I think movement speed needs some adjustments, 400 to 1% is not worth it. Having dark enchantments in your utility slots is almost giving you nothing at all. I hope to see some adjustments to this otherwise we wont see alot of people even making use of the utility slots. I am a pvp player i wouldnt even consider using fey or hoard enchants in my utility slots "Oh look! a black opal" during a pvp match.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
So no SW buff?? and Creeping Death have been nerfed, what about TR Shadow of demise???? 100% damage and piercing??? don't you think it's a lil too much??? nerf it 40% aswell!
I don't think SWs are getting a buff. You can see the others classes going through progressive series of tweaks, sw pretty much stopped at the creeping death dot nerf. I gave up on it, and I am pretty confident this will be a class that is not played in pvp in mod 6. Better to just give up on it and have fun with a viable class than get disappointed when the class remains pure garbage in pvp when 6 goes live.
since there is no alternativ than mobility, that nealry does nothing i use dragonhoardenchat, and ..you will lough how much rp you can farm in PVP, even a black opal
For example "Longbow of Elemental Fire" had a damage of 2,359-2,883... now with the last patch it only has 1,170-1,430
Also the "old" artifact weapons have reduced damage...
Boons that heal players or deal damage now scale between levels 60 and 70. They begin at 10% effectiveness at level 60 and scale up to 100% effectiveness at level 70.
New Sharandar/DR boons heal up to 20000 hps; So what does it mean? Tranquil Enchantments is an absolute trash.
Yup. Basically a coffer every 11 days and if you're lucky a lesser resonance stone? And no more campaign coffer? Ugh.
They didn't fix the black holes either. I hope OP's aren't a mess because no one can test them in end game conditions. If they can't fix them, at least let us buy tomes of experience.
Is it really that hard for them to send to us a BOA item that lvls instantly to 70??
you want your test community to help you out, well you gotta help us out too you know.
I refuse to test my 70 pally thanks to Helm, arms and Feet blackholes..
Really hard to test level 70 when we have no gear to use or buy, artifacts aside. Normally test servers would have these options available to purchase specifically for testing purposes. Obviously it wouldn't be purchased like that on live but that really leaves us in a jam. I'm level 70 and I'm still wearing level 60 corrupted black ice gear? C'mon. It's slightly better than the gear that can be purchased from the ToD campaign store minus the HP's and it's made for level 61 use.
IWD is do-able but it's not easy. Fighting an elite bear rider was like an epic battle. Really shouldn't be like that, it's a barbarian.. on a bear. Deaths are happening, and rather easy. One swipe from a barbarian or giant and dead. Now if we had the proper gear for level 70 zones, then perhaps we wouldn't be having all this negativity. Very difficult to judge. I have epic level elemental artifact MH and OH which helps, but I don't have any where near the proper health pool or stats for this new curve.
I am really scared to see that we are a little over a week out before this mod drops.
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited March 2015
How is Sharandar and Dread Ring after level 70? Balanced good? Too hard or too easy? DO those zones reward gear we can use for IWD? Will there be new dungeons that reward gear to make IWD more doable?
mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited March 2015
Elixrs seem to be stacking ok so...im loading up on them. Looks like they got a minor buff to them too. I also noticed that other potion buffs like Caprese and Potion Of Heroisn are stacking with the Elixrs. Not sure if this will stay this way.
Hell, Sharandar disappeared after my first visit there and never returned! It doesnt display on the map! I have no way of getting back there and they have done nothing to fix it along with my other bugs! They are too busy working on <font color="orange">HAMSTER</font> they could wait until later to work on instead of getting their **** priorities straight!!
My HR is the only toon I have that can't access the sharandar store through the campaign window. From my research, this is a very old bug that they have never bothered to fix. Though yours sounds much more.. severe.
LOL still no campaign? no new dungeons? no new gear??
I hit 70 a week ago... WHAT exactly am I supposed to be testing now? there is literally nothing to do. literally
None of the new areas have got dungeon or lair achievements so if I had to guess we probably won't be getting any new dungeons with module 6 , just the old ones we know and love rescaled to 70 xD
As for gear , god knows what is going on there , Graaxl3 (if he is still incharge of such content) seems to be struggling , he hasn't even been posting on the forum for feedback like he has in previous modules , then again there isn't really mch gearwise to give feedback on at the moment ( 9 days until launch lmfao).
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
Boons that heal players or deal damage now scale between levels 60 and 70. They begin at 10% effectiveness at level 60 and scale up to 100% effectiveness at level 70.
Many feats no longer erroneously appear as paragon features when they are actually feats.
Potions: Combat Cooldown increased to 18 seconds.
Control Wizard
Abyss of Chaos: Damage reduced by roughly 60%.
Arcane Power Field: No longer deals 1/6th of expected damage.
Class Features: Evocation: This class feature should now correctly apply to all AoE powers.
Disintegrate: Base Damage reduced by 35%. Rank up bonus reduced to 15% per rank (down from 25% per rank).
Icy Veins: Now correctly applies more than stacks of Chill based on rank.
Devoted Cleric
Geas: The divine version of Geas now correctly consumes Divine Power.
Sunburst: Now correctly Knocks targets again.
Guardian Fighter
Damage of powers has been increased by 20% across the board.
Hunter Ranger
Crushing Roots: This feature now causes Weak Grasping roots to daze targets for .125s per rank (down from .5s per rank) and Strong Grasping Roots to daze targets for .25s per rank (down from 1s per rank). Thorned Roots now correctly respects this class feature.
Forestbond: This power has had its effectiveness reduced to 1/2/3/4/5% to account for AoE applications.
Oathbound Paladin
Avenger's Presence: This feat now behaves as expected.
Divine Innervate: Now correctly affects allies.
Echo of Light: This feat now correctly triggers and cools down your encounter powers when activated.
Flash of Light: Activation chance is now correct and does not activate far more than expected.
Flash of Light: No longer affects allies more than expected when used with Bond of Virtue.
Healer's Touch: Now works as expected and no longer reduces healing if you get too far from targets.
Prism: No longer causes an infinite loop with Bond of Virtue.
Prism: This feat no longer incorrectly double dips on healing bonuses and will correclty mimic healing done for Devotion Paladins.
Radiant Champion: This feat now proplerly shortens cooldowns and no longer lasts forever incorrectly.
Seraphim: No longer temporarily disables combat floaters.
Stem the Tide: This feat now behaves as expected.
Oath of Devotion: Healing Font: Now properly costs AP.
Oath of Protection: Divine Protector: Now properly costs AP.
Trickster Rogue
Class Features: Oppressive Darkness: Fixed several errors in the damage of this power. It should now correctly deal 5% of your weapon damage per rank.
Class Features: Oppressive Darkness: No longer affects allies in some cases.
Concussive Strikes: Half as effective on players.
Skullcracker: Daze is half as effective on players.
Oppressive Darkness: Damage reduced by roughly 80% to better reflect its new design.
Content and Environment
Elemental Evil: May quests have received additional text clairification passes as well as bug fixes to improve flow and proper quest progression.
Fiery Pit: Financial Tracking: Crates should be interactable again after turning in and retaking the mission."
Fiery Pit: Level scaling now covers the entire map consistently.
Fiery Pit: The Plumbing Job: Pipes should be interactable again after turning in and retaking the mission.
Increased level of Sharandar maps to 71, Dread Ring to 72 and Icewind Dale to 73.
The Summoning Portal is back in the Foundry. The name of the portal has been changed to "Thayan - Portal - Imp Portal." Also made it so the portal summons a limited number of imps before it becomes inert and those imps should not drop loot.
Well of Dragons: Factional Assets: Fixed an issue where some players could not complete this quest if they abandoned it and then reaccepted it.
Enemies
The difficulty of enemies higher level than you after level 60 has been increased.
Vanifer now has a warning on the fireball to prevent unexpected instant death.
Items and Economy
Invocation Changes
Now that players can gain up to 2 Celestial Coins per day, most of the items in the Vault of Piety have had their prices increased. It is still faster to buy each of these items than previously, for players who gain two Celestial Coins in a day.
Players can now have up to 14 Celestial Coins at a time, increased from 7.
The Campaign Pack is no longer in the Vault of Piety."
The price for the Crafting Pack is now 7, up from 5.
The price for the Enchantment, Artifact, and Artifact Gear improvement boxes is now 11, up from 7.
Portable Altars may now be slotted in the potion tray and will remove revive sickness from players who are out of combat.
Primary and Secondary Artifacts now have Item Level values. Uncommon: 26 - Rare: 46 - Epic: 96 - Legendary: 130 - Mythic: 145
Trickster Rogue random items after level 60 will now properly allow the character to Roll.
User Interface
Oathbound Paladins now have updated costumes in the character creation menu and throughout the game.
oppresive darkness does 70 damage now.
My black ice beholder set does 80.... and is worthless
There is no reason to even use this class feature!
Please increase the damage so this can be a more attractive and viable class feature...
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
How is Sharandar and Dread Ring after level 70? Balanced good? Too hard or too easy? Do those zones reward gear we can use for IWD?
I did the 3 mini-dungeons in Dread Ring today on level 60 characters (GF, HR, CW). It was fine, I took noticably more damage than on live but I wouldn't label it as hard. Chest gear rewards were a piece of unidentified green. No idea if that is final or still a work in progress.
