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Uprising Preview Patch Notes: NW.115.20190715E.4

Release Notes

Known Issues
  • After defeating Halaster and collecting your reward. The exit portal cannot be activated to leave. The work around till next week, is to jump off the end, and respawn in the instance lobby.
  • In your appearance tab, you will not be able to save any changes you make to your appearance.
Notable Changes

Content and Environment
General
  • The Lair of the Mad Mage now appears under the account unlocks section of your achievements if you have unlocked the dungeon account wide.
Tower of the Mad Mage
  • Damage reduction of Whiteout caused by line of sighting Halaster behind a permafrost block has been increased.
    Health of permafrost blocks has been increased.
  • Heatwave damage has been slightly reduced.
  • Hypothermia damage would not process if the target was dodging, even though the damage type was unavoidable.
  • Imminent Annihilation and Magnetic Discharge are now cleared when returning to the lobby after a wipe.
  • Imprisoned in permafrost will no longer erroneously remove the effect of Magnetic Discharge and Imminent Annihilation.
  • It was possible for certain stun effects to cancel Sunfall causing the power to immediately kill all players.
  • Jhesiyra no longer has collision.
  • Moved Jhesyira's opening minicontact to the main Halaster FSM.
  • Negative condition afflicted by Magnetic Discharge now persists through being knocked out.
  • Permafrost duration has been increased to 15s, up from 10s.
  • Portals now despawn when transitioning from phase 1 to phase 2.
  • Searing chains damage has been slightly reduced.
  • Splats should now be showing correctly during the Halaster fight.
  • The distance required to break searing chains has been reduced for the searing chains cast alongside Disintegration Wave.
  • The periodic damage of Sunfall has been slightly reduced.
  • The rotation of Halaster's powers when all elements are active during phase 3 has been adjusted and new mechanics have been introduced to that phase.
  • The rotation of powers Halaster uses during phase 3 has been adjusted.
  • Under certain conditions the Electrified Floor would begin dealing damage during its warmup up state.
  • Whiteout's damage has been increased.
Combat and Powers
PVP
  • Stamina regen is now halved in PvP.
Ranger (Warden)
  • Binding Arrow swapped to weak grasping roots and magnitude increased slightly.
Wizard
  • A Step Above Mastery should now properly add its damage buff.
  • Ray of Enfeeblement should now reduce the target's damage dealt by 10%
  • Ray of Frost and Endless Avalanche have the correct the AP gain formula.
Items and Economy
Mounts
  • The mount active powers "Warpainted Tyrannosaurus Rex'em" and "Commander Tyrannosaurus Rex'em" no longer stack. When this power is cast on a target already affected by the debilitating effect, this most recent cast will override the first cast, refreshing the effect to its full duration.
  • The tooltip for the mount active powers "Warpainted Tyrannosaurus Rex'em" and "Commander Tyrannosaurus Rex'em" have been updated to indicate that they "increase the target's damage taken by 10%" instead of stating that they "reduce the target's defense by 10%." This change is to more accurately represent the effect that was already occurring and is not a change to the behavior of this power.
Professions
  • Fixed a crash when sorting item assignment.

Comments

  • auron#6793 auron Posts: 259Member Arc User
    No fix for race reroll tokens or gith creation?
    <div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img>
    .....____
    ..../ __ \_________ ______
    .../ / / / ___/ __ `/ ___/
    ../ /_/ / / / /_/ / /__
    /_____/_/ \__'_/\___/
    There is supposed to be an image here, but the hamsters took it.
    <div align="center">AKA Draconis of Luskan</div>

    Maybe it is stupid, but it's also dumb! ~ Patrick Star

    RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
  • auron#6793 auron Posts: 259Member Arc User
    can we please get a fix for gith creation? the button is disabled on the creation screen making it totaly unplayable
    <div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img>
    .....____
    ..../ __ \_________ ______
    .../ / / / ___/ __ `/ ___/
    ../ /_/ / / / /_/ / /__
    /_____/_/ \__'_/\___/
    There is supposed to be an image here, but the hamsters took it.
    <div align="center">AKA Draconis of Luskan</div>

    Maybe it is stupid, but it's also dumb! ~ Patrick Star

    RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
  • trgluestickztrgluestickz Posts: 839Member Arc User
    edited July 2019

    PVP
    Stamina regen is now halved in PvP.

    Please revert this, I don't think its going to turn out well.

