So it looks like the nerf bat is out fully now.. Everyone getting a whack...
Now my question is will this balance the classes or create more of a gap than already existed...
From reading the nerfs this is how the list looks to me in terms of who got <font color="orange">HAMSTER</font>
1. GWF--- worst class in pve now even worse.. Devs even mentioned unstoppable was OP in pve ( face palm)
2. DC---
3. TR---
4. GF---
5. CW---
Now it's just my opinion but in that order of severity of the nerfs.. Now I don't know all the ins and out of classes so other people's list may differ.. Please add yours...
And this list is how I think the nerfs should have been based on current party makeups for dungeons and the reality of what is going on in game
1. CW--- any class that people happily add 3-4 members out of a 5 member pt needs to be looked at
2. TR-- I think this class could cop some dps nerfs without affecting them too much in pve
3. DC-- they talk about adding utility to other classes but lets face it DC and CW supply all your utility needs
4. GF-- again might have slightly too much dps for a tanker class
5. GWF-- only complaint is sentinel class in pvp... Other than that they suck in pve.. Shouldn't get much pve nerfs
And this list is how I think the nerfs should have been based on current party makeups for dungeons and the reality of what is going on in game
1. CW--- any class that people happily add 3-4 members out of a 5 member pt needs to be looked at.
What do u think?
Here's the problem with the CW Nerf to Shield/AoEs: Now, people will need MORE CWs in class. Think about it. If I can't generate as much AP as a CW to keep popping Arcane Singularities for mob control, I'm going to have to take another. I had no issue running CN with 2 CWs (in my guild or a player I knew). Now, we'll have to have 3 CWs. The only other way to run the DD is to reduce the number of mobs, and we all know that will not happen because Cryptic has no imagination when it comes to dungeons besides throwing more adds in the mix.
1. CW--- any class that people happily add 3-4 members out of a 5 member pt needs to be looked at
is a key point that the Devs should really consider. That endgame groups are quite happy to take 3CW in a party while GF and GWF are frequently not wanted at all, should tell them that there might be a slight issue in PvE balancing.
As for which class got nerfed the most that is hard to say. But GWF (and GFs to a lesser extent) are currently not really wanted in PvE and this set of changes is not going to change that I think, with the emerging standard still being DC TR & 3CW parties.
0
pandapaulMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 424Bounty Hunter
Here's the problem with the CW Nerf to Shield/AoEs: Now, people will need MORE CWs in class. Think about it. If I can't generate as much AP as a CW to keep popping Arcane Singularities for mob control, I'm going to have to take another. I had no issue running CN with 2 CWs (in my guild or a player I knew). Now, we'll have to have 3 CWs. The only other way to run the DD is to reduce the number of mobs, and we all know that will not happen because Cryptic has no imagination when it comes to dungeons besides throwing more adds in the mix.
Intelligence. A limited commodity.
Yes I do see your point.. and yes its probably because of the content.. but the reality is the CW role within a dungeon is just too great.. I have some good CWs in my guild that can easily top dps charts in CN which throwing everything off the cliff easily.. maybe they have too much dps idk.. but it is probably the content
0
pandapaulMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 424Bounty Hunter
edited August 2013
And I almost chocked where the devs said "unstoppable is OP for pve for GWF"
Im hoping that dev was drunk..
0
percefusMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
Here's what I think, until they do a reality check on Tene's and Vorpals any semblance of balance is quite impossible.
To me it's a no brainer...those 2 things create imbalance with just about any class when when going against someone who doesn't have them.
A Proud Member Of THE 300 Guild - Tene's are nothing but P2W, Nerf or Remove please!
Wizards got hit the hardest by far. We used to be able to restore 80-100% of our action points using shield, but on the test shard this now only gives us around 5%. In addition, shield no longer gives arcane stacks which used to reduce the cool down significantly, so the amount of times we can use this skill has been more than halved.
