The combat engine has the concept of a new instance comes in and therefore it increase the stack. It doesn't have the concept of caching the previous magnitude, taking the new instance and adding the magnitude to it.
Nor does it have the concept of taking the old magnitude, figuring out the remaining ticks to total how much is left, add it to a new magnitude then divide that for the new magnitude for each tick. If it did have that concept, it would be an option, but one that is still less performant than to simply increase an integer on a stack.
well you are the one who see the guts i just seen it as possibility considering how shadow of demise track / cache damage to operate with it afterwards
seeing what you say ... multiple magnitudes + stacking seems to be really overcomplicated clumsy and bad idea
so.. why not turn creeping death into dot with static magnitude = easily stacking in single instance applied by certain circumstances ( expending curse as example) it could make curse more important for warlocks at same time
btw why does curse deals damage ? the magnitude is too small to be relevant at all but its constant tiny dot on all targets
I believe that they are punish Warlock because they can have a healer role (Yes, this kind of penalization exists in this game) Warlock haven't a proper AoE at-will and they punish the class with things like the AoE penalization from Fiery Bolt, lack of crit severity resources like other classes, very low AP gain, etc. It's just sick how devs ignores the real Warlock's issues.
Really we need to wait to Mod 19? really almost 10 mods being the worst DPS class and forced to play a support builds because devs haven't idea about how to fix our DPS performance? @noworries#8859
Absolutely agree, before the abomination that is MOD 16 was released my main was a cleric and I rolled a SW as a viable DPS option well before that Mod dropped, There should not be a penalty for classes who have the option of doing dual roles, if I wanted to heal (and I don't) I would have continued playing the cleric. I'm pretty sure most people will have a preference to a single role than the other option available. These changes to the warlock don't make us a viable alternative to the wizard exclusivity currently happening in TOMM, single target damage was barely touched. Disappointing considering that some dubious TOMM stats were used to calculate the difference between each class - so it would make perfect sense to adjust AOE based on a single target Trial, right?
probs gonna be squatting for a long time to come Took. The AMA pretty much killed my hopes off at the stage. Pretty much every answer boiled down to either.
1. its something we wanna do but we don't have time 2. its something we wanna do but don't have the resources
they don't have enough staff, end of story. I mean 1 person is off sick and it means that no one else can post patch notes? I mean really?
I have been iterating this from the very start. NW has to priorities things. They are spreading their wings without considering the current lack of manpower. As i have said, please focus on just ST abilities for Fighter and Warlock and then take a look at barb and cleric (bugs for the latter). Then move onto fixing the secondary dps classes i.e. Thaum and etc and give them an overhaul, if need be. If the aforementioned priorities are not in the correct order, they need to communicate it with us clearly, but asking us to wait till mod 19 for small magnitude buff is just ridiculous.
Stop touching AOE please, even newcomers have no issue killing trash. Focus on ST of the classes accordingly. Do not judge your priorities with the number of hate comments from a specific class, they do not represent the playerbase, just their own bias. In fact, your priorities should be based on unfair treatment and warlock and barbarians come to the mind first. You basically now have a situation where even after your hardwork, not even a single person is giving you credit. Mostly because you created them yourselves and left them to be for so long and now that you are actually correcting yourselves, you are doing it in no particular order except by few fiery comments.
9
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
Let's see if there are changes in the new build.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
Are the balancing changes to Dreadnought final? Or do you plan to add or modify something? I think that these changes are a great initial step, but our single target damage is still not that great.
@sobi#1980: I support your latest comment. Single target damage of Hellbringers, Dreadnoughts and Arbiter (and maybe Blademaster) is the biggest issue and should get the highest priority.
Dreadnought, my top 4 fix needed Onslauth, cast time is too long Anvil of doom, vengeance cost too expensive Griffon's wrath, too long animation Vengeance need a speed up on rebuild
> @devilxjk said: > Dreadnought, my top 4 fix needed > Onslauth, cast time is too long > Anvil of doom, vengeance cost too expensive > Griffon's wrath, too long animation > Vengeance need a speed up on rebuild
But non of these changes would increase our single target damage. We need higher encounter magnitudes or a higher % buff of "vengeful" (25% or 30% instead of 20%). Or we need more critical severity. Maybe a class feature (vigerous strikes) could increase the crit sev.
Are the balancing changes to Dreadnought final? Or do you plan to add or modify something? I think that these changes are a great initial step, but our single target damage is still not that great.
@sobi#1980: I support your latest comment. Single target damage of Hellbringers, Dreadnoughts and Arbiter (and maybe Blademaster) is the biggest issue and should get the highest priority.
Arbiter's are beast.... People just not playing them right.... I know of a DC or two that can keep up with TR/HR and CW damage in ToMM. They hit like tanks!
To sum up the Plusses & Minuses to balance tomorrow:
Orcus Set Nerf: -3.3% damage (it will now have competitors, but nothing thats much better) Velociraptor Nerf: -1% damage in groups (-4% damage when solo) Buffed Classes: +4% damage Nerfed Classes: -2% damage
To sum up the Plusses & Minuses to balance tomorrow:
Orcus Set Nerf: -3.3% damage (it will now have competitors, but nothing thats much better) Alpha Compy Nerf: -1% damage in groups (-4% damage when solo) Buffed Classes: +4% damage Nerfed Classes: -2% damage
Am I missing anything else?
