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Tyranny of Dragons Preview Patch Notes NW.25.20140616d.2

panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
This preview update is largely to get some longer testing time and feedback for all of the class changes we have in store for Tyranny of the Dragons. The other new features and content are not ready for testing yet and are disabled.

Classes and Balance
  • General
    • The Armor Penetration statistic will now correctly apply to all powers. This fixes a number of projectile and lingering area type of powers that were previously not properly benefitting from this stat.
    • Threat: Distance based threat has been removed. Threat is now purely calculated based on Damage and Healing. Threat bonuses still calculate as normal.
    • Drow Renegade: Faerie Fire: Now correctly has a 5% chance to activate on non player enemies.
  • Control Wizard
    • Arcane Singularity: Activation time increased to 2 seconds (up from 1 second) and can affect up to 8 targets (down from 15).
    • Chill Strike: This power has had its recharge time increased to 15 seconds (up from 13 seconds) and now takes 1.2 seconds to fire (up from 1 second).
    • Chilling Cloud: The final strike of Chilling Cloud now takes 1 second to fire (down from 1.2).
    • Conduit of Ice: This power has had its damage reduced by roughly 33%, recharge time reduced to 13 seconds (down from 18 seconds) and now takes 1.5 seconds to fire (up from .98 seconds).
    • Entangling Force: This power has had its total base damage reduced by about 10% overall, now takes 1.2 seconds to fire (up from 1 second) and the damage over time component now ticks every .5 seconds (down from every .65 seconds).
    • Ice Knife: This power now takes 1.2 seconds to fire (up from .93 seconds).
    • Icy Terrain: This power now ticks every 1 second (down from every 1.3 seconds).
    • Magic Missile: The first two strikes are now chained together about 40% slower. The third strike of Magic Missile now takes 1.4 seconds to fire (up from 1.2).
    • Oppressive Force: This power has had its overall damage reduced by roughly 9%.
    • Ray of Enfeeblement: This power has had its recharge time increased to 18 seconds (up from 14), now takes 1.5 seconds to fire (up from .9 seconds) allies no longer benefit from the resistance reduction part of this power.
    • Repel: This power can no longer have it's push effect deflected. Damage can still be deflected normally.
    • Repel: The spell mastery version of this power will ignore control immune targets for the purposes of target selection."
    • Shard of the Endless Avalanche: This power has had its base impact damage reduced by roughly 33% and its explosion damage reduced by roughly 60%.
    • Steal Time: This power has had its damage increased by roughly 65% and its recharge time reduced to 18 seconds (down from 22 seconds).
    • Heroic Feats
      • Arcane Enhancement: This feat now grants 1/2/3% (Down from 2/4/6%)
      • Blighting Power: This feat now grants 2/4/6% (Down from 3/6/9%)
      • Focused Wizardry: This feat has been reworked it now has the following effect: Single target Powers deal 2/4/6% more damage.
      • Wizard's Wrath: This feat now grants 1/2/3% (down from 2/4/6%)
    • Oppressor Feats
      • Alacrity: This feat has been reworked i now has the following effect: When you deal+H186 damage to foes affected by Chill you have a chance to reduce the cooldown on Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 second(s).
      • Bitter Cold: This feat has been reworked i now has the following effect: Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
      • Chilling Control (Paragon: Spellstorm): This feat has been reworked i now has the following effect: Sudden Storm now applies 1/2/3/4/5 stacks of Chill to targets hit by the primary strike.
      • Cold Infusion: This feat has been reworked i now has the following effect: Foes deal 1/2/3/4/5% less damage for 10 seconds after being affected by Chill. This effect does not stack.
      • Controlled Momentum: This feat has been reworked i now has the following effect: After using a Control power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.
      • Glacial Movement: Ray of Frost has a 10/20/30/40/50% (up from 5/10/15/20/25%) chance to apply an additional stack of Chill.
      • Shatter Strike: This feat has been reworked i now has the following effect: When you freeze a target they are afflicted by Shattered for 10 seconds. Shattered foes have a chance when taking damage to be stunned for 5 seconds (1 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets and Chill lasts 2.5 seconds longer.
      • Twisting Immolation (Paragon: Master of Flame): This feat now dazes targets for .8/1.6/2.4/3.2/4 seconds (up from .2/.4/.6/.8/1 second(s)).
    • Renegade Feats
      • Arcane Burst (Paragon: Master of Flame): Each target hit by Scorching Burst has a 6/12/18/24/30% (up from 4/8/12/16/20%) chance to add a stack of Arcane Mastery.
        • Chaotic Fury - You gain gain 10% additional Power and Lifesteal for 10 seconds.
        • Chaotic Growth - Heal yourself for 200% weapon damage every second for 10 seconds.
        • Chaotic Nexus - You gain 5% additional Armor Penetration and Critical Chance for 10 seconds.
