This may not be the place to post this. My apologies if it is not.
Bug: GF stance Behavior My GF, and some others I have come across in zone, seem to have a problem where they consistently (every15 seconds or so) jump into combat stance. This occurs while standing still and even while riding a mount. While mildly annoying its not game breaking....however recently I went to Icewind Dale where the behavior seems more pronounced. I have found that if I am running during combat this stance behavior stops you from running. I have come across three other GFs in zone who had a similar problem. While three others in zone is not particular a ton of people, we all had similiar issues. Has this behavior been repaired or addressed?
...
This is an old bug with the "Fey Thistle" boon from Sharandar. But he "stop from running" thingy seems new.
Olaf, freelance guardian fighter.
Enorla, Oh so devoted cleric.
- an example would be say you make block a 20k equiv and max for any hit would be 5k. Well if you stack stamina gain, this MAY end up making you far too tanky. Its seems like such a small fine "line" like this would make stam regen WAY too strong, along with gear like Profound (30% more) which would give you an extra 6k block? It just seems either too good or too bad and would REALLY hinge upon feats/gear on which side of the fence that fell (basically horrible unless feated enough then its too good).
- I dont dislike the guard meter (I tested it last night) however I dont think things are working as intended (like Guarded Assault not proccing weapon enchants) and I would also like the block SOUND to return so you feel like your blocking damage.
Here is my proposition to Crush.
Make block LIKE the new CW Shield when in Mastery. What that looks like is this:
R3 Stable: 80%, Unstable 1: 65%, Unstable 2: 50%
But for GFs, we would not have "Unstable 1". What it would be is 80% block (like we have now) when we have guard meter, but once guard meter is gone (red) the effectiveness only works 50%. This would allow GFs to feel alot more tanky - even if block runs dry.
I TOO would like to see skills like Into the Fray have a "non cast time" meaning its an instant effect. Part of this power is being a group utility for 8 seconds. When you have to stop to cast, it kinda defeats the purpose.
So far I really like alot of these changes. I havnt tested but I want to make sure that block DOES indeed block ALL sources of damage - I.E. Thorn Ward AND when we slot Guarded Assault it would reflect 15% back to the HR correct?
I miss the metallic loud sound when attacks hit the shield and big attacks could even push the GF a bit back. Those things transported the idea of a GF clashing intensely with an opponent really well![/COLOR]. They were a major part of making the GF class beeing fun to me.
But of course all that has to be sacrifed for the stamina guard.
What you are saying here has nothing to do with numbers and values but, directly affecting gameplay experience, is very important to me as well.
By the way, the BLOCKED message we have in the live server, similar to the DODGED message of the other classes, isn't there anymore with the shieldstamina. I suspect this is due to the fact that letting pass through 20% damage of each attack, we Guardian Fighters don't truly BLOCK - not even the clashing sound is present anymore -, but rather we diminish the suffered impact.
I have to say, i didn't read trough all posts here.
My main problem with the GF is always one thing, if we kite, we get the most punishment from the back. Now i would like to see a change that would give us a shield thing, that keeps our back a bit free. It would be nice, if we had something like the GWFs (Unstoppable or Restoring Strike), that would give us something back, like life steal or really effective regen, like TRs and HRs have, 'cause we don't always have a DC at hand or it can be that the DC cares more about the main DPSers, because they are more important, considering the end of the fight.
Or wait i know better, just give us some perma stuff. Joking.
Oh yeah and i agree with a few posts above mine, please make our powers more usable, by letting them activate, while we move. Currently many of them are pretty useless, 'cause if i use them i have to stay still and it breaks the flow in kiting or i get knocked down.
THX!
The real honest man is honest from conviction of what is right, not from policy.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
Feedback: Guardian Fighter So... I'm not sure if this is working as intended and needs to be adjusted, or if there is a bug in here somewhere.
Anyway, played around on test with a defensive spec and I feel the new guard is WAY to powerful. I've put a link to a youtube video of me at the bottom fighting some stuff and I almost never run out of guard meter, don't use pots, or use dailies.
Here is a screenshot that you can see in the log window I take a crit for 14763 damage and resist 96% of it and take 590 damage.
Very odd if you ask me.
I've attached a zipped text file of the combat log for the youtube video to this post, and the video is here: http://youtu.be/vr_079N-Hi8
Feedback-Suggestions:
I tested the new changes in the new area of mod 4,vs the green dragon.
New RA Capstone:
Still i find an issue the five hits in order for the new RA capstone to get in full effect.Since in pve adds hit with slow animations ,it is usually after 2-3 secs or even more after you enter a fight that you have the full 5 stacks.
Can we have 3 stacks of 9% more damage and 3% more critical for a total of 27% more damage 9% more critical?
Griffon's Wrath:Great!!
Terrifying Impact and Menacing Impact feat:
I think that since Villan's Meance is getting increased range with that feat ,can terrifying Impact also get a more wider cone of effect as you invest in this daily?
TE is great of PVE.It is one of the few AoE Swordmaster paragon GF have.However it has such a small AOE that makes it really difficult to use.You have to osition your self almost perfect.
Crushing Pin:
The duration is far too low .3 secs is just another swing for a GF .And for the party sometimes only a few of the party members will hit a crushing pin effected target.Can we made it 4 secs?
