Thanks for all the follow-ups, folks. I have no comment on the yeti, and I haven't checked whether the cooldown was added with this update, or just exposed with the tooltip fix. The Piercing Blade (and other powers) looping damage will be fixed in another build, likely to come to Preview today.
I'll follow up with the team on the graphical and crash issues today. The graphics changes should not have obsoleted any existing cards; as long as your machine is within the minimum specs, you should be able to run the game (although I don't know the sorts of extreme cases that may be exceptions to that statement).
my 2c to earlier comments: the whole bag system is ridiculously limiting and silly anyway. I can carry 999 tons of iron Ore, but a handful of resonance stones and i'm overloaded? It should be more like STO's system (similar to the way bank works), where you can just keep buying storage rows ad infinitum (up to a certain limit).
Failing that, all resonance stones need their own tab, like crafting mats and keys have. No need for them to show up in main inventory *at all*.
the +30 everfrost doohickey is *very* welcomed though. Should have been there since launch (maybe, instead of getting it after cocoon, you get it in a campaign task before unlock Fangbreaker. That way you still have to "pay your way" with advancing in the campaign, but aren't artificially gated out of a dungeon you've spent weeks unlocking)
Thanks for all the follow-ups, folks. I have no comment on the yeti, and I haven't checked whether the cooldown was added with this update, or just exposed with the tooltip fix. The Piercing Blade (and other powers) looping damage will be fixed in another build, likely to come to Preview today.
I'll follow up with the team on the graphical and crash issues today. The graphics changes should not have obsoleted any existing cards; as long as your machine is within the minimum specs, you should be able to run the game (although I don't know the sorts of extreme cases that may be exceptions to that statement).
Did you see my comment about the red and green graphics glitches on xbox too? I don't know if this is something you've had reported before but it happens quite a lot. I get a flash for a couple of seconds then everything goes back to normal - it's been happening since mod 10b,
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
I also get those red/green environmental layers showing up sporadically, usually just long enough to register visually but not capture. They do consistently happen in the same places though. Like, I always get one when I'm approaching the Master of Coin.
On a possibly related note, I've also recently noticed that every weapon enchantment now has a slight Vorpal-like flicker and often has hints of red/green showing on the weapon. It's more or less noticeable depending on their other visual FX, but seems to be happening to all weapon enchants based on my sample of half or more of all the available types being in active use. In some prior patch notes, another user was complaining about it in the context of their Golden Dragon greatsword skin looking wrong, but it's actually because of the weapon enchant visuals.
I guess I should provide some system specs, but I haven't changed anything.
the +30 everfrost doohickey is *very* welcomed though. Should have been there since launch (maybe, instead of getting it after cocoon, you get it in a campaign task before unlock Fangbreaker. That way you still have to "pay your way" with advancing in the campaign, but aren't artificially gated out of a dungeon you've spent weeks unlocking)
I disagree. I think the condition for obtaining it is good, because it will actually make an impact on players who aren't interested in tackling Fangbreaker, and are struggling with just questing in the SKT zones.
I've brought up the red/green environment issue in person with some team members, and will get it into our system.
The original post has been updated with a build currently being patched to NeverwinterPreview, fresh off the build griddle. The version is NW.80.20170515e.3.
It'd be grasping at straws to hope that the one change to fix the textures on refraction VFX would fix the D3D Device Removed crash, since that's the only graphics-related change that went into this build. Our team is still looking into this, though, and are receiving daily follow-up.
Update 2017-05-23 ~18:20 PDT: Updated to the .3 build. New notes are in light green text.
Release Notes
Castle Never
Due to adjustments that have been made to various classes since the release of Castle Never, the Orcus boss fight has become more difficult than intended in terms of surviving his attacks. Groups must rely on quickly defeating Orcus before he has time to execute any of his abilities, which was not the original intent for the boss. As such, we have made the following adjustments that should make the encounter a more balanced experience:
The amount of damage dealt by a majority of Orcus's abilities has been significantly reduced.
Orcus's various melee attacks now have noticeably different damage values from one another.
Orcus's maximum hit points have been increased.