      • Chaos Magic: This feat has been reworked i now has the following effect: Dealing Damage to targets has a chance to apply Chaos Magic to yourself. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.
      • Chilling Advantage: This feat now grants 1/2/3/4/5% chance to Crit to all Encounter Powers (rather than Cold Powers).
      • Energy Recovery: Now grants 1/2/3/4/5% (up from .15/.3/.45/.6/.75%) of your HP as Temp HP and .2/.4/.6/.8/1% (up from .15/.3/.45/.6/.75%) Temp HP for each additional target hit.
      • Nightmare Wizardry: This feat now has a 1/2/3/4/5% chance (down from 4/8/12/16/20%) to grant you and allies combat advantage for 12 seconds (up from 4).
      • Phantasmal Destruction: When you deal Combat Advantage damage you have a 25% chance (down from 100%) to grant 3/6/9/12/15% Critical Severity for 6 seconds.
      • Reapers Touch: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage.
      • Unrestrained Chaos (Paragon: Storm): This feat now has a chance to apply 6 stacks of Chill (up from 1) to a nearby target or to grant you full stacks of Arcane Mastery (up from 1) every second for 1/2/3/4/5. Maelstrom will not freeze foes.
    • Thaumaturge Feats
      • Assailing Force: This feat has been reworked i now has the following effect: Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next encounter power deals 10% of the target's max HP as unresistable damage (max 500% weapon damage). This will only affect one target when used in an AoE.
      • Destructive Wizardry (Paragon: Storm): This feat now grants 1/2/3/4/5% (down from 2/4/5/8/10%) bonus damage. This feat no longer requires you strike at least 2 targets, but now requires you charge Storm Pillar fully. This feat now lasts 20 seconds (up from 6).
      • Drifting Embers (Paragon: Master of Flame): This feat now has a 8/16/24/32/40% (up from 5/10/15/20/25%) chance to spread Smoulder to targets.
      • Elemental Empowerment: This feat has been reworked i now has the following effect: Dealing Cold damage has a 3/6/9/12/15% chance to apply Creeping Frost. Creeping Frost deals 85% of your weapon damage as cold damage every 3 seconds for 18 seconds. Dealing Arcane damage has a 3/6/9/12/15% chance to apply Warped Magics. Warped Magics deals 50% of your weapon damage as Arcane damage every 3 seconds for 18 seconds. Warped Magics ignores half of a target's resistance. These effects do not stack.
      • Far Spell: Now affects all Single Target powers rather than just Magic Missile and Chill Strike.
      • Frozen Power Transfer: This bonus now stacks up to a maximum of 3 stacks and is refreshed when you gain a new stack. Players will gain one stack for each target hit with the final strike of Chilling Cloud. This bonus now lasts 20 seconds (up from 8).
      • Malevolent Surge: This feat now grants 1/2/3/4/5% (down from 2/4/6/8/10%) and no longer stacks. This feat now lasts 15 seconds (up from 4).
      • Snap Freeze: This feat now grants 2/4/6/8/10% (down from 3/6/9/12/15) bonus damage to your Cold At Wills and Encounters against foes who are not Chilled.
      • Tempest Magic: This feat now grants 1.5/3/4.5/6/7.5% (down from 2/4/6/8/10%) bonus damage while targets are below 30% HP.
      • Transcended Master: Shard of Endless Avalanche now gains 2/4/6/8/10% (down from 3/6/9/12/15%) bonus damage. Icy Rays now gains 2/4/5/8/10% bonus damage when cast on the same target twice and a .5/1/1.5/2/2.5 second(s) shorter cooldown when used on two different targets.
  • Devoted Cleric
    • Chains of Blazing Light: The tooltip will now correctly show how much damage this power will deal.
  • Great Weapon Fighter
    • Determination gain will no longer be subject to variance. This will make Determination gain more normalized."
    • Mark: Mark effects will now taunt foes briefly as well as place the player at the top of the threat list.
    • Roar: This power has been fixed to no longer silence opponents for 2 seconds. Instead it correctly interrupts power usage. If a power is successfully interrupted, that power will be locked out for 2 seconds. This effect will no longer pierce CC immunity. Roar will no longer Root players for 2 seconds.
    • Takedown: This power now deals ~30% less damage.
    • Takedown: This power now stuns players rather than proning them. No change on NPCs.
    • Unstoppable: Unstoppable now grants 5-10% damage resist when activated (down from 25-50%)
    • Sentinel's Aegis Feat: This feat now causes Unstoppable to grant 5 times more damage resistance in addition to its other effects.
    • Unstoppable Recovery Feat: The heal from this feat will now properly respect healing depression.
  • Guardian Fighter
    • All item sets, feats and class features relating to Guard Meter should now be updated to use Stamina instead.
    • Block: Now activates more quickly and has a .25 second cooldown after being released (down from .5 seconds).
    • Block: Now consumes Stamina and Reduces incoming damage by 80% while active.
    • Constitution: Each point of Constitution increases max HP by 4% (up from 2%).
    • Enforced Threat: Can now hit up to 20 (up from 8) nearby targets.
    • Enhanced Mark: Now grants 75% bonus threat per rank (up from 33%).
    • Armor of Bahamut Feat: This feat has been redesigned: When Stamina is below 30%, you take 2/4/6/8/10% less damage from all sources.
    • Iron Warrior: Base threat bonus increased to 200% (up from 150%).
    • Knight's Valor: Now transfer's 200% (up from 50%) of the threat allies deal to you.
