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Sea of Moving Ice Preview Patch Notes: NW.70.20161205a.9 (Updated 1/10)

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  • melindenmelinden Member Posts: 619 Arc User
    edited January 2017
    terramak said:

    Highlights

    Graphics, Animation, and Audio
    General

    The Silverback Bear mount now properly has audio on its flourish animation.
    My bear roars when summoned and roars when it stands on its hind legs. Is it supposed to make another noise?
    Find me in game with @DoctorBadger
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  • oggycz#5356 oggycz Member Posts: 182 Arc User

    @terramak please take a look at vow + vengefull judge interaction, it's granting way too much divinecall,not exagerating, this and the misterious vanish of the cooldown of burning guidance and healing warmth (trigering over 14 times a second with prism) is putting devotion paladins in nr 1 paingiver.

    I think cooldown is still there. Most dmg is now done by Healing warmth. It has same chance to proc (but limit to 5 mobs) as Burning guidance. And it is ok. Because SKT campaign is much harder than DR. And yes, I liked it very much. You are probably right with vow + vengefull judge interaction.

    Svatá Prdelka
    game - Human/real life - ???
    OP 18k+ Devotion/Justice - Light
  • weaver936weaver936 Member, NW M9 Playtest Posts: 443 Arc User
    @mimicking#6533 something that has been a nuisance for years now.. and maybe is an easy fix... please divide the Quest Journal up into zones.. at least. I'm starting to do dailies Campaigns on my toons again and it's HELL trying to find a specific quest out of 100... -.- it's one of the main frustrations when I don't know the progress on a specific quest or the next step. *sigh*. I know you guys have other more important things to do... but maybe (I hope) this is a simple fix.

    The more time that goes by and the more content added.. the harder it will be for people with new toons to sift through all of this. IDK why they didn't think of this when they did the Sword Coast Chronicle campaign thing...
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  • kemi1984kemi1984 Member Posts: 849 Arc User

    terramak said:

    Edited text in change notes to remove "properly" from the Control Wizard line.

    Cryptic note is cryptic. I truly wonder if the team will consider reverting a bugfix from something that was not a bug, or if they'll stick to their guns because debuffs are bad mmkay.

    Because it is very clear to me that Divine Glow received the treatment it did not because the stacking could not be fixed, but because Cryptic is desperate to reel in the power of debuffs. The change of Tide of Iron's debuff to self-only was not open to reconsideration during the class balancing for the same implied reason.
    TIDE of iron was the most hilarious change. WITH the risk to get killed from the boss sometimes i was afraid to cast it...........
    It's called proper timing.

    BTW TOI nerf was just a small part of the crusade to tone down the GF's buff abilities.
    ITF was WAY OP and had to be capped - we all said that. But change to TOI was simply stupid.
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
  • kemi1984kemi1984 Member Posts: 849 Arc User
    asterotg said:

    terramak said:

    A reversion is being considered, but isn't final.

    Okey doke, the reversion to the Control Wizard Combustive Action power change has been made

    CW's are really DW's, and have been for quite some time. D stands for DPS or Debuff, depending on your build. They're not the best class for either role.

    I miss the days when control was important to the game and oppressor was a viable path. When a boss encounter meant dozens of adds that needed controlling, a Control Wizard was just that, a Control Wizard. The Wizard that could stack adds for the DPS to destroy while holding the rest of the enemy forces at bay was a powerful ally, indeed. The pendulum has swung very far in the other direction - no meaningful opponent can be controlled to any meaningful extent, even with a full oppressor build and excessive control bonus.

    Please do consider making control relevant again. At that point, it is reasonable to reconsider how much of the utility of oppressor, thaumaturge and renegade comes from actually-useful control and how much comes from damage / debuff.

    Until control becomes a meaningful part of the game again, please do nothing to nerf CW's.
    I miss the old days when singularity was useful and repel and shield. Like in the old CN. And then they nerfed the HAMSTER out of it and after that they made pretty much all dungeon content control immune.

    It still puts a smile on my face, when I think about our Frozen Heart runs. The TR using duelist fury on a mob, me repelling the mob into a chasm, TR dies (bc he sticks to the mob) for the HAMSTER time. Insults me in TS. Everyone else laughs. Some TRs are slow learners. Good old times.^^

    Word! I'm not using Lunging Strike anymore (CD was stupidly increased yay!)

