BUG: Air Cult Barracks (Spinward Rise). The buzzing flies sound effect is still present in the main mess hall from when it was the lair in the Tower District (there, it was because of rotting food and trash on the tables). It doesn't make sense here.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
BUG: Icespire: missing polygon? It appears to be at the spot where goblins spawn to attack the dwarves.
Huh, funky. Does the "/loc" command give you a position?
Drat. I'll go back and get you a location. I'll edit this once I get it.
Actually, typing in /loc doesn't give me anything, but the map is saying I'm at 1624, 1331.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited March 2016
Almost everything is too long for halflings and dwarves. Everything ankle-length clips into the ground.
The bug with cloaks will happen on any humanoid(ish) companion that gets polymorphed after they resume their normal form, which is why you see it in Witch Fen. Doesn't matter what cloak it is, as long as it's a neck item with visuals, afaik.
Edit: Incidentally, I am pretty sure the polymorph bug has existed since Neverwinter has included polymorphing.
TR with hight deflect will heal more that take damage. Whenever you Deflect an attack, you are healed for 3% of your maximum Hit Points over 4 seconds.
HR vs this bonus can do nothing. because all that has HR is CC. HR has no damage... and this heal totally destroy this class. No Comments... Whenever you are Stunned, Knocked, or Immobilized, you are healed for 4% of your maximum Hit Points over 4 seconds.
BUG: Vellosk. Okay, this is weird. I just entered the first camp upon entering the zone. Take a look at the Forsworn on the left. He is running in slow-motion in that attack stance, and with no weapon.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Great Weapon Fighter: Unstoppable: The Temp HP granted by damage bonuses now caps at 200%. This means that if a player has a lot of damage bonuses and is at maximum Determination, they can receive up to 32% of their Max HP as Temp HP.
Could you please give a reason for this unasked for nerf? GWF are classed as a off-tank class correct? However, GWF also have practically no way of actually being a tank. The temp HP being affected by extra power bonuses of various sorts meant that GWF finally had a way to tank something (or even survive) by means of artificially enhancing their HP pool, since of course adding extra DR to a GWF doesn't help because of the DR cap at 80% (GF get shield on a separate layer to counter this, pallys get invulnerability to damage, as well as huge sources of temp HP)...
You are crippling the ability of a GWF to perform their assigned role in the game. Other melee classes have shields, or dodges, but now GWF just lost their only way to survive incoming damage.
The devs stated in multiple places and multiple times that class balance was something they were looking at later, and you wanted to stop piecemeal fixes that didn't address the whole problem...
Except now we have targeted 2 changes to the GWF unstoppable mechanic that together hurt GWF survivability by an incredible amount. You can argue that the change to make unstoppable temp HP expire once combat ended was bringing it in line with other temp HP sources. Fine, that was managable, even if it did make Sentinal spec even less viable. This change however completely removes any chance GWF have to be an off tank with how GWF currently work... And if you guys have plans for changing how GWF work then great. Implement these changes AT THAT POINT. As it stands right now it looks like we will be waiting for mod 10 before GWF might get a rework to make it a viable off-tank. And until then you just screwed over GWF survivability.
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0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Great Weapon Fighter: Unstoppable: The Temp HP granted by damage bonuses now caps at 200%. This means that if a player has a lot of damage bonuses and is at maximum Determination, they can receive up to 32% of their Max HP as Temp HP.
Could you please give a reason for this unasked for nerf? GWF are classed as a off-tank class correct? However, GWF also have practically no way of actually being a tank. The temp HP being affected by extra power bonuses of various sorts meant that GWF finally had a way to tank something (or even survive) by means of artificially enhancing their HP pool, since of course adding extra DR to a GWF doesn't help because of the DR cap at 80% (GF get shield on a separate layer to counter this, pallys get invulnerability to damage, as well as huge sources of temp HP)...
You are crippling the ability of a GWF to perform their assigned role in the game. Other melee classes have shields, or dodges, but now GWF just lost their only way to survive incoming damage.
so if a great weapon fighter has 160k hp at maximum determination pressing tab will get temp hp 50k?
