Release NotesContent and EnvironmentGeneral
- Now that T-posing has become a meme, we can pretend Shay Cutter was being hip in Protector's Enclave. However, she's now animating again.
- Stanimir's story cutscene now properly displays on low settings.
- The guards in Wyndrake Manor no longer have a chance to talk over themselves.
- Various fixes have been made to mismatching text and VO.
Barovia
- Company of Wolves: The repeatable version of this quest no longer becomes stuck after searching two bodies.
- Company of Wolves: This quest no longer becomes stuck if players die at the wrong time.
- Company of Wolves: This quest no longer becomes stuck if players free prisoners before searching for clues.
- Company of Wolves: This quest no longer becomes stuck if players defeat the pack leaders before freeing prisoners.
- Company of Wolves: This quest now grants the proper rewards of 25 Omens and 100 Barovian Coins, increased from 5 Omens and 20 Barovian Coins.
- Company of Wolves: This quest now properly has a weekly cooldown, rather than daily.
- Company of Wolves: Various environment issues, such as floating objects, have been addressed.
- Heroic Encounters: The basic "protect hostages" Heroic Encounters now properly spawn enemies at a slightly higher difficulty than standard.
- Old Bonegrinder: This quest no longer gives a Tarokka card by default at the end. It now appropriately gives campaign currency rewards.
Barovia Hunts
- Sister of Fury no longer has a chance to receive a ton of healing when struck by player attacks.
- Sister of Fury no longer gets into a state where she cannot attack.
- Sister of Fury no longer spawns a Doppelganger of a player who wasn't the target of Whispers of Deception.
Castle Ravenloft
- Known Issue fixed: Players no longer incorrectly become stuck if they re-queue for Castle Ravenloft without having left the dungeon.
- Players no longer get locked out of the Arcolith arena on party wipe.
- Players no longer inexplicably die when running into certain walls.
- Strahd no longer gives the Arcolith's rewards.
- Strahd's ultimate ability should no longer be survivable without the sunsword's help.
- Sunsword mechanics (during Strahd's fight)
- Disarm, when used at the start of the Darkness phase, no longer depletes influence.
- Influence gain rates have been doubled.
- Influence now increases passively when the sunsword is held in combat.
- Sundrenched Aegis can now be used with less than full Action Points in preparation for Strahd's ultimate ability.
Combat and PowersEnchantments, Enhancements, and Runestones
- Known Issue fix: Bonding Runestones work again.
- Known Issue fix: Enchantments on Companion gear work again.
- Known Issue fix: Weapon and Armor Enhancements work again.
Item Sets and Powers
- Prominence: This power now properly has a very short internal cooldown, preventing it from gaining multiple stacks in a single strike.
- Thirst: Players with different ranks of this artifact can no longer stack its debuff.
Items and EconomyGeneral
- Decanter of Atropal Essence, when awarded in Cradle of the Death God, is now Bind on Equip.
- Envenomed Caches no longer incorrectly drop Seals of the Crown.
- More tooltip text has been fixed.
- Sunset artifact weapons no longer decrease in stats when upgrading from Rare to Epic and from Epic to Legendary quality.
- The Burgomaster's Letter can no longer be sold on the Auction House.
- The remaining +5 grimoire from Illusionist's Gambit has had its Overload slot converted to an Offense slot.
- Thirst: This artifact's icon has been updated.
- Vivified Primal Armor: The item level of this gear has been raised to 535, increased from 510.
User InterfaceCharacter Sheet
- Retrain: Paragon Paths can now be changed without respeccing feats.
Companion Inspect
- When inspecting companions, the level requirement for certain slots is no longer inaccurate.
Performance and StabilityGeneral
- A crash has been fixed.
- A memory leak has been addressed.
LocalizationGeneral
- Another localization pass has been completed. Locales: French, German, Italian, Russian
Comments
We don't know how many retrain tokens we have. This information has been lost during the system modification. This information is very usefull, thx to add it.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
Castle Ravenloft: during the fight against the Arcolith (2nd boss) the NE column couldn't be interacted with by the boss during his swirling attack, keeping it indefinitely in that state. Even pulling the boss against the column, it keeps spinning and the column doesn't get destroyed in the same way as the others.
Castle Ravenloft: after resetting the second boss fight, entering the ballroom causes the characters to enter combat state, which makes it impossibile to interact with Strahd in order to restart the fight.
Thx for this tip, I haven't seen them when I had checked my currency inv.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
In case of a negative damage reduction (Resistance Ignored + DR Debuffs > Damage Resistance on target), the multiplier is applied to both attacks (regular and piercing blade) on live but only to the regular attack on preview. The resulting damage is exactly the same.
