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Cloaked Ascendancy Preview Patch Notes: NW.75.20170206a.1

terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
Known Issue: In Kabal's story instance, the flame jets don't go away.
  • A fix to this has been made internally, and a build should go onto Preview tonight (February 13, 2017). If the version is NW.75.20170206a.2, then this should be resolved.



Module Overview:
Developer Blog - Upcoming Expansion Features

Please post on a relevant Official Feedback Thread, if one exists for the feature you've got feedback on!
Feedback Threads:
Official Feedback Thread: River District Introduction Quests
Official Feedback Thread: River District Zone
Official Feedback Thread: Cloaked Ascendancy Campaign
Official Feedback Thread: River District Rewards
Official Feedback Thread: Illusionist's Gambit
Official Feedback Thread: Weapon Enhancement Changes






Content and Environment
River District Zone and Instances
  • A whole lot of audio has been updated in content introduced with the Cloaked Ascendancy!
  • Enemies in instances can no longer accidentally be killed without giving completion credit.
  • Spiders now go away when the Treasure Ship Heroic Encounter fails.
  • The treasure mechanic in Nostura's area has been updated.
  • Kabal's instance
    • Known Issue: The flame jets in this instance do not disable, making this instance basically non-completable.
    • Kabal has received significant balance adjustments, mostly resulting in him dealing less damage, but having more health.
  • Nostura's instance (The Fey Castle)
    • Nostura's Wither attack can once again properly be blocked by pillars.
    • Nostura's Realm Shift now immediately triggers Realm Mastery and causes her to become invulnerable.
    • Stags no longer get caught on invisible collision.
Cloaked Ascendancy Campaign
  • A Crown for the King: Fixed an issue where the camera bashed through Nostura in one of her dialogs.
  • River District Unveiling: Neverember's speech cutscene is now better framed.
Illusionist's Gambit
  • Players are no longer shown that they've won Gold when they've only achieved Bronze or Silver.
  • Players now properly receive rewards for completing the level 20-69 version of this skirmish.
  • Players now receive 25 seals when failing after reaching the Gold rank.
  • The flash when the environment changes to a bright setting should now be a little more muted.
  • Traps in the level 20-69 version of this skirmish now spawn at level 60.
Spellplague Caverns
  • Improvements have been made to the lighting in this map.
  • Player characters now die when they are killed (by falling into plague fire pits).
  • Skill nodes are now more accessible.
  • The final boss is now untargetable while submerging.
Spellplague Caverns (Master)
  • A certain optional encounter may now only be attempted once per run.
  • During the Planar Prominence phase of the Nostura fight, entering the Feywild portals now properly prevents lethal damage from Planar Prominence.
  • Nostura's beam power no longer looks indistinguishable from a Scourge Warlock power.
  • Nostura's fight can no longer skip phases if she is dealt an excessive amount of damage.
  • Pillars on portals / gateways now have collision.
  • Players can no longer Mighty Leap (or use other movement effects) to leave the Kabal boss arena.
  • Players no longer visibly float in midair if they fall off the Stone-Eye Nothic boss arena and die.
  • The Stone-Eye Nothic boss now properly shows visual effects (VFX) on death.
  • The treasure chest at the end now properly uses a Runic Key, rather than a nonexistent Far Realm Key.
Dungeons, Trials, and Skirmishes
  • The Rage of Demons hourly event no longer exists.
  • Tiamat no longer kicks players out if they queue and join outside of her previous time window.
  • Valindra's Lair: Imps should once again consistently spawn from portals.
General
  • Contests in many zones now give XP.
  • Many various typos have been addressed.
Future Events
  • A new PvP Leaderboard season will start on February 21.
  • The event calendar has now been populated from February 21.

Combat and Powers
General
  • Players who are immune to Knock effects, e.g. Paladins channeling Sanctuary, are now properly immune to Knock effects.
Boons (Cloaked Ascendancy)
  • Aura of Despair and Aura of Hope no longer stack from different players.
  • Planar Vitality now has a cooldown of 10 seconds.
  • Tier 4 boons are no longer available early.
  • Vision of Beyond now has a cooldown of 10 seconds.

