Anything other than class balance changes and minor things probably won't be on preview until later since (this is entirely an assumption) they probably want to get the player's reactions on the class changes since that will take the longest out of anything in the module update. As far as the dungeon/maps? Those will take a lot less time in comparison to tweak.
I did some testing on the test server.
1) Cleric changes are way over the top. The healing is insane and the damage paragon is idiotic. With the combat log you can see that you become as comparable in dmg to the strikers.
2) Wizzard change is fine, no need to change. The renegade paragon is about 10 to 15% less in damage to the thaumaturge.
3) Rogue is even worse now. The extra damage increase on the abilities is now offset by the stealth loss. Average time in stealth 2 secs !!!! You can better call the rogue now cannon fodder.
On LIVE this week, a DC in my guild ran with me while trying to get some gear for my SW alt. We had two DCs and me (a temp) and 2 GWFs in Karru. The GWFs were both very well geared.
This particular DC out DPSed and out-killed everyone. She didn't out heal me or the other DC of course, but... I hear a lot of crying over how hard it is for DCs to do damage so much so that a whole patch is being put out to cure that... but a DC when properly geared and built can ALREADY out DPS 16K and 17K GWFs. I wouldn't have thought it possible until this week... but there it is.
By the way, a Tempation warlock plus 2 DCs = Immortality. I actually felt a little sorry for the mobs.
The TR walk animation is still, STILL missing. Come on, it's been screwed up since Mod 4 went to testing in JULY. Fix it already please for the love of Corellon I am begging you.
The TR walk animation is still, STILL missing. Come on, it's been screwed up since Mod 4 went to testing in JULY. Fix it already please for the love of Corellon I am begging you.
same as GWF sprint animation idk how could they screw up something up that was working correctly since 1 year+ lol.
Kinda simple. Preview purchases aren't reflected on live server, and vice versa. They're two separate servers.
Still doesn't really explain why they don't have the option by itself in the zen store, honestly. Respec/Rerace should both be available on preview so people can play with it and get what they want before doing it on live.
I dont know if any Producer will read this and i also do not write in such forums often but i read the changes and testet them on the Preview. I think the rouge will be very strong in PvP. But i also think he wont be to strong in PVE. In that case maybe he should be a bit adjusted for PvP. The Changes to Stealth and Crit while Stealthed and the new Lashing Blade with even more Crit Severity is good i think because with this changes you can be a hardhitter in PVE and with the Shadow Demise you even hit harder after 6 sec (good for the Bosses!)
I would not recommend to change or nerv his dmg output in PVE. If you would nerv his dmg output he is not playable as it is now.
EDIT: i found a bug when you use duellists flurry and then go to stealth with your Executioner. Whenever the first bleeding dmg comes up, you loose your 100% Power for the first stealth hit. Please consider fixing that. Thank you
See the Official Feedback Threads for the features we are focusing on this week.
Classes and Balance
Control Wizard
Chaos Magic Feat: Fury - Now grants 30% damage and 10% Life Steal (up from 10% and 5% respectively).
Chaos Magic Feat: Growth - Now heals every .5 seconds for 250% of your weapon damage (up from 200% every second).
Chaos Magic Feat: Nexus - Now grants 30% Armor Penetration and 30% Critical Chance (up from 10%).
Chilling Advantage Feat: Chilling Presence increases Critical Chance by 2/4/6/8/10% (up from 1/2/3/4/5%).
Masterful Arcane Theft Feat: 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%).
Devoted Cleric
Class Mechanic Changes
New Mechanic: Empowered – Divine Encounters require 1 Divine Symbol worth of divine power and grant a stack of Empowered for the power used. Powers may only consume stacks of Empowered granted by their Divine versions and you may only have 3 stacks of Empowered for each power.
Divine Power is now only generated by At Wills.
Divine Mode powers have no cooldown.
Astral Shield (Divine): Grant Temporary Hit Points to all targets within the affected area.
Astral Shield (Empowered): Astral Shield now consumes stacks of Empowered Astral Shield to shield allies from a portion of incoming damage. Astral Shield blocks 100% of the Cleric's weapon damage per stack consumed.
Astral Shield: Create a shimmering shield at target location that causes allies to have their defenses be 10% more effective.
Bastion of Health (Divine): Instantly heals allies at target location.
Bastion of Health (Empowered): Bastion of Health now consumes stacks of Empowered Bastion of Health to heal allies for 10% of their missing HP per stack.
Bastion of Health: Heals allies at target location after a short delay, healing allies immediately and then applying a Heal over Time effect.
Break the Spirit (Divine): You stun the target briefly, dealing damage and reducing their damage by 10%, stacking up to 3 times. The stun gets shorter each subsequent cast on the same target.
Break the Spirit (Empowered): Break the Spirit now consumes stacks of Empowered Break the Spirit to grant nearby allies Bolstered Spirit, which increases their damage dealt by 10% per stack consumed and lasts 8 seconds.
