TR: Oppressive Darkness: Now only deals 300 dmg down from 15k. No longer worth it to be on my bar. A simple 80% reduction would have been fine but not the dbl nerf with % of weapon damage aswell. Pick one, not both.
its a class feature not an encounter. the damage is balanced.
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doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited March 2015
Correct me if I'm wrong, but when Elemental Evil was announced it was stated that the mobs difficutly would be greatly increased for those that are 2 levels above you .... and here we are with IWD and Well of Dragons with mobs 3 levels above! I just went to IWD and when it was 72 I could no longer solo heroics ... although SOME of the minors I could ... this is fine as I personally believe a class should NOT be able to solo a 3 - 5 person heroic. However the entire map is filled with mobs that would make doing dailies for many people that aren't loaded up with R10 and better enchants and really high end gear all but impossible. I can't even imagine a Paladin trying to solo any content in IWD or Well of Dragons with this change. I have a CW with nothing below a R10 enchant and an Item level of over 2600 and I'm getting murdered by just daily mobs ... the minor heroics are near impossible to do.
The dwarves in IWD, mobs in general that is, are near immune to control powers, I'm running a CW with a Cantankerous Mage with +15% control, my control stat is another +8%, even tried throwing in Orb of Oppression but the mobs still break out of my control effects near instantaneously. How can anyone survive with mobs that are near immune to control hit supremely hard?
Is the intent to make even daily quests now group required missions? I can't say that appeals to me because there are times I just wont to log in and run some content by myself to get drops say from my dragon hoard and not have to fight over kills or level up companions with daily quests ... or whatever reason I may have to run solo but with these 3 levels higher than cap areas everything is basically an epic dungeon and requiring a group.
Why don't you just keep the original idea of 2 levels higher being the difficulty goal ... make sharandar and dread ring 71 and then make IWD and Well of Dragons 72. That seems far more appropriate than going against the original announcement of mobs being very difficult at 2 levels above.
Its almost like everyone just got amnesia and totally forgot that was the intended balance and now we are just assuming everyone is going to be out of the box R12 enchanted and geared up people.
Perhaps there is new gear to be obtained from Sharandar and Dread Ring that I have not seen .. .but so far nothing is better than the PVP set you can currently get and even with and Item level of over 2600 doing anything solo that we are used to being able to do solo is pretty much gone it seems. Biggrin's Tomb? NOPE get a party if you can ...
I wouldn't complain so much but people in this game don't seem to group much for mundane content ... I can stand around in the LFG channel all day and never get people to actually do anything. If this is a forced push to MAKE people group I think its going about it all wrong.
I haven't even seen the new dungeons yet ... so if the IWD areas is 73 what are the dungeons going to be at? Aren't we supposed to be getting a new dungeon or two? Are those going to go against the idea that 2 levels higher is the goal for difficulty or did I misunderstand this goal?
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doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited March 2015
Some more things to add, what happened to my chaotic growth? It was doing something like 5000+ healing and now its dropped down to just over 3k? A pretty big drop and I haven't done anything but update to the new patch so I'm wondering what changed on that? The boon that heals you 20k also got nerfed some how ... it went from healing 25k to healing something like 17k, its almost like something that was giving it a bonus has now turned it into negative bonus diminishing the effect instead of enhancing it.
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doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited March 2015
has there been anyword on whether or not the PVE armor is going to have set bonuses? So far the only armor with set bonsues are the PVP sets, the elemental elven does not appear to have set bonuses. I have not been able to find people that run Malabog or VT so I haven't seen any armor drops to see if this is true or not but I'm wondering if we are going to get better stats but not set bonus or if they have yet to determine what set bonuses are going to be?
doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited March 2015
Why on earth do you have a Vigil objective setting on top of a heroic that is there most of the time? I'm sure when the mod first goes live that scorpion will die all the time ... but after a couple of weeks its going to get to a point where people are going to have to wait 15 minute for that heroic to disappear before they can do that one task.
This is almost as bad as IWD where you have a beholder encounter that can actually spawn at the same time as the undead heroic which amplifies the difficulty 10 fold.
