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Official Feedback Thread: Other Balance Changes

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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited November 2014
    oh well this is a feedback thread, i gave mine with video proof.

    you will then tell me where is the "perma" stealth in that video

    about stuns: the first lasted o.5s cause he used a cc breaker, the second lasted 0.5s cause he used oghma
  • magiquepursemagiquepurse Member Posts: 0 Arc User
    edited November 2014
    Feedback HR:

    Don't touch Marauders range. HR needs tools to get in range or escape as it does not have CC breaks. Even so, HR is most of the time a sitting duck when caught in CCs.

    With its nerfed survivability, people should have an easier time killing them.
  • pando83pando83 Member Posts: 2,564 Arc User
    edited November 2014
    Are you saying intimidation is fine because TRs and HRs are too OP?

    Because while intimidation should not work that way, you do have a point.

    How about they leave intimidation, keep the TRs, HRs and DCs being OP but just buff CW and GF?

    Talking for next mod of course^

    Nope, i don't like it. I don't like cheesy gameplay. My Feedback would be like this:



    - Destroyer: boost DPS in PvP to make it a melee version of a warlock. Right now, it's a weaker version of a warlock (same mobility roughly, bit more tanky but it's melee, much lower DPS at same gear level, and no prones)

    - Instigator: add increased determination gain from feat for more survivability if as devs said, it must be a tank-DPS hybrid. Right now, DPS are there, but it's less survivable than a destroyer sprinter.

    - Sentinel: Intimidation should not crit. Get it back to 50% of power, Affected only by DR and ArP, but can't crit. No target cap.

    - TR: stealth must have limitations. After the TR hits the target, there must be a gap of say 10 seconds, during which the TR must survive through tricks and dodges. Increase number of available dodges by 1. If needed, can have more deflect chance.
    Stealth increase should be applied only to tank builds with lower damage (something like current TR, with low damage but high stealth ability/ survivability.
    TRs should be in stealth when out of combat, but as they attack, their ability to get away freely to hide somewhere must be reduced. As seen in the video, the TR is able to rush in, attack, double roll into stealth and be safe. Proof of it not being balanced is also that the GWF seen, who is a veteran fully geared to the max, is not able to catch it 99% of the time unless he uses intimidation AoE with perfect timing. Which is dumb. Truly dumb. Cause it means that any other GWF build would have 1% chance to catch the guy while being constantly under attack.

    - HRs will probably be fine once their survivability/ self-healing is lowered (will be high mobility, high damage, medium-low survivability if caught). That should be the aim.

    - CWs: bring back damage to shard, take it away from passive stuff

    - Delete glyphs or completely rework them to something acceptable.

    - Deflect should not affect CC duration. CC must be dodgeable as it is, and there can be FEW ways to reduce its duration (add CC resist stat, oghma, immunities), but it's not possible that high deflect classes/ builds can get away from CC for free in half a second 99% of the times.
  • thedemienthedemien Member Posts: 830 Arc User
    edited November 2014
    clonkyo1 wrote: »
    First at all, this is a FEEDBACK thread, not a DISCUSSION one. After this being said, i will answer you:


    "Fox shift" is really useful to get into that range vs CW-class in both forms (ranged and melee). But you are talking about the first 1/2 mins ... and without cleric's artifact or "Forest Ghost" sloted as daily... right? so, you have your solution right here. Also, you can use HR tools (Grasp, roots, etc) to get near into the CW range, not only base your rotation and gameplay in "fox", "boar" and "marauder" (in example, my actual rotation is "Marauder"
    This is enough. This is feedback and your feedback is just wrong since you know nothing on how HR function. Fox shift range is a buff. Mara ranged goes back not forward. Any of the roots don't work for HRs unless you are trapper. It worked before in mod 3 when constructive was not nerfed to useless. And HR are strikers. Hit and Run is what we are supposed to do. Yet still if you talk about balance don't skip the part that CW have biggest range and mobility with LS now are only HR defense. So if CW can not really root HR a far as they are doing really - then this is a chance for HR . not nerf something that you can not handle. I saw plenty of good CW that can freeze, push and deal with geared HR. So L2P.
  • therealroberttherealrobert Member Posts: 36 Arc User
    edited November 2014
    @Devs: Your realize there are no CWs posting here anymore, right? It's only GWFs and HRs asking for CW buffs (without really knowing what would be good for them in today's situation), while all the real CWs have quit the game after seeing this nonsense without any response to concerns or feedback.