0
orodalfMember, Neverwinter Beta UsersPosts: 0Arc User
BUG:Armor Specialization - T2 Heroic Feat. Still seems to do nothing. I unequipped and requipped my armor, still nothing.
I've tested it. It does do exactly what it says it does. It just doesn't say so on your Character Sheet. Specifically, it multiplies DR from Defense and AC by 1.05/1.10/1.15.
Yeah, you are speced specifically for this, and you are sacrificing alot to do it so, seems pretty balanced to me *shrug*
Agreed. In order to get a high block regen GF, you sacrifice all 3 of your encounter slots and get absolutely zero DPS encounters. Not sure what's so wrong with it. A GF should feel tanky, and there are a multitude of ways to bypass the GF's Guard such as attacking from behind. It just means people will have to be smarter as to how they'll fight the GF in PVP, and in PVE they'll bring zero DPS potential.
Iron Warrior is also not recommended to slot in PVE as you need Enforced Threat, Knight's Valor and Into the Fray to be of use, post-Mod 4.
Feedback: Revamped Guard Mechanic.
- It feels like the GF is finally where it should be. I felt very tanky as a tank should be. It's the GF I've always wished it would be. Although, would it be possible to get rid of the Guard UI? It's very distracting specially when it turns red without it not really breaking. It would be better if the guard meter was replaced with a regular stamina meter since guard IS technically stamina-based now, right? And would it also be possible to return the metallic clanking sound block plays whenever we block attacks?
Feedback: Guarded Assault.
- I love the added utility this Class Feature can now bring to the table for us GFs. Tested it and it goes so well with how I play my tank. Thanks for giving it its much needed buff! I just can't wait to see it proc-ing weapon enchantments the nextg time we test it.
Feedback: Supremacy of Steel.
- Again, thanks for fixing how reflect was working against some attacks. It was awfully annoying how my gold swords would strike the ground instead of the opponent who created the floor-based DoT. But would it also be possible to model Supremacy of Steel to behave like Guarded Assault? I like how Guarded Assault factors the true, raw base damage we take. Supremacy of Steel doesn't seem to be doing this.
Feedback: Party Buffs (Knight's Valor, Into the Fray).
- Tried them out a while back. I was using a protector spec and found that I REALLY felt like a protector this time. I like how I was able to shield my allies from harm via Knight's Valor with its revamped mechanic, while Into the Fray made me feel like a leader that inspired my allies to fight harder. I may not be able to provide some DPS, but the buffs I was able to bring to the table made me feel very useful.
Feedback: Reworked Capstone Feats.
- Tested them extensively and I love how I can give my allies AP by getting struck, while when I used the Protector spec, I was able to reduce the amount of outgoing damage my foes dealt to me and my allies. These reworks are just awesome, devs.
Overall, I'm positive that these changes will finally give the GFs the attention they have been lacking since Beta. These changes make me feel like a true Guardian, and not just some tank.
Guarded assault: dont proc weapon enchantment, damage is ok.
AP gain somehow seems much slower when blocking than before, i may be wrong on this one it just felt like it.
Block: some CW powers pass CC resistance when blocking-need more testing to name them. (not a CW specialist :P)
Iron warrior: animation on this has to change to be usefull, it seems like a great choice for reflector build, cuz u can have block whole time but srsly that animation so sooooo slow + u have to stand still and lower ur block for 2 sec, and in those 2 sec u get cc and iron warior gets interupted. Suggestion: fast activation while being able to move, or slow animation standing but being able to block during the cast.
Knights valor: its great but i think it should have a range so u dont intercept damage on those party members who are far away.
Overall changes are great with few bad things i listed, GJ!
Ap gain while blocking is horrendous as some hits I block do not even give any ap most of ap gen comes from encounters and at wills at much more consistent rate.(I have 40% plus ap gain)
Block has an odd delay on preview maybe it is just me but there is some kind of lag or delay as I sometimes feel when I have block up yet I am taking full hits.
Some pve mob skills still go through block like the polar bear rider charge or else see comment above which is the more plausible reason for this occurrence.
Also there is a strange bug where stamina will not drain but you still take full damage and cc through block.
I have not run into the issue of block breaking as It seems to resolve the issue for the majority you buffed the old mechanic or our guard to take a huge amount of hits (so you multiplied the amount of hp being given to the old guard to prevent guard break).
these skill still pass through our cc immune block making us only semi cc immune
1. strong grasping roots/weak grasping roots
2.Icy Rays
3.ray of frost(which may actually be WAI not sure kinda doesnt make any sence if were suppose to be cc immune)
4. on occasion Shard of avalanche
more testing needs to be done but these are at the top of my list as the more annoying ones passing through cc immunity while blocking.
The changes seem to do good for the entire class; Crushing Surge just looks a bit awkward on Preview. And like others said, there are still powers who bypass the control immunity of Block.
More testing is needed, though.
And the problem of the Guard gauge under the HP gauge was that it still follows the rules of the old Block mechanics, it depletes from hits also. (I wrote in past tense as I did not pay attention yesterday but found out this odd behaviour before the last patch.)
...
