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Avernus Preview Patch Notes: NW.122.20200601a.1
Release Notes
Content and Environment
General
- Healing marks are now visible only to the caster.
- Dragonborn’s collision area now matches all other playable races
Combat and Powers
Classes and Balance
BarbarianSentinel
- Unstoppable
- The block from Sentinel’s Unstoppable is now correctly set to 50% of the player’s maximum hp.
ClericDevout
- Light of Divinity
- The cost of Light of Divinity now properly decreases when the effect of battle prayer is triggered.
- Light of Divinity now becomes highlighted when battle prayer activates if Swift Prayer is slotted
FighterGeneral
- Kneebreaker
- Cooldown reduced by 5 seconds
Dreadnought
- Commander's Strike and Mow Down now properly benefit from melee enhancing powers
- Striker's Mark
- The text was updated to match the current functionality. This allows Fighter daily powers to gain 400 bonus magnitude from any source of Physical Vulnerability Up but will also consume the debuff, whether applied by the Fighter or not.
- Ricochet
- Damage reduction from shield bounce has been lowered
- Now has a 10% chance on powers that hit multiple targets to proc a Shield Throw without incurring a cooldown.
PaladinOathkeeper
- Timely Intervention has been adjusted so that heals that would fully restore the target’s hit points without the effect of Timely Intervention now erect a Divine Barrier instead. The tooltip has been updated to reflect this change.
WarlockGeneral
- Soul Spark
- Text error fixed in description
Hellbringer
- Blades of Vanquished Armies
- Power of the Nine Hells
- Cursed Bite no longer summons a Soul Puppet
- Infernal Spheres now summons a Soul Puppet on both activations
- Fiery Bolt
- Changed to 200 magnitude
- Removed the AoE penalty
- Cooldown time increased by 6 seconds
Soulweaver
- Soul Scorch
- Vampiric Embrace now removes one detrimental effect from nearby allies and oneself in addition to its existing effects.
WizardThaumaturge
- Shatter Strike
- Fixed an issue where Critical hits with a control power would proc shatter strike twice and ray of frost would proc shatter strike continuously.
- Rimefire Weaving
- Fixed a bug that was causing stacks of chill/smolder or rimefire smolder from other wizards to stack its damage increase.
Enemies and Encounters
Zariel’s Challenge
- The outer radius of the damage area of Anthelion and Parhelion are no longer larger than expected.
- Penance and Reprobation no longer function incorrectly due to latency.
- Celestial Armory damage has been increased
- Swordfll should no longer affect players with Resurrection Immunity
- Fixed issues with Zariel’s audio getting interrupted
- Zariel should no longer leave behind collision when she exits the platform
3
Comments
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
Shatter Strike is fixed and Rimefire grants personal damage buff (15%, 10% if a second thauma is attacking the same target, don't ask why). The thaumaturge hence becomes worst dps paragon of whole game. Low spell magnitudes, long cooldowns, bad mechanics (smolder/rimefire is a mess since day 1) and boring gameplay. On preview, all wizards went thauma for new trial, now they'll go back to arcanist.
My Wizard Guide:
https://docs.google.com/document/d/1JezPmehRjvkrHQKwEJ9tGGesDuekj2mcfKiWxlx56ns/edit?usp=sharing
My Arbiter Cleric guide:
https://docs.google.com/document/d/1UZGOcQIMLCh5I4lrH63REK5YVsa3Kpk1hOyfic21z8k/edit?usp=sharing
Right now opening Unstopabble nerfs us, instead of buff. It blocks the same amount of normal block, so why would we use it? It does not provide damage resistance like in Blademaster, it does not provide party buff, it does not give anything useful. Attack speed is not something for tanks. And on top of that, it reduces stamina gain, and with auto block you end up with no stamina. Once you open Unstoppable, you gotta wait until it ends to rebuild stamina, while gaining no bonuses meanwhile. It will be 99% of the time useless.
Sentinel has no Damage resistance, has no stamina regen power, has no party protection and our aggro is worse compared to other two, and we cant even control our tab mechanic, once its open we have to wait until its over. So actually not opening at all gives better control and better rotation.
New added feat was a good idea, but now since opening Unstoppable basicly gives us nothing, and actually nerfs us, it seems like feat is not gonna be that useful anyways.
Both op and gf has damage resistance resources, party protections, stamina regeneration powers and 75% hp stamina pool with their mechanics. Right now Sentinel basicly lacks every single item in this list. Sentinel was already in a worse place compared to other tanks. Now this makes Sentinel the worst tank by far.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Can we get an explanation, as to why the changes were made, and why these changes are viable in the developers eyes for the wizards is current module, that being M19?
