See:
http://nw.perfectworld.com/news/?p=958251
A few things stand out to me:
Eye of the Storm: This power previously added too much damage for the duration that it lasted. Rather than redesign the auto-crit aspect, it now procs a bit more reliably, but does not last as long.
This power now has a 3% chance to trigger from At-will powers, and is 3 times more likely to trigger from Encounters and Dailies.
Ranking up the power now also increases the proc chance, resulting in a 5-15% proc rate based on power type used.
Its duration has been greatly reduced, and now lasts for 2-3 seconds based on rank.
Shield: Shield Release no longer incorrectly multiplies its Action Point gain for every target hit.
Shield: Shield Release no longer incorrectly builds a stack of Arcane Mastery for every target hit,
Thoughts?
Comments
What makes me kinda laught is the snap freeze nerf. They nerfing a feat that isn't even working for chillstrike on tab so they are faster nerfing a nonworking feat rather than fixing it.
And maybe they should play their own game a bit more to see that eye isn't to much dmg gain. Well it's nice when u can hit a target dummy for the whole duration but in a real enviroment either pvp or pve u have to dodge while its up so u dont even benefit from it's 'long' duration.
Imagin it only lasts like 3 seconds now. That's like 100% crit chance for 1 spell. Such a nonsense.
2. Control: even more hefty nerfs to Shield Pulse, especially the AP one!
Has anyone actually played with these changes?
I know I am going to regret posting this, but I couldnt help it. Totally uncalled for :P
Indeed, there goes the "Control" in Control Wizard in Feywild!
I think the vast majority care more about PvE than the 2 PvP maps, and the GG zerg fest. It's not like Snap Freeze was a staple for anyone playing PvP. Sure if you want to create a 100% PvP CW you would pick it up, but CWs have so many options in PvP, many of which are equally viable.
Snap Freeze was a lovely boon in PVP. I run Icy Rays, Chill Strike, Ice Knife and Ice Storm all the time. It won't be a deal-breaker, but I enjoyed the extra damage.
Here's what so lame about Shield: Now running Castle Never will most likely be 3 CWs, 1 DC, and 1 DPS (mainly TRs). I had no trouble running CN with 2 CWs, but with the Shield nerfs, AP gain will be significantly diminished, forcing a 3 CW to keep up the AS. *shrug*
It's like Cryptic is trying to kill their own game.
Join Essence of Aggression: PVP-ing Hard Since Beta!
Ok, and you'll be slightly less effective tossing zillions of adds off ledges. Hopefully foundry pvp maps will be a reality because some of the end game content is truly mindless.
It's not the first time Cryptic has missed the boat. It won't be the last. I've played all of their MMOs. They're well-known for their slow-coming clumsy nerfs. Don't expect shield to be worth the encounter slot again for at least a year.
the multiplier for every target hit is also affecting the clerics sun burst.
this was a bug not a feature. also they seem to be correcting things that
were counting as encounter/atwill/daily mistakenly for everyone.
and they seem to be mildly cutting down on high crit/dps
the rogues are still getting nerfed just not as much as was being tested.
everyone thinks these were pvp nerfs but a lot of the best pvp powers were not touched.
they seem to be hitting high crit and dps powers across the board
my thought is because people complained the game is to easy so they are cutting everyones
dps/crit to make bosses harder.
Here I have a box press the button and it will nerf a class that is not yours...
what they don't tell you is after you press the button the give the box to another class.
if everyone is nerfed Noone is nerfed so try to keep calm till faywild is out and we can see how this effects us.
The Control Wizard I created for myself over on Mimic to test things about before August 22nd didn't have the awesome AP-gain with powers like [tab]Entangling Force/Steal Time/Shield Release that people boasted could spam singularities back to back despite having Int23/Wis21 and a favoring of the Recovery stat.
Now it just becomes clear that it wasn't possible for me to do so all along. o.O
1) Eye of the Storm: This power previously added too much damage for the duration that it lasted. Rather than redesign the auto-crit aspect, it now procs a bit more reliably, but does not last as long.
This power now has a 3% chance to trigger from At-will powers, and is 3 times more likely to trigger from Encounters and Dailies.
Ranking up the power now also increases the proc chance, resulting in a 5-15% proc rate based on power type used.
Its duration has been greatly reduced, and now lasts for 2-3 seconds based on rank.
It was good in PvP, but there was more or equally usefull in PvE, if they will not change internal cooldown for it, or remove it completely it will be useless, which is sad (
2)Shield: Shield Release no longer incorrectly multiplies its Action Point gain for every target hit.
Shield: Shield Release no longer incorrectly builds a stack of Arcane Mastery for every target hit, resulting in situations where hitting 5 targets would both max the stacks while also instantly reducing its own cooldown.
