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Official Feedback Thread: Ranger Paragon Path: Pathfinder

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  • l3g10nna1rel3g10nna1re Member, NW M9 Playtest Posts: 372 Arc User
    edited March 2014
    Hello there

    This is my input from testing on the Preview server last night and I will state I don’t feel the PVE aspect of the game which a lot of us love, should be affected by the PVP aspects which it seems it has been for many classes, That being said this is my own personal experience of the new path

    Pathfinder Paragon Path


    At-Wills

    •Ranged: Hunter’s Teamwork: You mark supplies that the enemy is carrying, marking them with Hunter’s Teamwork. If the foe dies while marked they drop supplies that any ally can pick up. Picking up these supplies heals all teammates and restores some Action Points. Only one foe may be marked by Hunter’s Teamwork at a time.

    Feedback - The skill is useful in AOE situations if you are quick on the mark ;) Some situations when there is no healer but the Damage and the heal itself was very low, maybe we can change this to a higher Tier H.O.T, also the Action points value seems very low I think I got 3% of my Action points back (when I checked it looked like it went up 5mm)


    Encounters

    •Ranged: Ambush: You gain Ambush and Stealth for several seconds. Ambush causes your next attack to deal bonus damage (this effect is reduced on AoE attacks). Ambush is cancelled early if you move. Stealth is cancelled early if you attack.

    Feedback - for the "stealth Aspect, Several seconds is right very short duration even with the feet Advanced Stalking (Up to 2.5 seconds Longer in total 6.5 seconds) can you please confirm the % of bonus damage 5%/10%/15% or 10/20/30% bonus

    Feedback - Maybe best if you use this similar to GWF Encounter where it gives a flat 30% damage buff to the next Encounter attack

    •Melee: Bear Trap: Toss a massive Bear Trap at target location. This Bear Trap stuns and deals damage to any foe who steps on it. This Power has 2 charges.

    Feedback - This area is to small, meaning its very short area to trap the target must be thrown Very carefully, Perhaps increase this to x3 or x5 the radius?

    Feedback - Make this AOE based also so it can trap up to 1/2/3 enemies which would fall in line with a Control Aspect

    Feedback - Damage is way to low could we change this to add a 25% more damage initially and then a Bleed for 3/6/9 seconds ?
    Daily

    •Slasher’s Mark: Leap to your target with a Slashing Strike, marking your target. When you or your allies strike the marked target you restore Stamina or Guard Meter. Costs 100% of your AP.

    Feedback - The Action point cost is to high would suggest 25 or 50% Cost only due to the small benefit to the GF, And TR dodges and I wouldn’t see many people using this unless perhaps changing this to a Heal effect

    Feedback - I must say this Daily wasn’t much use in a 3 person group I actually got a GF Friend to group with me and a GWF to test the Stamina /Guard gain and 6% wasn’t to much per attack in terms of blocking attacks and then a sneaky retaliation of F/L Surge

    Feedback - Another possible change to this could be to Slash the Target with a high Damage Attack then when marked takes 5%/10%/15% more damage for 7/14/21 Seconds,Feedback – How long is this effect supposed to last? as it feels short I thought it would last until the target was Dead but that doesn’t seem to be the case

    •Archery: Quarry: You deal 1/2/3/4/5% bonus damage to targets affected by your Hunter’s Teamwork or Careful Attack At-Will powers.

    Feedback - 5% isn’t enough to augment our low DPS in Range or Melee Stance, 3%/6%/9%/12%/15% would be more appropriate

    •Combat: Advanced Stalking: Your Ambush power can now last .5/1/1.5/2/2.5 seconds longer. Your Bear Trap now snares targets for .5/1/1.5/2/2.5 seconds.

    Feedback - Unsure if this was intended to be a starting encounter or part of an escape mechanic however would suggest changing the Stalking part to 1/2/3/4/5 Seconds up from 2.5 seconds, and Beat trap to 1/2/3/4/5 seconds also (as Stated I do not care about PVP mechanics)

    Hope this helps
  • rodrant64rodrant64 Member, NW M9 Playtest Posts: 172 Arc User
    edited March 2014
    The 45% cut to split shot power is WAY too drastic. Evening up the HR's at-wills shouldn't entail destroying the one useful one and leaving the others as is.

