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Lost City of Omu Preview Patch Notes: NW.95.20180108a.2

terramakterramak Posts: 856 Member, Cryptic Developer Cryptic Developer
Highlights


New Zone: Lost City of Omu
A new zone is available in the greater area of Chult! Available from the gates of Port Nyanzaru, players can delve deeper into the jungle to find the Lost City of Omu in hopes of finding the cause of--and the solution to--the death curse. Hunt new monsters and earn new items!

More info coming soon!
Official Feedback Thread: Lost City of Omu Hunts
Official Feedback Thread: Lost City of Omu Quests
Official Feedback Thread: Lost City of Omu Rewards


Campaign Update: Jungles of Chult
Alongside the new zone is a new addition to the Jungles of Chult campaign! Complete several new tasks, earn new ranks of the Jungles of Chult boons, and open up access to the new Trial, Cradle of the Death God.

More info coming soon!


New Trial: Cradle of the Death God
Explore the hidden depths of a previously-hidden extension of the Tomb of the Nine Gods. This ten-player Trial pits players against a fearsome creation of Acererak, and if the adventurers succeed, they could get rid of the death curse once and for all.

NOTE: This Trial is not yet available on NeverwinterPreview!

Official Feedback Thread: Cradle of the Death God


Quality of Life Improvements and Bug Fixes
Remember the October Bugfix Month thread? A lot of fixes we made during October are going live with this module! Among the quality of life improvements are:
  • "Protect Item" functionality to prevent specific items from being deleted, sold, or consumed.
  • Fashion Bag: A new place for all your extra fashion items, with 24 slots by default.
  • Need or Greed: Auto-rolling functionality has been added, allowing players to roll for loot without a pesky popup.
Official Feedback Thread: Fashion Bag



New Masterwork Profession Recipes
Additional quests and recipes have been added for Masterwork Professions! Grab some new Explorer's Charts and pick up a quest from your Stronghold, which will give you access to Volumes IV and V of your recipe books.

As always, these are subject to change while on Preview - especially the recipe requirements!

Official Feedback Thread: Masterwork Professions Vol. IV & V


Level 60-70 Experience Re-Smoothing
We've taken another pass on the experience curve and the general feel of levels 60-70. The content has had various minor updates to smooth out gameplay, while the experience requirements to get from level 60 to 70 have been drastically reduced.

Note that the experience rewards from Elemental Evil content and other post-60 content, which were much higher than other content, have also been reduced proportionally.

Official Feedback Thread: Level 60-70 XP


Loadouts Expansion
Loadouts now track your summoned companions, their equipment, mounts, and insignas. Check out the Loadouts entry under the UI heading for details!

Known issue: Sometimes, loadouts don't properly change when the player attempts to do so.
Post edited by terramak on
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Comments

  • terramakterramak Posts: 856 Member, Cryptic Developer Cryptic Developer
    edited January 17
    Release Notes