Kinda had it comming with all non-CW players whining about us using daily more often then they use their encounters. Not a bad change in terms of ballance for PvE, but giving that noone else can manage ads in CN\SP\... this will result in 3-CW groups, which is kinda counter-productive to what developers would want to see imo. They need to give the ability to insta-kill ads to other classes(like GF\GWF) or remove it completly, but this will require reworking most of current dungeons.
3)Storm Pillar: Hitting targets with at least a half charged Storm Pillar now refreshes the duration of Arcane Mastery stacks on the player and any Chill stacks on the target.
This is interesting... with the revorking of EoTS and the ability Pillar to crit correctly, my guess that we will see Storm pillar as main-at-will+evocation+chilling presence... or not xd
4)Feat: Snap Freeze: This feat was previously offering too much bonus damage for a feat that was so easy to access. The overall damage boost from this feat has been reduced by 5% and it no longer affects Daily powers.
WTH? it was not THAT good... now it will affect what? like just IR in PvP(becouse IR is better than CS)
Class needed some tweaks in PvE, but all this changes(exept shield) nerf us in PvP which is kinda dumb, and the shield change will result in even more CW in one group(3CW-DC-TR FTW!) with all the GF\GWF and even TR shouting "LFG" in PE
I play both PvE and PvP and I care much more about the Snap Freeze nerf than the rest. It's a huge nerf, and totally unwarranted. They are already making it much harder to have a guaranteed Ice Knife crit on a target with the changes to Eye of the Storm, and now they won't even let you set one up with the extra damage from Snap Freeze with the standard EF + Ice Knife combo. They should have placed it a bit farther in the tree instead of nerfing it so **** much.
There aren't that many viable options for a CW in PvP when playing against the top players in the game.
Agreed 100%, they could just swap Snap freeze for transcended master or far spell
The patch notes are inadequate on the Eye of the Storm point. If Eye of the Storm's internal cooldown was reduced, then the buff-duration nerf might actually be a wash, in terms of over-time damage. Hell, the Feature might end up better for PvE purposes. Your experience tends to suggest that the internal cooldown was reduced.
If Eye of the Storm's internal cooldown was left unchanged, on the other hand, then this is a huge huge nerf. And although I don't personally use Eye of the Storm anymore, I would be a little perturbed about a significant EotS nerf, because EotS was perhaps the only viable alternative to Chilling Presence for non-Thaumaturge builds.
We have a scarcity of good class features, in other words. Right now, it looks suspiciously like we have two Class Features to rule them all (Storm Spell and Chilling Presence).
Yeah, the Shield change is huuuuuuuge. Hard even to express how huge it is.
Upd. Sheld pulse now gains only 5% AP. No longer singularity spam.
I vote for the completely removal of "ledge pushing" and insta-killing ads, that will make GF and GWF usefull, CW could focus on DPS\CC ads with COI\IT. Even better if they remove pushing effect on shield pop and replace it with say.... slow or snare
Ofc that will require a complte change in dungeons mechanics which will never happen
The shield AP gains were too good to last, it was fun, but the nerf was expected. Well, we still have EF on TAB, and i guess people in CN will have to learn to do the good old shield pulse with EF on tab. It's a very old strat (the very first CN draco strat IIRC), won't change anything for me, since it's what i do already, but i can smell the sweat and pain from people used to the excessively easy repel on tab.
Overally, i think it is a huge buff to the oppressor/alacrity build, since maintaining control will be mandatory between pushes or AS. So, i'm fine with it.
Actually, doing pushes with shield is fairly easy, it just requires some training. So, you have 1 CW gathering adds (let's call him the Shepherd), especially red wizards, with repel on tab. The cleaner uses EF on tab, strangles red wizard, generating APs, does AS, use shield when it's rolling inside the black ball, and tah-dah, everyone is bugged on the surrounding props. Some pushing spots may require the use of 2 shields at the same time, but if you go far away enough from the door, you don't.
If you have a tank doing the shepherd with bull charge, both wizards can use EF on tab and spam sing like in the "good old days".
Edit: there's a small issue with shield pushes, wizards don't get on the roof most of the times, so they remain stucked in props and the area near them is dangerous, but you just have to move a bit and do your pushes somewhere else. When all adds are bugged, you get closer to the dragon and don't have to worry about stucked red wizards.
/dont care
Eye of the storm was terrible anyway - it diminish itself with good gear. Its leveling feature, when you dont have enought crit but at 30-35% you cant seriously consider sloting it, can you?
Based on by-eye testing, it sure looks like EotS's internal cooldown has been reduced. I was getting procs no more than 10 seconds apart. Will have to revisit this later.