    A 20-25% cut would've been fine, as long as electric shot got a major bump up in damage. Or even bump up split shot, or our encounters. As is, it ruins what DPS the class had (which can be pretty good, but usually never top of the board in PvE).

    I think I like the fox shift change, though. The lost of burst damage on single targets hurts, but the CC/damage immunity when it's in effect gives it a survivability factor in a group of enemies. More useful for pve than pvp, though.
    Just call me Rod. Member of Grievance!
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  • trterror1trterror1 Member Posts: 0 Arc User
    edited March 2014

    when the smoke clears the pve dungeons creatures and even stat scaling on equips should be changed as well to make up for the changes to things like power and classes.

    The power changes is a smalll buff from live. They do not offset the severity off the nerfs or the low damage of other skills.
  • masterjewstarmasterjewstar Member Posts: 563
    edited March 2014
    trterror1 wrote: »
    The power changes is a smalll buff from live. They do not offset the severity off the nerfs or the low damage of other skills.

    yep im aware and this nerf isnt real either not yet as i said 20 times its just only what they are testing and i said changes to class too.
  • vladious1977vladious1977 Member Posts: 244 Arc User
    edited March 2014
    If only the class had a single target nuke ability like other classes I could live with the changes as long as they take the Pathfinder Action off of Daily requirement and make it an always on.

    From a PVP standpoint the nerf to fox leaves us without a single target nuke. Fox shift was not even that great of a single target nuke yet it did what it had to do. Now we have nothing. New paragin path does not offer a nuke old paragon path lacked one. So now we just go into pvp and the only reliable thing we have now is boars,hinder (Roots are HAMSTER on hinder but the damage is about the best we can get for melee) and marauders.. So considering the nerf to are main nuke can we PLEASE get one heck of a buff to our other single target encounters? I am thinking a 200 percent increase to marauders/boars and Hindering should put us on par with other classes.
  • masterjewstarmasterjewstar Member Posts: 563
    edited March 2014
    100% increase is double btw.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2014
    Boar hits for 6k if crit. However pls stop spamming and be focus on the problem
  • vladious1977vladious1977 Member Posts: 244 Arc User
    edited March 2014
    100% is double btw so a 12k boars rush on normal hit and an 9k normal hit on marauders? that sounds ridiculous. not bashing; just being reasonable.

    I have had IBS crit for 20k. Even now 12 is pretty normal in PVP for GWF IBS. CW almost all there abilities can crit over 12k. So asking to be on par is ridiculous?

    The problem is we are not on par with any class. Controllers do more damage then us. Sents have higher damaging abilities then us. CW's even have more control then us. What do we bring to the table?
  • masterjewstarmasterjewstar Member Posts: 563
    edited March 2014
    not on normal hit however a normal ibs hit is 5-7kish and only about 7 abilities cw has hits that hard on crit and most of those are dailies.

    our moves are weak because split shot was too ridiculous damage wise and now that its not they can pick and choose where they can buff and we can help then they can increase split shot to be in line with the rest with out it being the only move people go to which is why it got nerfed in the first place.
  • vladious1977vladious1977 Member Posts: 244 Arc User
    edited March 2014
    not on normal hit however a normal ibs is 6kish and only about 7 abilities cw has hits that hard and most of those are dailies and are also single target besides those.

    IBS normal.. Yes for a Dex Sent that "normal" is like almost never. 9 times out of 10 it is a crit it seems and on high end most of them are packing perfect vorpals. So we are talking about 12-20kish damage. I seen it I have done it. Been there.

    CW's I have seen Shard crit for well over 12k post PVP patch. They also have a ton more control then us.

    So my point is we offer nothing. We offer little to no control even less as a Melee HR. We have abilities that do little more then tickle. We need a serious drastic increase in damage to even be slightly remotely competitive.

    This is not even hitting on TR's I will leave them out of the equation because they been hit hard enough and will soon be in the same boat as HRs.

    Also the splt shot excuse does not float at all. Most the time as Melee HR you would rather run rapid strike/ Aimed Strike. Occasionally you will use Split but not often I did not like the synergy personally with melee. I rarely ever had that slotted. So the split shot change would not effect me in the slightest.
  • sabre10sabre10 Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2014
    Comparing my live HR vs my preview version (copied this morning), i've been looking at the damage described within the tooltip. I assume this to be correct but if my calculations are out, please let me know

    Live version Split Shot: 1777 - 4940
    Prev version Split Shot: 700 - 2457

    That is 39% - 49% (avg 45%) OF the live version. A dmg reduction too 45% not of 45%

    Have i miscalculated this?