Iron Warrior is also not recommended to slot in PVE as you need Enforced Threat, Knight's Valor and Into the Fray to be of use, post-Mod 4 ...
Are you sure? As far as I used it, it is useful to perfection Threat holding and to add even more defensive capabilities in dire situations, like in other situations Knight's Valour is better; but if I were using often Weapon Master's Strike and Cleave in a run, Iron Warrior would enhance my Threat gain for the attacks, no?
Apart from this, I think they want to give way for alternatives for Encounter powers and if this Encounter combo were so powerful, it would get likely changed again.
Are you sure? As far as I used it, it is useful to perfection Threat holding and to add even more defensive capabilities in dire situations, like in other situations Knight's Valour is better; but if I were using often Weapon Master's Strike and Cleave in a run, Iron Warrior would enhance my Threat gain for the attacks, no?
Apart from this, I think they want to give way for alternatives for Encounter powers and if this Encounter combo were so powerful, it would get likely changed again.
Nope, not really sure. I'm honestly torn as I LOVE the 200% Threat boost, the massive boost in AP, and the immense 75% guard meter recovery. But if you try to think of how Mark now works once Mod 4 hits, wouldn't you say that a 20 mob hard taunt roughly every 10 seconds is more useful to a party than a 200% threat boost? This is just how I'm picturing things, however, as I'm using a build that banks on damage immunity.
0
klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited July 2014
BUG: BLOCK IGNORED BY DRAGON WING FLAP
I have been on Castle Never on Preview Shard and the dragon's wing buffet attack ignore blocks like it used to do on live until a recent fix. Please make sure you stop this before it makes live, thanks!
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited July 2014
Here's a list of stuff that bypasses control immunities on Live - they probably bypass it in the new block system that is based on basic CC immunity rather than block
Hellthorn Golem Explode
Totemist Voodoo Disable
Plaguechanged Maw ranged attack
Plague Reaver charge attack
Karrundax' fireball attack
Kalos Tam AoE stun/daze
Tal'gath the Watcher's red circle AoE (the throwback one)
All of Rhazzad's attacks
Ethraniev Marrowslake sword attack
Chartilifax' circle AoE breath attack
Obsidian Golem's Self-Destruct
Knight Commander's Prone attack
Remorhaz burrow attack
GF's Terrifying Impact
TR's Dazing Strike (momentarily interrupts target)
GF's Lunging Strike (feated, momentarily interrupts target)
panderus stated last year that certain attacks were supposed to ignore Control Immunity to some extent (Dragon Wing Buffet)
Here's a list of stuff that bypasses control immunities on Live - they probably bypass it in the new block system that is based on basic CC immunity rather than block
Hellthorn Golem Explode
Totemist Voodoo Disable
Plaguechanged Maw ranged attack
Plague Reaver charge attack
Karrundax' fireball attack
Kalos Tam AoE stun/daze
Tal'gath the Watcher's red circle AoE (the throwback one)
All of Rhazzad's attacks
Ethraniev Marrowslake sword attack
Chartilifax' circle AoE breath attack
Obsidian Golem's Self-Destruct
Knight Commander's Prone attack
Remorhaz burrow attack
GF's Terrifying Impact
TR's Dazing Strike (momentarily interrupts target)
GF's Lunging Strike (feated, momentarily interrupts target)
CW's Icy Rays bypass all CC immunities - only unstoppable is immune.
CW's Ray of Frost freeze through Block.
panderus stated last year that certain attacks were supposed to ignore Control Immunity to some extent (Dragon Wing Buffet)
--> 'Big'/hard/Epic Boss-Attack push a little bit back - afaik that's the only 'bypass Control Immunity' i read from panderus. Not that they totally ignore your Immunity. To make sure, that you aren't total safe.
Edit: Okay I haven't forgot: The dwarves archer and the bigger dwarves in the second IWD map interrupt the blocking with one attack. Can one confirm this???
Overall everything seems to be coming along great.
I used into the fray and anvil on giants in icewind dale. That was the first time I had some fun with the GF in a long time. The GF seems like a viable tank, so good job.
The only issue I have ran into is my shield breaking very quickly. The shield meter drops to about 2/3 full and then it starts flashing red. If i release it and use an encounter, then raise the shield again, its back to full. Obviously some kind of bug almost like it still is trying to incorporate some of the old shield mechanics.
Only other thing, how about making the non damage encounters castable from shield stance. Like into the fray ect.
If I had 20 mobs i was trying to taunt i certainly wouldnt lower my shield.
Feedback: Guarded Assault I experimented with some powers while doing a run at the preview server (epic Lair of Lostmauth). I nearly never used knight's valor and guarded assault at the live server, so I am not too familiar with them, but still these numbers seem to be ... well, take a look yourself:
If this is working as intended, then it is remarkable that we can now deal more than 350k damage with one hit from a passive class feat.
If it is not working as intended I have to say that I unfortunately can't provide an explanation for these unusual numbers. But what I do know is that the overhaul of the guard mechanism and the additional changes that had to be done to attune the rest of our class to the stamina-guard, are no simple tweaks. They are fundamental changes to our class, and there are serious problems that come along with them. What we see here might be just one example of the unintended consequences.
