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Official Feedback Thread: Great Weapon Fighter Changes

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    nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2014
    GWF don't spend $1 on neverwinter, specially the useless pack unless they decide to do what's right and fix our class. They can see the profit margin themselves of what hurts and what doesn't - good day.
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    iceloudiceloud Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2014
    nezraal wrote: »
    GWF don't spend $1 on neverwinter, specially the useless pack unless they decide to do what's right and fix our class. They can see the profit margin themselves of what hurts and what doesn't - good day.

    Go preview and test ur GWF good day to u :)
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    nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2014
    I am going to say it, and I hope my words bring some sense to these developers.

    Dear Crush,

    Can you please click on these video links and give YOUR feedback. This is what is waiting for us in Mod4 for an "OP GWF" ? The links here should provide you with "sufficient" feedback.

    "CLICK" on the links and give us your thoughts. Ask other players to PvP YOU in your GWF and see the difference for yourself!

    GWF vs TR
    https://www.youtube.com/watch?v=vGu27KA1P48
    GWF vs HR
    https://www.youtube.com/watch?v=zrIOqjqmBgE
    GWF vs GF
    https://www.youtube.com/watch?v=mIFPI6Yegk8
    the build is as shown in pics
    (http://nw-forum.perfectworld.com/sho...=1#post8522571)
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    gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited July 2014
    Hey all, we are making 2 changes for PVP QoL improvements. The move from Prone to Stun was not designed to make the combo of "Takedown -> IBS" harder to land, but reduce the impact of it turning off a substantive chunk of the victim's defenses. As such we are improving the base stun duration on both Front Line Surge and Takedown to try and make this combo feel a little less frustrating after the change.

    Great Weapon Fighter: Takedown: Base stun increased to 3 seconds (up from 2 seconds).
    Great Weapon Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).
    Guardian Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).

    Thank you all for your continued feedback!

    Chris "Gentleman Crush" Meyer
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    emilemoemilemo Member Posts: 1,718 Arc User
    edited July 2014
    pando83 wrote: »
    Feedback pvp:

    Tried punishing charge-takedown-ibs. Useless unless you have: punishing charge must stun. Takedown must prone. This much or you "proactive" gwf will be just a punching bag.

    Ranged classes have ranged attacks, more cc and prones (!) While TAKEDOWN from a mele e class, stuns. You should understand show stupid this sounds.
    Sprint has a difensive move sucks. Delayed and not reliable. You must REALLY Bring it in line with other classe dodge. A ranged CW has enough teleports to nullify sprint. A ranger classe should neve have more mobiity the a mele e class.

    right now, nerfing EVERYTHING from survivability to dmg to cc, you madre pvp gwfs useless punching bags. Need ways to catch on the enemy and deal damage.

    Trade-off does not mean ”nerf everything to the round". Means that a ranged class deal me lots of damage, but when i reach them i can cc and damage them. right now, instead, a gwf is about as tanky as a cw, with easy to dodge mele e powers and less cc than any other classe.

    Quoted for truth. In any combination I've tried on Preview the GWF is simply consistently unreliable for PVP.
    Row, row, row your boat, Gently down the stream.
    Merrily, merrily, merrily, merrily, Life is but a dream.
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    yuccapalmyuccapalm Member, Neverwinter Beta Users Posts: 195 Bounty Hunter
    edited July 2014
    Hey all, we are making 2 changes for PVP QoL improvements. The move from Prone to Stun was not designed to make the combo of "Takedown -> IBS" harder to land, but reduce the impact of it turning off a substantive chunk of the victim's defenses. As such we are improving the base stun duration on both Front Line Surge and Takedown to try and make this combo feel a little less frustrating after the change.

    Great Weapon Fighter: Takedown: Base stun increased to 3 seconds (up from 2 seconds).
    Great Weapon Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).
    Guardian Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).

    Thank you all for your continued feedback!

