Great Weapon Fighter
Bravery: Ranking up this power now affects Run Speed (+15% at max rank), but the Deflect bonus has been reduced to +8% at max rank.
Known issue: The first rank of this power currently grants significantly more Deflect than intended.
Crescendo: This power now grants CC immunity while active.
Slam: The damage from this power has been reduced; it had previously done too much damage for its area of effect, duration, and utility, and the intent is to change its focus mostly to utility.
The initial cast now interupts targets, and while slowed, affected targets now deal -15% damage (at max rank).
The power now shows its max estimated damage rather than its per-tick value, and per-tick damage has been reduced by 60%.
Rank ups now provide 1 additional second rather than 2.
Steadfast Determination: This is now properly affected by bonuses to Determination.
Feat: Endless Assault: This feat now properly affects Punishing Charge.
Feat: Focused Destroyer: The tooltip has had a minor update for accuracy.
Feat: Master of Arms: The max Deflect bonus that this feat can provide has been reduced by 33%.
Feat: Master of Arms: The first rank of this feat no longer grants a double bonus.
Feat: Unstoppable Action: The feat no longer incorrectly increases Action Point gain for longer than expected after using Unstoppable.
Feat: Unstoppable Recovery: The tooltip has been updated to properly state that this feat heals the player.
My main character is a GWF and I have spent quite a bit in real money (through lockbox keys, etc) to outfit her and make her the best GWF she can be. I almost lost interest in her before the patch where you buffed GWF's, because she wasn't useful in any dungeon. She couldn't tank and only outdamaged the cleric.
But after the buff, GWF actually became fun to play and useful in damage, though still not the best in all dungeons. The lack of any real blowback for a destroyer build basically makes GWF useless in the last boss fight in Spellplague for instance. However, at least Slam made some difference there, as well.
However, if you nerf Slam, we will be back to the GWF just being an anchor in dungeon parties, as they will never be able to outdamage a good TR, or even a CW, and they cannot keep threat like a GF.
There are no other decent dailies for a GWF, and I have been playing this class since the beginning of open beta. I have respeced twice to increase damage and the ability to proc Slam as often as possible. I have the full Avatar of War's set, all of which I earned in dungeons, except for the scale, which was given to me, and I am currently leveling up an ioun stone. If you nerf Slam, all of the time and money that I have put into this class will seem like a waste, and I will seriously consider quitting the game.
Agreed, I too just found interest in my Sent GWF again in PvP. The only thing that makes tanky GWF overpowered are tene enchants, not the class itself. Also I've heard people saying slam is now more of a utility power with the 15% DR, but remember that slam only hits 5 enemies at once, that means that GWF still won't hold a candle to CW for add control.
I have to assume that you believe GF to be working as intended since there are no nerfs. GF can take quite a bit of damage AND do huge burst damage. GWF can take even more damage if specced right, but only does half or less the damage a GF does, that certianly sounds more than balanced to me. Only thing that makes GWF OP is the Tenes, so do you nerf the 3% of the player base that has 7 gtene? or do you nerf the 97% that doesn't? Sounds like you made the wrong decision guys.
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
Agreed, I too just found interest in my Sent GWF again in PvP. The only thing that makes tanky GWF overpowered are tene enchants, not the class itself. Also I've heard people saying slam is now more of a utility power with the 15% DR, but remember that slam only hits 5 enemies at once, that means that GWF still won't hold a candle to CW for add control.
I have to assume that you believe GF to be working as intended since there are no nerfs. GF can take quite a bit of damage AND do huge burst damage. GWF can take even more damage if specced right, but only does half or less the damage a GF does, that certianly sounds more than balanced to me. Only thing that makes GWF OP is the Tenes, so do you nerf the 3% of the player base that has 7 gtene? or do you nerf the 97% that doesn't? Sounds like you made the wrong decision guys.
Totally agree 100%, Nerf Tenebrous enchants make them unavailable for use in PvP, and if someone chooses to slot them knowing this they just don't work in PvP.
I think it is about time, that we should demand a fix asap.
Yes! I have been behind PWE/Cryptic since day 1, I have defended them as not P2W, not greedy, and on the right track with the game numerous times. They did the right thing listening to the players about TR's and hopefully they will do the right thing again and listen to the players about GWF's.
