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Suggestion: Let Arcane Sigularity benefit from Control Bonus

ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
edited June 2014 in PvE Discussion
Not sure if I'm missing something, but Arcane Sigularity doesn't seem to benefit from Control Bonus at all.

Maybe it could get some love from Control Bonus, in any way.
Post edited by ianthewizard2012 on
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Comments

  • alvadimarcoalvadimarco Member Posts: 0 Arc User
    edited April 2014
    The only way this wouldn't be horrible is if Singularity first got a target capped close to what other AoEs have.
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited April 2014
    The only way this wouldn't be horrible is if Singularity first got a target capped close to what other AoEs have.

    Honestly, if singularity had a cap like the other AoEs (5 target cap), literally no one would use it. Its not like the daily 1 shots everything each time its used since the damage is horrible and its a purely positioning spell. So, lowering the cap would make things worse. The moment it gets a 5 target cap, the daily becomes 100% useless.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    It's a pity that this crowd control daily power doesn't currently get any love from control bonus.

    An idea: Increasing the duration of mobs spinning in the black hole based on the control bonus the caster has. Also, mobs drop down from the black hole will now be prone for 1 second.
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited June 2014
    Well, the singularity is already a PvE game breaker. Why not make it more OP?


    Besides I fail to see how would a control bonus have any effect on it anyway....
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    vasdamas wrote: »
    Well, the singularity is already a PvE game breaker. Why not make it more OP?
    It works perfectly as intended in those adds-heavy dungeons.

    vasdamas wrote: »
    Besides I fail to see how would a control bonus have any effect on it anyway....
    "Increasing the duration of mobs spinning in the black hole based on the control bonus the caster has."
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited June 2014
    It works perfectly as intended in those adds-heavy dungeons.



    "Increasing the duration of mobs spinning in the black hole based on the control bonus the caster has."

    I think he was just describing that its basically the #1 tool in pve to make it op. The combination of 5 CW parties, running singularity in tandem, ALREADY make other classes useless in dungeons. He was being sarcastic as to the fact that it doesn't need to be even more powerful...
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    williep30 wrote: »
    I think he was just describing that its basically the #1 tool in pve to make it op. The combination of 5 CW parties, running singularity in tandem, ALREADY make other classes useless in dungeons. He was being sarcastic as to the fact that it doesn't need to be even more powerful...
    I see. But imho, it still needs a way to stop mobs from attacking our party members. Unlike Oppressive Force, which makes mobs unable to attack, Arcane Singularity doesn't provide that advantage when it is pulling mobs. And the duration of mobs spin in the black hole is not long.
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    Well I'm not sure what you hope to gain out of an increase in control for Singularity.

    The mobs already smack the heck out of the mage while they're being drawn in anyway. So how would you expect a control bonus to do much of anything?

    Yeah they're not helpless when they're in that thing guys. I'm just wondering why anyone things Control Bonus would actually even do anything since... you can't hit them with Shards OR Sudden Storm while there in there, and they're smacking the heck out of the caster right up until they're pulled upward briefly and dropped.

    The whole idea when you have mages togather and using singularity is basically everyone summoning their Boulders and eyeing the minute those mobs will drop out of the sky... and basically waiting on them...

    What do you think you'll get out of it?

    More time waiting on them to drop?

    More time to beat on the caster while being pulled in?

    There's no real control in there to even apply a control bonus to.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    What do you think you'll get out of it?

    More time waiting on them to drop?
    Yes. /10 char
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited June 2014
    I see. But imho, it still needs a way to stop mobs from attacking our party members. Unlike Oppressive Force, which makes mobs unable to attack, Arcane Singularity doesn't provide that advantage when it is pulling mobs. And the duration of mobs spin in the black hole is not long.

    No, but CWs don't care about it "disabling" mobs long enough. It pulls them together for mass aoe dps to bring together and burn down the mobs. They already make the dungeon easy mode.

    P.S. your statement of "it works as perfectly intended in those adds-heavy dungeons is kind of hypocritical. For example, the devs admitted that HRs Constricting Arrow, for example, was WAI. But the qqers (mostly CWs, I might add. Myself NOT included) cried about it until its now NOT working as it used to now.
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    Yes. /10 char

    Well they're going to be beating on you the entire time they're in that... you know that right?
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    williep30 wrote: »
    No, but CWs don't care about it "disabling" mobs long enough. It pulls them together for mass aoe dps to bring together and burn down the mobs. They already make the dungeon easy mode.

