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Uprising Preview Patch Notes: NW.115.20190701a.5

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  • auron#6793 auron Posts: 256Member Arc User

    I can confirm mobs are hitting for significantly more damage in both Blacklake District and Tower District. I had planned to try out the Gith race and the new revamped introductory zones but after glitches with the Theft of Crown quest that left me stranded in instance zone with no way out and now inability to kill orcs for initial tower quests I have abandoned that plan. Why make patches on Friday night for us people that have to work during the week end up with unplayable game.

    I am noticing this too, My lvl 16 toon is getting floord by lvl 10 critters in tower district. pretty much any critters below his level floor him.
    <div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img>
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    There is supposed to be an image here, but the hamsters took it.
    <div align="center">AKA Draconis of Luskan</div>

    Maybe it is stupid, but it's also dumb! ~ Patrick Star

    RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
  • badgerpants999badgerpants999 Posts: 70Member, NW M9 Playtest Arc User
    adinosii said:

    please don't devalue the tools in mw that we've already spent for. please do not devalue the forgehammer. please don't nuke professions. pretty please even?

    Indeed. A lot of people have put a lot of effort into professions - and seeing all that hard work being devalued is somewhat demotivating.

    I don't know if we will get any useful L80 recipes, but speaking as someone who has actually gotten max rank masterwork in all professions, I have been hoping that all my hard work would eventually pay off.

    Today, with no new masterwork recipes, and new entry-level tools surpassing the legendary tools, I am concerned.
    Considering that Level 71 Green equipment surpasses Level 70 Purple or Even Gold equipment, it's no surprise that Level 70 Crafting equipment is now obsolete!
  • gripnir78gripnir78 Posts: 373Member, NW M9 Playtest Arc User
    dolrey said:

    Not sure that this is the best place for this but I'll still leave some feedback here:

    1) Warlocks (dds and healers both) became relatively low popular. Probably they needs in some love. No global rework just some small boost to their damage healing or mechanics.

    2) PvP effect which reduces incoming healing on PvP locations does not work. So thank to this healing in PvP is overpowered now. I listened complaints about this so maybe tanks and healers are stronger than intended thank to this bug. Could you fix this please to bring tanky classes or classes with high sustain into one line with others.

    Nope to 2nd one.

    And not becouse you are wrong here - quite the opposite - you are correct.

    BUT any moment devs will try adjustments in classes for PVP resons its gona be back of the mess we all are familiar with - whell of disbalance - we change classes to adjust for PVP - it breaks PVE - we adjust for PVE it ruins PVP side, rinse repeat.....

    This game need entirely modified system for PVP only impacting PVP only.

    Otherwise PVP never gona be fixed or even working as no1 will sacrifice PVE side (currently in need of tweaks but pretty balanced) for it.

  • silence1xsilence1x Posts: 1,503Member Arc User
    gripnir78 said:

    This game need entirely modified system for PVP only impacting PVP only.

    Otherwise PVP never gona be fixed or even working as no1 will sacrifice PVE side (currently in need of tweaks but pretty balanced) for it.

    I've been saying this since I started playing in 2013. PvE should NEVER affect PvP and vice versa. In games that have both PvE and PvP, and do both well, it's called "Normalized" PvP.

    I aim to misbehave
  • mynaammynaam Posts: 835Member, NW M9 Playtest Arc User
    edited July 2019
    So players now have to invest in crit avoidance weakening their toons. Great now less players can do LOMM too (can't even play old content now.. sigh).
    There are more than BIS players in this game
    It has been 5 YEARS since last new class this is getting ridiculous
    Master expeditions is a good idea. Just extremely boring if it is only thing you do for 2 MODS
    Please do master/normal version of dungeons. This way content for all MOD 17 have nothing new for vast majority of player base
    Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)



  • gripnir78gripnir78 Posts: 373Member, NW M9 Playtest Arc User
    edited July 2019
    Dont waist
    mynaam said:

    So players now have to invest in crit avoidance weakening their toons. Great now less players can do LOMM too (can't even play old content now.. sigh).

    ATM all classes can have all statistics maxed out.
    Yes it is costly but doable.
    Yes it is wrong.

    Why on earth any1 would belive that such situation will last forever?
    Now its a start of real class balance - no more dpses with tank defences no more tanks with dps offence.

    We all knew it was coming, MOD 16 with all its changes was in fact more like unifaction mod.
    It worked pretty much all right in that aspect. Now is the time to move on.

    Many was complaining about game being too easy, many comlained about not real choices in characters builds. Now you have it - you are short on statistics - choose wisely to make your toon working properly.
    Stats distribution is an important aspect of building a toon - quite a change form being irrelevant.....

  • mynaammynaam Posts: 835Member, NW M9 Playtest Arc User
    gripnir78 said:

    Dont waist

    mynaam said:

    So players now have to invest in crit avoidance weakening their toons. Great now less players can do LOMM too (can't even play old content now.. sigh).

    ATM all classes can have all statistics maxed out.
    Yes it is costly but doable.
    Yes it is wrong.

