Duelist Flurry is not ticking after a certain amount of time at 10 stacks on a mob. You have to let it drop and refresh the stacks all over to get it to tick again.
Confirmed, if this goes live it is gamebreaking for TR PVE. The dot just stops doing damage. Also the complaint from players was that having more than one TR hosed one of them. Thew new total stack cap at 10 does what to help this exactly? Each TR needs his own 10 stacks or this is going to be a fisaco when raids come in.
Confirmed. Needs to be fixed. Duelist's Flurry at 10 stacks even when refreshed will cease to deal damage after the initial 15 second application of the DoT.
Confirmed, if this goes live it is gamebreaking for TR PVE. The dot just stops doing damage. Also the complaint from players was that having more than one TR hosed one of them. Thew new total stack cap at 10 does what to help this exactly? Each TR needs his own 10 stacks or this is going to be a fisaco when raids come in.
^ This, please stop trying to cater to carebears and actually 'THINK' about what you are doing.
Not even a rogue and don't have much sympathy for them, but this does need to be fixed pretty badly it seems like.
Rise of the Fell King - A Forgotten Realms campaign (work in progress) NWS-DS38FJ5R8 Part One: The Fell Cavern (looking for feedback!) NW-DTWX9RBQH Hopefully more to come!
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ph4ng4nMember, Neverwinter Beta UsersPosts: 14Arc User
edited June 2013
TR is the most played class and Duelist Flurry used by the majority of PvE/.. rogues.
What the idea behind inducing a reduction to 1 rogue per group? Even right now its not that friendly for 2 rogues. Who is coordinating to let bleed fall off? an undergeared rogue putting the first stack?
A large amount of players commenting on the dps count dont even know about the bleed damage being credited and calculated of the first stack applier. wich could amount to anywhere from 0 to 60% dps transfered to another rogue.
Anyway all that doesnt matter really
i hvent tested the preview yet but i wonder if the 10 stack are tracked for different rogues. how does it scale, a rogue put 1 stack, another 9 stack. and other odd examples
About changing Duelist Flurry, an idea for example would be that each rogue apply his own personal bleed stack. Then put a limit of different bleed stacks at a time on a mob (2? maybe an higher class mob would more). and finally add an option to color border your own/applied buffs/debuffs...
Or just scrape that idea of bleed if there issues tracking it per mob and change it to another stackable self dmg/... buff if that easier to track.
Comments
^ This, please stop trying to cater to carebears and actually 'THINK' about what you are doing.
Part One: The Fell Cavern (looking for feedback!) NW-DTWX9RBQH
Hopefully more to come!
What the idea behind inducing a reduction to 1 rogue per group? Even right now its not that friendly for 2 rogues. Who is coordinating to let bleed fall off? an undergeared rogue putting the first stack?
A large amount of players commenting on the dps count dont even know about the bleed damage being credited and calculated of the first stack applier. wich could amount to anywhere from 0 to 60% dps transfered to another rogue.
Anyway all that doesnt matter really
i hvent tested the preview yet but i wonder if the 10 stack are tracked for different rogues. how does it scale, a rogue put 1 stack, another 9 stack. and other odd examples
About changing Duelist Flurry, an idea for example would be that each rogue apply his own personal bleed stack. Then put a limit of different bleed stacks at a time on a mob (2? maybe an higher class mob would more). and finally add an option to color border your own/applied buffs/debuffs...
Or just scrape that idea of bleed if there issues tracking it per mob and change it to another stackable self dmg/... buff if that easier to track.