mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
edited August 2017
Even with the new changes to bondings 65% at rank 14 we will still see those numbers
Note i have seen and 280000 but i couldnt get fast a screenshot.
We gonna see more than this if companions keep transfering the buffed power to the player and that because all we will get increase to our base power and companion power through level 14 radiants =1000 stat rating no matter what you did to the bonding .
Its fine to keep the bonding as you plan too but please fix the double share of power through the bonding procs. Otherwise soon we'll have the same issues as the power creep will get even higher and you will have to nerf either the bonding or the classes that share power.
Those of you disagree that the double power share is wrong can you tell us if is fair for two classes to double buff ( which means x4 power share through the companion and bonding )?
Most of you complained about double dip debuffs on tr but you dont complain about quadrable power sharing of 2 classes( op-dc).
@nitocris83 this nerf basically moves the needle back on player progression to back where a lot of us were on PS4 in November, basically taking away all sense of progression and needing months and months to get back to where we are at now. I don't think a lot of us will stay for that.
I just remember something. HP from augment is transferable, right? And, not transferable through bonding pet. For some build, augment is better. This is just a comment. I am not complaining.
Yes, as it says now you are able to get 96k HP extra with the right stones. Is this confirmed to be wai?
I think that is what it was when I was using augment (before bonding time). However, I don't trust my memory fully these days.
I think the total is 108K if you put another 3 r14 radiant in.
if u meant for oath paladins oath of protection, bondings with a striker companion is still better
Bonding may be better but bonding gives 0 HP.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
I'm sorry but I see no reason to thank anyone. There's been a pattern with the last big changes that seem to go like: Step 1: Introduce ridiculous change that will anger a large % of users Step 2: See user reaction. If reaction minimal, proceed with changes. If reaction is a full on pitchfork raging mob, see step 3. Step 3: Admit that the change was big and meet in the middle while realizing that the large majority of the users didn't want the change at all. Step 4: Laugh hysterically when the users believe they have won when they have still in fact lost.
I'm tired of it. And judging from forum, social media, and chat reactions, so are a lot of other people. Some big releases coming out on console over the next few months. Probably not the best time to alienate and anger users.
basicly is, bondings buff stays 15secs up and has a 30secs cd after the fisrt click when bonding icon appears, basicly 15secs after the icon disspears, but bondings still BIS runes for companions,
They reconsidered, now it's going to be "100% uptime" (details tbd).
I just remember something. HP from augment is transferable, right? And, not transferable through bonding pet. For some build, augment is better. This is just a comment. I am not complaining.
Yes, as it says now you are able to get 96k HP extra with the right stones. Is this confirmed to be wai?
I think that is what it was when I was using augment (before bonding time). However, I don't trust my memory fully these days.
I think the total is 108K if you put another 3 r14 radiant in.
if u meant for oath paladins oath of protection, bondings with a striker companion is still better
I would say that it significantly depends on what type of build you have.
Power share is still a major buff that OPs provide, and if it continues to work with companions then an HP build might actually be very good.
Additionally, HP benefits AoC damage. And there are prot-OP's which get a majority of their damage from AoC. So another +25% HP could potentially be a viable source of damage increase
Wouldn't be 25% for 96k, that's almost 1/3rd of my nearly 300k HP OP. For Deko at some 330k that would push their pally to over 400k. Thing is though you would have to give up a lot of stats to do that currently and seemingly even in the new system.
Even with the new changes to bondings 65% at rank 14 we will still see those numbers
Note i have seen and 280000 but i couldnt get fast a screenshot.
We gonna see more than this if companions keep transfering the buffed power to the player and that because all we will get increase to our base power and companion power through level 14 radiants =1000 stat rating no matter what you did to the bonding .
Its fine to keep the bonding as you plan too but please fix the double share of power through the bonding procs. Otherwise soon we'll have the same issues as the power creep will get even higher and you will have to nerf either the bonding or the classes that share power.
I agree. Making companions only share their non buffed power would be far more effective than taking our stats away. This doesn't fix the real issue of the power share loop.
Those changes could have been the best thing ever. It could have make Neverwinter true MMO where players need to cooperate and use both defensive and offensive strategies. Now it's more of the same. More powersharing, less options, the same meta, no room for room for anything that doesn't share ridiculous amount of power.
for 10 hours or so I had hope. With 50% uptime, players would really need to take a look what other classes bring to the table. Because there is power hidden in specs and classes that are worthless now. People don't see it over 290k power they have.
