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Elemental Evil Preview Patch Notes NW.45.20150515a.2

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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited June 2015
    zvieris wrote: »
    Dude, read it again. The damage won't split up. It's actually a buff for PvE. You'll deal the damage you usually dealt to 3 targets but now you'll deal it to 7 targets.

    Actually it is a nerf. You save it for that one thing you need out of the way ASAP.
  • evaliraevalira Member, NW M9 Playtest Posts: 245 Arc User
    edited June 2015
    Still no fix to Terror. 8m Ad's wasted for an enchant just sitting in the bank.

    GF's remain untouched since mod6 launch - numerous bugs see http://nw-forum.perfectworld.com/showthread.php?931801-GF-Class-Feedback-Thread

    Looks like priorities are improving to level 60-70 areas which no one is actually playing.
  • mungsumungsu Member Posts: 136 Arc User
    edited June 2015
    Might as well rename Divine Judgement to Mild Scolding.

    If the only real damage dealing power is going to be nerfed, can we at least get a boost to at-will damage so PVE encounters will go a little quicker. Or maybe fix the blocking animation so blocking happens when engaged and not 1-2 seconds later.
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited June 2015
    mungsu wrote: »
    Might as well rename Divine Judgement to Mild Scolding.

    If the only real damage dealing power is going to be nerfed, can we at least get a boost to at-will damage so PVE encounters will go a little quicker. Or maybe fix the blocking animation so blocking happens when engaged and not 1-2 seconds later.

    First they need to fix the atwills. Valorous Strike and Oathbound Strike don't benefit from ranks. So that's +45% damage missing.
  • neverwinter12112neverwinter12112 Member, NW M9 Playtest Posts: 105 Arc User
    edited June 2015
    ..
    Items and Economy
      ..
    • Ilyanbruen Set: All head pieces of the new Sharandar Iliyanbruen armor set are at min required level 60 instead of 70.
      ..

    At least in the collections view for Sharandar, the tooltips of the head armors (e.g. Iliyanbruen Helmet, for TR) still says 'Requires Level: 70'
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2015
    theoddis1 wrote: »
    nothing on the GWFs only being able to buy the CW gear form the dread ring store?

    You just missed it
    Campaign Stores: Resolved several issues with some classes not having the correct items available in the Sharandar or Dread Ring campaign stores.
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2015
    ..
    Items and Economy
    • ..
    • Ilyanbruen Set: All head pieces of the new Sharandar Iliyanbruen armor set are at min required level 60 instead of 70.
      ..

    At least in the collections view for Sharandar, the tooltips of the head armors (e.g. Iliyanbruen Helmet, for TR) still says 'Requires Level: 70'

    As far as I had seen, all pieces of both the new Thayan Servitor and Iliyanbruen equipment required level 70. If they're intended to be equippable at 60, then they need a global fix. Or there's something wrong with that note.
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  • freshourfreshour Member Posts: 623 Arc User
    edited June 2015
    Confirmed... Armor pen resistance was put in. Ninja put in, but it is in.
  • fudosanfudosan Member, NW M9 Playtest Posts: 2 Arc User
    edited June 2015
    SW have lose 1/3 of your damage, ok remove the army bug, but... It should not be ( also view the description of the character in the creation PG ) the strongest DPS ? We have no control . We are weak armor . We can not dodge . Now we can not even do DPS , really an excellent support .... ( irony )
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited June 2015
    ayroux wrote: »
    Please fix "que/matchmaking for PVP" Thats a bigger issue IMO.....

    This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.
  • zekethesinnerzekethesinner Member, NW M9 Playtest Posts: 805 Arc User
    edited June 2015
    panderus wrote: »
    This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.

    And what about landing in diffrent instance affter crash/(d/c) which is forcing us to leave pvp match? Any solution for that soon? I think beside running monster its worst what can happend in pvp.

    (Sin)cerely
    Kain


  • zvieriszvieris Member Posts: 1,261 Arc User
    edited June 2015
    panderus wrote: »
    This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.

