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What I think needs to be reworked/changed and why

vsandddvsanddd Member, Neverwinter Beta Users Posts: 15 Arc User
edited September 2014 in PvE Discussion
Before I start my list, I'd like to mention I have all classes level 60 except GF and SW. My PvP characters are TR/HR/DC.
My PvE characters are my CW/GWF/DC. My GF/SW are only used to pray and do professions at the moment. I won't be talking about GF, GWF, SW because I feel like I don't know enough about them in PvP and these suggestions are intended to balance PvP.

Control Wizard:

Storm Spell - Either needs to do half the damage it currently does or reverted to the way it was before mod 4. Why? because it makes up roughly 30-40% of a CWs damage. There's no reason to replace it with a different passive no matter what the situation is. Passive damage shouldn't be the majority of their damage. Remember old deep gash? Storm spell is similar to how that used to be.

Orb of Imposition - Should require an Oppressor feat (at least t3) to be as strong as it currently is and needs to be toned down to 10% (?) per rank maybe so 30% control bonus at rank 3 if not feated for it. Why? because CWs who spec for damage shouldn't be able to slot a passive to have the best of both worlds. They should either excel at control and do decent damage or excel at damage and do decent control.

Shard of Endless Avalanche - Damage should be increased by at least 30% (prone time toned down though if it's damage is buffed). Why? because right now there's almost no reason to use this in PvE or PvP. It's our highest level power and it takes skill (timing and positioning) to use in PvP so you should be rewarded with high damage.



Hunter Ranger:

Piercing Blade - Should be able to be resisted in PvP. Why? because consistent non-resistable damage causes a lot of other powers/mechanics to become less useful such as Impossible to Catch, Astral Shield and Unstoppable. Everything should be resistable in my opinion unless it requires a specific situation to happen (like Shocking Execution requires you to have a daily ready and for the target to be low hit points for it to be effective).

Disruptive Shot - Should not go through CC immunity such as Impossible to Catch, unless this is intended then put it in the description (like Courage Breaker specifically says so in the tooltip).



Devoted Cleric:

I know you aren't planning to rework Clerics until Mod 5, but these small changes could help a lot:

Healing Depression - Should not affect the healing that comes from the Cleric (or at least not as much). Why? because along with Mod 4 came damage increases to the Control Wizard, Hunter Ranger, and Guardian Fighter. However, we did not get any increase to our survivability or healing. We are meant to survive to heal allies, but they are now considered the weakest class in PvP by far in my opinion.

Wisdom - Should give Clerics 2% Control Resist per point after 10 Wisdom (similar to how Guardian Fighters gain 4% hit points per point for Con). Why? because Clerics need some extra resistance to CC to be able to heal effectively in PvP. Also, I'd like this for the same reason above; other classes had their damage increased.



Trickster Rogue:

A lot needs to be done to this class so I'm not sure if it should even be touched until mod 5, but here's some of my thoughts:

Stealth - This mechanic should not be changed. Why? it works fine how it is, just not-as-stealthy builds need to be viable.

Bait and Switch - Should not refill stealth meter. Why? because it will make it difficult to stay stealthed 100% of the time. Without bait and switch refilling stealth, rogues can't afford to make mistakes if they just want to hold the point. Not sure what it should do instead, but it shouldn't fill stealth. Shadow strike should stay as is though as it's the only reliable way to gain stealth back while in combat.

Lashing Blade and Impact Shot - should become viable again for more damage oriented builds.

Feat Paths - If you rework these like you did with other classes, then I think the Saboteur should be the stealthy/survival path. Executioner should stay the crit damage path (could still buff or rework some feats, just keep the basic concept the same). Scoundrel could be an alternate damage path (extra action point gain and/or a buff to at-will dmg instead of crit severity/chance increases) or utility/support path, not sure.


