> @darkzod#9528 said: > - creeping dead still does not work properly?
No. Works on cursed target hit, next hit cancles it untill retrigger, but hey, dots no longer cancel it. 👍 So, if you plan on cursing, hitting once and running for 12 seconds it kinda works...at least better...somewhat...I guess? 🤔
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
Can someone explain to me what the difference between magical demage boost and physical demage boost is? For Warlock magical dmg boost?
Okay Warlock is like the Wizard in that we do most all of our damage with Magical dmg. Physical damage as an example would be for Barbarian,Fighter ect. that does its damage with a weapon. So yes Warlock would want to build up its magical damage.
Has anyone tested Int vs Dex for the Magical Damage vs Crit Sev bonus? I haven't had time recently and prob won't until the last week before the M16 goes live.
My thinking is Crit has a max 50% chance, so Crit Severity only works 1/2 the time. So unless you can get enough Crit Severity to more than double Int bonus (so 100+2x Damage bonus from Int) then Int is better.
Remember Vorpal doesn’t show on your sheet.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
From the Rogue thread, but I’d say relevant to us as well:
> @noworries#8859 said: > > Currently the focus has been heavily on fixing various bugs across classes/features/etc. But there is still room for tweaks to classes. > > The most useful feedback in this regard is discussions about a given power/feat/mechanic and how it fits in with others/changes that could be made to it. > > Feedback that is along the lines of "change it back to how it used to be" or "rebuild this entire paragon path/class" aren't realistic to action on and therefore are the least likely to result in changes.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
> @noworries#8859 said: > > > > Currently the focus has been heavily on fixing various bugs across classes/features/etc. But there is still room for tweaks to classes. > > > > The most useful feedback in this regard is discussions about a given power/feat/mechanic and how it fits in with others/changes that could be made to it. > > > > Feedback that is along the lines of "change it back to how it used to be" or "rebuild this entire paragon path/class" aren't realistic to action on and therefore are the least likely to result in changes. >
Since there is enough feedback hidden in this threat I gonna wait until it will get a feedback in any patchnote before repeating same issues 10 times. "discussions about a given power/feat/mechanic and how it fits in with others/changes that could be made to it" That´s what we actually are doing here, it only needs to be recognized by anyone.
->Keywords to look for are: near all Encounter, Dailies, Mechanics, Class Feature and Feats are mentioned in this threat and discussed allready, a lot of it is pretty objective and worth thinking about.
My thinking is Crit has a max 50% chance, so Crit Severity only works 1/2 the time. So unless you can get enough Crit Severity to more than double Int bonus (so 100+2x Damage bonus from Int) then Int is better.
Patch notes out, I was worried it would just be more tooltip changes. But hey, damaged corrected on a underperforming slow daily. Now warlocks ready to go live I guess since ri and cd feats are both apearantly wai since no change.
I do not know, the Warlock still feels weak. Especially in dungeons and battles. He even dies in Master of the Hunt all the time. I have an item level of 17300. What am I doing wrong or is the Warlock really bad? The damage is extremely low and the cooldown times are very long.
Unfortunately, more emphasis is placed on the Warlock becoming a healer now. :-( It's like a butcher is now pastor.
Has anyone tested Int vs Dex for the Magical Damage vs Crit Sev bonus? I haven't had time recently and prob won't until the last week before the M16 goes live.
I have neither done the numbers nor test them; theoricaly INT damage bonus (0.25 per point) is multiplicative and DEX bonus (0.5 critical severity per point) is additive to your current critical severity, so in theory INT is always better than DEX because it is aplied to every attack not only to the critical ones because there are quite a handful of damage entities that can't crit at all.
He even dies in Master of the Hunt all the time. I have an item level of 17300. What am I doing wrong or is the Warlock really bad?
You can start checking if your stats are balanced to face enemies roll and just avoid testing on low level maps, as stats are scaled down and several reports about downscaling being too heavy.
INT damage bonus (0.25 per point) is multiplicative and DEX bonus (0.5 critical severity per point) is additive to your current critical severity
Basically this. Best way to figure things out is checking the stat simulator on janne's website, copying your stats in there and watching the different multiplier you obtain for different scenarios.
Aside from sparkweaver fixes that looks ok now, but will double check later, there's nothing to remove from last week bug list, I am assuming all of them will see PC live. Have a nice week-end.
I went to preview and I entered an expedition, and once again my stats are now unbalanced, compared to last week that after quite a few hours I managed to mostly balance them. I don't know what they changed or fixed because now almost no stat is balanced, neither for 60K/10K (level 80) nor 66K/16K (unconfirmed LoMM).
I went to preview and I entered an expedition, and once again my stats are now unbalanced, compared to last week that after quite a few hours I managed to mostly balance them. I don't know what they changed or fixed because now almost no stat is balanced, neither for 60K/10K (level 80) nor 66K/16K (unconfirmed LoMM).
