Lost City of Omu Preview Patch Notes: NW.95.20180207a.1

terramak
Member, Cryptic Developer Cryptic Developer › Posts: 976 Cryptic Developer
Highlights
Cradle of the Death God - Adjustments
General
Audio
A whole lot of the audio has been implemented and improved, including voice-over for a large portion of this module's content. Hooray!
Release Notes
Content and Environment
Omu
Combat and Powers
Classes and Balance
Items and Economy
Campaigns
Edit 2018-02-09 21:10:00 PST:
This line was removed:
"Stronghold Set III: Multiple buffs from this set can no longer be applied simultaneously."
As it was obsoleted by:
"Masterwork III Weapon set bonus now matches the I and II set bonuses."
Cradle of the Death God - Adjustments
General
- Acererak's health has been increased during this encounter.
- Adds no longer sometimes hang out at the bottom of the elevator after a wipe.
- Players who died and respawned now properly qualify for loot if the Trial is completed.
- Soulmonger Ampoules and Cravings now drop from the Atropal instead of the reward chests.
- The Atropal now has better visual fidelity on low settings during the chain cutscene.
- The Omu key can now properly be used to open the end chest.
- The queue's Collections button now opens the correct section.
- Various visual effects tweaks have been made to improve readability and timing.
- Acererak no longer interrupts himself while speaking prior to the elevator freefall phase.
- Exploding Skulls can no longer be Crowd Controlled.
- Targeting indicators used by Exploding Skulls and Gelatinous Cubes no longer sometimes drop out / disappear.
- The number of undead waves in certain sections has been increased.
- The damage dealt by Cry of the Atropal has been increased.
- The health of the Soulmonger cords has been increased.
- The Soulmonger Charge meter now properly cleans up after a party wipe.
- Lingering Turmoil now properly cleans up after a party wipe or the fight's completion.
Audio
A whole lot of the audio has been implemented and improved, including voice-over for a large portion of this module's content. Hooray!
Release Notes
Content and Environment
Omu
- Completing the Omu campaign now properly awards a unique title.
- Ekene-Afa now properly has the "Merchant Prince" title over her head.
- Hunt enemies in Omu now properly give rewards if summoned quickly after the first successful kill.
- If players die while fighting the Tyrant, they now respawn at the closest campfire.
- Players no longer incorrect receive the Beast Handler achievement when outside the appropriate Heroic Encounter.
- The Acererak Heroic Encounter now properly awards Ruinous Heroics.
- The objective text for the quest "Taking Credit" is now clearer.
- The quest "Taking Credit" now grants 2 Explorer's Cases and 400 Chultan Riches. It no longer grants Copper or Experience Points.
- The Tyrant now consistently spawns when the Heroic Encounter activates.
- Various issues in the zone's environment art have been addressed.
- Wayward Soul: This quest now fails if the player leaves Omu - but it warns the player before doing so.
- Mounts can now be used in Airshipwreck and Palatial Pillaging.
- Repeatable quests for Omu now properly show up in Omu on the Chult overworld map.
- Text is now more consistent between Chult and Omu repeatable adventure quests.
- Tomb Exhume now properly has an objective counter.
- Hunt trophies and lures have been adjusted in the following ways:
- These items are no longer unique, as such more than one can be held in your inventory at a time.
- These items may no longer be mailed.
- These items are no longer unique, as such more than one can be held in your inventory at a time.
- Please note:
- Hunt trophies and lures do not stack, as such in order to hold on to two of the same lure, you must have two free inventory spaces.
- Any trophies or lures currently in mailboxes will remain there, however, once they are removed from the mailbox they may not be sent again.
- Hunt trophies and lures do not stack, as such in order to hold on to two of the same lure, you must have two free inventory spaces.
- A few inconsistencies between text and voice-over have been addressed.
- Assault on Svardborg: Jarl Storvald once again properly carries a weapon.
- Merchant Prince's Folly: When re-queuing from inside the map, players should no longer be locked out of opening the end chest.
- More typos have been struck down.
