The Stats blog is outdated and should be updated to reflect the 1000:1% change, in addition to needing to change the example enemy stat values presented in the blog.
Also, when describing that each paragon path gives a Tank/Healer/DPS tag, there's a typo of "roll" rather than "role". Unless the plan is to include a dodge roll for all classes.
Player characters can now be brought to Near Death up to five times in an encounter, increased from one. Whenever a player is brought to 0 HP and recovers, whether it's from another player helping them up, a Scroll of Life, or a Soulforged Enchantment, they will receive a stack of Revive Sickness. Each stack will lower most stats until it fades or is removed at a campfire.
So how long before a new rank of VIP comes out that ignores Revive Sickness stacks similar to the lower rank that ignores injuries?
2
plasticbatMember, NW M9 PlaytestPosts: 12,417Arc User
Player characters can now be brought to Near Death up to five times in an encounter, increased from one. Whenever a player is brought to 0 HP and recovers, whether it's from another player helping them up, a Scroll of Life, or a Soulforged Enchantment, they will receive a stack of Revive Sickness. Each stack will lower most stats until it fades or is removed at a campfire.
So how long before a new rank of VIP comes out that ignores Revive Sickness stacks similar to the lower rank that ignores injuries?
There is a stronghold boon to shorten it. You can bring up altar like the old day.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
The Stats blog is outdated and should be updated to reflect the 1000:1% change, in addition to needing to change the example enemy stat values presented in the blog.
Additionally, it wasn't noted that values for enemies' ratings were changed too, and they didn't specify how each level from 71 was adjusted. I know that in 70 zones, enemies ratings are 7000 for accuracy, armorpen, critical avoidance and awareness, and 57000 for defense, deflection, combat advantage and critical chance, what about the rest?.
WHY? These were really neat things to achieve as you completed each area and gave you a tiny reward for completing areas. Things like RP, profession tools, armor kits etc. I get that the game is moving forward but it was really cool to get something for doing EVERYTHING in an area. Otherwise there's no reason to run some of the area-end mini dungeons as you level, or some of the regular dungeons. Such a small thing and yet... so disappointing.
0
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
> @rjc9000 said: > The Stats blog is outdated and should be updated to reflect the 1000:1% change, in addition to needing to change the example enemy stat values presented in the blog. > > Unless they changed their minds? ... No? No.
I am Took.
"Full plate and packing steel" in NW since 2013.
0
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
Re: Fighter Shield... "enemy damage has been rebalanced around the change and you can now more freely lower your guard to use your powers, without worrying about instantly taking lethal damage."
Withers called. He disagrees.
I am Took.
"Full plate and packing steel" in NW since 2013.
I hope the devs don't forget about giving back an option to turn the portraits back on. The HUD changes should have all been options from the start.
I totally agree. They shouldn't even be removing character portraits. Make old ui an option. Instead of just removing it.
So much! please make old interface an option ! the new interface makes it much harder to keep track of group members!
<div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img> ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂ There is supposed to be an image here, but the hamsters took it. <div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
Leveling dungeons once again support 5 players, increased from 3, and will match together 1 tank, 1 healer, and 3 damage-dealers (DPS).
Good. They never should have been turned into 3-man dungeons in the first place. Now maybe new players will once again learn party synergy as they level up.
Yet another piece of evidence that the designer of Mod 6 should have *never* been allowed to touch this game.