There's clearly something broken now, after patch a friend had on a level 70 wizard with m15 gear 122k power/crit/arpen and 780k HP (no augment and tried different summoned companion), have no clue on how to repro.
Talents do not work, half of the spells do not work, around bugs - and it will be released on live. They have not been able to correct mistakes in class skills for a month, the developers answered 2 times on 17 pages of class discussion. I am glad that they cannot earn money, because mediocre people must live in poverty.
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
Flames of Phlegethos deals 750 mag, compared to Accursed Souls wich procs in a huge aoe and deals 800 mag per target it´s cute at best, same counts for Gates of Hell..500 mag is far too low. In mod 15 it overcomes Accursed Souls by far, no logic in all those changes. From being near on par with Brood, doing some aoe on top, FoPh was nerfed to being useless, dealing less damage than a 30' aoe , not to talk about thes animationtime... unlocked at level 80, stepping up to top level you are rewarded with the worst daily in NWO -> A daily dealing similar dps than our best encounter Killing flame 400-600, wich spawns a puppet on top and is not ticking 5 times to spend some "burst".
Creeping Death is still bugged, playing without ACC is still "unhandy", we still can stack Rsiky Investment with only one spell and several allready named Class feature are still useless. Looking at my other classes it doesn´t look better tbh. , I dislike the way DC works , GF´s Dig In is a lackluster etc.
> @schietindebux said: > Flames of Phlegethos deals 750 mag, compared to Accursed Souls wich procs in a huge aoe and deals 800 mag per target it´s cute at best, same counts for Gates of Hell..500 mag is far too low. In mod 15 it overcomes Accursed Souls by far, no logic in all those changes. > From being near on par with Brood, doing some aoe on top, FoPh was nerfed to being useless, dealing less damage than a 30' aoe , not to talk about thes animationtime... unlocked at level 80, stepping up to top level you are rewarded with the worst daily in NWO > > Creeping Death is still bugged, playing without ACC is still "unhandy", we still can stack Rsiky Investment with only one spell and several allready named Class feature are still useless. > Looking at my other classes it doesn´t look better tbh. , I dislike the way DC works , GF´s Dig In is a lackluster etc.
^^ This I was just trying point out useless daily change and more useless tooltip changes. This thread just went silent. Can we at least get these two feats working, or better?
Broken vampire embrace will make everyone refuse to game in the DD spec, they have been broken for a month and no one has deigned to fix them. What else can we talk about here?
The promised "tremendous damage" from the dayly powers turned as a result into ordinary encounter skills.
Half of the talents of the six who do not work. It's so difficult to made at least basic things for a whole month!
We should not ask them for "at least something" working out of all that was promised. We have to demand that the class can play in 2 weeks, and not be a statistical position in the developers' reports.
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
> @warravana said: > We should not ask them for "at least something" working out of all that was promised. We have to demand that the class can play in 2 weeks, and not be a statistical position in the developers' reports.
Требовать от кого? Ау. Тут на 17 страниц аж 3 поста от разработчиков. В патчах фиксы и правки, которые никому не нужны и неинтересны. Мы сделали стрелу боевым для одной цели, а потом 2 патча возвращали все взад. Лол. Расходимся Нас нае**** Writing reports... that no one reads. You shouldn't waste your time on feedback.
The following link will provide you with the Test Results for the Mod 16 Warlock. This is a Work in Progress (WiP) and will be updated over time as we continue to test; the document contains video or ACT logs as proof of a defect where one has been found.
A highlight of some of the issues found as at patch of 06/04/2019 Hellish Rebuke : Each tick should generate a Soul Spark - if you are not constantly attacking and pause for a second, you are briefly flagged as out of combat and as such Soul Sparks diminish then the next tick of Hellish Rebuke marks you as in combat again and Soul Sparks continue to build. The player will lose 1 to 2 Soul Sparks in this scenario. Suggest increasing the transition time from "In-Combat" to "Out-of-combat".
Arms of Hadar : The initial cooldown is 2.3 seconds - the cooldown in the H.U.D. shows a value of 3 seconds; given that the cooldown in the H.U.D. is an integer this is understandable but the cooldown timer actually takes 1 second to go from 3 to 2 indicating the initial cooldown value is actually 3 seconds and not 2.3. Suggest checking the initial cooldown value and also the "incremental" increase to ensure that this is not over-riding the initial cooldown if only 1 cast of this encounter is performed.
Blade of Vanquished Armies : The Cooldown should be 7.7 seconds but is only showing as 6 in the H.U.D. The power is supposed to last for 6 seconds but lasts for 7 seconds. Suspect that the values have just been transposed.
Hellfire Ring : The DoT is supposed to strike with a magnitude of 220 but a magnitude of 161 was observed.