    Reverse everything on the CW that you have done for Module 5 and then start buffing so they have a slight chance against anything! CWs are completely PVP-unviable at the moment. And even in the state on the Live Shard they would have no chance against the current HR, GWF, TR, GF, or even DC builds. I haven't seen much SW testing, because all PVPers run either HR or GWF or quit.
    ESTUPRADOR
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  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer
  • dante126pldante126pl Banned Users Posts: 257 Bounty Hunter
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    so no love to GWF?
    guess we stuck with intimidation or 423423423423 12 3123 312 123 stacks destroyer to deal lower dmg anyway have almost 0 surv (thx to unreasonable unsto DR /gain nerf) no CC at all or wait we have that frontline surge less than 2k base dmg and 18 seconds cd!>yays<
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited November 2014
    Good improvements on the CW. Doesn't buff the already overpowered PVE CWs that much but helps PVP CWs especially with the casting time on Entangling Force and Chill Strike.

    This is a great step into making CWs legit glass-cannons in PVP instead of just whipping boys.

    dante126pl wrote: »
    so no love to GWF?
    guess we stuck with intimidation or 423423423423 12 3123 312 123 stacks destroyer to deal lower dmg anyway have almost 0 surv (thx to unreasonable unsto DR /gain nerf) no CC at all or wait we have that frontline surge less than 2k base dmg and 18 seconds cd!>yays<

    CW has less survivability than GWF. Also, intimidation.....
  • abaddon523abaddon523 Member Posts: 0 Arc User
    edited November 2014
    Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.

    You may want to be careful, here. I know you're trying to adjust things to make CW's a bit more capable in PvP and are trying to give CW's better options for passives (which is good), but this change will have some severe unintended consequences. Three ranks of Chilling Presence would mean 6% more damage per stack of chill. At 6 stacks that's a 36% damage boost. That's enormous. Then it would be 72% increase in damage for frozen targets. PvE CW's can already mow through dungeons pretty quickly. You don't want to see how quickly I'd be able to destroy everything in a room by throwing out Steal Time (for High Vizier stacks), Conduit of Ice (tabbed so it applies chill), Icy Terrain, Sudden Storm (with 5 stacks of chill feat) then, with everything in the room frozen and taking 72% more damage (102% with High Vizier stacks) throwing out Oppressive Force. A good CW will be able to clear any room in seconds. Also a pack of CW's would be able cut down bosses in no time. Bosses would have permanent 6 stacks of chill which would give a permanent 36% damage boost to every CW who has Chilling Presence slotted. This would undo any progress made in Mod 4 in attempting to tone down CW PvE dominance.

    [SIGPIC][/SIGPIC]
  • magiquepursemagiquepurse Member Posts: 0 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    Thanks, we gonna test things up. Speeding up gameplay will help significantly.

    The issue of having our damage depending on procs that don't need to be AIMED to hit is still significant. Shard used to be the ONLY way a CW could prove superior skill in PvP, even though the style got weaker and weaker due to Tenacity and overall class resilience and antiCC mechanics.

    I will leave you with an example of
    SKILL-BASED CW gameplay.

    It is what you guys should be striving to return to the game,
    replacing the procs.

    Please consider it:

    http://youtu.be/EATzIBJX30A
  • joocycuzzzzzzjoocycuzzzzzz Member Posts: 577 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    Thanks a bunch man, sick admin.

    Any chance of bringing Shard of The Endless Avalanche back to its former glory?

    Leave it nerfed in PVE but revert it to old Shard of The Endless avalanche when slotted in Spell Mastery.