    Edit: Is this just for the stamina regen % increases or does this also half your natural stamina regen? If its just the stat, that might be fine but if natural stamina regen is also reduced, that is a lot more concerning.
    --
    PVP Rogue,
    --[----- "Your friendly neighborhood spawn of Satan." -----]--
    ----------------------------------------------------------------
    Main Character: MarigoldsTheShredder (Rogue Assassin)
    Ingame Handle: trgluestickz
    Discord Name: Marigolds🔪Gluestickz#2563
    Full Gaming Name: Gluestickz The Gap Closer
    Guilds: She Looked LVL 18 & Essence of Aggression
    Alliances: Imperium & Vermilion
    Platform: PC
  • tom#6998 tom Posts: 820Member Arc User
    Damn rip my Trex mount
  • shadower75shadower75 Posts: 19Member Arc User

    can we please get a fix for gith creation? the button is disabled on the creation screen making it totaly unplayable

    1) Create a character
    2) buy a race change token
    3) relog and subsequent change of race
  • ramesh84ramesh84 Posts: 115Member Arc User
    @rwhitedev#7348 @asterdahl Hello there and sry for tag.
    I am aware you working with limited sourced and I thank all Dev team for the effort in making TotMM enjoyable and challenging, it's quite an interesting experiment I wish will be a success and repeated for the good of the game.
    Would like to know tho if is there some balancing in progress for dps classes, as currently any tank classes looks viable for trial, healers got adjustment and any of three classes have potential to fill a spot, while dps-wise there's room for two classes only, and without them there's no chance on getting a success. Telling this as many people like me are currently struggling getting enough players for the right classes to run trial and providing more feedback about it, and struggle/disappointment on live will be even worser.
    Happy to provide myself more infos/numbers as needed, tho you probably aware of the issue, here's some suggestion, if I dare to:
    Barbarian: not mastering class, but it looks melee classes have problem in long single target fights, while burst looks good due to high magnitudes. That said I'd try with a cooldown reduction on some single target skills.
    Fighter: same as above, true fixes are needed too (here details: https://www.arcgames.com/en/forums/neverwinter#/discussion/1250399/pc-fighter-bugs-self-buffs-incorrectly-calculating-heavy-slash-tooltip-incorrect ) but if no time I'd start with a significant cooldown reduction.
    Ranger: great burst/aoe, bad on long fights, probably work is more complex there as I think the switching stances build should perform better in that context.
    Cleric: Same issues as ranger, but class is weaker overall. I'd start with a divinity cost reduction for single target spells.
    Rogue: looks fine, let's take it as a comparison.
    Warlock: magnitude is lacking there, looks quite odd that single target skills like Hadar's Grasp and Vampiric Embrace (still bugged) having close in strength with AoE ones. Single target rotation misses one more puppet summoning mechanic and a spark generator but magnitude increase looks a good low effort start.
    Wizard: could use some fixes, probably Relative Haste as first on list to get arcanist a solid option for long fights (reference there: https://www.arcgames.com/en/forums/neverwinter#/discussion/1249926/some-wizard-bugs ).
    Some of them are really low effort changes easily that can be easily reverted, any chance you'll be considering them?
    Have a nice day!
  • abwabwabaabwabwaba Posts: 67Member Arc User
    Runeclad Manticore needs an update to give/share appropriate stats
    Hide The Pain Harold!
  • dontez1dontez1 Posts: 113Member Arc User

    Release Notes

    Ray of Frost and Endless Avalanche have the correct the AP gain formula.


    I tested Ray of Frost on preview to get exact time to fill bubble a few weeks back..
    on 7/11/19 on preview
    Time without any gear/boons/stats as base: 1:09.56 median
    Fully geared with boons/stats etc. 57.22 median
    Tested today 7/24/19 geared 57.34 median

    RoF was well within the "1 min to fill" and there seems to not be any real difference or change.
    It seems exactly the same as it was 2 weeks ago...
    Was there changes implemented to any other AP gain not listed? ex. Pants/Con?
  • thefabricantthefabricant Posts: 4,955Member, NW M9 Playtest Arc User
    Missing Patchnotes:

    Relative Haste has been fixed and now gives the correct cooldown reduction.
  • thefabricantthefabricant Posts: 4,955Member, NW M9 Playtest Arc User
    dontez1 said:

    Release Notes

    Ray of Frost and Endless Avalanche have the correct the AP gain formula.


