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Maze Engine Preview Patch Notes: NW.62.20160523a.3

terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
Cyan text = New since NW.62.20160518a.1 - This covers last week's and this week's build.
Red text = Removed since NW.62.20160518a.1

Highlights

Guild Alliances
Guilds will now be able to band together into an alliance! This feature provides the opportunity for alliances of up to 13 guilds to contribute to each other's growth and band together for challenging tasks.

With this update, players will be able to visit allied guilds' Strongholds, take part in Alliance-wide chat, and gain benefits from their guild's spot in the alliance, based on the level of all guilds combined. Players may also shop at allied guilds' stores and contribute to allied guilds' coffers, if they so choose.

Known issues:
Guilds who had a Gauntlgrym allegiance prior to Module 6: Elemental Evil cannot join another alliance after they leave their first.
  • Guilds who had a Gauntlgrym allegiance prior to Module 6: Elemental Evil can now properly join an Alliance, but if they leave, there is an issue preventing them from joining another.
  • Players are not properly kicked from ex-allies' map if their guild is booted from the alliance.
  • The initial alliance leader is placed on probation when starting an alliance.
  • Alliance chat channel displays debug text when joined, instead of its correct name.
  • Alliance invitations can appear spontaneously when changing maps.
  • “Invitations Sent” and “Invitations Received” buttons appear as active on the UI when they should be greyed out (for non-leaders).
  • Sometimes the alliance chat channel does not appear as a selectable channel (if you can tell us exactly when, that would be helpful!).
View more info on this feature and give your feedback here: Official Feedback Thread: Guild Alliances

Updates since NW.62.20160518a.1
  • "/all" and "/alliance" now properly allow players to chat in the Alliance chat channel.
  • Guilds with Gauntlgrym allegiances can now properly join an Alliance - though currently, if they leave the Alliance afterward, they cannot join another. This will be addressed in a future build.
  • Players without the appropriate Alliance permissions can no longer click the "Invitations Sent" and "Invitations Received" buttons.
  • The Alliance chat channel is now properly called Alliance by default.
  • The probationary period is once again enabled.
  • There is now a "Go to Website" button on allied guilds' information page.
  • While in an ally's Stronghold map, the name of the allied guild is now properly in the title above the minimap and map UIs.
Sword Coast Chronicle and Campaigns Update
Two new campaigns are now available! The Sword Coast Chronicle campaign brings together all the other campaigns into a recommended order. This should make progression through post-70 content more guided, while leaving the option open to branch out for a more challenging experience.

The Benign Order of the Third Eye campaign provides a recommended flow through lower-level content, and gives the opportunity for new rewards. In addition, the Campaign UI has been updated to provide a recommended flow through all the available campaigns in the game.

Known issues:
  • The Chronicle UI is not final.
  • The Benign Order of the Third Eye campaign UI is not final.
  • The Benign Order of the Third Eye repeatable task, Assemble Orb Quadrants, takes 10 seconds. The final version is expected to take 15 minutes.

View more info on this feature and give your feedback here: Official Feedback Thread: Sword Coast Chronicle

Updates since NW.62.20160518a.1
  • Clicking "Not Yet" in the claim reward window no longer causes the UI to become stuck.
  • Quest items no longer drop as Need or Greed.
  • Rewards now properly display for completed Deeds.
  • Several audio and VO issues have been addressed.
  • Several typos have been addressed.
  • The Campaign window's title is now "Sword Coast Chronicle."
  • The deed claim button now consistently opens the expected deed.
  • The Globe of the Third Eye artifact now properly has lore and collection entries.
  • The Globe of the Third Eye artifact can now be slotted in Primary artifact slots, though it has no usable power.
  • The launch UI art pass for Sword Coast Chronicle is now complete!
  • The Minstrel companion now properly has Sword Coast Adventure dice, though a temporary issue prevents the dice from showing in the companion's tooltip.
  • The overworld map entry has been adjusted.
  • There is now another entry for the PvP Campaign at level 70.
  • When completing the low-level portion of the Tyranny of Dragons campaign, the Sword Coast Chronicle progress bar no longer jumps up to the maximum level.
  • Whenever the Sword Coast Chronicle window is opened, it will automatically scroll to where the player left off. The position resets when closing the game client.


