Perhaps I’m missing something, not having played this as yet, but it sounds like this is shaping up to be another Castle Ravenloft, where there’s no way to avoid dying, and trying to actually finish it just eats scrolls.
…. with the difference that scrolls now give revive sickness, so even if you want to use them up, they’ll be no way to finish it.
You can beat Castle Ravenloft without even dying at all and it isn't even difficult. If you struggle with CR you won't get past the first phase of ToMM.
Oh for the love of the gods! I don't think I can handle this anymore. The nerfs to the healers were all due to ToMM? Really? Pally Sigil was also nerfed? Divinity costs increased? Was Spirit of Austerity also impacted? Has cleansing touch been given the ability to cleanse multiple party members in one shot (like it was pre-Mod 16)?
I think its in PVE not just Tomm . It seems pally and cleric perform a little too well for developer liking.
There were also complaints about the heals being a problem on the PvP side as well but all that doesn't matter to me anymore. I think I'm out. They only boosted the performance of one heal, Divine Shelter which (for me at least) is circumstantial and not a staple like Divine Touch is. Shelter is only synergized with Emissary of Warding unlike Divine Touch which is synergized with both Crit Touch AND Emissary. Cleansing Touch STILL requires a multiple recast, despite repeated calls for it to work like it did in the previous mod! Yeah. I'm done. It's been fun while it lasted folks. Take care and good hunting!
I think it too soon to call it a quit. It still need to be tested if its still playable.
A number of Halaster's powers have been adjusted to deal unavoidable damage. As such they may no longer be avoided by dodging or using Fox's Cunning.
Fox's Cunning is no longer a guaranteed dodge and is instead an increase to damage reduction
That changes look a bit redundant, I would suggest to valuate the idea of reverting the unavoidable damage change, also because it's reducing the meaning of any defensive stat other than hp. Will rather leave the second change, with some improvement. TotMM brought back a crucial aspect in MMORPG, completely removed by M16: group synergies, would be interesting having it extended somehow to a mechanic on each dps class. That would also help balancing process and incentivate forming rainbow parties, here's some example on how to implement it: - Barbarian: turn Battle Fury into a X% dmg buff and -X% incoming dmg - Cleric: remove the magical only to BtS - Fighter: remove the physical only to KC - Ranger: Fox's Cunning increase deflection by X% (over the 50% cap) and severity by X%, moving it to generic power - Rogue: Smoke Bomb provides CA and increase awareness by Xk - Warlock: Vampiric Embrace gives temp HP for X% of max health and +X% critical severity, moving it to hellbringer path - Wizard: Shield absorb X% incoming dmg (Y% on mastery) All instance buff with a 10 target cap. That would bring new interesting mechanics/synergies in PvP too.
At last: please set the "summoned" status as a condition for augment transfer and active companion slotted, regardless of positioning. Companion bugging or getting stucked are incredibly annoying and giving a wrong perspective in some cases of a map difficulty, having to constantly check the stats is even more annoying. That would also address the companion active in PvP issue.
Any way you could increase the dmg of barbarian at wills and our stamina Regen for blademaster? Its pretty much impossible to play blademaster because we cant catch up or even use our 1 second immunity from the Sprint.
I'm just glad crits are gonna do alot more in pvp. You might wanna remove the armor pen thing and increase the incoming dmg reduction to like 75% though. It would make knowing how much stats you need alot easier.
The patch notes left me wondering: Does the chance on critical heals still scale compared to your power (so the more power you have compared to your crit the less you crit on heals) or has this condition be removed so that your power has no influence on your critical heal chance?
this is what 6 mods in a roll DC got nerf... waiting for our skills to simply say xx in pvp / xx in pve ... u know to balance the game right .. so our pvp nerfs dont wipe out our usefulness in pve
I know this is preview but I main a cleric and have logged in and played one nearly every single day for 4 years and on LoMM and this is my feedback based on experience from Live. And I'd like to add that on console, many people don't like having two healers in a queue because then there may be less DPS to kill boss. And as a Devout cleric we can barely do any damage.
_________________ "Bastion of Health’s divinity cost has been increased to 100, up from 80. Bastion of Health’s magnitude has been decreased to 750, down from 800."
- Bastion barely heals people for 1/3 and while they are in the red. And now it's weaker? Why increase in divinity cost? Can you please increase the cleric max divinity?
________________ "Healing Word’s divinity cost has been increased to 240, up from 200.
Healing Word's heal over time magnitude effect has been decreased to 250, down from 300.
Healing Word’s magnitude has been decreased to 400, down from 500.
Healing Word’s radius has been increased to 80, up from 40."
- Increasing the range is great.
- Healing word cost so much in divinity that people who were taking big hits such as tank were still needing heals and the praying for divinity barely does any restoration, and they would die while waiting for cooldown on Bastion or Intercession (as a single cleric doing healing).