Break the Spirit: You sap your target's strength, dealing damage over time and causing them to deal 20% less damage.
Chains of Blazing Light (Divine): Instantly marks a location, Immobilizing targets for 1 second and dealing a small amount of damage.
Chains of Blazing Light (Empowered): When Chains of Blazing Light strikes a foe it consumes all stacks of Empowered Chains of Blazing Light to increase the immobilize duration is by 2 seconds per stack. Damage is increased by 10% per stack.
Chains of Blazing Light: Mark a location with a holy rune for a short duration. When a foe steps on the mark chains of fiery light Immobilize them. Damage is no longer reduced for hitting additional targets. This Immobilize is halved on players.
Daunting Light (Divine): Instantly strikes the targeted location at reduced damage.
Daunting Light (Empowered): Daunting Light now consumes stacks of Empowered Daunting Light to increase the critical chance and severity of Daunting Light by 10% per stack.
Daunting Light: After a brief delay, summon a powerful column of light that burns the targeted area.
Divine Armor: The Cleric can no longer generate AP while affected by their own Divine Armor.
Divine Fortune: This power has been reworked. This class feature now increases Divinity gain by 5% per rank.
Divine Glow (Divine): Deal damage to foes at target location, reducing their damage dealt by 5% for 6 seconds, stacking up to 3 times. Allies are healed and gain 5% increased damage dealt, stacking up to 3 times.
Divine Glow (Empowered): Divine Glow now consumes stacks of Empowered Divine Glow to increase the effect radius of Divine Glow by 5' per stack and increase the duration of the buffs and debuffs by 2 seconds per stack.
Divine Glow: Deal damage to foes at target location, reducing the damage resistance of foes who are damaged by 10% for 6 seconds. Allies at the target location are healed, granted a Heal over Time effect, and gain 10% increased daamge resistance for 6 seconds.
Empowered Healing Word: Healing Word now consumes stacks of Empowered Healing Word to immediately heal all allies in addition to the Heal over Time effect. This heal is increased based on the number of stacks consumed.
Empowered Searing Light: Searing Light now consumes stacks of Empowered Searing Light to strike with increased Armor Penetration. Ignores 10% additional armor per stack.
Exaltation (Divine): Heal yourself and your ally, granting powerful damage resistance for 2 seconds. Empowered Exaltation: Exaltation now consumes stacks of Empowered Exaltation to increase the heal by 15% per stack. The damage buff and resistance buff are increased by 5% per stack.
Forgemaster's Flame (Divine): You unleash a burst of Astral Fire, dealing damage and slowing the target for 6 seconds. This slow stacks up to 3 times.
Forgemaster's Flame (Empowered): Forgemaster's Flame now consumes stacks of Empowered Forgemaster's Flame to increase the damage dealt by Forgemaster's Flame by 10% per stack and grant Astral Forge to all nearby allies when cast. Astral Forge increases the damage allies deal by 5% per stack for 8 seconds.
Forgemaster's Flame: Ignite your target with Astral Fire, dealing damage over time.
Hallowed Ground: You can no longer gain AP while Hallowed Ground is active.
Healing Word (Divine): Grants yourself and all allies in a line Temporary Hit points every 3 seconds for 9 seconds.
Healing Word: Heals and applies a Heal over Time effect to yourself and all allies in a line. Max 3 stacks. 3 charges.
Paragon: Divine Oracle: Prophecy of Doom: Target has lowered damage resistance for 8 seconds. If the target is still alive when this effect expires they take damage. If the target dies while affected by this power you gain AP and the power is instantly recharged.
Prophecy of Doom (Divine): You deal instant damage to target foe. This damage is doubled if the target is affected by Prophecy of Doom.
Prophecy of Doom (Empowered): Prophecy of Doom now consumes stacks of Empowered Prophecy of Doom to increase the duration of Prophecy by 2 seconds per stack and the damage resistance debuff by 5% per stack.
Searing Light (Divine): Fire a beam of light through targets in front of you, dealing 15% of the damage to enemies around them.
Searing Light: Throw a powerful beam of light through targets in front of you.
Sun Burst (Divine): Applies a damage over time effect to all foes in the area of effect. This effect can be stacked up to 3 times. Grants Empowered Sun Burst for 15 seconds if you hit at least 1 target. Max 3 stacks.
Sun Burst (Empowered): Sun Burst now consumes stacks of Empowered Sun Burst to increase the knock distance and the heal potency by 15% per stack.
Sun Burst: Now does the Divinity version as its baseline.
Great Weapon Fighter
Allied Opportunity Feat: 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).
Group Assault Feat: Damage bonus increased to 2/4/6/8/10% for each additional target struck (up from 1/2/3/4/5%).
