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Undermountain Preview Patch Notes: NW.110.20190519a.16
Release NotesContent and EnvironmentGeneral
- Leveling Expeditions have once again had item level scaling removed.
- Third Eye Campaign: Players can once again properly continue the Third Eye campaign.
Queues
- Temple of Tiamat: This trial has been reworked to support 10 players, down from 25. The following structural changes have been made to compensate, in addition to health and damage rebalancing:
- The time to fight Tiamat's heads is now 4 minutes, increased from 2 minutes.
- When protecting the clerics, Linu now has her section completely under control.
- The battle now begins when 8 players enter the instance, decreased from 18.
- The queue now matches like other 10-player trials, favoring 2 tanks, 2 healers, and 6 damage dealers.
- Devils now despawn when the cleric protection phase ends.
- Dragon Souls now have a 1 minute cooldown, decreased from 2 minutes.
User InterfacePowers
- When the game informs the player that their powers have been retrained, it no longer opens the Powers window on confirmation. This allows players returning for Undermountain release to properly see the Home Page and its information.
LocalizationGeneral
- In the German locale, Tenebrous enchantment tooltips now properly show the maximum damage dealt per proc.
Performance and StabilityGeneral
- A client crash in the user interface has been addressed.
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Comments
Any news for Barbarian stamina regeneration? Or any Barbarian news at all, at this point...
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
It's surely the end of an era, but I can see the logic behind the change. That said, getting 25 players together is only part of the reason why it hasn't been relevant. The rewards simply weren't there. When Mod 5 brought the Tiamat fight, we needed to grind it for both Draconic Templar as well as for the campaign boons. We still need Linu's Favors for boons, but nowadays there are other ways to get them without having to grind Temple of Tiamat (though, admittedly, lowering this to 10 people is a very player-friendly move for anyone still needing those boons).
Now, here's what I think. Were I in charge, I'd be fine with all you've done, but I'd do something more. I'd let Draconic Templar be available again. It would be wearable at level 60 just like it is now. Then, I'd also make it a component in an armorsmithing recipe -- perhaps for something like "Fortified Draconic Templar". It would be a level 80 item, and would have a decent-to-high item level depending on the final crafting skill required.
Now that would make Temple of Tiamat relevant.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
This raid used to be the end game, and still feels epic to me. Nerfing it into the ground like this is just a bad decision and is only going to rub more salt into the wounds of the playerbase. I would suggest rethinking this decision.
[img]https://i.imgur.com/r3nYa37.png[/img]
Related, what is yours slotted in? I don't know the game code, but it doesn't seem out of the question that they might only go off in certain equipment slots. Mine's in a ring, but if reslotting it is enough to get it working, I'm not unwilling to do that.
The problem is, the developers don't realise how much the new 80 gear and double enchantment/runestone stat is contributing to player item level.
A lot of brand new, completely inexperienced players who previously can't get in to intermediate can now access new 80 gears and double enchant/runestone stats.
I don't know the highest item level but I've seen people with 25k. And current intermediate item level is 13k? They obviously miscalculated and need to adjust the requirements.
Much of the new players have no vip, and can't afford potion spam or injury. After so many deaths, they just quit.
I got Malabog yesterday with my built 13.5k, level 71 alt Archer. There's a high level cleric, 1 determined newbie tank. 1 determined newbie barbarian dps, and overzealous newbie warlock who keep attacking first and shifting aggro to everyone after he dies.
In short, he's crippled by so many deaths that he and the cleric but by now so fed up, quit simultaneously. So we all continued almost got the catapults finished when the barbarian died. As I ressed, the tank died. As I was ressing the tank. We all died and tank quit too.
We got experienced reinforcements and finished it without a hitch.
Today I got Bank Heist with 3 Barbarians and 1 Tank which I thought is a great combination even without a healer. But as soon as we got in, one Barbarian went "no way" like we're screwed. I said as the (newbie) tank holds, we'll be fine.
I can already see what's happening: Me with 1 or 2 barbarians and one side and Tank breaks on another side and the Barbarian(s) get CCed to death. The highest level Barbarian agrees and he doesn't even want to bother. He goes afk on one side and simply want us to fail so he can quickly abandon.
We got gold easy on first round. As we were struggling and dying on second round, he decided to join in. We finished it with 1/3 Vault HP.
The problem imo:
Intermediate Queue shouldn't be 13k but 14k or 15k.
Far too many Bank Heist popping without clerics and the potions cost 1/2 gold each and they only give 5 a day for ViP.
So, a lot of newbies entering without experience is weighing everyone else and is dying repeatedly with no vip, no health potions and no injury kit until they become crippled and quit. It's frustrating to everyone, new and old players.
I suspect this people were doing well in mod 15 when you didnt need knowledge about the class or dungeon mechanics to be succesfull.
I dont know what is the solution, but seems that is too easy to meet the requeriments for every dungeon. But anyway if people can buy the IL, we will keep with this issue.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
1)raq
"RASNSI spinning attack, souls hp (again) /STRAHD(red aoe dmg)
2)Req should have a required item level of 22k, with a team of 20k arcturia si a WALL
3)Tong and CR are more difficut than Lomm, they should be setted all on REQ