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TRAPPER (Changes)

alliera7311alliera7311 Member Posts: 296 Arc User
edited July 2016 in The Wilds
Here I'll be collecting the changes/nerfs to the Trapper from the Preview Shard Notes. Because it's really hard to read through all the tears and find out what will hurt us the changes are spread out through 20+ pages. So lets kick it off :( **None of this on Live yet but these are some of the many changes but only the ones I felt NERF the Trapper**

Feat: Forestbond: When used in conjunction with Thorned Roots, the recharge reduction granted would be doubled. This has been fixed, and Forestbond will now always grant a 5% reduction, regardless of whether you are using Strong Grasping Roots or Thorned Roots. *Anything that increases cd time from what it is previously to this is bad. Bugged or not we struggle to keep up especially pulling mob to mob hitting nothing but thin air because everythings melting around us from other classes.

Hunter Ranger: Aspect of the Serpent: Stacks will only be consumed by powers that actually deal damage. This means powers such as Stag Heart, Hawk Eye, or FOXES CUNNING will build stacks, but not consume them. *This is a problem because we need them to be able to consume in order for the opposite side to stack properly other wise we have to waist time using meh at wills or wait for a ability that has charges to come off cool down.

Hunter Ranger: Feats: Swiftness of the Fox: No longer triggers multiple times when hitting multiple targets. *This on top on Forest Bond for the same reason will be the death on the Trapper.

Plant Growth: Now properly has a target cap of 5. *Last I checked it says ALL enemies and has a 20 feet range AoE...major dmg Nerf.
Guild: TLO GH 20
Contact:@EmeraldG1173
Main: EMERALD LEGEND
Post edited by alliera7311 on
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Comments

  • alliera7311alliera7311 Member Posts: 296 Arc User
    These are the ones I feel are going to have a really negative impact very possiblly making the Trapper no longer competitive with the other "good" dps. Also significantly decreasing I solo capabilities.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • wdj40wdj40 Member Posts: 1,958 Arc User
    Just copy and paste everything and try to work it out from there :)

    • Aimed Shot: Charging this power is no longer interrupted by taking damage.

    • Aimed Strike: Reapplying the DoT will no longer start the tick timer over. This will prevent clipping the DoT, ensuring the same overall DPS, instead of allowing DPS to be reduced by accidentally clipping the DoT.

    • Ambush: Now has less of a reduction when applying bonus damage to an AoE power. It now deals half of the normal bonus, instead of a third.

    • Ambush: Targets damaged by your Ambush now take additional damage from your Encounter powers for 5 seconds.

    • Ambush: The Ambush effect is no longer cancelled by movement.

    • Ambush: The bonus damage caused by this power has had its base damage increased by ~67%. This means players with low-quality gear will see as much as a 10% damage increase, while players with high-quality gear will see a much smaller increase.

    • Ambush: The bonus damage caused by this power no longer groups into the same damage floater as the power that triggers it.

    • Aspect of the Pack: Rank 4 now properly increases the range of the power, instead of decreasing it.

    • Bear Trap: Activation time reduced to 0.67s, down from 0.75s.

    • Bear Trap: Now causes the target to bleed for 5 seconds. The total damage of this bleed is equivalent to the initial damage. The Feat, Advanced Stalking, now increases the damage of this bleed.

    • Bear Trap: Now slows the target for 5 seconds, in addition to the momentary stun. The Feat, Advanced Stalking, no longer provides a slow effect to this power.

    • Bear Trap: Range reduced to 30', down from 80'.

    • Binding Arrow: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Binding Arrow: Activation time reduced to 0.7s, down from 1s.

    • Binding Arrow: Damage dealt to secondary targets now receive full damage bonuses from the caster. This includes critical hit damage, however, the secondary hit will not be considered a separate critical hit.

    • Binding Arrow: Damage increased ~10%.

    • Binding Arrow: Recharge time reduced to 18s, down from 22s.

    • Clear the Ground: Activate time of the third strike reduced from 0.6s to 0.5s. Increased damage of second and third strikes of this combo. These changes have increased the overall DPS of the combo by ~35%.