Heart of the Black Dragon: This artifact's damage taken debuff no longer scales with certain stats. The tooltip has been updated to include information on the debuff.
@terramak I still disagree with the nerf to orcus's damage, it currently plays the role of a skill check for tanks and imo should 100% stay the way it is, with maybe the only exception being the boss should be able to walk.
As for the heart of the black dragon, it is about time. I haven't had the chance to test it on preview yet, but ill give feedback when I do. I find it funny since I just bought 1 to upgrade next 2x rp and now it is getting fixed xD
The tooltip of the Heart of the Black Dragon is not updated on preview. Also, I still can't switch loadout at the campfire right before the second boss in Spellplague (master).
EDIT: Oh nevermind, the tooltip is updated, but "and take additional damage" is a bit vague...
The supplies dropped by enemies have had a backend change to make the drops slightly more efficient on the server.
Any chance of making the rewards, um, good? Because, depending on the team composition and the lag, you're still spending 10 minutes to get 7-15 vouchers worth 5 Stronghold Currency (and 1 Guild Mark) each. And then another 10 minutes for another 7-15, except nobody ever does the second 10 minutes because your time is better spent farming literally anywhere else to make more resources of the same type. The vouchers dropped by Marauders are even worse than the white-quality vouchers dropped elsewhere in the Stronghold.
So what happens is that people run 5 rounds and stop, once a week, for the 600 Influence, and the rest of the time nobody does the event at all because it's very laggy even at the best of times, AND the rewards aren't worth it. If the rewards were good, people would put up with the lag. If the lag was completely gone, people still wouldn't do it *often* but you might get some "just for variety" runs.
Suggestion #1: Make the drops *normal* white-quality vouchers, not these weird new worse-than-white-quality ones, and increase the number of vouchers dropped slightly. This means that running this event with 10-20 other people is now no longer *less efficient* than just running around solo killing mobs in the SH.
Suggestion #2: Have rounds 10-25 drop green vouchers. Have rounds 25+ drop blue vouchers. Give people a strong incentive to press their luck and continue.
Orcus should stay the way it was before. I see no reason to make this fight easier. It's already quite easy since the boss just stands there doing...well nothing but bashing poor folks in the head with his wand.
A party working together should have no issues killing the ugly face anyway.
Nancy - Dragonborn, SM Guardian Fighter A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based? 2). Yes. I am panzer! 3). Get ACT if you want to celebrate your epeen. 4). Horniness will not stand between me and what I believe - "MM"
If you do not make content that people want to play over and over then you to have failed
And, as I said, IG, mSP and the Marauders count as failures from my perspective.
And since this is the point that seems to get missed, you don't keep players repeating the content by setting the drop rates so low that the situation appears hopeless, or by making the standard rewards worth so little that you'd have to do the thing many times to actually get something back from it. Players will check it out, and then about-face back to something that actually feels like it's worth their time.
The best reward might be something you don't have yet, but it's absolutely not something you can't even get.
I honestly thought the way Tyranny Of Dragons did it with the Golden Dragon weapons and the books in the campaign store was good: You have a chance at a drop, and if what you want doesn't drop, you can EVENTUALLY just buy it outright.
If something is a 1/1000 drop, then 37% of players will still not have one after 1000 runs. 4.5% of players will run it 10,000 times and not see a drop. At a 1/100 drop, 4.3% of players who run that content A THOUSAND TIMES will still not have one. Getting the right Golden Dragon weapon was a 1/6 chance.... but if you failed three times, you could just buy the one you wanted outright. I have no idea how rare Haarl's Treatise actually it (it's still expensive on AH, like 8 mods later!), but anyone farming for it who *doesn't* get it can eventually just buy it from the campaign store for the resources you earn while farming for it.
tl;dr: There should be more options to buy things outright when a long grind to make it drop fails. Some people will get an early drop, or multiple drops, great. Some people will buy with the grind and then immediately get a drop. This happens. But there will be *nobody* who runs content a thousand, two thousand, three thousand times and can't spend some of the other things they earned along the way to buy it.
I honestly thought the way Tyranny Of Dragons did it with the Golden Dragon weapons and the books in the campaign store was good: You have a chance at a drop, and if what you want doesn't drop, you can EVENTUALLY just buy it outright.
