Module Overview:
Developer Blog - Upcoming Expansion FeaturesPlease post on a relevant Official Feedback Thread, if one exists for the feature you've got feedback on!
Feedback Threads:
Official Feedback Thread: River District Introduction QuestsOfficial Feedback Thread: River District ZoneOfficial Feedback Thread: Cloaked Ascendancy CampaignOfficial Feedback Thread: River District RewardsOfficial Feedback Thread: Illusionist's GambitOfficial Feedback Thread: Weapon Enhancement Changes
Release NotesContent and EnvironmentRiver District Zone and Instances
- Chapter 1: River District Unveiling: This quest is now properly replayable.
- Chapter 2: A Crown for a King: Respawn points are now working correctly.
- Chapter 3: Going Undercover: Several text errors in this quest have been addressed.
- Dig Site workers are no longer incorrectly called Stronghold Workers.
- Dig Sites: The quest step to clear enemies from treasure room now has a counter to indicate how many groups of enemies must be defeated.
- Mercantile Missions: Heroic Encounter credit is now gained under consistent conditions.
- Mercantile Missions: This daily quest is now properly available after completing Reclaiming the River District.
- Multiple quests in Ostaram Copperwise's daily rotation can no longer incorrectly be accepted from Ostaram Copperwise by completing, but not turning in, the current daily quest.
- Return to the Plague Tower: The Quest Path now works in this instance.
- Return to the Plague Tower: The objective text has been updated for clarity.
- The enemy encounters in the fey portion of River District have been adjusted.
- The Traveling Merchant's boat no longer arrives at the docks. Instead, the merchant now comes with a small group of guards to the docks to sell their wares, while the boat waits safely in the distance.
- Various audio updates have been made to River District content.
- Various gaps in the environment have been addressed.
- Wizard Counterattack: This Heroic Encounter no longer starts before Far Realms Rituals reaches 100%.
River District Campaign
- The fourth Ascendancy boon can now properly be purchased. This also allows players to earn the achievement for completing the campaign.
Dungeons, Trials, and Skirmishes
- Illusionist's Gambit: The non-Master version of this skirmish now properly gives rewards.
- Illusionist's Gambit: The non-Master version of this skirmish now requires a minimum level of 20, increased from 10.
- Illusionist's Gambit: The lighting and sky in this skirmish is now consistent with its environments.
General
- Many companions and mounts found in lockboxes can no longer be sold to vendors. They should still be tradable or discardable.
Future Events
- Coupons for Fashion and Dye no longer drop during Protector's Jubilee, as those are no longer available in the Zen Market.
Items and EconomyBounty Stores update
- The new packs in Helm's Hold and Mount Hotenow now cost 40 of their respective currencies, increased from 25.
River District
- Heroic Companion equipment +2 and +3 now properly have Offense enchantment slots, rather than Defense.
- Heroic Companion equipment +5 now properly has Power, Armor Penetration, and an Offense enchantment slot, rather than Defense, Deflection, and a Defense enchantment slot.
- Various item icons have been added.
Trade Bar Store
- Eye of the Giant (Artifact) has been added to the Trade Bar vendor.
- Manticore (Companion) has been added to the Trade Bar vendor.
General
- Any players who had Ancient Ostorian Chests that disappeared (and locked out an inventory slot) now have those chests back. Those inventory slots are once again functional.
- Bloodlord's Visage: Hair no longer clips through this head slot item.
- Jarl's Gaze: This item is now item level 160, increased from 150.
Enchantments, Enhancements, and Runestones
- Feytouched: The base damage dealt by this enchantment has been reduced by about 40%.
- Its damage output should still be increased from previous modules once Power scaling is taken into account.
- The damage siphon is still as powerful as it once was.
- Flaming: The AoE portion of this enchantment's effect now consistently triggers, and the damage value is now listed in the tooltip.
- Flaming: The base AoE damage is now 80% weapon damage, increased from 6%.