    Why on earth any1 would belive that such situation will last forever?
    Now its a start of real class balance - no more dpses with tank defences no more tanks with dps offence.

    We all knew it was coming, MOD 16 with all its changes was in fact more like unifaction mod.
    It worked pretty much all right in that aspect. Now is the time to move on.

    Many was complaining about game being too easy, many comlained about not real choices in characters builds. Now you have it - you are short on statistics - choose wisely to make your toon working properly.
    Stats distribution is an important aspect of building a toon - quite a change form being irrelevant.....

    I did not say me. In fact i have a loadout with def stats setup already. Today i spent in a carry dungeon where the Tank(me) and the heal had to kill the mimics as the dps could not. In mod 17 we will not be able to help.


    This leaves 1 of 2 options :
    1. normal/epic version of dungeons using the new flashy scaling to scale mobs and greatly reduce drop rate in the normal version to make running the epic version still worth doing. Epic can be made even harder if that is done since normal players can now finish a campaign and not wait 1 year to do so(like it is now).
    2. Increase the requirements of dungeons so players that have no hope to succeed cannot enter them. Do Not give false hope
    There are more than BIS players in this game
    It has been 5 YEARS since last new class this is getting ridiculous
    Master expeditions is a good idea. Just extremely boring if it is only thing you do for 2 MODS
    Please do master/normal version of dungeons. This way content for all MOD 17 have nothing new for vast majority of player base
    Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)



  • thefabricantthefabricant Posts: 4,943Member, NW M9 Playtest Arc User

    nevernix said:

    terramak said:

    Release Notes

    Combat and Powers
    General

    • Default enemy critical severity is now 50%.
    What % had default enemy critical severity before?

    Nix*
    seems to be about 25%
    I posted it on page 1. They had 0%.
  • crusader#5434 crusader Posts: 2Member Arc User
    > @adinosii said:
    > That gear is getting outdated as game evolves is normal MMORPG business.
    >
    > What is not normal is first redesigning the entire crafting system and saying out right that "crafting is not meant to be for everyone.
    >
    > And then...
    > * in mod 16 making it essentially worthless - only a few potions and +1 armor kits being worth making).
    >
    > * promising updates in mod 17
    >
    > * not adding anything to masterwork in mod 17, making legendary tools next to worthless, as if they basically want to make it much easier to become a top-rank crafter, thus devaluing all the gard work and AD spent by those who thought that investing in crafting was worthwhile long-term.

    Its better for the game as a whole when mastercrafting is non-existent, it makes people actually have to grind for their gear instead of just opening their wallets, which means more people running regular content. I hope they keep up this system of nothing worthwhile in mastercrafting for the next few mods.
  • huijianhuijian Posts: 65Member Arc User
    edited July 2019
    Content in this patch far too difficult. At around 20k IL its impossible to run master expeditions now. My attacks barely scratch the monsters.
    >>EDIT<<
    Today tried ME again today and game difficulty is back to normal (currently game ver. A.6 now)

    Thanks!

    ALSO a seperate issue I want to mention is monster aggro seems to strange sometimes. I've only observed this during the stardock recon missions, where they will aggro, then suddenly stop and wander off. I've only observed this behavior from Githyanki so far.
    Post edited by huijian on
  • zobadiaszobadias Posts: 4Member Arc User
    terramak said:

    Release Notes


    Items and Economy
    Professions

    • Professions can now level up to 80, increased from 70. New tasks are available at the Workshop.
    Not all professions can level up. Gathering/Adventuring gives xp but does not level past 70.

    Also, new artisans can not be viewed/accept/decline

    Do you intend to make new gathering recipes 12 not 1 per assignment?

    New potions are also 1 per assignment not 12, is that going to change?


    Thanx

  • manjusriyamantakmanjusriyamantak Posts: 216Member Arc User
    edited July 2019


    Its better for the game as a whole when mastercrafting is non-existent, it makes people actually have to grind for their gear instead of just opening their wallets, which means more people running regular content. I hope they keep up this system of nothing worthwhile in mastercrafting for the next few mods.

    You think mastercrafting is not a grind? In order to “do it yourself,” you have to earn incredible amounts of Guild Marks. If you just “open your wallet,” that AD goes to other players who have earned incredible amounts of Guild Marks, but who may not want to invest in learning all the recipes.

    So mastercrafting is all about building your stronghold, which is absolutely a core part of the game. (and if you’re not helping to build your SH, you’re leaching off the people who do, in order grind gear from your dungeons.) It gives people incentive to do stronghold activities, and to do them regularly and in groups. It facilitates creating cohesiveness and familiarity in a guild, which helps this Multi-Player Online RPG be, you know, social – and in a way that’s not elitist, like running dungeons.

    There’s a reason the set bonus on mastercrafted weapons increases the more people in your party have them. Other mastercrafted gear should be similar, frankly. That too, facilitates being social and interacting with other players in a meaningful way.

