NotesThese patch notes are not 100% complete. Technical issues are preventing me from looking up the context for certain changes, so a variety of class power changes are not yet reflected below.
HighlightsFrom
The State of Neverwinter: Q & A Stream Recap post:
Enemies
- The health of all enemies (including bosses) has been reduced by 10%.
Enchantments
- All Enchantments and Runestones, aside from Bonding Runestones, have had their item level and stats doubled.
- Enchantments are now affected less by level scaling downward, while gear is affected a little more.
Soloable Content
- All Campaign Zones, and their soloable instances, are no longer scaled by Item Level.
- Challenge Campaigns have been renamed to Legacy Campaigns.
Queued Content
- (Previously done, already live - reviewing difficulty) Most Dungeons and Trials have had their Item Level requirements and scaling targets increased.
- (Not yet implemented) Most events that scaled players to level 60 will scale players to level 40 instead.
Strongholds
- (Partially implemented) The upward scaling on the Stronghold map is being removed; the map is now consistently level 80.
Release NotesContent and EnvironmentUndermountain
- Introductory Quests: One of the cutscenes no longer has a green screen fade.
- Rune Etching: Chaotic: This quest item can no longer be destroyed.
- Terminus: A buried skill node has been removed.
- Twisted Caverns: In a cutscene involving the Alchemist, there's no longer a warning indicator for a non-harmful visual effect.
- Twisted Caverns: The Alchemist can once again be found in case you need to hand something to him.
- Vanrakdoom: The shadowfell transitions now play the appropriate audio.
Undermountain Expeditions
- In most cases, only one Gravemaster can now spawn in an encounter. (There are some exceptions, particularly in 5-player runs.)
Strongholds
- A placeholder plot has been removed.
- Players below level 80 are no longer level-scaled upward while at the Stronghold.
- Ship Crew members no longer appear in place of some guards.
General
- Icewind Dale: The quest, "The Long Night," no longer requires the deprecated Black Ice profession.
- Kavatos no longer inexplicably wanders the ice fields of Bryn Shander.
- Lore from certain rare spawns no longer include placeholder text.
- When fishing in Soshenstar and Sea of Moving Ice, the fishing meter now correctly increases when pulling correctly.
Combat and PowersBarbarian
- A visual issue has been resolved in which the rage meter would deplete in an unpredictable manner when using Battlerage or Unstoppable. The duration of the Unstoppable and Battlerage effects are unaffected.
- Crescendo now properly grants immunity to control effects during its use.
- Resolved an issue wherein Spinning Strike only granted control immunity in a 200 degree frontal arc, instead of from all directions.
- Sentinel
- Sentinel's Slash no longer incorrectly grants more Action Points than expected.
- The feat "Crushing Advance" now properly modifies Savage Advance after Unstoppable is used.
Cleric
- The at-will "Sacred Flame" now deals 70 magnitude damage, up from 65.
- Arbiter
- Channel Divinity and the divinity meter now unlock at level 5, when the Cleric receives their first divinity spending encounter power.
- Daunting Light no longer incorrectly grants two stacks of Burning Judgement.
- Divine Equilibrium no longer shows a buff icon.
- The feat "Focused Light" now increases the damage of daunting light under its effect to 450, up from 400.
- The feat "Perfect Balance" now requires 4 stacks of Burning and Radiant Shift to activate, down from 6.
- The at-will "Lance of Faith" now deals 80 magnitude damage, up from 75.
- The encounter "Forgemaster's Flame" now deals 650 magnitude damage, up from 600.
- The encounter "Prophecy of Doom" has had its duration extended to 12s, up from 10s. Its cooldown has been reduced to 26s, down from 30s.
- The amount of divinity restored by Channel Divinity for the Arbiter has been increased, both the over time restoration and the effect of consuming judgement to restore divinity.
- The divinity cost of Daunting Light has been increased to 200, up from 180.
- The divinity cost of Searing Javelin has been increased to 240, up from 220.
Fighter
- Heavy Slash should now consistently hit certain small targets or targets on slopes.
- Reave should now consistently hit targets on slopes.
- In character creation, the Fighter now shows Dig In instead of Dungeoneering as a sample power.
- Dreadnought
- Prepared Slam: Tremor and Onslaught now properly benefit from the effect of this feat.
- Seethe no longer sometimes causes the camera to shake unexpectedly.
- Seethe: The visual effects for this power have been slightly adjusted.
- The feat "Heavier Slash" may no longer proc off of Heavy Slash itself.
- The feat "Weight of Vengeance" now also decreases the cooldown of Anvil of Doom by 4s.
- The class mechanic "Vengeance" now grants a 20% increase to damage when the Dreadnought is "Vengeful," up from 10%.
- Vanguard
- Determination, when modified by the feat "Perfect Block," can no longer incorrectly have its cooldown modified by recharge speed. This brings it in line with other similar tank powers.
- The visual effects when a target is hit by "Enforced Threat" have been updated to be a bit easier to spot in combat.
Paladin
- Channel Divinity and the divinity meter now unlock at level 8, when the Paladin receives their first divinity spending encounter power.
Ranger
- A typo has been fixed in Binding Arrow.
- Aspect of the Falcon: This power's tooltip has been adjusted to clarify its functionality.
- Enhanced Conductivity: This feat now properly increases the magnitude of Lightning Enchanted Weapon.
- Nature's Envoy: This feat's description has been clarified.
- Oak Skin now properly works with Deft Strikes.
- Plant Growth now uses Weak Grasping Roots.
- Weapon Mastery: This feat now properly grants 5% Critical Chance, up from 2.5%.
- Pathfinder
- Slasher's Mark no longer refers to itself as a Mark effect.
- Warden
- Blade Hurricane: The Flurry effect is now represented with a buff icon.
- Clear the Ground now deals Lightning damage.
- Split the Sky no longer causes two separate debuff icons. It no longer claims it has a defensive lightning effect, but the magnitude of the base attack has increased.
Rogue
- Oppressive Darkness: This class feature now shows its magnitude in its tooltip.
- Whisperknife
- Disheartening Strike now shows its added effect in a way consistent with other powers.
Warlock
- Hand of Blight: The visual effects of this power should more consistently appear.
- As part of the resolution, the first cast now takes a little longer to fire, but its magnitude has increased to make up for this change.
- Warlock's Bargain is no longer usable if the warlock is below 20% health.
- Soulweaver
- Healing encounter powers no longer show a blank cooldown.
- Pillar of Power: This power's buff icon now shows the remaining duration after leaving the circle.
- Some power unlocks have been swapped in order to provide earlier access to healing powers.
- Essence Defiler is now unlocked at level 72, up from 33, while Soul Reconstruction is now unlocked at level 33, down from 72.
- Pillar of Power is now unlocked at level 47, up from 30, while Shatterspark is now unlocked at level 30, down from 47.
- Soul Pact: This power's tooltip has been adjusted to clarify its functionality.
- Soul Scorch no longer shows a blank cooldown field.
Artifacts
- The visual effects for the Manticore Talon now properly display when the power is used.
Boons
- Certain Boons that give bonus HP now properly provide that bonus HP.
Companions
- Companion powers that give bonus currency now properly do so.
- Critical Severity bonus powers now properly function.
- Grung: The power Mesmerizing Chirr now has a debuff icon.
- The following player bonuses have been updated to display the correct stats or companion.
- Aarakocra's Discipline
- Abolethmaw's Presence
- Baby Polar Bear's Instincts
- Dreadwarrior's Insight
- Quickling's Wisdom
General
- Certain powers now properly show the range of their effect in their tooltip.
Comments
Lair of the Mad Mage
- The Bore Worm intro cutscene now properly states the name as two words.
Other Dungeons and Skirmishes- Kessell's Retreat: The black ice spheres used by Akar Kessell now deal less damage.
- Malabog's Castle: Redcaps should now deal less damage.
Trials- Demogorgon no longer periodically backs away from the tank.
- Demogorgon (Normal and Master): Players can no longer be attacked by enemies while watching cutscenes.
- Tiamat: Legion Devils and Erinyes now deal less damage in this trial, while Tiamat's heads now have more health.
- Svardborg: Permafrost created in this encounter is now considered level 70 for combat purposes.
- Svardborg: The manticores have had their health reduced, while Storvald has had his health increased.
- Svardborg (Normal) is now in the Intermediate queue.
GeneralItems and Economy
Artifact Gear
Seasonal artifact gear from Call to Arms and Tales of Old events now scales up to the equivalent of Item Level 980.
Artifacts
- Envenomed Storyteller's Journal: The AP Gain of this item has been reduced across all ranks.
