For the full round-up of notes comparing this build to the currently live version, see the
Rolling Patch Notes thread!
HighlightsRemoval of Legacy Set BonusesAs part of our efforts to rein in runaway power sources, we have removed set bonuses from level 60 equipment that has been unobtainable since the release of Module 6: Elemental Evil.
For more details on this decision and links to discussion locations, please view the thread
here.
Fishing and other systems will get a little more attention in a future Preview build. Svardborg is not yet open, but stay tuned in the coming weeks.Release NotesContent and EnvironmentSea of Moving Ice
- Audio improvements have been made to the Sea of Moving Ice zone.
- Completing certain repeatable quests now properly gives Arcane Brotherhood reputation.
- The Runestead: Players may no longer stumble upon a location that removes them from their khyek while still on water.
- The Runestead: The transition from water to land (and vice versa) has been smoothed in places.
Storm King's Thunder Campaign
- The "Explore the Sea of Moving Ice" campaign task now properly unlocks "Supply the Elk Tribe" and "Unlock Assault on Svardborg."
- Known issue: "Create Frosted Glyph" is still locked after completing that task.
- The reputation bars at the top of the Campaign UI have been updated.
General
- Prophecy of Madness: A blizzard no longer sometimes appears at the entrance to this skirmish. (This was a Preview-only bug.)
Combat and PowersClasses and Balance
- Oathbound Paladin
- Binding Oath
- This power's damage component now affects a maximum of 5 targets (reduced from infinite).
- This power's taunt effect now properly applies, and affects a maximum of 10 targets within a 30 foot radius of the Paladin. This taunt effect lasts for the duration of the shield.
- The tooltip no longer incorrectly states that affected players deal 75% less damage to targets other than the paladin. This is just a tooltip change.
- Unresistable damage is no longer absorbed by Binding Oath. Instead, unresistable damage is reduced by 50% and applied immediately, instead of at the shield's expiration.
- Vow of Enmity: Additional ranks of this power now properly grant an increase in damage against affected targets.
- Sacred Weapon now applies Divine Challenge like other short duration Paladin taunts, which reduces damage dealt of affected players against the Paladin's allies.
- Sanctuary: This power now grants 80% damage resistance for those who have taken the Oath of Protection, increased from 60%.
- Several Paladin power tooltips have been updated for clarification.
Enemies and Allies
- Frost Giant Skald enemies now have the proper number of hit points.
Mounts
- Active mount powers are now more responsive.
Set Bonuses
- Relic Artifact Weapons: The "Overcharge: Defense" power now applies the stated level of damage reduction.
Items and EconomyFishing
- Several placeholder icons for fish have been updated.
Relic Items
- Finishing a primary Relic weapon now grants a title.
- Relic information is now in Collections. The presentation will be updated in future Preview builds.
- Relic items new to this module now properly have icons and sigils.
- Restored shields now properly have their AC increased.
User InterfaceInventory
- Many various icons for new Sea of Moving Ice items, content, etc. have been added.
Comments
FoundryGeneral
Using a teleporter in Preview mode no longer breaks the logic and state of the currently previewed map.
Thank you, thank you, thank you, thank you, thank you,thank you, thank you,thank you, thank you,thank you, thank you,thank you, thank you.
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
interesting the new lead said he thought queue was borked but infact i feel its sadly due to player decline ((( loved the days when i was in the middle of a frantic battle and @nwgod would ddos the server lmfaoooooooooo
Using a teleporter in Preview mode no longer breaks the logic and state of the currently previewed map.
yuuuuuuuuuuuuuge. thanks.
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
The taunt effect was simply broken and taunted 0 nearby targets. The maximum of 10 matches most other AoE taunts. The number of taunted targets is higher than the damage AoE cap of 5 targets in order to make this power a more effective AoE taunt.
As a heads up, we are still considering additional paladin adjustments and improvements. The overall goal of these changes is to reduce the number of situations where paladin can effectively become invincible while increasing their overall survivability and effectiveness in other areas. Please continue to provide feedback for paladin changes, and I'll be sure to respond to the patch notes when we believe we have finalized the upcoming changes.
