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Elemental Evil Preview Patch Notes NW.45.20150515a.2

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  • alfalolzalfalolz Member Posts: 161 Arc User
    edited June 2015
    panderus wrote: »
    This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.

    Dear Panderus,

    could u pls consider merging RUSSIAN and Europe servers .. i dont think it is of an extreme difficulty. Wow has done so as well as some other games.

    You will GREATLY improve pvp community as well as pvp queues should be much shorter.

    thx
  • rodrant64rodrant64 Member, NW M9 Playtest Posts: 172 Arc User
    edited June 2015
    btw, the Prism and AS fixes are muuuuuuuuch appreciated and well overdue and I'm hoping it'll make for much smoother huge group runs.
    Just call me Rod. Member of Grievance!
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  • mrsmcsmithymrsmcsmithy Member Posts: 43
    edited June 2015
    panderus wrote: »
    Black Ice Sets: There are now sets of Black Ice gear for trade of Black Ice at the Black Ice Forge that is ilvl 122. It can also be upgraded with Black Ice Shaping. The Elemental Infused sets may be Infused with Black Ice to further increase their item level temporarily.

    panderus , this is incorrect , I just logged onto preview and the forge shop only has the exact same 4 pieces of basic black ice gear it has always had , it is ilvl 122 and the upgraded version of the black ice gear set remains ilvl 122 even when fully empowered . Also the task to upgrade black ice boots to elemental black ice boots is now a rank 3 task (on live it is a rank 4 task ) but the tasks to upgrade the rest of the set are still rank 4.

    ugh I was hoping they would make the black ice set at least on par with the ilvl 130 gear....
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited June 2015
    panderus wrote: »
    Performance and Stability
    • Queue Improvements: We have made a number adjustments to the queue system to help improve the overall experience. It is still recommended that players who want specific group requirements or players group up before entering the queue. These features may be tuned while the server is active should any of the initial settings be too strict or lax.
      • When queues fill a player who has left they now respect roles. Ie. If a Devoted Cleric leaves a map the queue will only replace them with another Devoted Cleric or an Oathbound Paladin of the appropriate specialization.
      • After a map has had a number of players leave the queue will no longer attempt to fill players from the queue. This is both to prevent maps that are in a stuck state to continually send players there as well as discourage frequent use of vote kicking.
      • There is now a minimum amount of time that must pass before a player may be vote kicked from a party. It should be enough time that it will be worth attempting any content before being able to kick the player.

    This definitely deserves the thanks of all the HR's out there. I can only speak for myself, but since mod 6 began I've been insta-kicked more times than in the previous year.

    That said, for me personally, this comes too late. Until the difficulty gets toned down, I'm not setting foot in any more dungeons. From a raw cost-benefit standpoint, they're not worth the health stone charges that I have to expend (and they're definitely not worth the frustration!) I'm still waiting to hear something to the effect of "we're going to tone the general difficulty down". So far I haven't.
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  • greatweaponarmygreatweaponarmy Member Posts: 352 Arc User
    edited June 2015
    teribad15 wrote: »
    can we get a fix on GWF weapon clipping issues on slim male characters where all of gwf weapons go through body and legs on slim male characters?

    Get a real man tall GWF, then.

    Problem solved. What kind of WARRIOR are you being tiny like that?


    Anywyas, DeeJay nerf was WELL deserved. Now Paladin needs more nerf bats on the damage resistance and tankiness because he is an OFF-TANK. It's supposed to be weaker than GF in resistance, but it's 100X better.
  • freshourfreshour Member Posts: 623 Arc User
    edited June 2015
    xtremoz wrote: »
    As a Main GF player and almost mod7 coming i still waiting to see something on patch notes about GF, shield up and not blocking ( happens almost everytime on elol sometimes u block his breath atack and survive like 2/3 HP full other its like u not blocking, shield is up and u hear the sound of blocking). Stab animation dont stop u try to get away from a red and u keep stabing even u no longer have stab key/mouse press. Villain's Menace animation its so slow that most times u get kick/stun/prone before u get immunity. Deflection seems to deflect heals (theres at least grafic indication of deflecting heals green txt with deflect icon). DR its to low with 47.5% most adds still 1 shoot GF in dungeons.