What do you think? Are my suggestions reasonable?
Post edited by vsanddd on

Comments

  • cookiecrisp15cookiecrisp15 Banned Users Posts: 532 Bounty Hunter
    edited September 2014
    i do add some nerfs to HR selfhealing abilites.
  • crazymikeecrazymikee Member Posts: 694 Arc User
    edited September 2014
    for trs if they increased the base damage on some of the old encounters that they nurfed
    give shadow strike 10ft more range aswell as making it dodgeable (doesnt refill stealth if dodged)

    those 2 would steer people away from the low damage perma stealth builds in favor of more damage builds because they would have actual damage on some of their encounters while also making it a bit harder to stay perma stealth
    Coach Mike - 19.1k PvP CW
    CRAZY MIKE - 14.6k PvE CW

    Backbone - 16.7k PvP HR
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  • abecassisabecassis Member Posts: 255 Bounty Hunter
    edited September 2014
    Yeah take away the CW storm spell damage, and they have no more damaging skills. Already HR is doing more damage then us. Worst idea ever
    Dr. Phil
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited September 2014
    abecassis wrote: »
    Yeah take away the CW storm spell damage, and they have no more damaging skills. Already HR is doing more damage then us. Worst idea ever

    HR should do more damage than a CW, in my opinion, since they don't add much utility to the party at all, unlike CW who has the best PvE control over any other class. They shouldn't have both massive damage and massive control. The upcoming possible freeze change might fix that, but who knows for sure without testing whether or not its overkill.
  • vsandddvsanddd Member, Neverwinter Beta Users Posts: 15 Arc User
    edited September 2014
    magenubbie wrote: »
    It won't work. The question isn't just pushing people out of stealth. My normal TR is perfectly able to kill the average CW. The real issue is that it needs an alternative to survive besides stealth. As long as there's no alternative, people will remain in stealth, because they can't survive without it. ITC isn't even available for a part of the TRs and its cooldown is too long to rely upon. And please don't say WK isn't viable anyway. Not saying you are per se, just beating the crowd to it. It's an amazingly fun path to play. But like the MI it needs quicker kills which aren't accomplished by more DPS per se, and it needs an alternative to stealth to stay alive long enough to kill and escape. At least 1o1.

    Hmm, I'm not sure TRs need an alternative way to survive. Not using stealth on a TR is like not using unstoppable on a GWF. I could maybe see WK TRs needing a CC break or something, but if they give us enough DPS for sacrificing some stealth time then I think TRs will be fine. If you want more survivability, you have to give up DPS for stealth (or at least that's how it should be). We also have 75% deflect severity unlike any other class (others have 50%) so that helps if you stack deflect (although I'd recommend slotting for hit points and just finding gear with a combo of hit points and deflect). Stealth is our tab power so it should contribute a lot towards our survivability in my opinion.

    I've met some Warlocks who deal some nice damage and are valuable to the team even though they can't survive anywhere near as long as a rogue. So I don't think TRs need an alternative way to survive as long as they rework the feats correctly.
  • velynnavelynna Member Posts: 336 Arc User
    edited September 2014
    vsanddd wrote: »
    Devoted Cleric:

    I know you aren't planning to rework Clerics until Mod 5, but these small changes could help a lot:

    Healing Depression - Should not affect the healing that comes from the Cleric (or at least not as much). Why? because along with Mod 4 came damage increases to the Control Wizard, Hunter Ranger, and Guardian Fighter. However, we did not get any increase to our survivability or healing. We are meant to survive to heal allies, but they are now considered the weakest class in PvP by far in my opinion.

    Wisdom - Should give Clerics 2% Control Resist per point after 10 Wisdom (similar to how Guardian Fighters gain 2% hit points per point for Con). Why? because Clerics need some extra resistance to CC to be able to heal effectively in PvP. Also, I'd like this for the same reason above; other classes had their damage increased.

    I definitely agree with most of what you're saying, especially with DCs! Getting hit by the fact that our own heals heal ourselves for 40% less AND healing depression is just nasty when other classes have been given so much burst damage. Without a CC break, we need a reasonable amount of self-healing.

