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Uprising Preview Patch Notes: NW.115.20190729E.15

Release Notes
Note: We may have included patch notes for issues that were never present on Preview.
Note: This is not an all-inclusive list of fixes, but a snapshot of the many fixes we are doing.

Known Issues
  • Stardock Floor 3 – There is an issue with the floor, that sometimes monsters can drop through it.
Content and Environment
General
  • Increasing the Item Level requirements of Tomb of the Nine Gods to 16,000. Cradle of the Death God, and Ravenloft Item Level requirements raised to 18,000
Tower of the Mad Mage
  • A magnetically tethered player is KO'd their partner's magnetic charge will now disappear immediately.
  • Halaster now prioritize DPS before healers, when targeting eruption
  • Halaster would not reset during Sunfall even if the arena was empty.
  • The hit box of Duumvirate has been adjusted, it now originates from the mid-line of Halaster, instead of a few feet in front of him.
  • Under certain circumstances a magnetically tethered player dying could cause their tether partner to be knocked away immediately.
  • When phase shifting to Sunfall from certain phases due to enrage, certain environmental hazards and creeping ice would not always dissipate.
Stardock Expedition
  • The Dragon Knight is now CC immune.
Combat and Powers
Classes and Balance
  • Barbarian (Sentinel)
    • Crushing Advance's damage reduction effect has been increased to 12s (up from 10s) and is now a standard Damage Down effect, and does not stack with other sources of the standard Damage Down.
  • Fighter (Vangard)
    • Kneebreaker would unexpectedly cause a damage down effect on the target under certain conditions.
  • Paladin (Oathkeeper)
    • Circle of Divinity indicated the effect remained for 16s, the effect actually remained for 12s. This is a text only change.
    • Critical Touch may no longer proc when an offensive action such as Valorous Strike is used without a target.
Companions
  • Yojimbo's power "kawari" did not function as described. It no longer increases the damage taken by the target from all attacks, but instead properly grants the yojimbo an additional 10% damage dealt for 5s. The effect now always activates, instead of an unstated chance of activating.
  • Reduced the combat companion damage modifier bonus.
Items and Economy
Item Powers
  • Striking Ring of the Veteran unexpectedly featured armor penetration instead of critical strike.
  • Lionheart weapon set bonus now also increases outgoing healing.
General
  • Resolved an issue where cancelling a revive would cause rez sickness to still be applied.
User Interface
HUD
  • Swapped the positions of the vanity pet and the fashion bag in the fashion tab of the inventory.
  • Season Leaderboard display goes on top of PvP Display window instead of under.
Animation, Audio, Character Art, and Effects
Visual Effects
  • Halaster's explosion on Death from Above wasn't drawing correctly when the comet crashes into the gameplay space.

Comments

  • auron#6793 auron Member Posts: 396 Arc User
    edited August 2019
    why increase the item level requirements for those?

    also why on earth nerf companions? they were fine and doing decent damage already. (if i'm misunderstanding this please correct me)
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  • nl54#3191 nl54 Member Posts: 145 Arc User

    why increase the item level requirements for those?

    also why on earth nerf companions? they were fine and doing decent damage already. (if i'm misunderstanding this please correct me)

    Companions do much better damage now. Previously they were so so terrible that people were only using augments. I don't know if non-augments will be used in dungeons since they can easily die mid-combat and you can't re-summon them, but they will definitely help in solo content.
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  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    Reduced the combat companion damage modifier bonus.


    Can you please explain what this means?
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  • empalasempalas Member, NW M9 Playtest Posts: 804 Arc User
    It did look like my dire wolf was doing more dmg but not that much more.

    They are probably still "looking into healing companions".
  • nl54#3191 nl54 Member Posts: 145 Arc User
    hustin1 said:

    Reduced the combat companion damage modifier bonus.


    Can you please explain what this means?
    It's a technical way of saying that combat companions had their damage buffed.
    Ninurta - 16.1k Half-Orc GWF

    Ereshkigal - 12k Tiefling SW

    Aurora Ravensong - 11.6k Drow CW
  • mentinmindmakermentinmindmaker Member Posts: 1,492 Arc User

    why increase the item level requirements for those?

    My experience from those dungeons running RAQ is that they got a miserable completion rate. Groups tends to be underpowered.

