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The Heart of Fire Preview Patch Notes: NW.105.20181022a.6

terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
These patch notes are still in progress, and will represent the full patch going live on Tuesday, November 6th. Only the powers patch notes are fully complete at the moment.
Leaving this thread locked for now, will open when the patch notes are finished, eta end of day November 3rd.


Edit (end of day November 3rd, Pacific time) Okay they're done.


Highlights


New Storyline: The Heart of Fire, featuring Acquisitions Incorporated
A new outfit is in town, and they're here to hire all sorts of adventurers to traipse through trials and traps for treasure. Join Omin Dran and Jim Darkmagic, voiced by Penny Arcade's Jerry Holkins and Mike Krahulik, alongside Walnut Dankgrass, voiced by Amy Falcone. Engage in questionably ethical business practices in an internship for Acquisitions Incorporated!

See more info at the following locations:
Neverwinter: The Heart of Fire featuring Acquisitions Incorporated!
Dev Vlog - Neverwinter: The Heart of Fire (YouTube link)
Acquisitions Incorporated: Personnel
Developer Blog: Rewards Memo

And check out more neat stuff at:
Neverwinter: The Heart of Fire (De)motivational Wallpapers


New Campaign: Acquisitions Incorporated
Throughout your adventures for Acquisitions Incorporated, you will be able to advance through our newest campaign, named after the business itself. They may pay you in acorns and the occasional bit of swag, but you'll still be able to earn new boons and unlock a new endgame skirmish!

See more info in the Dev Blog: Acquisitions Incorporated Campaign


New Skirmish: Manycoins Bank Heist
Once you've advanced far enough in the Acquisitions Incorporated campaign, you'll be enlisted to help defend the vault of the Manycoins Bank itself from dastardly intruders in search of a valuable item. Protect the Protector's prizes and get paid… probably!

See more info in the Dev Blog: Manycoins Bank Heist


Professions Overhaul
Sergeant Knox has put a word in for you at the workshop by the Seven Suns Coster Market. Starting at level 20, gain ownership of a workshop and hire artisans to gather and craft items in a new, more personalized Professions system!

See more info in the Dev Blog: A Workshop Opportunity


Salvage and Dungeon End Chest Changes
We've updated the way we give out Astral Diamonds as rewards. Dungeons and content now award Astral Diamonds directly and Daily / Epic Dungeon Chest Keys will no longer be required to open chests, while the Salvage feature will be phased out. End-of-dungeon chests can now be rerolled for Astral Diamonds, and existing Dungeon Chest Keys will be converted to tokens for free rerolls.

See more info in the Dev Blog: Salvage and Dungeon Chests Changes


Class Balance Updates
A wide variety of changes has been made to various class powers and general balance. There's enough here that it's impossible to summarize in this highlight, but every class has seen some balance changes and more details will come later. Tooltips are now much more accurate, too, so check 'em out!

See more info in the Developer Blog: Class Balance Updates


Loot Experience Improvements
Most loot that drops now is automatically picked up when the player runs over it. Need / Greed rolls still pop up as appropriate, and fewer treasure (vendor loot) items drop now, too. Overflow Rewards no longer drop XP tomes, and various other less-desired loot no longer drops.


"K-Team" Dungeon Challenge and Queue Challenge Options
Two new options have been added to queues: "Hardcore Mode," which means that the dungeon is over with a single death, and "Reduce Item Levels to Minimum," which scales the players' equipment down to approximately the minimum item level required to get into the dungeon. Complete these dungeons for bragging rights, and once a week, Omin Dran will offer a quest to complete a specific dungeon using both of these options. Complete the challenge enough times and earn Item Level 600 gear!

See more info in the Developer Blog: K-Team Dungeon Challenge



Known Issues
Professions
  • Normal-quality Quicksilver cannot be exchanged at Lady Begum for South Sea trade credit, nor sold at any store. In a future build, the resources that may be sold to Lady Begum will be adjusted, and quicksilver will not be included.
  • When double-clicking "Profession Starter Kit," if it says "You do not meet the requirements for this item," try clicking the sort button on your Profession Asset inventory.
Post edited by terramak on
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Comments

  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    Content and Environment
    General
    • Malabog's Castle: Players now spawn at the correct campfire when joining partway through the dungeon.
    • Stronghold: Chairs in the keep no longer have collision on their arms, making sitting significantly easier.
    • Valindra's Tower: Several illusionary walls have been removed.
    • Various minor issues in older content have been addressed.
    Achievements
    • Achievements associated with professions have been adjusted to unlock at profession levels that match the new scale: 20, 40, 60 and 70; up from 5, 10, 20 and 25.
    • It is no longer possible to earn titles granted by Leadership, Mailsmithing, Platesmithing or Weaponsmithing. Players who already possess those titles will keep them.
    • New titles are available associated with gathering, armorsmithing and blacksmithing.
    • Jewelcrafting now properly has leveling achievements.
    • The achievements "Leatherworking: Legend" and "Artificing: Legend" now properly grant the correct number of points.
    Events
    • Portobello's Game: Bindings Mastery Challenge and Shields Mastery Challenge can now fail.
    • Portobello's Game: Trial of Traps: The D20 "boulder" now actually rolls instead of sliding down the hallway.
    • Some lingering issues with the Bonus RP event, that could potentially cause progress values to carry over, have been resolved.
    Masterwork Professions
    • Masterwork quests labeled with "(Weaponsmithing)" have been changed to "(Blacksmithing)."
    • Masterwork quests labeled with "(Mailsmithing)" or "(Platesmithing)" have been changed to "(Armorsmithing)."
    • As mailsmithing and platesmithing have been merged into armorsmithing, mailsmithing masterwork quests can no longer be obtained unless the player had previously increased their mailsmithing level to 25 in the old system.
      • Mailsmithing quests can still be completed in this case, however, the recipe books provided will unlock the same recipes as those provided by the old platesmithing quests which are now available as the default armorsmithing quests.
      • Any future armorsmithing quests will look for progress in either mailsmithing quests or armorsmithing quests to unlock, so feel free to complete the mailsmithing series if you are currently part way through.
    • The items required by the following quests have been adjusted as the previously required materials are now deprecated:
      • My Chemical Guidance (Alchemy)
      • The Artifact of the Matter (Artificing)
      • Lathe Man Standing (Armorsmithing)
      • Hammer Time (Armorsmithing)
      • Forge Away (Blacksmithing)
      • The Daily Grind (Jewelcrafting)
      • Making the Round (Leatherworking)
      • As the Wheel Turns (Tailoring)

      Combat and Powers
      Classes and Balance
      • A wide variety of changes have been made to classes and balance. See the end of these notes for details!
      • Great Weapon Fighters, Trickster Rogues, Hunter Rangers, Devoted Clerics, Scourge Warlocks, and Control Wizards will now be able to continue attacking with at-will powers after using their shift power. Note: This will still reset your position in the at-will combo.
      Companions
      • Sellsword: The names of this companion's powers no longer incorrectly have numbers in them.
      Item and Item Set Powers
      • Lycan Boots of the Pack now affect players with Augment companions summoned.
      • Vistani Artifact Equipment Set: This set bonus now correctly works for area-effect powers that target both enemies and allies.
      General
      • Certain targeted ranged powers no longer affect the caster even when they're not within the targeted area.
      • There's no longer some weird remaining way to summon multiple copies of the same companion.
    Post edited by terramak on
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    Enemies and Encounters
    General
    • Frost Giants' Rock Throw power no longer deals damage to each enemy for each target hit (e.g. twice if two players are hit).