    I tested Ray of Frost on preview to get exact time to fill bubble a few weeks back..
    on 7/11/19 on preview
    Time without any gear/boons/stats as base: 1:09.56 median
    Fully geared with boons/stats etc. 57.22 median
    Tested today 7/24/19 geared 57.34 median

    RoF was well within the "1 min to fill" and there seems to not be any real difference or change.
    It seems exactly the same as it was 2 weeks ago...
    Was there changes implemented to any other AP gain not listed? ex. Pants/Con?

    0.5*1.67*(1+10/400)=0.855875

    It is giving the correct amount of ap gain. The change is so small though from before to now that you would barely notice it.
  • foxxy#4211 foxxy Posts: 515Member, NW M9 Playtest Arc User

    Missing Patchnotes:

    Relative Haste has been fixed and now gives the correct cooldown reduction.

    is this a fix a nerf or it was giving more/Iess than expected?

  • thefabricantthefabricant Posts: 4,955Member, NW M9 Playtest Arc User
    edited July 2019

    Missing Patchnotes:

    Relative Haste has been fixed and now gives the correct cooldown reduction.

    is this a fix a nerf or it was giving more/Iess than expected?

    It was a nerf to thaumaturge. It reduced thaumaturge's damage by I guess 10% or so, rotations should feel a lot slower.
  • gweddrygweddry Posts: 193Member, NW M9 Playtest Arc User


    PVP

    • Stamina regen is now halved in PvP.
    Please revert this change, or at least make it only effective in combat. Testing as an HR with already very poor stamina regen, after a certain point in a fight, you simply cannot dodge anymore. It makes combat feel slower and less satisfying.
  • kiraskytowerkiraskytower Posts: 434Member Arc User
    gweddry said:


    PVP

    • Stamina regen is now halved in PvP.
    Please revert this change, or at least make it only effective in combat. Testing as an HR with already very poor stamina regen, after a certain point in a fight, you simply cannot dodge anymore. It makes combat feel slower and less satisfying.
    Actually I think this is a pretty good change - It eliminates those HRs/CWs whos eem to be able to dodge forever as well as the GFs/OPs who can keep their shield up forever. it also makes things like Elven battle enchants and Major Stamina Regeneration kits useful (or more useful) as opposed to everyone going negation/barkshield and combat advantage kits.
    PandorasMisfits_Logo_175_zpskpytcqxc.png
    Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
    Pandora's Misfits Guild Leader
  • stark760stark760 Posts: 332Member, NW M9 Playtest Arc User
    Did the cap for upgrading things and the fail counter get raised? Now a 10% has a counter of 0/30, used to be 0/15. seems that way on 12 to 13 as well. Now a 2% isn't 0/75 counter, 0/150? Not sure if this was already announced.
  • manjusriyamantakmanjusriyamantak Posts: 216Member Arc User
    stark760 said:

    Did the cap for upgrading things and the fail counter get raised? Now a 10% has a counter of 0/30, used to be 0/15. seems that way on 12 to 13 as well. Now a 2% isn't 0/75 counter, 0/150? Not sure if this was already announced.

    Wow, it would be disturbing if that were the case – the streakbreaker was the main reason I didn’t just give up on Mod 16 -- but on the current preview build, I don’t see such a change in the streakbreaker values. For example, a 5% chance (on an enchantment) has a 30 try streakbreaker (150% the average of 20 tries).

    But if this is confirmed for others… that would be very disturbing….
    Take my advice. I'm not using it.
  • manjusriyamantakmanjusriyamantak Posts: 216Member Arc User
    gweddry said:


    PVP

    • Stamina regen is now halved in PvP.
    Please revert this change, or at least make it only effective in combat. Testing as an HR with already very poor stamina regen, after a certain point in a fight, you simply cannot dodge anymore. It makes combat feel slower and less satisfying.
    HR’s dodge and stamina regen needs to be brought in-line with other classes generally, in PvE. It doesn’t need to be what TRs have (although that wouldn’t be completely unjustifiable), but it should be on-par with CWs and DCs.

    I don’t know why this has always been a problem, tbh.

    It’s like – Let’s design this cool class around the idea of switching stances between melee and range, and then *completely hamstring* the whole thing by making their ability to actually move between those stances completely unfeasible.

    Doh! The mind boggles…. but I digress….
    Take my advice. I'm not using it.
This discussion has been closed.