Items and Economy
River District Items
  • Artifact Weapon buffs now have icons.
  • Key of Stars: The tentacle summoned by this artifact power no longer has a brains base.
  • The "Lifeforged" Artifact Weapon buff now increases Power by 10% of the player's Defense, reduced from 15%.
  • Tome of Ascendance: When stepping into the Fey portion of this artifact power, the visual effects are no longer as disorienting.
Cloaked Ascendancy Campaign
  • Instance keys now properly drop when completing a quest to disrupt a wizard.
  • Nostura item packs now properly Bind on Pickup.
  • Reward packs for found quests are no longer Unique.
  • Rewards have been added to the introductory quests.
  • Strongboxes no longer give a placeholder item in the Currencies tab.
  • The Traveling Merchant now sells Runic Keys.
  • The Traveling Merchant will no longer take your stuff and give nothing in return.
Dungeon Keys
  • Dungeon chests no longer have a chance to wait a long time to give rewards if the player managed to choose nothing on a choice dialog.
  • Players now receive the first reward in a choice if they crash during reward selection.
Enchantments, Enhancements, and Runestones
  • Enchantment notes in a later post by Terramak.
Svardborg
  • The drop rates of Superior Marks of Stig/Ild/Uvar from chests in Svardborg (Master) have been tripled.
  • The drop rates of Greater Marks of Stig/Ild/Uvar from chests in Svardborg (Normal) have been tripled.
General
  • Champion's Charger and Winter Wolf mounts can now be discarded.
  • Jarl's Gaze: This helm now properly shows its VFX on Dragonborn characters.
  • Many various typos have been addressed.
  • Rings introduced by the Underdark expansion, received from Demonic Heroic Encounters, no longer apply their bonuses to companions or the player when equipped by companions.

User Interface
Campaign
  • The art for the Cloaked Ascendancy campaign has seen further improvements.
  • The Cloaked Ascendancy campaign now shows that it's disabled when the player hasn't completed the intro quests.
Inventory
  • Certain items will now pop up a special confirmation prompt when the player attempts to delete them.
  • The scroll bar now resets to the top when switching inventory tabs.
Scoreboard
  • Rewards from the previous instance are now properly cleared when queuing again at the end of an instance. This prevents the scoreboard from showing "double" rewards.
Zen Market
  • Knox's Adventurer Recruitment Order: Hunter Rangers will no longer incorrectly have six extra inventory slots when created using this purchase. Existing characters should not be affected by this change.

Graphics, Performance, and Stability
General
  • A crash in dynamic lighting has been addressed.

Localization
General
  • Another wave of localized text is in for French, German, Italian, and Russian locales.
Post edited by terramak on
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Comments

  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Hope this is a simple coding error cause the buffed WEs have been made all but pointless now.
  • edited February 2017
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  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    Enchantments, Enhancements, and Runestones
    • Flaming Enhancement
      • Applying a stack of the Flaming Weapon Enhancement's DoT will now refresh the duration of any existing stacks. This will make it easier for players to maintain stacks of the DoT on their target.
    • Frost Enchantment (General)
        Reductions to recovery, deflect and power have been simplified and replaced with reductions to recharge speed, damage resistance and damage dealt.
        • As enemies in PvE do not actually possess player stats like recovery, deflect, etc. under-the-hood damage resistance and damage dealt were already being affected but not displayed in the tooltip.
      • The overall effectiveness of the debuff that occurs once every 20 seconds has been increased, at transcendent level a 30% damage resistance and damage dealt reduction is applied for 4 seconds.
        • Accompanying this issue, a bug was resolved wherein the old damage resistance and damage dealt reduction were being applied more often than the tooltip indicated has been resolved.
      • Frost enchantment no longer sometimes displays more than one debuff icon.
      • The mouseover text for the frost enchantment debuff now properly features text describing its effect.
    • Pure Frost Enchantment
      • Resolved an issue wherein the 7% increased damaged received effect did not properly respect the indicated 20 second cooldown.
    • Transcendent Frost Enchantment
      • Resolved an issue wherein the 7% increased damaged received effect did not properly respect the indicated 20 second cooldown.
      • Resolved an issue wherein the 7% reduction to damage dealt effect did not properly respect the indicated 20 second cooldown.
    • Lightning Enhancement
      • Blank buff icons no longer incorrectly appear when using this enhancement.
      • Floating combat text in regards to this enhancement is no longer quite as spammy.
    • Plague Fire Enchantment
      • Reductions to defense and power have been simplified and replaced with reductions to damage resistance and damage dealt.
        • As enemies in PvE do not actually possess player stats like power, defense, etc. under-the-hood damage resistance and damage dealt were already being affected but not displayed in the tooltip.
      • The duration of all stacks of the applied debuff are now expectedly refreshed whenever this debuff is applied.
      • An issue wherein the damage over time effect would not proc 3 times as expected given its period and duration has been resolved.
      • The area of effect dealt by the transcendent level enchantment has been increased from 40% weapon damage to 60%.
        • The number of targets affected by this area of effect attack has been increased from 3 to 5.
      • The icon for Plague Fire's debuff now features a unique icon instead of reusing the flaming weapon icon.
      • The mouseover text for the Plague Fire enchantment debuff now properly features text describing its effect.
    • Terror
      • Reductions to defense and power have been simplified and replaced with reductions to damage resistance and damage dealt.
        • As enemies in PvE do not actually posses player stats like recovery, deflect, etc. under the hood damage resistance was already being affected but not displayed in the tooltip.
        • The damage dealt reduction to enemies struck by the pure and transcendent level terror enchantment is 8%.
      • The damage resistance reduction value has been increased to 6% at transcendent, up from an unstated 4% against enemies in PvE.
      • The base value of additional weapon damage contributed has been increased to 30% at transcendent, up 5% from 25%. Lower ranks have been adjusted accordingly.
    • Enchantment effects no longer interfere with Control Wizard Chill stacks.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited February 2017
    Ummm, I'm not seeing any additional information on weapon enchants.

