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Fantasy Balance Patch Notes (Tongue in Cheek, NOT to be taken officially...)

quitegonejinquitegonejin Member Posts: 3
edited May 2014 in General Discussion (PC)
Since we have 4 hours to go, this is what it would be like to have me as a DEV (probably a terrible idea), but here goes; What is your dream patch (Focusing on balance not absurdity)? Here's mine.....

Quality of life changes.

PVE QUEUEs
Added the option to choose new instances only.

Bags; All bags will combine (visually only) in your inventory to one giant bag.

Dual Spec Toggle Added A small clickable button added which has another setup of encounters, at wills, daily's and features in it. Also is the ability to bind an alternate gear set to the other build.

New Auto loot settings; These settings are now available, you will loot just by passing over the items. 1) all, 2) green and up, 3) enchants and scrolls and quest loot only.

Refining, you can now refine on "repeat" up to 5 times. Essentially using 50 slots at once. This is to stop the tedium of refining 5 slots at a time for those with larger stacks of refining resources.

Account wide bank, now accepts any resource not character bound. This was an oversight.

Heroic Encounter Loot BOP Loot will drop for the class specifically. No longer will you get bound epic gear for another class.


MASSIVE FOUNDRY LOVE This amazing resource is no longer untapped.
PVP maps are now enabled. up to 5v5 can be done in the foundry!

Notifications; When someone enters your foundry quest and you are in game, you are notified. You now have the ability to enter and play one of your npcs! Chat with the players in your foundry, role play and create an amazing experience.

Importing; You can now import any of your characters to the foundry as an npc; Create a multitude of back storys for your characters or use it for unique pvp experiences etc.



Bug Fixes

Shard no longer getting stuck in terrain, disappearing and or being moved by anyone except the caster

ITC and other cc immunities working 100% of the time

All said issues with roar fixed

HR's marauders escape now works on an incline or in the air if casted while jumping/falling

Guardian Fighter LOVE!!!!! Added a new interaction with block, PERFECT BLOCK; If the GF blocks an incoming attack perfectly (block hit just before contact) his meter will decrease 50% less then usual and he will have a short window of opportunity to cast a PERFECT TAUNT. Perfect taunt, if taunt is casted within .5 seconds of a perfect block the taunted enemy (pve AND PVP) will do -75% dmg on their next attack if casted on anyone except the GF.

DC LOVE!!!!! DC's will be 50% immune to healing depression when casting a heal on themselves, 25% immune when casting on others.

PVP additions
Black Ice Domination. When you die in BID 15% of the ice you have mined within the previous hour will be lost to you, and dropped to the ground for the victor to loot.

2v2, 3v3 arena added Including leaderboards, and new consumables that are now the only ones available to be used within the arena. Purchased with gold. GS and ELO system used for patch making, rewards include a choice between Glory, Refined Black Ice, rare profession assets (bound) as well as bragging rights on the Arena Leader boards.



Powers and abilities

IBS. Toned down the execute damage of IBS.

Shocking Execute. Increased base damage by 30%

Aimed shot/strike. Aimed shot casting time will now increase by 20% for every hit taken while casting, but will nt be completely interrupted without using an interrupt type ability on the HR. Aimed strike animation sped up, and the lunge distance increased by 20%

Thorn Ward will now damage TR's stealth bar even when it does no damage to them, ie, when a TR enters a wards red circle from stealth, they take no dmg, but the ward still pulses and goes through the attack animation. I believe this is an oversight, but instead of having the ward give dmg, it will just do dmg to the stealth meter to reveal boring gameplay.

Split The Sky the encounters casting animation time is cut in half. No longer requiring 2.5 (?) seconds to cast, or in turn keeps its cast time but is uninterrupted.

Impact Shot This encounters damage is ignorable, the requirement to have max stacks to do max damage is removed. The base damage will now be adjusted to about 65% of its former glory

Lashing Blade Is no longer as easy to dodge. Concider this a point blank aoe, as it's animation is a spin, it will hit any ONE target within a small circle around the TR who does not dodge it. The time required to dodge it has been cut in hald. The damage has been reduced by 25%. It no longer auto crits from stealth, but ignored 50% of mitigation instead. This way a crit build is required to do great damage, yet it is no longer useless against classes with lots of mitigation such as GWF's and Lone wolf using HR's.

