•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. (-2% dodge but run speed bug fix no big)
•Known issue: The first rank of this power currently grants significantly more Deflect than intended.
•Crescendo: This power now grants CC immunity while active. ( PVP BUFF)
•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). )(MEGA PVP BUFF Inrtupt and 15% less damage)
•The power now shows its max estimated damage rather than its per-tick value, and per-tick damage has been reduced by 60%. (most GWF that's 500-600 per tick so now it be like 250 damage tick sucks for pve but no big for pvp)
Rank ups now provide 1 additional second rather than 2. (No Big few Sec less most time its up b4 its finished in pve)
•Steadfast Determination: This is now properly affected by bonuses to Determination.(grate fix More single target DPS when needed specially with new set)
•Feat: Endless Assault: This feat now properly affects Punishing Charge. (Punishing Charge 2/4/6% more dps no big)
•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% (1% deflect lose yes that's all 1%).
•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.
So all in all Very nice pvp buff so all the people going gwf nerf aka Trolling tr we know who you are and your wrong as all ways its pvp buff and pve nerf,
what gwf needs
is the other specs to make a difference and really its bad for every one if these slam changes go head 15% less damage omg very nice for pvp but sadly also nerfs us for pve and we don't need pve nerfs we need better single target dps spec for pve and better aoe one tanking ones fine.
Great Weapon Fighter
•Feat: Master of Arms: The max Deflect bonus that this feat can provide has been reduced by 33% (1% deflect lose yes that's all 1%).
I haven't been on the preview shard but maxed WMS + Feat = +15% deflect chance. When you reduce by 33% you lose 4.95% deflect.
Unless they did something differently. I'd be interested in a screen shot or maybe more clarification.
Edit: Just hopped on the preview shard and Master of Arms is now 2% for a max of 10% deflection. We lost 5% deflection as I thought.
Double Edit: Bravery at max rank was 15% deflect. With the change we now lose 7% deflect.
So for deflection we lose 7% fixed deflection (bravery) and 5% buffed deflection (weapon master strike + master of arms).
On live I was at 33.2% (campire buff included) compared to 25.7% on the preview shard. Going from deflecting 1 in 3 vs 1 in 4 attacks is pretty huge.
I could gain more deflection if I went for the titan set instead of the 4 pc tier 1 pvp set. But it depends on whether you think the extra offensive stats and 10% heal (3350, for me, plus 1675 unstoppable recovery) is worth it.
I have 39-41 range depends on fire, if this goes live the higher % you are the more reduction you will get. The class is already struggling at this point and instead of outright buffing the gwf, they are nerfing it. Please REMOVE PVP from the GAME to STOP PEOPLE COMPLAINING OF OVERPOWER.
I just don't know. They gave a bit more utility, nerfed survivability and fixed some broken skills. I don't think it will affect the class all that much, neither will it make the GWF more desirable in dungeons where it's only about punting mobs off cliffs.
Most GWF has learned to live solo, if you remove their survivability (deflect) and AOE damage you take away the essence of its game play, tell me what does the nerf do to me on normal PVE map when grinding/looking for Enchantment or griding for gold.
It greatly affect my PVE content which is the only viable place for lone GWF to shine, their are 3 aspect of this game, PVP, Dungeon and PVE Content and before you comment take consideration of all those 3 and not only dungeon and PVP.
I just don't know. They gave a bit more utility, nerfed survivability and fixed some broken skills. I don't think it will affect the class all that much, neither will it make the GWF more desirable in dungeons where it's only about punting mobs off cliffs.
They tweaked it, they didn't improve it.
The majority of these changes are stupid as the TR ones. I'm against most of these, and I am against most of the TR changes also. The games a lot better balanced than people think, and the balance issues that are a problem, have less to do with classes and more to do with certain elements people want to ignore for some reason.
It almost seems to me like changes being made are not by the same people who designed the classes to begin with, or they would make more sense. Changes should make the game better not worse.
some changes are nice buff for pvp but nerf of slam is huge hit on total dps of gwf in dungeons and if any classes are op atm they are gf and cw both of them do way more damage in dungeons and pvp then they should do
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kaerthusMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited August 2013
My God Cryptic, pls understand the problem with GWFs. In PvP its the dammed Tene Enchants! Nerf those! Wait, what you won't nerf them because they're pay2win? Hmmm.
What's the point of nerfing survivability of the tank specc? How does this make the GWF more desirable in PvE? Slam damage nerf? Nerfing our one good ability is just HAMSTER.
Do *something* to make this class more desirable in PvE, like higher target cap (at least 10) for all skills, faster avalanche animation, FIX Unstopabble bug (which keeps getting worse after each patch, currently it can be broken in both PvE and PvP and doesn't make u immune to CC, after this nice patch it'll outright kill you).
Best solution is probably just remove the class, return all our AD spent on it and let us re-roll in peace. Or rename it barbarian and make it single target dps to compete with rogue. Currently its obvious you cannot find a place for it in PvE.
