Considering the upcoming nerf coupled to the fact that 10-20% of all parties actually want a HR .I would recommend a reroll of Hr's as they and will not provide anything useful in dungeons save maybe VT and MC but all other dungeons not needed and in fact not wanted. So I suggest keep playing PVP if you want but reroll if considering high end dungeons esp CN.
Flame on!
Considering the upcoming nerf coupled to the fact that 10-20% of all parties actually want a HR .I would recommend a reroll of Hr's as they and will not provide anything useful in dungeons save maybe VT and MC but all other dungeons not needed and in fact not wanted. So I suggest keep playing PVP if you want but reroll if considering high end dungeons esp CN.
Flame on!
Yes and GWF's will be useless in pve again and only good in pvp, GF's are STILL NOT NEEDED in any end game content, TR's still not needed in any end-game content so guess what JOIN THE **** CLUB and stop QQing every class cept CW is in a bind with Mod 3
I think the age of the PUG in NWO is coming to a close. If you play the hell out of your HR (or any non-cw class), and stay in a relatively small circle (eg the legit channel) you'll be highly desired as a (insert class here). Nothing will ever trump CW in pve so get used to that. However, I think nothing aggros like HR, not gf, not gwf, not anything. Even nerfed split shot, hr will still pull mad aggro.
Even nerfed split shot, hr will still pull mad aggro.
No, it won't.
Reroll. HR is going the way of the TR, and there isn't really anything you can do about it. They have made their money off the Ranger pack, expect a new class shortly after the new content release that almost trumps CW. It will almost trump CW for maybe 3-6 months, then be nerfed into the ground at about the same time as another new class is revealed. This class will be released with a 30$-100$ pack you can buy to 'speed along' the leveling process, probably with some pet that's borderline OP.
Rinse, wash, repeat.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
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frozenflame22Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 56
edited April 2014
It is extremely discouraging to see where they are going with Rangers. I'm going to rant, complain, and give feedback as much as I can before and after the changes to in effect. But I'm also not going to give up on this class. I love archery in RPGs. I've had at least one Ranger in every game I've played. I have a husband who plays Neverwinter and an awesome guild, so I never have trouble getting into groups. I'm going to stick this out even though it is going to stink for a while. I have hope that eventually the tide will turn and we'll get some of these horrible changes fixed or reversed.
That said, I will be concentrating more on my GWF and CW after Mod 3 goes live. Neither are at lvl 60 and working on them would ease some of my frustration with the Ranger class.
Edited to add: I know there's a GWF nerf planned, but I'm not well enough versed in the class yet to really notice the difference. This is one area where ignorance really is bliss.
Yep, is frustrating that when you don't have a party with your guildmates or friends, it can take you like 20 min to go to a T2 dun (in average it's faster, but sometimes i took 20 min or even more to find a party in middle of DD, cause nobody wants HR), i'm almost thinking to change my playstyle and be a nature HR (if that can get me more parties), but i like my dps so much
Considering the upcoming nerf coupled to the fact that 10-20% of all parties actually want a HR...
10% or 20% don't want a HR, they just accept them in the charity slot, the same slot that TRs and GFs share with us, when i see ppl trying to make a party to a dungeon, i could say that it's actually like the 3-5% that want an HR to be in their group.
Reroll. HR is going the way of the TR, and there isn't really anything you can do about it. They have made their money off the Ranger pack, expect a new class shortly after the new content release that almost trumps CW. It will almost trump CW for maybe 3-6 months, then be nerfed into the ground at about the same time as another new class is revealed. This class will be released with a 30$-100$ pack you can buy to 'speed along' the leveling process, probably with some pet that's borderline OP.
Rinse, wash, repeat.
I'm not quite as bitter as all that, as true as it may or may not be. I only started playing the class AFTER the changes were announced because I was hoping for a thinning of the herd, and that looks exactly like what is happening. I acquire the op enchants and just put them on whatever class is my main that month. Then again, I am much much much more into pvp than pve and my guild is more than happy to include its HR's in the farming and grinding to keep us up to speed in pvp.
I can't even imagine this game anymore without a guild. I am forced to remember my first toon a GF and the stalwart set before the nerf. I think regardless of class a player either needs a guild or to be active in the legit channel. CW something of an exception. But then, if thats really the case, the topic is OP CW, not nerfed HR. My two cents anyways.
I'm not quite as bitter as all that, as true as it may or may not be.