    • Mark: Mark will now taunt foes briefly as well as place the player at the top of the threat list.
    • Mark: Now causes you to deal 200% (up from 100%) additional threat on Marked targets and now grants combat advantage to the Guardian Fighter's Allies.
  • Hunter Ranger
    • Aspect of the Serpent: This power now only stacks 2 times each direction, provides 3% per stack and grants an additional 3% per stack per rank.
    • Constricting Arrow: This power now has an AoE Strong Grasping Roots instead of a series of stuns to affected targets."
    • Grasping Roots (Strong): This power now roots a target in place for 2 seconds (1 second on players). This power now deals damage against Control Immune targets.
    • Grasping Roots (Weak): This power now roots a target in place for 1 second (.5 seconds on players). This power now deals damage against Control Immune targets.
    • Archery Feats
      • Ghostwalker: 5/10/15/20/25% more Stamina Regen while in Ranged Stance.
      • Keen Eye: 1/2/3/4/5% more AP from Ranged Powers.
      • Broadhead Arrows: 1/2/3/4/5% more Critical Chance while in Ranged Stance.
      • Unflinching Aim: 6/12/18/24/30% more Ranged Damage.
      • Bottomless Quiver: 10/20/30/40/50% shorter Ranged Cooldowns.
      • Rising Focus: Ranged Critical Strikes grant 1/2/3/4/5% Critical Severity and 1/2/3/4/5% more Power. Stacks 3 times. Lasts 6 seconds.
      • Stillness of the Forest: Damage increased the farther you get from your target. Max 2/4/6/8/10%. Additionally, while no foes are within 25 feet of you, you have 5/10/15/20/25% increased chance to crit.
      • Predator: Using an encounter power on a foe applies Prey to your target. You deal 30% additional damage to your Prey. You may only have 1 Prey at a time. Prey lasts 20 seconds or until the Prey dies.
    • Combat Feats
      • Bloodletting: While in Melee Stance you gain 1/2/3/4/5% more Life Steal.
      • Serpent Weave: Shifting lowers Melee cooldowns by .1/.2/.3/.4/.5s.
      • Fluid Hunter: While in Melee you gain 1/2/3/4/5% more Deflect Rating.
      • Piercing Blade: Melee attacks deal an additional 3/6/9/12/15% damage as Piercing damage. Piercing damage is Physical damage that cannot be resisted or deflected.
      • Wilds Medicine: Deflecting attacks cause the Hunter to be healed for 1/2/3/4/5% of their HP over 15 seconds. This effect can stack.
      • Scything Blades: The Ranger deals 1/2/3/4/5% more Melee Damage for each foe within 25 feet.
      • Battle Crazed: Melee Attacks grant .6/1.2/1.8/2.4/3% more Life Steal. This effect stacks up to 5 times. Lasts 3 seconds.
      • Blade Hurricane: Using a Melee Encounter Power grants Flurry. Flurry causes your next Melee At-Will to strike two additional times for 5% additional damage. Flurry can only be triggered once every 5 seconds.
    • Trapper Feats
      • A replacement of the Survival tree, Trappers focus on controlling their enemies and keeping a balance between melee and ranged combat.
      • Ancient Roots: Your Weak Grasping Roots now last .5/1/1.5/2/2.5 seconds longer. Your Strong Grasping Roots now last 1/2/3/4/5 seconds longer. This benefit is halved on players.
      • Deft Strikes: Your Melee encounter powers cause your next Ranged encounter power to deal 2/4/6/8/10% more damage. Your Ranged encounter powers cause your next Melee encounter power to deal 2/4/6/8/10% more damage.
      • Fleet Stance: When you switch stances you move 2/4/6/8/10% faster for several seconds.
      • Readied Stance: When you switch stances you generate 1/2/3/4/5% more AP for several seconds.
      • When you apply Grasping Roots or Thorned Roots you gain "Biting Snares". Biting Snares causes your next stance shift to generate 10% of your AP and increase your damage by 15% for 10 seconds. This effect can only be trigged once every 10 seconds."
      • Your Aspect of the Serpent Class Feature now provides 1/2/3/4/5% more damage per stack. Additionally these stacks also provide .5/1/1.5/2/2.5% Critical chance per stack.
      • Your Melee encounter powers shorten the cooldown of your Ranged encounter powers by .2/.4/.6/.8/1 second. Your Ranged encounter powers shorten the cooldown of your Melee encounter powers by .2/.4/.6/.8/1 second.
      • Your Strong Grasping Roots are upgraded to Thorned Roots. Thorned Roots deal 50/100/150/200/250% of your Weapon damage over their duration. Half this damage is dealt immediately to control immune targets.
  • Iron Vanguard
    • Frontline Surge: This power now stuns players rather than proning them. No change on NPCs.
    • Threatening Rush: This power now has 3 charges which refresh every 9 seconds.
  • Stormspell Mage
    • Eye of the Storm: This power now has an ICD of 90 seconds. Base Duration increased to 4 seconds (up from 2). Duration increase per rank increased to 1 (up from .5).
    • Sudden Storm: This power has had its base damage reduced by roughly 33% and its recharge time increased to 14 seconds (up from 10 seconds).
  • Master of Flame
    • Fanning the Flame: This power has had its recharge time increased to 22 seconds (up from 15 seconds), now takes 1.5 seconds to fire (up from .6 seconds.
    • Furious Immolation: This power has had its damage increased by roughly 26%.
    • Scorching Burst: This power now benefits more from being charged. The bonus from charging has been improved by roughly 50%.

