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Undermountain Preview Patch Notes: NW.110.20190325a.3

nitocris83nitocris83 Member, Cryptic Developer, Administrator Posts: 4,495 Cryptic Developer
Release Notes
Note: We may have included patch notes for issues that were never present on Preview.
Note: This is not an all-inclusive list of fixes, but a snapshot of the many fixes we are doing.


Content and Environment
General
  • Numerous fixes in dungeons and zones.
  • Reworked a number of bosses based on feedback.
Quests
  • Boundless Runic Corruption, now counts and tracks gamma correctly.
Combat and Powers
General Combat
  • Updated a number of buff icons to include tooltips and descriptions.
  • Critical Resistance is changed to Critical Avoidance.
Item Power and Set Bonuses.
  • Alabaster weapon set power now properly goes to 10%.
  • Berserker's Might power properly decays.
  • Black dragon artifact DoT now matches tooltip.
  • Brute's Might now gives correct number in tooltip and works with distance.
  • Burnished weapon set power properly displays power and defense increase on character sheet.
  • Challenger's Guard correctly gives Deflect and Defense instead of double Defense.
  • Challenger Powers on Purples - This power correctly doesn’t increase in effectiveness when multiple enemies are nearby.
  • Contender's Haste description now correctly states Awareness.
  • Dragon artifacts now say their cooldown is reduced by 50% if they miss targets.
  • Ol' Switcharoo defense is reduced to the expected amount and remain there as long as the item is equipped.
  • Victim's Parry’s cooldown is correctly going down.
  • Watcher weapon set bonus have their icons added.
Classes and Balance
General
  • The threat bonus granted by the tank class mechanics Path of the Vanguard, Oath of Protection, and Will of the Sentinel has been slightly increased.
Cleric (Arbiter)
  • Celestial Prominence can’t be cast consecutively with the Critical Sun feat if Celestial Prominence crits when hitting multiple enemies.
  • Guardian of Faith incorrectly dealt more damage based on Burning Judgement instead of Radiant Judgement as indicated in the tooltip.
  • Hammer of Fate's 3rd hit no longer fails if the target is far away.
  • Inquisitor Benediction has been renamed to Arbiter’s Benediction.
Cleric (Devout)
  • Anointed Army no longer plays hit reacts on allies.
  • Blessing of Battle know correctly lists magnitude in its tooltip.
  • Guardian of Life now properly indicated it only affects party members.
  • Soothing Light has been renamed Soothe and has had its magnitude increased to 50, up from 25 and now costs 10 Divinity to cast.
  • The first three feat columns have been reworked.
Fighter (Dreadnaught)
  • Hasty Vengeance tooltip updated to new name of Dig In.
Fighter (Vanguard)
  • Combat Balance correctly scale as indicated in the tooltip.
Paladin
  • Aura of Restoration was not applying to allies.
  • Divine Justice has been renamed Blessed Wanderer.
  • Divine Reciprocation is healing the correct amount.
  • Magnitude of Divine Touch has been increased to 500, up from 400.
  • The order in which paladin class features are unlocked has been adjusted.
Paladin (Justicar)
  • Aura of Vengeance did not properly apply to nearby party members.
  • Aura of Valor class feature incorrectly reduced the threat generated by the paladin instead of nearby party members.
  • Binding Oath no longer heals for 100 when taking damage.
  • Divine Palisade now specifies it replaces block under divine champion.
  • Justicar feats have undergone a major overhaul.
  • Relentless Avenger's tooltip properly reflect the damage dealt. (Magnitude was 460, but tooltip indicated 800.)
  • The Justicar class feature Divine Shieldbearer has been replaced with Divine Retribution which increases damage dealt by up to 5% as stamina decreases.
  • The tab mechanic for Justicar Paladin has been changed to Divine Champion. This power doubles the effectiveness of the paladin's auras for allies within 30', grants control immunity to the Paladin, and automatically blocks half of incoming damage from all directions as long as stamina remains while draining divinity over time. Divine Champion may be canceled at any time but a 5 second cooldown is inflicted when cancelled.
