Ok, so, Yesterday i was queuing for CTA, and reading the LFG chat i saw that people is already starting to form full CWs parties to clear the skirmish faster.
It's getting more and more frequent to see CWs being stacked in PvE parties. Reason: right now, the way the class is, and the way dungeons are, make this the best choice.
Possible fixes:
- As someone said, put cc-resistant groups of mobs in each dungeon, and each with a different cc resistance
- Simply, make it so that a party with 1 of each class gets a considerable buff, making it the best choice, and when a party stacks 3 or more of the same class, this class gets a malus in damage.
This way, a 5 class party would be the best, and when you gradually start to stack/ are forced to stack the same class multiple times, that class becomes less effective.
Must be noticeable.
Any other idea to fix this issue? It's getting ridiculous.
Post edited by pando83 on
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Comments
inthefade462Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited October 2013
you are just now noticing this? 5cw cn runs everyday, since feywild patch.
Don't worry once HV nerf goes through we'll be back to 3cw 1tr 1dc groups.
I was in a 4TR 1 GWF group and cleared skirmish just as fast, but only because the skirmish is a skirmish, ie a joke pve content.
I know, but looks to me that this skirmish is expecially done for AoE groups. Lots of weak mobs packed up together. That's why 5CWs can be much more effective than any other party formation.
I guess that a redesign of dungoens and skirmishes may be more needed than a nerf, or a buff system like the one i mentioned.
People complains that dungeons are too hard at epic level (i've read this somewhere). Giving a buff for 5 class parties would help solve 2 problems with just 1 change, and no nerf. And giving a "malus" to a class damage when it's stacked in a party, would give a noticeable advantage of a 5 class formation over any other formation.
Sure thing is, a solution has to be found.
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degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
Cryptic made a poor choice of making nearly EVERY dungeon ad heavy, especially on bosses. The exception now is MC.
Until they get their creative juices flowing to go beyond let's-just-throw-more-mobs-in-there, get used to lots of CWs in party.
So far I've topped the damage meter in every cta i've done, and I'm TR. And I have the least kills. And I'm not your daily cookiecutter pve executioner rogue (specced more towards pvp). I have yet to see any problems like this. Well, yesterday I did fardelvers crypt with 3tr and 2 cw combination. And it was fast, easy and efficient. So this can be problematic for dcs.
Well, been in a 3CW 1TR 1DC(me) CtA party earlier this day...
Cleaning first area very quickly singularties + mass AoEs, open the gate, while we killd the imps quickly the TR ran throug Area 2 and pulled em all trough the gate.
Since Astral Shield only is way more than enough to heal, even a DC can swap to a DPSlike. Specially Searing Light kicks *** through singularity...
Dont know how fast a 5CW-HV Team is, but there are a few faster ways...
I also think, with a HV-Set fix/nerf it will become a bit more balanced again...
But a buff/malus to parties should work nicely I guess - the thing about that is "how", you have to keep in mind, its not only dungeons - also normal PvE content (and maybe PvP also).
On the other side, we rolled in a guild team with 2GF, 2DC and a TR through a couple dungeons, foundry and als rocked in PvP.
Its maybe not that fast, compared to others by missing high DPS, but on the other side theres never been a chance of wipe - even in PvP we had a very low number of total deaths..
I've done monoclass runs of the CTA for lulz on each of my characters except the GF (queuing is instant for her so no point gathering a group). I've also done various combinations of classes including one of each. I didn't notice any difference in difficulty regardless of combination used, but possibly I'm "lucky" and wasn't running with overgeared people for any of them.
They need to add monsters that debuff crit severity up to 90%, especially bosses. Have you seen that TR on beholder that solo's spell plague so easily or the 5 tr pvp groups, seriously I need to cry ; it's just not fair :rolleyes:.
The solution is more archers (with a lot of HPs) in dungeon and instances. CWs aren't resilient against such mobs. Or a plain and simple damage nerf. The latter is likely to happen, a revamp of dungeons, not so much.