    Good input for the other classes as well.
  • adamy2004adamy2004 Member Posts: 226 Arc User
    edited September 2014
    vsanddd wrote: »
    Before I start my list, I'd like to mention I have all classes level 60 except GF and SW. My PvP characters are TR/HR/DC.
    My PvE characters are my CW/GWF/DC. My GF/SW are only used to pray and do professions at the moment. I won't be talking about GF, GWF, SW because I feel like I don't know enough about them in PvP and these suggestions are intended to balance PvP.

    Control Wizard:

    Storm Spell - Either needs to do half the damage it currently does or reverted to the way it was before mod 4. Why? because it makes up roughly 40% of a CWs damage. There's no reason to replace it with a different passive no matter what the situation is. (also this passive is not affected by eye of the storm from what I could tell, but I'm not sure if that's intended or not)

    Orb of Imposition - Should require an Oppressor feat (at least t3) to be as strong as it currently is and needs to be toned down to 10% (?) per rank maybe so 30% control bonus at rank 3 if not feated for it. Why? because CWs who spec for damage shouldn't be able to slot a passive to have the best of both worlds. They should either excel at control and do decent damage or excel at damage and do decent control.

    Shard of Endless Avalanche - Damage should be increased by at least 30% (prone time toned down though if it's damage is buffed). Why? because right now there's almost no reason to use this in PvE or PvP. It's our highest level power and it takes skill (timing and positioning) to use in PvP so you should be rewarded with high damage.



    Hunter Ranger:

    Piercing Blade - Should be able to be resisted in PvP. Why? because consistent non-resistable damage causes a lot of other powers/mechanics to become less useful such as Impossible to Catch, Astral Shield and Unstoppable. Everything should be resistable in my opinion unless it requires a specific situation to happen (like Shocking Execution requires you to have a daily ready and for the target to be low hit points for it to be effective).

    Disruptive Shot - Should not go through CC immunity such as Impossible to Catch, unless this is intended then put it in the description (like Courage Breaker specifically says so in the tooltip).



    Devoted Cleric:

    I know you aren't planning to rework Clerics until Mod 5, but these small changes could help a lot:

    Healing Depression - Should not affect the healing that comes from the Cleric (or at least not as much). Why? because along with Mod 4 came damage increases to the Control Wizard, Hunter Ranger, and Guardian Fighter. However, we did not get any increase to our survivability or healing. We are meant to survive to heal allies, but they are now considered the weakest class in PvP by far in my opinion.

    Wisdom - Should give Clerics 2% Control Resist per point after 10 Wisdom (similar to how Guardian Fighters gain 2% hit points per point for Con). Why? because Clerics need some extra resistance to CC to be able to heal effectively in PvP. Also, I'd like this for the same reason above; other classes had their damage increased.



    Trickster Rogue:

    A lot needs to be done to this class so I'm not sure if it should even be touched until mod 5, but here's some of my thoughts:

    Stealth - This mechanic should not be changed. Why? it works fine how it is, just not-as-stealthy builds need to be viable.

    Bait and Switch - Should not refill stealth meter. Why? because it will make it difficult to stay stealthed 100% of the time. Without bait and switch refilling stealth, rogues can't afford to make mistakes if they just want to hold the point. Not sure what it should do instead, but it shouldn't fill stealth. Shadow strike should stay as is though as it's the only reliable way to gain stealth back while in combat.

    Lashing Blade and Impact Shot - should become viable again for more damage oriented builds.

    Feat Paths - If you rework these like you did with other classes, then I think the Saboteur should be the stealthy/survival path. Executioner should stay the crit damage path (could still buff or rework some feats, just keep the basic concept the same). Scoundrel could be an alternate damage path (extra action point gain and/or a buff to at-will dmg instead of crit severity/chance increases) or utility/support path, not sure.


    What do you think? Are my suggestions reasonable?

    I completely agree with your post and what needs to be changed, and to go along with it, either reduce the stun time on GWF encounters and or give them back a prone.

