And some very very kind person or people have restored the foundry editor. You have no idea how thrilled the authors are. My screen lit up wth tells with the good news when I logged on tonight.
Thank you very much.
Find me in game with @DoctorBadger (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
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lazaroth666Member, NW M9 PlaytestPosts: 1,332Arc User
Hello! Do you have any update related to the following bug? We had 5 Mysterious Merchants in a row selling the same hydra boots, sometimes the shops were selling the exact same items so basically several guilds lost their invested resources in these structures. Other alliances mentioned that they had the same bug. Thanks in advance.
It would be awesome if we could get a response on if Brand of the Sun was intentionally nerfed, or if it is a bug. It did not show up in the patch notes, but is a drastic nerf to the functionality of the power.
the Devoted Cleric at-will Brand of the Sun seems to have been drastically nerfed without any patch notes on it. The at-will could previously generate divinity, even if the target died. Now the power generates 0 divinity even if the target dies right before the brand animation ends. This is a serious issue for Divine Oracle in high-end groups, since everything dies extremely fast, and brand will often generate very little or no divinity. Contrasted to most other at-wills this could be "balanced" since most other at-wills cannot generate divinity on dead targets. However, Blessing of Battle can generate divinity on a dead target if you already started the animation for it. These were the two primary at-wills used by DC. With this change, it might be very hard for brand to be viable in high-end groups, since it now generates considerably less divinity than Lance of Faith if the target dies after it is applied.
I hope this change was not intended.
This is on Live and Preview. This is the first time I have noticed it, so I assume it happened on Thursday's release.
Nothing about loadouts? They are bugged, as reported and this is highly inconvenient.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
I second the comment about the changes to Brand of the Sun, which is a pretty significant annoyance. It is a staple power of most Righteous DCs, and the patch notes did say the changes were not supposed to have any effects on players. Well, they do.
We really need to know if this is just a bug, or an intentional "nerf". If it's just a bug, it does not require an urgent fix - it has no effect in boss fights (as they last for a long time) and is not really that significant in solo play, but this is an issue when running between bosses in dungeons and clearing trash, as the divinity generation is reduced significantly.
Now, I am going to assume that the primary reason for the "light" patch this week is that the developers are busy trying to whip Mod 12 into shape - probably had a "showstopper" issue last week, but are now almost done, and getting close to the point where it can be put on Preview/Owlbear.
@terramak So no loadouts fix yet? I was assuming you guys would be on top of this because its a zen item, people wasting money for something they cant use properly.
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rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
For my main if I have Brand of the Sun slotted I have to manually hit the tab key to use any powers after I get to fully empowered. It is the only at-will that causes this. All others it goes out to where I can use other powers, without hitting it again, so I am not able to use it on my Righteous/DO.
I second the comment about the changes to Brand of the Sun, which is a pretty significant annoyance. It is a staple power of most Righteous DCs, and the patch notes did say the changes were not supposed to have any effects on players. Well, they do.
We really need to know if this is just a bug, or an intentional "nerf". If it's just a bug, it does not require an urgent fix - it has no effect in boss fights (as they last for a long time) and is not really that significant in solo play, but this is an issue when running between bosses in dungeons and clearing trash, as the divinity generation is reduced significantly.
Some boss fights it can actually hinder your, since it stops if the last target you hit dies. This means any boss with adds can have divinity gain drastically reduced when you try to apply Bear Your Sins to nearby adds, or even if an add gets in-between you an the boss.
Some Bosses that can be affected by the bug: Greed of the Dragon Flight (empowerers) Temple of the Spider (all bosses) Cragmire Crypt (all bosses) Grey Wolf Den (all bosses) Fangbreaker Island, Dragon Turtle (cannot generate divinity on explosive runes)
Like adinosii said though, it is felt the most between enemy minion/trash groups where you can often get stuck with no divinity for 2-3 fights if you try to use Brand of the Sun. Even the horrible cast time of Blessing of Battle generates more divinity in these situations.
Signature [WIP] - tyvm John
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
@terramak So no loadouts fix yet? I was assuming you guys would be on top of this because its a zen item, people wasting money for something they cant use properly.
@itbls I expect this will likely get fixed in mod 20 along with brand of the sun.
For my main if I have Brand of the Sun slotted I have to manually hit the tab key to use any powers after I get to fully empowered. It is the only at-will that causes this. All others it goes out to where I can use other powers, without hitting it again, so I am not able to use it on my Righteous/DO.
This sounds like it's because BotS ticking away makes you have some Divinity left after you've fired off your three powers (because it's been refilling), so your mode doesn't automatically change the way it does if you're totally out of Divinity. It is an additional keypress, but this is generally why DO players want to use BotS, as it makes (made?) rotations faster.
For my main if I have Brand of the Sun slotted I have to manually hit the tab key to use any powers after I get to fully empowered. It is the only at-will that causes this. All others it goes out to where I can use other powers, without hitting it again, so I am not able to use it on my Righteous/DO.
This sounds like it's because BotS ticking away makes you have some Divinity left after you've fired off your three powers (because it's been refilling), so your mode doesn't automatically change the way it does if you're totally out of Divinity. It is an additional keypress, but this is generally why DO players want to use BotS, as it makes (made?) rotations faster.
This is exactly it. It's just something you get used to and watch for after being DO for awhile. I don't find it to be an issue at all.
The only issue (especially with loadouts) is when swapping between DO and AC frequently you may forget to keep a watchful eye out for those extra divinity gains and then wonder for a moment why your empowered skill isnt casting. Overall though, not a huge deal.
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rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
I understand that now, but really I prefer Sacred Flame anyway, so it is really not a big deal. It works better for me while doing solo pve, and still builds divinity quickly enough.
@terramak any chance on looking into the dig site lockout bug? Just today I got locked out of another dig site that worked yesterday. Now I'm locked out of four dig sites total.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
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arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
@hustin usualy it fixes if u ask someone to join u and have that specific dig site helps unlock/unbug it, worked for me on live, seems if you join dig party runs if a specific player already done that specific dig site the rest of the party get the dig site blocked. @terramak hope this info helps.
There is a bug with swapping loadouts at a couple campfires. The one that I've encountered is the campfire before the second boss and forward in Spellplague (IE the 'Master verison'). Any campfire after that in spellplague is not being recognized by loadouts and does not allow you to switch them.
There may be more campfires with this issue and sorry if this issue has been reported already. I hope it get fixed soon.
Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
--
I'll never retrace my steps.
... that should go to Preview tomorrow mid-day, hopefully.
Hmm... a Wednesday Preview update. That's unusual, but combined with the "light" patch, we will put on our optimist hats, and assume this means you are finishing the first version of Mod 12 for us to look at...this Friday, maybe ?
Hoping for improvements...
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kreatyveMember, Neverwinter Moderator, NW M9 PlaytestPosts: 10,545Community Moderator
... that should go to Preview tomorrow mid-day, hopefully.
Hmm... a Wednesday Preview update. That's unusual, but combined with the "light" patch, we will put on our optimist hats, and assume this means you are finishing the first version of Mod 12 for us to look at...this Friday, maybe ?
Not totally unusual for smaller builds. They have done it several times.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Not totally unusual for smaller builds. They have done it several times
Yes, but one can hope. I am getting a bit bored. 100% done with all campaigns, guild is building GH20 right now and the main thing I can work on is just to push my IL a little bit higher or work on the few titles and achievement I am missing.
No Foundry....so, no wonder I am waiting for Mod 12.
Post edited by adinosii on
Hoping for improvements...
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
Another weird thing happening in my loadouts: MY GF and DC will throw items into the overflow bag when switching loadouts, in my dc it's a stack of potions, my GF it's an artifact.
Comments
Thank you very much.
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
Hello! Do you have any update related to the following bug? We had 5 Mysterious Merchants in a row selling the same hydra boots, sometimes the shops were selling the exact same items so basically several guilds lost their invested resources in these structures. Other alliances mentioned that they had the same bug. Thanks in advance.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1231453/mysterious-merchant-possible-oversight
It would be awesome if we could get a response on if Brand of the Sun was intentionally nerfed, or if it is a bug. It did not show up in the patch notes, but is a drastic nerf to the functionality of the power.
For reference
Signature [WIP] - tyvm John
We really need to know if this is just a bug, or an intentional "nerf". If it's just a bug, it does not require an urgent fix - it has no effect in boss fights (as they last for a long time) and is not really that significant in solo play, but this is an issue when running between bosses in dungeons and clearing trash, as the divinity generation is reduced significantly.
The loadout issue https://arcgames.com/en/forums/neverwinter/#/discussion/1231650/after-patch-load-outs-bugged is much higher priority, though.
Now, I am going to assume that the primary reason for the "light" patch this week is that the developers are busy trying to whip Mod 12 into shape - probably had a "showstopper" issue last week, but are now almost done, and getting close to the point where it can be put on Preview/Owlbear.
On that subject (and yes, I know I sound like a broken record), I hope you have considered the issues raised here: https://arcgames.com/en/forums/neverwinter/#/discussion/1231749/mod-12-please-dont-repeat-the-design-mistakes-of-mod-11
So no loadouts fix yet? I was assuming you guys would be on top of this because its a zen item, people wasting money for something they cant use properly.
Some Bosses that can be affected by the bug:
Greed of the Dragon Flight (empowerers)
Temple of the Spider (all bosses)
Cragmire Crypt (all bosses)
Grey Wolf Den (all bosses)
Fangbreaker Island, Dragon Turtle (cannot generate divinity on explosive runes)
Like adinosii said though, it is felt the most between enemy minion/trash groups where you can often get stuck with no divinity for 2-3 fights if you try to use Brand of the Sun. Even the horrible cast time of Blessing of Battle generates more divinity in these situations.
Signature [WIP] - tyvm John
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The only issue (especially with loadouts) is when swapping between DO and AC frequently you may forget to keep a watchful eye out for those extra divinity gains and then wonder for a moment why your empowered skill isnt casting. Overall though, not a huge deal.
He's on ps4 with me, so we don't even have loadouts yet... XD
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
There is a bug with swapping loadouts at a couple campfires. The one that I've encountered is the campfire before the second boss and forward in Spellplague (IE the 'Master verison'). Any campfire after that in spellplague is not being recognized by loadouts and does not allow you to switch them.
There may be more campfires with this issue and sorry if this issue has been reported already. I hope it get fixed soon.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
We've got a potential fix for "invalid powers" preventing you from switching loadouts, that should go to Preview tomorrow mid-day, hopefully.
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
No Foundry....so, no wonder I am waiting for Mod 12.