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Shadowmantle PvP Preview Patch Notes NW.14.20140114b.1

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  • millertime197933millertime197933 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 124 Bounty Hunter
    edited January 2014
    I really hope the reduction in stats for the PVP/GG gear is not going to happen. Most of my toons use those sets as their primary and are built around them, particularly my GF and TR. Just like when my GF got his stalwart set nerfed, this is gonna cost me quite a bit in terms of fashion/dye. That would be twice in a row for my GF, and of course once for my TR.

    I really hope they rethink this. I'm all for adding a tenacity stat to ALL already existing sets if that is how they want to prolong fights in PVP and keep folks from getting one shot. I am not for reducing stats to compensate for the added tenacity buff. That starts to affect PVE play. I am so sick of the TR getting nerfed due to PVP <font color="orange">HAMSTER</font>, and now they can barely out dps a cleric in PVE. You will never see in the LFG channel, "LF1M TR for VT 1/2 group". That says a lot. Why is it that PVP seems to be the main focus for class balancing and such. It isn't supposed to be a central part of this game, and while I do recognize there are folks that play this game solely for PVP, they are the minority. Classes are going to be better at some things than others. That is part of D&D. Wizards are powerful but squishy, Rogues are high dmg dealers but squishy when hit, but are hard to hit, Fighters are tough, etc etc. With these new adjustments, Clerics can't heal and rogues can't do damage. And for the love of god, don't change the base stats on the PVP and GG gear.
  • dwamurdwamur Member, Neverwinter Beta Users Posts: 0 Arc User
    edited January 2014
    ranncore wrote: »
    GF daily Villain's Menace no longer grants any form of CC immunity on the test shard, and all forms of CC penetrate Block.

    Rut-roh. That's a huge change.
  • dwamurdwamur Member, Neverwinter Beta Users Posts: 0 Arc User
    edited January 2014
    It's good to see some effort around PvP. I'd like to see Gauntlgrym tackled next. The entire design screams "retention" - guild-centered, and an onramp to PvP. That sounds like a good idea. Just that the reward for winning PvP is so outsized (access to T2 equipment), and will become even more important now, that everyone piled onto one side: Which means there's at most one PvP match going on, and you got to queue for that one early if you want any chance of getting in.

    This needs to be fixed. Randomly assigning sides would mess with guild cohesion, so that's probably not an option. In essence, as long as there's a big reward to winning the PvE/PvP battle, people will all pile onto one side. It's a fundamental design flaw.
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited January 2014
    Clerics can't heal and rogues can't do damage. And for the love of god, don't change the base stats on the PVP and GG gear.

    Rogues can't do damage?? I assume is can't do one-to-three shot damage. Even your damage is very low, go perma-stealth back capping!! But we DC if we lose our heal we are nothing, a regen tick of anyone can outheal a dedicated healer's Healing Word tick. We are much more poorer. AND PLS, change our PvP and GG stats. Lifesteal on cleric is really a big joke.
  • shunterinoshunterino Member, Neverwinter Beta Users Posts: 0 Arc User
    edited January 2014
    wixxgs1cht wrote: »
    Bull. Utter bull, I'm sitting at beyond 33k as soon as I reach that 700hp boon. Here's the screenshot, note that it's without the campfire buff or any potions:

    fvlrf8mv.jpg

    That's because you have 19 constitution, not exactly a TR staple. What's the plan, hope the enemy die of old age? The post I was replying to said it was easy getting to 32k HP with just R7 rads, not that it was easy as long as you poured everything into Con.
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited January 2014
    shunterino wrote: »
    That's because you have 19 constitution, not exactly a TR staple. What's the plan, hope the enemy die of old age? The post I was replying to said it was easy getting to 32k HP with just R7 rads, not that it was easy as long as you poured everything into Con.

    He built a high-hp rogue. He said it was easy to do with just R7's. Seems like he's got a solid build choice and has proven his point.

    It's not his fault that most rogues can't see past crit-centric builds to access all the other things rogues can also do.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

    Learn what a GWF and GF really are: The History of Fighters
  • kaylos29kaylos29 Member Posts: 0 Arc User
    edited January 2014
    Question. For devs or anyone that has done controlled testing.

