XBOX got mod 6. I've been browsing their patch notes to see how advanced version of mod 6 they got and in skills and balance I saw:
Divine Judgment: For 20 seconds you and all allies within 30' deal bonus radiant damage each time they cast a spell or attack a foe.
This is totally different from DJ from PC - simple AoE that deals mediocre damage in solo and does absolutely nothing in group content. I like XBOX version more - it buffs your damage when solo and increases allies damage in group content. Is it planned to rework PC version of that skill too?
http://www.arcgames.com/en/games/xbox/neverwinter/news/detail/9538823These are xbox patch notes - Im not sure if its the only difference - feel free to compare to what we get.
Edit:
Ok, looks like their OPs have way stronger auras than ours - bad ones were removed and replaced with much stronger ones:
Aura of Haste: You and allies within 30' move 20% faster and generate AP 20% faster.
Aura of the Templar: You and allies within 30' have 5% more crit and have 15% more critical severity.
This means that having more than 1 OP in team doesnt cause trouble - "We already have the 2 good auras. Which auras are the least poor for the 2nd OP?".
There is, however, a major nerf:
Templars Wrath:
Protection - You gain Temp HP equal to 15% of the damage you deal.
This is
substantially less than on PC - about
20x less temp HP. Surprisingly, the Divine Protector (bubble), is untouched. Perhaps because of a lot less temporary HP it will be much harder to survive? In PvE that would make sense - you no longer can soak everything and your temp HP is no longer unbreakable barrier - its more like a small boost to your actual HP.
And another nerf:
Burning Light: You emit a blinding light for 4 seconds, damaging and disorienting foes who are caught in its light. Only affects foes who are looking at the Paladin. Charged.
That means OP has to keep aggro on enemies while charging this power - or have a GF/GWF that will keep the aggro for him
Also, a change that is undefined yet, in terms of buff/nerf:
Vow of Enmity: The Paladin deals 20% more damage to the target of his Vow. Once a target has been marked by Vow, subsequent casts of this power cause the Paladin to unleash a brutal strike on that target. It lasts for 60 seconds or until the target dies.
Its cooldown is no longer reset after targets death - but apparently it has a "normal" cooldown now, rather than "60s unaffected by any cooldown reduction, or until target dies" - everything depends on how much damage subsequent casts deal, whats its new cooldown, whether it generates AP, or not. In my opinion its going to be a buff and a Divine Judgement replacement for solo gameplay - OPs struggle with single high HP targets - like lair bosses.
Comments
I just thougth that they didn't get the latest PC version. Maybe tommorow we will see a new build on preview that have theese changes. If not, it's clear that the PC version is now just the testing the ground for XBOX.
Can't really blame them though. Atleast on xbox they still have a playerbase,
/edit: Now that I think of that this is possibly better change than anything players came up with. You have 3 dailies depending on parties you are in:
1. Experienced party - Divine Judgement - they are good at dodging attacks and dont really need personal survivability - they also dont like to turn their brains off because of immortality. They do like burns and thus additional DPS is best they can get.
2. Semi-experienced - Divine Protector - they sometimes get hit by stuff that would kill them, but not often enough that they would kill you - they need personal survivability more than dps.
3. Totally inexperienced parties - Shield of Faith - they get hit by so much stuff they will now kill you (no more ridiculous amount of temp HP) - if they wont improve they will not complete the dungeon - Shield of Faith gives them a chance to survive most 1 shots, or soak 2-4 normal attacks giving your healer chance to react. If they get hit by too much stuff, however - they will die - as expected.
I updated thread title, as it seems its some kind of rework they get before us, rather than different version
cant see any changes to bubble tho, so its kinda pointless
The sacred weapon change I dislike also, though I sort of expected something like it. The smite change (sounds like it's got range now) I do like, but It'd be nice if it had charges or something so you could mark multiple targets with it for more aoe / spike damage.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
The only thing which will change are dragons - I still sometimes get hit by huge amounts of damage I will surely not survive and my death causes big trouble on black. That may be just my guild issue, though, we have 10-11 people killing 3 dragons, our time reserves are very small and black dragon team consists of 5 players OP + GF buffer + DC buff/debuff + GWF + TR and if I die more than 1-2 times we may have problems killing him.
However we need more than 2 days to test them on Preview before they go live on PC, and they should come with a respec, as some of those changes are huge.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Surprised, though, that they've not adressed the real culprit of (at least, for Devotion) insanity with the Paladin: Prism and Burning Guidance.
Unless they gave us the notes for the Xbox back in April.
http://www.arcgames.com/en/games/neverwinter/news/detail/9129023-elemental-evil-patch-notes:-nw.45.20150317a.5
Can any Dev say sthm?
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,