Dexterity: No longer incorrectly grants too much bonus deflect to classes that are not Rogues.
Scourge Warlock
Murderous Flames: No longer incorrectly deals a small amount of damage when the Warlock has a Weapon Enchantment.
Trickster Rogue
Shadow of Demise: This feat now correctly tracks damage past the initial strike.
Twisted Grin: This feat now triggers correctly in all cases.
Whisperknife
Seething Knives: This feat now deals the correct amount of damage.
Content and Environment
Dread Ring: Heart of Dread: This quest can now be properly offered to characters who have purchased the Dread Ring campaign completion.
Tiamat's Bane Achievement is no longer looking for an old beta testing achievement requirements.
Tyranny of Dragons: Culling the Cultists is now a daily quest. The number of cultists required to kill has been lowered to 25. Common Cause now requires Culling the Cultists to be completed rather than defeating any of the dragons. There is a new weekly quest to defeat the dragons.
Well of Dragons
Cult Prison cages are now more difficult to get stuck on.
Fetch Quest: The wolf now moves faster to keep up with mounted players and resolved a couple issues that could cause the quest items to be unusable.
Fools Gold: Mimics no longer sparkle and look like they can be interacted with.
Lay of the Land: The cut scenes can now be skipped.
Reclaiming the Hoard: The drop rate for the coffers has increased as well as the total amount required to complete the quest has been reduced to 14 from 25.
Rojadio the Invincible brazier can be used while in combat and slightly increased the drop rate on the Motes of Midnight.
The Scying Stone has had its levitation spell wear off and is properly on the ground again.
The Thwarting Sacrifices Encounter now more reliable respawns when it is supposed to when it has been previously cleared out.
The day one quests can no longer be dropped to help prevent issues where players could get stuck on their progress.
Enemies
Draconic Heralds: The time limit for this Heroic Encounter has been decreased to 10 minutes and the dragons all have increased health and damage.
Items and Economy
Lathander set bonus: The heal on being rescued from Near Death is now affected by Healing Depression in PvP. It also will no longer return other players from a Near Death state
User Interface
Resolved an issue where your UI could become unresponsive after visiting the Tailor in rare cases.
Scrollbars should no longer have horrible jiggle.
When displaying your own healthbar it will no longer always be white s though your life total is changing.
Lathander set bonus: The heal on being rescued from Near Death is now affected by Healing Depression in PvP. It also will no longer return other players from a Near Death state
so it will procc with soulforge , yes?
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
Classes and Balance
[*]Tyranny of Dragons: Culling the Cultists is now a daily quest. The number of cultists required to kill has been lowered to 25. Common Cause now requires Culling the Cultists to be completed rather than defeating any of the dragons. There is a new weekly quest to defeat the dragons.
Interesting change, sounds good subject to testing the new weekly.
Any thoughts on allowing the early Tyranny of Dragons (ToD) quests to be picked up in Well of Dragons (WoD) as well as Protector's Enclave? It's duplication but it'd save hassle.
Edit: just realised the level and GS limitations on WoD rendering my earlier suggestion void.
Characters that I'm only just starting ToD with just do one run of Assist the Harpers/Order of Gauntlet etc, then proceed to WoD until I've unlocked the next stage. Going backwards and forwards to PE is a pita, particularly if you're only there to collect a quest before going to another zone, e.g. Ebon Downs. I am knowingly missing out on Pages of Arcane Lore for the ToD boon progress but frankly I don't find it worth the hassle.
Lay of the Land: The cut scenes can now be skipped.
Reclaiming the Hoard: The drop rate for the coffers has increased as well as the total amount required to complete the quest has been reduced to 14 from 25.
Skullcracker doesn't grant 25% bonus move speed, also something wrong with speed of 50% mounts. I have same move speed on my horse and without it.
P.S. rus server
This will be fun, dragons doing more damage, but no fix for the DC bug. I hope people enjoy being one-shotted by red that they can't see, during massive framerate drops
(Go on, prove me wrong, make the single biggest issue in the game right now a ninja fix after all, would be amusing..)
Off topic, but can we have jewelcrafting personalised rings (and preferably artificing/weaponsmithing BtA at the minimum? Levelling it 7/8 times is a right pain that doesn't really make sense. As more classes come out, the repetitive workload increases.