The new invocation system is a pain in the you know where for causal players. If we don't have time to log in 6 times a day over a span of 4 hours we are going to get less from praying. That's double the number of logins with an extra hour during the span on top.
Crushing Roots: This feature now causes Weak Grasping roots to daze targets for .125s per rank (down from .5s per rank) and Strong Grasping Roots to daze targets for .25s per rank (down from 1s per rank).
Feedback: .5s or 1.0s daze at rank 4?! Not worth a dime then...
GF damage boosted further... So lemme get this straight, now GF has better survivability, much better utility and deals better damage than sentinel GWF. That's about right? Just delete GWF already.
Abyss of Chaos might have been a nice alternative to being a thaumaturge with assailant but the nerf was abit too harsh. Sure it probably needed to tone down since you can hit multiple enemies with a single power however the reduction in damage has made this ability and even the sister ability rather pointless, can probably easily skip the entire 3rd tier of feats because they are not really all that attractive.
There is no need to go from OP and GIMP ... staggering out the adjustments might be a better option ... or at this point split the difference and up the power 30%.
Abyss of Chaos might have been a nice alternative to being a thaumaturge with assailant but the nerf was abit too harsh. Sure it probably needed to tone down since you can hit multiple enemies with a single power however the reduction in damage has made this ability and even the sister ability rather pointless, can probably easily skip the entire 3rd tier of feats because they are not really all that attractive.
There is no need to go from OP and GIMP ... staggering out the adjustments might be a better option ... or at this point split the difference and up the power 30%.
the tr class feature went from 2.5k and more for hit to 150.....they always overdo. however better too less and too much.
going back to skillfull infiltrator
How is upping the combat cooldowns on potions helping to balance the game? All I can see it is adding frustration as players will continually die waiting for the potions to be usable again, even more so at high level areas where enemies are hitting harder and using a class with minimal defense or AC. To me it would have been wiser to cut the cooldown rather than raising it, or if looking at PVP, which uses different potions anyway, adjust the PVP potions higher and leave the others at 12 seconds or even lower it to a 6 or 8 second cooldown. When a player does not always have a healer around and relies on potions to heal while doing solo stuff, at times even the 12 second cooldown is almost too long in some areas.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
edited March 2015
Ha, nerf regen and lifesteal. Now increase potion cooldown.
Logic.....
What next, a new legendary healer companion in the Zen store to accompany you?
How is upping the combat cooldowns on potions helping to balance the game? All I can see it is adding frustration as players will continually die waiting for the potions to be usable again, even more so at high level areas where enemies are hitting harder and using a class with minimal defense or AC. To me it would have been wiser to cut the cooldown rather than raising it, or if looking at PVP, which uses different potions anyway, adjust the PVP potions higher and leave the others at 12 seconds or even lower it to a 6 or 8 second cooldown. When a player does not always have a healer around and relies on potions to heal while doing solo stuff, at times even the 12 second cooldown is almost too long in some areas.
When they nerfed regen and life steal, the first thing people thought was the guess that the devs did this to make paladin viable. Then, they agreed that this probably isn't true since life steal is OP and regen, well, may be too under certain circumstances. But what I see now is that it's quite clear that they nerf all sources of self sustain aka healing to make paladin wanted.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Um, you were pema dazing the mobs before without any effort at all. that is why they changed freeze for CW b/c the mobs were frozen all the time. Don't forget the mob still has the root on them so they are still quite controlled
You are right, perma dazing is not cool... but 1 second dazing is useless for pve, agree? I think .5 seconds per rank on strong roots is fair enough. To balance pvp still .25 per rank on players.
I know you are trying to balance PvP and i think you are on the right way, but this class feature will be useless for PVE. Strong grasping roots stuns mobs for only 1 second on rank 4, this is not gonna help Rangers to support the crowd control.
Sugestion: Back as it was before and turn 1/4 effectiveness on players.
just drop it from your bar in pve , you have better options anyway .
+1 for the reduction .