    Main-hand and off-hand artifacts have both a 2nd sot offensive i find this strange on a class that is suposed to live from defensive status.

    Tactician cap feat its useless when gf still get 1shoot with shield down.

    why all dps classes can get there crit severity higher than base status and gf can't get deflect severity higher? allow gf to deflect 75% dmg instead of just 50% would be amazing.

    CON - its GF main status but still each point means only +1k HP.

    Enduring Warrior - 4% HP by Killing something its just useless (tanks dont kill) why not make it - your regeneration now work´s in combat (25/50/75/100%).

    Taking Measure - 50sec CoolDown its ridicule



    I hope to GF changes in some patch notes before MOD7. :(

    this would require them to acknowledge us as a class... We got buffs in mod 4... then instead of nerfing glyphs, Gentleman Crush singlehandedly MASSACRED Supremacy of Steel, Guarded Assault and Knight's Valor...

    So lets just keep it as is. DC's are immortal 1v1's, (sure they can die sometimes). TR's are God's (dev's don't touch them because you'll break them to where it's mod 3 again), and Pally are the most tankiest (off tank) and best healing (off healer) this game has ever seen.

    So lets just let us stay where we are.. Crush only knows how to buff new classes, and MEGA nerf TR's and any ability he touches, while managing to break Fey touch again and again and again... it over procs on commander's strike.. FIX IT.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited June 2015
    I was thinking about OP's last night (which, oddly, is the only class for which I haven't created a toon, but that's an issue unto itself). It occurred to me that I've seen this pattern before.

    Paladins are presently like unto gods, presumably to entice players to play them.
    When the SW was introduced, they were like unto gods, presumably to entice players to play them.
    When the HR was introduced, they were like unto gods, presumably to entice players to play them.

    As a new flavor-of-the-mod class gets introduced, last mod's flavor gets nerfed into the ground to make the new one appealing. When the druid (I presume) gets introduced, Paladins will, if the pattern holds, get their regularly scheduled nerf. Then Druids will have a few months to enjoy godhood until the next class is introduced.
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  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2015
    panderus wrote: »
    This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.

    I strongly challenge this. The entire thing is not working correctly.


    Rather than trying to do this complicated "ELO" system of matching, what you REALLY need to implement is a system centered around total item level instead.

    1) Create a system that "captures" a players HIGHEST "total item level" achieved. This is the basis for what they are matched against.

    2) Since tenacity versus non tenacity is a major factor, you would ADD their tenacity value to their "total item level" high water mark.

    Thus a 3,200 player with 1000 tenacity = 4,200. Where as a 3,600 player with 0 tenacity = 3,600.

    3) Que matches players within X points (500 seems fair) and expands for each minute in que. Say our 3,200 player + 1000 tenacity Ques:

    1 minute: 3,700 - 4,700 range.
    2nd Minute: 3,600 - 4,800.
    3rd minute: 3,500 - 4,900 range.

    What THIS system does is "moots" out the benefit of gear, so you dont have to match players "elo" which clearly isnt working AT ALL.

    4) Considering players like to group up, to avoid "boosting" an entire GROUP is "considered" for the sake of match making to ALL have the item level value equal to the HIGHEST player in the group.

    So 3 players que: 3,200+1000 tenacity. 4,500 + 0 tenacity. 3,800 + 800 tenacity. The entire group gets treated AS IF they are all : 4,600. This is the value of the 3,800 + 800 tenacity.




    This is the BEST system you can make given the population and the que system. It allows for the MOST balanced games you can get. It puts PVP players on a different 'level' than PVE players. Given that its very linear with total item level watermarks, the Que times would be very quick and quick to expand the selection given the wait times. You can play with these figures and make it +200 to high and low for each minute or even +/- 1000 range to start with.

    This would REDUCE Que times and make for MORE balanced games.

    It also alleviates the issue of new players getting matched against BIS players (which happens alot BTW).
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2015
    magenubbie wrote: »
    Not that I mind terribly, but why was this needed?