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
0
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
"New Expeditions Feature Expeditions are a variable, scaling, repeatable romp through the depths of Undermountain that offer some of the most challenging and rewarding content in the Neverwinter: Undermountain expansion. They’re intended to feel expansive and wondrous while also being fun and exciting, and you’re likely to encounter something different around every turn." these are capped to 3 per day(if player dc/leave party for emergency you lose that 1 for the day) and only party leader get the rewards from last chest, boss drops are low, these should be unlimited like previous hunts/wanted posters "Updates to Item Level and Scaling Undermountain was our chance to make item level far more consistent and therefore make it a more accurate gauge of player potential. Along with our fixes to item level, we added in item level scaling which should provide a better version of scaling going forward. Now we will scale a player down to a target item level." the scale down is broken and making us stop upgrading enchantments, runestones and insignia's because they decided barovia can be played with full r9, scale down from r10/r11/r12/r13/r14/r15 depending from what you have slotted, rather than put a cap on player stats rating( better to scale down according to stats rating than item level, item level doesn't mean anything in the game its just to joke around it means nothing) for that specific dungeon based on enemies rating if the player surpass the counter stats reward him capped on that stat for doing progress on his char otherwise is not worth it upgrading enchantments/runestones/insignias at all, and if they have way too much power to kill enemies fast then decide between yourselves how much power player need for that specific dungeon scale down the power value, we no longer have power share "Updates to Boons & UI Boons have been unified under one page. Along with this UI unification, we also unified boon points. Now you can engage in campaigns broadly without feeling like the time you spent on one staggered your progress towards another. This change gives you more freedom in how you go about collecting all of these boon points. "Sword Coast Chronicle" "Deeds have been removed. Most campaigns can now be begun through the campaign UI, rather than finding the questgiver in the world." make Deeds a leveling campaign because those deed are the reason i felt interested on the storyline while leveling, on the boons all i have to say is why not make each column a specific campaign rank titled boons, 1st one pe knight rank titled boons, power/hp was ok and decide on a specific pre-ultimate boon and 1 ultimate boon (for new players arriving in protectors enclave is the most motivating thing to do, help protectors enclave and be rewarded), the 2nd column fey wild knight rank titled boons(sharandar campaign), 3rd one dread knight rank titled boons(dread ring campaign), 4th icewindale supporter rank titled boons(icewindale campaign), 5th one dragon knight rank titled boons(tod campaign), 6th elemental evil rank titled boons(elemental evil camapign), 7th underdark denizien ranks titled boons(underdark campaign), 8th dwarf ranked titled boons( i dont know specific how ranks work on dwarven history) (maze engine campaign), 9th Giants ranked titled boons(skt campaign), 10th Ascendency ranked titled boons(cloacked ascendancy campaign), 11th Chultan/omuan(trickster gods followers) ranked titled boons(chult campaign), 12th Barovian ranked titled boons(ravenloft campaign) and 13th A.I: ranked titled boons(A.I. campaign), old values need small nerf/ajustments , if is not pushing to far if a player decides to have a full column it give a high ranked title buff while have that column active(those campaign high ranked buff should be specific to a roles or paragon path(underdark denizien were rogues encounter powers had a chance to throw a dark dagger to blind enemy for short period of time xD)), i am ok with only one ultimate boon, and 2 pre-ultimate boons, the changes i saw on preview make campaign packs useless making game lose money from cash players that want to fasten campaigns , A.I. campaign pack was broken on preview @nitocris83, it was not giving the currency to complete rest of the boons just the first one had no resources for rest of the boons points. "Class descriptions now more accurately express their role and abilities in character creation." , "Paragon Path selection now describes the roll that the paragon path performs." Wizard thaum according to dev blog it should be a ice and fire dps role, but still it has arcane powers on it that dont fill up devs blog description about that paragon, arcanist role lightning and arcane but dont have a lightning mechanic and player can only stack 2 arcane mastery stacks with their powers, the high cd values for certain encounter powers do not make these stacks x5(x10 with a feat) ever happen and the damage buff from those never happen, at-will lightning power effect does not refresh stack of chill and no refresh of arcane stack either, this is just one of the class problems many other classes have similar problems problem. "Class powers now express their effectiveness with Magnitude, rather than direct damage values, in order to provide better at-a-glance comparisons of various powers' relative strength. These should be relatively consistent; for example, an un-buffed power with 200 Magnitude will generally deal twice the damage of a power with 100 Magnitude when cast by the same character, under the same circumstances." who asked for magnitude values when we had live values on the description pre-mod 16, power share is gone now and we have stable power values and no need to worry about power-share players around us so magnitude is