Greetings all,
Thank you very much for your continued feedback on the Preview! Contained within are the patch notes for NW.123.20201203e.3. Our Goblins were very hard at work on making the companions fall in line. Trust me, it wasn’t pretty.
This build contains mostly further fixes for companions, as well as companion damage adjustments. It also contains updates to the bonuses that the Forte Rating confers. As always, please note that things are still in development, and are subject to change.
The Forte Rating now confers the following:
Known Issues
- Master Svardborg and Master Demogorgon are available in the queue list. This is not intended and will be removed in a future patch.
- A few older rings have incorrect Ratings.
- Armor Penetration references are still being scrubbed by Goblins.
- Artifact Off-Hand Modifications mention Companion Influence and do not add to the sheet.
- Brada’s Sage shop sells a bonding runestone for 80 copper.
- Bel’s Relics have not yet been updated to the new system.
- Boulders in Lair of the Mad Mage may be difficult for characters around 25k in Item Level.
- Certain Gems, Runestones, Insignias cannot be donated to stronghold coffer.
- Dragonborn Passive does not add to the character sheet.
- Divine Protection Power contains a typo and does not modify Critical Avoidance total.
- Foehammer’s Favor Elixir’s tooltip is missing a word, but now correctly grants its effect.
- Goblins are too strong.
- Glorious Founder’s Enchantment grants incorrect number of Stats.
- Inner Balance power mentions Armor Penetration to function.
- Incoming Healing is missing from the Companion Stat Pane.
- Miscellaneous text errors (formatting issues like “Chance on hit to increase your deflect by up to 3”)
- Some characters do not get automatically respec when loading in, or switching loadouts.
- If you ever deal 0 damage, or notice that your damage is 0, a respec will fix your character
- Race Appearance presets appear as white boxes.
- Several Enchantment items may display with tooltip irregularities.
- This includes weapon/armor enchantments, which may have outdated references to weapon damage.
- Several Potions have mentions of Armor Penetration/incorrect rating in Long Buffs.
- Several zones may still be difficult for players to complete.
- Vorpal/Holy Vorpal Enchantment’s Critical Strike increase does not display on the character sheet.
General Updates
- Bosses now deal additional damage that can be mitigated by raising the Awareness Stat.
- As such, their damage has been reduced to compensate.
- Companion damage has been further adjusted.
- More critter damage adjustments from player feedback.
- Radiant and Empowered Runestones can now be traded for Enchantment/Runestone Choice Packs, which are BoP (Account).
Companions
- Bolstered Stats from Companions add to Item Level.
- Companion Bonuses should no longer contribute to players in PvP modes.
- Companion Ratings should now be in line with a few known issues.
- Known Issue: Tooltips may display incorrectly, or stats may be incorrect on certain companions/companion powers.
- Known Issue: The following Augment Companions have extra bonuses.
- Chicken Companion
- Red Dragon Ioun Stone Companion
- Walter Companion
- Known Issue: The following Companions are lacking the Enhancement Power.
- Boar Companion
- Celeste Companion
- Chultan Tiger Companion
- Huntmaster Companion
- Mercenary Companion
- There are also some other known issues with the following companions or their companion bonuses.
- Angel of Protection Companion
- Celestial Lion Companion
- Chultan Hunter
- Hunting Hawk Companion
- Fire Archon Companion
- Fire Eye Companion
- Incubus Companion
- Kuo-Toa Companion
- Lillend Companion
- Rustmonster Companion
- Scarecrow Companion
- Siege Master’s Companion
- Sylph Companion
- Tutor Companion
- Wild Hunt Rider Companion
- Thank you for your continued feedback and Bug Reports on the Companion threads!
- The following Companions no longer state that they grant + Total Damage.
- Cryptic Insight correctly states that it grants + %Defense.
- Kenku Archer’s Wisdom correctly states that it grants + %Power.
- Stormrider’s Discipline correctly states that it grants + %Power, although it incorrectly states that it grants % in HP.
- Sergeant Knox’s Wisdom correctly states that it grants + %Defense.
- Werewolf’s Presence correctly states that it grants + %Defense.
- Known Issue: Snowy Fawn’s Instincts incorrectly states that it grants + % Total Damage.
