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Undermountain Preview Patch Notes: NW.110.20190311b.3

terramakterramak Posts: 947 Member, Cryptic Developer Cryptic Developer
Release Notes
Note: We may have included patch notes for issues that were never present on Preview.
Note: This is not an all-inclusive list of fixes, but a snapshot of the many fixes we've made.



Content and Environment
General
  • Numerous fixes across a number of maps.
Catacombs
  • Skill nodes have been populated throughout the Catacombs.

Combat and Powers
General Combat
  • Artifact Powers: Removed accidental added artifact power slots to practice weapons
  • Paralyze: The negative condition "Paralyze" may now be removed by spells which cleanse negative effects.
  • Paralyze: The initial application of paralyze can be avoided by being immune to control, and including blocking. It is no longer possible to block the individual stuns that occur once paralysis has already been applied by blocking.
  • Power tooltips have been updated to not include arc or radius if they are simple melee powers.
Classes and Balance
General
  • Damage reduction granted from Path of the Vanguard, Oath of Protection, and Will of the Sentinel has been decreased to 10%, down from 30%.
  • Hit points shielded by all tanks "block" mechanics has been reduced to 50% of maximum hit points, down from 100%.
  • Maximum hit points of all tanks has been increased.
  • Path of the Vanguard, Oath of Protection, and Will of the Sentinel now grant a 40% increase to maximum hit points.
Barbarian
  • Power Icons have been added.
  • Spinning Strike did now correctly makes the barbarian immune to control effects.
  • The radius of Not So Fast has been increased to 15', up from 13'.
Barbarian (Blademaster)
  • Axestorm's damage magnitude has been reduced to 480 from 1000, as the power was mistakenly given a damage value as if it were a single target power.
  • Axestorm would now correctly orients up slopes to hit enemies above the Barbarian.
  • Bloodspiller has been adjusted to only deal a small portion of the damage dealt to the target back to the Blademaster.
  • Relentless Slash no longer gives two stacks when switching in and out of Battlerage mode.
Barbarian (Sentinel)
  • Primal Fury now properly generates rage like a standard encounter power, and as a result, now appears to cost more rage.
  • Sentinel Barbarian no longer deals significantly more damage than expected.
Cleric
  • Chains of Blazing Light no longer incorrectly hits targets outside its target circle.
Cleric (Devout)
  • Primed Divinity now increases divinity regained per tick by 50% (up from 33%) after channeling for 5s (down from 6s.)
  • Repeated Blessings now properly causes Bastion of Health to extend the duration of Healing Word.
  • Sun Burst now properly has a target cap of 15, increased from 5.
Cleric (Arbiter)
  • Heavy Sun correctly grants additional stacks of judgement.
  • Heavy Sun now grants Radiant Judgement, changed from Burning Judgement.
  • Searing Light’s width has been increased to 8', up from 2'.
Fighter
  • Bladed Rampart: The damage of this power has been reduced to match its tooltips.
  • Dig In no longer erroneously restores the fighter's stamina to full all at once.
  • Dig In now grants the fighter a 10% reduction to damage taken and nullifies combat advantage.
Fighter (Dreadnaught)
  • Reaving Strike's tooltip has been updated to indicate that it may hit multiple targets.
Paladin
  • Paladin Feats now have icons.
Paladin (Justicar)
  • Crusader's Charge no longer shows a positive condition icon on the HUD.
  • Divine Palisade is now a power that is maintained for 60 Divinity a second, functions like a normal block but also reduces damage taken by you and allies behind you by 10%.
Paladin (Oathkeeper)
  • Paladin now gains control immunity while channeling the daily Sanctuary.
Ranger (Hunter)
  • Aspect of the Lone Wolf will now properly cap at 10 enemies instead of only 5.
Rogue
  • Sneak Attack now properly adjusts cooldown rate while in stealth.
  • Stealth Tooltip now shows the Steal Cost countdown, that will decrease as stealth is active.
Warlock
  • Consuming Action: This power's range is now shown in its tooltip.
  • Blades of Vanquished Armies: Daggers flung by this power no longer refresh or apply Curse.
  • Brink now shows its incoming healing boost on the character sheet.
  • Fiery Bolt now shows its radius in its tooltip.
  • Fiery Bolt: This power now properly explodes when it hits a cursed target.
  • Hellish Rebuke now shows its debuff.
  • Pillar of Power tooltip has healing over time effect added to it.
  • Pillar of Power: This power's tooltip now shows its Heal Over Time effect.
  • Shadow Walk now properly shows its movement speed increase on the character sheet.
  • Soul Burn is no longer classified as a paragon power.
  • Soul Burn now lists its magnitude in its tooltip.
  • Soul Burn: This power now properly displays as a class mechanic in the Powers window.
  • Transfusion Tactics should now trigger off of the proper powers.
  • Vampiric Embrace now properly grants all the Temporary Hit Points it should.
  • Vampiric Embrace now properly spawns a soul puppet.
Wizard (Thaumaturge)
  • Cataclysm has been reworked into Fireball.
  • Fireball is no longer a cone. Fireball now targets a specific enemy and deals damage to that enemy and all enemies within 15'. (20' if used with spell mastery.) Damage and additional effects remain identical to Cataclysm.
Characters
  • The Moon Elf race now properly provides the expected boost to AP and Stamina Gain.
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Comments