- At location 2763, 401 there was an enemy inside the rock/ice that I had to kill with AoE.
- Sometimes I'll kill some barbarians and be left with aggro that won't go away.
- I couldn't get fishing to work, but perhaps it just isn't ready yet.
- I noticed that if you point the camera up or down while sailing, your speed slows.
- I noticed that you can't "tack": you can't, for instance, hold the left key down and sail the way you can with your mount.
- Some of the beastmasters occasionally do crazy damage. It doesn't happen every time, but once in a while I came "this close" to dying from sudden burst damage. Bear in mind that my HR has insane defense, full Umbral armor, 4.2k IL, etc. Not sure what's going on there, but I don't see this in places like Cold Run.
- I'm not keen on how the water looks while sailing. It's not as bad in the western part of the zone, but in the eastern part the water has a really slick, oily-looking appearance. It almost looks like I'm sailing on an ocean of mercury instead of one of water.
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
You should add to the tutorial and the message appearing on the screen when you push the left key the fact that pressing tab cycles through the different types of bait you have, not simply something like "press tab to apply bait".
It was only by chance that I realized I could use krill instead of worms.
Jumping into water deals everfrost damage. I don't know if that's intended but I guess you get falling damage when you jump in water and then everfrost damage is applied.
The rock throwing area attack of some giants is a real killer. If you lag only a bit and get trampled, the follow-up rock attack is very difficult to avoid and deals a lot of damage. I have 150k hp and 25% damage reduction and can be killed right away by the combo. This is not true for lvl 72 mobs in the previous areas but the move to 73 upped the damage to a pretty high value. I tested this from different locations and with a 200-ish ping you can dodge out of red even if trampled. If you go to 300-350 then it's borderline impossible.
It seems that the treasure maps have not been implemented yet. When I open the treasure map I just get a blank sheet. It would be good to be able to preview more this functionality to provide feedback on the rewards.
Born of Black Wind: SW Level 80
The first time Svardborg (Master) is cleared in a week you will receive an Ostorian Tale Carving.
Ostorian Tale Carvings may be exchanged for testimonies at the newly arrived Historian in Bryn Shander.
With the proper testimony in hand, selecting "restore" in the context menu on a piece of relic armor will allow that piece to be converted into "vivified relic armor."
All transmutes, dyes, enchants, and armor kits on the original relic armor piece will persist during the upgrade process.
The item level will increase by 10 at every empowerment rank. Fully empowered "vivified relic armor" is item level 160 while standard relic armor is item level 150 when fully empowered."
i took this from a previous note, does this mean that Fully empowered "vivified relic armor" no longer need to be empowered with voninblood? @asterdahl
As part of our efforts to rein in runaway power sources, we have removed set bonuses from level 60 equipment that has been unobtainable since the release of Module 6: Elemental Evil.
Here's a thought...with the set bonuses gone, why not have a way to turn the skins from the Mantol-Derith vendor into the real armor pieces (minus set bonuses, of course). Even better would be if the newly "restored" armor pieces scaled with your level.
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
And it is the GF hitting for that much.
Who says a Paladin can't do both? I know for a fact they can tank and do DPS just fine. Add in an Owlbear and it's even better. GWF's can't tank, but they are pretty damn durable and if played right for a very long time now I've seen high level GWF's dish out the top DPS, excellent movement, single target and AOE while being able to take a hit as well as most.
The only real problem with the GF right now is with CS. It doesn't need a nerf, it needs to be fixed so it works as intended because right now it's not working as intended. The idea though that you shouldn't be able to tank and do decent DPS is bullcrap. I see CW's that can hit hard, heal and buff/debuff. DC's can do DPS, heal, buff/debuff. Let's not even talk about SW's because if GF's have you upset TC hitting for over 200 million damage in a hit should make you quit and go home.
Being able to support multiple roles is fun, adds flexibility to the character and allows for different party make up. Makes finding and filling spots in groups better and easier. Now, it needs a balance sure, but some black and white line that says oh well if you tank, you should hit like a wet kitten doesn't make any sense to me. I'd rather see the GWF be reworked to offer some offtank ability than poking at the GF for "nerfs cause OMG".
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter