Call me Andy (or Strum, or Spider-Man)! Follow Neverwinter on Twitter: NeverwinterGame Like Neverwinter on Facebook: Neverwinter Follow me on Twitter: StrumSlinger
Well, its official now: the Paladin is mortal now. Thanks for turning the OP into a glass shield. What's the point of a tank that cannot tank at endgame, or survive more than 2 hits from Orcus? Paladin's already struggled with finding groups to do party content; now they wont be able to find anything period cause whatever the pally can do, the GF can do better anyways.
Guys WTF? you change bonus pet owlbear, but not fix main bug SW hellbringer Pillar of power with pet owlbear, always do stack dmg! IF FIX IT,DO IT TO THE END.
0
lordseth1985Member, NW M9 PlaytestPosts: 319Arc User
Trickster Rogue
Impossible to Catch: This power now triggers effects that activate on Encounter power use.
What do you mean? finally ITC is fixed?
Avestruz.Q.T.Seduz - Rogue, natural born assassin.
RIP Oathbound Paladin. killed as a class. What he now needs a group? no buff, damage, healing, Immunity. nothing at present. thank you so much, I can finish the game.
Please fix DC bugs: 1. Prophecy of Doom: Does not grant AP (regardless of whether the enemy is killed or not). 2. Prophecy of Doom: Does not instantly recharge after enemy is killed. 3. Prophecy of Doom: Empowered version does not increase its duration. 4. Annointed Action: Does not proc for Divine Armor, Annointed Army and Guardian of Faith. 5. Divine Glow: Does not proc weapon enchantments. 6. Divine Glow: Does not have any effects on self if placed too far. 7. Repurpose Soul: Does not proc for certain skills (e.g. Daunting Light, Chains of Blazing Light). 8. Repurpose Soul: 3/3 only heals for ~9% instead of 15% of the spell's damage. 9. Hastening Light: Artifact offhand weapon bonus does not give 10% AP to allies. 10. Warding Flare: Does not shield any damage. 11. Bear Your Sins: Provides 10% arm pen instead of 10% damage; if arm pen cap is reached, it only increases the damage of the DoT that triggers it. 12. Furious Intervention: Does not increase AP gain of Chain of Blazing Light. 13. Holy Fervor: Does not increase AP gain of Chain of Blazing Light. 14. Geas: Does not grant any AP 15. Ancient Warding: Does not heal and grant AP after Annointed Army has ended. 16. Light of Divinity: Put players in combat stance repeatedly.
There is now a limit to the number of unclaimed items a player may have in their mail. Once this limit is reached, the player may no longer post items up for auction until they claim items from their mail.
More micro-management, yay.
Quality of life losses, nerfs, content that's largely disliked and a boatload of new bugs. Not exactly something to look forward to.
@spideymt so with my current build it is 70% on singletarget and its way less at tr@spideymt . I havnt had the opportunity to test it in FBI though. For SB fury it should also be less. Havent tested it in comparison to live cause i have no free respec but sb fury on pre to my live build is about 40%. Dont nail me on that number though cause i havnt had the time to test SB indepth on preview
since we have seen a lot of changes in this game why haven' they not thought of doing/hood on or off for cloak options cause i also wanted to ask as well why we are unable to wear that cool chest piece from Xuna cause every time i see her helping me in demon quest i just want that chest piece so bad anyone agree ?
i want to try the new map, but the fishing thing dont looks like i need to... The fishes will probably occupy like 3 slots in my bag (each spot), and we need to use the slow boat to return to main island to deliver the fish, why cant i deliver them like Tiamat Hoard ?? i know it makes no sense but to have a boat in my bag don't make sense either....
About that ! Boats will fill the same bag space was left extra mounts, less space of course but still..., why this is not in my mount tab ???
Next mod i really hope i dont have to fish because i'm really bored, if i wanted to fish i would do it in a RIVER not in a game...
If you want to gives us rtavels and boats, give us rental boats and aircrafts, for 5 man partys, so we can guide and fight on deck... this can even tunr in to a pve/pvp sea/air battle...
...Really nerfed the OP that much, it used to be such a great character until u nerfed and nerfed it again, Why cant you just leave that OP alone and let him do the tank job.
Thank you for making me waste a massive amount of ad, zen and time on a now worthless OP. Perhaps we will get a miniature op as a aug companion in the future for this massive failure
There are more than BIS players in this game RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ???? FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
The changes to OP are not needed, considering FBI can be done without a tank at all.
the isssue were paladin had a way to absorb 100% of the damage with justice tree. i found my undergear paladin to easily tank orcus absorbing 100% of the time the damage with binding oath. THIS change is interesting to see the other options to able to tank and there are other options + the new binding oath.
plasticbatMember, NW M9 PlaytestPosts: 12,424Arc User
Please excuse my ignorant, I did not check that out in preview. Is OP actually nerf'ed besides the bubble? I could interpret the text in the patch note wrong. My impression is the binding oath is better, Circle of power is better. Sanctuary is better. Since the last OP nerf, the bubble is not effective for my OP to protect anyone. Hence, I have not used that for a pretty long time.
Am I wrong?
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
The bubble protects less again, I thought they already did that? The binding oath change is worrisome a bit, so instead of absorbing the damage you now get a temporary HP shield. Does this shield stack with other temporary HP's and in what order? I am thinking about group buffs or templar's temp HP...
