So the current DF bleed is pretty wierd in a way. It stacks(?) but is only attributed to a single rogue ect. Because of this I thought the fact that multiple bleeds wasn't seperate was an oversight, the fact that it should've been |10||10| and not |20|.
This is in the latest balance patch however:
"Duelist's Flurry: Up to 10 stacks of the bleed effect can be applied to a single enemy regardless of how many Rogues applied them."
From the wording though it sounds like what I thought was an oversight was in fact intended which boggles the mind...
Am I misunderstanding this, or do they mean that a single target will only have a single bleed? This makes absolutely no sense, especially in terms of damage scaling with multiple TRs.
What are rogues going to do in raids? Only bring 1, or make the others not use Duelist Flurry?
In any other MMO if a target recieves multiple DoTs from the same ability they all get applied seperately, because why wouldn't they?!
So you believe in PVP, one Cleric should be able to keep his/her entire party clean of any and all DoTs?
The word, ignorant, comes to mind.
Perhaps you don't know how clerics work. I'm thinking...perhaps you should read a little on how CLEANSE actually works...
I won't call you petty names, as I am an adult, not a child.
However, once every 20 secs is HARSH and you might as well label a DC as a FREE KILL! Being able to strip debuffs like snares, enfeeble and dots off yourself and teammates is PART of how you 'heal' by reducing or preventing INC damage. We aren't spike healers, we can't make a person go from 1hp to FULL with ONE blasted ability in 1 sec. This isn't WoW.
Cleanse isn't a given, it proc's sometimes, but it requires a cleric to be constantly healing and the best way to STOP a cleric from HEALING is to...well, STOP the cleric from healing.
But,. well, you know, I thought the basics of PvP were to kill the clerics first. But maybe *you* were taught differently.
Anyways, I thought the 'main' issue with clerics in PvP were the double stacking Astral Shields...which is a thing of the past.
Oh, and yeah, while were on that...Astral Shields now invoke the Cleric's Righteousness...AS IF WE NEEDED YET ANOTHER EFFING NERF
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desoroMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Perhaps you don't know how clerics work. I'm thinking...perhaps you should read a little on how CLEANSE actually works...
I won't call you petty names, as I am an adult, not a child.
However, once every 20 secs is HARSH and you might as well label a DC as a FREE KILL! Being able to strip debuffs like snares, enfeeble and dots off yourself and teammates is PART of how you 'heal' by reducing or preventing INC damage. We aren't spike healers, we can't make a person go from 1hp to FULL with ONE blasted ability in 1 sec. This isn't WoW.
Cleanse isn't a given, it proc's sometimes, but it requires a cleric to be constantly healing and the best way to STOP a cleric from HEALING is to...well, STOP the cleric from healing.
But,. well, you know, I thought the basics of PvP were to kill the clerics first. But maybe *you* were taught differently.
Anyways, I thought the 'main' issue with clerics in PvP were the double stacking Astral Shields...which is a thing of the past.
Oh, and yeah, while were on that...Astral Shields now invoke the Cleric's Righteousness...AS IF WE NEEDED YET ANOTHER EFFING NERF
Nope, now you require CC coordination to not be killed so quickly?
for the CLEANSE become CLEAN-ONCE in a while, perhaps for those who really hate DC at PvP can smile, for those who do PvE you guys might watch out cause I dont see any removal on stacking immobility, DoT or even snare by the enemy, good luck out there cause DC best do HoT, oh Bastion of Health? ok, 20 sec cooldown, just wait on that
PS: dont forget, they remove the ability to clean death penalty from reviving too
I dont think so, the stacking fix for bleed probably done because the cleanse work differently.
the problem that I'm still not clear about, is a stack of debuff is act as 1 debuff with some extra power or multiple debuff ?
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zephyrliMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
it should act independtly of another rogue's bleed and the skill desriptions lead you to believe this would be the case. cryptic just need to clear this up one way or the other cause only have 1 rogues bleed on a boss negates so much dps. That said have 3 rogues stacking 10 bleeds with lurkers assault + stealth and stacked crit severity of say 150%.... I'm not the best rogue out there but my bleeds can stack for up to 45k damage per bleed tick at 10 stacks. seems a bit op if you TRIPLE that. This isn't a sustainable high damage but it is possible and im sure other rogues can go even higher with extra weapon enchantments etc. something doesnt add up but wouldnt it be nice if this is how it was meant to be ^^
edit: also, i find it best to ignore desoro. he seems to like trolling and arguing on just about every thread going. ignore it and he'll go away eventually
Lol, can you people not derail the topic? This was strictly about PvE in a dungeon/raiding enviroment, cleans is irrelevant. @zephryli: why would it be OP to triple the damage if you have triple the people? If anything that's to be expected.
Lets take an extreme example. Lets say there's a class called the "DoTer". Now, all his damage comes from his 3 attacks which all deal damage over time.