Aris Meyde CW MoF Renegade
[PS4] Alliance - House Stargaryen
1
louchristanMember, NW M9 PlaytestPosts: 50Arc User
Do the developers know how much time and money we have spend on in order to get the bonding stones ? or they simply don't care ! I hope they have better idea than giving the bonding stone a nerf.
I haven't said it in my previous post but someone did it earlier if i recall it correctly: nerf bondings and new R14 rank is just a pure marketing, period. Instead of nerfing items that cost money/AD, "fix" broken powers/encounters/dailies. This will increase time for dungeon, etc. completion in better way, because powercreep doesn't come primarily from bondings. You can just buff some powers to make more dps if you want to compensate, but reduce all that op powershare. Even after you cancel that 50% uptime, bondings are just a bit better that augments. Yes, 136% (if i recall it correctly, todays eldritch R12 give 12%) vs 295% was a bit too much, but 176.5% vs 195% is meh at best. Make a bit bigger difference so those who already invested millions can say: "oh well, they nerfed it, but bondings are still BiS and i shouldn't switch to new stuff and waste more millions". Btw, i only have R10 bondings, and after this change (if stay "as is") i will get the same result as my old stone i retired with 2 eldritch which COULD be bough yesterday for 20k.
There will be always BiS things. It's like trying to use "come and get it" instead of "IBS". No. There are powers that you can use while lvlin, and there are final, BiS powers, you will use almost always once you reach lvl 70. And mostly because you need to choose 3 powers out of 20. I don't mind switching from one power to another that cost me absolutely nothing instead of wasting more millions in new shiny stuff after nerf of X item, to, lets say month later, have the same stats.
> @darkstarrfoff said: > basicly is, bondings buff stays 15secs up and has a 30secs cd after the fisrt click when bonding icon appears, basicly 15secs after the icon disspears, but bondings still BIS runes for companions, > > > > They reconsidered, now it's going to be "100% uptime" (details tbd). I just remember something. HP from augment is transferable, right? And, not transferable through bonding pet. For some build, augment is better. This is just a comment. I am not complaining. > > Yes, as it says now you are able to get 96k HP extra with the right stones. Is this confirmed to be wai? > > I think that is what it was when I was using augment (before bonding time). However, I don't trust my memory fully these days. > > I think the total is 108K if you put another 3 r14 radiant in. > > if u meant for oath paladins oath of protection, bondings with a striker companion is still better > > I would say that it significantly depends on what type of build you have. > > Power share is still a major buff that OPs provide, and if it continues to work with companions then an HP build might actually be very good. > > Additionally, HP benefits AoC damage. And there are prot-OP's which get a majority of their damage from AoC. So another +25% HP could potentially be a viable source of damage increase > > Wouldn't be 25% for 96k, that's almost 1/3rd of my nearly 300k HP OP. For Deko at some 330k that would push their pally to over 400k. Thing is though you would have to give up a lot of stats to do that currently and seemingly even in the new system. Even with the new changes to bondings 65% at rank 14 we will still see those numbers > > > Note i have seen and 280000 but i couldnt get fast a screenshot. > > We gonna see more than this if companions keep transfering the buffed power to the player and that because all we will get increase to our base power and companion power through level 14 radiants =1000 stat rating no matter what you did to the bonding . > > Its fine to keep the bonding as you plan too but please fix the double share of power through the bonding procs. Otherwise soon we'll have the same issues as the power creep will get even higher and you will have to nerf either the bonding or the classes that share power. > > I agree. Making companions only share their non buffed power would be far more effective than taking our stats away. This doesn't fix the real issue of the power share loop.
couldn't agree more, in doing this it will fix the problem without hurting or killing any one particular class
0
minotaur2857Member, NW M9 PlaytestPosts: 1,141Arc User
Now you've backed off the uptime nerf, why bother nerfing the percentage. Upping augments instead will make the 90% of non BiS people that don't post on the forums and don't want harder content able to have a chance of getting on a team for To9G with their 13K DPS. It will be impossible to get a team after the nerf for the good reason that it will be very difficult to finish.
@ravenskya (I tried quoting you but the quote isn't showing..) this is in regards to you saying people might scream and yell about quitting but won't.
you are ps4 right? a lot of times the threats of leaving are false.. I don't think they are this time. key gate didn't make the ghost town coal gate did. I wasn't paying attention for mod 6 apparently there were ghost towns then too. but with coal gate. it was massive. there honestly were people in pe just giving away all their stuff. guilds lost mannnnny people. it was hard to get anything going. I don't know how many quit but it was a lot. This is worse than that.
