Content and EnvironmentMerchant Prince's Folly
- Various logic for this skirmish has been updated and improved.
Combat and PowersClasses and Balance
- Devoted Cleric: Exaltation and Divine Glow: Players should no longer sometimes lose half of their expected Action Point gain when casting on high-Deflect targets.
- Devoted Cleric: Shared Burdens should no longer cause invalid deflections.
- Hunter Ranger: Blade Hurricane: This feat's base damage has been reduced to 150% (down from 165%).
- This is in conjunction with a previous change on Preview to make the Blade Hurricane effect start at the end of a melee power's animation, rather than on activation. That change should allow a player to squeeze more powers into the time of its effect.
- Scourge Warlock: Aura of Despair should no longer cause invalid deflections.
- Scourge Warlock: Warlock's Bargain should no longer cause infinite damage loops.
- Various healing powers can no longer be dodged.
Enchantments, Enhancements, and Runestones
- Transcendent Feytouched now properly applies a single 18% damage debuff, rather than two 15% damage debuffs. The other ranks with this effect now properly apply their stated values too.
PvP
- CC Diminishing Returns: We're trying out a change that causes new stacks of CC Diminishing Returns to refresh the effect. Once the player reaches 4 stacks, they remain immune to CC for 15 seconds before the full stack drops.
- Dwarven Valley's PvP area now properly flags the player as "in PvP" for various effects.
- Healing Suppression has been increased to 75%, up from 50%. This is an experimental change, and is likely to change in the future.
- Stronghold PvP no longer restricts players in the same guild from joining the opposite side of the match, though it will still prefer to keep them on the same side.
General
- Charm of the Serpent: This artifact no longer sometimes casts twice on activation, and is no longer affected by Recovery or other cooldown reduction effects.
- Greater Everfrost Shirt and Pants should not cause players to incorrectly enter combat.
- Powers with "lunge to target" components should now feel more consistent against large enemies.
- The "Giants Among the Dead" Stronghold Heroic Encounter should no longer trigger player deflects from far-away players who aren't fighting them.
Items and EconomyNew Gear
- The Strategist set bonus no longer causes various Deflect powers to proc.
- The Strategist set bonus now properly procs as expected.
Merchant Prince's Folly
- Rewards from this skirmish now properly respect the Active Companion Bonus of the Chultan Hunter.
- Rewards from this skirmish now properly respect the weekly campaign currency limit.
- The Deinonychus that drops from this skirmish is now properly the Deinonychus mount, rather than a companion.
Professions
- Leatherworking: Deep Wilderness Gathering now gives 300 profession XP for completion, in line with similar tasks in other professions.
PvP
- References to the Tenacity stat have been removed from a few remaining item tooltips.
Refinement
- Preview Only: Ultimate Enchanting Stones and Ultimate Marks of Potency are now available cheaply in the Preview tab of the Wondrous Bazaar.
- Attempting to upgrade certain items no longer results in a crash.
- Enchanting Stone is now called Moderate Enchanting Stone.
- Enchanting Stones have been renamed to match the equivalent tiers of Marks of Potency.
- Gemstones from Invocation are now bound to account.
- Gemstones now show their RP values in yellow text.
- Icons for various Rank 13 and 14 enchantments have been added.
- Lesser Bonding Runestones are now Rare quality, reduced from Epic.
- Refinement items from the Winter Festival can now properly convert into Refinement Points.
- Runestones no longer incorrectly talk about matching slot color, as there is not a slot color mechanic.
- The Refinement Point cap is now 50 million, reduced from 100 million, to avoid running into a system limit.
- Ultimate Marks of Potency now properly cost 125,000 Astral Diamonds, down from 150,000.
- "Upgrade" now properly attempts to upgrade an enchantment when it's one of a stack, rather than just feeding it Refinement Points.
User InterfaceBoons
- The "You have unspent points!" notification now properly appears for Cloaked Ascendancy and Jungles of Chult.
Campaigns
- The appearance of the Patronage Token tasks has been tweaked to make it clearer when they're locked.
Collections
- Cult of the Dragon weapons are no longer in Collections, since they are no longer available.
- Eternal Armor now shows up in Location view.
HUD
- A "Dismount" selection no longer incorrectly appears on the player right-click menu.
Inventory
- Overload Enchantments no longer show the "+" icon in the lower-right, as they cannot be fed resources in order to recharge.
- Filter information text now appears at the top of the inventory when one or more filters are active.
- The "Sell All Treasure" option now exists, but there's a known bug in this build where it'll only sell one item per use.
Queues
- The displayed reward is now consistent, rather than changing when the player character's level is scaled.
- When queuing for Private PvP Domination, it no longer displays the "Random Hero's Accord" queue as checked.
- When queuing for PvP Solo Queue, ratings are now more likely to be taken into account.
- When Random Queues pop, it now displays the name of the Random Queue rather than the actual resulting instance.
Zen Market
- "Buy Wards" shortcuts from Refinement now properly show both Preservation Ward and Coalescent Ward purchases. (Note that this will not function on NeverwinterPreview.)
Art and AnimationGeneral
- Certain Stronghold Hunter Ranger axes are no longer held backwards.
Performance and StabilityGeneral
- A couple crashes have been addressed.
