test content
What is the Arc Client?
Install Arc

Storm King's Thunder Preview Patch Notes: NW.65.20160705a.3

13567

Comments

  • izworizwor Member, NW M9 Playtest Posts: 238 Arc User
    edited July 2016
    About in game timers and counter... Can you give us more info in dugeon master guide (the item from wonderous bazar)? I'd like to see how many Skirmishes/Dungeons/PvP I did during a day. Playing on 3 chars I sometimes lost track...
    About hours limit... it's bad, better to leave it with daily reset.

    I do really hope that unlocking dungeon on one character will unlock it on whole account! It was great idea implemented with Underdark, do not change it.

    I hope we will finally see Dungeon and Skirmish counter. So after set amount of completion (100, 200, 500, maybe even 1000) we could choose rare item that drops in a instance! For last year I've been in eLoL almost 1000 times, did not get a horn (had to buy one ;/)... It's very frustrating.
  • edited July 2016
    This content has been removed.
  • This content has been removed.
  • This content has been removed.
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer


    One thing i would like to ask is: Is there an upgrade to the active powers of the artifacts? Dealing 5-10k damage was good pre-mod6, now that the critters are powerful and have more HP an update in that regard might reflect modern game play. Similarly the buffing/de-buffing capabilities of the artifacts can be upgraded and updated to a number more beneficial to the player's game play so artifacts, which are one of the major gear acquirement can truly shine rather than just be a mark of progress and item level.

    Glad you like the changes, we feel that when we add new heights of gear it is important to bring up the floor of what players can easily obtain still feeling relatively competitive instead of just obsolete.

    Regarding artifact activated powers we are aware and would like to address this at some point. The same is also true for mount powers as well (except maybe Tenser's). They don't scale, they do less dps than pressing almost anything else, and they don't synergize with any class mechanics. Many of those can be addressed, but we need a good plan how to do this.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    panderus said:


    One thing i would like to ask is: Is there an upgrade to the active powers of the artifacts? Dealing 5-10k damage was good pre-mod6, now that the critters are powerful and have more HP an update in that regard might reflect modern game play. Similarly the buffing/de-buffing capabilities of the artifacts can be upgraded and updated to a number more beneficial to the player's game play so artifacts, which are one of the major gear acquirement can truly shine rather than just be a mark of progress and item level.

    Glad you like the changes, we feel that when we add new heights of gear it is important to bring up the floor of what players can easily obtain still feeling relatively competitive instead of just obsolete.

    Regarding artifact activated powers we are aware and would like to address this at some point. The same is also true for mount powers as well (except maybe Tenser's). They don't scale, they do less dps than pressing almost anything else, and they don't synergize with any class mechanics. Many of those can be addressed, but we need a good plan how to do this.
    While you are trying to come up with a plan, don't forget the Doohickey and the new Owlbear Figurine (which is also saddled with a 10-min Cooldown of Uselessness).

    Doohickeys were the shizzle, once upon a time.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    panderus said:


    One thing i would like to ask is: Is there an upgrade to the active powers of the artifacts? Dealing 5-10k damage was good pre-mod6, now that the critters are powerful and have more HP an update in that regard might reflect modern game play. Similarly the buffing/de-buffing capabilities of the artifacts can be upgraded and updated to a number more beneficial to the player's game play so artifacts, which are one of the major gear acquirement can truly shine rather than just be a mark of progress and item level.

    Glad you like the changes, we feel that when we add new heights of gear it is important to bring up the floor of what players can easily obtain still feeling relatively competitive instead of just obsolete.

    Regarding artifact activated powers we are aware and would like to address this at some point. The same is also true for mount powers as well (except maybe Tenser's). They don't scale, they do less dps than pressing almost anything else, and they don't synergize with any class mechanics. Many of those can be addressed, but we need a good plan how to do this.
    But please please fix Tensers spin animation (long press on space) animation. It just doesn't work. Sometimes removing the armor fixes it until the next dismount and remount. During the NW siege, activating one of the guards in SH (the interaction had a bar to fill, like channeling a spell) also fixed it until the next remount.
  • This content has been removed.
  • This content has been removed.
  • This content has been removed.
  • This content has been removed.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited July 2016
    @panderus
    i see the new module brings once again new sets of gear.. this is ok i mean its a mmo but isnt time to allow us to unslot reinforcement kits? its a bargain
  • This content has been removed.
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    clonkyo1 said:


    Hope you are not thinking in brinning it +8k stats mounts int the game... ^^U . That would be game killer.

    BTW, any fix on baby owlbear companion dealing piercing damage??? It's really a nuissance getting struck for 20k damage hits without any mitigation at all...

    No, no flat 8k stats from mounts at this time or likely in the near future.

