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Patch Notes- NW.5.20131021a.3

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  • draugotdraugot Member Posts: 57 Arc User
    edited October 2013
    •Sharandar: Players should no longer get stuck in combat unexpectedly while standing near the Dark Fey Enclave quest givers and entrance.
    So I just got stuck in combat mode while standing at the Dark Fey Enclave. So that bug is not fixed.
  • martyn1920martyn1920 Member Posts: 6 Arc User
    edited October 2013
    tang56 wrote: »
    Well...spellplague final boss is sure gonna be fun with this CW nerf....oh wait.

    Just sing ~5 seconds after the boss starts going down, on the disappearing platform (or directly in the acid). You don't shield or repel in that fight, c'mon >_>.

    On the other hand, yeah, that shield nerf is a bad move. That's just going to encourage players to use more CWs in parties to compensate their nerf. CWs will still outdps any class, except maybe for single targets and TRs. But even then, the crowd control from shard is more useful overall. Four CWs and DC (runner) is the most effective party in CN and that just shows how poorly balanced the game is. FH is the only exception I guess.
  • aviliusavilius Member Posts: 2 Arc User
    edited October 2013
    My game now times out at the Cryptix splash screen after the patch....
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited October 2013
    draugot wrote: »
    •Sharandar: Players should no longer get stuck in combat unexpectedly while standing near the Dark Fey Enclave quest givers and entrance.
    So I just got stuck in combat mode while standing at the Dark Fey Enclave. So that bug is not fixed.

    Well, there is a workaround, at least... "Change character" to yourself....you will no longer be considered in combat.
    Hoping for improvements...
  • draugotdraugot Member Posts: 57 Arc User
    edited October 2013
    adinosii wrote: »
    Well, there is a workaround, at least... "Change character" to yourself....you will no longer be considered in combat.

    Yeah did that. But still the patch did not fix the problem.
  • vitaliy1717vitaliy1717 Member Posts: 55
    edited October 2013
    Hmmm... Who next ? Developers, fix bugs, not nerf classes !!! :mad:

    P.S.
    But when you lazy, then next step - remove all encounters, daylies, feats (that fix all bugs). :rolleyes:
    OneHalf (15,5 TR)
    Diana (15,4 DC)
    BigHalf (15,5 GF)
  • vvergvverg Member, NW M9 Playtest Posts: 199 Arc User
    edited October 2013
    tang56 wrote: »
    Well...spellplague final boss is sure gonna be fun with this CW nerf....oh wait.

    I always used Spell Mastery Repel for the end boss, np with the adds.

    Next to that i dont get why ppl complain about shield anyways. There much better Encounters. But maybe thats just my build.
    signature-lili.png
  • tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    vverg wrote: »
    I always used Spell Mastery Repel for the end boss, np with the adds.

    Next to that i dont get why ppl complain about shield anyways. There much better Encounters. But maybe thats just my build.

    I'd switched to using a GF to kite everything while I killed them all with AOE.
    RIP Neverwinter 26/06/2014
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited October 2013
    or the numbers of mobs are going down to a point where you do not need to control 15 at time....

    That would be rather nice.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited October 2013
    You could also use repel in spell mastery to push multiple enemies... just sayin' that it seemed odd that a power whose primary purpose was to protect you was outperforming a power whose primary purpose was to push enemies around/away.
    <::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::>
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  • rapticorrapticor Member, NW M9 Playtest Posts: 1,078 Arc User
    edited October 2013
    draugot wrote: »
    -Sharandar: Players should no longer get stuck in combat unexpectedly while standing near the Dark Fey Enclave quest givers and entrance.
    So I just got stuck in combat mode while standing at the Dark Fey Enclave. So that bug is not fixed.

    I can confirm this as well. Happened to me after the patch today.
  • yokihiroyokihiro Member, Neverwinter Beta Users Posts: 510 Bounty Hunter
    edited October 2013
    •Resolved a case where a Queue would still try to fill an instance with members even after no one was left on the map. This would cause them to be unable to leave the party or queue for another instance.

    --> If you mean that you have fixed the dungeon queues then you are wrong. The dungeon queues still pop with people that have declined when the window pops. Tried to queue for SP yesterday and every window had already declines. No queue was working!
  • nohart13nohart13 Member Posts: 0 Arc User
    edited October 2013
    I used to solo CW clear Spellplague. But I guess this nerf to shield would cause teams to bring more than 1 cw ^^
  • ruonthehuntruonthehunt Member, Neverwinter Knight of the Feywild Users Posts: 24 Arc User
    edited October 2013
    lionmaruu0 wrote: »
    "Control Wizard: Shield may only hit up to 5 targets at a time."

    Next patch singularity only will get two mobs at a time and on next one your account is deleted...Could at least bumped a little more damage resistance to make it at least still a little useful.

    I'm not against balancing the powers I'm against letting the content impossible to people to complete except the ones that exploit it.

