    Picking stormpath or pathfinder.... Means nothink especially for archery...split the sky require players to be hit...... And electro shot and hunters mark... Is bad and clunky

    Animations also kills archery hard.... Commanding shout, hawk shot, aimed shot, circle of arrows.... Got way to long animations for them

    Archery needs a massive rework and so does combat..... U need to make there class mechanic do somethink for theze 2 specs so far the stance changing and the grasping roots onky benefit trappers

    Which leads to majority of the class skills to be catered to trappers only which makes archery and combat not worth it at all

    As soon as u pick archery or combat..... Ur already crippling ur class by a MASSIVE margin

    I vote for a poll to take HR out of the game and rework there entire skill set and mechanics.... Rather then minor buffing us up little by little and hope somethink would work out

    The class is severly broken and is not even worth leveling.... Unless u go trapper only

    But archery and combat..... Are in a extreamly bad spot... That bad that if u join raids, pvp, dungeons..... U will either be kicked or flamed at or blamed....


    Poll votes starts now do +1 if u want HR to be reworked entirely so we can be vailible again
  • genjundeadgenjundead Member Posts: 372 Arc User
    ghoulz66 said:

    krondhor said:


    Combat -> Defensive/Survivalist at close combat range.
    I don't want defensive/survival at the expense of laughable damage. Combat should be capable of deal just as much, if not more damage than a trapper. Just make a squishy pseudo GWF out of it. All of that LS will just be an excuse to keep combat in the mud.

    but trapper is not meant for damage either its a control/survival based classs. what you are asking is nothing at this point though trappers have good damage that's only cause we benefit from 6 encounters vs 3 from combat. though i agree combat needs more damage it should never have more then archery since archer was suppose to be the pure dps class.

    archery-pure dps
    combat-deflect/survival
    trapper-control/survival
    *but all 3 can have really good damage if you play and spec your character right.
  • genjundeadgenjundead Member Posts: 372 Arc User
    krondhor said:

    ghoulz66 said:

    krondhor said:


    Combat -> Defensive/Survivalist at close combat range.
    I don't want defensive/survival at the expense of laughable damage. Combat should be capable of deal just as much, if not more damage than a trapper. Just make a squishy pseudo GWF out of it. All of that LS will just be an excuse to keep combat in the mud.

    Read my answer above I gave to raydan, there doesn´t have to exist missunderstanding, a HR is a Striker Class whatever path will be choosen as specialization, the Combat simply focus at close range combat style (it´s what in D&D would be the dual welder Ranger) he mastering with his melee weapons over a ranged combat style, but while doing so he need a set of survival talents, which make use of deflection/self healing/improved dodge (the combat ranger should become an increased stamina refill), but the combat ranger will still not have damage burst like the archer should have, but his damage at close range should be pretty good in both single target and AOE, this if the game would be really fond of the D&D ruleset.
    And all this means that the combat ranger is and will never be a tank, so please don´t mix "defensive" with tank, this is nowhere close to the meaning of what I meant.
    they should decrease how much stamina is used for dodge, even 5%-10% would be plenty per dodge.

    did they fix the dodge mechanic so the invulnerability frames are fixed?
  • genjundeadgenjundead Member Posts: 372 Arc User
    edited July 2016
    amenar said:

    Another quick update. The build process is slower than my work, so the build you all got recently is missing the last set of changes I mentioned. Those changes, along with some more, should be in the next build, which we're hoping will hit preview this Friday, barring any problems. Here is the further list of changes for the HR:

    • Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
    • Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
    • Hunter Ranger: Commanding Shot: Damage increased ~300%.
    • Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
    • Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
    • Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
    • Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
    • Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
    • Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
    • Hunter Ranger: Marauder's Rush: Range increased back to 83'.
    • Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
    • Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
    • Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
    • Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
    Note that some of these patch notes supersede previous patch notes.

    Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
    i was almost completely happy with these changes.
    i like everything but the fact immune targets still get a burst effect. thorned roots would be much better and not overpowered if the dot at least stayed on the target even if immune. but that is just my opinion. but i am not the only person who has said this.

