No, they won't, because there won't be a DC in the group because everyone will be playing either a different class or a different game entirely.
burn!
I haven't logged in for half a week now, and yes, I'm playing different games. Guess what I am learning in the other games, the healing classes in them can self heal and heal others quite effectively and deal out good damage as well. they are not nerf bots that have little to nothing to do just so some OP classes can dominate in just about everything. Instead of nerfing stuff the other games come out with stuff called "equipment".
Because Hammer comes in three wave over about as many seconds, any or all portions of its damage can be deflected, dodged, blocked, or even avoided by hiding behind the environment. The only class forced to eat it (barring a handy corner) is GWF, which typically has high damage resist and deflect.
The 15% AP regen if you land the killing blow is negligible and hardly incentive to blow 100% of AP to cast.
Not to mention that it's going to be that much harder to land said killing blow with such a large damage reduction.
claransaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 1Arc User
edited August 2013
Not going to rage over it, but I'm glad I leveled capped my devoted cleric before the change to Hammer of Fate went live, it got me through some darn hard "solo" quests for those last few levels.
Not going to rage over it, but I'm glad I leveled capped my devoted cleric before the change to Hammer of Fate went live, it got me through some darn hard "solo" quests for those last few levels.
you should be ashamed for leveling up in a way that was never intended in this game
I could write a list of DC bugs a mile long, and yet instead of fixing those, we get changes like this. What a sad joke. I'm glad I didn't spend real money on this game. I was hoping Feywild would be good, I'd really like to buy the pack. But doesn't look like that's gonna happen.
I am going ot have to log onto the test shard tonight and see what all the fuss is about.
I dont get why HOF was nerfed.....Was our single target daily nuke that much more OP than everyone else's? Or is it that we have such high ap generation that we can spam it moreso than others.
And just to play devil's advovate with the whole sunburst thing here for a sec.. It could be that sunburst is broken and not working as intended, so its a more of a fix than a nerf. The AP generation from it is so high right now that if my Hallowed Ground isnt up and i need it, i know all i have to do is hit Sunburst in Divine and viola, i have my Hallowed Ground Up.
Anyone have any data which shows how much it increases the time at which you can put up Hallowed Ground? Are we talking a fraction of a second, 1-2 seconds or much longer?
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spextirMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2013
I am in on this vote.
All of the nerfs in the next patch are catered to correct PvP issues. WHY? THIS IS A PVE GAME!!!
I am going ot have to log onto the test shard tonight and see what all the fuss is about.
I dont get why HOF was nerfed.....Was our single target daily nuke that much more OP than everyone else's? Or is it that we have such high ap generation that we can spam it moreso than others.
And just to play devil's advovate with the whole sunburst thing here for a sec.. It could be that sunburst is broken and not working as intended, so its a more of a fix than a nerf. The AP generation from it is so high right now that if my Hallowed Ground isnt up and i need it, i know all i have to do is hit Sunburst in Divine and viola, i have my Hallowed Ground Up.
Anyone have any data which shows how much it increases the time at which you can put up Hallowed Ground? Are we talking a fraction of a second, 1-2 seconds or much longer?
From what i've seen from tests (from other people) you need 5-6 sunburst casts in order to replenish your AP. (5 if you hit allies&foes, 6 if you don't)
Average cooldown of SB is 9s, so it's something like 45 seconds between HGs (25-30s downtime).
5-6 sunburst? This means epic fail for the most gimp random group which can't even be healed now with full MH set and AS + HG spam. Seem so, that I instantly quit group now if group members have less than 11 K GS.
Our daily powers suck. Being able to use one every 15 seconds was the only saving grace. If you "fix" our excessive AP generation, then you need to make all our daily powers better. But instead, you are nerfing them. Brilliant. Excuse me while I never give you a penny of real money.
Comments
I haven't logged in for half a week now, and yes, I'm playing different games. Guess what I am learning in the other games, the healing classes in them can self heal and heal others quite effectively and deal out good damage as well. they are not nerf bots that have little to nothing to do just so some OP classes can dominate in just about everything. Instead of nerfing stuff the other games come out with stuff called "equipment".
Not to mention that it's going to be that much harder to land said killing blow with such a large damage reduction.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
The ability to proc divinity without using a pip, AKA the Linked Spirit/Sun Burst trick has been "fixed"
Let's hope it sticks.
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you should be ashamed for leveling up in a way that was never intended in this game
I dont get why HOF was nerfed.....Was our single target daily nuke that much more OP than everyone else's? Or is it that we have such high ap generation that we can spam it moreso than others.
And just to play devil's advovate with the whole sunburst thing here for a sec.. It could be that sunburst is broken and not working as intended, so its a more of a fix than a nerf. The AP generation from it is so high right now that if my Hallowed Ground isnt up and i need it, i know all i have to do is hit Sunburst in Divine and viola, i have my Hallowed Ground Up.
Anyone have any data which shows how much it increases the time at which you can put up Hallowed Ground? Are we talking a fraction of a second, 1-2 seconds or much longer?
All of the nerfs in the next patch are catered to correct PvP issues. WHY? THIS IS A PVE GAME!!!
From what i've seen from tests (from other people) you need 5-6 sunburst casts in order to replenish your AP. (5 if you hit allies&foes, 6 if you don't)
Average cooldown of SB is 9s, so it's something like 45 seconds between HGs (25-30s downtime).
I want this class in NW.
the only PvP issue that was addressed in regards to the cleric was that clerics as the weakest class in PvP were meant to be even weaker