I Haven't seen an Xbox one mod 12.5 PvP feedback thread yet so I'm making one. Here are my 2 cents regarding the new PvP changes. Feel free to add, agree, disagree with whatever:
1. TRs continue to be the class with the most burst damage (unavoidable) with shadow of demise, control, survivability and cc in PvP. The "Recovery" (30k plus recovery stat) or "perma cb" rogue can still drop smokebombs back to back while spamming encounter powers/dailies and controlling an entire node, while still being able to kill relatively fast. Also regarding smokebomb, having it add 1 stack per use means you will almost never become immune from one TR doing this. As a result smokebomb is and will continue to be the most overpowered cc effect in the game.
2. CC diminishing returns does not seem very uniform. Some control effects from items, enchants and boons do not seem to add stacks (thunderhead, curse ring, impenetrable jungle, etc), while others seem to add them too fast ( wizard control powers, trappers, etc). This either results in being CC immune really fast, or stunned for a solid 30 seconds unable to use a power. Initial CC is very strong which is fine, but imo system should be ironed out a little further.
3. Old school mod 5 feel returns with healing suppression and armor penetration suppression increases. Now you actually have to watch your health, use powers actively to survive, and make tactical retreats when needed. Overall a great job in this regard. Also removal of tenacity is a huge step forward in bringing new players to PvP.
4. Permanent solo q is great as well despite issues with players not playing and matchmaking issues with team balance. I'm not sure if anything can be done to fix this though because of low pvp player population.
5. Regarding solo q, certain classes are really strong when stacked on one side of a team, while others seem less so (not taking into account player skill). TRs, GFs, and OPs are tough to kill and can make a match lopsided when there are two on the same team. GWFs, SWs, CWs, and HRs have the opposite effect. DCs are kind of in the middle depending on what build they are (DPS or healing).
Overall though significantly better than last mod in regards to progress.
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and bragging about 0 loses and troll entering enemy camps
...cause xbox and ps4 community will have the same fate as Pc
2. Exactly. However, you are wrong regarding Impenetrable Jungle as I have tested it and it does provide CC Immunity Stacks. Initial CC for some classes are very strong. (PvE move basically until it is diminished over time) TR's Dazing strike for example lasts very long even after 2 Dazing Strikes for example. Worst offender is also the OP, Burning Light provides 1 stack yet lasts 10 eons like SB on a TR.
3.Yeah.
4.100% agree, not sure what they can do regarding that issue, maybe increase PvP rewards and bring back Neverwinter Combat League or form teams, Competitive Queue or something. Make new maps, modes, make it thrive and make it appealing to bring in new players.
5. Yeah 2 TR's, a GF, and DC on the same team while I have SW, GWF, and an Archery HR, it's GG. I don't agree with you with CWs, and HRs have the opposite effect. As HR's can still wipe nodes, CC crazy (Boar Charge, Plant Growth, Disrupting shot) and people can easily get 1 rotated by a CW, not only that but CW's MoF debuff mixed with renegade is dirty and not something to mess with. I lost to 2 CW's in 1v1's because of Ray of Enfeeblement, Disintegrate, and Rappel, keeping me at range and me not near them. (Despite me spamming Menace) They are both very very strong classes, and that many people simply might not just fully understand the true potential of the class. Which is why there is only few very good masters of the class. They are in no way underpowered what so ever.
Guardian Fighter
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https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
3. With healing suppression massive bursts should also go out of window...TR, GF, GWF all capable of damage that healing cannot counter.
4. apart from GS differences and class imbalance players refusing to play so that their KD is not "ruined" (QQ) also ruin matches in solo Q...Outside that, solo Q is good addition in general
5. U need be better CW than GF to kill himthe GF. If equal skill CW and GF confront eachother, GF wins. Same with TR. Same with GWF.
I don't think it's so much that cc lasts longer, as the initial cc "burst" is what makes it seem that way. I believe the devs intention was to do just that. I think the way certain cc powers interact with others is there real issue. Prime example of this is smokebomb, which ignores the duration reduction from having a stack of cc resist and just lasts the full duration because of the way the power works (as long as you stand in the circle you remain stunned, regardless of stacks unless your immune). This is what causes the problem your talking about. The stacks don't add up fast enough and are gone before you can get immunity if it's only sb stunning you.
Either way like I said there seems to be a lack of consistency with the immunity effect either making you immune too much or constantly microstunned by nonsense.
