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Official Feedback Thread: Control Wizard Changes

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  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited August 2014
    abaddon523 wrote: »
    Bug: Focused Wizardry

    The AoE damage reduction is supposed to be 30% at Rank 1, 20% at Rank 2, and 10% at Rank 3. Instead it is 30% no matter what Rank the feat is. After testing, with three ranks in Focused Wizardry Icy Terrain, Conduit of Ice, and Steal Time all have their damage reduced by 30%. Sudden Storm is also reduced by more than 10% (my testing shows ~20%). I haven't tested other AOE spells yet but I would assume that they are similarly bugged.

    Can confirm. And this is a huge bug and it sucks :(
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  • catalinr94catalinr94 Member, Neverwinter Beta Users Posts: 41
    edited August 2014
    icy rays should not go through gf shield guard
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited August 2014
    can we fix definitely storm spell?
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited August 2014
    Strom spell is fixed. Chill doesnt proc it and its proc rate nerfed from 35% to 20%!
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited August 2014
    kozi001 wrote: »
    Strom spell is fixed. Chill doesnt proc it and its proc rate nerfed from 35% to 20%!

    14M damage in a single CN run with only storm spell is not what i call fixed.
    in pvp i cant even stand for 3 sec in their glacial terrain without it draining my 35k hp
  • mugiwaracmugiwarac Member, Neverwinter Beta Users Posts: 1 Arc User
    edited August 2014
    rayrdan wrote: »
    14M damage in a single CN run with only storm spell is not what i call fixed.
    in pvp i cant even stand for 3 sec in their glacial terrain without it draining my 35k hp

    yes, storm spell and assailant is fixed damage. if you go for very low power, your storm spell will have higher dps than your encounters. if you go high power, your encounters will deal more damage.

    "pvp community in strike" LOL learn to play
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited August 2014
    mugiwarac wrote: »
    yes, storm spell and assailant is fixed damage. if you go for very low power, your storm spell will have higher dps than your encounters. if you go high power, your encounters will deal more damage.

    "pvp community in strike" LOL learn to play

    Want to test it with a video? lets do it.

    just for the note: the fixed damage should have an internal cooldown and not being able to crit.
    TRs would love some "fixed damage" at this point
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited August 2014
    rayrdan wrote: »
    Want to test it with a video? lets do it.

    just for the note: the fixed damage should have an internal cooldown and not being able to crit.
    TRs would love some "fixed damage" at this point

    The whole ability is just stupid cheesy.
    1) its a proc - takes no skill.
    2) Assailing ignores all DR - stupid

    What needs to happen, and what has been posted for a LONG time is to have Assailing Force:
    - Gain 30% damage bonus after controlling a target for 6 seconds.

    BOOM, done. Now CWs get more damage.

    Spell Storm is another just stupid mechanic. Again, I dont get why it was buffed so hard...

    Both Assailing and SS need to be RE-worked to be damage boosts not just a damage proc.... I mean its even WORSE than mod 3 GWF - which actually required you to atleast faceroll and hit all three "Q" "E" "R" in the right order.

    For CWs, you dont even have to do ANYTHING but just right and left click..... Win...
  • dzsamesz1dzsamesz1 Member Posts: 1 Arc User
    edited August 2014
    LOL, it's a bad joke... CW can kill everybody in 1v1 with 1SHOT.... this is not class balance... CW is f*cking overpowerd... they ruin the game
  • iamannoyingdeviliamannoyingdevil Member Posts: 336 Arc User
    edited August 2014
    ayroux wrote: »

    What needs to happen, and what has been posted for a LONG time is to have Assailing Force:
    - Gain 30% damage bonus after controlling a target for 6 seconds.

    Yes that is a really really good idea , rework a capstone feat so that it is weak in 1v1 pvp and utterly useless in pve .
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited August 2014
    Yes that is a really really good idea , rework a capstone feat so that it is weak in 1v1 pvp and utterly useless in pve .