- We've made a change to how visual effects draw when working on multiple threads. Ideally, this will have either no player-facing effect.
Known IssuesPatronage System
- The Dread Ring patronage token currently has no effect.
- Underdark, Maze Engine, and Cloaked Ascendancy patronage tokens still cannot be created.
General
- The Barkshield Armor Enhancement still incorrectly absorbs damage even when it has no stacks of Bolstered Bark, and incorrectly absorbs more damage than it says it should.
- The Required Item Level for random leveling queues is incorrectly marked as 10,000.
Comments
The Overgrown boon in Chult is still giving 30 item lvls for the first point, but 0 items levels for the second point on live version.
Exceptionally hard to rank up additional enchants to test stats without them.
I'd like to note that in the new refining system, that even if you have all the refining points needed, you can't fully refine an enchantment if you don't own the reagents, AND if you have them you are immediately asked to upgrade, you should have the choice to fully refine first and THEN upgrade otherwise you might try accidentally refining without wards and ending up losing the reagents!!!
@terramak you can not buy pioneer equipment for other classes, no matter that you have a 100% advancement complete at Chult.
1) did this fix to feytouch fixed also the interaction with powers casting entities? (the cooldown of the enchantment gets bugged and its uptime reduced to 0).
2) was the nerf to combat HR really necessary? no one thinks they are over performing
On live, with plant growth and thorn strike you can get 2 procs from split strike (4 attacks, sometimes even 3 which is weird) or 2 procs from clear the ground (4 attacks).
On preview, I can get 3 procs (6 attacks) pretty much every time, the third proc kicks in just before flurry stops so you may sometime get 2 procs only, but rarely.
I tested all encounters and flurry starts at the right time for all of them. Good job!
I believe the extra procs will easily make up for the slight reduction from 165% to 150%.
Thanks for this change.
Could we please get a list of the fixes which were part of the first mod12b preview patch?
Dead🔪healer DC only mitigate damge and heal.
they reduce Astral shield effect by 75% and heals in PVP reduce by half (compare to today)
Bastion of health heal for 30k, with this change it will heal for 7.5k in PVP...and this is the strongest heal we have with 2 sec casting time and 12sec cool time
if i follow your logic they should increase heal dippresion to 95% and than cleric will shine in PVP
as for all the talk abot cleric palying DPS. either ppl play PVP on XLS sheet or they never play cleric at all
more then half of cleric powers have heals, even for rightuous.
you think DPS cleric can go to PVP without astral shield, no heals, cast FF do 5k damage and be usuefull?
as cleric i am used to see nerf in every mod.
but mod12b cutting 75% of astral shield, heals by half and bonding power buff by half... might be the biggest nerf i seen so far
most likely cleric will go back to the state of mod1-5 = training dummy
Still need coal wards in Zen shop or Wondrous Bazaar in Preview
Example: Player 1 is equipped with Unparalleled PF, Player 2 is equipped with Greater PF. They both attack the same enemy, keeping their PF at 3 stacks.
Expected: 18% debuff (12+6)
Observed: 6% debuff. Sometimes the debuff is 18% for a couple of seconds, then it becomes 6%.
BUG: Unparalleled Frost debuff should last 10 seconds, with 20 seconds cooldown. There is no cooldown: the uptime is 100%.
This bug does not occur if you attack the same target at the same with an Unparalleled Frost and a Frost of different rank: in this case it respects the cooldown.
BUG: Unparalleled Dread debuffs (normal and on critical hit) are 5%, but the tooltip states that they are 4%.
Is it 50% reduction in campaign time? 30%?
My estimation is that in its current form, for SKT especially, it only reduced campaign time by about 20%. Since you have to grind campaign resources on a character to pay for the token. And the token costs 50,000 AD in addition to the campaign currency.
So is 20% reduction in campaign time worth 50,000 AD? Not for me. For me to use the system, there needs to be a better pay off.
For the campaigns like Dread Ring, ToD, Sharandar and Icewind Dale...any currencies I have goes into our guild coffer to upgrade the guild. I do not have any hoarded that I can spend on the Patron System,
I think the Patron System is a great idea. Unfortunately, the cost is way too high on test server.
After I grind SKT/SOMI for over 3 months, the last thing I want to do is grind it more so I can buy a token.
The way SKT currently stands, it takes about 3 months to grind through the campaign if you do dailies and weeklies in both the SKT starter zones and SOMI. If you just did the initial 3 zones, you would save about 50% of your time each day with dailies, but only add about 25% of the time to the process, as SOMI does not give many Secrets of Ostoria relative to the other zones. Voninblood has to be acquired by grinding HE's or looting artifacts. Looting artifacts can get you about 10K an hour, depending on your luck.
On a different note. Is there any way we can get a kobold added to the Strong Hold tavern that cleans everything and likes to talk about cleaning. You could name him Deekin!
At least fix BtS and FF lol.
eg:
Dead🔪The healing in PVE is absolutely useless!
Taylor DC/DO & AC Buff/Debuff - Guild Gutbusters Brigade - PVE
May the Torm of Understanding guide us!
But Superior Marks of Potency will still cost 100,000 AD?
Drop Superiors to 50-60k or something like that, to keep some form of consistency within the system...