New shoes, depending on class +2-5% extra damage, new pants +1k power, so +0,5%.
Alpha Compy Nerf? Didn't you mean Tamed Velociraptor?
woops. your are correct.
tamed velo is definitely not a nerf. it's fixing a bug that we all knew was going to be fixed some day. we were really lucky to have the year we had with it.
Alpha Compy Nerf? Didn't you mean Tamed Velociraptor?
woops. your are correct.
tamed velo is definitely not a nerf. it's fixing a bug that we all knew was going to be fixed some day. we were really lucky to have the year we had with it.
Ahh.. you must be employing the Royal "we". I bought mine three weeks ago and got it to Legendary two weeks ago.
I also think that the damage from [Blades of Vanquished Armies] is very low, and does not stake [Ebony Stained Robes] and [Vivified Primal Assault Shabas]. And our Atwill also doesn’t stake, even with this increase of 5 of magnitude not resolvable
Alpha Compy Nerf? Didn't you mean Tamed Velociraptor?
woops. your are correct.
tamed velo is definitely not a nerf. it's fixing a bug that we all knew was going to be fixed some day. we were really lucky to have the year we had with it.
Ahh.. you must be employing the Royal "we". I bought mine three weeks ago and got it to Legendary two weeks ago.
Be that as it may, lacking the knowledge about it being broken still doesn't make it a nerf.
The comp description clearly stated the requirements to receive max power were to be in a group to get full stacks. So still not a -4% nerf. It was a fix.
Alpha Compy Nerf? Didn't you mean Tamed Velociraptor?
woops. your are correct.
tamed velo is definitely not a nerf. it's fixing a bug that we all knew was going to be fixed some day. we were really lucky to have the year we had with it.
Ahh.. you must be employing the Royal "we". I bought mine three weeks ago and got it to Legendary two weeks ago.
Be that as it may, lacking the knowledge about it being broken still doesn't make it a nerf.
The comp description clearly stated the requirements to receive max power were to be in a group to get full stacks. So still not a -4% nerf. It was a fix.
any time you take on a companion with "special features" it's a risk you're taking on. it could be fixed the next day it could be fixed never. you need to weigh how dear that ad is to you before you do it and be aware it could be down the toilet or not.
Comments
seeing what you say ... multiple magnitudes + stacking seems to be really overcomplicated clumsy and bad idea
so.. why not turn creeping death into dot with static magnitude = easily stacking in single instance applied by certain circumstances ( expending curse as example) it could make curse more important for warlocks at same time
btw why does curse deals damage ? the magnitude is too small to be relevant at all but its constant tiny dot on all targets
But Took's beloved fighter tank is still useless, stuck with the potty squat.
I am Took.
"Full plate and packing steel" in NW since 2013.
The AMA pretty much killed my hopes off at the stage. Pretty much every answer boiled down to either.
1. its something we wanna do but we don't have time
2. its something we wanna do but don't have the resources
they don't have enough staff, end of story. I mean 1 person is off sick and it means that no one else can post patch notes? I mean really?
Stop touching AOE please, even newcomers have no issue killing trash. Focus on ST of the classes accordingly. Do not judge your priorities with the number of hate comments from a specific class, they do not represent the playerbase, just their own bias. In fact, your priorities should be based on unfair treatment and warlock and barbarians come to the mind first. You basically now have a situation where even after your hardwork, not even a single person is giving you credit. Mostly because you created them yourselves and left them to be for so long and now that you are actually correcting yourselves, you are doing it in no particular order except by few fiery comments.
Born of Black Wind: SW Level 80
Are the balancing changes to Dreadnought final? Or do you plan to add or modify something? I think that these changes are a great initial step, but our single target damage is still not that great.
@sobi#1980: I support your latest comment. Single target damage of Hellbringers, Dreadnoughts and Arbiter (and maybe Blademaster) is the biggest issue and should get the highest priority.
Onslauth, cast time is too long
Anvil of doom, vengeance cost too expensive
Griffon's wrath, too long animation
Vengeance need a speed up on rebuild
> Dreadnought, my top 4 fix needed
> Onslauth, cast time is too long
> Anvil of doom, vengeance cost too expensive
> Griffon's wrath, too long animation
> Vengeance need a speed up on rebuild
But non of these changes would increase our single target damage. We need higher encounter magnitudes or a higher % buff of "vengeful" (25% or 30% instead of 20%). Or we need more critical severity. Maybe a class feature (vigerous strikes) could increase the crit sev.
Nix*
Orcus Set Nerf: -3.3% damage (it will now have competitors, but nothing thats much better)
Velociraptor Nerf: -1% damage in groups (-4% damage when solo)
Buffed Classes: +4% damage
Nerfed Classes: -2% damage
Am I missing anything else?
Didn't you mean Tamed Velociraptor?
play cw..its feats crit lol...
The comp description clearly stated the requirements to receive max power were to be in a group to get full stacks. So still not a -4% nerf. It was a fix.