I see some report in Multiclaim on Overload prizes...
I think the reason for that is the game "reibursing" you from levels you should have leveled with the new leveling curve My GWF is my first toon i go like 30 or more bonus levels, my Op is a newly 70 got 2
i think thas not planned but is not a loop, is prob usign your actual max exp in cont ...
So here's the few bugs i found on preview regarding the TR (i hope they're bugs, not features, lol) -Smoke bomb sometimes only deals one tick of damage, tried different enchantments, different maps, seems to be random. (ONLY ON PREVIEW)
-Path of the blade doesn't follow you around as it does on live, it looks like it's a fixed AoE in the place where you casted it, NOT GOOD. (ONLY ON PREVIEW)
-Razor Action is acting kind of schizophrenic so to say. Sometimes it randomly deals absurd numbers (100k+ the DoT effect from the feat), again, randomly, can't find a precise way to replicate it. (ONLY ON PREVIEW)
-Sometimes when you get feared you get stuck, only happens on TR How to replicate: If you get feared mid-dash you get stuck and you have to use a blink ability to get unstuck (or /stuck, defeatme etc), relogging does not get you unstuck. (THIS ONE IS ON LIVE)
***And the really big ones regarding the feat "One with the shadows" : *** First: It's supposed to refill your stealth meter once you deal damage with an encounter ability, at times, it only refills a random percentage (around 80 to 90% in my experience) , i'm 100% sure it is not due to taking damage. (THIS ONE IS ON LIVE AND IT'S BEEN A PROBLEM FOR A WHILE NOW)
Second problem, which really needs fixing, i pray to the gods it's not intended, i'll make it red thinking it's a bug: If you use an encounter from stealth it auto refills your stealth AND PROCS IT AGAIN (on live it does not, it only refills your stealth bar, you have to press tab again to re-stealth). This is a very bad thing regarding tr's, it basically forces you to use two abilities in succession, without getting anything in between them.
The rest of the changes are for good, really appreciate all of them.
@jaime4312#3760 The tooltip for Pillar of Power on Preview says "allies who stand in the conduit gain 75% of this values", and the buff for the allies is correctly 18%. I think it's just an error in the patch notes.
"Scrying Gauntlgrym: This achievement had been made impossible to complete a long time ago, and is now properly removed from players' achievement lists."
What about those of us have it? While it is good to not dangle it in front of those who don't, it is annoying to lose something we worked for, even as minor as this. Additionally, I hope this won't lead to other deletions, such as Besieger, Inquisitor or Protector of the Enclave.
"We have always been at war with Dread Vault" ~ Little Brother
@jaime4312#3760 The tooltip for Pillar of Power on Preview says "allies who stand in the conduit gain 75% of this values", and the buff for the allies is correctly 18%. I think it's just an error in the patch notes.
@michela123 thank you for the info! Good to know pillar isn't getting nerfed
Mod 13 feels incomplete without a new Class or Race. Its been years since we had a new one of either- It's long overdue!
We were basically told that a new class had been planned for mod 12 originally, but got pushed back. We were also told that they wanted to rework SWs and TRs a bit first. There was a Twitter message some time ago, which many people interpreted as a hint that Bards would be coming soon - I would not be surprised to see those in Mod 14.
However, this discussion is really off-topic for the Preview forum.
Dev note: We'd like to reduce the potency of bringing two Devoted Clerics to a party, and instead open that spot in high-end groups to other classes that can provide offensive support. We also want both DC Paragon Paths to remain viable choices. As a result, we expect these changes to have low impact to individual Devoted Clerics, while opening up the meta for a wider variety of classes.
The feat, Bear Your Sins, no longer stacks while multiple Clerics are present.
The feat, Weapons of Light, no longer stacks while multiple Clerics are present. The strongest version of this feat will apply.
THANK YOU DEVS!
These two changes are exactly the type of things I like to see implemented where double dipping by bringing two of the same class into content made other classes less valuable. I main a DC and I like these two changes. It shows that the devs want us, as palyers to consider other class in group content.
Please do the same to other classes that do stat sharing or have powers that can stack that provide a buff or debuff. This would balance out the game.
I believe the classes that share stats are CW, SW, and OP. Please adjust the feats to match the update that you have here for Weapon of Light.
As for encounters, daily, personals, etc that buff or debuff, well, there are two many to list, but make those also not stack.
Dev note: We'd like to reduce the potency of bringing two Devoted Clerics to a party, and instead open that spot in high-end groups to other classes that can provide offensive support. We also want both DC Paragon Paths to remain viable choices. As a result, we expect these changes to have low impact to individual Devoted Clerics, while opening up the meta for a wider variety of classes.
