dirtyhookMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited July 2013
Hey, thanks for giving people a heads up on the BoP for the reinforced items. only 600k out the window for me now, unless I can find a use for having 3 identical arm pieces on one character.
No fix to the insanely broken and OP Perfect Thunderhead Enchantment that stun locks anyone in melee range of the exploiter.
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.
You just said everything that I wanted to. I PvP alot and the only time our team loses badly is by the permastealth rogues, the greater tenebrous enchant exploit and the Thunderhead enchantment exploit.
HAMSTER, level 60 GF, "Bloodthirsty" since Mod 2 Anarchist, level 60 CW
Arsenic, level 60 TR Pluck Yew, level 60 HR
Therapissed, level 60 DC
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.
HTML History formatting, why isn't this fixed or being looked at?
I can only comment on the things I have experienced, so:
Difficulty at level 55-60 has been mildly reduced for solo content - Good because some of those mini instances (Temple of the Primordial for example) are fricking ridiculous
Difficulty at level 55-60 has been slightly reduced for team content - Hadn't really noticed these being that hard with the exception of the last boss of the Hotenow skirmish (but that could have been because of a fail tank). The portal out of the Rothe Valley skirmish being locked after killing the final boss would be more important imo.
Epic dungeon difficulty has been VERY slightly decreased, but should remain largely the same - Again, hadn't noticed the dungeons being that difficult apart from boss's mobs (we'll come to that next)
Minibosses should have improved leashing behavior if lured away from their respective lairs - Wouldn't mind fighting the bosses in their lairs if the mob spawn rate was decreased. Note: more mobs does not equal Epic.
Chests and barrels awarded from Leadership will now stack VERY high - Should have been stackable like every other chest / item from the the start
Ioun Stone Companions should no longer cast shadows of mysterious men - Now all you need to do is get rid of the placeholder presence for them altogether.
Teammates now have to roll for shards dropped by dungeon bosses - Only shards? Why not apply this to the rest of the boss loot as well? Any unscrupulous party leader could change the loot roll threshold.
I refrain from commenting on the reinforced arms change.
LMAO, just another total waste of game down time, NOTHING as been fixed, many many broken and not working as intended gear, items , feats etc etc etc STILL need adressing from 'open beta'!!!
All we got here in this patch, thats if any of it actualy works !! , is a 'nerf' to professions that basically makes all crafting professions totaly useless, lol, way to go PWE, nice job, If there is one thing you do know how to do, its to totaly ****up what was a realy great game, with potential to be realy big..
Once again, a lot of superficial fluff, tweaks, and minor fixes, but as expected virtually NONE of the more long term pressing problems that the community has been clamoring for for weeks/months now have been addressed. No alchemy fix, no PVP imbalance issues, no training tomes for companions who cap at level 15 (and become useless at higher levels), etc.
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.
I agree on so many levels and I agree on Dev and Op feedback.
Looks like a bunch of nice fixes and changes mixed in with a few of the usual daFUQ changes, overall good...
A world to defend
A city to protect
innocents to save
"Why?" They ask "they hate you"
We're heroes it's what we do.
*patiently waiting on Paragon City*
I agree on so many levels and I agree on Dev and Op feedback.
Except there's two dev posts in this thread... *confused*
A world to defend
A city to protect
innocents to save
"Why?" They ask "they hate you"
We're heroes it's what we do.
*patiently waiting on Paragon City*
LMAO, just another total waste of game down time, NOTHING as been fixed, many many broken and not working as intended gear, items , feats etc etc etc STILL need adressing from 'open beta'!!!
All we got here in this patch, thats if any of it actualy works !! , is a 'nerf' to professions that basically makes all crafting professions totaly useless, lol, way to go PWE, nice job, If there is one thing you do know how to do, its to totaly ****up what was a realy great game, with potential to be realy big..
Except there's two dev posts in this thread... *confused*
Reply on a ninja patch and I cant even find the other. Thats not the Dev/Op support Im talking about. 18 questions that they could expand on and they chose to reply to a ninja patch comment.
