Wizard: Arcanist
Chaos Magic now has a 5% chance to trigger, reduced from 10%.
A Step Above Mastery now grants 0.5% damage per stack, reduced from 1%.
Arcane Presence no longer grants 5% Recharge Speed.
Chilling Presence now grants 0.5% damage per stack, reduced from 1%.
Storm Spell now has a 20% chance to trigger on crit, reduced from 30%.
Was it really necessary to nerf everything by 50%? A trifle excessive?
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Comments
It has nothing to do with the anarchist cw in pvp omg LOL (had you mentions shield you may have had a point)
its thier combined dev data from Cw performance in pve trial and end game content across the board .
" Apparently it has to do with Arcanist being OP in PVP"
where is the quotes from Devs / threads and data supporting this comment ?????
people try to blame pvp for everything ..
They could have done a more limited boons only reset though.
I had Shield on Tab key and that really sucks now. I was always, hit Tab and forget it. Now I am at a loss as to what to put there. All my ice and fire spells work fine but the one and only arcane power just blows chunks. I thought when I was hearing people say the Arcanist was getting nerfed, I wasn't going to be affected, boy was I wrong.
I really don't understand where the developer's head is at when they make decisions to reduce stats on any class. Monday morning meetings must be something like; I had lousy weekend and I am in a very bad mood... what character class can we nerf this month? I don't see anything positive about moving in a negative direction.
Worse yet, the "shield" has no presence, as it did in the past. The transparent bubble was good, now the animation looks dumb, like nothing happened. There is only a small highlight on the health bar. The highlight is suppose to be 30% but looks like 20 or 25%. The icon doesn't change either, so people who used this power for 7 years (like me) will miss this power.
Those who do play pvp blame pve for anything....
And since this game mechanics cannot separate both of those realms.... well its inevitable, and unfortunately on many occasions correct....
@magdalena - jokes aside - I find it hard to find a single situation when players asking for not nerfing their toons were listend.
When your class is aimed for and sit tightly in devs crosshairs - there is no escape - its gona be hit, and its gona be hit really hard, no exceptions.
Born of Black Wind: SW Level 80
Born of Black Wind: SW Level 80
> (Quote)
> I definitely had 70 boons. Infact yesterday I lost a few HP after selecting back my boons, as I have less points in one of the HP boons. Not a big issue honestly and if it was a bug it was a bug and it was right to fix it.
67 were supposed to be the maximum number of boons. Some people got 3 extra when the system got redesigned for mod 16. I don't know where the error was, but all of my characters who had finished the campaigns through mod 14 (I avoided 15 campaign) had extra boons and got reset. The ones who had only a few campaigns, Sharandar, Dread Ring, Underdark, Maze Engine, retained their builds yesterday. I heard that the bugged campaign was Tyranny but no way to confirm that.
Yes, Arcanists over-performed in that strange ToMM trial, which is one long single-target, single enemy encounter. ToMM is an elitist trial, run using the very best equipment for maximizing buffs and debuffs, across 10 people, and using Discord to co-ordinate maximum damage output.
This is a very unusual situation in Neverwinter, and it greatly over-magnified the apparent damage potential of the arcanist, compared to what you would consider to be "normal" Neverwinterplay.
So, did the DEVs find a way to scale down the single target boss damage of the Arcanist?
Nope. They gave it a great big nerf across damage fundamentals, highly nerfing both AOE and single target - for all Neverwinter play, not just the ToMM problem.
And in a big double fail, they accidentally nerfed the poorly performing Thau as well, which they intended to buff.
In the changes they listed a bunch of nerfs to the Arcanist including Chill damage reduction.
When they listed the Thau changes they listed buffs, but seemed to forget that the Arcanist chill nerfs also applied to the Thau. The supposed Thau chill buff (optional feat), was far weaker than the chill nerf inherited from the Arcanist nerf. Thau, acknowledged by the DEVS to be greatly underperfoming, got worse, not better.
I pointed all this out in Preview feedback forum, but, of course, it got ignored.
I mean, really????
Do they really not notice such obvious things, or simply not care?
Why apply such big nerfs?
Only other possibility I've noticed over the years is that when a particular developer seems to take point on CW changes, it goes unreasonably badly, and when it's not him, changes seem to be reasonable.
TRs are now the standard by which the DEVs adjust balance for other classes. Outside of ToMM they performed very well against CWs, and now they're literally laughing at us.
However it did reduce the potential for AoE in Arcanist by making things more random in quick fights. In a long drawn out battle the odds will play out and again, will require a lot of testing to figure out exactly how much of an impact all the changes actually have in those situations.
Wizard's AoE was already HAMSTER, now it's worse, the problem is that Wizard has no real AoE build atm. If they had gone a different route in balancing the Arcanist by increases proc rates, but reducing magnitudes and buffs, for example on SS, that would have been more reliable in AoE situations, and played out as a nerf in ST depending on how much tweaking they did, but they didn't do this.
I still need to test thaum but my initial thoughts are thus; the AoE potential on Thaum might be a little better for trash mobs using the bug that allows 2x proc of Directed Flames (but that will change), and I want to see how thaum does in ST with Rhimefire Weaving and a few different combo's of feats.
(Although it does seem to be happening for my char less frequently - but that's purely anecdotal.)
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