    EDIT: i am a bit saddened that thorned roots is no longer affected by control bonus, wonder why they did this. not many players even use control bonus and i enjoy having a good amount, i know that master trapper buff gives 60% control bonus for 10 seconds i think but still kind of sad to know this.

    isn't thorned roots a control encounter, makes no sense to remove the whole control bonus increasing its time. and since this wasn't a bug it means its a nerf to thorned roots. another tally for the nerfs tally sheet. (their is no nerf tally sheet fyi its a joke)
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    amenar said:

    Another quick update. The build process is slower than my work, so the build you all got recently is missing the last set of changes I mentioned. Those changes, along with some more, should be in the next build, which we're hoping will hit preview this Friday, barring any problems. Here is the further list of changes for the HR:

    • Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
    • Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
    • Hunter Ranger: Commanding Shot: Damage increased ~300%.
    • Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
    • Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
    • Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
    • Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
    • Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
    • Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
    • Hunter Ranger: Marauder's Rush: Range increased back to 83'.
    • Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
    • Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
    • Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
    • Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
    Note that some of these patch notes supersede previous patch notes.

    Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
    not a great step ahead for pvp performances but this is definitely something! thanks
  • genjundeadgenjundead Member Posts: 372 Arc User
    edited July 2016

    Hmm i try to play as HR archery but i think the problems with it is that most of the skills do not benefit going archery or combat.... All the skills is catered to trapper due to weak grasps or strong grasp on skills... Also some of the skills makes no sense when u switch stance and ill list them here



    Binding arrow / oak skin

    Change

    Binding arrow / hindering strike (makes sense to combine them as they both apply strong grasp at range and melee)



    Ambush/bear trap..... Remove (never used)



    Boar hide/boar charge..... Remove (never used)



    Battlehoned..... Remove (never used)



    Oak skin..... Remove (never used)



    Thorn strike ..... Remove (never used)



    Rain of swords..... Remove (never used)



    Aspect of the serpent ........ Rework as its for trapper



    Aspect of the pack.... Remove u can get combat advantage easy without this buff



    Aspect of the hawk..... Remove we dont need longer range



    Pathfinder action..... Remove due to dailies take awhile to get



    Cruel recovery .... Remove (never used)



    Seeker vengence... Remove (positioning)



    Aimed shot/aimed strike...... Change the upgrades to deal bleed on critical damage and each rank makes the bleed deal more damage and stacks..... Also cut the cast time to 1.5 sec



    Rework archery and combat paragon feats.... Archery suffer due to 1 prey target also no enemies need to be in range to gain 10% damage boost and 25% crit



    Combat.... Never played it



    But HR needs a massive rework to there skills most dont make sense when u change stance which effects archery and combat the most.... Also the at wills are ****....and the passives





    HR needs to be taken out of the game and reworked from scratch.... The change stance mechanic only works good with trapper.... Most of the encounter and passives works with trapper due to the class mechanic for grasping roots.... Means archery and combat does not fit at all with how HR class mechanic works



    Unless u can change archery and combat to gain benefits with swaping stance or gaining benefits with the grasping roots mechanics.... There is no reason to be an archery or combat as the class does not sync with them

    ok i have read all your post and i almost completely disagree with you; on some of the opinions and if i would to go over them it would take some time, so i will comment on this post as to a few things.
    binding arrow and hindering strike should not be together as you said they both apply strong grasping roots. that's why hinder strike/shot is such a good match. can shoot a target strike any nearby and shoot another, applying 2 weak grasping roots to 2 different targets and strong to any nearby. as for binding arrow it goes through one target and though binding arrow can be a pretty bad encounter i like using it and oak skin with binding arrow fixes its own lack of usefulness by giving you survivability with healing and defense... the devs did put a picture of the most used and not so much used encounters and their will always be a chart like that. reason being people want to do the best dps possible... well most do, as i don't care for such things. but players will copy online builds or other peoples good dps builds to do just as good or somewhat better dps.

    so after a month or two, most people might change their build, but the majority of the hr community will all use the same build, with a few hundred or so might use their own builds they find fun.
    its nice to hear your opinion and stuff but wanting a skill removed cause you don't use it or a majority don't use it isn't a very good way to put it, instead working skills so their more useful is the best way to go, as if you don't or a majority of hr's don't use a skill, their are still players who use the skills that are not widely used.

    and i wanted to keep this short well too late now and sorry for it being long though i give my honest opinion to your opinion.
  • amenaramenar Member, NW_CrypticDev Posts: 90 Arc User


    EDIT: i am a bit saddened that thorned roots is no longer affected by control bonus, wonder why they did this. not many players even use control bonus and i enjoy having a good amount, i know that master trapper buff gives 60% control bonus for 10 seconds i think but still kind of sad to know this.