- Symbol of Fire: This artifact should now properly show its cooldown timer.
Collections- Various Endgame gear pages now have more correct information.
Companions- The summon item for the Legendary Knox companion is now properly named "Alphonse Knox" rather than "Sergeant Knox." The epic version is unchanged.
Enchantments, Enhancements, and Runestones- Barkskin Enhancement: The effect now goes away when all stacks are gone, and it no longer says it blocks 1 damage in that case.
- Empowered Runestones now state that their HP gain does not apply to augment companions.
- Tenebrous Enchantments should now function correctly and display their percentage values in their tooltips.
- The damage resistance calculation of Negation and Shadowclad Enhancements has been updated. These should now be a little more effective.
Gear- Orcus' rings no longer show an immense damage value.
- Ring of Sieging: The damage reduction given by this item is now 10%, down from 30%.
- Successor gear now properly has a text-verification prompt when attempting to discard.
- Successor gear: Armor (Body) slot pieces for tank roles now have 50% more Defense and 50% less Armor Penetration.
- The Movement stat has been removed from any remaining gear that had it.
- Valhalla's Rebuke: The effectiveness of this set bonus is now 1% Damage Reduction per stack, down from 3%.
- Various typos have been addressed in item names and descriptions.
Mounts and Insignias- Obsolete Insignias are no longer available via rewards and certain vendors.
Professions- Bibliothol and Reliquary Wax now properly state that they come from Blacksmithing, rather than Weaponsmithing.
- Iron Nails can now properly be produced as a level 16 Blacksmithing or Armorsmithing recipe.
- Outdated profession rewards have been removed from certain packs, such as bounties.
Rewards- Demogorgon (Master): Twisted Ichor now properly drops as expected when Silver or Gold ranks are achieved.
Vanity Pets- The Adorned Mimic vanity pet no longer incorrectly looks like some weird skull-faced guy.
Vendors- Seals of the Crown can now be bought in bulk from the Seals Store.
Zen Market- The Darkmagic Key Bundle and other, older key bundles are no longer available in the Zen Market.
GeneralUser Interface
Campaigns
- Players can no longer get stuck in a state where their campaigns are filtered by options that no longer exist. This fixes players who were already in that state.
Character Sheet- The Current Experience tooltip now properly has a line break after the experience multiplier information.
- The Powers tab now has an indicator if the player has unlocked, unchosen feats.
Companions- A Companion can now be bound if the player already has a lower-rank version of that Companion. When doing so, it will prompt the player that it will delete the lower-rank version of the Companion. Don't worry, no harm comes to the Companion.
- If a player manages to bind two Companions in a row, the first Companion will now be given a default name and the second Companion will properly have a rename prompt.
- Inspecting an unbound Companion now properly shows what powers it will provide.
- The Enter key can now be used to confirm companion name entry.
- The tutorial for the updated Companion experience now function more smoothly with smaller screen sizes and non-standard window placement.
- When binding a Companion, the powers now appear before the rename prompt. Players can now back out of that first prompt without binding the Companion.
HUD- If a player is item level scaled, the enemy's level now displays in a gray-blue shade.
- The Glory Boost indicator can no longer overflow if the player has too much remaining bonus Glory.
- The power tray no longer hovers quite as much above the bottom of the screen by default, now that the XP bar has moved.
Inventory and Gear- Attached Armor Kits and Jewels once again properly display on item tooltips.
- Comparison tooltips no longer appear on Companion Only gear.
- Stacks of high-quality Profession Resources can now be converted to normal-quality resources of the same type, so that they can be used for Masterwork Profession quests.
- To do so, split the stack first, then select the appropriate stack in the inventory, bring up the context menu, and click Convert to Normal Material. The entire stack will be converted.
Queues- Queue descriptions no longer incorrectly refer to Epic Dungeon Chest Keys.
RefinementAnimation, Audio, Character, and Effects
Animation
- Stronghold PvP: Ballistas' animations no longer desync from their actual shots.
Audio- Hellfire Engine: The jumping and landing audio have been improved, along with the in-motion audio.
- Reptilian Wyrmlings no longer make sound at the same volume regardless of distance.
- Slythed Simulacrum: This vanity pet is no longer ultra stompy.
- Several other vanity pets have also been fixed.
