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Maze Engine Preview Patch Notes NW.60.20160307a.3

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  • vida44vida44 Member, NW M9 Playtest Posts: 667 Arc User
    It seems to work as intended. ---> *sarcasm*
  • evaliraevalira Member, NW M9 Playtest Posts: 245 Arc User
    No fix to the insane damage Orcus deals? My GF got hit for over 1m whilst I was running with the devs. My shield blocked 869k and I was still hit for over 200k after mitigation. I pointed this out to the dev I was running with and he said it did seem rather high and would have someone look into it. Guess not.

    I shouldn't be one shotted through my shield with over 50% DR and 130k HP.

    As it stands now no one is going to want a GF in their group, and everyone is going to be asking for permabubble pally's - they already do anyway, but only because it's easier, now it's impossible.
  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    Ok, just copied over a fresh character. Demon Sled is properly added to the stable, and its icon calls it Demon Sled -- but if you summon it you get the Winter Sled effects (sparkly snow), not the Demon Sled effects (smoke and fire).
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  • urabaskurabask Member Posts: 2,923 Arc User

    The bug is still there even with the little temp HP we now get and losing it on leaving combat. So it is just a hard nerf to survivability. We definitely need compensation.

    All they'd give is a respec which would make absolutely no difference.
    I8r4ux9.jpg
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  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    OK now give to sentinel tree as bonus the old temp hp in the tree feats so they can be the offtank.
  • xgrandz02xgrandz02 Member Posts: 702 Arc User

    Where's the hate for GWF coming from ?
    can any1 tell me pls ,
    instead of fixing unstoppable you nerf it,

    How we should survive now?,
    GF Burst/Prones one rotation from 160k HP to zero and we're dead.
    or TR 1-Shot piercing dmg ignores basibly STILL everything also tenacity,

    Theres no way to escape for us just with sprint, this is not a dodge like teleport or roll.
    Prone always hit us same as SE from TR will guarantee hit us,
    no matter if we are sprinting or not.

    this is a huge nerf for pvp against us!

    no words... you really make me speechless with that........

    <::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
  • xgrandz02xgrandz02 Member Posts: 702 Arc User
    edited March 2016
    rayrdan said:

    Nice change to temp hp. This should stop the madness of soloing t2s and the bonding abusing.
    Now lets talk about bubble and binding oath

    You have no clue what you talkin about its a typical hater commentary , you think just because you saw a vid of a dude soloing a dungeon automatically every GWF can do this? of course not omg..

    you talking about abusing?l how about "piercing dmg is still broken as HELL,
    it not only ignores DR also tenacity and kind of defense,
    and the only thing what your class is doing are spamming SE
    so whats the point of TR just to press SE and that's it.
    <::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    evalira said:

    No fix to the insane damage Orcus deals? My GF got hit for over 1m whilst I was running with the devs. My shield blocked 869k and I was still hit for over 200k after mitigation. I pointed this out to the dev I was running with and he said it did seem rather high and would have someone look into it. Guess not.

    I shouldn't be one shotted through my shield with over 50% DR and 130k HP.

    As it stands now no one is going to want a GF in their group, and everyone is going to be asking for permabubble pally's - they already do anyway, but only because it's easier, now it's impossible.

    I Found a solution for this OFCOURSE DOESNT MEAN ISNT A PROBLEM. get a healer class with you and you will stay alive after some heart attack;p
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User

    The bug is still there even with the little temp HP we now get and losing it on leaving combat. So it is just a hard nerf to survivability. We definitely need compensation, we do not even have a dodge.

    mighty leap;p
  • szejhuludpuchaczszejhuludpuchacz Member Posts: 306 Arc User
    edited March 2016
    Another bad decision. You made monsters - BiS players (op enchantments, sets etc) and now punish all for their OPness. Being dead = no dps at all. And for those who telling about tanks. They will nerf bubble, kv and shield of faith (?) its only 50% damage reduction. Im not one who run 1st and tank all critters, why i have to be punished for t nega sm BiS monsters?

