Greetings Adventurers!
There were a lot of other small improvements we wanted to make to a variety of specs, but didn’t really merit their own thread because they are fairly small and focused. Please use this thread for giving feedback on those changes.
This thread is not for suggesting new feedback, so please constrain it to feedback on changes that are in the patch.
Great Weapon Fighter
- Instigator: Allied Opportunity: Damage Bonus increased to 6/12/18/24/30% (up from 2/4/6/8/10%) and the Combat Advantage Duration is increased to 1.5/3/4.5/6/7.5 seconds (up from 1/1.5/2/2.5/3 seconds).
- Instigator: Group Assault: Damage bonus increased to 2/4/6/8/10% for each additional target struck (up from 1/2/3/4/5%).
- Instigator: Instigator's Vengeance: *Rework* Now grants 10% increased damage at all times. This value is increased by 10% each time you are struck in combat, up to a maximum total increase of 50%.
Control Wizard
- Renegade: Chaos Magic: Fury - Now grants 30% damage and 10% Life Steal (up from 10% and 5% respectively).
- Renegade: Chaos Magic: Nexus - Now grants 30% Armor Penetration and 30% Critical Chance (up from 10%).
- Renegade: Chaos Magic: Growth - Now heals every .5 seconds for 250% of your weapon damage (up from 200% every second).
- Renegade: Masterful Arcane Theft: Damage bonus increased to 3/6/9/12/15% on targets affected by Chill (up from 1/2/3/4/5%) and 1.2/2.4/3.6/4.8/6% per stack of Arcane Mastery (up from .6/1.2/1.8/2.4/3%).
- Renegade: Chilling Advantage: Chilling Presence increases Critical Chance by 2/4/6/8/10% (up from 1/2/3/4/5%).
Hunter Ranger
- Melee: Piercing Blade: This feat now correctly looks at post resistance damage when calculating how much damage it should deal.
- Trapper: Swiftness of the Fox: *Rework* Your Melee encounter powers shorten the cooldown of your Ranged encounter powers by 3/6/9/12/15%. Your Ranged encounter powers shorten the cooldown of your Melee encounter powers by 3/6/9/12/15%.
- Trapper: Biting Snares: Now generates 20% of your AP (up from 10%), increases your damage by 30% (up from 15%), and Control durations are increased by 60% (up from 30%).
Scourge Warlock
- Tyrannical Threat: The damage from this power should now benefit from Armor Penetration correctly.
- Creeping Death: Almost all powers that deal Necrotic Damage are now correctly identified as such, and should activate this feat much more reliably.
Comments
We need to collect as much feedback as possible on this so we can tweak the feel and effects of the changes in PVE and performance in PVP. Given that, we would like you to categorize and color code your feedback so we can sort it and act on it most effectively! Please use the below format to submit bugs/feedback.
Type: Bug/Feedback (Please only choose one)
Spec: (Please enter the spec that you are providing feedback for here)
Please use “Bold” face text for the Type & Spec then type your feedback in the body of your post. If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use BLUE.
(Concise Feedback & Screen Shots are much appreciated)
Examples:
Bug: Destroyer
Destroyer’s Purpose didn’t grant stacks while dealing damge.
Feedback: Sentinel
I feel like I don’t have enough tools to stay alive under fire now and it makes tanking too hard.
Please try to play for a few hours to get used to the changes. Thank you again for all your help Adventurers! We look forward to hearing back from you!
Chris “Gentleman_Crush” Meyer
Control Wizard
Great Weapon Fighter
Hunter Ranger
Scourge Warlock
Its great that you are giving the Instigator some love, but how come this is better and much, MUCH easier to achieve than the Destroyer capstone?
Disruptive shot costs too little AP to be able to be used multiple times and just stun your opponent. It is also the fastest proccing stun in the game so HRs are guaranteed to win the duel between who stuns who first.
Melee classes such as the GWF, perma-stealth TR or reworked TR get punished by HR's multiple dodges, stealth, massive dps from melee. HRs are also guarantee to have the first crack to burst down CWs using disruptive shot and go invisible right after while they wait for their encounters to reload. If you are going to punish TR's stealth, perhaps you should look at how HRs (despite having stealth) also have the most defensive abilities as well as technically 6 encounters to fill up their toolbox (not to mention 6 dodges)
Ah, The piercing Blade fix slipped my list. it is in the build. Updating the OP.
Thank you for updating gentleman.
Once again, very nice responsive style for a dev.
Thank you so much!
So you nerfed HR, buffed CWs as if they were not OP yet.
What about making Ice Rays dodgeble as you stated Crush? they are still "dodgeble by luck" no matter of recent changes? Or it going to one more "happy CWs nerf HR changes" ?
