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Upcoming CW changes

soulwarrior78soulwarrior78 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 541 Arc User
edited July 2013 in The Library
From the Balance and Gameplay Update (http://nw.perfectworld.com/news/?p=907501):
  • Arcane Singularity now displays the correct icon in character creation.
  • Chill stacks are now removed when Freeze is broken, instead of when it is applied.
  • Chill may now stack on control-immune NPCs, but does not snare or freeze them.
  • Chilling Cloud: The first two hits of the combo now refresh Chill stacks.
  • Conduit of Ice: The primary effect of this power is now considered a DoT for damage calculation.
  • Entangling Force: This power is now considered a DoT for damage calculation.
  • Ray of Enfeeblement: This power is now considered a DoT for damage calculation.
  • Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
  • Ray of Enfeeblement: The debuff applied by this power is now less powerful.
  • Ray of Enfeeblement: The Spell Mastery version of the debuff now displays stacks on the target.
  • Ray of Enfeeblement: Two Control Wizards can no longer apply two separate stacks of the debuff on a single target if one uses the Spell Mastery version and one does not. The DoT is still applied by each Wizard individually, however.
  • Repel: The tooltip now correctly states that Repel briefly stuns its target(s).
  • Shard of the Endless Avalanche: The Shard can no longer be destroyed by certain attacks.
  • Shard of the Endless Avalanche: This power now consistently deals Arcane damage.
  • Shard of the Endless Avalanche: The rank-up text of this power no longer incorrectly states that its cooldown is reduced by 5 seconds per rank.
  • Shard of the Endless Avalanche: Queuing another power while casting no longer puts the power on cooldown without creating the Shard.
  • Steal Time: The Movement buff granted by this power no longer stacks with other Movement buffs.
  • Steal Time: This power now grants one Arcane Mastery stack per cast, regardless of the number of enemies hit.
  • Storm Pillar: The damage radius of the normal cast has been slightly increased.
  • Storm Pillar: The damage dealt by the summoned pillar has been slightly reduced.
  • Storm Pillar: Ranking up this power now increases the time the summoned pillar lasts.
  • Sudden Storm: This power no longer deals 10 Physical damage in addition to normal damage.
  • Sudden Storm: The DoT now deals more damage.
  • Sudden Storm: The Spell Mastery version of this power is now considered a DoT for damage calculation.
  • Feat: Chaos Magic: Chaotic Growth now heals for less, but affects maximum health rather than current health.
  • Feat: Destructive Wizardry: This power now requires Storm Pillar to be charged at least halfway to activate.
  • Feat: Masterful Arcane Theft: The damage bonus from this feat has been reduced.
  • Feat: Prestidigitation: This feat now also increases movement speed.
  • Feat: Reaper's Touch: This feat's effectiveness has been reduced.
  • Feat: Snap Freeze: This feat no longer increases the damage of Lightning-based powers. It now correctly only affects Cold powers.
  • Control Wizard: Shadow Weaver Set: The tooltip now specifies that the set bonus only triggers with Encounter powers, and only stacks up to 3 times.
  • Control Wizard: Shadow Weaver Set: The set bonus now stacks up to 3 times.
  • Control Wizard: Gladiator Mage Set: The set bonus now properly reduces the cooldown of Spell Mastery powers.
  • Control Wizard: High Vizier's Set no longer increases NPC defense and lowers the player's. The set bonus can now affect control-based Daily powers, too.
Post edited by soulwarrior78 on
«13

Comments

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    cynabal2cynabal2 Member Posts: 23 Arc User
    edited June 2013
    Wish we got some actual values rather then "its been nerfed"

    Feat: Reaper's Touch: This feat's effectiveness has been reduced.

    By what? 5%? 15%? 25%?

    Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
    Ray of Enfeeblement: The debuff applied by this power is now less powerful.


    By what?


    Chill may now stack on control-immune NPCs, but does not snare or freeze them.

    This should have been implemented months ago, its been a key issue we've brought up time and time again.
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    serpentussserpentuss Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited June 2013
    Renegade Path got a really bad nerf on everything :| But as Cynabal says we need more data...
    At least they've fixed the pvp set 4th bonus and fixed the shadow weaver set
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    rivetedriveted Member Posts: 13 Arc User
    edited June 2013
    Doesn't seem like the changes are very drastic; just lowers damage output in general.
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    serpentussserpentuss Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited June 2013
    But we don't know how much...
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    soulwarrior78soulwarrior78 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 541 Arc User
    edited June 2013
    Depending on the new values, it doesn't seem that bad of a change. We were extremely OP in pvp.

    I will miss my 4-set bonus from Shadow Weaver though. Always fun seeing an absurd amounts of stacks of the buffs in dungeons. Just 15% crit multiplier instead of 150%.

    Overall, depending on how much the "effectiveness" was reduced, seems like good changes.
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    honoraryorangehonoraryorange Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited June 2013
    Wait, they're giving us damage nerfs but nothing for GFs who can still consistently 2-3 shot people while keeping them knocked down 100% of the time?
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    zeralf1zeralf1 Member, Neverwinter Beta Users Posts: 34
    edited June 2013
    I see only nerfs in the renegade build which was used by a lot of cws because chill didnt work on bosses. Now every1 who can afford a respec will drop renegade forever.At least I hope to fix the bugs of our class(feats skills) that are listed in these forums
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    davecheesedavecheese Member Posts: 170 Arc User
    edited June 2013
    "After we feel that the updates here have received sufficient testing on NeverwinterPreview, we'll be introducing them to the Open Beta servers (with any necessary changes), and offering free respec tokens so that you can build your character the way that you'd like

    I wonder if this includes powers retrain as well as feat respec?
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    smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited June 2013
    so many nerfs that it's not even funny.
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    dethcorddethcord Member Posts: 77
    edited June 2013
    Arcane Singularity now displays the correct icon in character creation.
    Chill stacks are now removed when Freeze is broken, instead of when it is applied.
    This may bring some variety into PvP builds since there actually will be a reason to freeze people. Good change.
    Chill may now stack on control-immune NPCs, but does not snare or freeze them.
    Good change, may bring some PvE build variety.
    Chilling Cloud: The first two hits of the combo now refresh Chill stacks.
    Meh. No one uses chilling cloud anyway.
    Conduit of Ice: The primary effect of this power is now considered a DoT for damage calculation.
    Entangling Force: This power is now considered a DoT for damage calculation.
    Ray of Enfeeblement: This power is now considered a DoT for damage calculation.

    I wonder what does it mean and how it will affect our damage output. It may be that our dots should be doing their current damage per tick as a total dot damage, in this case it will be extremely bad.
    Ray of Enfeeblement: The benefits from ranking up this power have been decreased.
    Ray of Enfeeblement: The debuff applied by this power is now less powerful.

    Some clarification on numbers would be nice. RoE may become useless or don't change at all, aswell as PvP balance may not change, or change alot depending on the exact nerf numbers, as 90% of oneshots in PvP are coming from RoE.
    Ray of Enfeeblement: The Spell Mastery version of the debuff now displays stacks on the target.
    Good.
    Ray of Enfeeblement: Two Control Wizards can no longer apply two separate stacks of the debuff on a single target if one uses the Spell Mastery version and one does not. The DoT is still applied by each Wizard individually, however.
    IMO everything should stack. Make it stack by duration or whatever but better simply leave it as it is. This change along with the rogue and cleric changes simply forces us to take other classes in our group, like a noisy mom telling you something like "Your <font color="orange">HAMSTER</font> brother wants to play too, take him in your group", that's annoying and will affect group class composition diversity in a bad way.
    Repel: The tooltip now correctly states that Repel briefly stuns its target(s).
    Good, while it would be nice to know how long "briefly" exactly is.
    Shard of the Endless Avalanche: The Shard can no longer be destroyed by certain attacks.
    Shard of the Endless Avalanche: This power now consistently deals Arcane damage.
    Shard of the Endless Avalanche: The rank-up text of this power no longer incorrectly states that its cooldown is reduced by 5 seconds per rank.
    Now we know that it's not actually supposed to reduce CD by 10 seconds total. Well, this encounter is useless then.
    Shard of the Endless Avalanche: Queuing another power while casting no longer puts the power on cooldown without creating the Shard.
    Steal Time: The Movement buff granted by this power no longer stacks with other Movement buffs.
    Steal Time: This power now grants one Arcane Mastery stack per cast, regardless of the number of enemies hit.
    Storm Pillar: The damage radius of the normal cast has been slightly increased.
    Storm Pillar: The damage dealt by the summoned pillar has been slightly reduced.
    Storm Pillar: Ranking up this power now increases the time the summoned pillar lasts.
    Sudden Storm: This power no longer deals 10 Physical damage in addition to normal damage.
    Sudden Storm: The DoT now deals more damage.
    Sudden Storm: The Spell Mastery version of this power is now considered a DoT for damage calculation.
    Feat: Chaos Magic: Chaotic Growth now heals for less, but affects maximum health rather than current health.
    Feat: Destructive Wizardry: This power now requires Storm Pillar to be charged at least halfway to activate.
    Feat: Masterful Arcane Theft: The damage bonus from this feat has been reduced.
    Feat: Prestidigitation: This feat now also increases movement speed.
    Feat: Reaper's Touch: This feat's effectiveness has been reduced.
    Feat: Snap Freeze: This feat no longer increases the damage of Lightning-based powers. It now correctly only affects Cold powers.

