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Official Feedback Thread: Other Balance Changes

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  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited November 2014
    Going to say this once again: If you post in cyan text, and your text is nothing more than railing against a class, it isn't feedback and it's going to be removed.

    This post is NOT for arguing one's opinion. Furthermore, unless you tested the PREVIEW changes and have something to report besides raging against a particular class, it doesn't belong here.

    This ist raging it was feedback there are 6 more class in this game they need living room too and at least 1 thing they need to be good healing self healing hate generation DPS or buff.

    But the thing is 1 class domitate them all after those changes .
    You can remove this post too but i have tested CW changes mybe you have not and dont see what i see .
    To reveal my option is feedback about those blance change .
    1 class vs other 6 class and this thread is about balance not about my personal vendetta .
    I dont asked nerf i asked for buff to other classes cuz they are weak aganst CW (in pve).
    Also i dont asked specific GWF OR GF buffs .
    I asked for TR HR DC too . I aslo asked for rework to GF .
    PLS dear moderator next time read before you press delete button.

    But i think the word CW is forbidden from any other main class player .
    This is NW moderation? Also i will ask Akro to investigate your super negative moderation .
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2014
    f.u.c.k it i want IWIN button for GWF!!!! all this buffing to all classes is not fair.. i want IWIN button as there is no reason to any of this so called balance changes!!!
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited November 2014
    lordfuzun wrote: »
    I was just testing things out on the Preview server. With Ancient Roots and Master Trapper +CC, Strong Roots last ~11 seconds. Thorned Roots damage duration is 7 seconds. The +CC of Master Trapper doesn't alter it.

    Now without Ancient Roots currently in Preview I got 2 ticks big ticks of damage of Thorned Rooted which total 500% of Weapon Damage. The new Thorn Roots of 200% weapon damage/second over the duration (2 seconds) will be a slight reduction in damage (400% instead of 500%) if one doesn't take the Ancient Roots feat. But with 14x Weapon Damage total, it would seem an idiotic to not take Ancient Roots.

    Yeah with the change ancient roots is a must, what im saying is that im not sure how i feel about it in regards of the tradeoff in high gear scenarios where stuff is going to die fast ( so no 7 second dot) and loosing quite a bit of damage vs unrootaable mobs. (250% vs 100%).... unless that part is changed. guess we will have to wait and see when the patch goes live.
  • lerdocixlerdocix Member Posts: 897 Arc User
    edited November 2014
    ortzhy wrote: »
    f.u.c.k it i want IWIN button for GWF!!!! all this buffing to all classes is not fair.. i want IWIN button as there is no reason to any of this so called balance changes!!!

    Its called Sentinel spec.
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2014
    lerdocix wrote: »
    Its called Sentinel spec.

    Afraid is not... pretty sure gwf will be close to what dc is now
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited November 2014
    ximae wrote: »
    Yeah with the change ancient roots is a must, what im saying is that im not sure how i feel about it in regards of the tradeoff in high gear scenarios where stuff is going to die fast ( so no 7 second dot) and loosing quite a bit of damage vs unrootaable mobs. (250% vs 100%).... unless that part is changed. guess we will have to wait and see when the patch goes live.

    I should clarify. The damage to CC immune mobs is *unchanged*. It will still deal 250% weapon damage at R5.
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited November 2014
    I should clarify. The damage to CC immune mobs is *unchanged*. It will still deal 250% weapon damage at R5.

    good to know!

    so no tradeoff then :D
  • lordfuzunlordfuzun Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 54
    edited November 2014
    I should clarify. The damage to CC immune mobs is *unchanged*. It will still deal 250% weapon damage at R5.

    I can live with that. 250% Weapon damage on CC-Immune mobs. And 400%/1400%-feated Weapon Damage on everything else. That's very nice damage boost for Trapper HRs.
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited November 2014
    Feedback: Agan PLS look agan in owerall PVE balance cuz the reacent changes maked 1 class superior to other 6 class . In any way DPS CC self healing healing hate generation single target dps defensive mech casting speed .