- Vanrakdoom: A cutscene in this zone has had its audio re-timed.
- Various audio fixes have been made to player powers.
- Various other audio improvements have been made to the game.
Character Art- The High Paladin, Soul Golem, and Trobriand vanity pets have been updated to look more like the creatures they're based on.
EffectsThe visual effects for the Plague Fire Enchantment, Rank 7 no longer look like the max-rank version.Localization
General
Performance and Stability
General
Small note:
>Orcus' rings no longer show an immense damage value.
When I tested the Orcus rings, they didn't proc *at all*, no matter what I did. I get that their damage tooltip was immense and bad, but I couldn't get ANY Orcus ring to trigger.
When you fixed the tooltip, did you also fix any problems with triggering the effect?
The noisy vanity pets were driving me crazy.
One bug still not fixed : Ranger artifact weapon modification "Enhanced Penetrating Arrows / Storm Strike" affects Aimed Shot / Aimed Strike instead.
Aren't quest items able to be produced in an unusable +1 state? I've avoided using the forgehammer because of this. I hope this change doesn't just affect resources as stated, if so.
Im impatient to ser this live.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Also how about actually doing smth about warlocks? Anything meaningful? I look at sw section and all i see is cosmetic "who cares?" Any reason why only one sw encounter is 400-600 magnitude, rest 200-250 while other dps classes rock nice and easy 400-700? Same for soulweaver that is supposed to be a healer yet cant clean himself or even heal properly. 400 magnitude is best it has while clerics/paladins yet again rock 700-1000. Not to mention you cant even do lair of mad mage with sw healer as 2nd boss leaves no room for sparks regeneration. no sparks = no healing.
Enchantments
Great news and thank you. However people have used rune stones in particular to balance their stats, having exchanged enchantments for them. That means we now have account bound runestones we cant sell, and wont need as with the doubling of stats we will just be pulled well over cap.
Please please please can we have runestones added to the exchange vendor so we can swap the ones we now have for ones we will actually need going forward, as this is once again a fundamental change and penalising players for changes they have no control over isn't really fair.
Thank you in advance.
But I was hoping to see some changes about barbarian feats. I know that this has been brought up many times on forums but can you guys take a look at them again please? 60% of them are totally useless, some of them only affects 1 specific power, there are only like 1 or 2 decent feats. Feats should affect the whole character, not just 1 power. When we look at wizards or rangers feats, those are great examples. They boost or upgrade class mechanics or other things that affect the character rather than 1 power. Even on the first week of mod16 preview feats were better than current ones.
So again please redo or rearrange the barbarian feats. Or if you guys don't want to, atleast give us a feedback about why are you guys insisting on upgrading 1 power with feats, while you could do such creative feats like we see on other classes.
I hope you read this comment and do some action after you guys confessed that you should have listened to players feedback during preview time.
Thanks.
I can't wait to test the changes once they move from Owlbear to Preview (Mimic).
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
The feat "Heavier Slash" may no longer proc off of Heavy Slash itself.
we already have enough problems
@terramark , why you can't just remove divinity , from Arbiter and add CD on encounters !? as all other classes. Thank you.
also Tactical Enchantment still can't be use in Utility slot. please fix it.
Thank you.
Since undermountain, i haven't been able to proc it once in real battle, because: 1: the power is only usefull for bosses, 2: you can't use it in bosses because it takes too many stacks to reach angel of death (about 4 mins of just dpsing,not considering dodging or doing mechanics) , and when you reach 30 stacks, the boss is already dead.
This is my propose.
Angel of death: (last 5 seconds)
Requires 4 stacks to reach it.
On proc refills 50 divinity per second
Encounters are 10% more effective while in angel of death.
Your first encounter that use divinity will have 0 divinity cost, and the following encounters have halfened divinity cost.
This way, the feat will be more consistent (and at least can be used) and have a more action feeling rather than something strong but used once per lifetime.
Also, Hunter Ranger's Throw Caution is not procing Flurry, and Hindering Strike has a 5% to fail and don't do anything but going to cooldown.
so... barbarians got some hide buff?... maybe not? you know, anxiety is a big problem of our generation
I would not mind if it were in another module, but one of the promises for this module would be the balance of classes. Currently CW is way ahead of the other classes, maybe an HR can even match. But apparently we will only have class changes in the next module where maybe another class is the most requested and such a balance promise never arrives.