Those changes could have been the best thing ever. It could have make Neverwinter true MMO where players need to cooperate and use both defensive and offensive strategies. Now it's more of the same. More powersharing, less options, the same meta, no room for room for anything that doesn't share ridiculous amount of power.
for 10 hours or so I had hope. With 50% uptime, players would really need to take a look what other classes bring to the table. Because there is power hidden in specs and classes that are worthless now. People don't see it over 290k power they have.
to bring that potential, you would have to give up that same amount of potential, it will even up. If i bring all my buffs/debuffs i'll be giving up the dmg I have right now, dmg that another class can boost for me. If everyone goes buff/debuff then things wouldn't really change. Players didn't make this rules, the developers did. Some classes are only viable and relevant because of bondings, like OPs. It ain't as simple as you might think. And you are putting all the blame on the community believing so.
Even with the new changes to bondings 65% at rank 14 we will still see those numbers
Note i have seen and 280000 but i couldnt get fast a screenshot.
We gonna see more than this if companions keep transfering the buffed power to the player and that because all we will get increase to our base power and companion power through level 14 radiants =1000 stat rating no matter what you did to the bonding .
Its fine to keep the bonding as you plan too but please fix the double share of power through the bonding procs. Otherwise soon we'll have the same issues as the power creep will get even higher and you will have to nerf either the bonding or the classes that share power.
Those of you disagree that the double power share is wrong can you tell us if is fair for two classes to double buff ( which means x4 power share through the companion and bonding )?
Most of you complained about double dip debuffs on tr but you dont complain about quadrable power sharing of 2 classes( op-dc).
Yes I would to listen from the people that disagree as to why they think that its better in the future (as it almost happened now) to either nerf the bondings or the classes that powershare and NOT fix the quadruple power share that happens with companions now and will get worse with the r14s?
Those changes could have been the best thing ever. It could have make Neverwinter true MMO where players need to cooperate and use both defensive and offensive strategies. Now it's more of the same. More powersharing, less options, the same meta, no room for room for anything that doesn't share ridiculous amount of power.
for 10 hours or so I had hope. With 50% uptime, players would really need to take a look what other classes bring to the table. Because there is power hidden in specs and classes that are worthless now. People don't see it over 290k power they have.
People will soon discover that with 100% uptime and r14 enchants nothing will change, they will just have to do more of the new refine system. While you could have a completely new game and new meta, you have more of the same and some additional refine ahead. Well played raging babies.
> @metalicum1 said: > Those changes could have been the best thing ever. It could have make Neverwinter true MMO where players need to cooperate and use both defensive and offensive strategies. Now it's more of the same. > More powersharing, less options, the same meta, no room for room for anything that doesn't share ridiculous amount of power. > > for 10 hours or so I had hope. With 50% uptime, players would really need to take a look what other classes bring to the table. Because there is power hidden in specs and classes that are worthless now. People don't see it over 290k power they have. > >People will soon discover that with 100% uptime and r14 enchants nothing will change, they will just have to do more of the new refine system. >While you could have a completely new game and new meta, you have more of the same and some additional refine ahead. >Well played raging babies.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- What class do you play that you feel so butt-hurt and left out?
All the groups that I run with guild or put together via lfg have a standard set up; 1 Tank- Pally or GF. 1 Heal- Templock, Pally, or DC. 1 Buff- DC, CW, or occasional HR. 2 Dps- Any damage dealer.
I personally have end-game toons of all these roles and never have an issue running anything.
I say this not as a criticism as I know what it's like to feel left out. If you form your own groups and tailor them to your liking you shouldn't have a problem. Also if you are having this problem within guild, I think you may need a better guild/alliance that is not full of self-serving jerk wads.
There is no need to cry nerf and call people "raging babies" in a effort to ruin something that is already working for 90% of the player base in your own self interest.