OH this is sooo anoying, so still heavy beta phase, but really i need to see my new animation of flurry! Im really starting to be sad that i spent so much time with this game! But after being stuck in GG for half day in past, even tweeted for help, my tweets was allways deleted, no op response to calls, nothing can wonder me more!
0
inkiesquidMember, Neverwinter Beta UsersPosts: 14Arc User
I'm actually pretty excited about most of these things. I do need to ask again, @sominator, are we getting the Alchemy leveling fix in this update? If not, would you be able to give a "It's on the to-do list" nod so we know it's on your radar?
Totally on our radar. We're working on it presently and hope to have a fix soon.
What alchemy levelling fix are you talking about? I've had lvl 20 for weeks and I'm pretty sure I'm not the only one judging by the flasks available on the AH
Uhh...gateway is all sorts of messed up right now. Showing all 9 slots available for tasks, but I only have 4 unlocked on the char I was trying to do stuff on. Also, I can't do any tasks on any of the slots.
Foundry - Fight Club? (nw-dluqbofu7)
- JailBreak (in development)
[*]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.
The game just lost another 50% of it's current population which died after the major AD market exploiting era.
Instead of killing the game why not make it a semi-playable and enjoyable game?
I sent the patch notes to Sominator before the .5 was completed where an issue was found and fixed shortly afterwards. Nothing ninja like, sorry.
Another pleasant surprise, to see someone from the Dev team make an appearance. It gave me another small glimmer of hope that perhaps some small fraction of feedback is being read. It's a shame the post wasn't about something more substantive, but it's a start.
[Soapbox mode]
The issue of issues here is of course whether or not PWE Management is allocating a meaningful amount of budget/manpower/direction to whittle away at the mountain of bugfixes and balance issues ... that's something that happens above the level of the Dev team, and is something that we'll never be privy to, except on an indirect and after the fact basis. Judging by observed progress to date (patch releases, bug fora), that LOE (level of effort) is disappointingly modest.
Given the anemic level of PWE's commitment on this, it seems clear that the only way things are going to change more quickly and significantly for the better is if people vote with their wallets ... and that means stop buying Zen, people.
[/Soapbox mode]
0
drizztdourden21Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 54
edited July 2013
im not sure if this is the right place to post this, but ive just downloaded the patch and the map wont load for my character? nothing to do with my internet
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.
That's one less reason to log in.
i wonder if they're going to make shirts and pants bind on pickup "as it was intended" next month?
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.
Don't know what everyone is complaining about with this. They've done us all a favor (sort of.) Now, you concentrate in your chosen profession, Leadership and Alchemy (when it works, that is) so you get your slot for 3 level 20 professions and be done with it. Don't bother wasting your time, slots, gold, assets on the other professions you can't use. If that Cleric needs those chain gloves, they suck it up and level their professions til they get it. /sarcasm
Now, some of us, like myself, whom have a Level 18 in Mailsmithing, when we have a GF, well, they're gonna have to finish that to 20, to get the slot, as it would be a complete waste of my time to not do so and wait to level up my Alchemy, which I haven't done, 'cos of all the problems.
Do you know the best way to make money? Make a good product and sell it for a good price! We gamers are not like justin bieber fans, we hate money #$'!@.
Comments
You just said everything that I wanted to. I PvP alot and the only time our team loses badly is by the permastealth rogues, the greater tenebrous enchant exploit and the Thunderhead enchantment exploit.
Anarchist, level 60 CW
Arsenic, level 60 TR
Pluck Yew, level 60 HR
Therapissed, level 60 DC
HTML History formatting, why isn't this fixed or being looked at?
What?! Why?
I really don't recall anyone asking for options taken away. Rather more the opposite in fact.
Guild Medieval Recruitment Topic
Difficulty at level 55-60 has been mildly reduced for solo content - Good because some of those mini instances (Temple of the Primordial for example) are fricking ridiculous
Difficulty at level 55-60 has been slightly reduced for team content - Hadn't really noticed these being that hard with the exception of the last boss of the Hotenow skirmish (but that could have been because of a fail tank). The portal out of the Rothe Valley skirmish being locked after killing the final boss would be more important imo.
