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Uprising Preview Patch Notes: NW.115.20190826c.26

terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
These changes are the updates since NW.115.20190826c.24, rather than against the current the live build


Highlights

Stat Balance Changes
  • The known issue with Crit Severity has been fixed. It is now multiplicative with Combat Advantage.
  • A number of powers no longer incorrectly grant 100% more increased outgoing damage than they did prior to these buff changes.


Release Notes

Content and Environment
General
  • Chult: House of the Crocodile (Weekly): The Elder Nightmare Speaker now consistently resets after all players in the instance have been defeated.
  • Shroud of Souls: The Shard of Night: Morlanth no longer stops attacking under certain circumstances.

Combat and Powers
Warlock
  • Arms of Hadar: This power's magnitude is now 55.
  • Curse Bite: This power's magnitude is now 250.
  • Dark Spiral: This power's magnitude now ranges from 80 to 240.
  • Dreadtheft: This power's magnitude is now 340.
  • Eldritch Blast: This power's magnitude is now 30.
  • Hand of Blight: This power's magnitude is now 35 in melee, and 45 in range.
  • Hellbringer: Soul Sparks now grant a damage increase of 0.25% per spark.
  • Hellfire Ring: This power's magnitude is now 120, with 200 for the DoT effect.
  • Hellish Rebuke: This power's magnitude is now 40, with 10 for the DoT effect and 20 for the Rebuke effect.
  • Infernal Spheres: This power's magnitude is now 40.
  • Killing Flames: This power's magnitude now ranges from 500 to 570.
  • Vampiric Embrace: This power's magnitude is now 250.
  • Warlock's Curse: The damage bonus granted by this has been increased to 12%.
Enchantments and Enhancements
  • Vorpal: At rank 14, the critical severity is now 20%. The crit severity values at lower ranks have been adjusted similarly.
Player Versus Player
  • Companion powers are no longer incorrectly active in Stardock Arena.

Enemies and Encounters
Castle Ravenloft
  • The Arcolith should no longer become stuck due to targeting a companion.
Malabog's Castle
  • Malabog should no longer unexpectedly leash during combat.

Items
General
  • A certain item can no longer incorrectly resurrect dead player characters.

Animations and Visual Effects
Class Powers
  • The Cleric power, Hammer of Fate, no longer interferes with the target's animations.
Trials
  • Lair of the Mad Mage: Trobriand's Magnetic Attraction should now be less impactful to performance.
  • Tower of the Mad Mage: The power Ground to Cloud and Cloud to Ground should now be less impactful to performance.
  • Tower of the Mad Mage: Whiteout should now be less impactful to performance.

Comments

  • tempus86#1158 tempus86 Member Posts: 165 Arc User
    edited October 2019
    https://i.postimg.cc/fRZxRZqP/Hellfire-Ring.png

    Hellfire Ring DoT is still Bugged

    Initial hit - 364 (120 magnitude)
    DoT ticks - 53x8 = 424 ,its still only doing 140 magnitude
    it should be 606, each DoT tick should be 75-76 each

  • tempus86#1158 tempus86 Member Posts: 165 Arc User
    100-100 weapon
    157,133 power
    buffs : 1.5% /sparks 6.75% intelect/ 6% snipers perk, 3% encounters perk ( 17.25% )

    120 x 2.57133 x 1.1725 = 361.786131 ( guess its rounded up abit)
    200 x 2.57133 x 1.1725 = 602.976885
  • kalina311kalina311 Member, NW M9 Playtest Posts: 2,082 Arc User
    +1

    Player Versus Player
    Companion powers are no longer incorrectly active in Stardock Arena.
  • mynaammynaam Member, NW M9 Playtest Posts: 937 Arc User
    edited October 2019
    Wizard Still get stuck in animation. Agro bug still present.

    Increasing the gap between classes are un balancing classes. This Will hurt the player base please reconsider or balance classes before you do this. Mod 17 is already the worst mod ever(by far) now you want to make it worst. Mod 17 is so bad i recall mod 6 in fondness
    Post edited by mynaam on
    There are more than BIS players in this game
    RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
    FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
    Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)



  • commanderdata002commanderdata002 Member Posts: 312 Arc User
    mynaam said:

    Wizard Still get stuck in animation. Agro bug still present.

