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Official Feedback Thread: Other Balance Changes

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  • hefisdohefisdo Member Posts: 709 Bounty Hunter
    edited October 2014
    Please make Arcane Presence, Chilling Presence, Orb of Imposition and Evocation useful in some situation.
    (´・ ω ・`)
  • nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2014
    it's not. 0.05% HP is better because you get the same damage and not pushing GWF to switch their enchants. it's viable because i don't see any GWF getting beyond the 61k mark. so why not?
  • tsokushintsokushin Member Posts: 0 Arc User
    edited October 2014
    tsokushin wrote: »
    This change is not enough. This is still creating a huge problem wherein the designated "Tank" tree of the GWF is still able to pull huge amounts of damage. *This is heavily imbalanced for both PvP and PvE purposes*. If PvP is ever meant to be balanced and taken seriously, this must be fixed as it offers way too much burst for a class that already has significant damage mitigation. In terms of PvE, it's allowing "tank" Great Weapon Fighter's to vastly outdamage other classes by a wide margin.

    This imbalance is realized in PvP when dealing with actual high end Great Weapon Fighter which are able to deal 10k hits and upwards of 28k crits in PvP on players that have hit the Tenacity cap and are stacking defense and this is all within an Area of Effect.

    This imbalance is also seen in PvE where a Great Weapon Fighter can achieve 158k crits and 60-75k hits with appropriate group buffs, vastly outpowering any other classes.

    I will remind you that this damage is all coming from the designated "tank" tree.

    I offer the following suggestions as they are as simple as altering a few digits in the code. These changes will preserve the role of the GWF as per the specialization of each tree.

    Sentinel: Intimidation
    The Feat deals 6/12/18/12/15% of total Power for Come and Get It and Daring Shout. The Threat from the damage produced is multiplied by 7x and all attacks generate an additional 100% threat against affected targets.


    This would by and large come as a fix for both PvE and PvP. This would legitimize the Great Weapon Fighter as a PvE tank, able to hold threat reliably, albeit more susceptible to 1-shot capable bosses without Unstoppable.

    As for PvP, this would come as a balance as the "Tank" spec of the Great Weapon Fighter would indeed deal less damage than the designated "Damage" spec. In general, this would transform a Sentinel Great Weapon Fighter into a mobile version of a Guardian Fighter when unstoppable is active.

    Are there any other thoughts on this suggestion?
  • edited October 2014
    This content has been removed.
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited October 2014
    macjae wrote: »
    While I sympathize with the notion of reducing Sentinel burst damage from Intimidation, basing the damage on Defense would accomplish that very well, since stacking Defense above a certain level requires sacrificing hit points, and stacking excessive Defense means they'd get less overall tankiness for the purpose of dealing damage. Precisely the kind of trade-off you're talking about.

    To give an example: 3,500 Defense yields 34% damage reduction. If you somehow managed to stack to 8,000 Defense, you get about 41.47% damage reduction. Factoring in AC, but nothing else (to keep things simple), that would be 40.5% and 47% respectively. That would be roughly a 12% increase in ability to sustain damage (not factoring in complicating factors like ArP), for 4,500 stat points, which is the equivalent of 18,000 hit points (in order for 18,000 hit points to equate to a 12% gain, the GWF would have to have 150k hit points to start with). This obviously isn't entirely accurate, but it should demonstrate that stacking Defense over hit points for the purpose of boosting Intimidation damage leads to an overall loss of ability to withstand damage.
    thx :)
    so lets recap: 4kd5r9.jpg

    POWER on offense slots
    HP on Defense slots

    with lathandar neck i will add another 300 power + 300 defense.

    so i will have 7800= 8000 power
    with 4200 defense

    half of defense = 2100 damage multiplied with 50% Damage bonus + crit severity etc.

    well its already a big difference that 12k power = 6000 damage x 75% damage bonus.

    it's 3x times lower, not to mention this damage can be blocked/dodged and missed.

    as the name say it's Burst damage, either we like the encounter or not.

    if 50% is to much, a 35% would be perfect. but yes, either way you look at it, this wont outdps destro or instigator.

    and again
    those numbers in PVE that you saw with 150k crit, thats because they were debuffed.
    i hit with ibs as destro while debuffed over 200k crit.