Besides that the PvP in upper level gets more a control game. As player it is really annyoing if you get Crowed Controlled and can't do anything for a pretty long time. In the PvP-Event i had sometimes 10 seconds where i was under full controll and can't do anything even if i only locked my abilitys i could run but i had only the choice to run in different CC-Fields or AOE-Effects.
Maybe somekind of mechanic in PvP would be good to only get CCed by the same ability for 3 seconds at max. with a break of 1 second to have a chance to break through the skill rotation of the enemy player.
Not sure if you know it, but if you play some pure PvP games, it is all about CC abilities and chaining them.
If it's Dota 2, League of Legends, Smite, Heroes of Neverth.... it's all about CC. You take out one target by chaining your CC and killing it and make use of your following map advantage. The skill involved is to avoid these abilities respectively to chain them correctly. In the mentioned game League of Legends there was a fix to crowd control abilities not chaining correctly some patches ago which I quote:
A few things: first, we're not turning this change on immediately. In order to properly test for its impact on specific champions, the plan is to wait a while (about a week) before enabling it. Additionally, this lets us isolate the fix so we can turn it off if we run into another unseen code bug like last time with cone spells.
Second, what is the change? Basically think of overlapping crowd control abilities each starting an individual timer when they hit an opponent. With the old way League was coded, whenever one timer finished up, the victim would be allowed a split-second to cast spells or attack before being locked up again by the second or third crowd control ability. In other words, even if you perfectly chain your disables, the enemy could occasionally flash away while still stunned.
This change should solve most of those problems with overlapping crowd control effects, although we're still aware of a few edge cases where CCed targets would be able to issue single auto attacks while transitioning between disables. So far, however, this case has been very difficult to replicate. We're going to fix those as soon as possible (think 5.2 or 5.3), but there should no longer be any times where an enemy is completely disabled through overlapping crowd control abilities and they can still use Flash in between. We'll be watching this closely after we turn it on!
As you see, the problem that got fixed was that opponents could flash way or attack although you chained your crowd control correctly which broke the desired perma CC. As mentioned, this is a pure PvP game and this is how PvP works. I'm not sure why you expect PvP in this game to work differentely. It's a team game and you have to play as a team. If you got CCed, there can often be a teammate to help you out, but in the first place, don't get caught and dodge these abilities.
I'm absolutely fine with the fact that you can be perma cced in PvP, there's nothing wrong with it imo.
Besides that the PvP in upper level gets more a control game. As player it is really annyoing if you get Crowed Controlled and can't do anything for a pretty long time. In the PvP-Event i had sometimes 10 seconds where i was under full controll and can't do anything even if i only locked my abilitys i could run but i had only the choice to run in different CC-Fields or AOE-Effects.
Maybe somekind of mechanic in PvP would be good to only get CCed by the same ability for 3 seconds at max. with a break of 1 second to have a chance to break through the skill rotation of the enemy player.
Not sure if you know it, but if you play some pure PvP games, it is all about CC abilities and chaining them.
If it's Dota 2, League of Legends, Smite, Heroes of Neverth.... it's all about CC. You take out one target by chaining your CC and killing it and make use of your following map advantage. The skill involved is to avoid these abilities respectively to chain them correctly. In the mentioned game League of Legends there was a fix to crowd control abilities not chaining correctly some patches ago which I quote:
A few things: first, we're not turning this change on immediately. In order to properly test for its impact on specific champions, the plan is to wait a while (about a week) before enabling it. Additionally, this lets us isolate the fix so we can turn it off if we run into another unseen code bug like last time with cone spells.
Second, what is the change? Basically think of overlapping crowd control abilities each starting an individual timer when they hit an opponent. With the old way League was coded, whenever one timer finished up, the victim would be allowed a split-second to cast spells or attack before being locked up again by the second or third crowd control ability. In other words, even if you perfectly chain your disables, the enemy could occasionally flash away while still stunned.
This change should solve most of those problems with overlapping crowd control effects, although we're still aware of a few edge cases where CCed targets would be able to issue single auto attacks while transitioning between disables. So far, however, this case has been very difficult to replicate. We're going to fix those as soon as possible (think 5.2 or 5.3), but there should no longer be any times where an enemy is completely disabled through overlapping crowd control abilities and they can still use Flash in between. We'll be watching this closely after we turn it on!