In M5 someone also re-colored cave rock formation 3 from gray to a red-to-gray gradient, which makes it stand out among other cave rocks (which is bad).
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I'm a 23k gear score PVP build CW with 42k HP, right now it is common to be easily kill in around 5 to 6 sec by TR while not be able to cast because we are daze all the fights. Tr hit with Dazing Strike follow 4 to 5 second later by Smoke Bomb while DPS and disappeared for around 5 second and come back with Dazing Strike and Smoke Bomb again and while daze all the fight, from the beginning, took all 42K HP and make the kill. And if you've been hit with LASHING BLADE from Stealtht it goes even faster 4 to 5 sec your ded.
My suggestion would be:
DAZING STRIKE, SMOKE BOMB, SHADOW STRIKE, IMPACT SHOT are the major problem; the dazing time should be reduce to 1 to 3 second max on players (like CW control) and players should be immune to daze effects for at least 8 second after being daze, so that will put a stop to one of major problem with TR abuse.
LASHING BLADE DPS should be reduce from Stealth to 10% critical severity instead of 50% on players.
IMPACT SHOT DPS should be reduce on players.
Regarding CW spells:
Make Steal Time and Sudden Storm usable in PVP:
Reduce by 50% the activation time of Steal Time and make the Slowing Time working on all class without any immunity, so the activation time will slow everyone for around 1.5 sec (not a big deal) and make this spell able to interrupted TR Stealth and immunities (so TR will have to use knowledge and good play to compensate instead of always disappearing and strike while immune, stealth or stunning without us having no way to fight).
Reduce Sudden Storm activation time by 60% and the resulting Bolt of lightning strike to be done 50% quicker so we will be able to use that spell in PVP
Note: Do something about DC DPS path it's much to high for PVP
Man why did you guys remove the Dex deflect bonus!!!!!! - That is the first time GF's have EVER had a good deflect and were actually performing as tanks. My protector was a beast... Yay... back to 35% max... - but at least we can skip a cut scene now
I'm a 23k gear score PVP build CW with 42k HP, right now it is common to be easily kill in around 5 to 6 sec by TR while not be able to cast because we are daze all the fights. Tr hit with Dazing Strike follow 4 to 5 second later by Smoke Bomb while DPS and disappeared for around 5 second and come back with Dazing Strike and Smoke Bomb again and while daze all the fight, from the beginning, took all 42K HP and make the kill. And if you've been hit with LASHING BLADE from Stealtht it goes even faster 4 to 5 sec your ded.
My suggestion would be:
DAZING STRIKE, SMOKE BOMB, SHADOW STRIKE, IMPACT SHOT are the major problem; the dazing time should be reduce to 1 to 3 second max on players (like CW control) and players should be immune to daze effects for at least 8 second after being daze, so that will put a stop to one of major problem with TR abuse.
LASHING BLADE DPS should be reduce from Stealth to 10% critical severity instead of 50% on players.
IMPACT SHOT DPS should be reduce on players.
Regarding CW spells:
Make Steal Time and Sudden Storm usable in PVP:
Reduce by 50% the activation time of Steal Time and make the Slowing Time working on all class without any immunity, so the activation time will slow everyone for around 1.5 sec (not a big deal) and make this spell able to interrupted TR Stealth and immunities (so TR will have to use knowledge and good play to compensate instead of always disappearing and strike while immune, stealth or stunning without us having no way to fight).
Reduce Sudden Storm activation time by 60% and the resulting Bolt of lightning strike to be done 50% quicker so we will be able to use that spell in PVP
Note: Do something about DC DPS path it's much to high for PVP
Well, not sure about TR, but for DC i'm totally with you, the damage is too high : my GF while blocking (80% damage reduction) + 52% DR + 18% tenacity making roughtly 94% damage reduced took a 6K ... making it without any damage reduction to 100K base damage ... don't think it should be this high (even if debuff and AP a DC should be able to make sometimes more or less like 30K base damage, i'd say ok ... but this much ...) And the same guy took 30% of my 54K hp while i wasn't blocking (well i was 30% hp left so don't know exactly how much ... still 52% DR + 18% tenacity)
So ok to buff the DC but you've done too much ... TR too (even if i have a TR and wait for the 2 next patch for more fix before finilizing his spec) i love how you've said the perma stealth was hader to achieve ... i'm still perma stealth with 1 less stealth regain power, and adding a dps who will always crit while stealth ... well ... Like always the balancing is not your main power ...