Mr Gentlemancrush, there is still time, please don't do this overhaul to our class. Just improve it, the old GF mechanics where fine and fun, they only need a buff.
FEEDBACK
When were are guarding it should show that we are blocking like it does on live. when we get it and we have our guard up it should show "block". when we are guarding can you make it so it actually feels like we are guarding like it does on live.
Feedback: Guarded Assault I experimented with some powers while doing a run at the preview server (epic Lair of Lostmauth). I nearly never used knight's valor and guarded assault at the live server, so I am not too familiar with them, but still these numbers seem to be ... well, take a look yourself:
If this is working as intended, then it is remarkable that we can now deal more than 350k damage with one hit from a passive class feat.
If it is not working as intended I have to say that I unfortunately can't provide an explanation for these unusual numbers. But what I do know is that the overhaul of the guard mechanism and the additional changes that had to be done to attune the rest of our class to the stamina-guard, are no simple tweaks. They are fundamental changes to our class, and there are serious problems that come along with them. What we see here might be just one example of the unintended consequences.
Mr Gentlemancrush, there is still time, please don't do this overhaul to our class. Just improve it, the old GF mechanics where fine and fun, they only need a buff.
I forgot to mention a side issue: Now just imagine to have fighter's recovery active as well. I experienced that, allthough not in the screenshots I posted here. It was a bit ... extraordinary to get easily more than 150k hp from fighter's recovery at once just by sitting their and having the shield raised. One more thing: I didn't test yet how this would turn out with knight's challenge active as well...
I think there is something wrong with the calculations... First proc: Scorpion deals (base) 29k to you. You mitigate 97% of the hit btw. But then Guarded turns around an deals a BASE 20k back? This number SHOULD be 15% of 29k = 4350 damage. But then to make matters WORSE it seems its benefitting from ALL the + damage feats and debuffs on the target which gives it a BOOST from the already WAY too high 20k -> 45k. My guess is this is not only debuffs but possible buffs like ITF+KC as well.
I dont know how you got the Golem to hit you for 204k... But you did take 17k from that (probably through block outside AS). I will address SOME of this issue below... I think a major issue is Knights Challenge is probably buffing damage your taking (by double) then also buffing it BACK at the attacker for double + other boosts.
TLDR: Guarded should NOT benefit from any damage buffs/debuffs/offensive stats etc, it should merely and ONLY reflect a % of damage received back at the attacker.
I actually came here to post my thoughts on the changes after testing them. I want to preface this before flame comes, that GF is going to be my class in mod 4 and all my testing efforts have been on this character.
Into the Fray: I absolutely LOVE this power, however I am concerned that this is probably a little too strong. Most GFs have atleast 40%+ DR, meaning this will be atleast 40% damage bonus. I honestly believe this should be capped at 80% of our DR. For more tanky GFs this would still be a 40%+ boost, for non-tanky GFs this would still be in the 30%s. I dont think it needs MUCH of a tone down, just a small one. BUT! Seriously good job on this as it feels AMAZING!
Guarded AssaultAs posted above, should NOT receive any damage buffs on the outgoing damage. Merely a 15% of the incoming damage number. It seems like it is going through "normal" channels of damage meaning the outgoing can be buffed and its probably not supposed to. (Why I say this over just nerfing the % is for pvp purposes I dont think 15% is OP, IF its done right).
Also, This is NOT proccing weapon enchants, which IMO it should.
Knights Challenge:Honestly, as much as I love the damage we can get, in light of our class actually being useful again in both PVE and PVP, I think this is one power that honestly needs a rework. Guardian Fighters can get TOO much single target damage with this, and I think its going to cause alot of issues (as seen above in PVE) and in PVP when a GF comes up to a proned target (from maybe a CW) does KC and hits (or crits) them for 15-20k+. Heck with ITF and KC we can get AT WILL crits for 12k+ in pvp.
Again, as much as I love this... I like the direction things are going and this is just causing issues and cheese in pvp.
Here is what I propose:
The GOAL of the ability is to force the enemy or incentive the enemy to attack the GF and make him pay if he doesnt...
- Knights Valor: protects the party and splits damage 50%.
- Into the Fray gives (my version) around a 40% damage bonus to all the party.
- So split the difference in a unique way for Knights Challenge:
Knight' s Challenge: Locks your enemy in combat "yada yada" Basically, its used LIKE "Knights Valor" in that it has no downtime UNLESS the GF toggles it off, then it starts the CD. It provides a 25% damage boost to the enemy your attacking for your attacks ONLY, and makes the opponent deal 25% LESS damage to any other target (ZERO damage bonus to you). This basically splits the benefits of KC and ITF, but only for 1 target, and I think alligns the power with its intentions. So this would mean YOU deal 25% more to that attacker, 25% less to any other opponent. Your Enemy deals 25% less to other teammates but 100% damage to you. (A GF would toggle this off to switch targets and put it on CD. Basically though its locking BOTH YOU and the target into combat).
This ALL reduces the ITF+KC damage boosts that allow crazy at will hits and crits (and reflects seen above). But KC now has more uptime, less "downside" for the GF and still provides group incentive.
Base: you deal 15% more damage to them, you and they deal 15% less to other opponants.
