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Infernal Descent Preview Patch Notes: NW.120.20200106a.2

terramakterramak Member, Cryptic Developer Posts: 960 Cryptic Developer
Release Notes


Content and Environment
Avernus
  • Etrien’s wardrobe has been reduced in variety and she’s now wearing the same outfit in the various places she appears.
  • Heal Our Wounded: This quest now requires 3 citizens to be healed, reduced from 5.
  • Heal Our Wounded: There are now more than just imps around this quest.
  • Herbs collected for a quest are no longer invisible at low graphical settings.
  • Performance improvements have been made throughout the Adventure Zone.
  • Players can no longer take damage on the Cutscene during the “A House In Need” quest.
  • Restore the Village Glyphworks: The Guardian now properly spawns without significant delay for a player if they have dropped and retaken the quest.
  • There are no longer locations where demons and devils appear to work together.
  • Vallenhas Hearth now has a campfire, and the entire area within the shield now has campfire effects.
  • Various collision and visual issues have been addressed.
Tutorial
  • Golden path issues resolved

Combat and Powers
Classes and Balance
  • Ranger: More than Disruptive: This feat's tooltip has had a typo fixed.
  • Ranger: Ranger buffs no longer work on the opposing team in PVP. Traitors will not be tolerated!
  • Ranger: Stag Heart now lists its duration
  • Rogue: Dazing Strike now properly states that it can apply an interrupt.
  • Wizard: Critical Conflagration now works for AoE powers
  • Wizard: Conduit of Ice now ticks 8 times, up from 7.
  • Wizard: Directed Flames now only longer procs the damage from Smolder or Rimefire once every 12 seconds.
  • Wizard: Icy Terrain now ticks 10 times, up from 9.
  • Wizard: Ray of Enfeeblement now ticks 5 times, down from 6.
  • Wizard: Rimefire Weaving feat changed to lower target’s damage resistance by 5% when either smolder or chill is on the target, and by 10% when rimefire is on the target.
  • Wizard: Smolder from Directed Flames is now 80% of regular smolder damage instead of 50%
  • Warlock: Creeping Death feat has been changed to be a stacking DoT that does 10 magnitude damage per stack every 2 seconds for a total of 10 seconds. Can stack up to 10 times.
Companions
  • Hell Hound Companion now properly gives bonus M18 Campaign Currency.

Enemies and Encounters
Infernal Citadel
  • Audio around the chains and some clickable objects has been improved.
  • Gas Spores and their powers now properly reset when the party is defeated during the Morzach fight.
  • Fixed an issue where the damage area for Morzach’s Spine Toss would not always display.
  • Fixed an issue where the Exit Portal wouldn’t always draw.
  • Repositioned the visual effects on the Gas Spore.
  • The Bone Devil boss now deals slightly more damage, and the Pit Fiend and Hellfire Engine bosses now deal slightly less damage.
  • Unique Boss Bar UI added for Hellfire Engine

Items and Economy
Rewards
  • Dark Remnant Artifact Set: Call of Evil will now increase damage dealt by 2.5% against all targets. Damage dealt is increased by an additional 2.5% against demons, devils, and fiends.
  • Juma’s Bag: Increased drop rates
  • Rare Spawns: Rewards have been updated so that all those that helped kill the rare spawn will have access to loot.
  • Rusted Iron Leggings: Gluttonous Might: Reduced the penalty from -50% incoming healing bonus to -25% incoming healing bonus.
Zen Market
  • Butterfly Mounts should now be claimable if the player purchased a Fallen Apprentice pack after buying the Butterfly Mount Packs.
  • Delver's Currency Kit now correctly states in its tooltip that it gives 500 Coalesced Magics instead of 500 Wooden Tokens.
  • Event and seasonal mounts purchased on an account can now be claimed by characters even when the events are not active.
  • Updated the description for the expedition reward box item to refer to Seals of the Deep instead of Seals of the Mountain.
  • Zen Store bought bags are now Bind to Account
General
  • New Appearance items added to the loot table for Infernal Citadel.
  • Packs of Preservation Wards now correctly reference "upgrading" instead of "fusing.”
  • 10x Pack of Preservation Wards now properly states in its tooltip that it gives 10 Preservation Wards, instead of incorrectly claiming that it gives 5.
  • Updated Seal Vendor gear to current module in Caer-Konig.
  • Seal store in Vallenhas now allows you to see other class options, as well as trade in Seals of the Crown for AD.