    P.S. your statement of "it works as perfectly intended in those adds-heavy dungeons is kind of hypocritical. For example, the devs admitted that HRs Constricting Arrow, for example, was WAI. But the qqers (mostly CWs, I might add. Myself NOT included) cried about it until its now NOT working as it used to now.
    When there is only one CW in the party, disabling mobs becomes important.
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    Well they're going to be beating on you the entire time they're in that... you know that right?
    How can they do that when they are spinning in the black hole?
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited June 2014
    When there is only one CW in the party, disabling mobs becomes important.

    Not denying that, but parties aren't wanting only 1 CW nowadays, are they? They want those stacked teams. Tell me how often 5 stack HR/TR/GF/DC heck even GWF parties are put together...

    Tell me, when was the last time an HR, TR, DC(with 1 already in party) was picked over a CW?
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    williep30 wrote: »
    Not denying that, but parties aren't wanting only 1 CW nowadays, are they? They want those stacked teams. Tell me how often 5 stack HR/TR/GF/DC heck even GWF parties are put together...

    Tell me, when was the last time an HR, TR, DC(with 1 already in party) was picked over a CW?
    Yeah, I know people take multiple CWs in premade parties. But the queue system often puts only 1 CW in the party.
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited June 2014
    Yeah, I know people take multiple CWs in premade parties. But the queue system often puts only 1 CW in the party.

    And how often can an HR queue to get in party?(a class with superior dps, imo) If youre an HR queueing, if you get in, theres most likely a CW already there. But a CW queueing? theres probably ALREADY one there.

    If you want to increase their cc powers, there has to be some form of balance there. What if they hurt CWs dps sooo much to give you better control, that they do less damage than a tank based GF now? Would you complain about that?
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited June 2014
    williep30 wrote: »
    And how often can an HR queue to get in party?(a class with superior dps, imo) If youre an HR queueing, if you get in, theres most likely a CW already there. But a CW queueing? theres probably ALREADY one there.

    If you want to increase their cc powers, there has to be some form of balance there. What if they hurt CWs dps sooo much to give you better control, that they do less damage than a dps based GF now? Would you complain about that?
    Personally, I won't complain about more control and less dps. To a controller, that makes sense.
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited June 2014
    Personally, I won't complain about more control and less dps. To a controller, that makes sense.

    But people don't want just a CONTROL wizard, do they? The reason CWs are picked is not just because of their control... the combination of control AND aoe dps makes them the most picked class in this game.

    Look what happened to HR. In right hands, even superior dps to CW, but because they cant dps AND cc, their the least picked class(TR too, my bad) for dungeons. TRs used to be great single target dps... look what the nerfs did to them? Hardly picked now too.
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    How can they do that when they are spinning in the black hole?

    Have you ever used Singularity?

    The mobs rubber band out of it and smack you while they're being drawn in and up.

    Its great at what it does... but its kinda painful to use.
    When there is only one CW in the party, disabling mobs becomes important.

    Well you wouldn't have to worry about THAT so much if GFs had better agro control... and then on TOP of it,... be able to survive that many mobs.

    You're screwed BECAUSE of the deficiencies in the other classes.

    If the GF could hold agro better, IF the TR could still do their large amounts of Single Target damage... YOU would not be in the shoes of having to be EVERYTHING for Everybody.

    Luckily at this time we still have GWFs that are functional and can assist and be a solid team member alongside Clerics.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited June 2014
    . . . As much as I love casting Singularity, this would just push it way over the top. I cannot agree to this no matter how much I love my wizard. The only way I can see this happening is if they do like they did with the cleric's sunburst and limit the number of targets even more. That would not be acceptable to me... I still loathe the change to sunburst.

    . . . I don't have any issue with GF's or other classes fullfilling their roles. The GFs I know and play with know how to hold aggro and even take it away from me (the CW or Cleric). If aggro is that bad for you, you may wish to invest in reduced aggro feats and companions. That or either play with others who know their class or help them to understand it, instead of calling for drastic power changes for your preferred class.
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited June 2014
    zebular wrote: »
    . . . As much as I love casting Singularity, this would just push it way over the top. I cannot agree to this no matter how much I love my wizard. The only way I can see this happening is if they do like they did with the cleric's sunburst and limit the number of targets even more. That would not be acceptable to me... I still loathe the change to sunburst.