AT MOST they can get 50k temp HP. And I have not seen any gwf running around PVE with 160k temp HP. 160k HP is a BIS character in r12 radiants and a HP boon. So yeah... incoming damage is going to slaughter most gwf
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0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Well, the temp HP nerf is lame considering perma bubble. I am sure this have something to do with the solo dungeon videos. Well, as a PWE gwf, I don't care this so much. But I can imagine pvp gwf get a huge hit.
Im not sure you realize just how much you rely on the temp HP you get from unstoppable. Any time your HP bar gets covered in yellow you have 100k temp HP most likely. With this change you are only going to get 1/3rd of your bar yellow, meaning your ability to take damage just got cut by over 66%
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The problem with Unstoppable has something to do with the determination bar not temp HP. I only had problems going Unstoppable when my Determination bar fills up all the way, not when I have full temp HP.
This means that GWF (not all) should wait for tanks instead of running ahead and solo the dungeon before other players can get to mobs? This change is really welcomed. And i speak as a gwf (since august 2013) . Next is OP bubble...
404 Italians Not Found Guild Leader
Matt Shieldheart 3.5k GF Conq PVE _ Matt Shieldheart 0 3.5k GF Tactician PVE _ Matt Shieldheart II 4.1k Buffer DC _ Matt Shieldheart III 4.3k Thauma CW _ Matt Shieldheart IV 3.5k Exe TR _ Matt Shieldheart V 3.9k Destroyer GWF _ Matt Shieldheart VI 3.1k Trapper HR _ Matt Shieldheart VII 3.1k Fury SW _ Matt ShieldheartVIII 3.6k OP Justice _ Matt Shieldheart -8 3.1k Healadin _ Matt Shieldheart -9 3.1k Mof Rene CW
Great Weapon Fighter: Unstoppable: The Temp HP granted by damage bonuses now caps at 200%. This means that if a player has a lot of damage bonuses and is at maximum Determination, they can receive up to 32% of their Max HP as Temp HP.
wow..... just wow. These "fixes" haven't solved a thing.
0
someonediesMember, NW M9 PlaytestPosts: 1,257Arc User
Great Weapon Fighter: Unstoppable: The Temp HP granted by damage bonuses now caps at 200%. This means that if a player has a lot of damage bonuses and is at maximum Determination, they can receive up to 32% of their Max HP as Temp HP.
Thank you. Official Dev response: Time to Delete Character.
Dead 🔪
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
This means that GWF (not all) should wait for tanks instead of running ahead and solo the dungeon before other players can get to mobs? This change is really welcomed. And i speak as a gwf (since august 2013) . Next is OP bubble...
daring shout mitigation give enough time for the strong great weapons as you mentioned to clear them fast not big issue for them.( pve point of view). BUT yes now they will not able to be offtank. will be really challenging or and imposible the first boss in lair of lostmauth for example.
If your going to nerf the GWF at least fix the unstoppable bug... at least give us a reason why you can't fix this issue.. Is it really that hard to fix?
This means that GWF (not all) should wait for tanks instead of running ahead and solo the dungeon before other players can get to mobs? This change is really welcomed. And i speak as a gwf (since august 2013) . Next is OP bubble...
Yeap mate, I know very well what you're talking about. Agree that atm Unstoppable is broken. You know, as you're in my friends list, I have 2 GWFs and I welcome this change also. @terramak -quote PREVIEW PATCH NOTES NW.60.20160224A.2- The Temporary Hit Points provided by the following powers now properly respect the Temporary Hit Point rules - They no longer stack with other Temp. HP sources, and fade when combat ends. -unquote-
Only ONE issue is bothers me - temp HP vanishes at the end of the combat, even when your Unstoppable is still active. This is in conflict with tool tip, it says "While active ...... "
As I said, Unstoppable have to be fixed, but you fixed it too much. Don't spoil the fun further!
