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Preview Build Patch Notes: NW.123.20201203e.4

terramakterramak Member, Cryptic Developer Posts: 964 Cryptic Developer
Greetings all,

Thank you very much for your continued feedback on the Preview! Contained within are the patch notes for NW.123.20201203e.4.

This build contains more bugfixes for Companions, this time mostly fixing non-Augment companion damage. Try out the Indomitable Runestones. I dare ya. Artifact Stats and Modifications were also adjusted. Once again, to note, this is not the final build by any means, and things are still very much up to change.
https://www.arcgames.com/en/forums/neverwinter#/categories/neverwinterpreview-announcements-release-notes


Known Issues
  • Critters do not have Combat Advantage against players when surrounding them.
  • A few older items may have incorrect Ratings.
  • Armor Penetration and Companion Influence references are still being scrubbed by Goblins… and some Trolls.
  • Barbarian’s Forte grants a bonus towards an incorrect Stat.
  • Bel’s Relics have not yet been updated to the new system.
  • Certain Gems, Runestones, Insignias cannot be donated to stronghold coffer.
  • Certain Companions and Companion Powers do not function in one or multiple categories:
    • Certain powers do not function, per the tooltip.
    • Certain Active Bonuses do not function or states an incorrect tooltip.
    • Certain Enhancements do not function or states an incorrect tooltip.
  • Divine Protection Power contains a typo and does not modify Critical Avoidance total.
  • Glorious Founder’s Enchantment grants incorrect number of Stats.
  • Guild Boon: Enhance Overload: Ward grants an incorrect amount of Item Level.
  • Miscellaneous text and formatting errors for tooltips.
  • Some characters do not get automatically respecced when loading in or when switching loadouts.
    • If you ever deal 0 damage, or notice that your damage is consistently 0, a character respec will fix your character
  • Mount Passive: Precision incorrectly grants 3100 Item Level at max Bolster, and Mythic.
  • Race Appearance presets appear as white boxes.
  • Several Enchantment items may display with tooltip irregularities.
    • This includes weapon/armor enchantments, which may have outdated references to weapon damage.
  • Several Potions have mentions of Armor Penetration/incorrect rating in Long Buffs.
  • Several zones or critters in the zone may still be difficult for players to complete.
  • Vorpal/Holy Vorpal Enchantment’s Critical Strike increase does not display on the character sheet.
General Updates
  • Non-Augment companions should now be able to deal competitive amounts of damage.
    • Please note that this area is still Work-In-Progress.
    • We have noted your reports and are still working out kinks with companions.
      • Certain companions may deal less than intended damage with their attacks, and other bonuses from Companion Powers/Companion Active Bonuses may not function.
    • We are also aware that Companion damage may be a little bit too high right now, but we will be tuning it with your feedback in mind.
    • We will continue to monitor the following threads for feedback, comments, and bugs:
  • Even more critter damage adjustments from player feedback.
  • More clean-up on Armor Penetration / Companion Influence references.
Fixes and Adjustments
Companions
  • Characters should no longer have 0% in Total Stats when revived from Near Death.
Companions
  • Non-Augment Companions should now deal much more damage.
    • Known Issue: Some Companion powers will still deal less damage than expected. We welcome any reports for this type of issue on the Companion thread.
  • The following Companions were fixed:
    • Angel of Protection: Protective Ward now grants % to Defense.
    • Incubus Companion no longer has an extra Enhancement Power.
    • Mercenary Companion now has an Enhancement Power.
    • Rhemorhaz Companion now deals more damage.
  • The following Companion Bonuses should now grant Combined Ratings, and scale with the companion’s quality:
    • Assassin Drake’s Prescence
    • Rhemoraz’s Presence
    • Sylph’s Insight
  • Snowy Fawn’s Instincts no longer incorrectly states that it grants + % Total Damage, but grants + % Defense.
Items
  • Bonding Runestones, Radiant Enchants, and Empowered Runestones can now be traded in bulk.
  • Off-Hand Artifact Bonuses have been adjusted to the new Combat System.
    • AP Gain, Recharge Speed, and Stamina Regeneration were untouched.
    • Stat Artifact Features:
      • Incoming Healing now grants +500 Incoming Healing in Ratings.
      • Companion Stat Bonus is now Forte, and +500 Forte in Ratings.
      • Control Bonus now grants +500 Control Bonus in Ratings.
      • Control Resist now grants +500 Control Resistance in Ratings.
      • Critical Severity now grants +500 Critical Severity in Ratings.
    • Artifact Stat Modifications:
      • Companion Stat Bonus is now Deflect Severity.
  • Overload Enchantments now grant Stats towards the Other Contributions.
    • Devil’s Precision
    • Unholy Protection
    • Frosted Lethal Glyph
    • Frosted Protection Glyph
    • Frosted Tempered Glyph
    • Frosted Smiting Glyph
    • Blessed Lethal Glyph
    • Blessed Protection Glyph
    • Blessed Smiting Glyph
  • The following Collars no longer incorrectly state that they grant excessive amounts of Incoming/Outgoing Healing.
    • Unified Regal Collars
    • Supportive Regal Collars
  • The following Rings have had their stats adjusted for the Rework and should no longer grant excessive Stats.
    • Ring of Bel
    • Ring of the Condemned
    • Ring of the Brutal Fiend
    • Ring of Fallen Power
    • Ring of the Overwhelmed
Powers
  • Dragonborn’s Fury now properly grants +3% Power and +3% Critical Strike to the character sheet, towards the Other Contributions category.
  • Inner Balance has now been adjusted to Critical Severity.
    • Known Issue: Inner Balance’s Divinity restoration does not fully function on the Combat Advantage and Critical Severity comparison.
  • Master Boon: Life Lessons no longer incorrectly grants 25 Item Level.
UI
  • Companion and Mount Powers now display an Item Level.
  • Enemy HP bars have been adjusted.
  • Total Item Level display has been adjusted.
Things to Come
  • Adjustments to Gear Bonuses.
  • Adjustments to Weapon/Armor Enchants.
  • Companion UI adjustments.
  • More miscellaneous text fixes.
  • UI adjustments the character sheet, which should enable better display of certain Ratings.