What this means is that instead of being able to put up a singularity every few seconds, now it will be more like every few minutes. Or in other words, it will be impossible for one, or even several wizards to control or push off adds the way we are used to without help from a GF and/or GWF.
This will change the way we play the game for everybody, I don’t think people realize the significance of this yet.
0
kantazo1Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
My 2 wizards just became stuck in permanent crafters. Any leveling will be done just through crafting, no combat.
Wizards got hit the hardest by far. We used to be able to restore 80-100% of our action points using shield, but on the test shard this now only gives us around 5%. In addition, shield no longer gives arcane stacks which used to reduce the cool down significantly, so the amount of times we can use this skill has been more than halved.
What this means is that instead of being able to put up a singularity every few seconds, now it will be more like every few minutes. Or in other words, it will be impossible for one, or even several wizards to control or push off adds the way we are used to without help from a GF and/or GWF.
This will change the way we play the game for everybody, I don’t think people realize the significance of this yet.
That's not good at all. I use to chain pop singular back to back within seconds of each other and it was so much fun watching party members ask how I was doing that so fast and now they stopping it. Oh well after feywild come out I wont be using them skills anyway.
Queen of Dragon Server
Goddess Uniique, lvl 60 DC.
PinkSugar, lvl 60 CW.
Baby Cakes, lvl 60 GWF.
*******, lvl 60 TR.
Premium Juicebox, lvl 60 CW.
Pink Exxxtacy, Ranger There is NO pvp in Neverwinter.
0
pandapaulMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 424Bounty Hunter
I'm on my phone so can't get a link up but if u go to the neverwinter preview u can see what they said but this what they said
"Unstoppable: This ability has proven to live up to its name a little too well as of late. In both PvE and PvP it's adding a bit too much survivability for how often it can be used"
That's not good at all. I use to chain pop singular back to back within seconds of each other and it was so much fun watching party members ask how I was doing that so fast and now they stopping it. Oh well after feywild come out I wont be using them skills anyway.
Yeah, from what I've seen on the test server I wouldn't be supprised if GWF becomes the new CW.
[CW]
I run dungeons constantly with one CW, a specific one, as a matter of fact, I would just give up DD if he's not online.
I tried to recruit 2 CW with the same gs (>11K) as his replacement, but these two combined together, very often, used 4 times more singularities to throw off the same amount of mobs then my regular CW.
So i totally agree with Kerrovitarra's statement that "Current CW nerf is only affects bad wizards".
And I remember someone once said on this forum "If you find a good CW, stick to him, don't let him go away".
Having 2 CWs (not to mention those who ridiculously claimed they need 3) is never necessary and will never be, even after the patch.
My main is a TR, apparently the nerf was intended to hit the PVP players, but unfortunately they hit PVE players even harder...
I would say no more, just run one normal (non-exploit) run of spiders with 1 TR on your team and the final boss fight will tell you everything.
It is the TR that is getting nerfed, but the team that suffers.
But still, we could live with that...as long as our position as DD is not threatened by GWF...
[DC]
Really don't think the nerf is a big deal.
Less AP from Sun Burst, less often HG -> the rest of your team need to play wisely instead of taking all the hits as if they were men of steel...
As for hammer, I personally have a very high winning rate with my DC during pvp, and I never used that skill. Plus the effect is kept, only the damage is reduced... And a healing class doesn't get to complain for not being able to kill nobody...
Of course, by pointing out that "lots of players are bad" you miss the fairly salient point that making things harder on those bad players will make them leave. And there are lots of them.
Starting from a position of "a reasonably competent person could expect to do top tier content" and then progressively nerfing abilities until it becomes "only truly skilled players are now able to do top tier content" is an incredibly effective way to alienate your playerbase.
Of course, by pointing out that "lots of players are bad" you miss the fairly salient point that making things harder on those bad players will make them leave. And there are lots of them.