Instigator's Vengeance Feat: This power has been reworked. 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%.
Hunter Ranger
Piercing Blade Feat: This feat now correctly looks at damage after resistance instead of incorrectly using damage before resistances and immunities were applied.
Biting Snares Feat: 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%)."
Swiftness of the Fox Feat: This power has been reworked. 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%.
Scourge Warlock
Creeping Death Feat: Almost all powers that deal Necrotic Damage are now correctly identified as such, and should activate this feat much more reliably.
Fiery Bolt: The Curse Consume portion of this power will now work far more consistently and should always deal the correct damage now.
Tyrannical Threat: You can no longer incorrectly generate AP while Tyrannical Threat is affecting you.
Trickster Rogue
Blitz: Damage increased by roughly 20% and the maximum number of targets increased to 7 (up from 5).
Courage Breaker: Damage increased by roughly 15%.
Deft Strike: Damage increased by roughly 15%.
First Strike: Damage bonus increased to 33% per rank (up from 5% per rank).
Impact Shot: Base Damage increased by roughly 15%.
Lashing Blade: Stealth: Now strikes with 50% increased Critical Severity.
Path of the Blade: Damage reduced by roughly 20%, duration increased to 20 seconds (up from 10).
Path of the Blade: Tooltip now displays the total damage this power will deal, rather than how much it deals each tick.
Shadow Strike: Stealth: Daze increased to 4 seconds (up from 3).
Shadow of Demise: Now deals 50% of your damage to the target (up from 35%).
Stealth: Now also grants 100% Critical Chance in addition to Combat Advantage.
Stealth: Using At Wills while Stealthed now drains 15% of your Stealth Meter per attack.
Whirlwind of Blades: No longer ignores Damage Resistance and Immunity and can be Deflected.
Whirlwind of Blades: Now increases your Power by 20% per target hit (up from 10%).
Wicked Reminder: Damage increased by roughly 10%, maximum stacks reduced to 3 has 3 charges and 1 charge is refilled every 5 seconds and reduces the target's defenses by 7% per stack (up from 4%).
Paragon Paths
Anointed Champion
Anointed Holy Symbol: Now grants half as much Temp HP to better reflect new Divine Mode behaviors.
Exaltation: You bless your ally and yourself, healing both of you and granting increased damage dealt and increased damage resistance.
Master Infiltrator
Gloaming Cut: Does not drain Stealth Meter when used from Stealth.
Gloaming Cut: Now deals up to 25% more damage as the target's HP diminishes (up from 20%). This effect is increased by 25% per rank (up from 5%).
Impossible to Catch: Stealth: This power no longer makes you immune to all damage but now also increases your damage resistance by 50%.
Shocking Execution: No longer ignores Damage Immunity effects. It still ignores all sources of damage resistance and cannot be deflected.
Whisperknife
Disheartening Strike: Damage reduced by roughly 10% and now lasts 15 seconds (up from 7.5).
Hateful Knives: Combat Advantage time increased to 6 seconds base (up from 3).and damage increased by roughly 50%.
Vengeance's Pursuit: Initial damage increased by roughly 20% and follow up damage increased by 50%.
Vengeance's Pursuit: Now correctly breaks Crowd Control on the teleport.
Vengeance's Pursuit: Tooltip now lists the total damage this power does, instead of the damage the initial throw will do.
Devoted Cleric Feat Rework
Virtuous: A tree focused on layering healing effects on allies and preventing harm.
Lasting Wishes: You heal for 2/4/6/8/10% more.
Have Faith: Allies under the effect of your Heal over Time effects take 1/2/3/4/5% less damage.
Urgent Prayers: Applying a Regeneration or Heal over Time effect to an ally below 10/20/30/40/50% HP will also cause them to be healed for 150% of your weapon damage.
Unbreakable Devotion: Your Heal over Time effects grant allies a shield that ignores a flat amount of damage. This amount is equal to 10/20/30/40/50% of your weapon damage.
Purity: Your Regeneration and Heal over Time effects have a 2/4/6/8/10% chance when healing an ally to heal for 3 times as much.
Virtue's Gift: Your Heal over Time effects are increased by 20% while you are above 95/90/85/80/75% health.
Cleansing Fire: Your damaging encounter powers have a 10/20/30/40/50% chance to apply a Heal over Time effect to all allies within 20' of the target. This effect heals for 350% of your weapon damage over 15 seconds. This effect does not stack.
Shield of the Divine: When you or an ally within 30' of you takes damage they receive a Heal over Time effect from you that heals for 500% of your weapon damage over 20 seconds. An ally cannot trigger this effect while already affected by Shield of the Divine. Additionally, Word of Healing, Bastion of Health, Divine Glow, and Astral Shield no longer directly heal allies, and instead apply a Heal over Time effect to affected allies for double that amount over 12 seconds.