In case of a positive damage reduction, however, it's a big nerf since piercing blade is now indirectly affected by the multiplier.
bonding stones now proc but give wrong stats, pet equipment gives wrong stats and stones on pet equipment give wrong stats
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW
Currently, GF players have the 4th Tier Heroic Feat ("Pin Down") which increases the duration of the player's Prone effects. In PVP, this 4th Tier Heroic Feat would now only be usable by a Swordmaster when using Crescendo - a Daily power. The only other benefit the 4th Tier Heroic Feat provides is in PVE with Crescendo, Bull Charge and Frontline Surge. The Prone effects from Frontline Surge can further be increased by the Conqueror Feat "Reinforced Surge".
Both of these Feats (Pin Down and Reinforced Surge) are almost pointless now for players to bother using. If you do make the changes to Bull Charge to remove the Prone effect in PVP then at least re-balance the GF Feats by changing Pin Down to something actually useful such as "Increase damage against Crowd Controlled targets by 1/2/3%" and simply increase the damage % values of Reinforced Surge (at least double current values). At least this way, those Feats might actually have some viable use and benefit and, in the case of the 4th Tier Heroic Feat, provide a viable choice for players to choose from between Weapon Mastery.
In summary, removing Prone effects from Bull Charge in PVP should no longer serve a purpose considering the decreasing effectiveness of Crowd Control effects upon a player in PVP. Previously removed Prone effects should actually be reinstated. If the Prone effect from Bull Charge must be removed (leaving only the Prone effect from the Daily power Crescendo), then there needs to be a change to the Heroic Feat "Pin Down" to provide players with a reasonable and viable alternative 4th Tier Heroic Feat choice, such as "Increase damage against Crowd Controlled targets by 1/2/3%".
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW
> Because after the "fix", Feytouched, Holy Avenger and Terror all outperform it. If you want to max out an enchant that gives less overall dps than those other three, be my guest.
Ya miss understand the change refers to the Shield effect the Prominence damage was left un-touched it still serves its purpose depending on the situation. -w-
Tried another run and took a screen of the no-clipping column. The bug is critical for the completion of the dungeon, please consider fixing it asap in order to give us chance to test Castle Ravenloft before the new module goes live.
@terramak
+25% deflect is equivalent to 10,000 stat points (or 10 Rank 14 Silvery Enchantments!) Plus you are making Stamina last for 180% + 6 seconds, instead of its base 100%. e.g. if a SW/GWF can shadow slip/sprint for 5 seconds usually, they'll be able to shadowslip/sprint for 4+6+5 = 15 seconds! every 60 seconds! This will become the enchant of choice for speed runs in PvE, and basic mayhem in PvP.
Another example, a TR with the Twilight Adept Feat (Restores 2/4/6/8/10% of your Stealth meter when you Dodge Roll) will be able to roll for ~15 seconds straight, immune to all damage, and remaining in stealth. If a GF can hold a shield up for 15 seconds, then with this at Unparalleled, they will hold it for 12+6+15 = 33 seconds.
Something has to be tweaked. Either the stamina does not replenish to 100%, but stays 'locked' at 20%, or you halve each incremental duration that Stamina is not reduced, up to 3 seconds in Unparalleled. If you just change it to 3 seconds, then the total effective duration of stamina will still be *1.8+3s using the example above unless the 'replenishment' is also cut or modified somehow.
The deflect working as a multiplier on existing deflect, rather than a flat +25% increase would also tweak this overpowered enchantment.
As it stands, however, while the 'theme' is nice and fitting for Ravenloft (evasion, burst speed/stamina like a vampire etc) the Eclipse enchantment is far, far too strong.
> Eclipse enchant is too strong. In PvP or in PvE.
>
> +25% deflect is equivalent to 10,000 stat points (or 10 Rank 14 Silvery Enchantments!) Plus you are making Stamina last for 180% + 6 seconds, instead of its base 100%. e.g. if a SW/GWF can shadow slip/sprint for 5 seconds usually, they'll be able to shadowslip/sprint for 4+6+5 = 15 seconds! every 60 seconds! This will become the enchant of choice for speed runs in PvE, and basic mayhem in PvP.
>
> Another example, a TR with the Twilight Adept Feat (Restores 2/4/6/8/10% of your Stealth meter when you Dodge Roll) will be able to roll for ~15 seconds straight, immune to all damage, and remaining in stealth. If a GF can hold a shield up for 15 seconds, then with this at Unparalleled, they will hold it for 12+6+15 = 33 seconds.
