What role do GWF need to fulfill for you to want them in your PVE dungeon as much as any other class.
I'm talking about what buffs you would give to GWF to make them better for PvE. Ignoring anything to do with PvP.
I want to see the GWF have group control powers. Not talking threat but gather mobs on par with the CW. Massive group knockdowns that activate fast. No the 6 second Avalanche of steel casting time. Group party buffs for offense that partys want in there groups as much as a Clerics defensive buffs.
I want them to help control mobs, be able to take some hits and not die imediately, be able to rez people in grim situations and do some bonus dps.
All of this they do fine at the moment as far as i can tell, only made good experience with gwfs in Malabogs Castle for example.
And yes i have a gwf too.
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ggyuMember, Neverwinter Beta UsersPosts: 0Arc User
What role do GWF need to fulfill for you to want them in your PVE dungeon as much as any other class.
I'm talking about what buffs you would give to GWF to make them better for PvE. Ignoring anything to do with PvP.
I want to see the GWF have group control powers. Not talking threat but gather mobs on par with the CW. Massive group knockdowns that activate fast. No the 6 second Avalanche of steel casting time. Group party buffs for offense that partys want in there groups as much as a Clerics defensive buffs.
I'm GWF and i don't know what we need for that but i think Some more high ranged dps aoe more ?? Or
Maybe give us someway to keep up with GF as tanker ,We can't be a second Tanker forever,right ?? Or
Maybe give us something between both ,Some dmg aoe with some more def tank stuff,So we can be second tanker.
GWF can get the the hell out of the game. Seriously the devs should just Delete the class altogether and merge it with GF. Two-hander or Sword and board. The way the devs treat the class, the way other players treat GWF players is just inexcusable and it's all about how the class performs in PvE.
These threads have been going on Since Closed Beta. Nothing is ever going to change. No matter how many thousands of posts are made. All players are just completely ignored. My advise to you. Find a new game.
GWF's are fine, I run dungeons with them all the time including CN. Maybe 1 in 50 will bother upgrading their survivability the rest are all DPS. The DPS GWF's do okay too but nothing beats having a real off-tank.
I want them to help control mobs, be able to take some hits and not die imediately, be able to rez people in grim situations and do some bonus dps.
All of this they do fine at the moment as far as i can tell, only made good experience with gwfs in Malabogs Castle for example.
And yes i have a gwf too.
Well played GWF's are an asset to the group, but too many think like a rogue and head straight for the boss. But thing is, you don't need one to finish the dungeon, not nearly as you need a tank, a cleric and even a mage.
I'd say we need more tankiness, possibly so that GWF's can actually replace GF's in the queue. There are too few tanks queueing as it is.
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
they were near perfect pre-feywild patch. They went and messed them up again.
What they need is thier utility skills buffed
-Not So Fast -increased damage and radius)
-Mighty Leap - Longer immunity during animation jumping
-Come and Get It - Increased radius, damage buff longer
-Punishing Charge- Increased range and/or damage
-Daring Shout- Increased cone range and damage resistance
-Restoring Strike- Having a slight heal increase. (the heal is very low for an encounter ability, a GF Crushing surge heals just as much and it is an At-Will )
-Slam- The damage it gives can stay the same, but its duration needs to be the same as it was before, if not a second or two longer. Not shorter.
-Reaping Strike- damage boost and increased determination gain while charging. (the damage can remain split between multiple targets as it is currently as long as the hit cap is removed), An alternative to the previous, the full power charge of this move could provide knock back instead with twice the distance Shout gives.
General things:
-Hit caps removed-
-Unstoppable reverted exactly like it was before pre-feywild patch- (minus the occasional bug that permenantly prevents its use until log out or zone change)
-Steel Blitz- chance rate increased-
-Powerful Challenge- Marked targets no longer dissappear when damaged, but dissappear after a set amount of time, but do not stack with new marks until old ones time has run out.
These are more going to in the right direction with GWF. Changes like these widens and encourages differing playstyles without inhibiting the class as a whole. Changes like the ones I stated above will put the GWF into as close as the vision stated in the first post the closest it will every be.
Totally opposite of the changes implemented in the Feywild patch.
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ggyuMember, Neverwinter Beta UsersPosts: 0Arc User
they were near perfect pre-feywild patch. They went and messed them up again.
What they need is thier utility skills buffed
-Not So Fast -increased damage and radius)
-Mighty Leap - Longer immunity during animation jumping
-Come and Get It - Increased radius, damage buff longer
-Punishing Charge- Increased range and/or damage
-Daring Shout- Increased cone range and damage resistance
-Restoring Strike- Having a slight heal increase. (the heal is very low for an encounter ability, a GF Crushing surge heals just as much and it is an At-Will )
-Slam- The damage it gives can stay the same, but its duration needs to be the same as it was before, if not a second or two longer. Not shorter.
