Acturia's Mimic friends have had their health reduced to half of their normal value. Acturia's Cocoon of Death will now just down the player instead of outright killing them when the players "friends" fail to save the within the 8-second timer. The name remains unchanged.
Maybe its because you have to succeed it with two healers in REDQ instead of fixing this
My favourite is the fix of Remorhaz aggro radius. However, there are other issues that make people needlessly angry - and add a stupid level of difficulty to otherwise easy tasks.
Another problem that irritates players on daily basis are those deadly AOE red circles - that are missing... coupled with disappearing of follow-up visual effects. (icy floor, fire, poison gass)
Dragon breaths in Tiamat (white, green) usually have a warning red before cast, but do not leave red warning neither any visual indication of dangerous area while still happily functioning as a near insta-kill. (a long time ago there was a poison in the air/ice on the floor) "Three breath attack" from many dragons (Lostmouth, green, red and blue drags) - those are often missing even the red circles before cast. (Lostmouth and other reds are missing the fire indication afterwards, greens are often missing the poison in the air)
Dragon breaths in Tiamat (white, green) usually have a warning red before cast, but do not leave red warning neither any visual indication of dangerous area while still happily functioning as a near insta-kill. (a long time ago there was a poison in the air/ice on the floor)
Also hard, like, years in development hard from what I heard.
What is it with the dragons tho? Cultists schemes I guess.
Dragon breaths in Tiamat (white, green) usually have a warning red before cast, but do not leave red warning neither any visual indication of dangerous area while still happily functioning as a near insta-kill. (a long time ago there was a poison in the air/ice on the floor)
Also hard, like, years in development hard from what I heard.
What is it with the dragons tho? Cultists schemes I guess.
Wait. I ran Tiamat a couple of days ago and there were both smoke and ice. The only issue I have is that both smoke and ice areas are a bit larger than the visual effect so you may get damaged even if apparently you're just outside of the area.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
I can kill Mimics with 80k Power and 20k item level, so I don't get the nerfing on Mimics, nor the tweaks to the Cocoon of "Death"... Address the graphics issues of invisible clouds and bugs around Cocoon would be better imo. However, speaking of nerfs, I heard a reference to D&D Nerf Wars but not sure if that is a term pertaining to Edition changes or something else--please message me about what Nerf Wars might be thanks.
This is a normal course of events. A dungeon that is an outlier in terms of difficulty for the vast majority of players is brought in line with the other dungeons. Remember that it has already been superseded by something newer for players who seek the proverbial badge of honor for beating something especially hard. It has happened many times before and is not a bad thing.
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
Might have been better to : - slow down the mimic spawns where they go incredibly fast - make the cocoon phases impose a mark on the affected players (in or nearby) that, after the 2nd stack, prevents you from being revived - fix whatever is causing players in the cocoon from not being full when they seem to be (like they receive a bit of damage or whatever) (bug previously reported, I think)
Then again, if players are having a hard time at Arcturia, revive sickness from cocoon fails is going to make it harder for them to finish. Guess we'll see how it goes.
Wait. I ran Tiamat a couple of days ago and there were both smoke and ice. The only issue I have is that both smoke and ice areas are a bit larger than the visual effect so you may get damaged even if apparently you're just outside of the area.
Wasn't there yesterday when I was running people through. Playing with everything on max, so it's not being filtered out by settings.
On the test server "Lurker", as I understand it, this patch appeared. And the only change for this mount - is a change in description. I hope I'm wrong If I really made a mistake, I apologize for the misinformation
This is still not fixed. I can't open my account bound legendary mounts because when I do one disapears from the claims agent. It apparently will only allow me to have 5 mounts. I have account wide mounts in my inventory that I will not open because I already have lost an Armored Bullet from the Legendary mount pack. Now you make another account wide legendary mount from this event that will set in my inventory.
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
They should just put the end-chest at the starting campfire and be done with this. This become absurd. God forbid a party will wipe a couple of times before succeeding.