You obviously don't need to believe me, but trust me when I say all the ear marks are there for a complete PvE HR viability nerf. Go shoot a training dummy with your 'encounters' and weep when you see them doing garbage damage to a single target. Is it pathetic that only split shot did decent AoE damage and that it still didn't do as much as a Control Wizard's control rotation?
You bet.
Is it going to be 10x more pathetic after split shot gets nerfed?
You bet.
Yeah. I mean I could pontificate all day on why HR is going to be 98% unplayable in PvE after the nerfs, but at the end of the day all I should need to mention is the PUG kick rate of HR from the queue right now today.
I mean that seriously, it's already to the point where HR who have 11-15k GS, 4/4 set bonus, and a BiS enchantment get instakicked from queue at least 50% of the time just for T2's!
If you're in a guild who lets you play with them that's cool, but frankly in a game where speed clears for AD to save you real world cash is the norm pretty much anything that is non-ideal is an act of charity on the part of your guild; you will always be at their mercy for dungeon clears too.
I correctly predicted the death of the PvE TR, and Module 3 is the death of the PvE HR. There is no question about that sadly, and I think most will agree with me after they really sit down and think about where their HR's damage is coming from.
The only semi-viable spec will be melee, but that's assuming that someone has a strange desire to play a spec that only does damage with a CW in the group; which is sort of ironic considering the CW that sets them up for the HR also does more damage than the HR. Hmm...so why bring the HR again?
At the end of the day, if you played a CW you would save yourself more of your real world cash and more of your guilds real world cash while serving the exact same purpose as the HR in groups; that being AoE DPS which the CW is undisputed king at. (While pumping out the most control/lock down in the game. So highest damage paired with highest control. Is it broken in the extreme as a game mechanic? You bet. Thanks Cryptic, for once again giving us a Control class that trumps everything else in your game!)
I also know people are going to say 'well if Split Shot was the main source of damage it needed to be nerfed!'. To that I simply say Shard of the Endless Avalanche. Go and play your CW without Shard in PvE. You'll see what I'm talking about. Which encounter does HR get that hits for, conservatively, 350k per shot? Rain of Arrows? Thorn Ward? Split the Sky? It's ludicrous to even think about it.
Also, don't forget that if you played with a GWF in the party you'll need to factor in Student of the Sword going away as well. All targets you're fighting, after module 3, will have roughly 15-45% more armor than before.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
You obviously don't need to believe me, but trust me when I say all the ear marks are there for a complete PvE HR viability nerf. Go shoot a training dummy with your 'encounters' and weep when you see them doing garbage damage to a single target. Is it pathetic that only split shot did decent AoE damage and that it still didn't do as much as a Control Wizard's control rotation?
You bet.
Is it going to be 10x more pathetic after split shot gets nerfed?
You bet.
Yeah. I mean I could pontificate all day on why HR is going to be 98% unplayable in PvE after the nerfs, but at the end of the day all I should need to mention is the PUG kick rate of HR from the queue right now today.
I mean that seriously, it's already to the point where HR who have 11-15k GS, 4/4 set bonus, and a BiS enchantment get instakicked from queue at least 50% of the time just for T2's!
If you're in a guild who lets you play with them that's cool, but frankly in a game where speed clears for AD to save you real world cash is the norm pretty much anything that is non-ideal is an act of charity on the part of your guild; you will always be at their mercy for dungeon clears too.
I correctly predicted the death of the PvE TR, and Module 3 is the death of the PvE HR. There is no question about that sadly, and I think most will agree with me after they really sit down and think about where their HR's damage is coming from.
The only semi-viable spec will be melee, but that's assuming that someone has a strange desire to play a spec that only does damage with a CW in the group; which is sort of ironic considering the CW that sets them up for the HR also does more damage than the HR. Hmm...so why bring the HR again?
At the end of the day, if you played a CW you would save yourself more of your real world cash and more of your guilds real world cash while serving the exact same purpose as the HR in groups; that being AoE DPS which the CW is undisputed king at. (While pumping out the most control/lock down in the game. So highest damage paired with highest control. Is it broken in the extreme as a game mechanic? You bet. Thanks Cryptic, for once again giving us a Control class that trumps everything else in your game!)
I also know people are going to say 'well if Split Shot was the main source of damage it needed to be nerfed!'. To that I simply say Shard of the Endless Avalanche. Go and play your CW without Shard in PvE. You'll see what I'm talking about. Which encounter does HR get that hits for, conservatively, 350k per shot? Rain of Arrows? Thorn Ward? Split the Sky? It's ludicrous to even think about it.