    Items and Economy
    General
    • Elemental Water Sealed Container: This item's tooltip has been updated with Black Pearl drops instead of Enchantments.
    • Enchantments given by events are no longer in Collections.
    • Enlightened Insignia of Skill now properly grants Combat Advantage Bonus instead of Action Point Gain.
    • Fey Blessing and Dragon's Hoard Enchantments now consistently place earned items straight into the inventory.
    • Vendor loot now stacks to 100, up from 20.
    • Portable Altars may now be purchased at consumables vendors.
    • Storm King's Thunder: The campaign store should no longer have duplicates and items one can never qualify to buy.
    • The Jungles of Chult campaign now has a Signet of Patronage in its Campaign view and a Campaign Completion purchase in the Zen Market.
    • The Tarokka store now shows a Tarokka High Card Pack, disabled, when the player doesn't qualify for the pack.
    • The Unique Random Tarokka Card pack can now properly be purchased when expected.
    Companions
    • Ghost: This companion no longer drops to the ground every time it attacks.
    • Stalwart Lion: This companion's collision is now smaller, which should improve pathing and door-blockage.
      Elemental Resources
    • In places outside of professions and professions packs, where elemental resources would have been granted, gems are now granted instead.
      • In cases where Unified Elements would have been rewarded, players will now receive Alexandrite.
      • In cases where Elemental Aggregate would have been rewarded, players will now receive Black Opals.
      • In cases where Elemental Fire, Water, Air or Earth would have been rewarded, players will now receive aquamarines.
    • The gold sell value of elemental resources has been dramatically increased, they can be sold for gold or traded to your retainer in your workshop as part of the material exchange.
    Hunts
    • Rare enemies in Chult now have a higher chance to drop their trophy.
    • Hunt targets now have a 100% chance to drop their trophies.
    • The drop chance of legendary rings from Chultan Hunts has been significantly increased.
    Mounts
    • The Polar Bear mount can now be discarded.
    Professions
    • Explorer's Chart: Skyhold may now yield Ebony Logs.
    • Explorer's Charts now have a chance to yield high-quality materials.
    • Item levels of Masterwork equipment have been increased. For artifact equipment, these levels apply to their maximum rank.
      • Equipment of item level 435 has been increased to 520.
      • Equipment of item level 480 has been increased to 540.
      • Equipment of item level 510 has been increased to 560.
    • League's Raid Korazin can now properly be crafted.
    • Many recipes now use updated material requirements.
    • The following recipes have been moved from mailsmithing (masterwork) to jewelcrafting (masterwork): Gold Wire, Golden Chandelier.
    • The recipe for titansteel nails now grants 6 nails when completed successfully, up from 1 nail.
    • The Stronghold furnishing, "Phandar Dining Table," has been renamed to "Simple Dining Table."
    Strongholds
    • The "Labor" currency has been renamed to "Professions Supplies." Most Professions materials can now be donated for this currency.
    • The Salvage vendor has been replaced with a Seals vendor.
    VIP
    • "Summon Salvage Anvil" has been replaced with "Summon Seal Trader"
    • The "Profession Vendor" summon button now summons the vendor in front of the player character, rather than to the side.
    • VIP ranks 8-12 now reduce cost of restoring profession workshop morale.
    Post edited by terramak on
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    User Interface
    General
    • Contact overhead icons now consistently draw overhead.
    • For keybinding convenience, the command /KillContactDialogSound can be used to manually bind keys to mute the voice of in-game contacts. The "-" key still works by default. When used, the command lets the audio play again next time the contact dialog appears.
    Auction House
    • Profession categories in the Auction House have been updated.
    • When removing a fashion item from the Auction House while that slot is empty on the character, it no longer bypasses the bind prompt to auto-equip to the character.
    Character Creation
    • "Coming Soon" has been removed from the class list.
    Character Select
    • Multiple characters can now be marked as Main.
    Character Sheet
    • The "Disable Visuals" option no longer appears on items that cannot have their visuals disabled.
    Chat
    • The width of chat tabs are now consistently large enough to fit their labels.
    Inventory
    • Artifact and Artifact Equipment now show progress to next upgrade, rather than next level, in the small bar below their icon.
    • Riches: There's no longer a "Shape" button for Raw Black Ice. Once players are out of Raw Black Ice, the line goes away.
    Journal
    • There are now "legacy" achievements. Certain achievements no longer show up in the "uncompleted" list, but still show up if the player has already completed them.
    Queues
    • There is now a "Match Options" button in the lower-left for the new Hardcore and Reduce Item Levels settings.

    Art, Animation, Effects, and Audio
    Character Art
    • A variety of clipping and skinning issues have been addressed.
    Animation
    • Various minor issues have been addressed.
    Visual Effects
    • The ground-based warning effects on various enemies in Barovia are no longer quite as overpoweringly solid.
    • The pink circular indicators denoting dangerous zones in Chapter 3 of the Dwarven King quest line should finally, consistently, fully display.
    • Various minor issues have been addressed.
    Audio
    • Certain fire-type critters no longer shout battle cries that always sound like they're coming from right near you.

    Performance and Stability
    General
    • Various backend changes have been made to graphical processing and visuals.
    • Various crashes have been addressed.
    Post edited by terramak on
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    Control Wizard Changes
    For this module's balance update, our goal was to address a lot of undocumented buffs in various feats and class features, which made builds only effective to those "in the know." Most of these hidden bonuses were removed, and to balance that out a bit, the base damage dealt by Control Wizards has been significantly increased. The feat trees have also been differentiated in playstyle, and Oppressor's capstone feat no longer depends on the target being susceptible to Control powers. In addition, various bugs with interactions between powers have been addressed.

