Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.
New weapons must be worse than old.
These are worse than Twisted. 20k defense gives you 2000 power for 10 secs every 30 secs. Does that sound good to you? New means better, it is called progression. Seriously, if they are not going to be on par or better than Relic, pull them. Release them in Mod 12 as better than Relic.
as catch up weapons i don't think they should better or on par with the relic, but if worse than twisted too, i prefer them removed too.
@terramak Can you please take a look a the Hunter Ranger power plant growth? It was broken with the owl bear cub fix, it only had 2 damage ticks instead of the listed 4. It was fixed to have 4 damage ticks but now it has a 2 second activation delay and sometimes only has 3 damage ticks.
This is the HR level 70 power, please don't make us wait 3 mods down the road to get a fix implemented.
Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.
New weapons must be worse than old.
These are worse than Twisted. 20k defense gives you 2000 power for 10 secs every 30 secs. Does that sound good to you? New means better, it is called progression. Seriously, if they are not going to be on par or better than Relic, pull them. Release them in Mod 12 as better than Relic.
I can't find this, but @terramak or other dev told that they want to keep Relic Weapons like the best weapons in game.
If you mean dps, probably, i dont know what mirage copies of the player do, when it comes to lifeforged is not needed to say that it's inferior to the other 2 and SoMi ones, 5% defence even in a very "defensy" player wont go above 1k, the DR gained from that will be praticly useless even if considered as inate defence and be affected by steely defence + assassins covenant+protectors camaradiere/friendship, a player with 20k defence that converts 10% of that into power if managed to get defence to such high amount will probably also have a good power amount so will only benefit something like 3-4% dps increase in the best of best cases, even the 30% that was there before, if we take in consideration a GWF, i remember lazalia reaching 18k power by mod 9, not many things came out to promote defence after that so lets consider the 18k, a gwf endgame will reach amounts of power that will make the investment in power around 1000-1%, 18k*0,3= 5400 = 5,4% damage, and defence both in pvp and pve is a waste of stats, in pvp there is piercing damage everywhere, insignias are based on player HP not level, wheel, drowned set, in pve replenish HP is as easy as 1,2,3 if i invest in a radiant i get 2800hp if i invest in a azure i get 1,75% DR, that some enemies can pierce through.
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
for some builds drowned and burnng will still be bis choices.
Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.
New weapons must be worse than old.
These are worse than Twisted. 20k defense gives you 2000 power for 10 secs every 30 secs. Does that sound good to you? New means better, it is called progression. Seriously, if they are not going to be on par or better than Relic, pull them. Release them in Mod 12 as better than Relic.
I can't find this, but @terramak or other dev told that they want to keep Relic Weapons like the best weapons in game.
If you mean dps, probably, i dont know what mirage copies of the player do, when it comes to lifeforged is not needed to say that it's inferior to the other 2 and SoMi ones, 5% defence even in a very "defensy" player wont go above 1k, the DR gained from that will be praticly useless even if considered as inate defence and be affected by steely defence + assassins covenant+protectors camaradiere/friendship, a player with 20k defence that converts 10% of that into power if managed to get defence to such high amount will probably also have a good power amount so will only benefit something like 3-4% dps increase in the best of best cases, even the 30% that was there before, if we take in consideration a GWF, i remember lazalia reaching 18k power by mod 9, not many things came out to promote defence after that so lets consider the 18k, a gwf endgame will reach amounts of power that will make the investment in power around 1000-1%, 18k*0,3= 5400 = 5,4% damage, and defence both in pvp and pve is a waste of stats, in pvp there is piercing damage everywhere, insignias are based on player HP not level, wheel, drowned set, in pve replenish HP is as easy as 1,2,3 if i invest in a radiant i get 2800hp if i invest in a azure i get 1,75% DR, that some enemies can pierce through.
Just a little data point...I have two "modes" that I use for playing my "very tanky" archer HR:
1. Summon Xuna as a companion. When the bondings kick in her defense goes up to 29k and power to about 27k. I loosely refer to this as her "offensive" mode. 2. Summon the chicken as a companion. Her defense is just over 30k *all the time*, but power is only 20k. She doesn't have to worry about keeping her companion alive (e.g. mSVA). This would be akin to "turtle-shell" mode (or maybe RAD-suit mode considering what I typed below).
