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Official M16: Fighter Feedback

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  • andrey080194andrey080194 Posts: 1Member Arc User
    edited July 14
    Всем привет! Когда будет решена проблема с местью? она заключается в том, что этот 1.2(20%) коэффициент складывается с коэффициентами крит урона и боевого преимущества, а не перемножается. Подобный баг наблюдается не только с местью, но и с пассивками, которые повышают урон.

    Hello! When will the problem of revenge be solved? it lies in the fact that this 1.2 (20%) coefficient is added to the crit crit damage and combat advantage, and not multiplied. A similar bug is observed not only with revenge, but also with passives, which increase damage.
  • fsf4livefsf4live Posts: 20Member Arc User
    > @wilbur626 said:
    > > @fsf4live said:
    > > Hey. Here is my feedback on fighter.
    > >
    > > Tank:
    > > It is ok. It can deal great damage. In my opinion it is too much. A well played vanguard has a higher damage potential than a dreadnought. Maybe a rework of the 4th master boon could be the key to balance that.
    > >
    > > DPS (my main path):
    > > It is really fun to play. I love it. But DPS fighters are too weak. We can't compare with other DPS classes, like wizards or rangers. My ideas for a balancing:
    > >
    > > 1) lower couldowns on our encounters
    > > - Normally I would say, that our at-wills should be buffed, because they are really HAMSTER. But GF was a class which does high burst damage. So my advice is to force our encouters to keep that playstyle up. Maked them more powerful would be OP, because we have the strongest encounters. But if we can use them a little bit more often, we could increase our damage.
    > >
    > > 2) better feats
    > > - I looked at rangers, because they do massive damage. I couldn't compare with our ranger, who has the weaker equip. Their powers aren't better then ours. But their feats are awesome and make the powers much stronger. They have one for +30% crit severity or one for double at-will strength. That is really op compared to our feats (espacially the last two).
    > >
    > > Thanks for reading. And sorry for some mistakes. English is not my first language.
    >
    > Could you please explain how you deal more damage with your Vanguard than with Dreadnaught?

    Look at Integrity Games' build on Youtube. Can't post the link yet, because I'm new.

    I don't have the third rank of my master boon, so the deflecting ability is missing. Also I don't have a high armor enchantment which deflects about 8% of all incoming damage. But I already do about 70% of the damage, which I do with my dreadnought. I think with these two things I can surpass my dreadnought.
  • dread4moordread4moor Posts: 1,074Member, NW M9 Playtest Arc User
    fsf4live said:

    Hey. Here is my feedback on fighter.



    Tank:

    It is ok. It can deal great damage. In my opinion it is too much. A well played vanguard has a higher damage potential than a dreadnought. Maybe a rework of the 4th master boon could be the key to balance that.



    DPS (my main path):

    It is really fun to play. I love it. But DPS fighters are too weak. We can't compare with other DPS classes, like wizards or rangers. My ideas for a balancing:



    1) lower couldowns on our encounters

    - Normally I would say, that our at-wills should be buffed, because they are really HAMSTER. But GF was a class which does high burst damage. So my advice is to force our encouters to keep that playstyle up. Maked them more powerful would be OP, because we have the strongest encounters. But if we can use them a little bit more often, we could increase our damage.



    2) better feats

    - I looked at rangers, because they do massive damage. I couldn't compare with our ranger, who has the weaker equip. Their powers aren't better then ours. But their feats are awesome and make the powers much stronger. They have one for +30% crit severity or one for double at-will strength. That is really op compared to our feats (espacially the last two).



    Thanks for reading. And sorry for some mistakes. English is not my first language.

    No. Sorry, but this is a mathematical impossibility unless you are intentionally playing your dreadnaught in the least DPSish manner possible.
    Dreadnaught certainly has problems compared to other DPS paths, but Vanguard doing higher DPS then Dreadnaught? No.