    So I assume whatever tweaking you did to CW chill stacks has completely destroyed WEs entirely and making them only proc once on these encounters. Proc'ing only once on conduit of ice and icy terrain pretty much makes these WEs useless for a CW as a CW's at-wills are not where their damage is coming from.

    This is huge steps beyond what you done to the SW's dreadtheft and blades. The CW is utterly reliant on additional sources of damage.
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  • michela123michela123 Member Posts: 257 Arc User
    edited February 2017
    I think there is an error in the patch notes, Frost should be a 10% debuff that lasts 10 seconds, not a 30% debuff that lasts 4 seconds.


    BUGS

    Transcendent Frost (tested in PVE): The debuff icon lasts 10 seconds, but the debuff that reduces enemy's Damage and Damage Resistance lasts only 4 seconds and has 20 seconds cooldown. Pure Frost has probably the same bug.

    Plague Fire (tested in PVE): Transcendent Plague Fire reduces my effectiveness by 3% (with 1/2/3 stacks) instead of increasing it by 3/6/9%. Greater Plague Fire reduces my effectiveness by 2%. This bug probably affects all ranks.

    Terror (tested Transcendent in PVE): The 6% debuff to enemy's Damage Resistance lasts 4 seconds at the beginning of combat, then if you keep attacking the same enemy it does not proc anymore.
    Post edited by michela123 on
  • c3rb3r3c3rb3r3 Member Posts: 277 Arc User
    edited February 2017
    No fix on Lightning Arc from Lightning WE not scaling ?

    EDIT : nevermind, it got fixed
  • tom#6998 tom Member Posts: 952 Arc User
    edited February 2017
    here is what astherdal wrote on the WE feedback thread:
    asterdahl said:

    asterdahl said:

    We've discussed the issue more and given all of your feedback I've come to the decision to revert plague fire and cold to their original state whereby they bypass the normal 200% cap, at the same time I may be walking back some of the increases to their damage resistance reduction. I will post the full details once they are finalized later today.

    As promised, here are the updated details, starting with the Frost enchantment:

    Transcendent Frost Enchantment
    You deal an additional 28% weapon damage as Cold damage with your powers. In addition you apply a 30% slow, 25% recharge speed reduction, 10% damage resistance reduction, and 10% damage dealt reduction to your target for 10 seconds. Non-player targets are also disabled for 4 seconds. This effect may occur no more than once every 20 seconds.