Faithful: A tree focused on using large heals to save allies from death, even able to bring them back from the brink of death.
Resounding Beliefs: Your direct healing powers heal for 2/4/6/8/10% more.
Desperate Restoration: When you or the target of your healing are below 30% HP you heal for 6/12/18/24/30% more.
Divine Intervention: Your direct healing spells have a 5/10/15/20/25% chance to grant the target 150% of your weapon damage as Temporary Hit Points.
Shared Burdens: Your direct healing spells also heal allies within 20' the target for 4/8/12/16/20% of the original heal.
Chaplain's Strength: When a foe is within 30' of you your healing is increased by 2/4/6/8/10%
Test of Faith: When taking damage you gain a stack of Faith. Every 3 seconds a stack of Faith will seek out a nearby damaged ally and heal them for 60/120/180/240/300% of your weapon damage. You can only gain a stack of Faith once every second.
United by Faith: For each ally within 30' of you your healing is increased by 1/2/3/4/5%.
Agent of the Divine: Your healing spells now heal for 25% less and store the difference on the target as a "Gift of Faith". While an ally has Gift of Faith on them, when they drop below 30% HP the Gift of Faith is expended to immediately heal them for the full amount. Additionally Word of Healing, Bastion of Health, and Divine Glow no longer apply a Heal over Time effect, but instead grant the amount they would have healed directly to Gift of Faith.
Righteous: A warrior of unshakable faith who decimates foes in the name of his diety.
Astral Fury: You deal 2/4/6/8/10% more damage.
Furious Intervention: You generate 2/4/6/8/10% AP when dealing damage.
Righteous Suffering: When you take damage you deal 2/4/6/8/10% more damage for 10 seconds.
Bear Your Sins: Foes who are under the effect of one of your Damage over Time effects take 2/4/6/8/10% more damage from all sources.
Piercing Light: Your damaging powers have 2/4/6/8/10% additional Armor Penetration.
Condemning Gaze: Your damaging encounter powers apply a stack of Condemned to affected targets for 30 seconds. If a foe reaches 5 stacks of Condemned they take 3/6/9/12/15% more damage from all sources for 15 seconds and will not gain new stacks of Condemned until this effect expires.
Fire of the Gods: When you critically strike a foe they are set ablaze, taking 20/40/60/80/100% of your weapon damage every second for 15 seconds. This effect does not stack.
Avatar of the Divine: When you enter combat you gain Avatar. Avatar increases your damage by 40% and increases your cooldown speed by 40% for 25 seconds. After you have activated Avatar you cannot benefit from it again for 60 seconds. Avatar will reactivate automatically when it is ready. Leaving combat cancels Avatar and resets its cooldown.
Trickster Rogue Feat Rework
Saboteur: Sustained DPS focused on being able to reactivate stealth quickly to land hits for increased critical bonus.
Flashing Blades: Your At Will attacks deal 1/2/3/4/5% more damage while your stealth meter isn't full.
Shady Preperations: Entering Stealth reduces all of your cooldowns by 3/6/9/12/15%.
Knife's Edge: Activating a Daily power reduces all of your cooldowns by 5/10/15/20/25%.
Return to Shadows: Dealing damage when behind a target with Encounter Powers refills 5/10/15/20/25% of your Stealth Meter. This effect cannot trigger when leaving stealth.
Gutterborn's Touch: Dealing damage when behind a target grants you Gutterborn for 6 seconds which causes you to ignore 2/4/6/8/10% more Armor on the target and increases your Power by 2/4/6/8/10%. This effect does not stack.
Ambusher's Haste: While Stealthed you gain a damage bonus of 5/10/15/20/25%. This bonus dimishes as your stealth meter drains out.
Shadowy Opportunity: When you deal damage from stealth you deal an additional 15/30/45/60/75% of your weapon damage as Piercing Damage. Piercing Damage cannot be deflected and ignores defenses.
One with the Shadows: Every 20 seconds you gain ""One with the Shadows"". While you are affected by ""One with the Shadows"" the next time you deal damage you instantly refill your Stealth Meter and gain a 20% damage buff to Encounter Powers for 10 seconds.
Scoundrel: A brawler who debuffs foes and can take a lot of damage.
Roll with the Punches: You have .5/1/1.5/2/2.5% more Deflect Chance.
Bloody Brawler: You have .5/1/1.5/2/2.5% more Lifesteal.
Survivor: When your HP is below 30% you gain 2/4/6/8/10% increased deflect chance.
Savage Blows: Dealing damage to foes increases your Lifesteal by .2/.4/.6/.6/1% for 3 seconds. Stacks up to 5 times.
Concussive Strikes: Your Critical Strikes and attacks from behind the target daze foes for .2/.4/.6/.8/1 second. Foes can only be dazed this way once every 5 seconds.