    Please link your ACT and character sheet images proving Vanguard has higher DPS then Dreadnaught.
    JrUzbQw.jpg?1
    I am Took.
    "Full plate and packing steel" in NW since 2013.
  • ingvar74ingvar74 Posts: 3Member Arc User
    Всем привет!
    Я играю на на сервере Drider. Обратная связь у нас на сайте слабая - ответов долго ждем. Появились вопросы и надеюсь получить на них ответы.
    1. Последнее время экипировка у всех одинаковая, нет выбора по нужности классу - для всех оружие ( щит) одинаково - несколько комплектов ,а характеристики у всех похожи (кому-то нужно могущество и критический урон, кому-то оборона и уклонение, а кому-то критический урон и уклонение или их возможные комбинации). А у нас два пути один на урон, другой на защиту. И комплекты брони, наручи, шлема, обувь - разнообразить по урону и обороне ( или возможности комбинации).
    2. У Вarbarian энергия "TAB" - это ярость она копится при уроне (вроде, если не прав исправьте). У Чернокнижника "TAB" - это искры душ. У Воина "TAB" и "SHIFT" - это все бодрость, две механики имеют одну энергию. Если я ухожу из "SHIFT" в "TAB" и наоборот, когда много противников, бодрости нет и это приводит к смерти персонажа. Где столько бодрости взять, если стоят боевые умения на урон ( без них соло прохождение превращается в мучение, урона и так мало).
    Под "TAB" персонаж стоит на месте и не может увернуться от урона по площади, особенно от воздушных (ведьма в Баровии в задании "Старая Мельница", раньше ее доставал "ВЫПАД").
    3. Опишите действие механики "Путь авангарда" описание не дает полной картины. Какой ее принцип действия.
    4. Что такое "вершина списка ненависти", раньше "Принудительная ненависть" заставляла атаковать меня и наносила немного урона.
    И еще вопросы по умениям ветки Vanguard (у нас Авангард).
    5. Классовая особенность:
    "Энергетические удары" нужно ли стражу из Авангарда 10% к критическому удару? Может "Сорвиголове" и нужно.
    "Талант щитоносца" - на сколько и от чего - от блока, от урона, от жизни от чего?
    "Стойкий воин" - мне после 25% жизни нужно думать не об уроне, а о выживании.
    6. Боевые умения:
    Натиск быка - он по соло, тогда почему у "Рассекающего быка" в описании по нескольким целям?
    6. Навыки:
    "Критическое парирование " - привязка у танка к критическому удару и совпадению трех характеристик одна из которых у танка на одном из последних позиций?
    "Боевое равновесие" - танк должен применять блок, а в тексте. если не применяешь блок.
    "Идеальный блок" - время раз в три минуты не слишком ли долго? Так артефакт работает.
    "Глубокое дыхание" - какой еще урон в "TAB" ???- стоит и все.
    "Стряхнуть" - при выходе из "TAB" почти нет бодрости. От чего урон от остатков - это минимальные значения.
    7. Ежедневные:
    "Фаланга" - имеет малый радиус 16, а бросок щита 50 (сопартийцы должны стоять рядом почти по боссом).

    Извините за перевод от Google.

    Hello dears!

    I play on the server Drider. Feedback on our website is weak - we are waiting for answers for a long time. There are questions and hope to get answers.

    1. The last time the equipment all the same, there is no choice on the usefulness of the class for all the arms ( shield) is the same - a few sets ,but all have similar (someone needs power and critical damage, someone defense and evasion, and someone critical damage and evasion, or their possible combinations). And we have two paths, one for damage, another for defense. And sets of armor, Bracers, helmet, shoes - to diversify the damage and defense ( or the possibility of a combination).
    2. Have Вarbarian energy TAB is the rage when it accumulates damage (like, if wrong please correct). The Warlock's "TAB" is the sparks of souls. Have Warrior "TAB" and "SHIFT" - this all cheerfulness, two mechanics have one energy. If I go from "SHIFT" to "TAB" and Vice versa, when a lot of opponents, there is no vivacity and it leads to the death of the character. Where so much courage to take, if there are combat skills for damage ( solo without them, the passage becomes a torment, and so little damage).
    Under "TAB" character stands still and can not Dodge the damage on the area, especially from the air (the witch in Barovia in the job "Old Mill", before it got "LUNGE").
    3. Describe the action of mechanics "the Way of avant-garde" description does not give a complete picture. What is its principle of action.
    4. What is the "top of the hate list", used to be "Forced hatred" forced to attack me and did a bit of damage.
    And other questions about the skills branch of the Vanguard (we have vanguard).
    5. Class feature:
    "Energy shots" should have custody of the Avant-garde 10% to critical strike? Can "Daredevil"( Drendout) and need.
    "The talent of the shield-Thane" - what and what - from the unit, from damage, from life, from what?
    "The steadfast soldier" is to me after 25% of life we need to think not about the damage, but about survival.
    6. Combat skill:
    The onslaught of the bull - he's solo, then why do "Cutting the bull" in the description for several purposes?
    6. Skills:
    "Critical parry" - the binding of the tank to a critical strike and the coincidence of the three characteristics of one of which the tank in one of the last positions?
    "Combat balance" - the tank must apply the block, and in the text. if you do not use the unit.
    "Perfect block" - time every three minutes is not too long? That's how the artifact works.
    "Deep breath" - what other damage in "TAB" ???- worth it.
    "Shake off" - when you exit the "TAB" almost no vivacity. What damage from the residues is a minimum.
    7. Daily:
    "Phalanx" has a small radius 16, and the throw of the shield 50 (members must stand side by side almost at the boss).