User Interface
Options
  • Added a Field of View slider to the Display options

Character, Animation, Effects, and Audio
Character Art
  • Male characters no longer have to sacrifice their precious ears when wearing the Cardinal’s Coral Coif.

Back-end Work
General
  • To address reports of missing fashion items, the process used to automate transferring of fashion items to the new system has had a back-end tweak.
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Comments

  • bigdragon#4214 bigdragon Member Posts: 30 Arc User
    Any adjustements for the barbarians first that new mod are online?
  • quickfoot#7851 quickfoot Member Posts: 439 Arc User
    Thanks for the notes.

  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,176 Arc User
    edited January 11
    post pending further investigation
    Guild: The Imaginary Friends
    If you disagree with me: My opinions are my own and do not reflect on my guild and friends.
    If you agree with me: My opinions are totally the guild official policy !
    ;)
  • dracory1#6808 dracory1 Member Posts: 35 Arc User
    After logging onto Preview server my powers have been reset and my boon points have been reduced from 70 to 67.
  • mord#3639 mord Member Posts: 29 Arc User
    Zen Store bought bags are now Bind to Account

    Can we have clarification on this? Will they be bound immediately or bound to account once equipped?
  • tempus86#1158 tempus86 Member Posts: 101 Arc User

    After logging onto Preview server my powers have been reset and my boon points have been reduced from 70 to 67.

    That's because there are only 67 boon points available, this is not a bug, the fact you had 70 in the first place was the bug
  • pitshadepitshade Member Posts: 4,623 Arc User
    mord#3639 said:

    Zen Store bought bags are now Bind to Account

    Can we have clarification on this? Will they be bound immediately or bound to account once equipped?

    People on Preview are saying they are BTA retroactively. Undercutting of bags on Live has already begun.
    "We have always been at war with Dread Vault" ~ Little Brother
  • milehighxr#1299 milehighxr Member Posts: 280 Arc User
    pitshade said:

    mord#3639 said:

    Zen Store bought bags are now Bind to Account

    Can we have clarification on this? Will they be bound immediately or bound to account once equipped?

    People on Preview are saying they are BTA retroactively. Undercutting of bags on Live has already begun.
    So no more buying a bag with a coupon or on sale and then reselling to make more AD? Am I understanding that right? If so, how long before they nerf everything in the zen shop in this way?
  • bifflincultebifflinculte Member Posts: 74 Arc User
    The Chilling Advantage feat (thaumaturge wizard) doesn't increase critical severity on chilled targets
  • carloswartune#5709 carloswartune Member Posts: 132 Arc User

    So no more buying a bag with a coupon or on sale and then reselling to make more AD? Am I understanding that right? If so, how long before they nerf everything in the zen shop in this way?

    "Nerfing" everything in the shop this way would probably make the ZAX work faster, so they probably won't do it.
  • mord#3639 mord Member Posts: 29 Arc User
    Honestly, if it's the case that when you buy it they become BTA, it will be something alot of the community will say is pay to win (even though it's more pay for convenience)
  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,176 Arc User
    edited January 11
    Will the bag thing also apply to claims agent bags:


    Guild: The Imaginary Friends
    If you disagree with me: My opinions are my own and do not reflect on my guild and friends.
    If you agree with me: My opinions are totally the guild official policy !
    ;)
  • kolatmasterkolatmaster Member Posts: 3,087 Arc User
    xavior44 said:

    Warlock: Creeping Death feat has been changed to be a stacking DoT that does 10 magnitude damage per stack every 2 seconds for a total of 10 seconds. Can stack up to 10 times.