> @darkstarrfoff said: > basicly is, bondings buff stays 15secs up and has a 30secs cd after the fisrt click when bonding icon appears, basicly 15secs after the icon disspears, but bondings still BIS runes for companions, > > > > They reconsidered, now it's going to be "100% uptime" (details tbd). I just remember something. HP from augment is transferable, right? And, not transferable through bonding pet. For some build, augment is better. This is just a comment. I am not complaining. > > Yes, as it says now you are able to get 96k HP extra with the right stones. Is this confirmed to be wai? > > I think that is what it was when I was using augment (before bonding time). However, I don't trust my memory fully these days. > > I think the total is 108K if you put another 3 r14 radiant in. > > if u meant for oath paladins oath of protection, bondings with a striker companion is still better > > I would say that it significantly depends on what type of build you have. > > Power share is still a major buff that OPs provide, and if it continues to work with companions then an HP build might actually be very good. > > Additionally, HP benefits AoC damage. And there are prot-OP's which get a majority of their damage from AoC. So another +25% HP could potentially be a viable source of damage increase > > Wouldn't be 25% for 96k, that's almost 1/3rd of my nearly 300k HP OP. For Deko at some 330k that would push their pally to over 400k. Thing is though you would have to give up a lot of stats to do that currently and seemingly even in the new system. Even with the new changes to bondings 65% at rank 14 we will still see those numbers > > > Note i have seen and 280000 but i couldnt get fast a screenshot. > > We gonna see more than this if companions keep transfering the buffed power to the player and that because all we will get increase to our base power and companion power through level 14 radiants =1000 stat rating no matter what you did to the bonding . > > Its fine to keep the bonding as you plan too but please fix the double share of power through the bonding procs. Otherwise soon we'll have the same issues as the power creep will get even higher and you will have to nerf either the bonding or the classes that share power. > > I agree. Making companions only share their non buffed power would be far more effective than taking our stats away. This doesn't fix the real issue of the power share loop.
bondings don't need to be touched at all just stop companions getting any buffs at all from outside sources this would fix the games problems but also not hurt people that play solo and need the extra stats of the bondings as they are now
Thanks @noworries#8859 100% uptime at 195% is definitely more workable.
Im almost with you there except I'm pissed that we have to upgrade our bondings more to reach less thanthey are now. I'd accept a one time deal of upgrading all 12's to 14 on launch. but a nerf and then telling us we have to invest millions more to reach a point less tall than we are at now.. NOT COOL
Hmm, did a little math based on my current mod 11.5 gear and it looks like if I upgraded every single offensive enchant I had (including bondings) I'd gain ~400 power and lose ~400 crit.
So assuming the power share timings that dupeks and darthtzarr pointed out get addressed then we'll stay at pretty much the exact same power level as we are now.
It's only going to cost us millions in enchantment upgrades from 12-14 XD
> Those changes could have been the best thing ever. It could have make Neverwinter true MMO where players need to cooperate and use both defensive and offensive strategies. Now it's more of the same.
> More powersharing, less options, the same meta, no room for room for anything that doesn't share ridiculous amount of power.
>
> for 10 hours or so I had hope. With 50% uptime, players would really need to take a look what other classes bring to the table. Because there is power hidden in specs and classes that are worthless now. People don't see it over 290k power they have.
>
>People will soon discover that with 100% uptime and r14 enchants nothing will change, they will just have to do more of the new refine system.
>While you could have a completely new game and new meta, you have more of the same and some additional refine ahead.
What class do you play that you feel so butt-hurt and left out?
All the groups that I run with guild or put together via lfg have a standard set up;
1 Tank- Pally or GF.
1 Heal- Templock, Pally, or DC.
1 Buff- DC, CW, or occasional HR.
2 Dps- Any damage dealer.
I say this not as a criticism as I know what it's like to feel left out. If you form your own groups and tailor them to your liking you shouldn't have a problem. Also if you are having this problem within guild, I think you may need a better guild/alliance that is not full of self-serving jerk wads.
There is no need to cry nerf and call people "raging babies" in a effort to ruin something that is already working for 90% of the player base in your own self interest.
Best of luck I hope you get it all figured it out
Well I play buffing CW, not going to be left out in mod 12 with or without the changes. This is not about me being more or less viable. I play most of the time in premade parties, friends, anyway.
The main problem is that the game is not as interesting as it could be. How do you build a DPS toon nowadays? cap everything you can and stack power. How do you build a party? Take all the powersharing you can and add a GWF/HR. Everyone has so much stats that there is an entire portion of the game left out. Does anyone consider slotting skills and items for reducing incoming damage? No Does anyone look for utilities like CC when fighting mobs? No Does anyone need an off-tank, an off healer? No Does anyone need to follow boss mechanics? No daily spamming fixes everything Does anyone need different then meta DPS enchants, and debuffing ones? No
Well there you go. With less stats the game will be better in my not so humble opinion. I don't see people even considering that. I see them only calculating how much stats they will loose and what they do now may not be as viable anymore.