Low Blows: You deal 5/10/15/20/25% more damage to foes who are Dazed, Stunned, Immobilized, or Slowed.
Mocking Gesture: You gain 2/4/6/8/10% Deflect Chance for 10 seconds after entering stealth.
Skullcracker: Every 20 seconds you gain Skullcracker. While you have Skullcracker your next attack Dazes the target for 2 seconds. While a target is affected by Skullcracker your attacks will extend the Daze on the target by .5 seconds, up to a maximum of 4 seconds. You deal 25% increased damage to targets affected by Skullcracker.
Executioner: Uses stealth to try and deal as much damage as possible in a single strike.
Arterial Cut: You have 3/6/9/12/15% increased Critical Severity while Stealthed.
Grim Pleasure: Your Critical Strikes increase your Power by 1/2/3/4/5% for 4 seconds.
Vicious Pursuit: Foes you damage take 1/2/3/4/5% more damage from you for 6 seconds. This effect does not stack.
Twisted Grin: When a foe within 30' of you dies you gain Twisted Grin for 10 seconds which improves the damage of your next attack by 2.5/5/7.5/10/12.5%. This bonus is doubled while in stealth.
Last Moments: You deal 5/10/15/20/25% more damage to foes who are below 40% HP. This threshhold is increased to 70% while you are stealthed.
Exposed Weakness: Stealth also causes you to ignore 5/10/15/20/25% of your target's armor.
Shadowborn: Entering Stealth grants you 20/40/60/80/100% increased power for your next attack.
Shadow of Demise: Dealing damage from Stealth places ""Shadow of Demise"" on the target for 6 seconds. When Shadow of Demise end the target takes 35% of the damage the Rogue dealt as Piercing Damage. Piercing damage cannot be deflected and ignores armor.
Content and Environment
Skirmish and Call to Arms queues now all support Vote Kicking instead of sometimes allowing an all powerful party leader.
The Broker quest now auto-completes for any players who still have it as the Auction Broker is no longer used.
Items and Economy
Potion of Heroism is now useable from inventory.
Performance and Stability
Resolved several client crashes involving FX calling animation skeletons.
Resolved several client slow memory leak issues.
User Interface
Boss names and health bars have received a slight update to make them more useful and noticeable.
The Currency bag has been updated to display most currencies into presorted lists including Event Currencies, PvP Currencies, Lockbox Currencies, Campaign Currencies and Dungeon Seals. Bounty items are still stored in a bag so they can be traded.
The Home window has received a significant update to its layout and functionality. It now features notices of upcoming events and promotions as well as still providing quick access to the daily quests from Rhix and the upcoming hourly events. Clicking on any of the listed items should bring up more details about that item.
Resolved an issue with the tooltip delay setting not affecting all instances of tooltips such as equipped items and statistics.
So will DC's be stronger than sw on pvp, nice... and 1 year and yet not a single epic destiny path??? so when'll we have the endgame content??? Just to clarify, dungeons and dragon has 3 paths, heroic, paragon and finaly epic destiny, we'r at paragons and still miss the endgame path
0
tabasqMember, Neverwinter Beta UsersPosts: 6Arc User
edited October 2014
Serve not know why they have changes that have been introduced on the server test.
Currently, TR can maintain invisibility virtually without hitting mobs for 24 / h to the
the Gloaming Cut does not remove the invisibility and it adds. These changes weaken again in PVE making TR
that the TAB is useless because at-will power (without Gloaming Cut) reduce the level of invisibility to 2-3 sec.
A further weakening of the PVE TR is to remove feats increasing power Duelist Flurry and Critical Teamwork.
This reduces the chance of criticism by 5% and the power of criticism by 15% (Tr under the invisibility is guaranteed criticism). Another weakness is
nerf impossible to Catch up to 50%. Of course I understand that TR is increased Dps, but what good is that if Tr under PVE
lose almost completely invisibility, a lot of criticism, and the ability with which increases its survival for PVE.
All these changes would be good if they enter them only on PVP because if you will be introduced also for PVE
instead strengthen the TR only weaken it. In exchange for slightly increased Dps, TR receives less criticism, lack of invisibility and a lower survival rate for PVE.
TR PVE play for over a year and I ask you do not do this to me .... it will destroy TR PVE
As a Tr player for 5 months i say this...
Nerf ITC? THE ONLY defence of TR? why? So that cws kill them in 2 sec instead of 4 with their immobilize powers? Or the gwfs kill them with 2 blows instead of 3?
In the meantime u give more duration in control powers to cw!!!!!
And this "immunity" to everything for gwf? again why?
TR is the most unwanted class until now...u want to make him even more unwanted?
How u say "balance classes" since 1.5 year i play the game cw ( and sw now) with 2 gs lower than any other class in parties do 3-4 times more damage in pve?
Well everyone knows that these changes r cause of PVP complains. Have u ever played pvp to see how much time tr survives outside stealth?