    AND REASON why it shouldn't be nerfed to the ground it offers a different way of playin the GWF

    CAGI/daring shout are aoe and they dont stun/controll targets.

    Takedown/FLS will go to to instigator/destroyer as they are more of a strikers somehow.
  • nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2014
    Minus 1406 ArP only, Need to push that ArP to 2.2k and 29 CON. The RI% in PVP need to be pushed to 38% at-least! A lot of stats from your build is taken away if you add more ArP. If you want we can pvp each other. I have taken out GWF with 1.5k+ more power but refused to push RI% 10/10 time. He also had a perfect vorp. vs my GPF, my handle is nezraal, add me.

    Shall we experiment?

    My suggestion, 0.05 x 44k HP = 2200 damage. It's almost the same and also, it keeps the incentive of GWF keeping HP in their defense slot. I think both of you are almost in the right track.
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited October 2014
    nezraal wrote: »
    Minus 1406 ArP only, Need to push that ArP to 2.2k and 29 CON. Your RI% in PVP need to be pushed to 38% at-least! If you want we can pvp each other. I have taken out GWF with 1.5k+ more power but refused to push RI% 10/10 time. He also had a perfect vorp. vs my GPF, my handle is nezraal, add me.

    My suggestion, 0.05 x 44k = 2200 damage. Also it keeps the incentive of GWF keeping HP in their defense slot.

    listen, that would be troublesome for PVE players that wants to play as tanks on a gwf class.

    @tsuokushin
    changes for destroyer , are increase his capstone to give 20% damage bonus by takin the capstone, and leave 10% damage bonus while unstopable + 1% damage bonus / 1 stack = 20% , resulting 50% damage bonus.

    changes for instigator.

    change Group assault with nimble runner
    -allied oportunity : mighty leap should prone imo, giving a prone to the class and a new playstyle as well, if you've made us of daringshout/cagi on senti para and takedown/roar on destroy paragon, i find normal , to make use of mighty leap as well, giving something special, not only 30% damage increased, cause that wont solve it.
    -Group assault should give like this 10% damage more on wicked strike and punishing charge
    -nimble runner should be changed into a cap like Focused Destroyer and Master at arms , reason is that this would balance out the paragons even more.
    so we have 4 classfeats that are universal both paths , and 2 class feats destroyer and weapon master are used, leaving 2 class feats bravery/steadfastdetermination without a paragon, so what i advice is to put Steadfast Determination on instigator path, resulting that Bravery will be universal too chose, and makin use of steadfast.

    so if nimble runner is changed with SteadFast RUNNER or someth like that ,while slotting it will give 50% more determination gain while in combat like the tooltip says, only it will get a boost, and while using unstopable either have 10% deflect increased or give AC 3 points.

    and the capstone should be like this
    10% damage + 5% damage bonus per /1 stack , that means there are 4 stacks = 30% damage bonus total. and we take it logic
    if sentinel has huge unstopable 40%-80% DR , and destroyer has 15-30% DR and has huge DPS , then instigator that has moderate defense abilities/moderate dps, it should give 25-50%DR for instigator. so capstone should give a total of 30% damage bonus and 25-50% DR.
  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited October 2014
    Feedback, people.

    This thread is not for debating other people's feedback, nor is it to discuss one's merits as a player. Period. It is to bring up to the devs YOUR experience on the preview server with the new balance changes.

    Going forward, any post which does not meet this criteria will be removed without notice.
    ROLL TIDE ROLL

    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
  • deepflight007deepflight007 Member Posts: 15 Arc User
    edited October 2014
    ^^ Thanks.

    Feedback: Control Wizard Storm Spell and Assailant Changes

    The changes on Storm Spell (Moving to 30% proc, from 20%, **but** only on crits) and Assailant (To be activated only on Encounters) have a general impact on damage reduction close to 15% overall.


    Details on this post already listed here :

    http://nw-forum.perfectworld.com/showthread.php?773431-Official-Feedback-Thread-Other-Balance-Changes&p=9327641&viewfull=1#post9327641

    My Overall feeling : Moving the cursor of the CWs Skills to more rewarding challenges (More Active vs Less Passive) is good BUT should be compensated by getting the same overall damage (eg: Rewarding the More Active Skills), and this is where the Mod5 proposed changes need some adjustments.

