These patch notes show changes from the NW.60.20160307a.14 patch, live on Neverwinter as of 2016-03-31.HighlightsPowers / Balance Changes: April 2016We've made some balance changes for a few classes and items. The notes below describe only the changes, not the intents. If you'd like to read more about the design decisions and process behind these changes, and give your feedback, these threads are your go-to places:
Informational Thread:
Upcoming Powers/Balance ChangesFeedback Thread:
Lostmauth's Vengeance ChangesFeedback Thread:
Oathbound Paladin & Devoted Cleric ChangesFeedback Thread:
Guardian Fighter ChangesRelease NotesCombat and PowersClasses and Balance
- Devoted Cleric
- Feats: Gift of Haste: Now grants AP over 5 seconds, instead of instantly. If you are already affected by Gift of Haste, having it applied to you again will refresh the duration.
- Feats: Gift of Haste: Now places a buff icon on the recipient, instead of popping up combat floating text with every application.
- Feats: Gift of Haste: When casting Healing Word, Gift of Haste no longers fail to apply to the caster in certain circumstances.
- Healing Word: The targeting of this power is now more reliable on angled terrain.
- Healing Word: Buff tooltip now accurately reflects what the power does when applied in Divinity mode.
- Divine Glow: Modified tooltip wording slightly to be more succinct. Also added tooltip text to the buffs and debuffs.
- Divine Glow: No longer incorrectly states that the effect stacks 3 times when cast in Divinity mode.
- Guardian Fighter
- Guardian Fighters will no longer receive a 20% damage buff for 1 second every 20 seconds.
- Mark: No longer roots the user in place when activated. Can now be activated while blocking. Animation changed to work with this new functionality.
- Aggravating Strike & Shield Slam: The scaling on these powers was not updated when we added the 4rd rank of powers. This has been updated, resulting in a slight damage increase for these 2 abilities.
- Aggravating Strike: Activation time reduced from 1.2s to 1s. This has increased the DPS of this power by ~20%. Note that this also means each individual hit generates slightly less AP, but the average AP generated over time is still roughly the same.
- Shield Slam: Activation time reduced from 1s to 0.9s. Damage increased ~14%. The combination of these 2 changes has increased the DPS of this power by ~27%. Note that this also means each individual hit generates slightly fewer Action Points, but the average AP generated over time is still roughly the same.
- Crushing Surge: Decreased the activation time of each of the 3 attacks in the combo. This has increased the DPS of the combo by ~16%. Note that this also means each individual hit generates slightly fewer Action Points, but the average AP generated over time is still roughly the same.
- Crushing Surge: Now heals on every swing of the attack. The first swing heals for 1/4 the amount of the final swing, and the second swing heals for 1/2 the amount of the final swing. Ranking this power up now also increases the healing value.
- Cleave: Decreased overall activation time of the combo from 2.41s to 2.25s. Increased the damage of the third hit by ~33%. The combination of these 2 changes has increased the DPS of this combo by ~20%. Note that this also means each individual hit generates slightly fewer Action Points, but the average AP generated over time is still roughly the same.
- Cleave: This power now has a cone area of effect, instead of a short cylinder. In addition, it no longer forces you to face a valid target, allowing you greater control over what you can hit with the power.
- Tide of Iron: Activation time reduced from 1.125s to 1s. This has increased the DPS of this power by ~12%. Note that this also means each individual hit generates slightly fewer Action Points, but the average AP generated over time is still roughly the same.
- Indomitable Strength: Now lowers the damage the target deals by 10% for 5s. Each rank increases this duration by 1s.
- Oathbound Paladin
- Oathbound Paladins will no longer receive a 20% damage buff for 1 second every 20 seconds.
- Divine Protector: Duration reduced to 3 seconds plus 1 second per additional rank (6 second max, down from 20 second max).
- Divine Protector: Now reduces all damage you take while active by 50%, down from 80%.
- Heroism: Duration reduced to 4 seconds plus 2 seconds per additional rank (10 second max, down from 20 second max).
- Shield of Faith: Duration reduced to 6 seconds plus 2 seconds per additional rank (12 second max, down from 24 second max).
- Shield of Faith: Now decreases incoming damage by 30% (down from 50%) and increases healing taken by 30% (up from 20%).
- Aura of Vengeance: The damage proc from this Class Feature no longer counts as At-Will damage.
- Binding Oath: Modified tooltip wording slightly to be more succinct and understandable.
- Binding Oath: The damage dealt to other targets at the end of the duration can no longer exceed the Max HP of the Paladin.
- Feats: Echoes of Light: This effect can now only occur once every 15 seconds. The proc chance no longer secretly increases if you are hitting multiple targets. The proc chance has been increased from 1/2/3/4/5% to 2/4/6/8/10%.
- Scourge Warlock
- Harrowstorm: This power is no longer capable of proccing Lostmauth's Vengeance on every tick. It still can proc Lostmauth's Vengeance on the initial hit.