    Sidenote, if empo buff will remain on dragons and kv/dp has already target cap then how melee warrior who has no dodge (frack leap, its useful only to jumpin on roofs) and get no luck with dp can survive acid or thunder dmg in SH DF? Just wanna know.
    200_s.gif
  • daisojindaisojin Member, NW M9 Playtest Posts: 71 Arc User
    edited March 2016
    the "new" 130 item level elemental black ice gear still doesn't have updated stats?
    It has barely around 800 tenacity.. that is way too low to be of any use or even be worth making... has anyone noticed/reported this? if this is intentional please upgrade it so it can actually be used
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  • fadros1864fadros1864 Member Posts: 13 Arc User
    edited March 2016

    WTF?!?!? ARE YOU KIDDING?? @terramak Low stats for millions AD???? I did Stronghold set and I'm not happy after this picture... And more, Stronghold Kite Shield doesn't refine after "blue" or "epic" quality!!!


    "MAXIMUM REFINEMENT" - WHAT IS THIS?
    Post edited by fadros1864 on
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  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited March 2016

    Another bad decision. You made monsters - BiS players (op enchantments, sets etc) and now punish all for their OPness. Being dead = no dps at all. And for those who telling about tanks. They will nerf bubble, kv and shield of faith (?) its only 50% damage reduction. Im not one who run 1st and tank all critters, why i have to be punished for t nega sm BiS monsters?

    Sidenote, if empo buff will remain on dragons and kv/dp has already target cap then how melee warrior who has no dodge (frack leap, its useful only to jumpin on roofs) and get no luck with dp can survive acid or thunder dmg in SH DF? Just wanna know.

    TEmporary hp from cleric or shields from cleric is the answer. Or the game is solo and i dont know it ?
    AND now i am thinking about it those changes i like them i want and other classes to have some adjustments to their ability to survive. LETS take as example pvp. IN most cases that cleric just stand on the node alone and noone can kill him while and the other teamates dont die to other nodes. SO with those changes that cleric will need to be with his team instead lock a node.
  • urabaskurabask Member Posts: 2,923 Arc User

    urabask said:

    The bug is still there even with the little temp HP we now get and losing it on leaving combat. So it is just a hard nerf to survivability. We definitely need compensation.

    All they'd give is a respec which would make absolutely no difference.
    It is not a feat issue. This is about core survivability for all paths. My 2k ill-equipped OP already has more survivability than my 3.2k GWF.lol
    But that's literally all they'd ever give you as "compensation". You'll have to wait 6+ months to see how they think the nerf turns out just like every other class.
    I8r4ux9.jpg
  • szejhuludpuchaczszejhuludpuchacz Member Posts: 306 Arc User
    edited March 2016

    Another bad decision. You made monsters - BiS players (op enchantments, sets etc) and now punish all for their OPness. Being dead = no dps at all. And for those who telling about tanks. They will nerf bubble, kv and shield of faith (?) its only 50% damage reduction. Im not one who run 1st and tank all critters, why i have to be punished for t nega sm BiS monsters?

    Sidenote, if empo buff will remain on dragons and kv/dp has already target cap then how melee warrior who has no dodge (frack leap, its useful only to jumpin on roofs) and get no luck with dp can survive acid or thunder dmg in SH DF? Just wanna know.

    TEmporary hp from cleric or shields from cleric is the answer. Or the game is solo and i dont know it ?
    AND now i am thinking about it those changes i like them i want and other classes to have some adjustments to their ability to survive. LETS take as example pvp. IN most cases that cleric just stand on the node alone and noone can kill him while and the other teamates dont die to other nodes. SO with those changes that cleric will need to be with his team instead lock a node.
    No HP stacking in next mod, temp HP on shield cant and wont replace temp HP from current mechanic. Yes, we have tanks, clerics, but we also have one hit mechanics. And sometimes this temp HP allow me to stay alive after thunder attack. Having 132% hp means nothing when simple mob in T2 will clean it. Remember new temp HP disappear as soon as one fight ends. SO if new mobs spawn even 3 seconds between GWF dont have his temp HP, but marking things to get bonus dmg. This mean GWF can get aggro, get one-shot and soul pop (if he use it). You dont have to rush to get aggro, its just simple daring shout or threating rush.

    Not mention how it will impact for PvP GWFs. Temp HP drop fast, new temp HP (up to 32%, can be less, specially if healing depression hit it) getting from taking dmg or dealing dmg. Means: its highly possible GWF will be already halved when it pop. No temp HP between fights, easy meat for TRs with SE slotted. Or even CB users. Even now GWF is only real threat if he use negation combined with fey.
    200_s.gif
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  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    edited March 2016
    terramak said:

    hustin1 said:

    Drat. I'll go back and get you a location. I'll edit this once I get it.

    Actually, typing in /loc doesn't give me anything, but the map is saying I'm at 1624, 1331.

