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Sea of Moving Ice Preview Patch Notes: NW.70.20161004a.0

terramakterramak Member, Cryptic Developer Posts: 995 Cryptic Developer
For the full round-up of notes comparing this build to the currently live version, see the Rolling Patch Notes thread!


Highlights

Removal of Legacy Set Bonuses
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.

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 Notes

Content and Environment
Sea 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 Powers
Classes 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 Economy
Fishing
  • 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 Interface
Inventory
  • Many various icons for new Sea of Moving Ice items, content, etc. have been added.
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Comments

  • melindenmelinden Member Posts: 619 Arc User
    From the other thread:



    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.
    Find me in game with @DoctorBadger
    (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
  • aidek0aidek0 Member Posts: 116 Arc User
    Check the relic OH, the stats might be a bit low at least for a pally.
  • dodgododgo Member, NW M9 Playtest Posts: 870 Arc User
    Neverwinter's crowning pvp pinnacle Siege is curiously inaccesable this biuld, presumably for some work....

    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
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    FoundryGeneral
    Using a teleporter in Preview mode no longer breaks the logic and state of the currently previewed map.

    yuuuuuuuuuuuuuge. thanks.
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
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  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer

    terramak said:


    • 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.
    What hamster came up with this one? You taunt 10 npcs but have to pray you actually absorb the damage from the 2 big ones that actually matter on a chance of 2 out 10? For Pete's sake. What's the point of taunting mobs you won't even absorb? Keep it simple and set both values to 10 please.
    You misunderstand, the number of targets from whom you absorb damage has not been adjusted. The number damaged by the detonation effect at the end of the power has been capped at the standard AoE cap of 5. Binding Oath will still work defensively on any number of targets.

    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.

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  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited October 2016
    I only have a few things to report:
    - 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.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    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
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    I agree on the water issue. Before the last patch it had a a more crystalline bright blue color. Now it looks like there has been some oil-cargo crash in the area. Bring it back to the previous state.

    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.



    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
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  • classicque2classicque2 Member Posts: 37 Arc User

    GF is invincible and high DPS. I hope it gets worked on too. GWF and Paladin are not allowed to be both.

    Its already was reworked u coach potato, only u do at forum its complaining about gf and nerf request. Almost 4.5k post about crying only, get a life. If u cant kill in pvp gf HAMSTER learn to play.
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    "In addition, adventurers in possession of relic armor may now see the armor restored to its full glory. Completely restored relic armor, or "vivified" relic armor, will increase by 10 item levels at each empowerment rank.
    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
  • cromejohnsencromejohnsen Member, NW M9 Playtest Posts: 207 Arc User
    do you really believe that? from what i saw on preview it still had the tier 2 empowerment on it which leads me to believe that you can still empower vivified gear to tier 3 and you have to keep it empowered
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    ok guess ill stay with my own way and not waste my time with mod 10 gear B)
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited October 2016
    That's interesting that you were able to do something with fishing. Every time I tried to apply bait my HR simply switched stances. I don't know if it's an HR issue or if it has to do with the fact that I have Tab remapped to a different key.

    Removal of Legacy Set Bonuses
    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.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    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
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    edited October 2016
    wod, dr and sharandar shop already had gear that increase as char lvls up(my fav is the dr ones) from lvl61 to 70 in case anyone didnt know
  • vida44vida44 Member, NW M9 Playtest Posts: 667 Arc User

    GF is invincible and high DPS. I hope it gets worked on too. GWF and Paladin are not allowed to be both.