    Chris "Gentleman Crush" Meyer

    It's a nice little buff but pretty useless since GWF's and TR's can escape it with itc and unstoppable + the new artifact makes u escape from stuns too. I'd rather have 1 sec prone than 3 sec stun. I still find it pretty funny that HR's prone doesn't get changed to a stun.
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    isuuck2isuuck2 Member Posts: 491 Bounty Hunter
    edited July 2014
    feedback
    There have been great weapon fighters that have killed hrs and gf fighters in pvp. Gwf still gain rapid stacks of destroyers purpose in when there go unstoppable with plague fire. This enables then to continues hit for 15-20k dmg in pvp.

    gwf are balanced now and can't face roll almost every other class in pvp because of the buffs the other classes got. GWF dont need anymore buffs, those gwfs without skills will get destroyed in pvp as they should be.
    Feedback
    The new sprint system is so good and i have lost to good players like pretty woman and hannah Mckay because when they are out of unstoppable they know that people will try to control them or us their encounters. This is when a gwf should use their sprint feature.
    Gwfs that are incompetent dont know how to play their class and are having a hard time facing others that are simply smarter than there are and they just want more buffs in other to become a god again.

    LEARN TO USE YOUR SPRINT FEATURE WHEN YOU ARE NOT IN UNSTOPPABLE OR YOU WILL GET OWNED.
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    isuuck2isuuck2 Member Posts: 491 Bounty Hunter
    edited July 2014
    If a gwf weapon fighter wants to hit hard in pvp then he should sacrifice tankiness, if he wants to be tanky then he should sacrifice dps.
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    warpetwarpet Member Posts: 1,969 Arc User
    edited July 2014
    any news on insitigator improvements crush? is there any chance to push them for mod 4 before it hits live servers?
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    effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited July 2014
    Hey all, we are making 2 changes for PVP QoL improvements. The move from Prone to Stun was not designed to make the combo of "Takedown -> IBS" harder to land, but reduce the impact of it turning off a substantive chunk of the victim's defenses. As such we are improving the base stun duration on both Front Line Surge and Takedown to try and make this combo feel a little less frustrating after the change.

    Great Weapon Fighter: Takedown: Base stun increased to 3 seconds (up from 2 seconds).
    Great Weapon Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).
    Guardian Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).

    Thank you all for your continued feedback!

    Chris "Gentleman Crush" Meyer

    so nothing for Daring shout and Come and GEt it ?
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    ayrouxayroux Member Posts: 4,271 Arc User
    edited July 2014
    Hey all, we are making 2 changes for PVP QoL improvements. The move from Prone to Stun was not designed to make the combo of "Takedown -> IBS" harder to land, but reduce the impact of it turning off a substantive chunk of the victim's defenses. As such we are improving the base stun duration on both Front Line Surge and Takedown to try and make this combo feel a little less frustrating after the change.

    Great Weapon Fighter: Takedown: Base stun increased to 3 seconds (up from 2 seconds).
    Great Weapon Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).
    Guardian Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).

    Thank you all for your continued feedback!

    Chris "Gentleman Crush" Meyer

    Chris,

    We all appreciate the love, and understand your "issue" with prone in shutting off enemies defenses but looking at it as a "whole" all this really did was kick the GWF in the nuts in the damage area. Alot of classes get high deflect that cannot be ignored now, however DR could always be countered via ARP.

    Again it seems to me your addressing the "issue" on BOTH class ends - HRs got a "nerf" to DR (that could be countered with debuffs and ARP) for "DR (deflect)" that CANNOT be countered or "ignored"

    Think of it this way, a Destroyer is only good when they Takedown->IBS CRIT a proned target.

    When a HR/TR or other fighters even have 30-40%+ (HRs 50%) deflect and the GWF can only get around 30% Crit (40% if they want to lose more dmg) The chance of landing an IBS crit thats NOT deflected is only about 15% - 1 in 6 IBS....

    All the other times a 14k-15k crit turns to a 7k Crit deflected, or a NON crit is about 6-7k... but 1 in 6 (takes over 1 minute of IBS spamming) to get a decent crit.