Bait and Switch If the last encounter casted before bait and switch was Shadow Strike, it will only refill 30% of the stealth meter. For every encounter casted on the bait and switch clone, the TR will get a +10% armor pen bonus for 4 seconds. Stacking to 4 times.

Forest Ghost Cast time has been increased by 1 second, but is no longer interruptable.

Ambush The large bush/grass is no longer visible by the enemy after .5 seconds. This way there is a bonus to those paying attention, but to those who do not; the HR has an escape/suprise factor with this skill in pvp.

Thorn Strike Base damage increased by 50%.

Throw caution No longer resets stacks of Correcting aim.

Master of Combat chance to proc increased to 33% from 17%

General Bug Fixes

Premade teams in domination will ONLY be matched against other premades. (3+ queue'd together) and average GS will be matched across teams. Face it, most premades worth their salt are willing to wait a little bit for a challenging match.

Black Ice domination Will no longer bug, and has a small chance to drop appropriate black ice gear for its zone to some of the winners.

Quests in the new zones such as the troll idols, and collapsing mines, will no longer be competed over, and will work as most quests do, ie the item/interaction isn't reset for you by other players.





These are just from my own experience, it is obvious that I play HR/TR, if I knew more about the other classes I would pay them as much attention too. Again, just a dream patch for me specifically.
Post edited by Unknown User on

Comments

  • shivonomineshivonomine Member Posts: 163 Arc User
    edited May 2014
    Powers and abilities
    Thorn Ward will now damage TR's stealth bar even when it does no damage to them, ie, when a TR enters a wards red circle from stealth, they take no dmg, but the ward still pulses and goes through the attack animation. I believe this is an oversight, but instead of having the ward give dmg, it will just do dmg to the stealth meter to reveal boring gameplay.

    Split The Sky the encounters casting animation time is cut in half. No longer requiring 2.5 (?) seconds to cast, or in turn keeps its cast time but is uninterrupted.

    Impact Shot This encounters damage is ignorable, the requirement to have max stacks to do max damage is removed. The base damage will now be adjusted to about 65% of its former glory

    Lashing Blade Is no longer as easy to dodge. Concider this a point blank aoe, as it's animation is a spin, it will hit any ONE target within a small circle around the TR who does not dodge it. The time required to dodge it has been cut in hald. The damage has been reduced by 25%. It no longer auto crits from stealth, but ignored 50% of mitigation instead. This way a crit build is required to do great damage, yet it is no longer useless against classes with lots of mitigation such as GWF's and Lone wolf using HR's.

    Bait and Switch If the last encounter casted before bait and switch was Shadow Strike, it will only refill 30% of the stealth meter. For every encounter casted on bait and switch, the TR will get a +10% armor pen bonus for 4 seconds. Stacking to 4 times.


    As a tr i approve . I got bored of running on this stressful build just because of my dps lack .
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited May 2014
    For PVP:

    Guardian Fighter- block lasts 100% longer

    Control Wizard- all powers ignore 25% of tenacity. Also, all powers are correcly affected by armor penetration.

    Great Weapon Fighter- Roar fixed as announced to no longer stun you out of dodges/ITC etc.

