When getting knocked prone while attempting to use a power on a mount that power will no longer go on a 2 minute cooldown unexpectedly.
Control Wizard: Shield may only hit up to 5 targets at a time.
Devoted Cleric: Hallowed Ground now properly matches the area of effect it appears to cover instead of losing a few feet to its coverage.
The Recovery stat can now properly enhance the cooldown of powers with multiple charges.
Content and Environment
Sharandar: Players should no longer get stuck in combat unexpectedly while standing near the Dark Fey Enclave quest givers and entrance.
The daily Gauntlgrym Dungeon quest now properly counts completion of the Dwarf King Crypt.
The daily dungeon quest now properly requires the epic version of Temple of the Spider instead of the regular one.
Resolved a case where a Queue would still try to fill an instance with members even after no one was left on the map that would cause them to be unable to leave the party or queue for another instance.
Items and Economy
The Plague Fire enchantments now correctly show up in the auction hall under enchantments instead of runestones.
Graphics and Performance
NVIDIA stereoscopic vision: Resolved an issue with shadows not displaying correctly at the login screen or where the field of view was in an unexpected setting.
Resolved several rare memory leaks that could occur under certain conditions that were repeated for long amounts of time.
User Interface
Corrected an issue for some powers that would show a debuff or buff icon with invalid durations such as the Frozen class feature.
Gearscore should now be more accurately reflected after a player dies that was causing issues with queuing at times. This is a display issue only, the low Gearscore was not negatively impacting combat efficacy at all.
Trade Window: There is now extra confirmation dialog when trading with players to confirm the trade.
Classes and Balance
Control Wizard: Shield may only hit up to 5 targets at a time.
>Control Wizard: Shield may only hit up to 5 targets at a time.
>Shield may only hit up to 5 targets at a time.
>only hit up to 5 targets at a time.
>5 targets at a time.
>5 targets
>Control Wizard: Shield may only hit up to 5 targets at a time.
>Shield may only hit up to 5 targets at a time.
>only hit up to 5 targets at a time.
>5 targets at a time.
>5 targets
I.. I don't even..
Seriously..
I don't..
I almost never use Shield, so this won't impact my gameplay, but I am curious as to why this change is being made now rather than many months ago. I'm starting to wonder if classes are being balanced not because the current state of the game requires it, but because changes are being made with upcoming classes in mind.
Unless there's a new exploit in CN, it's not because of the Azharzel fight, because the invisible walls already put the kibosh on that.
I don't understand the reason to the change to Shield. It just makes all older content with infinite adds and intentional environmental traps more difficult for undergeared groups (which is a lot more players than there used to be due to Feywild changes), further splitting the playerbase, no? Unless, of course, the whole point is to remove the ability from PvE...
The change to charged abilities is pretty huge. Many many people have been waiting for that since early beta. It will suddenly make a lot of abilities, like DC's Healing Word, GF's Griffon's Wrath and TR's Impact shot (as if it needed a buff, lol) a lot more appealing! I may even finally have a reason to use Ray of Enfeeblement in the tab slot.
"Sharandar: Players should no longer get stuck in combat unexpectedly while standing near the Dark Fey Enclave quest givers and entrance." - yay. That one has caught me out a few times.
0
rathma86Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 80
>Control Wizard: Shield may only hit up to 5 targets at a time.
>Shield may only hit up to 5 targets at a time.
>only hit up to 5 targets at a time.
>5 targets at a time.
>5 targets
I.. I don't even..
Seriously..
I don't..
You sir, have captured my words... are you telepathic?
EDIT: .... wtf are you thinking devs? why not just make all AOES hit 5 max, making an AOE class essentially useless?
0
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
Trade Window: There is now extra confirmation dialog when trading with players to confirm the trade.
This is a great change!
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
0
syka08Member, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
Whhhhhhhhy did the team decide nerf the shield even further? I mean, I'd at least would hope for some sort of balance by giving us back the AP gain from multiple mobs hit or make it do more damage.
An explanation would be lovely for this shield nerf. Is it to put it at the same level as repel? How does shield decide which 5 to hit (proximity?). This is just... gah. Opens the worm hole for people to start asking this for Singularity and Oppressive force. = /.
Would be nice to get a reasoning behind the Shield change. I don't use shield that often unless I have punting duties. That said, Repel on tab does the job as well and is also more convenient for most players.
Would be nice to get a reasoning behind the Shield change. I don't use shield that often unless I have punting duties. That said, Repel on tab does the job as well and is also more convenient for most players.
I can guess the reasoning,
Shield is too easy to use without any thought at all, any CW can do a speed run just by sing and shield, now that isn't the case, over time bad people will have to adapt to kill things instead of trying to trick their way around.
Better for game health if less people are being stressed over really bad dungeons.