Items and Economy
  • Eye of Lathandar: This artifact will no longer sometimes rarely go on Cooldown without raising an ally.
  • Bilethorn Enchantment: No longer triggers an unintended secondary delayed hit for 16 damage.
  • Great Weapon Fighter Heroic Duelist: The healing granted by this set should now properly obey Healing Depression.
  • Hunter Ranger PVP sets now have a 50% chance to trigger on a successful deflect (down from 75%), and cannot be healed by this effect more often than once every 2 seconds.

User Interface
  • Control Bonus: This stat now accurately describes what it grants on the character sheet.
  • Control Resist: This stat now accurately describes what it grants on the character sheet.

Resolved
  • Resolved a case in Gauntylgrim where players could attack opposing players in the respawn area.
  • Resolved a few cases where a skill node was stuck inside collision.
  • Resolved several cases of minor environmental graphical issues such as black spots, occlusion or improper tinting in several zones.
  • Resolved several minor cases of floating geometry in several existing zones.
Post edited by panderus on
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Comments

  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited June 2014
    6/20 10:35am PST: This is currently scheduled to go to Preview today starting at 12:30 and should be back up no later than 2pm or so.

    There will be Official feedback threads for the various subjects soon as well.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited June 2014
    Oh my ! ///// My Renegade Spellstorm eye of the storm 90 sec ICD ..... nooooooooooo :< , I will sum up my thoughts using the final lines from planet of the apes xD - You Maniacs! You blew it up! Ah, dam you! God dam you all to hell!

    EDIT - Panderus , you better hunker down , I am guessing that this thread will turn into a hate fueled frenzy XD
    YourSecretsAreOurSecrets.gif
  • mantatermantater Member Posts: 13
    edited June 2014
    Unstoppable: Unstoppable now grants 5-10% damage resist when activated (down from 25-50%)

    8(

    rename to "Just bigger"
  • rhodahrhodah Member, NW M9 Playtest Posts: 117 Arc User
    edited June 2014
    my CW will retire - its already bad in pvp with this nerfs RIP wiz
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    I think the changes to CW are in the right direction, but would disagree with a few:

    Entangling Force is already rarely used, and not even for damage. It also doesn't deal damage to enemies immune to control effects. I would keep its damage, but the faster tick and higher cast time are OK.

