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NW.5.20131021a.2 Patch Notes

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  • dardovedardove Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    I noticed when I logged into my character, that I got the final Cultist Slayer achievement so I guess that was fixed. Are there any other achievement fixes that weren't mentioned in the patch notes?
  • nathanmehew2435nathanmehew2435 Member Posts: 140 Arc User
    edited October 2013
    MY GOD i hate this update D: Shield was amazing and yet you further ruined it GOOD JOB!
  • irdillonirdillon Member, Neverwinter Beta Users Posts: 90
    edited October 2013
    eldarth wrote: »
    80 Foundry Bugs - no fixes :(

    Cryptic pls
  • trippysmurf1trippysmurf1 Member Posts: 188 Bounty Hunter
    edited October 2013
    Oh sure, we'll let the GWF, GF, and even the TR have abilities that have no mob caps and given enough mobs can generate 100% AP from a single move, but CWs, the aoe class, nah screw them, take their big AP generator and make it give 5%, then we'll give it a 5 target limit. Hell even DCs can hit 30 mobs at a time... Logic, I see none.
  • vteasyvteasy Member Posts: 708 Arc User
    edited October 2013
    any word on the tenebrous balance?

    Also I thought daily dung was dread fault not spider?
  • dardovedardove Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    vteasy wrote: »
    any word on the tenebrous balance?

    Also I thought daily dung was dread fault not spider?

    At level 60 it is dread vault. Prior to level 60, each dungeon as a level range when it is the daily dungeon.
  • kaosdreadlordkaosdreadlord Member Posts: 21 Arc User
    edited October 2013
    I hope there will be a free token for changing powers.... shield is useless after this patch
    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.

    The daily Gauntlgrym Dungeon quest now properly counts completion of the Dwarf King Crypt

    great :D
  • pandapaulpandapaul Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 424 Bounty Hunter
    edited October 2013
    Oh sure, we'll let the GWF, GF, and even the TR have abilities that have no mob caps and given enough mobs can generate 100% AP from a single move, but CWs, the aoe class, nah screw them, take their big AP generator and make it give 5%, then we'll give it a 5 target limit. Hell even DCs can hit 30 mobs at a time... Logic, I see none.

    If you had any idea what you are talking about you would know that GWF already has a target cap of 5 to every encounter.. And that it's AoEs already had been nerfed to give an AP generation of around 5%.. So realistically this CW change would be moving towards the nerfs that GWF got months ago
  • ralexinorralexinor Member, NW M9 Playtest Posts: 576 Arc User
    edited October 2013
    Oh sure, we'll let the GWF, GF, and even the TR have abilities that have no mob caps and given enough mobs can generate 100% AP from a single move, but CWs, the aoe class, nah screw them, take their big AP generator and make it give 5%, then we'll give it a 5 target limit. Hell even DCs can hit 30 mobs at a time... Logic, I see none.

    CW is primarily CC, not specifically AoE. Sure, most of our skills are AoE but they're supposed to be CC, not damage like GWF is.
  • pandapaulpandapaul Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 424 Bounty Hunter
    edited October 2013
    ralexinor wrote: »
    CW is primarily CC, not specifically AoE. Sure, most of our skills are AoE but they're supposed to be CC, not damage like GWF is.

    That's how cryptic describes the classes and how it should be... Currently it's nothing like that.
    CW should be amazing at cc.. But should lack aoe dps.. Right now there aoe dps is completely broken
    On the other hand GWF should have they aoe dps and right now there aoe dps is average..

    Seems like the changes needed are very logical.. But for some reason they can't get it right
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited October 2013
    I am a bit underwhelmed with this patch, as it does not fix a single one of the issues that have been annoying me. As fpr the change to Shield *shrug* It's not a big deal as far as I am concerned - call me old-fashioned if you want, but I actually like the challenge of having to fight the mobs.
    Hoping for improvements...
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited October 2013
    panderus wrote: »
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    Content and Environment
      . . .
    • Resolved the issue that cause that the achievement Cultist Slayer III not given. It should now start after Cultist Slayer II and given the title Cultist Slayer title properly.

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    I make an addition to your post, because it lack this fix that happen after i log in on preview.
    But i don't know if it is then correct displayed after finishing Cultist Slayer II to start - should be, because i don't kill any Cultist, so the counter for these kills trigger Cultist Slayer III in the right way now -. I hope it isn't mad that i expanded your Patch note post. ;)
  • jacksoonjacksoon Member, NW M9 Playtest Posts: 332 Arc User
    edited October 2013
    nwnghost wrote: »
    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 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

    Thx -.- now for fix it, the skill is totaly broken -.- Even if you heal whit divine mode don't give the bonus stat. Gz stupid, now do the dungeon whitout buff
  • melodywhrmelodywhr Member Posts: 4,220 Arc User
    edited October 2013
    as a control wizard, from now on, i am casting between 70-80' away. thanks. :p
  • ralexinorralexinor Member, NW M9 Playtest Posts: 576 Arc User
    edited October 2013
    pandapaul wrote: »
    That's how cryptic describes the classes and how it should be... Currently it's nothing like that.
    CW should be amazing at cc.. But should lack aoe dps.. Right now there aoe dps is completely broken
    On the other hand GWF should have they aoe dps and right now there aoe dps is average..