Creeping Death : An initial hit of any At-Will, Encounter, Daily will proc Creeping Death which ticks 5 times with each tick dealing 2% damage of the initial value. However while Creeping Death is ticking away, another Initial Hit from any other At-Will, Encounter, Daily will cancel the previous ticks of Creeping Death and begin a new set of 5 ticks. This should not be the case - two options for a solution : 1 - Have each Initial Hit start a series of 5 ticks of Creeping Death WITHOUT the cancellation of any prior Creeping Death ticks 2 - Have Creeping Death tick once for 10% of the Initial Hit (Not exactly "Creeping" but it's a faster/easier to implement solution)
Ricky Investment and Soul Investiture : When reaching 5 stacks of Soul Investiture the next power that would add a stack of Soul Investiture sets the stack back to 1, the stack should still remain at 5. As we're black box testing I cannot derive a test to ascertain the reason for the stack reset. If you can supply the snippet of code that deals with Soul Investiture then I can white box test it and identify the root cause.
Soul Puppet : The Soul Puppet damage against a target dummy in Trade of Blades with a naked toon is actually lower in Mod 16 than it is in Mod 15. Suggest checking the base stats and inherited stats from player for the Soul Puppet to ensure that it's performing as expected.
Soul Investiture stacking takes such a long time for the Warlock and isn't truly viable in Mob scenarios when running in dungeons, you will at best, gain two stacks of Soul Investiture before everything is dead. Given the slow build speed, the mechanic feels more aligned to a boss fight than to mobs.
The Warlock only has two powers that can grant Soul Investiture : Hadar's Grasp and Killings Flames. Hadar's Grasp will grant Soul Investiture on a cursed target; cooldown : 15.5 seconds. Killing Flames will grant Soul Investiture on killing a target; cooldown : 12.4 seconds.
In a boss fight where no "adds" are present the Warlock is only left with one encounter with which to gain Soul Investiture, namely Hadar's Grasp. With a cast time of 0.55 seconds and a cooldown of 15.5 seconds it takes the Warlock 1 minute and 20 seconds to build up to full stacks of Soul Investiture (5 * 16 seconds = 80 seconds [not including cast time of first Curse application power]). This puts the Warlock at a serious disadvantage and also forces the Warlock to choose Hadar's Grasp thus limiting play diversity.
Hadar's Grasp is a curse consume power and the consumption of the curse spawns the soul puppet and gains a stack of Soul Investiture. It would make sense to gain a stack of Soul Investiture on every cast of a curse consume encounter power. Note that I state cast and not curse consumption as Curse Bite would gain full stacks with one cast.
As you can see from the table above, the Warlock has two curse synergy powers; curse synergy is supposed to enhance the usage of that power, but these enhancements are lacklustre.
Dreadtheft
Dreadtheft refreshes the ticks of Lesser Curse. Lesser Curse ticks 4 times per encounter power cast and strikes for a magnitude of 2.5. It doesn't deal a great amount of damage but it's a Lesser Curse and we don't expect it to but as a synergy it's not great. Suggestion Curse Synergy : Dreadtheft will refresh and double the damage of Lesser Curse on all affected targets
- or -
Curse Synergy : Dreadtheft will fire off and hit all targets affected by any curse (Target cap 10). In a similar way to how the Lightning Weapon Enchantment works; not only will this look really cool it will also help to make up for the power interruption that happens when you're attacked by an enemy when this power is active. A big reason why this power wasn't used so much until Mod 15.
Blades of Vanquished Armies
Blades of Vanquished Armies seems at odds with how the Warlock has been positioned as a ranged class. All of the powers in the DPS tree are either ranged or can be cast at range, even the Infernal Spheres will shoot off and attack a cursed target. BoVA deals 11 hits to every target that enters into the blade radius with an additional 4 hits to any one cursed target per cast from the flung blades. In a scenario where I am against 1 target within range of the blades the curse synergy will result in (1 enemy * 11) + 4 = 15 hits on the enemy. That's a 36.36% increase to the power. When I'm in a mob with 6 enemies within range of the blades the curse synergy will result in (6 enemies * 11) + 4 = 59 hits in total on the enemies. That's an increase of 6.06%
You can see that the synergy becomes worse with more enemies that you are engaged in combat with.
This power only generates Soul Sparks on a critical strike which means that should the Warlock choose to use this encounter they must move within melee range and negate their armour giving them a bonus based on their distance from the target or run with All Consuming Curse.
Suggestion
Curse Synergy : For every cursed target, 11 Blades will fling themselves at that target over 3 seconds (1st tick = 1 blade, 2nd tick = 3 blades and last tick = 7 blades). This will look really cool, especially with a similar sound effect played per blade strike to that off Forgemaster's Flames from the DC. It will also allow the Warlock to play at range increasing the diversity in play styles.