    Ray of Enfeeblement was mainly used as a debuffing power. Making it apply to Control Wizard spells only would make it not useful given the short duration it stays on targets. I would reduce its tick speed (if it ticks every 1 second, make it tick every 1.5 seconds) and increase the debuff duration by 3-4 seconds, to allow the Control Wizard to use the remaining 3 encounters to good effect on the target. Then it would be OK to make it only buf the caster's damage.

    Steal Time is already a must have on every Control Wizard's encounter bar. Making this power even stronger (especially as it is bugged to trigger effects of feats and item sets multiple times every tick, not even on final hit) by giving it reduced cooldown and increased damage would be a mistake. Instead, I feel the power should be fixed to only trigger feats/item sets IF the power deals damage (i.e. completes casting), as currently you can just cast it for 2 seconds and cancel the power using dodge to apply full slow debuff and trigger all feats/item sets and be able to use the power again in 4 seconds, with the only downside being not having dealt damage with it.

    I feel that the changes overall to powers and feats have made single target powers stronger (and actually damage control immune enemies) which will be a huge boon in PvP.

    The real fix to Control Wizard that is missing from the changelog is an adjustment to how powerful the High Vizier set bonus is. It is the single best set out there due to how useful the debuff is and that it can be applied to all targets in vision using Steal Time and Oppressive Force. I would advocate reducing the set bonus from 450 per stack (1350 total) to 450 total (i.e. make it a single stack power). This would result in the biggest decrease in Control Wizard and Party damage in instances.

    In terms of feats, Reaper's Touch is not picked very often as it only applies to At Will Powers, so I feel the damage reduction there is going to make it even less picked (compared to the feat granting 5% of action points)

    Unrestraining Chaos would remain skipped beause Maelstrom of Chaos itself is s fairly useless Daily Power. If Maelstrom of Chaos was made to be more useful, people might actually pick it up. Also, the Arcane Mastery portion of this feat is of no use given that players can use Steal Time to instantly have max stacks and any use of an Arcane Power or Daily Power refreshes those stacks anyway.


    I am very happy to see the changes to Unstoppable for Great Weapon Fighters - I am a strong advocate for reducing its base effect and moving the real damage reduction to the Sentinel Capstone as you have done :)

    The real change missing to Great Weapon Fighters however is making the Iron Vanguard Paragon Powers scale to the comparable Guardian Fighter's weapon damage. At present, they deal roughly 120% more damage (read 220% of intended) than they should. Due to the huge damage Iron Vanguard Powers deal compared to Swordmaster powers on the Great Weapon Fighter, there is little reason to pick Swordmaster. For example Frontline Surge is always better than Flourish and Indomitable Strength is much faster in execution (and can be animation exploited) as well as dealing more damage than Crescendo.
  • thestaggythestaggy Member Posts: 1,102 Bounty Hunter
    edited June 2014
    Happy with most of the GFs buffs. Just hope the buff to Constitution will cope with the extra threat.

    The bad- Really, Really, REALLY not impressed with Threatening Rush change. The only reason for that is because of PVP GWFs.
    PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
  • klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited June 2014
    A very good start for the Guardian Fighter, however, I believe you need to upgrade some high-end feats of the Protector and Tactician Line as well, to rebalance them a bit with Conqueror.

    I have to say the change to Threatening Rush makes me faint a bit. Think we can lower that cooldown pretty please? =>
  • zokirzokir Member Posts: 369 Arc User
    edited June 2014
    No changes at all to help TRs damage-wise? I so love running around nodes in stealth.
    zokir.png
    Hyenas@zokir - Essence of Aggression
  • zekethesinnerzekethesinner Member, NW M9 Playtest Posts: 805 Arc User
    edited June 2014
    Ohh gosh, all my hr cool feats r gone :(


  • quitegonejinquitegonejin Member Posts: 3
    edited June 2014
    What... does it take to get the TR fixes we've been asking for for a year? Wow. Just wow.
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited June 2014
    ABSOLUTELY horrible changes to GFs. How are they supposed to help them? More threat? Why? Nerfing Frontline Surge and Threatening Rush? All CC is removed from GWFs, great. Why nerfing CW direct powers...........................Leave the balance as it is now, please.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • lisaxxiilisaxxii Member Posts: 207 Bounty Hunter
    edited June 2014
    I'm not one for Dev Bashing... but Jesus man...

    Do you even realize that you buffed the **** out of HR? GF you made SLIGHTLY more tanky (yes testing will be required) and DPS will be same or less...

