Players no longer need higher than intended armor penetration for Chult and Ravenloft. This was caused by an old buff that was still in place by accident in M16. Thank you for the reports.
Temple of Tiamat
Tiamat’s aura will work now when she has emerged.
Fixed facing issues with summoners and Severen.
Severen uses new splats with meteor powers.
Tomb of the Nine Gods Epic
Changed the Order of the puzzles to is intended sequence.
Castle Ravenloft.
Adjustments have been made to the damage of Strahd's attacks. The damage dealt by the following powers has been reduced: ardor, zornhau, lunge, shadowcrash, engarde, and bloodflight. Strahd's auto attack damage has also been decreased.
The damage dealt by the Sunsword has been reduced.
The magnitude is now clearly displayed on the tooltips of the Sunsword's powers.
The heal effect of the Sunsword encounter power "Daybreak" has been increased.
Resolved an issue wherein the Sunsword encounter "Sunbeam" did not deal damage for the full length of its charge.
Strahd no longer pushes players who are immune to control resist with lunge during his ultimate phase.
The health of the shades imprisoning your ally during the nightmare phase of Strahd's boss encounter has been reduced.
Resolved an issue wherein the damage dealt by the Executioner's Guillotine during the nightmare phase of Strahd's boss encounter was not lethal.
Resolved an issue wherein shades of your party dealt 0 damage during the nightmare phase of Strahd's boss encounter.
Lair of the Mad Mage Trobriand
Matching charged players are still repelled away from one another, but may now stand as close as together without punishment.
Magnetic discharge now only deals damage when players with opposing charges collide.
The distance that magnetic discharge pushes and pulls players has been reduced.
The potency and duration of the negative condition applied by magnetic discharge has been increased.
The damage dealt by the electric coils on the floor of Trobriand's room has been increased.
Combat and Powers Classes and Balance
Fighter (Vanguard)
Shieldthrower no longer lowers the magnitude of Shield Throw to 150, instead of the indicated 250.
Knee Breaker now auto slots on hitting level 5.
Fighter (Dreadnought)
Momentum no longer requires the player to be moving to gain the effect of Bull Charge.
Heavy Slash tooltip incorrectly indicated a magnitude of 100. The actual magnitude has been and will remain 80, the tooltip will be updated to match.
Heavier Slash when under the effect of the feat's proc., Heavy Slash would deal damage twice, once for 280 magnitude and once for 80 magnitude. The power now only deals the expected 280 magnitude damage.
Commander's Strike did not properly benefit from effects enhancing physical damage.
Commander's Strike erroneously indicated it increased the target's damage taken by 5%, the actual increase is 10%.
Paladin
Radiant Strike has been renamed Radiant Slam to more accurately describe the attack and set it apart from other more similar at-wills using the term Strike.
Paladin (Justicar)
Divine Challenger did not cause Smite to place the caster at the top of the target's threat list as indicated.
Warlock
Warlock's Bargain was only cleansing allies and not the caster, it should now also cleanse the caster.
I like the change to Warlock's Bargain. I felt it was odd for them to not be able to cleanse themselves. However, I was hoping for more work to Tiamat. I've run it twice so far, and both times we were only able to kill one head in the 5 minutes. Maybe if it were 5 minutes PER head, or just reduce the damage of the Green one, it might be possible. Maybe it's not even 5 minutes, that's just what we had left after the other phases...
Still getting frequent disconnects while transferring to Master Expeditions, or party members split into different instances when returning from one.
2
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited June 2019
some nice fixes...good....would have expected to see the missing shirts/pants and a change to alabaster drop rate, as those were mentioned as being fixed internally.
> * Tiamat’s aura will work now when he has emerged.
tiamat is a " he "
Yes, He is Queen Tiamat. Male dragon lays the egg while female nurse their hatchling. One big happy family. While human female bear and nurse children, human male venture out to seek other female. Jerk. Anyway, world is ending and nothing makes sense.