    Clarification on numbers needed.
    Control Wizard: Shadow Weaver Set: The tooltip now specifies that the set bonus only triggers with Encounter powers, and only stacks up to 3 times.
    Control Wizard: Shadow Weaver Set: The set bonus now stacks up to 3 times.

    I wonder if we can stack it on a single target alone.
    Control Wizard: Gladiator Mage Set: The set bonus now properly reduces the cooldown of Spell Mastery powers.
    Control Wizard: High Vizier's Set no longer increases NPC defense and lowers the player's. The set bonus can now affect control-based Daily powers, too.

    12310chars
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    honoraryorangehonoraryorange Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited June 2013
    davecheese wrote: »
    "After we feel that the updates here have received sufficient testing on NeverwinterPreview, we'll be introducing them to the Open Beta servers (with any necessary changes), and offering free respec tokens so that you can build your character the way that you'd like

    I wonder if this includes powers retrain as well as feat respec?

    Respec tokens do abilities points (not rerolls), powers, and feats.
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    tickledpinkstickledpinks Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 276 Bounty Hunter
    edited June 2013
    I'm a little upset at the steal time nerf/fix?..i didn't realize it wasn't supposed to add 5 stacks of arcane..Ive been using it right before singularity sucked mobs and shield push to maximize their pushed back distance...now..ill have to rework that in CN trying to figure out how to increase stacks of arcane. :(
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    jaymadiv#8056 jaymadiv Member Posts: 423 Arc User
    edited June 2013
    so how do these changes theoretically affect Oppressor?
    image
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    cynabal2cynabal2 Member Posts: 23 Arc User
    edited June 2013
    its one per mob, you'l be fine in CN.
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    lupita170lupita170 Member Posts: 122 Bounty Hunter
    edited June 2013
    bongstick wrote: »
    I guess will be going to use High Vizier now.

    Shadow Weaver will still by far be the best mage t2, because of the crit on the gear itself, and because you can still get 30% crit severity for the group from it (remember, the debuff gets doubled when the group is also getting lifesteal, so it will be 15% at 3 stacks, and that will be doubled).
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    serpentussserpentuss Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited June 2013
    Preview is up, i'll go try and see what's changing...
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    bongstickbongstick Member Posts: 83
    edited June 2013
    lupita170 wrote: »
    Shadow Weaver will still by far be the best mage t2, because of the crit on the gear itself, and because you can still get 30% crit severity for the group from it (remember, the debuff gets doubled when the group is also getting lifesteal, so it will be 15% at 3 stacks, and that will be doubled).