EDIT: Removed "Temporarily Locked" note during thread creation.
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Comments

  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    Release Notes


    Content and Environment
    Campaigns
    • The Sharandar campaign and its related content now spans levels 64-68, reduced from 70.
    • Sharandar Campaign: The "Reinforce Protective Wards" task no longer awards Power Points. They are instead given through the task, "Assist War Effort."
      • This task requires 10 of each area's currency, along with 150 Feywild Sparks, 15 Gold, and 15,000 Astral Diamonds.
    Elemental Evil
    • Assaulting Blackdagger Keep: This quest no longer incorrectly claims it gives Elemental Water as a reward.
      • The same is true of the quests for Hag's Hold and Goldseeker's Folly.
    • Drowned Shore: Merchants in Distress: This Heroic Encounter now resets appropriately.
    • Feeding the Slaadi: Exiting this instance no longer sometimes causes players to become stuck.
    • Players are now properly able to acquire lore that was in the previous version of Elemental Evil.
      • Players who have already completed the new quests will retroactively receive the lore.
    The Dwarven King
    • The Pwent: The second group of prospective sacrifices now properly flees when freed.
    The Maze Engine
    • Lans Thuliaga's Fire Spin repel effect now properly respects control immunity on certain NPCs.
    Events (Changes for future runs)
    • Call to Arms: Garrundar the Vile: The terrain in this skirmish has been smoothed out to better display danger zones (a.k.a. "splat attacks")!
    • Celebration of Lliira: Professional Fireworks no longer open the Professions UI when double-clicked.
    • Challenge of the Gods: Blessed Gift of the Gods: When the Eye of Lathander is gained from this pack, it is now given as Bound to Account instead of Bind on Pickup.
    • Summer Festival: The off-hand weapon of Sunite Dagger now properly shows up in the Petal Store and Collections.
    • Wonders of Gond: The Wondrous Blueprint is now consumed for 4,000 Refinement Points, increased from 1,800.
    General
    • Captain Kayliss in Pirates' Skyhold is now properly immune to control effects.
    • Storm the Keep: The achievement for this skirmish no longer completes immediately upon leaving the skirmish, whether or not it's been completed.
    • The Professions vendor summoned via VIP rewards now appears in the contact dialog cutscene when speaking to her.
    • Various doors in Reclamation Rock and Upper Helm's Hold now properly have collision, preventing players from sneaking into buildings with one-way walls.
    PvP
    • Certain Player versus Player queues will now allow players to enter even if fewer than the full number of players accept. This is intended to increase the number of successful large-group PvP matches.
      • Gauntlgrym now allows entry at a minimum of 16 players, decreased from 20. The maximum team size difference at the beginning is 1 (e.g. 8v9 or 9v10, but not 8v10).
      • Stronghold PvP now allows entry at a minimum of 30 players, decreased from 40. The maximum team size difference at the beginning is 2 (e.g. 16v18, or 19v20, but not 15v18).
      • The game will continue to add players after the match begins until the maximum number of players is reached.

