/walk 1 animations have been corrected to no longer run slowly.
Golden Dragon Orbs are now 30% smaller so they better float by their wielders command.
Classes and Balance
Control Wizard
Chaos Magic: This effect can no longer be incorrectly stacked in some cases. It will also no longer apply rapidly on powers that tick many times.
Devoted Cleric
Divinity Gain can no longer be incorrectly Deflected.
Devoted Cleric: Dodging now costs 30 stamina (down from 50).
Hunter Ranger
Disruptive Shot: This power now correctly benefits from Control Strength.
Pathfinder: Bear Trap: This power now correctly benefits from Control Strength.
Trapper: Thorned Roots: *REWORK* Now deals 40/80/120/160/200% of your weapon damage every second.
Master Infiltrator
Shocking Execution: *REWORK*: If you strike a target below 20% HP this daily refunds 100% of the AP used to cast it. This effect can only be triggered once before the Daily will consume AP. Ranking this power up will increase that Health Threshold by 5% each rank.
Shocking Execution: Damage increased by 240% but no longer scales with target health.
Trickster Rogue
Dexterity: Rogues now get an additional .5% deflect chance per point of Dex for a total of 1% for each point past 10.
Shadow of Demise: This feat no longer requires you to use an encounter power to apply. It may be applied to several targets again. Passively increases stealth regen by 20% and prevents regeneration being stopped.
Shadowy Opportunity: Now correctly activates with ranks in this feat, rather than ranks in Ambusher's Haste.
Content and Environment
Tiamat: Adjustments made to the logic of the fight to be more reliable.
Tiamat: All player positions will now show in the map and minimap.
Well of Dragons: Heroic Encounter polish fixes such as respawn timers fixed, more clear objectives and better collision.
Well of Dragons: Several Heroic Encounters were not appropriately giving rewards when completed, this has been resolved.
Well of Dragons: Thwarting Sacrifices now has its encounters more reliably respawn.
Well of Dragons: Volatile Compound can now be completed while in a party.
Enemies
Tiamat: There have been a number of adjustments made to make this fight more difficult such as increased health, occasional unavoidable damage and additional attacks.
Items and Economy
Bilethorn: The secondary tick of Bilethorn is now correctly classified as a DoT.
Currencies now have more appropriate caps on how many can you can have at a time. Some others such as expiring event currencies are regular items again due to technical limitations.
Do you plan to fix the animation of the HRs when riding mounts? My HR was fine till the last patch and now rides like a rodeo rider with one arm flailing above. Please fix, as it looks ridiculous.
Some good changes, I was a little weary about the caps on currencies when others mentioned it at first so good to see you taking note. Also think making the tiamat fight harder might make it better, though do worry about the time limit considering people with lower gs could join in and mess the fight up by not having enough dps whereas ones on the preview shard are probably more likely to be max gear. I guess we'll see on your livestream how it is.
I'd be weary about the bop rp items from drops, but I managed to get myself sorted, so I guess I'll leave everyone else to worry about it.
Do you plan to fix the animation of the HRs when riding mounts? My HR was fine till the last patch and now rides like a rodeo rider with one arm flailing above. Please fix, as it looks ridiculous.
I also posted about this after the last patch, which is when it started. Please fix.
I think it's good to keep the players informed about the big issue of RP being BoA. Things such as other ways of giving players the needed RP would give people some hope of staying in the game trying to gear up.
All the reasons for not going ahead with this decision has already been said in other threads, but we demand alternatives than to farm mobs 10hours a day for a month to refine 1 piece of artifact equipment.
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
Tiamat: There have been a number of adjustments made to make this fight more difficult such as increased health, occasional unavoidable damage and additional attacks.
I personally think the unavoidable damage is a bad idea, but I also believe that most fights should be challenging, but capable of getting a "flawless victory" if you are skilled enough.
I just rolled a level 40 TR over to preview, and at-wills aren't reducing stealth. I can get off two full Flourish before running out.
Edit: Ah, rerolling the character "fixed" this. Hmmmmmmmmmmm I suppose I'll respec before the patch goes out so that my character is unaffected by stealth reduction!
/walk 1 animations have been corrected to no longer run slowly.
Golden Dragon Orbs are now 30% smaller so they better float by their wielders command.
Classes and Balance
Control Wizard
Chaos Magic: This effect can no longer be incorrectly stacked in some cases. It will also no longer apply rapidly on powers that tick many times.
Devoted Cleric
Divinity Gain can no longer be incorrectly Deflected.
Devoted Cleric: Dodging now costs 30 stamina (down from 50).
Hunter Ranger
Disruptive Shot: This power now correctly benefits from Control Strength.