    This feat is still useless. Best case scenario it is coming out to 6% damage that's nothing compared to the 9.2% from its counterpart feat. I may suggest allowing creeping death to critical strike as right now it is not. That 6% is assuming you have 100% uptime on combat advantage. With crits it should bring it right inline with Exec. Gift and make it a viable option.

    Thanks for looking @ creeping death in the first place, its a great start

    @noworries#8859 Any opportunity to having the Capstone of Hellbringer, Creeping Death, be able to crit? It would be super duper awesome for Warlocks and as @xavior44 mentions would synergize very well with Exec. Gift...



    Either way, appreciate the look/update to Creeping Death! =)

    va8Ru.gif
  • modestmouse75modestmouse75 Member Posts: 50 Arc User
    Zen Store bought bags are now Bind to Account
    Yes please clarify
    Will they be bound immediately or bound to account once equipped?
  • douglasopferbeckdouglasopferbeck Member Posts: 50 Arc User
    Very happy about the creeping death! Now just make it crit or add about 4 or 5 more magnitude to every stack so it equals executioners as an option!
  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 522 Arc User
    These changes keep impacting drastically the efectiveness of the wizard class, more than what was needed; specially if the balance was due to How wizards were behaving in Tomm. So, I wonder what preview- wizards think about all these changes? I am sure that wizards in the next module won't be that great; the new meta classes will be ranger and rogues, i can foresee it.

    Powers need to have their CD reduced and recharge between 8-12 secs with improved cast times for Icy terrain - conduit - fireball - steal time - fanningflame. Right now, by the time these powers can do something, all other dps classes that have direct dps and not Dots will have already done the job. Their magnitudes between 170 - 200 feel very low per sec; directed fames + crit confla made this different when they critically hit, but with these changes they are becoming limited to keep up with other powers. Also shard of endless avalanche is an awful power to play with; why don't you change it to something like arcane shards/ comets/ boulders, casting from the sky 3 times in a designated area? rather than what it is now. I add as well that ligtning bolts need its magnitude increased to 200 maybe; in this way the changes are not so impactful and give the player better variety instead of picking same powers for AoE.
  • dolreydolrey Member Posts: 655 Arc User
    edited January 14
    In my previous thread I've wrote bug report that [Dazing strike] by unknown reasons can interrupt channeling skills with cc immunity (like tab shield of tanks for example). This is very strange because in all other mmos/rpgs skills with interrupts can stop only for example channeling or casting spells of wisards or healers. Too many letters in this spoiler below but I've already shorty described the essence.
    dolrey said:

    Hello :) Here is bug report thread with videos and exact descriptions of this bug.

    Rogue's skill [Dazing Strike] after class rework in mod 16 can interrupt channeling skills with cc immunity. Word "Immune" is shown above my character (fighter vanguard) what means that daze effect was properly neutrolised. But then channeling skill with with cc immunity (for example vanguard fighter's tab) just interrupts. No daze applied. And no heal from mount insignias (which work up on taking control effect). So absolutely no control effect, but still something interrupted chanelling skill with cc immunity (for example vanguard fighter's tab). Absolutely no different interactions between feats/passives/bonuses etc are needed. Just press [Dazing Strike] skill button and that is all.

    Description of [Dazing strike]:



    I don't know does [Dazing strike] interrupt channeling skills with cc immunity of other classes but as fighter player I can give videos with concrete examples about how this bug affects my class.

    1) Fighter has daily power [Phalanx] which after 2 seconds of its duration gives cc immunity to fighter.

    Description of [Phalanx]:

    At 13-14 seconds of video 1 you clearly can see that [Dazing strike] interrupted my [Phalanx]. I specially wrote plus to my friend rogue recording the video after 2 seconds of "cast time" without cc immunity so experiment is correct. [Phalanx] also can be canceled by fighter after using shield block but as you can see there was no animation of shield block at my character. So everything was honest.