How about another view on this, lets assume the CW is fine (disregard HV stacking for now), lets assume the problem instead is every other class being in need of major fixes. This would mean that T1 and T2 dungeons are reasonably balanced, and that MC and CN is both in needs of major buffs to challenge the endgame players, in my opinion this is a much more healthy take on the sitiation, CN and MC are both to easy, the spiders in ToS hits harder than the ones in CN.. The doomguards are a silly joke.. I could heal CN as solo DC, and do a 4/4 at less than 9.5k gearscore, this if anything shows how big a joke this dungeon is to the same parties, now at 13-14k GS..
I find the CW the only healthy class, so please, instead of destroying what is fine, fix what is not, and balance the dungeons accordingly.
How about another view on this, lets assume the CW is fine (disregard HV stacking for now), lets assume the problem instead is every other class being in need of major fixes. This would mean that T1 and T2 dungeons are reasonably balanced, and that MC and CN is both in needs of major buffs to challenge the endgame players, in my opinion this is a much more healthy take on the sitiation, CN and MC are both to easy, the spiders in ToS hits harder than the ones in CN.. The doomguards are a silly joke.. I could heal CN as solo DC, and do a 4/4 at less than 9.5k gearscore, this if anything shows how big a joke this dungeon is to the same parties, now at 13-14k GS..
I find the CW the only healthy class, so please, instead of destroying what is fine, fix what is not, and balance the dungeons accordingly.
This is definitely true and something most these whiner forget, the control wizard parties are not running the content at 9.2k as a full control wizard group. They are well above the gear score for the content so of course the content should get easier. If you are running spell plague with a diverse group under 10k you will find that such groups run into a lot of trouble and sometime do not finish the content. Now if you are well above the gear score for the content it makes sense that stacks of control wizards would make the content easier.
This 5 control wizard thing is a non issue for the exception of the HV set. They are well above the content required gear score, stack the class best equipped to handle adds and these whiners find this a problem? Why not instead ask for a hardcore version of CN and MC where the required gear score is much higher and the monsters hit like trucks!?
And even if they did run it at 9.2k they would be stacking a class that specializes in a certain area thus using the class as intended. Plus without being skilled at 9.2k such a group would run into a lot of trouble.
So far I've topped the damage meter in every cta i've done, and I'm TR. And I have the least kills. And I'm not your daily cookiecutter pve executioner rogue (specced more towards pvp). I have yet to see any problems like this. Well, yesterday I did fardelvers crypt with 3tr and 2 cw combination. And it was fast, easy and efficient. So this can be problematic for dcs.
I was a CW on a 3TR, 2CW Fardelver run a few days ago (we reran it a few times). It was certainly quick. I'd rather have had a DC in there somewhere tho . You don't need AoE when you've got 3 TRs.
Tele Savalas, Dwarf Thaumaturge CW
Putting the Buff into Debuff since 2013 \o/ (Does that even make sense)?
pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
I've yet to see a 5 CW party on Mindflayer. The most I did was once MC 2/3 with 4 CW/TR, and it wasn't ideal, me and other CWs died a few times because of unavoidable damage.
Concerning CTA - on my DC i am very often the one killing the most mobs, so I would not count CTA in the calculation. But when it comes to dungeons the op is right and actually without at least one CW some dungeons are just a pain. When I get queued in SP without one CW I just leave, there is no other class as strong in what the CW can do.
This might even get worse when more classes are introduced. Then you have the DCs and the CWs as core team members, the GF often is skipped anyway already and then you might have several classes that "just" do damage, TR, GWF maybe the Ranger and a Warlock.
For example: Why do you want a GWF that is good in dealing damage to more than one mob when the CW can do this as well AND control the adds on top of it, too? If the CW would basically be the controller then it would be ok, but he is a controller AND a very good DPS. So running with CWs doesn't drop the DPS a lot, you won't be slower with such a team. In comparison. Try to run a dungeon with 4 DCs.
So to balance classes out they might consider reducing the damage of the CW. In EQ2 I was playing an Illusionist, that was a controller mage as well. But he was not the major damage dealer, that was not his role. For that you needed the Wizard (high single target damage) or the Warlock (high area/multi target damage). So to make other classes more useful in groups the CW should focus on being a controller while a new introduced Warlock then should be the multi target DPS.
there were lots of groups taking whomever, but I got into a 4 CW party and we did runs in like 4-5 minutes so of course people are going to put together the best possible party heh.