    Seems like the changes needed are very logical.. But for some reason they can't get it right

    ^

    CW needs a nerf to AoE damage (why do we even have all these damage buffs when we're CC...) and a buff to CC. Right now we have 2 reliable AoE CCs (Steal Time and Shard; Icy Terrain sucks, makes red hard to see, and it's plain annoying and not worth it). Single target CCs are really not worth it in endgame dungeons (lol using EF in a dungeon for a reason other than AP gain... granted, it's useful sometimes but when you're dealing with /mobs/ that need to be CC'd, it's not particularly useful).

    Shield nerf was a bit unexpected for me but I'm really just curious as to what's going to happen in dungeons such as Spellplague where most groups used to rely on CWs pushing to get through it quickly. Are they just going to forgo pushing entirely or bring even more CWs? The average SP pug group has 2 CWs, which it should still be doable with (pushing wise). Solo CW would be a lot harder though.

    Anyway, I'm liking most of the updates, and I'm glad for the fix on the recovery/charges thing, however, that fix (as someone mentioned earlier, too lazy to quote) would make some skills... well, not "OP", but stronger than they already are. The one skill that comes to mind is TR's Impact Shot. Don't get me wrong here, I play TR as my main, but with the 12 second cooldown, Impact Shot was already neardeath for people with ping higher than 100-200 as you couldn't dodge out of it, and 3-4 ISes is more than enough to take off most if not all your HP. I'm curious to see what the cooldown is going to be on average for most people and how that would affect current "balance".
  • naomlnaoml Member Posts: 31
    edited October 2013
    Great patch! thank you!

    That said, I play a 14.2k gear score CW (with perfects and everything) and I like the shield nerf very much & recovery on charges! Those two were much needed since a long time ago.
    Now I need to go on preview and do some tests!

    Really good job and thank you!
  • misssmooziemisssmoozie Member, Neverwinter Beta Users Posts: 204 Bounty Hunter
    edited October 2013
    ladysylvia wrote: »
    I make an addition to your post, because it lack this fix that happen after i log in on preview.
    But i don't know if it is then correct displayed after finishing Cultist Slayer II to start - should be, because i don't kill any Cultist, so the counter for these kills trigger Cultist Slayer III in the right way now -. I hope it isn't made that i expanded your Patch note post. ;)
    I got the "Cultist slayer III" and the title the moment I logged on.
    Wizard.jpg
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    Are you guys insane?

    What were you thinking of?

    First, as a CW, I rarely, RARELY use shield. I hate bumping and love burning.

    But.

    It is like this because I have the needed gear for burning stuff. At 8300 GS burning would take FOREVER. Shield-bumping was allowing entry-geared CWs to still be useful. Now, you're gating the content even more for those that have the means to run it.

    Fix your lame dungeon design first, then nerf the skills that are needed to deal with said lame dungeon design. Your dungeons are a mess.

    I'm sorry if this post comes as angry, but even as I'm not affected at all, I feel for the others.

    Again:

    First fix your stuff - which is BROKEN.

    Then, go tweak skills.
  • cloud990plcloud990pl Member Posts: 16 Arc User
    edited October 2013
    on the side note:
    Perhaps thoose nerfs mean that module 2 (with dungeon mechanics changes) is very near :)
  • feedthefirefeedthefire Member Posts: 49
    edited October 2013
    nwnghost wrote: »
    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.
    oh quite the contrary. if you want to push mobs off the cliff, you just need a single skilled cw. now, since you'll need to kill them manually instead, you'll need more aoe damage, more cc - more guess what? more cw's.
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    Or just bring more GWF who don't need to have the mobs cc'ed because they aren't as squishy as CWs and can AoE the mobs down just fine and would be more useful for the final boss anyway with the shield push limit.

    Especially when the bug is fixed where oversized zombies rarely deal any damage when attacking.
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited October 2013
    Oh sure, we'll let the GWF, GF, and even the TR have abilities that have no mob caps and given enough mobs can generate 100% AP from a single move, but CWs, the aoe class, nah screw them, take their big AP generator and make it give 5%, then we'll give it a 5 target limit. Hell even DCs can hit 30 mobs at a time... Logic, I see none.

    You kidding? GWF has gotten most of its aoe skills AP generation cut down a few patches ago. And now they generate AP like a snail now. They've had just as many if not more AP generating abilities than CW. CW can still generate Ap faster than a GWF. Not to mention GWF is notorious for having a useless target hit cap of 5.