    Baseline Changes
    • The base damage of all Control Wizard powers has been increased by ~30%
    • All Cold damage powers have had their damage increased by an additional ~20%
    • Arcane Mastery has been slightly revamped:
      • Arcane Mastery now lasts for 8 seconds (down from 10)
      • Arcane Mastery no longer fades when combat ends
      • Arcane Mastery damage bonus increased to 4% (up from 3%)
      • Arcane Mastery no longer increases Lightning and Fire damage dealt
      • The effects that Arcane Mastery has on other powers are now accurately detailed in their tooltips
    • Chill: Stacks of chill now last for 3 seconds (up from 2.5 seconds)
    • Control Mastery: This power is now correctly displayed in the Control Wizards powers sheet. (Functionality unchanged)
    • Control Mastery: Control effects against non-player enemies are 2.5x as effective.
    • Smolder / Rimefire Smolder: Fixed an issue where re-applying Rimefire smolder, particularly through Critical Conflagration, would cause the DoT timer to reset.
    At-Will Changes
    • Storm Pillar: Charge time reduced to 1.25 seconds (down from 1.5)
    • Storm Pillar: Now creates a pillar of lightning if charged for 80% of the total charge time (down from 100%)
    • Storm Pillar: Pillar of Lightning now deals ~17% less damage
    Encounter Changes
    • Repel: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.
    • Conduit of Ice: Duration increased to 6 seconds (up from 5)
    • Conduit of Ice: Fixed an issue where the first stack of Chill was not correctly being added to the bonus damage.
    • Ray of Enfeeblement: Duration increased to 8 seconds (up from 5)
    • Ray of Enfeeblement: Duration no longer increases based on Arcane Mastery stacks.
    • Ray of Enfeeblement: Debuff effectiveness now increases by 1% per stack of Arcane Mastery
    • Ray of Enfeeblement: Damage dealt reduced by ~25%
    • Ray of Enfeeblement: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.
    • Disintegrate (Reworked): No longer "instantly kills" foes when they are below a weapon damage threshold
    • Disintegrate: Now deals 100% more damage to foes below 25% life
    • Disintegrate (New): The Damage bonus granted by Arcane Mastery stacks are twice as effective for Disintegrate.
    • Disintegrate (Spell Mastery): Now deals 300% increased damage to foes below the Health Threshold
    • Disintegrate: Damage per rank reduced to 10% (down from 15%)
    • Imprisonment: Cooldown reduced to 28 seconds (down from 40)
    • Imprisonment: Now grants one stack of Arcane Mastery when used
    • Imprisonment (Spell Mastery): Now grants one additional stack of Arcane Mastery when used
    • Imprisonment (Spell Mastery): Cooldown reduced to 14 seconds (down from 20)
    • Imprisonment: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.
    • Imprisonment: No longer locks the player facing the same direction they were facing when they began the cast; instead, they face their target for the duration of the spell.
    • Entangling Force: Base Cooldown changed to 16 seconds at all ranks (down from 20-14 based on rank)
    • Entangling Force: Cooldown is no longer affected on each rank up
    • Entangling Force: Base Duration decreased to 1.25 seconds (down from 1.5 seconds)
    • Entangling Force: Duration is now increased by 0.25 seconds (up from maximum possible .2 seconds) per rank
    • Entangling Force: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.
    • Entangling Force (Spell Mastery): Now correctly increases the duration of the hold
    • Entangling Force (Spell Mastery): Hold duration increased by 1 seconds (up from 0)
    • Entangling Force: Fixed an issue where this power would not deal damage to control immune enemies
    • Steal Time (Reworked): Removed a portion of the delay that occurs after the power had finished casting
    • Steal Time: This power now slows targets for the entire duration of its cast, rather than just the first half of it.
    • Steal Time: The slow now stacks 4 times (up from 3)
    • Steal Time: The slow now correctly applies one 20% slow every stack, instead of both a 20% and 30% slow.
    • Steal Time: When cancelling the power early, the cooldown is now reduced by 50%, instead of ~66%
    • Steal Time: The slow duration is now increased by 0.2 seconds for each stack of Arcane Mastery (up from 0.1 seconds)
    • Steal Time: The buff duration applied through spell mastery is now increased by 0.2 seconds for each stack of Arcane Mastery (up from 0.1 seconds)
    • Steal Time: When used with Spell Mastery the buff is now applied to allies while casting the power.
    • Steal Time: Movement speed buff decreased to 80%, down from ~92%
    • Steal Time: Fixed an issue where the Spell Mastery version of this power would deal 0 damage multiple times.
    • Steal Time: The stun that is applied now correctly scales with each rank-up.
    • Fanning the Flame: Fixed various tooltip errors
    • Fanning the Flame: Now applies Smolder to the primary target
    • Fanning the Flame: All damage dealt by this power is now increased by 10% per rank (down from 10% for some thing and 12% for others)
    • Fanning the Flame: Gathering Flames and Spread damage increased by ~7%
    • Fanning the Flame: Fixed an issue where the DoT effect would only deal damage 3 times (instead of 4)
    • Fanning the Flame: Fixed an issue where the DoT effect timer would reset when re-applied
    • Fanning the Flame: Fixed an issue where the Action Points gained from this power were 75% of what they should have been
    • Icy Rays: Immobilization duration increased to 1.5 seconds when used on the same target (up from 1.25 seconds)
    Class Feature Changes
    • Chilling Presence: Base damage increased reduced to 1% (down from 2%)
    • Chilling Presence: Additional ranks now grant 1% per stack (down from 2%)
    • Arcane Presence (Re-worded): Arcane Mastery now increase the damage of Cold, Fire, and Lightning attacks by 1% per stack.
    • Arcane Presence: Damage per stack changed to +1% per rank-up.
    • Arcane Presence: Now works with Sudden Storm, Maelstrom of Chaos, and Furious Immolation
    • Evocation: Base damage increased to 10% (up from 5%)
    • Arcane Power Field (Reworked): Duration increased to 8 seconds (up from 6)
    • Arcane Power Field: Damage per rank reduced to 10% (down from 15%)
    • Arcane Power Field: Damage now ticks once every 2 seconds (up from once every second)
    • Arcane Power Field: Base Damage increased by ~12.5%
    • Arcane Power Field: Radius lowered to 30' (down from 40')
    • Arcane Power Field (New): While active, doubles the damage bonus granted by stacks of Arcane Mastery
    • Frost Wave (Reworked): When you activate a Daily power, you apply 6 stacks of Chill and Freeze foes within 30' of you. You are also refunded 5% of your Action Points over the next 10 seconds.
    • Frost Wave: No longer increases effect duration per rank
    • Frost Wave: Now increases the amount of Action Points refunded by 5% per rank.
    • Frost Wave (New): Enemies that are already Frozen have their Freeze duration refreshed.
    • Storm Fury (Reworked): No longer requires you to be below half health to shock enemies
    • Storm Fury: Now has a 1 second ICD (down from 2 seconds)
    • Storm Fury: Now deals ~26% less damage
    • Storm Fury: Now deals up to 20% more damage based on how low your health is
    • Storm Fury: Now increases the damage dealt, based on health, by 10% per rank.
    • Storm Fury: This power can now critically strike
    • Eye of the Storm: Base duration increased to 5 seconds (up from 4)
    • Critical Conflagration: Base Crit Severity increased to 10% (up from 5%)
    • Critical Conflagration: Now triggers whenever you critically strike with an At-Will, encounter, or daily power (instead of just arcane and cold powers)
    Daily Power Changes
    • Icestorm: Base Knockback distance increased by 30%
    • Icestorm: No longer increases Knockback range per rank
    Post edited by terramak on
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    Control Wizard Changes, continued
    Heroic Feats
    • Blighting Power now correctly increases cold damage by 2/4/6% (Down from 6.12%/12.5%./19.1%)
    Oppressor Feats
    • Brisk Transport: Run Speed increased to 5/10/15/20/25% (up from 2/4/6/8/10%)
    • Brisk Transport: Duration reduced to 2 seconds (down from 4)
    • Brisk Transport: Duration now begins after teleport ends, rather than when it starts.
    • Icy Veins: Fixed an issue where this feat would trigger multiple times via Icy Terrain and Conduit of Ice (and possibly other powers)
    • Cold Infusion: Chill now reduces the damage an enemy deals by 0.5/1/1.5/2/2.5% per stack.
    • Cold Infusion (New): Now causes Ray of Frost to apply an additional stack of Chill 10/20/30/40/50% of the time.
    • Glacial Movement: Now grants you, and allies within 50' of you, 0.2/0.4/0.6/0.8/1% movement speed each time you apply chill to an enemy
    • Glacial Movement: Now correctly states that it makes Orb of Imposition increase the duration of your control powers by an additional 20%.
    • Glacial Movement (Removed): No longer causes Ray of Frost to sometimes apply an additional stack of Chill.
    • Alacrity: Now also affects Chill Strike (in addition to Icy Terrain and Entangling Force)
    • Alacrity: No longer has an 8 second cooldown
    • Alacrity: Now has a 10% chance to proc (down from 100%)
    • Controlled Momentum: Tooltip updated to show that it’s actually 2/4/6/8/10%
    • Controlled Momentum: No longer incorrectly stacks
    • Shatter Strike (Reworked): Whenever you deal damage to a frozen target, you have a 20% chance to shatter them. Shattered Foes are stunned for 5 seconds and lose health equal to 250% of your weapon damage. If a target is immune to being frozen, they will instead be affected by Frostbite. Frostbite consumes all stacks of chill to lower the amount of damage a foe deals by 25% and causes them to take damage as if they were controlled. Frostbite lasts for 8 seconds and can only be applied once every 12 seconds. Additionally, your {k:Chill} stacks have their duration increased by 3 seconds.
    • Shatter Strike: Now correctly only deals damage via control powers, rather than all powers.
    Thaumaturge Feats
    • Tempest Magic: now correctly increases damage by 1/2/3/4/5% (Down from ~6/12.5/19/26/33%)
    • Tempest Magic: Health threshold increased to 35% (up from 30%)
    • Elemental Reinforcement: Now works for At-will, Encounter, and Daily powers (instead of just encounters)
    • Far Spell: Removed and replaced with "Power Surge"
    • Power Surge (New): Encounter powers have a 25% chance, and Daily powers have a 100% chance, to grant you Power Surge for 4 seconds. Power Surge increases the damage of your At-will powers by 20/40/60/80/100%
    • Transcended Master: Icy Rays damage increased to 5/10/15/20/25%
    • Transcended Master: Icy Rays cooldown is now correctly reduced by 1/2/3/4/5 seconds (up from 0.5/1/1.5/2/2.5)
    • Elemental Empowerment: Chance to trigger increased to 25% (up from 3% per rank)
    • Elemental Empowerment: Will now only trigger on the first activation of a power.
    • Elemental Empowerment: Creeping Frost now deals 15/30/45/60/75% of your weapon damage every 2 seconds, for 12 seconds (down from 85%)
    • Elemental Empowerment: Warped Magics now deals 10/20/30/40/50% of your weapon damage every 1.5 seconds, for 12 seconds (from 50% every 2 seconds)
    • Elemental Empowerment: Warped Magics no longer ignores half of your opponent's resistance.
    • Assailing Force: Chance to proc on receiving damage has been increased
    Renegade Feats
    • Phantasmal Destruction: Critical Severity increased to 5/10/15/20/25% (up from 3/6/9/12/15%)
    • Chilling Advantage: Removed and replaced with "Uncontrolled Obliteration"
    • Uncontrolled Obliteration: "Your powers randomly deal up to 10/20/30/40/50% more damage"
      • Note: This is weighted in a unique way
      • 40% chance to deal 1/2/3/4/5% more damage
      • 30% chance to deal 3.3/6.6/9.9/13.2/16.5% more damage
      • 20% chance to deal 6.6/13.2/19.8/26.4/33% more damage
      • 10% chance to deal 10/20/30/40/50% more damage
    • Chaos Magic: Each buff now has its own cooldown (of 20 seconds), rather than the power itself having a cooldown
      • This means that you can now have multiple buffs active at the same time
    • Chaos Magic: Is now triggered when using At-will, Encounter, or Daily powers (it was weird before)
      • When the power is activated, there is a 5% chance of triggering one of the buffs
    • Chaos Magic: This feat has had three new effects added (6 total)
      • Chaotic Fury: Now increases Damage Dealt by 20% (down from 30%)
      • Chaotic Fury: Now increases Life Steal Chance by 10% (same as before)
      • Chaotic Growth: Now increases Incoming Healing by 20% (New)
      • Chaotic Growth: Now heals allies for 10% of their maximum life every 2.5 seconds
      • Chaotic Nexus: Now increases Armor Penetration by 20% (down from 30%)
      • Chaotic Nexus: Now increases Critical Strike Chance by 20% (down from 30%)
      • Chaotic Discipline (New): Increases Recharge Speed and Action Point Gain by 20% for 10 seconds
      • Chaotic Fortitude (New): Increases Damage Resistance and Stamina Gain by 20% for 10 seconds
      • Chaotic Speed (New): Increases Movement Speed and Deflection chance by 20% for 10 seconds
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    Devoted Cleric Changes
    To further move away from the meta of two Devoted Clerics even in a 5-person party, Divine Oracle is being updated to fill more of a damage / offense-oriented Paragon Path, while Anointed Champion remains focused on healing and buffing.