>
> Something has to be tweaked. Either the stamina does not replenish to 100%, but stays 'locked' at 20%, or you halve each incremental duration that Stamina is not reduced, up to 3 seconds in Unparalleled. If you just change it to 3 seconds, then the total effective duration of stamina will still be *1.8+3s using the example above unless the 'replenishment' is also cut or modified somehow.
>
> The deflect working as a multiplier on existing deflect, rather than a flat +25% increase would also tweak this overpowered enchantment.
>
> As it stands, however, while the 'theme' is nice and fitting for Ravenloft (evasion, burst speed/stamina like a vampire etc) the Eclipse enchantment is far, far too strong.
The deflection isnt much of a problem imo, an unparalleled negation/shadowclad gives more defensive stats than the eclipse, i would rather have the unparalleled version to instantly refill stamina with a 60 sec cooldown when u stamina is depleted, having infinite stamina would be nice but kind of broken in pvp for some classes i agree. Although it would be nice to shadow slip across the entire map but broken for pvp
As for PvP, the enchantment fits in very well with the current meta and allows all classes the same bonus, which is to mitigate damage through stamina rather than general tankiness. The enchantment also goes further to help balance PvP, especially for the SW and CW classes, that have absurdly clunky and long animations that have to be cancelled. As for its synergy with Mane of the Manticore based Hit 'n' run builds, well it used to be good but they broke Mane of the Manticore again so I guess we'll have to wait until they fix it.
> > @vordayn said:
>
> > Eclipse enchant is too strong. In PvP or in PvE.
>
> >
>
> > +25% deflect is equivalent to 10,000 stat points (or 10 Rank 14 Silvery Enchantments!) Plus you are making Stamina last for 180% + 6 seconds, instead of its base 100%. e.g. if a SW/GWF can shadow slip/sprint for 5 seconds usually, they'll be able to shadowslip/sprint for 4+6+5 = 15 seconds! every 60 seconds! This will become the enchant of choice for speed runs in PvE, and basic mayhem in PvP.
>
> >
>
> > Another example, a TR with the Twilight Adept Feat (Restores 2/4/6/8/10% of your Stealth meter when you Dodge Roll) will be able to roll for ~15 seconds straight, immune to all damage, and remaining in stealth. If a GF can hold a shield up for 15 seconds, then with this at Unparalleled, they will hold it for 12+6+15 = 33 seconds.
>
> >
>
> > Something has to be tweaked. Either the stamina does not replenish to 100%, but stays 'locked' at 20%, or you halve each incremental duration that Stamina is not reduced, up to 3 seconds in Unparalleled. If you just change it to 3 seconds, then the total effective duration of stamina will still be *1.8+3s using the example above unless the 'replenishment' is also cut or modified somehow.
>
> >
>
> > The deflect working as a multiplier on existing deflect, rather than a flat +25% increase would also tweak this overpowered enchantment.
>
> >
>
> > As it stands, however, while the 'theme' is nice and fitting for Ravenloft (evasion, burst speed/stamina like a vampire etc) the Eclipse enchantment is far, far too strong.
>
>
>
> The deflection isnt much of a problem imo, an unparalleled negation/shadowclad gives more defensive stats than the eclipse, i would rather have the unparalleled version to instantly refill stamina with a 60 sec cooldown when u stamina is depleted, having infinite stamina would be nice but kind of broken in pvp for some classes i agree. Although it would be nice to shadow slip across the entire map but broken for pvp
>
> Sorry to say I think you both are wrong on this one. The Eclipse Enchantment is not overpowered at all and I think you guys need to playtest the enchantment in real PvP environments first before coming to an illogical conclusion. Stat ratings are a bonus and the stamina is nice, but there's no need to take it in PvE unless you were going for a Healadin Build.
>
> As for PvP, the enchantment fits in very well with the current meta and allows all classes the same bonus, which is to mitigate damage through stamina rather than general tankiness. The enchantment also goes further to help balance PvP, especially for the SW and CW classes, that have absurdly clunky and long animations that have to be cancelled. As for its synergy with Mane of the Manticore based Hit 'n' run builds, well it used to be good but they broke Mane of the Manticore again so I guess we'll have to wait until they fix it.
The question is are they truly going to fix it or let it run amok until mod 15 effectively killing off pvp even more to casuals? I'm on console but I agree with you about eclipse, everyone gets the same benefit.
My cw if spec for stamina can warp unlimited for a while. As far as trs hitting 100% deflect chance, tenebrous and chitters will still hit. Other classes can reach up to 80-90% chance which is still high. SoD turning into a dot will allow for a lot of hits on tr