    Trickster Rogue- Stealth duration decreased by 50%, damage on all skills increased by 50%
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • quitegonejinquitegonejin Member Posts: 3
    edited May 2014
    Edited in many other additions, and type o fixes, thanks to those whose ideas I stole. Too lazy to thank you directly.
  • thegrandexenothegrandexeno Member Posts: 239 Bounty Hunter
    edited May 2014
    For me: Aimed Shot not interruptable or cast time almost halved. Ok...stoning in 3..2..1 XD
    • Halflingas The Great - Stormwarden HR(60)
  • lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    edited May 2014
    Visual:
    Dragonslayer boots skin is fixed and does not longer appear like if the character does not have boots. :o
    fkze9t.jpg
    ▄▀▄▀ Check out my blog for more information and cool videos: NWO-Battleground ▀▄▀▄
    Proud founder of the 'Primacy' alliance
  • quitegonejinquitegonejin Member Posts: 3
    edited May 2014
    For me: Aimed Shot not interruptable or cast time almost halved. Ok...stoning in 3..2..1 XD
    Oh, good one, i added it... sort of... with a less IMBA concept.
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited May 2014
    PVE balance to line up the five class HR TR GF DC GWF to demigod CW.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • quitegonejinquitegonejin Member Posts: 3
    edited May 2014
    PVE balance to line up the five class HR TR GF DC GWF to demigod CW.
    Hmm, this. I need to think about the GF/DC.
  • thegrandexenothegrandexeno Member Posts: 239 Bounty Hunter
    edited May 2014
    I'd like to add this: TR while in stealth cannot gain/defend node points :) You want node points, you make yourself targettable.
    • Halflingas The Great - Stormwarden HR(60)
  • edited May 2014
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  • lesplelesple Member, NW M9 Playtest Posts: 17 Arc User
    edited May 2014
    For me: Aimed Shot not interruptable or cast time almost halved. Ok...stoning in 3..2..1 XD
    ^^This.

    Or make rapid shot do more damage (nothing silly, of course :rolleyes:).
    What's a signature and what does it do?
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2014
    For me:
    Foundry changes:
    -You can now add non explotable chests and other items in maps.
    -You can now design an enemy as a boss, with enhanced stats.
    -You can make groups bigger than 5 members to enter foundry quests, up to 20 maybe.
    -Foundry related equipment, fashion wear, and other prizes.

    -Dungeons are less add heavy and more elite enemies are placed, so single target classes and tanks are more needed.

    -TR's loose perma stealth, but gain more damage, more gap closers and more CC abilities.
    -GFs have better aggro managing abilities and their defense doesn't break so easily, allowing to actually tank many mobs at once.
    -DCs get tankier in pvp, making them harder to be killed.
    -CWs have more CC in pvp, or someway to be harder to be reached.
    -GWFs unstoppable is harder to spam, must endure more before being able to use it.
    2e2qwj6.jpg
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited May 2014
    reiwulf wrote: »
    For me:

    -GWFs unstoppable is harder to spam, must endure more before being able to use it.


    What a hell y are talking about i lose half of my health bar to gain full bar unstoppable.


    Pls make GWF and try it out . How many doge have y in full heath bar? How many encounters can y escape ? Correct number 3.
    Mybe DC have a little step back 2 .
    To avoid GWF 8 sec Unstoppable y just need to run or hide or doge perfect time ofc , by the way TR can RUN with 60-70% running speed rigth specced + rank 8 dark. HR can escape GWF too . CW can also escape GWF "halfling mutant version":).
    So the thing is good DC dont need to escape . The only left is GF what we all know vs all 5 class in pve and pvp realy terrible.
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • thegrandexenothegrandexeno Member Posts: 239 Bounty Hunter
    edited May 2014
    magenubbie wrote: »
    I lolled. Guess that also counts for GWFs while in unstoppable state?

    Oh cmon don't be silly. Can't you see the difference between being very hard to take down and being NOT TARGETTABLE? :)
    I'm an HR, mind you (second toon, CW lvl 17 :D )
    • Halflingas The Great - Stormwarden HR(60)
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited May 2014
    What a hell y are talking about i lose half of my health bar to gain full bar unstoppable.


    Pls make GWF and try it out . How many doge have y in full heath bar? How many encounters can y escape ? Correct number 3.
    Mybe DC have a little step back 2 .
    To avoid GWF 8 sec Unstoppable y just need to run or hide or doge perfect time ofc , by the way TR can RUN with 60-70% running speed rigth specced + rank 8 dark. HR can escape GWF too . CW can also escape GWF "halfling mutant version":).
    So the thing is good DC dont need to escape . The only left is GF what we all know vs all 5 class in pve and pvp realy terrible.