    Content and Environment
    General
    • Blackdagger Keep: Players may no longer escape the world through a window.
    • Bryn Shander: Several paths blocked by invisible walls now have ice walls to contextualize the blocks.
    • Cutscenes can now be skipped in the following maps:
      • Death Forge
      • Lair of Lostmauth
      • Malabog's Castle
      • Phantasmal Fortress
      • Temple of the Spider
    • Enemies in instanced quests with NPC followers now properly leash (return to their spawn point) when the player character dies.
    • House of the Crocodile: Various issues in the second-to-final room with the world going invisible have been addressed.
    • Icewind Dale: Revives now consistently count toward the PvP Campaign goal.
    • Lore for Spli-Ti now properly shows up under the Chult heading, rather than Blackdagger Ruins.
    • Mantol-Derith: Drizzt no longer stops for players or companions who stand in his way.
    • Maze Engine: Defense of Gauntlgrym: Companions no longer get stuck behind collision after the final cutscene.
    • Merchant Prince's Folly: The moon is no longer quite as bright.
    • Neverdeath Graveyard: In the Ghost Stories instance, there is no longer a weird extension of invisible collision from the bridge.
    • Pirates' Skyhold: Several collision issues have been addressed.
    • Prophecy of Madness: The phase timer now properly, consistently resets when advancing to Phase 2.
    • Protector's Enclave: Loadouts can now properly be swapped in the Trade of Blades.
    • Reclamation Rock: The Heroic Encounter, Protect the Merchant, now consistently continues when all waves are defeated.
    • River District: Guards and golems now more consistently leash when appropriate.
    • River District Unveiling: The timing on this cutscene has been improved.
    • Sea of Moving Ice: An inescapable hole in the ground has been covered up.
    • Sharandar: Certain flowers no longer have collision.
    • Various floating objects and other cosmetic environment issues in many maps have been addressed.
    • Various typos have been fixed.
    • Whispering Caverns: Crane handles now show visual effects when they break.
    Achievements
    • Icespire Mountaineer: This achievement had been made impossible to complete a long time ago, and is now properly removed from players' achievement lists.
    • Polices Drunk Orcs: This achievement was never possible to complete, and is now properly removed from players' achievement lists.
    • Scrying Gauntlgrym: This achievement had been made impossible to complete a long time ago, and is now properly removed from players' achievement lists.
    Dungeons and Trials
    • Assault on Svardborg
      • Jarl Storvald's health bar no longer displays during phases where he cannot be targeted.
      • The "Gather Your Party" circle now properly fires when all players in the map are inside the corral, rather than requiring 10 players regardless of how many are in the map.
      • When the manticores fly away, they now consistently reappear the next time they're needed, rather than being invisible.
    • Demogorgon
      • Appropriate credit is now granted when Goristro is defeated quickly.
      • Dragonborn who touch the barrier before the beginning of the fight are no longer teleported back to the dais.
      • Upon reaching Gold rank, the trial now advances to the next phase.
    • Fangbreaker Island
      • The Hati encounter no longer becomes stuck if a player dies and releases at a specific time.
      • The quest path now properly continues forward after defeating the Dragon Turtle.
    • Tiamat
      • Defeating one of Tiamat's heads too quickly no longer prevents the trial from being completed.
      • When defeating Tiamat's heads, success is now determined immediately rather than after the defeat animation.
    • Tomb of the Nine Gods
      • Ambient occlusion looks a bit better in Ras Nsi's room.
      • Players no longer respawn at a distant campfire when releasing during Ras Nsi's fight.
    • Cragmire Crypts no longer has a large patch of unlit flooring.
    • Spellplague Caverns (Master): Kabal should no longer display a low-rez model when appearing in his boss cutscene.
    Stronghold
    • The statue bases near the back of the guild hall are now more symmetrical.
    Future Event Fixes
    • The fishing vendor in the Winter Festival map now pays full price for sold items.
    • The merchants being escorted during the Protector's Jubilee no longer return to their previous position after an encounter completes; instead, they start moving forward again.

    Combat and Powers
    Artifacts
    • Tome of Ascendancy
      • Fireforged now grants the correct damage bonus per rank.
      • Fireforged now properly grants its defense bonus when applied.
      • The Illusion debuff now properly applies to affected enemies.
      • The Illusion debuff now properly reduces damage resistance, rather than increasing it.
      • The tooltip has been cleaned up a little.
    • Off-hand Artifact Powers: Older artifact off-hands for Fighters will now show "Steel Resolve/Steel Grace" in the tooltip for the powers that buff Steel Resolve and Steel Grace.
      • Newer artifact off-hands will show the specific power's name, as appropriate.
    • Mirage: This artifact weapon set's Clones can no longer trigger effects from Enchantments or Class Feats.
    • Symbol of Air: This artifact's cooldown is now properly reduced at higher ranks.
    • Wheel of Elements: The bonus Fire damage from this artifact's Fire buff is no longer doubly reduced by level differences between the player and enemy.
    • Wheel of Elements: The animation lockdown on this power has been shortened.
    Boons
    • Chult: This campaign's boons now give the expected item level values.
    • Cloaked Ascendancy: Aura of Despair has been renamed to Demoralize, pending litigation from Scourge Warlocks for their feat of the same name.
    • Cloaked Ascendancy: Aura of Hope now properly lasts for 10 seconds, and properly works on nearby allies.
    • Cloaked Ascendancy: Planar Vitality now mentions its 10-second cooldown in its tooltip.
    • Icewind Dale: The Cold Shoulder effect is now properly consumed when it pops.
    • Icewind Dale: The final tier of boons now properly grays out when one is selected.
    • Maze Engine: Displace Fate no longer shows the Bloodtheft visual effect.
    • PvP: Tactical Redeployment now properly grants its Run Speed bonus of 25%, up from 20%.
    • Tyranny of Dragons: Dragon's Thirst now properly shows the correct percentage of 4/5/6%.
    Edit 2018-01-16: Fixed missing word in Tactical Redeployment line.
    Post edited by terramak on
  • terramakterramak Posts: 856 Member, Cryptic Developer Cryptic Developer
    edited January 18
    Combat and Powers, pt. 3
    • Scourge Warlock
      • Brood of Hadar: All ticks of this power now properly apply Creeping Death.
      • Brutal Curse now increases Tyrannical Curse's damage debuff by 2/4/6/8/10%, in addition to Warlock Curse.
      • Creeping Death: Damage has been increased to 75% (up from 60%).
      • Critical Promise: Damage has been reduced to 4/8/12/16/20% (down from 10/20/30/40/50%), but now scales with buffs / Power.
      • Daughter's Promise: The damage dealt from this power now scales with power/buffs.
      • Dreadtheft: This power has been updated. It now ticks twice per second, lasts up to 6 seconds, and its damage per tick has been significantly increased.
      • Dreadtheft now procs weapon enchantments on every tick.
      • Fiery Bolt: The Curse-Synergy of this power should now be based off the target it hits.
      • Flames of Empowerment: This power now properly improves when buffed by Artifact Off-hand powers.
      • Immolation Spirits should now correctly deal increased damage to targets affected by Warlock's Curse.
      • Killing Curse: Damage has increased to 5/10/15/20/25% (up from 3/6/9/12/15%), and now scales with buffs / Power.
      • Killing Curse: An issue where this feat was dealing less damage than intended has been addressed.
      • Lesser Curse now keeps its tick timer when replaced. (Example: If it dealt damage 1.0 seconds ago, and a warlock re-applies it, it will deal damage 0.5 seconds from now instead of 1.5 seconds from now.)
      • Murderous Flames: The damage dealt by this power is no longer doubly reduced by level differences between the player and enemy.
      • Pillar of Power can now critically strike.
      • Pillar of Power: This now grants half of its normal buff value to allies who stand in it.
      • Power of the Nine Hells: This no longer increases Pillar of Power's buff value for allies.
      • Soul Scorch: The total damage dealt by the DoT portion of this power should now match the initial hit.
      • Tyrannical Curse now increases damage by 25%, increased from 20%.
      • Tyrannical Curse no longer has reduced effectiveness against level 73 enemies.
      • Tyrannical Curse: The damage done from this power should now correctly scale with Armor Penetration.
      • Vampiric Embrace: When consuming a Curse, this power now properly provides Temporary HP.
      • Wraith's Shadow should now correctly deal increased damage to targets affected by Warlock's Curse.
    • Scourge Warlock - Temptation Feat Update
      • Dev Note: We're hoping to make Temptation viable once more in the endgame environment. These changes, combined with the various class changes above, should hopefully get us closer to that goal.