Highly Related: The Cubes Of Augmentation mechanic. You might get the one you want immediately, you might have to gamble for it, but you will EVENTUALLY get your choice.
Update 2017-05-23 ~18:20 PDT: Updated to the .3 build. New notes are in light green text.
Release Notes
Castle Never
Due to adjustments that have been made to various classes since the release of Castle Never, the Orcus boss fight has become more difficult than intended in terms of surviving his attacks. Groups must rely on quickly defeating Orcus before he has time to execute any of his abilities, which was not the original intent for the boss. As such, we have made the following adjustments that should make the encounter a more balanced experience:
The amount of damage dealt by a majority of Orcus's abilities has been significantly reduced.
Orcus's various melee attacks now have noticeably different damage values from one another.
Orcus's maximum hit points have been increased.
Heart of the Black Dragon: This artifact's damage taken debuff no longer scales with certain stats. The tooltip has been updated to include information on the debuff.
@terramak I still disagree with the nerf to orcus's damage, it currently plays the role of a skill check for tanks and imo should 100% stay the way it is, with maybe the only exception being the boss should be able to walk.
As for the heart of the black dragon, it is about time. I haven't had the chance to test it on preview yet, but ill give feedback when I do. I find it funny since I just bought 1 to upgrade next 2x rp and now it is getting fixed xD
Most of the time, teams are strong enough that Orcus dies within seconds, or are weak in that their tank can't survive Orcus' hits.
As much as I hate that ****er Orcus, I kind of agree that his damage still needs to be sky high (or enough that you can die if you screw up), because otherwise, he's kind of just a stationary sentry turret that ranged classes can chip to death.
If you really wanted to nerf Orcus' overall difficulty, I would just increase the delay in between his attacks. One of the biggest things I noticed with Orcus is that he attacks much faster than most other bosses, and given how hard he hits, this actually makes him harder than some endgame bosses. This is a huge difficulty spike, given that most of the other Tier2 dungeon bosses aren't as difficult.
If you increase the delay in between attacks, it gives newer tanks a chance to breathe a little bit. Most new tanks I see get overwhelemed by the assault and don't realize that there is a small period to refresh their HP/Stamina/TempHP, and this should help with reducing Orcus' massive difficulty spike for an unprepared tank.
Most tanks need to be over 3k to withstand his attacks unless they are getting some serious support so I understand the change. When I pug on my pally (3.8k) I nearly always load up at the end door after the previous tank has quit or been kicked.
For a T2 his attacks are much stronger than any other boss in that class of dungeon.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Why you nerfing Orcus? His damage is the only thing he has, the rest of the boss mechanics are so archaic and simple. No moving around, no adds, no nothing. Only time you really wipe is when you get caught off guard by random orbs.
Why you nerfing Orcus? His damage is the only thing he has, the rest of the boss mechanics are so archaic and simple. No moving around, no adds, no nothing. Only time you really wipe is when you get caught off guard by random orbs.
The only purpose his damage really serves at this point is to make it harder for undergeared tanks. Geared tanks just sit there while he tickles them.
Do you know if the bug where turning in fish breaks all successive vendors is in the system? It causes everything to require you to use a slider even if it's just a piece of armor.
We've got a potential fix to this one in test, won't be going live tomorrow though. Hopefully next week.
Orcus should stay the way it was before. I see no reason to make this fight easier. It's already quite easy since the boss just stands there doing...well nothing but bashing poor folks in the head with his wand.
A party working together should have no issues killing the ugly face anyway.
true for a end game party but I think the majority doing this are much lower levels. supposedly you're supposed to be able to hit this at 2000.. that aint happening for people near that range. the tank needs to be at least 2800 or 2900 and I've still seen them fail to tank orcus. if they made this a 3k dungeon or even like 2800 for entrance than yeah. but as it stands now a nerf was needed for the general gamer population from what i've seen pugging (while speed runs and great and all I also think it's fun to pug this with whoever may be there, help some low levels out have some variety... all good). I think it's easy for the higher levels to forget how many new people there are that will never become high level if they can't make ad and get gear.