But this issue is just going to keep coming up. Unless all classes are assigned a flat 20k HP in PvP you just aren't going to achieve balance without fixing Tenes. I realize that you sold a lot of lockboxes and continue to b/c of their chance to drop tene enchants, but how many of those players are truly the ones spending the money?
I see more messages about buying and selling keys than any other (coalescent a close 2nd) for gold/ad, trading a certain number for a coa or dragon egg, even trading T2 armor sets or ancient weapon for 5-8 keys. The people spending the money are indeed buying keys, but it's because they have become a highly traded commodity. Were it not for key's being easily liquidated they would simply exchange their zen for AD or buy the next most liquid zen store item.
It can't be more than 2-3% of players that have 7 Gtene, I almost never come across one and I do around 8 PvP matches a day as of recently.
Please fix the Tenes and incur the wrath of the 2-3% instead of nerfing class after class that is NOT overpowered for the other 97%
There are plenty of fixes, such as allowing free unsocketing, that will let the people who already bought them recoup their losses.
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
Yes! I have been behind PWE/Cryptic since day 1, I have defended them as not P2W, not greedy, and on the right track with the game numerous times. They did the right thing listening to the players about TR's and hopefully they will do the right thing again and listen to the players about GWF's.
But this issue is just going to keep coming up. Unless all classes are assigned a flat 20k HP in PvP you just aren't going to achieve balance without fixing Tenes. I realize that you sold a lot of lockboxes and continue to b/c of their chance to drop tene enchants, but how many of those players are truly the ones spending the money?
I see more messages about buying and selling keys than any other (coalescent a close 2nd) for gold/ad, trading a certain number for a coa or dragon egg, even trading T2 armor sets or ancient weapon for 5-8 keys. The people spending the money are indeed buying keys, but it's because they have become a highly traded commodity. Were it not for key's being easily liquidated they would simply exchange their zen for AD or buy the next most liquid zen store item.
It can't be more than 2-3% of players that have 7 Gtene, I almost never come across one and I do around 8 PvP matches a day as of recently.
Please fix the Tenes and incur the wrath of the 2-3% instead of nerfing class after class that is NOT overpowered for the other 97%
There are plenty of fixes, such as allowing free unsocketing, that will let the people who already bought them recoup their losses.
Exactly, I agree 100%. Tenebrous enchants should either be assigned as a weapon only enchant or made unavailable in PvP.
Slam is only useful when there are 5 or less targets.
Once you get above 5 targets (90% of dungeons) then Avalanche is the goto AOE daily.
Avalanche has no target cap, knocks enemies prone with a benefit of interruption.
AND....you are immune to damage for roughly 3 seconds.
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medievalmissMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 20Arc User
edited August 2013
I really wasn't complaining about tenebrous enchants, or asking to nerf anything else or any other class. I just am asking to please not nerf Slam. Whatever else is done, Slam is one of the only ways GWFs can compete and become useful in dungeons. If you want to completely eliminate GWF as a class, nerfing Slam is the way to do it.
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medievalmissMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 20Arc User
edited August 2013
Avalanche is good, but it just takes too long to activate.
Slam is only useful when there are 5 or less targets.
Once you get above 5 targets (90% of dungeons) then Avalanche is the goto AOE daily.
Avalanche has no target cap, knocks enemies prone with a benefit of interruption.
All of your posts are spot on and backed 100% by testing so I have no doubt you are correct. However I play only PvP on my GWF so while avalanche is great there too for untargetable and prone, I think the slowing from slam allows me to hunt down enemies for 12 seconds while AoS only prones them for 2.
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
I really wasn't complaining about tenebrous enchants, or asking to nerf anything else or any other class. I just am asking to please not nerf Slam. Whatever else is done, Slam is one of the only ways GWFs can compete and become useful in dungeons. If you want to completely eliminate GWF as a class, nerfing Slam is the way to do it.
Get over slam...move on to avalanche. Once you start seeing the numbers fly (also procs steel blitz) and the utility of interrupt/prone you will ask yourself why even use slam.
Quick and dirty math.
Slam ticks 1k per target (5 max) for 12 seconds. 60k.
Avalanche does 10k per mob (no cap)...so if 10 mobs get hit you did 100k.