    isn't thorned roots a control encounter, makes no sense to remove the whole control bonus increasing its time. and since this wasn't a bug it means its a nerf to thorned roots. another tally for the nerfs tally sheet. (their is no nerf tally sheet fyi its a joke)

    The actual Root CC that Thorned Roots applies is still affected by control resistances and bonuses, just not the DoT.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    edited July 2016
    [Edited to remove discussion of Thorned Roots/control change, since it was quickly answered by @amenar]

    I like the changes on Thorned Roots/biting snares, but they don't answer one of our major problems in pvp: the burst from Thorned Roots on control immune targets, 250%, is not enough. Why should anyone using a control immunity be granted an additional 75% DR to Thorned Roots, THE major source of damage from trappers?

    Impossible To Catch already grants deflect (75% DR) and control immunity. This means that Thorned Roots grants 1/16 of 250% weapon damage against a TR in ITC (if I'm correct about how the code operates), the only time that those using a particular build are visible. That's just under 16% weapon damage. Even if it were balanced against DOT at a 1000% weapon damage boost, it would still be only 64% weapon damage.

    Unstoppable grants 50% DR, so the burst is reduced to 125% weapon damage, which is still inconsequential against someone with 170-200k HP.

    At least half the DOT should be converted to burst, in my opinion (so 800% weapon damage). And the charge refill time of Cordon of Arrows, at 20 seconds, needs to come down to 12 or lower.

    Additionally, as others have said, the cooldown of fox's cunning/fox shift remains too long what with the several nerfs to cooldown reductions. I'll also add my vote for a cooldown reduction to cordon/gushing wound - in addition to a fast animation for gushing wound - since the buffs make it look like our potential source of burst damage in pvp. Its animation is just no use against moving targets.
    Post edited by feanor70118 on
  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    Good to see cd reductions but don't forget about Fox Shift. I doubt this will be enough to get the rotation flow the same.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    amenar said:

    Another quick update. The build process is slower than my work, so the build you all got recently is missing the last set of changes I mentioned. Those changes, along with some more, should be in the next build, which we're hoping will hit preview this Friday, barring any problems. Here is the further list of changes for the HR:

    • Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
    • Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
    • Hunter Ranger: Commanding Shot: Damage increased ~300%.
    • Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
    • Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
    • Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
    • Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
    • Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
    • Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
    • Hunter Ranger: Marauder's Rush: Range increased back to 83'.
    • Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
    • Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
    • Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
    • Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
    Note that some of these patch notes supersede previous patch notes.

    Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
    DOH! This looks like love for trappers. Why aren't we focusing on archery/combat?

  • durugudesudurugudesu Member Posts: 555 Arc User
    amenar said:



    • Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.


      WHY? it's a 4 second diminishing buff, and you can only get 2 stacks for 1 second, and it takes proper timing, was this not working as intended? THIS IS DISAPPOINTING.
  • genjundeadgenjundead Member Posts: 372 Arc User
    amenar said:


    EDIT: i am a bit saddened that thorned roots is no longer affected by control bonus, wonder why they did this. not many players even use control bonus and i enjoy having a good amount, i know that master trapper buff gives 60% control bonus for 10 seconds i think but still kind of sad to know this.

    isn't thorned roots a control encounter, makes no sense to remove the whole control bonus increasing its time. and since this wasn't a bug it means its a nerf to thorned roots. another tally for the nerfs tally sheet. (their is no nerf tally sheet fyi its a joke)

    The actual Root CC that Thorned Roots applies is still affected by control resistances and bonuses, just not the DoT.
    i know you said that in your prior post, the dot is no longer affect by control bonus which is why i am sad loved having my thorned roots last longer on mobs.
    wait... if thorned roots last longer then doesnt the dot refresh as until thorned roots expire. also control bonus doesn't change too much pve wise. my 100% control bonus feels as if i only gain about 3-5 seconds, can anyone tell me how control bonus affects the duration.

    like what percent gives how many seconds? and what is the control bonus cap?
    for example 10% control bonus gives 1 second where 50% only gives5 seconds and 100% gives 8 seconds (soft cap vs hard cap i dont know a lot about these)
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    edited July 2016
    this might actual be good for us in PVP if elven battle just stops cc but still takes damage from roots that will be a good thing. I with hold other comments til test every thing.

