Boons issue : 1. augmented thayan bastion is multi proccin like Avalanche done, it's the 5th DR boon 2. enraged regrowth doesn't grant the 4000 defense as the tooltip says 3. endless consumtion is a overpowerd boon, needs to be tonned down please. 4. Cold Shoulder doesn't have a ICD , please put one on it.
about paladins there is always a damage loop with the auras of the pallies, it's always happening between guardian fighters vs paladin, or warlocks vs paladin, it seems it's because guardians and warlocks have some reflective abilities, the damage loop is insane, im not sure if you guys are aware of this, but this damage loop sometimes create huge portion of lag.
another thing that would be great is to be looked into, is the Bubble from the pally, for what i udnerstand it lasts for 20s, could be better that for 20s while the Bubble is up, the pally can't gain any Action Points, like those Devoted Cleric abilities?
PVP as entire, can this be looked into completly and add some type of reward to it, or anythin to the Glory store to buy ? like r7s and stuff, similar to NCL season store? i belive ppl do not play GG pvp or Siege because it's not rewarding for the time spent, speakin of, have you guys still couldn't tone down the lag in siege? have you thinked of cuttin some of the edge of the terrain to make a smaller size of the map, for example there is a huge portion that is useless behind the Strongholds, that can be removed, also maybe a total rework on the map and create it with 2 lanes, instead of 3 and decrease the numbers to 15 vs 15 ?
Please don't nerf more boons for PvP. If you really want to nerf Endless Consumption for PvP just increase the healing depression on lifesteal in PvP.
you are lookin at this in a wrong side, if you damage your foe for 50k damage, lifesteal severity in pve is 50k healing, but if you add endless consumtion the healing is x3 stronger = 150k hp , so this change is aprox. minimal to pve side, besides there are alot of gwfs that are soloing end game dungeons because of lifesteal, so someth needs to be done. and i m doing PVE and PVP both.
Solo'ing is a non-issue because they could just duo it with an OP anyways. Nerfing lifesteal would have literally no affect on dungeon difficulty because support classes are more powerful than it could ever be. This would mostly just be a terrible QoL change for solo'ing dailies (especially for lower ilvl playrs) all so PvP players (who are a small minority of the player population) can have one thing a little less broken in their utterly broken game mode.
dude, stop creatin a debate over somethin that doesnt needs to be even thinked twice endless consumtion is a strong boon that needs to be tonned down, its the only boon that didnt got a change with the module6. I realise the paladin is overpowered, but i also want that one tonned down too, we do not need dungeons that can be solo qued or finished in 5 minutes, because those aren't dungeons anymore and they are just simple skirmishes.
To Create somehow somekind of dificulty in dungeons , you have to nerf and fix things for each class. I'm gettin tired of even posting on forum to just get in a silly debate with a person that doesnt fully understand the things in game, nor he gives any productive counter-argument.
you better stop posting, cause what i see most of you are posting here as a hobby, without having any valued points in the matter.
@raydran i also seen that companion, i am just amazed seriously.
Of course it needs to be thought out.
Every time you people cry for a PvP nerf you're just maintaining the status quo and eventually Cryptic will give into one of your nerfs and break something for PvE. Meanwhile even if you get this nerf PvP will still be a broken mess and dungeons will still be cakewalks. Nerfing endless consumption has nothing to do with anything that would actually make dungeons difficult and you know it. You just want your PvP centric nerf are using strawmen to try justify it.
Can't go into detail yet on the Mount Training Manuals, sorry. Related news will be coming soonish, though I'm sure you're all familiar with what "soon" means in game development terms, haha.
It's odd to leave us hanging, but I'm hoping it's because it will become much more affordable and you don't want people complaining that they just spent millions of AD on it the week before. But I'm very happy that something's being done, and I'm sure it will be great for the moral of the artist(s) working on things like event mounts that see very little use because they've been stuck at green for all intents and purposes.
Also great feedback in this thread letting us know about bugs making it onto your radar!
The Frost Giant Moot quest in IWD. The giant doesn't spawn everytime. He comes and disappears with the Demonic HE. And the Black Ice Pick in the last bag is still a problem. You can't mine black ice with it.
Hi Terramak, I am wondering if you know and if you have plans to fix double and triple kills not working in Gauntlgrym PvP and in the PvP campaign?? I've been waiting that little fix for a long time, it can't be so difficult to address and fix it. By the way, the rest of the patch is great.
