New Post Outlines PVP Changes in Module 12b

New information on the upcoming module 12b is coming in at a fast pace these days. Although we already knew about a lot of the changes for PVP, a new feedback thread summarizes everything and gives the PVP crowd an official place to talk.

Oh and say hi to “sgrantdev“, who may or may not be Salim Grant. According to his LinkedIn profile he had a brief stint with Cryptic working on Strongholds and Elemental Evil in 2015. The name and nick match, so maybe he’s back. Either way, it’s the first time “sgrantdev” appeared on the forum.

CC Diminishing Returns an Early Concern

Next to the Tenacity rework and new PVP armor that scales to a higher item level in PVP, the CC diminishing returns are definitely getting the most buzz. Players are concerned about how fast you can reach immunity and that the system generally still needs a lot of tuning as it hurts some classes more than others. We’ll definitely be interested how it develops, but as of right now control focused builds like Oppressors or Hunter Rangers seem to be pretty much dead.

Campaign Progression Through PVP

There’s some good news however as well. Thanks to a brand-new weekly, players will be able to get campaign progression though PVP. A weekly attached to Strongholds PVP hands out “Tomb of Annihilation” currency, but will be adjusted to the latest campaign every time. That’s kind of good news, although we’re not sure it will actually help Strongholds PVP. We just trashed it in our module rankings and while rewards definitely play a major role in its downfall, the game mode itself is not really great as well. Even if players queue for SHPVP more often, you might see matches where both sides just sit it out to get the weekly done.

Wait… What? Nerfing Wards?

One change that’s more of a surprising one is a nerf to Stamina and AP Drain Wards. Both got an internal cooldown, obviously making them less effective against the corresponding Marks. Which is kinda strange because the drains are still being viewed as toxic. You would think nerfing the one safeguard against them is going to cause grief.

Potion Changes

A change that’s going to make much more sense is the one to the potion system. Right now, you can stack way too many different potions for a significant stat gain. On top of that, it’s not very transparent which potions can be used with each other. The new system sorts all buff food, potions and elixirs into seven categorizes, from which only one buff can be active at the same time.


What do you think about the changes mentioned in the feedback thread. Do you agree with them or would have liked to see other stuff? Share your thoughts in the comments below and visit the corresponding thread on our message board!

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4 thoughts on “New Post Outlines PVP Changes in Module 12b

  • Avatar
    September 7, 2017 at 1:45 pm
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    nerfing wards is just 100% dumb and shows how little the devs listen to the players base . Same with potions to an extent at least with most potions ant player can take them so it is not so bad vs itl gap in general.

    Reply
  • Avatar
    September 7, 2017 at 6:31 pm
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    Forum Post has been edited to this:

    Mark Enchantments
    Stamina and AP Drain have had an internal cooldown added to them.
    Added an internal cooldown of 0.5 seconds for both ranks of Stamina Drain.
    Added an internal cooldown of 5 seconds for both ranks of AP Drain.

    Reply
  • Avatar
    October 11, 2017 at 1:10 am
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    if HR trapper and CWs are being nerfed in terms of CC will these classes receive a base damage buff as for example a CWs damage is mostly related to the CC it applies etc … ???

    Reply
    • NWO_Unblogged
      October 11, 2017 at 3:25 am
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      No.

      Reply

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