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
Comments
Don't worry once HV nerf goes through we'll be back to 3cw 1tr 1dc groups.
I was in a 4TR 1 GWF group and cleared skirmish just as fast, but only because the skirmish is a skirmish, ie a joke pve content.
To my knowledge, every T2 dungeon has this. Heck most of the T1 dungeons have it too.
I guess that a redesign of dungoens and skirmishes may be more needed than a nerf, or a buff system like the one i mentioned.
People complains that dungeons are too hard at epic level (i've read this somewhere). Giving a buff for 5 class parties would help solve 2 problems with just 1 change, and no nerf. And giving a "malus" to a class damage when it's stacked in a party, would give a noticeable advantage of a 5 class formation over any other formation.
Sure thing is, a solution has to be found.
Until they get their creative juices flowing to go beyond let's-just-throw-more-mobs-in-there, get used to lots of CWs in party.
Join Essence of Aggression: PVP-ing Hard Since Beta!
Cleaning first area very quickly singularties + mass AoEs, open the gate, while we killd the imps quickly the TR ran throug Area 2 and pulled em all trough the gate.
Since Astral Shield only is way more than enough to heal, even a DC can swap to a DPSlike. Specially Searing Light kicks *** through singularity...
Dont know how fast a 5CW-HV Team is, but there are a few faster ways...
I also think, with a HV-Set fix/nerf it will become a bit more balanced again...
But a buff/malus to parties should work nicely I guess - the thing about that is "how", you have to keep in mind, its not only dungeons - also normal PvE content (and maybe PvP also).
On the other side, we rolled in a guild team with 2GF, 2DC and a TR through a couple dungeons, foundry and als rocked in PvP.
Its maybe not that fast, compared to others by missing high DPS, but on the other side theres never been a chance of wipe - even in PvP we had a very low number of total deaths..
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
Dev's fix this:http://nw-forum.perfectworld.com/showthread.php?501361-Dev-s-it-s-time-to-fix-the-PVP-game-breaking-trickster-rogue-deft-strike-amp-dazing
Going to look for more game breaking animation cancelling on the preview shard to report later for non CW classes.
I find the CW the only healthy class, so please, instead of destroying what is fine, fix what is not, and balance the dungeons accordingly.
This is definitely true and something most these whiner forget, the control wizard parties are not running the content at 9.2k as a full control wizard group. They are well above the gear score for the content so of course the content should get easier. If you are running spell plague with a diverse group under 10k you will find that such groups run into a lot of trouble and sometime do not finish the content. Now if you are well above the gear score for the content it makes sense that stacks of control wizards would make the content easier.
This 5 control wizard thing is a non issue for the exception of the HV set. They are well above the content required gear score, stack the class best equipped to handle adds and these whiners find this a problem? Why not instead ask for a hardcore version of CN and MC where the required gear score is much higher and the monsters hit like trucks!?
And even if they did run it at 9.2k they would be stacking a class that specializes in a certain area thus using the class as intended. Plus without being skilled at 9.2k such a group would run into a lot of trouble.
I was a CW on a 3TR, 2CW Fardelver run a few days ago (we reran it a few times). It was certainly quick. I'd rather have had a DC in there somewhere tho . You don't need AoE when you've got 3 TRs.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
This might even get worse when more classes are introduced. Then you have the DCs and the CWs as core team members, the GF often is skipped anyway already and then you might have several classes that "just" do damage, TR, GWF maybe the Ranger and a Warlock.
For example: Why do you want a GWF that is good in dealing damage to more than one mob when the CW can do this as well AND control the adds on top of it, too? If the CW would basically be the controller then it would be ok, but he is a controller AND a very good DPS. So running with CWs doesn't drop the DPS a lot, you won't be slower with such a team. In comparison. Try to run a dungeon with 4 DCs.
So to balance classes out they might consider reducing the damage of the CW. In EQ2 I was playing an Illusionist, that was a controller mage as well. But he was not the major damage dealer, that was not his role. For that you needed the Wizard (high single target damage) or the Warlock (high area/multi target damage). So to make other classes more useful in groups the CW should focus on being a controller while a new introduced Warlock then should be the multi target DPS.
We are definitely dominating, and we are always about to win.