      • Hope Stealer: Tooltip has been updated.
      • Dark Revelry: Tooltip has been updated.
      • Dark Revelry: This buff can now be refreshed while active.
      • Aura of Cruelty: Now also grants 10% Life Steal Severity.
      • Aura of Despair: Now also causes enemies to take 5% increased damage.
      • Darkness: Now causes enemies to take 10% increased damage from you.
      • Darkness: Tooltip updated to mention Harrowstorm (functionality unchanged).
      • Eldritch Momentum: This feat has been reworked and now triggers when a daily power is used.
      • Eldritch Momentum: Now gives you, and nearby allies, 3/6/9/12/15% of your stamina when a daily is used.
      • Eldritch Momentum: Now gives you, and nearby allies, combat advantage for 4/5/6/7/8 seconds.
      • Soul Bonding: Allies now deal 20% increased damage to targets affected by your Warlock's Curse.
      • Soul Bonding: Now passively grants 10% Life Steal Chance.
      • Soul Bonding: Now causes Warlock's Bargain to heal nearby allies for the full amount.
    • Scourge Warlock - Damnation Feat Update
      • Dev note: While less has changed in this tree, we hope these changes may be enough to make Damnation more viable.
      • Ghastly Commander: Damage has been increased to 3/6/9/12/15%.
      • Ghastly Commander: Lifesteal Chance has been increased to 1/2/3/4/5% (up from 0.4/0.8/1.2/1.6/2.0%).
    • Trickster Rogue
      • Duelist's Flurry can now trigger weapon enhancements with each hit against the target.
      • Gloaming Cut: This power's tooltip has been updated to clarify its functionality. Functionality has not changed.
      • Impact Shot now deals approximately 20% more damage.
      • Impact Shot now calculates based on the correct amount of charges left; it had previously thought the player had fewer charges than they actually did.
      • Oppressive Darkness: An issue has been fixed where the rank-up values were providing much more damage than intended. To compensate for this change, the base damage has been increased, and this power now scales with player stats.
      • Path of the Blade can now proc the Lostmauth's Vengeance effect.
      • Path of the Blade now procs weapon enchantments on the first hit only.
      • Path of the Blade now deals an extra tick of damage.
      • Path of the Blade now hits up to 5 targets, increased from 3.
      • Razor Action now has a 30' radius at rank 1, and no longer increases by 5' per rank.
      • Razor Action no longer deals Piercing damage.
      • Razor Action now scales with buffs / Power.
      • Razor Action: The artifact off-hand bonus for this power has been redesigned. It now increases Damage and Run Speed by 2% for each target hit by Razor Action.
      • Shadow of Demise: This effect now only takes into account the damage dealt by the Trickster Rogue who applied it, even when several are applied at once.
      • Shadowborn: This feat has been changed to the following effect: Whenever you enter stealth, your next encounter or daily power deals an additional 5/10/15/20/25% damage as physical damage.
      • Shadowy Opportunity now deals 10/20/30/40/50% weapon damage, down from 20/40/60/80/100%, but now scales with player stats.
      • Sly Flourish now increases enemy damage taken by 10%, rather than reducing enemy armor.
      • Smoke Bomb now procs weapon enchantments on the first hit.
      • Smoke Bomb now deals an extra tick of damage. Damage for each tick has been reduced to compensate for the extra tick.
      • Tenacious Concealment: This power now grants 20% Stealth Loss reduction and 5% Stealth Regeneration at each rank.
      • Tenacious Concealment: This power no longer grants Stealth Regeneration while taking damage.
      • Tenacious Concealment: Rank 4 of this power should now properly function.
      • Tenacious Concealment: The Artifact Off-hand bonus has been increased to 20% Stealth Loss reduction.
    Companions
    • All Companion powers that taunt should now say so in their power descriptions.
    • Certain companions had more base stats than intended, and have had their stats lowered to match other, similar quality companions.
      • This affects the following companions: Erinyes, Netherese Warlock, Werewolf
    • Companions that teleport behind enemies will no longer teleport behind the Dragon Turtle in Sea of Moving Ice.
      • This affects the following companions: Blink Dog, Mercenary, Owl, Phase Spider, Shadow Demon, Xuna
    • Flying companions now have increased speed while the player is mounted.
    • Hawk and Owl companions now more consistently engage in battle when the player is in range of the enemy.
    • Makos: The tooltip for Meteor Blast is now more accurate to the damage it deals.
    • Shadow Demon: This companion's Active Companion Bonus now respects its 30-second cooldown, and now only affects a single strike.
    • Sprites now follow the player earlier when the player moves out of range.