    Baseline Changes
    • Divinity At-wills
    • Punishing Light: Damage dealt increased by ~103%
    • Punishing Light: Divinity drained increased by 100%
    • Punishing Light: AP Gain increased by ~53%
    • Punishing Light: Damage dealt scales a bit less with character level
    • Soothing Light: Healing done increased by ~75%
    • Soothing Light: Divinity drained increased by ~57%
    • Soothing Light: Now ticks ~52% faster (Matches Punishing Light's tick speed)
    • Soothing Light: Healing done scales a bit less with character level
    Divinity Generation Smoothing
    • Gift of the Gods: +5/10/15/20/25% Divine Power generation (Unchanged)
    • Divine Fortune: Base Divine Power generation increased to 20% (up from 5%)
      • This means that the rank 4 value is +35% Divine Power generation
    • Bountiful Fortune: +4/8/12/16/20% Divine Power generation (up from 3/6/9/12/15%)
    • Divinity: Divine Power generation is now additive, rather than multiplicative
    • Divinity: Base Divine Power generation decreased by ~12%
    At-Will Changes
    • Brand of the Sun: This power will no longer generate Divine Power while the player is in Divine Mode. This should fix an "issue" where players would sometimes not leave Divine Mode after casting all 3 divine encounter powers.
    Encounter Power Changes
    • Forgemaster's Flame: Now deals a small amount of damage and then applies a Damage Over Time effect to the target.
    • Forgemaster's Flame (Empowered): Now consumes all stacks of Empowered to increase the Damage dealt by Forgemaster's Flame by 20% per stack and grants Astral Forge to all nearby allies when cast. Astral Forge increases the Damage Resistance of allies by 5% per stack for 8 seconds. (Previously increased damage of Forgemaster's Flame by 10% per stack and Damage (instead of damage resistance) by 5%)
    • Forgemaster's Flame: Fixed an issue where the Slow would stack an unreasonable amount
    • Forgemaster's Flame: The slow no longer increases with each rank-up
    • Prophecy of Doom (Empowered): Damage Resistance reduction lowered to 2.5% per Empowered orb (down from 5%)
    • Prophecy of Doom: Animation speed reduced to 1.4 seconds (down from 1.8 seconds)
    Daily Power Changes
    • Anointed Army and Flame Strike no longer incorrectly trigger Hastening Light twice.
    Class Feature Changes
    • Hastening Light: Base recharge time increased to 1.5 seconds (up from 1 second)
    • Hastening Light: Rank-up recharge time reduced to 0.5 seconds (down from 1 second)
    • Foresight: Base Damage Resistance increased to 4% (from 2%)
    • Terrifying Insight: Seeing the inevitable destruction of your foes, you deal 10/15/20/25% more damage. Damaging an enemy also lowers their damage resistance by 4/6/8/10% for 5 seconds.
    Feat Changes
    • Avatar of the Divine (Reworked): The first power you use after entering combat grants you Avatar for 20 seconds, you also gain this effect every 45 seconds in combat. Avatar increases your damage dealt by 50%, Divinity Generation by 25%, and Cooldown Speed by 25%. Leaving combat cancels Avatar and resets its cooldown. Casting Encounter Powers will reduce the cooldown time of Avatar by 1.5 seconds for each stack of Empowered consumed.
    • Living Fire: Now triggers when you drop below 35% hit points (instead of 30%)
    • Living Fire: Now lasts for 5 seconds after it was triggered, even if you are healed above 35%
    • Piercing Light: Armor Penetration increased to 4/8/12/16/20% (up from 2/4/6/8/10%)


    Great Weapon Fighter Changes
    For the time being, we're taking a relatively light touch with the Great Weapon Fighter. As a quality-of-life improvement to both leveling and to make Destroyer less "required" as a feat tree, Determination is now generated by dealing damage by default.

    Baseline Changes
    • Determination: The capstone effect for "Destroyer's Purpose" has been made baseline at half its normal rate
      • In other words, all Great Weapon Fighters now gain Determination by dealing damage
    Class Feature Changes
    • Warrior’s Courage (Revamped): Gain 6% (up from 5%) Damage Resistance and 4% Deflection chance when below 50% Hit Points. While under 25% Hit Points, these bonuses are doubled.
    • Warrior’s Courage: Damage Resistance per rank reduced to 3% (down from 5%)
    • Warrior’s Courage: Deflection Chance per rank reduced to 2% (down from 3%)
    • Steel Blitz (Revamped): Chance to proc reduced to 15% (down from 25%)
    • Steel Blitz: Damage reduced to 50% weapon damage (from 60%)
    • Steel Blitz: Damage no longer increases with each rank-up
    • Steel Blitz: Chance to proc now increases by 5% per rank
    • Steel Blitz: This power can now critically strike
    • Steel Blitz: Fixed an issue where some buffs weren't correctly affecting Steel Blitz
    Instigator Feats
    • Destroyer's Purpose: Now doubles the rate at which you earn Determination when dealing damage.
    • Flanking Maneuvers (Reworked): Striking a foe while you have Combat Advantage causes you to deal an additional 4/8/12/16/20% of your weapon damage.
    • Warrior’s Rush (Reworked): Your Mighty Leap, Punishing Charge, and Savage Advance powers now grant 5/10/15/20/25% increased movement speed, for 4 seconds, when used.
    • Allied Opportunity: Combat Advantage time increased to 2/4/6/8/10 seconds.
    • Nimble Runner (Reworked): Your damage dealt is increased by 1.65/3.3/4.95/6.6/8.25%. This value increases as your total movement speed increases, up to a maximum of 40%.
    • Crippling Strikes (Reworked): Your At-will, Encounter, and Daily powers slow targets hit by 1/2/3/4/5% for 5 seconds, stacking up to 6 times.
    • Crippling Strikes: You deal 3/6/9/12/15% more damage to targets who are slowed by Crippling Strikes.
    • Group Assault: Now also affects Reaping Strike
    • Instigator’s Vengeance: Your damage is increased by 20% (up from 10%) and each time you are struck in combat this value is increased by 5% (down from 10%).
    • Instigator’s Vengeance: Expiry time increased to 8 seconds (up from 6 seconds)
    • Instigator’s Vengeance: Fixed an issue where this feat only required 20 points spent

    Guardian Fighter Changes
    For this module, we're just fixing a few quality-of-life issues, while tweaking them to balance out the changes.

    Baseline Changes
    • Block: Now requires 10% of your stamina bar to activate (down from 20%)
    • Mark: This power should no longer be interrupted by other powers
    • Mark: This power should now cast slightly faster
    Encounter Power Changes
    • Griffon's Wrath (Reworked): This power can be used up to 3 times before going on cooldown. If you haven't used the power in the last 16 seconds (affected by recharge speed) then the cooldown will automatically be refreshed.
    • Griffon's Wrath: Recharge time increased to 16 seconds (up from 12 / charge)
    • Griffon's Wrath: Fixed an issue where this power could be cast an additional 1-2 times.
    Class Feature Changes
    • Steel Blitz (Revamped): Chance to proc reduced to 15% (down from 25%)
    • Steel Blitz: Damage reduced to 50% weapon damage (from 60%)
    • Steel Blitz: Damage no longer increases with each rank-up
    • Steel Blitz: Chance to proc now increases by 5% per rank
    • Steel Blitz: This power can now critically strike
    • Steel Blitz: Fixed an issue where some buffs weren't correctly affecting Steel Blitz
    Conquerer Feats
    • Jagged Blades (Revamped): Now deals 100/200/300/400/500% of your weapon damage over 10 seconds (down from 150/300/450/600/750%)
    • Jagged Blades: Fixed an issue where the DoT was only applied to the first target hit
    • Jagged Blades: Fixed an issue where the DoT timer would be reset when re-applied
    Post edited by terramak on
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    Hunter Ranger Changes
    The Stormwarden and Pathfinder Paragon Paths have been differentiated a bit more; Pathfinder should now be more effective in a party support role, while Stormwarden is more solidly in a damage-dealing role. The dodge power now activates immunity immediately, too.