One last aside kind of off topic, please @noworries#8859 @rgutscheradev or any dev reading this post (if you do read it) or if @nitocris83 you can pass this along:
FIX THE THUNDERHEAD ARMOR ENHANCEMENT
I hate typing in all caps like that but this armor enhancement is one of the most annoying stuns in PvP right now. It procs off multiple times when it shouldn't, doesn't seem to apply a stack of cc resist (at least none that I have noticed), and effects too many targets at once.
Guardian Fighter
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https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
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also did you know some power are stuns( whereas other are called interrupts. .. interrupts are essentially CC piercing powers (like some of the broken rings and boons peirce CC ) whereas stuns can be reduced in duration by cc effects
not all power are coded or label d correctly and they seem to arbitrarily follow these rules
https://www.youtube.com/watch?v=-fye--vMUp4
> I Haven't seen an Xbox one mod 12.5 PvP feedback thread yet so I'm making one. Here are my 2 cents regarding the new PvP changes. Feel free to add, agree, disagree with whatever:
>
> 1. TRs continue to be the class with the most burst damage (unavoidable) with shadow of demise, control, survivability and cc in PvP. The "Recovery" (30k plus recovery stat) or "perma cb" rogue can still drop smokebombs back to back while spamming encounter powers/dailies and controlling an entire node, while still being able to kill relatively fast. Also regarding smokebomb, having it add 1 stack per use means you will almost never become immune from one TR doing this. As a result smokebomb is and will continue to be the most overpowered cc effect in the game.
>
> 2. CC diminishing returns does not seem very uniform. Some control effects from items, enchants and boons do not seem to add stacks (thunderhead, curse ring, impenetrable jungle, etc), while others seem to add them too fast ( wizard control powers, trappers, etc). This either results in being CC immune really fast, or stunned for a solid 30 seconds unable to use a power. Initial CC is very strong which is fine, but imo system should be ironed out a little further.
>
> 3. Old school mod 5 feel returns with healing suppression and armor penetration suppression increases. Now you actually have to watch your health, use powers actively to survive, and make tactical retreats when needed. Overall a great job in this regard. Also removal of tenacity is a huge step forward in bringing new players to PvP.
>
> 4. Permanent solo q is great as well despite issues with players not playing and matchmaking issues with team balance. I'm not sure if anything can be done to fix this though because of low pvp player population.
>
> 5. Regarding solo q, certain classes are really strong when stacked on one side of a team, while others seem less so (not taking into account player skill). TRs, GFs, and OPs are tough to kill and can make a match lopsided when there are two on the same team. GWFs, SWs, CWs, and HRs have the opposite effect. DCs are kind of in the middle depending on what build they are (DPS or healing).
>
> Overall though significantly better than last mod in regards to progress.
I agree with statements 2,3,4 and somewhat of 5 but your first statement is 100% irrelevant.
Trs are too broken? I could say gfs are too defensive and too offensive at the sametime and classify that as overpowered(broken) Lol first and for most I only know 2 Trs with 30k +recovery so stop saying every tr is running 30 k recovery and start gathering some actual facts on the matter.
Secondly your overlooking every aspect of the actual class itself focusing on a select few abilities... Let's teach you a little something your probably unexperienced in.
Mmorpg games like the game we would classify neverwinter as... all have their version of an assassin class.. correct?
OK and assassin's main jobs are to assassinate foes within stealth or through incapacitation now correct me if I'm wrong but when Trs were dunking(shocking execution) other players this was considered too overpowered and unbalanced (LoL) when it was clear to me gfs could block it very effectively to where it did barely any damage and other classes could dodge evade or completely negate the skill otherwise.
Interesting and now we're going to be complaining about SoD another skill that is also avoidable through (blocking,dodging and or counter stealthing)
Or complaining about 30k recovery something that is almost impossible to achieve for an average pvp player and think about what your saying 30k recovery on a (tr).
Who's to say 30k recovery on a pally wouldn't be broken or on any other class for that matter. Achieving that high of a stat comes with a price and a lot of work, it's no different from stacking deflect making yourself unkillable to physical damage.
it's so laughable the amount of ignorance that players develop at the start of character creation screen. The reason we have developers and very wisely chosen developers is for them to do the testing and class judgements. Obviously our opinions as a community matter but when your completely against and 100% attacking something without good enough grounds your opinion will be nothing more then nonsense.
Trs can only compete against other classes and be considered relevant at 25+k recovery underneath that and they are super vulnerable. I've seen gfs under 11k gs 1 rotate 20k recovery trs with 12k gs, just like I've seen 11k pally's one shot divine judgement 13k gs trs. Your argument is invalid.
Every class has its pros n cons, it's advantages and weaknesses.