    Ray debuff is being nerfed. You are going to do have less damage spikes now. High Vizier (still no clue how it works, duration, stackings, etc) provides another form of armor debuffing.
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    threeravensthreeravens Member Posts: 50
    edited June 2013
    And not a word on whether sudden storm will start doing its stated damage and whether it'll finally start critting :(.
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    zellistazellista Member Posts: 100 Bounty Hunter
    edited June 2013
    And not a word on whether sudden storm will start doing its stated damage and whether it'll finally start critting :(.
    Or whether the other aoe skills ACTUALLY being affected properly by AOE feats/evocation. Or that more than 50% of our skills are incapable of crits.
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    bongstickbongstick Member Posts: 83
    edited June 2013
    Icy Terrain being bad and bugged out is also left out of these notes.

    Not to mention Shard of Endless Avalanch and Mealstrom Daily lacking for being level 50 abilities.

    Storm Pillar still being useless. Chilling Cloud animation being cluncky.
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    vorphiedvorphied Member Posts: 1,870 Arc User
    edited June 2013
    And not a word on whether sudden storm will start doing its stated damage and whether it'll finally start critting :(.

    I tried it on the test shard and even made sure to try it after having Eye of the Storm proc and still could not get it to crit in either the normal encounter slot or in the mastery slot.

    I hope they expand the list of CW updates to include fixes for issues like that.

    Also, having Chill stack on control-immune targets and not disappear on Frozen targets until they thaw looks like the beginning of some improvement for the Oppressor tree, but as others have said, there's a lot more to be done.

    So far it looks like they are leaning towards making popular power and feat selections a little less obviously amazing in hopes of encouraging build diversity, but they haven't fixed the worst of the deficiencies in the less desirable choices to make us actually want them.

    - Shard of the Endless Avalanche is still awkward and underwhelming with a long cooldown that discourages even its use in the Spell Mastery slot for a form of CC.

    - Storm Pillar is a cool concept, and I wanted to use it, but it's too weak for an ability that requires that you stand still to click, wait, and release.

    - Chilling Touch is good only on the third hit and only if used on a tightly packed group of targets. Magic Missile wins in every other way, and Ray of Frost stacks Chill much more efficiently on single targets.

    - Storm Fury is not a viable passive.

    - Shield is actually not that great as a defensive power; it only gets used for push and for quick AP building when expended.

    - Sudden Storm, as discussed, is really sad with its short range and complete lack of ability to crit.

    - Icy Terrain is a small AoE with tiny damage, no possibility to crit, the most miniscule of immobilization effects, and a negligible slowing effect (unless the targets remain on it for long enough to freeze solid).

    Could probably go on, but it's a start.
    Sacrilege - Warlock
    Contagion - Cleric
    Testament - Wizard
    Pestilence - Ranger
    Dominion - Paladin

    NIGHTSWATCH

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    volkaervolkaer Member Posts: 8 Arc User
    edited June 2013
    vorphied wrote: »
    I tried it on the test shard and even made sure to try it after having Eye of the Storm proc and still could not get it to crit in either the normal encounter slot or in the mastery slot.

    I hope they expand the list of CW updates to include fixes for issues like that.

    Also, having Chill stack on control-immune targets and not disappear on Frozen targets until they thaw looks like the beginning of some improvement for the Oppressor tree, but as others have said, there's a lot more to be done.

    So far it looks like they are leaning towards making popular power and feat selections a little less obviously amazing in hopes of encouraging build diversity, but they haven't fixed the worst of the deficiencies in the less desirable choices to make us actually want them.

    - Shard of the Endless Avalanche is still awkward and underwhelming with a long cooldown that discourages even its use in the Spell Mastery slot for a form of CC.

    - Storm Pillar is a cool concept, and I wanted to use it, but it's too weak for an ability that requires that you stand still to click, wait, and release.

    - Chilling Touch is good only on the third hit and only if used on a tightly packed group of targets. Magic Missile wins in every other way, and Ray of Frost stacks Chill much more efficiently on single targets.

    - Storm Fury is not a viable passive.

    - Shield is actually not that great as a defensive power; it only gets used for push and for quick AP building when expended.

    - Sudden Storm, as discussed, is really sad with its short range and complete lack of ability to crit.

    - Icy Terrain is a small AoE with tiny damage, no possibility to crit, the most miniscule of immobilization effects, and a negligible slowing effect (unless the targets remain on it for long enough to freeze solid).

    Could probably go on, but it's a start.

