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Ravenloft Preview Patch Notes: NW.100.20180529a.1

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


Content and Environment
General
  • 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 Powers
Enchantments, 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 Economy
General
  • 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 Interface
Character 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 Stability
General
  • A crash has been fixed.
  • A memory leak has been addressed.

Localization
General
  • Another localization pass has been completed. Locales: French, German, Italian, Russian
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Comments

  • Options
    brewaldbrewald Member, NW M9 Playtest Posts: 212 Arc User
    terramak said:


    User Interface
    Character Sheet

    • Retrain: Paragon Paths can now be changed without respeccing feats.
    Not effective, impossible to change paragon path.

    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.

    Brewald - GWF 18.3k
    Eleonore - CW Mof Renegade 17.5k
    Harlgard le Vieux - OP Prot 18.3k
    Valrik - DC AC 18.2k
    Furiela - SW Temp 18.1k
  • Options
    agilestoagilesto Member Posts: 516 Arc User
    brewald said:

    terramak said:


    User Interface
    Character Sheet

    • Retrain: Paragon Paths can now be changed without respeccing feats.
    Not effective, impossible to change paragon path.

    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.

    Number of retraining tokens is now on the currency inv. sheet for each toon
  • Options
    gormenghast1gormenghast1 Member, NW M9 Playtest Posts: 88 Arc User

    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.
  • Options
    adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    Is it just me, or is anyone else having stability issues? I get crashes every few minutes. It's a bit hard to test anything that way.
    Hoping for improvements...
  • Options
    arod7932arod7932 Member Posts: 93 Arc User
    I'm on Xbox, but I'm happy to see the item level increase for Vivified Primal gear. Now I don't feel like I'm wasting my time grinding for these carvings as much. It'll be nice to keep it for at least one more mod. I'm sure M15 will replace it.
  • Options
    brewaldbrewald Member, NW M9 Playtest Posts: 212 Arc User
    agilesto said:

    brewald said:

    terramak said:


    User Interface
    Character Sheet

    • Retrain: Paragon Paths can now be changed without respeccing feats.
    Not effective, impossible to change paragon path.

    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.

    Number of retraining tokens is now on the currency inv. sheet for each toon
    @agilesto
    Thx for this tip, I haven't seen them when I had checked my currency inv.
    Brewald - GWF 18.3k
    Eleonore - CW Mof Renegade 17.5k
    Harlgard le Vieux - OP Prot 18.3k
    Valrik - DC AC 18.2k
    Furiela - SW Temp 18.1k
  • Options
    artifleurartifleur Member Posts: 642 Arc User
    edited June 2018
    For anyone interested, the changes made to Piercing Blade aren't a damage boost in any situation.

    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.
    Post edited by artifleur on
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    valynstarfirevalynstarfire Member, NW M9 Playtest Posts: 100 Arc User
    The first part of Chult was 2 Mods ago, will there be a Campaign Patronage Token this time, or will we have to wait till Mod 15? It was stated that no Patronage tokens for current and previous Mods (River District was also an exception).
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    creeperlp681creeperlp681 Member Posts: 18 Arc User
    @terramak can we see a bug fix in msp and in the zone quest by Kabal? We have the problem that we cant destroy the chain with the little fireballs from the Golems. there is a thread in the forum open but we dont get any news about it.
  • Options
    lucislatorlucislator Member Posts: 69 Arc User
    @terramak
    bonding stones now proc but give wrong stats, pet equipment gives wrong stats and stones on pet equipment give wrong stats
  • Options
    geno82geno82 Member Posts: 80 Arc User
    What is with the broom companion from masquerade event? It have 500% Deflect... What is 500% Deflect? 500% extra from base? When u have 8000 deflection u have 100% chance? Or what is 500% please update it
  • Options
    nl54#3191 nl54 Member Posts: 145 Arc User
    It appears there's no longer a reason to invest in a Prominence enchant. No dps will go for less than maximum output.
    Ninurta - 16.1k Half-Orc GWF

    Ereshkigal - 12k Tiefling SW

    Aurora Ravensong - 11.6k Drow CW
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    geno82geno82 Member Posts: 80 Arc User
    Why it's not worth?
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    kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    nl54#3191 said:

    It appears there's no longer a reason to invest in a Prominence enchant. No dps will go for less than maximum output.

    Because of the CD? or why?

  • Options
    pteriaspterias Member, NW M9 Playtest Posts: 661 Arc User
    It sounds like they just stopped Prominence from multi-stacking from one hit. It doesn't sound like a nerf, just a bugfix.
  • Options
    damnaciousdamnacious Member, NW M9 Playtest Posts: 354 Arc User
    edited June 2018
    terramak said:

    Bull's Charge no longer sends enemies prone in PvP. PvE functionality is unchanged.

    Some GF players remember the historical discussion regarding the perceived need to remove Prone effects from PVP. However, while removing the last Prone effect from the Iron Vanguard path while in PVP (leaving only the one Prone effect in PVP being available on the SM path, and that being a Daily power no less...) is not really a fair, balanced or popular decision to make. With diminishing returns on Crowd Control effect durations in PVP, the need to actually remove Prone effects from PVP should have completely disappeared, meaning there should actually be no logical reason to remove Prone effects at all and, previously removed Prone effects in PVP (such as from Frontline Surge) should be reinstated. If, for some completely bizarre and illogical reason Prone effects must still be removed, at least please consider reworking the associated Feats to ensure GF players have reasonably viable Feat choices available to them, not Feats which have no real use whatsoever.

    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%".


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    nl54#3191 nl54 Member Posts: 145 Arc User
    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.
    Ninurta - 16.1k Half-Orc GWF

    Ereshkigal - 12k Tiefling SW

    Aurora Ravensong - 11.6k Drow CW
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    gromovnipljesak#8234 gromovnipljesak Member Posts: 1,053 Arc User
    nl54#3191 said:

    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.

    it still does the same dps basically, what has been nerfed is the extra component of the enchant
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    ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    > @nl54#3191 said:
    > 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-
  • Options
    gormenghast1gormenghast1 Member, NW M9 Playtest Posts: 88 Arc User


    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.

    image


    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
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    cilginordekcilginordek Member Posts: 459 Arc User
    Eclipse enchantment is still too strong in PvP.
  • Options
    vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited June 2018
    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.
    Post edited by vordayn on
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
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    vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited June 2018
    Double post.
    Post edited by vordayn on
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
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    wickedduck22#9795 wickedduck22 Member Posts: 100 Arc User
    edited June 2018
    Piercing blades are still pre-mitigation. (Never mind just checked).
    Post edited by wickedduck22#9795 on
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    eclipseblood#1326 eclipseblood Member Posts: 202 Arc User
    > @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 :smiley:
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    ibz4ez#9773 ibz4ez Member Posts: 117 Arc User

    > @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 :smiley:

    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.
  • Options
    slysnow#2290 slysnow Member Posts: 110 Arc User
    > @ibz4ez#9773 said:
    > > @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 :smiley:
    >
    > 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
  • Options
    geno82geno82 Member Posts: 80 Arc User
    A new patch on preview but this week to no new patch notes? What's wrong with you? Terror grip have false stats .. Event companion have +500% Deflect that's false... Masterwork 3 have 510 stats but craddle 535 ... Hey guys . You know in 3 days it's go live... You know this? Come .. Give us a good mod .. That's all a little bit HAMSTER
This discussion has been closed.