    Why that sound bad? A free damage buff when a CW usually starts pvp off with entangling force or shard/steal time in PVE.
  • cookiecrisp15cookiecrisp15 Banned Users Posts: 532 Bounty Hunter
    edited August 2014
    ghoulz66 wrote: »
    Why that sound bad? A free damage buff when a CW usually starts pvp off with entangling force or shard/steal time in PVE.

    For him it sound bad cause he ill lose easy mode dot
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited August 2014
    Maybe im wrong but dont CWs have alot of aoe "control" powers?

    So AoE, then have more damage for 6 seconds.... Most powers of CW I thought counted as control....

    If thats not a good suggestion, how else do you propose it changes?

    For starters it could actually respect DR....
  • grimahgrimah Member Posts: 1,658 Arc User
    edited August 2014
    ayroux wrote: »
    Maybe im wrong but dont CWs have alot of aoe "control" powers?

    So AoE, then have more damage for 6 seconds.... Most powers of CW I thought counted as control....

    If thats not a good suggestion, how else do you propose it changes?

    For starters it could actually respect DR....

    No offense ayroux but you dont know enough about CWs to make decent balancing suggestions.

    If you want to balance CW for pve, you need to firstly make freeze a root (if it doesnt break on damage). then make damage tree (like thaum) boost aoe damage skills, but remove/lower the control components (e.g. +30% shard but removes its prone) lower steal time damage back to normal but make a buff feat +50% damage for it and change the stun to a slow.

    etc etc. so if you want control you spec for it, if you want to be a nuker you can but without any of the safety net from CC. Right now CWs can do both.

    As for PvP the problem is mostly down to storm spell, but everyone knows that. I don't think theres anything wrong with assailing.
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  • sapdragonsapdragon Member Posts: 0 Arc User
    edited August 2014
    ayroux wrote: »
    Maybe im wrong but dont CWs have alot of aoe "control" powers?

    So AoE, then have more damage for 6 seconds.... Most powers of CW I thought counted as control....

    If thats not a good suggestion, how else do you propose it changes?

    For starters it could actually respect DR....

    Only really Choke, Steal Time, IT and Shard really give any "control", bar freezing with chill. Shard is not worth the slot anymore, and ST/IT from a PvP point of view are only effective against TR (although this really depends on the build you are running, as Oppressor IT would be gold). Personally i prefer to use IR and CoI in PvP for dps; shield on TAB is a must for surviving and choke for control.

    The big one that everyone seems to forget through these discussions, is that most CWs have to forgo a class feature to gain really great control (slotting Orb in one). For Storm CWs it means choosing between Storm Spell and EOTS; and for MoF CWs it means choosing between SoD and CC (of course a lot of CWs may not choose to slot Orb at all here).

    While assailant may need to be re-worked, again it is still very early in mod4, i have to say that gaining damage after using a control spell is not usual at all. I'd rather gain the mitigation/debuff back from the mod3 capstone then that to be honest.

    I'd say what needs to happen over-all is to make Thaum an AoE tree, Renegade a single target tree and Oppressor control tree.
  • kieranmtornkieranmtorn Member, NW M9 Playtest Posts: 382 Arc User
    edited August 2014
    Let's take care of formalities first, I've got 1 of each class, with both a SS Thaum CW & SS Renegade CW (my primary). The current problems can be pointed to as 2 skills, both take NO skill to use (storm spell & assailing force). Now the pvp people are getting a dose of the problem the developers have created. Storm spell far outstrips Assailing Force in that regard (Storm spell was 37% of 15 million in my ToS run in mod4 yesterday). That needs reverted back to the mod3 version were it does about 6-10% of a CW's damage (assuming you use CoI & Icy Terrain). Without the mod4 version of Storm Spell, with the rest of the nerfs, my damage is 1/2 of my mod3 damage (CW SS Renegade). As for changes to Assailing Force, I don't know, but I really dislike passive DoT type abilities. If fixed, the DPS would need a slight buff (arguable amount).

