katbozejziemiMember, NW M9 PlaytestPosts: 856Arc User
edited February 2015
Life Steal: Your AoE powers now have 30% of normal Life Steal chance.
Does this apply to all powers or just encounters?
Because if it applies to at-wills as well that makes GF's Cleave completely useless along with its artifact weapon.
A new secondary Artifact slot will be unlocked at level 70.
Life Steal: Your AoE powers now have 30% of normal Life Steal chance.
Stats: Hit Points granted for equipment over level 60 has been greatly increased, up to double what previous values were in some cases.
Devoted Cleric
Geas: You compel target creature to not attack you or your allies for up to 60 seconds. This effect is broken if the creature takes more than 500% of your weapon damage. This effect may only be on one creature at a time. This effect reduces the damage a player does by 95% and lasts 10 seconds on players. 10s CD. Divine: Compel a target to stand still for 6 seconds. Subsequent casts on the same target have drastically reduced effect. Empowered: Increases the duration of the Geas by 10 seconds per stack.
Warding Flare: You place a divine light that periodically shields nearby allies, blocking up to X damage. Divine: Place a direct damage shield on target ally for 6 seconds that absorbs up to X Empowered: Duration increased by 2 seconds per stack.
Oathbound Paladin
Has updated icons, ooo shiny!
Circle of Power: You generate a zone of control 30' wide. This zone improves all damage you deal by 30% and lasts 20 seconds. 45s Colldown. Protection: You also gain 25% Damage Resistance. Devotion: You gain 30% more healing.
Divine Lunge: You rush to the target, dealing damage driving back all other foes within 15' of the target. Protection: All targets are Taunted. Devotion: You can now rush to allies, pushing away any foes within 30' of them.
Many powers have received updated animations and FX such as Shield of Faith, Heroism and Smite.
Powers now go up to Rank 4.
Sanctuary now correctly affects allies.
The Bulwark feat tree is now available.
Scourge Warlock
Dark Revelry adds Power instead of damage.
Feat: Hope Stealer: Now grants 5.5/11/16.5 Life Steal Rating per level (up from 1.5/3/4.5 per level).
Feat: Soul Bonding: This Feat has been reworked. Your powers now heal your allies for a percentage of their damage equal to your Life Steal chance. This effect is 30% as effective on Area of Effect powers. The healing component of your Vampiric Embrace now also heals nearby allies for 100% of its value.
Content and Environment
Go for the eyes!" with Minsc (and Boo) in three new Elemental Evil introduction quests. See Knox or Minsc near the new Elemental Tree of Balance in Protector's Enclave. (Minsc does not yet have a final costume, but by the GODS does the Karzov placeholder look heroic)
Drowned Shore: Content flow has been reworked, if you are unable to continue questing in this zone, please go to Protector's Enclave and try the Intro quests and try again. Failing that, please reimport your character.
Drowned Shore: There is now an intro cutscene for this zone the first time it is entered to foreshadow Crabs, Sea Trolls and more.
Temple of the Spider: The amount of enemies in each encounter has been reduced so there is generally no more than 5 enemies at once.
Social aggro has been adjusted so nearby enemies are more likley to attack you when you have aggroed another enemy in that encounter.
Items and Economy
Professions: Jewelcrafting: The level cap for Jewelcrafting has been raised to 25 and new recipes have been added."
Professions: Tailoring: The level cap for Tailoring has been raised to 25 and new recipes have been added."
User Interface
Characters can now be reliably deleted again.
Invocation rewards and UI is receiving an update and does not currently work properly.
Targeting with AOE powers will now snap to the feet of your current target if you have one.
Thanks, but we still need more buyable companion slots.
Platypus wielding a giant hammer, your argument is invalild!
Life Steal: Your AoE powers now have 30% of normal Life Steal chance.
Can I ask is this 30% overall. (so you hit 6 mobs with you aoe, your base chance is 10% so its 3% at 30% effiency.) Or does it recalculate for each target (ie you hit 6 mobs, 3% on each mob separate calculations, so 3% 5 times)
blazious11Member, NW M9 PlaytestPosts: 331Arc User
edited February 2015
Actually, I'm not half as excited about the lv 70, paladin, new stat curves etc. as about seeing MINSC in the game
Well done, please bring us the old voice actor, he would'nt be the same without him.
My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
As the notes say, he's currently using Karzov's model. That's definitely not final.
That's a relief to hear. I'll take this chance to point out that if his background is a continuation from events from the Baldur's Gate series, i.e. he's been through the ordeal with the main protagonist, then this Minsc should be as EPIC as Elminster. His gears MUST be GRAND and EPIC. I mean he alone can take out THAT DEMI-LICH (if you know which one I'm refering to) with his berserk. At the end of the days, he must stand out above the crowd in Protector's Enclave, heck he's one of the rare living individual in the realms who's been to hell and back. Valindra would not even stand 1s against him.
0
l3g10nna1reMember, NW M9 PlaytestPosts: 372Arc User
edited February 2015
@ Pandarus
I like the Class its really quite fun and alot of the skills work well together one thing I dont see however is the Shield Being used
No Dailys
No Ecounters
* 1 At Will skill kinda uses it like T/Rush
With the 30% chance of x% chance for lifesteal to work via AOE encounters, I would have to say lifesteal is almost 100% useless for a CW on any single target fight. The best encounter setup for damage/chills for a cw includes 3 - 4 AOE encounters even for single target fights.
On test with 14% lifesteal (some new nerf it looks like since I was at 20%+ at lvl 70) I can go through 2 or 3 HE waves without lifesteal even proccing. Other times it's procing for 75k+ every few seconds. On single target fights, don't even count on it procing with the RNG from this game.
On a sidenote, who thought the "If the target is below 280% weapon damage, they are killed instantly" effect on the new Disintegrate ability would be good???? The encounter damage does more than the 280% weapon damage on its own..../scratcheshead
Also, the graphics skin load on test seems to be worst than on live currently even with minimal population in PE. I'm guessing there was some change to graphics engine?
With the 30% chance of x% chance for lifesteal to work via AOE encounters, I would have to say lifesteal is almost 100% useless for a CW on any single target fight. The best encounter setup for damage/chills for a cw includes 3 - 4 AOE encounters even for single target fights.
It should be tuned so that, if an AoE hits 1 or 2 targets, the chance is "normal" (as shown on paperdoll), if it hits 3 or more it's decreased to 30%, otherwise you should constantly swap powers based on the encounter ahead and it quickly gets pretty unmanageable...
I am glad lifesteal is reduced. Dps should not self heal more than what a healer can heal them for. Being vulnerable will make healers wanted again. It will also give a reason for tanks to be used. People need to stop complaining about AOE having less chance to heal than single target. Many AOE still outdamage single target spells. Everything should not be an AOE fest of self healing immortal characters. I for one think this will move the game in a much needed direction.
I am glad lifesteal is reduced. Dps should not self heal more than what a healer can heal them for. Being vulnerable will make healers wanted again. It will also give a reason for tanks to be used. People need to stop complaining about AOE having less chance to heal than single target. Many AOE still outdamage single target spells. Everything should not be an AOE fest of self healing immortal characters. I for one think this will move the game in a much needed direction.
Lifesteal was way overboard, but do you feel that AOE attacks should do less overall lifesteal than single target attacks (total actual healing done)?
Regarding "Many AOE outdamage single target spells"...yea that's exactly what I am saying. CW single target damage is very low, pretty much configured for PVP single target control in their current incarnations. As such for PVE, AOE encounters are often used because they didn't get nerfed as badly as the single target abilities (thanks to procs mostly). That being said, the referenced situation was using an AOE encounters on a single (1) target. As such they are used as single target encounters.
Edit: Also, I think the current lifesteal implementation on test is a bad design. Personally I would raise the proc chance, and reduce the severity.
Much Wanted Mod 6 Update:
Please: QUADRUPLE the target dummy health. They have been in a broken state since Tiamat came out, and aren't any better at level 70.
Once the health of the target dummies is pushed to 0 (damage spike), they stop taking any ground based damage attacks.
In my opinion, these changes to lifesteal are in the right direction. We don't all need to be self-healers regardless of the class we play. Thank you for bringing back a reason for wanting a healing cleric (or upcoming paladin) in the party. Adapt or die, the way it should be. Heck, I don't even use Lifesteal on any of my wizards, nor my GFs, or my HRs, and they're all fine. Only one of my TRs uses lifesteal and they're all fine. Only one of my GWFs uses lifesteal, and they're all fine.
I'd rather play the game, combat mechanically speaking, the way The Devs and WotC intend. Not the way some seem to want to be gods at everything on every class. I welcome back the Holy Trinity to the one game brand it truly belongs in. This DPS/Self heal zerg mindset does not belong in a D&D game in my opinion.
Geas is removed quite easily. That's not much damage it needs to break its effect.
I've always maintained that regen in its present form is infinitely more useful than lifesteal, but then again my main is an archer HR set up for tankiness rather than DPS (due entirely to those absurdly strong adds in Tiamat and the paltry AC that all rangers get). The removal of regen from combat is infinitely more vexing to me (and, to not put too fine a point on it, illogical to the point of seeming arbitrary).
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
The health of the mobs in the level 70 dungeons needs to be drastically increased. Running through the currently available level 70 dungeons with rank 12 enchants, and level 60 gear/artifacts, is ridiculously easy.
Also, In dungeons with AOE mobs, lifesteal feels very powerful still.
Much Wanted Mod 6 Update:
Please: QUADRUPLE the target dummy health. They have been in a broken state since Tiamat came out, and aren't any better at level 70.
Once the health of the target dummies is pushed to 0 (damage spike), they stop taking any ground based damage attacks.
---also I'd like to see (maybe a 1st day of the 4th month type thing), the combat dummies, after a certain amount of damage return with a Lunge attack (no damage).
Story:Some Uber-Geared Rogue demonstrating his godly attacks to a group of newbies only to be slapped across the room and slammed against the wall. The newbies laugh!!!
EMBARRASSING!!!
Anyway, that's not what I wanted to talk about.
"Social aggro has been adjusted so nearby enemies are more likley to attack you when you have aggroed another enemy in that encounter."
Will a GF's Taunt also have a chance to draw the whole mob and/or will a companion draw 3 more mobs more than usual?
People's reliance on stats like lifesteal to keep them alive no matter how they act in group content has long been an issue for me in this game, so I am quite happy for the changes to it in the hope that it might encourage players to think more about how they play and improve the need for a tank and/or healer in the group.
I can see why they would lower the proc chance for AoE skills too as that has long been something that needs addressing, due to the massive amount of hp classes like CWs and HRs could regain - which only encourages many players to act thoughtlessly like charging into several enemies and relying on lifesteal to out-heal damage that should kill them for acting in such a way. Besides its not as much as a nerf as you may think as the more enemies you hit the higher the more likely it will proc on one or more of them, just not in a way that would allow you to act like I mentioned above.
0
doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited February 2015
is anyone else stuttering a lot in the preview? After one of the patches last week or the week before has caused the game to start stuttering, its playable but really hurts my eyes after a short time so I pretty much quit playing on the preview. I can't seem to find any settings to fix this, advanced settings of turning multi core rendering off did nothing, lowered graphics settings did nothing I'm at a loss.
Running an AMD FX9370 CPU 8 core and HD7970 video gigahertz with 3GB RAM and my system RAM is 8GB 1866.
0
dragonikingMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 18
The health of the mobs in the level 70 dungeons needs to be drastically increased. Running through the currently available level 70 dungeons with rank 12 enchants, and level 60 gear/artifacts, is ridiculously easy.
Also, In dungeons with AOE mobs, lifesteal feels very powerful still.
Angrymanagemet - In the other side try to ride dungeon on new set green and blue at lvl 70 and than talk about dmg and health.
Angrymanagemet - In the other side try to ride dungeon on new set green and blue at lvl 70 and than talk about dmg and health.
What would that matter?
If they are adding "end game" content, it needs to be of some challenge to any 70 of any gear level.
That being said the level 70 blue weapons have more damage on them that my legendary weapon.
The Green level 70 gear has far more stats than my dyed HV set (which has like level 40 stats due to dye bug on test).
The only thing on my test 70 character currently that is better than what would be expected on level 70 quest drops are 3 rings (upgraded to lvl 25), and artifacts/companions.
There are some completely broken feats on test right now (including cw renegade), but even when I stood back & just watched the other 4 players hit the mobs, they were falling over dead like quest mobs almost.
The only thing we could find that could be said to present challenge to 1 group of 70s was the epic Black Ice HE in IWD, and I think the only reason that seemed challenging was because the main worm keeps going underground to break up the fight.
Also, there is a reason I say up the HP & didn't say up the damage.
Mobs in some of the 70 dungeons don't hit hard at all, & I am guessing that is because they haven't been upscaled yet.
Mobs in 1 or 2 of the 70 dungeon do hit pretty hard (at least on squishy classes) with 1 shot/near 1 shot results on 44k health.
I am not a fan of 1 shot mechanics, though they do have their place.
From my experience, I would say as long as the mobs are capable of killing players through multiple hits, one of the best challenge increases is just to make the fight last longer so that people have more chances to screw up & miss a dodge, run out of stamina, miss a CD ect.
Additional item. On live enabling SLI causes the game client to randomly crash. This started at Mod 4 I think it was.
On test, I have not had any game crashes with SLI enabled. Not sure if this was related to an intended change, but I like it....and I'm hoping its not just some fluke.
Additional item. On live enabling SLI causes the game client to randomly crash. This started at Mod 4 I think it was.
On test, I have not had any game crashes with SLI enabled. Not sure if this was related to an intended change, but I like it....and I'm hoping its not just some fluke.
They need to do something about the paladin damage. When it takes wwell over a min to kill the small dragons in wod being I'm lvl 70 is just HAMSTER. After about 50 hits or more they finally die. Forget about the ones that throw up shield that are immune cause they just about stay immune cause of the damage being deal to them
The health of the mobs in the level 70 dungeons needs to be drastically increased. Running through the currently available level 70 dungeons with rank 12 enchants, and level 60 gear/artifacts, is ridiculously easy.
Also, In dungeons with AOE mobs, lifesteal feels very powerful still.
So you're saying that Being BiS with MAXED OUT gear, makes PVE too easy?..... Try running it with a level of gear that most players will have. like rank 6-7 max and maybe 1 legendary arti rest epics... If the game is balanced for the TOP BIS gear, who don't even need the dungeon drops. its silly.
Comments
Because if it applies to at-wills as well that makes GF's Cleave completely useless along with its artifact weapon.
Thanks, but we still need more buyable companion slots.
WOW!! lvl 65 aoe slash!!!
There is no visible head injury on his head. There should be one. There is no voice acting in the cutscene.
Question :
Will we be seeing more well known NPCs from Baldur's Gate?
Can I ask is this 30% overall. (so you hit 6 mobs with you aoe, your base chance is 10% so its 3% at 30% effiency.) Or does it recalculate for each target (ie you hit 6 mobs, 3% on each mob separate calculations, so 3% 5 times)
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Well done, please bring us the old voice actor, he would'nt be the same without him.
That's a relief to hear. I'll take this chance to point out that if his background is a continuation from events from the Baldur's Gate series, i.e. he's been through the ordeal with the main protagonist, then this Minsc should be as EPIC as Elminster. His gears MUST be GRAND and EPIC. I mean he alone can take out THAT DEMI-LICH (if you know which one I'm refering to) with his berserk. At the end of the days, he must stand out above the crowd in Protector's Enclave, heck he's one of the rare living individual in the realms who's been to hell and back. Valindra would not even stand 1s against him.
I like the Class its really quite fun and alot of the skills work well together one thing I dont see however is the Shield Being used
No Dailys
No Ecounters
* 1 At Will skill kinda uses it like T/Rush
Comments ?
Cough cough Give us a 2 handed Mace
On test with 14% lifesteal (some new nerf it looks like since I was at 20%+ at lvl 70) I can go through 2 or 3 HE waves without lifesteal even proccing. Other times it's procing for 75k+ every few seconds. On single target fights, don't even count on it procing with the RNG from this game.
On a sidenote, who thought the "If the target is below 280% weapon damage, they are killed instantly" effect on the new Disintegrate ability would be good???? The encounter damage does more than the 280% weapon damage on its own..../scratcheshead
Also, the graphics skin load on test seems to be worst than on live currently even with minimal population in PE. I'm guessing there was some change to graphics engine?
It should be tuned so that, if an AoE hits 1 or 2 targets, the chance is "normal" (as shown on paperdoll), if it hits 3 or more it's decreased to 30%, otherwise you should constantly swap powers based on the encounter ahead and it quickly gets pretty unmanageable...
Lifesteal was way overboard, but do you feel that AOE attacks should do less overall lifesteal than single target attacks (total actual healing done)?
Regarding "Many AOE outdamage single target spells"...yea that's exactly what I am saying. CW single target damage is very low, pretty much configured for PVP single target control in their current incarnations. As such for PVE, AOE encounters are often used because they didn't get nerfed as badly as the single target abilities (thanks to procs mostly). That being said, the referenced situation was using an AOE encounters on a single (1) target. As such they are used as single target encounters.
Edit: Also, I think the current lifesteal implementation on test is a bad design. Personally I would raise the proc chance, and reduce the severity.
Please: QUADRUPLE the target dummy health. They have been in a broken state since Tiamat came out, and aren't any better at level 70.
Once the health of the target dummies is pushed to 0 (damage spike), they stop taking any ground based damage attacks.
I've always maintained that regen in its present form is infinitely more useful than lifesteal, but then again my main is an archer HR set up for tankiness rather than DPS (due entirely to those absurdly strong adds in Tiamat and the paltry AC that all rangers get). The removal of regen from combat is infinitely more vexing to me (and, to not put too fine a point on it, illogical to the point of seeming arbitrary).
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
Also, In dungeons with AOE mobs, lifesteal feels very powerful still.
---also I'd like to see (maybe a 1st day of the 4th month type thing), the combat dummies, after a certain amount of damage return with a Lunge attack (no damage).
Story: Some Uber-Geared Rogue demonstrating his godly attacks to a group of newbies only to be slapped across the room and slammed against the wall. The newbies laugh!!!
EMBARRASSING!!!
Anyway, that's not what I wanted to talk about.
"Social aggro has been adjusted so nearby enemies are more likley to attack you when you have aggroed another enemy in that encounter."
Will a GF's Taunt also have a chance to draw the whole mob and/or will a companion draw 3 more mobs more than usual?
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I can see why they would lower the proc chance for AoE skills too as that has long been something that needs addressing, due to the massive amount of hp classes like CWs and HRs could regain - which only encourages many players to act thoughtlessly like charging into several enemies and relying on lifesteal to out-heal damage that should kill them for acting in such a way. Besides its not as much as a nerf as you may think as the more enemies you hit the higher the more likely it will proc on one or more of them, just not in a way that would allow you to act like I mentioned above.
Running an AMD FX9370 CPU 8 core and HD7970 video gigahertz with 3GB RAM and my system RAM is 8GB 1866.
Angrymanagemet - In the other side try to ride dungeon on new set green and blue at lvl 70 and than talk about dmg and health.
What would that matter?
If they are adding "end game" content, it needs to be of some challenge to any 70 of any gear level.
That being said the level 70 blue weapons have more damage on them that my legendary weapon.
The Green level 70 gear has far more stats than my dyed HV set (which has like level 40 stats due to dye bug on test).
The only thing on my test 70 character currently that is better than what would be expected on level 70 quest drops are 3 rings (upgraded to lvl 25), and artifacts/companions.
There are some completely broken feats on test right now (including cw renegade), but even when I stood back & just watched the other 4 players hit the mobs, they were falling over dead like quest mobs almost.
The only thing we could find that could be said to present challenge to 1 group of 70s was the epic Black Ice HE in IWD, and I think the only reason that seemed challenging was because the main worm keeps going underground to break up the fight.
Mobs in some of the 70 dungeons don't hit hard at all, & I am guessing that is because they haven't been upscaled yet.
Mobs in 1 or 2 of the 70 dungeon do hit pretty hard (at least on squishy classes) with 1 shot/near 1 shot results on 44k health.
I am not a fan of 1 shot mechanics, though they do have their place.
From my experience, I would say as long as the mobs are capable of killing players through multiple hits, one of the best challenge increases is just to make the fight last longer so that people have more chances to screw up & miss a dodge, run out of stamina, miss a CD ect.
On test, I have not had any game crashes with SLI enabled. Not sure if this was related to an intended change, but I like it....and I'm hoping its not just some fluke.
They need to do something about the paladin damage. When it takes wwell over a min to kill the small dragons in wod being I'm lvl 70 is just HAMSTER. After about 50 hits or more they finally die. Forget about the ones that throw up shield that are immune cause they just about stay immune cause of the damage being deal to them
So you're saying that Being BiS with MAXED OUT gear, makes PVE too easy?..... Try running it with a level of gear that most players will have. like rank 6-7 max and maybe 1 legendary arti rest epics... If the game is balanced for the TOP BIS gear, who don't even need the dungeon drops. its silly.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,