    2) Fighter's tab mechanics [Dig In] is channeling spell and gives cc immunity from all directions but [Dazing strike] still interrupts it (no metter from which direction it was used).

    Description of [Dig In]:

    At 24-25 seconds of video 1 you clearly can see how [Dazing strike] interrupted my [Dig In]

    Video 1
    13-14 seconds interruption of [Phalanx].
    24-25 seconds interruption of [Dig In].


    3) Fighter also has daily power [Determination] which gives cc immunity. I use class feat [Perfect block] so my [Determination] additionally has effect of blocking without loosing shield stamina and 180 seconds cooldown. But of cource it still has cc immunity.

    Description of [Determination] and [Perfect block]:

    At 8-9 seconds of video 2 you clearly can see how [Dazing strike] interrupted my [Dig In] even while additional cc immunity effect [Determination] was active.

    Video 2
    8-9 seconds interruption of [Dig In].


    Fix this bug please. Because many not honest rogue players abuse this bug in PvP. They intentionally use bugged [Dazing strike] before starting dealing main damage to avoid defensive mechanics of tanks.

    ____
    Also as additional information I can say that in the past before m16 class rework daze effects of rogues in some conditions ignored cc immunity of fihters. This bug was fixed only in "rocktober" 2017. So probaby this can be same problem. And this information can help to solve this problem.

    By this link you can find my old comment in "Official Feedback Thread: October Bugfix Month" from september 2017 with my old bug report:
    [https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12990435]
    And here is its screenshot devided into 2 pictures for detter quality (you can open pictures in new browser tab for better read):




    Here is link at developer's comment in "Official Feedback Thread: October Bugfix Month" as ansuer on that my old request:
    [https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12991501]
    Here is its screenshot (you can open picture in new browser tab for better read):


    In that thread I got an answer from one of developers ( @noworries#8859 ):

    And in this patch notes we have this:
    terramak said:

    Rogue: Dazing Strike now properly states that it can apply an interrupt.

    You may ask "and what is wrong here?". Only now it occurred to me. Let me explain.

    Fighter has 3 following CHANNELING skills:
    1) [Block] channeling skill which block damage and give cc immunity in front of fighter (it has no cast time).
    2) [Dig in] channeling skill which block damage and give cc immunity from all sides (it has 0.1s cast time).
    3) [Phalanx] channeling skill which reduce incoming damage and give cc immunity from all sides (it has 2s cast time).
    All of them give cc imminity.


    If noworries said "Interrupts are not considered CC and do stop CHANNELING abilities" (and it really stop [Dig in] and [Phalanx]). So skills with interrupt should stop channeling skills even with cc immunity.


    Then how you can explain to me the fact that [Dazing strike] does not stop [Block]?


    a) [Block] has cc immunity
    b) [Block] is channeling skill too

    By all written by noworries [Dazing strike] should interrupt [Block] too BUT IT DOES NOT.


    This obvious contradiction suggests the fact that noworries missed something.


    Then we start thinking where is difference between 3 same (from the point of this question) skills? Just looking at its screenshots you can find out that 2 of them which have cast time ([Dig in] and [Phalanx]) can be interrupted while [Block] which has no cast time can not be interrupted.

    If we take into account the fact that in all other mmos/rpgs interrupts stop only cast of different spells (what they are designed for). And it is really strange to have skills with cc immunity which can be stopped by usual interrupt effect AFTER their cast time . We come to the logical conclusion:


    Probably system does not properly understand when cast time of [Dig in] and [Phalanx] is over. And that is why interrupt effect of [Dazing strike] stop them even after stated cast time. What is game bug.