Responding to more comments I've seen throughout the thread:
@urabask , @confusedpoof , @adinosii , @garlaanx , @beckylunatic - Illusionist's Gambit: This feedback has been forwarded on, though I don't know whether there are plans to further review the rewards for this skirmish. On Adinosii's continued topic, I do believe we intend to make replaying content still rewarding even once it's complete, though the exceptions you call out are valid.
@bitt3rnightmar3 , @cellablock , @darthtzarr - Graphics and stability issues: There were a lot of changes on the backend of the graphics system, but I did not accurately or deeply communicate those changes in the Shroud of Souls patch notes. That one was on me, and I'll try to do better on that next time we release a module to Preview with large changes like that. (Admittedly, the note will still probably be vague-ish, as "We've made various changes to the graphics engine in attempt to improve performance and stability" is about as in-depth as I can go.) So, in short, I believe the removed settings are a red herring as far as the Device Removed issue is involved, it was just more accurately noted.
We're still looking into the Device Removed crash, and I've created internal reports on the "red and green" issue, the "Holy Weapon Enchantment exposes red and green textures on my weapon" issue, and one I observed in Tower District last weekend where one of the columns toward the entrance wouldn't load textures even on my GTX 1070 at home. The "certain walls shrink as you walk away from them" issue also has an internal fix for a later build.
@lwedar , @thefabricant , @darthtzarr , @pterias - Inventory issues: We definitely hear you on the inventory issues, and are still aware that the stacking of different RP binding types is a major pain point in that regard. We've got general plans to continue making the inventory less painful to deal with, but I can't go into detail on changes in progress.
@icyclass - Overflow bag: Understood - I updated the post here, but the official patch notes will use the wording I originally had above, I think.
@rjc9000 , @abbotred - Yeti: As far as I'm aware (haven't checked), the cooldown was always there, just not tooltip'd. The feedback is fair, though.
@dmcewen - Piercing Blade & Combatant's Maneuver: I just put an internal report in for the linked Piercing Blade issue, and Combatant's Maneuver has a couple internal reports.
@armadeonx , @beckylunatic - Red & green: I did see your response, armadeonx! And thanks for the extra details.
@defiantone99 - Stronghold Mercenary Outpost: This one's in the system, thank you!
Many - Orcus' damage: We understand that this change isn't considered necessary by some folks who understand the fight. The intent is to open this up to a few more setups, and have fewer "WTF" moments for tanks who are doing their jobs well enough and still get splatted.
Thanks again for all the feedback. I've officially read every post in this thread up to this point, my apologies to those whose posts I didn't directly respond to.
Thank you for communicating something that I've suspected since I have not been able to play. Had I known that there were such large scale changes planned I would have made time to go on preview for longer but, considering how even now that you've updated the live and preview shards so many times since you made the changes and still haven't been able to fix the problem I doubt my noting that I kept crashing on preview would have made any difference what so ever in my ability to play now. Whatever you changed was obviously integral to the build you made or you would have reverted the removed settings after it had been mentioned the first few times weeks ago. As it stands now I haven't been able to play your game that I actually really want to play since before 5/2 and I used to play for 6+ hours a day every day.
Of course, I want you to fix it. Thank you for your willingness to admit you made a mistake. It's not without my notice and I'm not upset at you or any of the other devs. I am extremely frustrated and sad that I can't play this game on my current system. I've resigned to eventually buy another computer but I admit I'm nervous that If I go out and spend money on a computer to play that it has a chance of still having these issues. That I will be put out hundreds of dollars and will probably be forced to stop anxiously awaiting a fix it to preserve my sanity and find a different way to spend my free time.
I really really hope you guys can figure this out. I used to use the 'Limit file size' setting that you removed. I had it at 128mb and Never had a problem with the game. I'm sick of logging in to claim vip and hopping around a few minutes before I crash to send you a crash report. My head has now been firmly applied to the brick wall and I'm weary.
Post edited by bitt3rnightmar3 on
Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
--
I'll never retrace my steps.