Actually I didn't know that Repel has a target cap. Suddenly the change makes a lot more sense.
0
syka08Member, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
Actually I didn't know that Repel has a target cap. Suddenly the change makes a lot more sense.
Repel has a cap of 5 on tab, 1 if off.
I don't even know how to respond @iammegaz.... Because that argument I THINK I understand, but at the same time have next to no clue what he's talking about. But your wording to me suggests you've never played a CW through all content. My apologies if you have.
Or maybe reduce Shields cool down as a trade off? I ono, or maybe someone explain to me how being able to control a crowd by dispersing it is OP and needs to be knocked down to just 5 mobs.
contents to be decided
0
xmeanseason305xMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 109Bounty Hunter
Trade Window: There is now extra confirmation dialog when trading with players to confirm the trade.
Admittedly not pleased with the change to Shield (what else is it for other than punting a stupidly large amount of enemies off yourself in an OHCRAP moment?), but I am soooooooooo happy that the trade window has finally been given the extra box. Thank you!
Shield is too easy to use without any thought at all, any CW can do a speed run just by sing and shield, now that isn't the case, over time bad people will have to adapt to kill things instead of trying to trick their way around.
Better for game health if less people are being stressed over really bad dungeons.
The only dungeons where the playstyle you suggest would be usable is Spellplague and Pirate King (please, if I've missed any, enlighten me), in PK, I admit pushing makes it extremely easy in most parts, but, for a single CW to solopush SP, it actually takes A LOT of skill, non-oppressor specc's basically can't chain singularities quick enough without using certain rotations, and even then you need to cast you spells basically under the singularity where the entire pull is. So I don't really think Shield is to easy to use, pushing is to situational, and AP dependent for being some kind of OP roflstompway of tackling all the content.
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2013
Liking the changes - thank you for the hard work.
I think the shield change should make dungeons a bit more challenging and less of a "rush to the next spot and have the CW bump everything off". This will reduce the need to just stack more CW.
Would also be interested in knowing when Linked Spirit (DC) issues will be fixed:
- Using Sunburst/Bastion/etc and then changing to Divine Mode afterwards grants allies the bonus even though no divine power was used
- Using a spell in Divine Mode and changing out of Divine Mode immediately results in Linked Spirit not being applied even though divine power was used
you did not understand the purpose of the shield nerfar, simple: are ending the class magicians to encourage other classes to be added the "raids" and finally will launch another class because the class of magicians will be useless so many nerfs! Congratulations developers rather than fix what is really bad you are still destroying what remains of good! :-)
excuse me for my english, but I think I gave the idea to record and lack of what do these developers: PLEASE Pack your Dungeons, PVP, QUEUES, enchants, SKILLS - reformulate GAME BECAUSE THE WAY IS IS WORSE THAN WHEN CAST SKYRIM ALL FULL OF BUGS!!!!!! COMMON SENSE AND RESPECT WITH THE PLAYERS!!!!!!! OR ARE ALREADY RICH ENOUGH TO IGNORE THE COMMUNITY???
0
sebbztarBanned Users, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited October 2013
Great nerf for cw's! more more more cuzz they are to op anyway
I think the shield change should make dungeons a bit more challenging and less of a "rush to the next spot and have the CW bump everything off". This will reduce the need to just stack more CW.
Would also be interested in knowing when Spirit Link (DC) issues will be fixed:
- Using Sunburst and then changing to Divine Mode afterwards grants allies the bonus even though no divine power was used
- Using a spell in Divine Mode and changing out of Divine Mode immediately results in Spirit Link not being applied even though divine power was used
I'd rather say preventing a CW from being able to solopush, will make people stack more CW's to make up for the weakened pushing power. A reasonable decent CW can solopush all "push dungeons" easily, the second (and third) CW is there for AoE dmg. Now, you will want to stack more CW's to be able to push, enforcing the multiply CW meta even more.
Instead, they should A. make a tank needed, and B. give the GWF better threat generation. This is most easilly done by buffing ALL T2 dungeons (except the last boss in CN/MC possibly), make the trash hit harder, and survive more, add a note recommending 11k for CN/MC and 9k for T2 and I'll be pleased.
And, it's not only Sunburst, it's just that Sunburst's low CD and PBAoE suits abusing this bug perfectly. I wouldn't use this if it wasn't for Divine Sunburst's knockback, and there's quite few spells that serves as replacement sadly enough.
0
syka08Member, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
I guess DC's sunburst should also only be able to push back 5 mobs in divine mode now too, then.
contents to be decided
0
josiahiyonMember, NW M9 PlaytestPosts: 396Arc User
I think the shield change should make dungeons a bit more challenging and less of a "rush to the next spot and have the CW bump everything off". This will reduce the need to just stack more CW.