    This is the first I have seen a report on this, I will follow up, thanks.
  • This content has been removed.
  • scathiasscathias Member Posts: 1,174 Arc User
    edited July 2016
    panderus said:

    clonkyo1 said:


    Hope you are not thinking in brinning it +8k stats mounts int the game... ^^U . That would be game killer.

    BTW, any fix on baby owlbear companion dealing piercing damage??? It's really a nuissance getting struck for 20k damage hits without any mitigation at all...

    No, no flat 8k stats from mounts at this time or likely in the near future.

    This is the first I have seen a report on this, I will follow up, thanks.
    there have been a number of bug reports in the PC forums about this, dating from nearly when the pet was released (edit added linnks in a post below). This pet is working great in pve where the piercing/unresistable aspect of it is necessary for it to do damage to mobs if the procs are not effected by buffs/debuffs, but in pvp it really hurts when it procs multiple times from skills like burning light from OP, warlocks bargain from SW, CoI from CWs and others. In pvp all it really needs is to respect damage resistence/reduction etc. don't change it's pve functions, just give it different effects in pvp
    Post edited by scathias on
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
  • edited July 2016
    This content has been removed.
  • scathiasscathias Member Posts: 1,174 Arc User
    ok, so i went looking for bug threads, my search isn't bringing up as many as i thought there were, but it was the subject of many threads in various class forums and a couple bug reports. i'm sure there are more that i can't find
    forum.arcgames.com/neverwinter/discussion/1211699/owlbear-cub-active-bonus-damages-are-not-mitigated-by-tenacity

    A number of issues with owlbear not procing on some DC powers

    forum.arcgames.com/neverwinter/discussion/comment/12827368#Comment_12827368
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
  • wurmschwanzwurmschwanz Member, NW M9 Playtest Posts: 35 Arc User
    Another question: When and why did you changed the invoking? When invoking on preview you don't get RAD, you get kind of a bonus for AD. Sounds awesome at first but implies that you have to be ingame really long to get the best result of salvaging. And what I don't like: To get a little bit AD I have to do something with my chars. Sure, the game should reward playing but I can't play with all my seven chars. There are some days when I can't get enough salvageable items for every char although I'm playing a lot. Why is this not mentioned in the patch notes? Please tell me something about it, @panderus @terramak
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited July 2016

    Another question: When and why did you changed the invoking? When invoking on preview you don't get RAD, you get kind of a bonus for AD. Sounds awesome at first but implies that you have to be ingame really long to get the best result of salvaging. And what I don't like: To get a little bit AD I have to do something with my chars. Sure, the game should reward playing but I can't play with all my seven chars. There are some days when I can't get enough salvageable items for every char although I'm playing a lot. Why is this not mentioned in the patch notes? Please tell me something about it,

    Good catch.

    Welp, frees up doing more than one daily invoke per character if not playing actively. So it's got that going for it.

    The first invoke on preview grants "300AD at 50% bonus" with subsequent incremental bonuses attached to each invoke up to 6 (with the 6th getting the extra coin still). I salvaged a ring and ended up with 300AD extra, but I'm not really sure how one really gets little enough AD at something to not be paid the full amount in one shot, nor do I know if it scales with character level. I didn't stay on long enough to see if the bonuses overwrite each other or are cumulative, but I doubt they're cumulative. They didn't even let us keep that benefit with bonus XP.

    I failed to look at what it did to XP or XP bonuses.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • sorce#8115 sorce Member Posts: 1,009 Arc User
    edited July 2016

    Another question: When and why did you changed the invoking? When invoking on preview you don't get RAD, you get kind of a bonus for AD. Sounds awesome at first but implies that you have to be ingame really long to get the best result of salvaging. And what I don't like: To get a little bit AD I have to do something with my chars. Sure, the game should reward playing but I can't play with all my seven chars. There are some days when I can't get enough salvageable items for every char although I'm playing a lot. Why is this not mentioned in the patch notes? Please tell me something about it, @panderus @terramak

    Oh look, another secret ninja change without listing in the patch notes. It is changes like this that really annoy your players.

    Bonus AD from invokes 2-5 have been replaced with a bonus 50% (with caps) on invokes 1-5. This works with salvaging, I would also assume with dungeons/skirmishes, not sure about weeklies.

    Also, when i salvaged a belt whilst I had this bonus AD effect, the tool tip both before salvaging and after did not reflect the extra 300 I would get (from 1st invoke) - I had to check the amount of raw AD I received from my riches tab.

    It seems that the bonus AD amount sits there after your invoke timer runs out - I'm currently waiting to see if salvaging after 2 invokes gives both bonuses (will add an edit here once I have that info). No idea if this bonus expires after a certain time frame, once you've finished your invokes, daily reset, etc. - it's not listed ANYWHERE, so you need to either remember and then manually keep track of whether you got it or not.

    This is going to cause a major uproar. Twice so for keeping this one secret.