- Refinement Tutorial: This quest now gives a special type of Quartz that can't be discarded or protected, so it'll be even more difficult to get into a state where following the tutorial steps doesn't advance your progress.
- The Promotion Agent now has a landmark on the Protector's Enclave map.
- Tomb of the Nine Gods: Acererak properly shows up again in this fight.
- Protector's Jubilee: Unspent Protection Orders can now be redeemed for consolation rewards at the Last Chance Store once the event is over.
Combat and Powers
Classes and Balance
- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
- Smolder and Rimefire Smolder damage has been increased by about 50%.
- Storm Spell: Damage from this effect has been reduced by about 30%.
- Devoted Cleric
- Resolved an issue wherein the encounter power, Exaltation, still stacked its effects when two clerics used it on one another.
- Resolved an issue wherein Weapons of Light still stacked when used by multiple clerics.
- Resolved an issue wherein the duration of Geas's reduction to damage dealt on targets in PvP was not increased by empowered stacks.
- Resolved an issue wherein the empowered tooltip for Geas incorrectly stated it extended the duration of a hold in PvP, when it in fact extended the duration of the reduction to the target's damage dealt.
- The encounter power "Geas" now uses a percentage of the target's maximum hit points to determine when its effect breaks, instead of the caster's weapon damage.
- The tooltip for the encounter power, Forgemaster's Flame, now correctly indicates the radius of its effect.
- Resolved an issue wherein the encounter power, Exaltation, still stacked its effects when two clerics used it on one another.
- Scourge Warlock
- Critical Promise: Damage from this feat is now 8/16/24/32/40%, increased from 4/8/12/16/20%.
- Critical Promise: This effect no longer expires when the player leaves combat.
- Eldritch Momentum: This feat no longer grants Stamina to party members.
- Eldritch Momentum: This feat now grants 1/2/3/4/5% Stamina when attacked.
- Eldritch Momentum: This feat now grants combat advantage for 4/6/8/10/12 seconds (up from 4/5/6/7/8).
- Lesser Curse: This power now properly ticks 4 times instead of 3 on a single cast.
- Soul Desecration: This effect now causes the warlock's next attack to summon a Soul Puppet every 10 seconds (reduced from 15 seconds).
- Tyrannical Curse: No longer deals reduced damage when the target with Tyrannical Curse is affected by damage debuffs.
- Tyrannical Curse: Fixed an issue where damage was lost when using weapon enhancements.
- Critical Promise: Damage from this feat is now 8/16/24/32/40%, increased from 4/8/12/16/20%.
- Trickster Rogue
- One with the Shadows no longer causes the rogue to stay stealthed after using an Encounter power.
- Path of the Blade once again properly follows the Trickster Rogue.
- Shadowborn no longer double-dips from level-based damage mitigation. This is a buff against enemies level 71 or higher.
- One with the Shadows no longer causes the rogue to stay stealthed after using an Encounter power.
- Gigantopithecus no longer has major hang time during the pounce attack.
- The Razortyrannus can no longer get stuck in a breath loop, or stuck doing nothing.
- The Tyrant no longer has lower health than expected during "The Tyrant" Heroic Encounter; its health has been increased.
- Mane of the Manticore now has a 30 second cooldown.
- Parasitic Relief now only triggers when the player's health is at or below 25.
- Primal Assault Ring: This item's buff no longer stacks up to two times.
- Vined Deathdelayer now a Vined Buffdisplayer. (It has a buff icon now.)
- Vined Deathdelayer now properly increases the player's Deflect by 50% of their current rating, rather than a flat 2500 rating.
- Various unfinished icons have now been updated.
- Mirage Artifact Set: The clones summoned from this set bonus now correctly have weapons.
- Masterwork III Weapon set bonus now matches the I and II set bonuses.
- Serpentine Set: The bonus damage now properly applies.
Items and Economy
Campaigns
- A few remaining key tasks (one in Icewind Dale and two in Tyranny of Dragons) have been updated to properly award the key up front.
- Beaded Assault Ring Lv1 failure now grants one Bronzewood Lumber rather than a Brightsilver Ingot.
- Living Varnish recipe now makes sense.
- Resolved an issue wherein the alchemy recipe for "living varnish" mistakenly granted lakh varnish upon completion.
- The item level of the following items has been increased from 480 to 510: Bronzewood Raid Ring, Beaded Restoration Ring, Beaded Assault Ring, and Lichstone Ward Ring.
- The following rings now have two offense slots: Bronzewood Raid ring, Beaded Restoration Ring, and Beaded Assault Ring.
- The following ring now has two defense slots: Lichstone Ward Ring.
- All of the treasure maps can now drop. (Three weren't dropping.)
- It is no longer possible to buy back commissioned items that are turned in at the Master of the Market.
- Pilgrim and Masterwork III Exalted Rank 1 weapons now bind to character when Infused.
- Ring of the Wily: This item now has two Enchantment slots. (Note: If there was a Jewel applied, this might now be in the second item slot. It should be removable.)
- Secondary Artifact Weapons no longer decrease in power when newly upgraded.
- The Preview-only items "Bane of the Jungle," etc. have been changed to "useful items" to resolve an issue wherein they were no longer purchasable from the Preview store. You can now check whether you have this item by viewing your Useful Items tab on Preview.
Edit 2018-02-09 21:10:00 PST:
This line was removed:
"Stronghold Set III: Multiple buffs from this set can no longer be applied simultaneously."
As it was obsoleted by:
"Masterwork III Weapon set bonus now matches the I and II set bonuses."

Post edited by terramak on
2
Comments
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User Interface
Character Sheet- The first view of the Equip menu once again properly shows items.
- Double-clicking a "Bind on Equip" Fashion item in the bank while the Inventory and Fashion Bag are full, but the character has an open Fashion slot of its type, no longer auto-equips and binds the item.
- Fashion items can now be moved to and from the Fashion Bag as a context menu option.
- The Fashion Bag is now consistently recognized from equip menus and item pickers.
- All Protected items should now have the appropriate icon displayed in any place it's viewable.
- Merging a Protected and Unprotected stack now causes the resulting stack to become Protected.
- More types of items can be Protected (e.g. Mounts).
- Players can now set or remove Protection from all appropriate locations.
- Treasure (vendor loot) can no longer be Protected.
- A dialog now pops when attempting to swap Loadouts while a companion is in training. This dialog now offers options to rush training, or to apply the companion in training to the target Loadout.
- Loadout switching no longer fails when swapping a mount costume with itself.
- The primary quest no longer uses a red arrow icon when an instance quest or Heroic Encounter overrides its Quest Path.
Art and Effects
Visual Effects- Gigantopithecus' Roar VFX now face the direction that the power targets.
- Icy Terrain's VFX no longer sometimes play twice.
- The VFX for the divine circles in this quest no longer flickers based on camera angle.
Other
Localization- Russian language localization is now in for Module 13: Lost City of Omu!
- Voice chat is not currently functional in this build.
1 -
That was uncalled forterramak said:- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
17 - Control Wizard
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It is good that the hunt items won't be unique anymore. Not sure why they can't be mailed, but hopefully they can still go in the shared bank?"We have always been at war with Dread Vault" ~ Little Brother0
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Good that hunt items are not unique, now you just need to finish the quality of life adjustments there and make them stackable.Obsidian Moonlight - Paladin
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.6 -
This change made MW3 set a worst choice for DPS. Old MW2 set was competitive to Relic and Aboleth only because they had 100% uptime VS 33% uptime.terramak said:
Masterwork III Weapon set bonus now matches the I and II set bonuses.
MW2-type buff is perfect for support classes who want to buff dmg of their party. Old MW2 items with reduced reqirements for crafting could fullfill this role perfeclty but this change made them obsolete. New MW3 bonus was perfect for DPS - largest part of the playerbase. Now there are only Pilgrim (from 2% to 10% dmg against multiple targets and 5% dmg against single target) and Primal (10% dmg on attempt to heal >= 10% HP) which could be useful in a current meta. Also that's less profitable for those who want to open new MW recipes because of reduced demand on new weapons from DPS players.
The only way I could see MW3 set to be a solid choice for DPS is when they're "nerfed" and working only for those who have these weapons. Like MW1 set.
@terramak @asterdahl @ctatumdev#6113 pls don't ruin a perfect set bonus for DPS players.
6 -
I only had the chance to test it by dummies. I think the critical hit wasn't entirely compensated the loss of lightning.frozenfirevr said:
That was uncalled forterramak said:- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
It would be probably different in a dungeon with buffs on.
Now it surely does not.
I didn't tested fully. Maybe the CW got same or lower aoe and somewhat higher single target damage but was it a bad thing?
0 - Control Wizard
-
terramak said:
Combat and Powers
Classes and Balance- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
- Smolder and Rimefire Smolder damage has been increased by about 50%.
- Storm Spell: Damage from this effect has been reduced by about 30%.
terramak said:
Masterwork III Weapon set bonus now matches the I and II set bonuses.
Set Bonuses
Serpentine Set: The bonus damage now properly applies.
Items and Economy
The item level of the following items has been increased from 480 to 510: Bronzewood Raid Ring, Beaded Restoration Ring, Beaded Assault Ring, and Lichstone Ward Ring.
The following rings now have two offense slots: Bronzewood Raid ring, Beaded Restoration Ring, and Beaded Assault Ring.
17 - Control Wizard
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Making them non-unique is great, thank you. Stacking up to just 5 would have been fantastic though. I'm not sure why they have to be banned from the mailbox, seems completely unnecessary. As long as they go in the shared bank fine (in multiples), it's workable.terramak said:
Hunts- Hunt trophies and lures have been adjusted in the following ways:
- These items are no longer unique, as such more than one can be held in your inventory at a time.
- These items may no longer be mailed.
- These items are no longer unique, as such more than one can be held in your inventory at a time.
- Please note:
- Hunt trophies and lures do not stack, as such in order to hold on to two of the same lure, you must have two free inventory spaces.
- Any trophies or lures currently in mailboxes will remain there, however, once they are removed from the mailbox they may not be sent again.
- Hunt trophies and lures do not stack, as such in order to hold on to two of the same lure, you must have two free inventory spaces.
Unless I'm mistaken, with SS now critting, without anything increasing crit severity, if you have anything less than 80% crit chance this is a nerf to SS damage. Even with a Vorpal (and nothing else), you need 63% crit chance to break even on SS damage vs. current live.terramak said:
Storm Spell: Damage from this effect has been reduced by about 30%.
I mean, this will still work out as a buff for me, but I feel sorry for the lower IL SS CWs getting overall nerfed here just as SS finally starts critting again...
If you're trying to bring SS and MoF closer together, ditch the nerf to SS and just increase Smolder damage by 100% instead.12 - Hunt trophies and lures have been adjusted in the following ways:
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Could you please pick up the cordon of arrows bug that it only hits 1 enemy? That one would really be a nuisance if it would go to live... (it's already annoying on preview tbh). Somehow fixing long distance critting has broken this.
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1237895/hr-cordon-of-arrows-consistently-only-hits-1-enemy2 -
Can we get some class balance threads? These are no small changes to the Control Wizard.
Since there are no threads I'll give some feedback:
Storm Spell: Revert the damage reduction in this release.
AOE Powers: Can they all get a 10% increase in damage. Would help to soften the blow of the Lightning Enchantment nerf.
Assailing Force: Can this be allowed to scale with debuffs and crit? If this is too much scale the base weapon damage down so its dealing around 25% of our damage and not 4% that it currently is.
Letting Storm Spell crit and then reducing its damage by about 30% doesnt compensate for the loss of multi procing.
Please don't bring Spell Storm Mage's down just to make Master of Flame justifiable. Bring Master of Flame up instead.
The only reason why Storm Spell looks so good in act dealing a large portion of our damage is because, besides disintegrate, nothing else is comes close to being good.Post edited by cheesey#4444 on9 -
I really dislike these changes. I thought we should get a compensatoin for the nerfs of the weapon enchantments. We will lose the Lightning enchant which made around 20!% of our total damage. Which we won't get because of storm spell critting.terramak said:Highlights
- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
- Smolder and Rimefire Smolder damage has been increased by about 50%.
- Storm Spell: Damage from this effect has been reduced by about 30%.
I don't understand why buff Smolder and Rimefire. Balancing MoF needs a lot more than this.
You should adjust the CW's paragon paths compared to other classes and not compared to themselves!Now Stormage is bad as a DPS in endgame and MOF is no real choice as support.Post edited by hastati96 onNero - Palacetamol - Essence of Aggression7 - Control Wizard
-
Why you hate CW so much? GFs/TRs/GWFs can melt bosses in seconds, they are doing also a much more damage to mobs, why CW nerf again? Really? This is just unimaginable! Who is responsible for these changes? Please, give us some arguments about Control Wizard following nerfs since mod4.terramak said:Highlights
Combat and Powers
Classes and Balance- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
- Storm Spell: Damage from this effect has been reduced by about 30%.
14 - Control Wizard
-
WHY DO U HATE CW? For once I was feeling good going into a new mod with CW class and now you nerfed it below most of the other classes. WHY? This nerf does not make any sense at all.
This is how the NEXT patch notes should look like:
Control Wizard
Storm Spell: Damage from this effect has been increased by about 30%.
Smolder and Rimefire Smolder damage has been increased by about 30%.▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
13 -
Masterwork weapons ruined again cause of whiners... wtf6
-
terramak said:
Highlights
"Masterwork III Weapon set bonus now matches the I and II set bonuses."
@terramak The changes in MW III set bonuses have the only effect of reducing greatly the reasons to upgrade Weaponsmithing and Artificing to tier V.
Applying the same set bonus as MW II Stronghold sets to the new MW III implies that all the time, money and effort invested to upgrade those professions would allow to craft just a renamed identical set with 20 points of IL more than the previous one, which will be available for a tiny fraction of the cost needed to produce the new sets. Plainly speaking, the players of support classes won't be interested in a set with negligible stat increase that gives the exact same bonus ad the old one, but will cost a lot more on AH due to Investments in MW profession needed to achieve rank V and the cost of materials. Damage dealers, on the other hand, wouldn't care less about an heavily underperforming set compared to the others available in mod 13.
This is the first time that MW gear is underpar at the moment of its implementation and makes it very questionable to upgrade Weaponsmithing and Artificing as opposed to all the other professions. While the old 480 IL Relic/River District sets had a set bonus able to grant around 2-3% more damage and MW tier II was on par with its 2% shareable bonus, the new 500 IL set have gone up a notch with their bonuses, leaving the SH tier II bonus in the dirt.
Suggestion:
Roll back the change to the previous set bonus (which was interesting to the vast majority of the playerbase population composed mainly by DPS as stated by @kainan777 before), and introduce craftable items to upgrade the previous MW II Stronghold sets from tier II to tier III via item restoration. Players that have already bought the previous set will be interested in such items, as opposed of buying again the exact same set with 20 points of IL more than the one they already have.
Please consider this change, as it would make Weaponsmithing and Artificing interesting again and would appease both old and new set bonus fans.
6 -
Rings of the Spellflinger have defense slots despite being clearly designed for damage dealers (crit + recovery + damage boost at range)1
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Here I was, looking to get back into the game to see what changes they've made for my favoured class/paragon and then come across this gem:
Why u hate us SS CWs so much?terramak said:
Combat and Powers
Classes and Balance- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
- Smolder and Rimefire Smolder damage has been increased by about 50%.
- Storm Spell: Damage from this effect has been reduced by about 30%.
Vordon CW ‡ Vordayn DC ‡ Axel Wolfric GWF ‡ Logain SW ‡ Gawyn GF ‡ Galad OP ‡ Aspen Darkfire HR ‡ Min TR7 - Control Wizard
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or make primal set not permanent.gormenghast1 said:terramak said:Highlights
"Masterwork III Weapon set bonus now matches the I and II set bonuses."
@terramak The changes in MW III set bonuses have the only effect of reducing greatly the reasons to upgrade Weaponsmithing and Artificing to tier V.
Applying the same set bonus as MW II Stronghold sets to the new MW III implies that all the time, money and effort invested to upgrade those professions would allow to craft just a renamed identical set with 20 points of IL more than the previous one, which will be available for a tiny fraction of the cost needed to produce the new sets. Plainly speaking, the players of support classes won't be interested in a set with negligible stat increase that gives the exact same bonus ad the old one, but will cost a lot more on AH due to Investments in MW profession needed to achieve rank V and the cost of materials. Damage dealers, on the other hand, wouldn't care less about an heavily underperforming set compared to the others available in mod 13.
This is the first time that MW gear is underpar at the moment of its implementation and makes it very questionable to upgrade Weaponsmithing and Artificing as opposed to all the other professions. While the old 480 IL Relic/River District sets had a set bonus able to grant around 2-3% more damage and MW tier II was on par with its 2% shareable bonus, the new 500 IL set have gone up a notch with their bonuses, leaving the SH tier II bonus in the dirt.
Suggestion:
Roll back the change to the previous set bonus (which was interesting to the vast majority of the playerbase population composed mainly by DPS as stated by @kainan777 before), and introduce craftable items to upgrade the previous MW II Stronghold sets from tier II to tier III via item restoration. Players that have already bought the previous set will be interested in such items, as opposed of buying again the exact same set with 20 points of IL more than the one they already have.
Please consider this change, as it would make Weaponsmithing and Artificing interesting again and would appease both old and new set bonus fans.1 -
If this comes live, im out, thanks. i see no reason or point behind this. this is only going to nerf cw more instead of balancing the classes, i still see no rework on gf or OP. this is Bullcrapterramak said:
Combat and Powers
Classes and Balance- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
- Smolder and Rimefire Smolder damage has been increased by about 50%.
- Storm Spell: Damage from this effect has been reduced by about 30%.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?2 - Control Wizard
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Yeah, as someone who has worked really hard to make their SS CW as best as it can be, if they nerf Spell Storm like this right after the Lightning enchant nerf, im done with this game and will never recommend it. The devs need to balance and not nerf and bring classes down.5
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Now MW3 weapons set bonuses match with MW1 and MW2 weapons ...
I liked the idea, but thinking about this: Due to the difficulty, high cost and investment that must be made to create these new weapons, the bonus of MW3 weapons should be slightly improved:
The MW3 set bonus:
2% outgoing damage / 2% outgoing healing / -2% ingoing damage (10% with 5 stacks)
Should be improved to:
2,4% outgoing damage / 2,4% outgoing healing / -2,4% ingoing damage (12% with 5 stacks)
...
They would continue to interact with the MW1 and MW2 bonuses, but would have a different icon indicating players who are using MW3 weapons and their increased bonuses.
EDIT: Removing some typos ...
Post edited by exgardian on5 -
@balanced and @terramak
"Storm Spell: Damage from this effect has been reduced by about 30%."
Seriously why!??! Please revert this back. You guys already nerf the offhand to proc spellstorm less now this... If you're gonna reduce the dmg, please remove the cooldown on it... like it used to be before mod 5.
-edit
Smolder should be 100% increase or more not 50% to compete with storm.Post edited by itbls on11 -
So maybe after this nerf you shold think about fix or improve some ancient CW's feats or increase some of his encounters damage like this one?:terramak said:Highlights
Combat and Powers
Classes and Balance- Control Wizard
- Storm Spell: Damage from this effect has been reduced by about 30%.
- Storm Spell: Damage from this effect has been reduced by about 30%.
or this?:
(Please tell me which of our targets are not affected by chill????????)
and much more of totaly useless and broken CW's feats? Devs are you there?7 - Control Wizard
-
The change to storm spell and smolder is good.
But i think is the time all spells to get an increase in damage by 20% ( disintegrate excluded).3
This discussion has been closed.
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