    Frost Enchantment
    You deal an additional 8% weapon damage as Cold damage with your powers. In addition you apply a 30% slow and 10% recharge speed reduction to your target for 10 seconds. Non-player targets are also disabled for 4 seconds. This effect may occur no more than once every 20 seconds.




    wo what changes do we get now?
  • mattia78mattia78 Member Posts: 87 Arc User
    edited February 2017
    stop nerfing new weapons, and without letting us to test them first. I have relic ones and don't mind if new are on par; i welcome it instead
    404 Italians Not Found Guild Leader
    Matt Shieldheart 3.5k GF Conq PVE _ Matt Shieldheart 0 3.5k GF Tactician PVE _ Matt Shieldheart II 4.1k Buffer DC _ Matt Shieldheart III 4.3k Thauma CW _ Matt Shieldheart IV 3.5k Exe TR _ Matt Shieldheart V 3.9k Destroyer GWF _ Matt Shieldheart VI 3.1k Trapper HR _ Matt Shieldheart VII 3.1k Fury SW _ Matt ShieldheartVIII 3.6k OP Justice _ Matt Shieldheart -8 3.1k Healadin _ Matt Shieldheart -9 3.1k Mof Rene CW
  • whitestaruawhitestarua Member Posts: 175 Arc User
    edited February 2017
    @terramak
    @asterdahl
    @nitocris83
    @rgutscheradev
    @mimicking#6533
    @ctatumdev#6113
    @dreadnaught#5263
    @ontheriver
    @commanderander

    Future Events
    A new PvP Leaderboard season will start on February 21.
    The event calendar has now been populated from February 21.


    Leaderboard is still broken! Is stupid to launch new one when is still broken.


    And what about Annoited Army?


    While blessed, allies take very little damage, are immune to control effects. These blessings are removed early when a recipient is damaged.......


    But now immune to control effect is not removed by taking damage!
    Is totally broke PvP. Now this daily power is very imbalanced.

    AA give full damage immune. This is an issue too.

    Will you do something with this or no?
    And you can tell us official response - is this DP bugged?


    P.S.: sometimes it seems that you completely forgot about pvp.
    P.P.S.: AA is broken since m10.5

  • imperiousshiniimperiousshini Member, NW M9 Playtest Posts: 199 Arc User
    edited February 2017
    dmg immunity for 4 hits, Extraordinary.
    in pvp the most used daily is the Hallowed Ground or a prone daily btw...
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited February 2017
    terramak said:


    Enemies in instances can no longer accidentally be killed without giving completion credit.

    I assume that this refers to the problem where you were unable to complete a digsite instance if you pulled the mobs from the treasure room before entering it, which would have been an issue for ranged classes. At any rate, the fix works - I tested it both on a Crypt and a Sewer instance, and things are fine.
    terramak said:


    The "Lifeforged" Artifact Weapon buff now increases Power by 10% of the player's Defense, reduced from 15%.

    Nerfing it even further? I'm afraid this pretty much kills any interest anyone might have had in getting this weapon.

    Regarding the Frost enchant, I'm a bit confused.
    terramak said:


    The overall effectiveness of the debuff that occurs once every 20 seconds has been increased, at transcendent level a 30% damage resistance and damage dealt reduction is applied for 4 seconds.

    The problem is that the tooltip says a 10% damage dealt and damage resistance for 10 seconds, so eh....what is correct ?

    There are a few remaining issues that I have reported and are not fixed in this patch.

    I am unable to complete the "Defeating Nostura" quest as I had completed "Investigate Nostura" before picking up the quest. Dropping the quest and picking it up again does not help - it does not recognize that "Investigate Nostura" is done.

    We still have too few Profession resource slots. This module introduces a few new items that go there, and I think many people will see all their slots fill up, which results in weird problems and misleading error messages.

    The campaign tasks "Restore commerce", "Establish trade routes" and "Reap the rewards" are still utterly pointless. It makes no sense to do those tasks, when the cost is higher than what you save in the store (assuming you just buy one mainhand and one offhand). I repeat my earlier suggestion - add some new items (for example a consumable like the Sharandar Potion of Heroism, keys or something that gives stronghold vouchers) to the campaign store. That would make the 3 tasks meaningful, and would also give people a reason to come back to the campaign after they have gotten their boons and weapons. Now, if something already does get added to the store as you progress further in the campaign, that would solve the problem too, but so far I have not heard of that.
    Hoping for improvements...
  • whitestaruawhitestarua Member Posts: 175 Arc User

    dmg immunity for 4 hits, Extraordinary.
    in pvp the most used daily is the Hallowed Ground or a prone daily btw...