    Feedback :Also i dont see anything changed on LS its still too powerfull ? Why shoud the new DC (he have now awesome heal ) chose healer path if any one can full heal her self fom 1 encounter or a few at -will. Why LS is not soo powerfull in GF hand ? Sure he have FR but some classes can simpl full heal her hp bar x6 time from 1 skill .

    Suggestion pve dps balance : Increase the target cap for TR HR GF GWF DC skill to at least 7 on all aoe based skills .
    Give at least 1 Pure DPS path to figthers .
    Another suggestion to revert the changes to intimidiation and put half effective on players on it . Or icrease the target cap to DS and Cagi to min 7 targets to give back somthing in return of the -30 % nerf.


    Future mod suggestion : Pls take damnacious weekly feedback seriusly cuz GF is agan in the dark age . Captn America dieing.
    To prevent the disaster if some skill are too powerfull to pvp just put Half effective on player and dont mess it on pve cuz some of us still enjoy pve or at least want to enjoy.



    PS: Also ps give all other 6 class the Infinity Gauntlets too cuz curretly only 1 class have good artifact set from neck arti and belt.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • lordfuzunlordfuzun Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 54
    edited November 2014
    ximae wrote: »
    good to know!

    so no tradeoff then :D

    There is a slight tradeoff of not taking Ancient Roots feat: 400% (new) vs 500% (current).
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited November 2014
    lordfuzun wrote: »
    There is a slight tradeoff of not taking Ancient Roots feat: 400% (new) vs 500% (current).

    well honestly with this change it would be pretty stupid to not feat it, the only dps loss would occur fi mobs died before 3 secs.
  • critorisauruscritorisaurus Member Posts: 32 Arc User
    edited November 2014
    macjae wrote: »
    The one class which could really use some help in PvP at the moment, considering all the other changes, is the Scourge Warlock. That's besides just introducing the new paragon path.

    Especially in light of the reduction of CW and DC casting times, SW casting times on a lot of powers should be reduced by at least the same proportion, if not more, as many SW powers take an excessive amount of time to cast. Additionally, SWs lack damage immunity frames, which places them in the same position as GWFs, but with worse access to defensive stats and additional defensive boosts. While their range helps compensate for that, even the tankiest SWs can die very quickly. Since they need to stand still to cast, they get CCed easily by classes with faster animations, and can then be burst down fast.

    The new paragon path does have the ability to boost SW tankiness a little, at the expense of damage output, but its full potential is hard to realize in PvP, given the way the stacking system works -- stacks building up relatively slowly for PvP, and falling off instantly.

    On Live, SWs are in a bad spot. On Preview, they are overall worse off, seeming slightly better only in some cases (i.e. against combat HRs, which received some nerfs, but still beat SWs).

    So please, do show SWs a little love for module 5 too.

    100% agree. SWs are going to be easy kills in pvp in Mod 5 unless they lower the cast animation times of their spells. SWs only do decent dmg in PVE because of a T2 4 pc bonus with dreadtheft and TT. But those skills are all bad in pvp. In pvp they're so squishy and easy to CC that any class that decides to focus them can kill them in 1 rotation no matter how you spec. For a new class I can't understand why Cryptic is satisfied with how bad they are. They need to improve cast times on single target abilities asap.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited November 2014
    I should clarify. The damage to CC immune mobs is *unchanged*. It will still deal 250% weapon damage at R5.

    Thanks for the clarification!
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited November 2014
    GWF problems i see atm on preview
    • tank tree being incapable of being main tank(not enough threat and no survivability with this nerfed version of determination gain + lacking on-demand damage resistance)
    • tank tree being the highest dps tree(thanks to badly thought out intimidation, despite having ton of valid ideas how to fix it presented to you)
    • instigator still being useless
    • destroyer having to get 25869 stacks to still do subpar dps(compared to other dps like archer, SW or overbuffed CW)
    • gwf having to run 22k hp to get max uptime of unstoppable when common trash mobs easily hit 10~15k
    • sprint having insane delay
    • gwf getting 1shot cause unstoppable doesnt allow you to stack hp
    • gwf generally being one of the worst classes for mod5 - a squishy melee without dodge, medium damage and close to no utility
    Paladin Master Race
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited November 2014
    burkaanc wrote: »
    GWF problems i see atm on preview
    • destroyer having to get 25869 stacks to still do subpar dps(compared to other dps like archer, SW or overbuffed CW)

    Yeah, I was feeling pretty weak while wailing on a fire giant while almost in a perma unstoppable state the whole time hacking at it. Everyone else cleared them all out while I was still hacking away at this single one, 1v1.