    As far as Renegade, most of the ones I've talked to are re-specing to something else (any questions, check the poll on this done in preview http://nw-forum.perfectworld.com/showthread.php?713881-POLL-CW-s-of-Neverwinter-will-you-become-a-Renegade-once-Mod-4-goes-live). I probably won't, but then I have a Thaum already. The preferred PVE style pre-mod4 for Renegade was Cha/Crit/Nightmare/Phantasmal build which is dead (You need a decent ranged burst spell to fire when you've got EotS ticking, and that's been nerfed to uselessness). The capstone has always been a joke, it's just a different one than before (and don't say, it's good for the team, I'd respec to Oppressor if that's what I wanted for this toon). Normally you have about 21 points you need to spend in tree (Oppressor, Thaum, Renegade) in mod3, to get the good stuff from the tree (PVE). Well Renegade now has a 5 feat point penalty, since tier 2 is basically garbage in PVE and the remaining tier 1 feat is pointless in PVE (anybody wanting to rely on an at-will being buffed at point-blank as CW will get what they deserve from the mobs, point-blank is what encounter spells are for). So it's going to take 26 feat points to get what's needed.
  • yperkeimenosyperkeimenos Member Posts: 334 Arc User
    edited August 2014
    The current problems can be pointed to as 2 skills, both take NO skill to use (storm spell & assailing force). Now the pvp people are getting a dose of the problem the developers have created.

    Who said that all spells and feats have to need skill to use? I like a simpler game play as well,so enough with the "It doesn't need skill" Litany.
    It's BUGS bunny i tell you.
  • yperkeimenosyperkeimenos Member Posts: 334 Arc User
    edited August 2014
    ayroux wrote: »
    The whole ability is just stupid cheesy.
    1) its a proc - takes no skill.
    2) Assailing ignores all DR - stupid

    Not all feats should need skill to use,otherwise more casual players would get dissapointed fast and Assailing does half damage to players so get your facts straight.
    It's BUGS bunny i tell you.
  • yperkeimenosyperkeimenos Member Posts: 334 Arc User
    edited August 2014
    grimah wrote: »
    No offense ayroux but you dont know enough about CWs to make decent balancing suggestions.

    If you want to balance CW for pve, you need to firstly make freeze a root (if it doesnt break on damage). then make damage tree (like thaum) boost aoe damage skills, but remove/lower the control components (e.g. +30% shard but removes its prone) lower steal time damage back to normal but make a buff feat +50% damage for it and change the stun to a slow.

    etc etc. so if you want control you spec for it, if you want to be a nuker you can but without any of the safety net from CC. Right now CWs can do both.

    As for PvP the problem is mostly down to storm spell, but everyone knows that. I don't think theres anything wrong with assailing.

    +1 on that
    It's BUGS bunny i tell you.
  • magiquepursemagiquepurse Member Posts: 0 Arc User
    edited August 2014
    . Now the pvp people are getting a dose of the problem the developers have created. Storm spell far outstrips Assailing Force in that regard (Storm spell was 37% of 15 million in my ToS run in mod4 yesterday). That needs reverted back to the mod3 version were it does about 6-10% of a CW's damage (assuming you use CoI & Icy Terrain).

    No.

    Leave them the hell alone as they are.

    Can you convince devs to buff shard and single target encounters to make up for the huge loss of DPS in PvP if you nerf SS and Assailant?

    NO.

    Because they already told us Shard is not coming back.

    Deal with it. Skillful play from CWs is GONE. I did enjoy playing shard on mastery for 2 modules and I am happy that I had the opportunity. It won't come back, and read this topic, WE TRIED.

    Also your observations for PvE are irrelevant and don't matter to be honest. People PvE in this game either because they are forced into it (farming, boons), or because they are new and know nothing better. PvE is easy, badly designed and dumb&repetitive. Mobs don't care, they die anyway.