    Also for DC's a feat rework is really needed, considering they have 3 separate feats that give increased divinity gain, but what is the use of divinity if all of your self healing spells are 60% less effective on you anyway + dps clerics are non existant so divinity for dps skills is unneeded.

    TRs- lashing blade isnt all that bad, its just that nowadays people have ALOT more DR + HP so it doesnt seem as effective, but what really needs to be changed is impact shot, it either needs to be reverted back to what it was, or increase the damage drastically and or increase the amount of shots you can throw.

    HR- increase the cast time on disruptive shot so they cant instantly interrupt something, for example, a cw can be casting a chillstrike that takes 1.1s to cast. you can go through the animation completely and be at the .1s remaining and a HR can still interrupt it.

    CW- just plainly needs to be reverted back to how it was mod3. relying completely on dot damage and SS proc's is a lame way to play a class, and i've been playing a cw since the games release for a year + 3 or so months now.
    Don't waste my time.
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    edited September 2014
    vsanddd wrote: »
    Hunter Ranger:

    Piercing Blade - Should be able to be resisted in PvP. Why? because consistent non-resistable damage causes a lot of other powers/mechanics to become less useful such as Impossible to Catch, Astral Shield and Unstoppable. Everything should be resistable in my opinion unless it requires a specific situation to happen (like Shocking Execution requires you to have a daily ready and for the target to be low hit points for it to be effective).

    Disruptive Shot - Should not go through CC immunity such as Impossible to Catch, unless this is intended then put it in the description (like Courage Breaker specifically says so in the tooltip).
    If you make PB resistable you're going to have to crank up base damage in the HR treee or they will not be viable in either PvP or PvE

    Disruptive Shot is not a CC effect. Why do you think it should be affected by CC resist?
    Jenna Sunsoul - Justice Tankadin
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    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • zshikarazshikara Member, NW M9 Playtest Posts: 796 Arc User
    edited September 2014
    Granted this is for pve, but for the DC I'd like to see a small aoe component added to the sacred flame at will. (like it does 25% of the damage it does to its main target to up to 5 adjacent targets). I'd also like to see a base damage increase on our at wills. Encounters could probably use a small buff up and maybe even our dailies too. Basically I want DC damage to be close to other classes. I don't want to top the chart. Heck, I'd be happy still being number 5 on paingiver, I just don't think I should be lagging behind in damage by 10 million + over the course of one dungeon when I am playing with a full group of equally geared players.

    Also, as others have mentioned, healing depression needs to be reworked. I am pretty fine with our level of survivability, but I should be able to heal myself as easily as my allies.
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  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited September 2014
    I must say this agan Dont ask for nerfing revorking CWs DMG and controll.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited September 2014
    magenubbie wrote: »
    I'm not against a little dmg boost, but it has to remain that: a little. I understand the desire to do more damage, but the thing is, you're a cleric, not a paladin. You're not a damage doing class. If the class gains too much dmg, might as well replace the icon with a mace. That's not the class's intend. The issue isn't your low damage per se, but the insane damage certain other classes do.

    Mages and rogues are supposed to be the burst damage dealers with mages doing more consistent and higher damage than TRs because they hit multiple targets, but on a single target TR should be king of burst. Warriors should be tanks or, when dps focused, do more consistent, but lower damage, which, given enough time, roughly equals a TR's damage. And that's where the unbalance resides.

    Warriors here either do no damage (as a tank) or do all the damage with no effort. A warrior doesn't work like that. It's not the end all, be all in DnD.
    I don't know if any of you actually wore a plate mail once, but the thing is goddam heavy. You can't go bursting while wearing something like that, especially not when you're also carrying a shield which gives you at least another 5KG to carry on top of your plate mail. Nor are you able to perform at the max of you abilities all the time. You'll be exhausted after every few skills. Consistency and discipline is the way to go for a trained warrior who wants to live.

    When it comes to HD and self-heal I agree. Applying HD to every heal except for DC heals is exactly what the class would require to be useful in PvP, provided you have a group that understands teamwork. That's why you're a leader class after all. Granted, the few control spells they have can use a little boost.

