Fighters have had it hard in neverwinter ever since the game went live. And although Module 2 has not made any mention on helping this situation I would like to ask players if they have any hopes dreams or predictions on if the fighter can be "fixed" when module two becomes live.
GWFs have been the fat elephant in the corner since open beta, they have always been the underdog class of the game. Will the new perspective class kill it all together. Will the devs finally make the drastic changes needed to make this class as viable as TR, DC or CW?
Will GF finally get the content changes needed to make tanks viable to give them an essential role in the group like DC has.
OR are we doomed to pass the game off to a core content of players of DC, CW and TR, and perhaps the new ranged class that is coming about as most the melee classes in game cannot make up for the short comings of being melee.
Post edited by cyanbluestone007 on
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inthefade462Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited October 2013
The ranger class will either replace tr or be useless. Already so many unwarranted nerfs to tr.
Well if ranger is a single target burst class from range they will certainly be filling the TR's role. I hope they release warlock at the same time, I would rather play warlock
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
The Lead Dev already stated that they will release one class of the two they are working on. If the hints they are dropping are true then it's the Ranger. The warlock will be in the next big module; I'm pretty sure. What we need to figure out is if they will add new races to this module or the next.
I respectfully disagree, as my GF and GWF are both a lot of fun to play. Between the two I would say my GF is the more effective of the two in groups, particularly PUG's. But both are certainly as viable as other classes, they simply play differently.
The right to command is earned through duty, the privilege of rank is service.
I agree, the GWF, (GF not so much) needs alot of reworking. We cannot hold aggro, due to our low damage output/aggro control skills/feats. We are getting survivability nerfs, back to back. Our dailies have been crippled, to the point that spinning strike is the best of them all... The target cap is crippled into oblivion and has to go away or at least be raised to proper values. Our skill animations are way too slow, considered the low damage output it does not make sense at all, to be swinging for 1.5 seconds just to do lower damage than a DC would. It feels as if i am hitting monsters with a giant, rubber sword without any real impact.
I could go on and on and on.
So yeah, let's hope the developers stop caring so much about other classes and start working on fixing the GWF.
Fighters have had it hard in neverwinter ever since the game went live. And although Module 2 has not made any mention on helping this situation I would like to ask players if they have any hopes dreams or predictions on if the fighter can be "fixed" when module two becomes live.
GWFs have been the fat elephant in the corner since open beta, they have always been the underdog class of the game. Will the new perspective class kill it all together. Will the devs finally make the drastic changes needed to make this class as viable as TR, DC or CW?
Will GF finally get the content changes needed to make tanks viable to give them an essential role in the group like DC has.
OR are we doomed to pass the game off to a core content of players of DC, CW and TR, and perhaps the new ranged class that is coming about as most the melee classes in game cannot make up for the short comings of being melee.
While I tnd to agree to an extent with some of what you say, Content is too little, in all aspects, from a PvP perspective, GWF, and GF are not getting the short stick, in fact.. well played & geared GF and GWF can easily stand there taking dmg from up to four other players and still come out on top. Of course, much of that may be due to exploiting, script-engines, and bugs, but it is the way things are right now.
Rogue class is rife with bugs right now. My main is stuck going in, and out of Combat every 10 seconds, his stealth, Lashing Blade, and Lurker's Assault only fire of at first click/button press, about 70% of the time, his targeting is off by roughly 30-40 degrees to the left. My Wizard alt has some bug where he can at about 30% of the time, cast Conduit of Ice once, and it hold the target for it's entire life bar from full health, he can also still hit stealthed targets a good 1.5 seconds after they go into stealth, and he can still fire around corners, and through walls, as long as he gets the initial target lock (No, I don't use hard target lock macros).
As it stands in PvP, some builds of GF&GWF may be less than they should, but some are way over the top. Part of this is because of the way they have done things like Knock-Downs, Prone effect skills, Knock-Backs, Shield bash and so on, allowing them to chain, and in all essence stack. Adding immunities after the initial hit or two would go a long way. But they need to truly balance PvP and PvE as separate entities of the game.