Also, don't forget that if you played with a GWF in the party you'll need to factor in Student of the Sword going away as well. All targets you're fighting, after module 3, will have roughly 15-45% more armor than before.
...but I enjoy playing my HR! I get the serious business like nature of fast and efficient dungeon clears, but part of it is also your playing a game with friends. Friends let friends bring suboptimal classes on runs/raids/dungeons, because these classes are often quite fun and that is true of many games. I also play pvp almost exclusively. I have a gwf and a cw at 60, booned, polished all that. They got boring and I rolled a TR. That got boring quick so I rolled an HR- looking for difficulty/fun.
I am honestly curious about what your take on the "pvp campaign" of icewind dale as far as hr's are concerned, given that HR's should still remain strong in pvp.
PanzerJäger HR Hybrid Jugger Conq GF
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frozenflame22Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 56
edited April 2014
I find it amusing (too sad to be funny) that people that have never played an HR, or only played HR through lvl 40ish, often say that HR is the easiest class to play. I never hear that from someone that has played an HR long enough to get full boons and regularly running through T2 dungeons, especially if they have another lvl 60+ character for comparison.
I am honestly curious about what your take on the "pvp campaign" of icewind dale as far as hr's are concerned, given that HR's should still remain strong in pvp.
I am honestly curious why anyone plays PvP in a game with rampant class balance issues, bugs, glitches, exploits, and poorly thought out reward systems paired with ultra generic maps and game modes.
This doesn't even go into the fact that you are so limited on powers, and out of those limited powers so few are useful, that you might as well be playing a cookie cutter versus arcade game.
The weird thing is, people mistake their hundreds of hours grinding out PvP gear as 'skill' when frankly 3/5 PvP kills are due more to overgearing the other person than actually outplaying them given how limited the powers and dodges really are.
The only 'skill' part that I can determine involves how often, and when, you dodge; but I guess that's the name of the game when almost every class gets two or three 100% damage/CC immunity windows just when it counts. (So in answer to your actual question, HR will probably still be amazing if you're pro and the servers don't lag you out just because you have more dodges than anyone else. Even if they're finicky.)
I haven't tried PvP since GWF could be perma 100% damage/CC immune due to a cancel glitch of Savage Advance. That glitch lasted months, and taught me that Neverwinter only pays lip service to PvP. (Well, that and every other Cryptic game has terrible bargain basement PvP. They simply do not, and will not ever, understand PvP.)
The thing that keeps me quitting on a six month cycle is the fact that Crypic keeps adding their poorly thought out PvP into their poorly thought out PvE. It magnifies the glaring problems with both far more than just having one poorly thought out system in place. I was actually a bit excited about Icewind Dale until I realized two things.
A) It has open world PvP
It's combined with massive class nerfs to every class except the one that needs it the most.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Spacejew your problem is you want a 1,2,3 punch.. They are fixing the HR so that it can use both melee and ranged at the same time which is what the class was designed to do. Right now it is 3 skills and that is it Constricting shot, Mauraders, and Fox Cunning.
They want you to use all range and melee skills to do your damage and rightfully so.
Since you do not like the changes reroll and let the rest of us who love this class keep playing and own you in pvp and pve.
I will continue to fight it out with CW's to earn spot #1 in damage (which happens about 65% of the time) and I will continue to be a great HR that people love taking with them. I don't have issues getting groups because I know my class and love my class and know how to PLAY my class.
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tajah23Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 32
I haven't tried PvP since GWF could be perma 100% damage/CC immune due to a cancel glitch of Savage Advance.
You just invalidated every point you have brought up over the last few days. Unless you are actively involved in t2 dungeons, GG, and domination, you have zero right to discuss anyone else's "lack of understanding" of this game. Go back to pugging Karru & let the people who are actively engaged in endgame content discuss the ramifications of the upcoming changes.
You just invalidated every point you have brought up over the last few days. Unless you are actively involved in t2 dungeons, GG, and domination, you have zero right to discuss anyone else's "lack of understanding" of this game. Go back to pugging Karru & let the people who are actively engaged in endgame content discuss the ramifications of the upcoming changes.
Those are three different things, maybe tenacity fixed PvP, frankly I don't even care it's just fun to hate on it. You could turn those arguments right around on PvE content as well if you wanted and I imagine plenty of PvPer's see it that way. For some reason I just think the playing field should be more level when it's PvP, hence GS/enchant brackets, but that's just me. I also wish they'd stop throwing PvP and PvE together, since I love one and hate the other.