    Combat and Powers
    Classes and Balance
    • Oathbound Paladin: Oath of Protection no longer impacts server performance. As a side effect of this change, it is now slightly easier to hit the cap from this passive power when receiving very small amounts of damage.
    • To bring certain movement-based powers in line with others of that type, the following powers are now disabled when the player is rooted.
      • Threatening Rush
      • Shadowy Disappearance
      • Fox Shift
      • Boar Charge
      • Bull Charge
      • Radiant Strike
    Companions
    • Astral Deva: This companion's tooltip has been updated to clarify that its Active Companion Bonus triggers when the summoned companion deals damage, rather than when the player deals damage.
    • Companions can no longer enter combat while their player is on a mount.
    • Ghostly Theratra: This companion's attempts to possess friendly NPCs have now been thoroughly busted.
    • Lillend: This companion's Song of Life power can no longer be triggered while it is on cooldown. This also improves performance.
    • Repentant Dragon Cultist: Acidic Stab now properly works as described.
    • Repentant Dragon Cultist: Various text issues in this companion's powers have been cleaned up.
    • Bonding Runestones now grant their combined effect in a single stack.
      • For example, if a summoned companion has two Bonding Runestones (Rank 12, 95% each) equipped, the related buff now gives the player 190% of the summoned companion's current stats.
      • This effect no longer stacks. This gives the effect a maximum of 285% of the summoned companion's current stats (with three R12s equipped).
    Mounts
    • Champion's Bulette: This mount's spawn-in effect has been reduced in size.
    • Neverwinter Champion's Charger: This mount now properly makes a sound when playing its standing jump animation.
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    Items and Economy
    General
    • Demogorgon's Girdle of Might now shows the correct sigil in its Collection entry.
    • Dread Enchantment: Ranks higher than Lesser now properly refresh the entire debuff, instead of just the DoT portion.
    • Dread Enchantment: The additional damage debuff added by the Pure and Transcendent versions now properly trigger only on Critical Hits.
    • Dusk Boots packs now properly show up in the Equipment section of the Auction House, rather than the Enchantment section.
    • Mace of Elemental Fire no longer calls itself the Longsword of Elemental Fire in its flavor text.
    • Players may no longer obtain two High Forest Bears on the same character, which could result in an inventory slot being permanently held by the mount.
    • Quartermaster's Enchantment: Similar to the Dragon Hoard Enchantment, the bonus drops given by this item now reduce in frequency after a certain number of drops in a day.
    • Several minor typos have been addressed.
    • Several remaining cases of "Epic Demogorgon" have been updated to "Demogorgon (Master)" to reflect the queue's new name.
    • The buff gained by Squash Soup is no longer called Corn Chowder.
    • The Sword Coast Potion Pouch, from Sword Coast Adventures, now properly includes Superior Healing Potions.
    Campaigns
    • Gear from the Sharandar campaign and zone is now equippable starting at level 64, and scales with the player's level.
    • Players may now purchase Gold Crescents directly from the Sharandar campaign vendor, rather than through campaign tasks.
    • The Sharandar repeatable campaign task, Assist War Effort, has been changed to award one Power Point per completion.
    • When opening the Gauntlgrym Bounty reward from the Maze Engine campaign, players may no longer choose a type of Seal if it would push them over the maximum number of that type.
    Professions
    • Leadership: The "Kill Rogue Elemental" task now gives 2500 Experience, up from 500.
    • Masterwork Profession nodes (from Explorer's Charts) are no longer exploitable during the Double Profession Resources event.
    • Masterwork Profession tools may no longer be sold to vendors.
    • The "Worn Gauntlet" asset in Black Ice Shaping may no longer be sold or discarded.
    Vendors
    • Dusk Gloves and Dusk Boots are now available for purchase in the Trade Bar Store for 65 Trade Bars each.

    User Interface
    Campaign
    • The Campaign window is now called Sword Coast Chronicle.
    Character Sheet
    • History tab: A wave of a very specific form of magical amnesia has been dispelled, allowing all adventurers to remember their original homelands and backgrounds, rather than thinking they're from the Dalelands.
    • Stamina Regen rate now properly updates when the player gains the Underdark boon, Dwarven Stamina.
    Invocation
    • When the player has 0 Celestial Coins, the maximum no longer incorrectly displays as 0.
    Rewards
    • Strongboxes now have an appropriate background image.
    • The visual treatment has been improved for receiving a title as a campaign reward.
    Social
    • Guild Level can now be seen in searches when viewing the "Find a Guild" tab.
    Stores
    • The Wondrous Bazaar now remembers the tab the player was on when they last browsed it in the same play session.

    Graphics, Effects, and Animation
    General
    • Horses no longer pop slightly during their flourish animation.
    • Interaction sparkles now show up again for certain interactive objects, such as the crates at the beginning of the tutorial.
    • Support for Razer Chroma has been updated.
      • The list of supported features now includes temporary health and damage taken indicators, an action bar meter, lit keys for dailies and artifacts when usable, and a combat color shift.

    Performance and Stability
    General
    • Another case that could lead to interrupted Queue service has been addressed.
    • Minor optimizations have been made to tooltip generation.