- or -
Swap Blades of Vanquished Armies to a curse apply power and Killing Flames to a Curse Synergy power as follows:
Curse Synergy : Killing Flames will deal an additional 20% damage as Fire Damage over 3 seconds to the target. You could add this as a splash effect to all cursed targets near the main target.
I tried again today to play my warlock on preview, newly copied over, re-specced and so on. My 18k translates across to 19k+ at level 70 with out any of the new gear. A decent item level with decently high stats. But I just can't get into the new play style forced on us. It is complicated and mechanic heavy without any reward for playing it. The damage dealt doesn't justify the complex mechanics.
Stacking Soul lnvestiture is painful at best, and the stacks don't refresh!!!!!! That's if you manage to get 5 stacks in a fight, seriously good luck with that. Especially if you are not fighting Orcus or a similarly high HP boss. AND you only have two powers that can generate soul investiture stacks when fighting mobs, only one if it's a boss, making it even harder to get the stacks up.
The Arm's of Hadar still doesn't target correctly doing no damage to mobs that were clearly hit by the arms so curse isn't being applied which requires using at-wills and having ACC slotted to be able to get the benefit of the curse. So if you want to have curse applied by encounters you virtually must use FB and Arms, but then you want to use Curse Bite, so you need to be able to reapply the curse so.....urgh.
The soul spark mechanic doesn't do "heavy damage", it does bugger all really and as mentioned above, if you aren't spamming Hellish Rebuke they start to drop off even while you are still in combat. The best thing you could have done was ditch the soul spark mechanic on Hellbringer and left tab as the curse target button. I really don't care about the healing path, do what ever you want there. But ditch the sparks. Or make them worth while, make them actually do damage. Make them a wanted feature of the class not a useless "feature" that interferes with your visuals. You could keep the low damage but make it apply curse to every target in a 15ft radius. Or just straight up increase the magnitude. If you must keep it.
We have no AOE at-wills so the damage increase nowories describes in another thread doesn't apply to us. Unless you include Eldritch Blast's third hit. So, yeah, we don't have any AOE at-wills. Curse Bite and Arm's of Hadar are the closest things we have to AOE at-wills because of the casting times. And well, they kinda hit like at-wills so maybe that was the intention for them?
The class just doesn't feel right, the mechanic don't feel right, the play style doesn't feel right. Realistically, complicated mechanics should result in high damage output. Simple mechanics should result in low damage output. This isn't the case. I guess I'll try again before it goes live because I really want my main to stay my main. But realistically, I'll have to look at other classes and hope they have something going for them that makes them fun to play. The warlock for me right now is basically dead.
We have no AOE at-wills so the damage increase nowories describes in another thread doesn't apply to us. Unless you include Eldritch Blast's third hit. So, yeah, we don't have any AOE at-wills. Curse Bite and Arm's of Hadar are the closest things we have to AOE at-wills because of the casting times. And well, they kinda hit like at-wills so maybe that was the intention for them?
Power
Magnitude Before At-Will changes
Magnitude after At-Will changes
Eldritch Blast
20-40
20-20
Overall reduction
Dark Spiral Charge
70-210
70-210
No change
Hellish Rebuke
30-30 (DoT 7)
30-30 (DoT 7.5)
No change, the DoT was incorrectly dealing 7.5 magnitude before the change
Hand of Blight
20-20
25-25
Overall reduction
Killing Flames
500-750
400-600
Overall reduction
Vampiric Embrace
250-250
200-200
Overall reduction
Dreadtheft
350-350
275-275
Overall reduction
Hadar's Grasp
200-200
175-175
Overall reduction
Curse Bite
220-220
175-175
Overall reduction
Fiery Bolt
160-160
125-125
Overall reduction
Infernal Spheres
30-30 per sphere (6)
30-30 per sphere (6)
no change
Arms of Hadar
50-50
40-40
Overall reduction
Blades of Vanquished Armies
18-18 per blade (11)
15-15 per blade (11)
Overall reduction
Hellfire Ring
100-100 (DoT 225)
80-80 (DoT 220)
Overall reduction plus the DoT is only dealing 161 Magnitude (7 Apr 2019)
Accursed Souls
1400
800
Overall reduction
Brood of Hadar
2200 (DoT was not listed)
2200 (DoT 200)
No change however the recorded magnitude is 1159 with a DoT of 100
Tyrannical Curse
1000
800
Overall reduction
Gates of Hell
900 per target
500 per target
Overall reduction
Flames of Phlegethos
1250(splash not listed)
750 splash damage 150
Overall reduction
Not only do we have no AoE at-will to really benefit from the changes that @noworries#8859 mentioned but also the table above shows that the only actual "improvement" was an increase to the min damage of Hand of Blight, all other at-wills remained the same or worse than before the reduction to encounter/daily powers.