    Is PvP resistance additive or multiplicative with base resistance? I would assume multiplicative so that it affects all classes the same. Additive would be a huge boost tankier classes as resstance gets more and more powerful the higher it goes. IE 1% extra resistance for someone already at 50% is a 2% damage reduction for them. At 75%, 1% = a 4% damage reduction.
    Mindflayer - Exodus
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  • twinkjetwinkje Member, Neverwinter Beta Users Posts: 103 Bounty Hunter
    edited January 2014
    Non sense. You can reach 32 k HP easy on TR with just rank 7 radiant. With rank 10 we are talking 34k-35k. And TR can easily stack to 1600-2000 regen with artifacts. So I don't see how you are at disadvantage.

    Everyone got nerfed, look at TR's biggest rival GWF, most of them are crying now, that is basically a ninja buff for TR. So no TR is not nerfed.

    Crit severity is one of the main dps sources for Executioner TRs (the vast majority of TRs) and they specifically nerfed it.
    No matter how many HP a TR can have, tank classes will always have more effective HPs because they have specific powers and/or feats that increases EHP directly increasing HP or defence or deflection or damage resistance.

    What TRs have more than other classes is the preservation ring which is a very cheap way to have usually more regeneration than other classes but regeneration has been nerfed as well.

    So basically, those classes that relied the most on pure defence/deflection and pure power damage are the less effected by these changes.

    On top of this, Skulker's set was also useful for PvE content, specifically for several boss fights (e.g. CN, FH, ToS, etc.) and it has been nerfed in its core stats (arp, hp, crit chance). Other classes, other than DC, had no reason to use their PvP gear in PvE (a few GFs uses their GG gear to kite mobs in FH or Spellplague).
  • fantom3nfantom3n Member, Neverwinter Beta Users Posts: 109 Bounty Hunter
    edited January 2014
    Oh I sincerely hope they are FINALLY planning on fixing the HR bugs in pvp with their rooting bull****. (Excuse the language) But I am extremely frustrated at this and have almost stopped to even bother fighting in PvP games where i see HR's in the other team.. yes, it has gone that far. As a TR my impossible to catch have little to NO effect against it, along with GWF's unstoppable. I am just surprised it has been going on since the class was released without any word from the dev's about it yet. And that is just one of the ways how a HR is over-powered right now.

    Also, this whole new pvp stat thing. Sure it sounds good on paper, but I tried it and I am not a fan. Basically I will have to re-build my TR now or just stop pvp'ing in total :) To me it seems a little like the wrong stuff have gotten the focus here.. And not to sound ignorant and offensive but do the dev's even play the game themselves in geared characters? :p

    That's about what I had to share, I'll hop back in now and see if there's any other changes (better changes) coming soon.
    Neverwinter addict since open-BETA! What's your drug?
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    Old member of Team Fencebane (R.I.P)
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  • realramaladnirealramaladni Member Posts: 51
    edited January 2014
    By making this patch live, I will quit PVP as DC and anything else. The class that was fine and most of the time not even considered for PVP is nerfed, while GWF will be even stronger having heals of their own over the regen nerf of TR and others, added the tenacity gear.

    Also the perfects I specifically made for my DC are now useless, so thank you for wasting my money.

    Next time nerf classes that need nerf, learn how to put all fixes on patch instead of making ninja fixes and make dungeons actually NEED GF instead of buff buff buffing this useless class.
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  • wixxgs1chtwixxgs1cht Member Posts: 430 Arc User
    edited January 2014
    shunterino wrote: »
    That's because you have 19 constitution, not exactly a TR staple. What's the plan, hope the enemy die of old age? The post I was replying to said it was easy getting to 32k HP with just R7 rads, not that it was easy as long as you poured everything into Con.