There are viable concerns, but very few people are threatening to quit because of those.
Aris Meyde CW MoF Renegade
[PS4] Alliance - House Stargaryen
1
santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
Bonding runestones do need an adjustment and we'd like to allow for other companion and runestone choices to not be so underwhelming compared to a bonding companion.
The current state of bondings, which you say needs "an adjustment" was created by the last adjustment made to them. I preferred my augment and was forced into bondings when they were buffed SO much. That required some expense to go from a maxed out augment to a totally new paradigm.
bonding stones don't need to be touched at all, a very easy fix to this whole problem is to make it so your companions don't receive any buffs at all from any outside source which will stop the massive stat bonuses this way it doesn't hurt the group's that are not silly over powered or the player that plays solo most of the time that needs the bondings boost as it is now so get through the content without having to beg others to carry them
On the subject of power stat buffing, I am in agreement with others that at the moment there is too much of that going on - and I'm saying that as a person who mains a paladin (15.3k). The problem is that this is the major buffing resource for Paladins and without it we would be unable to compete with Guardian Fighters and Into The Fray. As it is, A GF of any level can provide this flat buff but for a Pally to match it they have to be well geared (+13k) and stack power/HP.
If your team are going to look at power sharing via Bonding stones I think it would be safer to address the root cause rather than the intermediary: i.e. the OP feat Aura Gifts rather than Bondings.
Aura Gifts is a primary buff source from the Paladin and as such is currently necessary - but as with any buff that can be scaled via stat adjustment, it's open to over-stacking.
What I would prefer to see is a re-write on Aura Gifts to make it a flat damage increase. E.g:
. Aura Gifts - your Aura of Courage now also increases damage dealt by 25%
That's a flat 25% to everyone in aura range plus the 1% AoC damage which would put Paladins in the same ballpark as GFs and is a similar correction to the previous ITF adjustment (and their feat Inspiring Leader that boosts ITF to 30%).
It would also enable Paladins to get more creative with gear choices by not having to focus on just HP and Power.
Having such a buff active 100% of the time without taking up an encounter slot is justifiable (imo) by the fact that ITF has a range of around 50ft (I believe) whereas AoC is 30ft (nobody wastes feat points on Dominating Presence) and that OPs have to run with Templars Wrath for personal survivability rather than the slot being used for group utility. I consider it a fair trade off.
As for DC power sharing, that's not my speciality so I'll defer - but as a general principle I feel that straight % buffs that don't multiply through companions are more stable in the long run.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
@nitocris83 this nerf basically moves the needle back on player progression to back where a lot of us were on PS4 in November, basically taking away all sense of progression and needing months and months to get back to where we are at now. I don't think a lot of us will stay for that.
it's a slap. progression is hard in this game. doing that is not the way to make more money. how about you don't nerf the bonding stones. leave all the other rune stones and enchantments with their new stats and make bondings go up to 14 as well keeping their current stats but adding other bonus's for the additional ranks. some kind of active bonus or a choice of active bonus's that doesn't actually add more stats but adds some value and reason to rank up. right now you are suggesting we give you a lot of money to have less stats than we currently have.
Why would you think we'd be ok with that? we've made a baby step. you've come away from the partial uptime ledge.. AWESOME. let's got a few steps further back now.
like @bluebubbl3s said. not all of us are elites. not all of us can get thru the new content let alone just the new zone area. even with higher rank bondings. yes there are some people who can do speed runs.. but the vast majority of us still struggle to even complete things. doing this to your average player destroys all motivation and will to play. don't cater to the top 5 %. they have it in their power to play how they want, they can take off some gear or play in non perfect parties if they want more difficult. they already spent their moneies. Now in the mean time if you want the rest of us to spend our monies.. don't nerf like this. make progression PROGRESSION. you can't retrograde. if you want to change the dynamic add new gear to buy new stones that are better in other ways.
nerf the companion being buffed by other sources. (as has been mentioned over and over that's where the real power creep comes from)
but leave personal gain alone.
5
santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
Putting this out just before a 2xrp wasn't very bright. I typically spend $50+ on 2xrp, now I'll use what I've got and then wait-see.
1
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Putting this out just before a 2xrp wasn't very bright. I typically spend $50+ on 2xrp, now I'll use what I've got and then wait-see.
If anything, it was much more fair to put it out the night before, so that people could make an informed decision about what to upgrade, if anything. To start the event and then drop this tomorrow or next week would have been FAR worse.
