Many VO lines have been added to the game for Well of Dragons content.
Classes and Balance
Devoted Cleric
At Wills now generate 100% more divine power.
Chains of Blazing Light: Now correctly benefits from the increased damage granted by Empowered.
Divine Searing Light: Damage caused by this power also heals any allies within 15' for 100% of the primary damage dealt.
Divine Searing Light: The AoE component of this spell no longer has a target cap.
Divine Sun Burst: This power now also applies a HoT effect to allies.
Faithful: Agent of the Divine: Now triggers at 45% Hit Points (up from 30%).
Virtuous: Shield of the Divine: This HoT now lasts for 10 seconds (down from 20) but ticks for twice the intensity.
Trickster Rogue
Concussive Strikes: This feat will no longer daze the rogue in rare cases.
Cloud of Steel: This power now deals 10% more damage.
Cloud of Steel: This power no longer has charges and activates slightly slower.
Dodge: Dodging now correctly costs 30 stamina. It also is no longer unlimited while Stealthed.
Duelist's Flurry: The bleed from Duelist's flurry now deals 20% more damage.
Duelist's Flurry: This power now activates faster.
Gloaming Cut: Base damage of this power has been reduced by roughly 15%.
One with the Shadows: Can no longer be wasted by triggering from Shadow Strike.
Sly Flourish: The damage on this power now better reflects the activate time of each hit. The damage of the second, third, and final hits have all been increased.
Sly Flourish: The final hit of this combo now applies Broken Armor for 6 seconds. Broken Armor causes targets to take 5% more damage from all sources.
Iron Vanguard
Ferocious Reaction: This power now activates at the correct health thresholds again.
Soulbinder
Burning Soul: Your Soul Sparks now also increase your damage by .06/.12/.18/.24/.3% per Spark (down from .4/.8/1.2/1.6/2%).
Soul Scorch: Damage changed to Necrotic Damage. Now activates Creeping Death.
Soul Scorch: Now deals 20% more damage."
Immolation Spirits: Now gains 25% increased damage for each set of 6 sparks consumed (up from 10%). Ranking this power now increases damage by 20% (up from 10%).
Content and Environment
Well of Dragons: landmarks have updated icons.
Well of Dragons: Many fixes to the quests and Heroic Encounters in this zone.
Well of Dragons: The door to Tiamat was showing up before the event actually was active, and may have been on all the time. I've fixed this by making it check for the open mission I made today to herald the coming of Tiamat and point players in its direction. As a result, the door is open for the same duration: 5 minutes, at the top of every hour.
Well of Dragons: There is now a vendor that sells injury kits in the Temple of Tiamat.
Items and Economy
Cube of Augmentation costs 1/4 of what it was and 4 are now required to unlock new class features. The overall result is that rolling stats costs much less.
The Jewelcrafting profession is now available for testing! A new item focused profession that allows crafting and enhancing ring, neck and waist items.
[*]The Jewelcrafting profession is now available for testing! A new item focused profession that allows crafting and enhancing ring, neck and waist items.
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Feedback : Jewelcrafting is awesome this is the first profession what is better then Leadership OMG OMG OMG AWESOME!!!!
But i think the Greater Jewel Crafting (100k) is bit too high 50000 AD will be enugh same as for Armor kits also those things give lesser stat then armor kits only 50 stat point .
Daylight savings confuses everyone everywhere it seems
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited October 2014
Jewelcrafting looks really interesting, because of its ability to create worthwhile tradable items - this is a much welcome change from Artificing and Weaponsmithing where the only items worth making are BoP.
The DC fixes are welcome and the empoewerment indicator (blue orbs) in particular.
The 50 stat points they give are to Action Point Gain, Stamina Guard Gain and Regeneration, stats which are very hard to "add" to equipment, though.
Also, the highest ranked items only use common crafting materials, no dragon eggs required. The AD cost seems reasonable when you take that into consideration.
I like the new epic jewelcrafing gear has two enchantment slots , Dragon eggs probably going up in price though , but GS is going to be crazy by the beginning of module 6.
Good, it might actually be fun now to play a DC and do professions. I've wasted all sorts of time and only leadership seems to get anywhere.
Glad to see they're not nerfing my CW MofF. I'm just finally at 50 and learning how I want my guy and powers.
Jerrocko,
Leader of the Packs
0
blondiritterMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Cube of Augmentation costs 1/4 of what it was and 4 are now required to unlock new class features. The overall result is that rolling stats costs much less.
I'm a little confused. These originally cost 50k but were reduced to 12.5k but 4 are now needed making the cost per class feature 50k. Maybe I'm not awake enough for math but that seems to be the same price per class feature.
I'm a little confused. These originally cost 50k but were reduced to 12.5k but 4 are now needed making the cost per class feature 50k. Maybe I'm not awake enough for math but that seems to be the same price per class feature.
You also use them to roll stats, which presumably still uses only one cube, but gives a random result. So that is cheaper as stated.
The increase in cubes needed for unlocking class features means no net change there to the cost.
