milkbonedogMember, Neverwinter Beta UsersPosts: 1Arc User
edited July 2013
Wait till all the players see the new content. It is 100% designed to suck AD from everyone. Upgrading companions cost a friggen fortune and most of the new campaign quest cost 1000's of AD to complete. On top of that you have to pay 10k AD per key to open dungeon chests AND you have to farm materials just to be able to BUY the key. After all of that you can finally open a chest that will give you a BOP item your class can't even use. What a joke.
I feel bad for everyone that was waiting for the Fury of the Feywild to revitalize and rejuvenate the game because this will not satisfy them. The daily quest and solo dungeon can be completed in less than an hour and you get no reward for doing anything unless you spend AD for a key. After you complete the solo dungeon you can start a campaign task that takes hours (like a leadership professional task) and it may or may not cost you even more AD. The cost range from 10k to 50k per task. Many of these tasks have NO reward. They just allow you to advance to the next AD sucking task. What a huge let down.
Rogues are being nerfed into the ground. So many other players have discussed it at length and explained it far better than I could so I won't waste time talking about it other than to say that WAY too much is being taken from the Rogue and nothing is being given in return.
Cloud of Steel: This power now has 8 maximum charges, down from 12.
Duelist's Flurry: When the bleed portion of this power is at 10 stacks, further applications now recalculate damage in addition to refreshing the duration.
Feat: Speed Swindle: This feat is now properly considered a Control effect for calculations and procs.
Lurker's Assault: This power now grants 5 / 10 / 15% bonus Crit Severity, instead of 20 / 40 / 60% bonus damage.
Stealth: At-will powers used from stealth will now partially deplete the Stealth Meter.
Regarding TR Nerfs:
1: Cloud of Steel, is more of an annoyance than actual dmg in pvp. I feel the ONLY time this skill REALLY hurts... is during Lurkers Assault. Lowering the charges without increasing the dmg or the recharge speed renders it as useless for dmg as Gloaming Cut. I feel a more productive fix would be to lower the base dmg 5-10%, INCREASE the charges to about 20, and ROOT the user so you don't have these perma stealth ppl, with 55% increased movement speed, dagger kiting you till you die. This way they'll still be able to use it as ranged dps in PvE encounters during massive AoE phases or to agro mobs, but still be catch-able in pvp.
2: Duelist Flurry Fix... thank god... but having the old dmg back would be nice... since it's USLESS in pvp unless your target is a GF who can't dodge, or is already being perma prone'd by someone.
3: Speed Swindle... do ppl even use this? Why is this being fixed/balanced when GWF's Tab still breaks randomly, and GF's can 2 shot ppl with cleave, because between their feats and armor sets they can get 13k + power... I don't understand why ppl are wasting time on touching up the trim, when there's gaping holes in the wall...
4: Lurkers Assult: First of all.... 15% crit severity... @50% crit chance (which btw is pretty much hardcap) = 7.5% dmg. So basically... you're nerfing the ONLY daily worth 2 shakes of a maraca from 60% dmg to 7%... and you seriously expect us to take this one sitting down? Are you Huffing? Whirwind of Blades has a 5 target MAX aoe cap... which severly limits IT'S useability... Shocking Execution has a PvE dmg cap rendering IT useless.... so basically we're all supposed to use what... Courage Breaker? Please, I'm a rogue I DODGE dmg who cares how much less dmg it does if it never hits me... I understand... that this ability is over powered... but making it useless is NOT the answer. With this proposed change... ALL it is, is a glorified Shadow Strike. I would understand a 50% nerf... making it yield 10/20/30% bonus dmg... but a nerf from 60% to 7.5% is absurd...
5: At wills depleting stealth meter... is the only intelligent fix I've seen here. This doesn't really change the playability of the class... it just makes the perma-stealth builds less viable, and balances the game for the other classes.
As of now... I see that GWF, GF, and Rogues are all on pretty much an even footing. CW and Clerics are the premier targets, because they lack defensibility, and dmg. From my perspective, GWF, GF, TR need SLIGHT nerfs, and CW and Clerics need buffs (pvp related) But the severity of these proposed TR nerfs... will affect every aspect of the game... and limit the feasibility of several boss encounters. Considering that TR is easily THE most popular class... I strongly suggest that Cryptic re-evaluate several of these fixes if they don't want to alienate their palyer-base.