Soulweaver bugs are not mentioned, a role/path that is beyond existence in actual content (lomm) Soul Pact leeches 80 %Max HP (not 20%) on activation, it tics 3-4 times instead 1 time. Do you think a slow selfkill for an underpowered daily is worth it? Sacrificning 20% (in theory) is far too much to be rewarded with this low performing daily. Actually it inflicts more selfdamage than healing towards group, unhealthy behaviour. https://i.imgur.com/TyJ3ZqK.png 665803 incoming damage from SP towards Soulweaver (1 teammember), 539440 outgoing healing towards group (4 teammember) in the sum? Stopped using it.. https://i.imgur.com/wyH2gQS.png https://i.imgur.com/SQwT6nL.png
Warlocks Bargain (thy for the fix) should heal 200mag,do you think it does? Actually it looks like this over a hole run using the power. Self-inflicted damage >>> overall healing... Maybe you should rethink this sadomaso-concept a bit? Stopped using the power due to selfkill... https://i.imgur.com/wyH2gQS.png ->751.000 damage towards Soulweaver, 20% max HP per usage https://i.imgur.com/SQwT6nL.png -> 118.000 outgoing healing (hole group)
Incoming damage for Soulweaver, Life Bind, a feature that pushes a healing class on top of paingiver by selfinduced damage? Hard to heal back that feature, no way to run it inside lomm at all... https://i.imgur.com/FhGwr4F.png
Where is this balanced comparing it with Suolweavers selfdestructive abilities? If you can´t see the difference , this is more like a capitulation towards balance in general.
--------------------------------------- Hellbringer Creeping Death bugged since preview, not even mentioned.
Thx for taking care and IMPROVING this path in near future to make it competetive !
Please take a look at the responsiveness of Fireball on tab for thaumaturges wizard. Often times it doesn't even fire off at all. Feels akin to the old bane not firing, trying to target allies on protector paladin pre mod 16. Thanks.
3
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
Please take a look at the responsiveness of Fireball on tab for thaumaturges wizard. Often times it doesn't even fire off at all. Feels akin to the old bane not firing, trying to target allies on protector paladin pre mod 16. Thanks.
the delay of fireball and the loss of fireball animation fails on both mastery slot and non mastery slot
Yeah, quite a few powers have an AoE, but target a specific enemy. Annoying how the attack behaves if the enemy is killed mid animation. I'd be fine with Searing Javelin getting an AoE shaped like a rectangle and Fireball firing even if the enemy is dead.
What about the Spy Shirt and Pants not showing up in the store for Undermountain? What about the purple companion gear from the campaign now dropping from MEs, even after saying that it does? What about checking the code and not the database to make sure stuff is ingame and working and not just in the loot tables?
> @evemj said: > Yeah, quite a few powers have an AoE, but target a specific enemy. Annoying how the attack behaves if the enemy is killed mid animation. > I'd be fine with Searing Javelin getting an AoE shaped like a rectangle and Fireball firing even if the enemy is dead.
Also if fireball fires if enemy is dead, it should leave an area of fire on the ground like cleric's flamestrike.
Heavy Slash tooltip incorrectly indicated a magnitude of 100. The actual magnitude has been and will remain 80, the tooltip will be updated to match.
Given the sub-par DPS of the Dreadnought, perhaps leaving the tooltip and adjusting Heavy Strike to magnitude 100 would have been a better solution here ...
when can a barbarian and a warlock be able to dodge traps on an expedition?
and I would like to know that too! are the only characters that do not shy away from the traps
if you are using shift key to speed up forward and get caught in a runic trap, you can't avoid it, its a trap, feel it like it is a big deep hole on the floor when it activates and you fell inside of it and you take time to get up ready to move on, best way is to walk normally and when you see it activate press shift key and run away from it, so you dont get caught, works on my wiz, rogue, warlock and cleric.
when can a barbarian and a warlock be able to dodge traps on an expedition?
and I would like to know that too! are the only characters that do not shy away from the traps
if you are using shift key to speed up forward and get caught in a runic trap, you can't avoid it, its a trap, feel it like it is a big deep hole on the floor when it activates and you fell inside of it and you take time to get up ready to move on, best way is to walk normally and when you see it activate press shift key and run away from it, so you dont get caught, works on my wiz, rogue, warlock and cleric.