-Reaping Strike- damage boost and increased determination gain while charging. (the damage can remain split between multiple targets as it is currently as long as the hit cap is removed), An alternative to the previous, the full power charge of this move could provide knock back instead with twice the distance Shout gives.
General things:
-Hit caps removed-
-Unstoppable reverted exactly like it was before pre-feywild patch- (minus the occasional bug that permenantly prevents its use until log out or zone change)
-Steel Blitz- chance rate increased-
-Powerful Challenge- Marked targets no longer dissappear when damaged, but dissappear after a set amount of time, but do not stack with new marks until old ones time has run out.
These are more going to in the right direction with GWF. Changes like these widens and encourages differing playstyles without inhibiting the class as a whole. Changes like the ones I stated above will put the GWF into as close as the vision stated in the first post the closest it will every be.
Totally opposite of the changes implemented in the Feywild patch.
Powerful challenge : Didn't you notice when it mark anyway ,he just ignore GWF and still go to high damage player
Unstoppable Bug that cause it to not work untill switch maps from Beta need to be fixed soon
All aoe Skills need to increase in range and damage
May increase the amount damage that Destroyer give
And maybe Increase the cast time of skills and ignore animation stuff ,I notice that all of skills take long time to cast while doing alot of useless animation Like : Sure strike (Keep swing weapon in long time in air and down) ,Indomitable Battle Strike (Take alot of animation time in air ),Avalanche of steel (you know what i mean by fly in air for long time),etc
Steadfast Determination : increase the bonus of Determination build it give,maybe
Comments
All of this they do fine at the moment as far as i can tell, only made good experience with gwfs in Malabogs Castle for example.
And yes i have a gwf too.
I'm GWF and i don't know what we need for that but i think Some more high ranged dps aoe more ?? Or
Maybe give us someway to keep up with GF as tanker ,We can't be a second Tanker forever,right ?? Or
Maybe give us something between both ,Some dmg aoe with some more def tank stuff,So we can be second tanker.
These threads have been going on Since Closed Beta. Nothing is ever going to change. No matter how many thousands of posts are made. All players are just completely ignored. My advise to you. Find a new game.
GWF's are fine, I run dungeons with them all the time including CN. Maybe 1 in 50 will bother upgrading their survivability the rest are all DPS. The DPS GWF's do okay too but nothing beats having a real off-tank.
Well played GWF's are an asset to the group, but too many think like a rogue and head straight for the boss. But thing is, you don't need one to finish the dungeon, not nearly as you need a tank, a cleric and even a mage.
I'd say we need more tankiness, possibly so that GWF's can actually replace GF's in the queue. There are too few tanks queueing as it is.
What they need is thier utility skills buffed
-Not So Fast -increased damage and radius)
-Mighty Leap - Longer immunity during animation jumping
-Come and Get It - Increased radius, damage buff longer
-Punishing Charge- Increased range and/or damage
-Daring Shout- Increased cone range and damage resistance
-Restoring Strike- Having a slight heal increase. (the heal is very low for an encounter ability, a GF Crushing surge heals just as much and it is an At-Will )
-Slam- The damage it gives can stay the same, but its duration needs to be the same as it was before, if not a second or two longer. Not shorter.
-Reaping Strike- damage boost and increased determination gain while charging. (the damage can remain split between multiple targets as it is currently as long as the hit cap is removed), An alternative to the previous, the full power charge of this move could provide knock back instead with twice the distance Shout gives.
General things:
-Hit caps removed-
-Unstoppable reverted exactly like it was before pre-feywild patch- (minus the occasional bug that permenantly prevents its use until log out or zone change)
-Steel Blitz- chance rate increased-
-Powerful Challenge- Marked targets no longer dissappear when damaged, but dissappear after a set amount of time, but do not stack with new marks until old ones time has run out.
These are more going to in the right direction with GWF. Changes like these widens and encourages differing playstyles without inhibiting the class as a whole. Changes like the ones I stated above will put the GWF into as close as the vision stated in the first post the closest it will every be.
Totally opposite of the changes implemented in the Feywild patch.
Powerful challenge : Didn't you notice when it mark anyway ,he just ignore GWF and still go to high damage player
Unstoppable Bug that cause it to not work untill switch maps from Beta need to be fixed soon
All aoe Skills need to increase in range and damage
May increase the amount damage that Destroyer give
And maybe Increase the cast time of skills and ignore animation stuff ,I notice that all of skills take long time to cast while doing alot of useless animation Like : Sure strike (Keep swing weapon in long time in air and down) ,Indomitable Battle Strike (Take alot of animation time in air ),Avalanche of steel (you know what i mean by fly in air for long time),etc
Steadfast Determination : increase the bonus of Determination build it give,maybe