Multiple assets pop in/out during the New Sharandar hub cutscene.
Unable to obtain items from the RCA. The Item counter flips from 1+ to 0 and then becomes unobtainable.
Map for Ruins of Malabog has an extra Point of Interest for Malabog's Ruin area.
Character does not auto-receive "Ready to Claim" Rewards from Old Sharandar Campaign.
"Return to Sharandar" on news displays a placeholder image icon.
Merrisara Winterwhite offers quest "Malabog's Castle" which cannot be accepted.
Combat Rework: Guild boons cannot be selected
Placeholder icon is displayed for Vallenhas Legacy reward.
Moonlight Gate & Banshee Gate Key still offer Old Sharandar quests.
Imps’ Melee Attack in LoMM is too strong
Ring of Bel spawned creature’s damage is too high
Normal Temple of the Spider incorrectly syncs players to max 25k Item Level.
Mirage Set Bonus illusions deal 0 damage.
Barovia is missing a lot of trees.
The Vault of Stars
Boss HP is higher than intended
Royal Gardener
Impact visuals for the Royal Gardener’s Grim Reaper power are not playing
Failing the fight at 10 stacks of Corrupted Soil can cause weird behavior on the next attempt
Prince of Frost
Ice patches from Scatter do not display in some areas of the arena
Fixes and Adjustments
Campaigns
Adjusted recommend item levels for Campaigns to reflect increased player Item Levels.
Classes Barbarian
Unstoppable hit point shield increased to 60% HP.
Cleric
Reduced magnitude of Forgemaster’s Flame to 770.
Paladin
Improved description on Divine Protector tooltip
Shield of the Gods – Damage reduction now stacks with defense. Cooldown removed.
Divine Champion hit point shield lowered to 60% HP.
Rogue
Lurker's Assault now gives a 15% damage boost
Vengeance's pursuit now has a 10 seconds cooldown
Shadowstrike cooldown is now 14 seconds
Steal Time cooldown is now 15 seconds
Suddenstorm cooldown is now 12 seconds
The entity created from Shadow’s Flurry will now properly attack again
Warlock
Reduced cooldowns of Hellbringer encounter powers
Companion
Batiri
Reduced damage of Poisoned Bolt
Black Ice Ioun Stone
Fixed an issue where Forte was not being granted to the player.
Hawk
Hawk's Instincts combined rating is now properly applying.
Owl Bear Cub
Updated text to reflect the companion grants Critical Severity.
Pseudodragon
Pseudodragon's Presence now states the correct amount of stamina restored.
Tutor
Class in Session passive power now works as intended.
Vanguard of the Citadel
Will now properly use the ‘Take a Knee’ power.
The following Augment Companions should no longer grant extra Combined Ratings:
Goat
Mini Apparatus of Gond
Goldfish
Infant Gorilla
Bulette Pup
Cat
Boar Shoat
Chicken
Gelatinous Cube
Red Dragon Ioun Stone
Watler
Deepcrow Hatchling
The following companion bonuses should now properly give the player up to 750 Item Level at Mythic Quality:
Hell Hound
Stronghold Cleric
Skyblazer
Twig Blight
The following companion bonuses now correctly display correctly on the tooltips.
Chultan Hunter's Discipline
Stronghold Cleric's Wisdom
Skyblazer's Sight
Hell Hound's Senses
Eagle's Precision
Speed boost now works correctly and the name in the tooltip has been corrected
Enemies
Increased HP for all Dungeon Bosses.
Displacer Beast
Fixed an issue where the Displacer Beast would hang in the air for longer than expected when jumping to a player. They are now more respectful of gravity.
Grung
Only higher ranking Grungs can use the stun cone attack now
Oni
Insect Plague power no longer continues to damage players after they’ve left the designated area.
Wildling
Updated AI so they prefer to stay at range
Cure Wounds now has a 2 second cast and is easier to identify
Heroic Encounters
Going Boom in the Night
Fixed an issue that caused the crates in the Heroic Encounter to sometimes spawn in while already on fire.
Shadow Army
Updated Objective Text
The boss is now immune to Control effects.
Mounts
Changed it so Mount Powers from different T-rexes will no longer stack.
Precision mount power no longer grant an extra 100 item level
NPCs
Guard archer damage increased in the tutorial
Items
Briartwine Enchantment
Fixed and issue where the damage wasn’t being applied correctly.
Dread Enchantment
Now properly reduces defense on all targets. Tooltip fixed to say defense is reduced by 4% instead of 400%.