    But I do believe flying like a rocket after a mob that was a split second before, affected by a push :) fun times indeed !
    Nancy - Dragonborn, SM Guardian Fighter
    A proud member of "mythical horde of DPS GFs"

    1). Is SW more dps or tank based?
    2). Yes. I am panzer!
    3). Get ACT if you want to celebrate your epeen.
    4). Horniness will not stand between me and what I believe - "MM"
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited January 2017



    I think cooldown is still there. Most dmg is now done by Healing warmth. It has same chance to proc (but limit to 5 mobs) as Burning guidance. And it is ok. Because SKT campaign is much harder than DR. And yes, I liked it very much. You are probably right with vow + vengefull judge interaction.

    https://s23.postimg.org/b3jltqn3d/image.png

    I dont say it's not ok from a convinient way, dungeouns will be faster and OP can actually compete with DC in high end game content, but it's wrong a dps is a dps a healer is a healer, the % of damage from healing warmth shouldn't be this high not even to a bulwark devotion, but neither should DC's abuse AA like they do, content is suposed to be hard and rewarding not a infinite hamster wheel where you run in the wheel to get better at running in the wheel....pointless.

  • oggycz#5356 oggycz Member Posts: 182 Arc User
    edited January 2017



    I think cooldown is still there. Most dmg is now done by Healing warmth. It has same chance to proc (but limit to 5 mobs) as Burning guidance. And it is ok. Because SKT campaign is much harder than DR. And yes, I liked it very much. You are probably right with vow + vengefull judge interaction.

    https://s23.postimg.org/b3jltqn3d/image.png

    I dont say it's not ok from a convinient way, dungeouns will be faster and OP can actually compete with DC in high end game content, but it's wrong a dps is a dps a healer is a healer, the % of damage from healing warmth shouldn't be this high not even to a bulwark devotion, but neither should DC's abuse AA like they do, content is suposed to be hard and rewarding not a infinite hamster wheel where you run in the wheel to get better at running in the wheel....pointless.
    On the other side, I do with my 4k+ healadin similar dmg as my friend 4k+ protection pally in dungeons and it seems fair to me. We both are not dps chars. And good 4k dps chars do much more dmg.
    Svatá Prdelka
    game - Human/real life - ???
    OP 18k+ Devotion/Justice - Light
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    Very true, my 3.6k OP does about a 3rd of the dps of a similar level GWF even with over 70k power (in combat), 40% crit chance and a Justice build with 2x r11 & 1x r12 bondings.
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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited January 2017


    On the other side, I do with my 4k+ healadin similar dmg as my friend 4k+ protection pally in dungeons and it seems fair to me. We both are not dps chars. And good 4k dps chars do much more dmg.

    But that is intrinseque problem of the class, and dont forget devotions share or increase (can't remmeber) the alies stats by 5% upon a heal for 8 seconds that justifies in part, put those 5% in the hand of 3 dps....not just that but Bond now grants divinity, RA recharges much faster AP on healadin that tankadin, that will lead to much more divine judgment, bane (wich is anoying af now) can be casted on a target 3 times and on a ally once on r4, devotion is more pro team.....that doesn't justify 64% (like the case above) when chill of winter would be just like 2% at best, this seems to me just ducktaping because devs want to keep people runing infinite super fast SVA's for their low drop rates and if they changed the game to a slow paced with more chance of rewards and with actual dangers, not just stand in there dpsing people would stop playing because they got confortable with this state.

  • majorcharvenakmajorcharvenak Member Posts: 783 Arc User


    On the other side, I do with my 4k+ healadin similar dmg as my friend 4k+ protection pally in dungeons and it seems fair to me. We both are not dps chars. And good 4k dps chars do much more dmg.

    But that is intrinseque problem of the class, and dont forget devotions share or increase (can't remmeber) the alies stats by 5% upon a heal for 8 seconds that justifies in part, put those 5% in the hand of 3 dps....not just that but Bond now grants divinity, RA recharges much faster AP on healadin that tankadin, that will lead to much more divine judgment, bane (wich is anoying af now) can be casted on a target 3 times and on a ally once on r4, devotion is more pro team.....that doesn't justify 64% (like the case above) when chill of winter would be just like 2% at best, this seems to me just ducktaping because devs want to keep people runing infinite super fast SVA's for their low drop rates and if they changed the game to a slow paced with more chance of rewards and with actual dangers, not just stand in there dpsing people would stop playing because they got confortable with this state.
    Looking at the snapshot of the log, treesclimber, was this when Prism was firing off or was it just from the procs caused by the heals flying around in Bond? I'm just speculating here, but I'm wondering if it was that or if (for some weird reason) HW was counting Syndryth as five vice just a single target. Which it shouldn't do. :/ I dunno, but you're right, they should take a look at it and make adjustments. If they determine it is WAI but the damage output is still too high, maybe they should reduce the base damage to 2k/3k/4k vice the 4k/5k/6k it is currently. Just a thought.