I can clearly decide not to play it, and have done so. If you agree with me that's fine, if you disagree I'm not stopping you. I doubt you care about my opinion on the matter. I don't think Split Shot's nerf had a darn thing to do with PvP, so it isn't the whine effect either. It was a crutch the HR needed in PvE because it's encounters were broken; Cryptic took away the crutch without fixing the other powers but they apparently decided to do a rework instead. So bullet halfway dodged.
Pathfinder is pretty interesting though. Still not convinced it will be wanted in PvE as it seems heavy in single-target damage, but it has some fun toys. Definitely like the bear traps/ambush power if nothing else. The Hawkeye change is decent, Ambush helps make Hawk Shot better, just not much going on in the AoE department.
Basically the answer is now no, HR's don't need to reroll just relearn the class. I don't think they'll be a whole lot more welcome in PUG's after Module 3 though. We'll see how much people like the satchel heals, which I personally think are pretty cool but without people running T2 content on preview it's hard to really judge if people will notice them.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Right now it is 3 skills and that is it Constricting shot, Mauraders, and Fox Cunning.
Maybe it's because I never PvP (I have zero interest in it, maybe even negative interest), but I only use one of those skills: Constricting Shot, mainly because I'm specced as a pure archer and it's a quick-release skill that I can use to get some distance from a melee mob.
I stopped using Marauders for two reasons: uncertainty of the outcome, and if I need to constantly pull the ejection handles then I see it as a symptom of some other survivability problem. I dealt with that by maximizing my movement speed, which helps a lot. In DD runs I'm often the last one to fall nowadays, and at that point there's no recourse anyway but to just wipe and try again.
My encounters are set up as Constricting Shot, Binding Shot, and Split the Sky, with Seismic Shot (which I almost never use) and Disruptive Shot as dailies. Constricting, Binding, and Disruptive all serve much the same purpose: when used in quick succession, they substitute for Marauders in the sense that they let me get some distance from a critter that's on me, but they also have other benefits. While they all do damage, that's of secondary benefit: on a DD run, for instance, they leave a mob open to free attacks from other party members, which I find multiplies how quickly we can dispatch them. They also get me out of a jam in a much more predictable manner: one problem with Marauder's Escape is that if you're trying to fight mobs piecemeal, if you don't have your escape vector precisely lined up you can wind up pulling a whole new batch of hurt upon the party.
I'm looking forward to the Split the Sky boost as it's pretty pitiful on DD runs, but I'm *really* worried about a Split Shot nerf when doing dailies (I rarely use it on DD runs as it can easily over-aggro, or I use it with a narrow spread at maximum range to mitigate that). When doing Sharandar dailies we often find ourselves facing four Powries and a 45% nerf could make it impossible to kill them without at least one draining all of our action points. That's just not right.
Can Split the Sky make up the difference? That's the first thing I'll try. It would mean I couldn't be as lazy when doing dailies (grin), but if it lets me keep my AP I could live with it.
One variation on the skills I have slotted is that I sometimes hold the disruptive shot in special cases (e.g. waiting for a Thayan Knight to try to drink a healing potion). It would be really nice if it had at least a chance of working on a boss, though. Making all bosses 100% immune to it (when it's needed the most) doesn't seem fair to me at all.
One thing that I would *really* like would be a daily that I could slot alongside Disruptive that doesn't drain 100% AP. As it is, I only use Seismic under the most dire circumstances, which might be 1% of the time. Otherwise, the slot is pretty useless as it stands. I don't much care what I could put in there, just something that's less costly.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I am honestly curious why anyone plays PvP in a game with rampant class balance issues, bugs, glitches, exploits, and poorly thought out reward systems paired with ultra generic maps and game modes.
Welcome to MMO's! Go to any forum on any mmo and you will find well constructed logical arguments for how that mmo's pvp has rampant class balance issues, bugs, glitches, exploits, and poorly thought out reward systems paired with ultra generic maps and game modes. It comes down to what you enjoy. I enjoy the complexity of build mechanics combined with the console-like gameplay.
This doesn't even go into the fact that you are so limited on powers, and out of those limited powers so few are useful, that you might as well be playing a cookie cutter versus arcade game.
Well you like it or you don't, apparently you don't.