    How the hell are you see GF as paingiver almost in every single dungeon they must use two skills KV and ITF .
    So 1 encounter left ? Do you realy think GF do such a big dmg?
    Man you not know anything about this class.
    And you know nothing about D&D too.
    Paladin have higher brust dmg then any wizard .
    Barbarian with lucy crit can one hit kill anything .
    Why wizard ar op? cuz he is ranged can buff her self and they team can manipulate elements summon monsters to aid him in combat summon fiendish creatures he can manipulate time and space .
    Also he can create magical stuffs like weapons scrolls poitions armors artifacts.
    But wizard in D&D is only half so op as cleric.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited September 2014
    And rouge are only good agans humanoid creatures .
    They role is not the dps they role is to steal make traps disarm traps search hidden doors find extra teasure open locks he is a full support.
    And he can do some nasty back stab on weakly defended classes (like wizards socrerers warlocks bards)but he can even hit a good paladin or figther (defender).


    Any way :"I don't know if any of you actually wore a plate mail once, but the thing is goddam heavy. You can't go bursting while wearing something like that, especially not when you're also carrying a shield which gives you at least another 5KG to carry on top of your plate mail. Nor are you able to perform at the max of you abilities all the time. You'll be exhausted after every few skills. Consistency and discipline is the way to go for a trained warrior who wants to live. "

    If in real life somone cut your head with an axe i am 100% sure you are dead .
    But if you try to freez a ful plate warrior with tiny ray of Liquid nitrogen mybe her helmet will be frozen but not her full body in 3 sec . Those helmets and armors are lined inside with chain and leather skins.

    See the difference why knigths was succesfull where bandits and ruges died at they feet .
    Simple 1 knigth cannot be kill with a little dagger not if he is not tyre enugh to show the stupid bandit her armors weak point.(and i think its the perfect example TR can kill GF but slowly cuz he must wait until her guard is down or her arm cannot raise back her shild (exhausted))
    In the mean time the thug bandit ruge have zero armor or some leather jacket and no helmet .
    Its more like this Train VS Mustang frontal.
    Both can do dmg on a simple man (pretty sure big dmg )
    But mustang have only her leather skin .
    And trains made from iron.

    And CW is a high general how can press buttons to launch rockets .

    In the mean time we all know how powerfull are
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
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  • skylher12skylher12 Member Posts: 97 Arc User
    edited September 2014
    magenubbie wrote: »
    It won't work. The question isn't just pushing people out of stealth. My normal TR is perfectly able to kill the average CW. The real issue is that it needs an alternative to survive besides stealth. As long as there's no alternative, people will remain in stealth, because they can't survive without it. ITC isn't even available for a part of the TRs and its cooldown is too long to rely upon. And please don't say WK isn't viable anyway. Not saying you are per se, just beating the crowd to it. It's an amazingly fun path to play. But like the MI it needs quicker kills which aren't accomplished by more DPS per se, and it needs an alternative to stealth to stay alive long enough to kill and escape. At least 1o1.



    what exactly do you mean by "to survive" because my little executioner tr survives just fine (and i rarely use stealth)... now if you mean to never die, then that is just not feasible everyone has to die in pvp or its not worth pvping. in my opinion if you are a perma tr, then you are giving up survivability in order to hide you cant have it both ways.
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited September 2014
    magenubbie wrote: »
    I'll just say this:
    1. I said warrior. Never did I specify a GF with insane damage. Actually, I remember saying that with a plate and shield, doing OP damage is pretty much impossible. Try wearing a full plate for once and you'll get my point. If you read my post correctly I did mention them as being the tanky part of a warrior.