Shadowclad Enchantment
Fixed an issue where the bonuses were not being properly applied to the player.
Tenebrous Enchantment
Item Level adjusted
Fixed an Astral Diamond Box that was BoE instead of BoP
Blessed Helm of the Skyblazer now grants 7% Combat Advantage when in combat with a single target.
Mount Collars now properly apply their Combined Ratings.
Herald’s Defense changed to 5% defense and power rather than raw values.
Added the old Sharandar keys for Malabog’s Castle and Master of the Hunt to the Wondrous Bazaar.
Fixed the Paladin and Cleric dungeon gear stores to have the proper healing gear for their class
Hot Wings food
Now properly applies ratings to the total percent.
Ring of Bel
Fixed a tooltip error that said you could only wear one Ring of Bel at a time.
Companion XP items can no longer be used, preventing players from using them accidentally and being sad.
Diamond Keyring Bundle
Removed debug text
The "Sparkling Fey Emblem" artifact and it's set bonus has been adjusted. At max rank:
Allies now gain 2.5% Defense and 2.5% Critical Avoidance. Foes will take 3% more damage.
The set bonus now grants 5% Power.
The "Refulgent Diamond Pin" artifact and its set bonus has been adjusted. At max rank:
Foes now deal 3% less damage.
Allies now gain 5% Combat Advantage.
The set bonus now properly grants Awareness towards percentage.
The Bonus from Whisper’s Hood of Quiet now has an icon.
Volatile Holy Water
Similar to the Voodoo Dolls of Chult, minions will not be instantly killed in dungeons and other queued content.
Moonlight Gate & Banshee Gate Key from Old Sharandar Campaign can now be discarded.
Rank 2 insignias can now be donated to Guild Coffers
Reduced the damage from entities created from Binding armor.
Removed the cooldown on the Celestial Weapon power ‘Divine Fury’
Fixed an issue where ‘Cryptic Insight’ wasn't working with the Flaming Skull companion
Rewards
Changed the AD and Tradebar reward tasks to be once per account and the tradebars to be 200, after that it gives 5 gold for future characters
Redeemed Fallen companion now in the Redeemed misc store.
UI/Text
Added an Obsolete Currencies section to Currencies with instructions to trade currencies in this category at the Antiquities Scholar.
Updated Login Screen UI assets
Fixed various tooltips that were displaying a debug value for Armor Penetration.
Fixed a crash that could occur in the Guild Boons UI.
Zones
Lair of the Mad Mage
Lowered the damage from the Bore Worm’s soak power.
Reduced the HP of Boulders on the Bore Worm.
Reduced damage from stalactites on Bore Worm.
New Sharandar
Players no longer have to unlock the respawn point in the New Sharandar Hub.
The troll cauldrons used in the quest, 'Sugar and Spice' should now no longer have a global cooldown.
The scripting on the crates used in the quest, 'Broken Supply Chain' should now clean-up in 30s, allowing other players to use the object.
The quest objective to speak with the Iliyanbruen Ranger with the quest, 'What Was Lost' should now only complete for the player when they interact with the ranger.
While we appreciate parkour in all its forms, we've decided to limit some of the activity to prevent players from getting stuck. Thank you for your understanding!
These are mostly decent fixes and I like the changes and feedback given/taken into about.. but what the heck are those whisperknife and thaum changes? 0_o How about reduce cooldown on fanning the flames, fireball, increase the magnitude on fireball / fanning the flames etc., give a small at will mag increase to ray of frost, a small mag increase on smolder etc.. They are close to 40% behind the other paragons xD (not an exaggeration - this is literal). This is not nearly enough to make them anywhere close to competitive with the others.
In the picture is not counting the bonus of the valindra set and there are no potions as can be seen. 78% bonus control + 11% bonus damage with + 6% bonus on encounters powers and some say the class needs buff?
There are tips on how to build a decent build in multiple places, but some focus only on tests versus still targets and their results
Rogue Vengeance's pursuit now has a 10 seconds cooldown
...the main issue of this encounter power is that it is a damaging encounter which is permanently trying to attack allies. Forget the cooldown - we cannot use it in the group content anyway. Any attempt of using this power in a packed area results just in an error message (I do not remember exactly) "cannot target an ally". (the second "jump in" action)
This somehow applies in general: First make sure the power works, then tweak it. Tweaking it when it is unusable... is silly.