The weird thing is, people mistake their hundreds of hours grinding out PvP gear as 'skill' when frankly 3/5 PvP kills are due more to overgearing the other person than actually outplaying them given how limited the powers and dodges really are.
The only 'skill' part that I can determine involves how often, and when, you dodge; but I guess that's the name of the game when almost every class gets two or three 100% damage/CC immunity windows just when it counts. (So in answer to your actual question, HR will probably still be amazing if you're pro and the servers don't lag you out just because you have more dodges than anyone else. Even if they're finicky.)
Now I think you are being bitter for some reason, and I mean that in a friendly way. The skill is in knowing what powers your enemies have, when they are on cd, how your powers interact with theirs, and exactly when to use a power. And your dodges only never run out if you have taken the right feats and use the right powers at the right times. Constant risk/reward analysis that has to be made in a fraction of a second. I have seen more pure archer HR's run out of dodges and simply kind of freeze/panic when I tab and close on them.
I haven't tried PvP since GWF could be perma 100% damage/CC immune due to a cancel glitch of Savage Advance. That glitch lasted months, and taught me that Neverwinter only pays lip service to PvP. (Well, that and every other Cryptic game has terrible bargain basement PvP. They simply do not, and will not ever, understand PvP.)
The thing that keeps me quitting on a six month cycle is the fact that Crypic keeps adding their poorly thought out PvP into their poorly thought out PvE. It magnifies the glaring problems with both far more than just having one poorly thought out system in place. I was actually a bit excited about Icewind Dale until I realized two things.
A) It has open world PvP
It's combined with massive class nerfs to every class except the one that needs it the most.
This is the most civil conversation I have ever had with someone who seems to want to play the discussed game the least. New content, new content, new content. Changes. And more changes. Always. That keeps me here even though I'll qq with the worst of them sometimes.
In the end it is just a fun game worth talking about a lot. Or we wouldnt be doing so.
Maybe it's because I never PvP (I have zero interest in it, maybe even negative interest), but I only use one of those skills: Constricting Shot, mainly because I'm specced as a pure archer and it's a quick-release skill that I can use to get some distance from a melee mob.
I stopped using Marauders for two reasons: uncertainty of the outcome, and if I need to constantly pull the ejection handles then I see it as a symptom of some other survivability problem. I dealt with that by maximizing my movement speed, which helps a lot. In DD runs I'm often the last one to fall nowadays, and at that point there's no recourse anyway but to just wipe and try again.
My encounters are set up as Constricting Shot, Binding Shot, and Split the Sky, with Seismic Shot (which I almost never use) and Disruptive Shot as dailies. Constricting, Binding, and Disruptive all serve much the same purpose: when used in quick succession, they substitute for Marauders in the sense that they let me get some distance from a critter that's on me, but they also have other benefits. While they all do damage, that's of secondary benefit: on a DD run, for instance, they leave a mob open to free attacks from other party members, which I find multiplies how quickly we can dispatch them. They also get me out of a jam in a much more predictable manner: one problem with Marauder's Escape is that if you're trying to fight mobs piecemeal, if you don't have your escape vector precisely lined up you can wind up pulling a whole new batch of hurt upon the party.
I'm looking forward to the Split the Sky boost as it's pretty pitiful on DD runs, but I'm *really* worried about a Split Shot nerf when doing dailies (I rarely use it on DD runs as it can easily over-aggro, or I use it with a narrow spread at maximum range to mitigate that). When doing Sharandar dailies we often find ourselves facing four Powries and a 45% nerf could make it impossible to kill them without at least one draining all of our action points. That's just not right.
Can Split the Sky make up the difference? That's the first thing I'll try. It would mean I couldn't be as lazy when doing dailies (grin), but if it lets me keep my AP I could live with it.
One variation on the skills I have slotted is that I sometimes hold the disruptive shot in special cases (e.g. waiting for a Thayan Knight to try to drink a healing potion). It would be really nice if it had at least a chance of working on a boss, though. Making all bosses 100% immune to it (when it's needed the most) doesn't seem fair to me at all.
One thing that I would *really* like would be a daily that I could slot alongside Disruptive that doesn't drain 100% AP. As it is, I only use Seismic under the most dire circumstances, which might be 1% of the time. Otherwise, the slot is pretty useless as it stands. I don't much care what I could put in there, just something that's less costly.