    • Clear The Ground: This powers activation is no longer cancelled by all other power activations.

    • Cold Steel Hurricane: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Cold Steel Hurricane: Overall damage further increased by ~33%.

    • Cold Steel Hurricane: Now properly reports that it has a 60' range. Previously, the UI reported 40'.

    • Cold Steel Hurricane: This power will now dissipate if it hits 10 total targets along its path.

    • Cold Steel Hurricane: Total activation time reduced to 1.5s, down from 2s. This allows you to move much more quickly after the power has fired.

    • Commanding Shot: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 9% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Commanding Shot: In addition to the base damage increase, damage further increased ~50%.

    • Commanding Shot: Recharge time reduced to 16s, down from 18s.

    • Commanding Shot: Reworked the debuff this power applies, and reduced its duration. Reduced the damage debuff component to 10%, down from 15%. Changed the defense component from lowering their defenses by 15% to increasing the damage they take by 10%. This changes where in the formula the damage increase takes place, and this power can cause the target to take increased damage even if you have enough Armor Penetration to completely ignore their Damage Resistance.

    • Commanding Shot: The rank up effect now only grants the debuff +1s, down from +2s.

    • Constricting Arrow: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Electric Shot: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Electric Shot: Reduced the activation time of each shot by 0.3s. This has increased the overall DPS of the combo by ~33%.

    • Feat: Advanced Stalking: No longer causes Bear Trap to slow the target. Instead, it increases the damage of the bleed that Bear Trap now applies.

    • Feat: Forestbond: When used in conjunction with Thorned Roots, the recharge reduction granted would be doubled. This has been fixed, and Forestbond will now always grant a 5% reduction, regardless of whether you are using Strong Grasping Roots or Thorned Roots.

    • Feat: Thorned Roots: After upgrading to Thorned Roots, there would be a slight delay before they would apply compared to Strong Grasping Roots. This has been remedied, and Thorned Roots now applies just as quickly as Strong Grasping Roots.

    • Feat: Thorned Roots: When striking a target that is immune to control, Thorned Roots stated that it would deal a bonus 250% Weapon Damage up front. However, it was actually dealing 2 ticks of damage, one at 175% of Weapon Damage, and one at 50% of Weapon Damage per rank of Thorned Roots, for a maximum total of 425% Weapon Damage at Rank 5. This has been changed to now do 1 tick of damage for 200% + 50% per rank, for a maximum of 450% at Rank 5. The tooltip has been updated with these numbers, and has been clarified to state that this is in addition to the DoT.

    • Feat: Thorned Roots: When used in conjunction with the Class Feature Crushing Roots, Thorned Roots would apply the Daze twice. In most cases, this would manifest as just causing the Daze to last about 0.1s longer. This has been fixed.

    • Feat: Unflinching Aim: In addition to its current functionality of increasing your Ranged Damage, this Feat now causes your hits from Aimed Shot to reduce the recharge time of your currently recharging Ranged Powers.

    • Forest Ghost: Can now strike the same target once per second, instead of only once per activation.

    • Forest Meditation: Base recharge time reduced to 40s, down from 45s. This means at Rank 4, the Recharge time is 30s, down from 35s.

    • Forest Meditation: This power can now be deactivated by pressing the button again. Has a slight delay at activation to prevent accidentally deactivating it via button mashing.

    • Fox Shift: The speed debuffs and buffs caused by this power no longer have a slight variance to their duration.

    • Gushing Wound: Fixed an issue where, if the target was able to quickly move away or get out of line of sight immediately after taking the initial hit, the bleed would not apply. The bleed should now be applied if the target takes the intital hit.

    • Gushing Wound: Initial hit damage increased ~200%. Bleed damage increased ~10%.

    • Gushing Wound: Now requires a target to activate, which should prevent activating it near a target, but not actually hitting anyone.

