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Re: OFFICIAL FEEDBACK THREAD: Professions Overhaul
(Quote) There are a few epic artisans who have lower commission costs, but as a whole they are generally higher skilled but cost more. Epic artisans are not meant to replace rare or common artisans in all cases, depending on how much you craft, you may ideally want a variety of artisans for various situations. An epic artisan might be appropriate for having the highest chance to get a high-quality result on a finished piece of equipment with expensive materials, but may not be suited for mass producing cheap materials. (Quote) Thank you for the report about the purple artisan exchange rate, we'll look into this. In regards to the discrepancy between tools and artisans, they were not identical in their chance in packs, but in reality the difference in their prices is based more around their current auction house value than their original drop rates. In regards to the artisan recruitment purchase—artisans in the new system are wildly different than artisans in the old system. The difference between an epic and common artisan is not nearly as steep, with the rarity representing maximum potential, but not distribution. You can easily find common artisans with a higher stat in one area than an epic artisan. Additionally, artisans now have levels, something that the old system did not, and artisan recruitment grants an artisan at your current level. We do offer additional free artisans to those who have unlocked any extra slots in the existing professions system. That includes guaranteed rare and epic artisans for those with higher slots unlocked. Artisan recruitment at the exchange is already a significant discount from the zen market purchase, and in terms of the number of artisans you need, it has gone down significantly. If we were to offer gua With general applications, you should receive plenty of artisans as you continue to play.
Re: OFFICIAL FEEDBACK THREAD: Professions Overhaul
Apologies for the delay in responding to all of your questions. We have been very busy getting things finalized ahead of launch and I realize there are still some issues, particularly the one that popped up with last Friday's build preventing artisan packs from being opened. Hopefully you're still able to test out a lot more of the changes now that you are no longer blocked on the delivery box. I would like to personally apologize for this issue making it into the preview build. I believe this issue was fixed locally and did not make it into the preview build due to timing. To give you all some insight into why the packs broke, when they were seemingly working fine last week—we got some new tech in place to allow artisans to be granted above level 1, so some big changes needed to be made to these packs. We also needed to prevent you from accidentally opening the pack with a profession choice that give you no results, or opening the pack if you had reached the maximum number of artisans, as artisans cannot enter the overflow bag properly. With all of these changes happening at once, there was a brief period where the packs were not working and unfortunately that's what made it into this week's build. For those wondering how this will work—any of the packs from the exchange, or from the zen market will grant an artisan that matches your level in that profession. (This will also be true for initial applicants from the intro quest, if you are on a character who already has a profession leveled up.) Applicants that apply via the normal method and appear at your desk will have a variable level based on their rarity, but capped by your level in that profession. (Quote) We would like to add more recipes like this in the future, but I can't make any promises about when it will happen. Know that it's definitely on our minds though, for what it's worth! (Quote) Hey, thanks for the feedback on the artisans! Last Friday's preview build should have dramatically rebalanced all of the artisans, they were in a rough initial state before that. Please note that all artisans will not have the same chance of activating a skill, as they may have higher stats elsewhere to make up for that, but as you pointed out, those two were otherwise identical, so that was definitely a bug. After the changes, artisans should have more varied stats, which should hopefully make choosing between them more interesting. In regards to your retainers backstories, I am happy you're interested in them! Unfortunately at this point there's no way to fit their back story into the game at this time, but if there's enough interest, we will definitely consider it. In regards to supporting races other than human, unfortunately we don't have any plans to do so at this time. Ultimately, we knew we were only going to be able to support a limited number of choices, and wanted to provide diverse options, but just trying to provide diverse options with six human retainers can leave a lot to be desired in terms of representation, if we introduced another axis, six choices simply wouldn't be enough. (Quote) Thank you for reporting this, we recently made a change that would prevent the exchange from showing for new players that have no deprecated resources or currency to spend there, and for old players who eventually exhaust all their exchange tokens and resources. It has been working locally under all circumstances, but we will be looking into this issue immediately. (Quote) Thank you for the report, this issue will be fixed in the next preview build. (Quote) Thanks for the report! (Quote) Thanks for the feedback, in regards to materials above level 60, we don't plan to put them into the exchange, as we'd like for some of the new items to maintain some amount of initial value, and most of the items made with these materials significantly exceed the item level of items created with those materials which can currently be sold to the exchange. In regards to things unslotting unexpectedly, our UI programmer is looking into this issue and we hope to have no unexpected unslottings in the next build. In regards to terminated contracts, artisans who you do not hire or who you fire do remain in the pool of potential artisans.