    Consider it Chris, and you'll have the entire CW community happy just like you made the TR's happy with the Smoke Bomb changes.
    Beta player

    One of the many Control Wizards that misses Shard Of The Endless Avalanche. RIP Shard (Beta-Mod3)
  • evildruevildru Member Posts: 15 Arc User
    edited November 2014
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    Do you have a brain? 2% per rank, it's 6% per 1 stack and 30% per 5 stack.CW will be so op in pvp. Freez enemy player with Ray of Frost(freez cant be dodged), then hitting enemy with Icy Rays with buff 30%x2 Chilling Presense. If will be crit, target will be die with 90% hp.
  • adamy2004adamy2004 Member Posts: 226 Arc User
    edited November 2014
    now that you increased the cast speed of repel, now mabey you can finally fix how the push can be completely deflected, Even though you guys said you fixed it with mod4 release.

    People can still deflect repel's push about 30% of the time
    Don't waste my time.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited November 2014
    Chilling Presence

    As of the last round of tests after Module 4, Chilling Presence does not give bonus damage to Sudden Storm, Ray of Enfeeblement, Icy Rays, Shard of the Endless Avalanche, Arcane Singularity, Oppressive Force, and Repel when it is not in the tab slot (it does work on Repel when not in the tab slot

    Documented here: http://nw-forum.perfectworld.com/showthread.php?771251-M4-CW-Bug-List


    If this bug isn't fixed, that buff does nothing for us.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • critorisauruscritorisaurus Member Posts: 32 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    Please look at the cast time for SW spells. They are much slower then CW spells before this change.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited November 2014
    Any chance to see an improvement of Trapper´s single target performance?

    Feedback: At the moment single target it´s lagging way behind other rangers and makes the Trapper a bad choice in all the latest final boss fights (Garakas, Lostmauth, Valindra, Fulminorax).
    Basically the Trapper has the same issue the CW had regarding single target performance and being basicalle in the same niche (DPS and Control) has been now superseded again by the wizard...
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • vasiamen1vasiamen1 Member Posts: 42 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    Please add to this changes Conduit of Ice instead of Sudden Storm.
  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    Really nice to see that you listen to us. Love the buffs for Chill Strike, Chilling Presence and Arcane Presence. And the rest too. Now we only need a buff on the shard damage too so it can be used in PvP again! :P
    ZengiaH@ejziponken
  • thedemienthedemien Member Posts: 830 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    I question about Icy Rays. You stated before that it is impossible to dodge. Have you made changes to made IR dodgeable or just made CW freeze everything again?
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2014
    I don't think Icy Rays was ever said to be impossible to dodge but that it's very difficult to dodge, no?
    Guild Leader - The Lords of Light

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  • thedemienthedemien Member Posts: 830 Arc User
    edited November 2014
    I don't think Icy Rays was ever said to be impossible to dodge but that it's very difficult to dodge, no?

    It somewhat dodgable
    I want to reiterate, Icy Rays *definitely* can be dodged. I just did it here locally in a test environment. However given how fast the activation is I realize that it might be practically unlikely to do it on purpose in a live environment since the activation and flight time are fast enough to make the immunity frames hard to time. Icy Rays is *not* getting a change at this time, and the PVP landscape will probably not undergo any more large changes UNTIL the cleric rework and trickster rogue buffs make it to Preview at least. While there are some things that might get looking at, it is just too difficult to make any reasonable changes until every class has had a completed rework, especially given how incredibly large the changes are to the Cleric. ...

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    So theoretically it is. Practically - try it. works in like 10% only. So now we have changes to every class and instead of adressing this Crush who posponed this issue before now did opposite
    Icy Rays: Targets can now be marked while moving.
    Icy Rays: The follow up portion of this power now activates 40% faster.
    As far as I understand his text. So this makes start mod 4 CW back - "freeze everything. and put knife on it. next enemy".
    I don't know if it is for sure like that. Nor i don't what to discuss CWs changes again. I m wondring if Dev and game designer does what he promisess or it is as usual - bump CW before mod goes live and see how it will be. Once again CW changes may not be bad at all. But this is a like 2 week before release and once again we have huge buff for CW. Last preMod 4 it was Strom Spell and assilian as far as i remember.
    Plus all other stack damage buff and double for frozen targets makes me think that CWs will be OP once again in pve. We will have no need for other classes. CW did not have any problems with pve before. And most of experienced CWs in my guild stated that CWs DPS is overal the same before this change and in mod 4. Now even less trouble - stack 4 CWs and we are done.
  • yperkeimenosyperkeimenos Member Posts: 334 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.