    • Gushing Wound: Ranged decreased to 15', down from 16'
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
  • wdj40wdj40 Member Posts: 1,958 Arc User
    • Hawk Eye: No longer grants 15% bonus damage on the next shot. Instead, it grants 15% bonus damage to all Encounter powers for 5s. Allies still receive this new buff at 50% effectiveness.

    • Hawk Eye: Now causes the name of the power to show up in combat floaters when it is granted, so that allies may react accordingly.

    • Hawk Eye: Recharge time reduced to 18s, down from 20s. This means at Rank 4, the Recharge time is now 15s.

    • Hawk Shot: Activation time reduced to 1.7s, down from 2s.

    • Hawk Shot: Changed the way this power clamps damage based on range. Previously, in order to deal maximum damage, you actually had to be at 80' (or further, with Aspect of the Falcon), and the damage kept getting smaller until you were almost touching the target. Now, the minimum damage is dealt to anyone within 20', and the maximum damage is dealt to anyone 60' away or further. The minimum damage has been increased greatly.

    • Hawk Shot: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Hawk Shot: Recharge time reduced to 15s, down from 20s.

    • Hawk Shot: This power is now an AoE power, and deals damage to up to 5 targets in a small cylinder along the whole range.

    • Hindering Shot: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Hindering Strike: Now allows other powers to queue like normal after activation.

    • Hunter's Teamwork: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Longstrider's Shot: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Marauder's Escape: Now fires off 3 quick shots straight ahead as you are jumping back.

    • Marauder's Escape: Ranking up this power no longer increases the AP it generates. Instead, it increases the damage this power deals. Base AP generation of the power has been increased by 50%.

    • Marauder's Escape: Recharge time reduced to 15s, down from 16s.

    • Marauder's Rush: Can no longer activate some powers while still lunging to the target. Activation time reduced from 0.85s to 0.7s.

    • Marauder's Rush: Range reduced to 63', down from 83'.

    • Marauder's Rush: Recharge time reduced to 14s, down from 16s.

    • Oak Skin: This power was only healing teammates for 40% of the intended value. This has been fixed, and the power now heals teammates for the stated 50% effectiveness of the self-heal.

    • Oak Skin: Activation time reduced to 0.6s, down from 0.75s.

    • Oak Skin: Added clarification to the tooltip that states that even the base cast is half as effective on teammates, not just the additional rank ups.

    • Oak Skin: Damage resistance increased to 15%, up from 10%. Amount is still halved on secondary teammates, meaning they now receive 7.5% DR, up from 5%.

    • Oak Skin: Healing increased ~40%.

    • Plant Growth: Now properly has a target cap of 5.

    • Rain of Arrows: Decreased Recharge time to 16, down from 17.

    • Rain of Arrows: Increased radius to 10 feet, up from 6 feet.

    • Rain of Arrows: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Rain of Swords: Damage increased ~25%.

    • Rain of Swords: No longer causes a hit react on every tick of Bleed damage. Now uses standard Bleed FX isntead.

    • Rain of Swords: Now properly has a target cap of 5.

    • Rain of Swords: Recharge time reduced to 14s, down from 15s.

    • Rapid Shot: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Rapid Strike: Fixed an error in the AP formula, so this combo now generates ~75% more AP.

    • Seismic Shot: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Shift: Increased the distance of each shift ~30%.

    • Split Shot: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Split Strike: Activating this power no longer causes the camera FOV to change.

    • Split Strike: Increased activate time from 0.6s to 0.75s. Also increased damage by ~50%. These changes have resulted in an increase in DPS of ~12%. AP gain has been increased ~10%.

    • Split the Sky: In addition to the existing damage-triggered effect, this power will now randomly target enemies in the area, causing them to suffer the same damage and snare as if they had attacked.

    • Split the Sky: Increased the base damage of this power by ~250%. This means players with low-quality gear will see as much as a 10% damage increase, while players with high-quality gear will see a much smaller increase.

    • Stag Heart: No longer locks the caster in place while activating.

    • Steel Breeze: Damage increased ~75%, but radius reduced to 15', down from 20'.

    • Thorn Strike: Damage increased ~50%. However, damage is now reduced when hitting more than 1 target. Damage when hitting 5 targets is still considerably more than it used to be.