- Harrowstorm: Now hits all targets on the first tick, instead of just the main target.
Item Powers
- Lostmauth's Hoard: The damage dealt by the set bonus, Lostmauth's Vengeance, no longer scales with damage bonuses. It now properly deals Weapon Damage, as stated in the tooltip.
- Control Wizard Templar set bonus: Changed the tooltip to read more clearly.
Comments
Informational Thread: Upcoming Powers/Balance Changes
Feedback Thread: Lostmauth's Vengeance Changes
Feedback Thread: Oathbound Paladin & Devoted Cleric Changes
Feedback Thread: Guardian Fighter Changes
All in all, nice work, I'm hoping to see more of this exact stuff in the near future to try and re-balance the classes. Please, please fix all this stealth stuff going around, it's really huge and game breaking, you're obviously paying attention to gear and OP mechanics so I can only hope that ambush rings and shadowclad enchantments are under the microscope, any confirmation that you're looking at those mechanics would be a huuuuuge leap forward in confidence from a bunch of us watching what's happening from the sidelines.
Thanks again, keep up this kind of good work!
What a bummer. Divine Glow was arguably a staple encounter to have equipped due to its utility (buff/debuff/heal).
What's the reason for this?
Cleric: Marquis Elmdore - Current Main
Wizard: Iamblichus
Fighter: Anna the Titan
Barbarian: Anann Valkyrja
Ranger: Minerva Cory'phaia
Warlock: Suri Coralyne Reid
Guild: She Looked Level 18.
Alliance: Imperium
ik i do nowhere near the dps of even a gwf with 700 less il than me from lostmauth procs though
We are searching for slave labor, will pay with food from our farm!
Traxus Atheanes GF
Bastiel Atheanes DC
Ellara Atheanes CW
Keira Atheanes TR
Sarasin Atheanes SW
Jerkface McGee HR
-MANTARA- OP
But obviously OPs will die more now. That is the entire point of the nerf. They were too good
Will a free respec be given to everyone affected by changes?
Also LoL set "nerf" is a lot more reasonable than I was expecting, just doing weapon damage and not scaling with buffs seems like a good way to go (my second main is a GWF with LoL and Lathander set).
My main is a GF and I am surprised by the damage buffs and the decreased animations, most GF's I know of rely most on Encounters to do their damage and our At-Wills were slow and hit poorly, does this mean that more changes are incoming? I only ask as those that cry foul over well equipped GF's seem to be pretty vocal.
The animation decreases are very welcome however but as I mentioned, I am very wary of anything that increases our DPS as I believe GF's are in a very good spot right now and as my favourite class I would hate to see them overly nerfed for becoming too strong.
Traxus Atheanes GF
Bastiel Atheanes DC
Ellara Atheanes CW
Keira Atheanes TR
Sarasin Atheanes SW
Jerkface McGee HR
-MANTARA- OP
We are searching for slave labor, will pay with food from our farm!
This changes a number of overpower interactions, but make the virtuous path meaningless.
Shortly:
- tons of healing feats. Ok, but heals are less and less needed as long as the IL of the party goes up.
- mitigation feats: "have faith" is the only viable. Unbrakable devotion is so low that it's useless. The DC can mitigate 10^3 magnitude damages with it (good in pre-mod 6 range at level 60) but in dungeouns now the magnitude is 10^4 - 10^5. UD should be update to be in the right range: an order of magnitude is missing.
- Cleansing fire could be reworked to provide mitigation instead of heals/GoH.
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
What about the rework of warlock class, wich is said to be done for....1,5 years now.
The class performs really poor at low levels outside dungeons, inside a dungeon getting a real monster.
The class is a walking bug dealing >50% damage with broken puppet or morderous flame --> also buffed by team extremely to deal up to 200.000.000 hits
-Orcus's bugged self buff makes his aoe swing (without red) hit around 500k-1.5M
-Black and Blue dragons tend to use non-red aos too, way more than needed for a one-shot kill.
If they could fix it, also reduce several second long lags in their networks (let hope their ongoing maintenance helps a bit there) and intercontinental latencies (probably not, so longer time for reds to tick in would be good to allow some reaction time there) the environment damages like falling rocks would be avoidable easier.
My suggestion was to drop invincibility, use only damage reduction like 60-70% of the damage(or less if that makes it similar to GF tanks), reduce the timer to about 10-15 seconds, and reduce the reduction of the damage you get from the party members and tweak it until you can be useful with it but not considered a god mode, and you get back the need for a healer, and the group members to pay attention to reds, and probably end the reign of bubble fetishism as the only way to do dungeons.
Well, Lostmauth set is anyway most likely gonna become non preferential for warlocks now and I, being an owner of one, am still OK/happy with this, the set was disbalanced.
Yet. We as warlocks get a little non-significant but still a nerf into the patch notes... Is that some sot of "F* you" from the developers? Because it looks like it...