The Heart of Fire Preview Patch Notes: NW.105.20181008a.2
Known Issues Professions Overhaul Stockpile Blocks Tutorial Okay, this should be fixed this time, but characters who existed in prior builds might still be broken. Please let us know if characters copied from the live servers are still broken. There has also been a crash reported when opening the Professions UI with certain characters, so if you get this crash more than once, try a different character, and mention on the forum which character(s) you copied from the live game who ran into it. Highlights Professions Fixes / Changes Artisans and Adventurers * Artisans granted by the Zen Market and asset exchange recruitment items now always apply at the level of that profession on your character. * Artisans who apply through standard means now have variable levels depending on their rarity (but never exceed the level of that profession on your character.) Masterwork Professions * Explorer's Chart: Skyhold may now yield Ebony Logs. * Explorer's Charts now have a chance to yield high-quality materials * 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) Profession Quests * Black Ice Shaping achievements are no longer visible by default. * Lessons Learned: The quest path now properly leads to the desk at the appropriate steps. * Resolved an issue wherein players could become stuck on the quest state "Take Your Item From the Delivery Box" if their gathering level was 70 before they begain the professions tutorial. (To resolve this issue, please copy a fresh character.) * The old professions tutorial is no longer available. * Various quest pathing issues have been addressed. Profession Rewards and Items * Certain leatherworking tools are no longer mislabeled as armorsmithing tools. * Lockboxes now give the new legendary tools instead of the older deprecated ones. * New crafted rings, waists, and neckwear have had their stats and icons adjusted. * Tools now require a particular Profession level rather than character level to use. * Wonders of Gond: This event no longer incorrectly gives old versions of profession packs. Profession System Conversion * It is now possible to purchase artisan recruitment from the asset exchange. * It is now possible to redeem legacy profession slot unlocks for artisans of guaranteed ranks. * Rarity of artisan varies by the associated legacy slot. * Some asset exchange values have been adjusted. * The option to view the exchange window no longer appears when the player has no old items, or exchange currency left to spend. * Various old resources from Leadership can now properly be exchanged. Profession Tasks * Alchemy phial recipes now consistently give the appropriate number of phials (usually a dozen). * Farhide Sallet now requires an Aberrant Sinew in addition to its other materials. * Farskin Vest now properly shows up in the Lv. 51-60 category. * Linen now properly requires Linen Yarn instead of Cotton Yarn. * Rock Salt can now be gathered. * Sands other than iron no longer incorrectly mention iron in their tooltips. * Shimmerweave Halfrobe now properly requires 2 Shimmerweave Cloth and 1 Shimmerweave Thread, rather than 3 Shimmerweave Thread. * Titansteel Nails: This recipe now grants 6 nails, up from 1. * There are no longer grimoire and sword knot recipes that incorrectly require aqua fortis. * Various event recipes and old recipes no longer incorrectly show up when searching. Profession Workshop * The VIP travel signpost now allows direct travel to the workshop. User Interface * A fly-by notification now appears when increasing a Profession's level. * At the Master's Desk, the Artisan count now updates after dismissing an Artisan. * Categories in the counter are now sorted alphabetically by name. * Crafting / profession levels are now called levels, rather than ranks. * Feedback has been improved if item creation has failed. * Slotted items will now be remembered in certain cases. * Time displays have been improved in various spots. * Tooltips have been added to guide the player when out of Normal materials for a recipe. Release Notes Content and Environment Acquisitions Incorporated * Feather Fall works again. * Introductory quest rewards no longer count toward the campaign weekly haul. * LOTS of various issues, including party quest credit issues, have been addressed in a variety of new quests. * Basically, most of the quests have had flow and timing improvements. Check 'em out. Or don't, I'm just a patch note. * The Heart of Fire is now given as a reward the first time the player completes the quest, Temple Intrusion. General * The Dungeon Keys intro quest and daily quests should no longer appear. * Valindra's Tower: One of the rooms with illusionary walls has had its illusionary walls removed. Combat and Powers Classes and Balance * Control Wizard * Assailant now clearly states its damage cannot be resisted and cannot crit. * Assailing Force now properly fires 15% of the time; this should be a buff. * Abyss of Chaos now clearly states its damage cannot be resisted and cannot crit. * Elemental Empowerment should now proc only once per cast of most powers. * Controlled Momentum no longer incorrectly stacks when multiple nearby Wizards have this feat. * Controlling Action: This feat now works as expected. * Hunter Ranger * Predator should now have a clearer tooltip. * Stormstep no longer incorrectly increases cooldowns of Encounter powers. * Stormstep now properly benefits from ranks of Forest Meditation. * Trickster Rogue * All damage has been increased by 5%. * Impossible to Catch no longer goes on cooldown without the effect if used immediately after a dodge roll. Companions * The Stalwart Lion's collision is now smaller. Item Powers * Gallant gear: The power on the arm slot item now properly applies to distant targets. Items and Economy Dungeon Chests * Cradle of the Death God's legendary dragon key chest no longer incorrectly gives the end chest's level of Rough Astral Diamonds. * Illusionist's Gambit now awards Rough Astral Diamonds when completed at Gold rank. * Prophecy of Madness' chest can now be rerolled. * Rough Astral Diamonds are now consistently given in appropriate dungeon chests. General * Rough Astral Diamonds pack prices have been adjusted (usually raised) in Campaign stores. * The items given from Darkmagic's Bag of Mysterious Leftovers can no longer be used in PvP. * Various icons and tooltips have now been hooked up. User Interface Queues * The Hardcore and Item Level checkboxes are no longer selectable while waiting for a queue to pop. * The Hardcore and Item Level checkboxes now show even while solo queuing. Art, Animation, Effects, and Audio Audio * More audio! Lots more audio! So much sound emanating from every quest. Character Art * Lions have tails again. * Various items have had clipping issues addressed.
