test content
What is the Arc Client?
Install Arc
Options

Ravenloft: The Patch So Far (Last updated June 1)

terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
Highlights


New Zone: Barovia
It 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 Zone
Official Feedback Thread: Ravenloft Instance Quests
Official Feedback Thread: Ravenloft Rewards
Official Feedback Thread: New Mounts in M14

Ravenloft Developer Blog: Story & Zone
Barovia - A Developer's Perspective
Ravenloft Developer Blog: Creatures of Barovia


New Campaign: Ravenloft
Advance 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 Campaign


New Dungeon: Castle Ravenloft
Once 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 Ravenloft


Reimagined Hunt Experience
The 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 Hunts


Astral Diamond Refinement Changes
Astral 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 Diamonds


Loot Experience Update
The 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 Rolling


Updated Bonus RP Event
The 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 Changes


Quest Path Improvements
Updates 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 Update


Random Queues
Thanks 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 Queues


Level Scaling Adjustments
The 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

  • Options
    terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    Release Notes

    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 Trials
    • The required item level for the skirmish "Merchant Prince's Folly" has been reduced to 9,000, down from 10,000.

    Combat 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.
    General
    • The Dragonborn trait tooltip now properly states that it boosts Critical Strike, not Critical Severity. The functionality has not been changed.

    Enemies and Encounters
    General
    • Omu: The Tyrant now vomits more consistently. Gross.

    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.
    Artifacts
    • Apocalypse Dagger: This artifact is now part of a new set bonus.
    • Blood Crystal Raven Skull: This artifact is now part of a new set bonus.
    • Thayan Book of the Dead: This artifact is now part of a new set bonus.
  • Options
    terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    edited June 2018
    User Interface
    General
    • 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
    • The Journal now shows the number of party members who are on a given quest.
    • The Journal now shows which quest the party leader has selected, if they have manually selected a quest to show the Quest Path.
    • If the Quest Path is locked to an instance's quest, the quest tracker will now consistently show the Quest Path indicator when appropriate.
    • While in a group, the player can now direct their Quest Path individually.
    • Quests are no longer automatically shared with party members when trying to set a Quest Path.
    Mail
    • 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 Market
    • All categories are now displayed with two columns, rather than three. (This was already true for some locales.)
    • If a player would have purchases bound to their account from the Zen Market, there is now a second prompt to warn them in case they accidentally advance through the first one.

    Art, 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 Effects
    • Certain chain lightning effects now show less complex visuals for players who didn't cast them. This should improve performance in certain cases.
    • Duelist's Flurry: This power no longer affects the camera when enemies or summoned companions use it.
    • "Frozen" effects are no longer quite as huge on Undead Demilich and Greater Demilich enemies.
    • Galeb Duhr: This companion's stone-throwing power no longer hits performance quite as hard as it used to.
    • Scourge Warlock: Tyrannical Threat's visuals will now appear less complex to players who didn't cast it. This should improve performance a little bit in cases where multiple Scourge Warlocks are playing at the same time.
    • Spider egg sacs no longer awkwardly fall over when destroyed.

    Localization
    General
    • The Water Archon companion's "Wave" appearance is no longer necessarily localized with the same word as the "Wave" emote.

    Performance and Stability
    General
    • Certain window combinations in the Foundry no longer crash the client.
    • Various crashes have been addressed.

    Preview-only notes
    General
    • A backend change has been made to how interactive objects track players who interacted with them. Ideally, this will have no significant effect for most players, and will cause instance-swapping to be less effective for certain applications.
    • Localization for French, German, Italian, and Russian has been cleaned up. This should result in some long-standing localization issues being addressed, and hopefully not introduce new ones.
    • Various changes have been made to the game engine. Most of these should have no major player-facing effect. Yes, we know this is a super vague note; as an example, this includes stuff like subtle changes to how things are rendered so that we can improve performance.
    Post edited by terramak on
  • Options
    maruda#1373 maruda Member Posts: 168 Arc User
    All weapon, armour enchant's and bonding's are still buged on test server.
  • Options
    gormenghast1gormenghast1 Member, NW M9 Playtest Posts: 88 Arc User
    terramak said:

    User Interface

    • The Shared Bank can now store refined Astral Diamonds. Any character on an account can deposit or withdraw from this bank.

    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).

  • Options
    ibz4ez#9773 ibz4ez Member Posts: 117 Arc User
    edited June 2018
    Update to the Weapon and Armour Enhancement Bugs on preview:

    - 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)


  • Options
    time2011time2011 Member Posts: 125 Arc User

    lately hr trappers are playing buffers, hr pathfinder ( boss loadout) destroyed, archers are an joke, and now you nerf combat storwarden too :) .In game GWF are most desired as dps not a single nerfs only buffs to them :) + module 14 a stepback in items . Very wrong approuch to end game players and specially to HR.

    you say archery is a joke because you don't play it right, don't go writing off archery rangers if you can't play it right yourself.

  • Options
    pteriaspterias Member, NW M9 Playtest Posts: 661 Arc User
    terramak said:

    Content and Environment
    General

    • 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.
    The wording of this piques my curiosity... Some random change like this seems odd, but then the added story blip implies there is some specific upcoming story reason for this. Sounds like that door is going to be used for another set location in the town.

    Could it be a new shop? A campaign stop? A house... for players...?!! Neverember DOES owe us, I have the IOUs to prove it!