Starting from a position of "a reasonably competent person could expect to do top tier content" and then progressively nerfing abilities until it becomes "only truly skilled players are now able to do top tier content" is an incredibly effective way to alienate your playerbase.
You don't force yourself to think, learn, adjust if it's too easy...
I don't actually think you've made a single intelligible post thus far.
I'm trying to point out that driving away players is a generally bad idea for ANY game that survives by getting money from players. Changing the goalposts on established skills and items, and changing them THIS much (hello stalwart armour), is crazy territory.
Protectors enclave in three months time is just going to be wall-to-wall TRs on unicorns.
It doesn't matter if you are the best wizard there is, up to 95% reduction in action point gain on the skill most used to build action points is still going to mean significantly less singularities, which will be bad for the whole team. Anybody that thinks this is not a problem hasn't played on castle never before.
As a 12.4K CW with rank 8-9 enchants that runs CN several times a day, my suggestion to anyone denying there is a problem is to try the test shard and come to your own conclusions before telling people they are bad.
is a key point that the Devs should really consider. That endgame groups are quite happy to take 3CW in a party while GF and GWF are frequently not wanted at all, should tell them that there might be a slight issue in PvE balancing.
It has very little to do with PvE class balance, and everything to do with the design of the content. You want to make CWs less desirable in PvE? Then reduce the number of adds/trash mobs so that players won't assume that the best way to deal with them is to punt them away. MMO players will always take the path of least resistance, as a general rule.
Or hey, maybe dungeon design could actually vary a good bit more than it does now, so that at least there's a different path of least resistance now and then. Seems like the developers are moving in that direction with Malabog, but the vast majority of the content remains the same.
[CW]
...
[DC]
Really don't think the nerf is a big deal.
Less AP from Sun Burst, less often HG -> the rest of your team need to play wisely instead of taking all the hits as if they were men of steel...
As for hammer, I personally have a very high winning rate with my DC during pvp, and I never used that skill. Plus the effect is kept, only the damage is reduced... And a healing class doesn't get to complain for not being able to kill nobody...
Hallowed ground and Divine Armor was needed as mitigation for AS down time but most important for CWs, TRs and myself since despite wearing chain it i might as well be running naked. Its 3/4 memebers of my team. I am running it for healing and defence buff. Those classes have a hard time getting diminishing return on defence stat and not all GFs/ GWFs have the top gear. And nerf bat swung full force in every dirrection i dont see anything good coming out. It pushes PUGs in to even deeper gutter then they were before. But yes i forgot this game is made for "skillfull" players, get good gear BEFORE you set foot in to T2 or get lost. And with all "Need Xxxx class with 11k + stone/cat AND exp." shouts in zone, i wonder where players will get expiriance if PUGing is left for masochists?
But dont worry i will go away like bad flu after few days of helplessly raging on forums. The update will go life like planned.
I don't actually think you've made a single intelligible post thus far.
I'm trying to point out that driving away players is a generally bad idea for ANY game that survives by getting money from players. Changing the goalposts on established skills and items, and changing them THIS much (hello stalwart armour), is crazy territory.
Protectors enclave in three months time is just going to be wall-to-wall TRs on unicorns.
Gamers that can't stand a challenge will leave anyway, once they have achieved all what they can achieve. And normally this kind of people don't actually pay...
Hallowed ground and Divine Armor was needed as mitigation for AS down time but most important for CWs, TRs and myself since despite wearing chain it i might as well be running naked. Its 3/4 memebers of my team. I am running it for healing and defence buff. Those classes have a hard time getting diminishing return on defence stat and not all GFs/ GWFs have the top gear. And nerf bat swung full force in every dirrection i dont see anything good coming out. It pushes PUGs in to even deeper gutter then they were before. But yes i forgot this game is made for "skillfull" players, get good gear BEFORE you set foot in to T2 or get lost. And with all "Need Xxxx class with 11k + stone/cat AND exp." shouts in zone, i wonder where players will get expiriance if PUGing is left for masochists?
