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Official Feedback Thread: Guardian Fighter Changes

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  • ctf4voidctf4void Member Posts: 187 Arc User
    edited July 2014
    Feedback: Block Mechanism
    I am happy to see that you have taken a big step in the right direction by not letting any damage through the shield, very nice job! What now needs to be done is to make the guard meter not deplete just because shift is pressed, and make it deplete if attacks impact the GF while blocking. And raise the regeneration rate and/or guard meter poll and/or decrease the delay with which the guard meter starts to regenerate. It would be also good to decrease the speed while we have our shield raised, that would make the animation more fitting, and it will make us ponder more when to raise the shield, which is fun.
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited July 2014
    ctf4void wrote: »
    Feedback: Block Mechanism
    I am happy to see that you have taken a big step in the right direction by not letting any damage through the shield, very nice job! What now needs to be done is to make the guard meter not deplete just because shift is pressed, and make it deplete if attacks impact the GF while blocking. And raise the regeneration rate and/or guard meter poll and/or decrease the delay with which the guard meter starts to regenerate.

    Damage does go through the shield. It is a display bug where the "Block" text is hiding the damage floater. The Block Text will probably be removed but the clang and FX Flash will remain.

    Check your combat log, you should still see damage coming in.
  • iceshard2faceiceshard2face Member Posts: 289 Bounty Hunter
    edited July 2014
    crush what about Supremecy of steel not being directed at hunter rangers and at thornward instead is this working as inteded i thought we fixed the reflect dmg should correctly apply to the attacker.
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited July 2014
    crush what about Supremecy of steel not being directed at hunter rangers and at thornward instead is this working as inteded i thought we fixed the reflect dmg should correctly apply to the attacker.

    It is definitely 100% working for me. Same with Guarded Assault (I just tested it). It might not have made it into this build, or it might not have made it into the patch notes. You should try it and see.
  • shiikuushiikuu Member, Neverwinter Beta Users Posts: 65
    edited July 2014
    Damage does go through the shield. It is a display bug where the "Block" text is hiding the damage floater. The Block Text will probably be removed but the clang and FX Flash will remain.

    Check your combat log, you should still see damage coming in.

    pls add at least a small shield, like the sword for combat advantage or a different color, to indicate that you took dmg while blocking, otherwise its hard to determine if you face the mobs correct to block optimal
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited July 2014
    shiikuu wrote: »
    pls add at least a small shield, like the sword for combat advantage or a different color , to show that you took dmg while blocking, otherwise its hard to determine if you face the mobs correct to block optimal

    As I noted above you will still get the massive audible "Clang" as well as the bright blue flash. It should still be quite obvious when it is working.
  • shiikuushiikuu Member, Neverwinter Beta Users Posts: 65
    edited July 2014
    As I noted above you will still get the massive audible "Clang" as well as the bright blue flash. It should still be quite obvious when it is working.
    can you say the same when 20+ mobs are attacking you?
    or in pvp when you attack the gf from the side while other attack him, you dont want to gusse that "Clang" wasnt from my attack, you want to see in a clear form that you hit his guard
  • reagenlionel1reagenlionel1 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2014
    shiikuu wrote: »
    can you say the same when 20+ mobs are attacking you?
    or in pvp when you attack the gf from the side while other attack him, you dont want to gusse that "Clang" wasnt from my attack, you want to see in a clear form that you hit his guard

    yes this right here ^
  • iceshard2faceiceshard2face Member Posts: 289 Bounty Hunter
    edited July 2014
    It is definitely 100% working for me. Same with Guarded Assault (I just tested it). It might not have made it into this build, or it might not have made it into the patch notes. You should try it and see.
    will do ill get on testing as soon as i am able again but maybe i just didnt notice it from what i saw it still got directed to thronward which apparently acts like a companion?
  • imit8rimit8r Member Posts: 74 Arc User
    edited July 2014
    God, I ran the epic skirmish on preview earlier. That was just bad. I know that I shouldn't expect random people to be able to get out of the way of red stuff, but I did not fully prepare myself for the full on suicide pact that befell me. Running KV in this thing is just madness with PUGs, or else I am just too **** squishy for this. I had my shield up and everything, but it sure as hell didn't help one bit. I do think that at least 2 of my team decided to test out their theory of who can kill the GF the most by standing in stuff that newbs know better. I am really loathe to suggest that we need more defense, but this 80% DR while blocking is just not cutting the mustard for this content. These AEs are just BAD BAD BAD for my health. Someone remind me why I decided it was a good idea?
  • imit8rimit8r Member Posts: 74 Arc User
    edited July 2014
    Feedback: Knight's Valor

    Having a warlock using Warlock's Bargain, which is supposed to take away 15% of their health in one shot, it looks like KV sucks up that damage too. Is this intentional? Have you looked at what happens to the warlock if they do that, then I have guarded assault on? Is KV supposed to block some of their damage from this Encounter?
  • giuseppegranatagiuseppegranata Member Posts: 0 Arc User
    edited July 2014
    I still think that Armour of Bahamut and plate agility should be mooved deeper in the protector tree, or everyone will just go conqueror and take these 2 feats to minmax offense and defense.
  • emilemoemilemo Member Posts: 1,718 Arc User
    edited July 2014
    I still think that Armour of Bahamut and plate agility should be mooved deeper in the protector tree, or everyone will just go conqueror and take these 2 feats to minmax offense and defense.

    Whats with the "will" ? Sorry bro but I've been a Conqueror ever since I made my GF and Plate Agility was always a part of my build so how about 'no'.
    Row, row, row your boat, Gently down the stream.
    Merrily, merrily, merrily, merrily, Life is but a dream.
  • freshourfreshour Member Posts: 623 Arc User
    edited July 2014
    I still think that Armour of Bahamut and plate agility should be mooved deeper in the protector tree, or everyone will just go conqueror and take these 2 feats to minmax offense and defense.


    Instead of working against your fellow class, why not ask for a buff to the terrible protector feats other than the capstone and stamina drain? Maybe faster at-wills while blocking as well as the 15% increase in damage? Things like that. Don't nerf us dude, it took a year to get us here, ask for improvements to make your tree you like more appetizing.
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited July 2014
    Instead of working against your fellow class, why not ask for a buff to the terrible protector feats other than the capstone and stamina drain? Maybe faster at-wills while blocking as well as the 15% increase in damage? Things like that. Don't nerf us dude, it took a year to get us here, ask for improvements to make your tree you like more appetizing
    ^^
    This couldent agree more....
  • xjosh19xjosh19 Member, Neverwinter Beta Users Posts: 23 Arc User
    edited July 2014
    Feedback

    Could you please make the animation on Crushing Surge better? Currently seems clunky and slower than it should be.
  • killernorekillernore Member Posts: 54 Arc User
    edited July 2014
    BUG:

    Martial Mastery: no build ACTION POINT base on DR

    Steel grace: dont work



    FEEDBACK:

    need buffing o boster feat like :


    Terrifyng Menance: can stun more time

    Dautin chanlleger: 10 % less dmg of markes target can be applied also in the gf too or 15% dmg on target mark like GWF

    crushin pin : buffed it whit % crit strike o put more time tham 3 sec

    Potent challenge: can rework whit lower the def/deflec or speed target mark or you get a % rege for target mark

    inspiring leader: increase whit more % hit point
  • iceshard2faceiceshard2face Member Posts: 289 Bounty Hunter
    edited July 2014
    xjosh19 wrote: »
    Feedback

    Could you please make the animation on Crushing Surge better? Currently seems clunky and slower than it should be.

    feedback

    i couldn't agree more in fact im not oppossed to a entire rework of the animation all together it doesnt even fit the desctiption sure it's slow but it's not satisifying by any means it feels slow clunky. when using it it sort of feels like im lagging it's more or less a swing stop 1 sec then another swing stop....repeat it's just so unpleasent to the eyes and not fluid at all.

    i wouldnt expect an animation improvement it's been like that since beta although in beta it was slower there are numerous thread about it. it's just never going to happen because it's a quality of life issue and has never been on the priority list
    :(
  • crixus8000crixus8000 Member Posts: 1,205 Bounty Hunter
    edited July 2014
    BUG:

    1. Some controll powers go through the gf shield. I noticed this when testing with a friend and his bull charge was hitting me even when I was blocking.