    If THIS "no-prone" GWF is going to stay, you need to bring UP the encounter "damage" baseline quite a bit to make up for this because on a whole, NOT proning now is a big "Burst Damage" nerf.

    Destroyer GWFs:
    LOST Unstoppable DR
    LOST takedown damage
    LOST takedown prone (dmg boost for negating deflect)
    LOST FLS Prone
    LOST Threat Rush reliability

    All this meaning they are less tanky, less control, less damage(ALOT) than before.

    They got Sprint DR/Immunity - not really needed nor does it really help, only creates "cheese" perma sprint builds. - Doesnt fix the issues.

    They got Perma mark (only really helps IV GWFs) - small damage boost but its not even working on PTR AND isnt reliable in PVP due to Threat Rush 3 stacks.

    Thats it...

    But you GAVE HRs more deflect (cant be mitigated) you gave CWs more tankiness, buffed GFs tankiness... I mean what class are you trying to "protect" here because your fixing the takedown->IBS issue on the OTHER classes end, AND on this end. Your ALSO giving other classes ALOT more survivability tools on THEIR end and NERFING GWFs survivability tools AND damage on this end.

    Its almost like, your walking a tight-rope with a balance bar thats about 5 lbs too heavy on one side, but then to even it out you take off 10 pounds that side, then ADD 5 pounds to the other side.

    The end result is your EVEN MORE out of balance than you began with.... Could have just EITHER taken off a few pounds on the GWF side OR ADDED on the CW side and it would be fine...

    ALSO - FYI Briartwine procs Assailing - so thats gonna be SUPER broken for CWs
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    someonediessomeonedies Member, NW M9 Playtest Posts: 1,257 Arc User
    edited July 2014
    Hey all, we are making 2 changes for PVP QoL improvements. The move from Prone to Stun was not designed to make the combo of "Takedown -> IBS" harder to land, but reduce the impact of it turning off a substantive chunk of the victim's defenses. As such we are improving the base stun duration on both Front Line Surge and Takedown to try and make this combo feel a little less frustrating after the change.

    Great Weapon Fighter: Takedown: Base stun increased to 3 seconds (up from 2 seconds).
    Great Weapon Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).
    Guardian Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).

    Thank you all for your continued feedback!

    Chris "Gentleman Crush" Meyer
    Great Weapon Fighter: Flourish: This power now deals ~15% more damage and stuns for 3 seconds (2 seconds on players).

    Feedback: Swordmaster.
    only 2 seconds; buff to 3 sec/add stunlock.
    Rimuru?
    Dead 🔪
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    ripyourlipsoffripyourlipsoff Member Posts: 1,552 Arc User
    edited July 2014
    deleted wrong forum
    Shieldbash 60 GF ~ Iron Vanguard 19.0k
    Overpowered 60 CW ~ Thaumaturge 14.5k
    ==========================================


    ~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
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    cerberobotcerberobot Member, Neverwinter Beta Users Posts: 345
    edited July 2014
    It's getting extremely annoying that the most changes are for PVP.
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    ayrouxayroux Member Posts: 4,271 Arc User
    edited July 2014
    cerberobot wrote: »
    It's getting extremely annoying that the most changes are for PVP.

    Look at the OP - these changes are made BECAUSE of PVP so.... makes sense most of the changes are for PVP no?
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    cerberobotcerberobot Member, Neverwinter Beta Users Posts: 345
    edited July 2014
    ayroux wrote: »
    Look at the OP - these changes are made BECAUSE of PVP so.... makes sense most of the changes are for PVP no?

    There are much changes to do for PVE, most encounter power and passives are useless ..
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    nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited July 2014
    Hey all, we are making 2 changes for PVP QoL improvements. The move from Prone to Stun was not designed to make the combo of "Takedown -> IBS" harder to land, but reduce the impact of it turning off a substantive chunk of the victim's defenses. As such we are improving the base stun duration on both Front Line Surge and Takedown to try and make this combo feel a little less frustrating after the change.