Rank 2: you deal 20% more damage to the target, you and they deal 20% less to others.
Rank 3: you deal 25% more damage to the target, you and they deal 25% less to others.
I think this would have good utility in both PVP and PVE and remove alot of the "cheese" factor.
GFs can NOW take a damage boost focus (no defensive focus) with ITF.
GFs can take a damage boost only for them, with defensive utility on ONE target (Knights Challenge)
Or they can go full defensive with Knights Valor.
I think these three powers offer each unique options without being TOO powerful.
Bug: Protector Supremacy of Steel did not reflect the damage transferred by new Knight's Valor.
The current (live) version of Supremacy of Steel does reflect damage (and throw golden spikes/swords) at enemies who hit my allies while using Knight's Valor. However, on the Preview server, as of earlier today, this was not working.
(The new Guarded Assault did reflect damage taken with Knight's Valor, which is really cool.)
FEEDBACK: I) If Guarded Assault is gonna activate our Weapon Enchantments... I can't even imagine that, and if it's going to benefit from the buffs/debuffs it need a nerf, I mean, if we consider Weapon Enchantments and Buffs/Debuffs I can only imagine a 2/4/6% Damage Reflected (from a 1/2/3%).
II) Crushing Surge seems very strong... while the Health still suck, maybe it could be reworked like this:
1- Damage/Health like before.
2- Increase Speed a 30% the.
3- Increase the Health at 3rd strike by 100%~125%.
Then we could get a +30% Average Damage boost (from the Speed) which seems a decent amount, while we could get the 3rd hit more often and a not so bad amount of HP.
III) Knight's Valor feels OK, but the +10% Resistance to the intercepted Damage per Ranck could be a little strong, maybe do it a +5% per Rank to give it a little more Risk, and IDK if it's much to ask, but maybe you could modify the icon while it's activated xD.
The changes should be aimed to buff the GF class, but I feel like if I were cheating in the Preview xD.
0
aobviouserrorMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2014
Bug: SwordMaster
Supremacy of Steel's second activation still doesn't proc steel defense
It used to do that some time ago on live till it broke
I'm seeing a lot of combat advantage damage just from blocking with Guarded Assault, seems to be linked to marked targets. I note the opening post mentions "Marked targets now grant combat advantage to the Guardian's Allies." Is there a known issue with this applying to the GF player as well? I'm not up to date with all 96 pages.
Comments
Enorla, Oh so devoted cleric.
- I dont dislike the guard meter (I tested it last night) however I dont think things are working as intended (like Guarded Assault not proccing weapon enchants) and I would also like the block SOUND to return so you feel like your blocking damage.
Here is my proposition to Crush.
Make block LIKE the new CW Shield when in Mastery. What that looks like is this:
R3 Stable: 80%, Unstable 1: 65%, Unstable 2: 50%
But for GFs, we would not have "Unstable 1". What it would be is 80% block (like we have now) when we have guard meter, but once guard meter is gone (red) the effectiveness only works 50%. This would allow GFs to feel alot more tanky - even if block runs dry.
I TOO would like to see skills like Into the Fray have a "non cast time" meaning its an instant effect. Part of this power is being a group utility for 8 seconds. When you have to stop to cast, it kinda defeats the purpose.
So far I really like alot of these changes. I havnt tested but I want to make sure that block DOES indeed block ALL sources of damage - I.E. Thorn Ward AND when we slot Guarded Assault it would reflect 15% back to the HR correct?
What you are saying here has nothing to do with numbers and values but, directly affecting gameplay experience, is very important to me as well.
By the way, the BLOCKED message we have in the live server, similar to the DODGED message of the other classes, isn't there anymore with the shieldstamina. I suspect this is due to the fact that letting pass through 20% damage of each attack, we Guardian Fighters don't truly BLOCK - not even the clashing sound is present anymore -, but rather we diminish the suffered impact.
Immediately removes itself after about 1 second or less, when applied by Crushing Surge.
Still seems to do nothing. I unequipped and requipped my armor, still nothing.
My main problem with the GF is always one thing, if we kite, we get the most punishment from the back. Now i would like to see a change that would give us a shield thing, that keeps our back a bit free. It would be nice, if we had something like the GWFs (Unstoppable or Restoring Strike), that would give us something back, like life steal or really effective regen, like TRs and HRs have, 'cause we don't always have a DC at hand or it can be that the DC cares more about the main DPSers, because they are more important, considering the end of the fight.
Or wait i know better, just give us some perma stuff. Joking.
Oh yeah and i agree with a few posts above mine, please make our powers more usable, by letting them activate, while we move. Currently many of them are pretty useless, 'cause if i use them i have to stay still and it breaks the flow in kiting or i get knocked down.
THX!
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
So... I'm not sure if this is working as intended and needs to be adjusted, or if there is a bug in here somewhere.
Anyway, played around on test with a defensive spec and I feel the new guard is WAY to powerful. I've put a link to a youtube video of me at the bottom fighting some stuff and I almost never run out of guard meter, don't use pots, or use dailies.
Here is a screenshot that you can see in the log window I take a crit for 14763 damage and resist 96% of it and take 590 damage.
Very odd if you ask me.
I've attached a zipped text file of the combat log for the youtube video to this post, and the video is here:
http://youtu.be/vr_079N-Hi8
I tested the new changes in the new area of mod 4,vs the green dragon.
New RA Capstone:
Still i find an issue the five hits in order for the new RA capstone to get in full effect.Since in pve adds hit with slow animations ,it is usually after 2-3 secs or even more after you enter a fight that you have the full 5 stacks.
Can we have 3 stacks of 9% more damage and 3% more critical for a total of 27% more damage 9% more critical?
Griffon's Wrath:Great!!
Terrifying Impact and Menacing Impact feat:
I think that since Villan's Meance is getting increased range with that feat ,can terrifying Impact also get a more wider cone of effect as you invest in this daily?
TE is great of PVE.It is one of the few AoE Swordmaster paragon GF have.However it has such a small AOE that makes it really difficult to use.You have to osition your self almost perfect.
Crushing Pin:
The duration is far too low .3 secs is just another swing for a GF .And for the party sometimes only a few of the party members will hit a crushing pin effected target.Can we made it 4 secs?
I've tested it. It does do exactly what it says it does. It just doesn't say so on your Character Sheet. Specifically, it multiplies DR from Defense and AC by 1.05/1.10/1.15.
Agreed. In order to get a high block regen GF, you sacrifice all 3 of your encounter slots and get absolutely zero DPS encounters. Not sure what's so wrong with it. A GF should feel tanky, and there are a multitude of ways to bypass the GF's Guard such as attacking from behind. It just means people will have to be smarter as to how they'll fight the GF in PVP, and in PVE they'll bring zero DPS potential.
Iron Warrior is also not recommended to slot in PVE as you need Enforced Threat, Knight's Valor and Into the Fray to be of use, post-Mod 4.
Feedback: Revamped Guard Mechanic.
- It feels like the GF is finally where it should be. I felt very tanky as a tank should be. It's the GF I've always wished it would be. Although, would it be possible to get rid of the Guard UI? It's very distracting specially when it turns red without it not really breaking. It would be better if the guard meter was replaced with a regular stamina meter since guard IS technically stamina-based now, right? And would it also be possible to return the metallic clanking sound block plays whenever we block attacks?
Feedback: Guarded Assault.
- I love the added utility this Class Feature can now bring to the table for us GFs. Tested it and it goes so well with how I play my tank. Thanks for giving it its much needed buff! I just can't wait to see it proc-ing weapon enchantments the nextg time we test it.
Feedback: Supremacy of Steel.
- Again, thanks for fixing how reflect was working against some attacks. It was awfully annoying how my gold swords would strike the ground instead of the opponent who created the floor-based DoT. But would it also be possible to model Supremacy of Steel to behave like Guarded Assault? I like how Guarded Assault factors the true, raw base damage we take. Supremacy of Steel doesn't seem to be doing this.
Feedback: Party Buffs (Knight's Valor, Into the Fray).
- Tried them out a while back. I was using a protector spec and found that I REALLY felt like a protector this time. I like how I was able to shield my allies from harm via Knight's Valor with its revamped mechanic, while Into the Fray made me feel like a leader that inspired my allies to fight harder. I may not be able to provide some DPS, but the buffs I was able to bring to the table made me feel very useful.
Feedback: Reworked Capstone Feats.
- Tested them extensively and I love how I can give my allies AP by getting struck, while when I used the Protector spec, I was able to reduce the amount of outgoing damage my foes dealt to me and my allies. These reworks are just awesome, devs.
Overall, I'm positive that these changes will finally give the GFs the attention they have been lacking since Beta. These changes make me feel like a true Guardian, and not just some tank.
Guarded assault: dont proc weapon enchantment, damage is ok.
AP gain somehow seems much slower when blocking than before, i may be wrong on this one it just felt like it.
Block: some CW powers pass CC resistance when blocking-need more testing to name them. (not a CW specialist :P)
Iron warrior: animation on this has to change to be usefull, it seems like a great choice for reflector build, cuz u can have block whole time but srsly that animation so sooooo slow + u have to stand still and lower ur block for 2 sec, and in those 2 sec u get cc and iron warior gets interupted. Suggestion: fast activation while being able to move, or slow animation standing but being able to block during the cast.
Knights valor: its great but i think it should have a range so u dont intercept damage on those party members who are far away.
Overall changes are great with few bad things i listed, GJ!
Ap gain while blocking is horrendous as some hits I block do not even give any ap most of ap gen comes from encounters and at wills at much more consistent rate.(I have 40% plus ap gain)
Block has an odd delay on preview maybe it is just me but there is some kind of lag or delay as I sometimes feel when I have block up yet I am taking full hits.
Some pve mob skills still go through block like the polar bear rider charge or else see comment above which is the more plausible reason for this occurrence.
Also there is a strange bug where stamina will not drain but you still take full damage and cc through block.
I have not run into the issue of block breaking as It seems to resolve the issue for the majority you buffed the old mechanic or our guard to take a huge amount of hits (so you multiplied the amount of hp being given to the old guard to prevent guard break).
these skill still pass through our cc immune block making us only semi cc immune
1. strong grasping roots/weak grasping roots
2.Icy Rays
3.ray of frost(which may actually be WAI not sure kinda doesnt make any sence if were suppose to be cc immune)
4. on occasion Shard of avalanche
more testing needs to be done but these are at the top of my list as the more annoying ones passing through cc immunity while blocking.
More testing is needed, though.
And the problem of the Guard gauge under the HP gauge was that it still follows the rules of the old Block mechanics, it depletes from hits also. (I wrote in past tense as I did not pay attention yesterday but found out this odd behaviour before the last patch.)
Are you sure? As far as I used it, it is useful to perfection Threat holding and to add even more defensive capabilities in dire situations, like in other situations Knight's Valour is better; but if I were using often Weapon Master's Strike and Cleave in a run, Iron Warrior would enhance my Threat gain for the attacks, no?
Apart from this, I think they want to give way for alternatives for Encounter powers and if this Encounter combo were so powerful, it would get likely changed again.
Nope, not really sure. I'm honestly torn as I LOVE the 200% Threat boost, the massive boost in AP, and the immense 75% guard meter recovery. But if you try to think of how Mark now works once Mod 4 hits, wouldn't you say that a 20 mob hard taunt roughly every 10 seconds is more useful to a party than a 200% threat boost? This is just how I'm picturing things, however, as I'm using a build that banks on damage immunity.
I have been on Castle Never on Preview Shard and the dragon's wing buffet attack ignore blocks like it used to do on live until a recent fix. Please make sure you stop this before it makes live, thanks!
Hellthorn Golem Explode
Totemist Voodoo Disable
Plaguechanged Maw ranged attack
Plague Reaver charge attack
Karrundax' fireball attack
Kalos Tam AoE stun/daze
Tal'gath the Watcher's red circle AoE (the throwback one)
All of Rhazzad's attacks
Ethraniev Marrowslake sword attack
Chartilifax' circle AoE breath attack
Obsidian Golem's Self-Destruct
Knight Commander's Prone attack
Remorhaz burrow attack
GF's Terrifying Impact
TR's Dazing Strike (momentarily interrupts target)
GF's Lunging Strike (feated, momentarily interrupts target)
panderus stated last year that certain attacks were supposed to ignore Control Immunity to some extent (Dragon Wing Buffet)
--> 'Big'/hard/Epic Boss-Attack push a little bit back - afaik that's the only 'bypass Control Immunity' i read from panderus. Not that they totally ignore your Immunity. To make sure, that you aren't total safe.
Edit: Okay I haven't forgot: The dwarves archer and the bigger dwarves in the second IWD map interrupt the blocking with one attack. Can one confirm this???
I used into the fray and anvil on giants in icewind dale. That was the first time I had some fun with the GF in a long time. The GF seems like a viable tank, so good job.
The only issue I have ran into is my shield breaking very quickly. The shield meter drops to about 2/3 full and then it starts flashing red. If i release it and use an encounter, then raise the shield again, its back to full. Obviously some kind of bug almost like it still is trying to incorporate some of the old shield mechanics.
Only other thing, how about making the non damage encounters castable from shield stance. Like into the fray ect.
If I had 20 mobs i was trying to taunt i certainly wouldnt lower my shield.
I experimented with some powers while doing a run at the preview server (epic Lair of Lostmauth). I nearly never used knight's valor and guarded assault at the live server, so I am not too familiar with them, but still these numbers seem to be ... well, take a look yourself:
If this is working as intended, then it is remarkable that we can now deal more than 350k damage with one hit from a passive class feat.
If it is not working as intended I have to say that I unfortunately can't provide an explanation for these unusual numbers. But what I do know is that the overhaul of the guard mechanism and the additional changes that had to be done to attune the rest of our class to the stamina-guard, are no simple tweaks. They are fundamental changes to our class, and there are serious problems that come along with them. What we see here might be just one example of the unintended consequences.
Mr Gentlemancrush, there is still time, please don't do this overhaul to our class. Just improve it, the old GF mechanics where fine and fun, they only need a buff.
When were are guarding it should show that we are blocking like it does on live. when we get it and we have our guard up it should show "block". when we are guarding can you make it so it actually feels like we are guarding like it does on live.
I think there is something wrong with the calculations... First proc: Scorpion deals (base) 29k to you. You mitigate 97% of the hit btw. But then Guarded turns around an deals a BASE 20k back? This number SHOULD be 15% of 29k = 4350 damage. But then to make matters WORSE it seems its benefitting from ALL the + damage feats and debuffs on the target which gives it a BOOST from the already WAY too high 20k -> 45k. My guess is this is not only debuffs but possible buffs like ITF+KC as well.
I dont know how you got the Golem to hit you for 204k... But you did take 17k from that (probably through block outside AS). I will address SOME of this issue below... I think a major issue is Knights Challenge is probably buffing damage your taking (by double) then also buffing it BACK at the attacker for double + other boosts.
TLDR: Guarded should NOT benefit from any damage buffs/debuffs/offensive stats etc, it should merely and ONLY reflect a % of damage received back at the attacker.
I actually came here to post my thoughts on the changes after testing them. I want to preface this before flame comes, that GF is going to be my class in mod 4 and all my testing efforts have been on this character.