    2. Griffons Wrath loses 2 stacks instead of 1 sometimes.

    3. Maybe just me but it seems our shields aren't always pulling up, sometimes I try to escape and pull my shield up and it just does nothing.



    Feedback:

    The shield should be more reliable and feel smoother and crushing surge needs a better animation, the current one is clunky and just doesn't feel right.
    Crixus - PVP GF
    [SIGPIC][/SIGPIC]
  • query523query523 Member Posts: 1,515 Arc User
    edited July 2014
    imit8r wrote: »
    God, I ran the epic skirmish on preview earlier. That was just bad. I know that I shouldn't expect random people to be able to get out of the way of red stuff, but I did not fully prepare myself for the full on suicide pact that befell me. Running KV in this thing is just madness with PUGs, or else I am just too **** squishy for this. I had my shield up and everything, but it sure as hell didn't help one bit. I do think that at least 2 of my team decided to test out their theory of who can kill the GF the most by standing in stuff that newbs know better. I am really loathe to suggest that we need more defense, but this 80% DR while blocking is just not cutting the mustard for this content. These AEs are just BAD BAD BAD for my health. Someone remind me why I decided it was a good idea?

    Problem was running KV without a party of people you know who know what you are doing, not the 80% DR. Between the GWF "I will stand in red to gain determination' and every other class 'Use lifesteal to heal' mentality KV can get you dead fast. Basically everything they do to mitigate creates more damage for you. The only time KV makes it to my bar is when it is part of a plan the whole party agreed to.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited July 2014
    feedback: after the recent and heavy buffs to gf damages maybe it s time to reconsider the huge AP gain they have. They can build AP 4 to 5 times faster than a TR just to name one
  • aiulianaiulian Member Posts: 248 Arc User
    edited July 2014
    rayrdan wrote: »
    feedback: after the recent and heavy buffs to gf damages maybe it s time to reconsider the huge AP gain they have. They can build AP 4 to 5 times faster than a TR just to name one

    I think you (you devs and you rayrdan) should consider a rework to the TR and a buff to the DC. because other classes didn t got a buff that dosen t means we should nerf the ones that got a buff. + keep in mind we lose 1 encounterer for KC and 1 for Intro the fray for max dmg and remember the cooldowns. And 1 more thing KC can be canceled by stunts and means double dmg from both sides.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited July 2014
    rayrdan wrote: »
    feedback: after the recent and heavy buffs to gf damages maybe it s time to reconsider the huge AP gain they have. They can build AP 4 to 5 times faster than a TR just to name one

    This is because the extra stat GFs get on Con is AP gain (unlike GWFs who get ARP).

    This is also due to the fact that MOST GFs today are rocking the DC artifact and +AP gain gear/boons as well because SM feature is a 5 sec immunity after daily - so players are trying to play around that one feature.

    I agree with some of the damage GFs have though, Which is why I posted about Knights Challenge getting a re-work, but it was met with massive amounts of flame.

    Ill re-post my suggestion however dunno if it will be seen or not:

    Knights Challenge:
    Locks a foe in 1v1 combat... You deal +25% more damage to this foe, while dealing 25% less to anyone else. He deals normal damage to you, but 25% less to everyone else.

    BASE: 15% more / 15% less
    Rank 1:+5% more / 5% less
    Rank 2: +5more / 5% less - for a total of 25%

    Feated for 10% more dmg this would mean +35% dmg (for just yourself).

    Remove the "downtime" and allow this to be like KV- perma until cancelled then given a CD.