    Localization
    General
    • The localization pass for the Guild Alliances update is now complete for French, German, Italian, and Russian languages.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    terramak said:


    • Champion's Bulette: This mount's spawn-in effect has been reduced in size.
    *Ducks and covers to take shelter from the fallout if the mount itself isn't INCREASED in size.*
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • scathiasscathias Member Posts: 1,174 Arc User
    edited June 2016
    Bonding stack durations are refreshed instead of correctly counting down to 0 and falling off. I have linked the bug report here Terramak, I know you are busy but it won't take you long to check this out and either confirm it is a critical bug or tell us if it is intended. Thank you
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer

    terramak said:


    • Champion's Bulette: This mount's spawn-in effect has been reduced in size.
    *Ducks and covers to take shelter from the fallout if the mount itself isn't INCREASED in size.*
    Best bunker up, yeah. (The mount's size having been reduced is still an open bug in our internal system.)
  • terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
    scathias said:

    Bonding stack durations are refreshed instead of correctly counting down to 0 and falling off. I have linked the bug report here Terramak, I know you are busy but it won't take you long to check this out and either confirm it is a critical bug or tell us if it is intended. Thank you

    I believe it's intended for the time being. I know there's a lot of discussion about the change and whether they're overpowered in their state post-patch, but the intent of the fix for this module was to address the obviously-overpowered stat spikes and smooth out the gameplay a bit. We can review the runestones further going forward. Thank you (and many others) for providing feedback on this change!
  • scathiasscathias Member Posts: 1,174 Arc User
    terramak said:

    scathias said:

    Bonding stack durations are refreshed instead of correctly counting down to 0 and falling off. I have linked the bug report here Terramak, I know you are busy but it won't take you long to check this out and either confirm it is a critical bug or tell us if it is intended. Thank you

    I believe it's intended for the time being. I know there's a lot of discussion about the change and whether they're overpowered in their state post-patch, but the intent of the fix for this module was to address the obviously-overpowered stat spikes and smooth out the gameplay a bit. We can review the runestones further going forward. Thank you (and many others) for providing feedback on this change!
    what you have done with this change is make augments completely obsolete. before you had augments with 100% stable stats and bonding pets with much stronger, but very variable stats. now bondings are just 185% better than an augment
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
  • thestiathestia Member, NW M9 Playtest Posts: 296 Arc User
    terramak said:

    scathias said:

    Bonding stack durations are refreshed instead of correctly counting down to 0 and falling off. I have linked the bug report here Terramak, I know you are busy but it won't take you long to check this out and either confirm it is a critical bug or tell us if it is intended. Thank you

    I believe it's intended for the time being. I know there's a lot of discussion about the change and whether they're overpowered in their state post-patch, but the intent of the fix for this module was to address the obviously-overpowered stat spikes and smooth out the gameplay a bit. We can review the runestones further going forward. Thank you (and many others) for providing feedback on this change!
    @terramak

    If you think this is balanced at all... it's not. End of story. 285% of your companion's stats all the time is overpowered, period. This does nothing to address "obviously over-powered stat spikes". The only difference is that before the spikes were completely unpredictable, and now they are. Of what benefit is an augment companion now? The Ioun Stone of Allure doesn't even have a working active bonus. I mean, come on.
  • scathiasscathias Member Posts: 1,174 Arc User
    edited June 2016
    before, the "obviously-overpowered stat spikes" were limited to a small number of pets and capped at about 6 stacks, 5 on average. but those stacks fell off and the average value over a boss fight was probably pretty close to 285-350%. Now i could be wrong, but giving _everyone_ 285% stats seems more OP than just having a few people have 350% sometimes.

    I really appreciate being able to use any pet now, that aspect is great.
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    terramak said:

    scathias said:

    Bonding stack durations are refreshed instead of correctly counting down to 0 and falling off. I have linked the bug report here Terramak, I know you are busy but it won't take you long to check this out and either confirm it is a critical bug or tell us if it is intended. Thank you

    I believe it's intended for the time being. I know there's a lot of discussion about the change and whether they're overpowered in their state post-patch, but the intent of the fix for this module was to address the obviously-overpowered stat spikes and smooth out the gameplay a bit. We can review the runestones further going forward. Thank you (and many others) for providing feedback on this change!
    That seems kind of bonkers overpowered to me. Even with them overstacking, the spikes were somewhat balanced with times when no stacks would be up at all. Having bonding runes provide a stronger but inconsistent buff made them distinct from augments which would provide a weaker but reliable buff.