Is HR that weak in DR and shar compared to GWF? On these quests including the lairs, the whole run is a cupcake dance through some relatively interesting visuals. As in run through a lair and aggro the entire thing so as to more quickly kill all of it. My HR (now 58) pretty well breezes through all of the quests. Constrict the strong, split shot the res a couple times and they are dead.
Basically the answer is now no, HR's don't need to reroll just relearn the class. I don't think they'll be a whole lot more welcome in PUG's after Module 3 though.
This is what I have been saying all along. I do thing the age of the pug is long gone in NWO. The pug system just doesnt work.
Comments
Yes and GWF's will be useless in pve again and only good in pvp, GF's are STILL NOT NEEDED in any end game content, TR's still not needed in any end-game content so guess what JOIN THE **** CLUB and stop QQing every class cept CW is in a bind with Mod 3
Jugger Conq GF
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No, it won't.
Reroll. HR is going the way of the TR, and there isn't really anything you can do about it. They have made their money off the Ranger pack, expect a new class shortly after the new content release that almost trumps CW. It will almost trump CW for maybe 3-6 months, then be nerfed into the ground at about the same time as another new class is revealed. This class will be released with a 30$-100$ pack you can buy to 'speed along' the leveling process, probably with some pet that's borderline OP.
Rinse, wash, repeat.
That said, I will be concentrating more on my GWF and CW after Mod 3 goes live. Neither are at lvl 60 and working on them would ease some of my frustration with the Ranger class.
Edited to add: I know there's a GWF nerf planned, but I'm not well enough versed in the class yet to really notice the difference. This is one area where ignorance really is bliss.
10% or 20% don't want a HR, they just accept them in the charity slot, the same slot that TRs and GFs share with us, when i see ppl trying to make a party to a dungeon, i could say that it's actually like the 3-5% that want an HR to be in their group.
I'm not quite as bitter as all that, as true as it may or may not be. I only started playing the class AFTER the changes were announced because I was hoping for a thinning of the herd, and that looks exactly like what is happening. I acquire the op enchants and just put them on whatever class is my main that month. Then again, I am much much much more into pvp than pve and my guild is more than happy to include its HR's in the farming and grinding to keep us up to speed in pvp.
I can't even imagine this game anymore without a guild. I am forced to remember my first toon a GF and the stalwart set before the nerf. I think regardless of class a player either needs a guild or to be active in the legit channel. CW something of an exception. But then, if thats really the case, the topic is OP CW, not nerfed HR. My two cents anyways.
Jugger Conq GF
....
You obviously don't need to believe me, but trust me when I say all the ear marks are there for a complete PvE HR viability nerf. Go shoot a training dummy with your 'encounters' and weep when you see them doing garbage damage to a single target. Is it pathetic that only split shot did decent AoE damage and that it still didn't do as much as a Control Wizard's control rotation?
You bet.
Is it going to be 10x more pathetic after split shot gets nerfed?
You bet.
Yeah. I mean I could pontificate all day on why HR is going to be 98% unplayable in PvE after the nerfs, but at the end of the day all I should need to mention is the PUG kick rate of HR from the queue right now today.
I mean that seriously, it's already to the point where HR who have 11-15k GS, 4/4 set bonus, and a BiS enchantment get instakicked from queue at least 50% of the time just for T2's!
If you're in a guild who lets you play with them that's cool, but frankly in a game where speed clears for AD to save you real world cash is the norm pretty much anything that is non-ideal is an act of charity on the part of your guild; you will always be at their mercy for dungeon clears too.
I correctly predicted the death of the PvE TR, and Module 3 is the death of the PvE HR. There is no question about that sadly, and I think most will agree with me after they really sit down and think about where their HR's damage is coming from.
The only semi-viable spec will be melee, but that's assuming that someone has a strange desire to play a spec that only does damage with a CW in the group; which is sort of ironic considering the CW that sets them up for the HR also does more damage than the HR. Hmm...so why bring the HR again?
At the end of the day, if you played a CW you would save yourself more of your real world cash and more of your guilds real world cash while serving the exact same purpose as the HR in groups; that being AoE DPS which the CW is undisputed king at. (While pumping out the most control/lock down in the game. So highest damage paired with highest control. Is it broken in the extreme as a game mechanic? You bet. Thanks Cryptic, for once again giving us a Control class that trumps everything else in your game!)
I also know people are going to say 'well if Split Shot was the main source of damage it needed to be nerfed!'. To that I simply say Shard of the Endless Avalanche. Go and play your CW without Shard in PvE. You'll see what I'm talking about. Which encounter does HR get that hits for, conservatively, 350k per shot? Rain of Arrows? Thorn Ward? Split the Sky? It's ludicrous to even think about it.
