[*]Refinement: Stacks of items may now be slotted instead of individual items. Up to five stacks of refinement items may be used at one times. The estimated total RP value of the stack is displayed when slotted and the actual total value (crits) is displayed when Refned.
While not everything is fine and dandy with the patch, this change alone is an incredible quality of life improvement. Thanks !!!
*holds breath, prays fervently to any and all deities*
Please make bags bound to account, not character. I know I am probably spittin' in the wind but .....
Still Waiting for Shadow of Demise feat for TR's to be fixed.
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kaiserschmarrnMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 390
edited April 2015
You broke Briartwine - on the preview server I can no longer upgrade 2 normal Briartwines to a Greater. It plays the sound when you click the button but nothing happens.
UPDATE: after restarting the client this works again. But I could reproduce the bug by importing 2 fresh chars to preview and using the same upgrade process again.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited April 2015
Where is the GWF update?
This is the time frame you said it would be ready?
There are a few good things and quite a few bad or confusing.
I like the fixes to some bugs but to change bugs for certain things and not others is confusing. For example, you fix the hastening light and lostmauth bug but you don't fix the bugs in eCC where you can stand on the ledge or in the net and not be hit by the boss or adds...... I saw an HR use the bleed bug in eLoL WITHOUT the lostmauth set and while we were all attacking the bosses but only fix the lostmauth set.... So now all everyone is going to want to run is eCC for the final boss bug.
I like the change to donation for Tiamat but what does it matter though? No one has even come close to defeating Tiamat for that to matter AT ALL. I like, enjoy difficult but when it is a reasonable and obtainable difficulty to beat and not in it's current state of impossible.
I like the ability to post stacks for refining and not just 5 individual enchants each time. However, this does not help me now as I already have all 4 artifacts to Mythic. Better late than never though. Guess I can utilize this for artifact gear. So long as this applies to artifact gear too. Speaking of artifact gear. The ability to make, farm or buy refining stones for artifact gear is still no better than it was pre-mod 6. I also hear that there will be new artifact main hands with the only difference being the base stats given on it (I.E. Mine now for a DC give lifesteal and new ones will give a different stat). My mainhand is to level 52.... So, I am suppose to refine ANOTHER mainhand because you coudln't give me a stat that is useful to my class????
The rewards for dungeons are sad, pathetic and disapointing. High difficulty with low to no reward. 10k-20k AD plus campaign resources to make keys aren't worth the rewards (refine stones) given in chests. The deflation of the AH makes it even worse with the only items still holding the inflation ways of pre-mod 6 being artifact gear refining stones. Buying the cheapest refining stone on the AH will cost about 12 million AD to refine an artifact gear from 1-legend..... with half of that cost being from 51-legend. At 24k AD per day, 4 days per 100k(ish), 40 days per 1 million(ish)....... Enchantments up to level 10 are still as bothersome as they were pre-mod 6. How is it easier to level an enchantment/runestone from 10-12 than it is from 8-10?
Still on the aspect of dungeons. Doing the same 3 dungeons OVER AND OVER AND OVER is unbelievably boring. And 3 dungeons we have all done too many times as it is pre-mod 6 and now we get to do them hundreds of more times. Epic CC, TOS and GWD for the protector seals and when we finish the few hundred runs of these all we have left to run are VT, MC, KR and Elol. Again, dungeons we have all ran hundreds to millions of times already. This is our endgame.....This is the future of this game.... So, I assume mod 7 will give us FH, KARRU, SP, DV and CN.....
The "new" dungeons and "new" campaigns are nothing more than old ones adjusted for the level cap. So, the "new" mod isn't new but rather just everything old copy and pasted. For those of us who already have the campaigns finished and had them done pre-mod 6 was given nothing to do for this mod after we complete our sets and gear....... I need only 2 elemental elven pieces, have 4 mythic artifacts and all artifact gear is from level 48-52. So my endgame will be done in a couple weeks. Then what???? New game then, I guess. I have spent so much time, effort, energy and a good amount of money since starting this game at the end of mod 3. This mod seems like a giant slap in the face.
Hey all, wanted to drop in and let you all know we are monitoring the PVP performance.
To clarify some things, we are generally fairly happy with where GWFs are in PVE. They are competitive, and do very solid damage for the risks they take being in melee range (where there are more consistent threats to worry about).
However in PVP we want to make a few targeted buffs that should not strongly impact PVE performance. These buffs will not make it for launch, but should go live roughly 2 weeks after launch.
Determination: Determination gain now scales with damage before damage resistance (instead of damage after damage resistance).
Unstoppable: Now increases movement speed by 20% while active.
Takedown: Base stun duration now increased to 4 seconds (up from 3 seconds). This stun can no longer be improperly deflected.