    Yeah, I usually stand on points waiting for more than 2 enemies dying of old age. And it works in 80% of the time! Why? Cause I can grow older than they can, as opposed to a (soon to be nerfed, as discussed per OP) high crit/DMG build like you are prolly waltzing around with. And it'll even be more viable if these aforementioned changes make it to live.
    Where CEO falls behind in fact is PVE dungeons. But we're talking about a 10-20% drop in total damage (not really quantified by tests), which is not the end of the world as TRs are not mandatory in dungeons anymore in the first place.
  • twinkjetwinkje Member, Neverwinter Beta Users Posts: 103 Bounty Hunter
    edited January 2014
    lobo0084 wrote: »

    It's not his fault that most rogues can't see past crit-centric builds to access all the other things rogues can also do.

    Crit-centric build has nothing to do with HP. TRs don't get HPs from feats nor powers, TRs gets HPs from gear and stats while we get damage from powers and feats.

    Devs greatly nerfed our dps capabilities and, to some extent, our survivability but they made a huge favor to tank classes because tenacity is additive and if you know anything about effective HP you should immediately realise that 1% more defence when you already are at 40% is way better than 1% when you start with only 20-25%.
  • kanjaeskanjaes Member Posts: 6 Arc User
    edited January 2014
    NOOOO!!!!! Please do not add a pvp stat. This ruins pvp in all MMO's . I quit pvp in other mmo's because of a pvp stat. If you guys need to rebalance classes, that's fine, but PLEASE DO NOT add a pvp stat to the game. I don't want to have to carry another set of gear in my already limited bag space. I've purchased all Greater Bags of holding and there is no way I would have room for more gear. And with a 2nd set of gear, now I have to do more enchants!!!!

    What is the need for a pvp stat. Currently if you want to have a good pvp build, than you can gear yourself appropriately for pvp with the current stats in the game. You don't need another stat just for pvp!!!

    PvP in this game is fantastic as it is. I love pvp in this game and I love this game in general because it does not have a pvp stat.

    The only thing that is needed to improve pvp is more pvp maps and different games , such as capture the flag ( just an example )

    PLEASE PLEASE PLEASE DO NOT ADD A PVP STAT.
  • lionmaruu0lionmaruu0 Member Posts: 327 Arc User
    edited January 2014
    great news, sensible changes on GF very nice!hope it hit live soon :)
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited January 2014
    For fixing PvP, I suggest tackling some things like CC resistance and regen more at the source than separating them out in a PvP-only manner.

    Regeneration and lifesteal, for instance, are two key factors of my sentinels so-called 'troll build'. Regeneration only functioning outside of combat would be a good move to bringing it under par. Secondly, setting lifesteal to a base amount instead of a percentage of weapon/power damage would be another good move. Both would help balance the amount of incoming life for all groups.

    Adding a few debuff moves per class which affect temp-hp gain and hp/heal 'acceptance' would also give players options. Each class has a few powers which are generally considered useless, and this might make them acceptable in pvp and against healing NPC's.

    That said, discouraging teamwork by suppressing heals between players is NOT a good idea. We want the fighters to depend on the healer, not to be independent of them.



    As far as CC resistance is concerned, I feel that it needs to be stat-based and gear dependent. There are, again, unpopular gear choices in all classes that could receive this addition to help them become more used. CC resistance would help those who face chain-knockdowns to work to apply some form of defense against it.

    As far as I know, right now the only way to work up cc immunity is power based, or attribute based. Switching the utility effect on an enchant to provide cc immunity instead of gold, for instance, would be one choice I would recommend. Base cc defense stats in standard gear would be another.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

    Learn what a GWF and GF really are: The History of Fighters
  • rafa2306rafa2306 Member Posts: 44
    edited January 2014
    Sounds terrible to me.

    As others said, I can't handle managing more sets of gear and enchanting it cause of new stat.

    Also the nerf on heal, DCs are already discriminated in pvp. My first toon was a TR, then a CW, and I had fun dpsing with then, now I'm playing a DC and I can't dps for my life, but I can stand my ground with defense, why would I join a match after this? can't kill, can't live.
  • aethanasaethanas Member Posts: 232 Arc User
    edited January 2014
    Thank you for improving the Guardian Fighters finally!

    Quite funny to see all this whining about them now, in the majority of posts through all the forums one can read that GFs were one of the most useless class in PvP, that many are killing them with ease, now with the buffs some are again bellyaching about them being too strong; well, hopefully they are not going to be an easy target anymore.
  • trapublicantrapublican Member Posts: 206 Bounty Hunter
    edited January 2014
    So instead of just tweaking what was already in the game to balance things out you make crazy changes that just make things worse, this is absolutely mindboggling.
  • zeng111zeng111 Member Posts: 1 Arc User
    edited January 2014
    Question:

    So if I PvP and PvE I need to have two sets of gear, and move enchants between the two sets several times a day? I played a year and I have 9s ATM. I'm not getting another set of 9s just for PvP. Also when using the PvP set, I will lose the set-bonus from HV?


    Tenacity <- BAD IDEA
  • larzyntlarzynt Member Posts: 0 Arc User
    edited January 2014
    Non sense. You can reach 32 k HP easy on TR with just rank 7 radiant. With rank 10 we are talking 34k-35k. And TR can easily stack to 1600-2000 regen with artifacts. So I don't see how you are at disadvantage.

    Everyone got nerfed, look at TR's biggest rival GWF, most of them are crying now, that is basically a ninja buff for TR. So no TR is not nerfed.

    I have 33.4k hp on my TR, and regen already works, the fact is that actually I only play with duelist's flurry in combo with bilethorn to counter enemie's regen; damage is not that high like with Vorpal enchantment; maybe now we are too OP but it's not easy to cast Duelist's flurry without missing the enemy. Actually it's like 10/14k damage for 1 At-will use.
    Tested with the same equipment on preview.. result? 7k damage on a GF with 1 Duelist's flurry.. So if a DPS class with low defense can only hit 7k hp (4.5 seconds of cast) and a GF can deal up to 6k each ranged-encounter that also prone you, guess who is in advantage with this new defensive stats / buffs?

    I know the answer. If this system wont change I expect something like "Team join" for "Pvp: Domination of Guardian Fighter's arena"
  • trapublicantrapublican Member Posts: 206 Bounty Hunter
    edited January 2014
    If these changes go through then I can see the pvpers leaving in droves.
  • v1rus89v1rus89 Member Posts: 83
    edited January 2014
    If these changes go through then I can see the pvpers leaving in droves.
    That's for sure.
    I hope those terrible changes never make it to live server.
    Virus, Enemy Team.
  • moerevolvermoerevolver Member Posts: 128 Bounty Hunter
    edited January 2014
    Can you add stat rerolls into respec tokens.
  • xushin7xushin7 Member Posts: 147 Bounty Hunter
    edited January 2014
    What the hell is this? Instead of doing something so simple as to adding a better matchmaking mechanic and some minor adjustments.

    They go and add a pvp stat and wreck any and every non cookie cutter class build and force people to have to have specific gear to pvp?

    No.. Nooooo. I swear to every thing I love and behold. If this goes live. I will not play Pvp anymore. Why is it that something that needs adjusting that could be resolved so simply, they go out and abound and make things more complicated than it needs to be.

    Want to lower the damage players do to each other? Add a global buff when entering pvp grounds that reduces player taken damage by a base percentage.

    Same for healing. (taking into consideration it doesn't stack the inherent DC healing reduction and doesn't affect the arena potions)

    Have deflection take into account CC.

    Have a gearscore ranked pvp queue.

    Simple things like that. Not change the entire core system of pvp.

    These changes are just terrible.

    The lunging strike change is the only good thing I see out of this. And that's not saying much.
  • tattesailtattesail Member, Neverwinter Beta Users Posts: 2 Arc User
    edited January 2014
    Time to do the same thing what all my friends did already. Quit this game.
    GWF is unkillable one man army, even if You kill him in some way he self ress and take You down.
    Hunter is the most stupid class ever made. Neverending escape possibilites, disapeard abilites, dmg bigger than TR, root working 100% even on ITC, controll powers even better than CW, the best aoe in game...etc
    And now GF will be next one man army, already do dmg bigger than typical dps....

    just lol

    TR's now can scratch balls at spawn. Next nerf. This class was made to kill fast 1 vs 1. The lowest armor in game, low hp, low defence, no AOE... Only dmg was his power. Now TR can be deleted from this game.

    ps. GTFO with "go perma stealth" not all wanna play like this.
  • calous78calous78 Banned Users Posts: 95
    edited January 2014
    Man, if you guys are trying to drive out the Hardcore PvP base, then continue on...

    I don't understand why, after all the posts and wonderful ideas that have been shared, you decide to go in the opposite direction.

    None of this makes sense.. soo disappointed in you guys :(

    This coming from a GF who is getting "buffed"
  • abell39abell39 Member Posts: 1,175 Arc User
    edited January 2014
    I'm thrilled about the GF changes, but I'm not sure about the PvP changes. I don't PvP, but my DC enjoys her PvP gear because it makes sense for a mostly-solo DC the way I play her. It's annoying to have its core stats nerfed to add an additional stat that she'll never need because she stays out of PvP. Limiting the buffs to PvP armor also takes out the fun of exploring different builds and gear sets, like others have said. A lot of people just PvP, a lot of people just PvE, but the majority do both -- it makes sense for their gears to be viable in both settings if they want to try it out in both.

    A better solution might be to make the stats independent of armor and apply them as a global buff to all players, as has been said. That would have the same effect without driving PvPers into a narrow niche of gear choices. The idea is to make it so that everyone can PvP and have fun without constantly dying instantly to someone with 15k GS or perma-CC encounters, right? If so, wouldn't a better strategy be to make the buffs work regardless of gear so that they apply to everyone?
    Kerensa Loreweaver, level 60 DC | Rilla Turtledove, level 60 CW | Calvin Meriwether, level 60 TR
    Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited January 2014
    With that Tenecity <font color="orange">HAMSTER</font>, they just make pvp boring as hell!
    No more viable and different gear/enchant builds but the t2 pvp set...
    GJ at making the game even more boring and destroying the last tiny bit of individual builds!
    Why not just leave the gear as it is but add Tenecity enchants...That would be 10000 times better and way more fun!

    SO far as we tested pvp on the test server, the basic dmg reduction is way! too huge, i hit for roughly40-50% less on ppl with 0 DR and NO gg or pvp set, so ONLY the basic buff that everyone gets when entering a pvp zone...
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited January 2014
    abell39 wrote: »
    I don't PvP, but my DC enjoys her PvP gear because it makes sense for a mostly-solo DC the way I play her. It's annoying to have its core stats nerfed to add an additional stat that she'll never need because she stays out of PvP.

    I'm going to make a thread about this, but I kind of don't want to start it until I've had a chance to compare stats for myself. Suffice to say there are PvE implications and I've got a few thoughts about that.

    Ugh, guess I'd better make another copy of Silverjon.
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  • millertime197933millertime197933 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 124 Bounty Hunter
    edited January 2014
    I think most people only PVP for the daily AD. I mean, how many people actually run more than 2 to 4 matches a day unless they are farming an artifact? Even then, i'm sure they still just do the 2-4 a day. Its really not worth making changes for. Again, I realize there are folks that only do PVP, but they are an extreme minority. Also a lot of folks just leave when they are up against a premade once it is established that they will not be able to get enough points to earn glory. Add some maps, add some new game modes, add some bracketing by GS to separate those that are competitive vs. those that are just knocking out a daily...but leave the rest alone. Anything that impacts PVE (like changing gear stats) is foolish and will make people quit. There is a way to fix some issues without turning off elements of the player base, but it seems like every time these adjustments come out, they cause a chunk of people to quit to please a small minority. How a game with the Neverwinter label is struggling to make it big time, or even retain players, is indicative of some poor decisions in design and production. There is a hardcore base of D&D players and this is like, the only decent D&D game out. Sure Dungeons and Dragons online exists, but it has Nintendo graphics compared to this. PVP is very non-dungeons and dragons and those players will eventually quit anyways leaving the rest of us to deal with their class balances and such.
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