I think no!!!
I think ITC and stealth should not be touched otherwise u will only see TRs only preying in PE. Nowhere else.
I dont want to quit my class because of u. I really dont.
Now u will say..."u got gloaming cut to dps and stay in shadow"...so i will be in front of enemy and i will say to him ..."please stand still i want to kill u a little" since we all know how gloaming cut works!!!
And something else (i believe very realistic)...why hrs arrows never end from their quiver? They r blessed from some god?
I want to believe u got the point while we have only 8 knives to throw!!!!!!!!
After having tested the new Scoundrel Path for the TR (Whisperknife) I find that the survivability is very nice, the extra deflect and additional life steal when attacking makes me in PvE more useful.
is this some kind of joke? my 19k GWF still has barely 3k damage from encounters with 9k power. and GF with 5k power has that damage doubled. balance my a**! I want my GWF fixed!
0
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
is this some kind of joke? my 19k GWF still has barely 3k damage from encounters with 9k power. and GF with 5k power has that damage doubled. balance my a**! I want my GWF fixed!
If you play sentinel? And you not feat any At -Will dmg or encounter then yes.
But this is total bull...
MY GWF do high encounter dmg and high At -will .
Example 7 power GF conq FS deal around 7-8k crits. (legend arti weapon.)
In the mean time my GWF 9 k FS power deal 15-17k crits. (dread weapon)
I use both on my GWF and GF GPF. (both are dragon born same race same artifact setup)
But lets see another example AT -wills CS deal 7-10 k dmg with slow attack speed . (GF)
Sure.S deal on my (GWF) 7-10 with moderate attack speed.
Mybe try lazar build then you will not expect this any more.(i think y have really bad build)
If you play sentinel? And you not feat any At -Will dmg or encounter then yes.
But this is total bull...
MY GWF do high encounter dmg and high At -will .
Example 7 power GF conq FS deal around 7-8k crits. (legend arti weapon.)
In the mean time my GWF 9 k FS power deal 15-17k crits. (dread weapon)
I use both on my GWF and GF GPF. (both are dragon born same race same artifact setup)
But lets see another example AT -wills CS deal 7-10 k dmg with slow attack speed . (GF)
Sure.S deal on my (GWF) 7-10 with moderate attack speed.
Mybe try lazar build then you will not expect this any more.(i think y have really bad build)
no man you misunderstood. i meant the damage it shows for encounters and dailies when you look at the powers tab. this is supposed to be a big sword fighter with massive damage not a squirrel. compared to other classes this damage is insulting.
actually i take it back,it's not even 3k.
i'll give you an example with the same encounter. take frontline surge. GF 5.4k power has it basic from 2.8k-3.3k.
GWF with 9.4k power has that same frontline surge on 2.4k-2.9k. you call that balanced?
0
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
no man you misunderstood. i meant the damage it shows for encounters and dailies when you look at the powers tab. this is supposed to be a big sword fighter with massive damage not a squirrel. compared to other classes this damage is insulting.
actually i take it back,it's not even 3k.
If you want to see the real difference i show you another example.
Lets look on pure damage as y ask the slowest skill of GF is CS the slowes skill of GWF is RS now look on RS pure dmg and look on CS pure dmg 5k vs 10k RS.
Now hardest hitting encounter of GF is lung 6-7k IBS 10-11k.
I dont see your point .
Mybe you want to ask for base dmg boost on low hitting skills like TD(nerfed after mod4 ) or PC ??
They base dmg is really low 2-3k for TD and 1-2 k for PC.
Any way GWF destoyer do 2 or 3 times more dps then GF conq .
you miss the point. GWF without high damage is useless. what's his use currently in party? none. other classes do it all better. no further debate needed.
0
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
you miss the point. GWF without high damage is useless. what's his use currently in party? none. other classes do it all better. no further debate needed.
I can lower all my exising enchants to the level rank 5 and only use purple artifact w/o Weapon enchant and my DPS is still better then most HR TR DC GF .
GWF is still on the top 3 paingiver.
Also after rework GF is usless only a buffbot he just picked up DC debuff buff role.
I clearly see my path as a GWF on top paingiver .(i also suggest look on the instigatior changes they look promising )
GWF with 9.4k power has that same frontline surge on 2.4k-2.9k. you call that balanced?
You forget 2 things GF have only 1 encounter left (for PVE ofc also they are only 3 real effective boost exist for her dps MARK +20 % more dps GWF have it too conq cap stone +25 % and CS +15%) second this is pure CC skill devs lowered the dmg by 25% but in the mean time they gived 20% dps boost on mark for GWF (in the mean time GWF have effective 115% + the mark more dps boost on it .
Soo lets look on this 2.4k-2.9k * 135% =5640-6810 with high crit chance
GF 2.8k-3.3k *60%=4480-5280 with low crit chance even with 9400 power the dps of FL is still lower then GWF s cuz the boost from power will be do only 27 % more dps on the base dmg.