    Check what people are putting them on the AH for.
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  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited June 2015
    Dc cleanse need is NOT ok.
    WILL THERE be a general 're work of dc feats soon? Worst heroic feats in game is getting worse! Not happy about this.
    :mad:
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited June 2015
    The problem with that view of it is the game doesn't really support an "off"-anything class. Dungeon queue will give you either a Protector OP *or* a GF, a Devotion OP *or* a DC. It won't give you both, so unless you're running a group of your own composition where everyone knows that (for example) healing duties are being split between a Righteous DC and a DevOP or something like that, each class has to be capable in the role that the game assigns them, not the role that players run their mouths about.

    As the game design goes, ProtOP is meant to be a fully capable sole tank in a party and DevOp a fully capable sole healer.
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  • alisi1alisi1 Member Posts: 366 Arc User
    edited June 2015
    If he's instakicked his ability has nothing to do with it. I remember there was a time when hr's were constantly kicked from cn.
  • zerothreetwozerothreetwo Member Posts: 14 Arc User
    edited June 2015
    Any word on fixing HR roots?
  • scathiasscathias Member Posts: 1,174 Arc User
    edited June 2015
    From the same notes
    "Main Hand Black Ice items will no longer drop from Icewind Dale Heroic Encounters."

    It had still been dropping, but there wasn't really anything useful to do with it. And I guess no plans to make it useful, so they're removing them.

    That black ice gear still gave titles though and so it was nice to still be able to get the MH to finish the set.... all i have left is the MH to finish my pure set for the title... now i never will :( unless they just hand out the title for having half the set like they did with the Gauntlegrym PvE titles when mod 6 went live
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  • vteasyvteasy Member Posts: 708 Arc User
    edited June 2015
    mfgamesys wrote: »
    The elemental black Ice sets stats are still the same Ilvl with less hp than the epic mat version. Even with t3 empowerment it gives less hp with the elemental versions.

    Can you please update the elemental black ice set to reflect this change to the base mat so that it actually gives an improvement rather than an hp nerf etc.

    second this
  • kieranmtornkieranmtorn Member, NW M9 Playtest Posts: 382 Arc User
    edited June 2015

    Bug: Black Ice crafting has no skills for making elemental corrupted or purified greaves. Looks like a row is missing in each armor type.
  • commanderdata001commanderdata001 Member Posts: 307 Bounty Hunter
    edited June 2015
    Interesting that OP has been already nerfed and SW still has ridiculous broken things(fabled, wrath claw).

    I am glad I am already done because w/o DJ OPs leveling and dailying will be a lot harder.
  • avengingangel93avengingangel93 Member Posts: 192 Arc User
    edited June 2015
    ironzerg79 wrote: »
    I know...some of these guys need to spend less time reading patch notes and more time reading your OP guide :)

    That, and keep calm and carry on LEEROY JENKINS STYLE!!

    Bit annoyed DJ is getting nerfed, but it was only a matter of time. Overall? Good patch!
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited June 2015
    Calling paladin off-something cant be serious.
    Gmc said it at the paladon preview tease: its going to be the best tank in game, no damage, no damage bonus in stats, low damage encounters but great threat generation ( 5 times higher than gf ).
    And to underline this he gave bonus damage to gf encounters and a 50 percent bonus weapon damage leading to the nowaday joke of gf one rotating people.

    everyone start believing in something and makes it the absolute truth....
  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    edited June 2015
    Rank 4 powers for DC - Any ETA when it is going to be fixed?

    On behalf:
    http://nw-forum.perfectworld.com/showthread.php?932111-Rank-4-powers

    Anointed Holy Symbol (broken rank 4) - does not give ANY temp HP to allies when a divinity empowered encounter spell is cast
    Hastening light (broken ranks 2-4) - does not give allies ANY AP or cooldown reduction when daily is cast
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  • meiramimeirami Member, NW M9 Playtest Posts: 423 Arc User
    edited June 2015
    Cleanse works with every other class's temp HP, so instead of fixing the only broken class (OP), it was decided that just removing DC's heroic feat was reasonable and completely justified?

