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Elemental Evil Preview Patch Notes NW.45.20150304a.3

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  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited March 2015
    asmose01 wrote: »
    (btw pve players the pvp players can buy it but they can't use it until they grind the ten levels along side us so its not like they are at the top right of the bat)

    Tomes of Experience + Azures in utility slots + XP boosters

    Not too hard to completely avoid questing to get to lvl 70, or to do at most just minimal questing
  • walk2kwalk2k Member Posts: 928 Arc User
    edited March 2015
    asterotg wrote: »
    If this goes live, 90% of the players will not be able to do solo content without a group. CC immune mobs deal 30k+ hits, seriously. PPl asked for challenging group content, not for trash mobs who can oneshot you, if you bother to do the daily quest.

    This is no fun with R 9s/10s 30k HP, all legendary etc.

    30k HP there's your problem. my cw at 61 had about 42k hp. now at 67 he has 60k. Elemental gear is mandatory at level 61.

    mandatory

    do yourself a big favor and farm 200 dragon coins on live, then copy your character over and buy the elemental set. then try again.

    there's no daily I can't do even though he's only 67 in Spinward rise (level 68-69 trash mobs)

    HE's are another story. the minor ones (2-3 player) are a challenge but doable, with rez potions. higher ones require groups - this is as intended... gone are the days of being able to solo major HE (6-10 player)
  • walk2kwalk2k Member Posts: 928 Arc User
    edited March 2015
    if you're a CW shield on tab is also mandatory. basically we are losing 1 encounter slot
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited March 2015
    Wait, if that's the case why do MC, VT, and LoL have 1,600 item level requirements and GWD, CC, and ToS have 2,000 required item level?
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • elvenaarelvenaar Member, NW M9 Playtest Posts: 81 Arc User
    edited March 2015
    is it just me or is everyone else getting the impression that there won't be any EE dungeons afterall? I mean they are raising current dungeons to lvl 70, which pardon me for being frank, but have absolutely no connection to the new module's storyline. Also I'm getting the impression that the Elemental Prophets will be killable via HEs, which again will be the black sheep of the content as people want dungeons not HEs. When will Cryptic understand this?(After the Tiamat fiasco you'd think they would've learned a bit from their mistakes and gone back to the pre-HE designs, but I guess not)
    If there really won't be any dungeons for the elemental content and as this patch says they are actually taking away normal SoT and LoL, well let's just say I see dark clouds on the horizon...
  • drtysnchzdrtysnchz Member Posts: 194 Arc User
    edited March 2015
    walk2k wrote: »
    if you're a CW shield on tab is also mandatory. basically we are losing 1 encounter slot

    So what you're saying is, the cw now has as many encounter slots as everyone else? Since shield is "mandatory" and all.
  • drtysnchzdrtysnchz Member Posts: 194 Arc User
    edited March 2015
    walk2k wrote: »
    30k HP there's your problem. my cw at 61 had about 42k hp. now at 67 he has 60k. Elemental gear is mandatory at level 61.

    mandatory

    Not completely mandatory, I went from 60 to 70 wearing my live gear on my lock, I just had to learn to fight a little differently, new tactics for a "new" game more or less, old play style aren't going to work as well, you cant rush a mob anymore. But I would recommend letting go of the T2 gear, it really is useless.
    walk2k wrote: »
    do yourself a big favor and farm 200 dragon coins on live, then copy your character over and buy the elemental set. then try again.

    Don't forget to dragon claw/talon things, even after grinding a pally to 70 and getting lvl 68+ green gear drops... the blue 61 gear from WoD is still better.. as long as it meshes with your desired stat set that is.
    walk2k wrote: »
    there's no daily I can't do even though he's only 67 in Spinward rise (level 68-69 trash mobs)

    Yup, once you are the appropriate level, its really not that bad, although I think they should give everyone a natural HP raise since everything else in the game got one.
    walk2k wrote: »
    HE's are another story. the minor ones (2-3 player) are a challenge but doable, with rez potions. higher ones require groups - this is as intended... gone are the days of being able to solo major HE (6-10 player)

    Yup, they are forcing groups for group content.. I"m ok with it, except for the parts in the new areas that give you HE's as repeatable hourly missions.
  • walk2kwalk2k Member Posts: 928 Arc User
    edited March 2015
    drtysnchz wrote: »
    So what you're saying is, the cw now has as many encounter slots as everyone else? Since shield is "mandatory" and all.

    lol never played a hunter?
    also technically cleric has 6, though they are just variations, and on the same cooldown

    point is cw is supposed to have 4 encounters, it's a tradeoff for having rice paper for armor. now basically after level 70 they cant.
  • drtysnchzdrtysnchz Member Posts: 194 Arc User
    edited March 2015
    walk2k wrote: »
    lol never played a hunter?
    also technically cleric has 6, though they are just variations, and on the same cooldown

    point is cw is supposed to have 4 encounters, it's a tradeoff for having rice paper for armor. now basically after level 70 they cant.