The feat, Bear Your Sins, no longer stacks while multiple Clerics are present.
The feat, Weapons of Light, no longer stacks while multiple Clerics are present. The strongest version of this feat will apply.
THANK YOU DEVS!
These two changes are exactly the type of things I like to see implemented where double dipping by bringing two of the same class into content made other classes less valuable. I main a DC and I like these two changes. It shows that the devs want us, as palyers to consider other class in group content.
Please do the same to other classes that do stat sharing or have powers that can stack that provide a buff or debuff. This would balance out the game.
I believe the classes that share stats are CW, SW, and OP. Please adjust the feats to match the update that you have here for Weapon of Light.
As for encounters, daily, personals, etc that buff or debuff, well, there are two many to list, but make those also not stack.
Thanks
This was about two feats (WoL, ByS) stacking, wich allways is a bad way in terms of classbalance. It´s more like a needed fix since long than a nerf. I don´t know exactly wich classes stack buffs, stats and debuffs the same way DC does? Warlock? As far as I know Dark Revelry does not stack, who ever would take 2x locks to stack a pittyfull powerbuff like 6-7k? DT does not stack, INfernal Wrath? Can´t tell. OP? Auras Gifts don`t stack as far as I know. I don´t know what you talk about, please more details are needed to get a hint.
Storm Spell is not following the player's critical strike chance on Icy Terrain, Oppressive Force, some of the hits on Conduit of Ice, Sudden Storm and Maelstrom of Chaos.
Took a look at this one and it appears that you were correct, good find! Storm Spell was not properly getting the Control Wizard's Crit chance for those powers. I've updated it so that it should be working correctly now (though you won't see that until the changes make it in).
8
patcherrkmMember, NW M9 PlaytestPosts: 127Arc User
please fix dark revelry!~ dc share gobs of power op share tons of power sw share 5k power lol
Storm Spell is not following the player's critical strike chance on Icy Terrain, Oppressive Force, some of the hits on Conduit of Ice, Sudden Storm and Maelstrom of Chaos.
Took a look at this one and it appears that you were correct, good find! Storm Spell was not properly getting the Control Wizard's Crit chance for those powers. I've updated it so that it should be working correctly now (though you won't see that until the changes make it in).
which is the intended action of the shater stirke to proc from any power or what is described on the tooltip ? i have more screenshots on preview bug report section showing shater strike proc from any cw power.
<font color=red>DC powers Chains of Blazing Light and Daunting Light do not proc feats like Cleansing Fire.</font>
With the upcoming DC changes this is more of a problem than before. I thought that without some redcap elitists breathing down my neck for not stacking a shiney icon irrelevant to my path would be able to go Virtuous. Except a top tier feat is broke.
With the other commonly used encounters (Divine Glow, Break the Spirit, and Forgemasters Flame) cleansing fire does proc 50%. Yet, <font color=cyan>in rotation with the primary DPS encounters Chains of Blazing Light and/or Daunting Light the proc rate of Cleansing Fire over all damaging encounters tapped gets below 15%.
Ideally I would like to see at least 33% proc rate in rotation and unless its fixed to such point I believe will have to stay wrongly Righteous. If its not a bug but a balance issue then would suggest lowering the proc rate instead of limiting rotation options.</font>
1
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
Dev note: We'd like to reduce the potency of bringing two Devoted Clerics to a party, and instead open that spot in high-end groups to other classes that can provide offensive support. We also want both DC Paragon Paths to remain viable choices. As a result, we expect these changes to have low impact to individual Devoted Clerics, while opening up the meta for a wider variety of classes.
The feat, Bear Your Sins, no longer stacks while multiple Clerics are present.
The feat, Weapons of Light, no longer stacks while multiple Clerics are present. The strongest version of this feat will apply.
THANK YOU DEVS!
These two changes are exactly the type of things I like to see implemented where double dipping by bringing two of the same class into content made other classes less valuable. I main a DC and I like these two changes. It shows that the devs want us, as palyers to consider other class in group content.
Please do the same to other classes that do stat sharing or have powers that can stack that provide a buff or debuff. This would balance out the game.
I believe the classes that share stats are CW, SW, and OP. Please adjust the feats to match the update that you have here for Weapon of Light.
As for encounters, daily, personals, etc that buff or debuff, well, there are two many to list, but make those also not stack.
Thanks
be more specific to what those classes share so we can discuss it better.
