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Infernal Descent Preview Patch Notes: NW.120.20200106a.2
Release NotesContent and EnvironmentAvernus
- Etrien’s wardrobe has been reduced in variety and she’s now wearing the same outfit in the various places she appears.
- Heal Our Wounded: This quest now requires 3 citizens to be healed, reduced from 5.
- Heal Our Wounded: There are now more than just imps around this quest.
- Herbs collected for a quest are no longer invisible at low graphical settings.
- Performance improvements have been made throughout the Adventure Zone.
- Players can no longer take damage on the Cutscene during the “A House In Need” quest.
- Restore the Village Glyphworks: The Guardian now properly spawns without significant delay for a player if they have dropped and retaken the quest.
- There are no longer locations where demons and devils appear to work together.
- Vallenhas Hearth now has a campfire, and the entire area within the shield now has campfire effects.
- Various collision and visual issues have been addressed.
Tutorial
- Golden path issues resolved
Combat and PowersClasses and Balance
- Ranger: More than Disruptive: This feat's tooltip has had a typo fixed.
- Ranger: Ranger buffs no longer work on the opposing team in PVP. Traitors will not be tolerated!
- Ranger: Stag Heart now lists its duration
- Rogue: Dazing Strike now properly states that it can apply an interrupt.
- Wizard: Critical Conflagration now works for AoE powers
- Wizard: Conduit of Ice now ticks 8 times, up from 7.
- Wizard: Directed Flames now only longer procs the damage from Smolder or Rimefire once every 12 seconds.
- Wizard: Icy Terrain now ticks 10 times, up from 9.
- Wizard: Ray of Enfeeblement now ticks 5 times, down from 6.
- Wizard: Rimefire Weaving feat changed to lower target’s damage resistance by 5% when either smolder or chill is on the target, and by 10% when rimefire is on the target.
- Wizard: Smolder from Directed Flames is now 80% of regular smolder damage instead of 50%
- Warlock: Creeping Death feat has been changed to be a stacking DoT that does 10 magnitude damage per stack every 2 seconds for a total of 10 seconds. Can stack up to 10 times.
Companions
- Hell Hound Companion now properly gives bonus M18 Campaign Currency.
Enemies and EncountersInfernal Citadel
- Audio around the chains and some clickable objects has been improved.
- Gas Spores and their powers now properly reset when the party is defeated during the Morzach fight.
- Fixed an issue where the damage area for Morzach’s Spine Toss would not always display.
- Fixed an issue where the Exit Portal wouldn’t always draw.
- Repositioned the visual effects on the Gas Spore.
- The Bone Devil boss now deals slightly more damage, and the Pit Fiend and Hellfire Engine bosses now deal slightly less damage.
- Unique Boss Bar UI added for Hellfire Engine
Items and EconomyRewards
- Dark Remnant Artifact Set: Call of Evil will now increase damage dealt by 2.5% against all targets. Damage dealt is increased by an additional 2.5% against demons, devils, and fiends.
- Juma’s Bag: Increased drop rates
- Rare Spawns: Rewards have been updated so that all those that helped kill the rare spawn will have access to loot.
- Rusted Iron Leggings: Gluttonous Might: Reduced the penalty from -50% incoming healing bonus to -25% incoming healing bonus.
Zen Market
- Butterfly Mounts should now be claimable if the player purchased a Fallen Apprentice pack after buying the Butterfly Mount Packs.
- Delver's Currency Kit now correctly states in its tooltip that it gives 500 Coalesced Magics instead of 500 Wooden Tokens.
- Event and seasonal mounts purchased on an account can now be claimed by characters even when the events are not active.
- Updated the description for the expedition reward box item to refer to Seals of the Deep instead of Seals of the Mountain.
- Zen Store bought bags are now Bind to Account
General
- New Appearance items added to the loot table for Infernal Citadel.
- Packs of Preservation Wards now correctly reference "upgrading" instead of "fusing.”
- 10x Pack of Preservation Wards now properly states in its tooltip that it gives 10 Preservation Wards, instead of incorrectly claiming that it gives 5.
- Updated Seal Vendor gear to current module in Caer-Konig.
- Seal store in Vallenhas now allows you to see other class options, as well as trade in Seals of the Crown for AD.
User InterfaceOptions
- Added a Field of View slider to the Display options
Character, Animation, Effects, and AudioCharacter Art
- Male characters no longer have to sacrifice their precious ears when wearing the Cardinal’s Coral Coif.
Back-end WorkGeneral
- To address reports of missing fashion items, the process used to automate transferring of fashion items to the new system has had a back-end tweak.
1
Comments
This feat is still useless. Best case scenario it is coming out to 6% damage that's nothing compared to the 9.2% from its counterpart feat. I may suggest allowing creeping death to critical strike as right now it is not. That 6% is assuming you have 100% uptime on combat advantage. With crits it should bring it right inline with Exec. Gift and make it a viable option.
Thanks for looking @ creeping death in the first place, its a great start
Can we have clarification on this? Will they be bound immediately or bound to account once equipped?
My Wizard Guide:
https://docs.google.com/document/d/1JezPmehRjvkrHQKwEJ9tGGesDuekj2mcfKiWxlx56ns/edit?usp=sharing
My Arbiter Cleric guide:
https://docs.google.com/document/d/1UZGOcQIMLCh5I4lrH63REK5YVsa3Kpk1hOyfic21z8k/edit?usp=sharing
Either way, appreciate the look/update to Creeping Death!
SW:Mouse
OP:MisfitMouse
Powers need to have their CD reduced and recharge between 8-12 secs with improved cast times for Icy terrain - conduit - fireball - steal time - fanningflame. Right now, by the time these powers can do something, all other dps classes that have direct dps and not Dots will have already done the job. Their magnitudes between 170 - 200 feel very low per sec; directed fames + crit confla made this different when they critically hit, but with these changes they are becoming limited to keep up with other powers. Also shard of endless avalanche is an awful power to play with; why don't you change it to something like arcane shards/ comets/ boulders, casting from the sky 3 times in a designated area? rather than what it is now. I add as well that ligtning bolts need its magnitude increased to 200 maybe; in this way the changes are not so impactful and give the player better variety instead of picking same powers for AoE.
As I see block:
a) block is not a channelling ability (0 second cast). You said it is a channelling ability which is probably the key of all this.
and as noworries said:
b) dazing strike is just an interrupt not a cc ability and interrupts channelling abilities such as "Dig In" and "Phalanx"
thus "block" should not be interrupted by dazing strike which is why it is working as intended.
Also, even if in a hypothetical case dazing strike were considered a cc ability, all fighter mechanics state they are immune to "most" control effects. Note the word most, which can be as ambiguous as you want to.
Again, I hope I didn't misunderstand the whole point of your post. If so, please let me know about it.
Steps to reproduce:
1) take two players with Raptor's Instincts
2) check your power (without party)
3) create a party
4) check your power again (with party)
Result: power won't change
Expected result: your power should increased additionally by the amount what your companion provides
Wizard
Chaos Magic: Activates extremely rarely. Often, throughout the entire fight with the boss does not
activate even once. In addition, not all bonuses from this skill work. Alternate ability (Iced Lightning)
is useless. Doesn't match any builds.
- Rapid recovery: Gain 100% Cooldown Recovery Rate for 5s. And in practice it gives 0% Cooldown Recovery
Rate for 5s.
- Repel: Repel charges 0.09% AP. It is almost 10x less than other skills.
- Directed Flames: Smolder now deals 75% of its total damage instantly when applied but no longer deals
damage over time. And in practice smolder deals 50% of its total damage instantly when applied but no
longer deals damage over time.
- Arcane Singularity: The control effect is so weak that monsters easily run out of the area of skill. Even if a monster sucks, it does not fall in the center of the skill area, only where it managed to run.
does anyone know if the 10% and 5% do stack, or is it up to 10%?
Imho, the way the Wizard class is designed feels much more like a Sorcerer from PnP than a Wizard. Limited Spell selections, Orb for a spell focus, and no spell book mechanic.
In a perfect world, I would like to see the current Wizard renamed to Sorcerer, and a new class 'Wizard' created with a staff for main hand, spell book offhand, and a spellbook mechanic (maybe something similar to ranger's stance switching except the concept being switching pages in a book). Also with a wider selection of spells, even if by the time we reach level 80 we can't learn them all representing a spellbook with a limited number of pages.
Not seriously hoping to ever see that, just a dream. xD
> I just spun up a rogue over the holidays until they figure out what they're going to do with wizards. I haven't enjoyed being "thrashed" around each mod. But I do understand why it's happening.
>
> Imho, the way the Wizard class is designed feels much more like a Sorcerer from PnP than a Wizard. Limited Spell selections, Orb for a spell focus, and no spell book mechanic.
>
> In a perfect world, I would like to see the current Wizard renamed to Sorcerer, and a new class 'Wizard' created with a staff for main hand, spell book offhand, and a spellbook mechanic (maybe something similar to ranger's stance switching except the concept being switching pages in a book). Also with a wider selection of spells, even if by the time we reach level 80 we can't learn them all representing a spellbook with a limited number of pages.
>
> Not seriously hoping to ever see that, just a dream. xD
It is actually a 4e wizard.
Born of Black Wind: SW Level 80
> (Quote)
> Maybe, but as soon as I picked up and flipped through the 4e rulebooks when they came out, I disliked it immediately, and stuck w/ 3.5e and then 5e, so I'm not really sure about 4e rules or class design at all tbh. I can't explain why I didn't like it, it's like food, you just say "it tastes like ****", you can't really explain why it's bad.
I played it and to me it's the best one.
Born of Black Wind: SW Level 80