  • While blocking under the effect of Divine Champion, Divine Palisade is activated instead of standard block. In addition to blocking 100% of incoming damage from the front and reducing the paladin and allies behind the paladin's damage taken by 10%, Divine Palisade now also heals the paladin and allies behind the paladin for 200 magnitude every 3 seconds. Divine Palisade does not cost any additional divinity above the channeling cost of Divine Champion, and ends if Divine Champion ends.
Paladin (Oathkeeper)
  • Banishment incorrectly lowered the damage dealt by all targets, not just the primary target as indicated.
  • Bond of Virtue now redirects 100% of the healing dealt, up from 40%.
  • Cure wounds magnitude has been increased from 25 to 50 and it now costs 10 divinity to cast.
  • Identical Auras no longer stack when multiple paladins in the same party using the same Auras.
  • Magnitude of Divine Shelter has been increased to 350, up from 300 and the divinity cost has been reduced to 120, down from 150.
  • Magnitude of the heal over time effect of Sanctuary has been increase to 600, up from 250.
  • Oathkeeper feats have been heavily reworked.
  • Paladin's Auras did not include descriptions on their positive condition icons.
  • Sanctuary now affects non-party member allies.
Ranger
  • Aspect of the Pack doubled in value and now states there is a bonus for having all 4 party members nearby.
  • Aspect of the Pack should now apply a long buff icon.
  • Deft Strikes now has a 30 second duration and the buff icon now has information.
  • Hawkeye buff icon now lists the effects on the tooltip.
  • Marauder's Escape description hopefully is made more clear.
  • Oak Skin tooltip now calls out the difference in self vs ally healing.
  • Predator correctly shows the Prey debuff icon and Hawk Shot should deal 5% more damage while the debuff is active.
  • Pathfinder's Action buff icon now lists its effects on the tooltip.
  • Seismic Shot should now activate on the first button press.
  • Seismic Shot is able to hit targets up to 80’, instead of 85’
Ranger (Hunter)
  • Aspect of the Falcon correctly increases damage when target is within 25’.
  • Marauder's Escape should now be affected by Longshot.
  • More than Disruptive should now increase damage done.
  • Rain of Arrows should now be affected by Longshot.
  • Slasher's mark should debuff the enemy properly now.
  • Split Shot deals 10% extra damage and Ambush procs dealing damage.
Ranger (Warden)
  • Call of the Storm now has audio.
  • Cold Steel Hurricane buff icon has "slowed" in the text to add clarity.
  • Fox's Shift should apply only one stack to both user and target and the buff icon now has information on its tooltip.
  • Split the Sky no longer applies a debuff icon to the caster.
  • Thick Skin now lasts 60 seconds and the icon now has information on its tooltip.
  • Throw Caution icon now has information on its tooltip.
Warlock
  • Hadar's Brood now calls out that the damage from the Broods is 100 per hit and tooltip now mentions the correct magnitude.
  • Shadow Slip no longer lists a negative cast time.
  • Soulburn no longer list itself as a Shift power before it is unlocked.
Warlock (Hellbringer)
  • Flame of Phlethegos does the correct damage amount.
Wizard (Thaumaturge)
  • Conduit of Ice now applies its chill stacks to all effected targets.
Wizard (Arcanist)
  • Alacrity correctly reduces encounter cooldowns when it is equipped.
  • Arcane Power Field now properly does AoE damage.
  • Assailing Force should now apply properly to Steal Time and Repel, and should clear itself after applying to Sudden Storm.
  • Eye of the Storm now grant the proper buff for the proper amount of time.
  • Snap Freeze and Assailing Force now properly lock each other out.
  • Snap Freeze does the correct additional damage.
  • Spell Twisting now functions correctly with Ray of Frost.
Items and Economy
Professions
  • Artisan space at the workshop will increase correctly as the workshop increases rank.
User Interface
General
  • Updated replaced numerous place holder icons.
Costumes
  • Retint Costumes had a polish pass, removing duplicates, cleaning up text, and some renaming to help with navigation.