    It looks like you pretty much did the opposite of what needed to be done for every class.. WOW, you Nerfed CW?!?!?! Man...

    I understand it needs testing on preview, and I'll be there but... My god, how do you miss the mark so badly EVERY time? HOW?

    I'm sorry, I know you guys work hard on this stuff, but how are you so far off? I'm on TS right now with some guildies who know these classes inside and out and you are BUFFING HR SOOOO much and I don't think you even know it.

    You were SOOOO close in Mod 3, some VERY minor tweaks to GWF and HR and they would be perfect, then MINOR buffs in some other places for the other classes and balance would be REALLY close. You change TOO MUCH! Its the Golden Rule of development, SLOW adjustments, this is a godamn rollercoaster... STOP! Stop breaking my game =(

    PS Stop listening to Aroux! Hes part of why GWF is where it is now....
    Enemy Team
  • crazymikeecrazymikee Member Posts: 694 Arc User
    edited June 2014
    June Fools Day
    Coach Mike - 19.1k PvP CW
    CRAZY MIKE - 14.6k PvE CW

    Backbone - 16.7k PvP HR
    [SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    Really like the changes to HR. It looks like it could actually be viable in PVE with the Archery tree. Finally.

    Also really like the idea of doing away with the nature tree and adding a hybrid tree. The concept of support ranger wasn't really working and I'm glad you guys saw that.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • psychaos999psychaos999 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    Really really really good news. No immortal gwf! gf king of tanking!

    Just give better survivability to cw in pvp and we are golden (I have one but I don't play it anymore).

    And for the love of god don't listen to gwf whining. It's time they show some skill in pvp for their over the top performance.
  • herundrionherundrion Member Posts: 238 Arc User
    edited June 2014
    Please consider these two things:
    Black Ice damage eats the Guard way too much!
    Black Ice damage goes through Steel Defense!

    Otherwise, SUPER HAPPY with the changes! For now...
    HAPPY
    Co-Founder of -Valor-
    vih2r9.png
  • gannicsgladiatorgannicsgladiator Member Posts: 413 Bounty Hunter
    edited June 2014
    Ok, regarding GWFs. I was one of the people that defended a GWF nerd. but I always warned that nerfing a class like GWF is very dangerous. The line between make it useless and good is very thin. And these changes just make the class useless for pvp.

    I always thought it would be fair to reduce some of the ranged attacks, and make the gwf have to work for the kills, howver you removed all the prones from gwf and made roar useless. Do you know that making takedown and FS stun is just stupid right? Stun is a CC, and tenacity affects it. a GWF won't have any chance to kill any class with dodges with this change. how a GWF will ever be able to kill a TR now? they won't even need be a perma stealth, they can just doge around, what about HR now with this "healing that stacks when deflect"?
    and then not only making more difficult to attack, you also made gwf more difficult to survive also. nerfing the unstoppable, and unstoppable recovery and without giving tools to gwf being able to attack people just made it a punching bag.

    *snip*
    Edited to remove nonconstructive comments.
    Dovahkiin Gannicus, GWF Sentinel- Enemy Team Guild
    Gannicus Destroyer, GWF Destroyer retired
    Kate Beckinsale NB DC, Link NB GF
    "There is only one way to be a champion..., Never ...ing lose"
  • myrnymmyrnym Member, Neverwinter Beta Users Posts: 80
    edited June 2014
    Pretty intense redesign of the HR feat trees. It doesn't look terrible, though, just... well, I'll have to see.

    Control Wizard looks awful now, though. I was hesitant to play my CW at first because their spells felt "slow" compared to other classes, like TR. And now you're making their cast times even longer? While reducing their damage simultaneously? And meanwhile, GWFs are still beasts, just less OP on the CC in PvP?

    CWs were pretty king in PvE, I agree, but this is probably overly much.
  • lisaxxiilisaxxii Member Posts: 207 Bounty Hunter
    edited June 2014
    Ok, regarding GWFs. I was one of the people that defended a GWF nerd. but I always warned that nerfing a class like GWF is very dangerous. The line between make it useless and good is very thin. And these changes just make the class useless for pvp.

    I always thought it would be fair to reduce some of the ranged attacks, and make the gwf have to work for the kills, howver you removed all the prones from gwf and made roar useless. Do you know that making takedown and FS stun is just stupid right? Stun is a CC, and tenacity affects it. a GWF won't have any chance to kill any class with dodges with this change. how a GWF will ever be able to kill a TR now? they won't even need be a perma stealth, they can just doge around, what about HR now with this "healing that stacks when deflect"?
    and then not only making more difficult to attack, you also made gwf more difficult to survive also. nerfing the unstoppable, and unstoppable recovery and without giving tools to gwf being able to attack people just made it a punching bag.

    this patch is ridiculously HAMSTER.
    even switching to Sentinel, it would still be stupid as sentinel takes a while to kill people. and now with stun it will be impossible to kill any class.