So GWF will hit bigger and her chance to critt is 200% better then GF-s also he can have +15 % crit serv.
They balanced it cuz the dmg boost from GWF reached out brutal numbers .
mark? please show me how you will do more damage than other classes using mark in dungeon i beg you. wasting whole encounter slot for it with at least 15sec cooldown. come on. mark and then what? one weak not so fast strike? by the time you do that man the fight is over.
it all may seem nice to you with those numbers in your head but i don't see it happening in party fights.
0
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited October 2014
Just send me a friend invite in game and i will run with you 1 dungeon with only rank 5 enchants no weapon enchant or armor enchant and w/o AoW.
Then i show you how to play GWF DPS in mod4 and mod 5.
Just send me a friend invite in game and i will run with you 1 dungeon with only rank 5 enchants no weapon enchant or armor enchant and w/o AoW.
Then i show you how to play GWF DPS in mod4 and mod 5.
ok i did. that seems like a nice build but so much stuff needed for it. i don't need best damage just that it is useful.
i will test it then with those feats and powers. it does seem different then how i played before. hopefully this works and gives me some will to play my gwf again
0
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
ok i did. that seems like a nice build but so much stuff needed for it. i don't need best damage just that it is useful.
i will test it then with those feats and powers. it does seem different then how i played before. hopefully this works and gives me some will to play my gwf again
Wait until i show y my build its 3 times cheaper .
Before you use some AD for refeat your self.
And when you are geared up like laz the queen of GWFs u can use this build.
Comments
Anything other than class balance changes and minor things probably won't be on preview until later since (this is entirely an assumption) they probably want to get the player's reactions on the class changes since that will take the longest out of anything in the module update. As far as the dungeon/maps? Those will take a lot less time in comparison to tweak.
Why can't I use my Live purchased race reroll on test server?
If respecs are free, they can't be after our preview server zen, so please suggest they return race rerolls.
-Sig Blood Knight@tehsig
1) Cleric changes are way over the top. The healing is insane and the damage paragon is idiotic. With the combat log you can see that you become as comparable in dmg to the strikers.
2) Wizzard change is fine, no need to change. The renegade paragon is about 10 to 15% less in damage to the thaumaturge.
3) Rogue is even worse now. The extra damage increase on the abilities is now offset by the stealth loss. Average time in stealth 2 secs !!!! You can better call the rogue now cannon fodder.
my 2 cents. more testing will follow.
This particular DC out DPSed and out-killed everyone. She didn't out heal me or the other DC of course, but... I hear a lot of crying over how hard it is for DCs to do damage so much so that a whole patch is being put out to cure that... but a DC when properly geared and built can ALREADY out DPS 16K and 17K GWFs. I wouldn't have thought it possible until this week... but there it is.
By the way, a Tempation warlock plus 2 DCs = Immortality. I actually felt a little sorry for the mobs.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
The TR walk animation is still, STILL missing. Come on, it's been screwed up since Mod 4 went to testing in JULY. Fix it already please for the love of Corellon I am begging you.
same as GWF sprint animation idk how could they screw up something up that was working correctly since 1 year+ lol.
Kinda simple. Preview purchases aren't reflected on live server, and vice versa. They're two separate servers.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
Still doesn't really explain why they don't have the option by itself in the zen store, honestly. Respec/Rerace should both be available on preview so people can play with it and get what they want before doing it on live.
I would not recommend to change or nerv his dmg output in PVE. If you would nerv his dmg output he is not playable as it is now.
EDIT: i found a bug when you use duellists flurry and then go to stealth with your Executioner. Whenever the first bleeding dmg comes up, you loose your 100% Power for the first stealth hit. Please consider fixing that. Thank you
Currently, TR can maintain invisibility virtually without hitting mobs for 24 / h to the
the Gloaming Cut does not remove the invisibility and it adds. These changes weaken again in PVE making TR
that the TAB is useless because at-will power (without Gloaming Cut) reduce the level of invisibility to 2-3 sec.
A further weakening of the PVE TR is to remove feats increasing power Duelist Flurry and Critical Teamwork.
This reduces the chance of criticism by 5% and the power of criticism by 15% (Tr under the invisibility is guaranteed criticism). Another weakness is
nerf impossible to Catch up to 50%. Of course I understand that TR is increased Dps, but what good is that if Tr under PVE
lose almost completely invisibility, a lot of criticism, and the ability with which increases its survival for PVE.
All these changes would be good if they enter them only on PVP because if you will be introduced also for PVE
instead strengthen the TR only weaken it. In exchange for slightly increased Dps, TR receives less criticism, lack of invisibility and a lower survival rate for PVE.