Bug: Transcedent BronzeWood enchantement does not grant the +5 damage to the party.Tested with an OP auras at a dummy.Also and with att wills. Can you please look this into?
On a side note and when guys you will have the time:rethink the relationship of T.feytouched and TBronzewood:In a lot of ways similar ,but at transcend level Bronze has a 50% uptime while Fey 100%...
kreatyveMember, Neverwinter Moderator, NW M9 PlaytestPosts: 10,545Community Moderator
@terramak Great job with the patch notes and with some transparency on some of the bugs that are on your radar. Thank you very much for this.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
The resource nodes in all areas for master crafting need to be specific to each character. That way if a node is opened the person cannot leave the undesired materials behind for someone else to take and will prevent node camping. These materials are earned through guild donation which cost a lot of time and money. Increasing the amount of alum available will not change the node camping.
Captain Jack Level 70 DC.
.BLADE RUNNERS.
0
titaniumworldMember, NW M9 PlaytestPosts: 28Arc User
I agree with spelltrap it needs to be auto loot or people will keep taking the alum and leaving the junk for people who don't know any better to take, I think that's why people think it has a low drop rate they don't understand that people are only taking the alum and leaving the junk for others to take.
My other suggestion for a fix would be to set the total number of looks into a resource node at 6. You can look into a node and it updates the journal as 1/6 and so on as each look takes place. When they have looked into 6/6 nodes the journal updates and they can no longer look into nodes until they use another map.
@terramak Bonding runestones need to be looked at. Currently rank 11 bondings appear to grant 80% of the companion stats versus the 65% on its tooltip and rank 12 bondings appear to grant 95% of the companion stats versus the 65% on its tooltip. Is this simpy a case of an incorrect tooltip or are r11/12 bondings granting too much stats? I think that 65% is pretty balanced as with a fast attacking companion you can get 3 procs totalling 195% of the companions stats pretty much instantly which is almost twice as good as an augment. The current 95% on r12 bondings gives a whopping 285% of the companions stats which is almost triple of an augment. I get that it is nice that there is an alternative to augments now but augments should stay viable as well.
Another thing with bonding runestones at the moment is that it appears to be possible to get more then 3 bonding procs. This seems to be possible in 2 ways. The first one being that if a companion uses an aoe ability, a dot ability or an ability with multiple hits each individual damage tick of that ability can trigger companions gift. This can cause bonding procs to occur 4 or more times (highest I have seen was 4 from a single ability but it might be possible to get more). The second and more common way of getting more then 3 procs is by having your companion die. The cooldowns of the bonding runestones reset then and after the companion revives the companions is able to start stacking companions gift again. This can easily result in getting 5+ stacks. If we then combine those two ways it is possible to get 6 or even more stacks. Needless to say it is possible to get ridiculous stat boosts this way like 30-40k extra power to give an example. I think it is intended that each runestone only allows 1 companions gift proc for a maximum of 3 so this is definitely something that needs to be looked at.
Some clarification on what is working as intended or not would be great.
@terramak Great job with the patch notes and with some transparency on some of the bugs that are on your radar. Thank you very much for this.
I want to seriously echo this statement - thank you very very much. Great to see that the feedback posted in the comments is being logged. Yay voices being heard! (Lets hope they don't conflict with the ones in my head).
0
rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
Also the Underdark helmets do not show facial hair under them, or at least they do not for the GF and OP. I think they are the only two that have an open face.
The resource nodes in all areas for master crafting need to be specific to each character. That way if a node is opened the person cannot leave the undesired materials behind for someone else to take and will prevent node camping. These materials are earned through guild donation which cost a lot of time and money. Increasing the amount of alum available will not change the node camping.
Could we please get a dev responce to the node camping?
There are 10 types of people in the world. Those that understand binary and those that don't.
0
ryoshinetteMember, NW M9 PlaytestPosts: 488Arc User
Blocking gain AP when bubble is up is a must (aka SOS changes modules before) or reducing of time (20 seconds immortality?) would be acceptable. Limitation of using daily (cooldown). The name is "Daily power". TR can deal 2 shocking one be one and third after next 3 seconds. With such a control (unavoidable courage breaker or still not fixed roots) it's just not acceptable.
cowardice fix, yea what about ring of nature? Any test has been done?
kreatyveMember, Neverwinter Moderator, NW M9 PlaytestPosts: 10,545Community Moderator
I would like to remind people that this is not a bug reporting thread. I know you all want to know if they are aware of the bugs. Clearly you can see that they have been reading the Bug Report forums, as the ones that Terramak mentioned here are from that forum. If it becomes a problem we'll be forced to remove stuff from this thread. Thanks!