Comments
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Actually, typing in /loc doesn't give me anything, but the map is saying I'm at 1624, 1331.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
The bug with cloaks will happen on any humanoid(ish) companion that gets polymorphed after they resume their normal form, which is why you see it in Witch Fen. Doesn't matter what cloak it is, as long as it's a neck item with visuals, afaik.
Edit: Incidentally, I am pretty sure the polymorph bug has existed since Neverwinter has included polymorphing.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
They are so imbalanced:
TR with hight deflect will heal more that take damage.
Whenever you Deflect an attack, you are healed for 3% of your maximum Hit Points over 4 seconds.
HR vs this bonus can do nothing. because all that has HR is CC. HR has no damage... and this heal totally destroy this class. No Comments...
Whenever you are Stunned, Knocked, or Immobilized, you are healed for 4% of your maximum Hit Points over 4 seconds.
@whitestarua : Thank you for the feedback!
@beckylunatic : Thank you for the extra info!
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
As a personal note, I think the 5-man versions are better...
Edit: ditto for the entrances to Cragmire Crypts and Temple of the Spider. Pirate King, Frozen Heart, an Cloak Tower have correct entrance tooltips.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Thanks again for all the awesome feedback and reports.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
You are crippling the ability of a GWF to perform their assigned role in the game. Other melee classes have shields, or dodges, but now GWF just lost their only way to survive incoming damage.
@terramak
We are searching for slave labor, will pay with food from our farm!
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Except now we have targeted 2 changes to the GWF unstoppable mechanic that together hurt GWF survivability by an incredible amount.
You can argue that the change to make unstoppable temp HP expire once combat ended was bringing it in line with other temp HP sources. Fine, that was managable, even if it did make Sentinal spec even less viable. This change however completely removes any chance GWF have to be an off tank with how GWF currently work... And if you guys have plans for changing how GWF work then great. Implement these changes AT THAT POINT. As it stands right now it looks like we will be waiting for mod 10 before GWF might get a rework to make it a viable off-tank. And until then you just screwed over GWF survivability.
We are searching for slave labor, will pay with food from our farm!
You are crippling the ability of a GWF to perform their assigned role in the game. Other melee classes have shields, or dodges, but now GWF just lost their only way to survive incoming damage.
@terramak
so if a great weapon fighter has 160k hp at maximum determination pressing tab will get temp hp 50k?
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
We are searching for slave labor, will pay with food from our farm!
Join the Greycloaks
Ana-GWF SM Destroyer | Farseer-CW MoF Renegade | Leon-GF SM Tactician
Adrik Battlefate-DC DO Virtuous | Cassi Woodsheart-HR PF Trapper
We are searching for slave labor, will pay with food from our farm!
The problem with Unstoppable has something to do with the determination bar not temp HP. I only had problems going Unstoppable when my Determination bar fills up all the way, not when I have full temp HP.
Matt Shieldheart 3.5k GF Conq PVE _ Matt Shieldheart 0 3.5k GF Tactician PVE _ Matt Shieldheart II 4.1k Buffer DC _ Matt Shieldheart III 4.3k Thauma CW _ Matt Shieldheart IV 3.5k Exe TR _ Matt Shieldheart V 3.9k Destroyer GWF _ Matt Shieldheart VI 3.1k Trapper HR _ Matt Shieldheart VII 3.1k Fury SW _ Matt ShieldheartVIII 3.6k OP Justice _ Matt Shieldheart -8 3.1k Healadin _ Matt Shieldheart -9 3.1k Mof Rene CW
wow..... just wow. These "fixes" haven't solved a thing.
Official Dev response: Time to Delete Character.
Dead🔪@terramak
-quote PREVIEW PATCH NOTES NW.60.20160224A.2-
The Temporary Hit Points provided by the following powers now properly respect the Temporary Hit Point rules - They no longer stack with other Temp. HP sources, and fade when combat ends.
-unquote-
Only ONE issue is bothers me - temp HP vanishes at the end of the combat, even when your Unstoppable is still active. This is in conflict with tool tip, it says "While active ...... "
As I said, Unstoppable have to be fixed, but you fixed it too much. Don't spoil the fun further!
Now lets talk about bubble and binding oath