    Seriously devs, when you do these changes do you actually test them, or you just randomly try things?

    In all fairness, its up on preview and they will listen to feedback. But how is THIS their STARTING point?!?!?!? I mean Jesus!
    Enemy Team
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited June 2014
    myrnym wrote: »
    And meanwhile, GWFs are still beasts, just less OP on the CC in PvP?

    This might be all that is needed since literally IBS (the big hitter) has a chargeup time where you have to be standing still to be hit by it (or proned). Depending on how long the stun is, GWF might not be able to setup anything anymore.
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    I think the GWF changes are great. They actually have to choose between being tanky and damage. They'll probably still be the best at either depending on how their specced, but no longer at the same time.

    Also love the buffs to GF. They've been suffering for a long time.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited June 2014
    Seriously devs, when you do these changes do you actually test them, or you just randomly try things?

    We will have to do that , he said this in the OP -
    panderus wrote: »
    This preview update is largely to get some longer testing time and feedback for all of the class changes we have in store for Tyranny of the Dragons.

    If feedback is given they will probably act on it as long as it isn't unreasonable .
    YourSecretsAreOurSecrets.gif
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited June 2014
    Remember folks, please keep your nonconstructive comments to yourself. It is fine to state you do not like the changes, but please express WHY you do not in a manner that can help us understand your reasoning.

    "lol, uninstall the game" does not help anyone.

    We are putting these changes up now so you can test them and give feedback. I would highly recommend everyone to try out some of the changes you feel are too far in either direction and give constructive criticism. If you are ambitious, ACT logs are nice as well.

    Finally, if you have comments about specific changes of a class, please try to use the Official Feedback thread for that class Crush has setup.
  • zombieelviszombieelvis Member, Neverwinter Beta Users Posts: 9 Arc User
    edited June 2014
    I assume there won't be any free respecs this time as well.

    *snip*
    Removed nonconstructive comments.

    Edit: My constructive criticism would be this; I'm not in favor of hurting PvE in order to balance for PvP. This just doesn't work.
  • gannicsgladiatorgannicsgladiator Member Posts: 413 Bounty Hunter
    edited June 2014
    panderus wrote: »
    Remember folks, please keep your uncosntructive comments to yourself. It is fine to state you do not like the changes, but please express WHY you do not in a manner that can help us understand your reasoning.

    "lol, uninstall the game" does not help anyone.

    We are putting these changes up now so you can test them and give feedback. I would highly recommend everyone to try out some of the changes you feel are too far in either direction and give constructive criticism. If you are ambitious, ACT logs are nice as well.

    Finally, if you have comments about specific changes of a class, please try to use the Official Feedback trhead for that class Crush has setup.
    read my comment, I explained well all the reasons why this super nerf on GWF is way too much. Yes, it was needed, but the way you guys did will make gwf a punching bag. with tenacity, and stun, they won't be able to kill cws, trs, gfs, anything. and without the survivility they will die very quick.
    gwf was fine, was not fine is the ammount of ranged strikes. if you just nerfed roar and frontline surge it would be very balanced alerady. cuz roar and fs was the only thing that could make gwf OP to kill other classes. the problem is nerfing these and removing dps and survivility of gwfs.

    nerfing Takedown, Unstoppable, unstoppable recovery made the class totally useless.
    if you keep the nerf just to roar and FS and keep the rest as it is, it would already bring balance for other classes. they would still have tools to survive fairly well, high dps, but would have to work to close gaps.
    the way you guys did, made it without any tool to close gap against other classes due their survivality skills such as tenacity, stealth, dodges. and made gwf a punching bag, cuz the way it is, gwf already die fairly fast...
    Dovahkiin Gannicus, GWF Sentinel- Enemy Team Guild
    Gannicus Destroyer, GWF Destroyer retired
    Kate Beckinsale NB DC, Link NB GF
    "There is only one way to be a champion..., Never ...ing lose"
  • ninefingers222ninefingers222 Member Posts: 141 Arc User
    edited June 2014
    We are complaining because you guys always go to extremes, lets destroy a class instead of tweaking it little by little, the changes you suggest is what you would expect from a game in beta, I am pretty sure we all agree this is not the case, you guys were so close to finding the right balance, the worse in this is seeing all the nerfs and seeing a broken class like HR get buffed, again, are you guys serious?
    Essence of Aggression, OG PvP GWF
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2014
    read my comment, I explained well all the reasons why this super nerf on GWF is way too much. Yes, it was needed, but the way you guys did will make gwf a punching bag. with tenacity, and stun, they won't be able to kill cws, trs, gfs, anything. and without the survivility they will die very quick.
    gwf was fine, was not fine is the ammount of ranged strikes. if you just nerfed roar and frontline surge it would be very balanced alerady. cuz roar and fs was the only thing that could make gwf OP to kill other classes. the problem is nerfing these and removing dps and survivility of gwfs.