Y'all are makin' my head hurt. Monster. Sword. Blood. Loot. The rest??? Cubes of whatever and dime-a-dozen artifacts (supposed to be as rare as the compassion of a god,) Kwll would be proud to know he possessed 69,743 hands to be passed around and ranked up, I guess.
Cube of Augmentation costs 1/4 of what it was and 4 are now required to unlock new class features. The overall result is that rolling stats costs much less.
Why???
There were better suggestions, as in small constant increases. You still keep it a full gamble.
WHY.
If you want max stats, you will need to gamble endlessly.
Please lessen the GAMBLE. This is not a casino. kindly realize this.
I'm a little confused. These originally cost 50k but were reduced to 12.5k but 4 are now needed making the cost per class feature 50k. Maybe I'm not awake enough for math but that seems to be the same price per class feature.
Yeah, that was the point as far as I can tell. They didn't want to change the price for the class features but wanted to reduce it for stat rolls.
There were better suggestions, as in small constant increases. You still keep it a full gamble.
WHY.
If you want max stats, you will need to gamble endlessly.
Please lessen the GAMBLE. This is not a casino. kindly realize this.
Thanks.
you can do this:
less us roll , next roll has a minimum of previous roll value and max 400 , and so on. for example:
1st roll = 100 , 2nd roll 101-400 (lets say you roll 248) , 3rd roll 249-400 and so on.
i understand this will greatly devalue the AD sink for the system designer but it will be way less frustrating for players.
Just got done testing the functionality of reinforcement kits for jewelry and I have noticed that jewelry under level 60 are not reinforce-able
So generally this wouldn't be an issue for most end level players but for certain classes there is a certain level 49 ring that is BiS in some cases that is now not eligible for upgrade
I understand that the cap on reinforce-able items was set to prevent super twinks but is there any way you can drop the reinforcement cap to level 40 so that various jewelry such as the I mentioned can be continued to be used.
This discovery was made when I was going through the task of Min/Max-ing my build for next module
Comments
When is this in your time zone?
Feedback : Jewelcrafting is awesome this is the first profession what is better then Leadership OMG OMG OMG AWESOME!!!!
But i think the Greater Jewel Crafting (100k) is bit too high 50000 AD will be enugh same as for Armor kits also those things give lesser stat then armor kits only 50 stat point .
Can you please list times in UTC. Not everyone lives in North America. Thanks
they don't know how to do the conversion, should be 11 pm UTC btw
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Site to check the time in your own area. In fact....edited Panderus' post to include the conversion link.
FYI: Pacific Standard Time is -8 hours UTC. Although, I'd like to remind the devs that we're still in Daylight Savings Time until 2AM Sunday morning.
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
Daylight savings confuses everyone everywhere it seems
The DC fixes are welcome and the empoewerment indicator (blue orbs) in particular.
or perhaps a generic countdown.
I hope these are accurate.
Also, the highest ranked items only use common crafting materials, no dragon eggs required. The AD cost seems reasonable when you take that into consideration.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Go on the beta gateway , follow these instructions how to get on it - http://nw-forum.perfectworld.com/showthread.php?518811-Official-Cryptic-Feedback-Thread-Sword-Coast-Adventures
Glad to see they're not nerfing my CW MofF. I'm just finally at 50 and learning how I want my guy and powers.
Leader of the Packs
I'm a little confused. These originally cost 50k but were reduced to 12.5k but 4 are now needed making the cost per class feature 50k. Maybe I'm not awake enough for math but that seems to be the same price per class feature.
Guess I'm lucky for once to be on west coast...
Leader of the Packs
You also use them to roll stats, which presumably still uses only one cube, but gives a random result. So that is cheaper as stated.
The increase in cubes needed for unlocking class features means no net change there to the cost.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
There were better suggestions, as in small constant increases. You still keep it a full gamble.
WHY.
If you want max stats, you will need to gamble endlessly.
Please lessen the GAMBLE. This is not a casino. kindly realize this.
Thanks.
Yeah, that was the point as far as I can tell. They didn't want to change the price for the class features but wanted to reduce it for stat rolls.
you can do this:
less us roll , next roll has a minimum of previous roll value and max 400 , and so on. for example:
1st roll = 100 , 2nd roll 101-400 (lets say you roll 248) , 3rd roll 249-400 and so on.
i understand this will greatly devalue the AD sink for the system designer but it will be way less frustrating for players.
Just got done testing the functionality of reinforcement kits for jewelry and I have noticed that jewelry under level 60 are not reinforce-able
So generally this wouldn't be an issue for most end level players but for certain classes there is a certain level 49 ring that is BiS in some cases that is now not eligible for upgrade
I understand that the cap on reinforce-able items was set to prevent super twinks but is there any way you can drop the reinforcement cap to level 40 so that various jewelry such as the I mentioned can be continued to be used.
This discovery was made when I was going through the task of Min/Max-ing my build for next module
Deflection went from 48.8% pre pathfinders action to 162% deflection chance with pathfinders action on
This bug was repeatedable and happens with the pathfinders action bonus from the offhand
BUG: Tooltip was not updatet.
You'll need to use the Rank 15 Jewels to reinforce a level 49 item.
Thanks for the report. This has been corrected.