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Comments

  • kythelion#3210 kythelion Member Posts: 348 Arc User
    Thank you!
  • brendaxnl#4453 brendaxnl Member Posts: 12 Arc User
    TR again no love? Yeah TR is totally fine right now.. Lol.. UGH!.. so sad...TR is just completely ignored again...
  • nova#2306 nova Member Posts: 152 Arc User
    Expeditions still do not work. They haven't worked since private playtesting...
    With almost 2 1/2 weeks until launch, can we expect this to be addressed in the next patch?

    Expeditions are part of the content needed to progress through the module.
    It'd be really unfortunate to launch and you can't progress because the chest doesn't open.
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  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    Also, here are the notes from last week's update (Friday, 2019-03-29). I'll take responsibility for not getting these out to y'all sooner.


    Patch Notes: NW.110.20190325a.1


    Known Issue
    • The Justicar Paladin encounter “Relentless Avenger” incorrectly lists a magnitude of 800 in its tooltip, the actual magnitude is 460 after this week’s encounter & daily magnitude adjustments.
    • Newly copied characters may not have any unlocked Secondary Artifact Weapon Modifications even if the item has unlocked powers on live. Secondary Artifact Weapons obtained on Preview will not have this problem.

    Content and Environment
    General
    • Fixed numerous grammar issues, and terminology inconsistencies.
    • Lava-fall visual effects now flow more consistently.
    • Lots and lots of audio improvements have been applied, from ambience to enemy sounds to VO (voice-over).
    • The login and character select screen background has been updated.
    • The "welcome back" flow has had some adjustments and improvements.
    • Various typos have been addressed.
    • Various visual improvements have been made to zones and instances.
    • Weapons should now show up when the player is in disguise.
    Undermountain Intro
    • Players can now ride mounts while on the beach.
    Catacombs
    • Undertaker Enemies will attack the player instead of standing in place.
    Terminus
    • Final Judgement: A campfire's placement and activation conditions have been updated.
    Twisted Caverns
    • A couple places have been patched up where players could get out of the map.
    • Players should no longer float above the ground when walking into the water of the slimy alcove.
    Vanrakdoom
    • A few visual fixes have been made.
    Expeditions
    • Master the Depths can no longer be dropped.
    • Master Expedition: If a player leaves the Expedition partway through (such as through a VIP sign post), the attempt fails, the quest is dropped, and it still counts as one attempt for the day (against the maximum of three).
    • Master Expedition: When this quest is dropped, it still counts as one attempt for the day (against the maximum of three).
    • Players can now be warped forward under certain circumstances if a floor has been cleared and they're on a previous floor.
    • Players must now properly be on the Master Expedition quest to claim a rune chest.