- please make Divine Glow restore more Divinity to counteract these changes. _________
"Intercession’s magnitude has been decreased to 1600, down from 2000."
Oh for the love of the gods! I don't think I can handle this anymore. The nerfs to the healers were all due to ToMM? Really? Pally Sigil was also nerfed? Divinity costs increased? Was Spirit of Austerity also impacted? Has cleansing touch been given the ability to cleanse multiple party members in one shot (like it was pre-Mod 16)?
I think its in PVE not just Tomm . It seems pally and cleric perform a little too well for developer liking.
There were also complaints about the heals being a problem on the PvP side as well but all that doesn't matter to me anymore. I think I'm out. They only boosted the performance of one heal, Divine Shelter which (for me at least) is circumstantial and not a staple like Divine Touch is. Shelter is only synergized with Emissary of Warding unlike Divine Touch which is synergized with both Crit Touch AND Emissary. Cleansing Touch STILL requires a multiple recast, despite repeated calls for it to work like it did in the previous mod! Yeah. I'm done. It's been fun while it lasted folks. Take care and good hunting!
I think it too soon to call it a quit. It still need to be tested if its still playable.
That's fair though these latest changes will be the final straw for me if it goes live. I'll just push my uninstall date back until then.
healer nerfs ?!?, well, i am retiring my healers from this game, when i play NWO, it will be my tank or warlock, if i want to play my healers, it well be on ESO or other games. i am tired TRYING HARD TO DO MY BEST on my healers for NWO. this nerf really shows a complete arrogant.
A number of Halaster's powers have been adjusted to deal unavoidable damage. As such they may no longer be avoided by dodging or using Fox's Cunning.
Fox's Cunning is no longer a guaranteed dodge and is instead an increase to damage reduction
That changes look a bit redundant, I would suggest to valuate the idea of reverting the unavoidable damage change, also because it's reducing the meaning of any defensive stat other than hp. Will rather leave the second change, with some improvement.
They made it so it pierces invincibility frames rather than being un-mitigatable.
This was so "support Rangers" don't invalidate the Imminent Annihilation stacks.
TotMM brought back a crucial aspect in MMORPG, completely removed by M16: group synergies, would be interesting having it extended somehow to a mechanic on each dps class. That would also help balancing process and incentivate forming rainbow parties, here's some example on how to implement it: - Barbarian: turn Battle Fury into a X% dmg buff and -X% incoming dmg
Pretty sure Battle Fury is already the bolded part. I'm okay with it also decreasing incoming damage, but I doubt we're getting big balancing changes this mod.
Would still involve bringing the weakest DPS class for Commander Strike's 10% debuff. At that rate, you might as well have one of your healers bring a Yojimbo and bring a non bottom tier DPS class.
Why nerf Repel by 21%??? Just why?! It was not overpowered, and was in a good spot, now its just mediocre for no reason. If you want Arcanist to be better, then just make everything in the path actually work.
Are you going to ignore and just leave it at that, the fact that some DPS classes are underperforming, and so are completely useless in the new epic trial, due to the fact that were EXTREMELY BAD designed and thought in terms of FEATS and overall damage? (I'm looking at the Barbarian if that still wasn't clear)
Are you going to ignore and just leave it at that, the fact that some DPS classes are underperforming, and so are completely useless in the new epic trial, due to the fact that were EXTREMELY BAD designed and thought in terms of FEATS and overall damage? (I'm looking at the Barbarian if that still wasn't clear)
Can't argue with that, barbie shouldn't have so many feats tied to a specific power, like instead of "increases the damage of X by 10%" have "increases damage of at will powers by 10%"
<div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img> ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂ There is supposed to be an image here, but the hamsters took it. <div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
You guys.. instead of fixing bugs ( and game is loaded with them ) you keep nerfing and taking the fun out of players.
Go figure.
PS: You guys forgot to link in patch notes that you literally killed Doohickeys. Doohickey does 100 magnitude dmg now.. useless. Thanks again for another nerf.
I recognized in M16 preview that Doohickeys were OP. I've been using one ever since and now almost half the player base has one. An entire event is focused around players building one of these items. Downing the thing to 100 magnitude seems a bit extreme. If these things weren't serious enough to nerf for the first six months of game play.... why drop their damage by more than half? Dropping damage to a tiny fraction (after months of encouraging them) seems wreckless and poorly thought out. Players feel like they are being "attacked" when draconian nerfs occur.
Lol.. I can see more of this.. "Healer do your job!" And me saying more of this.. "if nw did theirs I could do mine!" Ah well. Just another nail in the coffin..
> @rwhitedev#7348 about the crit strike and healing, can you specify how this works? like is there a cap to crit, how exactly does you crit value affect ur chances for critical heals? percentages would be helpful
>
> Hi Lardeson, I will touch base with the designer to get the information or have him respond.
