As a controller, I often feel it's restrictive to have Spell Mastery ability works on only one power.
Sometimes I want to cast my Icy Terrain at a far distance so that I don't have to teleport into a pack of mobs and then teleport out. Sometimes I don't need to cast it at a far distance because I'm already stand among mobs.
Sometimes I want my Conduit of Ice to add Chill on mobs so I can make it work with Icy Terrain. Sometimes I don't need it to have Chill effect and just want it to damage and debuff mobs.
Sometimes I want my Entangling Force to pull other mobs towards the target because mobs are a bit scattered. Sometimes I don't want it to pull other mobs because my melee party members are dealing with them.
Sometimes I want to have more controls over my Shard of the Endless Avalanche. Sometimes I don't need too many controls over it because I know I surely can hit a pack of mobs in front of me.
Sometimes I want my Repel to push multiple mobs because there are multiple mobs. Sometime there is only one mobs so I don't need it to being able to push multiple mobs.
With Spell Mastery being fixed to one power, we have no way to utilize it on other powers.
Please, remove the restriction and let us fully enjoy the fun of playing controllers. Spell Mastery can be a key instead of a slot. Whenever we want to activate Spell Mastery ability on an encounter power, we hold down the "Spell Mastery key" and then press an encounter power key.
But I still hope that we can keep the additional encounter power slot because controllers need to have more powers to deal with different situations.
== EDIT ==
To prevent it from being overpowered, there can be a cooldown. For example, if you use the Spell Mastery version of an encounter power which has 10 seconds cooldown, then in the next 10 seconds you can't use the Spell Mastery versions of other encounter powers.
The Mastery Slot is already one of, if not the, best Tab abilities in the game. There is no reason to make it any better than it already is. The choice of what you put in tab is an important one, it would be folly to change this since it already works so well.
it would be folly to change this since it already works so well.
It doesn't work so well. Like I said, with Spell Mastery being fixed to one power, we have no way to utilize it on other powers for different situations.
Powers slots being limited so that we have no way to use other powers which are not in slots is already a restriction. Spell Mastery being fixed is another one.
It doesn't work so well. Like I said, with Spell Mastery being fixed to one power, we have no way to utilize it on other powers for different situations.
CWs are by far the most dominant class in PvE and have been ever since Open Beta. And you want to have a huge buff to their capabilities?
Spell Mastery gives a CW more flexibility than any other class (except perhaps the HR). What you put in that slot is a tactical choice. Making all spells function as if they were in the mastery slot when they are not removes the tactical choice from CWs, and that is a huge mistake.
I am GLAD for this forced tactical decision. I usually run with Sudden Storm in tab (for trash and for general solo play), but when going into specific fights I switch it out for either Conduit, Shard, EF or even something else. Having all powers function as if they were always in mastery would be so overpowered that it is not even funny.
It doesn't work so well. Like I said, with Spell Mastery being fixed to one power, we have no way to utilize it on other powers for different situations.
Powers slots being limited so that we have no way to use other powers which are not in slots is already a restriction. Spell Mastery being fixed is another one.
it's called balance. if there was mastery ability on all slotted encounters, we wouldn't hear the end of it.
but... don't encounters already have cooldowns? am i missing something? make them longer for mastery triggered encounters?
since the CW is my main character and i'm already used to the mechanics, i'd be kinda angry if they made me re-learn them. since in the d&d universe, there are other types of mages, perhaps the answer would be to incorporate something like this on a completely new mage class, but this would probably not occur until much later down the line of class releases.
although i have to say longer cool downs really just means more encounters with a mid-waiting period between normal CDs and daily powers.
but... don't encounters already have cooldowns? am i missing something? make them longer for mastery triggered encounters?
The concept is to prevent it from being used non-stop.
Assuming my Icy Terrain has 15 seconds cooldown. After using the Spell Mastery version of Icy Terrain, I can't use Spell Mastery versions of other three encounter powers in the next 15 seconds. That is, I can't use Spell Mastery versions of other encounter powers unless the cooldown of the Spell Mastery version Icy Terrain ends.