Pathfinder: Bear Trap: This power now correctly benefits from Control Strength.
Trapper: Thorned Roots: *REWORK* Now deals 40/80/120/160/200% of your weapon damage every second.
Master Infiltrator
Shocking Execution: *REWORK*: If you strike a target below 20% HP this daily refunds 100% of the AP used to cast it. This effect can only be triggered once before the Daily will consume AP. Ranking this power up will increase that Health Threshold by 5% each rank.
Shocking Execution: Damage increased by 240% but no longer scales with target health.
Trickster Rogue
Dexterity: Rogues now get an additional .5% deflect chance per point of Dex for a total of 1% for each point past 10.
Shadow of Demise: This feat no longer requires you to use an encounter power to apply. It may be applied to several targets again. Passively increases stealth regen by 20% and prevents regeneration being stopped.
Shadowy Opportunity: Now correctly activates with ranks in this feat, rather than ranks in Ambusher's Haste.
Content and Environment
Tiamat: Adjustments made to the logic of the fight to be more reliable.
Tiamat: All player positions will now show in the map and minimap.
Well of Dragons: Heroic Encounter polish fixes such as respawn timers fixed, more clear objectives and better collision.
Well of Dragons: Several Heroic Encounters were not appropriately giving rewards when completed, this has been resolved.
Well of Dragons: Thwarting Sacrifices now has its encounters more reliably respawn.
Well of Dragons: Volatile Compound can now be completed while in a party.
Enemies
Tiamat: There have been a number of adjustments made to make this fight more difficult such as increased health, occasional unavoidable damage and additional attacks.
Items and Economy
Bilethorn: The secondary tick of Bilethorn is now correctly classified as a DoT.
Currencies now have more appropriate caps on how many can you can have at a time. Some others such as expiring event currencies are regular items again due to technical limitations.
Chaos magic.....okay lets talk about what you "fixed" 1. Nothing. It still does the stacking thing when it feels like it as it did before. Not a big issue because its not that often to start with (its been that way for over 2 mods now no one complained because its just not a big factor). Trust me not a game breaker even if you could have 2 procs all the time. Now lets talk about what you broke. What you broke was its proc rate....it already was random and now its random and MIA....... You basically erased the work you put into fixing the dammmn skill. Its proc rate was fine before this. Due to the fact it might proc the same not so useful heal 3 if not 5 times in a row. Hell ya need it up as often as possible given its "life is like a box of chocolate" effect. So seriously change its proc rate back. No one cared how it was. They cared about some **** having all three buffs none stop. Which I would to. Don't break the path 3 days before mod 5.
Fix the proc rate please. Also please fix chilling presence (chilling advantage)....We all know it don't work as it should and have tested this and stated this over and over again only to never even get a reply to it. Its a simple fix. Just make the skill give a direct increase to crit chance. Simple fix. Quick and easy.
bug
equipping 2 of the same dragon glyphs results in a 100% uptime of the buff
the tool tip clearly says it only occurs once every 60 seconds but when you equip 2 of the same glyphs
(example: 2 greater red dragon glyphs) it continually refreshes thus making it a 100% uptime buff.
this bug is present in all color of glyphs and both on lesser and greater versions.
[*]Tiamat: Adjustments made to the logic of the fight to be more reliable.
[*]Tiamat: There have been a number of adjustments made to make this fight more difficult such as increased health, occasional unavoidable damage and additional attacks.
What does the logic of the fight means? I hope you didn't introduce invisible one shotting proning things like in lostmauth
also the unavoidable damage is not a godd thing, it is stupid and FYI blu dragonhead is already unavoidable because of the dmg bounces from player to player and can hits you as soon as you finished dodge, I've seen a 9 man multikill, and yes OFC the dmg is 50k+
Hmmm... a pitty. It does not bode well from this point forward on leveling these other artifacts.
Yeah pretty disappointed that panderus has failed to keep us updated with what they plan to do since his post saying he would look into it , especially when you consider the almost universally negative feedback the idea has received on the forum , the forum only represents a small minority of the playerbase so when/if this goes live the forum will light up with rage from the majority of players who never saw it coming for whatever reason lol, I'm just glad I have stocked up on Peridot in preparation for the 2xRP event on the 26th of Dec xD .
Yeah pretty disappointed that panderus has failed to keep us updated with what they plan to do since his post saying he would look into it , especially when you consider the almost universally negative feedback the idea has received on the forum , the forum only represents a small minority of the playerbase so when/if this goes live the forum will light up with rage from the majority of players who never saw it coming for whatever reason lol, I'm just glad I have stocked up on Peridot in preparation for the 2xRP event on the 26th of Dec xD .