    The split shot reduction in its current preview format, is simply too much to deliver any meaningful dmg
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  • masterjewstarmasterjewstar Member Posts: 563
    edited March 2014
    cws are control wizards wiz at control........

    believe me they know we hate what they have done to split shot its littered everywhere what isnt is how to make things other than it better without being obese.
  • vladious1977vladious1977 Member Posts: 244 Arc User
    edited March 2014
    your right they do need an increase but not as drastically as you are suggesting. Remember that they are also going to be looking at the cw later and the gwf which they are currently. if you bother to read anything I or the devs have written but my rebuttal you would have seen that.

    cws are control wizards wiz at control........ done talking to all of you its pointless you let anger cloud your judgement and reasoned ideas arent flowing. im still gonna post but its more pointless than you think the hr is trying to work with any of you so im not gonna bother anymore as usual in forums ideas are spit on by the player base if they arent huge ideas.

    i have never felt weak with my ranger because i know how it works in and out i rarely die in pve either even without bis rank 10s or perfect vorpals. and pvp is a turkey shoot everyone knows it.

    believe me they know we hate what they have done to split shot its littered everywhere what isnt is how to make things other than it better without being obese.

    Melee HR's HAD to use Fox shift as a single target nuke because we lacked one. You think we wanted to use Fox shift in such a way no we did not. Yet Cryptic forced us into it because we had nothing else. It was sadly our best single target nuker.

    Who cares what percent I state. I can say 1000 percent. It does not matter. Without testing and actual data to go on it is the equiv of saying 5 percent. Of course I can only assume that English is not your first language and sarcasm escapes you. The point I was making is that for Melee our single target encounters need to increase pretty drastically to make us competitive it was not the VALUE.
  • masterjewstarmasterjewstar Member Posts: 563
    edited March 2014
    we have 6 encounters all of which are overshadowed by splitshot in live having boars hit alot is alot when you also factor in damage and effects from the other 5 and splitshot.

    and here it DOES matter its feed back on a rebalancing of classes they read it and its all important even if its not used.

    what ever you use mythical numbers too and im sorry you use sarcasm on a feedback thread :) and i dont care anymore good bye. i'm done with discussing its crystal clear apologies you wont hear a peep outta me unless its feedback.

    ive also gotten rid of all the irrelevent discussing in my posts just for you all and the thread.
  • xmousepadxxmousepadx Member Posts: 381 Bounty Hunter
    edited March 2014
    Masterjewstar...for the love of god, please stop replying to every post that is made...
    Also stop to compare HR to other classes, it just doesnt work this way.
    Either you post your feedback or nothing, do all of us a favour.
  • vladious1977vladious1977 Member Posts: 244 Arc User
    edited March 2014
    we have 6 encounters all of which are overshadowed by splitshot in live having boars hit 9k or 12k is alot when you also factor in damage and effects from the other 5 and splitshot.

    Who cares what percent I state. I can say 1000 percent. It does not matter. Without testing and actual data to go on it is the equiv of saying 5 percent. Of course I can only assume that English is not your first language and sarcasm escapes you. The point I was making is that for Melee our single target encounters need to increase pretty drastically to make us competitive it was not the VALUE.

    No one said anything about having Boars hit for 9k to 12 k that is a mythical number you invented out of your head after I already stated that 200 percent remark was obviously sarcasm and meant I feel it should be drastically increased..
  • alvadimarcoalvadimarco Member Posts: 0 Arc User
    edited March 2014
    I just want to say this as politely as possible:

    Masterjewstar, get out of this thread. This is a feedback thread, not a discussion thread. If you want to discuss, make a new thread for the purpose.
  • elgorrelgorr Member, Neverwinter Beta Users Posts: 32
    edited March 2014
    OFF TOPIC

    You can ignore anyone except Devs and Mods by using User CP.
    I thought most of us ignored him already.
  • sabre10sabre10 Member, NW M9 Playtest Posts: 340 Arc User
    edited March 2014
    sabre10 wrote: »
    Comparing my live HR vs my preview version (copied this morning), i've been looking at the damage described within the tooltip. I assume this to be correct but if my calculations are out, please let me know

    Live version Split Shot: 1777 - 4940
    Prev version Split Shot: 700 - 2457

    That is 39% - 49% (avg 45%) OF the live version. A dmg reduction too 45% not of 45%

    Have i miscalculated this?