    If the intended change is to have the bonding buff active 100% of the time (in combat, but seriously, it's pretty irrelevant at any other time), then augments truly do not have a place any more except as a budget option for someone who can't afford to get bonding runes. And Cryptic has sunk a veritable ton of dev time into making cooler augments recently. Seems like a real shame to not have any solid reasoning to want them summoned.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    Might be better to cut the HPs of all companions and/or increase the resurrect time of them and the bell cooldown. :s
  • This content has been removed.
  • urabaskurabask Member Posts: 2,923 Arc User
    thestia said:

    terramak said:

    scathias said:

    Bonding stack durations are refreshed instead of correctly counting down to 0 and falling off. I have linked the bug report here Terramak, I know you are busy but it won't take you long to check this out and either confirm it is a critical bug or tell us if it is intended. Thank you

    I believe it's intended for the time being. I know there's a lot of discussion about the change and whether they're overpowered in their state post-patch, but the intent of the fix for this module was to address the obviously-overpowered stat spikes and smooth out the gameplay a bit. We can review the runestones further going forward. Thank you (and many others) for providing feedback on this change!
    @terramak

    If you think this is balanced at all... it's not. End of story. 285% of your companion's stats all the time is overpowered, period. This does nothing to address "obviously over-powered stat spikes". The only difference is that before the spikes were completely unpredictable, and now they are. Of what benefit is an augment companion now? The Ioun Stone of Allure doesn't even have a working active bonus. I mean, come on.
    The difference is the spikes were 7+ stacks of 95% stats ...
    I8r4ux9.jpg
  • scathiasscathias Member Posts: 1,174 Arc User
    urabask said:



    The difference is the spikes were 7+ stacks of 95% stats ...

    and how long did you have 7 stacks? like 3-8 seconds? then you were back down to 3 stacks for another 12 seconds. the average was a bit higher, but i bet 80% of the people using r12 bondings were not getting 7 stacks of bondings consistently. but now they will always have 3 stacks
    Guild - The Imaginary Friends
    We are searching for slave labor, will pay with food from our farm!
  • urabaskurabask Member Posts: 2,923 Arc User
    scathias said:

    urabask said:



    The difference is the spikes were 7+ stacks of 95% stats ...

    and how long did you have 7 stacks? like 3-8 seconds? then you were back down to 3 stacks for another 12 seconds. the average was a bit higher, but i bet 80% of the people using r12 bondings were not getting 7 stacks of bondings consistently. but now they will always have 3 stacks
    Bosses were already lasting ~30 seconds or less before this change anyways ...

    This is just like the elol set nerf. OMG WE'RE DOING TOO MUCH DAMAGE. Then the nerf hits and OMG WE'RE STILL DOING TOO MUCH DAMAGE. Even if you switch to an augment you will still be doing too much damage. Nothing about the nerfs that you want will change the game. It's just the same endless circlejerk where we ask for things to be nerfed against all of our better interests.
    I8r4ux9.jpg
  • kieranmtornkieranmtorn Member, NW M9 Playtest Posts: 382 Arc User
    edited June 2016
    I have legendary augments on 2 characters and have held off on going to bonding runestones based on the bugginess of the stacking. So instead, I can just have 285% reliably all the time (no cool downs, no dis-advantages). Why do I feel like if I upgrade to 3 R12's on a companion, it's going to get nerfed right after I've spent buckets of AD/Zen/money on it. Kind of sad, no downsides to bonding companions, just fork over the money & pay to re-equip, then get nerfed at a later date.
  • midnightflaresmidnightflares Member Posts: 39 Arc User
    terramak said:

    Items and Economy

    Quartermaster's Enchantment: Similar to the Dragon Hoard Enchantment, the bonus drops given by this item now reduce in frequency after a certain number of drops in a day.

    Aw, although I suppose it was needed, however, perhaps reducing the value of the drops overall (for both enchants) and removing the caps could help balance it out? I'd also like to see a clarification on the amount of drops one gains before it begins to cut off, and the rate of reduction of drop chance.
  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    BUG: I cannot upgrade any structure in my stronghold, although I'm the guild leader. When interacting with a structure the update-button is missing, even though the stronghold overview tells me that the specific structure can be updated.
  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    urabask said:


    Bosses were already lasting ~30 seconds or less before this change anyways ...

    That's just nonsense. Try this with a group of players with average gear. They will not do it in 30 seconds. Not everyone has or can afford bonding stones - or is (near) BiS.