a way of you lying to us about the power actual damage values. "During character creation, ability scores are now set per class, though are still alterable through racial trait choices." The ability scores set for the classes are way to high and ability scores should be set by paragon paths and races should have a locked ability score bonus and allow player to decide better which race to use for certain class or favorite appearance. "Ability score increases can still be chosen at multiples of 10 levels." the Damage bonus for melee damage classes/roles is to low and we no longer get a +1% damage bonus when values are higher that 10 in Str, same applies to Int for wizards(8 points add to Int and it increase magical damage bonus by 2.5% a joke), con was always warlocks main source of damage due to its blood pact and soul weaving(use own health to heal party members mod 16) making warlocks use a small portion of hp to use their daily damage power could have been a new way of playing dps warlock), wis was always source of boosting damage for the cleric, saddens me that Dex isn't a damage bonus for rogues and rangers because they are the only dual-weapons wielders classes in the game, making dex a dual weapon damage bonus, on a different d&d game i am playing, for my rogue to dual wield weapon i need a high dex values to be my damage modifier, makes no sense to build up str for my damage, same thing should happen in neverwinter, Str - melee damage(barb,fighter) / %Stamina regen, Dex - Dual weapons damage(rogue/hunter)/ % deflection/ %movement speed, Con- % boost to hp/% warlock damage/ % incoming healing, Int - % wizard damage/ % recharge speed/ % control bonus, Wis - % paladin & cleric damage/ % outgoing healing/% control resistance, Char- %companion influence stat/% gold gain/%ap gain, %damage boost values/% hp boost values increase +1% if 10+ values, ap gain/companion influence/recharge speed/control bonus/control resistance get 0.5% if value is over 10, starting ability scores need to be 8 point over all , then player pick the racial set ability score bonus, pick a class+paragon they will play(once they enter protector enclave and after they finish talking to sgt.knox), here is some paragon role starting ability scores, i did some digging on starting ability score based on roles, fighter dps- 8STR/12DEX/14CON/8INT/10WIS/8CHA, tank- 15STR/14DEX/14CON/14INT/8WIS/10CHA, Barb dps- 18STR/14DEX/14CON/8INT/8WIS/8CHA, tank- 18STR/10DEX/16CON/8INT/8WIS/8CHA, paladin tank- 14STR/13DEX/10CON/13INT/12WIS/14CHA, healer- 10STR/10DEX/12CON/10INT/16WIS/12CHA, cleric healer- 10STR/10DEX/12CON/10INT/16WIS/12CHA, dps- 8STR/10DEX/12CON/ 10INT/18WIS/12CHA, wizard(both paragon) dps- 10STR/10DEX/12CON/18INT/9WIS/9CHA, warlock dps- 8STR/10DEX/16CON/14INT/12WIS/10CHA, healer- 10STR/10DEX/12CON/8INT/16WIS/8CHA, rogues(both paragon) dps- 14STR/16DEX/14CON/14INT/8WIS/8CHA, ranger(both paragon) dps- 14STR/16DEX/14CON/8INT/14WIS/8CHA "Artifact Gear To reduce confusion between unlockable bonuses on artifact weapons, and abilities / procs on those weapons, the unlockable bonuses are now named Modifications." these modification no longer give special effects to our at-wills and class features, instead it boost our at-wills damage by 10%, and give stats boost to offensive, defensive and utility ratings. "When slotting an enchantment into an item, if that enchantment would change the item's bind status, there is now a warning prompt." does this mean that if i have a bta enchantment and i slot it in an item does it make it bta? or the other way around if i slot an enchantment on a btc item does it btc the enchantment? @nitocris83 "Queues When in a public queue, it is no longer possible to enter the queued instance as a role other than the one you queued with. If the role doesn't match, it'll swap back to the loadout you had when you queued." Applause for this ty.
0
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
The Stats blog is outdated and should be updated to reflect the 1000:1% change, in addition to needing to change the example enemy stat values presented in the blog.
Additionally, it wasn't noted that values for enemies' ratings were changed too, and they didn't specify how each level from 71 was adjusted. I know that in 70 zones, enemies ratings are 7000 for accuracy, armorpen, critical avoidance and awareness, and 57000 for defense, deflection, combat advantage and critical chance, what about the rest?.
Well, once you level up, the only numbers that really matter are those for lvl 70 areas (7000 and 57000), lvl 80 areas (10000 and 60000) and LoMM (16000 and 66000).
Most gear now has a Combined Rating stat, which should give a base amount of all ratings for its item level in addition to the bonus values unique to the gear itself.
This should read "all ratings except Power and Hit Points"
Comments
Also, when describing that each paragon path gives a Tank/Healer/DPS tag, there's a typo of "roll" rather than "role".
Unless the plan is to include a dodge roll for all classes.There is a stronghold boon to shorten it.
You can bring up altar like the old day.
Deeds have been removed.
WHY? These were really neat things to achieve as you completed each area and gave you a tiny reward for completing areas. Things like RP, profession tools, armor kits etc. I get that the game is moving forward but it was really cool to get something for doing EVERYTHING in an area. Otherwise there's no reason to run some of the area-end mini dungeons as you level, or some of the regular dungeons. Such a small thing and yet... so disappointing.
> The Stats blog is outdated and should be updated to reflect the 1000:1% change, in addition to needing to change the example enemy stat values presented in the blog.
>
>
Unless they changed their minds?
...
No?
No.
I am Took.
"Full plate and packing steel" in NW since 2013.
