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Curse of Icewind Dale Preview Patch Notes NW.15.20140415a.11

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  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited May 2014
    panderus wrote: »
    Players now take 8 seconds to drop out of combat after being struck or striking a player.

    Being stuck in combat for 8 seconds after the last time you got hit or attacked is highly annoying , far too long , make it as it was please.
    YourSecretsAreOurSecrets.gif
  • proneificationproneification Member, Neverwinter Beta Users Posts: 494 Bounty Hunter
    edited May 2014
    iambecks1 wrote: »
    Being stuck in combat for 8 seconds after the last time you got hit or attacked is highly annoying , far too long , make it as it was please.

    I agree.

    This will leave only my TR with the possibility of stealthing away, hiding and riding for a potion. All my other toons will be doomed to die.

    Could you please explain the reasoning behind such changes that favor only one class?
  • thirdquestionthirdquestion Member, Neverwinter Beta Users Posts: 96
    edited May 2014
    Nobody care about CW's....for now its only Wizard w/o Control and w/o armor penetration. Thx devs for 50k hp Gwf and HR with 0 cd skills.
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited May 2014
    iambecks1 wrote: »
    Being stuck in combat for 8 seconds after the last time you got hit or attacked is highly annoying , far too long , make it as it was please.

    This absolutely. Whatever you want to accomplish with it, find other ways. I still haven't figured out whether this works in PVE as well. Most of the time I can luckily mount asap after a combat like it used to be and then there seems to be a longer gap sometimes, but more like 6 seconds, definitely not 8. It's highly annoying to say the least, messes with the whole flow of questing.
  • cayappcayapp Member Posts: 826 Arc User
    edited May 2014
    Nobody care about CW's....for now its only Wizard w/o Control and w/o armor penetration. Thx devs for 50k hp Gwf and HR with 0 cd skills.

    Perhaps I am missing something...I play an HR and I have yet to come up with a way to have zero cool down...and believe me I have tried. I have respeced 20 ways to Sundays and it just ain't happening. A 50k GWF lol...so what...in pvp healing depression decimates GWF self heals. Honestly you should be more concerned about the TRs, CW,and HRs with 30k HPs. More especially the the TRs and HRs as they are **** hard to kill with that tankiness in pvp on preview. Trust me. 50k GWF are easy for my HR. HR and TR fights take a long time to wear down...them or me.

    GWF
  • cayappcayapp Member Posts: 826 Arc User
    edited May 2014
    iambecks1 wrote: »
    Being stuck in combat for 8 seconds after the last time you got hit or attacked is highly annoying , far too long , make it as it was please.

    BUG The 8 seconds also seems to apply to non PvP combat too, or maybe I was just tired from waiting for larger HEs to spawn in IWP.
  • gromm1tgromm1t Member, NW M9 Playtest Posts: 71 Arc User
    edited May 2014
    shiani1 wrote: »
    I just got the yeti treat as a drop last night after the patch. So I offered it to the little yeti and he "wasn't impressed". Not sure if success is random or cumulative :)

    I got too my "FIRST" yeti treat (10 - 14 Need for Mead runs), and "wasn't impressed" was outcome.(player and "baby yeti")

    Feedback: Need for Mead -quest

    Player turned it´s nose up at and wasn't impressed with this "quest", mostly waste of time to wait adds spawn and so on...

    Good point is that quest drops Kessel Sigils, make it drop more Sigils and player like more, Sigils help with stoopid grind.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited May 2014
    The spawn rate of the larger heroic encounters , the 4-6 man and 6-10 man ones has been reduced far too much , they now respawn far too infrequently ,in some cases it seems like they stop respawning completely , please increase the spawn rate for the heroic encounters back to what it was before you started messing about with the spawn rates , at the moment it seems to be broken quite badly.
    YourSecretsAreOurSecrets.gif
  • zhaofuozhaofuo Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 129 Bounty Hunter
    edited May 2014
    PvP Campaign: Double and Triple Kills will now correctly register in all cases.


    How do you define double kills and triple kills.
    - Do you need to kill them in 1 AOE to register them to a triple and double kill?
    - Do you have a timer wherein you consecutively kill an opponent without dying?
  • gentlemancrushgentlemancrush Member, Cryptic Developer Posts: 445 Cryptic Developer
    edited May 2014
    zhaofuo wrote: »
    How do you define double kills and triple kills.
    - Do you need to kill them in 1 AOE to register them to a triple and double kill?
    - Do you have a timer wherein you consecutively kill an opponent without dying?

    They use timers. 15 second timers.
  • freshourfreshour Member Posts: 623 Arc User
    edited May 2014
    I have been looking at these forever. Why do you guys keep tweaking the best classes and not buffing the worst? That mentality will just be never-ending.
  • elusiveonen7elusiveonen7 Member Posts: 190 Arc User
    edited May 2014
    freshour wrote: »
    I have been looking at these forever. Why do you guys keep tweaking the best classes and not buffing the worst? That mentality will just be never-ending.