    Thanks to Devs !
  • nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2014
    @effectenstein - PvE GWF players run AoW set, not BI and most run destroyers. There is no defense in AoW, so HP based is better than defense, if anyone chooses to go sentinel off-tank PvE and holds same merit in PvP. GF makes a better tank, taking argo and also shares KV to suit that intended role.

    @lewstelamon01 okay,

    - STOP USING POTS in PVP (THE DIFFERENCE ON STACKED POTS ARE EYE POPPING!)
    - NERF GLYPH in PVP
    - BETTER MATCH MAKING FOR PVP
    - DIFFERENT LADDER FOR PREMADE VS NON PREMADE, NON-PREMADE TAKE "ONLY 1" PARTNER
    - MORE PENALTY FOR KILLED PLAYERS, BETTER SURVIVAL SKILLS = MORE MERIT
    - INSTIGATOR GWF IS NOT PVP VIABLE, RECOMMEND ADDING AC IN SOME FEAT!
    - DESTROYER TREE IS HIT & RUN PUNCH BAG, NEED MORE DEFENSE STATS IN FEAT!
    - MORE PVP TYPES THAT DOES NOT INVOLVE CAPTURE THE FLAG, TEAM WITH 100 KILL WINS IN A NEW MAP
    - 3s STUN FEEL LIKE 0.9s - 1.5s in PVP, GIVE GWF AT-LEAST ONE PRONE LIKE BULL CHARGE
    - SHORTER ANIMATION TIME AND MORE RANGE ON IBS, MAKE IT LIKE RS
    - MORE CD IN DS FOR GWF , 25 from 20 an 2s more cd, compensation for 35% nerf
    - BUG! AFTER PAGE 30, LADDER RANK FALLS EVEN IF I WIN GAMES!
    - DR% in PVP is worth "0%" because everyone has RI% at 40+ (or most people in end game do), RECOMMENDED 75% of Current RI% from ARP so having "defense" carries meaning
    - INCREASE VALUE OF TENACITY SO IT TACKLES HIGHER % OF CRITICAL SEVERITY, RECOMMEND 2.5%
    (40% DR CAN GET 30k CRITICAL DAMAGE FROM DIFFERENT CLASSES! BALANCED ???)


    Regularly running 20k+ GS premade each day and based on experience, the first two and last point need serious consideration! BEST FEEDBACK, MOST POINTS APPLIES FOR ALL CLASSES FOR A BALANCED PVP!

    Thank you.
  • nazghul22nazghul22 Member Posts: 407 Arc User
    edited October 2014
    nezraal wrote: »


    - DESTROYER TREE IS HIT & RUN PUNCH BAG, NEED MORE DEFENSE STATS IN FEAT!

    Armoured melee fighter transmuted into a roadrunner? The very idea was bad in the first place. And it could not possibly be more remote from what an armoured melee fighter is DnD-wise.
    Remove the run and bring back the DR.
    ToD = ..........
    Tired of Dailies/Tyranny of Dailies/Timers of Doom/Tricked Or Duped/Tremendously Obnoxious Dailies/Try Otherwise, Devs
  • pando83pando83 Member Posts: 2,564 Arc User
    edited October 2014
    Feedback, instigator:

    If it's supposed to be a tank-DPS hybrid, then the "tank" part is lacking. It's not tankier than a destroyer and the nible runner feat is not enough.

    Suggestion: add 25-50% DR to unstoppable from feat or allow increased determination gain through advanced feats.
    Examples: instigator vengeance now gives 25-50% DR on unstoppable
    Or:
    Nible runner allows for 15-30-45-60-75% faster determination gain when receiving damage during sprint.
  • yuccapalmyuccapalm Member, Neverwinter Beta Users Posts: 195 Bounty Hunter
    edited October 2014
    Feedback Instigator: Allied Opportunity

    Please change the combat advantage to a mark. Weapon master has a hard time marking enemies so this should apply a mark instead of giving combat advantage only. The duration could also be 10-12 seconds.
  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited October 2014
    I think CW needs some changes.

    1. Magic Missiles needs a small buff regarding the casting time. As it is now, It cannot compete with Ray of frost and that is forcing people to use one at-will. I've been running over 200 PvP matches since Module 4 and I don't think I've seen a single CW using MM on a higher level.

    Ray of frost gives both control, chillstacks and proccs stormspell = more control and damage than Magic missiles.