    Of course I am not developer so this is only thoughts of usual player. But as you can see logical thoughts based on facts. So @noworries#8859 could you please check this again. Because probably you missed this. Great thank you in advance.
    Post edited by dolrey on

  • pyrite#2967 pyrite Member Posts: 4 Arc User
    edited January 13
    dolrey said:

    If noworries said "Interrupts are not considered CC and do stop CHANNELING abilities" (and it really stop [Dig in] and [Phalanx]). So skills with interrupt should stop channeling skills even with cc immunity.

    Then how you can explain to me the fact that [Dazing strike] does not stop [Block]?


    a) [Block] has cc immunity
    b) [Block] is channeling skill too

    By all written by noworries [Dazing strike] should interrupt [Block] too BUT IT DOES NOT.


    This obvious contradiction suggests the fact that noworries missed something.

    Unless I totally misunderstood dazing strike interrupt behaviour from reading your previous post, I don't see anything wrong with dazing strike by not interrupting just block.

    As I see block:
    a) block is not a channelling ability (0 second cast). You said it is a channelling ability which is probably the key of all this.

    and as noworries said:
    b) dazing strike is just an interrupt not a cc ability and interrupts channelling abilities such as "Dig In" and "Phalanx"

    thus "block" should not be interrupted by dazing strike which is why it is working as intended.

    Also, even if in a hypothetical case dazing strike were considered a cc ability, all fighter mechanics state they are immune to "most" control effects. Note the word most, which can be as ambiguous as you want to.

    Again, I hope I didn't misunderstand the whole point of your post. If so, please let me know about it.
  • nnymsnnyms Member Posts: 6 Arc User
    Raptor's Instincts (from Tamed Velociraptor companion) doesn't work in party since the last preview patch
    Steps to reproduce:
    1) take two players with Raptor's Instincts
    2) check your power (without party)
    3) create a party
    4) check your power again (with party)
    Result: power won't change
    Expected result: your power should increased additionally by the amount what your companion provides
  • dolreydolrey Member Posts: 655 Arc User
    edited January 14

    dolrey said:

    If noworries said "Interrupts are not considered CC and do stop CHANNELING abilities" (and it really stop [Dig in] and [Phalanx]). So skills with interrupt should stop channeling skills even with cc immunity.

    Then how you can explain to me the fact that [Dazing strike] does not stop [Block]?


    a) [Block] has cc immunity
    b) [Block] is channeling skill too

    By all written by noworries [Dazing strike] should interrupt [Block] too BUT IT DOES NOT.


    This obvious contradiction suggests the fact that noworries missed something.

    Unless I totally misunderstood dazing strike interrupt behaviour from reading your previous post, I don't see anything wrong with dazing strike by not interrupting just block.

    As I see block:
    a) block is not a channelling ability (0 second cast). You said it is a channelling ability which is probably the key of all this.

    and as noworries said:
    b) dazing strike is just an interrupt not a cc ability and interrupts channelling abilities such as "Dig In" and "Phalanx"

    thus "block" should not be interrupted by dazing strike which is why it is working as intended.

    Also, even if in a hypothetical case dazing strike were considered a cc ability, all fighter mechanics state they are immune to "most" control effects. Note the word most, which can be as ambiguous as you want to.

    Again, I hope I didn't misunderstand the whole point of your post. If so, please let me know about it.
    The point is not in daze effect. All 3 abilities properly neutralize it.

    As noworries said the point is in interrupt effect which intentionally should stop channeling abilities (when you hold key to keep it active like [Block] or [Dig in] or it keeps by it self like [Phalanx]). And no matter does they give cc immunity or not because interrupt intentionally is not stated as cc effect.

    If this is true then all channeling abilities should be interrupted. So we take this as rule of mechanics of this game.

    But I have one channeling ability [Block]. And I have other channeling ability [Dig in]. They both are channeling skills. So I have to hold key to keep them active. But interrupt stop second one. And does not stop first one.

    This is violation of that rule. What mean that something is wrong. Right?

    And basing on previously described fact how interrupt works in all other rpgs/mmos I wrote my assumption that we missed something when we were talking that interrupt effect intentionally should stop [Dig in] or [Phalanx].