    Andwhat about Armor Penetration resistance? Will we really have to put 10k+ into ArPen before it starts working in PvP against players having 40% tenacity? Which is a norm, btw. Please explain your reasoning for this because clearly us, your customers, have no clue what's going on and why.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited June 2015
    no really double check armor pen resist...trickster rogue are the only one doing damage.
    we did a 1 hour premade...we still were 70-25!

    do not put it tomorrow ruining the tournament and take the time to actual test things
  • freshourfreshour Member Posts: 623 Arc User
    edited June 2015
    You guys who pvp are missing the message.... ARMOR PEN IS USELESS UNDER 8-10k..... Why is no one talking about that?
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited June 2015
    teribad15 wrote: »
    2bad TRs shadow oppurtunity didnt recived any kind of balance changes it ill be still 10k piercing dmg per cloud of steel charge no matter how much resistance u have.

    Yeah, that's another side of the dirty coin. On one side we have every class being as tanky as tanks themselves and on the other hand we have TRs 2 shotting ppl with SE or spamming them to death with SO despite others specing for survivability. I've no clue what the **** is going on anymore.

    In mod 4 combat HR reign we were **** clear we don't want piercing damage in this game at all yet Devs ignored all the feedback and gave hugs piercing damage for TRs. Now everyone is against Armor Penetration resistance and I'm 100% sure devs will ignore that too.
  • vedran541vedran541 Member Posts: 199 Arc User
    edited June 2015
    panderus wrote: »
    This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.

    I think there is something really off in your formula. Because queing for PvP takes unnecessary long time. Most of the time we have two premades trying to que up against eachother. And it can take up to 20-30 mins for the matchmaking to match us together. And sometimes it dosent even match us together, so it dosent pop at the same time, and we have to re que and do it all over again..

    Something seems really off, because we count down when we que, so we que exactly at the same time. Both teams have players with really high ELO rating. Both teams have 5 players with 4.6k+ itemlvl. And then there we are sitting in teamspeak talking about how little sense it makes that it cant match us together faster because we _know_ there is no other premade (with this kind of elo, gear, and ofc 5 man) queing at this time.

    edit: altho i have to say, lately the matches i have had when i SOLO que, has not been far off balance. But i guess your formula leans more towards solo play then group play? or is there any way you could explain how this works
  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited June 2015
    panderus wrote: »
    This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.

    Just disable premades in Domination (and let them run rampage in GG). This will have huge impact on balance without increasing queue times.

    If for some reason you're against this idea, at least consider reducing premade size to max 2 players in Domination and give it few weeks of testing.
  • bedwyerbedwyer Member Posts: 85 Arc User
    edited June 2015
    Will there ever be a time of stability? As in a time when I can "Safely" invest in my characters, knowing that in the following weeks y'all aren't going to change the rules over and over? I'm getting impatient. I've supported this game since early beta's. I've supported even after all the screw up changes. I want to be able to customize my characters to a set of rules that are not going to change every patch. I can't see further supporting this game until y'all give us something to support. What is going on? Do y'all even know what your vision is anymore? Maybe step back, take a look at this mess, remember what that vision was, all the haters can suck it, build the game to the vision. Please make PVP better. I know it was not a focus in the beginning. There are so few actual fun matches now. PVE is even worse. I don't comment often, I don't want to be a negative person. I, like everyone else in here, have many idea's I think would help. Maybe I'll post some in other forums.

    Thanks for all the hard work, quit nuking it out...

    Let's get back to fun.
    Silverhand
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  • zvieriszvieris Member Posts: 1,261 Arc User
    edited June 2015
    freshour wrote: »
    You guys who pvp are missing the message.... ARMOR PEN IS USELESS UNDER 8-10k..... Why is no one talking about that?

    Everyone is talking about that. Do you see any devs replying? So there's that.

    On a side note. What the hell happened to the GWF patch which was supposed to come out in April? oO
  • edited June 2015
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2015
    clonkyo1 wrote: »
    - Any chance to get bracers and main hand (if main hand still drops, which i dont know due i do not entered on IWD since mod6's release) outside from HE or they have their "loot" rate improved from any rank and from any major+ HE ?????

    From the same notes
    "Main Hand Black Ice items will no longer drop from Icewind Dale Heroic Encounters."