    So I hope this is Cryptics way of saying we get scaled to a higher IL now, giving groups a better chance at completing.
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    while there were a few comps that were doing crazy damage before most were what seemed to be in a good place. now they all seem to be DRASTICALLY nerfed. is there any chance of finding a middle ground instead of super nerfed or super buffed.

    i was personally looking forward to having comps having a place in the game again. the stats help but they need to do the extra to make up for all the times they're MIA in order to be worth having along.
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    edited August 2019
    nl54#3191 said:

    why increase the item level requirements for those?

    also why on earth nerf companions? they were fine and doing decent damage already. (if i'm misunderstanding this please correct me)

    Companions do much better damage now. Previously they were so so terrible that people were only using augments. I don't know if non-augments will be used in dungeons since they can easily die mid-combat and you can't re-summon them, but they will definitely help in solo content.
    from what I could see in test they're doing the same damage in test that they are doing on live on console mod 16... just went to my comp on xbox and equipped the fire archon because I have both at leg on test adn xbox. I have warlords enabled on test not on live. and on live xbox, I'd say my archon is actually doing just a tad MORE damage than it is on test.
  • regenerderegenerde Member Posts: 3,050 Arc User
    edited August 2019
    So, since this is probably going to change obliberate what little damage "healer" companions were doing after the Uprising update, when will those get their healing abilities fixed?

    I mean, if you don't want them to deal damage, at least make their healing finally usefull again... and it would be nice if tank companions would also be able to do their job against regular enemies again too.
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  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User

    why increase the item level requirements for those?

    My experience from those dungeons running RAQ is that they got a miserable completion rate. Groups tends to be underpowered.

    So I hope this is Cryptics way of saying we get scaled to a higher IL now, giving groups a better chance at completing.
    I know crl is still thought of as undoable. I haven't tried it. but I've been random queing for tong last few days. generally the healer doesnt know how to heal, the tank can't hold aggro and the dps is very very low. but my toon is buff enough to carry, however I can envision getting in with a group that is too low to carry as it stands. usually at least one other dps is about 20 or 21 il with 100k power. one of the dps I was with the other day only had 200k damage at the end of the dungeon. if both were like that I'm not sure we would have finished.

    I would not random que this with my dc as healer. It seems like groups must be lucky to get a stat capped dps with them to do the damage.
  • tom#6998 tom Member Posts: 952 Arc User
    id rather have companions do no dmg, then letting busted companion dmg break the new Endgame trial, so im happy if they fixed that.
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    tom#6998 said:

    id rather have companions do no dmg, then letting busted companion dmg break the new Endgame trial, so im happy if they fixed that.

    balance to the game would be nice. having them do no damage is not balanced. having them do crazy damage is also not balanced. there is more to this game than the end game trial as well. it's up to them to have it so it's all balanced. balanced doesn't mean ultra nerfed and it doesn't mean ultra buffed. it means the porridge is just right. it seems like it's always nerfed to the stone ages or buffed to ridiculous. I don't think a nice middle ground should be crazy talk.
  • tom#6998 tom Member Posts: 952 Arc User

    tom#6998 said:

    id rather have companions do no dmg, then letting busted companion dmg break the new Endgame trial, so im happy if they fixed that.

    balance to the game would be nice. having them do no damage is not balanced. having them do crazy damage is also not balanced. there is more to this game than the end game trial as well. it's up to them to have it so it's all balanced. balanced doesn't mean ultra nerfed and it doesn't mean ultra buffed. it means the porridge is just right. it seems like it's always nerfed to the stone ages or buffed to ridiculous. I don't think a nice middle ground should be crazy talk.
    balance would be nice indeed, but this aproach hopefully makes sure that it wont break the trial. Then they can adjust it afterwards to a level the devs see fit.
    I think the worst thing that could happen is, if the first time they introduce some really challenging endgame Content, it can be bypassed by some cheesy HAMSTER. So they better make sure there is no chance of that happening.
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    edited August 2019
    tom#6998 said:

    tom#6998 said:

    id rather have companions do no dmg, then letting busted companion dmg break the new Endgame trial, so im happy if they fixed that.

    balance to the game would be nice. having them do no damage is not balanced. having them do crazy damage is also not balanced. there is more to this game than the end game trial as well. it's up to them to have it so it's all balanced. balanced doesn't mean ultra nerfed and it doesn't mean ultra buffed. it means the porridge is just right. it seems like it's always nerfed to the stone ages or buffed to ridiculous. I don't think a nice middle ground should be crazy talk.
    balance would be nice indeed, but this aproach hopefully makes sure that it wont break the trial. Then they can adjust it afterwards to a level the devs see fit.
    I think the worst thing that could happen is, if the first time they introduce some really challenging endgame Content, it can be bypassed by some cheesy HAMSTER. So they better make sure there is no chance of that happening.

    somehow I doubt comps would cheese a trial of this difficulty and I don't think nerfing them into the ground is the way to handle it. somehow the trial made it to being released from preview without being ruined by comp power.. if the comps were powerful enough to change the trial it would have been clearly seen but stilll almost no one was able to finish it. ergo, comps not a problem on that scale. If anything we need the extra damage from the comps considering they are "fixing" the additve damage problem on tr/hr/wiz and warlock. and a lot less damage will be seen from that quarter if they don't adjust it back to the level it's at now. (lol)
  • tom#6998 tom Member Posts: 952 Arc User

    tom#6998 said:

    tom#6998 said:

    id rather have companions do no dmg, then letting busted companion dmg break the new Endgame trial, so im happy if they fixed that.