    The issue is that the gap between the average and BiS players is too large to make one tier of dungeons a challenge for everyone. Hopefully module 10 will solve this with a new difficulty level.

    Another issue is that the character's item level doesn't take the companion into account. It makes a huge difference whether you have a companion with bonding stones or not (or to a lesser extent an augment companion).
  • urabaskurabask Member Posts: 2,923 Arc User
    edited June 2016

    urabask said:


    Bosses were already lasting ~30 seconds or less before this change anyways ...

    That's just nonsense. Try this with a group of players with average gear. They will not do it in 30 seconds. Not everyone has or can afford bonding stones - or is (near) BiS.

    The issue is that the gap between the average and BiS players is too large to make one tier of dungeons a challenge for everyone. Hopefully module 10 will solve this with a new difficulty level.

    Another issue is that the character's item level doesn't take the companion into account. It makes a huge difference whether you have a companion with bonding stones or not (or to a lesser extent an augment companion).
    Most of what makes them melt like that is buffs/debuffs from proper party composition and doesn't require BiS.

    Rank 8 enchants and legendary artifacts with your boons mostly done (skip tia boons etc.) and you should be able to at least do it in T1s.
    I8r4ux9.jpg
  • flyingleonflyingleon Member Posts: 451 Arc User
    I have bonding on dps and my gf tank. I am 100% sure that I don't aways have 3 stacks when I use ITF but I will now. There was many times ITF off cool down when bonding has one or two stacks. And I try to avoid 0 stack ITF. I think the improvement is significant after this fix.

    Join the Greycloaks



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  • whitestaruawhitestarua Member Posts: 175 Arc User
    terramak said:

    scathias said:

    Bonding stack durations are refreshed instead of correctly counting down to 0 and falling off. I have linked the bug report here Terramak, I know you are busy but it won't take you long to check this out and either confirm it is a critical bug or tell us if it is intended. Thank you

    I believe it's intended for the time being. I know there's a lot of discussion about the change and whether they're overpowered in their state post-patch, but the intent of the fix for this module was to address the obviously-overpowered stat spikes and smooth out the gameplay a bit. We can review the runestones further going forward. Thank you (and many others) for providing feedback on this change!
    @terramak all works goon.. no need to change. Just make new hard dungeons. ( i beelive in new module)
  • guarrrrrrrdguarrrrrrrd Member Posts: 36 Arc User
    edited June 2016
    terramak said:

    @terramak all works goon.. no need to change. Just make new hard dungeons. ( i beelive in new module)

    +1
    Really hard dungeons with completion time more than 20 minutes for 4k+ party, please
  • loboguildloboguild Member Posts: 2,371 Arc User
    +1
    Really hard dungeons with completion time more than 20 minutes for 4k+ party, please

    Don't forget the rewards for these super hard and elitist dungeons should be no less than 50k ADs.​​
  • eion311eion311 Member Posts: 338 Arc User
    terramak said:

    terramak said:


    • Champion's Bulette: This mount's spawn-in effect has been reduced in size.
    *Ducks and covers to take shelter from the fallout if the mount itself isn't INCREASED in size.*
    Best bunker up, yeah. (The mount's size having been reduced is still an open bug in our internal system.)
    You guys are killing me! This mount has had its bug since November of 2015. I can only assume with this change that the mount will now be forever small. Meanwhile a player on an Axe Beak was standing behind me and it was like the T-Rex scene from Jurassic Park. RIP :(
  • urabaskurabask Member Posts: 2,923 Arc User

    terramak said:

    @terramak all works goon.. no need to change. Just make new hard dungeons. ( i beelive in new module)

    +1
    Really hard dungeons with completion time more than 20 minutes for 4k+ party, please
    lol 4k. That way no one runs them.
    I8r4ux9.jpg
  • kisakeekisakee Member Posts: 193 Arc User
    urabask said:

    terramak said:

    @terramak all works goon.. no need to change. Just make new hard dungeons. ( i beelive in new module)

    +1
    Really hard dungeons with completion time more than 20 minutes for 4k+ party, please
    lol 4k. That way no one runs them.
    I would just for having a challenge. And all 4k wallet warriors who got no skill at all will fall off, so the real hardcore players can have a nice time. You can't withstand? Go learn to play.
    r9jtqurw.jpg

  • urabaskurabask Member Posts: 2,923 Arc User
    edited June 2016
    Okay so I just went on preview and ran around in a circle killing mobs in DR for an hour and a half on preview (in the area with the giant purple orb) with 4 r9 and one r10 quartermaster enchants. After about half an hour and ten drops the drop rate went off a cliff. Then it took 10, 18, and 20 minutes for the next three drops.