    • The damage of the Active Bonuses for Lightfoot Thief and Renegade Evoker has been restored.
      • These had been inadvertently lowered in the item level rescaling of Module 11b: Shroud of Souls.
      • The tooltips have been updated to make it clear the damage scales based on your level, not the companion's.
    • Zhentarim Warlock: Hellfire Eruption now correctly deals AoE damage.
    • Zhentarim Warlock: Arcane Warpings has been replaced with Arcane Boost. (This does not affect functionality.)
    Enchantments and Enhancements
    • Feytouched Enchantment: This enchantment no longer procs multiple times from the same power.
    • Transcendent Lightning Enchantment: The Lightning Burst effect can now crit.
    Mounts
    • More mount flourish animations can now be interrupted by movement.
    General
    • Dragonborn Fury: This passive racial power now has a smaller refresh time, so that when new gear is equipped, the power will update sooner with the updated stats applied.
    • Moon Elf, Half Elf, and Half Orc racial powers now have unique icons.
    • PvP: Health potion pickups no longer become unusable for the rest of the match if a stealthed rogue runs over them.
    • Several control powers have been adjusted to properly respect control resistances.
    • Versatile Defense (Human): This passive racial power now has a smaller refresh time, so that when new gear is equipped, the power will update sooner with the updated stats applied.
    Edit 2018-01-16: "Oppressive Damage" corrected to "Oppressive Darkness"
    Post edited by terramak on
  • rickcase276rickcase276 Posts: 985Member, NW M9 Playtest Arc User
    Is the title of the thread right? Or did we go back to Sword of Chult?
  • obsidiancran3obsidiancran3 Posts: 1,034Member Arc User
    Might want to change the heading to Lost City ;)
  • terramakterramak Posts: 856 Member, Cryptic Developer Cryptic Developer
    Hah, thanks! Buried in patch notes and totally forgot to fix the title.
  • terramakterramak Posts: 856 Member, Cryptic Developer Cryptic Developer
    edited January 13
    Art and Effects
    Animation
    • Armored Griffon no longer shows up as a regular griffon during the summon animation.
    • Cancelling the Bulette mount spawn-in no longer leaves the player buried halfway into the ground.
    • Jumping as a Hunter Ranger no longer incorrectly causes weapons to appear in the character's hands.
    • Kenku Archer: This companion now properly draws their bow at appropriate times.
    • Skeleton Archers no longer run around with an arrow in their hand.
    • The "Heart Shape" emote now has visual effects.
    • The "Sleep on Floor" emote now has visual effects.
    • Various lion, manticore, and griffon animation issues have been addressed.
    Character Art
    • Bulette: This mount is no longer significantly smaller than usual during its summon and combat power animations.
    • Catapults no longer shrink suddenly when destroyed.
    • Dragonslayer Boots now properly display on female characters.
    • Griefstone Circlet now properly displays on female characters.
    Visual Effects
    • Baphomet: The warning effect of Wall of Stone now lasts 2 seconds, down from 2.5, to match the time the power takes effect.
    • Campfire ground effects no longer have a chance to crawl up walls.
    • Conjured Horse: Snowflakes no longer show up in the summon effect of this mount.
    • Eye of the Giant: Ranks 1-3 of the activated power now use the proper color visual effect.
    • Many ground effects have had minor optimizations to improve performance.
    • Protector's Enclave: The visual effect of the major invocation area no longer clips through the ground.
    • Smoke pillar environmental effects should no longer draw over power effects.
    • Stormraider Clydesdale: The summon effect now properly includes a portal.
    • The damage indicator that follows players for enemy powers such as Storvald's "Hailburst" has been visually updated to be easier to spot.
    • The soak damage indicator used for enemy powers such as Drufi and Storvald's "Hypothermia" has been visually updated to be easier to spot.
    • Yeth Hound: The eye glow no longer disappears when the camera is close.
    Class Powers
    • Control Wizard
      • Ray of Enfeeblement (Spell Mastery): When enemies move, the visual effect of this power no longer stays behind.
    • Devoted Cleric
      • Guardian of Faith: The animation no longer pops after the cast.
    • Hunter Ranger
      • Plant Growth: The animation no longer shows a bowstring and arrows.
    • Oathbound Paladin
      • Bond of Virtue should now appear more consistently on uneven surfaces.
    • Scourge Warlock
      • Gates of Hell: The ground effect of this power no longer has a chance to draw long lines that stretch away.
      • Pillar of Power: The ground effect of this power should be less likely to obscure warning effects, and no longer flickers.