Now imagine for a second that it's the same for them as it is for bleeds; you could only have 1 instance of a DoT on a single target. It would make no sense because it would make another DoTer in the group completely irrelevant.
Imagine if in WoW in a raid with multiple Warlocks, you could only have 1 corruption or curse on the boss. I mean this entire system in Neverwinter boggles the mind.
Would really appreciate if someone from Cryptic could clarify this...
its not irrelevant when it affects peoples fun, even if those people just so happen to have fun ina game in a completely different way than you do. If they are going to make these kinds of changes they need to take into account how it will affect EVERYONE and not just those who feel that only certain parts of the game are relevant.
Sounds like they did clarify it, and it does not agree with how WOW works. Wait, we arent playing wow are we. Bliz made a bad move there, because people only want one utility lock per raid, while the class could have been so much more valuable....before they changed it to make sense.
Maybe someone can let us know that's played on the test server, but I do believe you will be able to have multiple stacks of bleeds for each rogue using DF. I remember reading a while back that this was a change (bugfix?) that the devs wanted to make.
Maybe someone can let us know that's played on the test server, but I do believe you will be able to have multiple stacks of bleeds for each rogue using DF. I remember reading a while back that this was a change (bugfix?) that the devs wanted to make.
Well that was my initial thought too; that this was a bug that was going to be fixed. The recent patch notes has me worried though...
From what they've said previously, and how they worded their notes, I would imagine that instead of "20" it will read "10" and apply credit (damage) to both TRs. This is important because you're killing something faster but also that you can't keep a good stack up indefinitely. (With 2 TRs, you could dodge away, get CCd, drink tea, come back and your bleeds were still ticking for that sick crit).
What will matter is crit severity nerf(?) and bleed tick speed nerf.
Comments
DC's can only cleanse a target once every 20 secs now...TR's can keep stacks of bleeds on targets without worry. TR's win...DC's destroyed...
So you believe in PVP, one Cleric should be able to keep his/her entire party clean of any and all DoTs?
The word, ignorant, comes to mind.
Perhaps you don't know how clerics work. I'm thinking...perhaps you should read a little on how CLEANSE actually works...
I won't call you petty names, as I am an adult, not a child.
However, once every 20 secs is HARSH and you might as well label a DC as a FREE KILL! Being able to strip debuffs like snares, enfeeble and dots off yourself and teammates is PART of how you 'heal' by reducing or preventing INC damage. We aren't spike healers, we can't make a person go from 1hp to FULL with ONE blasted ability in 1 sec. This isn't WoW.
Cleanse isn't a given, it proc's sometimes, but it requires a cleric to be constantly healing and the best way to STOP a cleric from HEALING is to...well, STOP the cleric from healing.
But,. well, you know, I thought the basics of PvP were to kill the clerics first. But maybe *you* were taught differently.
Anyways, I thought the 'main' issue with clerics in PvP were the double stacking Astral Shields...which is a thing of the past.
Oh, and yeah, while were on that...Astral Shields now invoke the Cleric's Righteousness...AS IF WE NEEDED YET ANOTHER EFFING NERF
Nope, now you require CC coordination to not be killed so quickly?
PS: dont forget, they remove the ability to clean death penalty from reviving too
Not anymore. This is ALSO highlighted in the DC 'balance' pass.
I dont think so, the stacking fix for bleed probably done because the cleanse work differently.
the problem that I'm still not clear about, is a stack of debuff is act as 1 debuff with some extra power or multiple debuff ?
edit: also, i find it best to ignore desoro. he seems to like trolling and arguing on just about every thread going. ignore it and he'll go away eventually
@zephryli: why would it be OP to triple the damage if you have triple the people? If anything that's to be expected.
Lets take an extreme example. Lets say there's a class called the "DoTer". Now, all his damage comes from his 3 attacks which all deal damage over time.
Now imagine for a second that it's the same for them as it is for bleeds; you could only have 1 instance of a DoT on a single target. It would make no sense because it would make another DoTer in the group completely irrelevant.
Imagine if in WoW in a raid with multiple Warlocks, you could only have 1 corruption or curse on the boss. I mean this entire system in Neverwinter boggles the mind.
Would really appreciate if someone from Cryptic could clarify this...
Sounds like they did clarify it, and it does not agree with how WOW works. Wait, we arent playing wow are we. Bliz made a bad move there, because people only want one utility lock per raid, while the class could have been so much more valuable....before they changed it to make sense.
Well that was my initial thought too; that this was a bug that was going to be fixed. The recent patch notes has me worried though...
From what they've said previously, and how they worded their notes, I would imagine that instead of "20" it will read "10" and apply credit (damage) to both TRs. This is important because you're killing something faster but also that you can't keep a good stack up indefinitely. (With 2 TRs, you could dodge away, get CCd, drink tea, come back and your bleeds were still ticking for that sick crit).
What will matter is crit severity nerf(?) and bleed tick speed nerf.
Hmmm, about the bleed speed? If bleed speed is reduced, does it mean it will stay longer and prevent stacking?