Partially the forum is to blame. The first day people were outraged. Then people came to accept the change and offering ways to improve the system instead. However, they were pretty unlikely to improve it in time so we're stuck with this. Not only that but some people voted against getting rp from the DD chest (though from boss drops would also be cool) pretty much saying that prolonged mindless farming is what it should be at. Most didn't vote for that, but maybe they thought they could still get away with it. When farming adds is the most efficient way to do it that opens up to foundry exploits and it's pretty backwards to suggest that only killing adds should be more rewarding than actually running content, it should be a boost to rp gains instead of pretty much the only (and limited) supply. You can get drops in dungeons and skirmishes, but you'll get a lower proc rate due to spacing and the fact you need the killing blow to get a proc.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As something I've been saying for a while, since module 1 content has been unrewarding. I just have barely ran it. I used to run CN hundreds of times, it dropped boe rings and necks (some being very valuable) and a belt EVERY run and a very valuable weapon piece. Part of the value came from the once difficulty that we don't have and the length which would be nice to get that experience again. The rewards since come nowhere remotely close to matching it so it's just a waste of time unless you're extremely lucky to get a belt, but on average it doesn't make up for it and you're best off not bothering. With all of the equipment coming, some of which like the crafting (please make BoE or BtA) jewellery are kind of cool, it kind of gives less reason to run the content even once. Seriously, the only reason I've kept playing (even if it is mostly dailies ugh) is because of stubbornness. Sort it out, though I do wonder if it's too late. You've focused so much on punishing players whether it was the intent or not mostly since mod 1. Most people see a decline in enjoyment compared to when the game was first released.
However on the plus side I like the linu favor shop which allows us to actually have achievable goals for decent stuff.
Yeah pretty disappointed that panderus has failed to keep us updated with what they plan to do since his post saying he would look into it , especially when you consider the almost universally negative feedback the idea has received on the forum , the forum only represents a small minority of the playerbase so when/if this goes live the forum will light up with rage from the majority of players who never saw it coming for whatever reason lol, I'm just glad I have stocked up on Peridot in preparation for the 2xRP event on the 26th of Dec xD .
A CONTROLER like CONTROL Wizard can deal 25-30M damages, but a STRIKER like an AOE EXECUTIONER, it's an anomaly ?
Yeah. Terribly Logic.
So 3 second draco kill makes sense to you? Also tr is not really aoe, though isn't really important. Thirdly there is only so much damage you can do in a dungeon without resets. He wrote a clear massive bug, leave your personal biases behind. Providing factual, it's a bugged feat.
Dungeon was done solo and I accumulated a whooping 96 million damage
The 3 second Draco clear was done with 3 tr in the party, this video it took me a bit longer due to the fact I was mostly solo and couldnt keep damage on draco because GC is painful to aim with a hundred mobs around the boss
Here's how to fix the bug
A) make it so it can NEVER stack
Add an ICD so it can't proc untill the affects of the first one are over
So basically the same thing on both A and B
Rotation that was used with Smokebomb, Path of Blades and Shadow Strike
Comments
I'd be weary about the bop rp items from drops, but I managed to get myself sorted, so I guess I'll leave everyone else to worry about it.
I also posted about this after the last patch, which is when it started. Please fix.
Good thing these Forums exist, otherwise how else would you ignore us with such skill?
All the reasons for not going ahead with this decision has already been said in other threads, but we demand alternatives than to farm mobs 10hours a day for a month to refine 1 piece of artifact equipment.
Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
I personally think the unavoidable damage is a bad idea, but I also believe that most fights should be challenging, but capable of getting a "flawless victory" if you are skilled enough.
do you plan on givin updates to class balance in near future?
It's proccing itself and resulting in compounding damage, the result is again billions of damage
Dungeon took 56M, Draco took 3 Seconds
finally gwf got some buffs !!!
Edit: Ah, rerolling the character "fixed" this. Hmmmmmmmmmmm I suppose I'll respec before the patch goes out so that my character is unaffected by stealth reduction!
Chaos magic.....okay lets talk about what you "fixed" 1. Nothing. It still does the stacking thing when it feels like it as it did before. Not a big issue because its not that often to start with (its been that way for over 2 mods now no one complained because its just not a big factor). Trust me not a game breaker even if you could have 2 procs all the time. Now lets talk about what you broke. What you broke was its proc rate....it already was random and now its random and MIA....... You basically erased the work you put into fixing the dammmn skill. Its proc rate was fine before this. Due to the fact it might proc the same not so useful heal 3 if not 5 times in a row. Hell ya need it up as often as possible given its "life is like a box of chocolate" effect. So seriously change its proc rate back. No one cared how it was. They cared about some **** having all three buffs none stop. Which I would to. Don't break the path 3 days before mod 5.