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
Call me Andy (or Strum, or Spider-Man)! Follow Neverwinter on Twitter: NeverwinterGame Like Neverwinter on Facebook: Neverwinter Follow me on Twitter: StrumSlinger
Scourge Warlock viability in PvP / PvE - This one's a tough one. We want to improve this (and improve balance for all classes), but the major challenge is finding what we can address safely, with minimal chance of breaking things.
So why not make small incremental changes to SW live and see how they go (gradual fine tuning) rather than issue a clump of changes (coarse adjustment) and hope for the best? I don't get it. The SW community has waited a loooong time and something is surely due.
When I get hit for 351,270 base dmg anvil of doom from GF and CANNOT dodge must eat it, or a 160k Shocking execution, or cannot even do damage to a maxed GWF but they can outrun and wreck me easily if not in defensive mode, things are already broken.
Please do something! SW has been underpowered gimpy for a long time and they are a tiny minority in pvp so even if you guys did overdo or break something a little it wouldn't be pvp breaking or even undeserved.
Blocking gain AP when bubble is up is a must (aka SOS changes modules before) or reducing of time (20 seconds immortality?) would be acceptable. Limitation of using daily (cooldown). The name is "Daily power". TR can deal 2 shocking one be one and third after next 3 seconds. With such a control (unavoidable courage breaker or still not fixed roots) it's just not acceptable.
cowardice fix, yea what about ring of nature? Any test has been done?
This post is MONEY! Its what I told you, blocking AP gain while paladins are in bubble is a MUST!!! Its the EXACT same issue you faced with Guardian Fighters and SOS when they could have near perma uptime on the SOS combined with swordmaster feats that made them invincible during that time it was broken.
Paladins are using this to be invincible. They need to have AP gain while in the effect removed!!!!
I agree on the daily "CD" as well. This would fix a TON of issues. If you us a daily, it prevents that same daily from being used for another 30 seconds ish? Maybe even make it longer like 1 minute and have recovery and things work with the daily CDs. Could be fun. I would say allow the player to use a SECOND daily (another daily) so it only puts the daily used on CD - making BOTH dailies very very relevant!
"or reducing of time (20 seconds immortality?) would be acceptable." - This too for paladin bubble. I would honestly say you can leave it as is for PVE but in PVP it should have its duration atleast halved....
Thanks for getting this issue fixed. The biggest issue with these masterwork profession material nodes is that there are guilds that stalk the nodes waiting for others to use the node then they go and check the node and if it has the desired material they take it otherwise they close the window and wait for the desired result. The nodes need to be changed so that you cannot select the X on the window to cancel. The action should be changed so if you look at the node you must take the material. There has been one guild in particular that has been very aggressive in collecting materials this way. Even to the point where several ppl charge the node while someone is accessing it, moving them out of the way and canceling their chance to collect. If the nodes were revised so that if you looked at it you couldn't cancel, it would help to curve this type of behavior.
@terramak any information about multiproccing of bonding runestones? there are people recieving the buffs up to 10 times, boosting them to over 80k power. is this going to be adressed or is this wai?
also will lostmauth set be reworked as it seems to not exactly do what the tooltip is telling us and scales by buffs. there are players doing 700k dmg with Lostmauth's Vengeance. Or is this wai, too?
@terramak Bonding runestones need to be looked at. Currently rank 11 bondings appear to grant 80% of the companion stats versus the 65% on its tooltip and rank 12 bondings appear to grant 95% of the companion stats versus the 65% on its tooltip. Is this simpy a case of an incorrect tooltip or are r11/12 bondings granting too much stats? I think that 65% is pretty balanced as with a fast attacking companion you can get 3 procs totalling 195% of the companions stats pretty much instantly which is almost twice as good as an augment. The current 95% on r12 bondings gives a whopping 285% of the companions stats which is almost triple of an augment. I get that it is nice that there is an alternative to augments now but augments should stay viable as well.