"enemy damage has been rebalanced around the change and you can now more freely lower your guard to use your powers, without worrying about instantly taking lethal damage."
Withers called.
He disagrees.
I am Took.
"Full plate and packing steel" in NW since 2013.
▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
There is supposed to be an image here, but the hamsters took it.
<div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
Good. They never should have been turned into 3-man dungeons in the first place. Now maybe new players will once again learn party synergy as they level up.
Yet another piece of evidence that the designer of Mod 6 should have *never* been allowed to touch this game.
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
Expeditions are a variable, scaling, repeatable romp through the depths of Undermountain that offer some of the most challenging and rewarding content in the Neverwinter: Undermountain expansion. They’re intended to feel expansive and wondrous while also being fun and exciting, and you’re likely to encounter something different around every turn."
these are capped to 3 per day(if player dc/leave party for emergency you lose that 1 for the day) and only party leader get the rewards from last chest, boss drops are low, these should be unlimited like previous hunts/wanted posters
"Updates to Item Level and Scaling
Undermountain was our chance to make item level far more consistent and therefore make it a more accurate gauge of player potential. Along with our fixes to item level, we added in item level scaling which should provide a better version of scaling going forward. Now we will scale a player down to a target item level."
the scale down is broken and making us stop upgrading enchantments, runestones and insignia's because they decided barovia can be played with full r9, scale down from r10/r11/r12/r13/r14/r15 depending from what you have slotted, rather than put a cap on player stats rating( better to scale down according to stats rating than item level, item level doesn't mean anything in the game its just to joke around it means nothing) for that specific dungeon based on enemies rating if the player surpass the counter stats reward him capped on that stat for doing progress on his char otherwise is not worth it upgrading enchantments/runestones/insignias at all, and if they have way too much power to kill enemies fast then decide between yourselves how much power player need for that specific dungeon scale down the power value, we no longer have power share
"Updates to Boons & UI
Boons have been unified under one page. Along with this UI unification, we also unified boon points. Now you can engage in campaigns broadly without feeling like the time you spent on one staggered your progress towards another. This change gives you more freedom in how you go about collecting all of these boon points.
"Sword Coast Chronicle"
"Deeds have been removed.
Most campaigns can now be begun through the campaign UI, rather than finding the questgiver in the world."
make Deeds a leveling campaign because those deed are the reason i felt interested on the storyline while leveling, on the boons all i have to say is why not make each column a specific campaign rank titled boons, 1st one pe knight rank titled boons, power/hp was ok and decide on a specific pre-ultimate boon and 1 ultimate boon (for new players arriving in protectors enclave is the most motivating thing to do, help protectors enclave and be rewarded), the 2nd column fey wild knight rank titled boons(sharandar campaign), 3rd one dread knight rank titled boons(dread ring campaign), 4th icewindale supporter rank titled boons(icewindale campaign), 5th one dragon knight rank titled boons(tod campaign), 6th elemental evil rank titled boons(elemental evil camapign), 7th underdark denizien ranks titled boons(underdark campaign), 8th dwarf ranked titled boons( i dont know specific how ranks work on dwarven history) (maze engine campaign), 9th Giants ranked titled boons(skt campaign), 10th Ascendency ranked titled boons(cloacked ascendancy campaign), 11th Chultan/omuan(trickster gods followers) ranked titled boons(chult campaign), 12th Barovian ranked titled boons(ravenloft campaign) and 13th A.I: ranked titled boons(A.I. campaign), old values need small nerf/ajustments , if is not pushing to far if a player decides to have a full column it give a high ranked title buff while have that column active(those campaign high ranked buff should be specific to a roles or paragon path(underdark denizien were rogues encounter powers had a chance to throw a dark dagger to blind enemy for short period of time xD)), i am ok with only one ultimate boon, and 2 pre-ultimate boons, the changes i saw on preview make campaign packs useless making game lose money from cash players that want to fasten campaigns , A.I. campaign pack was broken on preview @nitocris83, it was not giving the currency to complete rest of the boons just the first one had no resources for rest of the boons points.
"Class descriptions now more accurately express their role and abilities in character creation." , "Paragon Path selection now describes the roll that the paragon path performs."
Wizard thaum according to dev blog it should be a ice and fire dps role, but still it has arcane powers on it that dont fill up devs blog description about that paragon, arcanist role lightning and arcane but dont have a lightning mechanic and player can only stack 2 arcane mastery stacks with their powers, the high cd values for certain encounter powers do not make these stacks x5(x10 with a feat) ever happen and the damage buff from those never happen, at-will lightning power effect does not refresh stack of chill and no refresh of arcane stack either, this is just one of the class problems many other classes have similar problems problem.
"Class powers now express their effectiveness with Magnitude, rather than direct damage values, in order to provide better at-a-glance comparisons of various powers' relative strength. These should be relatively consistent; for example, an un-buffed power with 200 Magnitude will generally deal twice the damage of a power with 100 Magnitude when cast by the same character, under the same circumstances."
who asked for magnitude values when we had live values on the description pre-mod 16, power share is gone now and we have stable power values and no need to worry about power-share players around us so magnitude is a way of you lying to us about the power actual damage values.
"During character creation, ability scores are now set per class, though are still alterable through racial trait choices."
The ability scores set for the classes are way to high and ability scores should be set by paragon paths and races should have a locked ability score bonus and allow player to decide better which race to use for certain class or favorite appearance.
"Ability score increases can still be chosen at multiples of 10 levels."
the Damage bonus for melee damage classes/roles is to low and we no longer get a +1% damage bonus when values are higher that 10 in Str, same applies to Int for wizards(8 points add to Int and it increase magical damage bonus by 2.5% a joke), con was always warlocks main source of damage due to its blood pact and soul weaving(use own health to heal party members mod 16) making warlocks use a small portion of hp to use their daily damage power could have been a new way of playing dps warlock), wis was always source of boosting damage for the cleric, saddens me that Dex isn't a damage bonus for rogues and rangers because they are the only dual-weapons wielders classes in the game, making dex a dual weapon damage bonus, on a different d&d game i am playing, for my rogue to dual wield weapon i need a high dex values to be my damage modifier, makes no sense to build up str for my damage, same thing should happen in neverwinter, Str - melee damage(barb,fighter) / %Stamina regen, Dex - Dual weapons damage(rogue/hunter)/ % deflection/ %movement speed, Con- % boost to hp/% warlock damage/ % incoming healing, Int - % wizard damage/ % recharge speed/ % control bonus, Wis - % paladin & cleric damage/ % outgoing healing/% control resistance, Char- %companion influence stat/% gold gain/%ap gain, %damage boost values/% hp boost values increase +1% if 10+ values, ap gain/companion influence/recharge speed/control bonus/control resistance get 0.5% if value is over 10, starting ability scores need to be 8 point over all , then player pick the racial set ability score bonus, pick a class+paragon they will play(once they enter protector enclave and after they finish talking to sgt.knox), here is some paragon role starting ability scores, i did some digging on starting ability score based on roles, fighter dps- 8STR/12DEX/14CON/8INT/10WIS/8CHA, tank- 15STR/14DEX/14CON/14INT/8WIS/10CHA, Barb dps- 18STR/14DEX/14CON/8INT/8WIS/8CHA, tank- 18STR/10DEX/16CON/8INT/8WIS/8CHA, paladin tank- 14STR/13DEX/10CON/13INT/12WIS/14CHA, healer- 10STR/10DEX/12CON/10INT/16WIS/12CHA, cleric healer- 10STR/10DEX/12CON/10INT/16WIS/12CHA, dps- 8STR/10DEX/12CON/ 10INT/18WIS/12CHA, wizard(both paragon) dps- 10STR/10DEX/12CON/18INT/9WIS/9CHA, warlock dps- 8STR/10DEX/16CON/14INT/12WIS/10CHA, healer- 10STR/10DEX/12CON/8INT/16WIS/8CHA, rogues(both paragon) dps- 14STR/16DEX/14CON/14INT/8WIS/8CHA, ranger(both paragon) dps- 14STR/16DEX/14CON/8INT/14WIS/8CHA
"Artifact Gear
To reduce confusion between unlockable bonuses on artifact weapons, and abilities / procs on those weapons, the unlockable bonuses are now named Modifications."
these modification no longer give special effects to our at-wills and class features, instead it boost our at-wills damage by 10%, and give stats boost to offensive, defensive and utility ratings.
"When slotting an enchantment into an item, if that enchantment would change the item's bind status, there is now a warning prompt."
does this mean that if i have a bta enchantment and i slot it in an item does it make it bta? or the other way around if i slot an enchantment on a btc item does it btc the enchantment? @nitocris83
"Queues
When in a public queue, it is no longer possible to enter the queued instance as a role other than the one you queued with. If the role doesn't match, it'll swap back to the loadout you had when you queued."
Applause for this ty.