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dardoveMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited February 2014
The only way I could see that working is that if tab was still the spell mastery button. Which means CWs would be back to 3 encounters like every other class.
The only way I could see that working is that if tab was still the spell mastery button. Which means CWs would be back to 3 encounters like every other class.
This seems a step backwards, but I can't see the suggested changes being balanced any other way.
Buffing CWs? No way. I'm playing one - 15k GS, and gods know how they are completely OP to the point stacking them is game breaking. The amount of aoe damage and the seemingly (almost) endless amount of debuffs you can add on mobs should incite the devs to do the opposite of a buff.
The whole point of Mastery is to have one power you are especially good at. Good enough to unlock an extra or more powerful effect.
If you change the mechanic to something more akin to Clerics divinity. Its no longer fair to call it mastery. Without a divine source boosting said power, the effect would be more akin to desperation or rage. Should this change happen, a more appropriate name would be Wizards wrath or Arcane rage.
inthefade462, I can't remember clearly about what the NPC said, but iirc the NPC said the dragon is a threat to people. Thus eliminating it is okay. If you could post the content of the NPC dialogue, that would be helpful for us.
sockmunkey, good point. I'm okay with it being renamed to something else. After all, it makes no sense that what you master changes frequently.
kolatmaster. It is actually adjusting the mechanism to how it should work. You could regard it as a fix or an improvement.
well I just learned to change powers mid fight if I need to, I usually change powers with all my classes at least two times a run, spell mastery on CW is about 3 to 4 times a dungeon run.
the best thing would be some sort of preset for power changes where you could do it only hitting a button, but right now we have to work with what we have.
Like I said, with Spell Mastery being fixed to one power, we have no way to utilize it on other powers for different situations
There's a very good reason for that being true, & I see not one good reason to change it.
Fare you well
Let your life proceed by its own designs
Nothing to tell
Let the words be yours, I'm done with mine ...
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twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited February 2014
The way things are set up, you have two choices. The way it currently works, or the way the Cleric mechanic works. Personally, I like the way it currently works as we gain a fourth power slot. Swap it over to the cleric tab mechanic and we lose that slot.
kolatmaster. It is actually adjusting the mechanism to how it should work. You could regard it as a fix or an improvement.
Its not a fix because nothing is broken about the current setup. You're correct, however, to say it would be an improvement since you literally bypass the 7-10s cooldown (depends on recovery) given to a mastery slot change. I'm sorry, but this is a horrible idea simply due to the fact that this will widen the gap between CW and everybody else to around the size of the Mt. Everest, if its not already at that point.
to say it would be an improvement since you literally bypass the 7-10s cooldown (depends on recovery) given to a mastery slot change.
There is no bypassing cooldown. All powers' cooldowns remain unaffected. Just Spell Mastery can't be activated again on any power unless the cooldown of the last power it was activated on ends.
There is no bypassing cooldown. All powers' cooldowns remain unaffected. Just Spell Mastery can't be activated again on any power unless the cooldown of the last power it was activated on ends.
Swap any power in the mastery slot with any other power in your regular bar; there is an additional cooldown for swapping their spots.
Swap any power in the mastery slot with any other power in your regular bar; there is an additional cooldown for swapping their spots.
Now I get what you mean. Yes, this suggestion can also overcome the inconvenience of cooldown we get every time we swap the power in the current Spell Mastery slot. But the main purpose of this suggestion is to let controllers being truly able to utilize the right Spell Mastery power at the right time.
Even in the same dungeon delve, situations vary. So having this feature is important to players who play the controller role, imho.
Wow this is the single worst idea I've seen for a class in any game in a very long time. This idea is so completely obscenely overpowered that if it was implemented you might as well delete every single other class from the game and rename the game to Wizards.
Wow this is the single worst idea I've seen for a class in any game in a very long time. This idea is so completely obscenely overpowered that if it was implemented you might as well delete every single other class from the game and rename the game to Wizards.
I totally don't see it would be overpowered. This suggested improvement would just let you being able to freely use Spell Mastery version of any slotted encounter power (if the cooldown of the previous one has ended), not just a fixed encounter power.