    Sometimes I take 3 to 5 thousands of damage to get half of the unstoppable bar. Pretty underpowered.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • quitegonejinquitegonejin Member Posts: 3
    edited May 2014
    Added some amazing, impossible to do foundry love. Fantasy FTW
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2014
    lol why are you complaining? this is out fantasy ideas, it's not like they'll add them anytime soon XD
    unstoppable is way overpowered, so either make it less often, or make it less overpowered.
    2e2qwj6.jpg
  • devaneiodevaneio Member Posts: 142 Arc User
    edited May 2014
    Dungeons:
    You cannot be kicked during boss fight and loot rolls or after last boss has been defeated.
  • quitegonejinquitegonejin Member Posts: 3
    edited May 2014
    Reiwulf did your avatar get sexier?
  • steviefischersteviefischer Member, NW M9 Playtest Posts: 44 Arc User
    edited May 2014
    A dual feature (1vs1) would be nice on this list of fantasy updates. :3
    5peb.png
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2014
    Reiwulf did your avatar get sexier?
    I updated my char with the new character creator ;)
    I'm rerolling Jox as a half elf now though, gotta love the stubble.
    2e2qwj6.jpg
  • edited May 2014
    This content has been removed.
  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited May 2014
    General
    -Alternate Power loadout toggle feature included, usable as long as player is out of combat.
    -"Collect all" and "Set default task" functionality added for Neverwinter Gateway and the profession window.
    -Added new domination PvP maps: the Gorge (set in the freezing heights of Icespire Peak - mind those cliffs/narrow bridges...), the Xorlarrin Gauntlet (a dangerous section of the Whispering Caverns, prepare to meet some of the nastiest Underdark creatures) and the Scar Company Training Arena (welcome to the Chasm arena, please note that magic can become fairly unpredictable here).
    -New dungeon difficulty - "hardcore", added. In hardcore mode monsters will gain new abilities, effects (like increased resistance to physical damage, etc) and some will even use daily-equivalent powers.
    -Added functionality that allows players to refine enchantments/artifacts using stacks of enchantments at a time.
    -Night and day changes added for Protector's Enclave and a few other maps.
    -Added "estimated waiting time" function for queues.
    -Bard class added.

    Gameplay
    -For 10 seconds after joining a queue and arriving at a dungeon players now get a chance to vote for looting rules: "standard", or "all greed".
    -Players now have the option to queue for standard PvE groups (GF and/or Cleric required) or any PvE group (no class required) for all standard T1s/T2s.
    -Companions now have a maximum level of 45. White companions may now gain levels up to 30, green companions to 35, blue companions to 40 and purple companions to 45. At level 45 companions gain bonuses depending on type: striker companions add 30% of the player's base weapon damage to their own, control/leader companions get a 20% reduction to all cooldowns, and defender companions gain 30% of the player's base HP. Augment companions progress as normal.
    The total increase in base stats from 30-45 will be higher than the total increase from 1-30.

    Class and Balance
    Trickster Rogue
    -Stealth uptime increased by 2 seconds. TRs gain an additional dodge. When their stealth meter runs out, a rogue cannot enter stealth again for 5 seconds.
    -Encounter/Daily powers no longer refill the Stealth meter. Encounter/Daily powers that generate stealth now merely delay the rate at which stealth is depleted.
    -Saboteur's Ruthless Efficiency modified to instead reduce stealth "cooldown" by 2 seconds.
    -Most at-will, encounter powers and dailies have had their damage increased by 10-15%. Reduced the rate at which several encounters exhaust stealth meter reserves - it is now possible to use the "while stealthed" effect of two encounter powers (note: default stealth meter) without completely depleting stealth.
    -Path of the Blade cooldown reduced to 15 seconds.