This would be great to get more details on as I have spent tons of AD pushing my crit up on my healer. If devs are gonna now turn round and say its gone back to same 68k cap for dps there's going to be a lot of angry healers 😂
I think the higher crit thing was a bug that got restyled "easter egg" feature.
"What if we screwed all the healers just to balance the broken dungeon we just shoved into the game for that thin slice of our ever-dimming small player base that has 24K item level or more?"
These healing nerfs are going to be absolutely crushing, I'm barely hanging in as it is with my devout cleric 100% dedicated to healing and not doing any damage running nothing but heal related encounters, and now THIS?! DO NOT do this, it's a huge mistake, and may very well kill my enthusiasm to continue playing anymore, cleric has been my last refuge to make playing queues tolerable, as I rarely ever saw a healer, so I decided to become one myself, it was the only way to end my suffering and have a semi enjoyable time, but this may just end it all, I'm serious!
Removing pvp from the game would surely sort a lot of balancing issues. Almost noeone pvps anyway.
Less server load and all..
@mimicking#6533 we know you like pvp personally but do the numbers really back continuing it's support in the game? can you hold it to a vote? pvp really is bad in this game. fixing it requires stripping it down to the very core basics. like level 10 or something and having it totally separate from anything associated with pve.
really.. it doesn't belong in this game. it's dead. please stop beating it and put that energy towards fixing bugs in what people actually do play. pve.
Comments
The only thing that puzzles me is this: That changes look a bit redundant, I would suggest to valuate the idea of reverting the unavoidable damage change, also because it's reducing the meaning of any defensive stat other than hp. Will rather leave the second change, with some improvement.
TotMM brought back a crucial aspect in MMORPG, completely removed by M16: group synergies, would be interesting having it extended somehow to a mechanic on each dps class. That would also help balancing process and incentivate forming rainbow parties, here's some example on how to implement it:
- Barbarian: turn Battle Fury into a X% dmg buff and -X% incoming dmg
- Cleric: remove the magical only to BtS
- Fighter: remove the physical only to KC
- Ranger: Fox's Cunning increase deflection by X% (over the 50% cap) and severity by X%, moving it to generic power
- Rogue: Smoke Bomb provides CA and increase awareness by Xk
- Warlock: Vampiric Embrace gives temp HP for X% of max health and +X% critical severity, moving it to hellbringer path
- Wizard: Shield absorb X% incoming dmg (Y% on mastery)
All instance buff with a 10 target cap. That would bring new interesting mechanics/synergies in PvP too.
At last: please set the "summoned" status as a condition for augment transfer and active companion slotted, regardless of positioning. Companion bugging or getting stucked are incredibly annoying and giving a wrong perspective in some cases of a map difficulty, having to constantly check the stats is even more annoying. That would also address the companion active in PvP issue.
Does the chance on critical heals still scale compared to your power (so the more power you have compared to your crit the less you crit on heals) or has this condition be removed so that your power has no influence on your critical heal chance?
Almost noeone pvps anyway.
Less server load and all..
_________________
"Bastion of Health’s divinity cost has been increased to 100, up from 80.
Bastion of Health’s magnitude has been decreased to 750, down from 800."
- Bastion barely heals people for 1/3 and while they are in the red. And now it's weaker? Why increase in divinity cost? Can you please increase the cleric max divinity?
________________
"Healing Word’s divinity cost has been increased to 240, up from 200.
Healing Word's heal over time magnitude effect has been decreased to 250, down from 300.
Healing Word’s magnitude has been decreased to 400, down from 500.
Healing Word’s radius has been increased to 80, up from 40."
- Increasing the range is great.
- Healing word cost so much in divinity that people who were taking big hits such as tank were still needing heals and the praying for divinity barely does any restoration, and they would die while waiting for cooldown on Bastion or Intercession (as a single cleric doing healing).
- please make Divine Glow restore more Divinity to counteract these changes.
_________
"Intercession’s magnitude has been decreased to 1600, down from 2000."
- RIP at Cocoon.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
This was so "support Rangers" don't invalidate the Imminent Annihilation stacks. Pretty sure Battle Fury is already the bolded part.
I'm okay with it also decreasing incoming damage, but I doubt we're getting big balancing changes this mod. Would still involve bringing the weakest DPS class for Commander Strike's 10% debuff.
At that rate, you might as well have one of your healers bring a Yojimbo and bring a non bottom tier DPS class. Edgelord and Viral found one change:
Executioner's Cut now triggers at 30% or less enemy HP, rather than 25%.
We top tier now
▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
There is supposed to be an image here, but the hamsters took it.
<div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
BUG Ranger: Mechanic Stance mastery doesn't work
really.. it doesn't belong in this game. it's dead. please stop beating it and put that energy towards fixing bugs in what people actually do play. pve.