No. Altering mechanics that are already within acceptable tolerances, to facilitate new ideologies is reinventing the wheel so you can put a nominally different engine in the car.... why? Why not just simply add avenues, then, let the players make the choice...? (Granted, some things may not work as intended, and require…
If a 50-200 ms difference, in an mmorpg, is going to make or break gameplay then there is something else afoot. Also, you can try to argue that there is some oddball data queuing going on with the Neverwinter DB server, but that is not the problem In the case of the perma-stealth rogue, it's simply working as intended (no…
Yes. I just don't know why they keep missing the real glaring issue. Have they ever pug queued for PVP? Between experiencing being afked, Mr zone-in zone-out and stuck with mr 6k gs teammates.... you would figure the real 'fun' problem is spelled out pretty plain. Why they choose to focus in on solving mechanical…
Indeed. Forcing the issue on everyone's play style does seem like a fundamental contradiction. A positive nerf would have at least been more consistent (additional content/gear/skills to choose from, with the balancing caveats) I'm not even sure if I can label this as 'negative nerf' in regards to tenacity and innate…
Meh, occasionally I run into problems with Rangers who have +HP and who know their contingency rotations, but then they struggle when I spam punishing charge + Threatening rush to get back to them (and sprint here and there). If I land my CC its usually a guaranteed win from there. Also, I'm more of a destroyer build, but…
The positional attack reference is only dependent to the arc and range of the ability executed: there is no speed gain or height exploit from jumping in neverwinter, or in any mmo i've played (not saying I've played a lot). If there was an issue, its a database/programming problem and not so much a network layer problem.…
In PVE, sure they needed something, from how it sounds. In regards to PVP, GF's that are geared and spec'ed appropriately for it, currently dominate. With tenacity and the new innate stuff coming.... now GF's are going to go from tanks to immortal damage soak machines - in pvp.
I think the 'progressive' paradigm is grossly abused in MMO's. Like someone said, we simply do not need an overhaul in pvp, which is what tenacity and the innate bonuses will end up being. The idea that we need to be progressively changing current mechanics, even if it were perfect, is near pathological. Leave it alone and…
I agree about the ladder match making system... I've been proclaiming it in some other threads. I don't agree with the burst damage issue. It isn't so much about 'I got jumped by x and am now dead' its about the players choice to spec that way in the first place. I say, if you want to run around as a glass cannon, then by…
Indeed. When MMO's hit this philosophy, people begin to jump ship - imo. The data coming in from players testing on the preview server show already some great reservations about how long fights are lasting. CW's & Rangers being that tanky sounds ridiculous - unless you fancy a CW or ranger. I personally don't play a…
My greater vorpal is bugged with certain weapon appearances (block of pixel artifacts around hilt, its a known problem). If they are not going to fix it, then at least having this option would suffice, regardless of pvp advantage.
What I meant: running (GF/GWF), the CW teleport etc. 'Stamina toggle' was my attempt at being generic - since each class has there own version of using stamina. Don't know what else to label it as. I edited that line fyi.
As a GWF (@lvl 60), I consistently smash rangers to a pulp. They think they're wittle bows can parry my 100 lb vorpal blade. With the 'threatening rush' At-will - to close the gap - it's like all they are doing is attempting to run away.... lolz ;P
Hmm i haven't had any experiences with this jumping exploit. Are you sure it isn't from them moving out of range, or using stamina to run/teleport to dodge? (only experience I have related to this...) They may be jumping while doing this too....?
These calculations sound off to me.... The difference in preview (by your figures) should be 32% (72 - 17) - (40 - 17) = 32 A 32% difference is appropriate for fighters; they're intended to have higher absorbs... the scale has not changed - from your figures.
hmm.... if isn't flat and its rated like you said it is, it's a big nerf all around for melee. Essentially, ranged will get more time to spam damage ftw, while melee will be hitting for a similar category of damage - only when they close the gap. Then compound it with the healing nerf, and GWF's are ensured to be at a…
Lobo0084, I agree. The cookie edge, or, as I look at it, the flavor of the month design, may be in the GWF.... it's funny though, it seems common to crown one class in most MMO's; then passing the crown eventually (nerf/buff). The hidden question about it though: is this by design, unintended consequences, or is it from…
First I'm no GWF guru, I'm only sitting at 13.5k gs but: Some builds need to be more specific to handle a GWF it seems. Usually a CW who isn't loaded out with his CC's isn't going to do too well against a GWF. Also, it seems most players tend to blow CC abilities regardless of a GWF being unstoppable too.... Itemization is…
This is what I could gather from the previous posts: Everyone likes the idea of tenacity Everyone is skeptical of its mechanics Everyone has their idea of how it should look better. In the end I believe the only real fix might be something other than tenacity. If burst damage is becoming a growing issue and healing such a…
I agree with steamroller. Tenacity in its current form, looks like a band-aid over something that's an internal thing. Giving so much to one stat is also indicative that the devs are trying to 'fix' too much in one stat. imo. A better approach (insert armchair general mode) would be to divide the benefits of the current…