- Lightning: The base damage dealt by this enchantment has been reduced by about 30%.
- Its damage output should still be significantly increased from previous modules once Power scaling is taken into account.
- Plaguefire: The AoE portion of this enchantment's effect now consistently triggers, and the damage value is now listed in the tooltip.
- Plaguefire: The base AoE damage is now 40% weapon damage, increased from 12%.
- (Preview-only note) Bilethorn: The second hit's damage now scales with player Power.
- The base damage value of the second hit has been reduced to ~25%, down from 30%. The net effect is still positive in most cases.
- (Preview-only note) Transcendent Plaguefire: The AoE damage now scales with player power.
User InterfaceFishing
- Text referring to "your action point gem" has been replaced with the "the fishing bar" in fishing tutorials and quests.
- The spinning effect on certain fishing abilities now only appears when fishing and able to use that ability, instead of when the player has full Action Points.
Guild Bank
- The Guild Bank UI now allows players to remove items that are restricted to certain inventory tabs (e.g. dungeon keys in the Useful Items tab).
Inventory
- Thayan Lair Keys are now stored in the Useful Items bag.
Graphics, Performance, and StabilityGeneral
- Several client and server memory leaks have been addressed.
Comments
― Clint Eastwood, Heartbreak Ridge
Guild Leader of Ardent Justice HQ: Always recruiting People not Pixels.
FOUNDER and OWNER of the SKT3K Channel: SKT Only Content 3k+. http://www.arcgames.com/en/forums/neverwinter/#/discussion/1228278/skt-content-for-the-non-elite-video-links-provided
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!
I just don't understand why you can discard a Mythic artifact, any weapon or armor enchantment, r8+ enchantments etc.
Every time I switch my bonding runestones to another companion I'm hoping that I don't accidentally click destroy by accident. And it's just frustrating because there's no way I want to ever destroy anything that's worth 4 million AD.
Similarly there's no way I would ever want to discard any piece of armor or ring with a valuable enchantment in it. But the option is there and it just seems like a trap.
I mean ffs my legendary relic weapon mainhand has a discard option. WHY. Does this mean there are no plans to add companion gear with recovery?
Also, with the introduction of the new companion gear what are the plans for the old companion gear? Is it just staying in the game as is? Is it being nerfed?
Also, what are the plans for SVA? It currently takes somewhere around 500+ keys to get enough marks to complete it. Anyone that's attempting to complete their relic weapons after the chest change is looking at a virtually insurmountable amount of RNG and AD.
― Clint Eastwood, Heartbreak Ridge
Guild Leader of Ardent Justice HQ: Always recruiting People not Pixels.
FOUNDER and OWNER of the SKT3K Channel: SKT Only Content 3k+. http://www.arcgames.com/en/forums/neverwinter/#/discussion/1228278/skt-content-for-the-non-elite-video-links-provided
PS: companions are really really weak when content starts getting harder any chance the stats on equipment being treated with the same scalling effectivness as runestones(empowered/profane/arcane etc)? Stacking 3000 armour penetration just to get 3 or 4% RI is very disapointing, this change wont affect pve drasticly, only 1 companion (honey badger) has potential enough to when combined with all companions boosts in the game deal too much damage upon this reducing the boosts it has would fix the problem allong with this also make life steal work as a percentage of every hit since 100% ls chance and severity as soon as i drop any amount on life steal on my companion makes no sence relativly to defence/deflection, a strong striker with a indomitable runestone will in many situations have better surviviallity than defenders companions from life stealing too fast.
Maybe you guys aren't done with this part of the system... but please consider what confusion and concerns I've expressed here.. i consider myself Experienced in game.. and some what intelligent. And I still had/have issues with it... please be considerate of those who don't have a similar capacity as I have to spend a good deal of time to figure things out.
By the way.. i DO like the idea of a time gate on Maps.. and combat will limit the supply of mats and maps for the new weapon... but, I'm thinking this will make the new weapons less New Player friendly than Somi... but that can motivate people to group more and be more social.. so.. that's a plus in a different way.