Shadow strike for whisperknife needs a magnitude increase, as does impact shot. They are too low. Disheartening strike, whisperknife at will, needs a magnitude increase, as does shuriken toss.
I am tired of having 2 armor sets meaning how is it that paladin and barbarian gear looks the same ? We used to have in old mods for each class distinct appearance, where is the styling element in the game
Also I have another question with T3 Gear adjusted to give better bonuses than New Dungeon (Seal Gear)
What is the incentive to run the new dungeon that is bugged and frustrating at Maze Phase? This is your sense of progression really guys , you can do better than that
Essentially Here is the plan of what you guys need to do
get T3 Hunts Gear
Unlock New Sharandar Boons
Adjust my Stats
Do not run the new dungeon till they fix its mechanics because it will go bugged to live like Ravenloft
Tooltips for the mechanics are still wrong (say 50%/50% when unfeated and 50%/75 feated) but if this was the intended behavior then it feels wrong to have an unfeated tab at 40% while everyone else gets 60% with their tab for "free". Having to use a feat to get the same 60% as everyone else feels wrong^2.
Goristo horns are not stacking corectly, Bone Devil Ripcage are realy hard to stack on Warlock healer. For me all healers should have increse heal magnitude on at wills encounters dialy powers feats and pasivs
Can anyone confirm if the 30% def on bladed rampart is 30% def or damage reduction. If its def, they made bladed rampart useless taking away the damage reduction, taking away 90% awareness from it, giving reduction to pallies instead and allowed barbs to keep their 90% crit avoid while people still want nerfs to fighter. With more people going on preview and more changes my computer can't handle it anymore. Also, can fighter tanks please get a magnitude on Enforced threat, the new dungeon is heavily mob oriented, unlike pally who can throw out templar's wrath for AoE situations very easily we don't have ways to cover mob situations effectively. Barbs' primal fury should be changed to 300-600 magnitude, increased based off remaining hp instead of stamina, at 50% hp its 600 magnitude, 300 at full. Allow barbs to have 50% rage maintained outside of combat, otherwise they'll continue to struggle with aggro.
Can anyone confirm if the 30% def on bladed rampart is 30% def or damage reduction. If its def, they made bladed rampart useless taking away the damage reduction, taking away 90% awareness from it, giving reduction to pallies instead and allowed barbs to keep their 90% crit avoid while people still want nerfs to fighter. With more people going on preview and more changes my computer can't handle it anymore. Also, can fighter tanks please get a magnitude on Enforced threat, the new dungeon is heavily mob oriented, unlike pally who can throw out templar's wrath for AoE situations very easily we don't have ways to cover mob situations effectively. Barbs' primal fury should be changed to 300-600 magnitude, increased based off remaining hp instead of stamina, at 50% hp its 600 magnitude, 300 at full. Allow barbs to have 50% rage maintained outside of combat, otherwise they'll continue to struggle with aggro.
It's defense. It was defense since the combat changes hit preview, but the tooltip now actually says so. I agree, it's really bad to have Defense on a daily (or any power to be honest), so please change it to be "-30% damage taken" as it is on live.
For WK rogue's lurker's assault daily, a bigger issue with it is that it still blocks AP gain while its active. This is an outdated safeguard from when the recovery stat used to exist and still needs to be removed.
Also, frost enchantment on live is bugged and actually makes enemies faster, might want to check if that bug carried over to preview since devs were adjusting enchantments.
-- PVP Rogue, --[----- "Your friendly neighborhood spawn of Satan." -----]-- ---------------------------------------------------------------- Main Character: Hurricane Marigolds (Rogue WK & Assassin) Ingame Handle: trgluestickz Discord Name: Hurricane🌀Marigolds#2563 Guilds: She Looked LVL 18 & Essence of Aggression Alliances: Imperium & Order of the Silent Shroud Platform: PC
3
unknowndramaMember, NW M9 PlaytestPosts: 115Arc User
Essentially Here is the plan of what you guys need to do
get T3 Hunts Gear
Unlock New Sharandar Boons
Adjust my Stats
Do not run the new dungeon till they fix its mechanics because it will go bugged to live like Ravenloft
I will ignore "the get T3 Hunts Gear" Farming chains and specially praying to RNG to have a drop from manes and other hunts gives me anxiety..so is better for my menthal health to ignore anything has to do whit RNG...so i will only focus on finishing sharandar campaign as fast as i can and move on...becose there is nothing exciting there and wait maybe in episode 2 or 3 they add something that i could want to have..