Another thing with bonding runestones at the moment is that it appears to be possible to get more then 3 bonding procs. This seems to be possible in 2 ways. The first one being that if a companion uses an aoe ability, a dot ability or an ability with multiple hits each individual damage tick of that ability can trigger companions gift. This can cause bonding procs to occur 4 or more times (highest I have seen was 4 from a single ability but it might be possible to get more). The second and more common way of getting more then 3 procs is by having your companion die. The cooldowns of the bonding runestones reset then and after the companion revives the companions is able to start stacking companions gift again. This can easily result in getting 5+ stacks. If we then combine those two ways it is possible to get 6 or even more stacks. Needless to say it is possible to get ridiculous stat boosts this way like 30-40k extra power to give an example. I think it is intended that each runestone only allows 1 companions gift proc for a maximum of 3 so this is definitely something that needs to be looked at.
Some clarification on what is working as intended or not would be great.
Think the tool tip is wrong and rank 10s should give 65% rank 11s 80% and the rank 12s should show 95%
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
aura of courage+aura of vengeance this combo kills party members .
Small Note on the Bonding Runestones that are being wailed about:
Speaking with the @thefabricant today we tested out my Drow Merc with different Ranks Bondings and against his Lightfoot Theif at the same time in the Trade of Blades. His was proc'ing higher then 3x times many times comparitively with mine doing it only twice over about 5 minutes.
We tried Combat Advantage angling and such, and Fab had a solid idea... He thinks it might be Ping related, as the worse off you are the more likely it procs multiple times. My internet in the Northeastern US is really good, and his in South Africa isn't so hot.
It's a theory currently, but it seems logical as we couldn't really replicate it anywhere near as often on my Companion. Even running solo content, HEs, Dragons, etc... He rarely proc'd over 3 times (1x each of the different ranks).
Thus if it's ping related, I'm not sure that's anything that can be really fixed on Cryptic end...
Also, I personally believe the Rank 11 = 80% and Rank 12 = 95% is intended as a benefit for increasing the Runestones Rank up. It follows the percentage changes from lower versions, etc.
Just some info, so people can hopefully gain a greater understanding. Not saying the Bondings shouldn't be looked at, just sharing some findings...
Comments
Every time you people cry for a PvP nerf you're just maintaining the status quo and eventually Cryptic will give into one of your nerfs and break something for PvE. Meanwhile even if you get this nerf PvP will still be a broken mess and dungeons will still be cakewalks. Nerfing endless consumption has nothing to do with anything that would actually make dungeons difficult and you know it. You just want your PvP centric nerf are using strawmen to try justify it.
Also great feedback in this thread letting us know about bugs making it onto your radar!
Third time posting this.
The Frost Giant Moot quest in IWD. The giant doesn't spawn everytime. He comes and disappears with the Demonic HE.
And the Black Ice Pick in the last bag is still a problem. You can't mine black ice with it.
Transcedent BronzeWood enchantement does not grant the +5 damage to the party.Tested with an OP auras at a dummy.Also and with att wills. Can you please look this into?
On a side note and when guys you will have the time:rethink the relationship of T.feytouched and TBronzewood:In a lot of ways similar ,but at transcend level Bronze has a 50% uptime while Fey 100%...
the ridiculous thing is that DC gives power to pet .. and bonding work with dc power and gives ++++++power to owner .. OMG
plz fix it !!!!
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
Master of Flame Renegade guide: Burn with me!
.BLADE RUNNERS.
.BLADE RUNNERS.
Bonding runestones need to be looked at. Currently rank 11 bondings appear to grant 80% of the companion stats versus the 65% on its tooltip and rank 12 bondings appear to grant 95% of the companion stats versus the 65% on its tooltip. Is this simpy a case of an incorrect tooltip or are r11/12 bondings granting too much stats? I think that 65% is pretty balanced as with a fast attacking companion you can get 3 procs totalling 195% of the companions stats pretty much instantly which is almost twice as good as an augment. The current 95% on r12 bondings gives a whopping 285% of the companions stats which is almost triple of an augment. I get that it is nice that there is an alternative to augments now but augments should stay viable as well.