Also, don't forget that if you played with a GWF in the party you'll need to factor in Student of the Sword going away as well. All targets you're fighting, after module 3, will have roughly 15-45% more armor than before.
...but I enjoy playing my HR! I get the serious business like nature of fast and efficient dungeon clears, but part of it is also your playing a game with friends. Friends let friends bring suboptimal classes on runs/raids/dungeons, because these classes are often quite fun and that is true of many games. I also play pvp almost exclusively. I have a gwf and a cw at 60, booned, polished all that. They got boring and I rolled a TR. That got boring quick so I rolled an HR- looking for difficulty/fun.
I am honestly curious about what your take on the "pvp campaign" of icewind dale as far as hr's are concerned, given that HR's should still remain strong in pvp.
Jugger Conq GF
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I am honestly curious why anyone plays PvP in a game with rampant class balance issues, bugs, glitches, exploits, and poorly thought out reward systems paired with ultra generic maps and game modes.
This doesn't even go into the fact that you are so limited on powers, and out of those limited powers so few are useful, that you might as well be playing a cookie cutter versus arcade game.
The weird thing is, people mistake their hundreds of hours grinding out PvP gear as 'skill' when frankly 3/5 PvP kills are due more to overgearing the other person than actually outplaying them given how limited the powers and dodges really are.
The only 'skill' part that I can determine involves how often, and when, you dodge; but I guess that's the name of the game when almost every class gets two or three 100% damage/CC immunity windows just when it counts. (So in answer to your actual question, HR will probably still be amazing if you're pro and the servers don't lag you out just because you have more dodges than anyone else. Even if they're finicky.)
I haven't tried PvP since GWF could be perma 100% damage/CC immune due to a cancel glitch of Savage Advance. That glitch lasted months, and taught me that Neverwinter only pays lip service to PvP. (Well, that and every other Cryptic game has terrible bargain basement PvP. They simply do not, and will not ever, understand PvP.)
The thing that keeps me quitting on a six month cycle is the fact that Crypic keeps adding their poorly thought out PvP into their poorly thought out PvE. It magnifies the glaring problems with both far more than just having one poorly thought out system in place. I was actually a bit excited about Icewind Dale until I realized two things.
A) It has open world PvP
It's combined with massive class nerfs to every class except the one that needs it the most.
http://nw-forum.perfectworld.com/showthread.php?645601-Curse-of-Icewind-Dale-Preview-Patch-Notes-NW-15-20140331a-3&p=7689841&viewfull=1#post7689841
They want you to use all range and melee skills to do your damage and rightfully so.
Since you do not like the changes reroll and let the rest of us who love this class keep playing and own you in pvp and pve.
I will continue to fight it out with CW's to earn spot #1 in damage (which happens about 65% of the time) and I will continue to be a great HR that people love taking with them. I don't have issues getting groups because I know my class and love my class and know how to PLAY my class.
You just invalidated every point you have brought up over the last few days. Unless you are actively involved in t2 dungeons, GG, and domination, you have zero right to discuss anyone else's "lack of understanding" of this game. Go back to pugging Karru & let the people who are actively engaged in endgame content discuss the ramifications of the upcoming changes.
Those are three different things, maybe tenacity fixed PvP, frankly I don't even care it's just fun to hate on it. You could turn those arguments right around on PvE content as well if you wanted and I imagine plenty of PvPer's see it that way. For some reason I just think the playing field should be more level when it's PvP, hence GS/enchant brackets, but that's just me. I also wish they'd stop throwing PvP and PvE together, since I love one and hate the other.
I can clearly decide not to play it, and have done so. If you agree with me that's fine, if you disagree I'm not stopping you. I doubt you care about my opinion on the matter. I don't think Split Shot's nerf had a darn thing to do with PvP, so it isn't the whine effect either. It was a crutch the HR needed in PvE because it's encounters were broken; Cryptic took away the crutch without fixing the other powers but they apparently decided to do a rework instead. So bullet halfway dodged.
Pathfinder is pretty interesting though. Still not convinced it will be wanted in PvE as it seems heavy in single-target damage, but it has some fun toys. Definitely like the bear traps/ambush power if nothing else. The Hawkeye change is decent, Ambush helps make Hawk Shot better, just not much going on in the AoE department.