    Just looking further into this (reading Power Stats Change thread), do these numbers have anything to do with the changes to the Power formula?
    Also, did your change to SS dmg preceed or follow your changes to the Power formula?
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  • stah01stah01 Member Posts: 540 Arc User
    edited March 2014
    Personally Id like to see us stay a hybrid dps/cc class. I think it gives variety and thats why people have so much love for the class. I like the fact that you can go melee/FS and be a hunter. Instead of doing a blanket nerf, add a feat that keeps FS as it is. The nerf happens if you arent spec'd for melee. Just an idea.

    I would like to see some variation though. Right now its easy to spec that since everyone figured out its our only viable option since tenacity. To give you an idea on how much I like the variety our feat tree's, I made 3 HR's. 1 combat, 1 nature and almost done leveling up archery. You could say I like the class as it stands now.

    Suggestions

    Drop healing suppression for Stormwarden abilities to bring back Nature builds. Tenacity killed it. We know some items dont have suppression so this should be possible. Nature is a cool path. You can slot defense/deflect, become really tanky but your damage is pretty weak. Fights become more about you running away, buffing and trying to hold a point till your TR or GWF get to you. (variety is good)

    Archery - Would like to see a feat that lets you that almost eliminates disrupt on Aimed shot if you are using the archery tree.

    I have heard a 'specialist' was brought in to balance pvp and he is famous for nerfs. Might be hearsay. But if its true I would still look at FS/SS nerf and really evaluate. I did VT last night with 4 cw's who were kind enough to bring me on multiple runs. (Thank you CW's for my shiny new dragon blades btw!) but I contributed nothing. Melee spec'd, 16.5k GS and if I was at 1.9m total damage for a run, they were already at 2-3m more damage than me.

    Hopefully our only path isnt support.
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  • stah01stah01 Member Posts: 540 Arc User
    edited March 2014
    elgorr wrote: »
    OFF TOPIC

    You can ignore anyone except Devs and Mods by using User CP.
    I thought most of us ignored him already.

    Did not know that and you are my hero.
    GShBCGl.jpg
  • bulletdancerbulletdancer Member Posts: 107 Arc User
    edited March 2014
    has anyone tried using high power build? i can not test power crit build don't have runes for it :mad:i think if we can get data from a power/crit, or power/arpen might help identify problem areas. right now i'm tricked as a crit/life steal, so my numbers are drastically low.

    anyone know what our damage ratios are? or are those calculated on per power basis?

    ok, after 3 days of trying to test this, i am through, it just not fun, being this weak just ruins it.
    seriously devs if you are actually paying attention, this is the best way to DRIVE players away, GOOD job o.0

    killed my character, then add a module thats so close to forced PVP it turns my stomach. **** Garry Gygax would be puking in his grave if his saw this farce! forcing balance changes for in the name of PVP!!!! YOU OWE ME my money back, bait and switched on me. this just is not a pve game anymore, you allowed PVP to rule, just like every other failed game. PVE cannot be balanced from PVP!!!!

    and i heard that too, about a "specialist". my question to them, WTF are you balancing PVP just to screw over pve players. just cannot be done, they are totally different and need to be separated, if they continue to balance the game around PVP, i will leave. in all honesty i thought it was a PVE game. sure feels like PVP took over. BTW i would call that bait and switch, and illegal practice.
  • vladious1977vladious1977 Member Posts: 244 Arc User
    edited March 2014
    PVE cannot be balanced from PVP!!!!

    I hate to tell you this but that is not correct at all. I have seen it done successfully in many games. UO the oldest running MMO the first game to be called an MMORPG (Arguably not the first MMORPG but still the creator actually coined the term for UO so it is the first to be called such) It was pretty balanced from the conception for several years on both PVE and a PVP aspect.

    PWE is very well known for there ability to have an enjoyable balanced game. BOI-WOI-PW I have played and enjoyed and are really well balanced in both respects of PVP and PVE. There is no crazy balance issues like this.