    I've never seen any game designer approach these problems any differently. You tweak the classes that do well so you don't end up having to buff every class in the game. Even games with no PVP still suffer from situations where devs have to come in and damage perfectly fun aspects of the game in order to preserve some idea of balance. I just hope at the end of all this, the devs finally deal with the real problem with the game, enchantments ruining perfectly good looking armor.
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited May 2014
    Any tips from devs how a cleric do double and triple kill against sent GF GWF and DC, perma TR, unlimited-cc-CW and zerging HR in realistic pvp?? We have to advance in pvp campaign like the other classes, but it seems like is 1000% harder than the others. In addition, the leaderboard even only favor killers, and i guess you all know supporters usually get very less kills, tons of deaths and some assists depending on team dps. So my question is, how to maintain our ranking as a DC on leaderboards when our K/D ratio is 1:100 ?? And how to clear the triple kill task without some self-sacrifice from guildmate's alts? I foresee the majority of dc will fall to the bottom of the leaderboard, and never get a chance to climb up. Think about this problem please, it is one week left and i have no idea whether to destroy my cleric with high power, arp and dps feat investment or pick not to advance in pvp campaign and leaderboard.
  • theosymphanytheosymphany Member Posts: 0 Arc User
    edited May 2014
    @combat team:

    Punishing Light fix needs to be extended to DC daily powers
    Thank you for fixing Punishing light, however the same bug of ending debuffs early still affects all DC daily powers including, but not limited to Flamestrike and Hammer of Fate (Other can include Guardian of Faith + Anointed Army), can you look into those also?
    Kaelac Symphony LaggyGamerz Community
    Guild and guide info

    Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited May 2014
    cayapp wrote: »
    BUG The 8 seconds also seems to apply to non PvP combat too, or maybe I was just tired from waiting for larger HEs to spawn in IWP.

    Yea, we noticed on our internal playtests too. We have a fix that'll go to preview this week.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited May 2014
    Nvm graalx3 cleared up my question.
    YourSecretsAreOurSecrets.gif
  • scarletsapphirescarletsapphire Member, NW M9 Playtest Posts: 82 Arc User
    edited May 2014
    so I have a question since there has been a lot of work on this module are you guys going to release a new pack for it like you did with feywild pack......and the question of balance in the game sometimes makes me laugh ...people running around screaming op nerf this nerf that ...your class by definition is supposed to be better than another class ...example gf is supposed to take large amounts of damage and survive and deal decent melee damage ...gwf excellent melee damage but should not be able to take as much damage as a gf ...tr again excellent melee a little on the squishy side...no one not even potions and buffs should be able to out heal and buff like a dc ..ranged damage no one should be able to out damage a cw at range ..hr should do decent ranged depending on the build ...I know some choose to go melee ..but that's my thoughts on it
  • mrhinkypunkmrhinkypunk Member Posts: 1,608 Arc User
    edited May 2014
    panderus wrote: »
    [*]Players now take 8 seconds to drop out of combat after being struck or striking a player.

    The biggest problem I see here is that DOT's can already hold down people in combat for a while. With this change it'll mean you can probably force someone to stay in combat for over 15 seconds making it impossible to ever think about rotating by mount. I can see things being okay for the already OP rogues who move so much faster while in stealth, also the GWF's can sprint and use some powers to get about faster, I suppose HR's have Marauder's Escape and a GF can sacrifice even more damage to get into the fray. CW and cleric will basically be forced to station themselves at mid.

    Edit:

    Vengeance’s Pursuit's dagger throw can be spammed with no cooldown and it's secondary use never comes into play.

    Probably one that should be fixed before going live.
  • melodywhrmelodywhr Member Posts: 4,220 Arc User
    edited May 2014

    Vengeance’s Pursuit's dagger throw can be spammed with no cooldown and it's secondary use never comes into play.

    Probably one that should be fixed before going live.

    i've put this in front of the CMs so hopefully this can be looked at and ninja patched quickly.
  • macaran5123macaran5123 Member Posts: 122 Arc User
    edited May 2014
    They use timers. 15 second timers.

    So.... The idea here is it force DCs to go dps spec to progress through the pvp campaign? Sounds like a great way to make everyone mad at us. :/
  • macaran5123macaran5123 Member Posts: 122 Arc User
    edited May 2014
    Bug: Disciple Cleric / High Prophet Item Set
    With the new separated buff and debuff icons the DC's High Prophet set's debuff shows up as a blank white icon.

    Screenshot of the offending icon:
    HP_icon_bug.jpg
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