Bardtholomew - Minstrel Bard
Mariah Carries - Devout Cleric
Darth Bane - Thaumaturge Wizard on Xbox
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Unstoppable only serves to make barb tanks easier to kill.
Compare the tab powers of the 3 tanks and it becomes obvious which one is not like the others.
Fighter Tank tab power:
Paladin Tank tab power:
Barbarian Tank tab power:
Not only does using the tab on the sentinel not provide any additional shield compared to a normal block, it doesn't provide any form of damage mitigation. Both paladin and fighter have 75% of their HP as block while using Tab and gain a damage mitigation effect (paladin - decrease damage by 10%, fighter - negate combat advantage against you).
Using Tab on sentinel does not provide any benefit to tanking. Higher attack speed is virtually pointless on a tank if using tab only increases our risk of getting killed. Enemies don't wait for our unstoppable to run out before they attack us. Using unstoppable means giving up our block to be able to hold aggro.
Lets talk about Zariel. Her tank buster can take out paladins while they are using all their damage mitigation powers. How exactly are barb tanks supposed to be able to complete the trial?
Either give the barb tanks tab 75% HP and a damage mitigation effect or keep the tab at 100% HP. As it stands right now, the tanks are not even remotely balanced.
Cryptic: Don't worry, we'll make improvements to the Paladin so it's even better! And we might fix a bug or two for DC.
Players: What???
Cryptic: ...
Players: What about SW?
Cryptic: Wait, what? SW can be a healer? LMAO, I forgot. Don't worry, we'll make it better in, like, 2 years tops. Maybe. At least you have a cleanse now, go remove those annoying expedition debuffs while you wait.
Thaumaturge
Shatter Strike
Fixed an issue where Critical hits with a control power would proc shatter strike twice and ray of frost would proc shatter strike continuously.
Rimefire Weaving
Fixed a bug that was causing stacks of chill/smolder or rimefire smolder from other wizards to stack its damage increase.
Im always in for bug fixes but why do you guys insist on only fixing bugs that benefit players and not the ones that have been around for several months? Can any dev explain?
Several bugs have been reported about the wiz since mod16 and are yet to be addressed. Rimefire weaving lasted a mod, shatter stike 2 weeks, lightning bolt bugged since mod16, arcane powerfield bugged since mod16, storm spell still bugged on live (i know its been fixed on preview but wont be live till end of june). I cant understand your priorities.
Born of Black Wind: SW Level 80
All the best,
OPTank_
Please stop nerfing stuff that actually benefits the characters without breaking the game. Please look at building classes up instead of tearing down.
As was said above - the thauma build was actually viable as a playstyle and now its totally useless - maybe you should have looked at trimming or adjusting it a little if it was WAY over damaging but totally nerfing was a worse option. I also have a Barb and the Sentinal build is brutal with this additional nerf - thank goodness you pushed the DPS back up (thank you)
Thauma was fun because it was good on Mobs and was finally good on single target again and I didnt have to play Arcanist for the millionth time in a row (PS Arcanist still needs Mob powers buff please).
Really - other than the DC which has 2 viable playstyles (including a way powerful DPS now) and the GF where tank and DPS is really good - none of your other playable classes have 2nd options that are actually viable other than for dabbling and killing mobs maybe.
Please build up to the better - its not like the Zariel loot has to be protected from too many groups running it.
Thank you for your consideration.
It is nice, that you want to buff the DPS Fighter (Dreadnought) next module, because in my opinion we will be in a very bad situation, especially after these buffs for Barbarians and Warlocks. Maybe we will be again the weakest dps class. But these changes are very minor and won't buff our damage very much. The only useful buff is the change on our Weight of Verngeance feat. The changes on Knee Breaker, Commanders Strike or Ricochet are useless because these skills/feats are still too weak to be used. I dont know, how you devs assess the situation, but the Fighter DPS will be still too weak next module. Maybe you have some data (from TOMM) that prove the opposite, but I and many other dps Fighters think that we are too weak and need a bigger buff. I have some suggestions for useful buffs, that would really increase our damage, from the Fighter thread:
- reduce the cast time of Griffons Wraths third hit (and remove that clunky animation)
- Vigerous Strikes should increase the Critical Severity depending on the remaining stamina (instead of the Critical Chance)
- Vengeful (vengeance gage above 50%) could increase our damage by 25% instead of 20%
- increase the magnitude of Heavy Slash up to 150 (now 135)
Hopefully you will look at the DPS Fighter again. I am not sure whether you don't see our problem or you don't want to solve it (maybe Fighters should be forced to be a tank?). But I am looking forward for some more balancing changes before Mod 19 goes live. Thanks for reading.