    EDIT: Okay, so I waited on a toon to do the 2nd invoke (500 AD 50% Bonus), and then salvaged a T1 Arm piece (2500 new salvage amount), and received 3300 AD (300 from Invoke 1, plus 500 from Invoke 2), so it looks like these are stacking. @beckylunatic - still not sure when this bonus goes, am under the assumption that it would be at daily reset time.

    Looks like the new thing to do is to do the invokes and then send 7200 worth of salvage to a toon to get the daily bonus (the 5 invokes give a bonus 3600 AD at 50%, so 7200+ would get you all the invoke bonus).
  • This content has been removed.
  • cellablockcellablock Member Posts: 253 Arc User
    panderus said:


    One thing i would like to ask is: Is there an upgrade to the active powers of the artifacts? Dealing 5-10k damage was good pre-mod6, now that the critters are powerful and have more HP an update in that regard might reflect modern game play. Similarly the buffing/de-buffing capabilities of the artifacts can be upgraded and updated to a number more beneficial to the player's game play so artifacts, which are one of the major gear acquirement can truly shine rather than just be a mark of progress and item level.

    Glad you like the changes, we feel that when we add new heights of gear it is important to bring up the floor of what players can easily obtain still feeling relatively competitive instead of just obsolete.

    Regarding artifact activated powers we are aware and would like to address this at some point. The same is also true for mount powers as well (except maybe Tenser's). They don't scale, they do less dps than pressing almost anything else, and they don't synergize with any class mechanics. Many of those can be addressed, but we need a good plan how to do this.
    hi panderus sorry my question is off topic but any changes expected for some sh boon structures eg. barracks requirement removing pvp items or making an alternative requirement like dung shards for needed items for guilds that play pve only. please i am hoping you guys will review this for its quite depressing knowing only guilds who pvp can get the building up and upgraded
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User

    Another question: When and why did you changed the invoking? When invoking on preview you don't get RAD, you get kind of a bonus for AD. Sounds awesome at first but implies that you have to be ingame really long to get the best result of salvaging. And what I don't like: To get a little bit AD I have to do something with my chars. Sure, the game should reward playing but I can't play with all my seven chars. There are some days when I can't get enough salvageable items for every char although I'm playing a lot. Why is this not mentioned in the patch notes? Please tell me something about it, @panderus @terramak

    Oh look, another secret ninja change without listing in the patch notes. It is changes like this that really annoy your players.

    Bonus AD from invokes 2-5 have been replaced with a bonus 50% (with caps) on invokes 1-5. This works with salvaging, I would also assume with dungeons/skirmishes, not sure about weeklies.

    Also, when i salvaged a belt whilst I had this bonus AD effect, the tool tip both before salvaging and after did not reflect the extra 300 I would get (from 1st invoke) - I had to check the amount of raw AD I received from my riches tab.

    It seems that the bonus AD amount sits there after your invoke timer runs out - I'm currently waiting to see if salvaging after 2 invokes gives both bonuses (will add an edit here once I have that info). No idea if this bonus expires after a certain time frame, once you've finished your invokes, daily reset, etc. - it's not listed ANYWHERE, so you need to either remember and then manually keep track of whether you got it or not.

    This is going to cause a major uproar. Twice so for keeping this one secret.

    EDIT: Okay, so I waited on a toon to do the 2nd invoke (500 AD 50% Bonus), and then salvaged a T1 Arm piece (2500 new salvage amount), and received 3300 AD (300 from Invoke 1, plus 500 from Invoke 2), so it looks like these are stacking. @beckylunatic - still not sure when this bonus goes, am under the assumption that it would be at daily reset time.

    Looks like the new thing to do is to do the invokes and then send 7200 worth of salvage to a toon to get the daily bonus (the 5 invokes give a bonus 3600 AD at 50%, so 7200+ would get you all the invoke bonus).
    There is no reason to change this. Waiting to invoke for all those hours for a little bonus now!? You can just do one skirmish or dungeon in 15 min and get the same amount of AD. If this is some move to stop botting it is going to back fire.
  • archangelzorak01archangelzorak01 Member, NW M9 Playtest Posts: 324 Arc User
    Whelp, I just lost 3.7 million AD every month. C'est la vie.
    Neverwinter Module 6: The only MMO expansion in the history of MMO's to remove more content than it added.


  • swoods74swoods74 Member Posts: 34 Arc User
    First you destroy my leadership army and now render them useless, thanks soo much. Oh well, guess it gives me more time to find other mmo's to play.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    I just want to know why all these invoke changes are not mentioned in the patch notes. Im still rather grumpy by all this. So a little bit of explaining would go far.

    As a poor solo player im real tired of having my few viable sources of AD taken away.
  • This content has been removed.
  • edited July 2016
    This content has been removed.
  • This content has been removed.
This discussion has been closed.