Fix the proc rate please. Also please fix chilling presence (chilling advantage)....We all know it don't work as it should and have tested this and stated this over and over again only to never even get a reply to it. Its a simple fix. Just make the skill give a direct increase to crit chance. Simple fix. Quick and easy.
Character
/walk 1 animations have been corrected to no longer run slowly.
bug
equipping 2 of the same dragon glyphs results in a 100% uptime of the buff
the tool tip clearly says it only occurs once every 60 seconds but when you equip 2 of the same glyphs
(example: 2 greater red dragon glyphs) it continually refreshes thus making it a 100% uptime buff.
this bug is present in all color of glyphs and both on lesser and greater versions.
So i can put one green and one red and take 2 effects at the same time.
What does the logic of the fight means? I hope you didn't introduce invisible one shotting proning things like in lostmauth
also the unavoidable damage is not a godd thing, it is stupid and FYI blu dragonhead is already unavoidable because of the dmg bounces from player to player and can hits you as soon as you finished dodge, I've seen a 9 man multikill, and yes OFC the dmg is 50k+
Yeah pretty disappointed that panderus has failed to keep us updated with what they plan to do since his post saying he would look into it , especially when you consider the almost universally negative feedback the idea has received on the forum , the forum only represents a small minority of the playerbase so when/if this goes live the forum will light up with rage from the majority of players who never saw it coming for whatever reason lol, I'm just glad I have stocked up on Peridot in preparation for the 2xRP event on the 26th of Dec xD .
Partially the forum is to blame. The first day people were outraged. Then people came to accept the change and offering ways to improve the system instead. However, they were pretty unlikely to improve it in time so we're stuck with this. Not only that but some people voted against getting rp from the DD chest (though from boss drops would also be cool) pretty much saying that prolonged mindless farming is what it should be at. Most didn't vote for that, but maybe they thought they could still get away with it. When farming adds is the most efficient way to do it that opens up to foundry exploits and it's pretty backwards to suggest that only killing adds should be more rewarding than actually running content, it should be a boost to rp gains instead of pretty much the only (and limited) supply. You can get drops in dungeons and skirmishes, but you'll get a lower proc rate due to spacing and the fact you need the killing blow to get a proc.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@cryptic
As something I've been saying for a while, since module 1 content has been unrewarding. I just have barely ran it. I used to run CN hundreds of times, it dropped boe rings and necks (some being very valuable) and a belt EVERY run and a very valuable weapon piece. Part of the value came from the once difficulty that we don't have and the length which would be nice to get that experience again. The rewards since come nowhere remotely close to matching it so it's just a waste of time unless you're extremely lucky to get a belt, but on average it doesn't make up for it and you're best off not bothering. With all of the equipment coming, some of which like the crafting (please make BoE or BtA) jewellery are kind of cool, it kind of gives less reason to run the content even once. Seriously, the only reason I've kept playing (even if it is mostly dailies ugh) is because of stubbornness. Sort it out, though I do wonder if it's too late. You've focused so much on punishing players whether it was the intent or not mostly since mod 1. Most people see a decline in enjoyment compared to when the game was first released.
However on the plus side I like the linu favor shop which allows us to actually have achievable goals for decent stuff.
http://www.arcgames.com/en/games/neverwinter/news/detail/9004073-season-of-dragons-goals-round-3%21
A CONTROLER like CONTROL Wizard can deal 25-30M damages, but a STRIKER like an AOE EXECUTIONER, it's an anomaly ?
Yeah. Terribly Logic.
No, zelda.
So 3 second draco kill makes sense to you? Also tr is not really aoe, though isn't really important. Thirdly there is only so much damage you can do in a dungeon without resets. He wrote a clear massive bug, leave your personal biases behind. Providing factual, it's a bugged feat.
It's a bugged game. No, 3-10 second draco kill is an aberration, for ALL CLASSES. But TR can be aoe striker, with specific rotation.
Streamed live via my twitch
http://www.twitch.tv/dersidius/c/5501666
Caution Profanity used in this video
Dungeon was done solo and I accumulated a whooping 96 million damage
The 3 second Draco clear was done with 3 tr in the party, this video it took me a bit longer due to the fact I was mostly solo and couldnt keep damage on draco because GC is painful to aim with a hundred mobs around the boss
Here's how to fix the bug
A) make it so it can NEVER stack
Add an ICD so it can't proc untill the affects of the first one are over
So basically the same thing on both A and B
Rotation that was used with Smokebomb, Path of Blades and Shadow Strike