    balance to the game would be nice. having them do no damage is not balanced. having them do crazy damage is also not balanced. there is more to this game than the end game trial as well. it's up to them to have it so it's all balanced. balanced doesn't mean ultra nerfed and it doesn't mean ultra buffed. it means the porridge is just right. it seems like it's always nerfed to the stone ages or buffed to ridiculous. I don't think a nice middle ground should be crazy talk.
    balance would be nice indeed, but this aproach hopefully makes sure that it wont break the trial. Then they can adjust it afterwards to a level the devs see fit.
    I think the worst thing that could happen is, if the first time they introduce some really challenging endgame Content, it can be bypassed by some cheesy HAMSTER. So they better make sure there is no chance of that happening.

    somehow I doubt comps would cheese a trial of this difficulty. and I don't think nerfing it into the ground is the way to handle it. and I don't think it ensures anything. somehow it made it to being released from preview. if the comps were powerful enough to change the trial it would have been clearly seen but almost no one was able to finish it. ergo, comps not a problem on that scale. If anything we need the extra damage from the comps considering they are "fixing" the additve damage problem on tr/hr/wiz and warlock. and a lot less damage will be seen from that quarter if they don't adjust it back to the level it's at now.
    https://clips.twitch.tv/InventiveBlatantDeerBCouch
    check this clip of 8 ppl running the trial with xuna on pre. Do need to say anything more?
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    edited August 2019
    tom#6998 said:

    tom#6998 said:

    tom#6998 said:

    id rather have companions do no dmg, then letting busted companion dmg break the new Endgame trial, so im happy if they fixed that.

    balance to the game would be nice. having them do no damage is not balanced. having them do crazy damage is also not balanced. there is more to this game than the end game trial as well. it's up to them to have it so it's all balanced. balanced doesn't mean ultra nerfed and it doesn't mean ultra buffed. it means the porridge is just right. it seems like it's always nerfed to the stone ages or buffed to ridiculous. I don't think a nice middle ground should be crazy talk.
    balance would be nice indeed, but this aproach hopefully makes sure that it wont break the trial. Then they can adjust it afterwards to a level the devs see fit.
    I think the worst thing that could happen is, if the first time they introduce some really challenging endgame Content, it can be bypassed by some cheesy HAMSTER. So they better make sure there is no chance of that happening.

    somehow I doubt comps would cheese a trial of this difficulty. and I don't think nerfing it into the ground is the way to handle it. and I don't think it ensures anything. somehow it made it to being released from preview. if the comps were powerful enough to change the trial it would have been clearly seen but almost no one was able to finish it. ergo, comps not a problem on that scale. If anything we need the extra damage from the comps considering they are "fixing" the additve damage problem on tr/hr/wiz and warlock. and a lot less damage will be seen from that quarter if they don't adjust it back to the level it's at now.
    https://clips.twitch.tv/InventiveBlatantDeerBCouch
    check this clip of 8 ppl running the trial with xuna on pre. Do need to say anything more?
    so nerf xuna. don't nerf everything. (And the detail in that video is almost zero I can't tell what the heck i'm looking at. act log would be more interesting imo) I believe that xuna was over powered. never said she wasn't. but that video says nothing imo.
  • rafamarques#5700 rafamarques Member Posts: 155 Arc User
    edited August 2019
    ... question. why dont overbuff every companion (damage/heal/tank) but, in dungeons, that companions become a simple augments? "oh, but the original augments?" lower the price.

    looks more "Political" to me and solve the problem of some solo players.
  • majorcharvenakmajorcharvenak Member Posts: 783 Arc User
    Paladin (Oathkeeper)
    Critical Touch may no longer proc when an offensive action such as Valorous Strike is used without a target.

    So much for getting folks shielded up before a fight. Oh well.
    ~Shia~

    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
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  • viraaalviraaal Member Posts: 81 Arc User

    tom#6998 said:

    tom#6998 said:

    tom#6998 said:

    id rather have companions do no dmg, then letting busted companion dmg break the new Endgame trial, so im happy if they fixed that.

    balance to the game would be nice. having them do no damage is not balanced. having them do crazy damage is also not balanced. there is more to this game than the end game trial as well. it's up to them to have it so it's all balanced. balanced doesn't mean ultra nerfed and it doesn't mean ultra buffed. it means the porridge is just right. it seems like it's always nerfed to the stone ages or buffed to ridiculous. I don't think a nice middle ground should be crazy talk.
    balance would be nice indeed, but this aproach hopefully makes sure that it wont break the trial. Then they can adjust it afterwards to a level the devs see fit.
    I think the worst thing that could happen is, if the first time they introduce some really challenging endgame Content, it can be bypassed by some cheesy HAMSTER. So they better make sure there is no chance of that happening.

