After defeating Halaster and collecting your reward. The exit portal cannot be activated to leave. The work around till next week, is to jump off the end, and respawn in the instance lobby.
In your appearance tab, you will not be able to save any changes you make to your appearance.
Notable Changes Content and Environment Quests
The quests offered in the various Githyanki and Illithid invasion zones now also require invaders to be defeated.
Queues
Tower of the Mad Mage mistakenly appeared under the category "Advanced Queue." An announcement at a later date will be made when there is a plan to add Tower of the Mad Mage to random queues.
Tower of the Mad Mage
A number of Halaster's powers have been adjusted to deal unavoidable damage. As such they may no longer be avoided by dodging or using Fox's Cunning.
Damage dealt by Lava Ring has been increased.
Resolved an issue wherein the visual FX for fireburst would unexpectedly play at the center of the arena when the lightning floor was activating.
The time between the elements of Ground to Cloud & Cloud to Ground has been reduced.
The rotation of powers Halaster uses during phase 3 (lightning) has been adjusted. The rotation of powers Halaster uses during phase 3 (fire & lightning) has been adjusted.
Combat and Powers General
Combat Advantage distance has been increased to 85 feet.
Crit Severity reduction removed from PvP.
Fox's Cunning is no longer a guaranteed dodge and is instead an increase to damage reduction
Healing reduction in PvP increased as part of ongoing balance tests.
Providence mount power adjusted to do half as much healing in pvp and hopefully it now respects its internal cooldown better
The ratio for determining the critical chance of healing has been adjusted. Critical strike now increases the chance to land a critical heal more.
Cleric (Devout)
Bastion of Health’s divinity cost has been increased to 100, up from 80.
Bastion of Health’s magnitude has been decreased to 750, down from 800.
Cleansing Light’s divinity cost has been increased to 100, up from 90.
Divine Armor's heal over time divinity cost effect has been increased to 15s, up from 12s.
Healing Word’s divinity cost has been increased to 240, up from 200.
Healing Word's heal over time magnitude effect has been decreased to 250, down from 300.
Healing Word’s magnitude has been decreased to 400, down from 500.
Healing Word’s radius has been increased to 80, up from 40.
Intercession’s magnitude has been decreased to 1600, down from 2000.
Paladin
The divinity cost of Divine Touch has been increased to 140, up from 80.
Sigil of the Paladin - healing and damage resistance values adjusted.
Paladin (Oathkeeper)
Circle of Power’s cooldown has been increased to 30s, up from 28s.
Circle of Power’s duration has been decreased to 12s, down from 16s.
Cleansing Touch’s divinity cost has been increased to 50, up from 30.
Divine Touch’s divinity cost has been increased to 100, up from 80.
Divine Touch’s magnitude has been decreased to 350, down from 500.
Divine Shelter’s divinity cost has been increased to 180, up from 120.
Divine Shelter’s magnitude has been increased to 400, up from 350.
Divinity restoring effect of Circle of Power has been reduced.
Apparently healers are doing too good of a job not letting people die. Devout clerics already struggle with having enough divinity to make it through a fight and now it is even more expensive, great.
appears it's devout cleric's turn to get a visit from the nerf gods. I haven't tested my cleric on preview yet. Was there any particular reason for the increase of divinity costs and decrease of magnitude? Were healbots too good?
appears it's devout cleric's turn to get a visit from the nerf gods. I haven't tested my cleric on preview yet. Was there any particular reason for the increase of divinity costs and decrease of magnitude? Were healbots too good?
Devouts were good with sleep issues. Now they're just going to excel at it.
Apparently healers are doing too good of a job not letting people die. Devout clerics already struggle with having enough divinity to make it through a fight and now it is even more expensive, great.
"THIS should kill them!" -- Killer DM
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
LOL? why are we nerfing healers? i can understand the pvp aspect of it, but cant u just add something like "does 70% less magnitude and divinity requirement is increased to X amount in pvp maps" ? why nerf PVE?
Btw reducing repels magnitude and increasing disintegrate is not the fix you want for arcanist xd, arcanist is an AP hungry paragon and as long as my encounters give me 2% ap at max, its not worth going there.
Btw good job on the CA adjustment, that was alot sooner than expected, tnx
Post edited by lardeson on
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
11
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
LOL? why are we nerfing healers? i can understand the pvp aspect of it, but cant u just add something like "does 70% less magnitude and divinity requirement is increased to X amount in pvp maps" ? why nerf PVE?
Btw reducing repels magnitude and increasing disintegrate is not the fix you want for arcanist xd, arcanist is an AP hungry paragon and as long as my encounters give me 2% ap at max, its not worth going there.
The changes were made because of Tower of the Mad Mage, not because of pvp or because of balancing paragons.
LOL? why are we nerfing healers? i can understand the pvp aspect of it, but cant u just add something like "does 70% less magnitude and divinity requirement is increased to X amount in pvp maps" ? why nerf PVE?
Btw reducing repels magnitude and increasing disintegrate is not the fix you want for arcanist xd, arcanist is an AP hungry paragon and as long as my encounters give me 2% ap at max, its not worth going there.
The changes were made because of Tower of the Mad Mage, not because of pvp or because of balancing paragons.
Mhhhm tower is one dungeon, the rest of the dungeons will just suffer cos of 1 dungeon. Would have been alot wiser to increase dificulty, or even requirements.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
I don't run a cleric so I don't have a dog in this fight, but if healing was too much for Tower, why not just increase Halaster's dmg, or have him cast an unremovable Outgoing/Incoming Healing debuff on the group?