@silverwolf#7884 your table only gives the raw numbers and does not allow for the effect of the enemies loosing 30% of their HP. Anything that didn’t get an actual reduction got an effective improvement and things with actual reductions largely stayed the same (some got slightly worse, others got slightly better).
In simple terms for at-wills if they used to hit for 20 and the enemy had 1000 HP, they used to do 2% with a hit. With the change that enemy now has 700 HP and that same 20 damage is 2.86%. Yes that’s simplistic, but the principle remains, lowering the hp and leaving damage unchanged in effect raises the damage.
Even things like Arms of Hadar are actually an improvement for the power’s effective damage.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
We have no AOE at-wills so the damage increase nowories describes in another thread doesn't apply to us. Unless you include Eldritch Blast's third hit. So, yeah, we don't have any AOE at-wills. Curse Bite and Arm's of Hadar are the closest things we have to AOE at-wills because of the casting times. And well, they kinda hit like at-wills so maybe that was the intention for them?
Power
Magnitude Before At-Will changes
Magnitude after At-Will changes
Eldritch Blast
20-40
20-20
Overall reduction
Dark Spiral Charge
70-210
70-210
No change
Hellish Rebuke
30-30 (DoT 7)
30-30 (DoT 7.5)
No change, the DoT was incorrectly dealing 7.5 magnitude before the change
Hand of Blight
20-20
25-25
Overall reduction
Killing Flames
500-750
400-600
Overall reduction
Vampiric Embrace
250-250
200-200
Overall reduction
Dreadtheft
350-350
275-275
Overall reduction
Hadar's Grasp
200-200
175-175
Overall reduction
Curse Bite
220-220
175-175
Overall reduction
Fiery Bolt
160-160
125-125
Overall reduction
Infernal Spheres
30-30 per sphere (6)
30-30 per sphere (6)
no change
Arms of Hadar
50-50
40-40
Overall reduction
Blades of Vanquished Armies
18-18 per blade (11)
15-15 per blade (11)
Overall reduction
Hellfire Ring
100-100 (DoT 225)
80-80 (DoT 220)
Overall reduction plus the DoT is only dealing 161 Magnitude (7 Apr 2019)
Accursed Souls
1400
800
Overall reduction
Brood of Hadar
2200 (DoT was not listed)
2200 (DoT 200)
No change however the recorded magnitude is 1159 with a DoT of 100
Tyrannical Curse
1000
800
Overall reduction
Gates of Hell
900 per target
500 per target
Overall reduction
Flames of Phlegethos
1250(splash not listed)
750 splash damage 150
Overall reduction
Not only do we have no AoE at-will to really benefit from the changes that @noworries#8859 mentioned but also the table above shows that the only actual "improvement" was an increase to the min damage of Hand of Blight, all other at-wills remained the same or worse than before the reduction to encounter/daily powers.
Hey Hey! After the last patches the magnitude of skills is much lower than in this table!
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
Hey Hey! After the last patches the magnitude of skills is much lower than in this table!
I've just checked them, perhaps you read the wrong column; column 3 has the latest values; they're all correct with the exception of Brood of Hadar which has had the tooltip updated to read 550 Magnitude and Brood of 100 Magnitude which is what it's currently doing now.
Soul Spark recovery is not reducing the encounter cooldowns correctly. For every 6 sparks spent on Soul Scorch all encounters on cooldown should reduce by 1 second, but when tested, 18 sparks were consumed and the cooldowns were only reduced by 2 seconds.
I don't care about the hundredths or thousandths of a second being slightly out, that's fine. This level of granularity helps to highlight the normal cooldown count from the Soul Spark Recovery.
Video Time mm:ss:thousandths
Hadar's Grasp (15.5 sec cooldown)
Note
Killing Flames (12.4 sec cooldown)
Note
00:12.133
16
-
00:12.633
15
0.5 seconds
-
00:13.267
15
13
00:13.700
14
1.067 seconds
12
0.433 seconds
00:14.467
14
12
18 Soul Sparks consumed
00:14.500
12
10
Soul Spark Reduction Occurs
00:14.733
11
1.033 seconds
9
1.033 seconds
00:15.633
10
0.9 seconds
9
00:15.766
10
8
1.033 seconds
00:16.733
9
7
0.967 seconds
00:17.667
8
0.934 seconds
7
00:17.733
8
6
1 second
00:18.667
7
1 second
6
00:18.767
7
5
1.033 seconds
00:19.367
4
3
18 Soul Sparks consumed and Reduction Occurs
00:19.433
4
2
0.666 seconds
00:20.300
3
1.633 seconds
2
Given the values, it's clear to see that the reduction is only 2 seconds. The second reduction might look like it's 3 seconds on Hadar's Grasp but I suspect that the cooldown timer was reset at a second interval resulting in the 1.633 seconds it took for a normal "1 second reduction" to occur.