It never works on my warlock (and it never works for barbarian friends either)--> "dash-run" classes. In parallel, I have no problem on my "dodge" or "block" classes whether or not they were shifting before stepping on the trap.
By the way, since the patch note dated 22th of March, I am waiting for "Vampiric Embrace now properly spawns a soul puppet."
Comments
> * Tiamat’s aura will work now when he has emerged.
tiamat is a " he "
Soul Pact leeches 80 %Max HP (not 20%) on activation, it tics 3-4 times instead 1 time. Do you think a slow selfkill for an underpowered daily is worth it? Sacrificning 20% (in theory) is far too much to be rewarded with this low performing daily.
Actually it inflicts more selfdamage than healing towards group, unhealthy behaviour.
https://i.imgur.com/TyJ3ZqK.png
665803 incoming damage from SP towards Soulweaver (1 teammember), 539440 outgoing healing towards group (4 teammember) in the sum? Stopped using it..
https://i.imgur.com/wyH2gQS.png
https://i.imgur.com/SQwT6nL.png
Warlocks Bargain (thy for the fix) should heal 200mag,do you think it does? Actually it looks like this over a hole run using the power. Self-inflicted damage >>> overall healing... Maybe you should rethink this sadomaso-concept a bit?
Stopped using the power due to selfkill...
https://i.imgur.com/wyH2gQS.png ->751.000 damage towards Soulweaver, 20% max HP per usage
https://i.imgur.com/SQwT6nL.png -> 118.000 outgoing healing (hole group)
Incoming damage for Soulweaver, Life Bind, a feature that pushes a healing class on top of paingiver by selfinduced damage? Hard to heal back that feature, no way to run it inside lomm at all...
https://i.imgur.com/FhGwr4F.png
---------------------------------------
My Paladin - > crit heal and 240k shield about every 5 second from CT+EoW+DT. Do you see the difference?
https://i.imgur.com/8ySJDC8.png ->Shielding from poorly geared Oathkeeper
-> on teammember
https://i.imgur.com/VR8GkmT.png
https://i.imgur.com/EA88PZO.png
DC mass cleanse and solid healing on top by 400mag
https://neverwinter.gamepedia.com/Cleansing_Light and
1800 mag healing per teammember with two dailies, warlock 500/per member and A LOT selfdamage
Where is this balanced comparing it with Suolweavers selfdestructive abilities?
If you can´t see the difference , this is more like a capitulation towards balance in general.
---------------------------------------
Hellbringer
Creeping Death bugged since preview, not even mentioned.
Thx for taking care and IMPROVING this path in near future to make it competetive !
I'd be fine with Searing Javelin getting an AoE shaped like a rectangle and Fireball firing even if the enemy is dead.
What about the purple companion gear from the campaign now dropping from MEs, even after saying that it does?
What about checking the code and not the database to make sure stuff is ingame and working and not just in the loot tables?
> Yeah, quite a few powers have an AoE, but target a specific enemy. Annoying how the attack behaves if the enemy is killed mid animation.
> I'd be fine with Searing Javelin getting an AoE shaped like a rectangle and Fireball firing even if the enemy is dead.
Also if fireball fires if enemy is dead, it should leave an area of fire on the ground like cleric's flamestrike.
and I would like to know that too! are the only characters that do not shy away from the traps
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
In parallel, I have no problem on my "dodge" or "block" classes whether or not they were shifting before stepping on the trap.
By the way, since the patch note dated 22th of March, I am waiting for "Vampiric Embrace now properly spawns a soul puppet."
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
-4% AP gain on new artifact necks have been changed to +5 con.
(Things I noticed checking into preview)