About
Do you think that changing to 15% instead of 1 sec will make any difference?
Getting 15% buff to damage is ok. If you could to any roots. You accully barely ever can - Control does not seem to work anyway since most of mobs/bosses/players have pretty hight control resist or immunity.
What about "Ancient roots" - this power just makes control work longer rather but it is same damage. Feet that you have NOT to take if you plan any pvp. I do think you work in wrong way now. Increase control strength rather then duration and more some suvivability to trappers. Having longer control will only mean half on players at top. yet still if you get them rooted. Due to all your CC immune or resist. Plus longer time of control gives time to regenerate health. And trapper pretty much acher without archer damage when it comes to close range.
It s not like they buffed Thaum CWs.. They buffed renegade and that was needed.
Now they only need to buff the shard in PvP again so that people can run different powers aswell as builds..
I don't mind renege buff at all. Problem is that only changes are Buffs. If you remember main problem with CW was and is now even worse is the CW stacking. To fix this they sad they will make OR control OR damage. But not both. On current state CWs have it all and are still PVE kings. And still OP in pvp. Even thought even Crush stated that IR are pretty much impossible to dodge. So I do what to see changes to CWs in both sides as it is for HRs. Rather then 80% useless chanes to HR - nobody from HR have problems with AP gain. We either have no good dailies or good dailies are so much nerfed that having then used again is useless -like disruptive nerf with strormstep action.
And congrats to all CWs that cried about Piercing damage and HR nerf. Now you will have it more )
Well first of all, they buffed a CW tree that isn't being used so they really didn't buff the current CWs you see today.
Second, HRs are the best PVP class by far on live server. BIS HR will consistently beat a BIS CW, BIS GWF and BIS TR.
Lastly, HRs are the only class I know who can burst someone down and go to full health at the same time
Exactly this.
But I'll test it when it's available and find out for sure.
Well lets start with the point that 80% of people here are not BIS. Refering to BiS is good as long same thing applies on 80% of players not 5%. I do have 19k GS HR btw that I don't play even thought I have good rate on CW kills . And all i what is balance in pvp rather then what it is now that started with CWs being OP in mod 4.
2nd Like I sad before I have no, Any, 0 objection on buffing CWs path that is not used. I what to see changes to others.
3rd I do recomend you read TRs post. Specially "Shadowy Opportunity" and 75% of Piercing Damage.
And last - I do what CWs to be Control or Damage not both like I sad before. Sadly HR are still in same spot pve wise as they were. Especially on picture of useless changes to HRs -they wont make Trappes any more valueble as controlles or damage dealers as long as CWs are best in both worlds. Having 3-5 CWs is all you need now for 80% of dungeons.
As far as PVE is concerned, I have no qualms against CWs being nerfed while HRs being buffed. I still think HRs are at a bad place PVE-wise (they have improved a lot since the change in dungeons from having less adds)
Now back to PVP: Icy Rays is one of the best counters against an HR (along with entangling if you are lucky enough to hit an HR with it). While it is true that Disruptive Shot can be dodged, it procs so much faster than Icy Terrain that they are essentially the same guaranteed stun. Nerfing Icy Rays just increases the gap between a Control Wizard and the best PVP class in the game: Hunter Rangers.
Born of Black Wind: SW Level 80
They are the best pvp class for 1vs1 situations. And they are currently OP, but none of ur listed things is the reason for that. If u whine about a class in this official thread, at least whine about actual facts and not madeup and biased things. As I have shown.
Ask ur sandstorm girl, or mouz, rookz, deadshot, artemis, frosty, jerk or or whatever expierinced HR u have at hand, and maybe, but just maybe, he/she will tell u whats the current issue is with HRs.
You could also ask me, but I believe you already made up ur mind about me…
This is a 50% buff to instigator though which had no damage at all before, and destroyer has 50% as well via the capstone and the improved Focused destroyer. I expect that in single target destroyer will still be better (due to the ability to gain determination without taking damage), but it looks like instigator will be better in pve clearing by a bit just because it is faster to get the 50% damage than destroyer is.
All in all GWF did not get overpowered with this buff at all i think. the intimidation of sentinals is another story though
We are searching for slave labor, will pay with food from our farm!
Its most likely going to work with stacks that last like 3-5 seconds at most for each.
Looking forward to testing these -- thanks, Crush!
twitch.tv/ezracw | absolutegaming.guildportal.com
#BringBackShard | M5 CW Bug List | My M3 PvP Gameplay
IV Instigator dmg (by paragon):
10% permanent & 20+15% from Mark & 10-50% if you are struck in combat.