Suggestion
The initial 6 sparks that the Warlock has are consumed but I'd check to see if these have been omitted from the time reduction calculation that is performed when this power is used.
Comments
> - creeping dead still does not work properly?
No. Works on cursed target hit, next hit cancles it untill retrigger, but hey, dots no longer cancel it. 👍
So, if you plan on cursing, hitting once and running for 12 seconds it kinda works...at least better...somewhat...I guess? 🤔
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
So..
All Warlock, Wizard, Cleric and Paladin attacks are Magical.
Yes I’m sure about Paladin.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Guild: Ruathym Corsairs
Remember Vorpal doesn’t show on your sheet.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
> @noworries#8859 said:
>
> Currently the focus has been heavily on fixing various bugs across classes/features/etc. But there is still room for tweaks to classes.
>
> The most useful feedback in this regard is discussions about a given power/feat/mechanic and how it fits in with others/changes that could be made to it.
>
> Feedback that is along the lines of "change it back to how it used to be" or "rebuild this entire paragon path/class" aren't realistic to action on and therefore are the least likely to result in changes.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
> >
> > Currently the focus has been heavily on fixing various bugs across classes/features/etc. But there is still room for tweaks to classes.
> >
> > The most useful feedback in this regard is discussions about a given power/feat/mechanic and how it fits in with others/changes that could be made to it.
> >
> > Feedback that is along the lines of "change it back to how it used to be" or "rebuild this entire paragon path/class" aren't realistic to action on and therefore are the least likely to result in changes.
>
Since there is enough feedback hidden in this threat I gonna wait until it will get a feedback in any patchnote before repeating same issues 10 times.
"discussions about a given power/feat/mechanic and how it fits in with others/changes that could be made to it"
That´s what we actually are doing here, it only needs to be recognized by anyone.
->Keywords to look for are: near all Encounter, Dailies, Mechanics, Class Feature and Feats are mentioned in this threat and discussed allready, a lot of it is pretty objective and worth thinking about.
Guild: Ruathym Corsairs
Unfortunately, more emphasis is placed on the Warlock becoming a healer now. :-( It's like a butcher is now pastor.
Aside from sparkweaver fixes that looks ok now, but will double check later, there's nothing to remove from last week bug list, I am assuming all of them will see PC live.
Have a nice week-end.
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
From being near on par with Brood, doing some aoe on top, FoPh was nerfed to being useless, dealing less damage than a 30' aoe , not to talk about thes animationtime... unlocked at level 80, stepping up to top level you are rewarded with the worst daily in NWO
-> A daily dealing similar dps than our best encounter Killing flame 400-600, wich spawns a puppet on top and is not ticking 5 times to spend some "burst".
Creeping Death is still bugged, playing without ACC is still "unhandy", we still can stack Rsiky Investment with only one spell and several allready named Class feature are still useless.
Looking at my other classes it doesn´t look better tbh. , I dislike the way DC works , GF´s Dig In is a lackluster etc.
> Flames of Phlegethos deals 750 mag, compared to Accursed Souls wich procs in a huge aoe and deals 800 mag per target it´s cute at best, same counts for Gates of Hell..500 mag is far too low. In mod 15 it overcomes Accursed Souls by far, no logic in all those changes.
> From being near on par with Brood, doing some aoe on top, FoPh was nerfed to being useless, dealing less damage than a 30' aoe , not to talk about thes animationtime... unlocked at level 80, stepping up to top level you are rewarded with the worst daily in NWO
>
> Creeping Death is still bugged, playing without ACC is still "unhandy", we still can stack Rsiky Investment with only one spell and several allready named Class feature are still useless.
> Looking at my other classes it doesn´t look better tbh. , I dislike the way DC works , GF´s Dig In is a lackluster etc.
^^ This
I was just trying point out useless daily change and more useless tooltip changes. This thread just went silent. Can we at least get these two feats working, or better?
The promised "tremendous damage" from the dayly powers turned as a result into ordinary encounter skills.
Half of the talents of the six who do not work. It's so difficult to made at least basic things for a whole month!
We should not ask them for "at least something" working out of all that was promised. We have to demand that the class can play in 2 weeks, and not be a statistical position in the developers' reports.
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
> We should not ask them for "at least something" working out of all that was promised. We have to demand that the class can play in 2 weeks, and not be a statistical position in the developers' reports.
Требовать от кого?
Ау.
Тут на 17 страниц аж 3 поста от разработчиков. В патчах фиксы и правки, которые никому не нужны и неинтересны.
Мы сделали стрелу боевым для одной цели, а потом 2 патча возвращали все взад. Лол.
Расходимся
Нас нае****
Writing reports... that no one reads.