Either way, the new artifact weapons could get her 2900-3000 power (assuming 10% buff).
HOWEVER (and this is a big one)
Her Drowned set will give her a 50% heal every 30 seconds WHILE IN COMBAT. For me this means two things:
1. When soloing, she can take on more enemies at once and not have to worry as much about the initial burst of damage from everyone plus their combat advantage. The Drowned HoT kicks in and neutralizes it. 2. In a group, it means she can often take some risks to keep the rest of the party alive. When a squishy drops from, for example, an AoE, she can wade into it and take the damage over the time it takes to revive someone. It lets the tank stay on the boss and keeps the cleric from having to risk dropping.
Put these two together and for me nothing yet seems to beat Drowned.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
dmg immunity for 4 hits, Extraordinary. in pvp the most used daily is the Hallowed Ground or a prone daily btw...
In PvP atm many players use AA for CCimmune. You can easy make DC with fast AP gain and spam AA ... and have 90%-100% of time CC Immune. Before m10.5 - AA worked line in tooltip.
its work fine, if DC have build with perma AA that means the DC is good player with good build. no borken no cheat no nothing... and for PVP...who cares about pvp? lol...
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE May the Torm of Understanding guide us!
2
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.
New weapons must be worse than old.
These are worse than Twisted. 20k defense gives you 2000 power for 10 secs every 30 secs. Does that sound good to you? New means better, it is called progression. Seriously, if they are not going to be on par or better than Relic, pull them. Release them in Mod 12 as better than Relic.
I can't find this, but @terramak or other dev told that they want to keep Relic Weapons like the best weapons in game.
If you mean dps, probably, i dont know what mirage copies of the player do, when it comes to lifeforged is not needed to say that it's inferior to the other 2 and SoMi ones, 5% defence even in a very "defensy" player wont go above 1k, the DR gained from that will be praticly useless even if considered as inate defence and be affected by steely defence + assassins covenant+protectors camaradiere/friendship, a player with 20k defence that converts 10% of that into power if managed to get defence to such high amount will probably also have a good power amount so will only benefit something like 3-4% dps increase in the best of best cases, even the 30% that was there before, if we take in consideration a GWF, i remember lazalia reaching 18k power by mod 9, not many things came out to promote defence after that so lets consider the 18k, a gwf endgame will reach amounts of power that will make the investment in power around 1000-1%, 18k*0,3= 5400 = 5,4% damage, and defence both in pvp and pve is a waste of stats, in pvp there is piercing damage everywhere, insignias are based on player HP not level, wheel, drowned set, in pve replenish HP is as easy as 1,2,3 if i invest in a radiant i get 2800hp if i invest in a azure i get 1,75% DR, that some enemies can pierce through.
Just a little data point...I have two "modes" that I use for playing my "very tanky" archer HR:
1. Summon Xuna as a companion. When the bondings kick in her defense goes up to 29k and power to about 27k. I loosely refer to this as her "offensive" mode. 2. Summon the chicken as a companion. Her defense is just over 30k *all the time*, but power is only 20k. She doesn't have to worry about keeping her companion alive (e.g. mSVA). This would be akin to "turtle-shell" mode (or maybe RAD-suit mode considering what I typed below).
Either way, the new artifact weapons could get her 2900-3000 power (assuming 10% buff).
HOWEVER (and this is a big one)
Her Drowned set will give her a 50% heal every 30 seconds WHILE IN COMBAT. For me this means two things:
1. When soloing, she can take on more enemies at once and not have to worry as much about the initial burst of damage from everyone plus their combat advantage. The Drowned HoT kicks in and neutralizes it. 2. In a group, it means she can often take some risks to keep the rest of the party alive. When a squishy drops from, for example, an AoE, she can wade into it and take the damage over the time it takes to revive someone. It lets the tank stay on the boss and keeps the cleric from having to risk dropping.
Put these two together and for me nothing yet seems to beat Drowned.
There is praticly no situation where defence beats HP, the only thing i can think of is bad healer and all targets imune around you and even so it can be contraried by a good healing insignia bonus, like champion return for example, the drowned set is the best healing set so no wonder you feels tankier with it but honestly out of pvp seems a waste, it's 50% hp 30 seconds in a minute against 20% hp 20 seconds in a minute, they both can be inefective if you're already at 100% hp. If you dont feel anything is better you haven't tried everything yet.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited February 2017
This is a bit off-topic, as it is not directly related to this particular patch as such, but well...