TR - Sun: 16000 IL OP - Sunshine: 16000 IL
Casual Dailies
0
plasticbatMember, NW M9 PlaytestPosts: 12,424Arc User
I would expect shield will go first. I am thinking: Templer, binding oath, circle of power, Sanctuary for tanking. I don't know if it works this way but circle of power (25%) + sanctuary (80%) is greater than 100% for damage resistance. I don't remember what the cap of damage resistance is.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
Please excuse my ignorant, I did not check that out in preview. Is OP actually nerf'ed besides the bubble? I could interpret the text in the patch note wrong. My impression is the binding oath is better, Circle of power is better. Sanctuary is better. Since the last OP nerf, the bubble is not effective for my OP to protect anyone. Hence, I have not used that for a pretty long time.
Am I wrong?
Before this nerf Binding Oath absorbed 50% of incoming damage, meaning it scaled with enemy damage and made it a viable endgame defense against bosses like Orcus. Now it only absorbs up to 50% of your HP and no longer scales with enemy damage.
Sanctuary is useless either way because it only buffs damage resistance which is capped at 80%. That's something a high-level tank can and should have anyway. Due to that it has no effect on incoming damage (except maybe in PvP) no matter how high it is.
Circle of Power also only buffs damage resistance (for tank OPs). OPs in general have too much damage resistance which is capped and no ability like the Guardian Fighter who can block 80% of damage on top of 80% damage resistance.
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
ALSO if i read correct commander's strike 40 % bonus damage for the next encounter allies do. 2m hit disintegrate under commander strike will hit for 2.8m and this is very good still a viable utility encounter from guardian fighter.
Comments
Pretty sure the coming later part was for Preview only Thread.
Also - do we have a time yet for when the patch is starting? Trying to figure out how much time in game this side of the world will get.
Thank you.
We will be performing shard maintenance on November 8 from 7-9 AM Pacific (14:00-16:00 UTC).
I'm assuming like normal Twitter will tell us when it's actually back up.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
Impossible to Catch: This power now triggers effects that activate on Encounter power use.
What do you mean? finally ITC is fixed?
killed as a class. What he now needs a group? no buff, damage, healing, Immunity. nothing at present. thank you so much, I can finish the game.
1. Prophecy of Doom: Does not grant AP (regardless of whether the enemy is killed or not).
2. Prophecy of Doom: Does not instantly recharge after enemy is killed.
3. Prophecy of Doom: Empowered version does not increase its duration.
4. Annointed Action: Does not proc for Divine Armor, Annointed Army and Guardian of Faith.
5. Divine Glow: Does not proc weapon enchantments.
6. Divine Glow: Does not have any effects on self if placed too far.
7. Repurpose Soul: Does not proc for certain skills (e.g. Daunting Light, Chains of Blazing Light).
8. Repurpose Soul: 3/3 only heals for ~9% instead of 15% of the spell's damage.
9. Hastening Light: Artifact offhand weapon bonus does not give 10% AP to allies.
10. Warding Flare: Does not shield any damage.
11. Bear Your Sins: Provides 10% arm pen instead of 10% damage; if arm pen cap is reached, it only increases the damage of the DoT that triggers it.
12. Furious Intervention: Does not increase AP gain of Chain of Blazing Light.
13. Holy Fervor: Does not increase AP gain of Chain of Blazing Light.
14. Geas: Does not grant any AP
15. Ancient Warding: Does not heal and grant AP after Annointed Army has ended.
16. Light of Divinity: Put players in combat stance repeatedly.
Mod 12.5 PvP Power/Crit/Arp Optimization
Youtube channel (PvE/PvP)
Quality of life losses, nerfs, content that's largely disliked and a boatload of new bugs. Not exactly something to look forward to.
so with my current build it is 70% on singletarget and its way less at tr@spideymt . I havnt had the opportunity to test it in FBI though.
For SB fury it should also be less. Havent tested it in comparison to live cause i have no free respec but sb fury on pre to my live build is about 40%. Dont nail me on that number though cause i havnt had the time to test SB indepth on preview
The fishes will probably occupy like 3 slots in my bag (each spot), and we need to use the slow boat to return to main island to deliver the fish, why cant i deliver them like Tiamat Hoard ?? i know it makes no sense but to have a boat in my bag don't make sense either....
About that ! Boats will fill the same bag space was left extra mounts, less space of course but still..., why this is not in my mount tab ???
Next mod i really hope i dont have to fish because i'm really bored, if i wanted to fish i would do it in a RIVER not in a game...
If you want to gives us rtavels and boats, give us rental boats and aircrafts, for 5 man partys, so we can guide and fight on deck...
this can even tunr in to a pve/pvp sea/air battle...
*Shows picture of Binding Oath)
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
THIS change is interesting to see the other options to able to tank and there are other options + the new binding oath.
Am I wrong?
OP - Sunshine: 16000 IL
Casual Dailies
I don't know if it works this way but circle of power (25%) + sanctuary (80%) is greater than 100% for damage resistance. I don't remember what the cap of damage resistance is.
Sanctuary is useless either way because it only buffs damage resistance which is capped at 80%. That's something a high-level tank can and should have anyway. Due to that it has no effect on incoming damage (except maybe in PvP) no matter how high it is.
Circle of Power also only buffs damage resistance (for tank OPs). OPs in general have too much damage resistance which is capped and no ability like the Guardian Fighter who can block 80% of damage on top of 80% damage resistance.