As per Ranger, and Necromancer rumors, we'll see. Though as in almost all games, the new class becomes the flavor of the week for a while. The game needs an Anti-Mage (as it were).
The Rogue class needs better balancing and less sloppy nerf adjustments, we are still competitive, but on a lower par, and Rog class really offers nothing to a group that can not be easily replaced by any other class, they have no actual group friendly mechanic or utility, other than Smoke Bomb, which unlike some other CC's ends immediately upon Rogs death, and is strictly PbAoE. Yes yes, I know Rogs can do the Runs in places like CN and so on, but so can any other class in good enough gear, and using the right skills.
Some things are meant to remain lost.
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seisem2Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I agree, the GWF, (GF not so much) needs alot of reworking. We cannot hold aggro, due to our low damage output/aggro control skills/feats. We are getting survivability nerfs, back to back. Our dailies have been crippled, to the point that spinning strike is the best of them all... The target cap is crippled into oblivion and has to go away or at least be raised to proper values. Our skill animations are way too slow, considered the low damage output it does not make sense at all, to be swinging for 1.5 seconds just to do lower damage than a DC would. It feels as if i am hitting monsters with a giant, rubber sword without any real impact.
I could go on and on and on.
So yeah, let's hope the developers stop caring so much about other classes and start working on fixing the GWF.
The GWF is not broke. Been through this countless times, but our class is one of the best in the game.
Comments
We are definitely dominating, and we are always about to win.
I could go on and on and on.
So yeah, let's hope the developers stop caring so much about other classes and start working on fixing the GWF.
While I tnd to agree to an extent with some of what you say, Content is too little, in all aspects, from a PvP perspective, GWF, and GF are not getting the short stick, in fact.. well played & geared GF and GWF can easily stand there taking dmg from up to four other players and still come out on top. Of course, much of that may be due to exploiting, script-engines, and bugs, but it is the way things are right now.
Rogue class is rife with bugs right now. My main is stuck going in, and out of Combat every 10 seconds, his stealth, Lashing Blade, and Lurker's Assault only fire of at first click/button press, about 70% of the time, his targeting is off by roughly 30-40 degrees to the left. My Wizard alt has some bug where he can at about 30% of the time, cast Conduit of Ice once, and it hold the target for it's entire life bar from full health, he can also still hit stealthed targets a good 1.5 seconds after they go into stealth, and he can still fire around corners, and through walls, as long as he gets the initial target lock (No, I don't use hard target lock macros).
As it stands in PvP, some builds of GF&GWF may be less than they should, but some are way over the top. Part of this is because of the way they have done things like Knock-Downs, Prone effect skills, Knock-Backs, Shield bash and so on, allowing them to chain, and in all essence stack. Adding immunities after the initial hit or two would go a long way. But they need to truly balance PvP and PvE as separate entities of the game.
As per Ranger, and Necromancer rumors, we'll see. Though as in almost all games, the new class becomes the flavor of the week for a while. The game needs an Anti-Mage (as it were).
The Rogue class needs better balancing and less sloppy nerf adjustments, we are still competitive, but on a lower par, and Rog class really offers nothing to a group that can not be easily replaced by any other class, they have no actual group friendly mechanic or utility, other than Smoke Bomb, which unlike some other CC's ends immediately upon Rogs death, and is strictly PbAoE. Yes yes, I know Rogs can do the Runs in places like CN and so on, but so can any other class in good enough gear, and using the right skills.
The GWF is not broke. Been through this countless times, but our class is one of the best in the game.
Catalina Erantzo - GWF 13.9K GS
<Future> Guild on Dragon - Legit Non Exploit Guild (We are always recruiting great players)
Future Guild Recruitment Thread: http://nw-forum.perfectworld.com/showthread.php?475381-lt-Future-gt-Legit-Non-Exploit-Guild-Recruiting
^that, and spinning strike sucks. avalanche and slam in pve, crescndo and savage advance in pvp, all day.