As you see, the problem that got fixed was that opponents could flash way or attack although you chained your crowd control correctly which broke the desired perma CC. As mentioned, this is a pure PvP game and this is how PvP works. I'm not sure why you expect PvP in this game to work differentely. It's a team game and you have to play as a team. If you got CCed, there can often be a teammate to help you out, but in the first place, don't get caught and dodge these abilities.
I'm absolutely fine with the fact that you can be perma cced in PvP, there's nothing wrong with it imo.
thats your personal reality and world you live in, and a very onesided argumentiation, don´t think the fact that one or two games you mention are compareable, since in neverwinter PVP you are killed in a blink of an eye --> thats a real difference, don´t you think?
if a fight last 1-2 min, ok chain cc no problem, if u run all time as a team, ok don´t mind but......!!!!!! -->if a fight lasts 2 seconds? get it mate? wrong argumentation
thats your personal reality and world you live in, and a very onesided argumentiation, don´t think the fact that one or two games you mention are compareable, since in neverwinter PVP you are killed in a blink of an eye --> thats a real difference, don´t you think?
if a fight last 1-2 min, ok chain cc no problem, if u run all time as a team, ok don´t mind but......!!!!!! -->if a fight lasts 2 seconds? get it mate? wrong argumentation
Watch some games of League of Legends, fights don't last for minutes, they are often over in the blink of an eye. It's CC the target and burst, 2 seconds and he's dead. The good players avoid the CC abilities and can, after the opponent used everything, counterengage and get an advantage. You might also set up a trap with your team, make the better rotations on the map, etc.
I think the mistake many players do in PvP is thinking it's about fighting, getting kills, etc. In reality, PvP is mostly about strategies, planning ahead of your opponent, assume what they will do next and then act according to it.
P.S. The above mentioned games are currently the most popular PvP games (and it are not 1 or 2 games I mentioned)
Since last week I have a problem leveling up, i reached lvl 64 and i can't allocate power points or feats, i was hoping that yesterday patch would resolved it yet the updates of level 64 still are in wait and then i reach level 65 so i got more power poitns and feats to allocate and i can't, as soon as i change tabs all modifications, even feat confirmation, are dismissed...
is this reported or being looked into???
@zurimor
than tell me how long does an average fight lasts in the games you mentioned?
in neverwinter you get nearly chain cc´d by CW, TR, Hunter, DC
the damage they deal same time is enormous, there is no time and no concept or tactic you can chose to counter it, look at the classes that are facked all the time, so you think this is fun or joy beeing killed in seconds by classes 6-7k under their GS ?
@zurimor
than tell me how long does an average fight lasts in the games you mentioned?
in neverwinter you get nearly chain cc´d by CW, TR, Hunter, DC
the damage they deal same time is enormous, there is no time and no concept or tactic you can chose to counter it, look at the classes that are facked all the time, so you think this is fun or joy beeing killed in seconds by classes 6-7k under their GS ?
It lasts usually not longer than 20-30 seconds, in case it's a complete teamfight. And 1 vs 1 rarely happens (see above, it's a team game). Also, if a class is not good in PvP right now, maybe you shouldn't use this class but play another one. This is also a thing about PvP, things are changing and at one time this class/char is good, at another time another one. This already happened in this game, too.
It might be fine to chain CC abilities in LoL or Dota2 or other MOBA games , those games are developed around pvp , neverwinter isn't .
Well, this is a thing I really don't get, if you say this game is not built around PvP, which is correct, then why don't you go and play a game which *is* if you want to PvP?