You shouldn't waste your time on feedback.
https://drive.google.com/open?id=1BZDyP5JQfvEG7R4gsovEh9ugpPOTKff1
A highlight of some of the issues found as at patch of 06/04/2019
Hellish Rebuke : Each tick should generate a Soul Spark - if you are not constantly attacking and pause for a second, you are briefly flagged as out of combat and as such Soul Sparks diminish then the next tick of Hellish Rebuke marks you as in combat again and Soul Sparks continue to build. The player will lose 1 to 2 Soul Sparks in this scenario. Suggest increasing the transition time from "In-Combat" to "Out-of-combat".
Arms of Hadar : The initial cooldown is 2.3 seconds - the cooldown in the H.U.D. shows a value of 3 seconds; given that the cooldown in the H.U.D. is an integer this is understandable but the cooldown timer actually takes 1 second to go from 3 to 2 indicating the initial cooldown value is actually 3 seconds and not 2.3. Suggest checking the initial cooldown value and also the "incremental" increase to ensure that this is not over-riding the initial cooldown if only 1 cast of this encounter is performed.
Blade of Vanquished Armies : The Cooldown should be 7.7 seconds but is only showing as 6 in the H.U.D. The power is supposed to last for 6 seconds but lasts for 7 seconds. Suspect that the values have just been transposed.
Hellfire Ring : The DoT is supposed to strike with a magnitude of 220 but a magnitude of 161 was observed.
Creeping Death : An initial hit of any At-Will, Encounter, Daily will proc Creeping Death which ticks 5 times with each tick dealing 2% damage of the initial value. However while Creeping Death is ticking away, another Initial Hit from any other At-Will, Encounter, Daily will cancel the previous ticks of Creeping Death and begin a new set of 5 ticks.
This should not be the case - two options for a solution :
1 - Have each Initial Hit start a series of 5 ticks of Creeping Death WITHOUT the cancellation of any prior Creeping Death ticks
2 - Have Creeping Death tick once for 10% of the Initial Hit (Not exactly "Creeping" but it's a faster/easier to implement solution)
Ricky Investment and Soul Investiture : When reaching 5 stacks of Soul Investiture the next power that would add a stack of Soul Investiture sets the stack back to 1, the stack should still remain at 5. As we're black box testing I cannot derive a test to ascertain the reason for the stack reset. If you can supply the snippet of code that deals with Soul Investiture then I can white box test it and identify the root cause.
Soul Puppet : The Soul Puppet damage against a target dummy in Trade of Blades with a naked toon is actually lower in Mod 16 than it is in Mod 15. Suggest checking the base stats and inherited stats from player for the Soul Puppet to ensure that it's performing as expected.
Soul Investiture stacking takes such a long time for the Warlock and isn't truly viable in Mob scenarios when running in dungeons, you will at best, gain two stacks of Soul Investiture before everything is dead. Given the slow build speed, the mechanic feels more aligned to a boss fight than to mobs.
The Warlock only has two powers that can grant Soul Investiture : Hadar's Grasp and Killings Flames.
Hadar's Grasp will grant Soul Investiture on a cursed target; cooldown : 15.5 seconds.
Killing Flames will grant Soul Investiture on killing a target; cooldown : 12.4 seconds.
In a boss fight where no "adds" are present the Warlock is only left with one encounter with which to gain Soul Investiture, namely Hadar's Grasp.
With a cast time of 0.55 seconds and a cooldown of 15.5 seconds it takes the Warlock 1 minute and 20 seconds to build up to full stacks of Soul Investiture (5 * 16 seconds = 80 seconds [not including cast time of first Curse application power]).
This puts the Warlock at a serious disadvantage and also forces the Warlock to choose Hadar's Grasp thus limiting play diversity.
Hadar's Grasp is a curse consume power and the consumption of the curse spawns the soul puppet and gains a stack of Soul Investiture.
It would make sense to gain a stack of Soul Investiture on every cast of a curse consume encounter power. Note that I state cast and not curse consumption as Curse Bite would gain full stacks with one cast.
Dreadtheft
Dreadtheft refreshes the ticks of Lesser Curse. Lesser Curse ticks 4 times per encounter power cast and strikes for a magnitude of 2.5. It doesn't deal a great amount of damage but it's a Lesser Curse and we don't expect it to but as a synergy it's not great.
Suggestion
Curse Synergy : Dreadtheft will refresh and double the damage of Lesser Curse on all affected targets
- or -
Curse Synergy : Dreadtheft will fire off and hit all targets affected by any curse (Target cap 10). In a similar way to how the Lightning Weapon Enchantment works; not only will this look really cool it will also help to make up for the power interruption that happens when you're attacked by an enemy when this power is active. A big reason why this power wasn't used so much until Mod 15.