    Great Weapon Fighter: Takedown: Base stun increased to 3 seconds (up from 2 seconds).
    Great Weapon Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).
    Guardian Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).

    Thank you all for your continued feedback!

    Chris "Gentleman Crush" Meyer

    Dear Crush.

    I don't mean to be rude, but this is what it comes down to.

    a) Sprint with CC immune sounds great. However, as GWF you will get rooted / cced before you even start sprinting, specially now that threatening rush has 3 charges and big enough cool down. If we can't close attacks fast enough, we can't deliver any damage.

    b) So after we close the gap, let's say we do - because of buffs from other classes, how many times can we actually do a successful Takedown > IBS

    The debuffs from GWF and buffs to other classes leaves a big gap. Also, I want to add, we are talking about 1v1 here where high end GWF are losing to other classes. In a team vs team, GWF is the most vulnerable. GWF should be ahead of the curve in a 1v1 for this reason only.

    There are 2 key factors that need concentration in green (and this is a must!) while the third factor in teal requite some thoughts to be put into it:

    1. GWF needs a gap closer and for reasons stated above CC-free Sprint and 3 charges on TR is NOT the answer.
    2. High buff characters, deflect for Takedown > IBS - how many times can you land it successfully?

    3. In a team vs team, where the GWF is most vulnerable in a 1v1 if GWF can't win vs other classes - how will the GWF perform?


    Again my apologies if I am sounding rude, but these class mechanic changes are going to create problems for us, which is reflected in the videos (proven).
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    cookiecrisp15cookiecrisp15 Banned Users Posts: 532 Bounty Hunter
    edited July 2014
    Weapon Master Strike must have marking ability else we re back to the point where IV is supperior to SM again.
    Bravery need it 15% deflect back.
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    ayrouxayroux Member Posts: 4,271 Arc User
    edited July 2014
    Here is another person who has obviously tested all this as well on the PTR....

    Stole from another thread because it belongs here,.

    pando83 wrote: »
    Yeah, this this this unless the fact that

    - GWF got stripped of roar BASE rooting effect, FLS prone and got 3 charges of TR which are to put against ranged classes with tons of DPS AND tons of immunity dodges, moves or stealth. Or block. You name it, any class got IMMUNITY to damage. Except GWF.

    - All prones removed. With tenacity, the new "stun" lasts pretty much 1 second, few millisecond more. In that second you've to eventually close the gap created when you FLS/ takedown a moving enemy, and IBS (IBS animation alone takes 1 second).

    - After taking a ton of damage due to buffs to other classes and double nerf to unstoppable, you can hit may be (if you catch the opponent) with IBS, which now hits for A LOT less. Like a wet noodle, pretty much, on tank enemies.

    Counts done it's a heavy nerf to

    - Class mechanic (Unstoppable, determination gain much slower + DR reduced by 40%)
    - CC: Removed all prones while ranged classes still have them (seriously, a CW or HR can prone, and a GWF with takedown can't. What a joke). Indirect nerf to IBS damage. FLS now useless range to catch ranged/ stealth enemies. Roar basic rooting effect removed. Useless in PvP now. Makes a total ZERO ranged CC, which is a need in PvP since HRs, TRs, CWs all have a lot of dodges and mobility on top of ranged attacks. Which leads to
    - Flourish useless power so slow a blind player can dodge it. Boosted in DPS. Which, since it does connect, equals to a useless buff.
    - direct damage nerf to takedown.

    It's a wave of nerfs, often resulting in double nerfs and other nerfs piling up together. Result is: GWF now can tank less damage, hit for a lot less, and CC nobody in PvP. Being unable, after being kited and damaged, to even land that one takedown prone+ IBS results, ON TEST, to the GWF now being pretty much a punching bag with few crappy ways to catch the enemy, which pretty much can work around 50% against puggers, and 0% against experienced PvPers.

    It would be nice if all the nerf-enthusiasts supporters of game balance would actually just test GWFs on preview and post a video showing how balanced it is. Cause it is not.

    One thing is balance, another thing is nerfing a class to unusefulness, just to please some angry whining kid.