    Ps: in all other mmos/rpgs skills with interrupt effect stop only casts. So if you will use this skill while wisard fill line of cast time of his fireball then cast will be interrupted. But interrupt had never ever stopped shields or classical damage immunities (when tank stay gaining damage and control immunity - classical skill with inmmunity) of tanks during their duration.

    If they have cast time then only this cast time can be interrupted. Yes.
    But not during their duration time.
    Post edited by dolrey on

  • maruda#1373 maruda Member Posts: 164 Arc User
    Mod 18 in a few days, and the tuta still nothing repaired .... there will be another defeat ...


    Wizard

    Chaos Magic: Activates extremely rarely. Often, throughout the entire fight with the boss does not

    activate even once. In addition, not all bonuses from this skill work. Alternate ability (Iced Lightning)

    is useless. Doesn't match any builds.

    - Rapid recovery: Gain 100% Cooldown Recovery Rate for 5s. And in practice it gives 0% Cooldown Recovery

    Rate for 5s.


    - Repel: Repel charges 0.09% AP. It is almost 10x less than other skills.

    - Directed Flames: Smolder now deals 75% of its total damage instantly when applied but no longer deals

    damage over time. And in practice smolder deals 50% of its total damage instantly when applied but no

    longer deals damage over time.

    - Arcane Singularity: The control effect is so weak that monsters easily run out of the area of skill. Even if a monster sucks, it does not fall in the center of the skill area, only where it managed to run.
  • abuzittinreyizabuzittinreyiz Member Posts: 16 Arc User
    edited January 14
    Wizard: Rimefire Weaving feat changed to lower target’s damage resistance by 5% when either smolder or chill is on the target, and by 10% when rimefire is on the target.

    does anyone know if the 10% and 5% do stack, or is it up to 10%?
    Post edited by abuzittinreyiz on
  • abuzittinreyizabuzittinreyiz Member Posts: 16 Arc User

    Mod 18 in a few days, and the tuta still nothing repaired .... there will be another defeat ...


    Wizard

    Chaos Magic: Activates extremely rarely. Often, throughout the entire fight with the boss does not

    activate even once. In addition, not all bonuses from this skill work. Alternate ability (Iced Lightning)

    is useless. Doesn't match any builds.

    - Rapid recovery: Gain 100% Cooldown Recovery Rate for 5s. And in practice it gives 0% Cooldown Recovery

    Rate for 5s.


    - Repel: Repel charges 0.09% AP. It is almost 10x less than other skills.

    - Directed Flames: Smolder now deals 75% of its total damage instantly when applied but no longer deals

    damage over time. And in practice smolder deals 50% of its total damage instantly when applied but no

    longer deals damage over time.

    - Arcane Singularity: The control effect is so weak that monsters easily run out of the area of skill. Even if a monster sucks, it does not fall in the center of the skill area, only where it managed to run.

    please read the post or class balance adjustments first. chaos magic activation chance is halved, rapid recovery is already working (it actually always worked, maybe it was some visual bug? when that was getting told in the forums a few months ago i checked it and it was working fine). directed flames is nerfed again... thaum will always continue to be dead so dont worry about directed flames nerf xD
  • quickfoot#7851 quickfoot Member Posts: 439 Arc User
    I just spun up a rogue over the holidays until they figure out what they're going to do with wizards. I haven't enjoyed being "thrashed" around each mod. But I do understand why it's happening.

    Imho, the way the Wizard class is designed feels much more like a Sorcerer from PnP than a Wizard. Limited Spell selections, Orb for a spell focus, and no spell book mechanic.

    In a perfect world, I would like to see the current Wizard renamed to Sorcerer, and a new class 'Wizard' created with a staff for main hand, spell book offhand, and a spellbook mechanic (maybe something similar to ranger's stance switching except the concept being switching pages in a book). Also with a wider selection of spells, even if by the time we reach level 80 we can't learn them all representing a spellbook with a limited number of pages.