It lasts usually not longer than 20-30 seconds, in case it's a complete teamfight. And 1 vs 1 rarely happens (see above, it's a team game). Also, if a class is not good in PvP right now, maybe you shouldn't use this class but play another one. This is also a thing about PvP, things are changing and at one time this class/char is good, at another time another one. This already happened in this game, too.
sure pvp is a teamfight, but in capturing nodes 1 and 3 it normal that you face 1 vs 1
if now there is a scoundrel or Hunter or CW or DC who are build for chain cc it is not any kind of fair (since scoundrel is nerfed a bit, we will sure meet more perma-nub-builds again in pvp) that will be fun pure
it only swings from one broken BS-Build to the next, be sure
i could play my DC but i prefer Warlock, DC is broken BS in faithfull tree
so sure i can go there and do all time Sunburst, devine glow and empowered astral shield, but...that is too simple and i don´t enjoy stomping people with broken BS all time again and again
the fact that tehre are TR´s everywhere in PVP only indicates one thing to the player base,
1. no skill
2. no skill
3. no kind of sense for a good fight on equal based abilities
4. no moral, no honour
should i go on?
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
The new invocation system is a pain in the you know where for causal players. If we don't have time to log in 6 times a day over a span of 4 hours we are going to get less from praying. That's double the number of logins with an extra hour during the span on top.
As far as I understand, the timer doesn't actually tick down unless you're logged in, so only characters that are played for 4 hours can earn all the rewards.
Comments
its a class feature not an encounter. the damage is balanced.
The dwarves in IWD, mobs in general that is, are near immune to control powers, I'm running a CW with a Cantankerous Mage with +15% control, my control stat is another +8%, even tried throwing in Orb of Oppression but the mobs still break out of my control effects near instantaneously. How can anyone survive with mobs that are near immune to control hit supremely hard?
Is the intent to make even daily quests now group required missions? I can't say that appeals to me because there are times I just wont to log in and run some content by myself to get drops say from my dragon hoard and not have to fight over kills or level up companions with daily quests ... or whatever reason I may have to run solo but with these 3 levels higher than cap areas everything is basically an epic dungeon and requiring a group.
Why don't you just keep the original idea of 2 levels higher being the difficulty goal ... make sharandar and dread ring 71 and then make IWD and Well of Dragons 72. That seems far more appropriate than going against the original announcement of mobs being very difficult at 2 levels above.
Its almost like everyone just got amnesia and totally forgot that was the intended balance and now we are just assuming everyone is going to be out of the box R12 enchanted and geared up people.
Perhaps there is new gear to be obtained from Sharandar and Dread Ring that I have not seen .. .but so far nothing is better than the PVP set you can currently get and even with and Item level of over 2600 doing anything solo that we are used to being able to do solo is pretty much gone it seems. Biggrin's Tomb? NOPE get a party if you can ...
I wouldn't complain so much but people in this game don't seem to group much for mundane content ... I can stand around in the LFG channel all day and never get people to actually do anything. If this is a forced push to MAKE people group I think its going about it all wrong.
I haven't even seen the new dungeons yet ... so if the IWD areas is 73 what are the dungeons going to be at? Aren't we supposed to be getting a new dungeon or two? Are those going to go against the idea that 2 levels higher is the goal for difficulty or did I misunderstand this goal?
Good bye Abyss! We barely knew you!
This is almost as bad as IWD where you have a beholder encounter that can actually spawn at the same time as the undead heroic which amplifies the difficulty 10 fold.
Feedback: .5s or 1.0s daze at rank 4?! Not worth a dime then...
Since last patch I only can spend as many as I am in level... leaving several unused.
Bug: No equip ring or feet in my OP
Abyss of Chaos might have been a nice alternative to being a thaumaturge with assailant but the nerf was abit too harsh. Sure it probably needed to tone down since you can hit multiple enemies with a single power however the reduction in damage has made this ability and even the sister ability rather pointless, can probably easily skip the entire 3rd tier of feats because they are not really all that attractive.
There is no need to go from OP and GIMP ... staggering out the adjustments might be a better option ... or at this point split the difference and up the power 30%.
the tr class feature went from 2.5k and more for hit to 150.....they always overdo. however better too less and too much.
going back to skillfull infiltrator
Logic.....
What next, a new legendary healer companion in the Zen store to accompany you?
When they nerfed regen and life steal, the first thing people thought was the guess that the devs did this to make paladin viable. Then, they agreed that this probably isn't true since life steal is OP and regen, well, may be too under certain circumstances. But what I see now is that it's quite clear that they nerf all sources of self sustain aka healing to make paladin wanted.