  • Options
    eclipseblood#1326 eclipseblood Member Posts: 202 Arc User
    Do u think u could change the defensive slot on +4 mod 12 rings to an offensive slot? Not the already existing rings but if one were to drop after the change it would be x2 offensive, mod 13 while the stats on most rings were good, the defensive slots really killed the desire to really farm for them while mod 12 the rng of hunting for a +5 was terrible.
  • Options
    blur#5900 blur Member Posts: 490 Arc User
    edited June 2018
    terramak said:

    Release Notes

    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.
    What do you think about removing Piercing damage from Shadow of Demise and base it on pre-mitigated damage? It should be more balanced for PvP and it would avoid double dipping the debuffs which it does when based on mitigated damage.
    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
    Post edited by blur#5900 on
    image
  • Options
    joqueras84#8733 joqueras84 Member Posts: 17 Arc User
    time2011 said:

    lately hr trappers are playing buffers, hr pathfinder ( boss loadout) destroyed, archers are an joke, and now you nerf combat storwarden too :) .In game GWF are most desired as dps not a single nerfs only buffs to them :) + module 14 a stepback in items . Very wrong approuch to end game players and specially to HR.

    you say archery is a joke because you don't play it right, don't go writing off archery rangers if you can't play it right yourself.

    Ops you right i muck my words. Archer Hr are an Big Ultra Super Joke in PVE.:) Add me in game to run some endgame dungeon you archer and me combat to teach you how to dps :). I even can place a bet with you that i will outdps you by at least 4 times .
  • Options
    time2011time2011 Member Posts: 125 Arc User

    time2011 said:

    lately hr trappers are playing buffers, hr pathfinder ( boss loadout) destroyed, archers are an joke, and now you nerf combat storwarden too :) .In game GWF are most desired as dps not a single nerfs only buffs to them :) + module 14 a stepback in items . Very wrong approuch to end game players and specially to HR.

    you say archery is a joke because you don't play it right, don't go writing off archery rangers if you can't play it right yourself.

    Ops you right i muck my words. Archer Hr are an Big Ultra Super Joke in PVE.:) Add me in game to run some endgame dungeon you archer and me combat to teach you how to dps :). I even can place a bet with you that i will outdps you by at least 4 times .
    play with someone who talks HAMSTER of others without consideration, not interested.

  • Options
    slysnow#2290 slysnow Member Posts: 110 Arc User
    dolrey said:

    In the description of change in TR's feat [Shadow of demise] written that it will deal 75% of mitigated damage. And I am a bit worried about this. Let me explain it using example:

    1) For example TR deal 10k damage to GF using his usual skill.
    2) But GF absorb 50% of this damage using his defence and got only 5k damage.
    3) Also GF blocked this attack and decreased amount of damage at 80% from 5k to 1k.
    4) Then for example GF turn off his shield and receive damage from SoD.

    The question is: how exactly SoD will calculate its damage? Will it calculate its damage from 5k (when damage was reduced only by GF's defence) or it will calculate its damage from 9k (when damage was additionally reduced by shield block)?

    In the second variant Gf's shield block increased damage which GF received. It is not logical.

    After the tom foolery that is the TR in MOD 13 i hardly doubt anyone outside of TRs will care lol. Broken damage for how long? Its about time TRs damage have to respect DR.
    dolrey said:

    There is a bug in GF's skill [Griffon's wrath] when GF can use this skill 4 times even if there are only 3 charges of this skill. It happens when GF just press it's button again after using last charge. So, if you want to fix GF's "wombo combo" then you also should fix this bug because it gives very high additional damage.

    Im not really seeing this as a huge issue personally. Though Im on ps4 and havent played vs it. From your description you can counter this via the following:

    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.
  • Options
    blur#5900 blur Member Posts: 490 Arc User
    @dolrey For example, if you hold shield up and TR hits you with Lashing blade for 1.000 damage you will take additional 750 damage from the dot and SoD will hit you for 1.312,5 damage(reduction from tenacity is not applied here).
    image
  • Options
    ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited June 2018
    Current GWF Bugs/Unknowing intentional features.

    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.
    Post edited by ltsmithneko on
  • Options
    ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited June 2018
    > @macjae said:
    > Current GWF Bugs/Unknowing intentional features.
    >
    >
    >
    >
    > Don't forget one of the more important things they need to fix.
    >
    > 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.
  • Options
    artifleurartifleur Member Posts: 642 Arc User
    Reader's Digest
    terramak said:

    Combat and Powers

    Hunter Ranger
    • Piercing Blades: Now deals damage based on post-mitigation damage instead of pre-mitigation damage.
    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.

      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.
      User Interface
      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.
      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
      • 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. ( side note : THANK YOU! )
      Character Sheet - Retrain
      • 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.
        Mail
        • If the player has written text into the Body field, attempting to close the Mail window will cause a confirmation prompt to appear.
    There actually are a few really nice changes in there.

    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?
  • Options
    ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    > @artifleur said:
    >
    > 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.
  • Options
    artifleurartifleur Member Posts: 642 Arc User

    > @artifleur said:

    >

    > 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.

    There's Illusionist's Gambit companion gear in a lockbox?
  • Options
    agilestoagilesto Member Posts: 516 Arc User
    Yes, in the companion pack of the new lockbox. It can drop to +5 IG gear
This discussion has been closed.