    Thanks, that should be enough info to track it down. /loc outputs in System Notify, so if you have that hidden you won't see anything.

    @whitestarua : Thank you for the feedback!

    @beckylunatic : Thank you for the extra info!
    I went and compared it to Live, and it could be a broken shader. Here is what two locations look like on Preview:

    screenshot 2016 03 13 01 09 25 screenshot 2016 03 13 01 09 45

    And here is what they look like on Live:

    screenshot 2016 03 13 01 13 37 screenshot 2016 03 13 01 14 00

    I'll do some more looking around on Preview, but it looks like the fade-to-black might be broken. I'm especially curious to see if the problem is limited to Icespire.

    EDIT: I checked several other entrances in Icespire (some used and some unused) and all exhibit the solid-black instead of the fade-to-black problem. I also checked the entrances to the Scalefather's Lair and the Predator's Den in Pirates' Skyhold, the barrow entrances in Ebon Downs, and the entrance to the mine for the Minsc quest in Ebon Downs and they also exhibit the bug.

    I'm trying to think of a case where I can check a fade to a color other than black.
    Post edited by hustin1 on
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    Change to Unstoppable is welcome. At least now destroyers will have to move more to survive. They are dps, not dps and tanks. I agree though that sentinels should be looked at as they should be able to tank more. And to people above saying that the gwf dies when it takes aggro, I would say that taking aggro is the tank job...
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    edited March 2016
    This isn't good. I checked all four entrances in Hotenow, and they are all like this. It appears that depthfades aren't being applied to zone geometry. I'll continue collecting evidence to see if the problem is bound.

    screenshot 2016 03 13 01 45 55

    Yikes. This is the entrance at Sharandar. The images don't do it justice: the solid pink area is actually moving forward and back, obscuring the little root nub at the bottom as it oscillates.

    screenshot 2016 03 13 01 54 45 screenshot 2016 03 13 01 57 16

    Broken glow...

    screenshot 2016 03 13 03 01 06 screenshot 2016 03 13 03 01 18

    Quickling Den entrance is solid black and the entrance to Celadaine's Tower doesn't look right.

    screenshot 2016 03 13 03 05 06 screenshot 2016 03 13 03 09 28

    Helm's Hold. Is it me, or is the lighting totally off?

    screenshot 2016 03 13 03 17 02
    Post edited by hustin1 on
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    edited March 2016
    The plot thickens. Look at the right portion of the crystal where it isn't red. There appears to be a plane that is applying the red coloration. If I move my mouse left and right to change the camera angle, the point at which the red plane slices through the crystal changes. It's as if the plane is moving with my camera like a billboard object, but it's also all wrong somehow.

    screenshot 2016 03 13 03 26 02 screenshot 2016 03 13 03 28 40

    The Twisted Fane doesn't look right either.

    screenshot 2016 03 13 03 30 32

    Referencing an other issue, here is a Gray Wolf Packmaster in Vellosk. This is past the final camp, not far from the entrance to Gray Wolf Den. He holds that stance whether he is standing still or moving around. When he moves around on his patrol path, it looks like he is running in slow motion. In fact, ALL of the Gray Wolf Packmasters in the area do this.

    screenshot 2016 03 13 03 47 54

    I'm beginning to wonder if there is a bug with respect to NPC's that have a patrol path. All of the Drow Slavekeepers **who move around** go into this weird stance when they stand still.

    screenshot 2016 03 13 03 56 41
    Post edited by hustin1 on
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • someonediessomeonedies Member, NW M9 Playtest Posts: 1,257 Arc User

    Change to Unstoppable is welcome. At least now destroyers will have to move more to survive. They are dps, not dps and tanks. I agree though that sentinels should be looked at as they should be able to tank more. And to people above saying that the gwf dies when it takes aggro, I would say that taking aggro is the tank job...

    r u sick? GWF is already completely broken; it's a 1 path class.
    You talked about Sentinel. Perhaps you forgot - Instigator.
    Rimuru?
    Dead 🔪
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    edited March 2016
    Houston, we have an alpha-bending problem. This groundwater in the Tower District should be translucent instead of opaque. I just checked it against the water on Live. This is the case everywhere there is water in the Tower District. In fact, this appears to be a problem in every zone where there is water.

    EDIT: As I investigate further, it appears that water does have a slight translucency to it, but the alpha setting over the water polygons is constant rather than a gradient (i.e. it's not varying the alpha from one vertex to another). Perhaps this is the source of all of these fade/glow/translucency bugs.