(Console buddies, I know you just had 2xRP, but since you won't see this release for a while, I hope you get good solid use out of whatever you upgraded the other week.)
My other prediction. Some will scream and yell about quitting. Those generally wont.
The pain will be when you log in a few weeks in and see no one online in your guild. They will start trying out other games and maybe in a group or maybe one by one they just drift off. I'm not sure how well they know the PS4 playerbase but it's a fickle crew. @ravenskya (I tried quoting you but the quote isn't showing..) this is in regards to you saying people might scream and yell about quitting but won't.
you are ps4 right? a lot of times the threats of leaving are false.. I don't think they are this time. key gate didn't make the ghost town coal gate did. I wasn't paying attention for mod 6 apparently there were ghost towns then too. but with coal gate. it was massive. there honestly were people in pe just giving away all their stuff. guilds lost mannnnny people. it was hard to get anything going. I don't know how many quit but it was a lot. This is worse than that.
Yes I'm PS4... and I agree. The key is that the PS4 people won't come here and scream that they are quitting - and that ones that do scream about it generally won't quit. But there will be a ton that do quit, silently. We lost roughly half of our guild after the key fiasco, none of them said "I quit" they just started playing something else and never came back. The numbers will be far higher than the people here screaming. You'll get the people that don't even know this is happening (most of PS4) and they will log in and figure out something is different, a guild mate might fill them in and when they realize they lost progress/viability in the game, they will just play something different. No screaming, no yelling... just quietly gone.
Post edited by ravenskya on
Founding Member of "Wrong Side of the Stronghold" Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
Comments
Note i have seen and 280000 but i couldnt get fast a screenshot.
We gonna see more than this if companions keep transfering the buffed power to the player and that because all we will get increase to our base power and companion power through level 14 radiants =1000 stat rating no matter what you did to the bonding .
Its fine to keep the bonding as you plan too but please fix the double share of power through the bonding procs. Otherwise soon we'll have the same issues as the power creep will get even higher and you will have to nerf either the bonding or the classes that share power.
Those of you disagree that the double power share is wrong can you tell us if is fair for two classes to double buff ( which means x4 power share through the companion and bonding )?
Most of you complained about double dip debuffs on tr but you dont complain about quadrable
power sharing of 2 classes( op-dc).
RIP to those ppl who already bought the bulette pup!
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
May the Torm of Understanding guide us!
Step 1: Introduce ridiculous change that will anger a large % of users
Step 2: See user reaction. If reaction minimal, proceed with changes. If reaction is a full on pitchfork raging mob, see step 3.
Step 3: Admit that the change was big and meet in the middle while realizing that the large majority of the users didn't want the change at all.
Step 4: Laugh hysterically when the users believe they have won when they have still in fact lost.
I'm tired of it. And judging from forum, social media, and chat reactions, so are a lot of other people. Some big releases coming out on console over the next few months. Probably not the best time to alienate and anger users.
More powersharing, less options, the same meta, no room for room for anything that doesn't share ridiculous amount of power.
for 10 hours or so I had hope. With 50% uptime, players would really need to take a look what other classes bring to the table. Because there is power hidden in specs and classes that are worthless now. People don't see it over 290k power they have.
[PS4] Alliance - House Stargaryen
There will be always BiS things. It's like trying to use "come and get it" instead of "IBS". No. There are powers that you can use while lvlin, and there are final, BiS powers, you will use almost always once you reach lvl 70. And mostly because you need to choose 3 powers out of 20. I don't mind switching from one power to another that cost me absolutely nothing instead of wasting more millions in new shiny stuff after nerf of X item, to, lets say month later, have the same stats.
> basicly is, bondings buff stays 15secs up and has a 30secs cd after the fisrt click when bonding icon appears, basicly 15secs after the icon disspears, but bondings still BIS runes for companions,
>
>
>
> They reconsidered, now it's going to be "100% uptime" (details tbd). I just remember something. HP from augment is transferable, right? And, not transferable through bonding pet. For some build, augment is better. This is just a comment. I am not complaining.
>
> Yes, as it says now you are able to get 96k HP extra with the right stones. Is this confirmed to be wai?
>
> I think that is what it was when I was using augment (before bonding time). However, I don't trust my memory fully these days.
>
> I think the total is 108K if you put another 3 r14 radiant in.
>
> if u meant for oath paladins oath of protection, bondings with a striker companion is still better
>
> I would say that it significantly depends on what type of build you have.