    HOWEVER...Given that they broke and unintentionally bugged Vow when SoMI was released, I wont complain too much about BG (and by extension - HW) returning to it's former GLORIOUS state of absolute brokeness. Loved watching the bosses and mobs slowly melt under our power! :p
    ~Shia~

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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    @majorcharvenak sorry i deleted the logfile so can't say if it was when prism ativated or not, what i suspect it's hapening is: BG/HW are affecting 5 targets like oggycz said, the 1 second ICD is there but it's player ally relative and mobs cant in theory (unless the processor is multi processing hits) be hit at the same time, hence the results.

  • oggycz#5356 oggycz Member Posts: 182 Arc User
    BG has no mob limit, HW is limited to 5. I think, prism triggers most of BG/HW, according to combat tracker. My dmg by BG is not higher than before mod 10 and HW has +/- same proc chance now. Seems WAI to me. Healadin has nice synergy with BG/HW. Maybe other chars work nice with other boons.
    Svatá Prdelka
    game - Human/real life - ???
    OP 18k+ Devotion/Justice - Light
  • majorcharvenakmajorcharvenak Member Posts: 783 Arc User
    Oggy, That makes sense. Still, Treesclimber does have a point that maybe the damage portion might need a little tweeking, both to keep us from the temptation of straying outside of our role as off-tanking capable healers, but still allow us to contribute some damage so as to not be dismissed out of hand as a possible team mate for groups at endgame. Personally, I wouldn't mind if they adjusted the damage from Healing warmth down a bit but give us and the DCs a 15 to 20% increase in the base damage of our respective at wills to make any soloing less a chore.
    ~Shia~

    House Miliskeera in exile (NW)
    Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
    Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
    Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
    Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
    Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator

    Member - Houseclan t'Charvon (STO)
    Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
    S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
    T'Lyra, LvL 60, Fed, Vul Sci
    Ta'el, Lvl 60, Rom Tac
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  • oggycz#5356 oggycz Member Posts: 182 Arc User

    Oggy, That makes sense. Still, Treesclimber does have a point that maybe the damage portion might need a little tweeking, both to keep us from the temptation of straying outside of our role as off-tanking capable healers, but still allow us to contribute some damage so as to not be dismissed out of hand as a possible team mate for groups at endgame. Personally, I wouldn't mind if they adjusted the damage from Healing warmth down a bit but give us and the DCs a 15 to 20% increase in the base damage of our respective at wills to make any soloing less a chore.

    I always stay in role as off-tanking capable healer :D:D. Its why I play with my devo pally. And some dmg is handy too. :D
    Svatá Prdelka
    game - Human/real life - ???
    OP 18k+ Devotion/Justice - Light
  • csaddict1csaddict1 Member Posts: 4 Arc User
    I love that you add more dps to an already way overpowered class. HR desperately need a nerf. Instead you add dps and a root. Do you guys even pvp ever?
  • masterclown61masterclown61 Member Posts: 106 Arc User
    null
    What are you talking about? Do u even know how PG was working before bug?
  • masterclown61masterclown61 Member Posts: 106 Arc User
    Just because we are not talking out loud and crowded, you are overlooking us again. Planth Growth is not working as it did before mod 10.5. It has an unintended delay at the beginning for 2 seconds. Please fix it properly as any HR build needs it.
  • shmoodleshmoodle Member Posts: 32 Arc User
    I am very disappointed to see the downgrade to the Shadow Demon. As a DC it has allowed me to do my dailies in a day and still get some group content in in the same day. I'd like to suggest you consider upgrading a few others instead. There is already a shortage of DCs for end game content, any changes that will help us slog through the dailies would be appreciated.
  • ghostappghostapp Member Posts: 8 Arc User
    Not really sure about the programers aspect of this idea but if you add option to gut fish for voninblood it would make fish actually usable instead of just being inventory clogger. Fishing would make much more sense than just chasing maps and it would give you option to farm vonin eficiently somwhere else other than Bryn. Like i said i have no idea how complicated the dev process of this is.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited January 2017
    "Energon"? I suppose it fits...sort-of.