    And nothing about the stupidly hard dungeons for pugs, even when all the exploiters already have all the items anyway, could at least let more casual people play the game... at least T1 and old t2 dungeons should get a better balance with the actual level of the players and not only match the extremely well geared or coordinated, not everyone want/can play with a guild or a fixed team all the time.


    I loved the new content and I'm happy with the amount of stuff being put on the game, but really could use some dungeon balancing people! for god's sake!

    Games MAAAADDDDD hard bro!
  • rangedmayhamrangedmayham Member Posts: 6 Arc User
    edited November 2013
    I usually only play PVE so all these nerf's don't mean a hole bunch to me, but I do understand the importance of being able to control the mobs and how it will be a wee bit more difficult to do that now! We will have to become better at the skills given to us. I do agree with the dungeons becoming better balanced. I know I have tried running Wolf's Den several times...not the epic one, and only beating it once and that was because we had a CW with a life stone and they were the only one left alive in the party. I don't even want to try the epic one. Yet I go in with a party to the next dungeon and we boot the boss around like there is no tomorrow. And the epic dungeons are along the same lines. If your not with the absolute perfect team...rarely happens.... it is nearly impossible if not impossible to defeat the boss. Even with the perfect group it can be very hard. I'm not saying make everything a cake walk, but if the dungeon is rated for 8300 gs and your running with a group all over 10k, than it should be pretty close to a cake walk and not be getting your butts handed to you even without a perfect group.
  • meldan3nmeldan3n Member Posts: 0 Arc User
    edited November 2013
    Shield is not a lifesaver any more... 5 mobs are not a problem for a CW. 10 of them are. With the next Module, Soulforged will be gone, at least the one CWs can use.

    This is just ridiculous...
  • ngeluzngeluz Member Posts: 31 Arc User
    edited November 2013
    Agreed with everything you said lionmaruu0 so im copying the same comment better word could not have been said.

    "Control Wizard: Shield may only hit up to 5 targets at a time."

    Next patch singularity only will get two mobs at a time and on next one your account is deleted...Could at least bumped a little more damage resistance to make it at least still a little useful.

    I'm not against balancing the powers I'm against letting the content impossible to people to complete except the ones that exploit it.

    And nothing about the stupidly hard dungeons for pugs, even when all the exploiters already have all the items anyway, could at least let more casual people play the game... at least T1 and old t2 dungeons should get a better balance with the actual level of the players and not only match the extremely well geared or coordinated, not everyone want/can play with a guild or a fixed team all the time.


    I loved the new content and I'm happy with the amount of stuff being put on the game, but really could use some dungeon balancing people! for god's sake!
  • chemboy613chemboy613 Member, NW M9 Playtest Posts: 1,521 Arc User
    edited November 2013
    Quite honestly, this nerf has been a relatively non-issue with us. Before, we would throw 20-30 mobs at a time in spellplague, now we just take one encounter at a time and control that encounter. So the run used to take us 40-45 minutes and now takes 45-50 minutes.

    As for the boss just toss a sing on the platform as it's falling, the kiter runs the mobs into the sing, they all die. Easy. Boss fight is 5-7 minutes.

    So really this shield nerf doesn't mean anything if you have a good CW. It's not gear that makes good CW btw - it's about good rotation and timing.

    so, meh, hasn't changed a thing at all.
  • ogmios514ogmios514 Member Posts: 1 Arc User
    edited November 2013
    does anyone know how long the ranger will be in test server?
  • imsmithyimsmithy Member Posts: 1,378 Arc User
    edited November 2013
    ogmios514 wrote: »
    does anyone know how long the ranger will be in test server?

    Until the Shadowmantle module 2 patch is ready to be released onto live , most people are guessing that will be late November / early December.
  • ginatomicginatomic Member Posts: 1 Arc User
    edited November 2013
    hatejacket wrote: »
    Pointless to even complain guys, lol. Just take a look at http://nw-forum.perfectworld.com/showthread.php?513671-NW-5-20131021a-2-Patch-Notes, patch notes from when this hit the preview shard, major uproar, and still made it to live, that's how much of a difference the playerbase makes :)
    The reason they ask for feedback is not to make a game more player-friendly ... What they want, is to devise better rationalization, for what they want to do.
    And most of the time, that is to OP new stuff -so player would give money for it (either in-game or real life money - does not matter much), and then nerf it so player would need to get something else...
    I love this game, and I'm sad that it is becoming harder and harder for me to justify spending my time and/or money on this game the way things are going.
    And, even though I would agree that many posts here are not constructive, that is partly a consequence of developers not giving reasoning behind most of there actions in a timely fashion.
  • abell39abell39 Member Posts: 1,175 Arc User
    edited November 2013
    Trade Window: There is now extra confirmation dialog when trading with players to confirm the trade.

    This has not actually been implemented in the current live build of the game. Can we please have this pushed to be added in this week's update? I'm hearing more and more people complain about getting scammed by players withdrawing their items from trade at the last second.
    Kerensa Loreweaver, level 60 DC | Rilla Turtledove, level 60 CW | Calvin Meriwether, level 60 TR
    Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
This discussion has been closed.