    Conclusion:

    Deal with it, basically.
  • warpetwarpet Member Posts: 1,969 Arc User
    edited August 2014
    ss and eots buffs needs to be rolled back for spellstorm cw to be more balanced
  • iamannoyingdeviliamannoyingdevil Member Posts: 336 Arc User
    edited August 2014
    Just got to love how all the 'top pvpers' have plenty to complain about when something isn't in their favor like the CW being good in pvp finally but none of the 'top pvpers' seem to have brought the issue of the broken token of free movement with it's 10s cooldown up in bug reports because that is in their favor .

    http://nw-forum.perfectworld.com/showthread.php?732021-Artifact-10-second-CD-bug
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited August 2014
    rayrdan wrote: »
    14M damage in a single CN run with only storm spell is not what i call fixed.
    in pvp i cant even stand for 3 sec in their glacial terrain without it draining my 35k hp

    Can you share me your pretty good CW build plz because I get much less dmg from Storm Spell...
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited August 2014
    warpet wrote: »
    ss and eots buffs needs to be rolled back for spellstorm cw to be more balanced

    You can do that but HRs and SWs will still outdps you vastly!
  • lwedarlwedar Member, NW M9 Playtest Posts: 790 Arc User
    edited August 2014
    just add 20% magic resistance to tenacity to put a band-aid on these shannaigans. Or give TRs our critical damage back :)
    "we all love this game and want it to thrive"
  • obsydian666obsydian666 Member Posts: 329 Arc User
    edited August 2014
    Can you finally fix this fu...ing repel?
  • regulusknighrregulusknighr Member Posts: 29 Arc User
    edited August 2014
    need only adjust this f *** permafreeze
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,261 Arc User
    edited August 2014
    Possible bug: I did some dungeon runs with a renegade build and I dont see phantasmal destruction activating, parsed 3 runs with act and I dont see it, maybe its bugged and doesnt trigger? Can anyone confirm this?

    Feedback: After playing renegade few runs, it doesnt seem so bad, at least for high geared chars, but his capstone is not unique like other 2 paths and is a bit underpowered. Also, the feats are a bit unbalanced for spellstorm, second level is worthless and you must spend 5 more points to get the good ones than other paths. I suggest make level 2 feat more useful, and you can do this improving maelstrom of chaos. I suggest a change in maelstrom: Change it to something similar to Oppresive force but less dmging and with a random control effect: Prone, Stun, Daze, Freeze. We want a usefull paragon path dailly and the asociated feat usefull.
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  • warpetwarpet Member Posts: 1,969 Arc User
    edited August 2014
    kozi001 wrote: »
    You can do that but HRs and SWs will still outdps you vastly!

    they at least wont ccc lock everything to make dc,tanks useless

    btw is it for u ok for cw to do over 12m+ per epic pk run how much they can do now? this is almost 2 times better then before mod 4 and point of mod 4 cw balance was to bring them more in line to other classes
  • relativityrelativity Member Posts: 246 Arc User
    edited August 2014
    Possible bug: I did some dungeon runs with a renegade build and I dont see phantasmal destruction activating, parsed 3 runs with act and I dont see it, maybe its bugged and doesnt trigger? Can anyone confirm this?

    Feedback:I suggest make level 2 feat more useful, and you can do this improving maelstrom of chaos. I suggest a change in maelstrom: Change it to something similar to Oppresive force but less dmging and with a random control effect: Prone, Stun, Daze, Freeze. We want a usefull paragon path dailly and the asociated feat usefull.

    This PLUS cancelling MoC really shouldn't consume 50% of Action Points. This is the only daily that cannot be re-cast after cancelling it with dodge. Most encounters (except Steal time) can also be cancelled with dodge and recast. Was not all this change to dodge mechanics suppose to help us? Maelstrom has to be modified to fit it. And for goodness sake, make this micro aoe range a bit bigger!
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