    Baseline Changes
    • Shift: There should no longer be a delay before the “Dodge” effect kicks in
    • Weak Grasping Roots: Duration increased to 1.5 seconds (up from 1)
    • Strong Grasping Roots: Duration increased to 3 seconds (up from 2)
    Buff Changes
    • All Buffs: Companions can no longer benefit from these powers.
    • All Buffs: Now affects up to 5 targets, (excluding yourself) at rank 1
    • All Buffs: No longer increases the amount of allies affected per rank
    • All Buffs: No longer requires allies to be in your party
    • All Buffs: No longer half as effective for allies
    • Boar Hide (Revamped): Grants you, and nearby allies, 5 stacks of “Thick Skin” which increases your damage resistance by 4% per stack. Taking damage removes a single stack.
    • Boar Hide: Now reduces the cooldown of Boar Hide by 1 sec / rank
    • Hawkeye (Revamped): Grants you, and nearby allies, “Hawkeye” for 5 seconds. “Hawkeye” increases the damage you deal with encounter powers by 5% (down from 15%).
    • Hawkeye: Now increases the effectiveness of the buff by 2.5% per rank
    • Oak Skin (Revamped): Enhances yourself, as well as nearby allies, with “Oaken Skin” for 9 seconds. “Oaken Skin” heals you for 9% of your maximum life over its duration and increases your incoming healing by 10% while active.
    • Oak Skin: Increases the percent of life healed by 3% per rank
    • Stag Heart (Revamped): Grants you, and nearby allies, “Stag Heart” for 5 seconds. “Stag Heart” grants you 7.5% of your maximum life as temporary hitpoints.
    • Stag Heart: Now increases the amount of Temp Health gained by 2.5% per rank
    • Fox's Cunning (Revamped): Duration reduced to 8 seconds (down from 12 seconds)
    • Fox's Cunning: Base Cooldown increased to 22 seconds (up from 20)
    • Fox's Cunning: Now reduces the cooldown of Fox's Cunning by 2 second per rank (rather than 3 seconds at rank 4
    • Aspect of the Serpent (Revamped): Damage reduced to 2.5% per stack (down from 3%)
    • Aspect of the Serpent: Damage per rank reduced to 2.5% per stack (down from 3%)
    • Aspect of the Serpent: Melee and Archery stacks are now independent
    Encounter Power Changes
    • Constricting Arrow: Grasping Root range increased to 12’ (up from 10’)
    • Hawkshot: Base damage reduced by 50% (from 1.5 -> 0.75)
    • Hawkshot: Damage dealt based on range has been adjusted / reworked
      • Now grants between 1.33-2.00x damage based on range (up from 0.5-1.5x)
    • Hawkshot: Override time increased to 0.2 seconds (up from 0 seconds)
    • Commanding Shot: Override time increased to 0.1 seconds (up from 0 seconds)
    • Plant Growth: Root duration reduced to 10 seconds (down from 20 seconds)
    • Plant Growth: Root duration reduced to 5 seconds against players (down from 10 seconds)
    Stormwarden Paragon Path
    • Bladestorm (Revamp): Chance reduced to 20% (down from 25%)
    • Bladestorm: Damage increased to 16% at rank 1 (up from 5%)
    • Bladestorm: Damage increased to 8% at each rank (up from 5%)
    • Bladestorm: Artifact off-hand bonus: Now states that it increases the total damage done by Bladestorm by 10%
    • Bladestorm: This class feature should no longer be double mitigated by level 73 enemies
    • Twin Blade Storm: Damage increased to 5% at rank 1 (up from 4%)
    • Twin Blade Storm: Damage increased to 5% per rank (up from 4%)
    • Stormstep Action (Revamp): Now reduces the cooldown of encounters based on AP spent
      • Up to 2 seconds off at 100% AP spent
    • Stormstep Action: Cooldown Reduction increased to 2 seconds at rank 1 (up from 1 second)
    • Stormstep Action: Cooldown Reduction increased to 1 second for each rank-up (up from 0.5 seconds)
    • Stormstep Action: No longer has reduced value if triggered multiple times within 10 seconds.
    Pathfinder Paragon Path
    • Pathfinder's Action: Run Speed increased to 10% at rank 1 (up from 6%)
    • Pathfinder's Action: Deflection chance increased to 10% at rank 1 (up from 5%)
    • Pathfinder's Action: Run speed per rank-up reduced to 5% (down from 6%)
    • Battlehoned (Completely Reworked): Replaced with “Primal Instincts"
    • Primal Instincts: Now increases the effectiveness of Boar Hide, Hawkeye, Oak Skin, and Stag Heart by 20% (+10% per rank). and Fox's Cunning's duration by the same amount.
    • Primal Instincts (Artifact Power): Now increases Regen rating by 500 (up from 100)
    • Cruel Recovery (Reworked): Duration changed to 10 seconds at all ranks (from +4 seconds per rank)
    • Cruel Recovery: No longer increases effect duration at each rank
    • Cruel Recovery: Now stacks up to 4 times.
    • Cruel Recovery: Maximum Stack Count increased by 2 at each rank
    Archery Feats
    • Bottomless Quiver: Tooltip changed to state “Your Ranged powers recharge 30% faster” (functionality unchanged)
    • Bottomless Quiver: Recharge speed increased to 8/16/24/32/40% (up from 6/12/18/24/30%)
    • Stillness of the Forest (Reworked): Now increases your damage dealt and crit chance by 0.5/1/1.5/2/2.5% for each second that you stand still, stacking up to 6 times. You will lose 1 stack per second while moving. Stacks are not lost while out of combat.
    • Predator (Reworked): Using a ranged encounter power applies "Prey" to the first target hit for 10 seconds. You deal 20% increased damage to the first target hit by your powers and this bonus is doubled for targets affected by Prey. Prey may only be active on one target at a time and cannot be reapplied until it expires.
    • Predator: Now correctly increases the damage you deal to an enemy (Rather than decrease the enemy's damage resistance for your attacks)
    • Predator: This feat is no longer half as effective on players.
    Trapper Feats
    • Ancient Roots: Weak Grasping Roots duration lowered to .4/.8/1.2/1.6/2 (from .5/1/1.5/2/2.5)
    • Ancient Roots: Strong Grasping Roots duration lowered to .8/1.6/2.4/3.2/4 (from 1/2/3/4/5)
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    Oathbound Paladin Changes
    We mainly worked this module to resolve the clunky feeling of how certain aspect of this class plays, while still retaining the weight and commitment of some powers. In addition, we improved the feel of the Divine Call mechanic, mainly to speed up the rate at which it's generated.

    Baseline Changes
    • Animation times: Many animation times have been adjusted to be slightly faster when using multiple powers in a row
    • Power Overrides: Many power, such as Divine Call, now take full priority in being cast, even if you are attempting to use other powers - rather than being interrupted.
    • Sanctuary: Now requires 10% of your stamina bar to activate (down from 20%)
    • Divine Call: Can now be used while Sanctuary is active
      • Oath of Devotion: Your healing is increased by 75% (down from 100%)
      • Oath of Devotion: Now increases allies' stats for 10 seconds (up from 8 seconds)
      • Oath of Devotion: No longer requires you to actually restore HP on the target
    • Base Damage: Oathbound Paladin damage has been increased by ~14%
    • Queues: Paladins without a Paragon Path now queue as a Tank, rather than Damage.
    At-Will Changes
    • Shielding Strike: The third hit of this combo now grants the Paladin a shield equal to 3% of their maximum life. (Previously granted an absorption buff that absorbed damage equal to 1% of your maximum life on each attack).
    Encounter Power Changes
    • Sacred Weapon: Fixed an issue where this power would not correctly expire after 3 attacks for Devotion Paladins
    • Sacred Weapon: Damage lowered by ~17%
    • Sacred Weapon: Healing increased to 20% (up from 15%)
    • Sacred Weapon: Bonus healing duration increased to 10 seconds (up from 8)
    Class Feature Changes
    • Aura of Solitude: Dominating Presence no longer increases the range of this Aura
    • Aura of Solitude: No longer considers companions as "allies."
    • Aura of Courage: Should no longer multi-proc from a single power usage.
    Justice Feats
    • Shining Beacon (OoD): Duration reduced to 10 seconds (down from 15)
    • Shining Beacon (OoD): Now states that your Recharge Speed is increased by 3/6/9/12/15% (functionality unchanged)
    • Shining Beacon (OoD): No longer has a cooldown of 60 seconds.
    • Shining Beacon (OoD): No longer has floater text appear when applied
    • Shining Beacon (OoD): Now triggers whenever you take damage while below 50% life
    • Stem the Tide: No longer considers a Companion as an Ally for this feat.
    • Stem the Tide: Slow reduced to 4/8/12/16/20% (down from 5/10/15/20/25%)
    • Stem the Tide: Damage taken increased to 2/4/6/8/10% (up from 1/2/3/4/5%)
    • Stem the Tide: This power should no longer put the player in a Combat stance.
    • Radiant Champion: Movement Speed reduced to 4/8/12/16/20% (down from 5/10/15/20/25%)
    • Radiant Champion: Cooldown Reduction increased to 2/4/6/8/10% (up from 1/2/3/4/5%)
    Bulwark Feats
    • Head Unbowed (Reworked): You now generate 1/2/3/4/5% of your Divine Energy bar each second
    • Holy Barrier: While in combat, you build stacks of Barrier every second and by using your powers. Activating Divine Call will consume all stacks of Barrier to grant you a shield for 10% (+0.5% per stack) of your max life for 15 seconds. While the shield holds, you are granted 20% movement speed, critical strike chance, Deflect chance, incoming healing, and Recharge Speed. Barrier may stack up to 100 times.
      • Note: This shield stacks, so a second Divine Call with no further stacks would add 10% atop the shield generated from the first.
      • Note: This shield no longer dissipates when combat ends.


    Scourge Warlock Changes
    While we shipped fixes to various Scourge Warlock bugs back in the Lost City of Omu, there were still some lingering issues we wanted to address. Among some bug fixes, we made the Damnation tree's reliance on the Soul Puppet less of a double-edged sword; the Soul Puppet now has feats that significantly increase its health, allow it take some damage in the caster's place, and resist damage.