  • burnthelamb#6611 burnthelamb Posts: 7Member Arc User
    Thank you for the notes. Looking forward to testing the changes.
  • kiraskytowerkiraskytower Posts: 426Member Arc User
    edited March 22
    terramak said:

    Companions

    • Cleaned up companions that were still doing debuffs in their normal rotations
    • Certain companions no longer incorrectly have debuffs in their normal rotations.
    Does this mean that companions like the Chultan Tiger, Sellsword and Yojimbo have lost the debuffs they currently have in Mod 15?
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  • userutf8userutf8 Posts: 270Member, NW M9 Playtest Arc User

    terramak said:

    Artifact Powers: Removed accidental added artifact power slots to practice weapons

    Can we have this accidental addition remain permanent please? There is no reliable way to test these otherwise.
    It was a lucky accident, though. Why would you remove it?
    ABSOLUTE
  • lowjohnlowjohn Posts: 1,031Member, NW M9 Playtest Arc User
    terramak said:


    Weathered Mithral Crucibles now exchange for reasonable amounts of Asset Exchange Credit.
    I love you.

    (Any chance of this making it into live pre-mod-16? I've been holding those since November.)
  • thefabricantthefabricant Posts: 4,906Member, NW M9 Playtest Arc User

    terramak said:

    Companions

    • Cleaned up companions that were still doing debuffs in their normal rotations
    • Certain companions no longer incorrectly have debuffs in their normal rotations.
    Does this mean that companions like the Chultan Tiger, Sellsword and Yojimbo have lost the debuffs they currently have in Mod 15?
    Yes it does @kiraskytower.
  • foxxy#4211 foxxy Posts: 509Member, NW M9 Playtest Arc User
    edited March 22

    terramak said:

    Companions

    • Cleaned up companions that were still doing debuffs in their normal rotations
    • Certain companions no longer incorrectly have debuffs in their normal rotations.
    Does this mean that companions like the Chultan Tiger, Sellsword and Yojimbo have lost the debuffs they currently have in Mod 15?
    Yes
  • vordaynvordayn Posts: 1,277Member, NW M9 Playtest Arc User
    edited March 22
    terramak said:


    Wizard (Thaumaturge)

    • Cataclysm has been reworked into Fireball.
    • Fireball is no longer a cone. Fireball now targets a specific enemy and deals damage to that enemy and all enemies within 15'. (20' if used with spell mastery.) Damage and additional effects remain identical to Cataclysm.
    Woohoo!!! =) I can now fling fireballs to my Thaumaturge's heart's content . I can't wait to try this out.

    Might be trying my luck here ... but any chance of reworking Sudden Storm into a linear AoE Lightning Bolt with it becoming Chain Lightning on Mastery? (e.g. it arcs off to two other targets for lesser magnitude of the original blast within a 50' zone if on the Spell Mastery slot). That would be awesome and make playing both the Arcanist and Thaumaturge fun to play.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • hercules125hercules125 Posts: 427Member Arc User
    Hmm, so no improvements in dps for HR, and no improvements for OP survivability while solo. Guess I wait for the next patch.
  • kythelion#3210 kythelion Posts: 252Member Arc User
    edited March 22
    @hercules125, Noworries said in Ranger it would be in this patch. It just might have been missed in the notes. I'd say go try it out.
  • vordaynvordayn Posts: 1,277Member, NW M9 Playtest Arc User
    terramak said:


    • Cataclysm has been reworked into Fireball.
    • Fireball is no longer a cone. Fireball now targets a specific enemy and deals damage to that enemy and all enemies within 15'. (20' if used with spell mastery.) Damage and additional effects remain identical to Cataclysm.
    OK, so I'm officially loving this change to Cataclysm. Fireball just feels 'right', the animation looks good, the fluidity (it has a bit of a build-up casting, but the impact makes up for it) is good, the Spell Mastery ability (more spells, if not all, should have a Spell Mastery effect IMHO) makes it a good choice for our Spell Mastery slot.