Not so fast: Allied Opportunity & Vicious Advantage: 35% dmg & 5% crit
SotS: flat 5% dmg
exmpl build: Deflect&Dmg.
Dead🔪I'm going to skip to what concerns me: Renegade Wizard (PVE) -
Chaos Magic
- Fury - 30% damage is nice, 10% Life Steal is basically useless to CW's, since most of us already stack enough for it to not matter.
- Nexus - Armor Penetration - pointless, should already have enough to not matter. The 30% Crit Chance is good.
- Growth - Heal's - no point, that's what Life Steal or your DC should be doing. Completely wasted result.
Chilling Advantage: still inferior to Storm Spell and the diminished Eye of the Storm. Basically all damage passives are pointless except those 2. Even in mod3 Chilling Advantage was only 1/2 as effective as the old Storm Spell. Since mod4 Storm Spell is normally 25-40% of my DPS, why would I ever use Chilling Advantage. Even with the upgrade to Chilling Advantage, it remains inferior to Evocation (it burns 5 valuable feat points for no more extra damage than Evocation).Observations:
This feat was a good idea, but it really needs a boost. Imo, it should stack up to 5 times every time you crit. This will help Archery builds to actually have a chance to PvP, and making this feat actually a bit useful. Stacking up to 5 times is not that much imo. For a 30k hp HR, it'll give you max 1500 temp hp, with things hitting so hard these days, you'll still get 1 shotted in PvE, and still get taken out fairly fast in PvP.
Perhaps make it only Archery's (and maybe Trappers) capstone gets this 5X buff so combat tree doesn't get the benefit of this. Right now, the only viable PvP build for HR is combat, as anything else will just get melted.
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
I know these changes are not up yet. But i wanted to say to make trapper more desirable is not just by buffing damage %, there are fundamental issues with it, like the way Feat:Ancient Thorns, and Feat:Thorned Roots, work together. without ancient thorns the dot is spread over a shorter duration so you do more damage, but when you want longer roots you gimp your damage from thorned roots because of overlapping snares, (Constricting arrow and Hindering Strike) the same goes with the capstone, where you have to keep a mental note of when this buff runs out because of the internal cooldown.
What i suggest is to:
1. Make it so that the thorned roots dot can stack upon each other,
2. Remove the Biting Snare cooldown but only making it one stack (so you can keep it refreshed by switching).
3. Increase the aoe radius of constricting arrow roots (this would help HR in PvE in general. (Currently it is a pitiful 5 yards)
4. Rework Aspect of the Serpent so that it activates it's damage/crit buff when you switch stance and lasts for 5 seconds whilst resetting the stacks back to 0 and starts counting up until you switch stances again.
These would make the stance switching work more smoothly and feel less rough and clunky, from there you can adjust the % of feats until the damage is right.
and also the featured satirical comedic adventure "A Call for Heroes".
Would also add increase control strength and area of effect rather then control duration in Biting Snares.
so that HR control would be able to increase duration if needed with Ancient roots.
Plus trapper does need some survival feet. Like increase healing effects or and temp HP to any buff power. We could pretty much make it instead of Fleet stances as suggestion. This would make HRs buff valueble again - now rearly ever you see HR as buffer even if you find trapper in party.
Crush, a couple of quick questions regarding this change:
1. The % values, will this be a straight up additional crit chance and Armour pen from Nexus? Or instead, will this increase the stat value: I.e I have 1000 Crit and Armour penetration, Nexus procs, and I gain a 30% bonus to the rating giving a total of 1300 Critical strike rating and Armour penetration?
Should this not be the case, and the proc chance, instead gives a flat value of 30% armour penetration (Combined with the % added by the Armour penetration stat - Lets say 24%, would give control wizards a total of 54% Armour penetration in PvP. And whilst this would be sensational from a control wizards point of view, I feel like this is a move in the wrong direction, I fear that giving such a massive damage increase across the board for Cws in this way will only cause more pain and heartache in damage adjustments happening once more. However, I feel that a bonus of a flat 30% additional crit chance, is the right move for Renegades, as this brings the reliance back onto the burst capability of this feat line. Additionally this adjustment should allow the additional procs available in the Renegade line to proc more often. This change should bring the feat line back into a competitive level.
Masterful Arcane Theft increase is extremely exciting.
19.9k PvP Control Wizard
<Complaints Department>
If i have a HR with 4500 power or one with 6000 is currently the same (in that aspect). So, even if you improve the damage of the trapper, as long as the change is not dynamic sooner or later is going to be not enough.
The crowd control part is great, but a CW has that, and better, and it does hit way harder.
Please, consider this option:
Make it a percentage of the damage you deal with the power you used. Or give thorned roots a base damage power can affect