    • Thorn Strike: Increased target cap to 5, up from 3.

    • Thorn Strike: No longer causes a cast bar to show up for a short time when activating the power.

    • Thorn Strike: Range increased to 15', up from 12'.

    • Thorn Strike: Tooltip now reports the base damage it deals, instead of the damage it would deal when the target is at minimum health.

    • Thorn Strike: Total activation time reduced to 0.8s, down from 1s.

    • Thorn Ward: Increased the base damage of this power by ~67%. This means players with low-quality gear will see as much as a 10% DPS increase, while players with high-quality gear will see a much smaller increase.

    • Thorn Ward: Increased the base duration of this power to 10s, up from 4s. However, each rank now grants 2s, down from 4s. The net result is that Rank 4 still lasts the same amount of time (16s), but lower ranks last longer. Note that the description in the powers window previously stated that each rank increased the duration by 6 seconds, but this was incorrect - it was really only increasing by 4 seconds.
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
  • alliera7311alliera7311 Member Posts: 296 Arc User
    That's the problem too much to read through there veiling these nerfs with all that senseless meh stuff. I pulled out what I have seen so far been watching since page one.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • wdj40wdj40 Member Posts: 1,958 Arc User
    Ha ha sorry, what I mean is now all that is in this thread you can copy and paste what you need for the top post and add Buff or Nerf next to it or whatever :)
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    I gave my *reasoning re-edited above. Maybe I missed something but I encourage you all to think about it. Comment on here and maybe ppl who are ACTUAL HRs will have logical feedback SUPPORTIVE to the class and not DISRUPTED. Like @wdj40 here for example :)
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    @amenar We had less dmg then that of the other classes so we could make up for it by attacking faster and multiple times with encounters. At times it's not enough base upon the skill of the player, and the class plus buff scaling. There's so many variables here to consider the Trapper doesn't need messed with.
    Post edited by alliera7311 on
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • baggdaudibaggdaudi Member Posts: 17 Arc User
    I think we'll be ok. Maybe we'll need a little extra recovery, nothing a companion or a rising focus ring can't fix. But that's only worst case scenario, what I'm concerned of the most is that steel breeze is getting 3 stacks, and after I use all my stacks I find myself standing around because my cool downs aren't dropping (waiting on the cooldown from hindering shot, cordon of arrows and now possibly steel breeze) since gushing wound might actually work in combat now it'll be a viable option.
  • deterrant#6687 deterrant Member Posts: 172 Arc User
    As i stated in another thread the balance testing is not finished yet, the new patch will hit us next week, until it has been plowed thru, there is no reason to get exited and start nailing the coffing cos the patient has not been properly tested for terminal defects.

    Im not saying that some changes AT THIS POINT are not so called "nerfs" to somebody, Swiftness was a FIX not a NERF. Untill we can properly test it and we do, we cannot just go and demand to it to be changed back or any other changes until they have been properly tested out and the class tweaked accordingly.

    Our class will have sufficient DPS in mod 10, i am putting my trust in amenar, who by the way has done a helluva job with the classes, he has listened to us this far, why in the blazes would he stop, as long as we are giving feedback that resulted in testing the changes out.

    Steel Breeze will be changed back to normal on the upcoming patch, no charges.

    Im overwhelmed by the hysteria people are having cos we have to be fixed on some parts and tested out and balanced after that, its like people believe that they are going to leave a full class unplayable for mod 10.

    I dont get it.
  • jugger71jugger71 Member, NW M9 Playtest Posts: 252 Arc User
    Change the title. You have a good start but the title starts it off in the wrong direction.
  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    @baggdaudi the charges to steel breeze have been removed.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • alliera7311alliera7311 Member Posts: 296 Arc User
    Telling you it will cripple the flow of our rotation and we will not be able to keep up. Plus it's the playstyle that made it the funnest class to play.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    @deterrant#6687 call it what it is "change" "FIX" "NERF" My point is the barely stays afloat as it is. They take away our cd reduction it will cripple the Trapper and your funny if any of think The other tress will be good we do not do enough dmg to afford waiting for cds. On top of that where is all that recovery going to come from Power, Crit, Arm Pen? Are the DEVs going to pay for my shiny master craft gear and my artifacts rendered useless? **Complete Gear Over Hual** Even then if you could get the recovery it wouldn't be enough the flow would still be off and you would hit less than we already do.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • kangkeokkangkeok Member Posts: 1,123 Arc User

    In order to keep our rotations up we're going to need plus 10k recovery. That's too much going into a stat that robs us of power and crit.