Front Line Surge: Base stun duration now increased to 4 seconds (up from 3 seconds). This stun can no longer be improperly deflected.
We believe these buffs should help improve PVP performance significantly without upsetting the PVE balance greatly.
Thank you all for your continued feedback.
Chris "Gentleman Crush" Meyer"
As you can see its been roughly 2 weeks since launch. So the 4/23 patch was known about for a LONG time however why did these patch notes NOT contain these buffs?
Hm, panderus, when will the current version (yesterday's big patch) of official server patch be applied in preview?
As they might seem alike, but they are not, for a first time actually official server is ahead
Hm, panderus, when will the current version (yesterday's big patch) of official server patch be applied in preview?
As they might seem alike, but they are not, for a first time actually official server is ahead
How are they not the same? The version looks to be correct: NW.45.20150416c.4.
How are they not the same? The version looks to be correct: NW.45.20150416c.4.
For one, here it sais *.3 while official is *.4 ... but that came to my eyes later. Here is why I think they differ :
My cat augments in official have their hp/deflect stat returned (no critical strike yet, as they had, but still, 2 out of 3 better than 0 of 3).
So I though its finally fixed, went in preview to check on epic/legendary cat and non of them had deflect/hp. Not even an older rare cat.
Also, transferred a toon (3 times the same) with 300~ WoD dragons rewards farmed last week, waiting for those lvl60 belts and lvl61 blues to disappear. In 900 openings, got 30 belts lvl60 and full of blues 61, none 70. Went rage mode in official server thinking "ok, screw it", started opening there - and the lvl70 blue and belts were present.
As for the GWF buffs, they will be happening at this time, but we will continue to evaluate the state of classes in both PvP and PvE as M6 continues.
I think GWFs have a big problem in PVE mostly in dungeons t1 t2 & in tiamat ofc.
GWF's die in unstoppable with 100 k hp+70-80 k temp hp while using shift mech.
This isnt rigth it need to be fixed and instigator and sentinel (tank???) need to die to get the bonus from cap feat .
Cuz i have lost my intrest in GWF PVE part i dont play it so i have zero clue about pvp now.
As for the GWF buffs, they will be happening at this time, but we will continue to evaluate the state of classes in both PvP and PvE as M6 continues.
about that. 1/3 of the base damage come to this bug: if you spend points in wrathful determination (dont need equip), ibs, atwills, atc, have your base increased by a lot. so, the "solid damage" of the class is a BUG that dont justify so bad powers, devensive abilitys, etc.
or made that "official" (proportional buff in the base) and do small adjusts or work the 2 of 3 trees uselles, the horribles destroyer feets (2news+t4) and 90% of the powers (including the over nerfed grand fissure).
As for the GWF buffs, they will be happening at this time, but we will continue to evaluate the state of classes in both PvP and PvE as M6 continues.
Finally some good news Could you evaluate how a sentinel GWF performs in PvE too? He's supposed to tank but he can't. At all. Since now unstoppable grants more temporary hitpoints depending on active damage bonuses Sentinel gets the short stick. Destroyer gains much more temporary points. Wish the temp HP was based on threat generated rather than damage bonuses...
As for the GWF buffs, they will be happening at this time, but we will continue to evaluate the state of classes in both PvP and PvE as M6 continues.
Almost sounds like you mean to put "NOT" in there?
So they WILL be happening in coming patch notes?
My only ask is for PRE-DR determination rather than POST-DR. Even if you increase the total % of HP needed or the total damage it requires for gaining determination. But ATLEAST let our powers (Sprint/Unstoppable) Compliment eachother rather than work AGAINST eachother! Even if you made it a PRE-DR value and increased the damage required by 30%-50% it would "net" players in the same range. however atleast now when you sprint it works together and things like DC AS - when standing in it - wouldnt end up being a NERF to your ability to gain determination.
The issue is that our offensive capabilities are directly tied to us taking damage to pop unstoppable. Its a BRUTAL catch 22.
Want agro? Deal damage. --> Want to deal damage? Need to pop unstoppable. --> Want to pop unstoppable? Need to take damage. --> Want to take damage? Need ago....
See the issue? If our damage bonuses are tied TO unstoppable, but then we cant take any damage or we either DIE or have too much DR and dont lose HP so we DONT die, either way we cant build up determination without getting it PAINFULLY as a destroyer through damage WITHOUT damage buffs.
Ontop of that, if we do not get increased run speed while IN unstoppable (which is fine) but then ATLEAST give us the base stamina regen % that TRs have. Its PATHETIC how much better that class can regen stamina than we can.
well the 2 second delay on stamina regeneration for GWF could be removed and then they could give us 3% stamina regen per STR point spend.
Yeah now we start diving into other areas of balance though that id rather not get started in this thread.