    2. I've been playing DnD for over 20 years, basically since AD&D came out. I'd say I have a fair knowledge of how classes can and used to work in any circumstance DnD can provide. I've played them all one time or another, including crazy multi-class and prestige combos. Not to mention I've DMed them all in various game settings, ranging from FR and Dragonlance to Raveloft and Planescape and even beyond the regular DnD settings. I even play the game with my children. The fact you claim a paladin to have a higher burst than a wizard with no arguments of any sort, clearly indicates your DnD experience is limited to 4th edition and maybe 3.5 only. Not that's a bad thing, but it limits your imagination to create possibilities instead of obstacles. We'll never get true DnD here, so stop limiting yourself to the rulebooks, which are merely guidelines and are not set in stone.

    3. We don't have barbarians. Instead we have an unstoppable warrior that shouldn't exist. If only a GWF was a barbarian, there would be much less issues with the game. There's a huge difference between the 2, even in 4th edition.

    4. There's more to this game than topping painkiller. Something that too many people are forgetting these days. The fact you mention that specifically would indicate you find this important, which it isn't. There's no room for competition in PvE. That's what PvP is for.

    5. And that's really the most important one: never did I say that this is the current situation. Nor did I mention my suggestion to be the true DnD rules. I know very well that bringing true DnD to a live action game is next to impossible. It's merely a proposal to bring every class back to the table. Too bad you missed the point.

    Can we go back to discussing rework suggestions and the reasons for it now? If you have objections to the picture I painted, please keep your criticism to that suggestion. Read it and ask questions if you don't understand something and don't pretend you know me, or anything about me.


    Sorry but you a wrong history tells this different .
    The old europian knigths was undeafeated not just cuz they have horses but they have heavy full plate armor .

    To break heavy armor you need propper tool like armor breaker weapons or cross bow what we dont have in NW .
    And yepp i am a huge fan of knigths i play D&D from my 10 brith day so i play it too more then 20 years.
    Also i have bow /crossbow /plate armor/ sword and shild on my wall and i know i can fight (untrained min 20 min ) in full gear this is depend on stamina if you are a weak freak you wont last 5 min.
    You forget the lvl 3 quest where you can get a common wear when you are not in battle.

    Spartans have much bigger and heavyer armor(they made it from bronze)then europian kingths they walked miles in it and after they fight in it.
    Ofc if you are untrained you not know how to handle it and will be exhausted in a 10-20 mint too.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
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  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited September 2014
    Tell that to the Roman Empire xD
    But yes, there's more than 1 way to win a war. Cavalery with plate armors is one, Semi full plate foot soldiers with high disipline is another. It all depends on your opponent.

    Anoter and better example Cortez VS Indians.
    Breast plate + plate helm sword and gun vs nude-s with stick and blow-pipe. They wiped out almost all of them why becuze armor = advantaqe in nw full plated GF with shild have zero advantage cuz deflection is better.
    In NW HR with 60% deflect and 30-35% dmr have higher chance to survive a canon blast then GF .
    And deal twice as much dmg. This is realy unreal or TR steath ITC can even survie nuclear bomb. Both class are non magic user but they have better tool then GF . I dont understand you why you poke GF's and they DMG or see "if somone is heavy he cannot deal dmg " .
    Tiger tank can deal dmg and he is heavy armored :).
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
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  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited September 2014
    Well i think this strategy what you try achive with your tr is wrong.
    This is bezrerker and barbarians(or GWFs) strategy move quick hit fast kill your pray as fast as y can .
    Lion Bear and Badger are warriors .
    Wolfs are those with different role 1 GF and 4 DPS :) .

    Tiger is more like a Hunter Ranger sneaky but he have zero fear becuse he kow he is a king of the jungle . Arogant like hell this is why he roar and walk gentle.

    Tr shoud act like a panther(is the true assasin ) paitent wait the opportunity and "strike where the metal is weak".
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited September 2014
    Anoter and better example Cortez VS Indians.
    Breast plate + plate helm sword and gun vs nude-s with stick and blow-pipe. They wiped out almost all of them (...)