    Then I'm in the middle of a mob using WMS and steel blitz wailing away at them while unstoppable for 75% of the duration. CW or SW breaths on them and I felt as if I wasted my time.

    GWF simply feels too weak compared to others who can fight SAFELY from a distance. Especially considering you've no choice but to risk the biscuit or just stare at em from a distance and be completely worthless.
  • isuuck2isuuck2 Member Posts: 491 Bounty Hunter
    edited November 2014
    bug
    Sunburst and terrifying impact goes through cc immunity.
  • koalazebra1koalazebra1 Member Posts: 1,173 Bounty Hunter
    edited November 2014
    bug
    Sunburst and terrifying impact goes through cc immunity (unstoppable, GF guard, ITC etc.).
  • vortix44vortix44 Member Posts: 680 Bounty Hunter
    edited November 2014
    ghoulz66 wrote: »
    GWF simply feels too weak compared to others who can fight SAFELY from a distance. Especially considering you've no choice but to risk the biscuit or just stare at em from a distance and be completely worthless.

    This.

    Feedback:
    When facing weak foes, group has no need of a gwf. When facing strong foes, group has no need of a gwf. Mod5 gwf is a mere viewer, spectator, onlooker of fights completed by the rest of the group.
    English is not my first language.
  • soriniakovsoriniakov Member Posts: 107 Arc User
    edited November 2014
    • Hunter Ranger: Disruptive Shot: This power now correctly benefits from Control Strength.
    • Hunter Ranger: Pathfinder: Bear Trap: This power now correctly benefits from Control Strength.
    Thank you all for your continued feedback!
    Chris "Gentleman Crush" Meyer

    currently in M4 wisdom doesn't affect on roots duration.

    do you have a plans to fix a bug or it already fixed?
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited November 2014
    Seriously, why can't the GWF get a revamp on their encounters, like the GF did? Half of them are ungodly weak, half of them are practically of no viable use.

    Punishing charge?! C'mon, you guys seriously can't think that it does something!
    Not so fast, reaping strike, split shot laughs at these. Just do some blacklake skirmishes to feel it!
    Mighty leap, was semi-useful to avoid getting CC'd by NPCs, but still harmless. But now with the sprint CC immunity this encounter is 100% useless!
    Battle Fury, ONLY useful in pvp to gain your stamina back and make a shameful dash for a potion or different node.

    GF has bull charge. Please give the GWF something enjoyable like that. They got huge swords, but can't send stuff flying?
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited November 2014
    macjae wrote: »
    The one class which could really use some help in PvP at the moment, considering all the other changes, is the Scourge Warlock. That's besides just introducing the new paragon path.

    Especially in light of the reduction of CW and DC casting times, SW casting times on a lot of powers should be reduced by at least the same proportion, if not more, as many SW powers take an excessive amount of time to cast. Additionally, SWs lack damage immunity frames, which places them in the same position as GWFs, but with worse access to defensive stats and additional defensive boosts. While their range helps compensate for that, even the tankiest SWs can die very quickly. Since they need to stand still to cast, they get CCed easily by classes with faster animations, and can then be burst down fast.

    The new paragon path does have the ability to boost SW tankiness a little, at the expense of damage output, but its full potential is hard to realize in PvP, given the way the stacking system works -- stacks building up relatively slowly for PvP, and falling off instantly.

    On Live, SWs are in a bad spot. On Preview, they are overall worse off, seeming slightly better only in some cases (i.e. against combat HRs, which received some nerfs, but still beat SWs).

    So please, do show SWs a little love for module 5 too.

    This affects CWs none or barely in PVE. Its for PVP.
    Those single target power used mostly in PVP.