Blades of Vanquished Armies
Blades of Vanquished Armies seems at odds with how the Warlock has been positioned as a ranged class. All of the powers in the DPS tree are either ranged or can be cast at range, even the Infernal Spheres will shoot off and attack a cursed target. BoVA deals 11 hits to every target that enters into the blade radius with an additional 4 hits to any one cursed target per cast from the flung blades.
In a scenario where I am against 1 target within range of the blades the curse synergy will result in (1 enemy * 11) + 4 = 15 hits on the enemy. That's a 36.36% increase to the power.
When I'm in a mob with 6 enemies within range of the blades the curse synergy will result in (6 enemies * 11) + 4 = 59 hits in total on the enemies. That's an increase of 6.06%
You can see that the synergy becomes worse with more enemies that you are engaged in combat with.
This power only generates Soul Sparks on a critical strike which means that should the Warlock choose to use this encounter they must move within melee range and negate their armour giving them a bonus based on their distance from the target or run with All Consuming Curse.
Suggestion
Curse Synergy : For every cursed target, 11 Blades will fling themselves at that target over 3 seconds (1st tick = 1 blade, 2nd tick = 3 blades and last tick = 7 blades). This will look really cool, especially with a similar sound effect played per blade strike to that off Forgemaster's Flames from the DC. It will also allow the Warlock to play at range increasing the diversity in play styles.
- or -
Swap Blades of Vanquished Armies to a curse apply power and Killing Flames to a Curse Synergy power as follows:
Curse Synergy : Killing Flames will deal an additional 20% damage as Fire Damage over 3 seconds to the target. You could add this as a splash effect to all cursed targets near the main target.
Stacking Soul lnvestiture is painful at best, and the stacks don't refresh!!!!!! That's if you manage to get 5 stacks in a fight, seriously good luck with that. Especially if you are not fighting Orcus or a similarly high HP boss. AND you only have two powers that can generate soul investiture stacks when fighting mobs, only one if it's a boss, making it even harder to get the stacks up.
The Arm's of Hadar still doesn't target correctly doing no damage to mobs that were clearly hit by the arms so curse isn't being applied which requires using at-wills and having ACC slotted to be able to get the benefit of the curse. So if you want to have curse applied by encounters you virtually must use FB and Arms, but then you want to use Curse Bite, so you need to be able to reapply the curse so.....urgh.
The soul spark mechanic doesn't do "heavy damage", it does bugger all really and as mentioned above, if you aren't spamming Hellish Rebuke they start to drop off even while you are still in combat. The best thing you could have done was ditch the soul spark mechanic on Hellbringer and left tab as the curse target button. I really don't care about the healing path, do what ever you want there. But ditch the sparks. Or make them worth while, make them actually do damage. Make them a wanted feature of the class not a useless "feature" that interferes with your visuals. You could keep the low damage but make it apply curse to every target in a 15ft radius. Or just straight up increase the magnitude. If you must keep it.
We have no AOE at-wills so the damage increase nowories describes in another thread doesn't apply to us. Unless you include Eldritch Blast's third hit. So, yeah, we don't have any AOE at-wills. Curse Bite and Arm's of Hadar are the closest things we have to AOE at-wills because of the casting times. And well, they kinda hit like at-wills so maybe that was the intention for them?
The class just doesn't feel right, the mechanic don't feel right, the play style doesn't feel right. Realistically, complicated mechanics should result in high damage output. Simple mechanics should result in low damage output. This isn't the case. I guess I'll try again before it goes live because I really want my main to stay my main. But realistically, I'll have to look at other classes and hope they have something going for them that makes them fun to play. The warlock for me right now is basically dead.
Guild: Ruathym Corsairs
In simple terms for at-wills if they used to hit for 20 and the enemy had 1000 HP, they used to do 2% with a hit. With the change that enemy now has 700 HP and that same 20 damage is 2.86%. Yes that’s simplistic, but the principle remains, lowering the hp and leaving damage unchanged in effect raises the damage.
Even things like Arms of Hadar are actually an improvement for the power’s effective damage.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
Soul Spark recovery is not reducing the encounter cooldowns correctly. For every 6 sparks spent on Soul Scorch all encounters on cooldown should reduce by 1 second, but when tested, 18 sparks were consumed and the cooldowns were only reduced by 2 seconds.
The following table states the time in the video to the thousandths of a second. The video has been added to the test document (https://drive.google.com/open?id=1BZDyP5JQfvEG7R4gsovEh9ugpPOTKff1).
I don't care about the hundredths or thousandths of a second being slightly out, that's fine. This level of granularity helps to highlight the normal cooldown count from the Soul Spark Recovery.
mm:ss:thousandths
(15.5 sec cooldown)
(12.4 sec cooldown)
Suggestion
The initial 6 sparks that the Warlock has are consumed but I'd check to see if these have been omitted from the time reduction calculation that is performed when this power is used.