If something isn't working for you then look towards changing something in your build and question your rotation or maybe consider the fact that the other person actually knows what their doing in terms of skill.
All I hear is salt coming from people and not enough of self criticism.
Stop trying to change the game to your liking and actually look for counters,flaws in other people's builds.
The duration of sw's prone = 0.5 sec without elven enchant.
The duration of hr's prone = 1 sec without elven enchant.
The duration of tr's prone = 0.5 sec without elven enchant.
The duration of dc's prone = 0.5 sec without elven enchant.
The duration of of gf's prone = 2 sec without elven enchant.
The duration of gwf's prone = 1 sec without elven enchant.
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- Future -
Ring of favor.
Equip: Your attacks have a chance to prone the enemy for 10 seconds. This duration is halved on all players.
¨˜ˆ”°¹~•-.„¸ρℓαуιиg иєνєяωιитєя ѕιи¢є 2015¸„.-•~¹°”ˆ˜¨
As far as TRs, for M14 we have a change in for Shadow of Demise where it will be 75% of MITIGATED damage. This should provide a reduction to the ability in PvP while giving it a boost in PvE. It now also has a small DoT applied to it when it first lands which is a bit of an experiment to see how that feels, allowing it to add some benefit to PvE when things are killed so fast the full proc can't go off, and to help people notice they have SoD on them in PvP.
Shadowborn got a slight boost to go with these changes.
To go with that Smoke Bomb will now respect CC reduction in PvP, meaning the daze will last a shorter duration as you get more stacks of CC reduction, even when you are still standing in the smoke cloud.
Guardian Fighter got a change to Bull Charge, where it will no longer make a PvP target go prone (no changes to PvE). It will still knock back.
We continue to explore with different PvP modifiers as well as look for changes we can make for any given module to bring a better sense of balance overall.
PS. people are talking about pvp changes from module 5. If yours small steps last 2/3 years and it is only a little part of pvp problems in Neverwinter so there will bo no changes to be honest.
Just going to have to wait and find out.
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https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
Certainly everyone would always prefer changes and improvements sooner, including us. Console gets even more of a delay as we go through certifications and everything else required to launch our updates onto console. It is never as simple as "we'd love to get that change in so let's just do it right now". I can tell you that even right now there is a list of things I wish I could fix/adjust/change and push into an M13 update, it just doesn't work that way.
Also, there's no denying that there was a significant period of time where PvP wasn't kept up with and that balance, both in PvE and PvP, has run into some problems that got more severe as improvements weren't made to the core issues.
That said, as the initial post indicated, we did go through and make some initial changes to PvP settings to help direct things back towards a goal of balance. I'm not suggesting that the changes I listed above solve all the rogue issues, and certainly not all the PvP issues. They are some adjustments to work things in the right direction. We aren't shooting for one set of changes that makes everything "perfect" as that isn't realistic. We are looking more at a series of adjustments, without overshooting, that keep working it closer and closer to a better spot.
There are other issues with balance that are game wide. With those, we wouldn't want to make a change just to try and address it in PvP because the issue still remains in PvE. Then when we address it for PvE, we have to readdress it for PvP and the variables continue to shift.
There will be more balance adjustments in M15 and M16 (everything in the universe is subject to change at any time, but that is the current direction). It is going to be some time and some work to get it into a really good place and we have to balance that with all of the other work that is needed for all aspects of the game.
OP - Sunshine: 16000 IL
Casual Dailies
What kind of love do you have for the GF, that you are strengthening it from module to module and brought it to the point of total absurdity? If the situation with the rogues looks like a simple flaw and developer error, then the situation with the GF is nothing more than a frank spit in the face of the players. And you do not notice it? Would you further strengthen the GF to the following modules or consider the bull nerf to be sufficient?
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
I get what you are saying, but I just don't see how it won't be considered a prone type CC if it's going to mimic Sunburst similarly with the knockback.
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https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
Sunburst never proned anything, so I don't know where you are getting that idea. Your second sentence used the term knockback, that is exactly what it is. He said it is going to be a knockback, so no, it isn't going to be a Daze, or Stun or something.
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Everytime you nerf something such as ... CC in pvp mod 12b.. you bring something new into the game such as... stun boons, rings, pants, enchants, etc, etc that ruins pvp more. Does cryptic even know how pvp is in its current state?
Whatever you nerf on tr... non tr players will never be happy.
Tr's stealth is op, nerf it.
Tr's sod is op, nerf it.
Tr's dodge is op, nerf it.
Tr's movements are op, nerf it.
Tr's way of looking at me is op, nerf it.
Tr's are just op... remove it from game !
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