    Rogues dont even have any aoe damaging encounters besides 2 dailies.

    Only that matches that description is GF.
  • fondlezfondlez Member Posts: 0 Arc User
    edited October 2013
    Rogues dont even have any aoe damaging encounters besides 2 dailies.

    Wrong. TR also have aoes: Blitz, Dazing Strike, Wicked Reminder, Path of the Blade. When a CW uses AS to group mobs, those aoe are powerful, even if their area of effect are small compared to other classes. At least two of those have unlimited target cap.
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited October 2013
    fondlez wrote: »
    Wrong. TR also have aoes: Blitz, Dazing Strike, Wicked Reminder, Path of the Blade. When a CW uses AS to group mobs, those aoe are powerful, even if their area of effect are small compared to other classes. At least two of those have unlimited target cap.

    Dazing strike is not an aoe. Its a straight 3 foot line path attack. Anything father than melee range doesnt get hit. You will not hit more than 3 monsters/people at a time. And thats in the most optimal scenario. And they have to be almost standing in the exact same spots to even get hit.

    Blitz... really blitz? It shoots 3 darts in a wide spaced area in front of you. And its damage is definitly not impressive. It shares the same target cap as Front line Surge as GF but waaaay less effective for what it does. The damage comes form the darts that it actually hits, not exactly a cone. So with the spacing its real easy to miss targets, hitting one out of it is common, sometimes missing completely.

    Wicked Reminder is single target, defense stacking debuff that shares the same straight line distance as dazing strike but being just a foot shorter.

    Path of the Blade is the only encounter that gives reasonable aoe damage. And its cooldown is relatively long at that. And given path of the blade doesnt critical strike as well, its not all that great for aoe damage.

    All of those attacks besides Path of the blade only works well as a "aoe" when they are TIGHTLY grouped up together and no more than 3.

    Path of the Blade is their only real aoe damage encounter
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited October 2013
    Let's remove AOE from the game now.
    >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..

    Have no words about that too..
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited October 2013
    There's some serious overreaction in this thread. Are there really so many CWs relying on Shield? Even in Spellplague, where pushing is obviously an intended mechanic in the boss arena, Repel in Tab is more useful.

    Not that there aren't some legitimate uses for Shield, but I'm actually happy for the target nerf so that it will discourage awful PUG CWs from spamming Shield pops and creating a huge mess. Maybe they'll be forced to learn how to CC and burn mobs efficiently for a change.
    Sacrilege - Warlock
    Contagion - Cleric
    Testament - Wizard
    Pestilence - Ranger
    Dominion - Paladin

    NIGHTSWATCH

  • trippysmurf1trippysmurf1 Member Posts: 188 Bounty Hunter
    edited October 2013
    pandapaul wrote: »
    If you had any idea what you are talking about you would know that GWF already has a target cap of 5 to every encounter.. And that it's AoEs already had been nerfed to give an AP generation of around 5%.. So realistically this CW change would be moving towards the nerfs that GWF got months ago

    Seriously don't question me, go use mighty leap and stop being an idiot...
  • mikabella2mikabella2 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2013
    vorphied wrote: »
    There's some serious overreaction in this thread. Are there really so many CWs relying on Shield? Even in Spellplague, where pushing is obviously an intended mechanic in the boss arena, Repel in Tab is more useful.

    Not that there aren't some legitimate uses for Shield, but I'm actually happy for the target nerf so that it will discourage awful PUG CWs from spamming Shield pops and creating a huge mess. Maybe they'll be forced to learn how to CC and burn mobs efficiently for a change.

    I actually got tired of trying to "learn" how to properly shield pop without having the mobs going everywhere.. lol. Now i either slot repel or just burn them down, its easier and sometimes more fun, imo.
    | Guild: Novus Ordo|
  • trippysmurf1trippysmurf1 Member Posts: 188 Bounty Hunter
    edited October 2013
    You kidding? GWF has gotten most of its aoe skills AP generation cut down a few patches ago. And now they generate AP like a snail now. They've had just as many if not more AP generating abilities than CW. CW can still generate Ap faster than a GWF. Not to mention GWF is notorious for having a useless target hit cap of 5.

    Rogues dont even have any aoe damaging encounters besides 2 dailies.

    Only that matches that description is GF.

    Now for TRs, seriously path of the blades, dazing strike, blitz, wicked reminder. You guys need to learn your classes...
  • trippysmurf1trippysmurf1 Member Posts: 188 Bounty Hunter
    edited October 2013
    Wicked Reminder is single target, defense stacking debuff that shares the same straight line distance as dazing strike but being just a foot shorter.

    Wicked reminder has 0 target cap. It is a short range but go stack 300 mobs in a foundry and watch them all die with 1 hit while you get full AP from ONE MOVE!
This discussion has been closed.