    Combat and Powers
    High-level Changes
    • The base magnitudes of most encounter and daily powers have been reduced. To coincide with this change, enemy health has been reduced, as a result of these changes, fights should last roughly the same amount of time, but at-wills will represent more of your damage, and as a result feel more impactful to use. The damage dealt by area attack at-wills has been slightly increased.
    • Ratings have been rebalanced per player feedback and performance.
      • Ratings now convert at a rate of 1000 points = 1% (changed from 500 = 1%).
      • Enemy ratings for Critical Strike, Deflect, Combat Advantage, and Defense are now higher than the other ratings, so that their counter-ratings retain some value for players.
      • Defense now caps at 50% damage reduction.
    • Mount powers' damage now scales based off weapon damage, so they can remain useful over time and scale with player power.
    • Item Level Scaling can now scale the character up in Item Level in situations where their combat level is scaled up.
    General
    • "Brink of Death" now has consistent behavior across fights that use guaranteed team-wipe mechanics, and now consistently prevents Soulforged Enhancements from resurrecting players.
    • Certain damage vulnerability debuffs no longer say they only increase magic damage taken.
    • Dodge-type react powers now have consistent language, and no longer reference specific distances (which tended to be wrong, depending on how the power is activated).
    • Various power tooltips have had typos fixed.
    • Various powers, particularly ones with two-stage targeting like the Cleric's Bastion of Light and the Barbarian's Mighty Leap, now show the correct range and radius in their effects.
    • Various powers that only affect the caster now properly show a range of "Self."
    • Various powers that cause an area of effect centered on the caster ("PBAoE," or point-blank Area of Effect) no longer show range in the tooltip.
    • Vulnerability now properly shows a debuff icon.
    Classes and Balance
    • Barbarian
      • Adamantine Strike now properly increases the target's damage taken by 5%, lowered from 50%.
      • Battle High's tooltip is now correct.
      • Battlerage can now properly be used when leveling to 10; Sprint had previously incorrectly slotted into the class mechanic slot.
      • Bloodletter: Jumping while casting this, or attacking enemies on slopes, no longer occasionally causes this power to miss and go on cooldown.
      • Indomitable Battle Strike's animation no longer stutters.
      • Primal Instinct: This power's cooldown now functions consistently with its tooltip value.
      • Primal Instinct: This power's tooltip now updates when its feat is selected.
      • Relentless Slash: This power's animation no longer stutters when swinging repeatedly.
      • Savage Advance no longer incorrectly applies a 5% damage dealt debuff when Crushing Advance has not been selected as a feat.
      • Sprint no longer shows a -0.2 sec cast time.
      • Tutorials no longer refer to outdated mechanics, like Determination and Unstoppable.
      • Various feat tooltips now properly highlight the class mechanic and resources.
      • Various power tooltips no longer reference outdated feats.
    • Barbarian (Blademaster)
      • Escalating Rage now properly states that the player gains the effect of Rampage, rather than Battlerage.
      • Escalating Rage stacks no longer accrue while under the effect of Rampage.
      • Escalating Rage: When this feat grants the Rampage effect, visual effects now appear on the Barbarian's body to indicate that they're affected.
      • Hidden Daggers now properly increases the damage of the next attack, instead of all attacks within 5 seconds.
      • The bonus damage from the Surprise Attack effect of Hidden Daggers now displays in the combat log as "Surprise Attack".
      • Unstoppable Spin: This feat no longer incorrectly causes Spinning Strike to show a stacking buff icon.
      • Unstoppable Spin: This power's tooltip has been clarified.
    • Barbarian (Sentinel)
      • Crushing Advance: This feat now properly cancels out the initial knockback of Savage Advance.
      • Leap Into Action: This feat now properly causes Mighty Leap to increase threat generation.
      • On The Move: This feat now properly causes Not So Fast to increase movement speed for nearby allies.
      • Primal Fury no longer incorrectly ends the Unstoppable effect when the Blood Fury feat is not selected.
      • The 4th and 5th columns of Sentinel feats have been swapped.
    • Cleric
      • Channel Divinity no longer incorrectly appears in the power list below level 10.
      • Divine Glow now actually halves threat.
      • Flame Strike now properly shows its range and radius in its tooltip.
      • Geas now properly debuffs the enemy's damage dealt.
      • Guardian of Faith: This power's tooltip now shows the radius of its stun effect.
      • Hallowed Ground now properly reduces damage taken while in the area of effect.
      • Pilgrim's Light: This power's tooltip now properly refers to party members instead of allies.
      • Sacred Flame no longer incorrectly deals more damage when spamming the click button rather than holding it.
      • Sun Burst: This power's tooltip now properly says it applies "knockback" instead of "knock."
    • Fighter
      • Dig In changes
        • This power no longer sometimes causes the player to become stuck.
        • This power is now significantly more responsive.
        • This power must now be held down to activate, and will cancel when released.
        • This power now blocks up to 75% of the fighter's maximum HP, 25 percentage points higher than standard block.
        • This power no longer reduces damage taken by 10%.
        • This power's visual effects have been updated.
      • Prepared Pierce has been changed to Prepared Slam and now increases damage dealt by Shield Slam.
    • Fighter (Sentinel)
      • Sentinel's feats have been significantly reworked.
      • The at-will power, Tide of Iron, now unlocks before Threatening Rush.
    • Paladin
      • Aura Change
        • Auras now affect all nearby party members, and no longer require a daily be activated.
        • Only one Aura may be set at a time, and Auras may only be assigned to the first class feature slot.
        • Aura of Life has been changed to Pulse of Life and continues to function as it did before the above change to auras.
      • Sacred Weapon now shows a buff icon.
      • Sacred Weapon no longer incorrectly grants Action Points when used outside of combat.
      • The magnitude of the encounter "Smite" now deals damage based on the caster's remaining divinity. The higher their divinity, the more damage Smite will deal.
  • arazith07arazith07 Member, NW M9 Playtest Posts: 1,719 Arc User

    Expeditions still do not work. They haven't worked since private playtesting...
    With almost 2 1/2 weeks until launch, can we expect this to be addressed in the next patch?

    Expeditions are part of the content needed to progress through the module.
    It'd be really unfortunate to launch and you can't progress because the chest doesn't open.

    It's worked for me today. Did you use a rune in the initial chamber to activate the chest? (Mobs will be harder)
  • jelara1jelara1 Member Posts: 52 Arc User
    TR is now the only class to not get an adjustment pass. A couple small bugs in the early patches then nothing. At this point in the testing it’s probably too late. RIP to the TR class.
  • nova#2306 nova Member Posts: 152 Arc User
    arazith07 said:

    Expeditions still do not work. They haven't worked since private playtesting...
    With almost 2 1/2 weeks until launch, can we expect this to be addressed in the next patch?

    Expeditions are part of the content needed to progress through the module.
    It'd be really unfortunate to launch and you can't progress because the chest doesn't open.