    Control Wizard
    -Total damage done reduced by 20%.
    -Increased the target cap of most at-will, encounter and daily powers to 8-10 targets. Furious Immolation now has a max 15 target cap.
    -Significantly increased the AoE range of Maesltrom of Chaos (it's now slightly greater than Arcane Singularity's).
    -Arcane Singularity now also slows affected targets by 15%.
    -Shard of Endless Avalanche knockback distance slightly increased.
    -Oppressor Shatter Strike modified - at any time the wizard strikes a frozen target that target takes 50% of the wizard's base weapon damage in damage and has 20% reduced mitigation for 3 seconds.
    -Control bonus and Orb of Imposition has been reworked. CWs should notice an overall improvement in effectiveness of their control powers. The change should be particularly noticeable on CWs with high Wisdom/slotting Orb of Imposition.

    Guardian Fighter
    -Marks now also grant allies +15% combat advantage damage (base) in PvE as long as monsters are attacking the Guardian Fighter. Enhanced Mark increases this to 25%.
    -Guardian Fighter at-wills now have 8-target maximum cap.

    Great Weapon Fighter
    -Executioner's Style bonus to IBS reduced to +15% at max level.
    -Destroyer's Purpose bonus increased to 2% per stack (max stack 15).
    -GWF at-wills now have 8-target maximum cap.
    -After using Unstoppable, GWFs become winded. They take a 15% penalty to movement speed and damage done for 5 seconds. Sentinel's Aegis no longer improves the heal of Restoring Strike. Instead, it reduces the duration of "winded" by 2 seconds.
    -Spinning Strike and Avalanche of Steel damage increased by 15%. Crippling Strike increases the damage done to 25% total.

    Devoted Clerics
    -Damage over time powers now correctly benefit from Armor Penetration.
    -Several Heroic Feats reworked.

    Hunter Ranger
    -Too new

    Items
    -Flaming /Tranquil enchantments modified.

    Foundry
    -1000 new custom sounds and music added.
    -Custom dialogue functionality added (copyrighted dialogue/sounds may be forcibly removed at GM's discretion).
    -Special foundry-only profession nodes introduced - these nodes have a small chance (think artifact drop rate in skirmishes) to give green-quality profession assets. The location of these nodes is randomly generated and will only spawn in daily AND peer-approved/reviewed foundry quests. Max 2 nodes per foundry.

    Bugfixes
    -Perfect Elven Battle Enchantment finally works!
    -Rogue Duelist Flurry and Bilethorn Enchantment interaction fixed.
    -Feytouched Enchantment fixed.
    -Rimefire fixed.
    -Various content fixes (Celadaine, etc)
    You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited May 2014
    Quick reminder: "Fantasy" does not equate to "slam the company on marketing practices"--especially when those have nothing to do with game balance. Please bear that in mind when posting in this thread.
    ROLL TIDE ROLL

    Great Weapon Fighter: Because when is today not a good day to die?

    PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited May 2014
    I do not know why people care so much about taking a stronger ibs are already nearly dead when ...

    I would like to see

    1 - powers "Interclass" (smolder + smoke bomb = explosion)

    2 - daily group (the group itself would have a bar of ap would, once full, thrown by a player at a time ... each class has its own super ********daily). and these Dailys are only active in mixed classes.

    3 - DEADLY TRAPS.
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited May 2014
    I see you've added that last part in the title which is excellent.

    I was about to ridicule the biased and inaccurate statements but I see it is a moot point
  • nhokinhoki Member, Neverwinter Beta Users Posts: 28
    edited May 2014
    GWF balance
    who remembers when the gwf no had no Threatening Rush? decrease of 30 metres away for 5-7 meters, because ai if he already has spent all its stamina won't be able to fly a huge distance, and until you reach the distance from Threatening Rush at least a chance to get up before the other prone

    out that he won't be following you forcing you keep 100% of the time in hand to hand combat, equal before him winning the iron vanguard where he relied on stamina bar to reach which made it much more balanced, because you don't have balance in a class with melee damage/defense and still 30 metres range by forcing the body to body 100% of the time.

    because 30 meters is ridiculous in a melee class, "impossible escape" he catches you don't escape more thanks to Threatening Rush.
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