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6/4/2015 - OP Changes / Divine Judgement Feedback

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  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited June 2015
    quspiv wrote: »
    -67% dmg is ~2/3 nerf ^

    The end result, I meant. Get in with the context plz.
  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited June 2015
    Instead of complaining about DJ which had to be changed complain they didnt buff the dmg of encounters and at will attacks which would help doing dailies without affecting other aspects of the game. Look how much dmg GF encounters do, heck you can even 2-3 shot people and bring hard CC.
  • mauriziobmauriziob Member Posts: 16 Arc User
    edited June 2015
    The balance written in the patch notes is 67 %

    The real reduction in pvp is 96%

    Before speaking ask or turn on the brain
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited June 2015
    It's not a nerf, it'sa buff. Now it's the highest hitting AoE daily there is in NW. I saw ppl hitting 600k divine judgements in PvP what does that mean after the change? They'll still be hitting for 200k and every target in vicinity will receive the full damage. This can pretty much 1 shot a team with the right buffs.

    Thus, these salty Paladin posts are beyond me. I'm actually glad for my Paladin.
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  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited June 2015
    greyloche wrote: »
    no. because the base is lower, the crit will be seriously lower.

    thats what they were trying to fix.

    The single target damage will be lower. That's what they've fixed...
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited June 2015
    But of course what the OP failed to mention is that DJ can now hit up to seven targets for the same amount of damage - it no longer gets divided up evenly between them. Just about a fair trade I'd say.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
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  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited June 2015
    macjae wrote: »
    Defender-Leader
    Something they are supposed to be but don't want to according to that big preview patch thread.
  • jobsalotofworkjobsalotofwork Member, NW M9 Playtest Posts: 189 Arc User
    edited June 2015
    vasdamas wrote: »
    Something they are supposed to be but don't want to according to that big preview patch thread.

    If only SW could be striker leaders rather then striker Nada...
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited June 2015
    Invalid argument you Cthulhu wannabe. The CW isnt a tank yet is able to achieve DR some tanks can only dream of. Neverwinter is not a D&D game and it doesnt follow its rules. DPS has always been king in this game and now with the absurd "everyone gets the same HP" thing CON, a main tanking stat is also obsolete. Stick to PVE will ya, leave PVP discussions alone

    Lol last time I checked this was GENERAL DISSCUSSION not PVP DISCUSSION so Discorice has every right to comment here. Maybe you're in the wrong section venting eh?
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • mauriziobmauriziob Member Posts: 16 Arc User
    edited June 2015
    The paladin tank 5 players?
    This is ridiculous.
    Only 5 **** do not kill a paladin.
    Two great players can kill him easily.

    Any class survives against 5 ****
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited June 2015
    Ops are still better off then a healing DC.. as you are even more immortal then that class is.

    They still need to have a reduction in survibility for pvp, the nerfs are not done yet.

    They should be on par with the DC, damage and survive wise, not better at both. Frankly the DC already had a terrible rework and is getting more nerfs already today..

    Get used to it, you play a utility class, you got a grace period, too bad that the double kills were not working at the time though, as you got screwed out of farming those.
  • xgrandz02xgrandz02 Member Posts: 702 Arc User
    edited June 2015
    Nerf ??, it call balance.
    This is what i learned from all the "balanced" on my GWF Mod after MOD.. <.<
    <::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
  • twoedge1twoedge1 Member, NW M9 Playtest Posts: 79 Arc User
    edited June 2015
    greyloche wrote: »
    i go back to my argument in the PvP channel that we shouldn't be able to bring "our" characters into PvP. there should be a bunch of premades to select from and we pick one. that way it all boils down to skill, not gear, and they can balance the premade characters against each other.

    I would like to see this.
  • pando83pando83 Member Posts: 2,564 Arc User
    edited June 2015
    Lol so someone is complaining cause a blatantly broken class got fixed?

    I play tank DC. Tank DC is less immortal than an equally geared OP. EAS lasts 10 seconds, can be cced anytime or pushed out of it, and can't spam divine ashield with last patch. So, being so tanky, tank DC deals no damage.
    OP got insane immunity times you can do nothing to counter. They are as tanky or tankier than a tank dc. Wonder why they feel entitled to have also some meaning to take down an enemy 1v1.