    Yes, strongholds have mostly hit their limits (although less so with the influx of new players) and need to be expanded, and Asterdahl has said that’s on their list. But that doesn’t change the basic purpose and function of mastercrafting, or the amount of grind that goes into it.
    Take my advice. I'm not using it.
  • gripnir78gripnir78 Posts: 373Member, NW M9 Playtest Arc User
    edited July 2019
    adinosii said:

    That gear is getting outdated as game evolves is normal MMORPG business.

    What is not normal is first redesigning the entire crafting system and saying out right that "crafting is not meant to be for everyone.

    And then...
    1. in mod 16 making it essentially worthless - only a few potions and +1 armor kits being worth making).
    2. promising updates in mod 17
    3. not adding anything to masterwork in mod 17, making legendary tools next to worthless, as if they basically want to make it much easier to become a top-rank crafter, thus devaluing all the gard work and AD spent by those who thought that investing in crafting was worthwhile long-term.

    Maybe they just decided to revoke statment that "crafting is not meant to be for everyone"
    Lets be honest here:
    Legendary tools were worthless any way.
    Gond's hammer is still on top - just carry on here :D

    Master crafting was always a gamble - I still remember when they added a rubelite rings - a month leter SOMI kicked in providing better jewelry and armors killing crafting immediately.
    But then again with release of Chult I coudnt complain on profits from ME - same with MOD 15.
    MC in general is for a most time not worth mentioning, BUT there are windows of oportunity allowing its owners to make a good profit out of it.

    And no, I never felt that my hard work or ADs I spent for MC was devaluated - I always menaged to gain a real nice profit of any invested AD on it - sure - not always right on sight, sometimes I had to wait few MODs. Long term its still one of the best ways to earn ADs in game. Sure it is not easy to get there, and profit is not constant but long term it works out.

    And all those claiming thet MC is so hard to get - sure its not easy - but during MOD 15 numbers of master crafters rised significantly.

    And last but not least - its one of the best AD sinks in game - I really doubt that devs gona abandon it just like that. I belive that MOD 18 will bring it back giving new oportunites for crafters and another major AD sink.
    Post edited by gripnir78 on
  • adinosiiadinosii Posts: 3,945Member, NW M9 Playtest Arc User
    gripnir78 said:

    I belive that MOD 18 will bring it back giving new oportunites for crafters and another major AD sink.

    Probably, yes. I had just hoped to get new MW recipes in M17, and be able to make a bit of AD....crafting is barely profitable now.
    Make NWO great again, please....
  • dogis#8617 dogis Posts: 20Member Arc User
    Death Slaad's Presence

    only works from at-will skills , but the description says , from any. please fix.
    Thank you.
  • manjusriyamantakmanjusriyamantak Posts: 216Member Arc User
    Also, on level 71-80 Professions:


    Soda Ash (needed for Level 80 Cobalt Ingot, and thus most of the Level 80 tools) is nowhere to be found.


    The closest I see is Level 79 Alchemy “Spirit of Salt and Soda Ash Bundle” (which has a similar icon, much like Alum), but doesn’t appear to give “Soda Ash.”
    Take my advice. I'm not using it.
  • magekazin#3980 magekazin Posts: 52Member Arc User
    mynaam said:

    >

    I did not say me. In fact i have a loadout with def stats setup already. Today i spent in a carry dungeon where the Tank(me) and the heal had to kill the mimics as the dps could not. In mod 17 we will not be able to help.


    This leaves 1 of 2 options :
    1. normal/epic version of dungeons using the new flashy scaling to scale mobs and greatly reduce drop rate in the normal version to make running the epic version still worth doing. Epic can be made even harder if that is done since normal players can now finish a campaign and not wait 1 year to do so(like it is now).
    2. Increase the requirements of dungeons so players that have no hope to succeed cannot enter them. Do Not give false hope

    But this has been a problem for as long as I can remember, players blindly put on items with the highest item level, with zero though as to what it does for them other then give them higher item level. They don't balance their stats cause either they don't know what the stats needed are or only are blindly going after power.

    Had a player PM me asking me how I destroyed him in damage stating his level was higher, I told him that my lower level equipment was superior to his cause of the bonuses it gave and my stats were correctly balanced while his were a mess. You see players like this everywhere. Simple raising the Item level requirement won't solve this problem
  • chiatzouchiatzou Posts: 43Member Arc User
    I have not played the new trial on preview let me start off by saying that. Im unsure of the system in which the new weapons are acquired. I implore you allow them to drop unbound. It will be good for the game as far as people converting zen to AD to buy and also keep players interested in trying to get to end game to complete the trial to get the weapons to sell.
  • tom#6998 tom Posts: 812Member Arc User
    chiatzou said:

    I have not played the new trial on preview let me start off by saying that. Im unsure of the system in which the new weapons are acquired. I implore you allow them to drop unbound. It will be good for the game as far as people converting zen to AD to buy and also keep players interested in trying to get to end game to complete the trial to get the weapons to sell.

    yes, i can only support this! Bring back unbound loot.
This discussion has been closed.