    It's worked for me today. Did you use a rune in the initial chamber to activate the chest? (Mobs will be harder)
    Can't because I can never get one from the chest. lol I've literally had this problem since private play test, and every week, I report it show the issue in video/or SS and nothing changes for me.

    Someone told me i could randomly get one from a Runic Encounter. Did those for 2 days, and never got a drop.
    So I'm not sure where that leaves me.
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  • arazith07arazith07 Member, NW M9 Playtest Posts: 1,719 Arc User
    Drop the Risk vs reward quest, pick it up again and you get the stuff needed to upgrade the expedition, chests are only operable once you use a rune in that first chamber. This week's patch finally made it to were the chest can drop the runic etching needed to complete that quest. I haven't tested the Runic encounters yet since the patch.
  • nova#2306 nova Member Posts: 152 Arc User
    edited April 2019
    arazith07 said:

    Drop the Risk vs reward quest, pick it up again and you get the stuff needed to upgrade the expedition, chests are only operable once you use a rune in that first chamber. This week's patch finally made it to were the chest can drop the runic etching needed to complete that quest. I haven't tested the Runic encounters yet since the patch.

    Dropped the Risk vs Reward quest - Can't pick it back up now.

    Edit: After I dropped the Risk vs Reward quest, I couldn't pick it back up. Still went into a Master Expedition. Found all the relics again, and still cannot open chest. What exactly am I doing wrong from you?
    Nlogo
    Nova - Thaumaturge Wizard
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  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    Drop Risk vs Reward
    Go to Seer in corner to get it back. (If this does not work, report bug in Expeditions thread).

    Get Master Expedition quest.

    Use Runic Essence at the left-most of the 3 pillars on the right as you enter the Master Expedition.

    Use rune created to “charge” the Master Expedition.

    Complete Master Expedition and collect Eunic essence.

    Report any bugs in Expeditions thread.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • davidmokidavidmoki Member Posts: 54 Arc User

    Drop Risk vs Reward

    Go to Seer in corner to get it back. (If this does not work, report bug in Expeditions thread).



    Get Master Expedition quest.



    Use Runic Essence at the left-most of the 3 pillars on the right as you enter the Master Expedition.



    Use rune created to “charge” the Master Expedition.



    Complete Master Expedition and collect Eunic essence.



    Report any bugs in Expeditions thread.

    Why I enter this menu, the choice to convert is no longer available (it was before this patch), yes, I dropped and picked up the quest 3 time, all 3 didn't work, no more tries today, this quest is still impossible "/
  • auron#6793 auron Member Posts: 386 Arc User
    edited April 2019
    Makos meteor blast is no longer dealing any damage.
    "[Combat (Self)] Your meteor blast gives 0 fire damage to Drudge"
    Redemption is still broken

    Post edited by auron#6793 on
    <div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img>
    ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
    There is supposed to be an image here, but the hamsters took it.
    <div align="center">AKA Draconis of Luskan</div>

    Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande

    RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
  • hoveristhoverist Member Posts: 39 Arc User
    And the barbarian will be changes with regards to useless feats?(Blademaster)
  • silverrrrrrrsilverrrrrrr Member Posts: 145 Arc User


    Cleric (Arbiter)

    • Celestial Prominence can’t be cast consecutively with the Critical Sun feat if Celestial Prominence crits when hitting multiple enemies.
    The only reason to use CP in the first place is if you're fighting multiple enemies. There's no reason to take this feat now. Our AoE is already bad, this helped a little bit, but now it's gone too. Oh well.

    Also, this change is not reflected in the tooltip.
    Leader of Heralds of Lurid Dusk

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  • dread4moordread4moor Member, NW M9 Playtest Posts: 1,154 Arc User
    @terramak , hope this did not sour your vacation. You certainly deserve one.
    I think there would have been far less pestering if we were told you would be on holiday this week.
    Thank you for both patchnotes.
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  • burnthelamb#6611 burnthelamb Member Posts: 7 Arc User
    Thank you for the patch notes.
  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 563 Arc User


    Cleric (Arbiter)

    • Celestial Prominence can’t be cast consecutively with the Critical Sun feat if Celestial Prominence crits when hitting multiple enemies.
    The only reason to use CP in the first place is if you're fighting multiple enemies. There's no reason to take this feat now. Our AoE is already bad, this helped a little bit, but now it's gone too. Oh well.