Epic dungeon difficulty has been VERY slightly decreased, but should remain largely the same - Again, hadn't noticed the dungeons being that difficult apart from boss's mobs (we'll come to that next)
Minibosses should have improved leashing behavior if lured away from their respective lairs - Wouldn't mind fighting the bosses in their lairs if the mob spawn rate was decreased. Note: more mobs does not equal Epic.
Chests and barrels awarded from Leadership will now stack VERY high - Should have been stackable like every other chest / item from the the start
Ioun Stone Companions should no longer cast shadows of mysterious men - Now all you need to do is get rid of the placeholder presence for them altogether.
Teammates now have to roll for shards dropped by dungeon bosses - Only shards? Why not apply this to the rest of the boss loot as well? Any unscrupulous party leader could change the loot roll threshold.
I refrain from commenting on the reinforced arms change.
I figure about the time most of the authors have moved on to something else they'll get some substantial foundry updates in.
All we got here in this patch, thats if any of it actualy works !! , is a 'nerf' to professions that basically makes all crafting professions totaly useless, lol, way to go PWE, nice job, If there is one thing you do know how to do, its to totaly ****up what was a realy great game, with potential to be realy big..
I sent the patch notes to Sominator before the .5 was completed where an issue was found and fixed shortly afterwards. Nothing ninja like, sorry.
What was the issue, may i ask?
I agree on so many levels and I agree on Dev and Op feedback.
A city to protect
innocents to save
"Why?" They ask "they hate you"
We're heroes it's what we do.
*patiently waiting on Paragon City*
Except there's two dev posts in this thread... *confused*
A city to protect
innocents to save
"Why?" They ask "they hate you"
We're heroes it's what we do.
*patiently waiting on Paragon City*
newbie rogue extraordinaire
Reply on a ninja patch and I cant even find the other. Thats not the Dev/Op support Im talking about. 18 questions that they could expand on and they chose to reply to a ninja patch comment.
What alchemy levelling fix are you talking about? I've had lvl 20 for weeks and I'm pretty sure I'm not the only one judging by the flasks available on the AH
- JailBreak (in development)
The game just lost another 50% of it's current population which died after the major AD market exploiting era.
Instead of killing the game why not make it a semi-playable and enjoyable game?
Another pleasant surprise, to see someone from the Dev team make an appearance. It gave me another small glimmer of hope that perhaps some small fraction of feedback is being read. It's a shame the post wasn't about something more substantive, but it's a start.
[Soapbox mode]
The issue of issues here is of course whether or not PWE Management is allocating a meaningful amount of budget/manpower/direction to whittle away at the mountain of bugfixes and balance issues ... that's something that happens above the level of the Dev team, and is something that we'll never be privy to, except on an indirect and after the fact basis. Judging by observed progress to date (patch releases, bug fora), that LOE (level of effort) is disappointingly modest.
Given the anemic level of PWE's commitment on this, it seems clear that the only way things are going to change more quickly and significantly for the better is if people vote with their wallets ... and that means stop buying Zen, people.
[/Soapbox mode]
i wonder if they're going to make shirts and pants bind on pickup "as it was intended" next month?
Don't know what everyone is complaining about with this. They've done us all a favor (sort of.) Now, you concentrate in your chosen profession, Leadership and Alchemy (when it works, that is) so you get your slot for 3 level 20 professions and be done with it. Don't bother wasting your time, slots, gold, assets on the other professions you can't use. If that Cleric needs those chain gloves, they suck it up and level their professions til they get it. /sarcasm
Now, some of us, like myself, whom have a Level 18 in Mailsmithing, when we have a GF, well, they're gonna have to finish that to 20, to get the slot, as it would be a complete waste of my time to not do so and wait to level up my Alchemy, which I haven't done, 'cos of all the problems.
I'm not going to touch the PvP problems.