    И тут тоже ответа не дождешься (
    And here, too, the answer will not wait (
  • ingvar74ingvar74 Posts: 3Member Arc User
    В подземелья зовут ДД и лекарей. Зачем брать воина если танкуют все - лекари, лучники, чернокнижники,варвары и т.д., но не танка. Раньше танк помогал партии - сейчас он бесполезен даже агро не перебивает остальных.(агро танка не перебивается уроном ДД)
    In dungeon name is DD and healers. Why take a warrior if all the dancing healers, archers, warlocks,barbarians, etc., but not a tank. Before the tank helped the party - now it is useless even agro does not interrupt others.(agro the tank is not interrupted by damage DD)
  • battleaxe#3114 battleaxe Posts: 2Member Arc User
    How about quit overpowering the enemies and underpowering the player. How about giving real experience points instead of chincy/cheapskate ones, like you do? How about giving proper rpg treasure, which isn't quartz crystals?
  • demarw2#2749 demarw2 Posts: 7Member Arc User
    Hello.

    I really like the game, but the class balance between dps classes is really annoying. Because with the false class, I never get invited to any random group for new content (Tower of the mad Mage). I can't participate because of lower damage caused by class selection. Only Mage and Rogue are wanted classes. Fighters, Warlocks and Barbarians are quite useless and have no chance to join a group or do good damage. That is really frustrating for me as a Fighter. I don't want to go on your nerves, but I really wish, that a class balancing update will come as soon as possible. I play a fighter, so I have some ideas, that could buff DPS-Fighters:

    1) "Vigorous Strikes" is a useless class feature, because every end game player has capped Critical Strike. It would be a good alternative, if it increased Critical Severity. The problem is, that there are only two usefull class features: "Momentum" and "Enduring Vengeance". If that class feature would be changed, there would be a thrid alternative. "Combat Superiority" is also very weak compared to Rangers "Flurry" feat, which buffs At-Will powers in a higher amount.
    2) "Commanders Strike" has a 20 sec cooldown and only 400 magnitude. Rogues "Wicked Reminder" has 600 magnitude and 16 sec cooldown. So it is superior. Buffing "Commanders Strike" would make it to a good alternative for encounters which buffs the whole team. Like it is now, it wouldn't be used because the personal damage (which is already really low) will get lower.
    3) The feat "Executioners Cut" could proc at 50% health of the enemy instead of 30%. That will also buff the fighter quite a bit. The alternative feat "Bloody Reprise" is really bad, because I wouldn't waste an encouter power without the 20%-vengeance-buff to refill the vengeance. Other feats like "Ricochet" or "Crushing Blows" are also no real options to choose.
    4) If the Fighter is still to weak, increasing the vengeance buff from 20% to 30% could also work for more class balancing.

    Thank you very much for reading. Hopefully something will change with my poor DPS-Fighter.
  • haneva#3971 haneva Posts: 6Member Arc User
    These are very constructive and sensible ideas that I totally agree with and support. The developers had previously mentioned that they did not make changes to address the class balancing issue with DPS Fighter at the launch of Mod 17 as they wanted to collect more data. Given that it has been months since the release of ToMM, may we have an update from the developers on their thoughts and plans with respect to class balancing for DPS Fighter? Thank you.
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