    Its already was reworked u coach potato, only u do at forum its complaining about gf and nerf request. Almost 4.5k post about crying only, get a life. If u cant kill in pvp gf HAMSTER learn to play.
    Educate yourself. When GWF were tanks and DPS it was "nerf this, nerf that", but when GF are both that is ok. Pff...
  • vida44vida44 Member, NW M9 Playtest Posts: 667 Arc User
    arcanjo86 said:

    ok guess ill stay with my own way and not waste my time with mod 10 gear B)

    I was thinking the same. Is that Vivified gear permanent or needs empowerment? If it's permanent I'll welcome the grind. If not, who cares about that gear.
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    edited October 2016

    GF is invincible and high DPS. I hope it gets worked on too. GWF and Paladin are not allowed to be both.

    gf dps can be high, if theres a strong gwf ibs strike the cs from gf get higher value aswell, makes me laugh everytime that happens on boss fights in dungeons ^^
  • urabaskurabask Member Posts: 2,923 Arc User
    edited October 2016
    vida44 said:

    arcanjo86 said:

    ok guess ill stay with my own way and not waste my time with mod 10 gear B)

    I was thinking the same. Is that Vivified gear permanent or needs empowerment? If it's permanent I'll welcome the grind. If not, who cares about that gear.
    It's not permanent but even if you let it drain all the way it's still 150 ilvl.

    GF is invincible and high DPS. I hope it gets worked on too. GWF and Paladin are not allowed to be both.

    All that really needs to be done is a nerf to CS. OP can be DPS with owlbear too but I don't see any tears about that.
    Post edited by urabask on
    I8r4ux9.jpg
  • classicque2classicque2 Member Posts: 37 Arc User
    vida44 said:

    GF is invincible and high DPS. I hope it gets worked on too. GWF and Paladin are not allowed to be both.

    Its already was reworked u coach potato, only u do at forum its complaining about gf and nerf request. Almost 4.5k post about crying only, get a life. If u cant kill in pvp gf HAMSTER learn to play.
    Educate yourself. When GWF were tanks and DPS it was "nerf this, nerf that", but when GF are both that is ok. Pff...
    Educate yourself. GF already got nerfed defence and dps, all what need to be nerfed now, its bonding stones. Not class. Its already huuuge bonus comes from insignias.

  • vida44vida44 Member, NW M9 Playtest Posts: 667 Arc User
    You are hopeless. If you are a PVP player move along. My guild GF's all tell me that the current state for a certain power (I would tag it as a bug but a certain unnamed moderator will probably call it an exploit) is performing not as intended and benefits from a double buff. Hence a fix is needed.
  • playersnoopyplayersnoopy Member Posts: 73 Arc User
    urabask said:


    Pffffffft. I'm sure that my GF getting 15 million damage commanders strike hits as a tactician is intended.

    sounds like pve and the GF isn't doing 15mill dmg; commander's strike is which is the total dmg of all those that got the buff... just happens the dmg is logged for the GF and counted as single attack dmg so very misleading.
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  • urabaskurabask Member Posts: 2,923 Arc User


    sounds like pve and the GF isn't doing 15mill dmg; commander's strike is which is the total dmg of all those that got the buff... just happens the dmg is logged for the GF and counted as single attack dmg so very misleading.

    No one plays PvP :|

    And it is the GF hitting for that much.
    I8r4ux9.jpg
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  • crizpynutzcrizpynutz Member Posts: 349 Arc User
    edited October 2016
    Great so a Patch notes on preview becomes a nerf GF cry session.

    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".
  • theguiidotheguiido Member Posts: 467 Arc User
    Absolute nonsense on this thread. All you guys have to say is CS and you never look at the disparities or problems with the class but instead target it and say "Still too OP nerf this" keeping your own biased statements about your class trying to make it the top and just pin point the problems with the GF. No one talks about how broken DC's are yet the same people hound on the GF at the same time. I already made a thread debunking the REAL issues with the class, so all this nonsense on here is nothing but off topic from the original post.
    Proteus
    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
  • asterotgasterotg Member Posts: 1,742 Arc User
    The 'real' problem is, that DC boosts your dmg while CS dmg boost goes to the GF instead of the GWF etc. If the game would add the dmg to the GWF etc, no one would complain.
    Chars: CW, DC, GF, GWF, HR and TR.
This discussion has been closed.