    somehow I doubt comps would cheese a trial of this difficulty. and I don't think nerfing it into the ground is the way to handle it. and I don't think it ensures anything. somehow it made it to being released from preview. if the comps were powerful enough to change the trial it would have been clearly seen but almost no one was able to finish it. ergo, comps not a problem on that scale. If anything we need the extra damage from the comps considering they are "fixing" the additve damage problem on tr/hr/wiz and warlock. and a lot less damage will be seen from that quarter if they don't adjust it back to the level it's at now.
    https://clips.twitch.tv/InventiveBlatantDeerBCouch
    check this clip of 8 ppl running the trial with xuna on pre. Do need to say anything more?
    so nerf xuna. don't nerf everything. (And the detail in that video is almost zero I can't tell what the heck i'm looking at. act log would be more interesting imo) I believe that xuna was over powered. never said she wasn't. but that video says nothing imo.
    If you refer to sharps post on this bug report, he stated that multiple companions were doing high damage. I think we found around 15 companions doing similar if not higher damage. We could have missed some also, doing a flat decrease on all damage and making those specific ones also deal even less damage insures that the damage on companions will not be exploited.
  • empalasempalas Member, NW M9 Playtest Posts: 804 Arc User
    In regards to increasing the IL required is the scaled IL also increased the same amount? as I figured both were increased like was done when tweaking scaling after Mod16 went live. Hopefully that is the case. Otherwise 1000 higher won't make much of a difference.
  • zimxero#8085 zimxero Member Posts: 876 Arc User
    They should make a Companion PvP Combat arena, where companion damage is tripled and player damage is halved. This would allow Cryptic to start balancing out the companions.
  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User


    • Critical Touch may no longer proc when an offensive action such as Valorous Strike is used without a target.
    Can we not do this?
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    edited August 2019
    viraaal said:

    tom#6998 said:

    tom#6998 said:

    tom#6998 said:

    id rather have companions do no dmg, then letting busted companion dmg break the new Endgame trial, so im happy if they fixed that.

    balance to the game would be nice. having them do no damage is not balanced. having them do crazy damage is also not balanced. there is more to this game than the end game trial as well. it's up to them to have it so it's all balanced. balanced doesn't mean ultra nerfed and it doesn't mean ultra buffed. it means the porridge is just right. it seems like it's always nerfed to the stone ages or buffed to ridiculous. I don't think a nice middle ground should be crazy talk.
    balance would be nice indeed, but this aproach hopefully makes sure that it wont break the trial. Then they can adjust it afterwards to a level the devs see fit.
    I think the worst thing that could happen is, if the first time they introduce some really challenging endgame Content, it can be bypassed by some cheesy HAMSTER. So they better make sure there is no chance of that happening.

    somehow I doubt comps would cheese a trial of this difficulty. and I don't think nerfing it into the ground is the way to handle it. and I don't think it ensures anything. somehow it made it to being released from preview. if the comps were powerful enough to change the trial it would have been clearly seen but almost no one was able to finish it. ergo, comps not a problem on that scale. If anything we need the extra damage from the comps considering they are "fixing" the additve damage problem on tr/hr/wiz and warlock. and a lot less damage will be seen from that quarter if they don't adjust it back to the level it's at now.
    https://clips.twitch.tv/InventiveBlatantDeerBCouch
    check this clip of 8 ppl running the trial with xuna on pre. Do need to say anything more?
    so nerf xuna. don't nerf everything. (And the detail in that video is almost zero I can't tell what the heck i'm looking at. act log would be more interesting imo) I believe that xuna was over powered. never said she wasn't. but that video says nothing imo.
    If you refer to sharps post on this bug report, he stated that multiple companions were doing high damage. I think we found around 15 companions doing similar if not higher damage. We could have missed some also, doing a flat decrease on all damage and making those specific ones also deal even less damage insures that the damage on companions will not be exploited.
    or they could go thru all of them one by one if there is an issue. companions are a huge part of the game and they've been rendered meaningless for a long time now. it's either one good one or no good ones and everyone uses augments. it is an issue that effects 100% of the player base. not 1% imo it should be a top priority.
    Post edited by thefiresidecat on
  • majorcharvenakmajorcharvenak Member Posts: 783 Arc User
    micky1p00 said:


    • Critical Touch may no longer proc when an offensive action such as Valorous Strike is used without a target.
    Can we not do this?
    Oh no Micky. It must be done.
    ~Shia~

    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
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