>
> Power share is still a major buff that OPs provide, and if it continues to work with companions then an HP build might actually be very good.
>
> Additionally, HP benefits AoC damage. And there are prot-OP's which get a majority of their damage from AoC. So another +25% HP could potentially be a viable source of damage increase
>
> Wouldn't be 25% for 96k, that's almost 1/3rd of my nearly 300k HP OP. For Deko at some 330k that would push their pally to over 400k. Thing is though you would have to give up a lot of stats to do that currently and seemingly even in the new system. Even with the new changes to bondings 65% at rank 14 we will still see those numbers
>
>
> Note i have seen and 280000 but i couldnt get fast a screenshot.
>
> We gonna see more than this if companions keep transfering the buffed power to the player and that because all we will get increase to our base power and companion power through level 14 radiants =1000 stat rating no matter what you did to the bonding .
>
> Its fine to keep the bonding as you plan too but please fix the double share of power through the bonding procs. Otherwise soon we'll have the same issues as the power creep will get even higher and you will have to nerf either the bonding or the classes that share power.
>
> I agree. Making companions only share their non buffed power would be far more effective than taking our stats away. This doesn't fix the real issue of the power share loop.
couldn't agree more, in doing this it will fix the problem without hurting or killing any one particular class
you are ps4 right? a lot of times the threats of leaving are false.. I don't think they are this time. key gate didn't make the ghost town coal gate did. I wasn't paying attention for mod 6 apparently there were ghost towns then too. but with coal gate. it was massive. there honestly were people in pe just giving away all their stuff. guilds lost mannnnny people. it was hard to get anything going. I don't know how many quit but it was a lot. This is worse than that.
While you could have a completely new game and new meta, you have more of the same and some additional refine ahead.
Well played raging babies.
[PS4] Alliance - House Stargaryen
> Those changes could have been the best thing ever. It could have make Neverwinter true MMO where players need to cooperate and use both defensive and offensive strategies. Now it's more of the same.
> More powersharing, less options, the same meta, no room for room for anything that doesn't share ridiculous amount of power.
>
> for 10 hours or so I had hope. With 50% uptime, players would really need to take a look what other classes bring to the table. Because there is power hidden in specs and classes that are worthless now. People don't see it over 290k power they have.
>
>People will soon discover that with 100% uptime and r14 enchants nothing will change, they will just have to do more of the new refine system.
>While you could have a completely new game and new meta, you have more of the same and some additional refine ahead.
>Well played raging babies.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
What class do you play that you feel so butt-hurt and left out?
All the groups that I run with guild or put together via lfg have a standard set up;
1 Tank- Pally or GF.
1 Heal- Templock, Pally, or DC.
1 Buff- DC, CW, or occasional HR.
2 Dps- Any damage dealer.
I personally have end-game toons of all these roles and never have an issue running anything.
I say this not as a criticism as I know what it's like to feel left out. If you form your own groups and tailor them to your liking you shouldn't have a problem. Also if you are having this problem within guild, I think you may need a better guild/alliance that is not full of self-serving jerk wads.
There is no need to cry nerf and call people "raging babies" in a effort to ruin something that is already working for 90% of the player base in your own self interest.
Best of luck I hope you get it all figured it out
> basicly is, bondings buff stays 15secs up and has a 30secs cd after the fisrt click when bonding icon appears, basicly 15secs after the icon disspears, but bondings still BIS runes for companions,
>
>
>
> They reconsidered, now it's going to be "100% uptime" (details tbd). I just remember something. HP from augment is transferable, right? And, not transferable through bonding pet. For some build, augment is better. This is just a comment. I am not complaining.
>
> Yes, as it says now you are able to get 96k HP extra with the right stones. Is this confirmed to be wai?
>
> I think that is what it was when I was using augment (before bonding time). However, I don't trust my memory fully these days.
>
> I think the total is 108K if you put another 3 r14 radiant in.
>
> if u meant for oath paladins oath of protection, bondings with a striker companion is still better
>
> I would say that it significantly depends on what type of build you have.
>
> Power share is still a major buff that OPs provide, and if it continues to work with companions then an HP build might actually be very good.
>
> Additionally, HP benefits AoC damage. And there are prot-OP's which get a majority of their damage from AoC. So another +25% HP could potentially be a viable source of damage increase
>
> Wouldn't be 25% for 96k, that's almost 1/3rd of my nearly 300k HP OP. For Deko at some 330k that would push their pally to over 400k. Thing is though you would have to give up a lot of stats to do that currently and seemingly even in the new system. Even with the new changes to bondings 65% at rank 14 we will still see those numbers
>
>
> Note i have seen and 280000 but i couldnt get fast a screenshot.