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
The fix on the perma-stealth seems like it was the only one done when people were still awake and made sense...
I DO NOT play a TR and I'm no fan of them...but almost all of these "fixes" and "balances" just turned the TR into a Total Reject. I'm very sorry about those who play TRs...many of these I believe are way too harsh and just further imbalances the game.
As for the "new content" that turns out only to be AD sinks more than anything, that remains for me to try out. Overall, I believe this is yet another poorly planned and mapped out update.
Comments
I feel bad for everyone that was waiting for the Fury of the Feywild to revitalize and rejuvenate the game because this will not satisfy them. The daily quest and solo dungeon can be completed in less than an hour and you get no reward for doing anything unless you spend AD for a key. After you complete the solo dungeon you can start a campaign task that takes hours (like a leadership professional task) and it may or may not cost you even more AD. The cost range from 10k to 50k per task. Many of these tasks have NO reward. They just allow you to advance to the next AD sucking task. What a huge let down.
Rogues are being nerfed into the ground. So many other players have discussed it at length and explained it far better than I could so I won't waste time talking about it other than to say that WAY too much is being taken from the Rogue and nothing is being given in return.
Regarding TR Nerfs:
1: Cloud of Steel, is more of an annoyance than actual dmg in pvp. I feel the ONLY time this skill REALLY hurts... is during Lurkers Assault. Lowering the charges without increasing the dmg or the recharge speed renders it as useless for dmg as Gloaming Cut. I feel a more productive fix would be to lower the base dmg 5-10%, INCREASE the charges to about 20, and ROOT the user so you don't have these perma stealth ppl, with 55% increased movement speed, dagger kiting you till you die. This way they'll still be able to use it as ranged dps in PvE encounters during massive AoE phases or to agro mobs, but still be catch-able in pvp.
2: Duelist Flurry Fix... thank god... but having the old dmg back would be nice... since it's USLESS in pvp unless your target is a GF who can't dodge, or is already being perma prone'd by someone.
3: Speed Swindle... do ppl even use this? Why is this being fixed/balanced when GWF's Tab still breaks randomly, and GF's can 2 shot ppl with cleave, because between their feats and armor sets they can get 13k + power... I don't understand why ppl are wasting time on touching up the trim, when there's gaping holes in the wall...
4: Lurkers Assult: First of all.... 15% crit severity... @50% crit chance (which btw is pretty much hardcap) = 7.5% dmg. So basically... you're nerfing the ONLY daily worth 2 shakes of a maraca from 60% dmg to 7%... and you seriously expect us to take this one sitting down? Are you Huffing? Whirwind of Blades has a 5 target MAX aoe cap... which severly limits IT'S useability... Shocking Execution has a PvE dmg cap rendering IT useless.... so basically we're all supposed to use what... Courage Breaker? Please, I'm a rogue I DODGE dmg who cares how much less dmg it does if it never hits me... I understand... that this ability is over powered... but making it useless is NOT the answer. With this proposed change... ALL it is, is a glorified Shadow Strike. I would understand a 50% nerf... making it yield 10/20/30% bonus dmg... but a nerf from 60% to 7.5% is absurd...
5: At wills depleting stealth meter... is the only intelligent fix I've seen here. This doesn't really change the playability of the class... it just makes the perma-stealth builds less viable, and balances the game for the other classes.
As of now... I see that GWF, GF, and Rogues are all on pretty much an even footing. CW and Clerics are the premier targets, because they lack defensibility, and dmg. From my perspective, GWF, GF, TR need SLIGHT nerfs, and CW and Clerics need buffs (pvp related) But the severity of these proposed TR nerfs... will affect every aspect of the game... and limit the feasibility of several boss encounters. Considering that TR is easily THE most popular class... I strongly suggest that Cryptic re-evaluate several of these fixes if they don't want to alienate their palyer-base.
Can we get an option to turn these off in the foundry at least? It is bad enough on the Nashers.
I DO NOT play a TR and I'm no fan of them...but almost all of these "fixes" and "balances" just turned the TR into a Total Reject. I'm very sorry about those who play TRs...many of these I believe are way too harsh and just further imbalances the game.
As for the "new content" that turns out only to be AD sinks more than anything, that remains for me to try out. Overall, I believe this is yet another poorly planned and mapped out update.