    What difference does it make if Cleanse now sometimes removes (when not affected by an internal cooldown) a DoT effect when the DC heals somebody? Either the DoT is so powerful it will kill the person outright, making it near impossible to apply any Cleansing in time, or the cleric would outheal the DoT anyway with that healing spell they just cast. Not to mention most DoTs can be reapplied almost immediately.

    Could we clerics please get all of our useless heroic feats looked at? Please? We have around 5 heroic feats worth getting and that is only by comparison. For example, what is the point of having a 5 second buff for 30% more armor penetration every five minutes (300 seconds)? Could this feat get removed altogether and replaced by something else if 30% more armor penetration affecting just the DC is way too much more often than just 1.7% of time? Thank you.
  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    edited June 2015
    67% less damage? You guys don't go for small careful changes, do you? I wish there was at least a stun attached to it, or that it refills one bar of divine call. Anything...
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited June 2015
    67% less damage? You guys don't go for small careful changes, do you? I wish there was at least a stun attached to it, or that it refills one bar of divine call. Anything...

    33% of 600k is still 200k, and now it's a proper AoE with target cap at 7. That's by far the highest hitting aAoE in the game. So what are you complaining about really?
  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    edited June 2015
    600k damage? Is that in PvP with BiS gear and perfect enchants? Because for me its around 100k damage now on a single target when I solo. (I don't use it in group content) Cutting that by two thirds will make even smite deal more damage.
  • neverwinterunneverwinterun Member Posts: 0 Arc User
    edited June 2015
    panderus wrote: »
    This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.

    What about a solo queue, that's exclusively leaderboard and tournament eligible?
  • alisi1alisi1 Member Posts: 366 Arc User
    edited June 2015
    600k damage? Is that in PvP with BiS gear and perfect enchants? Because for me its around 100k damage now on a single target when I solo. (I don't use it in group content) Cutting that by two thirds will make even smite deal more damage.[/QUOTE

    So you'll only be doing 33k damage to 7 targets now? That's still the top dps in the game playing legit.
  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    edited June 2015
    If there are 7 targets... Do we really need to split hairs here? Paladin, especially on the Devotion Oath is so very frustrating to solo because of the low damage. It takes ages to kill anything, even now with the high damage of that daily. It will be even more frustrating and boring if it deals 67% less damage. And in group content this daily is useless and will still be if it doesn't get some kind of secondary effect.
    I really don't appreciate beind screwed over just because of some wacky PvP balance most people don't care about.
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited June 2015
    If there are 7 targets... Do we really need to split hairs here? Paladin, especially on the Devotion Oath is so very frustrating to solo because of the low damage. It takes ages to kill anything, even now with the high damage of that daily. It will be even more frustrating and boring if it deals 67% less damage. And in group content this daily is useless and will still be if it doesn't get some kind of secondary effect.
    I really don't appreciate beind screwed over just because of some wacky PvP balance most people don't care about.

    If you're using Divine Judgement in group content then you're doing it all wrong.
  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    edited June 2015
    zvieris wrote: »
    If you're using Divine Judgement in group content then you're doing it all wrong.

    That's what I was saying... oO And that's why I wrote earlier something like a stun or divine call refill would be good to go with the damage reduction. Or a heal. Or a taunt. Or anything useful for group content.
  • olegius88olegius88 Member, NW M9 Playtest Posts: 80 Arc User
    edited June 2015
    This patch notes are really great =) I don't know if cleansy really should be nerfed or not, because we are healer classes and removes "all" debuffs is one part of us... Any paladin can do this, why not Devoted Cleric?
    Btw I wish you would fix Hastening Light, it is not working since 2 weeks-- no AP gain with offhand effect and it doesn't reduce the cooldown of encaunter powers since first day of release.... This is worthless atm... btw it still gives to paladin unlimited ap with the offhand... He get every time +10% ap when he get hitted and we activated this offhand effect... But it isn't working on Dc...
    Mainclass: DC
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    :cool:
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