― Clint Eastwood, Heartbreak Ridge
Guild Leader of Ardent Justice HQ: Always recruiting People not Pixels.
FOUNDER and OWNER of the SKT3K Channel: SKT Only Content 3k+. http://www.arcgames.com/en/forums/neverwinter/#/discussion/1228278/skt-content-for-the-non-elite-video-links-provided
THC
http://www.theholycrusaders.com/
Neverwinter Census 2017
All posts pending disapproval by Cecilia
― Clint Eastwood, Heartbreak Ridge
Guild Leader of Ardent Justice HQ: Always recruiting People not Pixels.
FOUNDER and OWNER of the SKT3K Channel: SKT Only Content 3k+. http://www.arcgames.com/en/forums/neverwinter/#/discussion/1228278/skt-content-for-the-non-elite-video-links-provided
A week earlier than I had guessed, but should be OK - I really look forward to M11. The thing is though - the people currently testing the campaign might not have time to finish everything in time....in particular as some parts (dungeon, master version) are not yet available to test.
Sorry for the silence on feedback on my end, I'll keep reviewing what I can. Thanks for commenting on the appropriate feedback threads, as relevant posts on those threads are being consistently reviewed.
Something for actual thread relevance:
* I plan to update the Rolling Patch Notes thread today with the changes in this build.
* We're aiming for a Preview update this week by Thursday end of day (~17:00 - 18:00 PST, or 5-6 PM PST for those who prefer 12-hour time). Like all Preview dates, that's subject to change, but I'd recommend checking around that time period and patching up when you can.
* If all goes well in QA, Spellplague Caverns (Master) will be released in this build.
And yes, me announcing an actual date and Preview content before it actually happens is an exception to my usual behavior
As a rule, I don't say what features will be in which modules, in part because the contents of future modules are not set in stone. Murphy's Law is especially strong around unofficial feature announcements.
(To preempt speculation: This is not an implication for or against the probability of class balance changes in M12 or any surrounding module.)
So no unofficial feature announcements.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
In other news: Neverwinter Champion's Charger and Winter Wolf mount can be discarded in M11 with the next Preview build. With luck, it should get into the next Xbox and PS4™ fix build too, so our console players shouldn't have to wait 'til M11 releases to get those inventory slots back.
Now for me to stop talking about it and actually make it happen so I don't tempt fate.
Edit: I really should proofread my posts better.
Another edit: Rolling Patch Notes thread updated. I shifted a couple things around (put the General subsection at the bottom of the Items and Economy section, for example), some lines added, none removed.
It is very difficult to get a proper "class balance" when you have to support both PvP and PvE. Case in point: TRs initially used to do massive damage against single targets, which was really great against bosses in PvE, but resulted in quite a bit of whining in PvP, as they were considered to have an unfair advantage there.
Now, the proper way to fix that would IMO have been to have a few key powers work differently in PvE and PvP, but the route that was taken was to nerf TR powers in such a way that their performance in PvE severely suffered.
There is, however, yet another aspect to "Balance", and we can call that "intra-class balance." Each class has two paragons and three feat trees, basically giving you six combinations. Of course, not all combinations may work well, but there should be a selection of "viable" builds for every class. So, what I would do: Take a look at all active "end-game" characters (L70s, with IL of 3000+ that have been played in the last week), and check their combinations of paragons and primary (where they have most points) feat trees. I am certain that for some classes you will see only one or two common combinations. This lack of versatility is IMO a much more serious issue than whether one class does more damage than another.
Still, as I said - this is not a M11 issue, and this discussion does not belong here - I just hope the devs start a "What would you like to see in M12 (but we make no promises)" thread.
Or was that not expressed in a comprehensive manner?
I hope that every chain of lightning enchantment scales properly and can critical properly when this goes live.
I have a feeling this person won't let us down... very very nice +1 to you