- Wayward Wizard’s Wisdom now correctly grants Combined Rating and scales per rank.
Items
- Mount Collars have been doubled in Item Level.
- A portion of their Item Level now grants Combined Ratings.
- Known Issue: Unified Regal Collars incorrectly state that they grant Incoming Healing by up to 500% at Max Level. (It’s actually 5%)
- Known Issue: Supportive Regal Collars incorrectly state that they grant Outgoing Healing by up to 500% at Max Level. (It’s actually 5%)
- More references to armor penetration have been removed from gear and tooltips.
- Armor Penetration sources mostly become Critical Severity.
Powers
Things to Come
- Adjustments to Gear Bonuses.
- Background adjustments for Character Sheet display.
- Miscellaneous text fixes.
- UI adjustments the character sheet, which should enable better display of certain Ratings.
Comments
Still feels like companions aren't quite where they were previously saying they should be, both in terms of Augments giving enough boost and fighting companions doing as much damage as has been forecasted. Here's hoping we can hone in from here.
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Thaumaturges are simply bad at bosses, but are great at AoE. Since you are not getting CA in aoe fights, it's a wasted stat.
I rather have 10~25% Crit. Chance than CA.
Terrible decision, we actually need class balacing now.
We could fix that if hard CC (i.e: stuns, freezes,roots, dazzles, prones and etc) grant players CA. That would do the trick too.
Cheers!
If your goal is simply to put some classes ahead of others, fine, that has always been part of this game. Every DPS class has had its FOTM moment, followed by endless winging about now being underpowered. I play a warlock, I am very familiar with this state of affairs But if, as you profess, you are striving for balance. It might warrant a second look. Or some more in depth explanation as to how you see this balancing out.
Right now, I wish I was a ranger (only from the forte perspective mind you )
I am totally agree. I liked so much that crit chance on Thaumaturge. Now, maybe you give us a chance to choose crit chance or comb adv or at least take a look at the paragon Shatter Strike and increase that magnitude.
Most people even prefer CA over crit because crit only becomes valuable with a high crit severity so you have to invest in 2 stats, instead of only 1 like with CA, power or accuracy.
I understand that some people wants crit or other stats, and they will never get everyone happy. Like some of us asking for the same stats for both paragins in classes with the same role, and others angry with that.
Thats why the best solution is to give us a variable forte stat, where we can pick our array of stats (or better, every stat.)
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Awareness is element which counters Combat advantage. For enemies/monsters and players ( pvp) to have combat advantage against you, need either surround or hit you from multiple sides, or have class feat or other element which would grant Combat advantage against you.
In boss fights awareness make no sense cuz you don't get surrouned.
In dungeon runs, tank gets agroo and get surrounded but not warlock.
Also need to remind, warlock is not clsoe range dps like rogue or barbie or fighter.
So question, why awareness, why not deflect as other ranged dps like cleric or wiz.?
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
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Even If they doesn't want to follow micky's propose, they can at least give some paragons way to choose crit instead of CA (or vise versa) via some feat or class feature.
Currently CA states that you need to flank mob to benefit from it, in most swarns of mobs this is not possible just with the tank. Unless the game is behaving differently than it states.
It is important to highlight that, every single dps in this game wants to be ahead on dps chart, so nobody waits the tank.
In any case, it is really easy to cap Crit. Severity in preview, due to multiple sources that grant it, including Dex and Vorpal.
The only consistent source of Crit. Chance is companions, right now. So it is much harder to max it than Severity.
And again, I reaffirm that both of Wizards' Paragons greatly benefits from crit chance, even if you need two stats to match the CA, the sinergy is worthy.
I did read it.
But now tell me, what would you pick.
Defensive values which work in any condition, or value which require specific condition.
Also the value which require spefic condition do not give any higher or give less dmg diminishing effect than others.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
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> I don't see Fighter in there anywhere. Does that mean Fighters didn't get any updates?
Yes, fighter has the same forte as before, for dps is power accuracy critical avoidance and for tank is defense deflect accuracy
Sry for disturbing you, but I strongly suggest to check this thread.
Cheers.
Btw, I will still play as warlock, regardless what kind changes would be implemented.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
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- Minstral's Discipline is not granting the +750 Combined Rating and appears to be giving +450 Combined Rating