    Very happy about this change. Thanks @terramak and team!
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • majorcharvenakmajorcharvenak Posts: 778Member Arc User
    Still nothing on the Paladin as for what the Oathkeeper's (please change to something like Warpriest or another name) Oath of Devotion will do or when it will no longer be temporarily disabled?
    ~Shia~

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    Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
    Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
    Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator

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  • wizardlvl80#5963 wizardlvl80 Posts: 519Member Arc User

    terramak said:

    Companions

    • Cleaned up companions that were still doing debuffs in their normal rotations
    • Certain companions no longer incorrectly have debuffs in their normal rotations.
    Does this mean that companions like the Chultan Tiger, Sellsword and Yojimbo have lost the debuffs they currently have in Mod 15?
    Wow.

    This really looks like game is going into maintenance mode. Good changes with HP and damage on tanks though.
  • obsidiancran3obsidiancran3 Posts: 1,823Member Arc User

    Hmm, so no improvements in dps for HR, and no improvements for OP survivability while solo. Guess I wait for the next patch.

    How is a 20% damage boost and 40% HP boost not going to improve your survivability in solo play?

    Not that there were any problems outside of bugs and other things not performing as expected.
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  • nisckisnisckis Posts: 556Member, NW M9 Playtest Arc User
    Vampiric embrace doesn't spawn a soul puppet now
  • kaudilhokaudilho Posts: 68Member Arc User
    @terramak wasn't hr melee weapons change going to this patch too?
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  • hercules125hercules125 Posts: 427Member Arc User

    Hmm, so no improvements in dps for HR, and no improvements for OP survivability while solo. Guess I wait for the next patch.

    How is a 20% damage boost and 40% HP boost not going to improve your survivability in solo play?

    Not that there were any problems outside of bugs and other things not performing as expected.
    I've searched several times, where is there any mention of a 20% damage boost? And considering they said earlier that HR's were doing HALF what they where supposed to, is 20% supposed to thrill me?

    40% more HPs is nice, but its also accompanied by a nerf to the percent of damage reduction, I'll reserve judgement on that one...

  • drrrakodrrrako Posts: 7Member Arc User
    Please give me back my 5k zen for two yojimbo! ))))
  • bayaz#7892 bayaz Posts: 62Member Arc User
    The next run of the tales of old event can be testet on preview too.

    I will definetly give it a try tomorrow.

    And since my main is CW: THANKS for the fireball. Love it!!
    Beware of he who would deny you access to information, for in his heart he dreams himself your master
  • kopros666kopros666 Posts: 52Member Arc User
    terramak said:


    Companions

    • Cleaned up companions that were still doing debuffs in their normal rotations
    • Certain companions no longer incorrectly have debuffs in their normal rotations.
    • Several companion powers that were incorrectly limited to the Utility slot have been reclassified.
    Dancing shield still reduces 20% of the enemy's defense.
  • drakkon5drakkon5 Posts: 39Member, NW M9 Playtest Arc User
    Fiiiireeeeebaaaaaaall Nice! =)
  • fdsakhfduewhfiuffdsakhfduewhfiuf Posts: 583Member Arc User
    Enchantments still give different values in different zones.

    Any explanation whether this is intended behavior or a bug would be greatly appreciated.
  • auron#6793 auron Posts: 256Member Arc User
    edited March 23
    why has the damage blocked been reduced to 50%? It should still be 100% imo since it onle blocks in front

    just currious as to the reasoning behind this.
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  • maruda#1373 maruda Posts: 157Member Arc User
    Fire ball have soo long cast time, like a steel time...
  • haruna742haruna742 Posts: 17Member Arc User
    Warlock soulweaver still needs a small buff for the spark gain :(
  • darkzod#9528 darkzod Posts: 26Member Arc User
    It's amazing where the developers put their priority. The Rangers are really neglected. PS: I do not play a ranger. But I notice it and I think it's sad.
  • bayaz#7892 bayaz Posts: 62Member Arc User
    edited March 23

    why has the damage blocked been reduced to 50%? It should still be 100% imo since it onle blocks in front

    just currious as to the reasoning behind this.

    Since Tanks get 50% more HPs, we should get a overall increase of 5%

    Before the patch:
    100% HP +100% block=200% effect

    Now:
    140% HP + 70% block (half of the new ammount)=210% effect

    Plus HP are not dircetet. I have not tried/testet this, but it looks good on paper.
    Beware of he who would deny you access to information, for in his heart he dreams himself your master
  • masterogamasteroga Posts: 255Member Arc User
    So if companions lose defense shred.....wont everyone use augments?
This discussion has been closed.