Just a little data point...I have two "modes" that I use for playing my "very tanky" archer HR:
1. Summon Xuna as a companion. When the bondings kick in her defense goes up to 29k and power to about 27k. I loosely refer to this as her "offensive" mode. 2. Summon the chicken as a companion. Her defense is just over 30k *all the time*, but power is only 20k. She doesn't have to worry about keeping her companion alive (e.g. mSVA). This would be akin to "turtle-shell" mode (or maybe RAD-suit mode considering what I typed below).
... ... ...
Put these two together and for me nothing yet seems to beat Drowned.
I disagree. The reason I disagree is simply that I don't consider Drowned an "end-game" weapon. I have nothing against Drowned - in fact, I am still using it today myself - I decided against switching to Twisted or going after the Relic weapons, but Drowned is just inferior to the M11 weapons for me.
Here is why:
I have on the average around 9000 Life Steal. enough to give me around 30% Life steal chance. Unless I am one-shotted, this means I will typically be back to full health in seconds. Drowned gives me a steady "trickle" healing - on the average a little over 1000 HP/second while I'm in combat, but the fact is that this healing is totally insignificant compared to what my Life Steal gives during combat. So, Drowned may have been great when I first got it, and my IL was just around 2700, but today it is worthless to me.
Consider also that the base weapon damage for the M11 weapons is significantly higher than for Drowned, and that means that all damage that is based on weapon stats will scale up accordingly, and yes...the weapon stats are higher too. That's a pretty big boost, and that is the primary reason I am going for the M11 weapons.
The actual set bonuses are not particularly appealing to me, however. I'm a DC, not a tank, so Lifeforged is pretty much out - in combat, my defense is typically around 21000 - 10% of that is 2100, and with a 1/3 upttime, it means an average of 700 added to my Power. Considering that my Power is typically around 41.000, that's just a 1.7% increase - nothing game-breaking. Fey and Mirage weapons would give me an average damage increase of 1%, while Aboleth would give 1.33%....although all of them have various other side-effects.
Hoping for improvements...
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
its work fine, if DC have build with perma AA that means the DC is good player with good build. no borken no cheat no nothing... and for PVP...who cares about pvp? lol...
"good player" ?
No. It only means that the DC is relying on a broken game mechanism, which encourages bad gameplay, but like the Paladin perma-shield. AA was never intended to provide permanent semi-immunity, and it is just a matter of time until it gets fixed.
its work fine, if DC have build with perma AA that means the DC is good player with good build. no borken no cheat no nothing... and for PVP...who cares about pvp? lol...
"good player" ?
No. It only means that the DC is relying on a broken game mechanism, which encourages bad gameplay, but like the Paladin perma-shield. AA was never intended to provide permanent semi-immunity, and it is just a matter of time until it gets fixed.
It is broken. Get over it.
The broken part is the duration not being affected by hits and that it fully mitigates damage. When it gets fixed it'll still be a power you spam.
I guess there is near no use for drowned weapon in PVE, take some lifesteal and that´s it. The new weapons will be better than twisted due to weapon damage, that´s what I read before mod 10.5 started. Some guys did intensive testings
Aboleth seems from minor interest, but who knows? Tbh, I am very curious about EXPlOIDING corpses ! Nice feature and maybe a reason to refine my relic into that aboleth Set being a warlock, only for this effect.
Lifeforged is ment to be a tank set. Seems like devs fear to release a bonus with too much power. Tbh I doubt that defense stats above 30k are from any interest and I guess they can turn that wheel back to 15-20%. The only striker that would be interested is a BIS GWF, a tank will stick with Feytouched (AP gain+ 3% damage) or maybe Mirageset 3 to 10% + damage.
The actual relic bonus is 10% + damage or DR every 30 seconds for 10 seconds, depending on either an encounteruse or a dodge/block/sprint. Tbh, I do not give a HAMSTER about that proc., if I have to dodge.. I dodge. And that´s what I have to do 50% of the time in SVA and FBI.