But dont worry i will go away like bad flu after few days of helplessly raging on forums. The update will go life like planned.
As a TR, I never needed HG in PVE... I do however, recognize the importance of that to DC themselves in some situations. But nothing that we can't live without...
As a TR, I never needed HG in PVE... I do however, recognize the importance of that to DC themselves in some situations. But nothing that we can't live without...
Nothing YOU cant live without, i am sure. But who cares for random PUGs? The developers sure dont. Only people who PUG like myself...
*Edit* I still cant figure out where the Hammer of Faith nerf came from, it was easely dodged. God forbid DCs will actualy kill anyone in PvP. They are healers! Oh i forgot good DC can faceroll the field and i am just unskilled... Provided they have very, very good GS, if anyone is rolling a DC for PvP. Why the hell would they do that if TR/GF/GWF , hell even CW will give better results for fraction of a cost.
So, the basic breakdown of this entire update/change is that everybody is getting some form of reduction in either powers or armor, this has basically eliminated the TR from being anything worth playing. It's like punishment for being good at a game.
PWE/Cryptic, you claim you are listening to your players? Really? Who? This is supposed to be a F2P game, is it not? For those of you that have forgotten, it means FREE TO PLAY. Are these changes made to the game really about the player base or is it about investors, out side influences, that insist they need more money from the players so why not make changes that force them to buy Respec tokens, buy Zen to convert to Astral Diamonds to get the Enchantments they need to maintain some semblance of playing the way WE, the PLAYERS, want to play the characters WE spent countless hours making into what WE wanted. For all the complaints out there about certain classes being overpowered, there were as many trying and being successful in figuring out ways to beat those classes.
I'm one of the suckers that paid the $200 to become a Founder, get a little boost from the onset of the game and have access to one of the coolest races in D&D! (In my opinion, R.A. Salvatore made the Drow very, very popular). I'm one of the suckers that paid the $60 already for Knight of the Feywild, once again for a new mount and a new race that have not even been released at this point! And that isn't what makes me mad, that money means little to me compared to the overall playability of this game and what PWE/Cryptic are doing, turning this into a PAY TO WIN game. I don't know what the future of this game is anymore, but the direction it is going, making every class weaker overall, constantly dropping the effectiveness of classes, is going to cause more people to leave than will stay. If the thought was about trying to make more money, you have failed. I will stay long enough to see the new content, watch every character I have become a lesser form of what it used to be (I have one of each at max level) and then walk away from something that, at one point, seemed to have potential. And I am sure there is a large amount of the community that feels the same way.
Some of you may agree, some may not, I am not posting this for support or feedback. This is my view on the state of this game, and what to me looks like a pure drive to break what could have been a great game. PWE has that kind of history. Maybe they should Google themselves to remember this, "Developer specializing in free to play multiplayer online games."
So, the basic breakdown of this entire update/change is that everybody is getting some form of reduction in either powers or armor, this has basically eliminated the TR from being anything worth playing. It's like punishment for being good at a game.
PWE/Cryptic, you claim you are listening to your players? Really? Who? This is supposed to be a F2P game, is it not? For those of you that have forgotten, it means FREE TO PLAY. Are these changes made to the game really about the player base or is it about investors, out side influences, that insist they need more money from the players so why not make changes that force them to buy Respec tokens, buy Zen to convert to Astral Diamonds to get the Enchantments they need to maintain some semblance of playing the way WE, the PLAYERS, want to play the characters WE spent countless hours making into what WE wanted. For all the complaints out there about certain classes being overpowered, there were as many trying and being successful in figuring out ways to beat those classes.
