This new system seems interesting and this post was a good read until I got to this part: I'm sorry but in my opinion the real reason there's a lack of gear variety on players originates from the fact that the last few modules have presented many weird, unusable or simply bad equip bonuses. I can assure you players will…
Thank you for this!! So if my understanding is correct, the shield overwriting fixing has been done only at paladin level and not game wide? We can expect shields not to overwrite anymore for paladins but they would if paladin would play with a bard or warlock? :(
I expected QoL improvements to solo gameplay like better divinity costs & regen, more means to consistently deliver damage when we solo content since paladins don't have access to a DPS paragon. We got none of this... Although your changes are welcome I believe they are not even close that what's needed to make a new…
Lay On Hands can be improved to provide at least 10% mitigation instead of 5%. Sanctuary is not as useless as you think, on the contrary, does a good job in endgame. It's very situational compared to cleric's but effective. The only thing I would improve about it would be to rooting - remove it and cause the daily bubble…
Feedback about the proposed changes: OATHKEEPER* The changes to Emissary of Warding look suspicious but I guess they're fine as long as it remains combined with magnitude increase on encounters. I think it's overall a good idea to bring non-crit shields closer to crit-shields. * The new version of Divine Touch doesn't look…
I agree with the new placements of the numbers but... why touch the damn font? :( I really like the current font and it stands out from different games I played.
I believe @"lordmelchett#1830" 's question was meant to hint at all other healers too but he picked the cleric as an example. So in a general sense, don't you think things should happen the same for everyone? I find it odd you decide not to have mechanics consistency across all your healers. When you leave, the new guy…
Please fix the camera approach bug. Easily reproduceable when in a dungeon and the player travels through a teleport from an area to the next (within the dungeon). If the player dodges and presses F to use the portal while having that wizard specific "in combat animation", there's a strange camera transition which can take…
Before starting to make such balances, you should first fix the animation cancelling. End game warlocks and barbarians abuse it, cleric healers too and perhaps other classes. Attacking more often than you should also has an effect of how "broken" you think BoA is (I admit it is, but because of animation cancelling, it…
Would also be nice to have a look at animation cancelling. Just have a look at how this "Content Creator" plays and displays this class: (ignore the Zariel subject of the video and focus on how bard is actually played here) This is really stupid and should be addressed...…
BUG: When swapping loadouts between Songblade and Minstrel or vice-versa, all effects applied on the character through various consumables, are lost. Note: The effects from consumables are not lost when swapping to a same-paragon loudout So effects from the following (At least) go away: - Forger's Box (Avernus item slotted…
Please allow Defender's Minuet to heal players outside of the party, as well. Here's the main reason: In group content like the Tower of the Mad Mage and Crown of Keldegonn, the 10 player composition is always like this: - 5 DPS players in one party - the rest in another party (2 healers & 1or2tanks & 1or2DPS). This means…
Please have a look at how bard stats are being rebuilt when changing loadouts. Right now, in live, it's pretty bad. In PE, a cleric or wizard will rebuild the correct stats in maximum 5s. On the bard it takes up to 20-25s and often the stats are wrong (somehow they're lower than they should be). For instance if you defeat…
Power share is dead. Long live defense share! I think an easier fix for the healer paladin would be a feat causing the existing shields to be turned into HP healed whenever a new shield is applied. However, not 100% of the existing shield because that might be too strong. Somewhere between 50% to 75%, I'd say.
Well honestly, if you want to gain the sympathy of your players, you might just want to listen to them for once... We know it's about the scope of a release and your roadmap but that doesn't mean anything. The scope can be changed. But your management prefers other choices. All we get is constant rework of parts of the…
Here are two more: 1. Queuing to Infernal Citadel dungeon (privately or through RADQ) from Dragonbone Vale causes the "F" ability that breaks the chains to become unusable. I suspect the "F" ability in the Dragonbone Valle with the hook causes this issue. 2. The Dragonbone Value and Sharandar campaigns have similar…
Healers will stick to Lionheart. Some mod 17 weapons. And we're in mod 22... This weapon set is disappointing and the effect simply not worth bothering. What healer is gonna spam their encounters 6/5/4 or even 3 times to gain an effect? Nobody in their right mind will be willing to lose so much divinity to proc that set…
I'm sorry, but I couldn't understand with NoWorries' wording. Does this mean a Jade enchantment could be reclaimed once but for every character and that the Poisoned Thorn can be reclaimed only once on a single alt character?
Funny you say they'd need fixing. Yes, the items are not following an unwritten rule that's been in place with Undermountain equipment. I suppose you're playing a DPS class? For sure for a DPS 2 offense slots would be nicer on the Combat Advantage piece, but for a tank, the way it's set up at the moment helps with more…
Everything that is pre mod 16 are items of a different era of Neverwinter... Buffs used to be larger back in the days and with mod 16 every bonus went small. As a result... everything that's pre mod 16 can now feel quite strong. And might be eventually nerfed...
This is not new. Each stack has its own cooldown. This kind of behavior on item was introduced in mod 17-18. It's now more visible than ever because you don't have high enough damage to come up with new stacks all the time.
Do you play all these classes? You can best compare them when you have good knowledge about all of them. Not when some warlock healer would heal more than you in a trial, or something. I won't say anything about paladins because I stopped playing paladin healer in mod 18. But warlock and cleric are pretty balanced. One…
@"noworries#8859" With Forte being so important and part only of the Dark enchantments, you rendered all other enchantment choices useless for utility slots. I seriously ask you to consider allowing us to trade Tactical enchantments too, like you said you'll do with radiant enchantments. There are healers and tanks who…
With the current setup, healers are nerfed. They need high Forte stats to recover to the divinity/soulweave regen we currently have in live. But that's another topic. They need power, crit strike, crit severity, outgoing healing and defense and critical avoidance (for now only in ToMM for Hypothermia). They don't need…
Yes, more power for the DPSes and nothing really for the healers. While I agree with your suggestions, I cannot but fail to see anything there particularly good for healers. My suggestion would be to make the Staff of Flowers have a bonus that would be great to be used by healers since all the items in that set are best…