    Does chilling presence affect Shatter?, and if so does this mean that enemies who shatter will receive 2%*2=4% extra damage per stack/per rank of chilling presence?
    It's BUGS bunny i tell you.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    nice to see you trying to get CW useful in pvp without making it even more broken in pve, though i have my doubts about chilling presence, but could you please finally fix GWF so it does enough dmg in pve(considering its a squishy melee dps, probably squishier than many CW) or fix what you did to unstoppable(no DR) and make gwf useful in pvp for other builds not just the boring and stupid intimidation
    Paladin Master Race
  • yperkeimenosyperkeimenos Member Posts: 334 Arc User
    edited November 2014
    We are making some fairly large changes to Control Wizard single target powers to improve their PVP presence and improving both of their Presence class features to make them more competitive choices with the Paragon features.
    • Arcane Presence: Now also passively increases your recharge speed by 5/10/15%.
    • Chilling Presence: Damage bonus increased to 2% per stack (per rank) and is doubled on Frozen targets.
    • Chill Strike: This power now activates 40% faster.
    • Entangling Force: This power now activates 40% faster.
    • Repel: This power now activates 40% faster.
    • Ray of Enfeeblement: This power now activates 40% faster.
    • Icy Rays: Targets can now be marked while moving.
    • Icy Rays: The follow up portion of this power now activates 40% faster.
    • Sudden Storm: This power now activates 40% faster.
    • Fanning the Flames: This power now activates 40% faster.
    This should reduce how easily most powers are dodged against a Wizard, making them a dangerous ranged threat with more power options to control or damage foes.

    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    Am i right to assume that by "Activates 40% faster" you mean it casts 40% faster and not that it cooldowns 40% faster, right?
    It's BUGS bunny i tell you.
  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    edited November 2014
    I wouldn't get too excited about the chilling presence, most of the time it won't be fully stacked and will be something of an issue, try to get full stacks before using encounters or hope something is off cooldown by the time it happens. Also some people can shrug off stacks. It will make life a little easier against a hr but not if they stealth up and their cc goes on faster anyway. Still going to be goodnight and good luck against a gf especially anyone who has figured out how to bind lock on and shield to the same button.

    The speed improvements are nice. Still going to be sorely lacking in damage and defence against the other classes but its something. Dont see people using sudden storm in pvp. Maybe for giggles.

    Won't be using arcane presence. 15% run speed is nice but 1 of 2 passives nice it is not.

    Still any pvp buff is like water in the desert.
  • hefisdohefisdo Member Posts: 709 Bounty Hunter
    edited November 2014
    I honestly don't think Entangling Force, Repel and Icy Rays needed their casting time reduced; they were fast enough for their effects, but we'll see how it goes on Preview.

    I liked the other changes, but I think Ice Conduit needed the casting time reduced as well and Arcane Presence could get more love :(
    (´・ ω ・`)
  • kieranmtornkieranmtorn Member, NW M9 Playtest Posts: 382 Arc User
    edited November 2014
    I like most of these changes, except the change to Chilling Presence. As a Renegade, looking at Abaddon523's quick analysis http://nw-forum.perfectworld.com/sho...Changes/page61, I see one thing that's missed: Feat Chilling Presence for addition mayhem & destruction. This will get nerfed pretty quick, once the results become obvious (PVE), otherwise I'll abuse this for all it's worth. It might even be better than Eye-of-the-Storm and Storm Spell (it might even be a reason to use tabbed entangling force again).
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited November 2014
    Am i right to assume that by "Activates 40% faster" you mean it casts 40% faster and not that it cooldowns 40% faster, right?

    That's what I'm getting from it. Would be quite crazy otherwise!
  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    edited November 2014
    Won't be using arcane presence. 15% run speed is nice but 1 of 2 passives nice it is not.

    It's 15% recharge speed - not run speed.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited November 2014
    No fair 33% among all renegade capstone effects yet. Where are these so called, buffs?

    15% recharge speed for arcane presence? That's not going to make it useful still. NO ONE uses magic missile to gain arcane stacks anymore!!

    Faster casting doesn't = more damage. Blow through your rotation faster, ok, but you still die.
This discussion has been closed.