    If u suggest to increase the 15% cd reduction given by swiftness of the fox..u might not need to stack that much.
  • mayday#2798 mayday Member Posts: 100 Arc User
    i remember mod 5, when i had cooldowns on traper (with swiftness of the fox), and in pve it is not that bad, while the nerf of plant growth will be devasting. I think PG needs a target cap of 8 or even 10, and it shoul trigger blade storm as it is now.
  • alliera7311alliera7311 Member Posts: 296 Arc User
    No recovery it does interact properly with our feats. Yes I completely agree about PG.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • dmcewendmcewen Member Posts: 279 Arc User
    +1 @alliera7311 Recovery doesn't work, our coodowns are too high and it doesn't affect powers with charges. PG change is going to a big nerf.
    Guild: Ruthless
    Character: Vendetta
  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    @krazydog#1509 I would say PG is a decent part of our dmg especially mine. It's my best AoE, and changing it does hurt. I don't think it will make us subpar but it will hurt. Some HRs don't use PG though some use the "classic" Hindering Shot which is good too but PG is better for dmg.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    Now if they start making us wait for CDs that will really hurt probably kill us. @amenar posted today that that if changing SoTF does hinder the rotation and playstyle. They will make adjustments so it doesn't because they are happy with the current live flow of the Trapper encounters. Allowing the class to revolve around a buggy feat hes not okay with. So lets wait and see what this week has in store. There maybe hope :)
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • wdj40wdj40 Member Posts: 1,958 Arc User

    Now if they start making us wait for CDs that will really hurt probably kill us. @amenar posted today that that if changing SoTF does hinder the rotation and playstyle. They will make adjustments so it doesn't because they are happy with the current live flow of the Trapper encounters. Allowing the class to revolve around a buggy feat hes not okay with. So lets wait and see what this week has in store. There maybe hope :)

    Just sent you a PM... I didn`t realise you were E Archer ha ha :) I really need to read peoples sig's more lol.

    But I`m hoping they do something to allow us to be able to combo and chain attacks together still. That is what the Trapper is all about... not waiting and doing nothing whilst cool downs are active.
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
  • alliera7311alliera7311 Member Posts: 296 Arc User
    Yes more ppl would know who I am if they let me change my name on here but they wont. Thus the icon. Lol
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • maggiethehunt#5123 maggiethehunt Member Posts: 13 Arc User
    please all people on this forum,trust @alliera7311 ,he his TOP HR on xbox one. If they kill our CD ,they kill the HR (PVP/PVE) Seriously ,who can be competitve an archery?in combat?Be honest the HR on neververwinter is only viable +fun with the trapper build. I don't care bear trap,aimed shot and all this uselless skill. Actually the only build viable is the trapper,and honestly they can boost our damage at 200% ,that s change nothing if the trapper mechanic is die . Nobody can be competitve in bow or combat.
  • alliera7311alliera7311 Member Posts: 296 Arc User
    Iv given my feedback over and over. Think what he is saying is trust what I say because that dude was trash talking me.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    remember all 3 platforms are here in Wilds now our Xbox players and new PS4 players have no preview they have every right to worry they are stuck with devs and what pc players feed back concludes.