    It's kind of insulting that they'd make an enchantment where you actually need to invest a lot of RP and AD (to make higher level versions for the best drop table) ... and then they slow the drops down to a crawl so that it'll take a year to get back what you put into them. And the thing about this is that it won't affect the people that were botting because they've got all day to grind that out.

    If you're going to nerf them you could at least make them work properly in T1/T2 dungeons or make the RP BtA because as is you just screwed over anyone that invested time and effort in making them.

    kisakee said:

    urabask said:

    terramak said:

    @terramak all works goon.. no need to change. Just make new hard dungeons. ( i beelive in new module)

    +1
    Really hard dungeons with completion time more than 20 minutes for 4k+ party, please
    lol 4k. That way no one runs them.
    I would just for having a challenge. And all 4k wallet warriors who got no skill at all will fall off, so the real hardcore players can have a nice time. You can't withstand? Go learn to play.
    No, it's just that 4k players make up something like a single digit percentage of the playerbase. Releasing content with better rewards for a tiny minority of the playerbase makes no sense especially when most of the last ~400-500 ilvl is just epeen stat padding that has little effect on how your character performs. Even at 3k they'd be pushing things but the number of players at 3k is exponentially larger than the number at 4k.

    I8r4ux9.jpg
  • schweifer1982schweifer1982 Member, NW M9 Playtest Posts: 1,662 Arc User
    edited June 2016
    terramak said:

    scathias said:

    Bonding stack durations are refreshed instead of correctly counting down to 0 and falling off. I have linked the bug report here Terramak, I know you are busy but it won't take you long to check this out and either confirm it is a critical bug or tell us if it is intended. Thank you

    I believe it's intended for the time being. I know there's a lot of discussion about the change and whether they're overpowered in their state post-patch, but the intent of the fix for this module was to address the obviously-overpowered stat spikes and smooth out the gameplay a bit. We can review the runestones further going forward. Thank you (and many others) for providing feedback on this change!
    I have zero problem if devs want to create something "overpowered in their state" agan but then set the augments on the same lvl 300% of their stat to they masters .

    Augments can't heal / tank orcus/ buff like other companions 20% crit chance and 2000 defense or give debuffs .

    But if a comp can give :debuff, heal, tank, buff , hit like a truck up to 1 mill dmg/companion encounter and the companion also have some nice passive bonus + on top of this still give 285% stat as a bonus this is overpowered like hell. And as bonus mount insignia also give 10 % more stat from protector's C mount bonus.

    The problem is even if a player have all her enchants on r 12 the total sum is still lower then some player with zero enchant slotted and have a companion with r12 and x3 bonding r 12.

    This create some economical problems too and its bad for business model cuz no one really need R12 enchants any more .

    I dont understand why was the hoard(lol) set nerf/fix so urgent when something is much much more gamebreaking/overpowered.
    Post edited by schweifer1982 on
    GWF 3700Ilvl Éjsötét & ProPala 3200Ilvl Menydörgés (main) & Szürkefarkas 2600 ilvl
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    edited June 2016

    I have legendary augments on 2 characters and have held off on going to bonding runestones based on the bugginess of the stacking. So instead, I can just have 285% reliably all the time (no cool downs, no dis-advantages). Why do I feel like if I upgrade to 3 R12's on a companion, it's going to get nerfed right after I've spent buckets of AD/Zen/money on it. Kind of sad, no downsides to bonding companions, just fork over the money & pay to re-equip, then get nerfed at a later date.

    Cryptic fully supports your efforts to buy R12 bonding runestones. It is clear. Pull out your wallet.

    I've got an augment and prefer it to having bondings and a roving pet. I didn't mind that other players would be getting 285% instead of 100% *some of the time*, but this is no nerf on bondings--but a major re-work of pet augmentation in general. Not thrilled.

    Lucky, those guys who cried to nerf their own pets!
This discussion has been closed.