Comments

  • rosh#3730 rosh Member Posts: 76 Arc User
    edited December 2020
    Fighting companions dealing so much damage getting to 500k that is not intended right
  • tempus86#1158 tempus86 Member Posts: 164 Arc User
    Some companions are just flat out better than others, its not really any different to live, most companion powers need going over with a fine tooth comb and adjusting, but when its just base damage, its not really a big problem if a companion hits for 10k or 15k

    But when you start stacking runestones and insignia bonus's things get wild, with special attacks hitting for 250k+

    with double warlords inspiration and 6x indomitable runes stones, my air elemental for example is hitting for 300-350k per hit when it whirlwinds, which is about 1.5mil damage every 10 seconds,
  • tempus86#1158 tempus86 Member Posts: 164 Arc User
    Also mount collars are not adding combined rating properly.
    I have 2 mythics, so my item level should go up 2k, and all my ratings should go up 1k but they dont
    Its adding the item level, and I do get 500 extra ratings for a few seconds when I equip them, but its drops off very quickly. and its not the full 1k
  • marek276343marek276343 Member Posts: 6 Arc User
    Kobold slyblade is missing from my companion list on preview shard, is it temporary disabiled, bug, removed?
  • ron#1747 ron Member Posts: 100 Arc User
    10% was too high, but 500 is too low. This will just have such a small effect that we'll barely notice that those modifications even exist
  • kyjle6akakyjle6aka Member Posts: 17 Arc User
    collar for outgoing healing, which gives 3% to outgoing healing, for some reason gives 0.3%
  • quickfoot#7851 quickfoot Member Posts: 488 Arc User
    I think the mount power Quick Action needs to be adjusted. Maybe grant a bonus to AP Gain instead of generating AP on daily use.

  • wilbur626wilbur626 Member Posts: 656 Arc User
    @terramak

    Plz make Briartwine awesome <3
    Elite Whaleboy
  • rosh#3730 rosh Member Posts: 76 Arc User
    So companions now no longer deal the insane amount of damage (could you please confirm if anything else was done in this ninja patch would be really appreciated)
  • quickfoot#7851 quickfoot Member Posts: 488 Arc User
    Considering that sources of "other contribution" bonuses are somewhat rare, imnsho I think mount bonuses should be to "other contributions" percentages (like companion bonuses), this would increase their usefulness and the desire to acquire 10 mythic mounts.

  • wilbur626wilbur626 Member Posts: 656 Arc User
    edited December 2020

    Considering that sources of "other contribution" bonuses are somewhat rare, imnsho I think mount bonuses should be to "other contributions" percentages (like companion bonuses), this would increase their usefulness and the desire to acquire 10 mythic mounts.

    It would be even better if some mounts added to the "Rating Contribution", and others to the "Other Contributions".
    As it is now we have 2 or more of almost all* the Mount Equip Powers. Having versions that add to stat points to "Rating" and another verison that add % to "Other" contributions would open up for more build variety.

    *The combinations Hit Points/Movement Speed, Hit Points/Crit Avoidance, Defense/Power and Movement Speed/Power are only represented on 1 mount each.
    Elite Whaleboy
  • gildriadorgildriador Member Posts: 196 Arc User
    I think Enhanced potion of accuracy, critical strike, power, defense and deflection should be changed to add a % bonus in "other contribution" instead of regular stats.

    It seems logic that a magic potion increases your capacity more than your normal limit.
    Having more possibility for consumable choice depending on your build could be interesting.
    “He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.”
    ― J.R.R. Tolkien, The Two Towers
  • rubytruerubytrue Member Posts: 526 Arc User
    Companions now do entirely too much damage; indomitable runestones only amplify the damage well beyond reason. If you keep it like it is, Indomitable runestones will be the new R15 bonding runestones. If you don't have them, then you won't be able to play the game.

    The game isn't very fun when all you have to do is walk through a map and your companion kills everything for you.

    You had a pretty good balance between summoned companions and augments before this latest update; if you had made it so that companions benefited from combat advantage, it would of solved any issue surrounding companion damage.