    Baseline Changes
    • Animation times: Many animation times have been adjusted to be slightly faster when using multiple powers in a row
    • Power Overrides: Many powers, such as Warlock's Curse, now take full priority in being cast, even if you are attempting to use other powers - rather than being interrupted.
    Soul Puppet Changes
    • Soul Puppet: Duration reduced to 20 seconds.
      • This time only counts down while in combat
    • Soul Puppet: No longer vanishes after 5 attacks
    • Soul Puppet: Summoning another Soul Puppet will now refresh the duration of the current Soul Puppet and heal it to full.
    • Soul Puppet: Now gains Critical Strike chance equal to your critical strike chance
    • Soul Puppet: Now has a base critical severity rating of 50%
    • Soul Puppet: Attacks can now critically strike
    Encounter Power Changes
    • Killing Flames: Base damage increased by 20%
    • Killing Flames: Damage based on life reduced to 2x damage when the target is at/below 25% life (from 2.4x)
    • Fiery Bolt: No longer deals increased damage to enemies around the application target
    • Fiery Bolt: Damage increased by ~20%
    • Hadar's Grasp: Damage increased by ~20%
    • Hadar's Grasp: Base duration increased to 2 seconds (up from 1.5)
    • Hadar's Grasp: Rank-up duration reduced to 0.5s (down from 1s)
    • Hadar's Grasp (Curse Consume): Duration changed to be +1.5s (instead of +50%)
    • Hadar's Grasp (Curse Consume): Curse and Soul Puppet damage increased to 25% (up from 15%)
    • Immolation Spirits: Removed a 1-2 second delay that would cause the spirits to delay their initial attacks.
    • Immolation Spirits: Fixed an issue where these would deal increased damage in certain cases.
    • Brood of Hadar: Fixed an issue where these would deal increased damage in certain cases.
    • Curse Bite: This power now has 2 charges
    • Dreadtheft: Fixed an issue where Dreadtheft would deal 0 damage multiple times
    • Dreadtheft: No longer allows you to sometimes activate other powers while casting
    • Dreadtheft: Activating and cancelling this power should now be much more responsive
    • Dreadtheft: Now deals damage 10 times (down from 12)
    • Dreadtheft: Damage increased by 20%
    • Dreadtheft: Now allows you to override the last ~0.4 seconds of the animation.
    Class Feature Changes
    • All-consuming Curse: Critical Strikes now apply lesser Curse 100% of the time (at rank 1)
    • All-consuming Curse: Now increases Lesser Curse damage by 20%
    • All-consuming Curse: Now increases Lesser Curse damage by 10% per rank
    Damnation Feats
    • Warding Spirits (reworked): Now causes 5/10/15/20/25% of the damage you take to be transferred to your Soul Puppet.
    • Warding Spirits: Now increases your Soul Puppet's maximum life by 10/20/30/40/50% of your maximum life.
    • Mocking Spirit: No longer increases the Maximum life of your Soul Puppet
    • Mocking Spirit: The damage Resistance of your Soul Puppet is increased by 5/10/15/20/25%
    • Spiritfire: This feat can now critically strike
    • Spiritfire: This feat should now correctly scale with power / damage bonuses
    • Spiritfire: Damage reduced to 5/10/15/20/25% (from 15/30/45/60/75%)
    • Soul Desecration (Reworked): Your Soul Puppet no longer dissipates after 20 seconds and its attacks now recharge your encounter powers by 1 second on each hit. Your Warlock's Curse now corrupts targets, causing them to spawn a Soul Puppet when killed and when Warlock's Curse is Consumed. Soul Investiture now increase your encounter power damage by 10% per stack. Additionally, if you do not have a Soul Puppet active, you will automatically summon one. This effect has a 15 second cooldown.
    Fury Feats
    • Murderous Flames: Now causes your fire-based single target at-will and encounter powers to deal 5/10/15/20/25% of their damage to all enemies (split equally) within 20 feet of the primary target. Does not trigger from DoT effects.
      • Powers included: Killing Flames, Infernal Sphere, Hellish Rebuke, Soul Scorch, Eldritch Blast
    Post edited by terramak on
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    Trickster Rogue Changes
    There are a few high-level goals to the changes below. All three trees should now be viable, depending on the situations they're brought into, and Whisperknife should now be a more viable Paragon Path. Stealth should also be more fluid in regeneration and usage, depending less on capstone feats or encounter powers to regenerate at a predictable pace in combat.