    I think most players have a really broken sense of balance.
  • fastrean3fastrean3 Member Posts: 281 Arc User
    edited June 2015
    So all u guys now want to destroy paladin's survibility, good, then this class can be delete.:mad:
  • sixpax2sixpax2 Member Posts: 39 Arc User
    edited June 2015
    If the AoE damage of DJ is better than before, then as an OP I welcome this change. The single target damage was over the top (I've crit level 70+ mobs for over 200K before), but when using it on a group of mobs, it would hit for less than some of my AoE encounter powers. When doing dailies I'd have to wait until I whittled away all of the weaker mobs and use it on the bigger mob at the end. Now I can use it as soon as it's ready.
    "While it is possible to tank as a Justice or Light paladin, it is substantially harder, especially on longer fights where Holy Barrier and your other defensive feats get chances to kick in and contribute quite a bit of defensive power." - System Designer Gentlemancrush
  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited June 2015
    mauriziob wrote: »
    The paladin tank 5 players?
    This is ridiculous.
    Only 5 **** do not kill a paladin.
    Two great players can kill him easily.

    Any class survives against 5 ****

    Ever stop to wonder that maybe its your OPal that's the problem?
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited June 2015
    fastrean3 wrote: »
    So all u guys now want to destroy paladin's survibility, good, then this class can be delete.:mad:

    lolwut?

    Correct me if I'm wrong here but doesn't Paladin have the best survivability in the game? How is toning down the single-hardest hitting power in the game destroying the Paladin's survivability?
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • mungsumungsu Member Posts: 136 Arc User
    edited June 2015
    greyloche wrote: »
    take my DPS, make the the lowest output in the group, but also make it so i can stand in that red circle with my shield up and actually live. i think a lot of us would agree to that. make us the tank. Though i think GF should be. since they already do more DPS than i do, maybe their defense should be lowered

    I'd be happy if they made it so I could get my shield up in time when I'm in a red circle. With my GF, I have no problem getting the shield up before an attack, but my Paladin ends up on the ground half of the time. Yes, I know, the Pally is a tank. I can solo Biggrin so it's not a L2P issue. But it takes about 3 times as long to do anything as it does with my CW. I could live with that if the shield actually did something when the shift key was pressed and not a second or two later.
  • k3ll0k3ll0 Member Posts: 373 Arc User
    edited June 2015
    I do get the original concept of DJ and it was actually sort of clever. Obviously didn't work all that great (or alternatively far too well, depending on how you look at it) in practice, and this change reads like more or less the most rational fix to the single-target overkill issue.

    Now let's just hope they don't somehow manage to screw up the code... :v
  • k3ll0k3ll0 Member Posts: 373 Arc User
    edited June 2015
    mungsu wrote: »
    I could live with that if the shield actually did something when the shift key was pressed and not a second or two later.

    I'd be happy if it did *anything* reliably instead of only roughly a third of the time...
  • fastrean3fastrean3 Member Posts: 281 Arc User
    edited June 2015
    lirithiel wrote: »
    lolwut?

    Correct me if I'm wrong here but doesn't Paladin have the best survivability in the game? How is toning down the single-hardest hitting power in the game destroying the Paladin's survivability?

    No, i am not taking about the divine judgement and i don't care it nerf or buff. I am saying someone said op has insane immunity time, i know u are talking about heroism, but do u know it has 3 sec active time and it will be cancelled if press any and other button. 3 sec is enough time for u to cc him or prone (batter).
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  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    edited June 2015
    Oh joy. Another PvP balance fix that screws with PvE play.

    Ah well - I didn't use DJ all that much anyway, and TBH the new version is probably superior for my playstyle. Yay.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • kkmcoodleskkmcoodles Member Posts: 0 Arc User
    edited June 2015
    I have a suggestion... if you are going to bow to the pvp'ers and turn DJ into a purely AoE power, could you at least widen the area of effect a little bit... it's not often you find 7 targets inside a 10' area... could you maybe widen it to 15 or 20 feet... that might at least make the nerfing feel a little less painful :-)

    Yes I realize that killing two giants, or two yetis, or one polar bear, or one biggrin, is about to become a very tiresome (if not impossible) task for paladins, and that widening the area won't change that... but at least it's something...
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  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    edited June 2015
    As an HR since mod2, I know what it's like when your classes' favourite toys get taken away, lost count of how many times I've had to respecc, change race, re-roll, re-boon, just to pull a good build out of the ashes of the old. Bite the bullet, look at what you've got, find a new meta, adapt. Either that or candy crush.

    C'mon guys suck it up, you're tanks remember, you can take a hit.
    No idea what my toon is now.
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