    Foundry (once it's back up and running)
    General
    • The Chult intro map, Heart of Darkness, is now available for use in Foundry quests.
    • Port Nyanzaru is now available for use as an instanced map in Foundry quests.
    • Various Chult instances have been added for use in Foundry quests.
    • Various Chult props have been added for use in Foundry quests.

    Graphics, Performance, and Stability
    General
    • A small memory leak in the Zen Market has been addressed.
    • Improvements have been made to game performance while a large number of characters are on the screen.
  • putzboy78putzboy78 Posts: 1,754Member, NW M9 Playtest Arc User
    edited January 13
    terramak said:

    Items and Economy

    • Campaign tasks to create keys now award a key instantly, then go on cooldown.
    An 8 day cooldown, WTF
    terramak said:


    Icy Rays now properly procs weapon enchantments.
    Oppressive Force now properly procs weapon enchantments.
    Steal Time now properly procs weapon enchantments.
    These belong under cw not dc

  • rjc9000rjc9000 Posts: 1,763Member, NW M9 Playtest Arc User
    terramak said:


    The Damage Dealt buff from Break the Spirit is now 20%, reduced from 30%.
    I know this is semantics at this point... but the damage buff is actually 21% with 3x Emp stacks, rather than 20%.
  • silverrrrrrrsilverrrrrrr Posts: 37Member Arc User
    Overall, awesome. I expected the DC nerfs to be much worse, so it was a bittersweet surprise. I think this might be the mod where I am disappointed with the least amount of things. :tongue:
    Leader of Heralds of Lurid Dusk

    Devoted Cleric | Great Weapon Fighter

  • theycallmetomutheycallmetomu Posts: 1,459Member, NW M9 Playtest Arc User
    I note that the change to how weapon enchantments work hurts not AOE characters so much as DoTs. Like Conduit of Ice and Icy Terrain. Which I guess is fine; Lightning works against lots of targets which is how it's supposed to work.
  • wizzy#0870 wizzy Posts: 20Member Arc User
    edited January 15
    Bugs with Control Wizard:

    - Storm Spell doesn't follow the players crit chance.
    - Shatter doesn't follow the player's crit chance.
    - Steal Time does not proc weapon enchants.
    - Icy Rays does not proc weapon enchants.
    - 3rd cast of Chilling cloud (The AOE part) does not prco weapon enchants. 1 and 2 do.
    - The 3/4/5 hit of Magic Missiles do not proc weapon enchants per hit. For some reason they only proc them once for 3 hits.
    - Storm Pillar's Arc isn't able to crit.
    - If Shatter (Capstone in OP tree) is able to crit, shouldn't Assailiant (Cap stone in Thaum Tree) be able to crit as well?


    CW is going to need some buffs to replace the multi procing weapon enchants. Allowing Storm spell to crit is great, but doesn't replace the 20%+ damage they have lost.
    Post edited by wizzy#0870 on
  • zerappuszerappus Posts: 57Member Arc User
    Bugs:

    - Level 70 XP overflow reward is infinite/recurring. It keeps giving rewards (not checking if it's really infinite).
    - Level 70 XP gain is too high.
    - Hunter Ranger encounter Cordon of Arrow seem to be broken. Often hits 1 mob with no control effects. They were only supposed to fix the ranged non-crit. This state is far worse than live. Please revert back to live version. Also, somehow it's now insta-cast instead of having a delay (just pointing it out, that it could be a reason why it's broken ).
    - Tyrant/Pilgrim bows/axes are scaled too small (like cupid bow/tiny pickaxe small ).
    - Spellflinger offensive effect ring has defensive slots.
    - So far no Companion pack shown in new Lockbox ( judging from Resurgence box ). Companion upgrade tokens are far too essential to be removed. It's been replaced by a new pack.
    - Lost Artifact pack is also holdover from last Lockbox. There is already a glut of green/blue/purple Soulsight Artifacts. Hopefully just an oversight. It's completely inane and unnecessary.

  • c3rb3r3c3rb3r3 Posts: 225Member Arc User
    edited January 13
    terramak said:


    Great Weapon Fighter

    Come and Get It: This power now shows a buff icon when used.
    Come and Get It: This power should now correctly apply on all appropriate powers.
    Mighty Blade now increases damage dealt when striking more than one enemy.
    Mighty Blade now grants 2/4/6/8/10% increased damage, down from 2.5/5/7.5/10/12.5%.
    Punishing Charge now has all 4 charges for each rank.
    Slam can now critically strike.
    Steadfast Determination: The amount of Determination gained through this Class Feature has been tripled.
    Steadfast Determination: The artifact off-hand bonus has been increased to 10%, up from 3%.
    Wicked Strike: The Artifact Off-hand bonus for this power should now correctly apply to the player.

    While some changes are appreciatied, it's still far from enough for others paths/some powers

    Come and Get it : as long as it deals no damage, it will not be worth at all taking (damage boost too low, Hidden Daggers way way better)
    Slam : great.
    Punishing Charge : lack of damages.
    Steadfast : I can only see its use in paths that are not destroyer, but they're not worth.

    You should have gone further with the changes. Changing one power will not make a path more attractive if what's around is bad.

    Right now what's needed to be changed/buffed are :

    - feat : Instigator's Vengeance, Nimble Runner, Crippling Strike, Stunning Flourish, Instigator's Vengeance, Grudge Style, Sentinel's Aegis.

    - powers : both reaping strike, restoring strike, mighty leap, not so fast, punishing strike and grand fissure heavily lack damages.
    Post edited by c3rb3r3 on
  • darthtzarrdarthtzarr Posts: 1,000Member Arc User
    terramak said:

    Geas: The Divine version of this power no longer has a baked-in diminished duration when cast successively on the same target. The effect still respects diminishing returns in PvP.