If they beefed up our base stamina regen just a tad that in turn would make all +stam gain % more effective.
Im not sure the real numbers but say our stam bar is 100 and we regen about 5/sec. This is pretty close to right.
+10% stam gain means we regen 5.5/sec now.
A TR with 100 (assume same base). Regens something more like 6/sec as a base (just examples again).
This is why when a TR gets 10% stam gain they go up to 6.6/sec.
So the difference is HUGE.
All I am saying is bump the GWF stam gain to be roughly on par with the TRs and you can even leave the delay if need be. Then it makes the 1% from STR much better by default.
Comments
Thread here.
While not everything is fine and dandy with the patch, this change alone is an incredible quality of life improvement. Thanks !!!
Just wondering, what does your "success rate" say about Tiamat after Module 6? What about T2 dungeons?
Please make bags bound to account, not character. I know I am probably spittin' in the wind but .....
UPDATE: after restarting the client this works again. But I could reproduce the bug by importing 2 fresh chars to preview and using the same upgrade process again.
This is the time frame you said it would be ready?
I like the fixes to some bugs but to change bugs for certain things and not others is confusing. For example, you fix the hastening light and lostmauth bug but you don't fix the bugs in eCC where you can stand on the ledge or in the net and not be hit by the boss or adds...... I saw an HR use the bleed bug in eLoL WITHOUT the lostmauth set and while we were all attacking the bosses but only fix the lostmauth set.... So now all everyone is going to want to run is eCC for the final boss bug.
I like the change to donation for Tiamat but what does it matter though? No one has even come close to defeating Tiamat for that to matter AT ALL. I like, enjoy difficult but when it is a reasonable and obtainable difficulty to beat and not in it's current state of impossible.
I like the ability to post stacks for refining and not just 5 individual enchants each time. However, this does not help me now as I already have all 4 artifacts to Mythic. Better late than never though. Guess I can utilize this for artifact gear. So long as this applies to artifact gear too. Speaking of artifact gear. The ability to make, farm or buy refining stones for artifact gear is still no better than it was pre-mod 6. I also hear that there will be new artifact main hands with the only difference being the base stats given on it (I.E. Mine now for a DC give lifesteal and new ones will give a different stat). My mainhand is to level 52.... So, I am suppose to refine ANOTHER mainhand because you coudln't give me a stat that is useful to my class????
The rewards for dungeons are sad, pathetic and disapointing. High difficulty with low to no reward. 10k-20k AD plus campaign resources to make keys aren't worth the rewards (refine stones) given in chests. The deflation of the AH makes it even worse with the only items still holding the inflation ways of pre-mod 6 being artifact gear refining stones. Buying the cheapest refining stone on the AH will cost about 12 million AD to refine an artifact gear from 1-legend..... with half of that cost being from 51-legend. At 24k AD per day, 4 days per 100k(ish), 40 days per 1 million(ish)....... Enchantments up to level 10 are still as bothersome as they were pre-mod 6. How is it easier to level an enchantment/runestone from 10-12 than it is from 8-10?
Still on the aspect of dungeons. Doing the same 3 dungeons OVER AND OVER AND OVER is unbelievably boring. And 3 dungeons we have all done too many times as it is pre-mod 6 and now we get to do them hundreds of more times. Epic CC, TOS and GWD for the protector seals and when we finish the few hundred runs of these all we have left to run are VT, MC, KR and Elol. Again, dungeons we have all ran hundreds to millions of times already. This is our endgame.....This is the future of this game.... So, I assume mod 7 will give us FH, KARRU, SP, DV and CN.....
The "new" dungeons and "new" campaigns are nothing more than old ones adjusted for the level cap. So, the "new" mod isn't new but rather just everything old copy and pasted. For those of us who already have the campaigns finished and had them done pre-mod 6 was given nothing to do for this mod after we complete our sets and gear....... I need only 2 elemental elven pieces, have 4 mythic artifacts and all artifact gear is from level 48-52. So my endgame will be done in a couple weeks. Then what???? New game then, I guess. I have spent so much time, effort, energy and a good amount of money since starting this game at the end of mod 3. This mod seems like a giant slap in the face.
Come on 50% of power in paladin dont working well, as well than feats... Is almost toally buged the paladin.
AUras Widsom and Protection working bad
Here is the initial Post: http://nw-forum.perfectworld.com/showthread.php?831781-Official-Feedback-Thread-Great-Weapon-Fighter-Cap-Raise&p=10304531&viewfull=1#post10304531
"
http://nw-forum.perfectworld.com/showthread.php?904981-AD-Respec-Bug/page2
This makes me, a sad panda... or Koala.