    Ara
  • maggiethehunt#5123 maggiethehunt Member Posts: 13 Arc User
    @macjae i think i understand what you mean(a little ,im french not english) but i think a lot of people here don t know her class(hr ) and i can t translate all my mind in this forum cause im french. i try just to told to the people ,it s a bad idea to nerf the swiftness cause it s a class mechanic very important for 90% of hr in nw . I have 2 HR lvl 70 ,and i have test all the build ,and i can affirm it s impossible with this different up of hr ,to be competitive in the further. If you no trust me ,i can add you in xbox , and show you what in archery or combat it s just impossible/no fun to be competitive with an HR . Im sorry for my english(google trad is very bad ) I accept the dev want up the archery or combat for more diversity in the build ,but it s just impossible to kill a fun /competitive class. Ty for reading and i repeat ,im sorry for my approximative english ,i have the "balls " to come here ,and try to communicate with you.
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    This is all gotten to toxic Im done for a while on forum I will however be back to give feed back on what I see once the changesgo live in preview you guys at least deserve to know whats happening with out a agenda attached it will just be short and facts
  • dmcewendmcewen Member Posts: 279 Arc User
    Thanks @jhpnw
    Guild: Ruthless
    Character: Vendetta
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    played on preview and noted on feed back what I found

    really no worries since no nerf to SOTF. No visible damage increase as trapper. but steel breeze and binding working fine was able to cancel out of mediation.
    The only thing was Oakskin not applying all the time even with animation and showing and dealing consistently less than a 1/4 of tool tip healing as before
  • alliera7311alliera7311 Member Posts: 296 Arc User
    edited July 2016
    @jhpnw Curious how the flow of the rotation will go after today's updates. They decreased the cd of a lot of encounters but I didn't see any for Plant Growth or Fox Shift. Those Contricting and Hindering are probably the most used.
    Guild: TLO GH 20
    Contact:@EmeraldG1173
    Main: EMERALD LEGEND
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    edited July 2016
    every thing looking good over with cooldown reductions added to encounters and my guild leader gave me some tips to help with cooldowns that should work so we may come out of SOTF reduction just fine. All went as expected no surprises til end and this one caught me totally off guard. Put it below late entry. I do think we will be ok . if they stop now I will be ecstatic. Amenar is looking out for us
    Everything is geared around roots the Devs are making a statement they are here to stay. read thru everything carefully there are many hidden powerful statement in notes on feed back I will be in more detail ideas once changes are all in place but forgive me for holdings my cards close to my chest after the last few days negative comments and nerf rants. I I will check every thing and give proper feed back. to what is trapper related.
    Ara

    amenar Posts: 56 Cryptic Developer

    5:06PM edited 5:07PM



    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

    and this

    amenar Posts: 59 Cryptic Developer

    7:04PM edited 7:05PM





    zonoske#5272 said:


    Nice. But what's the update on Swiftness of the Fox?
    Good question! Here is the current patch note for some upcoming changes for it: •Hunter Ranger: Feat: Swiftness of the Fox: Now triggers from more powers. Ranged Encounter and At-Will powers reduce the cooldown of your Melee Encounter powers, and vice versa. Daily powers reduce the cooldown of all of your Encounter powers.

    And for clarification, here is the updated tooltip:

    Your Melee Encounter & At-Will powers shorten the cooldown of your Ranged Encounter powers by 3/6/9/12/15%.
    Your Ranged Encounter & At-Will powers shorten the cooldown of your Melee Encounter powers by 3/6/9/12/15%.
    Your Daily powers shorten the cooldown of all your Encounter powers by 3/6/9/12/15%.

    What this has done in practice - alongside the other changes to recharge times, Swiftness of the Fox no longer multi-proccing on group fights, etc. - is that every couple of rotations, where I get "messed up" and don't have my CDs lined up properly, is I use a Daily or AW once or twice and all of the appropriate Encounters are off CD. The Daily change, in particular, feels nice because if I swap into melee stance and go "****, they all have 2s left" I can cast a Daily without the need to swap back to ranged stance. It's also nice that I feel like whenever my rotation gets messed up, casting a Daily or AW feels like it is contributing toward my goal of "cast Encounters all day long" instead of just filling time.

    I look forward to getting this into the hands of our dedicated HRs and seeing how this works out for you guys.
    Post edited by jhpnw on
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