Would also be interested in knowing when Spirit Link (DC) issues will be fixed:
- Using Sunburst and then changing to Divine Mode afterwards grants allies the bonus even though no divine power was used
- Using a spell in Divine Mode and changing out of Divine Mode immediately results in Spirit Link not being applied even though divine power was used
Any fix to the LS & 'non-divine SB' bug should be accompanied by a fix to the 'LS & Divine AS' bug. These two fixes would give DCs more flexibility, but neither of these should be made independent of the other. Given that the impact of these 2 bugs is effectively neutral for most DCs, I'd bet other bugs (like those meanseason mentioned) carry more weight.
Hmmm ... whether this alteration in cw was an attempt to "let's see how things will go first before offering some hypothetical improvement to other classes", I appreciate. It is good, after some nerfs and buffs, act with caution not to create another snowball.
What can I say, as gwf, is that I'm feeling abandoned.
Instead, they should A. make a tank needed, and B. give the GWF better threat generation. This is most easilly done by buffing ALL T2 dungeons (except the last boss in CN/MC possibly), make the trash hit harder, and survive more, add a note recommending 11k for CN/MC and 9k for T2 and I'll be pleased.
not sure if serious or sarcastic...
that would make people want to avoid trash and explot even more (right now being TR who doesn't know shortcuts makes him non useful option to pick).
While I do not see anything wrong with shield nerf (just need to adapt) I have a problem with path that Cryptic is going: will singu have greater limit (right now its limit is 20)? Maybe icy terrain should have limit as well (to 3)?
With such nerfs there should be also buffs (like increasing dungeon player limit especially when new classes will come)
0
syka08Member, Neverwinter Beta UsersPosts: 0Arc User
edited October 2013
It is? Well, then I guess it makes more sense. -shrugs- alrighty then. I'm out of arguments XD.
Control Wizard: Shield may only hit up to 5 targets at a time.
X
The Recovery stat can now properly enhance the cooldown of powers with multiple charges.
if I understand, is very good for a gwf using punishing charge.
not sure if serious or sarcastic...
that would make people want to avoid trash and explot even more (right now being TR who doesn't know shortcuts makes him non useful option to pick).
While I do not see anything wrong with shield nerf (just need to adapt) I have a problem with path that Cryptic is going: will singu have greater limit (right now its limit is 20)? Maybe icy terrain should have limit as well (to 3)?
With such nerfs there should be also buffs (like increasing dungeon player limit especially when new classes will come)
I was serious, I don't find "we can't make the content harder, as that will make people even less motivated to kill the trash" a very valid argument, currently, the motivation to kill trash is close to nil, since honestly, why on earth would one want to kill 200 random mobs to get to split 30 greens 2 blue's and 3-4 enchants on five?
Increasing the difficulty wouldn't increase the amount of exploiting, people already skip as much as they can, disregarding whether a solo CW could've killed the adds instead or not. I've found myself able to solo large parts of T2 dungeons via small pulls, both as CW and DC, so either people are completely incompetent, or I'm correct about people wanting the quickest and easiest way. Making stuff harder won't change that way from being via exploiting.
The shield nerf will be a minor thorn in the side for CW's for a few days, but yes, I'm rather fearing the path they have started to walk down, and where the ride will end for CW's. Hopefully it'll end with them still being fully capable of doing their job.
I would instead of having the dungeons reworked, have them add 10-20 man raids. Wouldn't mind if they made a tank necessary for that either. Or two tanks.
Comments
>Shield may only hit up to 5 targets at a time.
>only hit up to 5 targets at a time.
>5 targets at a time.
>5 targets
I.. I don't even..
Seriously..
I don't..
I almost never use Shield, so this won't impact my gameplay, but I am curious as to why this change is being made now rather than many months ago. I'm starting to wonder if classes are being balanced not because the current state of the game requires it, but because changes are being made with upcoming classes in mind.
Unless there's a new exploit in CN, it's not because of the Azharzel fight, because the invisible walls already put the kibosh on that.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Thank you for the array of fixes, especially for allowing Recovery to properly affect the cooldowns of powers with charges.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
The change to charged abilities is pretty huge. Many many people have been waiting for that since early beta. It will suddenly make a lot of abilities, like DC's Healing Word, GF's Griffon's Wrath and TR's Impact shot (as if it needed a buff, lol) a lot more appealing! I may even finally have a reason to use Ray of Enfeeblement in the tab slot.
"Sharandar: Players should no longer get stuck in combat unexpectedly while standing near the Dark Fey Enclave quest givers and entrance." - yay. That one has caught me out a few times.
You sir, have captured my words... are you telepathic?
EDIT: .... wtf are you thinking devs? why not just make all AOES hit 5 max, making an AOE class essentially useless?
This is a great change!