A number of adjustments have been made to the phrasing and descriptions of stats appearing on the character sheet with the goal of unifying how certain concepts are referred to across the game. All stats continue to work the same way, these changes are to assist in identifying things that behave the same. As an example, a buff that "reduced damage taken by 10%" and "+10% damage resistance" on your character sheet meant the same thing, so we have unified the phrasing.
Damage Resistance is now referred to as "Damage Taken" and the value displayed is now a negative number.
No, they didn't mean the same thing: there was a good reason if they had different tooltips! Damage Resistance buffs are capped, they can just reduce damage taken to 20% effectiveness (they can overcome enemy's Resistance Ignored and an additional 80% damage), while buffs that reduce damage taken can bypass this cap. Furthermore, almost every Damage Resistance buff is additive, while the ones that reduce damage taken are multiplicative. Sure, there were some Damage Resistance buffs incorrectly labeled as "decrease damage taken", and now I know why you did this mistake... I see you just have changed DC skills for now, but I assume you are going to change all of them. This will just create confusion, these two powers don't do the same thing:
With Hallowed Ground I can reduce my damage taken to 20%, but no more:
With Shield of Faith I can bypass that cap:
You are right, and this type of thing worries me a bit. Another dev did a similar mistake (but with debuffing powers) in mod 10 when changing an encounter and demonstrated he didn't quite understand the difference between resistance ignored and debuffs at the time. I hope they don't mess it this time and change the way powers like SoF works. I would be ok with it if the change was intentional, but the dev's statement at the time (mod10 iirc) clearly demonstrated he was unaware of what he was changing. Hoping it's not the case here.
Dev note: While less has changed in this tree, we hope these changes may be enough to make Damnation more viable.
Ghastly Commander: Damage has been increased to 3/6/9/12/15%.
Ghastly Commander: Lifesteal Chance has been increased to 1/2/3/4/5% (up from 0.4/0.8/1.2/1.6/2.0%).
Damnation is one of the 2 feats I use with my SW and I am pretty sure that these changes are not enough to make me use this feat in party content. It will be very weak compared to Fury and Temptation and it will require big changes to be on par (risking to make it overpowered on solo play). My suggestion when class changes where discussed was to make Damnation path specialized for solo/small dungeon play. The changes then would be focused on synergies between master/summon and wouldn't need to compete the other 2 feats which seem to give a spot to the class (Fury=DPS, Temptation=healer/buffer/debuffer).
Concerning the other class changes, I will have to test them to see how they work out.
A new Fashion bag has been added, replacing the Idle Companions tab in the Inventory UI. "
where will the "idle companions" be stored? (hopefully not in our bags or bank slots)
They will be in their own bag, like always. They are just removing the tab to get there. You will likely get there through the companion window only now.
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
edited January 2018
With module 13 clerics lost their stacking debuff bear your sins. I guess because is the same debuff like many debuffs cant stack if they are the same (artifacts-some companions- enchants). Ok fine was a design should get fix done with this nice great. What about the sellsword-con artist- rebel mercenary ( and chultan tiger?) can stack each other the same debuff " consume in battle" which is 10% and results to 50% coming from the same exactly skill? IN top of that those companions have mostly offense slot which encourage dps role to play and the debuff role ( not make any sense to me) .
While other companions with 3 defence slot like dancing shield they cant stack with other dancing shield? same and for the ambush drake.
MY suggestion if companions have the same skill to proc a debuff they shouldnt stack. That way will create room for more classes-builds want to debuff and limit power creep( who likes to use " dancing shield 3 defence slot".)
Dev note: While less has changed in this tree, we hope these changes may be enough to make Damnation more viable.
Ghastly Commander: Damage has been increased to 3/6/9/12/15%.
Ghastly Commander: Lifesteal Chance has been increased to 1/2/3/4/5% (up from 0.4/0.8/1.2/1.6/2.0%).
Damnation is one of the 2 feats I use with my SW and I am pretty sure that these changes are not enough to make me use this feat in party content. It will be very weak compared to Fury and Temptation and it will require big changes to be on par (risking to make it overpowered on solo play). My suggestion when class changes where discussed was to make Damnation path specialized for solo/small dungeon play. The changes then would be focused on synergies between master/summon and wouldn't need to compete the other 2 feats which seem to give a spot to the class (Fury=DPS, Temptation=healer/buffer/debuffer).
Concerning the other class changes, I will have to test them to see how they work out.
yep its true i test in previwe and really need fix at least 3 feats on damantion for make really more viable and can competive with fury in dps 1) parting blasphemy alredy just have only 2 powers trigger in HB and are completly usless in rotation for make dps 2) relentless curse wich its porpuse this feat ? (all curse cunsume can do spread lesser curse and same burning puppet making that feat useless) 2) Power of the nine hells right now its deficient need add some effect can make own damanation feat
Damnation suppos is dps with few support and that see reflect this part on syphoning curse (suppos benefict scale buff/power) its only feat support its good for now. I see parting plasphemy and retenless curse try make nexus betwen dps and encounters debuff but not make it ( not have encounters dps trigger some feat debuff on curse synergy or warlock cunsume and viceversa) need solve specific problems for damntion otherwise will be still unseless
Storm Spell is not following the player's critical strike chance on Icy Terrain, Oppressive Force, some of the hits on Conduit of Ice, Sudden Storm and Maelstrom of Chaos.
Took a look at this one and it appears that you were correct, good find! Storm Spell was not properly getting the Control Wizard's Crit chance for those powers. I've updated it so that it should be working correctly now (though you won't see that until the changes make it in).
@balanced#2849 I've just found The Fabricant to be most gifted in his ability to find bugs and report them, and the .gif is a comment to his skill... Not to you're agreeing with him, so please don't interpret it as demeaning towards you as it is in no way intended that way!
Responses to some questions: @lowjohn - The fix for GF and OP Shielding responsiveness is already live; I think it went out sometime in 12b. @jaime4312 - The Pillar of Power change is actually 75%, yeah. There was a change note I didn't correctly interpret. @tazz4now - Yep, @oldbaldyone was right! I've updated the patch notes - Idle Companions storage can be reached from the Companion UI.
I'll talk to others about getting a class change feedback thread up and running, since discussion about that is making this thread a little hard to parse. That being said, thanks to so many of you for being clear and concise about the bugs / unexpected behavior you're experiencing, and about the feedback you have for us.
@treesclimber - Will look into your question as to whether players still viewing cutscenes will be immune to damage / effects. @pitshade - Will look into your question as to whether players will lose their completion of achievements that can no longer be achieved.
Comments
I think the reason for that is the game "reibursing" you from levels you should have leveled with the new leveling curve
My GWF is my first toon i go like 30 or more bonus levels, my Op is a newly 70 got 2
i think thas not planned but is not a loop, is prob usign your actual max exp in cont ...
-Smoke bomb sometimes only deals one tick of damage, tried different enchantments, different maps, seems to be random. (ONLY ON PREVIEW)
-Path of the blade doesn't follow you around as it does on live, it looks like it's a fixed AoE in the place where you casted it, NOT GOOD. (ONLY ON PREVIEW)
-Razor Action is acting kind of schizophrenic so to say. Sometimes it randomly deals absurd numbers (100k+ the DoT effect from the feat), again, randomly, can't find a precise way to replicate it. (ONLY ON PREVIEW)
-Sometimes when you get feared you get stuck, only happens on TR
How to replicate: If you get feared mid-dash you get stuck and you have to use a blink ability to get unstuck (or /stuck, defeatme etc), relogging does not get you unstuck. (THIS ONE IS ON LIVE)
***And the really big ones regarding the feat "One with the shadows" : ***
First:
It's supposed to refill your stealth meter once you deal damage with an encounter ability, at times, it only refills a random percentage (around 80 to 90% in my experience) , i'm 100% sure it is not due to taking damage. (THIS ONE IS ON LIVE AND IT'S BEEN A PROBLEM FOR A WHILE NOW)
Second problem, which really needs fixing, i pray to the gods it's not intended, i'll make it red thinking it's a bug:
If you use an encounter from stealth it auto refills your stealth AND PROCS IT AGAIN (on live it does not, it only refills your stealth bar, you have to press tab again to re-stealth).
This is a very bad thing regarding tr's, it basically forces you to use two abilities in succession, without getting anything in between them.
The rest of the changes are for good, really appreciate all of them.
What about those of us have it? While it is good to not dangle it in front of those who don't, it is annoying to lose something we worked for, even as minor as this. Additionally, I hope this won't lead to other deletions, such as Besieger, Inquisitor or Protector of the Enclave.
However, this discussion is really off-topic for the Preview forum.
8d 8h = 720,000 seconds
20h = 72,000 seconds
These two changes are exactly the type of things I like to see implemented where double dipping by bringing two of the same class into content made other classes less valuable. I main a DC and I like these two changes. It shows that the devs want us, as palyers to consider other class in group content.
Please do the same to other classes that do stat sharing or have powers that can stack that provide a buff or debuff. This would balance out the game.
I believe the classes that share stats are CW, SW, and OP. Please adjust the feats to match the update that you have here for Weapon of Light.
As for encounters, daily, personals, etc that buff or debuff, well, there are two many to list, but make those also not stack.
Thanks
I don´t know exactly wich classes stack buffs, stats and debuffs the same way DC does?
Warlock? As far as I know Dark Revelry does not stack, who ever would take 2x locks to stack a pittyfull powerbuff like 6-7k?
DT does not stack, INfernal Wrath? Can´t tell.
OP? Auras Gifts don`t stack as far as I know.
I don´t know what you talk about, please more details are needed to get a hint.
dc share gobs of power
op share tons of power
sw share 5k power lol
come on, that isn't "balanced"
<font color=red>DC powers Chains of Blazing Light and Daunting Light do not proc feats like Cleansing Fire.</font>
With the upcoming DC changes this is more of a problem than before. I thought that without some redcap elitists breathing down my neck for not stacking a shiney icon irrelevant to my path would be able to go Virtuous. Except a top tier feat is broke.
With the other commonly used encounters (Divine Glow, Break the Spirit, and Forgemasters Flame) cleansing fire does proc 50%. Yet, <font color=cyan>in rotation with the primary DPS encounters Chains of Blazing Light and/or Daunting Light the proc rate of Cleansing Fire over all damaging encounters tapped gets below 15%.
Ideally I would like to see at least 33% proc rate in rotation and unless its fixed to such point I believe will have to stay wrongly Righteous. If its not a bug but a balance issue then would suggest lowering the proc rate instead of limiting rotation options.</font>
And thanks to the players who are finding them!
Damnation is one of the 2 feats I use with my SW and I am pretty sure that these changes are not enough to make me use this feat in party content. It will be very weak compared to Fury and Temptation and it will require big changes to be on par (risking to make it overpowered on solo play). My suggestion when class changes where discussed was to make Damnation path specialized for solo/small dungeon play. The changes then would be focused on synergies between master/summon and wouldn't need to compete the other 2 feats which seem to give a spot to the class (Fury=DPS, Temptation=healer/buffer/debuffer).
Concerning the other class changes, I will have to test them to see how they work out.
A new Fashion bag has been added, replacing the Idle Companions tab in the Inventory UI. "
where will the "idle companions" be stored? (hopefully not in our bags or bank slots)
With module 13 clerics lost their stacking debuff bear your sins. I guess because is the same debuff like many debuffs cant stack if they are the same (artifacts-some companions- enchants).
Ok fine was a design should get fix done with this nice great.
What about the sellsword-con artist- rebel mercenary ( and chultan tiger?) can stack each other the same debuff " consume in battle" which is 10% and results to 50% coming from the same exactly skill? IN top of that those companions have mostly offense slot which encourage dps role to play and the debuff role ( not make any sense to me) .
While other companions with 3 defence slot like dancing shield they cant stack with other dancing shield? same and for the ambush drake.
MY suggestion if companions have the same skill to proc a debuff they shouldnt stack. That way will create room for more classes-builds want to debuff and limit power creep( who likes to use " dancing shield 3 defence slot".)
I don't want to sound at all ungrateful, but will we also be able to use Chult encounter groups? It isn't very Chult-y without dinosaurs.
Again, thank you, thank you, thank you.
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
Damnation suppos is dps with few support and that see reflect this part on syphoning curse (suppos benefict scale buff/power) its only feat support its good for now. I see parting plasphemy and retenless curse try make nexus betwen dps and encounters debuff but not make it ( not have encounters dps trigger some feat debuff on curse synergy or warlock cunsume and viceversa) need solve specific problems for damntion otherwise will be still unseless
@balanced#2849 I've just found The Fabricant to be most gifted in his ability to find bugs and report them, and the .gif is a comment to his skill... Not to you're agreeing with him, so please don't interpret it as demeaning towards you as it is in no way intended that way!
@lowjohn - The fix for GF and OP Shielding responsiveness is already live; I think it went out sometime in 12b.
@jaime4312 - The Pillar of Power change is actually 75%, yeah. There was a change note I didn't correctly interpret.
@tazz4now - Yep, @oldbaldyone was right! I've updated the patch notes - Idle Companions storage can be reached from the Companion UI.
I'll talk to others about getting a class change feedback thread up and running, since discussion about that is making this thread a little hard to parse. That being said, thanks to so many of you for being clear and concise about the bugs / unexpected behavior you're experiencing, and about the feedback you have for us.
@treesclimber - Will look into your question as to whether players still viewing cutscenes will be immune to damage / effects.
@pitshade - Will look into your question as to whether players will lose their completion of achievements that can no longer be achieved.