    That's actually a myth. First, Aztecs had armors (made of leather and cotton), that was in fact very good and many of Cortez' soldiers exchanged their own ones for those.
    Indians had some interesting and deadly weapons. When you are saying "sticks" I assume you are talking about their wooden-obsidian swords, that were easy to break, but could chop a horse head off. Other nasty thing were slings, that could throw stones at the distance of ca 250 m.
    European guns didn't give that much adventage, because 1.The bullet could fly much further, but the distance of shooting with enough accuracy was ca 20m. 2. You had to reload your gun after each shot, which took almost a minute, 3. If the gunpowder gets wet, you cannot shoot at all.
    Horses also were not a factor there, since they hm... do not climb well.

    Indians were doomed mostly because they were fighting among themselves. For example, local tribes joined Cortez to defeat Aztecs.

    Sorry for off-topic, but I just couldn't help myself.
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited September 2014
    ulviel wrote: »
    That's actually a myth. First, Aztecs had armors (made of leather and cotton), that was in fact very good and many of Cortez' soldiers exchanged their own ones for those.
    Indians had some interesting and deadly weapons. When you are saying "sticks" I assume you are talking about their wooden-obsidian swords, that were easy to break, but could chop a horse head off. Other nasty thing were slings, that could throw stones at the distance of ca 250 m.
    European guns didn't give that much adventage, because 1.The bullet could fly much further, but the distance of shooting with enough accuracy was ca 20m. 2. You had to reload your gun after each shot, which took almost a minute, 3. If the gunpowder gets wet, you cannot shoot at all.
    Horses also were not a factor there, since they hm... do not climb well.

    Indians were doomed mostly because they were fighting among themselves. For example, local tribes joined Cortez to defeat Aztecs.

    Sorry for off-topic, but I just couldn't help myself.

    Well here in europe we learn different europian version of Cortez the conq .
    Was 10 mybe 12 when i read and maked my dissertation from it but yes the sticks are woden swords. And they have deadly poisons too if i know rigth.

    I am sure historians explored much more in those 20 years what have passed.
    Thnx for enlighten me . Now i know more and i want to read the real version.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited September 2014
    Thnx for enlighten me . Now i know more and i want to read the real version.

    Yw. Actually, I forgot the most important factor - the germs. Some scholars estimate that even 90% of the native americans were killed by them before conquistadors even got there.

    I also was taught that outdated version of history btw.

    And now it's the end of off-topic, this time for real.
  • jayrad8jayrad8 Member Posts: 210 Arc User
    edited September 2014
    My thoughts on CW from another thread:
    jayrad8 wrote: »
    I 100% agree that M4 is no where near as fun, primarily due to the mechanics introduced that require no skill to reap enormous benefits from. I think I did at least a few PvP matches per day of M3, sometimes even 15+ in one sitting, purely because of how fun it was despite playing a class that could have used some love in PvP. Now, I haven't entered PvP in over two weeks and log on only to do dailies or to attempt farming the new skirmish and generally don't stay for very long. That's right, even though my class is now 'OP' in PvP -- I hate it.

    Here's what would make the class fun again, imho.

    Control Wizard:

    Shard of the Endless Avalanche (RIP <3) - The original damage nerf (30% slam, 60% explosion) should probably be cut in half, third-ed, or even quarter-ed when using the power on tab, seeing as though Focused Wizardry is a must-have and tacks on another 10% damage reduction. Shard is the last encounter that the class receives and it's current state does not reflect the utility it should provide damage-wise in the slightest. Take away some prone time, change the explosion prone to a stun/daze or other lesser CC.. whatever needs to be done to justify boosting the damage of this encounter. For the high risk and high skill involvement with this encounter in PvP, the reward is not there.

    Storm Spell - A passive ability that provides more damage than an encounter. The change, which doubled damage and proc chance, introduced the easy mode, overpowered, and skill-less game play that you now encounter against CWs. Literally no one asked for this change in the preview feedback and everyone knew it would be as game breaking as it was originally with 35% proc chance and ability to proc on the application of chill stacks. It's still too much. Keep the proc chance and halve the damage to where it was during M3, return the damage boost by buffing single target encounters (or shard <3), and you will have the warranted damage increase placed in an area requiring skillful ability to land an encounter.