    This still gives it alot of usefulness, its a mix between:
    Knights Valor - splits damage with party (full defensive)
    Into the Fray - gives entire party damage boost (full offensive)

    *NEW* Knights Challenge - some defensive (that target deals less dmg) but gives some offensive (only to you).

    This offers unique play style options, and also POTENTIALLY allows for beefing up some boss damage with these utility abilities, making the tank that much more useful (consider KC+Prot Capstone) = a huge dmg reduction for his team!
  • isuuck2isuuck2 Member Posts: 491 Bounty Hunter
    edited July 2014
    feedback, okay mm why the **** does disruptive shot go through our guard?
  • isuuck2isuuck2 Member Posts: 491 Bounty Hunter
    edited July 2014
    feedback
    disruptive shot goes through guard. that **** needs to stop
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited July 2014
    Probably a bug, so....
    disruptive shot goes through guard. that should stop
    Ive noticed quite a few things going through our block... Dont know the cause of it, but its really annoying... Dont know an easy way to fix it either from a "catch all" coding wise, since purely making us CC immune during block wouldnt works - as people can attack from behind, but it seems as it is right now some spells/power have issues and are cutting right through block....
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited July 2014
    Feedback and question:
    Chris "Gentleman Crush" Meyer
    Terrifying Inpact : ginivg an exultant battle cry you pulverize the ground, foes hit by the upheaval are Stunned.

    But the thing is its not do wat the inscription says actual it will prone all in the line of red area and also cc immune target/s affected by prone also .

    One of the GF s testing in prev he told me you say to him this is not a bug if this is true then i fear the new pvp viable GF after mod 4 will be asked agan to tone it down . Cuz he can do now what GWF do in live ignoreing CC resist + high survive ability +good dmg.

    So pls clear us Terrifying Inpact can prone or stun ? If not then i report this as a bug .



    Terrifying Inpact can ignore cc immunity or not ? If not then i report this as a bug .


    Bug :Terrifying Inpact prone instead of stun and ignore cc resist.

    PS :ignore bug report if this is incorrect but change the tooltip on Terrifying Inpact.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • mfgamesysmfgamesys Member Posts: 462 Arc User
    edited July 2014
    Feedback

    Anvil of Doom: This encounter will not hit if you are on higher ground elevation when the power can be activated on a target.


    example: In domination maps if you fight in the stairs of either map and you are higher up and can activate AoD it will not hit at all no dodge or any kind of hit.

    Block: With the re-addition of the *clang* to block it has gone back to being slow in use(slower response time to putting guard up) and blocking 100% damage.
    Main-Lothor Syralth Guardian Fighter
  • iceshard2faceiceshard2face Member Posts: 289 Bounty Hunter
    edited July 2014
    Feedback and question:
    Chris "Gentleman Crush" Meyer
    Terrifying Inpact : ginivg an exultant battle cry you pulverize the ground, foes hit by the upheaval are Stunned.

    But the thing is its not do wat the inscription says actual it will prone all in the line of red area and also cc immune target/s affected by prone also .

    One of the GF s testing in prev he told me you say to him this is not a bug if this is true then i fear the new pvp viable GF after mod 4 will be asked agan to tone it down . Cuz he can do now what GWF do in live ignoreing CC resist + high survive ability +good dmg.

    So pls clear us Terrifying Inpact can prone or stun ? If not then i report this as a bug .



    Terrifying Inpact can ignore cc immunity or not ? If not then i report this as a bug .


    Bug :Terrifying Inpact prone instead of stun and ignore cc resist.

    PS :ignore bug report if this is incorrect but change the tooltip on Terrifying Inpact.

    you do know that skill has been that way since beta right? it's also very easy to avoid.
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited July 2014
    Original my main was a GF i still have it greaded its my second best char.
    The change(ignore cc resist part) on TI was after CC system rework( if i remember rigth).

    BUG: Anvil of Doom act like TR:daly Executioner player killed by AoD cannot be ressed .
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
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