    GWFs needed to be toned down and fixed A BIT, and CWs, GFs and DCs buffed. Buffing the other classes and overnerfing GWFs will surely make the whiners happy, but you'll see, the class will be back to module 1 when people laughed at them.
    -
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    schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited July 2014
    Feedback : Draconic armor set set bonus 4 piece :your gain and aura that increase the armor penetration of allies within 50' by 3 % .
    This is total usless cuz any one have the cap ARP in pve this will not give any bonus and definitely not woth to farm or collect it .
    The GWF in pve will not give any extra for party .

    Suggestion to change it in other usefull effect like 5% more damage or 10 % more power its stil weaker then t1 GF Knight Captain armor but mybe this will viable for PT buffing aura in pve ofc.

    Increasing the cap arp can only usefull in pvp but this armor set is only for pve (zero tenacity) .


    PS:Cuz we dont have any official feedback for new GEAR i posted this here cuz its related to GWF.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
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    lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    edited July 2014
    Feedback : Draconic armor set set bonus 4 piece :your gain and aura that increase the armor penetration of allies within 50' by 3 % .
    This is total usless cuz any one have the cap ARP in pve this will not give any bonus and definitely not woth to farm or collect it .
    The GWF in pve will not give any extra for party .

    Suggestion to change it in other usefull effect like 5% more damage or 10 % more power its stil weaker then t1 GF Knight Captain armor but mybe this will viable for PT buffing aura in pve ofc.

    Increasing the cap arp can only usefull in pvp but this armor set is only for pve (zero tenacity) .

    I support this, please keep in mind that almost every player have the arpen cap, so in PvE 3% more arpen means what? nothing 0 increase in dmg, we are supposed to stop using the AoW set which grant us 8% more dmg + 1350 recovery but this is a lot better than 3% arpen which we won't get any benefit and that set isn't for PvP, zero tenacity. What about giving more crit severity to the gwf and the group or more power, something related to DPS, otherwise we are doomed to keep using the AoW set for PvE.
    fkze9t.jpg
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    Proud founder of the 'Primacy' alliance
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    zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2014
    one million complaints / videos / screenshots to receive 1 sec stun + recycled gf buff (for iv, of course).


    this thread is so important ...
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    pando83pando83 Member Posts: 2,564 Arc User
    edited July 2014
    macjae wrote: »
    This is not a good change in light of all the other changes that have occurred. In PvP in module 3, the GWFs had
    - far too much control
    - far too much damage
    - too much tankiness and immunity to control
    - too much mobility

    This made GWFs a huge problem for most other classes. GWFs would root-stun, prone, and IBS. An extremely devastating combination that was easy to land. They'd also be able to make clean getaways better than other classes thanks to sprint. GWFs were a particular problem for other classes that relied on ranged abilities for their survivability, because they could run up to them faster than they could get away, stun them and inflict massive damage all with one combination.

    This made GWFs the characters that would sport very high death tallies, while dying very little. I.e. you'd see GWFs go with numbers like 41-5 or 38-12 far more frequently than any other class.

    You started out by properly nerfing that, but now you've restored and even boosted all those things.
    - GWFs get control immunity while sprinting and are able to sprint for much longer. This leaves CWs still unable to create the distance they need to fire off their slow-animation control spells (unlike the rapid-fire control powers that GWFs wield, like Roar and Takedown).
    - GWFs got a boosted sticky mark, which is just a straight-up damage boost.
    - GWFs are now getting increased control durations. Which means their combinations will once again be easy to land with perfect accuracy.

    Meanwhile, on the other side, you reduced CW single-target damage, and control is now even less useful against a class that gets even more control resistance features than it used to. You did give CWs a boost to Shield, but most PvP CWs weren't using that, and using it will just further decrease CW damage output. Meaning a CW may be able to survive for longer, but now has even less of a chance against a GWF.

    If you are going to restore GWF control, consider nerfing their damage to compensate. That way, they can land their combination, but it won't be as devastating. It remains an issue that their damage builds up very quickly off of damage over time effects, especially using a Plague Fire enchantment.
    Limit GWFs to building one Destroyer stack per second.
    This won't affect GWFs much in PvE, but it should make their most devastating attacks in PvP a bit less so.

    Please, make a GWF and TEST IT ON PREVIEW. Cause your assumptions are WRONG. Seriously. Test stuff. You have no idea of what you are talking about.
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    pando83pando83 Member Posts: 2,564 Arc User
    edited July 2014
    Hey all, we are making 2 changes for PVP QoL improvements. The move from Prone to Stun was not designed to make the combo of "Takedown -> IBS" harder to land, but reduce the impact of it turning off a substantive chunk of the victim's defenses. As such we are improving the base stun duration on both Front Line Surge and Takedown to try and make this combo feel a little less frustrating after the change.

    Great Weapon Fighter: Takedown: Base stun increased to 3 seconds (up from 2 seconds).
    Great Weapon Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).
    Guardian Fighter: Frontline Surge: Base stun increased to 3 seconds (up from 2 seconds).

    Thank you all for your continued feedback!

    Chris "Gentleman Crush" Meyer

    Just a note. You wanted to reduce the combo damage. Why then you also nerfed:

    Takedown damage
    Determination gain
    Unstoppable DR
    Mobility

    And replace with sprint...?

    Feedback:

    takedown- IBS combo hits like a wet noodle on preview. This, after taking tons of damage to be able to even land your combo IF you manage to land it.

    Also: how come we GWFs can't prone anymore, but ranged classes, CW and HRs can? And ignore our DR? I'd say, no prone in PvP? Ok. For EVERYONE.

    Sprint IS NOT IN LINE with other dodge moves. Either rework it or buff it. Right now, it's not good to defend in a real fight. Delayed, runs out still too fast, not enough to cover both defense and gap closing against dodging ranged classes.

    Please guys, go on preview and 1v1 some good HRs/ CWs/ GFs/ TRs.

    I appreciate the love, but even with a 3 seconds stun (which again will be much less with tenacity) GWFs are pretty much ruined in PvP.

    Also: you say you didn't want takedown+IBS to take away "a big chunck" of HPs from enemies.
    So you:

    nerf takedown damage
    take away prone
    buff survivability of other classes
    nerf survivability of GWF

    Now, you may have not noticed, but you piled up so many nerfs that...please, try on preview... 1v1 a HR in icewind pass with a GWF toon of your choice. Or 1v1 a CW, or a GF...
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    reagenlionel1reagenlionel1 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2014
    macjae wrote: »
    This is not a good change in light of all the other changes that have occurred. In PvP in module 3, the GWFs had
    - far too much control
    - far too much damage
    - too much tankiness and immunity to control
    - too much mobility

    This made GWFs a huge problem for most other classes. GWFs would root-stun, prone, and IBS. An extremely devastating combination that was easy to land. They'd also be able to make clean getaways better than other classes thanks to sprint. GWFs were a particular problem for other classes that relied on ranged abilities for their survivability, because they could run up to them faster than they could get away, stun them and inflict massive damage all with one combination.

    This made GWFs the characters that would sport very high death tallies, while dying very little. I.e. you'd see GWFs go with numbers like 41-5 or 38-12 far more frequently than any other class.

    You started out by properly nerfing that, but now you've restored and even boosted all those things.
    - GWFs get control immunity while sprinting and are able to sprint for much longer. This leaves CWs still unable to create the distance they need to fire off their slow-animation control spells (unlike the rapid-fire control powers that GWFs wield, like Roar and Takedown).
    - GWFs got a boosted sticky mark, which is just a straight-up damage boost.
    - GWFs are now getting increased control durations. Which means their combinations will once again be easy to land with perfect accuracy.

    Meanwhile, on the other side, you reduced CW single-target damage, and control is now even less useful against a class that gets even more control resistance features than it used to. You did give CWs a boost to Shield, but most PvP CWs weren't using that, and using it will just further decrease CW damage output. Meaning a CW may be able to survive for longer, but now has even less of a chance against a GWF.

    If you are going to restore GWF control, consider nerfing their damage to compensate. That way, they can land their combination, but it won't be as devastating. It remains an issue that their damage builds up very quickly off of damage over time effects, especially using a Plague Fire enchantment.
    Limit GWFs to building one Destroyer stack per second.
    This won't affect GWFs much in PvE, but it should make their most devastating attacks in PvP a bit less so.

    Seriously..

    You know what I'll just repeat what Pando83 said to withhold from sounding with an insulting manner.

    Cause you seriously dont know what you're talking about.
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    effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited July 2014
    pando83 wrote: »
    Just a note. You wanted to reduce the combo damage. Why then you also nerfed:

    Takedown damage
    Determination gain
    Unstoppable DR
    Mobility

    And replace with sprint...?

    Feedback:

    takedown- IBS combo hits like a wet noodle on preview. This, after taking tons of damage to be able to even land your combo IF you manage to land it.

    Also: how come we GWFs can't prone anymore, but ranged classes, CW and HRs can? And ignore our DR? I'd say, no prone in PvP? Ok. For EVERYONE.

    Sprint IS NOT IN LINE with other dodge moves. Either rework it or buff it. Right now, it's not good to defend in a real fight. Delayed, runs out still too fast, not enough to cover both defense and gap closing against dodging ranged classes.

    Please guys, go on preview and 1v1 some good HRs/ CWs/ GFs/ TRs.

    I appreciate the love, but even with a 3 seconds stun (which again will be much less with tenacity) GWFs are pretty much ruined in PvP.

    Also: you say you didn't want takedown+IBS to take away "a big chunck" of HPs from enemies.
    So you:

    nerf takedown damage
    take away prone
    buff survivability of other classes
    nerf survivability of GWF

    Now, you may have not noticed, but you piled up so many nerfs that...please, try on preview... 1v1 a HR in icewind pass with a GWF toon of your choice. Or 1v1 a CW, or a GF...

    that's what i am sayin too, i dunno even if the gWf from live using roar can compete with those from preview...
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    herundrionherundrion Member Posts: 238 Arc User
    edited July 2014
    Takedown:
    I think a better solution would be to keep the prone part of it (It's Takedown, c'mon; how can something called Takedown not prone?), but double/triple the cooldown. It won't be spammable, but it'll be useful for burst combos.
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    ayrouxayroux Member Posts: 4,271 Arc User
    edited July 2014
    I think a consensus here is:

    1) Remove CC immunity on sprint. Give Threat Rush Back Unlimited charges.
    2) Put prone back on takedown (instead of stun).

    These changes paired with the mark ones (previous) I think GWF would be pretty close to where they should be. FLS can keep stun im fine with that.

    Honestly with the new mark, Id REALLY like to see Destroyer T4 feat be changed (again ill say it) to a 10% chance to gain a stack off ANY attack (down from 25%).

    Id also like to see a GWF universal encounter apply a mark... Like "Not So Fast" or something!
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    zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2014
    herundrion wrote: »
    Takedown:
    I think a better solution would be to keep the prone part of it (It's Takedown, c'mon; how can something called Takedown not prone?), but double/triple the cooldown. It won't be spammable, but it'll be useful for burst combos.

    or just ignores the nerf and removes to the destroyer tree.

    one feet called "battle fury" buffing takedown (rather than a real battle fury buff...) does not make sense. never did. for good or for evil, is amazing how the lack of a concept (or good sense) affects this class.

    edit: you change sprint. and battle fury refil stamina. iIf you expect the tree "dps" do damage and wants gwf dont play like a fool (why giving iv I do not know) how you can not seem obvious that both for pve and for pvp the solution is this <font color="orange">HAMSTER</font> encounter?

    is... surreal!!!


    and again; why has not seen any real buff the sword master ?

    the class be totally neglected by players in beta / 1 module does not tell you anything about how bad is this paragon?
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