We restarted the shard to test some video memory adjustments, please let me know if you see any missing textures such as white squares or other new graphical phenomena.
We restarted the shard to test some video memory adjustments, please let me know if you see any missing textures such as white squares or other new graphical phenomena.
It's even worse than normal. And I have a computer capable of running Witcher 2 with MAX settings at 60 FPS.
You have some seriously annoying texture problems, it usually takes up to 10 minutes in an instance for them to properly resolve.
Comments
Lathander set bonus: The heal on being rescued from Near Death is now affected by Healing Depression in PvP. It also will no longer return other players from a Near Death state
so it will procc with soulforge , yes?
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
And thanks for the SoD fix, I think I can return to PVP now, although TRs are still going to be the most powerful by far....
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Thaumaturge's Time To Shine: A Complete Guide
Thank god.
I quit doing any WoD quests, just because that one. Now I shall continue.
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Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
Interesting change, sounds good subject to testing the new weekly.
Any thoughts on allowing the early Tyranny of Dragons (ToD) quests to be picked up in Well of Dragons (WoD) as well as Protector's Enclave? It's duplication but it'd save hassle.
Edit: just realised the level and GS limitations on WoD rendering my earlier suggestion void.
Characters that I'm only just starting ToD with just do one run of Assist the Harpers/Order of Gauntlet etc, then proceed to WoD until I've unlocked the next stage. Going backwards and forwards to PE is a pita, particularly if you're only there to collect a quest before going to another zone, e.g. Ebon Downs. I am knowingly missing out on Pages of Arcane Lore for the ToD boon progress but frankly I don't find it worth the hassle.
Yay, especially the first one.
Thanks for this very good patch note.
P.S. rus server
It does.
/10char
Nope. Not a single foundry fix for any of these...not even spelling mistakes...
Foundry UGC related bugs
05-08-2013 [Foundry] Respec is impossible - Stuck with a character without powers
05-26-2013 (duplicate) Foundry Respec dont work.
07-01-2013 (duplicate) Foundry Bug: Cannot Properly respec Author character
01-02-2014 (duplicate) Cannot respec character in foundry - cannot allocate power/feat points
08-16-2013 No alarms/timers and no OR logic
08-16-2013 Assigning a NPC to a Contact Story Objective loses existing Dialog Elements
08-22-2013 Foundry top-down 2-D view does not show rotated assets properly
09-02-2013 Interactive doors/gates/portcullis no longer open/close if component complete ref'd
09-04-2013 Multi-shot/single-shot arrow traps firing 5' above target markers
09-04-2013 Collision disabled if Visibility If Has Item or Has Skill is set
09-07-2013 Audio: Every audio effect on map plays upon entering 3D previewer
09-07-2013 FX fade to any-color effects have collision (except depthfade black 05)
09-07-2013 FX Depthfade Any-Color 02 And 04 Have No Icon Or Overlay In 2D Editor
09-09-2013 *****Teleporter offsets still broken *****
09-11-2013 Dialogs: Required Has Item if failed states "You do not have this skill"
09-11-2013 Volume Gate Iron 01 - Opens opposite direction shown in 2D and 3D editor
09-11-2013 Confusing: "Fx - Falling Sparkles 01" and "FX - Falling Sparkles 01" (Fx vs FX)
09-11-2013 [intermittent] "FX - Falling Sparkles 02" displays both sparkles and a web projector
09-11-2013 Buffs/animations remains active during Free Camera mode
09-11-2013 Smoke added to respawn - prevents use in things like large fountains, crystals, etc.