>
> We gonna see more than this if companions keep transfering the buffed power to the player and that because all we will get increase to our base power and companion power through level 14 radiants =1000 stat rating no matter what you did to the bonding .
>
> Its fine to keep the bonding as you plan too but please fix the double share of power through the bonding procs. Otherwise soon we'll have the same issues as the power creep will get even higher and you will have to nerf either the bonding or the classes that share power.
>
> I agree. Making companions only share their non buffed power would be far more effective than taking our stats away. This doesn't fix the real issue of the power share loop.
bondings don't need to be touched at all just stop companions getting any buffs at all from outside sources this would fix the games problems but also not hurt people that play solo and need the extra stats of the bondings as they are now
The main problem is that the game is not as interesting as it could be. How do you build a DPS toon nowadays? cap everything you can and stack power. How do you build a party? Take all the powersharing you can and add a GWF/HR.
Everyone has so much stats that there is an entire portion of the game left out.
Does anyone consider slotting skills and items for reducing incoming damage? No
Does anyone look for utilities like CC when fighting mobs? No
Does anyone need an off-tank, an off healer? No
Does anyone need to follow boss mechanics? No daily spamming fixes everything
Does anyone need different then meta DPS enchants, and debuffing ones? No
Well there you go. With less stats the game will be better in my not so humble opinion. I don't see people even considering that. I see them only calculating how much stats they will loose and what they do now may not be as viable anymore.
There are viable concerns, but very few people are threatening to quit because of those.
[PS4] Alliance - House Stargaryen
I don't buy your argument.
On the subject of power stat buffing, I am in agreement with others that at the moment there is too much of that going on - and I'm saying that as a person who mains a paladin (15.3k). The problem is that this is the major buffing resource for Paladins and without it we would be unable to compete with Guardian Fighters and Into The Fray. As it is, A GF of any level can provide this flat buff but for a Pally to match it they have to be well geared (+13k) and stack power/HP.
If your team are going to look at power sharing via Bonding stones I think it would be safer to address the root cause rather than the intermediary: i.e. the OP feat Aura Gifts rather than Bondings.
Aura Gifts is a primary buff source from the Paladin and as such is currently necessary - but as with any buff that can be scaled via stat adjustment, it's open to over-stacking.
What I would prefer to see is a re-write on Aura Gifts to make it a flat damage increase. E.g:
. Aura Gifts - your Aura of Courage now also increases damage dealt by 25%
That's a flat 25% to everyone in aura range plus the 1% AoC damage which would put Paladins in the same ballpark as GFs and is a similar correction to the previous ITF adjustment (and their feat Inspiring Leader that boosts ITF to 30%).
It would also enable Paladins to get more creative with gear choices by not having to focus on just HP and Power.
Having such a buff active 100% of the time without taking up an encounter slot is justifiable (imo) by the fact that ITF has a range of around 50ft (I believe) whereas AoC is 30ft (nobody wastes feat points on Dominating Presence) and that OPs have to run with Templars Wrath for personal survivability rather than the slot being used for group utility. I consider it a fair trade off.
As for DC power sharing, that's not my speciality so I'll defer - but as a general principle I feel that straight % buffs that don't multiply through companions are more stable in the long run.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Why would you think we'd be ok with that? we've made a baby step. you've come away from the partial uptime ledge.. AWESOME. let's got a few steps further back now.
like @bluebubbl3s said. not all of us are elites. not all of us can get thru the new content let alone just the new zone area. even with higher rank bondings. yes there are some people who can do speed runs.. but the vast majority of us still struggle to even complete things. doing this to your average player destroys all motivation and will to play. don't cater to the top 5 %. they have it in their power to play how they want, they can take off some gear or play in non perfect parties if they want more difficult. they already spent their moneies. Now in the mean time if you want the rest of us to spend our monies.. don't nerf like this. make progression PROGRESSION. you can't retrograde. if you want to change the dynamic add new gear to buy new stones that are better in other ways.
nerf the companion being buffed by other sources. (as has been mentioned over and over that's where the real power creep comes from)
but leave personal gain alone.
(Console buddies, I know you just had 2xRP, but since you won't see this release for a while, I hope you get good solid use out of whatever you upgraded the other week.)
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP