HighlightsNew Zone: BaroviaIt all starts with Neverember's request to appease a noble patron, but soon after, you find yourself in the haunted realm of Barovia. Though the sun may never fully shine here, the day is still much safer than the night. Protect the village from the monsters in the mists, help the townsfolk regain hope, and prepare to face the ruler of this realm.
Official Feedback Thread: Barovia ZoneOfficial Feedback Thread: Ravenloft Instance QuestsOfficial Feedback Thread: Ravenloft RewardsOfficial Feedback Thread: New Mounts in M14Ravenloft Developer Blog: Story & ZoneBarovia - A Developer's PerspectiveRavenloft Developer Blog: Creatures of BaroviaNew Campaign: RavenloftAdvance through the storyline surrounding Barovia and gain three objects of power to prepare yourself to fight Strahd. A new set of four boons accompanies this campaign, along with a straightforward approach from the mists to Castle Ravenloft.
Official Feedback Thread: Ravenloft CampaignNew Dungeon: Castle RavenloftOnce you have gained the necessary artifacts and assisted the townsfolk, you will be given the opportunity to enter Castle Ravenloft itself. Battle against hordes of vampires, waves of werewolves, and enjoy the ball! It will be your best opportunity to defeat Count Strahd von Zarovich.
Official Feedback Thread: Castle RavenloftReimagined Hunt ExperienceThe monsters in the mists are much cleverer than before. This time, the hunt will take you across Barovia! Bring a wanted poster to Madam Eva to choose your target, present up to three Tarokka cards for added challenges with added rewards, and embark on an instanced hunt alone or with your friends.
Official Feedback Thread: Ravenloft Monster HuntsAstral Diamond Refinement ChangesAstral Diamonds are now more easily accessible across a player's entire account! The Shared Bank, accessible at the bank in Protector's Enclave, can now store Astral Diamonds. In addition, regardless of character, an account can refine up to 100,000 Astral Diamonds per day.
Official Feedback Thread: Astral DiamondsLoot Experience UpdateThe Need / Greed prompt will now appear much less frequently, saving precious screen space. All items that are not Bind on Pickup, and would previously have made this prompt appear, will now cause all party members to auto-roll Need if they could use it, and Greed if they cannot.
Official Feedback Thread: Need/Greed RollingUpdated Bonus RP EventThe Bonus RP event has been improved! Not only are more Refinement Points awarded at a time, players may also spend Astral Diamonds to boost their RP drop rates even further, up to five times the normal rate. In addition, players now receive bonus rewards for reaching certain milestones on the way to the event's cap!
Official Feedback Thread: Bonus RP Event ChangesQuest Path ImprovementsUpdates have been made to the algorithm that automatically selects which quest is tracked for the Quest Path. Players will still be able to override this through their Quest Journal or double-clicking on quests in the Quest Tracker, but the default should now be more intuitive.
Official Feedback Thread: Quest Path Prioritization and Party UpdateRandom QueuesThanks to the feedback we've received, we've adjusted Random Queues to be more in-line with the desires of the community. The queue categories have been adjusted to match various bands of difficulty, regardless of type. The "once per day" bonuses have also been made once-per-account rather than once-per-character, and the value of those bonuses has increased.
Official Feedback Thread: Random QueuesLevel Scaling AdjustmentsThe level scaling algorithm has been updated! When players are level-scaled up or down to the level of a dungeon, skirmish, or other content, this should bring the difficulty more in-line with the experience of players who engage in the content at level. In addition, Enchantments will also scale to a maximum rank depending on the content. This will make low-level dungeons less of a breeze for high-level players, but should still be fun.
Official Feedback Thread: Level Scaling Adjustments
Comments
Content and Environment
General
- Neverdeath Graveyard: Dragon Attack: Party members can now properly leave the instance once it's complete.
- Fiery Pit: Rocks Fall: Reinforcements now run in to this Heroic Encounter rather than simply spawning.
- Lonelywood: The quest path can now properly lead to one of the Untapped Resource nodes.
- Maze Engine: Depths of Madness: Linu La'neral now consistently goes prone when reduced to zero HP.
- Protector's Enclave: The Foundry door near the marketplace has moved across the street, as Lord Neverember has claimed the property on some legal pretext or another.
- Soshenstar: A scrying stone and sahha ball are no longer stuck behind collision.
- The "2x Seals" event no longer mentions retired Seals.
- Various items that grant Lore entries on pickup now properly do so when accepted from the mail or account shared bank.
- Various typos and text-VO inconsistencies have been addressed or improved.
- Various objects have had their collision adjusted. Player-facing changes should be minimal.
Chult- The pack given by the King of Spines Heroic Encounter now matches the one given by the Tyrant HE.
Dungeons, Skirmishes, and TrialsCombat and Powers
Boons
- Elvish Fury: The tooltip for the buff icon now properly says 135 power instead of 20 power.
Classes and Balance- Great Weapon Fighter
- Spinning Strike: The rank 4 version of this power should now correctly increase movement speed.
- The stamina bar no longer has a chance to become stuck.
- Guardian Fighter
- Bull's Charge no longer sends enemies prone in PvP. PvE functionality is unchanged.
- Hunter Ranger
- Piercing Blades: Now deals damage based on post-mitigation damage instead of pre-mitigation damage.
- Scourge Warlock
- The stamina bar no longer has a chance to become stuck.
- Trickster Rogue
- Shadow of Demise now deals 75% of the damage that triggered it as a 5-second Damage over Time (DoT) effect.
- When Shadow of Demise ends, it now deals 75% of the damage dealt over its duration, increased from 50%. However, this value is now calculated based on mitigated damage, rather than damage before mitigation. As a result, compared to before, Shadow of Demise deals less damage against enemies with high damage reduction, and more damage against enemies with low damage reduction.
- Shadowborn: This feat now provides a bonus of 7/14/21/28/35% on your next strike after stealth, increased from 5/10/15/20/25%.
- Smoke Bomb: This power's CC now works with diminishing returns in PvP.
Enchantments and Enhancements- In an effort to make weapon enchantments simpler to understand and to make their tooltips more accurate, we've updated the damage values of certain weapon enchantments.
- Weapon enchantments that added additional percentages of damage to a player's attacks have been adjusted to match their tooltips.
- Many weapon enchantment damage percentages had been modified by the speed of the power.
- This modifier has been removed, and the net result should be negligible or a slight increase in some cases for these weapon enchantments.
- Affected enchantments include: Terror, Lightning, Lifedrinker, Holy Avenger, Frost, Flaming, Feytouched, Dread, Bronzewood and Bilethorn.
- Thunderhead Enchantment: Stun duration changed to be 2.5 seconds for ranks 7/8/9/10/11.
- Thunderhead Enchantment: Stun duration changed to 3 seconds for ranks 12/13.
- Thunderhead Enchantment: Rank 13 has had its chance to proc increased to 55% (up from 50%).
- Thunderhead Enchantment: Fixed an issue where the Sparks portion of Ranks 11/12/13 did not properly have an Internal Cooldown.
- Thunderhead Enchantment: Internal Cooldown of Sparks reduced to 2 seconds (down from 10 seconds).
- Thunderhead Enchantment: Fixed an issue where this could proc multiple times in a row.
- Thunderhead Enchantment: Fixed an issue where this could deal damage twice to enemies in close proximity.
Item Powers- Batiri Shaman Mask: This item's effect now has a 100% chance to trigger and has an internal cooldown of 3 minutes.
- Boots of the Alpha: This item's effect now has a 100% chance to trigger and has an internal cooldown of 45 seconds.
- Cambist's Gauntlets: This item's effect now has a 10 second internal cooldown, and the coin cost is now 5 silver, increased from 3 silver 50 copper.
- Item powers and artifact powers now more consistently go on cooldown if animation-cancelled after the powers take effect.
GeneralEnemies and Encounters
General
Items and Economy
General
- +5 gear from Illusionist's Gambit now have an Offense slot instead of an Overload slot. Overload Enchantments that were slotted into this gear can be manually removed, but are unlikely to function in the meantime.
- Bag of Holes is now in the "Miscellaneous" Auction House category.
- Draconic Guises: These items have had their stats increased to better match similar dungeon rewards.
- Merchant Prince's Folly now drops the companion and mount significantly less frequently.
- Relic Armor and Restoration items have been removed from the Seals store, and moved instead to the Storm King's Thunder campaign store. In the move, the costs of Restoration items have been adjusted.
- Seals of the Brave no longer have a weekly cap.
ArtifactsGeneral
- The "Uncommon" (Green) quality color is now a little darker to improve readability on light backgrounds such as the Quest Journal.
- Various cosmetic fixes have been made to an assortment of interface elements.
Astral Diamond Changes- The Shared Bank can now store refined Astral Diamonds. Any character on an account can deposit or withdraw from this bank.
- The individual character limit on refining Raw Astral Diamonds has been removed, and instead, there is now an account-wide cap of 100,000 Astral Diamonds refined per day.
- Developer note: This is intended to improve quality of life and AD gain potential for most of our players, while slowing down the overall amount of AD flowing into the Astral Diamond Exchange. This does lower the AD income potential of players who log into many different characters to accumulate AD, but we hope the gameplay experience is improved by removing that as a perceived requirement to maximize efficiency.
Auction House- The green triangle now correctly only appears on the column that's being used to sort.
Bank- Companion Upgrade Tokens can now be deposited and withdrawn into the Shared Bank.
Character Select- The Character Select screen has been overhauled. An options menu can now be pulled up for each individual character, a character can be marked as a "main," and characters can now be sorted.
Character Sheet- Boon categories now highlight if the character has unspent Boon Points in that category.
- The Powers tab no longer flashes on any screen when the player has maxed-out Power Points.
- Weapon and Armor Enhancements can now have their visual effects disabled.
Character Sheet - Retrain- All occurrences of "respec" in the game have been changed to "retrain" for consistency. Sadly, this will result in our autocorrect giving us a little less respect.
- Powers, Feats, Ability Scores, and Boons are now retrained separately.
- In addition, individual boon trees can be retrained separately.
- When retraining Feats, Boons, or Ability Scores, the interface now leaves the points where they had previously been spent, allowing for easier individual tweaks.
- Players who want to start fresh can do so by switching character sheet categories or closing and reopening the interface after initiating the retrain.
- Astral Diamond costs to retrain at level 70 are 60,000 for each category, or 10,000 for a single boon tree.
- Retrain Tokens are now priced at 100 Zen, down from 300.
- Players who already possess purchased Retrain Tokens will be granted two additional tokens for each that they own.
- Retrain Tokens are now tracked in the Wealth tab of the inventory, if the character has any available.
- When removing lower-tier Feat Points that have been applied but not committed, the interface will now display a prompt to automatically remove any higher-tier Feat Points rather than simply telling the player that they cannot.
Convert RP- Equipment no longer shows a "compare to equipped" tooltip when selecting gear for RP conversion.
Guild- The guild activity log now properly shows join messages after a related player has left the guild.
Home Page- The Home Page has been overhauled to be more clearly useful for event awareness and in-game feature information.
- When playing for the first time after a long break, players will have the option to teleport a character back to a safe area so they can catch up on changes to the game.
HUD- The "Set Loot Mode" option now always appears on your portrait's context menu.
Journal and Quest Tracker- If the player has written text into the Body field, attempting to close the Mail window will cause a confirmation prompt to appear.
Options- Calculations for certain automatic graphics settings have been adjusted.
- The GPU slider should now have finer controls on the lower end of the spectrum.
Queues- If a player is in a queue with one character, then logs on with a different character, the initial character is now removed from the queue.
- This removal can potentially incur a leaver penalty if leaving that queue normally would do the same thing.
- This change should not affect Private Queues.
- The Leaver penalty now affects an entire account, rather than just the character who left.
- Vote Kick no longer becomes stuck under certain circumstances, such as kicking offline players.
Zen MarketArt, Animation, and Effects
Character Art
- Brown-furred werewolves no longer have a seam and mismatching gray feet.
- Chitters' Fangs no longer clip into certain characters' heads.
- Energon: This companion now has a slightly more readable portrait.
- Pilgrim and Tyrant shields no longer clip into Guardian Fighters' arms.
- Various clipping and skinning issues have been addressed.
Visual EffectsLocalization
General
Performance and Stability
General
Preview-only notes
General
Shared Astral Diamonds in bank:
while the Deposit button tooltip states that the total limit of ADs caps at 500 millions, the shared bank doesn't allow to deposit more than 100 million ADs (which is, by the way, the same AD cap for a single character).
- This bug now only occurs when the top enchantment slots, e.g Defensive on the Armour Piece and Offensive on the weapon piece, is slotted. Without those two enchantments slotted the Enhancements work correctly.
- The glitch that can spawn multiple companions by buying Loadouts and swapping back and fourth between now works with Augments and all augment companions grant stats. - Leading to some really exciting solo runs I have planned for Castle Ravenloft xD almost don't want this one fixed hehehehe. (Making Burnadin great again)
- As mentioned previously the GFs "wombo combo" in terms of PvP or PvE where more than 3 charged of Griffons can happen (not from cooldowns conveniently being done in time) can actually allow 5 consecutive griffons to be hit if you do some glitchy animation cancelling with the GF shield and the Into The Frey power - this animation cancel also causes two of the hits to not add stacks of CC resistance in PvP which is a little more than game breaking.
- The nerf to HR's powers where "Piercing Blades: Now deals damage based on post-mitigation damage instead of pre-mitigation damage." is actually a little more severe than what was intended. Would like to see a damage buff done to compensate a little bit as it does actually put HRs at quite a severe DPS disadvantage in PvP - even to the almost nullified trapper paragon. Especially considering that almost every other class has the potential to 1 rotate HRs it seems like an odd decision to further take away the HRs ability to deal it's own "wombo combo".
- The DC's power forgemasters flame is having an unintended effect in PvP where the slow from the Divinity is adding easy stacks of CC resistance to the opponent - sometimes through the GF's shield or OP's sanctuary. This is making the DPS DC option rather painful against classes that have mitigation against DoTs when not stunned. Would it be possible to test this interaction with no Slow effect in PvP? (Making DPS DC great again)
You destroyed hr pathfinder build and now you nerf storwarden too? really? do something to compensate pls.
Could it be a new shop? A campaign stop? A house... for players...?!! Neverember DOES owe us, I have the IOUs to prove it!
DoT part of the SoD is a nice addition and a ok solution for fast fights where SoD doesnt get to hit. Good job on that one.
Shadowborn with 25% increase ends up being 0-1% of total damage in Cradle of the death god, increase to 35% will make it 2% total damage at best. Without serious increase here or a total overhaul of the feat it is not worth picking it over Dying breath, even for bosses which have no adds since you can live with not having 0-1% dmg increase of the Shadowborn. It is not worth being tier 5 feat with such performance.
@terramak @noworries#8859 @miasmat @mimicking#6533 @balanced#2849
Ring of Cursebringer + Thunerhead (You can't hit if you constantly get stunned
Ring of Vanishing Presence + Shadowclad (You cant hit what you can't see/target)
Negation + 18k defense and 40% deflect chance (high defense + deflect has been a buffer vs burst dps)
If a CW, SW, or HR use a high control CC build + range attacks (you cant use that combo if you're constantly controlled and kept at a distance)
Frost + Frostburn Enchantment (applies a slow, damage dealt reduction, and recovery debuff)
New mount from MOD 14 mount power
Again, I have not sized up this "glitch" but there seem to be numerous ways to counter this. On paper, this doesn't seem game breaking like the current TR/prior HR unmitigated damage.
Steel Blitz is bugged:
0. Steel Blitz has the same issue that Storm spell for CW had, it is not following the player's critical strike chance of the character.
*Steel Blitz procced from Sure strike with 100% crit chance it will never crit
*Steel Blitz procced from the Weapon Master Strike with 100% crit chance it will never crit from the 1st hit, but from the 2nd hit it will crit.
1. Steel Blitz doesn’t benefit over Dmg Bonus from STR ability score.
*Steel Blitz is increased by Destroyer class feature and Destroyer Purpose dmg bonus stacks, so it should work with STR.
2. Steel Blitz doesn’t benefit over Powerful Challenge
3. Steel Blitz is increased by damage resistance debuffs from MARK and combat advantage.
4. Steel Blitz doesn’t benefit over damage resistance debuff from Weapon Master Strike.
*When it's procced by an at-will it should inherit the debuff.
5. Steel Blitz doesn’t benefit over Stayin Power
*if Steel Blitz is procced from an encounter it should inherit the debuff.
6. Steel Blitz doesn’t benefit over Mighty Blade
7. Steel Blitz is increased by Feytouch Dmg buff
8. Steel Blitz doesn’t benefit over Wrathfull Determination
*if steel blitz is procced from any melee powers, it should inherit the buff.
9. Steel Blitz doesn’t benefit over Battle Fury
*if steel blitz is procced from any at will and encounter, it should inherit the buff.
10. Steel Blitz doesn’t benefit over Hidden Dagger melee buff.
*if steel blitz is procced from any melee powers, it should inherit the buff.
11. Steel Blitz doesn't benefit over the Demon lords Immortality set 3/3
12. Steel Blitz doesn't benefit over the Soul Sight Crystal.
13. Steel Bltiz when is procced by Weapon Master Strike + UP Lighting or other sources of damage like Aura of Courage, seems to give a bit too many proccs than expected.
14. Staying power doesn't increase the Intimidation damage, and it doesnt increase the Come and Get it additional hit effect.
15. Mighty Blade it increases the intimidation damage, but it doesnt increase the Come and get it additional hit effect.
16. Hidden Dagers doesnt increase the intimidation damage, but it increases the Come and get it additional hit effect.
17. Wrathful Determination doesnt increase the intimidation damage, but it increases the Come and get it additional hit effect
18. Come and get it additional hit effect doesn’t benefit over Endless Assault heroic feat
*Battle Fury works for both Intimidation and Come and get it additional hit effect , which means that the Come and get it additional hit should be considered as an encounter damage.
19. Battle Trample : When Trample the Fallen cause you to deal more damage, you should deal 5%/10%/15%/20%/25% of your weapon damage as Physical Damage
* it doesnt benefit over damage multipliers, also with the recent changes to some of the trickster, hunter ranger, and warlock feats, this Feat could benefit one of the changes these classes got e.g: Shadowy Opportunity now deals 10/20/30/40/50% weapon damage, down from 20/40/60/80/100%, but now scales with player stats.
20. Trample the fallen after testing, it works on trash mobs, but it doesnt work with bosses, unless the boss has Courage Breaker Slow debuff from a trickster applied to the boss, but Battle trample the feat in sentinel will procc on any target even if its a immune target or not. Trample the fallen can be procced by other classes control so far, but so far it only works against immune CC targets if they have the slow from courage breaker applied to them..
*There are other similar Powers like Crushing Pin or Combatant Maneuver that a Control Power is the trigger of them, some of them are triggered by only a few control powers, some control powers aren't working at all , but keeping in mind that most of the enemies are immune to CC, these powers should atleast be procced against immune targets even if the CC isn't visible, so by that Trample of the Fallen is bugged.
21. Fearbringer bracers seem to only decrease the tooltip damage of the Slam Daily, but not the numerical damage dealt.
22. Choosing 4x tier stones in the Instigator Paragon, unlocks the Capstone.
23. MARK is it a control power or not? some say it is considered a control power, since it takes the AGGRO away, so it's a form of Taunting, which can be described as control.
- in PvP it seems that whenever you MARK an enemy it gives them 1x Stack of CC resistance.
- in PvE it seems to procc Combatant's Maneuver
24. The game does have a weird way on showing what bonuses get triggered from a control power e.g
Combatant's Maneuver proccs from Indomitable Strength or Savage Advance, but it doesnt procc with: Slam, Roar, Not so Fast, Grand Fissure, FLS, Takedown , While Trample the Fallen does proccs from the above mentioned powers.
Conclusion is that Trample the Fallen and Combatant's Maneuver have the same similarity of the trigger being a control power, it seems that Combatant's Maneuver works against Immune targets, while Tremple the Fallen isn't.
> Current GWF Bugs/Unknowing intentional features.
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> Don't forget one of the more important things they need to fix.
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> 25. Jump-casting Sure Strike allows GWFs to skip directly to the triple-damage strike.
That’s actually intentional, back in October 2017 @Balanced (Old Dev I believe) confirmed it. Plus it’s not that much of a worry, you won’t see many GWF’s doing that aside from just being annoying to those with sound on. ^-^ Can be used as a opener as well, but it doesn’t seem worth the Time.
I wonder what the impact of the change to piercing blades will be in PVE. I heard it's not on preview yet, is it?
What about careful attack?
Now that you fixed the +5 companion gear, can you please make all +4 IG gear bind on equip rather than on pick-up so that people who do not want to farm IG days and nights until their eyes bleed can finally get competitive companion gear other than rings? Pretty please?
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> Now that you fixed the +5 companion gear, can you please make all +4 IG gear bind on equip rather than on pick-up so that people who do not want to farm IG days and nights until their eyes bleed can finally get competitive companion gear other than rings? Pretty please?
-w• They're in the lockbox so dats likely a nu.