    As I recall SWs got:
    Armor pen fix
    More creeping death options. (new necrotic at-will)
    New powerfull Paragon (spark mechanism) with possible new bugs...
    So there might be new options to discover in PVE or PVP as well.
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited November 2014
    all these radical changes to all classes is really stopping me from buying anything... i really cant invest into something that may become useless in 1 week to 3 months. If this works for you guys well it is what it is, but you wont ever get money from me nor would i ever recommend the game to anyone.

    I have no more input to give for class balance as it is pretty clear by now that balance is not what you are after, but rather giving yourselves a reason for the next radical change in the next patch: more respecs, other artifact/gear needs and so on! That makes it a very very poor investment for me!
  • lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    edited November 2014
    kozi001 wrote: »
    New powerfull Paragon.

    New SW paragon is far from being powerful, actually, it's very weak compared to Hellbringer DPS wise and doesn't come with interesting options for any tree, class features are really bad and the daily even worse, the only good thing is the new mechanic and the effects when you collect souls but that's all.
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  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited November 2014
    I don't know if this is the correct thread to ask this but are the new Drow PvP armor sets supposed to have overload slots or not? at the moment they don't have any and adding the new gear sets seems pointless since most people would probably prefer pvp gear with overload slots , that is unless some big change to glyphs in pvp is coming?.
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  • koalazebra1koalazebra1 Member Posts: 1,173 Bounty Hunter
    edited November 2014
    iambecks1 wrote: »
    I don't know if this is the correct thread to ask this but are the new Drow PvP armor sets supposed to have overload slots or not? at the moment they don't have any and adding the new gear sets seems pointless since most people would probably prefer pvp gear with overload slots , that is unless some big change to glyphs in pvp is coming?.

    would be OP on TRs, bonus stealth + glyphs = gg much. unless glyphs are out of the game then yeah overload slots away!
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited November 2014
    drow pvp armor set??? where?
  • nuudlznuudlz Member, NW M9 Playtest Posts: 285 Arc User
    edited November 2014
    rayrdan wrote: »
    drow pvp armor set??? where?

    In its own thread...
    http://nw-forum.perfectworld.com/showthread.php?788761-Drow-PvP-Equipment
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  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited November 2014
    CWs needs a buff against TRs. I suggest buffing these powers:


    Stealtime - Should force TR out of stealth no matter what for more than 0.5 seconds. We cant even land a single encounter on them during that short period.

    Icy terrain - Same thing, force TR out of stealth a bit better.


    The problem for CW is that when we fight a mod5 TR, they are in stealth like 99% of the fight and that's a one-sided fight and its really hard to force them out of it to have a chance to do some damage or kill t hem.
    ZengiaH@ejziponken
  • magiquepursemagiquepurse Member Posts: 0 Arc User
    edited November 2014
    Feedback CW new PvP set

    We need a more useful set bonus, that is applying to Shield as well. In almost every PvP situation, CWs are forced to use Shield on Mastery (without popping it) to survive and slightly reduce CC duration. The current set bonus is useless to us in these situations, while other classes get crazy-good bonuses PvP-wise such as more Stealth and heals on Deflect.

    Thanks.

    Suggestion:

    Let us salvage our Profound sets for Glory for a limited period of time.
  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited November 2014
    Feedback CW new PvP set

    We need a more useful set bonus, that is applying to Shield as well. In almost every PvP situation, CWs are forced to use Shield on Mastery (without popping it) to survive and slightly reduce CC duration. The current set bonus is useless to us in these situations, while other classes get crazy-good bonuses PvP-wise such as more Stealth and heals on Deflect.

    Thanks.

    Yeah the shield is a MUST in PvP and I really don't like that we are so squishy so that we are FORCED to use shield in PvP. And we have to waste an encounter for the survivability we cant be without.

    And with the new PvP sets, well its not only an encounter wasted but the full bonus from the set too.. They should nerf the shield and buff our survivability so we don't have to rely on an shield encounter as much as we do now..

    Or a lazy solution: Add a protection bonus for the shield on tabb, like 15% more DR instead of the lower cooldown and the damage bonus from the profund/drow sets.
    ZengiaH@ejziponken
This discussion has been closed.