test content
What is the Arc Client?
Install Arc

Let's talk about target limits...

arontimesarontimes Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
edited October 2013 in PvE Discussion
One thing that bugs me about Neverwinter's AoE powers is that most of them have low target limits. Most powers can only target five hostiles, while a rare few have no target limit. With the countless adds filling all current dungeons, having a target limit makes it much harder to control them effectively.

Now, what if the target limit was removed and AoE powers could hit and control any number of adds?

1. Adds would be easier to control and outright kill. A control wizard can keep the adds controlled to relieve pressure from the healer and the DPS. A wisdom-based CW who has the right loadout can keep the adds locked down, even if he might not be able to kill them. A charisma-based CW can kill the adds faster.

2. Control Wizards would greatly outdamage Trickster Rogues on the damage leaderboard. A possible solution would be to have one leaderboard for single-target damage and another for total damage.

3. Tabbed Entangling Force would give massive amounts of action points. Perhaps limit the amount of bonus AP to the current limit, so anything beyond five targets doesn't cause massive AP gain?

4. Both types of fighters would be much better at holding aggro. Enforced Threat would mark a lot more adds, while Not So Fast would slow more adds and have them grant combat advantage if feated.

5. Clerics would be affected the least. They can now blow away much larger number of adds with Sunburst and immobilize more targets with Chains of Blazing Light.

What do you think?
Member of Grievance.

Taking a break from Neverwinter indefinitely...
Post edited by arontimes on

Comments

  • maisaanmaisaan Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 166
    edited October 2013
    I don't play any of the above, but while we are talking about it please change the DC's Astral Seal to AOE as well.
  • filcfilc Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2013
    Even with limits, I am able to easy control any non-immune group of adds. I didn't met TR yet, who would out damage me in PK dungeon (or in any other dungeon with big group of mobs). Tabbed EF is giving massive amount of AP as it is now, I'm able to spam Singularity without any problem.

    So not needed. It's pretty ok as it is now.
  • esteenaesteena Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1
    edited October 2013
    I like the concept of the idea but i only agree if the AoE boost is for GWFs and GFs only.

    Since CWs really don't need that.
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited October 2013
    I'm pretty sure sunburst and chains are capped at 5 (I rarely use the SB knockback, so I can't be 100% certain).

    Daunting light and divine glow are target capped, too. Divine searing light, on the other hand....oh my.

    But yeah, DL able to hit more than 5 dudes would be aces.
  • komodoonekomodoone Member, Neverwinter Beta Users Posts: 64
    edited October 2013
    I agree, the target cap should be higher, if not removed altogether. They can still nerf the amount of AP you get if they wanted to, but AOE should mean everything in the area.
  • misssmooziemisssmoozie Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited October 2013
    arontimes wrote: »
    One thing that bugs me about Neverwinter's AoE powers is that most of them have low target limits. Most powers can only target five hostiles, while a rare few have no target limit. With the countless adds filling all current dungeons, having a target limit makes it much harder to control them effectively.

    Now, what if the target limit was removed and AoE powers could hit and control any number of adds?

    1. Adds would be easier to control and outright kill. A control wizard can keep the adds controlled to relieve pressure from the healer and the DPS. A wisdom-based CW who has the right loadout can keep the adds locked down, even if he might not be able to kill them. A charisma-based CW can kill the adds faster.

    2. Control Wizards would greatly outdamage Trickster Rogues on the damage leaderboard. A possible solution would be to have one leaderboard for single-target damage and another for total damage.

    3. Tabbed Entangling Force would give massive amounts of action points. Perhaps limit the amount of bonus AP to the current limit, so anything beyond five targets doesn't cause massive AP gain?

    4. Both types of fighters would be much better at holding aggro. Enforced Threat would mark a lot more adds, while Not So Fast would slow more adds and have them grant combat advantage if feated.

    5. Clerics would be affected the least. They can now blow away much larger number of adds with Sunburst and immobilize more targets with Chains of Blazing Light.

    What do you think?
    1. Add control for a CW is sufficient imo, EF on tab, Steal time, Shard, CoI deals insane damage, and lets you already chain Singularity/Oppressive Force with a Tharmaturge specc if you're lucky.. Also, Shard w/o the targetlimit would be beyond broken..

    2. CW's outdamages EVERYTHING already
    MQITsTx.png This is me, doing Epic Karr, as CW, at that time I were running at 10.5k GS, no greater vorpal, and not even a 4 piece set like now.. (TR was 9.5k and quite new, therefor his low dmg) This is what the damage table looks like (except the TR should be between the GWF and GF) if your CW is half-decent, spec'd for AoE damage.. So if your TR keeps up with the CW, either your TR is extremely good and well geared, or you need a new CW..

    3. >Implying 45%+ isn't to much already...

    4. Fair point on these, will probably make them a bit more desirable.

    5. Sunburst is WaI imo, and Chains already had unlimited targets as far as I know.
    Wizard.jpg
  • cribstaxxxcribstaxxx Member, Neverwinter Beta Users Posts: 1,300 Bounty Hunter
    edited October 2013
    almost all of DC's abilities are capped at 5 also. Except chains which is 10 and searing light which is more, maybe 30 or so.
    Guild Master of <Enemy Team>
    We are definitely dominating, and we are always about to win.
  • misssmooziemisssmoozie Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited October 2013
    cribstaxxx wrote: »
    almost all of DC's abilities are capped at 5 also. Except chains which is 10 and searing light which is more, maybe 30 or so.
    Ah, must be the bugg on chains that lets me hit more than 10 then (haven't tried on such large groups lately tho, so might've fixed my gloriously huge Chains.), and I recall non-divine Searing Lights being 10 targets, and Divine 30. (Needs confirmation.) Rest do indeed cap at 5. (Except Divine glow(? -needs testing))
    Wizard.jpg
Sign In or Register to comment.