You are right, perma dazing is not cool... but 1 second dazing is useless for pve, agree? I think .5 seconds per rank on strong roots is fair enough. To balance pvp still .25 per rank on players.
I've noticed the same. Someone already reported a bug.
just drop it from your bar in pve , you have better options anyway .
+1 for the reduction .
Not sure if you know it, but if you play some pure PvP games, it is all about CC abilities and chaining them.
If it's Dota 2, League of Legends, Smite, Heroes of Neverth.... it's all about CC. You take out one target by chaining your CC and killing it and make use of your following map advantage. The skill involved is to avoid these abilities respectively to chain them correctly. In the mentioned game League of Legends there was a fix to crowd control abilities not chaining correctly some patches ago which I quote:
As you see, the problem that got fixed was that opponents could flash way or attack although you chained your crowd control correctly which broke the desired perma CC. As mentioned, this is a pure PvP game and this is how PvP works. I'm not sure why you expect PvP in this game to work differentely. It's a team game and you have to play as a team. If you got CCed, there can often be a teammate to help you out, but in the first place, don't get caught and dodge these abilities.
I'm absolutely fine with the fact that you can be perma cced in PvP, there's nothing wrong with it imo.
thats your personal reality and world you live in, and a very onesided argumentiation, don´t think the fact that one or two games you mention are compareable, since in neverwinter PVP you are killed in a blink of an eye --> thats a real difference, don´t you think?
if a fight last 1-2 min, ok chain cc no problem, if u run all time as a team, ok don´t mind but......!!!!!!
-->if a fight lasts 2 seconds? get it mate? wrong argumentation
Watch some games of League of Legends, fights don't last for minutes, they are often over in the blink of an eye. It's CC the target and burst, 2 seconds and he's dead. The good players avoid the CC abilities and can, after the opponent used everything, counterengage and get an advantage. You might also set up a trap with your team, make the better rotations on the map, etc.
I think the mistake many players do in PvP is thinking it's about fighting, getting kills, etc. In reality, PvP is mostly about strategies, planning ahead of your opponent, assume what they will do next and then act according to it.
P.S. The above mentioned games are currently the most popular PvP games (and it are not 1 or 2 games I mentioned)
is this reported or being looked into???
than tell me how long does an average fight lasts in the games you mentioned?
in neverwinter you get nearly chain cc´d by CW, TR, Hunter, DC
the damage they deal same time is enormous, there is no time and no concept or tactic you can chose to counter it, look at the classes that are facked all the time, so you think this is fun or joy beeing killed in seconds by classes 6-7k under their GS ?
It might be fine to chain CC abilities in LoL or Dota2 or other MOBA games , those games are developed around pvp , neverwinter isn't .
It lasts usually not longer than 20-30 seconds, in case it's a complete teamfight. And 1 vs 1 rarely happens (see above, it's a team game). Also, if a class is not good in PvP right now, maybe you shouldn't use this class but play another one. This is also a thing about PvP, things are changing and at one time this class/char is good, at another time another one. This already happened in this game, too.
Well, this is a thing I really don't get, if you say this game is not built around PvP, which is correct, then why don't you go and play a game which *is* if you want to PvP?
if now there is a scoundrel or Hunter or CW or DC who are build for chain cc it is not any kind of fair (since scoundrel is nerfed a bit, we will sure meet more perma-nub-builds again in pvp) that will be fun pure
it only swings from one broken BS-Build to the next, be sure
i could play my DC but i prefer Warlock, DC is broken BS in faithfull tree
so sure i can go there and do all time Sunburst, devine glow and empowered astral shield, but...that is too simple and i don´t enjoy stomping people with broken BS all time again and again
the fact that tehre are TR´s everywhere in PVP only indicates one thing to the player base,
1. no skill
2. no skill
3. no kind of sense for a good fight on equal based abilities
4. no moral, no honour
should i go on?
As far as I understand, the timer doesn't actually tick down unless you're logged in, so only characters that are played for 4 hours can earn all the rewards.
Neverwinter Census 2017
All posts pending disapproval by Cecilia