    Baseline Changes
    • The base damage dealt by all Trickster Rogue powers has increased by ~5%
    Stealth Changes
    • Stealth: Now takes 12.5 seconds to build a full bar (up from 10 seconds)
    • Stealth: Duration increased to 6 seconds (up from 5 seconds)
    • Stealth: Taking damage no longer interrupts Stealth Regeneration
    • Stealth: Taking damage now slows Stealth Regeneration by 50% for 2 seconds (down from stopping it for 3 seconds)
      • This is a multiplicative 50%, meaning if you start at 100% regen, gain an additive 50% from other sources (150% total), this will set it to 75%
    • Stealth (PvP): Trickster Rogues will now be visible to opponents when they deal damage from stealth. Powers that do not remove stealth will not reveal the rogue and damage over time effects, such as smoke bomb and path of the blade, will not remove stealth.This only occurs while in a PvP mode.
    At-will Power Changes
    • Duelist's Flurry (Revamped): Bleed Chance on each swing has been increased to 100%.
    • Duelist's Flurry: Final combo now lasts for 6 attacks, instead of 9.
    • Duelist's Flurry: Final combo's animation time has been halved (related to the above)
    • Duelist's Flurry: The final combo of this power no longer reduces your stealth meter by a large amount
      • Now reduces Stealth by 7.5% per swing (60% for a full combo)
    • Deft Strike: Now teleports you to the target instantly
    • Deft Strike: Now correctly trigger stealth-based procs
    • Deft Strike: Should no longer be interrupted by other powers when used from stealth
    • Cloud of Steel: Maximum stack count increased to 10 (up from 8)
    • Cloud of Steel: Base damage increased by 12%
    • Sly Flourish: Broken Armor debuff reduced to 4% (Down from 10%)
    • Sly Flourish: Broken Armor debuff now stacks up to 3 times (for a total of 12%)
    • Gloaming Cut (Reworked): Damage increased by ~25%
    • Gloaming Cut: Charge time reduced to 0.25s (down from 0.7s)
      • This will make the power cast ~45% faster
    • Gloaming Cut: Execution damage increased to 100% at rank 1 (up from 25%)
      • Note: This is the same as the old rank 4 value
    • Gloaming Cut: Execution damage no longer increases at each rank
    • Gloaming Cut: Stealth gain on kill no longer increases at each rank (20% down from 35% at R4)
    • Gloaming Cut: (NEW) Now increases stealth regeneration by 7.5% for 8 seconds
    • Gloaming Cut: (NEW) Now increases the Stealth Regeneration amount by 2.5% per rank
    • Disheartening Strike (Reworked): The damage debuff has been reduced to 6%
    • Disheartening Strike: The damage debuff per rank has been reduced to 2%
    • Disheartening Strike: Now increases damage you deal to the target by 6%
    • Disheartening Strike: Now increases damage you deal to the target by 2% per rank
    • Disheartening Strike: Duration reduced to 12 seconds (down from 15 seconds)
    • Disheartening Strike: Now deals damage every 2 seconds (up from every 1.5 seconds)
    • Disheartening Strike: (NEW) Now deals minor damage when first applied (About 1 tick's worth of the DoT)
    Encounter Power Changes
    • Bait and Switch (Reworked): The decoy will now force enemies to attack it when enemies are tricked (this does not work for Bosses)
    • Bait and Switch: Trick range increased to 20' (up from 15')
    • Bait and Switch: Cooldown decreased to 24 seconds (down from 25 seconds)
    • Bait and Switch: Decoy duration reduced to 12 seconds (down from 21 seconds)
    • Bait and Switch: AP gain per rank increased to 10% (up from 1%)
    • Bait and Switch: The decoy will now trick enemies once a second (down from 4 times a second)
    • Bait and Switch: Fixed an issue where the rank-up value (+10% decoy HP) would be gained at rank 1
    • Bait and Switch: Fixed an issue where the decoy's Maximum Hit Points would not increase based off of the player's hit points.
    • Bait and Switch: AP gain from this power should now be on-par with other encounter powers (previously it generated no AP)
    • Blitz (Revamped): New: Stealthed: Reduces all encounter cooldowns by 1 second
    • Blitz: Cooldown reduction on power usage is increased by 0.5 seconds per rank
    • Blitz: Stealthed: No longer slows targets hit
    • Blitz: Stealthed: No longer has a longer activation time while in stealth
    • Blitz: Cooldown increased to 14 seconds, up from 12 seconds.
    • Vengeance's Pursuit: AoE damage radius increased to 12', up from 8'.
    • Impact Shot: Charge refill time lowered to 8s (down from 11s)
    • Smoke Bomb (Revamped): Damage reduced by 30%
    • Smoke Bomb: Fixed an issue where Smoke Bomb wasn't correctly reading in a damage table (damage increased by ~8%)
    • Smoke Bomb: Duration is now 5 seconds at all ranks (instead of 2-5 based on rank)
    • Smoke Bomb: Stealth: No longer slows enemies
    • Smoke Bomb: Base cooldown increased to 22 seconds (up from 18 seconds)
    • Smoke Bomb: Stealth: Now grants Combat Advantange against all enemies in Smoke Bomb
    • Smoke Bomb: Now reduces the cooldown by 2s per rank-up
    • Smoke Bomb: Now triggers at the user's feet instead of being 5' in front of them
    • Shadowy Disappearance (Revamped): This power no longer consumes stealth when used from stealth
    • Shadowy Disappearance: Damage increased by ~28%
    • Shadowy Disappearance: Damage per rank reduced to 10% (down from 20%)
    • Shadowy Disappearance: No longer causes there to be no cooldown when used from stealth
    • Shadowy Disappearance: Activation time reduced by 20% (0.1 seconds)
    • Shadowy Disappearance: Cooldown reduced to 14 seconds (down from 18)
    • Shadowy Disappearance: No longer removes you from stealth when used in stealth.
    • Impossible to Catch: Base duration increased to 4 seconds (up from 2)
    • Impossible to Catch: Buff duration no longer increases at each rank
    • Impossible to Catch: Each rank now reduces the cooldown by 2 seconds
    • Impossible to Catch: Cooldown increased to 22 seconds (up from 18)
    • Impossible to Catch: Stealthed: Now grants 25% Damage Resistance (down from 50%)
    • Impossible to Catch: Stealthed: Now grants 25% Movement Speed
    • Impossible to Catch: No longer triggers a cooldown without taking effect when cast immediately after a dodge roll
    • Impossible to Catch: Now grants 100% deflect (down from 20,000%)
      • Note: No gameplay change here
    • Blade Flurry (Reworked): This power can be used up to 4 times before going on cooldown. If you haven't used the power in the last 20 seconds (affected by recharge speed) then the 4 times counter will automatically be reset.
    • Blade Flurry: Damage increased by ~43%
    • Blade Flurry: Recharge time increased to 20 seconds (up from 16)
    • Blade Flurry: AP gain from this power should now be on-par with other encounter powers (it has been significantly increased)
    • Blade Flurry: Fixed an issue where this power could be cast an additional 1-2 times.
    Daily Power Changes
    • Courage Breaker: Now slows the target by 70% (down from 90%)
    • Courage Breaker: Now places a 25% Damage Reduction Debuff on the target, +5% per rank
    • Courage Breaker: Now places a 12.5% Damage Resistance Reduction Debuff on the target, +2.5% per rank
    • Courage Breaker: No longer increases player power by 25%
    • Courage Breaker: Duration is now 8 seconds (down from 10 for PvE, up from 5 for PvP)
    • Whirlwind of Blades: Now grants +8% outgoing damage for each target hit (up to 5)
    • Whirlwind of Blades: Buff duration reduced to 10 seconds (from 12 seconds)
    • Bloodbath: This power now deals damage over 2 seconds (down from 2.7 seconds)
      • Note: as a result, this means that it deals damage faster
    • Bloodbath: Now deals damage 9 times, down from 10 times.
    • Hateful Knives: Combat Advantage time increased to 2 seconds per rank (up from 1 second)
      • This will now be a total of 12 seconds at rank 4 (up from 9 seconds)
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    Trickster Rogue changes, continued
    Class Feature Changes
    • Sneak Attack: Now also increases Recharge Speed by 10% while Stealthed
    • Sneak Attack: Increases your Movement Speed and Recharge Speed by an additional 5% per rank (down from 10%)
    • Talisman of Shadows: Daze duration now also increases by 0.33 seconds per rank
      • For a total of a 2 second daze at rank 4
    • Talisman of Shadows: Now has a base radius of 20' (up from 10)
    • Talisman of Shadows: No longer increases radius per rank
    • Talisman of Shadows: Now correctly states that it slows targets by 80% for its duration.
    • Oppressive Darkness: Damage increased by ~39%
    • Oppressive Darkness: Will now only proc on the first and last hits of Duelist's Flurry (instead of every hit)
    • Advantageous Position: Now lasts for 5 seconds at rank 1
    • Advantageous Position: Now reduces damage you take from AoE and Ranged powers by 15% (down from 20%)
    • Advantageous Position: Now increases the damage reduction by 5% per rank (up from 0%)
    • Advantageous Position: No longer increases duration at each rank-up
    • Dagger Threat (Revamped): You deal up to 7.5% more damage with ranged attacks based on how close you are to your target. You will receive the maximum benefit from this power when within 20' of the target.
    • Dagger Threat: You now gain up to 2.5% more damage per rank (down from 5%)
    • Skillful Infiltrator: Base Run speed increased to 7.5% at rank 1 (from 5%)
    • Skillful Infiltrator: Run speed per rank reduced to 2.5% (from 5%)
    • Skillful Infiltrator: Deflection chance and Critical Chance increased to 2% at rank 1 (up from 1%)
    • Invisible Infiltrator: No longer double-procs from using Bloodbath
    • Infiltrator's Action: No longer double-procs from using Bloodbath
    Saboteur Feats
    • Sneaky Stabber: Gloaming Cut no longer grants 2/4/6/8/10% Stealth on hit
    • Sneaky Stabber: Stealth Regeneration granted by Gloaming cut is increased by an additional 2/4/6/8/10%
    • Distracting Knife: Disheartening Strike now reduces the Damage Resistance and Damage of targets hit by an additional 1/2/3/4/5%.
    • Grinning Steel: Critical Chance increased to 2/4/6/8/10% (up from 1/2/3/4/5%)
    • Exposed Weakness (New): Moved from the Executioner tree to this tree
    • Blood Soaked Blades: Moved to the Executioner tree
    • Return to Shadows: While behind your target, you deal 5/10/15/20/25% more damage with Encounter Powers and they refill 5/10/15/20/25% of your Stealth meter. Stealth gain cannot be triggered while Stealthed.
    • Gutterborn's Touch (Reworked): Dealing combat advantage damage to an enemy increases your Armor Penetration and Damage Dealt by 2/4/6/8/10%
    • Shadowy Opportunity (Reworked): Now causes you to gain Shadowy Opportunity for 5 seconds after leaving stealth. While active, your attacks deal an additional 10/20/30/40/50% weapon damage as piercing damage.
    • Shadowy Opportunity: No longer procs on every hit of Duelist's Flurry, now only procs on the first and last hits
    • One with the Shadows: Every 15 seconds, you gain the "One with the Shadows" effect. This causes your next encounter power to refill your Stealth meter. For 15 seconds afterwards, your damage is increased by 30%
    • One With the Shadows: Can no longer trigger while your stealth meter is full
    • One With the Shadows: Damage bonus is now 40%
    Scoundrel Feats
    • Survivor (Reworked): While below 50% life, gain 5% Lifesteal Chance and Deflect Chance.
    • Press the Advantage (Reworked): Now causes Impossible to Catch to increase your Combat Advantage damage by 2/4/6/8/10% for its duration.
    • Master Infighter (Reworked): Deflecting an attack grants you the "Reversal" buff for 6 seconds
      • "Reversal" - Causes you to deal 2/4/6/8/10% more damage and take 2/4/6/8/10% less damage from the target whose attack you deflected
    • Savage Blows (Reworked): Dealing damage to foes increases the Damage of your Powers by 0.2/0.4/0.6/0.8/1% for 4 seconds.
    • Savage Blows: Now stacks up to 10 times (up from 5)
    • Savage Blows: When at maximum stacks, you gain an additional 5% damage
    • Concussive Strikes (Revamped): Daze duration lowered to 0.4/0.8/1.2/1.6/2 seconds (down from 0.5/1/1.5/2/2.5)
    • Concussive Strikes: No longer half as effective against players
    • Concussive Strikes: When you Daze a foe with this power, you gain 1/2/3/4/5% Deflect Chance for 5 seconds, stacking up to 5 times.
      • Note: These stacks are individual, they fall off separately (not refresh duration)
    • Mocking Gesture (Reworked): Every second your Deflection Chance increases by 1/2/3/4/5%, stacking up to 20 times. Deflecting an attack resets this bonus and causes you to riposte the attacker, dealing 40/80/120/160/200% of your weapon damage as physical damage.
    • Skullcracker (Reworked): Every 15 seconds you gain "Skullcracker" which causes your next At-will or encounter power to Daze an enemy for 3 seconds and apply a mark to them for 6 seconds. The duration of this mark is increased by 0.5 seconds each time you deal damage, up to a maximum of 4 bonus seconds. While marked, enemies take 25% more damage from your attacks and your powers deal damage to them as if they were controlled.
    Executioner Feats
    • Deathknell: You deal 20% more damage to foes below 10/20/30/40/50% HP.
    • Last Moments: You deal 4/8/12/16/20% more damage to foes as their health decreases, this bonus is doubled while in Stealth.
    • Twisted Grin (Reworked): When a foe within 30' of you dies, you gain the Twisted Grin effect for 10 seconds. Twisted Grin: Your at-will attacks deal 5/10/15/20/25% more damage and you are healed for 100% of the additional damage dealt.
    • Blood Soaked Blades (New): Moved from the Saboteur tree to this tree
    • Blood Soaked Blades: Damage dealt from this feat now correctly scales with power / buffs
    • Blood Soaked Blades: Damage lowered to 8/16/24/32/40% (down from 10/20/30/40/50%)
    • Blood Soaked Blades: Now triggers if a foe dies within 5 seconds of being damaged. (Up from 1.5 seconds)
    • Exposed Weakness: Moved to the Saboteur tree where Blood Soaked Blades previously was
    • Shadowborn: After entering Stealth, your next Encounter Power deals 20/40/60/80/100% of its damage over the next 4.5 seconds.
    • Shadow of Demise (Revamped): While in Stealth, your encounter powers add the "Shadow of Demise" effect to the target for 6 seconds. 50% of the damage you deal to this target is dealt again, as piercing damage, when Shadow of Demise expires. Additionally, your Stealth Regeneration is no longer slowed when taking damage and your Stealth regeneration is increased by 20%.
    Post edited by terramak on
  • someonediessomeonedies Member, NW M9 Playtest Posts: 1,257 Arc User
    edited November 2018
    Great Weapon Fighters, Trickster Rogues, Hunter Rangers, Devoted Clerics, Scourge Warlocks, and Control Wizards will now be able to continue attacking with at-will powers after using their shift power. Note: This will still reset your position in the at-will combo.

