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bug intimidation

metalldjtmetalldjt Member, NW M9 Playtest Posts: 2,310 Arc User


Back before module 6 , this feat used to be 50% of the actual Power stat (GWF had power between 10.000 -> 17.000) so the base damage before it got amplified used to be half of the power STAT, now it did got changed into 35% thanks to the feedback brought and it was somehow balanced, but with module 6 announcements this feat needed to be based on weapon damage, because of the abberant Power stat that was waiting for us- new stat curves of module 6-. So intimidation was made to function like it does in the present day, we still are missing something with it, now assuming that a GWF is playing intimidation build specc 125% of the 2700(weapon damage of the relic weapon), is 3375 of the base damage, the problem with this feat is that it doesnt have multipliers anymore.. so i belive this needs to be changed with the module 11, bring the intimidation amplifiers back: damage bonus, combat advantage, MARK - Damage resistance debuffs and many more, since this feat now is limited to weapon damage, its meant for it to not be overpowered anymore.. so please do this change that i am asking you, atleast for now.


@mimicking#6533 @terramak @dreadnaught @rgutscheradev
Post edited by metalldjt on

Comments

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Worth thinking about, I agree. I long someday to make a viable Sentinel build again.
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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited February 2017
    GWF rework will come but i think allowing multipliers on a 3375 damage just like that isn't good idea, i dont think it would be too powerfull for a 2k for example but i do think damage and damage mitigation/party protection should be destributed evenly, what if intimidation composes for example 30% of the GWF damage, that doesn't seem good. This doesn't mean sentinel should be trash dps, but for example put some damage on the cap feat, or the last brench.

    I think reworking it back to a % of the power and then apply multipliers would be better for 1 single reason, recovery, if it keeps WD based building for recovery will affect minimally it's damage (just the part of damage increase by lowering power) however the cooldowns will refresh much faster, if it was based on power then applyed the multipliers sacrificing power over recovery would have much more impact(negative) and not allow crazy builds of gwf calling over and over DS and Come and Get it.

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