    It had still been dropping, but there wasn't really anything useful to do with it. And I guess no plans to make it useful, so they're removing them.
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  • vteasyvteasy Member Posts: 708 Arc User
    edited June 2015
    http://www.arcgames.com/en/games/neverwinter/news/detail/9314493

    So these added features only apply to these two mounts? I think at the very least 140% speed needs to apply to all Legendary mounts. They chance of getting one is low enough that it is worthwhile to add the speed increase
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited June 2015
    elemental pvp sets cant be enhanced with black ice
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    edited June 2015
    About the queuing. I'm assuming that these changes are going to be on Xbox soon as well. Would it also be possible to make a rule where you can't vote kick while loot is being rolled on, and you can't vote kick during or after the final boss fight? From moderating on Reddit, these are 2 of the major issues that people on Xbox are complaining about regarding the queue system.
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  • lilhamletlilhamlet Member Posts: 260 Arc User
    edited June 2015
    While I can guess as to why these changes are being made, I have concerns with the following changes being made to the Devoted Cleric:
    panderus wrote: »
    Astral Seal: This power now heals for 5 times as much but cannot be triggered more than once every 4 seconds.

    -This change will likely resolve some of the issues that the power may have been causing in large player number encounters, as it will reduce the number of feat/boon interactions which were happening from every player attacking, (some at a rate at 3 times/second per player)

    -I'm concerned about how this is coded, wondering if it is a 4 sec cooldown affecting the player benefiting from the heal, or if it is a global 4 sec cooldown, hence only a single player can be healed every 4 sec. This difference could have severe implications on the power as a party effective heal

    -The cooldown will also create severe reductions on burning guidance procs, which will impact the damage output of Devoted Clerics in general. Playing as a Righteous DC, but still needing to fill a healer role, burning guidance is a key part of my damage output. Rather than the potential for occurring 3x/sec per player, it will be reduced to 0.25x/sec/player (or if the CD is global, .25x/sec). That is a huge reduction.
    panderus wrote: »
    Cleanse: This feat has been reworked to removed Damage over Time effects from allies, rather than all possible debuffs.

    -I understand that Cleanse has been apparently clearing Temp HP on Paladins, but this change makes this feat pretty useless (in line with so many other shoddy DC heroic feats).

    -the Devoted Cleric class has no sort of CC immunity or break, and this feat was the ONLY response clerics had to being under a control effect, or to aid another party member to a control effect. With Cleanse being limited to clearing DoT only, it makes the player invest feat points to something which is a fairly rare occurrence. The devoted cleric heroic feats are already so limited in utility, this is just another nerf to the class.

    Devoted Cleric list of limited feats:
    • Healing Action: Gain 1-5% more action points when using a healing ability (tests indicate that this is limited to Bastion of Health & Healing Word
    • Holy Resolve: Gain 5-15% of your max HP in temp HP when you drop below 30% of HP. 5 min internal cooldown
    • Domain Synergy: Gain 1-5% Recovery. At a 200:1 ratio for Recovery:RSI, for every 4000 recovery this feat is giving only 1% RSI max.
    • Initiate of the Faith: Your crit stat is increased by 0.2-1% of your Power. At 400:1 Crit Strike:Crit Chance, you need 40k Power to get a 1% increase in critical chance
    • Repurpose Soul: When a spell crits, a small AoE heal is made for 5-15% of the spell's effect. Does not work with Daunting Light (strongest DC spell), Chains of Blazing Light, Flamestrike
    • Templar's Domain: When dealing damage, 5-25% chance of gaining 30% more armour penetration for 5 sec. 5 min internal cooldown
    If you're "reworking" the cleric feats, why not rework all of them to improve some rather than just neutering the only effective ones we have left? Or simply let us know that our class player base retention is not important, so we can move on to other things despite wanting to like this game after having invested time and money into it.
  • zekethesinnerzekethesinner Member, NW M9 Playtest Posts: 805 Arc User
    edited June 2015
    and as far as PVP with divine judgement goes, its dodgeable, so wtf, no need to nerfbomb our only daily worth a flip, just stop getting ideas and listening to cry babies who don't pay for your game

    Not for GWF and SW.

    Maybe u rly never played pvp, still, u dont use DJ for anything else than questing and pvp, and in questing it acctualy becomes better, so what is this cry about?

    PS. 1 more thing about me in pvp, i started like 3 weeks ago, still collecting pvp set (helm missing, will get in 5 days, **** seals!).

    (Sin)cerely
    Kain


  • edited June 2015
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2015
    lilhamlet wrote: »
    <snip> a whole bunch of pertinent concerns about DCs

    I know that I am always very appreciative when I'm frozen because some chucklehead keeps spinning a dragon into me and I run out of dodges, and CLEANSE pops up. DCs need more useful feats, not to have the useful ones nerfed to oblivion.

    If it needs to be changed to get rid of whatever is cleansing temp HPs, allow it to work on DoTs and CC effects both.
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