Basically the answer is now no, HR's don't need to reroll just relearn the class. I don't think they'll be a whole lot more welcome in PUG's after Module 3 though. We'll see how much people like the satchel heals, which I personally think are pretty cool but without people running T2 content on preview it's hard to really judge if people will notice them.
Maybe it's because I never PvP (I have zero interest in it, maybe even negative interest), but I only use one of those skills: Constricting Shot, mainly because I'm specced as a pure archer and it's a quick-release skill that I can use to get some distance from a melee mob.
I stopped using Marauders for two reasons: uncertainty of the outcome, and if I need to constantly pull the ejection handles then I see it as a symptom of some other survivability problem. I dealt with that by maximizing my movement speed, which helps a lot. In DD runs I'm often the last one to fall nowadays, and at that point there's no recourse anyway but to just wipe and try again.
My encounters are set up as Constricting Shot, Binding Shot, and Split the Sky, with Seismic Shot (which I almost never use) and Disruptive Shot as dailies. Constricting, Binding, and Disruptive all serve much the same purpose: when used in quick succession, they substitute for Marauders in the sense that they let me get some distance from a critter that's on me, but they also have other benefits. While they all do damage, that's of secondary benefit: on a DD run, for instance, they leave a mob open to free attacks from other party members, which I find multiplies how quickly we can dispatch them. They also get me out of a jam in a much more predictable manner: one problem with Marauder's Escape is that if you're trying to fight mobs piecemeal, if you don't have your escape vector precisely lined up you can wind up pulling a whole new batch of hurt upon the party.
I'm looking forward to the Split the Sky boost as it's pretty pitiful on DD runs, but I'm *really* worried about a Split Shot nerf when doing dailies (I rarely use it on DD runs as it can easily over-aggro, or I use it with a narrow spread at maximum range to mitigate that). When doing Sharandar dailies we often find ourselves facing four Powries and a 45% nerf could make it impossible to kill them without at least one draining all of our action points. That's just not right.
Can Split the Sky make up the difference? That's the first thing I'll try. It would mean I couldn't be as lazy when doing dailies (grin), but if it lets me keep my AP I could live with it.
One variation on the skills I have slotted is that I sometimes hold the disruptive shot in special cases (e.g. waiting for a Thayan Knight to try to drink a healing potion). It would be really nice if it had at least a chance of working on a boss, though. Making all bosses 100% immune to it (when it's needed the most) doesn't seem fair to me at all.
One thing that I would *really* like would be a daily that I could slot alongside Disruptive that doesn't drain 100% AP. As it is, I only use Seismic under the most dire circumstances, which might be 1% of the time. Otherwise, the slot is pretty useless as it stands. I don't much care what I could put in there, just something that's less costly.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Welcome to MMO's! Go to any forum on any mmo and you will find well constructed logical arguments for how that mmo's pvp has rampant class balance issues, bugs, glitches, exploits, and poorly thought out reward systems paired with ultra generic maps and game modes. It comes down to what you enjoy. I enjoy the complexity of build mechanics combined with the console-like gameplay.
Well you like it or you don't, apparently you don't.
Now I think you are being bitter for some reason, and I mean that in a friendly way. The skill is in knowing what powers your enemies have, when they are on cd, how your powers interact with theirs, and exactly when to use a power. And your dodges only never run out if you have taken the right feats and use the right powers at the right times. Constant risk/reward analysis that has to be made in a fraction of a second. I have seen more pure archer HR's run out of dodges and simply kind of freeze/panic when I tab and close on them.
This is the most civil conversation I have ever had with someone who seems to want to play the discussed game the least. New content, new content, new content. Changes. And more changes. Always. That keeps me here even though I'll qq with the worst of them sometimes.
In the end it is just a fun game worth talking about a lot. Or we wouldnt be doing so.
Jugger Conq GF
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Is HR that weak in DR and shar compared to GWF? On these quests including the lairs, the whole run is a cupcake dance through some relatively interesting visuals. As in run through a lair and aggro the entire thing so as to more quickly kill all of it. My HR (now 58) pretty well breezes through all of the quests. Constrict the strong, split shot the res a couple times and they are dead.
Jugger Conq GF
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This is what I have been saying all along. I do thing the age of the pug is long gone in NWO. The pug system just doesnt work.
Jugger Conq GF
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Absolutely not. HRs have many options from Stag Heart (and Oakskin in Mod 3) to Rain of Arrows to Marauders to... I think I've made my point by now.