We talk about pretty small effects in the end.
3
forumnamesuxsMember, NW M9 PlaytestPosts: 490Arc User
Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.
@terramak You making no sense now regarding the enchants. Now the latest patchnotes does not seem the same as the last ones and PTR tooltips. So whats going on? Did you change your mind again or did you post old notes?
Frost for example, is it now 30% for 4 sec? Before it was 10% for 10 sec?
Now: "The overall effectiveness of the debuff that occurs once every 20 seconds has been increased, at transcendent level a 30% damage resistance and damage dealt reduction is applied for 4 seconds."
Before: Transcendent Frost Enchantment You deal an additional 28% weapon damage as Cold damage with your powers. In addition you apply a 30% slow, 25% recharge speed reduction, 10% damage resistance reduction, and 10% damage dealt reduction to your target for 10 seconds. Non-player targets are also disabled for 4 seconds. This effect may occur no more than once every 20 seconds.
Ummm, I'm not seeing any additional information on weapon enchants.
So I assume whatever tweaking you did to CW chill stacks has completely destroyed WEs entirely and making them only proc once on these encounters. Proc'ing only once on conduit of ice and icy terrain pretty much makes these WEs useless for a CW as a CW's at-wills are not where their damage is coming from.
This is huge steps beyond what you done to the SW's dreadtheft and blades. The CW is utterly reliant on additional sources of damage.
If this is true this needs fixing (without undoing the fix for PvP Elven Battle + Chill Stacks).
for some builds drowned and burnng will still be bis choices.
Drowned Set was ONLY ever good for PvP or REALLY bad players for survivability... Burning will be better for AP GAIN DC's... if not directly for AP GAIN... the overall Benefit of the Fey set (increased healing damage and the AP gain aspect) will make Fey the best for end game content... healing is actually a legitimate concern in esva, FBI, and presumably SPC... IF they finally remove that stupid semi-permanent eternal dmg immuninty from AA.
“Improvise, Adapt and Overcome!”
― Clint Eastwood, Heartbreak Ridge
Guild Leader of Ardent Justice HQ: Always recruiting People not Pixels.
@terramak Can you please take a look a the Hunter Ranger power plant growth? It was broken with the owl bear cub fix, it only had 2 damage ticks instead of the listed 4. It was fixed to have 4 damage ticks but now it has a 2 second activation delay and sometimes only has 3 damage ticks.
This is the HR level 70 power, please don't make us wait 3 mods down the road to get a fix implemented.
Seconded, it's a real pain.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
0
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
Thanks for the feedback. Had me concerned for a moment.
0
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
That sounds like the stupidest move ever. This is like trying to turn SKT into another IWD, one module later! If armor drops in SP and you get new weapons, it kinda kills the purpose of SKT less you're bananas for those boons. SKT is bad enough. Let it have all that high end gear for people who want it badly and are willing to endure it.
I'm so confused now about Frost. The latest solution was a great idea how to make Frost usable, but now I really don't get this 30% - 4 sec thing... And btw, where is the: "In addition you apply a 30% slow" part?
Comments
This is the HR level 70 power, please don't make us wait 3 mods down the road to get a fix implemented.
Character: Vendetta
1. Summon Xuna as a companion. When the bondings kick in her defense goes up to 29k and power to about 27k. I loosely refer to this as her "offensive" mode.
2. Summon the chicken as a companion. Her defense is just over 30k *all the time*, but power is only 20k. She doesn't have to worry about keeping her companion alive (e.g. mSVA). This would be akin to "turtle-shell" mode (or maybe RAD-suit mode considering what I typed below).
Either way, the new artifact weapons could get her 2900-3000 power (assuming 10% buff).
HOWEVER (and this is a big one)
Her Drowned set will give her a 50% heal every 30 seconds WHILE IN COMBAT. For me this means two things:
1. When soloing, she can take on more enemies at once and not have to worry as much about the initial burst of damage from everyone plus their combat advantage. The Drowned HoT kicks in and neutralizes it.
2. In a group, it means she can often take some risks to keep the rest of the party alive. When a squishy drops from, for example, an AoE, she can wade into it and take the damage over the time it takes to revive someone. It lets the tank stay on the boss and keeps the cleric from having to risk dropping.