Responding to more comments I've seen throughout the thread: - Illusionist's Gambit: This feedback has been forwarded on, though I don't know whether there are plans to further review the rewards for this skirmish. On Adinosii's continued topic, I do believe we intend to make replaying content still rewarding even once it's complete, though the exceptions you call out are valid.
Then we need another source of companion gear because Illusionist's Gambit isn't one.
Responding to more comments I've seen throughout the thread: - Illusionist's Gambit: This feedback has been forwarded on, though I don't know whether there are plans to further review the rewards for this skirmish. On Adinosii's continued topic, I do believe we intend to make replaying content still rewarding even once it's complete, though the exceptions you call out are valid.
Then we need another source of companion gear because Illusionist's Gambit isn't one.
Perhaps put recipes in masterwork
Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
--
I'll never retrace my steps.
Responding to more comments I've seen throughout the thread: - Illusionist's Gambit: This feedback has been forwarded on, though I don't know whether there are plans to further review the rewards for this skirmish. On Adinosii's continued topic, I do believe we intend to make replaying content still rewarding even once it's complete, though the exceptions you call out are valid.
Then we need another source of companion gear because Illusionist's Gambit isn't one.
Seconding this - this was meant to be the answer to companion ear that we'd been asking for. as it current design it's just pain and suffering. No one is able to get companion gear, especially not for more than one character unless they are the luckiest person on the server.
1
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
@terramak another source of inventory problems is fish. There are so many different types and for those of us who farm maps, I can straight up tell you I didn't make as much use of the overload bag before as I do now. Fish should have their own separate bag in the inventory (like the tab of useful items), this would greatly alleviate the issue. Furthermore, in terms of convenience, it would be greatly appreciated if the fish vendor had a, "sell all fish" button, since seriously, all the clicking I need to do is driving me berserk.
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
> @rjc9000 said: > Update 2017-05-23 ~18:20 PDT: Updated to the .3 build. New notes are in light green text. > > Release Notes > > Castle Never > @terramak I still disagree with the nerf to orcus's damage, it currently plays the role of a skill check for tanks and imo should 100% stay the way it is, with maybe the only exception being the boss should be able to walk. > > As for the heart of the black dragon, it is about > > Most of the time, teams are strong enough that Orcus dies within seconds, or are weak in that their tank can't survive Orcus' hits. > > As much as I hate that ****er Orcus, I kind of agree that his damage still needs to be sky high (or enough that you can die if you screw up), because otherwise, he's kind of just a stationary sentry turret that ranged classes can chip to death. > This. I main a tank, so am biased in favor of an Orcus nerf... but oppose such a nerf. Orcus is the current litmus test for proper tanking build and skill.
I am Took.
"Full plate and packing steel" in NW since 2013.
Comments
I have no comment on the yeti, and I haven't checked whether the cooldown was added with this update, or just exposed with the tooltip fix.
The Piercing Blade (and other powers) looping damage will be fixed in another build, likely to come to Preview today.
I'll follow up with the team on the graphical and crash issues today. The graphics changes should not have obsoleted any existing cards; as long as your machine is within the minimum specs, you should be able to run the game (although I don't know the sorts of extreme cases that may be exceptions to that statement).
Failing that, all resonance stones need their own tab, like crafting mats and keys have. No need for them to show up in main inventory *at all*.
the +30 everfrost doohickey is *very* welcomed though. Should have been there since launch (maybe, instead of getting it after cocoon, you get it in a campaign task before unlock Fangbreaker. That way you still have to "pay your way" with advancing in the campaign, but aren't artificially gated out of a dungeon you've spent weeks unlocking)
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
On a possibly related note, I've also recently noticed that every weapon enchantment now has a slight Vorpal-like flicker and often has hints of red/green showing on the weapon. It's more or less noticeable depending on their other visual FX, but seems to be happening to all weapon enchants based on my sample of half or more of all the available types being in active use. In some prior patch notes, another user was complaining about it in the context of their Golden Dragon greatsword skin looking wrong, but it's actually because of the weapon enchant visuals.
I guess I should provide some system specs, but I haven't changed anything. I disagree. I think the condition for obtaining it is good, because it will actually make an impact on players who aren't interested in tackling Fangbreaker, and are struggling with just questing in the SKT zones.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
The original post has been updated with a build currently being patched to NeverwinterPreview, fresh off the build griddle. The version is NW.80.20170515e.3.