    Assailing Force - Additional skill-less damage procing off of other damage with a tiny cooldown and high proc chance. Allbeit way more useful in PvP than the last Thaum capstone, it provides too much damage too frequently for the zero skill required to reap its benefit. I would rather this capstone be like a Rampaging Madness v2.0 where dealing damage to or CCing one enemy a certain number of times then buffs your damage against them by a considerable amount, making it fun to try reach your stack cap and requiring more effort. Essentially anything requiring more than what it currently does would be better.

    Orb of Imposition - A 75% control boost results in CC times that almost doubled regardless of whether you are Thaum, Rene, or Oppres and compounds the skill-less play further as it is much easier to CC lock someone. The passive itself should provide at most a 35% control boost, while the Oppres tree or capstone should provide another 35% in order to reduce the CC available to damage intensive trees. Thaum should not be able to damage more effectively and CC as effectively as Oppres, which is the way it currently stands.

    Eye of the Storm - An auto proc yielding 100% crit chance for 6 seconds every 20 seconds... more skill-less easy mode that allows CWs to ignore their crit stat and one rotation other players when unloading encounters. To me, this essentially gives what the Renegade once was, a bursty crit damage dealer, to everyone. This passive should be a little less active in creating burst and be returned to somewhere along the lines of its state in M3 but with a reduced proc chance or short internal cooldown. It should be looked at as a way to score a guaranteed crit on a few at-wills, one encounter or daily in your arsenal, not your entire rotation.

    Teleport - It's no fun when there's a path animation behind my teleport, showing exactly where I'm going. When I think of a wizard teleporting, I picture someone blinking quickly from one point to another with no tell as to where they were heading, sometimes from point to point in rapid succession. Teleport would be way more fun this way and more so if I could chain multiple teleports so as to blink behind someone and then back to my original position very quickly. What I'm getting at here is a reduction in the time used to execute a teleport (smaller dodge window) in addition to a reduction in the time between finishing a teleport and using another teleport or power (smaller idle window). Another fun feature (maybe a heroic feat) would be to have a mirage of your character appear for a few seconds in your original position when teleporting, which restores a small amount of stamina when struck.

    Renegade Tree - I wrote a fun haiku about this feat tree.
    Oops I crit my pants
    Big orange numbers are fun
    Buff the renegade.

    The Renegade feat path either needs an entirely new direction, and probably a new name, or some changes focused on bringing back its original play style. Increase the crit severity provided by Phantasmal Destruction, increase the proc chance of Nightmare Wizardry slightly, incorporate feats like 'your combat advantage damage is increased by 2/4/6/8/10%' and 'your crit chance is increased by 2/4/6/8/10%', and otherwise restore the crit damage fun to this tree.

    tl;dr
    Give me meatball back
    I miss teabagging people
    I'll have fun again
    Ezra@jayrad8 | M4 CW Class Advocate
    twitch.tv/ezracw | absolutegaming.guildportal.com
    #BringBackShard | M5 CW Bug List | My M3 PvP Gameplay
    PpkM0MK.png

  • vsandddvsanddd Member, Neverwinter Beta Users Posts: 15 Arc User
    edited September 2014
    If you make PB resistable you're going to have to crank up base damage in the HR treee or they will not be viable in either PvP or PvE

    Disruptive Shot is not a CC effect. Why do you think it should be affected by CC resist?

    Making Piercing Blade resistable shouldn't affect PvE because you can easily get the 24% resistance ignored from Arm pen + Str on the HR. It needs to be resistable in PvP because of the reasons stated in the original post.

    Disruptive shot is a CC effect. According to http://neverwinter.gamepedia.com/Crowd_Control "Crowd Control is a term used to describe powers or effects that make their targets unable to use powers for a period of time." I honestly don't care that much if disruptive shot goes through CC immunity or not. I just want it to work as it's intended, which is up to the developers. So if it's working as intended they should put it in the tooltip that it goes through CC immunity, like Courage Breaker on the TR says, "... even if they're immune to control effects."
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