Does it boost up your damage? Nope. Does it reduce cooldowns of your encounter powers? Nope. Does it give you any other buff? Nope. Does it let you use Spell Mastery versions of encounter powers non-stop? Nope.
I totally don't see it would be overpowered. This suggested improvement would just let you being able to freely use Spell Mastery version of any slotted encounter power (if the cooldown of the previous one ends), not just a fixed encounter power.
Does it boost up your damage? Nope. Does it reduce cooldowns of your encounter powers? Nope. Does it give you any other buff? Nope.
Because it would make it where you could have all your encounters be a mastery depending on how it was cast. Just like divinity but with better effects and not needing pips. If you can't see how this is obscenely overpowered, you have no business trying to make suggestions that would effect game balance. This suggestion is obscene.
Comments
The Mastery Slot is already one of, if not the, best Tab abilities in the game. There is no reason to make it any better than it already is. The choice of what you put in tab is an important one, it would be folly to change this since it already works so well.
Powers slots being limited so that we have no way to use other powers which are not in slots is already a restriction. Spell Mastery being fixed is another one.
CWs are by far the most dominant class in PvE and have been ever since Open Beta. And you want to have a huge buff to their capabilities?
I am GLAD for this forced tactical decision. I usually run with Sudden Storm in tab (for trash and for general solo play), but when going into specific fights I switch it out for either Conduit, Shard, EF or even something else. Having all powers function as if they were always in mastery would be so overpowered that it is not even funny.
I think you have that the wrong way round:
"Spell Mastery being inconvenient (according to you) is another thing.
CW being completely dominant in PvE is of vital importance when asking for a huge buff."
Also make GWF unstoppable spammable without cooldown
And make DC's heal for 200pct extra hp
And make HR's roots last until they feel like deactivating it.
Oh and GF can have infinite block meter. What you say?
it's called balance. if there was mastery ability on all slotted encounters, we wouldn't hear the end of it.
since the CW is my main character and i'm already used to the mechanics, i'd be kinda angry if they made me re-learn them. since in the d&d universe, there are other types of mages, perhaps the answer would be to incorporate something like this on a completely new mage class, but this would probably not occur until much later down the line of class releases.
although i have to say longer cool downs really just means more encounters with a mid-waiting period between normal CDs and daily powers.
Assuming my Icy Terrain has 15 seconds cooldown. After using the Spell Mastery version of Icy Terrain, I can't use Spell Mastery versions of other three encounter powers in the next 15 seconds. That is, I can't use Spell Mastery versions of other encounter powers unless the cooldown of the Spell Mastery version Icy Terrain ends.
This seems a step backwards, but I can't see the suggested changes being balanced any other way.
If you change the mechanic to something more akin to Clerics divinity. Its no longer fair to call it mastery. Without a divine source boosting said power, the effect would be more akin to desperation or rage. Should this change happen, a more appropriate name would be Wizards wrath or Arcane rage.
sockmunkey, good point. I'm okay with it being renamed to something else. After all, it makes no sense that what you master changes frequently.
kolatmaster. It is actually adjusting the mechanism to how it should work. You could regard it as a fix or an improvement.
the best thing would be some sort of preset for power changes where you could do it only hitting a button, but right now we have to work with what we have.
There's a very good reason for that being true, & I see not one good reason to change it.
Let your life proceed by its own designs
Nothing to tell
Let the words be yours, I'm done with mine ...
Its not a fix because nothing is broken about the current setup. You're correct, however, to say it would be an improvement since you literally bypass the 7-10s cooldown (depends on recovery) given to a mastery slot change. I'm sorry, but this is a horrible idea simply due to the fact that this will widen the gap between CW and everybody else to around the size of the Mt. Everest, if its not already at that point.
Swap any power in the mastery slot with any other power in your regular bar; there is an additional cooldown for swapping their spots.
Even in the same dungeon delve, situations vary. So having this feature is important to players who play the controller role, imho.
Does it boost up your damage? Nope. Does it reduce cooldowns of your encounter powers? Nope. Does it give you any other buff? Nope. Does it let you use Spell Mastery versions of encounter powers non-stop? Nope.