Put these two together and for me nothing yet seems to beat Drowned.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
and for PVP...who cares about pvp? lol...
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
May the Torm of Understanding guide us!
I disagree. The reason I disagree is simply that I don't consider Drowned an "end-game" weapon. I have nothing against Drowned - in fact, I am still using it today myself - I decided against switching to Twisted or going after the Relic weapons, but Drowned is just inferior to the M11 weapons for me.
Here is why:
I have on the average around 9000 Life Steal. enough to give me around 30% Life steal chance. Unless I am one-shotted, this means I will typically be back to full health in seconds. Drowned gives me a steady "trickle" healing - on the average a little over 1000 HP/second while I'm in combat, but the fact is that this healing is totally insignificant compared to what my Life Steal gives during combat. So, Drowned may have been great when I first got it, and my IL was just around 2700, but today it is worthless to me.
Consider also that the base weapon damage for the M11 weapons is significantly higher than for Drowned, and that means that all damage that is based on weapon stats will scale up accordingly, and yes...the weapon stats are higher too. That's a pretty big boost, and that is the primary reason I am going for the M11 weapons.
The actual set bonuses are not particularly appealing to me, however. I'm a DC, not a tank, so Lifeforged is pretty much out - in combat, my defense is typically around 21000 - 10% of that is 2100, and with a 1/3 upttime, it means an average of 700 added to my Power. Considering that my Power is typically around 41.000, that's just a 1.7% increase - nothing game-breaking. Fey and Mirage weapons would give me an average damage increase of 1%, while Aboleth would give 1.33%....although all of them have various other side-effects.
No. It only means that the DC is relying on a broken game mechanism, which encourages bad gameplay, but like the Paladin perma-shield. AA was never intended to provide permanent semi-immunity, and it is just a matter of time until it gets fixed.
It is broken. Get over it.
The new weapons will be better than twisted due to weapon damage, that´s what I read before mod 10.5 started. Some guys did intensive testings
Aboleth seems from minor interest, but who knows?
Tbh, I am very curious about EXPlOIDING corpses ! Nice feature and maybe a reason to refine my relic into that aboleth Set being a warlock, only for this effect.
Lifeforged is ment to be a tank set. Seems like devs fear to release a bonus with too much power. Tbh I doubt that defense stats above 30k are from any interest and I guess they can turn that wheel back to 15-20%.
The only striker that would be interested is a BIS GWF, a tank will stick with Feytouched (AP gain+ 3% damage) or maybe
Mirageset 3 to 10% + damage.
The actual relic bonus is 10% + damage or DR every 30 seconds for 10 seconds, depending on either an encounteruse or a dodge/block/sprint.
Tbh, I do not give a HAMSTER about that proc., if I have to dodge.. I dodge. And that´s what I have to do 50% of the time in SVA and FBI.
We talk about pretty small effects in the end.
Frost for example, is it now 30% for 4 sec? Before it was 10% for 10 sec?
Now:
"The overall effectiveness of the debuff that occurs once every 20 seconds has been increased, at transcendent level a 30% damage resistance and damage dealt reduction is applied for 4 seconds."
Before:
Transcendent Frost Enchantment
You deal an additional 28% weapon damage as Cold damage with your powers. In addition you apply a 30% slow, 25% recharge speed reduction, 10% damage resistance reduction, and 10% damage dealt reduction to your target for 10 seconds. Non-player targets are also disabled for 4 seconds. This effect may occur no more than once every 20 seconds.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
SW still has the nerf bat up the @#%#
― Clint Eastwood, Heartbreak Ridge
Guild Leader of Ardent Justice HQ: Always recruiting People not Pixels.
FOUNDER and OWNER of the SKT3K Channel: SKT Only Content 3k+. http://www.arcgames.com/en/forums/neverwinter/#/discussion/1228278/skt-content-for-the-non-elite-video-links-provided
@terramak the new dungeon will use runic (fbi's) keys then?
That the first time 2 different campaigns use same keys, well done on deciding that!
Born of Black Wind: SW Level 80
Born of Black Wind: SW Level 80
Back at you "Hon"
Thanks for the feedback. Had me concerned for a moment.
1. Fishing for rp
2. Farming Msva for weapon marks and vivified upgrades
3. Blood farming