These changes are the updates since NW.115.20190826c.24, rather than against the current the live buildHighlightsStat Balance Changes
- The known issue with Crit Severity has been fixed. It is now multiplicative with Combat Advantage.
- A number of powers no longer incorrectly grant 100% more increased outgoing damage than they did prior to these buff changes.
Release NotesContent and EnvironmentGeneral
- Chult: House of the Crocodile (Weekly): The Elder Nightmare Speaker now consistently resets after all players in the instance have been defeated.
- Shroud of Souls: The Shard of Night: Morlanth no longer stops attacking under certain circumstances.
Combat and PowersWarlock
- Arms of Hadar: This power's magnitude is now 55.
- Curse Bite: This power's magnitude is now 250.
- Dark Spiral: This power's magnitude now ranges from 80 to 240.
- Dreadtheft: This power's magnitude is now 340.
- Eldritch Blast: This power's magnitude is now 30.
- Hand of Blight: This power's magnitude is now 35 in melee, and 45 in range.
- Hellbringer: Soul Sparks now grant a damage increase of 0.25% per spark.
- Hellfire Ring: This power's magnitude is now 120, with 200 for the DoT effect.
- Hellish Rebuke: This power's magnitude is now 40, with 10 for the DoT effect and 20 for the Rebuke effect.
- Infernal Spheres: This power's magnitude is now 40.
- Killing Flames: This power's magnitude now ranges from 500 to 570.
- Vampiric Embrace: This power's magnitude is now 250.
- Warlock's Curse: The damage bonus granted by this has been increased to 12%.
Enchantments and Enhancements
- Vorpal: At rank 14, the critical severity is now 20%. The crit severity values at lower ranks have been adjusted similarly.
Player Versus Player
- Companion powers are no longer incorrectly active in Stardock Arena.
Enemies and EncountersCastle Ravenloft
- The Arcolith should no longer become stuck due to targeting a companion.
Malabog's Castle
- Malabog should no longer unexpectedly leash during combat.
ItemsGeneral
- A certain item can no longer incorrectly resurrect dead player characters.
Animations and Visual EffectsClass Powers
- The Cleric power, Hammer of Fate, no longer interferes with the target's animations.
Trials
- Lair of the Mad Mage: Trobriand's Magnetic Attraction should now be less impactful to performance.
- Tower of the Mad Mage: The power Ground to Cloud and Cloud to Ground should now be less impactful to performance.
- Tower of the Mad Mage: Whiteout should now be less impactful to performance.
Comments
Hellfire Ring DoT is still Bugged
Initial hit - 364 (120 magnitude)
DoT ticks - 53x8 = 424 ,its still only doing 140 magnitude
it should be 606, each DoT tick should be 75-76 each
157,133 power
buffs : 1.5% /sparks 6.75% intelect/ 6% snipers perk, 3% encounters perk ( 17.25% )
120 x 2.57133 x 1.1725 = 361.786131 ( guess its rounded up abit)
200 x 2.57133 x 1.1725 = 602.976885
Player Versus Player
Companion powers are no longer incorrectly active in Stardock Arena.
Increasing the gap between classes are un balancing classes. This Will hurt the player base please reconsider or balance classes before you do this. Mod 17 is already the worst mod ever(by far) now you want to make it worst. Mod 17 is so bad i recall mod 6 in fondness
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
> Wizard Still get stuck in animation. Agro bug still present.
>
> Increasing the gap between classes are un balancing classes. This Will hurt the player base please reconsider or balance classes before you do this. Mod 17 is already the worst mod ever(by far) now you want to make it worst. Mod 17 is so bad i recall mod 6 in fondness
Why is the gap between classes increased with this patch?
Are we sure about this as I'm doing same damage on live as on preview same build rotation and vorpal.
The Nerf on vorpal maybe is to much.
Will post act later.
The imaginary Friends
Main Kingslayer.jr(barb)
In the old system 100% combat advantage gave about 50-70 % damage boost, because it stacked with cs.
In the new system, having a marked enemy marked will give a team 100% damage boost.
This is a dramatic increase, and will affect the game balance... making it essential to have CA. Without it, you are basically doubling enemy health. This creates balancing issues on small teams, and with team makeup:
Right now we have Healer, DPS, Tank.
IMO... the new secret meta will be that you NEED a team with a marking player. Most classes can not.
Possible Solutions:
1. Give more more skill-based sources of short-term mark application or add artifact/item effect marking.
2. Break CA into 2 components: Half of the bonus applied to marked targets only. Half of the bonus applied for positional advantage only.
Purple circle.. move.. get position.. get CA.. it now works far enough that little green men on mars get CA.
stuck bug back with mod 16, months ago. no one of them cares. @terramak , nothing to say about it?
Most of the attention is on HB but SW needs a little love too.
So far the soulweaver changes have been pretty nice but I think some things could be improved still.
Soul defiler - 1% of dmg dealt is returned as healing half of that to the team. ----- this should be increased to something more meaningful. As of now, it's often returning 1-9 hp per tick except on some bigger hit encounters or dailies, then im seeing 200 to maybe a few thousand. When players have 250k-700k hp it quickly becomes clear why this hardly makes a difference. On top of that, soulweavers aren't exactly topping DPS charts, especially since killing flames was moved to HB only. Maybe get rid of the "half of that to the team" bit and just make it 30% of dmg returned as healing to yourself AND the team. **changing it like this would also require adjustment to thief of life to prevent it from becoming overpowered.**
Fixing soul defiler would really give soulweaver an identity other than "warlock cleric" as it would allow a strong warlock to use more damaging abilities without sacrificing too much healing power. It would also make up for the warlock's lack of a serious panic heal.
Harrowstorm - Increase heal mag to 300 per tick, increase dmg mag to 150 per tick, increase soul spark cost from 3 to 5.
Consuming action - I think this just needs a complete rework or replacement
Soul sparks - increase total amount to 40.
nb4 anyone says "you just have to build properly" or "learn to play the class", I play a 25k+ soulweaver built for healing and have done all the content in the game. The class is very capable in the right hands and even is better than pally or cleric in some specific situations due to the fluidity of the soul spark meter. But there are still some really weak points.
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)