    2. Fury, Nexus and Growth needs the same chance to procc, as it is now the best one proccs very little and the most useless one proccs the most. That is kinda false advertising when you read the tooltip.

    3. Chilling Presence needs a damage buff. Rank 3 should give 6% damage instead of 3%. OR remove the need of Chilling Presence in the Renegade feat, Chilling advantage.

    4. Arcane Presence needs a big buff too before anyone consider it useful compared to the other ones.

    5. I know you are probably tired of hearing it but trust me, I'm as tired of begging for it. The shard needs a big damage buff when used on TABB. One way to limit the damage in PvE would be that it prones like it does now, but only damage X enemies. So you limit the damage targets but not the prone targets.

    6. Chill strike needs a faster casting time, its useless in PvP because everybody can see it coming from a mile away. If you feel its to powerful with better castingtime, then nerf the damage a bit. That would mean more control for a Control Wizard but less damage.

    7. Icy terrain needs a bigger radius. If you feel its to powerful with a bigger radius then limit the target cap.

    8. Maelstrom of chaos - needs a complete rework. Its totally useless both in PvE and PvP. Its a wasted daily.

    9. Ice storm is also really bad in both PvE and PvP. A Control Wizard is suppose to handle the adds but spreading them out all over the place is just counterproductive for the whole party in all situations.

    10. Reapers touch should get a small buff, maybe 25 feat instead of 20.


    11. Maybe make CW ignore 76/86% instead of current 66% of a target's Tenacity for the purposes of calculating control durations on a target? Many times I feel like both the GF and GWF has more control than a CW. GF has prone and thats the best form of control while CW only have stuns. And a GWF has longer stuns than a CW has on some encounters..
    Control Wizards now ignore 66% of a target's Tenacity for the purposes of calculating control durations on a target.
    ZengiaH@ejziponken
  • nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2014
    Here I wrote a CAGI DAMAGE CALCULATOR in my lunch time and compared results between mod4 and mod5 from power ranging from 5k to 10k.

    http://nw-forum.perfectworld.com/showthread.php?783711-GWF-Intimidation-Calculator-by-NezRaaL

    (for our hard-working neverwinter developers to see results from number crunches! - excellent feedback)

    This is for the community manager who is slaving me to do neverwinter social services. :) "(just kidding!)"

    Developers in neverwinter need to make something like this, and spread it across tables for all damage, apply glyph, boosts etc and see what is really going on. If this took me 5 mins to write the calculator and this is what was active ALL of MOD4 where say a player will FULL PURIFIED BI SET was getting 30k+ critical damage and that's not good; it would save YOU developers a ton of effort if you took about 3-4 days to write a proper calculator, you can even use an excel spreadsheet for starters. This is an excellent feedback for what YOU developers need to do for module testing! I hope this small critic is seen constructively so developers can evaluate results and understand our complaints. I am encouraging module testing for your software.

    To quote one of my favorite developers "Elegance is not a dispensable luxury but a factor that decides between success and failure" - Edsger Dijkstra

    As for the GWF advocate I apologize for lashing at you earlier. I also have a list of recommendations on #551 of this thread.

    I hope this helps!
  • nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2014
    nazghul22 wrote: »
    Armoured melee fighter transmuted into a roadrunner? The very idea was bad in the first place. And it could not possibly be more remote from what an armoured melee fighter is DnD-wise.
    Remove the run and bring back the DR.

    +1, Yep! Destro need higher DR. ArP literally has no value in PvP for this tree.
    pando83 wrote: »
    Feedback, instigator:

    If it's supposed to be a tank-DPS hybrid, then the "tank" part is lacking. It's not tankier than a destroyer and the nible runner feat is not enough.

    Suggestion: add 25-50% DR to unstoppable from feat or allow increased determination gain through advanced feats.
    Examples: instigator vengeance now gives 25-50% DR on unstoppable
    Or:
    Nible runner allows for 15-30-45-60-75% faster determination gain when receiving damage during sprint.

    It also lacks CC (5s TD) in Destroyer feat. You know what's funny, I mentioned nimble runner to change the column also. I have an idea, again just an idea, nothing else.

    Nimble runner: While NSF is active on atleast one target, GWF is immune to all CC effect, except prone.
    Migthy Leap: Helps gain 3% HP on each target hit
    Wicked Strike: Helps gain 1% HP on each target hit and also gains determination.