Another thing with bonding runestones at the moment is that it appears to be possible to get more then 3 bonding procs. This seems to be possible in 2 ways. The first one being that if a companion uses an aoe ability, a dot ability or an ability with multiple hits each individual damage tick of that ability can trigger companions gift. This can cause bonding procs to occur 4 or more times (highest I have seen was 4 from a single ability but it might be possible to get more). The second and more common way of getting more then 3 procs is by having your companion die. The cooldowns of the bonding runestones reset then and after the companion revives the companions is able to start stacking companions gift again. This can easily result in getting 5+ stacks. If we then combine those two ways it is possible to get 6 or even more stacks. Needless to say it is possible to get ridiculous stat boosts this way like 30-40k extra power to give an example. I think it is intended that each runestone only allows 1 companions gift proc for a maximum of 3 so this is definitely something that needs to be looked at.
Some clarification on what is working as intended or not would be great.
Limitation of using daily (cooldown). The name is "Daily power". TR can deal 2 shocking one be one and third after next 3 seconds. With such a control (unavoidable courage breaker or still not fixed roots) it's just not acceptable.
cowardice fix, yea
what about ring of nature? Any test has been done?
.Suicide Squad.
Is there more known about the status of the tenebrous / tranquil fix?
http://www.arcgames.com/en/forums/neverwinter#/discussion/1193909/enchantment-tenebrous-not-working
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
Call me Andy (or Strum, or Spider-Man)!
Follow Neverwinter on Twitter: NeverwinterGame
Like Neverwinter on Facebook: Neverwinter
Follow me on Twitter: StrumSlinger
When I get hit for 351,270 base dmg anvil of doom from GF and CANNOT dodge must eat it, or a 160k Shocking execution, or cannot even do damage to a maxed GWF but they can outrun and wreck me easily if not in defensive mode, things are already broken.
Please do something! SW has been underpowered gimpy for a long time and they are a tiny minority in pvp so even if you guys did overdo or break something a little it wouldn't be pvp breaking or even undeserved.
Sopi SW Youtube channel pvp brickabrack
This post is MONEY! Its what I told you, blocking AP gain while paladins are in bubble is a MUST!!! Its the EXACT same issue you faced with Guardian Fighters and SOS when they could have near perma uptime on the SOS combined with swordmaster feats that made them invincible during that time it was broken.
Paladins are using this to be invincible. They need to have AP gain while in the effect removed!!!!
I agree on the daily "CD" as well. This would fix a TON of issues. If you us a daily, it prevents that same daily from being used for another 30 seconds ish? Maybe even make it longer like 1 minute and have recovery and things work with the daily CDs. Could be fun. I would say allow the player to use a SECOND daily (another daily) so it only puts the daily used on CD - making BOTH dailies very very relevant!
"or reducing of time (20 seconds immortality?) would be acceptable." - This too for paladin bubble. I would honestly say you can leave it as is for PVE but in PVP it should have its duration atleast halved....
Thanks for getting this issue fixed. The biggest issue with these masterwork profession material nodes is that there are guilds that stalk the nodes waiting for others to use the node then they go and check the node and if it has the desired material they take it otherwise they close the window and wait for the desired result. The nodes need to be changed so that you cannot select the X on the window to cancel. The action should be changed so if you look at the node you must take the material. There has been one guild in particular that has been very aggressive in collecting materials this way. Even to the point where several ppl charge the node while someone is accessing it, moving them out of the way and canceling their chance to collect. If the nodes were revised so that if you looked at it you couldn't cancel, it would help to curve this type of behavior.
also will lostmauth set be reworked as it seems to not exactly do what the tooltip is telling us and scales by buffs. there are players doing 700k dmg with Lostmauth's Vengeance. Or is this wai, too?
Speaking with the @thefabricant today we tested out my Drow Merc with different Ranks Bondings and against his Lightfoot Theif at the same time in the Trade of Blades. His was proc'ing higher then 3x times many times comparitively with mine doing it only twice over about 5 minutes.
We tried Combat Advantage angling and such, and Fab had a solid idea... He thinks it might be Ping related, as the worse off you are the more likely it procs multiple times. My internet in the Northeastern US is really good, and his in South Africa isn't so hot.
It's a theory currently, but it seems logical as we couldn't really replicate it anywhere near as often on my Companion. Even running solo content, HEs, Dragons, etc... He rarely proc'd over 3 times (1x each of the different ranks).
Thus if it's ping related, I'm not sure that's anything that can be really fixed on Cryptic end...
Also, I personally believe the Rank 11 = 80% and Rank 12 = 95% is intended as a benefit for increasing the Runestones Rank up. It follows the percentage changes from lower versions, etc.
Just some info, so people can hopefully gain a greater understanding. Not saying the Bondings shouldn't be looked at, just sharing some findings...