    Also, this change is not reflected in the tooltip.
    You can still cast it twice in a row, before there were times where u could cast it 3-4 times after serveral crits.
  • beigeman#7856 beigeman Member Posts: 49 Arc User
    Why is TR not getting any work on it?
  • nnymsnnyms Member Posts: 6 Arc User
    edited April 2019
    - According to the tooltip "Random: Leveling Queue" gives Seal of the Crown, however the Adventurer Seal Trader still requires Seal of the Adventurer (edited: I've just realised it is not a bug)
    - According to the tooltip "Random: Expert Queue" gives Seal of the Crown, but only 20 (I guess it supposed to be Seal of the Deep)
    - My current item level is 20416 which is enough for "Random: Expert Queue". If I go to a level 70 area (I've tested in Barovia and The Well of Dragons), I cannot queue for "Random: Expert Queue" (my item level is scaled down to 19511).
    - If I switch to Private queue, Lair of the Mad Mage requires 19k item level, but I can't select it on a scaled down area (same item level as above)
    - I've checked the Spider Attack HE on SH map, they are level 70
    - I've found some elite/gold monster on the SH map (actually it seems all the enemies are elite/gold except the animals)
    Post edited by nnyms on
  • silverrrrrrrsilverrrrrrr Member Posts: 145 Arc User


    You can still cast it twice in a row, before there were times where u could cast it 3-4 times after serveral crits.

    Ah, I never experienced that. Even so, seems bad to nerf it because of a bug (the feat tooltip states it cannot activate twice in succession).
    Leader of Heralds of Lurid Dusk

    Silv3ry on YouTube

  • cabar1cabar1 Member, NW M9 Playtest Posts: 124 Arc User

    Why is TR not getting any work on it?

    +1 as many times as i can
    99 lines of code on the wall, 99 lines of code, add one line, compile it again....... 113 lines on code on the wall
    113 lines of code on the wall, 113 lines of code, rewrite one line, compile it again.......
    Wait For It
  • cabar1cabar1 Member, NW M9 Playtest Posts: 124 Arc User
    terramak said:

    Combat and Powers, Part 2

    • Rogue
      • Bait and Switch now states in its tooltip that the rogue doesn't jump back if this is cast while in stealth.
      • Cunning Ambusher no longer gives the effect before the feat is unlocked.
      • Cunning Ambusher now properly unlocks at level 22, rather than 10.
      • Scoundrel Training displays Combat Advantage instead of just Advantage.
      • Smoke Bomb no longer prevents the rogue from gaining threat until they change maps.
    • Rogue (Whisperknife)
      • Razor Action displays the boost correctly on the character sheet.
      • Killing Storm correctly places the debuff icon on the targets.
      • Disheartening Strike will no longer animate twice on a single use.
      • Lashing Blade and Impact Shot no longer have charges and have had their magnitudes adjusted.
      • Lurker's Assault now only shows in the Whisperknife power pane.


      --------- END of late notes from last week, 2019-03-29 ---------
    99 lines of code on the wall, 99 lines of code, add one line, compile it again....... 113 lines on code on the wall
    113 lines of code on the wall, 113 lines of code, rewrite one line, compile it again.......
    Wait For It
  • cabar1cabar1 Member, NW M9 Playtest Posts: 124 Arc User
    and nothing for the Assassin?
    99 lines of code on the wall, 99 lines of code, add one line, compile it again....... 113 lines on code on the wall
    113 lines of code on the wall, 113 lines of code, rewrite one line, compile it again.......
    Wait For It
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,092 Arc User
    Whetstone to keep the blades sharp?

    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • shah102shah102 Member Posts: 10 Arc User
    It seems to me alone that the developers still do not know what the "Neverwinter" should look like in the final form? What is happening now is throwing from black to white, from hot to cold. Continue in the same direction, and then you will have a predictable "vacation"!

    https://cloud.mail.ru/public/4B1L/3MSPujS1h
  • volsalex#4337 volsalex Member Posts: 7 Arc User
    It is hard for me to understand why many people voted for changing ratio from 500:1 to 1000:1. ("Ratings have been rebalanced per player feedback and performance.").

    Yes, it would make the gap between players with top equipment and players with general equipment smaller (can be good for some players who want items to matter less, can be bad for other players who want their good equipment to have influence more) , but it is also an additional nerf to everyone, the reaon is - Power stat. Earlier every 10k Power gave 20% bonus to damage/healing, now it gives 10% -> straight nerf to everyone. Why would people ask for such a thing? If I don't understand something here, please correct me.
This discussion has been closed.