    3% and 1% HP gain of your total HP without suppression.

    It would be nice little AOE, off tank and unique in its own way. Balanced damage and balanced defense. Plus it would require a different kind of skill set for using wicked strike and quick little encounters and it would still feel like a beserker (I see it carrying a maul and doing wicked strike, make it look like a barbarian from role-play perspective).
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited October 2014
    well mod 5 gwf is a dead class for pvp,until they tonned down other classes dps.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited October 2014
    hmmm


    Change Allied Opportunity for rentless. and replace this combat advantage by mark as already suggested.

    Give to capstone instigator the property to receive determination by damage (this is a PREVIEW TEST, PEOPLE HERE TEST FOR FREE). the "destroyer porpose" now increases damage by 50% (0 stacks) but did not grant determination by damage.


    this will up the destroyer damage a lot for pve (nerf tank-defensive control to the ground) and give to instigator a goooooooooooood spot in pvp.
  • odoamarodoamar Member Posts: 2 Arc User
    edited October 2014
    and this will make GWF sentinel be chosen by people for PVE that they want to tank and keep aggro.

    lets take out the builds that you see now on live

    12000 power and 2000 defense
    and let's put up my theory
    half of 2000 = 1000 damage multiplied with 70% damgeb(power) and crit severity
    is it better than 12000 power = 6000 damage multiplied with 70% damageb(power) and crit

    hell yeah, its far better

    builds that we can see will be based around 4000 defense or 5000 defense at most in PVE , and this will provide tankines for sentinel , around 48% damage resistance, probably it will hit 50% , exactly like a GF , and wont deal much of a burst damage as it does right now.
    5000 defense = 2500 damage , multiplied with 50% (8000 power) and crit severity.
    so it wont outdamage GWF destroyer or instigator. and will be able to keep threat atleast.

    maybe i am rash demanding shorten cooldowns, but at least make them more responsive

    Daring shout animation is kinda broken sometimes
    Cagi doesnt do damage sometimes.
    not to say, when enemy is proned or after you are revived by soulforge/teammates and try using cagi/daringshout
    you wont do any damage to enemies dont know the reason of it, probably animation and how responsive they are.
    so i ask either leave as they are and shorten cooldowns by 2 seconds
    either solve those animation problems

    changes for destroyer , are increase his capstone to give 20% damage bonus by takin the capstone, and leave 10% damage bonus while unstopable + 1% damage bonus / 1 stack = 20% , resulting 50% damage bonus.

    changes for instigator.

    change Group assault with nimble runner
    -allied oportunity : mighty leap should prone imo, giving a prone to the class and a new playstyle as well, if you've made us of daringshout/cagi on senti para and takedown/roar on destroy paragon, i find normal , to make use of mighty leap as well, giving something special, not only 30% damage increased, cause that wont solve it.
    -Group assault should give like this 10% damage more on wicked strike and punishing charge
    -nimble runner should be changed into a cap like Focused Destroyer and Master at arms , reason is that this would balance out the paragons even more.
    so we have 4 classfeats that are universal both paths , and 2 class feats destroyer and weapon master are used, leaving 2 class feats bravery/steadfastdetermination without a paragon, so what i advice is to put Steadfast Determination on instigator path, resulting that Bravery will be universal too chose, and makin use of steadfast.

    so if nimble runner is changed with SteadFast RUNNER or someth like that ,while slotting it will give 50% more determination gain while in combat like the tooltip says, only it will get a boost, and while using unstopable either have 10% deflect increased or give AC 3 points.

    and the capstone should be like this
    10% damage + 5% damage bonus per /1 stack , that means there are 4 stacks = 30% damage bonus total. and we take it logic
    if sentinel has huge unstopable 40%-80% DR , and destroyer has 15-30% DR and has huge DPS , then instigator that has moderate defense abilities/moderate dps, it should give 25-50%DR for instigator. so capstone should give a total of 30% damage bonus and 25-50% DR.

    and i bet you will be finished changing things for GWF for a long long time.

    this is what will balance the GWF between paragons and it will be made enjoyable for everyone playing it. giving a fair chance for every type of player that is willing either to want to do huge dps, tank, or something between them.

    like i said , you should sustain this, cause this won't make the GWF overpowered over other classes, and god no , it will not make him crippled.


    nothing to add
  • meldan3nmeldan3n Member Posts: 0 Arc User
    edited October 2014

    1. Revert all the changes on CW. You messed up way too much.
    2. Let's talk buffs.

    The class is a complete punching bag in PvP to any class (including DC; and if the DC is specced for pure healing, the CW can't kill him). The changes cannot go to the Live Shard like this.