    ^Same, almost word for word, man. Plus, you know whatd happen if they put target cap on CWs? people would just slot more CWs...
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2014
    So... adding control bonus to Singularity, which doesn't actually control mobs with a stun or daze or anything but just kind of bundles them neatly-yet-slowly... would take... longer?

    I don't even understand how this would be viewed as an improvement.
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  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited June 2014
    So... adding control bonus to Singularity, which doesn't actually control mobs with a stun or daze or anything but just kind of bundles them neatly-yet-slowly... would take... longer?

    I don't even understand how this would be viewed as an improvement.
    Re-reading this thread, I was trying to put to words this very same thought. Glad I hit F5 first! :)
    Thanks, I agree completely.
  • williep30williep30 Member Posts: 773 Bounty Hunter
    edited June 2014
    zebular wrote: »
    Re-reading this thread, I was trying to put to words this very same thought. Glad I hit F5 first! :)
    Thanks, I agree completely.

    My bad, I was under the impression that, by bundling them closer together longer, was the improvement OP'er was wanting...

    The way you described it, yea sounds pretty stupid. But I mean in the way someone suggested that the "black hole' portion of the daily spinning them longer is put in place was what I was talking about...
    I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
  • hmdq#4491 hmdq Member Posts: 508 Arc User
    edited June 2014
    vasdamas wrote: »
    Well, the singularity is already a PvE game breaker. Why not make it more OP?


    Besides I fail to see how would a control bonus have any effect on it anyway....


    PVE breaker lol...the only factor that "breaks" the pve is that the chars are increasingly strong (booms) and the dungeons are poorly developed!
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    williep30 wrote: »
    The way you described it, yea sounds pretty stupid. ...

    Yeah that's what I was trying to get at too...

    When the OP suggested it I was like... HUH?
  • grimahgrimah Member Posts: 1,658 Arc User
    edited June 2014
    Singularity is amazing already.

    Last thing CWs need is a buff in pve, they need a nerf in damage, and to balance that, frozen mobs not breaking on damage.
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  • oicidrazoicidraz Member Posts: 627 Arc User
    edited June 2014
    If you wan't to make singu affected by Control bonus then it should be nerfed first cause it's alredy PvE breaker to the point that's one of the reason ppl just want CWs, CWs and more CWs in their party, and !"*"·$" other classes.
  • silverquicksilverquick Member, Neverwinter Beta Users Posts: 1 Arc User
    edited June 2014
    grimah wrote: »
    Singularity is amazing already.

    Last thing CWs need is a buff in pve, they need a nerf in damage, and to balance that, frozen mobs not breaking on damage.

    Grimah...

    Give it up... This class was never a very good controller in the first place, nor was it ever a support class.

    You can't make it in to something its not...

    You are going to need a completely new class if you want that. It was always been about AoEs and control through damage, nothing more.

    You have either Spellstorm that is an AoE Burst Damager or Master of Flame which is an AoE DoT damager, its never been anything but that. Once they nerfed the Action Point gain long ago they made it so we actually had to use Encounter powers instead of Dailys all the time.

    We can't hide it anymore. Its not a controller and never will be.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited June 2014
    Grimah...

    Give it up... This class was never a very good controller in the first place, nor was it ever a support class.

    You can't make it in to something its not...

    You are going to need a completely new class if you want that. It was always been about AoEs and control through damage, nothing more.

    You have either Spellstorm that is an AoE Burst Damager or Master of Flame which is an AoE DoT damager, its never been anything but that. Once they nerfed the Action Point gain long ago they made it so we actually had to use Encounter powers instead of Dailys all the time.

    We can't hide it anymore. Its not a controller and never will be.
    . . . There's potions, artifacts, and companions now that give AP. My main CW gains AP like crazy with 3% action point gain, then add a potion and use my artifact... yummy fun time! The AP reduction wasn't as nerf, it was a balance and got complimented by items and companions.

    . . . Honestly, since launch, my main CW was an AP Gain build. Even after the change, I barely noticed it and now with the companions, artifact, and potions... its like it never happened. I actually gain more AP now.
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