As they might seem alike, but they are not, for a first time actually official server is ahead
How are they not the same? The version looks to be correct: NW.45.20150416c.4.
For one, here it sais *.3 while official is *.4 ... but that came to my eyes later. Here is why I think they differ :
My cat augments in official have their hp/deflect stat returned (no critical strike yet, as they had, but still, 2 out of 3 better than 0 of 3).
So I though its finally fixed, went in preview to check on epic/legendary cat and non of them had deflect/hp. Not even an older rare cat.
Also, transferred a toon (3 times the same) with 300~ WoD dragons rewards farmed last week, waiting for those lvl60 belts and lvl61 blues to disappear. In 900 openings, got 30 belts lvl60 and full of blues 61, none 70. Went rage mode in official server thinking "ok, screw it", started opening there - and the lvl70 blue and belts were present.
Can we get any feedback on this please?
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
Im having folks look into these, thanks.
As for the GWF buffs, they will be happening at this time, but we will continue to evaluate the state of classes in both PvP and PvE as M6 continues.
http://nw-forum.perfectworld.com/showthread.php?911971-Feat-and-Power-Points-Bug-Fix/page9
Good evening, Mr. Panda.
Do you have a timeline on when the GWF fixes and buffs will be implemented? Like this coming patch, or next weeks patch?
We are searching for slave labor, will pay with food from our farm!
I think GWFs have a big problem in PVE mostly in dungeons t1 t2 & in tiamat ofc.
GWF's die in unstoppable with 100 k hp+70-80 k temp hp while using shift mech.
This isnt rigth it need to be fixed and instigator and sentinel (tank???) need to die to get the bonus from cap feat .
Cuz i have lost my intrest in GWF PVE part i dont play it so i have zero clue about pvp now.
about that. 1/3 of the base damage come to this bug: if you spend points in wrathful determination (dont need equip), ibs, atwills, atc, have your base increased by a lot. so, the "solid damage" of the class is a BUG that dont justify so bad powers, devensive abilitys, etc.
or made that "official" (proportional buff in the base) and do small adjusts or work the 2 of 3 trees uselles, the horribles destroyer feets (2news+t4) and 90% of the powers (including the over nerfed grand fissure).
Finally some good news Could you evaluate how a sentinel GWF performs in PvE too? He's supposed to tank but he can't. At all. Since now unstoppable grants more temporary hitpoints depending on active damage bonuses Sentinel gets the short stick. Destroyer gains much more temporary points. Wish the temp HP was based on threat generated rather than damage bonuses...
Almost sounds like you mean to put "NOT" in there?
So they WILL be happening in coming patch notes?
My only ask is for PRE-DR determination rather than POST-DR. Even if you increase the total % of HP needed or the total damage it requires for gaining determination. But ATLEAST let our powers (Sprint/Unstoppable) Compliment eachother rather than work AGAINST eachother! Even if you made it a PRE-DR value and increased the damage required by 30%-50% it would "net" players in the same range. however atleast now when you sprint it works together and things like DC AS - when standing in it - wouldnt end up being a NERF to your ability to gain determination.
The issue is that our offensive capabilities are directly tied to us taking damage to pop unstoppable. Its a BRUTAL catch 22.
Want agro? Deal damage. --> Want to deal damage? Need to pop unstoppable. --> Want to pop unstoppable? Need to take damage. --> Want to take damage? Need ago....
See the issue? If our damage bonuses are tied TO unstoppable, but then we cant take any damage or we either DIE or have too much DR and dont lose HP so we DONT die, either way we cant build up determination without getting it PAINFULLY as a destroyer through damage WITHOUT damage buffs.
Ontop of that, if we do not get increased run speed while IN unstoppable (which is fine) but then ATLEAST give us the base stamina regen % that TRs have. Its PATHETIC how much better that class can regen stamina than we can.
Yeah now we start diving into other areas of balance though that id rather not get started in this thread.
If they beefed up our base stamina regen just a tad that in turn would make all +stam gain % more effective.
Im not sure the real numbers but say our stam bar is 100 and we regen about 5/sec. This is pretty close to right.
+10% stam gain means we regen 5.5/sec now.
A TR with 100 (assume same base). Regens something more like 6/sec as a base (just examples again).
This is why when a TR gets 10% stam gain they go up to 6.6/sec.
So the difference is HUGE.
All I am saying is bump the GWF stam gain to be roughly on par with the TRs and you can even leave the delay if need be. Then it makes the 1% from STR much better by default.
please evaluate these buffs quickly... especially when you seen the new GWFs builds
Builds? You mean the ONE build for both PvP and PvE? AKA Destroyer? Instigator always was and is useless and Sentinel was overnerfed for mod 6.
100% agree. I loved my sentinel, but now its the most useless build ingame. I still dont know why.....any particular reason?