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
An explanation would be lovely for this shield nerf. Is it to put it at the same level as repel? How does shield decide which 5 to hit (proximity?). This is just... gah. Opens the worm hole for people to start asking this for Singularity and Oppressive force. = /.
Otherwise a very lovely patch
I can guess the reasoning,
Shield is too easy to use without any thought at all, any CW can do a speed run just by sing and shield, now that isn't the case, over time bad people will have to adapt to kill things instead of trying to trick their way around.
Better for game health if less people are being stressed over really bad dungeons.
I don't even know how to respond @iammegaz.... Because that argument I THINK I understand, but at the same time have next to no clue what he's talking about. But your wording to me suggests you've never played a CW through all content. My apologies if you have.
Or maybe reduce Shields cool down as a trade off? I ono, or maybe someone explain to me how being able to control a crowd by dispersing it is OP and needs to be knocked down to just 5 mobs.
panderus can the DC community atleast get an update on changes to fix the armor penetration NOT WORKING with dps encounters such as DL,DG,SL, etc?
and... also reporpouse soul not proccing from dmg abilities?..
please?
thanks in advance
Admittedly not pleased with the change to Shield (what else is it for other than punting a stupidly large amount of enemies off yourself in an OHCRAP moment?), but I am soooooooooo happy that the trade window has finally been given the extra box. Thank you!
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
Curious about the shield change. Is it to incite players to play with tanks?
I think the shield change should make dungeons a bit more challenging and less of a "rush to the next spot and have the CW bump everything off". This will reduce the need to just stack more CW.
Would also be interested in knowing when Linked Spirit (DC) issues will be fixed:
- Using Sunburst/Bastion/etc and then changing to Divine Mode afterwards grants allies the bonus even though no divine power was used
- Using a spell in Divine Mode and changing out of Divine Mode immediately results in Linked Spirit not being applied even though divine power was used
excuse me for my english, but I think I gave the idea to record and lack of what do these developers: PLEASE Pack your Dungeons, PVP, QUEUES, enchants, SKILLS - reformulate GAME BECAUSE THE WAY IS IS WORSE THAN WHEN CAST SKYRIM ALL FULL OF BUGS!!!!!! COMMON SENSE AND RESPECT WITH THE PLAYERS!!!!!!! OR ARE ALREADY RICH ENOUGH TO IGNORE THE COMMUNITY???
Instead, they should A. make a tank needed, and B. give the GWF better threat generation. This is most easilly done by buffing ALL T2 dungeons (except the last boss in CN/MC possibly), make the trash hit harder, and survive more, add a note recommending 11k for CN/MC and 9k for T2 and I'll be pleased.
And, it's not only Sunburst, it's just that Sunburst's low CD and PBAoE suits abusing this bug perfectly. I wouldn't use this if it wasn't for Divine Sunburst's knockback, and there's quite few spells that serves as replacement sadly enough.
Any fix to the LS & 'non-divine SB' bug should be accompanied by a fix to the 'LS & Divine AS' bug. These two fixes would give DCs more flexibility, but neither of these should be made independent of the other. Given that the impact of these 2 bugs is effectively neutral for most DCs, I'd bet other bugs (like those meanseason mentioned) carry more weight.
Already the case.
Iyon the Dark
What can I say, as gwf, is that I'm feeling abandoned.
not sure if serious or sarcastic...
that would make people want to avoid trash and explot even more (right now being TR who doesn't know shortcuts makes him non useful option to pick).
While I do not see anything wrong with shield nerf (just need to adapt) I have a problem with path that Cryptic is going: will singu have greater limit (right now its limit is 20)? Maybe icy terrain should have limit as well (to 3)?
With such nerfs there should be also buffs (like increasing dungeon player limit especially when new classes will come)
X
The Recovery stat can now properly enhance the cooldown of powers with multiple charges.
if I understand, is very good for a gwf using punishing charge.
Target cap of Arcane Singularity is 15 not 20. Unless that too has been also changed since Feywild - I wouldn't know since I barely use it any more.
Encounter Matrix | Advanced Foundry Topics
Increasing the difficulty wouldn't increase the amount of exploiting, people already skip as much as they can, disregarding whether a solo CW could've killed the adds instead or not. I've found myself able to solo large parts of T2 dungeons via small pulls, both as CW and DC, so either people are completely incompetent, or I'm correct about people wanting the quickest and easiest way. Making stuff harder won't change that way from being via exploiting.
The shield nerf will be a minor thorn in the side for CW's for a few days, but yes, I'm rather fearing the path they have started to walk down, and where the ride will end for CW's. Hopefully it'll end with them still being fully capable of doing their job.
I would instead of having the dungeons reworked, have them add 10-20 man raids. Wouldn't mind if they made a tank necessary for that either. Or two tanks.