This week's full list of patch notes is available
here.
Major items of note include the following:
End Game Balance Changes
- Difficulty at level 55-60 has been mildly reduced for solo content, this affects:
- Solo quest instances
- Adventure Zone exteriors
- Foundry quests
- Difficulty at level 55-60 has been slightly reduced for team content, this affects:
- Skirmishes
- Regular (non-epic) dungeons
- Epic dungeon difficulty has been VERY slightly decreased, but should remain largely the same
- This should be a scaling reduction affecting level 60 the most and trailing down to level 55.
Professions
- Reinforced Arm slot crafted items are now all Bind on Pickup as intended. If there are any mailed or in the Auction Hall, they will become bound to the next character who picks them up.
Systems
- PvP level scaling has been adjusted so that you should not see a damage decrease in certain conditions.
Comments
This is absurd.
Isn't the primary goals of an open beta to find AND RESOLVE key problems/bugs found by the customer community, prior to official release ? Apparently not.
Communication is poor too. In fact, I haven't seen a single reply by forum staff in ANY of the patch commentary threads I've skimmed to date. In hindsight it seems fairly clear that these patch threads are actually just post-and-forget announcements, rather than genuine solicitations for customer feedback.
As a former QA Engineer and Version Manager (Defense Sector, not Gaming), I find this both disheartening and counter productive.
so whats the point in making more than 1 that means we cant sell them
clerics still need better heals not better offense
Can you let us know a little more ahead of time when things aren't working as intended?
I mean really I've spent months leveling up leatherworking and platesmithing since the gloves are kind of usefull to make for friends or profit. Now all that time spent will be comlpetely wasted as I'm definitely not coughing up 4 mil AD to craft pants/shirts and everything else from those professions is utterly useless. Last I checked my great weapon fighter isn't going to wear the plate gloves, and my control wizard isn't going to wear the leather ones.
Very disapointed in how this is/was handled.
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Yep, definitely. You can make good profit, but it still takes like 2 days to do it, depending on your crafting speed. Can't make them for friends now, either. Make the bonus greater or something, it's pointless as it is now after this.
Thank you so much for the response. For quite some time now many of us have been STARVING for some feedback, and while this is not exactly the news we were hoping for (i.e. we wanted to hear that it WAS fixed), I, for one, am grateful to hear any update. Please continue to keep us informed as things progress or at least touch base as often as you can if things must drag on. Thanks again.
Are you being stupid or sarcastic? I can't tell. It makes no sense.
I think it's a reading comprehension issue.
No fix to Castle Never dungeon running of the first and last portions by Rogues, even though they claimed they fixed it last patch.
Still a ton of imbalance in PvP such as Greater Tenebrous making Sentinel GWFs, GFs, and permastealth Rogues ridiculously OP.
Yup, another useless patch from Cryptic.
So what pray tell is the incentive for all the mis-matched professions/class armor types out there now? How was this rocket-surgeon change supposed to improve anything?
Wizards with leatherworking, GWF with tailoring etc have next to zero purpose. Was there some form of notice to inform them they should not proceed with thier craft if they intended to trade for their reinforced arms?
AT THE VERY LEAST as soon as PW was aware this was not intended for the love of all things fair SAY SO!!! so people do not invest into something which will not be staying.
There is more dev talk on welcoming a new player than information of what is not WAI and an future patch will fix.
Thumbs down. Idiotic change with next to zero notice.
Of course, it would be nice to get some more gold from the dungeons too since now we'll be needing a lot more kits and potions.
If you intend to make them BoP ... why on Earth would you allow crafters to craft Arms they cant use?
Seriously i dont know what your programmers are doing ...
Neither do they by the sound of it LOL.
The whole point of crafting at high-end is to trade if for other stuff or sell for AD.
It is an essential foundation stone of every mmo crafting system worthy of the name.
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Can we get a reasoning behind this? I mean it's a big concern to a lot of people.
More to the point, my toons who have the crafting professions crossed over (for reasons of the order they were made and my original leatherworking TR also having mailsmithing) my GWF has platesmithing 20 and my GF has mailsmithing 20 so now they're screwed, brilliant.
This does seem unnecessary and uncalled for. It was about the only thing high level crafting was actually good for at turning a profit. Seems to move against any incentives to work within your friends/guild groups to help each other out. They all should be BoE not BoP.. platesmithing arms included. Given my knowledge now I wouldn't bother with crafting. When are the purple shirts and pants going to BoP to force everyone to max their class specific trades..
So alchemy cause its easy to level.. leadership cause its the only worthwhile profession and I guess one of the new professions will be everyones choice of 3 to unlock slots. Well done.