    Storm Pillar is by far THE weakest at will. You use it to activate the associated feat. And because it looks cool. But now it does even LESS damage. Why? What's the point / reasoning / rationale behind that? Who comes up with this stupidity?

    And why nerf ray of enfeeblement - considering it's already long cool down, and now that they fixed it not to stack with other wizards' it would no longer do insane damage. Seriously - just doesn't make sense.
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    bloodraiderx42bloodraiderx42 Member Posts: 74
    edited June 2013
    so any tips on now how to spec?
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    zellistazellista Member Posts: 100 Bounty Hunter
    edited June 2013
    Well, the nerfs hit CWs really hard in PVP, and you can expect to ALWAYS lose 1v1 against GWFs. Their anti-CC buff gives them like 15-20% temp hp, on top of their other skills that gives them 100% deflect chance (or is it the same skill?)...yea. Forget it, lol. RIP PVP CWs.
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    serpentussserpentuss Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited June 2013
    - Reaper's Touch = Now increases damage just for 15% max. Not 30% anymore...
    - Masterful Arcane Theft = Damage increase of 5% max and 3% max.... not 10% and 7% anymore...


    And i've tested pvp...it's totally a fail for us now. GWF too op for anyclass :D
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    commbadcommbad Member Posts: 5 Arc User
    edited June 2013
    Break Down!

    CHILL BUFF! : Basicly your "Chill" debuff you apply is More powerful for your icey mages out there. When you have you Chilling Presence active.

    In addition, When you are fighting the guys that did not stack chill, they stack now. HOWEVER THEY WILL NOT FREEZE!

    Chilling Cloud (at will) Where before it did not... it now helps keep chill on the target.

    Jedi Grip ( TOOL TIP CHANGE! )

    Conduit of Ice ( TOOL TIP CHANGE )

    Pay attention here...

    Ray of Enfeeblement ( TOOL TIP CHANGE ) *dot dmg* In addition, The 5% debuff increase no longer applies. DMG STILL GOES UP. The Bebuff that RoE puts on the target is not as strong with 5 stacks anymore. It was strong to begin with .... if you put RoE in your tab slot for pvp ^^. then it shows you that 2 bebuffs are going. ( i think this was the intended design of it, debuff and effectiveness)

    When 2 wizards are casting RoE on a target, it does not SUPER DEBUFF anymore. It just simple uses the strongest debuff and then applies dmg for both. NOT THE DEBUFF FOR BOTH!

    Shards of endless .... Basicly its not so crappy anymore. but still requires a skilled shot to the destination. People cant use a aoe in pvp anymore and pop your shard before you can send it to its target.

    T_Time stop. Wont stack with other slows in game. IE chill for super slow debuff. Still stuns. Still awesome

    Lightning pillar. Dmg Nerfs. Impact Nerf. ... just nerfed.

    Sudden Storm. Stronger than it was. Possibly great AOE now and Spell mastery tool tip fix.

    FEAT NERFS AND CHANGES!

    READ THEM! Again if you have to. understand that changes needed to be made. but MORE MUST BE MADE. Stop Nerfing your paragon class that sucked from Launch
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    dominemesisdominemesis Member Posts: 269 Arc User
    edited June 2013
    What about feats like Tempest magic, which wasn't working right with Tiefling racial, and Snap Freeze that wasn't working with Chill Strike. Or set bonuses for things like High Viziers working correctly. I am seeing alot of nerf but not as much fix for what is broken, and no hard numbers.
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    davecheesedavecheese Member Posts: 170 Arc User
    edited June 2013
    Possibly no hard numbers because they're still being tweaked?
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    vaeledrinvaeledrin Member Posts: 147 Bounty Hunter
    edited June 2013
    jmadfour wrote: »
    so how do these changes theoretically affect Oppressor?

    They don't.
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    derangedfetishderangedfetish Member Posts: 25 Arc User
    edited June 2013
    Good news.

    It adresses roughly half of our issues, wich is very good.
    With some luck an good will they might fix the other half during the testing period on the testing server.

    If you guys are familiar with the CW and wish to contribute, consider joining that and testing everything, and keep the pressure on them so they fix it all :)
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