    Not seriously hoping to ever see that, just a dream. xD

  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,099 Arc User
    > @quickfoot#7851 said:
    > I just spun up a rogue over the holidays until they figure out what they're going to do with wizards. I haven't enjoyed being "thrashed" around each mod. But I do understand why it's happening.
    >
    > Imho, the way the Wizard class is designed feels much more like a Sorcerer from PnP than a Wizard. Limited Spell selections, Orb for a spell focus, and no spell book mechanic.
    >
    > In a perfect world, I would like to see the current Wizard renamed to Sorcerer, and a new class 'Wizard' created with a staff for main hand, spell book offhand, and a spellbook mechanic (maybe something similar to ranger's stance switching except the concept being switching pages in a book). Also with a wider selection of spells, even if by the time we reach level 80 we can't learn them all representing a spellbook with a limited number of pages.
    >
    > Not seriously hoping to ever see that, just a dream. xD

    It is actually a 4e wizard.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • derdrakonderdrakon Member, NW M9 Playtest Posts: 17 Arc User

    I just spun up a rogue over the holidays until they figure out what they're going to do with wizards. I haven't enjoyed being "thrashed" around each mod. But I do understand why it's happening.

    Imho, the way the Wizard class is designed feels much more like a Sorcerer from PnP than a Wizard. Limited Spell selections, Orb for a spell focus, and no spell book mechanic.

    In a perfect world, I would like to see the current Wizard renamed to Sorcerer, and a new class 'Wizard' created with a staff for main hand, spell book offhand, and a spellbook mechanic (maybe something similar to ranger's stance switching except the concept being switching pages in a book). Also with a wider selection of spells, even if by the time we reach level 80 we can't learn them all representing a spellbook with a limited number of pages.

    Not seriously hoping to ever see that, just a dream. xD

    I play a rogue, so my knowledge about the wizard is limited, but the spellbook idea is the best thing I have read so far for the class. Such a thing could make the class really interesting.
  • masterogamasteroga Member Posts: 262 Arc User
    Chilling Advantage hasn't worked since mod 17. It has ZERO effect. Having a feat with zero effect for 4+ months is inexcusable.
  • quickfoot#7851 quickfoot Member Posts: 439 Arc User

    > @quickfoot#7851 said:

    > I just spun up a rogue over the holidays until they figure out what they're going to do with wizards. I haven't enjoyed being "thrashed" around each mod. But I do understand why it's happening.

    >

    > Imho, the way the Wizard class is designed feels much more like a Sorcerer from PnP than a Wizard. Limited Spell selections, Orb for a spell focus, and no spell book mechanic.

    >

    > In a perfect world, I would like to see the current Wizard renamed to Sorcerer, and a new class 'Wizard' created with a staff for main hand, spell book offhand, and a spellbook mechanic (maybe something similar to ranger's stance switching except the concept being switching pages in a book). Also with a wider selection of spells, even if by the time we reach level 80 we can't learn them all representing a spellbook with a limited number of pages.

    >

    > Not seriously hoping to ever see that, just a dream. xD



    It is actually a 4e wizard.

    Maybe, but as soon as I picked up and flipped through the 4e rulebooks when they came out, I disliked it immediately, and stuck w/ 3.5e and then 5e, so I'm not really sure about 4e rules or class design at all tbh. I can't explain why I didn't like it, it's like food, you just say "it tastes like ****", you can't really explain why it's bad.

  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,099 Arc User
    > @quickfoot#7851 said:
    > (Quote)
    > Maybe, but as soon as I picked up and flipped through the 4e rulebooks when they came out, I disliked it immediately, and stuck w/ 3.5e and then 5e, so I'm not really sure about 4e rules or class design at all tbh. I can't explain why I didn't like it, it's like food, you just say "it tastes like ****", you can't really explain why it's bad.

    I played it and to me it's the best one.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
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