    My last 2 cents here after a whole day of testing against all other classes and builds. There aren't any details to add. Everything has already been said by other CW testers.
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited October 2014
    so crush... should i start doing videos and things like that to bring you prove how the balance between classer are in pvp, cause for some reason i am not satisfied with your updates on preview server, i found them for 1 week they are lacking of bring balance, so much , that you wouldn't belive, what are you doing and what are your changes are is killin one class after another... why wont you dedficate at least 2 weeks of balancing classes, it isn't so har imo ... just chose around 10-20 players to help you in for this weeks to balance classes... they will do this for free, only to balance up the classes... i am so afraid of mod 5, and how poor the community will be..


    Feedback:
    instigator losses to all classes
    destroyer looses to all classes
    sentinel on intimidation has bigger chances to win,

    so yeah.. GJ crush for this week updates, they were very GOOD, and nice adding new stuff... like rings etc. BUT WHY DONT YOU FIX THINGS !?!?!??!


    BTW: to tsukohime or other people talkin about GWF, they have other classes.. i really love how
    clerics and tricksters and rangers talk about hteir classes being weak, yep... nice to know so much OP classes are ingame, and you gentlemancrush ydgaf about us.


    feedback: gwf needs 100% piercing damage on instigator and destroyer and 50% piercing damage on sentinel THX !!
  • hefisdohefisdo Member Posts: 709 Bounty Hunter
    edited October 2014
    hfgtfsdfs wrote: »
    I think CW needs some changes.

    1. Magic Missiles needs a small buff regarding the casting time. As it is now, It cannot compete with Ray of frost and that is forcing people to use one at-will. I've been running over 200 PvP matches since Module 4 and I don't think I've seen a single CW using MM on a higher level.

    2. Fury, Nexus and Growth needs the same chance to procc, as it is now the best one proccs very little and the most useless one proccs the most. That is kinda false advertising when you read the tooltip.

    3. Chilling Presence needs a damage buff. Rank 3 should give 6% damage instead of 3%.

    4. Arcane Presence needs a big buff too before anyone consider it useful compared to the other ones.

    5. I know you are probably tired of hearing it but trust me, I'm as tired of begging for it. The shard needs a big damage buff when used on TABB. One way to limit the damage in PvE would be that it prones like it does now, but only damage X enemies. So you limit the damage targets but not the prone targets.

    6. Chill strike needs a faster casting time, its useless in PvP because everybody can see it coming from a mile away. If you feel its to powerful with better castingtime, then nerf the damage a bit. That would mean more control for a Control Wizard but less damage.

    7. Icy terrain needs a bigger radius. If you feel its to powerful with a bigger radius then limit the target cap.

    8. Maelstrom of chaos - needs a complete rework. Its totally useless both in PvE and PvP. Its a wasted daily.

    9. Ice storm is also really bad in both PvE and PvP. A Control Wizard is suppose to handle the adds but spreading them out all over the place is just counterproductive for the whole party in all situations.

    10. Reapers touch should get a small buff, maybe 25 feat instead of 20.


    11. Maybe make CW ignore 76/86% instead of current 66% of a target's Tenacity for the purposes of calculating control durations on a target?

    I agree with most stuff here.

    And also, IMO the CW class is relying too much on paragon class features. It doesn't matter what paragon path you chose, your only viable options are the class features coming from that, and the CW is probably the class that changes the most only because of the class features. The other classes only get 'a plus' with these features, while the CW gameplay is completely changed because of them.
    (´・ ω ・`)
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited October 2014
    meldan3n wrote: »

    1. Revert all the changes on CW. You messed up way too much.
    2. Let's talk buffs.

    The class is a complete punching bag in PvP to any class (including DC; and if the DC is specced for pure healing, the CW can't kill him). The changes cannot go to the Live Shard like this.