09-22-2013 [partial] Fomorian "Solos" description encounter type shows (null) [Warrior only, not Totemist/Witch]
10-09-2013 Foundry Bugs search dialog NEVER returns any results no matter what is entered
10-20-2013 Old foundry quests being returned by search after new version is published
10-21-2013 Unique Item drop can prevent quest completion if item exists in players bank
11-03-2013 [intermittent] Patrol points/markers/trap emitters set to 0,0,0 when 3D edit enabled
11-12-2013 Foundry instability/data-corruption
11-13-2013 Foundry Quest Items are BOP - deters Group Friendly play
11-19-2013 Projectors by default project into sky
11-29-2013 Disappear When on multiple components fails when one is also in Appear When
12-12-2013 Select Component Dialog Sorted By ???
12-26-2013 ALL Bat Effects (burst, ring, arch, straight) are broken
12-29-2013 Animation Musician, Lute is playing Fife/Flute audio instead of LUTE
01-14-2014 Invisible walls left in map Sword Coast Farm Country
01-21-2014 Cannot place NPC in Elven Square Shaped Large Size Room
02-16-2014 Damage effects ignore Invisibility If property
03-26-2014 Friendly Encounters Become Hostile with Fight to Submission Behavior
04-26-2014 Module 3 added Foundry Music assets play in selector but not in 3D preview
05-02-2014 2-D maps not showing in foundry until after entering 3-D previewer
05-19-2014 Hundreds of weird, irrelevant icons added to Foundry Quest Item icon selection
05-20-2014 UNUSABLE Map - Terraced Detailed Snowy Extra Large - Floating Details
05-20-2014 :mad: Pre-Existing Foundry Costume Pieces missing, or changed radically
07-18-2014 Sparkly path passes/leads through collision mesh only on live server
07-18-2014 Setting "Y Relative To" in Layout for Encounter does not set in individual properties
07-23-2014 Behaviour: Fight to Submission encounter cannot Drop Item
07-24-2014 Loot window is empty when picking up Foundry Quest items
07-26-2014 Projectors project onto collision mesh not object
08-04-2014 Deleting Dialog does not show error tasks for missing Dialog Prompt Reached
08-04-2014 Encounter Spawn Set At -150' Y Relative to Zero spawns on Terrain at Y=0'
08-04-2014 3-D thumbnail preview does not render physics enabled objects or FX effects
08-14-2014 [new] Foundry: Missing CotD ver 2 Encounter: Green Iron Golem
08-14-2014 [new] Foundry: Missing Individual Beast Encounters: Dire Polar Bear; Polar Bear
08-17-2014 [new] Has Skill not working in foundry quests for any class
10-27-2014 [new] 2d-editor placement of assets incorrect
Detail Asset Issues
09-22-2013 Mp Pouch anchor is .5 feet above bottom plane
09-02-2013 Blacklake tar details no longer black - have become an ugly rusty brownish color
10-08-2013 Picnic Table Arrangement 01 & 02 have changed (previous) (new) (Asset Detail window shows tables without large "stew" bowl- actual assets have stew bowl added)
10-16-2013 Crypt Room - Huge Two Tier Chamber - Hanging Brazier bugs
10-18-2013 Human interior: Small peasant house; Room Large L01
10-20-2013 Fifteen errors in ONE room: Human Interior - Medium Peasant House
10-20-2013 Bottle 05 is really a Silver Bowl
10-25-2013 "Crystals" have no transparency and look like rocks
10-31-2013 Hh Knight Suit of Armor 01 Black - anchor is about a foot above base of feet
10-31-2013 Royal Crypts tagged "Crypt" are somehow different than normal "Crypt" tag rooms
10-31-2013 Generic Box 01 - anchor at centerpoint instead of bottom plane
10-31-2013 Cypress Tree 03 - anchor 10 feet offset from trunk
10-31-2013 All "Ground Grass" details - anchor at centerpoint instead of bottom (or near) plane
10-31-2013 Mp Bottle Round 01, Mp Bottle Skinny 01, Mp Bottle Tall 01 - all anchors are at centerpoint instead of base plane, and all seem to have invisible glass above liquid inside, Mp Bottle Skinny 01 liquid is hollow tube not filled cylinder.