7
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
appears it's devout cleric's turn to get a visit from the nerf gods. I haven't tested my cleric on preview yet. Was there any particular reason for the increase of divinity costs and decrease of magnitude? Were healbots too good?
Healing as devout and managing divinity is super easy. DG+BoH is enough to just perma spam BoH and could full heal most players except for some tanks. This causes a state where if you can't be one shot, or hit by several things at once (but still effectively one shot), players could not die.
@rwhitedev#7348 about the crit strike and healing, can you specify how this works? like is there a cap to crit, how exactly does you crit value affect ur chances for critical heals? percentages would be helpful
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
@rwhitedev#7348 about the crit strike and healing, can you specify how this works? like is there a cap to crit, how exactly does you crit value affect ur chances for critical heals? percentages would be helpful
Hi Lardeson, I will touch base with the designer to get the information or have him respond.
<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
You guys.. instead of fixing bugs ( and game is loaded with them ) you keep nerfing and taking the fun out of players.
Go figure.
PS: You guys forgot to link in patch notes that you literally killed Doohickeys. Doohickey does 100 magnitude dmg now.. useless. Thanks again for another nerf.
You guys.. instead of fixing bugs ( and game is loaded with them ) you keep nerfing and taking the fun out of players.
Go figure.
PS: You guys forgot to link in patch notes that you literally killed Doohickeys. Doohickey does 100 magnitude dmg now.. useless. Thanks again for another nerf.
knew this was coming. surprised it has lasted as long as it has.
We are unable to create new gith race characters since latest patch.
<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
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
You are missing the point, cleric and paladins heal too well, especially with crit heals becoming more common. The divinity resource management became a non issue as soon as players figured out how to efficiently use it. To the point where they can literally just stand there and spam a heal that heals for 200-400k plus almost without stopping. That is an issue, one that needed to be fixed to make it possible for player's bad decisions like standing in the red to actually get punished. I agree that warlocks can use a buff, but first eliminate clerics and paladins from being too good at healing, then buff warlock up to whatever point they find the other two to be in a good position.
Oh for the love of the gods! I don't think I can handle this anymore. The nerfs to the healers were all due to ToMM? Really? Pally Sigil was also nerfed? Divinity costs increased? Was Spirit of Austerity also impacted? Has cleansing touch been given the ability to cleanse multiple party members in one shot (like it was pre-Mod 16)?
Oh for the love of the gods! I don't think I can handle this anymore. The nerfs to the healers were all due to ToMM? Really? Pally Sigil was also nerfed? Divinity costs increased? Was Spirit of Austerity also impacted? Has cleansing touch been given the ability to cleanse multiple party members in one shot (like it was pre-Mod 16)?
I think its in PVE not just Tomm . It seems pally and cleric perform a little too well for developer liking.
Oh for the love of the gods! I don't think I can handle this anymore. The nerfs to the healers were all due to ToMM? Really? Pally Sigil was also nerfed? Divinity costs increased? Was Spirit of Austerity also impacted? Has cleansing touch been given the ability to cleanse multiple party members in one shot (like it was pre-Mod 16)?
I think its in PVE not just Tomm . It seems pally and cleric perform a little too well for developer liking.
There were also complaints about the heals being a problem on the PvP side as well but all that doesn't matter to me anymore. I think I'm out. They only boosted the performance of one heal, Divine Shelter which (for me at least) is circumstantial and not a staple like Divine Touch is. Shelter is only synergized with Emissary of Warding unlike Divine Touch which is synergized with both Crit Touch AND Emissary. Cleansing Touch STILL requires a multiple recast, despite repeated calls for it to work like it did in the previous mod! Yeah. I'm done. It's been fun while it lasted folks. Take care and good hunting!
> @rwhitedev#7348 said: > @rwhitedev#7348 about the crit strike and healing, can you specify how this works? like is there a cap to crit, how exactly does you crit value affect ur chances for critical heals? percentages would be helpful > > Hi Lardeson, I will touch base with the designer to get the information or have him respond.
This would be great to get more details on as I have spent tons of AD pushing my crit up on my healer. If devs are gonna now turn round and say its gone back to same 68k cap for dps there's going to be a lot of angry healers 😂
Comments
-- Killer DM
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
Btw reducing repels magnitude and increasing disintegrate is not the fix you want for arcanist xd, arcanist is an AP hungry paragon and as long as my encounters give me 2% ap at max, its not worth going there.
Btw good job on the CA adjustment, that was alot sooner than expected, tnx
Quick fix for VFX not being seen during the Halaster fight.
▂▃▄▅▆▇█▓▒░ 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
You guys.. instead of fixing bugs ( and game is loaded with them ) you keep nerfing and taking the fun out of players.
Go figure.
PS: You guys forgot to link in patch notes that you literally killed Doohickeys.
Doohickey does 100 magnitude dmg now.. useless.
Thanks again for another nerf.
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
▂▃▄▅▆▇█▓▒░ 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
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
> @rwhitedev#7348 about the crit strike and healing, can you specify how this works? like is there a cap to crit, how exactly does you crit value affect ur chances for critical heals? percentages would be helpful
>
> Hi Lardeson, I will touch base with the designer to get the information or have him respond.
This would be great to get more details on as I have spent tons of AD pushing my crit up on my healer. If devs are gonna now turn round and say its gone back to same 68k cap for dps there's going to be a lot of angry healers 😂