This build is on the Owlbear test shard.Content and EnvironmentRiver District
- Dig Site lockouts should more consistently expire after one hour.
- Wizard Attack Heroic Encounters are less likely to become stuck.
Combat and PowersCompanions
- Watler now properly grants double Adventurer's Accreditation at Uncommon and Rare qualities.
Items and EconomyGeneral
- Ornately Carved Box: This item now stacks to 99, increased from 5.
Note from Terramak: Unfortunately, we weren't able to get the overlapping loot issue resolved for this build. We've got a band-aid (prevent multiple players from interacting at once) going into the next major Shroud of Souls build on Preview, but it's unlikely to get into a build before Shroud of Souls release.Edit: There was a lot of feedback / were a lot of bug reports in the previous thread. I've made sure to send all of 'em out to the team for investigation.
Comments
Thank you! This patch pretty much clears up my personal list of bugs for Mod 11. Now I have nothing to complain about there. Well....no bugs, that is - but there are always design flaws to complain about:
Design flaws in Mod 11:
- The +5 companion gear that drops in IG is generally perceived as inferior to the +4 gear. This is simply illogical.
- The drop rate of the +4 gear, and the low chance of getting the gear you want (combined with the fact that the items are bound) has caused many players to give up on IG - just farm it for the Fleece and quit after completing the first (Bronze) phase.
- There is no good campaign currency sink to encourage people to come back to the campaign and do at least the weekly quest, after finishing the campaign. Sharandar, ToD and even IWD are much better designed in that respect.
- The reward/effort level (as in expected AD value per hour) in the Spellplague caverns is too low for many people to bother with it - if you do not need the artifact from there, it is far more practical to run FBI and mSVA instead.
There...even though you fix some of the issues I have been complaining about, it doesn't mean I cannot whine about something else instead.I would have to agree about the +5 companion gear though. When people first told me that +5 companion gear had an overload slot, I assumed they meant 2 off (or def) slots plus an overload. After finding out that it was just 1 off and an overload, I assumed it was a bug.
A companion overload slot cannot compete with an offense slot. Never. At least in theory it shouldn't. I do not have one to test, I don't get +5s . It should be obvious that +5 is weaker given your new item level system on preview. With a +4 companion item, you can reach a higher item level than you can with a +5 on preview. Obviously the new item level system isn't perfect, but this one should be a no brainer.
Even if new overloads were added in mod 11b or mod 12, these +5 companion items would still be annoying to use, since buying/farming overload enchants after 2 hours of combat time is annoying, and quite similar to black ice/voninblod.
@terramak
Signature [WIP] - tyvm John
Signature [WIP] - tyvm John
thank you!
We are searching for slave labor, will pay with food from our farm!
I have never been locked out of a dig site for more than an hour. But, I also never used passes that I got from a treasure chest. I also very seldom used any maps (2-3 times total), instead only going to opened dig sites and getting passes for 1 reclaimed resource each.
When I did get passes from a treasure chest, I discarded them immediately.
When I got passes for 1 reclaimed resource each to enter the digs, I would leave them in inventory and discard them all after I was done with my run entire (usually ran either 5 or 9 sites).
This exact behavior is consistent for all 4 characters I have working through River District (DC, CW, GWF, and OP).
I throw away duplicate passes. I have NEVER allowed a pass to time out in my inventory. I ditch them as soon as I exit the site, or as soon as I remember if not immediately.
@adinosii also indicated he stopped having issues with sites becoming locked when he stopped allowing the passes to time out.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I've swamped our QA team with too many builds recently, though - I'm cooling down on the live fix builds (I have none planned for next Thursday or the Thursday after, at least, assuming nothing absolutely terrible emerges).
Feedback: I've ran Spellplague a few times now on live as have many of my friends. It's a really fun dungeon with interesting mechanics and a fun and entertaining side boss. The rewards are really strange.
1. Doing the 'no spoilers' optional boss I saw something flash up on my screen that I was getting a title or achievement. It happened pretty fast so I thought I might as well check it later only- I didn't find anything in my quest journal for such an achievement or title. Did I miss something or maybe have other people noticed this?
2. The regular dungeon chest key awarded me only Seals and Abandoned treasures only. No piece of elven gear at all. The Runic key I used gave me Seals, Abandoned Treasures and a rank 5 silvery enchantment only the several times I've done the dungeon. Again, no choice of elven gear salvage or anything. Since this is expected for the tier of dungeon to have at least elven gear salvage like FBI does I'm wondering if this was intended...
I loved spellplague. You guys did a nice job updating it and I think its gorgeous and still has suspenseful and hilarious moments like I remember. I'm curious though as to why only the seals and abandoned treasures as rewards. If it's true that you're adding drops next mod for masterwork materials thats cool.. but please give us some purple gear for our time. It makes it overall less profitable than the key we are using to open the chest. Thanks!
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I'll never retrace my steps.
Some of my best friends are Imaginary.
Signature [WIP] - tyvm John