10-31-2013 RedCap Cage Closed Large, Small - anchor is midpoint - placing buries half in terrain
10-31-2013 Mm Bandstage 01 description is "A pile of black sludge"
12-21-2013 FX - Small Lightning Strikes anchor is 9' below effect
12-28-2013 Dynamic Light - Mage Sun effect offset (x-28, y+45, z-100) from selector
12-29-2013 Asset Misspellings which make finding/filtering difficult
01-29-2014 Asset: FX - Water Fall 01 flow is -90 degrees off facing and mislabeled
01-30-2014 [partial] Thin Arrow Details have collision - Thick Redcap spikes have no collision (Arrow 01 and Arrow Cluster 02 no longer have collision)
02-12-2014 Room Builder has invisible wall @ 0y separating space -500y to 500y
02-27-2014 ALL Blood Decals are grey and missing any red component
04-21-2014 Floor Tiles Platform 01 overrides all Blood, Ground Debris, and Rope Decal assets
05-10-2014 Audio Effects not removed when Details were to create IWD foundry maps
05-10-2014 IWD module snowy maps practically unusable without winterized buildings
Encounter Matrix | Advanced Foundry Topics
(Go on, prove me wrong, make the single biggest issue in the game right now a ninja fix after all, would be amusing..)
nice fix!!
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I'm a 23k gear score PVP build CW with 42k HP, right now it is common to be easily kill in around 5 to 6 sec by TR while not be able to cast because we are daze all the fights. Tr hit with Dazing Strike follow 4 to 5 second later by Smoke Bomb while DPS and disappeared for around 5 second and come back with Dazing Strike and Smoke Bomb again and while daze all the fight, from the beginning, took all 42K HP and make the kill. And if you've been hit with LASHING BLADE from Stealtht it goes even faster 4 to 5 sec your ded.
My suggestion would be:
DAZING STRIKE, SMOKE BOMB, SHADOW STRIKE, IMPACT SHOT are the major problem; the dazing time should be reduce to 1 to 3 second max on players (like CW control) and players should be immune to daze effects for at least 8 second after being daze, so that will put a stop to one of major problem with TR abuse.
LASHING BLADE DPS should be reduce from Stealth to 10% critical severity instead of 50% on players.
IMPACT SHOT DPS should be reduce on players.
Regarding CW spells:
Make Steal Time and Sudden Storm usable in PVP:
Reduce by 50% the activation time of Steal Time and make the Slowing Time working on all class without any immunity, so the activation time will slow everyone for around 1.5 sec (not a big deal) and make this spell able to interrupted TR Stealth and immunities (so TR will have to use knowledge and good play to compensate instead of always disappearing and strike while immune, stealth or stunning without us having no way to fight).
Reduce Sudden Storm activation time by 60% and the resulting Bolt of lightning strike to be done 50% quicker so we will be able to use that spell in PVP
Note: Do something about DC DPS path it's much to high for PVP
Are they still ninja-able? I'm getting tired of having GWF's and SW's steal them just as I'm about to interact.
(there is a reason why my Foundry is tough on GWF's -- some of them desperately need a lesson in humility!)
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Those are very much needed.
Well, not sure about TR, but for DC i'm totally with you, the damage is too high : my GF while blocking (80% damage reduction) + 52% DR + 18% tenacity making roughtly 94% damage reduced took a 6K ... making it without any damage reduction to 100K base damage ... don't think it should be this high (even if debuff and AP a DC should be able to make sometimes more or less like 30K base damage, i'd say ok ... but this much ...) And the same guy took 30% of my 54K hp while i wasn't blocking (well i was 30% hp left so don't know exactly how much ... still 52% DR + 18% tenacity)
So ok to buff the DC but you've done too much ... TR too (even if i have a TR and wait for the 2 next patch for more fix before finilizing his spec) i love how you've said the perma stealth was hader to achieve ... i'm still perma stealth with 1 less stealth regain power, and adding a dps who will always crit while stealth ... well ... Like always the balancing is not your main power ...
Well ... i'll wait for the nexts patches ...
The other 5 dragons had their hp increase, but not the heralds (the ones in the new area).
It's even worse than normal. And I have a computer capable of running Witcher 2 with MAX settings at 60 FPS.
You have some seriously annoying texture problems, it usually takes up to 10 minutes in an instance for them to properly resolve.