TR PVE play for over a year and I ask you do not do this to me .... it will destroy TR PVE
Nerf ITC? THE ONLY defence of TR? why? So that cws kill them in 2 sec instead of 4 with their immobilize powers? Or the gwfs kill them with 2 blows instead of 3?
In the meantime u give more duration in control powers to cw!!!!!
And this "immunity" to everything for gwf? again why?
TR is the most unwanted class until now...u want to make him even more unwanted?
How u say "balance classes" since 1.5 year i play the game cw ( and sw now) with 2 gs lower than any other class in parties do 3-4 times more damage in pve?
Well everyone knows that these changes r cause of PVP complains. Have u ever played pvp to see how much time tr survives outside stealth?
I think no!!!
I think ITC and stealth should not be touched otherwise u will only see TRs only preying in PE. Nowhere else.
I dont want to quit my class because of u. I really dont.
Now u will say..."u got gloaming cut to dps and stay in shadow"...so i will be in front of enemy and i will say to him ..."please stand still i want to kill u a little" since we all know how gloaming cut works!!!
And something else (i believe very realistic)...why hrs arrows never end from their quiver? They r blessed from some god?
I want to believe u got the point while we have only 8 knives to throw!!!!!!!!
Thats all for now!!!
If you play sentinel? And you not feat any At -Will dmg or encounter then yes.
But this is total bull...
MY GWF do high encounter dmg and high At -will .
Example 7 power GF conq FS deal around 7-8k crits. (legend arti weapon.)
In the mean time my GWF 9 k FS power deal 15-17k crits. (dread weapon)
I use both on my GWF and GF GPF. (both are dragon born same race same artifact setup)
But lets see another example AT -wills CS deal 7-10 k dmg with slow attack speed . (GF)
Sure.S deal on my (GWF) 7-10 with moderate attack speed.
Mybe try lazar build then you will not expect this any more.(i think y have really bad build)
no man you misunderstood. i meant the damage it shows for encounters and dailies when you look at the powers tab. this is supposed to be a big sword fighter with massive damage not a squirrel. compared to other classes this damage is insulting.
actually i take it back,it's not even 3k.
i'll give you an example with the same encounter. take frontline surge. GF 5.4k power has it basic from 2.8k-3.3k.
GWF with 9.4k power has that same frontline surge on 2.4k-2.9k. you call that balanced?
If you want to see the real difference i show you another example.
Lets look on pure damage as y ask the slowest skill of GF is CS the slowes skill of GWF is RS now look on RS pure dmg and look on CS pure dmg 5k vs 10k RS.
Now hardest hitting encounter of GF is lung 6-7k IBS 10-11k.
I dont see your point .
Mybe you want to ask for base dmg boost on low hitting skills like TD(nerfed after mod4 ) or PC ??
They base dmg is really low 2-3k for TD and 1-2 k for PC.
Any way GWF destoyer do 2 or 3 times more dps then GF conq .
I can lower all my exising enchants to the level rank 5 and only use purple artifact w/o Weapon enchant and my DPS is still better then most HR TR DC GF .
GWF is still on the top 3 paingiver.
Also after rework GF is usless only a buffbot he just picked up DC debuff buff role.
I clearly see my path as a GWF on top paingiver .(i also suggest look on the instigatior changes they look promising )
You forget 2 things GF have only 1 encounter left (for PVE ofc also they are only 3 real effective boost exist for her dps MARK +20 % more dps GWF have it too conq cap stone +25 % and CS +15%) second this is pure CC skill devs lowered the dmg by 25% but in the mean time they gived 20% dps boost on mark for GWF (in the mean time GWF have effective 115% + the mark more dps boost on it .
Soo lets look on this 2.4k-2.9k * 135% =5640-6810 with high crit chance
GF 2.8k-3.3k *60%=4480-5280 with low crit chance even with 9400 power the dps of FL is still lower then GWF s cuz the boost from power will be do only 27 % more dps on the base dmg.
So GWF will hit bigger and her chance to critt is 200% better then GF-s also he can have +15 % crit serv.
They balanced it cuz the dmg boost from GWF reached out brutal numbers .
it all may seem nice to you with those numbers in your head but i don't see it happening in party fights.
Then i show you how to play GWF DPS in mod4 and mod 5.
Also i suggest to take a look on this http://nw-forum.perfectworld.com/showthread.php?759721-Lazalia-s-High-Crit-build-for-PvE-GWF-Destroyer-Mod-4.
ok i did. that seems like a nice build but so much stuff needed for it. i don't need best damage just that it is useful.
i will test it then with those feats and powers. it does seem different then how i played before. hopefully this works and gives me some will to play my gwf again
Wait until i show y my build its 3 times cheaper .
Before you use some AD for refeat your self.
And when you are geared up like laz the queen of GWFs u can use this build.
i just what to said love my cleric change.and my control wizard nice and awesome thanks guys