90% of LoMM fails happen at Acturia because the mimics have too much HP. But this is normally only the case when you just que it or redq. If you go in with a group who knows how to do it there's never any real trouble aside from a occasional hiccup here and there. Don't really know how I feel about it. Guess we'll just have to see how it plays out. I enjoyed the challenge with a capable group but I hated every random que or single que LoMM without first making the group being stuck in a party with people totally incapable of doing it. So is this going to make LoMM incredibly easy to do now? Like to the point it's not even a challenge at all. Maybe it would have been better to just raise the item level requirement for the dungeon instead? Like simply putting required item level of 21k seems like it would be a much better choice. But oh well i'll run LoMM till the wheels fall off now
This is a great change. The types of teams that are too underpowered to defeat Arcturia will now fail at any of the bosses. The golems really did not matter. The insta kill from cocoon was devastating to random teams that got a poor healer, especially when they only pull one good HDPS who keeps getting knocked out of the battle from cocoon. This change makes LoMM random-friendly. Easier yes, but not a cakewalk.
If you wanna punish leechers and underperformers, how about installing an AD reduction for players that die 5 times and for any DPS that deals less than 15% of total damage?
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
41% patched over 3 GB downloaded so far. Is this right? What exactly am I downloading here
Probably, Episode 1, Rage of Bel
Post edited by micky1p00 on
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lukejones77Member, NW M9 PlaytestPosts: 282Arc User
Julia, please do a long-suffering wizard a favour, and find out for us why the devs decided to nerf the wizard. Again.
The patch notes warned us that the proc rate of Spell Storm wasn't working as intended, and would be brought into line. If you don't know the wizard class too well, the Thaumaturge paragon is broken and discarded. We're down to the Arcanist paragon, where Spell Storm is the mandatory class feature. It's a significant component of our AoE damage, which is sadly lacking behind other DPS classes, after the string of nerfs that has recently been applied to the wizard.
Your patch notes warned us that the proc rate of Spell Storm wasn't working as per the tooltip, and those that understood what that meant knew that, for some reason, you were going to decrease the proc rate. The other thing that the patch did, and didn't warn us about, was that Spell Storm also got a nerf to it's own crit rate. It went from reasonably high (which is generally the WAI rule - inherit the crit status of your proc source) - to a zero. No more crits. In other words, our best class feature got a very severe double whammy nerf.
Now, I'm all for proper class balance, and everyone getting a fair chance, but I just can't understand the motivation for this. After the string of nerfs handed to Wizards recently, the potential of our class clearly lags against the at potential TRs, HRs across the board, and Barbies for AoE. Surely nobody is complaining is complaining about Wizard DPS. Are they?
I can't even reconcile this as misguided governance of further nerfs so that the tool tip is correct. The addition of the Spell Storm 's ability to crit itself is actually against the WAI genral priciple, and the full change is clearly, simply a CW nerf.
We work hard to try and better ourselves with game play and slow progression. We spend millions of AD to scrounge an extra % of damage here and there. Then a nerf comes along taking something worth 15%+ of (AOE) damage, and smashes us down by about a whopping 9%. Worst of all, we're nothing like an over perfoming class now - particularly where we got hurt most, in AoE.
I understood why wizard changes were necessary after the very strange , weird module (single target, beginning to end) that was ToMM. I couldn't understand though why they nerfed the wizard the *way* that they did (smashed the core, in addition to single target nerfs). The nerfs were so bad that they spilled across to the Thaumaturge paragon, and despite Dev attempts to revive it in the same set of changes, it became an even more broken and neglected option.
So now, it's starting to feel like the bad old days of mod 6 through the heights of class despair when ToNG landed. It's hard to see if the relative balance of classes is properly understood, and that the consequnces of changes made are understood. But, the hardest bit is the question "Why do I play this game, struggling to better my character by a few % here and there, over months, when a random nerf comes along with something like a big 9% hit, when I'm nothing like an over performing class"?
So, please, just try and find out for us why this happened. If you get an answer along the lines of "that's what the tool tip says for proc rate", then find out for us why they also stopped Spell Storm from critting. The precedent for that is the opposite of what got done in the patch. How can we interpret this as anything other than an inexplicable nerf?
Comments
You mean the Golden Warhorse from Hellpit?
Thats nice.
Another problem that irritates players on daily basis are those deadly AOE red circles - that are missing... coupled with disappearing of follow-up visual effects. (icy floor, fire, poison gass)
Dragon breaths in Tiamat (white, green) usually have a warning red before cast, but do not leave red warning neither any visual indication of dangerous area while still happily functioning as a near insta-kill. (a long time ago there was a poison in the air/ice on the floor)
"Three breath attack" from many dragons (Lostmouth, green, red and blue drags) - those are often missing even the red circles before cast. (Lostmouth and other reds are missing the fire indication afterwards, greens are often missing the poison in the air)
What is it with the dragons tho? Cultists schemes I guess.
It's deal exact the same amount of damage as before, but now in description 6.7 magnitude.
Nice work.
Born of Black Wind: SW Level 80
Born of Black Wind: SW Level 80
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
Cryptic's you are the best!
- slow down the mimic spawns where they go incredibly fast
- make the cocoon phases impose a mark on the affected players (in or nearby) that, after the 2nd stack, prevents you from being revived
- fix whatever is causing players in the cocoon from not being full when they seem to be (like they receive a bit of damage or whatever) (bug previously reported, I think)
Then again, if players are having a hard time at Arcturia, revive sickness from cocoon fails is going to make it harder for them to finish. Guess we'll see how it goes.
On the test server "Lurker", as I understand it, this patch appeared.
And the only change for this mount - is a change in description.
I hope I'm wrong
If I really made a mistake, I apologize for the misinformation
https://www.arcgames.com/en/games/neverwinter/news/detail/11429993
The golems really did not matter. The insta kill from cocoon was devastating to random teams that got a poor healer, especially when they only pull one good HDPS who keeps getting knocked out of the battle from cocoon. This change makes LoMM random-friendly. Easier yes, but not a cakewalk.
If you wanna punish leechers and underperformers, how about installing an AD reduction for players that die 5 times and for any DPS that deals less than 15% of total damage?
The patch notes warned us that the proc rate of Spell Storm wasn't working as intended, and would be brought into line.
If you don't know the wizard class too well, the Thaumaturge paragon is broken and discarded. We're down to the Arcanist paragon, where Spell Storm is the mandatory class feature. It's a significant component of our AoE damage, which is sadly lacking behind other DPS classes, after the string of nerfs that has recently been applied to the wizard.
Your patch notes warned us that the proc rate of Spell Storm wasn't working as per the tooltip, and those that understood what that meant knew that, for some reason, you were going to decrease the proc rate.
The other thing that the patch did, and didn't warn us about, was that Spell Storm also got a nerf to it's own crit rate. It went from reasonably high (which is generally the WAI rule - inherit the crit status of your proc source) - to a zero. No more crits.
In other words, our best class feature got a very severe double whammy nerf.
Now, I'm all for proper class balance, and everyone getting a fair chance, but I just can't understand the motivation for this.
After the string of nerfs handed to Wizards recently, the potential of our class clearly lags against the at potential TRs, HRs across the board, and Barbies for AoE.
Surely nobody is complaining is complaining about Wizard DPS.
Are they?
I can't even reconcile this as misguided governance of further nerfs so that the tool tip is correct. The addition of the Spell Storm 's ability to crit itself is actually against the WAI genral priciple, and the full change is clearly, simply a CW nerf.
We work hard to try and better ourselves with game play and slow progression. We spend millions of AD to scrounge an extra % of damage here and there. Then a nerf comes along taking something worth 15%+ of (AOE) damage, and smashes us down by about a whopping 9%.
Worst of all, we're nothing like an over perfoming class now - particularly where we got hurt most, in AoE.
I understood why wizard changes were necessary after the very strange , weird module (single target, beginning to end) that was ToMM. I couldn't understand though why they nerfed the wizard the *way* that they did (smashed the core, in addition to single target nerfs). The nerfs were so bad that they spilled across to the Thaumaturge paragon, and despite Dev attempts to revive it in the same set of changes, it became an even more broken and neglected option.
So now, it's starting to feel like the bad old days of mod 6 through the heights of class despair when ToNG landed.
It's hard to see if the relative balance of classes is properly understood, and that the consequnces of changes made are understood.
But, the hardest bit is the question "Why do I play this game, struggling to better my character by a few % here and there, over months, when a random nerf comes along with something like a big 9% hit, when I'm nothing like an over performing class"?
So, please, just try and find out for us why this happened.
If you get an answer along the lines of "that's what the tool tip says for proc rate", then find out for us why they also stopped Spell Storm from critting. The precedent for that is the opposite of what got done in the patch.
How can we interpret this as anything other than an inexplicable nerf?
Thanks.