    I will admit that a lot of games struggle with it because they go about the aspect all wrong. They rush out updates without testing them or with out proper testing. There idea for everything is to nerf everyone where sometimes it takes a simple buff to bring everyone up to the same level. Sometimes it can be as simple as giving players more options and tools.

    Fact is while this problem is not a unique one it is not one shared by ALL MMORPG's . A good deal yes but not all. Mostly ones that added in PVP as an after thought. Could also be a design flaw of the game itself.
  • melodywhrmelodywhr Member Posts: 4,220 Arc User
    edited March 2014
    mod note:

    it is important to note that every player has the right to provide their opinions and feedback.

    however, power posting is considered trolling. giving one's own opinion is great but repeatedly attacking anyone's and everyone's opposing or differing opinions is not allowed. opinions have been given, there is no need to rip apart other's opinions to further one's own agenda. please remember that the first rule we have is to show respect. thank you.

    any further power posting in this thread will be removed. continued violations of the forum rules may result in the loss of your forum privileges.

    do not reply to this moderation note. instead, send us a PM if you would like to discuss it.
  • heiltdo1heiltdo1 Member Posts: 32
    edited March 2014
    A comment on careful attack:
    The sound that the animation makes is a little annoying, is it possible to tune it down?
    Been trying out this attack with a nature/melee build and its been nice but i still have some questions:
    - How many targets can it hit per cast?
    - Does the bonus % damage from "lethal hunter" affects it?
    - How much less damage do enemies do while under the effect of the debuff?.
  • bulletdancerbulletdancer Member Posts: 107 Arc User
    edited March 2014
    well, i can't test anything anymore,
    i keep dieing to almost anything that looks at me. i cannot progress in the campaign because i spend all my adventuring on my back.
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited March 2014
    Hey guys, I wanted to hop in and say we have heard your feedback. We are making some changes to quite a few powers that should make them more attractive and improve various aspects of Hunter kits that people generally avoided before or flat out weren't working the way they were supposed to.

    I can't post specific notes yet as this is all still WiP and could change at any time given further testing, but some of the main highlights are as follows
    • Improvement to Fox Shift so it doesn't feel wasted on a single target
    • Improvement to Hawkeye because it wasn't getting the damage it was supposed to before due to a bug
    • Improved damage on a handful of damage dealing encounters to improve the feel of striker gameplay
    • Improvements to several buff related powers to give more options for support/assist Hunters.
    • Improvements to Electric Shot and Clear the Ground to make taking them feel much more competitive across the board.

    These changes won't make it into an update this week, but hopefully will make it to Preview soon!

    Thank you all for the continued feedback!
  • bulletdancerbulletdancer Member Posts: 107 Arc User
    edited March 2014
    at least thats something to look forword too. i will be back next week then.
  • stah01stah01 Member Posts: 540 Arc User
    edited March 2014
    Hopefully its on the list.

    Forest Med - Make this an active daily, meaning I love the concept but sitting there doing nothing doesnt work in PVP and PVE.

    Look forward to the next update, surprise us with positive things and leave split shot alone. Will test when its on.
    GShBCGl.jpg
  • kunekadenkunekaden Member, Neverwinter Beta Users Posts: 115 Bounty Hunter
    edited March 2014
    Hey guys, I wanted to hop in and say we have heard your feedback. We are making some changes to quite a few powers that should make them more attractive and improve various aspects of Hunter kits that people generally avoided before or flat out weren't working the way they were supposed to.

    I can't post specific notes yet as this is all still WiP and could change at any time given further testing, but some of the main highlights are as follows
    • Improvement to Fox Shift so it doesn't feel wasted on a single target
    • Improvement to Hawkeye because it wasn't getting the damage it was supposed to before due to a bug
    • Improved damage on a handful of damage dealing encounters to improve the feel of striker gameplay
    • Improvements to several buff related powers to give more options for support/assist Hunters.
    • Improvements to Electric Shot and Clear the Ground to make taking them feel much more competitive across the board.

    These changes won't make it into an update this week, but hopefully will make it to Preview soon!

    Thank you all for the continued feedback!

    I knew there was a reason that you are my #dev_crush
    We all appreciate you taking our feedback seriously, and your constant hard work.
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