    My last 2 cents here after a whole day of testing against all other classes and builds. There aren't any details to add. Everything has already been said by other CW testers.

    +1 to this suggestion
  • gcut123gcut123 Member Posts: 111 Arc User
    edited October 2014
    meldan3n wrote: »

    1. Revert all the changes on CW. You messed up way too much.


    Nuff said, seriously.

    Bring Shard back already.
  • magiquepursemagiquepurse Member Posts: 0 Arc User
    edited November 2014
    Feedback PvP CW:

    CW remains incredibly frail and too weak compared to other classes. It doesn't fare well in this game of one-shots. A few top CWs are respectfully asking you to reconsider what you are doing with the clas
    s.
  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited November 2014
    Here are some Class Balance feedback suggestions for PVE only that the devs should strongly consider:


    http://nw-forum.perfectworld.com/showthread.php?783101-Mod5-Class-Balance-Feedback-Discussion-%28PVE-ONLY%29
  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited November 2014
    Here's a summary of class balance changes that the devs should consider when it comes to PVE:

    - For CW: Renegade: Please consider changing the Chilling Advantage feat so that it does not require the Chilling Presence class feature, very few CWs will choose Chilling Presence class feature when there are many other good choices even with this feat, so a buff to the Chilling Advantage feat will be wasted.

    - For CW, please fix the Renegade Tier 2 feats so that they both don't suck.

    - For SW, Tyrannical Threat has evidently still not been fixed.

    - Also there is some controversy about the percentage chance for each part of the CW Renegade capstone, Chaotic Fury/Nexus/Growth. They don't seem to activate with equal chances. Is this working as intended?

    - Also, in general, when it comes to CW class features, there is very little reason for SS CWs to pick anything other than Storm Spell/Eye of the Storm, or for MoF CWs to pick anything other than Critical Conflagration/Swath of Destruction. I don't think anyone wants these nerfed, but it would be good to make the other passives more attractive, especially since Orb of Imposition is getting nerfed for everyone except Oppressors.

    - GWF for any paragon path other than Sentinel seems too squishy for the newer content mobs which can hit for very high amounts. Perhaps another look at the Unstoppable mechanic for all GWFs, not just Sentinels, should be considered.

    Devs, please take this feedback into consideration!
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited November 2014
    bring back the old unstoppable ! this pathetic excuse of unstoppable we have now is a steaming pile of BS
    to compensate sentinel capstone you could add "Your encounter powers mark targets hit, you generate x% more threat against marked targets" that would work nice with feat that increases damage against marked targets, this wouldnt affect PvP since any good PvPer already marks targets with threatening rush and would be a nice bonus to swordmasters who have some trouble marking targets atm(and add more utility due to bonuses to party damage from mark). it would add different type of tanking - GF being more utility/support based tank while GWF being more damage oriented tank, also would make GWF better at tanking multiple targets

    also Instigator and Destroyer need higher base damage
    Paladin Master Race
  • vedran541vedran541 Member Posts: 199 Arc User
    edited November 2014
    [Combat (Self)] Your Plague Fire Weapon deals 47 (65) Fire Damage to PapaBigN LT 5.

    [Combat (Self)] Critical Hit! Your Storm Spell deals 5880 (9786) Lightning Damage to PapaBigN LT 5.

    [Combat (Self)] PapaBigN LT 5 deals 12080 (11725) Physical Damage to you with Ferocious Reaction.

    [Combat (Self)] Your Health Steal gives 51 (97) Hit Points to you.

    [Combat (Self)] PapaBigN LT 5 deals 12080 (11725) Physical Damage to you with Ferocious Reaction.

    [Combat (Self)] Your Health Steal gives 81 (153) Hit Points to you.

    [Combat (Self)] PapaBigN LT 5 deals 12080 (11725) Physical Damage to you with Ferocious Reaction.

    [Combat (Self)] Your Health Steal gives 1 (2) Hit Points to you.

    [Combat (Self)] PapaBigN LT 5 deals 12080 (11725) Physical Damage to you with Ferocious Reaction.

    [Combat (Self)] Your Health Steal gives 1 (1) Hit Points to you.




    That is instant 48k damage from a passive skill. GG
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited November 2014
    Iron Vanguard

    Ferocious Reaction: This power now activates at the correct health thresholds again.

    at least it stopped regenerating from offhand...
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