It'd be grasping at straws to hope that the one change to fix the textures on refraction VFX would fix the D3D Device Removed crash, since that's the only graphics-related change that went into this build. Our team is still looking into this, though, and are receiving daily follow-up.
As for the heart of the black dragon, it is about time. I haven't had the chance to test it on preview yet, but ill give feedback when I do. I find it funny since I just bought 1 to upgrade next 2x rp and now it is getting fixed xD
EDIT: Oh nevermind, the tooltip is updated, but "and take additional damage" is a bit vague...
So what happens is that people run 5 rounds and stop, once a week, for the 600 Influence, and the rest of the time nobody does the event at all because it's very laggy even at the best of times, AND the rewards aren't worth it. If the rewards were good, people would put up with the lag. If the lag was completely gone, people still wouldn't do it *often* but you might get some "just for variety" runs.
Suggestion #1: Make the drops *normal* white-quality vouchers, not these weird new worse-than-white-quality ones, and increase the number of vouchers dropped slightly. This means that running this event with 10-20 other people is now no longer *less efficient* than just running around solo killing mobs in the SH.
Suggestion #2: Have rounds 10-25 drop green vouchers. Have rounds 25+ drop blue vouchers. Give people a strong incentive to press their luck and continue.
Orcus should stay the way it was before. I see no reason to make this fight easier.
It's already quite easy since the boss just stands there doing...well nothing but bashing poor folks in the head with his wand.
A party working together should have no issues killing the ugly face anyway.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
If something is a 1/1000 drop, then 37% of players will still not have one after 1000 runs. 4.5% of players will run it 10,000 times and not see a drop. At a 1/100 drop, 4.3% of players who run that content A THOUSAND TIMES will still not have one. Getting the right Golden Dragon weapon was a 1/6 chance.... but if you failed three times, you could just buy the one you wanted outright. I have no idea how rare Haarl's Treatise actually it (it's still expensive on AH, like 8 mods later!), but anyone farming for it who *doesn't* get it can eventually just buy it from the campaign store for the resources you earn while farming for it.
tl;dr: There should be more options to buy things outright when a long grind to make it drop fails. Some people will get an early drop, or multiple drops, great. Some people will buy with the grind and then immediately get a drop. This happens. But there will be *nobody* who runs content a thousand, two thousand, three thousand times and can't spend some of the other things they earned along the way to buy it.
As much as I hate that ****er Orcus, I kind of agree that his damage still needs to be sky high (or enough that you can die if you screw up), because otherwise, he's kind of just a stationary sentry turret that ranged classes can chip to death.
If you really wanted to nerf Orcus' overall difficulty, I would just increase the delay in between his attacks. One of the biggest things I noticed with Orcus is that he attacks much faster than most other bosses, and given how hard he hits, this actually makes him harder than some endgame bosses. This is a huge difficulty spike, given that most of the other Tier2 dungeon bosses aren't as difficult.
If you increase the delay in between attacks, it gives newer tanks a chance to breathe a little bit. Most new tanks I see get overwhelemed by the assault and don't realize that there is a small period to refresh their HP/Stamina/TempHP, and this should help with reducing Orcus' massive difficulty spike for an unprepared tank.
For a T2 his attacks are much stronger than any other boss in that class of dungeon.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
@urabask , @confusedpoof , @adinosii , @garlaanx , @beckylunatic - Illusionist's Gambit:
This feedback has been forwarded on, though I don't know whether there are plans to further review the rewards for this skirmish. On Adinosii's continued topic, I do believe we intend to make replaying content still rewarding even once it's complete, though the exceptions you call out are valid.
@bitt3rnightmar3 , @cellablock , @darthtzarr - Graphics and stability issues:
There were a lot of changes on the backend of the graphics system, but I did not accurately or deeply communicate those changes in the Shroud of Souls patch notes. That one was on me, and I'll try to do better on that next time we release a module to Preview with large changes like that. (Admittedly, the note will still probably be vague-ish, as "We've made various changes to the graphics engine in attempt to improve performance and stability" is about as in-depth as I can go.)