I'm one of the suckers that paid the $200 to become a Founder, get a little boost from the onset of the game and have access to one of the coolest races in D&D! (In my opinion, R.A. Salvatore made the Drow very, very popular). I'm one of the suckers that paid the $60 already for Knight of the Feywild, once again for a new mount and a new race that have not even been released at this point! And that isn't what makes me mad, that money means little to me compared to the overall playability of this game and what PWE/Cryptic are doing, turning this into a PAY TO WIN game. I don't know what the future of this game is anymore, but the direction it is going, making every class weaker overall, constantly dropping the effectiveness of classes, is going to cause more people to leave than will stay. If the thought was about trying to make more money, you have failed. I will stay long enough to see the new content, watch every character I have become a lesser form of what it used to be (I have one of each at max level) and then walk away from something that, at one point, seemed to have potential. And I am sure there is a large amount of the community that feels the same way.
Some of you may agree, some may not, I am not posting this for support or feedback. This is my view on the state of this game, and what to me looks like a pure drive to break what could have been a great game. PWE has that kind of history. Maybe they should Google themselves to remember this, "Developer specializing in free to play multiplayer online games."
Can I be angry with you?
Life is a dream for the wise, a game for the fool, a comedy for the rich, a tragedy for the poor.
~Sholom Aleichem
Gamers that can't stand a challenge will leave anyway, once they have achieved all what they can achieve. And normally this kind of people don't actually pay...
Ignore this Danielzt guy. He's been trolling all day. Read his posts. It's troll bait post after troll bait post all over the forums.
I've spent $60 on this game. Wishing I hadn't spent a dime now.
Sure as hell am not spending any more. Won't be playing after these changes hit. That's for sure.
It doesn't matter if you are the best wizard there is, up to 95% reduction in action point gain on the skill most used to build action points is still going to mean significantly less singularities, which will be bad for the whole team. Anybody that thinks this is not a problem hasn't played on castle never before.
As a 12.4K CW with rank 8-9 enchants that runs CN several times a day, my suggestion to anyone denying there is a problem is to try the test shard and come to your own conclusions before telling people they are bad.
Normal or good wizards don't reduce their entire gameplay to singularity spam. This nerf affects only singularity spam builds. I'm only 12k wizard with perf vorpal and I don't even care about EotS and shield nerf. Yes, shield nerf is annoying, but not fatal.
Comments
Here's the problem with the CW Nerf to Shield/AoEs: Now, people will need MORE CWs in class. Think about it. If I can't generate as much AP as a CW to keep popping Arcane Singularities for mob control, I'm going to have to take another. I had no issue running CN with 2 CWs (in my guild or a player I knew). Now, we'll have to have 3 CWs. The only other way to run the DD is to reduce the number of mobs, and we all know that will not happen because Cryptic has no imagination when it comes to dungeons besides throwing more adds in the mix.
Intelligence. A limited commodity.
Join Essence of Aggression: PVP-ing Hard Since Beta!
is a key point that the Devs should really consider. That endgame groups are quite happy to take 3CW in a party while GF and GWF are frequently not wanted at all, should tell them that there might be a slight issue in PvE balancing.
As for which class got nerfed the most that is hard to say. But GWF (and GFs to a lesser extent) are currently not really wanted in PvE and this set of changes is not going to change that I think, with the emerging standard still being DC TR & 3CW parties.
Yes I do see your point.. and yes its probably because of the content.. but the reality is the CW role within a dungeon is just too great.. I have some good CWs in my guild that can easily top dps charts in CN which throwing everything off the cliff easily.. maybe they have too much dps idk.. but it is probably the content
Im hoping that dev was drunk..
To me it's a no brainer...those 2 things create imbalance with just about any class when when going against someone who doesn't have them.
A Proud Member Of THE 300 Guild - Tene's are nothing but P2W, Nerf or Remove please!
What this means is that instead of being able to put up a singularity every few seconds, now it will be more like every few minutes. Or in other words, it will be impossible for one, or even several wizards to control or push off adds the way we are used to without help from a GF and/or GWF.
This will change the way we play the game for everybody, I don’t think people realize the significance of this yet.
That's not good at all. I use to chain pop singular back to back within seconds of each other and it was so much fun watching party members ask how I was doing that so fast and now they stopping it. Oh well after feywild come out I wont be using them skills anyway.
