Update 2017-05-23 ~18:20 PDT: Updated to the .3 build. New notes are in light green text.Feature ChangesOverflow Bag ChangesWith the latest release, we have made some changes to the Overflow Bag. The overflow bag was intended to be a temporary storage location for essential items such as quest objectives or rewards. The excessive usage of overflow bags for consistent storage causes big performance problems for players when they change maps, login or join a party, as all that data has to get parsed by the receiving server then sent around to other players.
The changes should help alleviate some of the impact on the server and allow players to do their questing, gain items, and have fun while also providing a reminder to clean up inventory when reaching a pausing point (such as returning to Protectors Enclave). Our goal is for most players not to be affected by these changes other than experiencing reduced lag.
Queue ChangesThe proposal to lower Item Level requirements on private queues has been implemented. Check out the details here:
Official Feedback Thread: Queuing System UpdatesNote: There's an experimental change to queuing as a party leader that allows the player to queue solo. Upon joining the queue, the party leader will be removed from the party and added to the queue's group.
Release NotesContent and EnvironmentGeneral
- Fangbreaker Island: Hati can no longer be instakilled via certain unexpected methods.
- Most campfires that hadn't been allowing Loadout switching now properly do.
- Players who complete the quest, Secrets of the Cocoon, now receive a key item that gives 30% Everfrost Resist. Players who already completed it will receive this item in in-game mail.
- The Dragon Turtle no longer spins in the opposite direction of its steam breath.
Strongholds
- The interaction points for certain structures have had minor adjustments. There shouldn't be a significant player-facing change.
Stronghold Marauders
- The supplies dropped by enemies have had a backend change to make the drops slightly more efficient on the server.
Castle Never
- Due to adjustments that have been made to various classes since the release of Castle Never, the Orcus boss fight has become more difficult than intended in terms of surviving his attacks. Groups must rely on quickly defeating Orcus before he has time to execute any of his abilities, which was not the original intent for the boss. As such, we have made the following adjustments that should make the encounter a more balanced experience:
- The amount of damage dealt by a majority of Orcus's abilities has been significantly reduced.
- Orcus's various melee attacks now have noticeably different damage values from one another.
- Orcus's maximum hit points have been increased.
Combat and PowersArtifacts
- The Blade Storm class feature bonus granted by Artifact Weapons now properly increases Blade Storm's damage as described in the tooltip.
- Heart of the Black Dragon: This artifact's damage taken debuff no longer scales with certain stats. The tooltip has been updated to include information on the debuff.
Boons
- The Maze Engine: Displace Fate is now categorized as a Boon, rather than having "Uncategorized" in the upper-right of the tooltip.
Classes and Balance
- Guardian Fighter: Iron Guard: This feat's effects now properly provide 5% reduced damage per stack, rather than 5% reduced damage regardless of stacks.
- Hunter Ranger: Split the Sky now consistently does both the described damage reflection and periodic damage strikes, rather than randomly choosing one of those.
- Scourge Warlock: Warlock's Bargain no longer triggers weapon enhancement effects on damage redirected to the linked target.
Companions
- All companions that didn't have an Active Companion Bonus at Uncommon quality, such as the Winter Wolf companion, now properly do.
- Young Yeti: This companion's Active Bonus now properly increases damage as stated in the tooltip. The tooltip has been updated with more details.
General
- The Archer Tower debuff no longer has a placeholder icon.
Performance (These notes will only be present on the Preview shard, but the changes will be on the live shard as well.)
- The following powers have had backend changes to be slightly more server efficient. The changes should have no player-facing effects.
- Devoted Cleric (Divine Oracle): Brand of the Sun
- Scourge Warlock: Warding Curse
- Scourge Warlock: Lesser Curse
- The backend performance changes that affected other powers (and had not been noted) have been reverted in cases where they could cause recursive damage. An example of this was the Piercing Blade / Blade Storm loop. (This particular issue only affected the Preview shard.)
Items and EconomyArtifacts
- Certain off-hand slot Artifact Weapons now properly give the same-slot refinement bonus to other off-hand Artifact Weapons, rather than main-hand Artifact Weapons.
Strongholds
- Rare and Epic Insignias can once again properly be donated to the Coffer.
General
- Certain items dropped by a hidden boss in Spellplague Caverns now properly have icons.
- Ostorian Relics can no longer be turned in if the player is at the Voninblod cap. The tooltip for Voninblod now also displays that cap.
- Rewards in Illusionist's Gambit have been adjusted at Silver and Gold ranks to provide more Refinement Points on average.
- Stormraider Clydesdale: The purchased version of this mount may now be discarded if it's stuck in the inventory.
- The second Skirmish of the day once again properly gives its bonus Astral Diamonds.
- The Tarmalune Trade Bar Vendor now properly sells the Sigil of the Nine (at Uncommon quality) and the Starfade Stag mount (at Epic quality).
User InterfaceAuction House
- The Auction House now has a Stronghold category for things such as Guild Hall furniture.
Bank
- The "Deposit Item in Bank" context menu option is no longer disabled when it shouldn't be.
- When attempting to deposit a Stone of Health or other item with charges into the bank, a stack count slider no longer appears.
Loot
- The loot window no longer gets stuck in a state where it can't be looted or easily closed if the player enters cursor mode while looting.
Inventory
- Characters under level 30 no longer see the "Used in another loadout" icon in their inventory, as they have not yet unlocked loadouts.
Queues
- Certain instanced maps no longer sometimes close themselves before a queue group can get in.
- Players who queue solo are no longer placed into existing parties after the queued instance ends.
- The "Accept Queue" pop-up is now clearer about the reason it disappeared if it disappeared early.
- The party leader now retains leadership when entering a queued instance when using a private queue.
Sword Coast Chronicle
- The "Display Options" button is no longer sometimes hidden when opening the SCC UI.
- The top second of the Storm King's Thunder campaign no longer sticks around when double-clicking on another campaign.
- "Unlocked" has changed to "Advancement," in attempt to clarify which campaign tasks contribute to this percentage.
Graphics and VisualsGeneral
- Objects now properly fade in instead of popping in when they are close enough to draw.
- Certain swing effects that refract visuals no longer display textures from several swings ago.
Performance and StabilityGeneral
- There have been more crash fixes, but the Device Removed crash still eludes us for the time being.
LocalizationGeneral
- Various localization fixes and updates have been made to French, German, Italian, and Russian locales.
- In locales where the "Manage Loadouts" text is particularly long, the button now has a maximum width.
Comments
I didn't have any issues when you dropped directx 9 support. It's a new issue after you removed some settings.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
Its about time to increase bank space again, and if possible add another bag slot.
I thought I read in one of the "state of the games" that dev were taking a look at all the random refinement items that don't stack (bound, account bound, unbound) and working to reduce this going forward.
Was this idea shelved or is there hope?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
The mod 6 changes to prevent invoking or collecting HE rewards were already a big impediment to keeping a big overflow bag, but ok, more is needed. But can we also get something to alleviate the inventory murder that the last few mods have been? I need three inventory slots dedicated to Reclaimed Magic/Riches/Weapons; why in the world aren't these in the wealth tab? And maybe also put these Promissory Notes that we have no idea what they're for but presume we shouldn't discard them somewhere that doesn't count against our inventory. Put unrestored relic weapons in the Rewards Agent or somewhere they can be reclaimed (or hell, put them in the campaign store) so I don't lose two inventory slots forever in case I ever come up with enough Lanolin to actually restore them. I have six inventory slots taken up with relic-weapon RP in case I ever restore those too (yes, I can use the RP on other things but "much of the value is wasted").
Something similar for unrestored relic gear would be nice, but I'm not sure there's an easy answer there.
I get that you guys are trying to avoid a prepatch Wild Hunt Rider situation, but this makes the Yeti rather... ehhh
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
> Combat and Powers
> Classes and Balance
> * Guardian Fighter: Iron Guard: This feat's effects now properly provide 5% reduced damage per stack, rather than 5% reduced damage regardless of stacks.
>
> @dread4moor, time to revive your build!
A small, lifeless turtle shell sits frozen inside the translucent wall of a glacier. Suddenly, two glowing eyes appear inside the dark shell... and a crack forms in the wall of ice...
@terramak
Thank you.
Paying customer, but never demanded anything in 3 1/2 years of NW except for this minor fix to a minor feat on a minor subclass.
Thank you for listening and responding.
Was almost done with NW, but you've renewed my faith in the game.
I am Took.
"Full plate and packing steel" in NW since 2013.
Perhaps a tiered approach to the companion rewards (with each tier having approiate drop percentages base don the rarity for that tier:
- Bronze - +1, +2, +3 available as drops
- Silver - +2, +3, +4 available as drops
- Gold - +3, +4, +5 available as drops
This will have more people actually running to Gold (and have something worth the time and effort), and make players happy by having an actual chance to get the gear the need. It also aligns the rewards closer to the time mark that you spend in the Skirmish.As it is, +5 items are just salvage, while the +4 items are what people want. This is just wrong.
Alternatively, swap the slots, so the +4 items have the HAMSTER overload slot while the +5 rings have off/def, off/off or def/def.
I doubt, however that even those changes could make me bother to run IG - the problem is that the chance of getting the right +4 (or +5) item (neck, ring, belt, offhand) with the stat combination I want is just too low.
This is actually a symptom of a bigger problem - the reward/effort ratio in recent content is getting so low that it discourages people from playing. If players do not feel suitably rewarded for what they do, they will get frustrated or bored - they will play less or even leave for another game where they actually feel rewarded. Frustrated, bored players do not make good, paying customers.
There are two other examples of unacceptably bad reward/effort ratio.
One is the mSP dungeon. It is long, it is hard - it is next to impossible to do for a PUG that barely meets the requirements, while a skilled, communicating team can do it without too much hassle. That's fine - that's just how it should be, in fact. However, the rewards are simply not worth the effort. The only remotely worthwhile item there is the Fartouched Residuum, as that sells for a pretty nice amount on the AH, but that's it. Otherwise the rewards are pure HAMSTER.
The other example is the Stronghold Marauder event. The rewards there are so bad that most players will only run it once per week, and only for the first 5 waves to get the 600 Influence. This is a big-time fail.
This is actually related to the problem that M11 has - after you are done with the campaign, there is really nothing that makes you want to come back to the area. There are no worthwhile rewards - well, you can earn the keys, but you can get them elsewhere, and besides, you don't need them for mSP anyhow (because, as I said, you don't want to run that).
This also applies to the Dungeon Master/Portobello event. If you completed it last year, there is no motivation to spend time on it this year. The rewards just are not there.
Compare this to say Sharandar, Dread Ring, or just about any of the older campaign - I still go back to them for the weekly task or something else.
Let me make it plain:
If you do not make content that people want to play over and over then you to have failed
And, as I said, IG, mSP and the Marauders count as failures from my perspective.All of this. I've mentioned it to @strumslinger numerous times and he was suppose to forward it to you @terramak .. IG is a hot hot mess. There should most deff be some sort of tier system in place. +1's should not be dropping in Gold Runs period. I'm almost up to 300+ runs of IG and I haven't received one single piece of gear that I'm after. I can deal with all the silly mechanics.. even the Reflect Rounds... but the drops need looked at.
The over all drop rate isn't horrible.. in those 300 runs thus far I'm up to a total of 11 +4's.. and 1 +5.. I've seen worse drop ratios in the game. However, with so many combo's of the items.. it makes it very difficult to obtain the exact items you are looking for. Cut the +1's from gold runs for starters. Also, just to note.. the +5's are meh. Unless there is some sorta super secret content coming in the future.. No one is going to use Comp Gear with an Overload Slot. Double Off or Double Deff is what people want. The +4's outweigh the +5's right now? How is that ok from a developers eyes?
Just my 2 cents...
Kudo's to finally fixing the Yeti... but the 60sec cooldown timer... come on brah! lol...
Inferno Vampire - Garlaanx
Neverwinter
Warlock - Garlaanx
Personally I think that the adjustments need to be made with the intention of allowing players to gear their characters rather than make them suffer through a lotto system to keep them grinding. We already have plenty of items that fulfill that role and making companion gear like that is basically like making players have to go through a lotto system to get elven/alliance gear. The devs need to realize that at this point companion gear isn't really optional.
Towards that end I'd rather see them remove +1 and +2 items and make +3 items have the same stats as +4 but with an offense and defense slot. +5s should just be loyal gear. While they've said that they think loyal gear is OP they gave us +4s that are adorable gear with a different name so their real problem was that you got a lot of stats without slotting r12s. If loyal gear is a rare enough drop it won't drop often enough to make that a problem (and players would actually be excited to see it drop).
#1 Remove all character bound RP, this RP is so bad that some people are discarding it or selling it for a couple coppers anyways.
#2 If character bound RP must stay, allow us to bind account bound RP to character on toons we know will need it, so that it stacks better.
#3 Add an extra bag for Vanity items. We love vanity items, and would love to collect them, but we just can't hold them all (or even a reasonable number of them) given even the current maximum inventory space. I am talking about thrones, water balloons, fashion, wand of sight. This bag could work like Professions or like Useful Items, I wouldn't care as long as it were big enough to hold my collection. It makes me very sad when I am required to throw away a piece of my collection simply because I don't have room for it anymore.
#4 Add more bag slots. This makes you money anyways. If it's possible, please let us give you more money
#5 Add bigger bags. I would hate this one. It ruins the investment I put into Runic Bags, so please be careful with this one.
#6 Make loadouts able to pull gear from the personal bank
#7 Make loadouts place gear in the slot that held the previously equipped item, not dropped into the inventory like a new item
#8 A decent alternative solution suggested by @vida44 awhile back. Make an inventory bag that stores all items from other loadouts. This would encourage getting more gear for a second loadout, instead of discouraging it. Any item in this inventory bag would need immediately moved to the main inventory if it were removed from a loadout
#9 Make quest items go into the useful items bag, or make a Quest Items bag. When I pick up 3 quests in the Dread Ring, and end up having to clear out 3-8 inventory slots just to complete the quests, it feels unreasonable. Maybe less of an issue if we had a higher maximum inventory space, but it still feels pretty stupid when it happens on a full inventory.
#10 Allow items to stack higher. Instead of making me store 15 stacks of 99 Peridots, it would be nice to have them stack to 999. Basically all RP items, Enchants, Marks, and all types of potions should stack like this. We get enough of them.
#11 Make more Potion Tray slots. Not exactly inventory, but it does free up a few spaces, and allows for more convenient use of some important items.
Signature [WIP] - tyvm John
Neverwinter Census 2017
All posts pending disapproval by Cecilia
The best reward might be something you don't have yet, but it's absolutely not something you can't even get.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Then I go into Master Spellplague. What could I get? An artifact that I don't really need, but I could sell for a lot. Some materials that I don't need, but I could sell for a lot. Some relic gear that I already have from the last module. Some gear that is a lower item level and considerably worse stats than the items obtained from the lower level Normal Svardborg skirmish (looking at you Garb of the Ascended). Nope? Oh look!
um... wait ...? Seriously? I don't get anything? Never coming back here again. The good stuff isn't worth the bad stuff.
EDIT - I want to point out that you do not get "literally" nothing. This picture is a joke someone else posted. It is just that the minimum rewards dropped from Spellplague generally make it not worthwhile to even open the chest. The good doesn't outweigh the bad.
I know that if I run CN and don't get a Shard of Orcus' Wand that I will come out with like 5-25k AD in salvage, a and enough materials to create a lesser demonic key, while spellplague I am barely guaranteed 5k AD salvage from doing a daily dungeon.
Signature [WIP] - tyvm John
Come On... Who is approving this stuff on the development team...
Inferno Vampire - Garlaanx
Neverwinter
Warlock - Garlaanx
Signature [WIP] - tyvm John
Neverwinter Census 2017
All posts pending disapproval by Cecilia
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
It's so annoying, I don't even bother opening the invoke bags, I just throw them away. Let me repeat that. I THROW AWAY FREE RP because the binding states are so annoying and inventory hogging. Also, I have bags in every bag slot on every alt.
For every item in the game, they should be bound like this:
- BtC: This should ONLY EVER EVER be on EQUIPMENT that has actually been equipped by a character. and even then, not always. Nothing else in the entire game should EVER EVER be bound to character!!!
- BtA: Everything else you don't want characters to sell should be this.
- Unbound: These are obviously things people should be able to sell, and this category should be expanded.
It also goes without saying that the same bind state should ALWAYS stack, no more BtA that won't stack with another BtA!
Also, enchantments should always be unbound. One of my two Rings of Brutality got bound to a little used alt because I unwittingly put a bound enchant in it. I am disappoint.
@darthtzarr also brought up a lot of really good ideas, like most quest items should go in the useful items bag, stacking RP up to 999 would be amaze-hamster, and a Vanity Items bag would be way better and more useful to me than just a Fashion tab. Also, a Loadout gear bag would be awesome, or at least just swap old gear where the new gear was in inventory, just like what happens when you equip something from inventory.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1229905/did-they-just-nerf-piercing-blade
Character: Vendetta
Uncommon 1-25 = 60 sec cd
Rare 26-30= 50 sec cd
Epic 31-35= 40 sec cd
Legendary 36-40= 30 sec cd
Actually, I just decided. Since they don't stack anyways, unbound RP stays max 99 per stack while bound RP can stack up to 999. How about it?