"Primary and Secondary Artifacts now have Item Level values. Uncommon: 26 - Rare: 46 - Epic: 96 - Legendary: 130 - Mythic: 145"
what that actually mean? o.o
It means if you don't upgrade your current artifacts they will be actually downgraded in the new module. For instance, an epic artifact in mod 5 is pretty good but in mod 6 the same piece of artifact will be only level 96, which is pretty crappy comparing to the level 70 gear.
I did the 3 mini-dungeons in Dread Ring today on level 60 characters (GF, HR, CW). It was fine, I took noticably more damage than on live but I wouldn't label it as hard. Chest gear rewards were a piece of unidentified green. No idea if that is final or still a work in progress.
Yup. I tried a couple of times too and they all dropped green <font color="orange">HAMSTER</font>. I am not surprised this is intended to make leveling harder. Perhaps on the brighter note of the RP front, skill nodes and dungeon chests drop rank 5 enchantments now.
Comments
No wonder I can't heal my self with a heal.
PnP Red Box DM & Player (74 - ?). NWN + SoU + HotU (4-03),
NWN Diamond Edition, Neverwinter Nights Complete (NWN + NWN2).
Maybe he means the added deflection from dex?
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I don't think SWs are getting a buff. You can see the others classes going through progressive series of tweaks, sw pretty much stopped at the creeping death dot nerf. I gave up on it, and I am pretty confident this will be a class that is not played in pvp in mod 6. Better to just give up on it and have fun with a viable class than get disappointed when the class remains pure garbage in pvp when 6 goes live.
rip pvp SW
Try again. I get that message but can usually log in successfully on a second attempt.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
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My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
For example "Longbow of Elemental Fire" had a damage of 2,359-2,883... now with the last patch it only has 1,170-1,430
Also the "old" artifact weapons have reduced damage...
I hit 70 a week ago... WHAT exactly am I supposed to be testing now? there is literally nothing to do. literally
New Sharandar/DR boons heal up to 20000 hps; So what does it mean? Tranquil Enchantments is an absolute trash.
Dead🔪Is it really that hard for them to send to us a BOA item that lvls instantly to 70??
you want your test community to help you out, well you gotta help us out too you know.
I refuse to test my 70 pally thanks to Helm, arms and Feet blackholes..
IWD is do-able but it's not easy. Fighting an elite bear rider was like an epic battle. Really shouldn't be like that, it's a barbarian.. on a bear. Deaths are happening, and rather easy. One swipe from a barbarian or giant and dead. Now if we had the proper gear for level 70 zones, then perhaps we wouldn't be having all this negativity. Very difficult to judge. I have epic level elemental artifact MH and OH which helps, but I don't have any where near the proper health pool or stats for this new curve.
I am really scared to see that we are a little over a week out before this mod drops.
(And yes I have tried multiple times, and yes I can log into the live server.)
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
There are Alchemy potions at level 25 with 3 bonus stats, the same stat bonus as the current potions. If ya want to go thru the crafting.
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My HR is the only toon I have that can't access the sharandar store through the campaign window. From my research, this is a very old bug that they have never bothered to fix. Though yours sounds much more.. severe.
None of the new areas have got dungeon or lair achievements so if I had to guess we probably won't be getting any new dungeons with module 6 , just the old ones we know and love rescaled to 70 xD
As for gear , god knows what is going on there , Graaxl3 (if he is still incharge of such content) seems to be struggling , he hasn't even been posting on the forum for feedback like he has in previous modules , then again there isn't really mch gearwise to give feedback on at the moment ( 9 days until launch lmfao).
oppresive darkness does 70 damage now.
My black ice beholder set does 80.... and is worthless
There is no reason to even use this class feature!
Please increase the damage so this can be a more attractive and viable class feature...
I did the 3 mini-dungeons in Dread Ring today on level 60 characters (GF, HR, CW). It was fine, I took noticably more damage than on live but I wouldn't label it as hard. Chest gear rewards were a piece of unidentified green. No idea if that is final or still a work in progress.
what that actually mean? o.o
It is just the new system that is taking over from gear score.
It means if you don't upgrade your current artifacts they will be actually downgraded in the new module. For instance, an epic artifact in mod 5 is pretty good but in mod 6 the same piece of artifact will be only level 96, which is pretty crappy comparing to the level 70 gear.
Yup. I tried a couple of times too and they all dropped green <font color="orange">HAMSTER</font>. I am not surprised this is intended to make leveling harder. Perhaps on the brighter note of the RP front, skill nodes and dungeon chests drop rank 5 enchantments now.