    While the servers are down, I broke out my MM II and did a bit of transcribing. Here's some more in-depth information on these creatures. It's worth noting that they are the only creatures native to their respective planes:

    XAG-YA and XEG-YI

    FREQUENCY: Very rare
    NO. APPEARING: 1
    ARMOR CLASS: 0
    MOVE: 6"
    HIT DICE: 5-8
    % IN LAIR: Nil
    TREASURE TYPE: Nil
    NO. OF ATTACKS: 1
    DAMAGE/ATTACK: 7-12
    SPECIAL ATTACKS: Energy blast or drain
    SPECIAL DEFENSES: +1 or better weapon to hit; see below
    MAGIC RESISTANCE: 15%
    INTELLIGENCE: High (mindless by human standards)
    ALIGNMENT: Neutral
    SIZE: M
    PSIONIC ABILITY: 120 + 10 to 60
    Attack/Defense Modes: All/all
    LEVEL/X.P. VALUE: VIII/1100 + 10/hp

    Xag-ya are creatures from the Positive Material Plane, and xeg-yi are from the Negative Material Plane. They are much alike, being reverse images of each other. Xag-ya are silver and fiery. Their touch brings a surge, much like a bolt of lightning, that will cause combustion of highly flammable materials such as parchment, cloth, wood, etc.

    Every other round, a xag-ya can loose a bolt of energy that equals its touch up to 10 feet at a single target. The bolt heats metallic objects to glowing. Metallic items of magical nature do not heat if their owners succeed in making their saving throw vs. lightning. (Base 11 for hard metal 16 for soft, with pluses to the die roll for magic components.) Heated metal must be dropped and any worn discarded. Damage per segment of contact with such metal is 1-4 points.

    The touch of a black, lifeless xeg-yi causes cell death, life energy drain of a mild sort, and aging and rotting of such materials as are burned by xag-ya. Xeg-yi send identical tendrils of negative current which chill metal and inflict damage. Normal metal, magical properties, and magical metals which have not been saved vs. the energy melt are lost. That which fails against the negative current of xeg-yi shatters or decays due to corrosion. (Saving throw is the same as that vs. the attack of a xag-ya.)

    Slaying either type of creature releases a burst of energy or negative force with a 10-foot radius. This release inflicts double damage (14-24) on all victims within its area of effect, and saving throws must be made as if a bolt had actually touched the affected creatures. If a xag-ya and a xeg-yi should ever meet, they will rush together and destroy each other in a huge (30-foot radius) explosion which looses 28-48 points of damage (4d6+24) in the blast area.

    Only magic weapons will affect these creatures. Xag-ya are affected by magic creating cold, xeg-yi by that creating heat. Both sorts of creatures are subject to attack by disentegrate and magic missile. Negation and absorption are effective against the attack of a xag-ya, while a mace of disruption and rod of cancellation are effective vs. xeg-yi attacks without harm to the devices used. A shield spell prevents the attack of either creature. A circle of protection (spell, magic circle, thaumaturgic triangle, or pentagram) will repulse attacks of either kind of creature. All other magic or spells, unless of one of the above sorts, have no effect except the following which can slay or return either creature to its own plane: abjure, alter reality, banishment, dismissal, dispel magic (treat as magic of a level equal to twice the creature's hit dice), holy (unholy) word, limited wish, plane shift, wish.

    Xag-ya and xeg-yi are often used as guardians of magic. They can be ensnared by magic summons and linked to an object. When the object is torn, broken or opened without properly negating the summoning link, the xag-ya or xeg-yi appears and attacks all within a 3" radius of the object.

    Both creatures are spherical with many radiating, tentacle-like protrusions. Xag-ya have glowing golden eyes. Xeg-yi have dull metallic orbs.
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  • grimahgrimah Member Posts: 1,658 Arc User
    I looked through the new items, and wanted to ask/bring up that the new chest piece for paladins/guardian fighters that gives 50k HP, has no AC stat attached to this.

    Was this an oversight or intentional? losing other stats for pure HPs is fair, but also losing 14 AC (7% DR) for this seems to be an error. Is this intentional @terramak ?
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  • tutelo#5367 tutelo Member Posts: 82 Arc User
    @hustin1

    Wow, kudos for posting this. Been a while since Ive seen someone reference the WoTC Official Monster Manual for D&D. Great Lore info
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    grimah said:

    I looked through the new items, and wanted to ask/bring up that the new chest piece for paladins/guardian fighters that gives 50k HP, has no AC stat attached to this.

    Was this an oversight or intentional? losing other stats for pure HPs is fair, but also losing 14 AC (7% DR) for this seems to be an error. Is this intentional @terramak ?

    None (?) of the new torso armors has an AC value and it is questionable whether all, some, or none of these are intentional.
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  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    edited January 2017
    @grimah @beckylunatic
    "None (?) of the new torso armors has an AC value and it is questionable whether all, some, or none of these are intentional."

    Will verify. Thank you.

    Sneaky post-thread close edit: Verified, and it is indeed unintentional. Aiming to get a fix into a pre-Module 11 build if possible.
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