So, in short, I believe the removed settings are a red herring as far as the Device Removed issue is involved, it was just more accurately noted.
We're still looking into the Device Removed crash, and I've created internal reports on the "red and green" issue, the "Holy Weapon Enchantment exposes red and green textures on my weapon" issue, and one I observed in Tower District last weekend where one of the columns toward the entrance wouldn't load textures even on my GTX 1070 at home. The "certain walls shrink as you walk away from them" issue also has an internal fix for a later build.
@lwedar , @thefabricant , @darthtzarr , @pterias - Inventory issues:
We definitely hear you on the inventory issues, and are still aware that the stacking of different RP binding types is a major pain point in that regard. We've got general plans to continue making the inventory less painful to deal with, but I can't go into detail on changes in progress.
@icyclass - Overflow bag:
Understood - I updated the post here, but the official patch notes will use the wording I originally had above, I think.
@rjc9000 , @abbotred - Yeti:
As far as I'm aware (haven't checked), the cooldown was always there, just not tooltip'd. The feedback is fair, though.
@dmcewen - Piercing Blade & Combatant's Maneuver:
I just put an internal report in for the linked Piercing Blade issue, and Combatant's Maneuver has a couple internal reports.
@armadeonx , @beckylunatic - Red & green:
I did see your response, armadeonx! And thanks for the extra details.
@defiantone99 - Stronghold Mercenary Outpost:
This one's in the system, thank you!
Many - Orcus' damage:
We understand that this change isn't considered necessary by some folks who understand the fight. The intent is to open this up to a few more setups, and have fewer "WTF" moments for tanks who are doing their jobs well enough and still get splatted.
Thanks again for all the feedback. I've officially read every post in this thread up to this point, my apologies to those whose posts I didn't directly respond to.
Thank you for communicating something that I've suspected since I have not been able to play. Had I known that there were such large scale changes planned I would have made time to go on preview for longer but, considering how even now that you've updated the live and preview shards so many times since you made the changes and still haven't been able to fix the problem I doubt my noting that I kept crashing on preview would have made any difference what so ever in my ability to play now. Whatever you changed was obviously integral to the build you made or you would have reverted the removed settings after it had been mentioned the first few times weeks ago. As it stands now I haven't been able to play your game that I actually really want to play since before 5/2 and I used to play for 6+ hours a day every day.
Of course, I want you to fix it. Thank you for your willingness to admit you made a mistake. It's not without my notice and I'm not upset at you or any of the other devs. I am extremely frustrated and sad that I can't play this game on my current system. I've resigned to eventually buy another computer but I admit I'm nervous that If I go out and spend money on a computer to play that it has a chance of still having these issues. That I will be put out hundreds of dollars and will probably be forced to stop anxiously awaiting a fix it to preserve my sanity and find a different way to spend my free time.
I really really hope you guys can figure this out. I used to use the 'Limit file size' setting that you removed. I had it at 128mb and Never had a problem with the game. I'm sick of logging in to claim vip and hopping around a few minutes before I crash to send you a crash report. My head has now been firmly applied to the brick wall and I'm weary.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
> Update 2017-05-23 ~18:20 PDT: Updated to the .3 build. New notes are in light green text.
>
> Release Notes
>
> Castle Never
> @terramak I still disagree with the nerf to orcus's damage, it currently plays the role of a skill check for tanks and imo should 100% stay the way it is, with maybe the only exception being the boss should be able to walk.
>
> As for the heart of the black dragon, it is about
>
> Most of the time, teams are strong enough that Orcus dies within seconds, or are weak in that their tank can't survive Orcus' hits.
>
> As much as I hate that ****er Orcus, I kind of agree that his damage still needs to be sky high (or enough that you can die if you screw up), because otherwise, he's kind of just a stationary sentry turret that ranged classes can chip to death.
>
This.
I main a tank, so am biased in favor of an Orcus nerf... but oppose such a nerf.
Orcus is the current litmus test for proper tanking build and skill.
I am Took.
"Full plate and packing steel" in NW since 2013.