    If you keep Indomitable runestones in the game, you need to nerf them (and warlord's inspiration) into a respectable range.
  • arazith07arazith07 Member, NW M9 Playtest Posts: 1,016 Arc User
    rubytrue said:

    Companions now do entirely too much damage; indomitable runestones only amplify the damage well beyond reason. If you keep it like it is, Indomitable runestones will be the new R15 bonding runestones. If you don't have them, then you won't be able to play the game.

    The game isn't very fun when all you have to do is walk through a map and your companion kills everything for you.

    You had a pretty good balance between summoned companions and augments before this latest update; if you had made it so that companions benefited from combat advantage, it would of solved any issue surrounding companion damage.

    If you keep Indomitable runestones in the game, you need to nerf them (and warlord's inspiration) into a respectable range.

    It could just be the companions I had, but I thought the damage was alright (10k at-wills and 100k encounters with 2 indomitables). They by no means outperform dps classes. I think tanks and healers can now kill at a reasonable pace with summoned companions, which I know is one of the main gripes of the Paladin with regard to campaigns and episodic content.
  • elderislt#1066 elderislt Member Posts: 137 Arc User
    edited December 2020
    comp do well dmg now , just remove indomi rune from game and wats it, problem solved
    BABY ZARIEL.... 270k base HUNTER
  • tardbathtardbath Member Posts: 74 Arc User
    1 Make indomi to be 1 per usage like tenebrous!
    2 Remove the ability to stack multiple times insignia bonuses, it's a rly nice opportunity to get rid of this multi insignia bonus stacking with all these changes.

    * exchange those indomi runes like empowered
    ** keep the indomi as it is and make them %4-5 per r15 indomi

    Cheers
  • zimxero#8085 zimxero Member Posts: 876 Arc User
    edited December 2020

    comp do well dmg now , just remove indomi rune from game and wats it, problem solved

    I disagree. Indomitable runestone at rank 15 adds 40% of companion damage. Their target for base companion damage is 5-7% of character damage. This means each R15 runestone adds about 2% of 'potential' damage. By contrast, a stat rune adds 2% to a stat, which is adding between 1% and 2% direct guaranteed damage to a DPS character.

    The real issue is not indomitable runestones... its the Warlord's Insignia Bonus. Just one Warlord's bonus multiplies companion damage by 20%. With a full load of indomitables... this means a Warlord's bonus gives about 5% extra character damage. This is not in line with the other insignia bonuses.

    Our goal should not be to nerf companion damage... but to make it fair, so that it is not an exploit, so that a character gains here, and loses there. Everyone has a different playstyle. There is nothing wrong with using a combat companion build. No one would be complaining about it, except for the fact that Xuna and Chicken on live server can sometimes outperform their master's DPS, which is obviously not fair and balanced, and is too high for groups to function properly.

    There are multiple ways to fix Warlords Insignia Bonus:

    1) Reduce it from 20% multiplier to 10% multiplier
    2) Change it from a 20% multiplier to 20% of base companion damage (so it doesn't magnify indomitables too)
    3) Change it to work like normal insignia bonuses: 20% for 1, 5% for each additional
  • khaozhunterkhaozhunter Member Posts: 50 Arc User



    I disagree. Indomitable runestone at rank 15 adds 40% of companion damage. Their target for base companion damage is 5-7% of character damage. This means each R15 runestone adds about 2% of 'potential' damage. By contrast, a stat rune adds 2% to a stat, which is adding between 1% and 2% direct guaranteed damage to a DPS character.


    companions like batiri or flame sprite have a base damage of approx 15% of your damage, then each indomitable runestone rank 15 (40% companion damage) adds about 4% or more damage, by contrast, runestone rank 15 give 600 to some rating and 160 combined rating, therefore each runestone adding 0,7% on average to direct character damage.

  • zimxero#8085 zimxero Member Posts: 876 Arc User



    I disagree. Indomitable runestone at rank 15 adds 40% of companion damage. Their target for base companion damage is 5-7% of character damage. This means each R15 runestone adds about 2% of 'potential' damage. By contrast, a stat rune adds 2% to a stat, which is adding between 1% and 2% direct guaranteed damage to a DPS character.


    companions like batiri or flame sprite have a base damage of approx 15% of your damage, then each indomitable runestone rank 15 (40% companion damage) adds about 4% or more damage, by contrast, runestone rank 15 give 600 to some rating and 160 combined rating, therefore each runestone adding 0,7% on average to direct character damage.

    They are adjusting companion base damage at this time to the 5 to 7% range. It is important to add that companion DPS does not equate to their damage. A flame Sprite shows high DPS but does very little damage versus mobs. Balance will be a tough task for them since damage can vary by situation.
  • rafaeldarafaelda Member, NW M9 Playtest Posts: 657 Arc User
    Mirages from Mirage Set doing 0 dmg, is and very old set nothing that need to be looked right now but a really nice set i would like to use again somday :)
  • mzreaper#7914 mzreaper Member Posts: 12 Arc User
    the new stats on vorpal are not permanent are they? it's a very bad taste joke.
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