    Is the stucking bug with schorching burst still exist?

    stock and stone I can master, but there's a Wizard to manage here!
  • tom#6998 tom Member Posts: 952 Arc User
    > @mynaam said:
    > Wizard Still get stuck in animation. Agro bug still present.
    >
    > Increasing the gap between classes are un balancing classes. This Will hurt the player base please reconsider or balance classes before you do this. Mod 17 is already the worst mod ever(by far) now you want to make it worst. Mod 17 is so bad i recall mod 6 in fondness

    Why is the gap between classes increased with this patch?
  • coolgor28#5062 coolgor28 Member, NW M9 Playtest Posts: 79 Arc User
    The known issue with Crit Severity has been fixed. It is now multiplicative with Combat Advantage.


    Are we sure about this as I'm doing same damage on live as on preview same build rotation and vorpal.
    The Nerf on vorpal maybe is to much.

    Will post act later.
    Guild

    The imaginary Friends

    Main Kingslayer.jr(barb)
  • zimxero#8085 zimxero Member Posts: 876 Arc User
    edited October 2019
    No one has posted about Combat Advantage.

    In the old system 100% combat advantage gave about 50-70 % damage boost, because it stacked with cs.

    In the new system, having a marked enemy marked will give a team 100% damage boost.


    This is a dramatic increase, and will affect the game balance... making it essential to have CA. Without it, you are basically doubling enemy health. This creates balancing issues on small teams, and with team makeup:


    Right now we have Healer, DPS, Tank.

    IMO... the new secret meta will be that you NEED a team with a marking player. Most classes can not.

    Possible Solutions:

    1. Give more more skill-based sources of short-term mark application or add artifact/item effect marking.
    2. Break CA into 2 components: Half of the bonus applied to marked targets only. Half of the bonus applied for positional advantage only.
  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited October 2019
    What marked / marking player? We are not in mod15.... What are those marking classes that give CA?

    Purple circle.. move.. get position.. get CA.. it now works far enough that little green men on mars get CA.
  • serpeer#6400 serpeer Member Posts: 49 Arc User

    mynaam said:

    Wizard Still get stuck in animation. Agro bug still present.

    Is the stucking bug with schorching burst still exist?

    https://www.arcgames.com/en/forums/neverwinter/#/discussion/1247639/mof-cw-stuck-master-expedition-and-relog-issue

    stuck bug back with mod 16, months ago. no one of them cares. @terramak , nothing to say about it?
  • blamethecityblamethecity Member Posts: 22 Arc User
    edited October 2019
    Great to see lock getting some attention.

    Most of the attention is on HB but SW needs a little love too.

    So far the soulweaver changes have been pretty nice but I think some things could be improved still.

    Soul defiler - 1% of dmg dealt is returned as healing half of that to the team. ----- this should be increased to something more meaningful. As of now, it's often returning 1-9 hp per tick except on some bigger hit encounters or dailies, then im seeing 200 to maybe a few thousand. When players have 250k-700k hp it quickly becomes clear why this hardly makes a difference. On top of that, soulweavers aren't exactly topping DPS charts, especially since killing flames was moved to HB only. Maybe get rid of the "half of that to the team" bit and just make it 30% of dmg returned as healing to yourself AND the team. **changing it like this would also require adjustment to thief of life to prevent it from becoming overpowered.**

    Fixing soul defiler would really give soulweaver an identity other than "warlock cleric" as it would allow a strong warlock to use more damaging abilities without sacrificing too much healing power. It would also make up for the warlock's lack of a serious panic heal.

    Harrowstorm - Increase heal mag to 300 per tick, increase dmg mag to 150 per tick, increase soul spark cost from 3 to 5.

    Consuming action - I think this just needs a complete rework or replacement

    Soul sparks - increase total amount to 40.

    nb4 anyone says "you just have to build properly" or "learn to play the class", I play a 25k+ soulweaver built for healing and have done all the content in the game. The class is very capable in the right hands and even is better than pally or cleric in some specific situations due to the fluidity of the soul spark meter. But there are still some really weak points.
  • mynaammynaam Member, NW M9 Playtest Posts: 937 Arc User
    edited October 2019
    tom#6998 said:

    > @mynaam said:

    > Wizard Still get stuck in animation. Agro bug still present.

    >

    > Increasing the gap between classes are un balancing classes. This Will hurt the player base please reconsider or balance classes before you do this. Mod 17 is already the worst mod ever(by far) now you want to make it worst. Mod 17 is so bad i recall mod 6 in fondness



    Why is the gap between classes increased with this patch?

    You have to ask cryptic that. What they did was balance the classes then change the way all classes do damage(aka unbalance classes) this caused some classes getting a nerf to dps and others a buff (funny barbies always get buffs). So the formula change has hurt some classes. the warlock changes has thrown a brick in warlock players face. I feel for warlocks also
    There are more than BIS players in this game
    RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
    FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
    Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)



This discussion has been closed.