    Also would like total up dated list of what is already changed or changed back and what is being changed so have just 1 page to work with on preview a lot has been throw out there and adjustment have been made so some of previous list are invalid
    Ara
  • amenaramenar Member, NW_CrypticDev Posts: 90 Arc User
    edited July 2016
    Sorry, missed a note, and one that wasn't good to miss:
    • Hunter Ranger: Feat: Biting Snares: Now directly increases the duration of Thorned Roots by 60%, in addition to your other control powers. (This allows Biting Snares to still increase the duration of the DoT that Thorned Roots deals, even though it is no longer affected by control strengths & resistances)
    I updated my previous post to include this, as well.
  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User
    amenar said:

    Another quick update. The build process is slower than my work, so the build you all got recently is missing the last set of changes I mentioned. Those changes, along with some more, should be in the next build, which we're hoping will hit preview this Friday, barring any problems. Here is the further list of changes for the HR:

    • Hunter Ranger: Ambush: Increased damage bonus for Encounter powers to 15%, up from 10%.
    • Hunter Ranger: Ambush: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Ambush: Should now always consume the on-next-hit damage when the next time a power deals damage.
    • Hunter Ranger: Commanding Shot: Damage increased ~300%.
    • Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Constricting Arrow: Recharge time reduced to 15s, down from 18s.
    • Hunter Ranger: Crushing Roots: The Daze effect can no longer be Deflected.
    • Hunter Ranger: Disruptive Shot: The Daze component of this power can no longer be Deflected.
    • Hunter Ranger: Feat: Biting Snares: The Master Trapper effect can no longer proc multiple times by rapidly switching stances.
    • Hunter Ranger: Grasping Roots (Weak & Strong), Thorned Roots: The Root effect can no longer be Deflected.
    • Hunter Ranger: Hindering Shot: Charge refill time reduced to 12s, down from 15s.
    • Hunter Ranger: Longstrider Shot: Buff no longer stacks if rapidly reapplied.
    • Hunter Ranger: Marauder's Rush: Range increased back to 83'.
    • Hunter Ranger: Pathfinder's Action: Now grants 5% Deflection Chance per rank as stated, instead of only granting 13% at Rank 4.
    • Hunter Ranger: Strong Grasping Roots, Thorned Roots: The spiral roots/vines VFX should now display the entire duration of the Root, instead of ending early.
    • Hunter Ranger: Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.
    • Hunter Ranger: Weak Grasping Roots: Now plays one of the standard immobilized/rooted VFX on the target while they are affected.
    Note that some of these patch notes supersede previous patch notes.

    Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN. Currently unsure if we'll be able to get a fix in for this module, but
    Thanks for the quick update, and good news for them to hit preview on friday.
    I see some our reported bugs fixed, that´s pretty nice to see, and some work going on on the power boost/cooldown, I hope you can go through them all, also don´t forget of Cordons of Arrow that right now has an insane charge refill time of 20s.
    But the more important of all, I thank you to listening to our community and work with us close together, this after years of silence make feel us more helpful and comfortable to keep doing our best to support this game further.
    GRAVITY X GAME
  • genjundeadgenjundead Member Posts: 372 Arc User

    So, if control bonus no longer affects Thorned Roots, what exactly does it do? I see this being done to balance out the deflect/roots change, but, again, what does control bonus do, if anything? And if it does nothing, this calls for a rewrite to the trapper capstone and a reallocation of stats in every item that grants control bonus. As it stands, this is, in part, a 37.5% nerf to Thorned Roots. Why?

    Also, on the burst from Thorned Roots on control immune targets: 250% is not enough. Before the nerf, we were talking about the DOT being 1600% weapon damage over 8 seconds. Now it's 1000% over 5 seconds. Why should anyone using a control immunity be granted an additional 75% DR to Thorned Roots, THE major source of damage from trappers?

    Impossible To Catch already grants deflect (75% DR) and control immunity. This means that Thorned Roots grants 1/16 of 250% weapon damage against a TR in ITC (if I'm correct about how the code operates), the only time that those using a particular build are visible. That's just under 16% weapon damage. Even if it were balanced against DOT at a 1000% weapon damage boost, it would still be only 64% weapon damage.

    Unstoppable grants 50% DR, so the burst is reduced to 125% weapon damage, which is still inconsequential against someone with 170-200k HP.

    At least half the DOT should be converted to burst, in my opinion (at the old rate, so 800% weapon damage). And the charge refill time of Cordon of Arrows, at 18 seconds, needs to come down.

    control bonus increase control effect durations
    i loved having the dot on control bonus being increased as well as the control itself but they nerfed how control bonus affects the dot on thorned roots. (hopefully they didn't nerf the refresh of thorned roots dot cause if thorned roots last longer the dot shouldn't start ticking till after the root is gone, as in the dot should hurt for as long as the root is on and however long the dot actually lasts)

    i am also curious on how control bonus affects the controls.
    like how much control bonus affects the duration, for example how much duration would 10% control bonus give, how much longer would our roots last. i don't know but i do know control bonus affects the duration of controls,
  • genjundeadgenjundead Member Posts: 372 Arc User
    amenar said:

    Sorry, missed a note, and one that wasn't good to miss:

    • Hunter Ranger: Feat: Biting Snares: Now directly increases the duration of Thorned Roots by 60%, in addition to your other control powers. (This allows Biting Snares to still increase the duration of the DoT that Thorned Roots deals, even though it is no longer affected by control strengths & resistances)
    I updated my previous post to include this, as well.
    nice to know thanks +1
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    amenar said:


    Hunter Ranger: Commanding Shot: Damage increased ~300%.
    Hunter Ranger: Commanding Shot: Recharge time reduced to 15s, down from 18s.
    @amenar: I am still mystified as to why you are buffing this power to the extent that you are. The only time I see this working better than Thorn Ward is against a pack of mobs where you want to focus down one enemy in particular. Thorn Ward wins out in every other instance.
    amenar said:


    Also, I looked into the Cordon of Arrows bug that prevents it from critting if it is more than 50 feet away from you. This is super weird, and also totally happening. The same bug is also affecting the DC power Chains of Blazing Light. TOP MEN are looking into it. TOP. MEN.

    Nice to see you are on top of things and a shout out to @ralexinor for bringing this to the devs' attention. Nice to have you back to some extent even if you aren't playing. Utmost respect!

    However, I am perplexed that the changes to Archery and Combat are coming much slower, if at all. They are the 2 trees that need the most help. Other than the 10% increase to Prey for Archery and 50% buff to CtG I see no major changes for Archers and Combat which is discouraging as those are the trees my two mains play.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Similar to the archery 5/5/5 crit severity and power on crits, battle crazed could give a max of 15% deflect and 15-25% deflect severity instead of LS, while in melee stance only.
  • genjundeadgenjundead Member Posts: 372 Arc User
    the best way to fix hr as a whole is to remove the 5 target limit, though i don't mind this limit i can tell you it hurts the dps of hr's in pve, i don't think it will help much besides matches with over 5 people for pvp
  • zonoske#5272 zonoske Member Posts: 86 Arc User
    Nice. But what's the update on Swiftness of the Fox?
  • genjundeadgenjundead Member Posts: 372 Arc User
    edited July 2016
    can someone explain control bonus.

    like what percent gives what extra seconds.

    try to keep it too thorned roots since that is the most important control trappers have or to crushing roots as the daze is helping and i would like to know how control bonus/strength is affecting these skills.

    lets say i have 50% control bonus active at all times and master trapper gives 60% for 10 seconds when active for a total of 110% control bonus.

    this is from neverwinters page
    Grasping Roots is a Hunter Ranger Class Mechanic. Certain powers will apply either Strong or Weak Grasping Roots to the Hunter Ranger's targets.

    Hunter Ranger's which specialize in the Trapper Feat Tree will be able to apply Thorned Roots instead of Grasping Roots.

    Grasping Roots do not actually root the target. Targets become entangled and have their movement disrupted in a manner which is a mixture between a leash and a rubber band effect.

    my question...
    what does control bonus actually do in the long run and how much extra seconds do control bonus give?
    based off the description control resistance should actually affect roots as they are like glue and any movement modifier can free you from them instead of a stat like control resistance/tenacity. am i right about this?
    what is the soft or hard cap of control bonus? when is it that you have too much or too little?

    EDIT: example with power
    soft cap vs hard cap
    100 power gives 100 damage
    after 100 power soft cap kicks in and it now takes double to gain the same power
    so 300 power is 200 damage
    then hard cap kicks in and it takes quadruple to gain same damage
    so 1100 power is 300 damage
    this is just an example of how soft and hard cap works
    soft cap takes double the work to gain same damage, were as hard cap takes quadruple the work to gain same number of damage but this is not based of neverwinters caping, as i don't know it.
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