    nerfing Takedown, Unstoppable, unstoppable recovery made the class totally useless.
    if you keep the nerf just to roar and FS and keep the rest as it is, it would already bring balance for other classes. they would still have tools to survive fairly well, high dps, but would have to work to close gaps.
    the way you guys did, made it without any tool to close gap against other classes due their survivality skills such as tenacity, stealth, dodges. and made gwf a punching bag, cuz the way it is, gwf already die fairly fast...

    I dont think they realize how much GWFs rely on stuns+Threat rush to even CATCH classes.

    Nerfing roar/takedown/FLS I am actually fine with, but that COMBINED with the threat rush nerf AND honestly all of these PALE in comparison to the motherload of nerfs - Unstoppable.

    I actually think this unstoppable nerf is the biggest hardest nerf to ever come across neverwinter since open beta - and ive seen ALOT (lurkers to name one major one)
  • tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    We are complaining because you guys always go to extremes, lets destroy a class instead of tweaking it little by little, the changes you suggest is what you would expect from a game in beta, I am pretty sure we all agree this is not the case, you guys were so close to finding the right balance, the worse in this is seeing all the nerfs and seeing a broken class like HR get buffed, again, are you guys serious?

    x3

    Every "fix" isn't done with any degree of delicacy or subtlety. It's just smash it with the hammer and hope for the best. That's the attitude that got you into this mess with everyone crying for changes and it isn't gonna help you get out of it.
    RIP Neverwinter 26/06/2014
  • myvain7myvain7 Member, Neverwinter Beta Users Posts: 77
    edited June 2014
    (sorry for my bad english...again...)
    I'm a CW for 6 months every days and i'm very disappointed. Yes there is changes to do but give us more control. CW are doing a lot of damage in PvE - thanks to AOE - but it is how we control the crowd. In PVP we are useless because we have no control (tenacity...). No control = death. Actually HR and GWF can control more than we do. If our spells are weaker and slower give us something to stay alive and help the group. Control the adds. To help staying alive : more teleport perhaps ? Something to wait for someone to come, get us out of a bad time, because we can't do it alone without dying again and again without control. We can't resist a frontal attacks without... *fast* control if you lower our damage AND if you slow us (cast time).
    Chaotic neutral - so i can do whatever the hell i want
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited June 2014
    Ok, let's be constructive

    Control Wizard
    His build up times are already very long, there's absolutely no need to increase them more. It will hurt his PvP viability too much. Removing all debuffs is a bad idea as well, want to nerf them? nerf High Vizier. You're killing CW support PvP role by removing debuffs his allies can benefit from.

    Guardian Fighter
    There's absolutely no need in threat as long as adds getting CC'd and killed with-freaking-out need of tanking them. WHY ON EARTH would you tank anything in this game, where everyone has CC, aoe and dodges. BTW, I can tank perfectly fine as it is now, without those overbuffed threat generators.
    Stamina rework looks great, bonus HP look great, but nerfed FLS and TR SERIOUSLY?!! You don't nerf GWF like that, what am I supposed to do with FLS stunning people lol, you do realize, that stuns last less then 1 sec in PvP and usually end faster then animation of the ability that applied them? TR is just impressive. Give it at least 5 stacks with 4 sec recharge time.

    Hunter Ranger
    Extremely overbuffed. Extremely. Too much damage in archer tree, too much survivability in melee etc. Constricting Arrow should have been nerfed long ago, but Grasping Roots rooting the target. Imagine how would it be for DCs, CWs and GFs.

    Great Weapon Fighter
    You just removed all CC they have. They won't be able to land a single IBS anymore due to very long casting time, even Restoring strike would be impossible to land with these changes. Takedown should knock their targets, as for 30% damage nerf - nerf Destroyer feat better.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
This discussion has been closed.