    I have an HR yes, and I'm aware how their encounters work, but they still only had 3 encounters slotted. The lock has 6 too then by your logic, since they have a tab feature that changes how encounters operate, which means the GF has 4 at-will powers too, what about the TR? i dont have one of those, but technically... the cw has 4 where everyone else has 3... i would happily sacrifice my locks tab for a 4th encounter.

    Bigger point being, up your HP to appropriate levels for the area you're in and you don't have to worry about shield so much... Once again.... Its a new game essentially, you cant play a new game with old play style, it fails... new tactics are needed... no more gung ho.
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    edited March 2015
  • neopreenneopreen Member, NW M9 Playtest Posts: 66 Arc User
    edited March 2015
    Are there any plans to adjust, repair and rework the weapon/armor ENCHANTMENTS ?


    I just tested the transcendent versions of Vorpal, Plague Fire, Terror and Bilethorn.
    (500 shots of Rapid Fire at 1 (2) dummy with a legendary L70 Main-Hand - avg weap dmg ~1,367)

    With a crt output of about 54% the Vorpal hit 1st place, Plague Fire 2nd, Bilethorn 3rd and Terror 4th place.

    Vorpal: seems to work correctly.
    What and when do you plan to implement new advancements to T11 and T12?
    Do you really wanna add def and pwr reductive forces?!

    Plague Fire:
    The Plague Fire Enchantment deals flaming instead of plague fire dmg and also shows the flaming animations.
    It seems to deal a little lower dmg than expected and it´s kinda tricky - the burning dmg starts at 5 (!!!).
    My avg dmg of the Plague Fire Weapon / Flaming Weapon was 60 - had to be at about 90.
    In the fields I also had some low "Plague Fire AoE dmg" ??!
    Plague Fire still gives a 3-9% dmg bonus.

    Bilethorn:
    It seems to have a problem with the procing damages - they deal low dmg.
    The AoE dmg deals about 120 to every foe around instead of 1,376*0,33=451. Even this is devided by the number of foes it has to be higher dmg - tested at 2 and 3, always about the same dmg at each target.
    I had an avg dmg output from Bilethorn Weapon of 140 instead of about 360 (2 targets affected by the AoE dmg).

    Terror:
    It also doesn´t deals the expected dmg of 25% weapon dmg. I had an avg dmg output of 135 (25% have to be at about 340).
    During some runs through the L70 fields I haven´t seen any rooting from Terror... (dunno if this has to proc at the dummies - haven´t recognized there).
    Terror still gives a 4% dmg bonus.
  • dyesleedyeslee Member Posts: 307 Arc User
    edited March 2015
    well whatever the changes are.. its 1,371 Megs.. downloading now...

    Hope they fix the rapid shot/strike critical hit issue...
    Post is in the bug reports and Neo.. I agree onthe plague fire enhance.. look at my post and see how low that damage is coming from it on the test dummy.. this needs to be increase.. for 5-10 pts of damage.. really not worth the enchant.. I'll be going back to my P. Vorp...
    5790248SLdyC.png
  • dyesleedyeslee Member Posts: 307 Arc User
    edited March 2015
    here's the link.. if ya cant find it on that plaguefire for others to see..
    http://nw-forum.perfectworld.com/showthread.php?864411-Bug-Report-Rapid-Shot-0-Crit
    5790248SLdyC.png
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited March 2015
    FYI enchantments are receiving a lot of attention as you all as well as our internal testers have identified a number of issues that are unacceptable to ship with.

    Please feel free to post them here or IM me a summary of what you may have found with new or existing ranks.

    One big thing we identified is that many (if not all) enchantments are currently doing less damage in M6 than they currently do in live. There are also a number of text issues and ranks being improperly swapped.
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