    Animation canceling fix/nerf/rework?

    @terramak "Remove the gold cost for removing enchants."
    Can we have it removed/(cost reduced to half) somehow? (for VIP 8-12?)
    Post edited by someonedies on
    Rimuru?
    Dead 🔪
  • trgluestickztrgluestickz Member Posts: 1,144 Arc User
    edited November 2018
    These patch notes have what I assume is a mistake. They did say they are incomplete but I would make sure the full version includes a correction to the following:

    "Skullcracker (Reworked): Every 15 seconds you gain "Skullcracker" which causes your next At-will or encounter power to Daze an enemy for 3 seconds and apply a mark to them for 6 seconds. The duration of this mark is increased by 0.5 seconds each time you deal damage, up to a maximum of 4 bonus seconds. While marked, enemies take 25% more damage from your attacks and your powers deal damage to them as if they were controlled."

    Scullcracker's mark duration was increased to 10 seconds and the mark extension was increased to a total of 5 additional seconds.

    The above quote from the patch notes is the draft 1 version of scullcracker and incorrectly states the mark lasts 6 seconds and that the mark extension is up to 4 seconds.

    *Update*
    It looks like TR isn't the only class that still has a few outdated versions of stuff listed in these patch notes, DCs also have some outdated things and I suspect there is more for other classes. Definitely double check these patch notes before the 6th and please tell us if anything really did get reverted.
    --
    PVP Rogue,
    --[----- "Your friendly neighborhood spawn of Satan." -----]--
    ----------------------------------------------------------------
    Main Character: Hurricane Marigolds (Rogue WK & Assassin)
    Ingame Handle: trgluestickz
    Discord Name: Hurricane🌀Marigolds#2563
    Guilds: She Looked LVL 18 & Essence of Aggression
    Alliances: Imperium & Order of the Silent Shroud
    Platform: PC
  • trgluestickztrgluestickz Member Posts: 1,144 Arc User
    edited November 2018
    On the TR rework feedback thread, I just left 3 other posts about incorrect tooltips on preview, bugs, and a mechanic flaw on one of the reworked feats. These posts are located on page 23.
    --
    PVP Rogue,
    --[----- "Your friendly neighborhood spawn of Satan." -----]--
    ----------------------------------------------------------------
    Main Character: Hurricane Marigolds (Rogue WK & Assassin)
    Ingame Handle: trgluestickz
    Discord Name: Hurricane🌀Marigolds#2563
    Guilds: She Looked LVL 18 & Essence of Aggression
    Alliances: Imperium & Order of the Silent Shroud
    Platform: PC
  • giz#2086 giz Member Posts: 190 Arc User
    Again you're not giving solutions to SW as a competent dps class. In the Stream FAQ nitocris said: " We want players to play the class they enjoy, not one they feel forced to play" Scourge Warlock players are forced to play a support role, because the class has a big disadvantage compared with other dps classes. https://www.arcgames.com/en/forums/neverwinter#/discussion/1243626/neverwinter-faqs-stream-edition
  • veywiil#8685 veywiil Member Posts: 208 Arc User
    Was the removal of 14% base damage from paladin an intended change? Or just a miss? No one said anything about it anywhere.
    I'm a theorycrafter, that means I can answer fairly deep questions with scientific theory, mathematical proof, and some guessing. Ask me stuff!
  • cheesey#4444 cheesey Member Posts: 54 Arc User
    Do we get free Retraining Tokens? If so, how many?
  • mynaammynaam Member, NW M9 Playtest Posts: 937 Arc User

    Was the removal of 14% base damage from paladin an intended change? Or just a miss? No one said anything about it anywhere.

    terramak said:

    Oathbound Paladin Changes

    Base Damage: Oathbound Paladin damage has been increased by ~14%

    It is there
    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)



  • rafamarques#5700 rafamarques Member Posts: 155 Arc User
    about instigators, a lot of ideas/mistakes and bugs are explained (official feedback thread); that will worked along that module? because now, what we have is another hibrid choice for destroyers and nothing more. strong or not, is the same playstyle after years and counting.
  • meiramimeirami Member, NW M9 Playtest Posts: 423 Arc User
    terramak said:

    • Certain targeted ranged powers no longer affect the caster even when they're not within the targeted area.
    A DC nerf, great.
  • giz#2086 giz Member Posts: 190 Arc User
    You can give to Oathbound Paladin a 14% damage increase, but you can't give to Scourge Warlock community a solution to be a competent class as dps for end game?
  • This content has been removed.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited November 2018

    These patch notes have what I assume is a mistake. They did say they are incomplete but I would make sure the full version includes a correction to the following:

    "Skullcracker (Reworked): Every 15 seconds you gain "Skullcracker" which causes your next At-will or encounter power to Daze an enemy for 3 seconds and apply a mark to them for 6 seconds. The duration of this mark is increased by 0.5 seconds each time you deal damage, up to a maximum of 4 bonus seconds. While marked, enemies take 25% more damage from your attacks and your powers deal damage to them as if they were controlled."

    Scullcracker's mark duration was increased to 10 seconds and the mark extension was increased to a total of 5 additional seconds.

    The above quote from the patch notes is the draft 1 version of scullcracker and incorrectly states the mark lasts 6 seconds and that the mark extension is up to 4 seconds.

    *Update*
    It looks like TR isn't the only class that still has a few outdated versions of stuff listed in these patch notes, DCs also have some outdated things and I suspect there is more for other classes. Definitely double check these patch notes before the 6th and please tell us if anything really did get reverted.

    I thought Terrifying Insight was changed by Balanced &/or NoWorries after a week in the DC thread. It now last I thought included a 10% party damage buff in addition to a 30% damage buff for the Cleric (Devine). I think though someone commented on it in another thread and I've seen Terramak saw and was going to investigate at least that one.
    Post edited by strathkin on
  • devlindragonsdevlindragons Member Posts: 11 Arc User
    Dear developers! Control Wizard. Please fix the work already "Spell Twisting" with "Icy Rays: Spell Mastery" The problem is very old. Thanks for attention !
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited November 2018

    Dear developers! Control Wizard. Please fix the work already "Spell Twisting" with "Icy Rays: Spell Mastery" The problem is very old. Thanks for attention !

    Icy rays on mastery does benefit from spell-twisting. Just tested it now on Live server.
    Post edited by vordayn on
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • wizardlvl80#5963 wizardlvl80 Member Posts: 519 Arc User
    @terramak

    Where is the info about Careful Attack fix?
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited November 2018
    Editing official patch notes with Skullcracker change (as mentioned above) and edited in the Oathbound Paladin base 14% buff. Other comments in here still need to be verified before I post changes to the patch notes.

    Terrifying Insight: I saw the place where the change was proposed (someone else linked me), but I'm still getting verification on the change. The change doesn't seem to have yet taken place on Preview. EDIT: Whoops, noworries responded on a different thread. The changes haven't been made, but will likely be in a future build.

    I don't have context on Careful Attack, so I can't give a useful response on that topic.

    Thanks!
  • c3rb3r3c3rb3r3 Member Posts: 277 Arc User
    edited November 2018
    gwf changes are far from sufficient, yet it's not the main problem I will come up with as it's not the main focus in this mod. My issue is I find disrespectful to create a thread to ask for feedback yet having zero answers from the devs while people take (waste ?) time to give constructive feedbacks not only about changes or lack of clarity but the remaining or new bugs of what has been changed/not been changed (and required).

    excuses may be made for the lack of time or whatever to proceed to fix/change what is asked but none for being ignored.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    Question: is there a way to bind a key to collecting XP overflow rewards? Can there be one?
    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
    hustin1 said:

    Question: is there a way to bind a key to collecting XP overflow rewards? Can there be one?

    this popup is completely different from "HE" reward popup; There is no way to bind it, only irritating mouse click.
    Rimuru?
    Dead 🔪
  • varixo#7114 varixo Member Posts: 16 Arc User
    edited November 2018
    @terramak
    in new professions you can find a two belts with il 500, 0 slots and requires 10 lvl. It is a bug or not? Will there be a belt with 500il and 1 off or def slot like others items?

    for example: Shimmerweave sash
This discussion has been closed.