First PW is trying to bilk you out of cash by letting you buy endgame gear with real money.... Now PW is trying to bilk you out of cash by not letting you sell your endgame gear to other players. Make up your minds. Never mind that you can still scrap your unneeded epics for AD at a vendor mob they're going to implement,…
Unless something changed over the past few weeks, if Marks work anything like other damage resistance debuffs, e.g. Student of the Sword, their resistance reduction can also bring enemies to negative resistance after ArPen. By marking an enemy and not letting it aggro/attack you, you are effectively giving yourself and…
Improved At-Will damage and reduced encounter power cooldowns are very important, since that affects both our overall dps and our AP generation. Our At-Wills in particular had very, very poor base damage which is one of the biggest things plaguing the class in terms of raw numbers. Fixed threat gain for Sentinels is pretty…
Neverwinter is not a tabletop game. Anyway. The issue is that pubs only care about efficiency, and the efficiency (e.g., time for money) gap between including a fighter and not including a fighter is massive, especially if the pubs or the fighter are at a lower skill level. And if you're using the queue, said pubs for…
Threat contests with overzealous rogues on single targets and bosses has never been the issue, and in fact, given the endgame group comp meta, having something 'tank the boss' isn't even necessary for survival. The issue has been the fact that it's inordinately hard, if not impossible for most groups not abusing control…
That's a well and good anecdote, except it doesn't mean anything to anyone if you can't actually explain what was being done to accomplish it so other people can try it out.
From a PVE perspective? I honestly want to see what fixing aggro and maybe pumping our At-Will damage would do before going into any dramatic reworks of the class. It feels like there's a niche for us as it stands, just not one that will ever come into play right now because add control is primarily done by healers and…
It's clear just from a brief look in the thread that not everyone agrees what acceptable behavior is. No one ever will; really. There's an ignore feature in the game. I, the player, can police on my own who I do or don't want to hear according to my own values with this feature - other players can do the same. There is…
Yeah, sadly Wizards quite honestly do add management in a way that GWF's can't really stack up to. Of course, part of this is because aggro calculations are complete nonsense right now, so there's no way to reliably get the mobs to actually pay any attention to us...but they'll always congregate around a Singularity…
The overwhelming tide of public opinion can't be changed by the developers, but the systems meant for 'casual' or less well-connected players who don't always have a full group of friends around to rely on for runs to do pick-up groups can certainly be adjusted to allow for far, far less abuse than what goes on right now…
The issue is that the queue makes no attempt whatsoever to properly balance a group, as far as anyone can tell, yet still takes upwards of 20-30 minutes to matchmake people, AND you can't requeue late into dungeons if someone ragequits, on top of being unable to invite friends you know to a queue run in progress... For now…