Scheduled Maintenance [10/11]
Neverwinter on PC will undergo maintenance between 7 and 9am PT. Patch notes discussion thread is available here.
Patch Notes: NW.100.20180709g.23
Patch Notes for today's maintenance are available https://www.arcgames.com/en/games/neverwinter/news/detail/11008763
Ravenloft Owlbear Patch Notes: NW.100.20180709g.23
Release Notes Enemies and Encounters Master Spellplague Caverns * When Nostura is pushed to another phase too quickly, then casts Planar Prominence, then is reduced to 0 hit points while finishing her ultimate attack, she no longer keeps the arena deadly after her defeat. But she does reset the encounter after defeat, meaning players will have to defeat her again. Combat and Powers Classes and Balance * Devoted Clerics can no longer incorrectly interrupt their own Dodge with normal movement. User Interface Character History * On certain platforms, the History no longer has a chance to delete itself when combined with latency issues. Home Page * The calendar UI once again shows the current date. * When opening the Home Page, it should no longer inconsistently open to the wrong tab for the hotkey the player had pressed.
Re: Public siege doesn't grant fisnish rewards (tested)
Fix in testing. Won't be in tomorrow's build, but may be in the one after that.
The Driftwood Tavern Presents...
Greetings Adventurers! The Driftwood Tavern re-opened its streaming doors yesterday with a casual hang-out/play on preview with Producer @terramak and yours truly. The main goal of the Driftwood Tavern Presents is to serve as a casual bi-monthly (twice a month) community stream. It is *not* intended to be a formal Q&A. Q&As require more in-depth planning and we prefer to keep them as their own category. That being said, we are in the process of gathering a list of commonly asked questions that come up in every stream so that we may have answers available online as a resource/quick link during streams. So, what's next for the Driftwood Tavern Presents? The current (subject to change) schedule is: 10/9 - Terramak Tuesday 10/23 - Contest of Liars 11/6 - The Heart of Fire maintenance stream 11/20 - The Heart of Fire OR leveling up on console gameplay (this is also the US Thanksgiving week timeframe so subject to cancellation) 12/4 - Terramak Tuesday 12/20 - Winter Festival Gameplay The 2019 streams will likely not kick in until mid-January due to holidays. We are also looking to schedule some formal Dev Q&As or AMAs over the next several months. As always, we strive to keep streams a positive environment. If you're looking for a place to hang out with fellow Neverwinter fans, stop by the Tavern! First round's on Knox!
Re: M15: Hunter Ranger Class Changes
There should be some fixes to HR showing up on preview soon. On top of that we are looking into changing Aspect of the Serpent to be max stacks of 2 and you gain a stack even if you have stacks of the opposite type. Example: HR uses 2 melee powers in a row getting two ranged stacks. HR switches to ranged and does one attack. The HR now has one stack of melee and one stack of ranged.
Re: M15: Trickster Rogue Class Changes
Damage for TRs went down from where they were in M14. This is called out many times in this thread as a reason that different powers should get buffed up. However, generally it isn't also acknowledged that TRs had sky high damage in M14 and that isn't where any class should be at. 100 million damage in a single hit vs a boss is not where the gameplay is meant to be. As such, some dynamics were lessened to bring TRs into a more realistic place for outgoing damage. Smoke Bomb didn't have its damage reduced because of the AoC bug, that was a bug and as such it was fixed. The damage was reduced because it was a power primarily intended to control targets, not to also be one of the highest damaging powers in the TR arsenal and as such be used in almost all situations. Balance doesn't just mean reducing/increasing the stats on a power. Sometimes synergies need to be changed or removed all together, and other times functionality needs to be significantly changed to open up other options in a class. We need to be able to make those kinds of changes, when necessary, or we can't get the game into a good place with classes/content. This week I did add a base power to the TR class that is giving all At-Wills, Encounters, and Dailies a 5% damage multiplier boost. Overall a lot of the feedback in the thread is that the 3 feat trees are actually close to one another now, but that damage may be on the low side. Because of this we went with a universal damage increase for M15 instead of boosting something that may have pulled the feat trees further apart again.
Re: OFFICIAL FEEDBACK THREAD: The Heart of Fire Quests
Thank you @hustin1 for your feedback.
Xbox Maintenance Extended [10/9]
Due to issues with platform-specific live services, the maintenance for Neverwinter on Xbox has been extended until 10am PT. We are working to resolve this as fast as possible.
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[PC] Cant log into Neverwinter - Unable to Contact Account Server
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