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medievalmissMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 20Arc User
edited August 2013
I wouldn't mind using Avalanche, in fact I like it, except it takes far too long to cast. If they insist on nerfing Slam, then they should at least shorten the cast of Avalanche.
Edit: Maybe powers should have separate stats for PvP. This is pretty standard elsewhere, from what I've seen. This way, you don't mess up PvE when balancing PvP.
Warrior Nation. Always recruiting. Check us out.
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realboMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
They can nerf Slam for all I care. It's such an overrated skill considering it has a 5 target cap.
But the nerf on Bravery and Master of Arms. They didn't want us to do too much dps, ok fine. But now you don't want us to tank as well? Might as well delete the class.
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slayorianMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
So after a slight buff to get GWF decently useful, it's time to nerf whack them back down? Sounds terrible. The bravery and weapon master nerf are totally uncalled for.
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medievalmissMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 20Arc User
edited August 2013
Slam is not overrated if you have the feat that makes it add 25% more to your power when it is active.
Comments
I have to assume that you believe GF to be working as intended since there are no nerfs. GF can take quite a bit of damage AND do huge burst damage. GWF can take even more damage if specced right, but only does half or less the damage a GF does, that certianly sounds more than balanced to me. Only thing that makes GWF OP is the Tenes, so do you nerf the 3% of the player base that has 7 gtene? or do you nerf the 97% that doesn't? Sounds like you made the wrong decision guys.
We are definitely dominating, and we are always about to win.
Totally agree 100%, Nerf Tenebrous enchants make them unavailable for use in PvP, and if someone chooses to slot them knowing this they just don't work in PvP.
Yes! I have been behind PWE/Cryptic since day 1, I have defended them as not P2W, not greedy, and on the right track with the game numerous times. They did the right thing listening to the players about TR's and hopefully they will do the right thing again and listen to the players about GWF's.
But this issue is just going to keep coming up. Unless all classes are assigned a flat 20k HP in PvP you just aren't going to achieve balance without fixing Tenes. I realize that you sold a lot of lockboxes and continue to b/c of their chance to drop tene enchants, but how many of those players are truly the ones spending the money?
I see more messages about buying and selling keys than any other (coalescent a close 2nd) for gold/ad, trading a certain number for a coa or dragon egg, even trading T2 armor sets or ancient weapon for 5-8 keys. The people spending the money are indeed buying keys, but it's because they have become a highly traded commodity. Were it not for key's being easily liquidated they would simply exchange their zen for AD or buy the next most liquid zen store item.
It can't be more than 2-3% of players that have 7 Gtene, I almost never come across one and I do around 8 PvP matches a day as of recently.
Please fix the Tenes and incur the wrath of the 2-3% instead of nerfing class after class that is NOT overpowered for the other 97%
There are plenty of fixes, such as allowing free unsocketing, that will let the people who already bought them recoup their losses.
We are definitely dominating, and we are always about to win.
Exactly, I agree 100%. Tenebrous enchants should either be assigned as a weapon only enchant or made unavailable in PvP.
Slam is only useful when there are 5 or less targets.
Once you get above 5 targets (90% of dungeons) then Avalanche is the goto AOE daily.
Avalanche has no target cap, knocks enemies prone with a benefit of interruption.
AND....you are immune to damage for roughly 3 seconds.
All of your posts are spot on and backed 100% by testing so I have no doubt you are correct. However I play only PvP on my GWF so while avalanche is great there too for untargetable and prone, I think the slowing from slam allows me to hunt down enemies for 12 seconds while AoS only prones them for 2.
We are definitely dominating, and we are always about to win.
Get over slam...move on to avalanche. Once you start seeing the numbers fly (also procs steel blitz) and the utility of interrupt/prone you will ask yourself why even use slam.
Quick and dirty math.
Slam ticks 1k per target (5 max) for 12 seconds. 60k.
Avalanche does 10k per mob (no cap)...so if 10 mobs get hit you did 100k.
That's my biggest beef.
Edit: Maybe powers should have separate stats for PvP. This is pretty standard elsewhere, from what I've seen. This way, you don't mess up PvE when balancing PvP.
[SIGPIC][/SIGPIC]
Like a snow plow, but for people.
But the nerf on Bravery and Master of Arms. They didn't want us to do too much dps, ok fine. But now you don't want us to tank as well? Might as well delete the class.