PinkSugar, lvl 60 CW.
Baby Cakes, lvl 60 GWF.
*******, lvl 60 TR.
Premium Juicebox, lvl 60 CW.
Pink Exxxtacy, Ranger
There is NO pvp in Neverwinter.
I'm on my phone so can't get a link up but if u go to the neverwinter preview u can see what they said but this what they said
"Unstoppable: This ability has proven to live up to its name a little too well as of late. In both PvE and PvP it's adding a bit too much survivability for how often it can be used"
And yes they are nerfing unstoppable again
Yeah, from what I've seen on the test server I wouldn't be supprised if GWF becomes the new CW.
Really? Have you seen the list of GWF nerfs - they are pretty horrendous and the GWF were already almost irrelevant.
I doubt very much that the nerfs to CW will do anything to change the DC TR 3CW paradigm into DC TR 3GWF...
I run dungeons constantly with one CW, a specific one, as a matter of fact, I would just give up DD if he's not online.
I tried to recruit 2 CW with the same gs (>11K) as his replacement, but these two combined together, very often, used 4 times more singularities to throw off the same amount of mobs then my regular CW.
So i totally agree with Kerrovitarra's statement that "Current CW nerf is only affects bad wizards".
And I remember someone once said on this forum "If you find a good CW, stick to him, don't let him go away".
Having 2 CWs (not to mention those who ridiculously claimed they need 3) is never necessary and will never be, even after the patch.
My main is a TR, apparently the nerf was intended to hit the PVP players, but unfortunately they hit PVE players even harder...
I would say no more, just run one normal (non-exploit) run of spiders with 1 TR on your team and the final boss fight will tell you everything.
It is the TR that is getting nerfed, but the team that suffers.
But still, we could live with that...as long as our position as DD is not threatened by GWF...
[DC]
Really don't think the nerf is a big deal.
Less AP from Sun Burst, less often HG -> the rest of your team need to play wisely instead of taking all the hits as if they were men of steel...
As for hammer, I personally have a very high winning rate with my DC during pvp, and I never used that skill. Plus the effect is kept, only the damage is reduced... And a healing class doesn't get to complain for not being able to kill nobody...
[GF]
Go wear timeless heros...
[GWF]
No comments as I don't know much...
Starting from a position of "a reasonably competent person could expect to do top tier content" and then progressively nerfing abilities until it becomes "only truly skilled players are now able to do top tier content" is an incredibly effective way to alienate your playerbase.
You don't force yourself to think, learn, adjust if it's too easy...
I don't actually think you've made a single intelligible post thus far.
I'm trying to point out that driving away players is a generally bad idea for ANY game that survives by getting money from players. Changing the goalposts on established skills and items, and changing them THIS much (hello stalwart armour), is crazy territory.
Protectors enclave in three months time is just going to be wall-to-wall TRs on unicorns.
It doesn't matter if you are the best wizard there is, up to 95% reduction in action point gain on the skill most used to build action points is still going to mean significantly less singularities, which will be bad for the whole team. Anybody that thinks this is not a problem hasn't played on castle never before.
As a 12.4K CW with rank 8-9 enchants that runs CN several times a day, my suggestion to anyone denying there is a problem is to try the test shard and come to your own conclusions before telling people they are bad.
It has very little to do with PvE class balance, and everything to do with the design of the content. You want to make CWs less desirable in PvE? Then reduce the number of adds/trash mobs so that players won't assume that the best way to deal with them is to punt them away. MMO players will always take the path of least resistance, as a general rule.
Or hey, maybe dungeon design could actually vary a good bit more than it does now, so that at least there's a different path of least resistance now and then. Seems like the developers are moving in that direction with Malabog, but the vast majority of the content remains the same.
Hallowed ground and Divine Armor was needed as mitigation for AS down time but most important for CWs, TRs and myself since despite wearing chain it i might as well be running naked. Its 3/4 memebers of my team. I am running it for healing and defence buff. Those classes have a hard time getting diminishing return on defence stat and not all GFs/ GWFs have the top gear. And nerf bat swung full force in every dirrection i dont see anything good coming out. It pushes PUGs in to even deeper gutter then they were before. But yes i forgot this game is made for "skillfull" players, get good gear BEFORE you set foot in to T2 or get lost. And with all "Need Xxxx class with 11k + stone/cat AND exp." shouts in zone, i wonder where players will get expiriance if PUGing is left for masochists?
But dont worry i will go away like bad flu after few days of helplessly raging on forums. The update will go life like planned.
Gamers that can't stand a challenge will leave anyway, once they have achieved all what they can achieve. And normally this kind of people don't actually pay...
As a TR, I never needed HG in PVE... I do however, recognize the importance of that to DC themselves in some situations. But nothing that we can't live without...
They better give free respecs for each character with all of these changes being implemented.
Nothing YOU cant live without, i am sure. But who cares for random PUGs? The developers sure dont. Only people who PUG like myself...
*Edit* I still cant figure out where the Hammer of Faith nerf came from, it was easely dodged. God forbid DCs will actualy kill anyone in PvP. They are healers! Oh i forgot good DC can faceroll the field and i am just unskilled... Provided they have very, very good GS, if anyone is rolling a DC for PvP. Why the hell would they do that if TR/GF/GWF , hell even CW will give better results for fraction of a cost.
PWE/Cryptic, you claim you are listening to your players? Really? Who? This is supposed to be a F2P game, is it not? For those of you that have forgotten, it means FREE TO PLAY. Are these changes made to the game really about the player base or is it about investors, out side influences, that insist they need more money from the players so why not make changes that force them to buy Respec tokens, buy Zen to convert to Astral Diamonds to get the Enchantments they need to maintain some semblance of playing the way WE, the PLAYERS, want to play the characters WE spent countless hours making into what WE wanted. For all the complaints out there about certain classes being overpowered, there were as many trying and being successful in figuring out ways to beat those classes.
I'm one of the suckers that paid the $200 to become a Founder, get a little boost from the onset of the game and have access to one of the coolest races in D&D! (In my opinion, R.A. Salvatore made the Drow very, very popular). I'm one of the suckers that paid the $60 already for Knight of the Feywild, once again for a new mount and a new race that have not even been released at this point! And that isn't what makes me mad, that money means little to me compared to the overall playability of this game and what PWE/Cryptic are doing, turning this into a PAY TO WIN game. I don't know what the future of this game is anymore, but the direction it is going, making every class weaker overall, constantly dropping the effectiveness of classes, is going to cause more people to leave than will stay. If the thought was about trying to make more money, you have failed. I will stay long enough to see the new content, watch every character I have become a lesser form of what it used to be (I have one of each at max level) and then walk away from something that, at one point, seemed to have potential. And I am sure there is a large amount of the community that feels the same way.
Some of you may agree, some may not, I am not posting this for support or feedback. This is my view on the state of this game, and what to me looks like a pure drive to break what could have been a great game. PWE has that kind of history. Maybe they should Google themselves to remember this, "Developer specializing in free to play multiplayer online games."
Can I be angry with you?
Life is a dream for the wise, a game for the fool, a comedy for the rich, a tragedy for the poor.
~Sholom Aleichem
Ignore this Danielzt guy. He's been trolling all day. Read his posts. It's troll bait post after troll bait post all over the forums.
I've spent $60 on this game. Wishing I hadn't spent a dime now.
Sure as hell am not spending any more. Won't be playing after these changes hit. That's for sure.
Normal or good wizards don't reduce their entire gameplay to singularity spam. This nerf affects only singularity spam builds. I'm only 12k wizard with perf vorpal and I don't even care about EotS and shield nerf. Yes, shield nerf is annoying, but not fatal.