I hope any dev/game master/whoever counts something in this game is reading all posts about GWF nerfs. Please, please at least tell us you have seen all our concern about the changing you are going to make on our chars. Just because we are not as much as rogues doesn't mean you can do whatever you want to our classes. The patch on rogue changes has 31 pages of replies, the one on GWF only 9, you think that means you just can sit and bring those nerfs live because we are not enough to make you change your mind? If you think so then is just a waste of our time/money playing here and you are just proving you only care about our wallets and nothing else.
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kantazo1Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
The PVP crying whinnie babies have managed to destroy the two classes I love to play TR and GWF, what else is there to do now, play CW, how long before it gets nerfed too?
Seek and ye shall find. Yeshua
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slayorianMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
Funny how they worded it. Like the run speed from bravery is supposed to be new. It's already there! They're just nerfing the hell out of GWF deflect; which is an absolutely terrible idea. Don't really care about the slam change, that isn't the problem here.
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kaerthusMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited August 2013
Does any of this changes helps us get closer to this (Copied from official wiki class description):
"The Great Weapon Fighter is an unstoppable force of damage and steel, skilled in using the weight of a greatsword to dispatch those that stand in the way. The epitome of strength, the Great Weapon Fighter is also resilient enough to defend allies in need."
This class relies on brute strength alone to overcome the enemies. They are warriors who sacrifice shields in favor of large two-handed weapons. While mainly being an offensive class, Great Weapon Fighters still have considerable defense by carrying scale armour.
When fighting the main bosses in dungeons, usually the best role for the Great Weapon Fighter is to focus on the main boss. The Guardian Fighter uses agro spells to get all the mobs. The Control Wizard pushes then off of the Guardian Fighter and helps kill them, the Cleric heals the party. If mobs start to pile up on you, run to the Guardian Fighter to lose them.
I'd love to get clarification on what a GWF is supposed to be/do in groups. More utility/less durability seems to run away from this description fast.
Comments
I haven't been on the preview shard but maxed WMS + Feat = +15% deflect chance. When you reduce by 33% you lose 4.95% deflect.
Unless they did something differently. I'd be interested in a screen shot or maybe more clarification.
Edit: Just hopped on the preview shard and Master of Arms is now 2% for a max of 10% deflection. We lost 5% deflection as I thought.
Double Edit: Bravery at max rank was 15% deflect. With the change we now lose 7% deflect.
So for deflection we lose 7% fixed deflection (bravery) and 5% buffed deflection (weapon master strike + master of arms).
On live I was at 33.2% (campire buff included) compared to 25.7% on the preview shard. Going from deflecting 1 in 3 vs 1 in 4 attacks is pretty huge.
I could gain more deflection if I went for the titan set instead of the 4 pc tier 1 pvp set. But it depends on whether you think the extra offensive stats and 10% heal (3350, for me, plus 1675 unstoppable recovery) is worth it.
They tweaked it, they didn't improve it.
It greatly affect my PVE content which is the only viable place for lone GWF to shine, their are 3 aspect of this game, PVP, Dungeon and PVE Content and before you comment take consideration of all those 3 and not only dungeon and PVP.
The majority of these changes are stupid as the TR ones. I'm against most of these, and I am against most of the TR changes also. The games a lot better balanced than people think, and the balance issues that are a problem, have less to do with classes and more to do with certain elements people want to ignore for some reason.
It almost seems to me like changes being made are not by the same people who designed the classes to begin with, or they would make more sense. Changes should make the game better not worse.
What's the point of nerfing survivability of the tank specc? How does this make the GWF more desirable in PvE? Slam damage nerf? Nerfing our one good ability is just HAMSTER.
Do *something* to make this class more desirable in PvE, like higher target cap (at least 10) for all skills, faster avalanche animation, FIX Unstopabble bug (which keeps getting worse after each patch, currently it can be broken in both PvE and PvP and doesn't make u immune to CC, after this nice patch it'll outright kill you).
Best solution is probably just remove the class, return all our AD spent on it and let us re-roll in peace. Or rename it barbarian and make it single target dps to compete with rogue. Currently its obvious you cannot find a place for it in PvE.
"The Great Weapon Fighter is an unstoppable force of damage and steel, skilled in using the weight of a greatsword to dispatch those that stand in the way. The epitome of strength, the Great Weapon Fighter is also resilient enough to defend allies in need."
This class relies on brute strength alone to overcome the enemies. They are warriors who sacrifice shields in favor of large two-handed weapons. While mainly being an offensive class, Great Weapon Fighters still have considerable defense by carrying scale armour.
When fighting the main bosses in dungeons, usually the best role for the Great Weapon Fighter is to focus on the main boss. The Guardian Fighter uses agro spells to get all the mobs. The Control Wizard pushes then off of the Guardian Fighter and helps kill them, the Cleric heals the party. If mobs start to pile up on you, run to the Guardian Fighter to lose them.
I'd love to get clarification on what a GWF is supposed to be/do in groups. More utility/less durability seems to run away from this description fast.