    This is the only change listed for Geas, but the tooltip contains a much bigger change to this power.

    Signature [WIP] - tyvm John

  • mynaammynaam Posts: 685Member, NW M9 Playtest Arc User
    I have not been as disappointed in a mod's patch notes as this one. I really hope that it is something that groes on you but not sure about that this might lead to more exodus at mid level players


    I really hope I am wrong
    Not All Players are end game there are NO PLAYABLE content for mid level players- Great idea to give pack for loweril when they do mod 14 intro mission
    Thank you for removing il from pvp boon
    Mod 14 hunts are really fun to do. Thank you
    Dungeons should not be a DPS race like TONG
    Thank you for CW NERFS in mod 13



  • kalina311kalina311 Posts: 1,338Member, NW M9 Playtest Arc User
    edited January 13
    @terramak said

    Several backend changes have been made to the queue system. As a result, the accept / decline popup will appear before the "Waiting for Map" step.

    What is the net effect of this adjustment ? what problems does this attempt to solve with the pvp Queue ?
  • arcanjo86arcanjo86 Posts: 726Member, NW M9 Playtest Arc User
    @terramak will the fashion tab have extra slots item to buy to increase the number of slots? will we be able to have more than one type of the same fashion in case we want to color it with different color?
  • mynaammynaam Posts: 685Member, NW M9 Playtest Arc User
    When you random q to a dungeon please do not load the party before you accept. you can clearly see a group is in mps/fbi and then just decline. if this does not happen more will join these groups
    Not All Players are end game there are NO PLAYABLE content for mid level players- Great idea to give pack for loweril when they do mod 14 intro mission
    Thank you for removing il from pvp boon
    Mod 14 hunts are really fun to do. Thank you
    Dungeons should not be a DPS race like TONG
    Thank you for CW NERFS in mod 13



  • gromovnipljesak#8234 gromovnipljesak Posts: 855Member Arc User
    These are awesome. I'm glad that every class that needs something is getting it. Also, it's a lot of text so I didn't notice - does Slam proc enchants now?
  • murphyvamurphyva Posts: 31Member Arc User
    will the templock be considered as a healer when I queue with it ?
  • random1selfrandom1self Posts: 31Member Arc User
    Will the sw fury feats being upgraded/buffed show the that they are being buffed by power and what their current value is?
  • fdsakhfduewhfiuffdsakhfduewhfiuf Posts: 548Member Arc User
    "Character Sheet - Stats"

    After copying a level 70 character from live server to preview server I had less stats.

    Defense, critical strike chance and severity, resistance ignored, etc.

    Is this a bug or intended?
  • fdsakhfduewhfiuffdsakhfduewhfiuf Posts: 548Member Arc User
    R.I.P. Lightning Enchantment - at least for a CW it no longer seems to be an option.
  • wilsonekpolskawilsonekpolska Posts: 7Member Arc User
    edited January 13
    Hi, i want ask about this Mark: This power can now properly be used while swinging with Weapon Master's Strike. bcs this dont work :( @terramak can u explain :) bcs for now dont dont work :pensive:
    Post edited by wilsonekpolska on
  • michela123michela123 Posts: 257Member Arc User
    edited January 15
    terramak said:

    Combat and Powers, pt. 2

    The feat, Weapons of Light, no longer stacks while multiple Clerics are present. The strongest version of this feat will apply.
    They still stack.
    terramak said:

    Combat and Powers, pt. 2

    Exaltation no longer stacks when multiple clerics cast it on the same target.
    ... but most important of all, now it has a debuff icon!

    Anyway it still stacks if a DC uses it on himself and then gets buffed by another DC, but it does not stack if two clerics use it on a third character.
    terramak said:

    Combat and Powers, pt. 2

    Hastening Light: This class feature can no longer incorrectly proc while it isn't slotted.
    In the October bugfix thread you claimed to have fixed Anointed Army/Flame Strike triggering Hastening Light twice (this bug only occurs if you hit enemies with these dailies). It's not fixed though.

    We've been reporting this bug for more than one year...


    This tooltip is wrong, the range is 50'.
    Post edited by michela123 on
  • drko44drko44 Posts: 3Member Arc User

    Genie's Gifts can now purchase currencies for the Maze Engine and Storm King's Thunder.


    where? I cant find the relic vendor in those areas

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