Into the Fray: I absolutely LOVE this power, however I am concerned that this is probably a little too strong. Most GFs have atleast 40%+ DR, meaning this will be atleast 40% damage bonus. I honestly believe this should be capped at 80% of our DR. For more tanky GFs this would still be a 40%+ boost, for non-tanky GFs this would still be in the 30%s. I dont think it needs MUCH of a tone down, just a small one. BUT! Seriously good job on this as it feels AMAZING!
Guarded Assault As posted above, should NOT receive any damage buffs on the outgoing damage. Merely a 15% of the incoming damage number. It seems like it is going through "normal" channels of damage meaning the outgoing can be buffed and its probably not supposed to. (Why I say this over just nerfing the % is for pvp purposes I dont think 15% is OP, IF its done right).
Also, This is NOT proccing weapon enchants, which IMO it should.
Knights Challenge: Honestly, as much as I love the damage we can get, in light of our class actually being useful again in both PVE and PVP, I think this is one power that honestly needs a rework. Guardian Fighters can get TOO much single target damage with this, and I think its going to cause alot of issues (as seen above in PVE) and in PVP when a GF comes up to a proned target (from maybe a CW) does KC and hits (or crits) them for 15-20k+. Heck with ITF and KC we can get AT WILL crits for 12k+ in pvp.
Again, as much as I love this... I like the direction things are going and this is just causing issues and cheese in pvp.
Here is what I propose:
The GOAL of the ability is to force the enemy or incentive the enemy to attack the GF and make him pay if he doesnt...
- Knights Valor: protects the party and splits damage 50%.
- Into the Fray gives (my version) around a 40% damage bonus to all the party.
- So split the difference in a unique way for Knights Challenge:
Knight' s Challenge: Locks your enemy in combat "yada yada" Basically, its used LIKE "Knights Valor" in that it has no downtime UNLESS the GF toggles it off, then it starts the CD. It provides a 25% damage boost to the enemy your attacking for your attacks ONLY, and makes the opponent deal 25% LESS damage to any other target (ZERO damage bonus to you). This basically splits the benefits of KC and ITF, but only for 1 target, and I think alligns the power with its intentions. So this would mean YOU deal 25% more to that attacker, 25% less to any other opponent. Your Enemy deals 25% less to other teammates but 100% damage to you. (A GF would toggle this off to switch targets and put it on CD. Basically though its locking BOTH YOU and the target into combat).
This ALL reduces the ITF+KC damage boosts that allow crazy at will hits and crits (and reflects seen above). But KC now has more uptime, less "downside" for the GF and still provides group incentive.
Base: you deal 15% more damage to them, you and they deal 15% less to other opponants.
Rank 2: you deal 20% more damage to the target, you and they deal 20% less to others.
Rank 3: you deal 25% more damage to the target, you and they deal 25% less to others.
I think this would have good utility in both PVP and PVE and remove alot of the "cheese" factor.
GFs can NOW take a damage boost focus (no defensive focus) with ITF.
GFs can take a damage boost only for them, with defensive utility on ONE target (Knights Challenge)
Or they can go full defensive with Knights Valor.
I think these three powers offer each unique options without being TOO powerful.
Sometimes anvil of doom doesn't hit but it still goes on cooldown, I notice this when jump hitting someone or fighting a halfling.
Some control powers are still effecting us with our shield up like the npc wizards in icewind.
[SIGPIC][/SIGPIC]
Supremacy of Steel did not reflect the damage transferred by new Knight's Valor.
The current (live) version of Supremacy of Steel does reflect damage (and throw golden spikes/swords) at enemies who hit my allies while using Knight's Valor. However, on the Preview server, as of earlier today, this was not working.
(The new Guarded Assault did reflect damage taken with Knight's Valor, which is really cool.)
I) If Guarded Assault is gonna activate our Weapon Enchantments... I can't even imagine that, and if it's going to benefit from the buffs/debuffs it need a nerf, I mean, if we consider Weapon Enchantments and Buffs/Debuffs I can only imagine a 2/4/6% Damage Reflected (from a 1/2/3%).
II) Crushing Surge seems very strong... while the Health still suck, maybe it could be reworked like this:
1- Damage/Health like before.
2- Increase Speed a 30% the.
3- Increase the Health at 3rd strike by 100%~125%.
Then we could get a +30% Average Damage boost (from the Speed) which seems a decent amount, while we could get the 3rd hit more often and a not so bad amount of HP.
III) Knight's Valor feels OK, but the +10% Resistance to the intercepted Damage per Ranck could be a little strong, maybe do it a +5% per Rank to give it a little more Risk, and IDK if it's much to ask, but maybe you could modify the icon while it's activated xD.
The changes should be aimed to buff the GF class, but I feel like if I were cheating in the Preview xD.
Bug: SwordMaster
Supremacy of Steel's second activation still doesn't proc steel defense
It used to do that some time ago on live till it broke
I'm seeing a lot of combat advantage damage just from blocking with Guarded Assault, seems to be linked to marked targets. I note the opening post mentions "Marked targets now grant combat advantage to the Guardian's Allies." Is there a known issue with this applying to the GF player as well? I'm not up to date with all 96 pages.