    On another note, I saw that the graphics settings in the Preview client only have "Low" and "Medium" shadow settings, whereas the Live client also has a "High" setting. Intentional or bug?

    screenshot 2016 03 13 04 21 33

    Sewer entrance in Blacklake. Another example of broken depthfade...

    screenshot 2016 03 13 04 26 22

    Fiery Pit. No way can this be right...

    screenshot 2016 03 13 04 41 29
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • willson#2163 willson Member Posts: 87 Arc User
    evalira said:

    No fix to the insane damage Orcus deals? My GF got hit for over 1m whilst I was running with the devs. My shield blocked 869k and I was still hit for over 200k after mitigation. I pointed this out to the dev I was running with and he said it did seem rather high and would have someone look into it. Guess not.

    I shouldn't be one shotted through my shield with over 50% DR and 130k HP.

    As it stands now no one is going to want a GF in their group, and everyone is going to be asking for permabubble pally's - they already do anyway, but only because it's easier, now it's impossible.

    Game is already way too easy.

  • willson#2163 willson Member Posts: 87 Arc User
    edited March 2016
    xgrandz02 said:



    You have no clue what you talkin about its a typical hater commentary , you think just because you saw a vid of a dude soloing a dungeon automatically every GWF can do this? of course not omg..

    you talking about abusing?l how about "piercing dmg is still broken as HELL,
    it not only ignores DR also tenacity and kind of defense,
    and the only thing what your class is doing are spamming SE
    so whats the point of TR just to press SE and that's it.

    Already overbuffed GWFs made for glasscannon destroyer picking no feat points from Sentinel and want absolute survivement and tankiness in pve beside being top dps...sure...

    I have heard with my own ears GWFs complainng to tanks that mobs are turning towards them. Probably heard nothing from aggro and thinking that mark is just some kind of dmg buff.

  • aidek0aidek0 Member Posts: 116 Arc User
    We dont need just a class balance, we need a game balance. I am not talking about pvp, since it absolutely bores me to death. For a long time now, dailies havent been dailies anymore but are encounters and in some special party compositions can be used as quickly as at wills.
    The bubble is not the problem; the perma bubble makes it boring; but the fact that you can tank anything while having a bubble makes it insane.

    If people want to implement a change to the ap generation, then I'm all for it. Double the total cap you need from 100% to 200% for all classes.
    As I stated before, I can not believe the bubble itself is the problem. I have been saying this for a while now and I'll continue with my story, which is that as soon as the paladin starts dying because 4 of its party members are taking too much dmg, that people will have to think again. People will have to heal again, have to buff the paladin, make sure to use CC, stop rushing in.

    One of the things we could do to fix this, is to make sure all the dmg done by mobs is increased further. I already hear tons of people screaming:"outrage!" Well, that might be correct, since it would require to buff the GF up to a certain point he can also do, what a pally can do. The dps classes should wipe without a tank, if thats not the case, buff the dmg from the mobs.

    But this might not be the simplest 'fix' even tho I do believe GF's should be able to have a little bit more dr% / def / temp HP / encounter usage for survivability so they are not just used as support. A simpler fix, might be to nerf the paladin and I concur and also have been saying this for quite some time. In my opinion the best way of fixing the bubble, the op'ness and whatever not, is to change templars wrath from 300% temp HP, back down to 15% as it was first mentioned when the OP came to be.
    The total temp HP gained would come near the temp HP gained from cleansing touch, which seems a bit more reasonable.

    At this point, OP's will have so much less HP that 'when/if' their BO pops, they can die. That if people are inside the bubble and inside red spots, the OP can die.


    This is ofcourse going to reveal another problem. Game balance. Maybe all the screaming about people not dying is just wrong. Why? The game does not offer anything for 3k+ players in PVE. If I'm 1000 points above the requirements, maybe I should be able to solo it? Maybe I should be able to tank the whole dungeon? Maybe this is working exactly as intended?
    Cause changing anything that I said above, will affect people with 2k ilvl as well. People who should barely meet the requirements to do the dungeons, will find themselfs in situations where the game says; "Yes you can!" - the only thing you feel when you enter the dungeon is: "Auwie, auwie, I am dying".

    TLDR; I wish the game developers a lot of strenght since you need it, the constitution to keep going cause you still have plenty to do, the intelligence to find the answers to all the many questions, the wisdom to re-find your plan with the game, the dexterity to deflect stupidity and the charisma to be honest to yourself and to show us, what that is.

This discussion has been closed.