    In PvP atm many players use AA for CCimmune.
    You can easy make DC with fast AP gain and spam AA ... and have 90%-100% of time CC Immune.
    Before m10.5 - AA worked line in tooltip.
  • eoleeeolee Member Posts: 264 Arc User
    "Many many players use AA for CCimmune. "

    You certainly are talking about the last maybe 50 people on the server still doing pvp, right? Or does it include also all the bots? I tend to agree that AA is overpowered of course, but please dont ask about a change of a class for the sake of pvp again. When people ask for a change of a class, i'd like it to be constructive and including both aspects of the game.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    edited February 2017
    The nerf on life forged was unnecessary, even suposing a player has 0 power and 20k defence, 2k power will be 5% damage increase, that and the extra defence dont justify getting this weapon.

    Underdark rings no longer proc on companions *.*, it will be good not seing all those fire archons.
    Post edited by treesclimber on

  • whitestaruawhitestarua Member Posts: 175 Arc User
    eolee said:

    "Many many players use AA for CCimmune. "

    You certainly are talking about the last maybe 50 people on the server still doing pvp, right? Or does it include also all the bots? I tend to agree that AA is overpowered of course, but please dont ask about a change of a class for the sake of pvp again. When people ask for a change of a class, i'd like it to be constructive and including both aspects of the game.

    Befor m10.5 aa worked like on tooltip...and all was ok.
    So is not a "change", this is fix of issue.
  • niadanniadan Member Posts: 1,635 Arc User
    edited February 2017
    The drop rates of Superior Marks of Stig/Ild/Uvar from chests in Svardborg (Master) have been tripled.

    Would like to not have to wait for mod 11 for this to happen.
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  • vrednayamama#0865 vrednayamama Member Posts: 2 Arc User
    It would be great to fix forum quote from mobile, it does not work.
    To eolee comment, if the game has pvp content and pvp players then you should not forget about this part of the game, 50+ players or less, it does not matter, all functionality should work in accordance with requirements, if AA is working incorrectly (does not meet requirements) it means a bug and it should be fixed.
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  • vrednayamama#0865 vrednayamama Member Posts: 2 Arc User
    So dev team decided thats it is not an issue it is a feature? (Regarding AA) very funny.
  • whitestaruawhitestarua Member Posts: 175 Arc User

    Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.

    New weapons must be worse than old.
  • I was super interested in lifeforged or firesoul or whatever you're calling it now for my pally tank but now it doesn't sound very good.
  • edited February 2017
    This content has been removed.
  • whitestaruawhitestarua Member Posts: 175 Arc User
    edited February 2017

    Ya, this does kill Lifeforged as a viable choice. Why new weapons if they are so weak? At least remove the cooldowns, the weak bonuses do not justify cooldowns.

    New weapons must be worse than old.
    These are worse than Twisted. 20k defense gives you 2000 power for 10 secs every 30 secs. Does that sound good to you? New means better, it is called progression. Seriously, if they are not going to be on par or better than Relic, pull them. Release them in Mod 12 as better than Relic.

    I can't find this, but @terramak or other dev told that they want to keep Relic Weapons like the best weapons in game.
    Post edited by whitestarua on
  • niadanniadan Member Posts: 1,635 Arc User
    edited February 2017
    They are NOT worse than twisted....weapon damage is same as Relic, and in real gameplay, bonus damage will be slightly less if even noticeable than relic. I am just happy that they are increasing the Legendary mark drop rates so that I can get my purple Relics upgraded to Legendary for that minuscule increase in stats/weapon damage.

    Look at the bright side, you can now get your relic gear upgraded easier for BIS (if that is what you want) or grind out the mod 11 "almost on par" gear.
  • edited February 2017
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  • niadanniadan Member Posts: 1,635 Arc User
    @ghoulz66

    I believe the change is in regards to issues like in pvp that results in losing chill stacks applied when players are wearing elven battle.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    niadan said:

    @ghoulz66



    I believe the change is in regards to issues like in pvp that results in losing chill stacks applied when players are wearing elven battle.

    Well it backfired big time... PVE is more important than this unsalvageable garbage excuse for pvp.
  • niadanniadan Member Posts: 1,635 Arc User
    edited February 2017
    I cant remember which other enchant effects caused this problem in pve but it was related to a slow effect I believe...having a senior moment. As to pvp...I agree with you.
This discussion has been closed.