And by the way do devs plan to fix stronghold glyphs?Fey ones doesnt works at all..no 10% dmg boost no 10% dmg reduction..
These changes for Arcanist are good. They reinforce AoE and give them a reason to "possibly' use Lightning Bolt (Sudden Storm) in their line-up, which adds some variety too. Is it time to take our Wizards out of the woodshed yet?
Steal Time went from 18 to 15 seconds - Staple skill of the paragon... wait time now reduced so players don't have to wait for recharge between encounters... which slowed them down compared to many other classes.
Lightning Bolt went from 14 to 12 seconds - This skill was underpowered and had feats synergizing with it, so will definitely expand paragon flexibility.
deeply embittered of how the cw is not understood by the developers, the problem of a thaumaturge with non-existent area damage, is not solved by transforming a power from area to single and the problem of few damage in single is not solved by reducing the recharge of aoe power. Isn't it the case to review the choice of having reduced stormspell to 20% and bring it back to at least 30% with greater magnitude and remove those unnecessary senseless 12 seconds to the thaumaturge?
deeply embittered of how the cw is not understood by the developers, the problem of a thaumaturge with non-existent area damage, is not solved by transforming a power from area to single and the problem of few damage in single is not solved by reducing the recharge of aoe power. Isn't it the case to review the choice of having reduced stormspell to 20% and bring it back to at least 30% with greater magnitude and remove those unnecessary senseless 12 seconds to the thaumaturge?
The t5 feat "granting" 12sec cd on smolder is actually not a buff but a malus. The other t5 feat is about overall damage buff when you add chill and smolder. It's not very original but it's a very good feat. Logically, the alternative feat should be as powerful, and a huge boost of smolder is definitely the way to go.
Anyway base dps of smolder is way too low. All powers got higher magnitudes but smolder (ticks still have 20 magnitude), meaning its relative dps drops to 1-2%.
Fanning the flame is far too weak. It has the longest cd and the lower magnitude at the same time. Although it is a single target spell, it is useless against bosses. The pre mod 16 version was good and didn't deserve any nerf.
And yes, again, Making Fireball single target on mastery doesn't make any sense. This role should be for Fanning the flame. No one will use Fireball on mastery, Icy Rays is better because it's control and triggers shatter Strike.
The nonsense Chilling Advantage feat is still there, removing chill stacks is a malus, and adding rimefire instead is useless (chill stacking already adds rimefire).
lunartic666Member, NW M9 PlaytestPosts: 53Arc User
If you make small class changes, then i would like to suggest small change for ranger: -swap rain of arrows/swords with fox cunning/shift and rework fox shift/cunning to the pre mod 16 state (without the need to ground-target it). I know there are few ppl who wants this change.
Come on devs give the Pally tanks a bone. first you change our forte bonus from awareness to deflect severity. Now you have nerfed all the t3 hunt gear so they don't give power. Please don't forget that not everyone plays dps,
Come on devs give the Pally tanks a bone. first you change our forte bonus from awareness to deflect severity. Now you have nerfed all the t3 hunt gear so they don't give power. Please don't forget that not everyone plays dps,
Well they knew they were going to add Combat Advantage to bosses so they absolutely had to remove Awareness from the Pally forte - otherwise it risked being good at its job.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
> @"rev#7881" said: > they increased some encounters magnitudes on preview due to the comabat rework... Thank you I did not read the previous patch note
This 770 magnitude will be a buff or a nerf in comparison of the current mod19 after all these changes however ? I am a bit scared of keep playing cleric if he is gonna get nerfed, i would like to keep the dps part of him
there is no sudden storm now.... its lightning bolt... so i have no idea where that name comes from
It's the old name for Lightning bolt, before mod 16, almost 2 years ago. This shows the attention put on wizard class...
I know Also i cant wait for the drummy wizard changes... in the end they will put some mags up and shorten some cooldowns.... And this class needs total rework... how many times people feedback that all the feats on thaumaturge with smolder in tooltip dont work with rimfire smolder (Swath of Destruction and Combusive actions). How many times peole mention that Arcane Power Field in arcanist path doesnt work properly ?? This class suffers so much, and i dont mind the lack of DPS that doesnt matter for me... What i care of the most is properly working class, with not bugged mechanics Maybe one day.... maybe...
Comments
Multiclassing accidentally leaked for the future! I don't think these changes will bring Whisperknife "in line" with the other DPS classes due to Whisperknife's lacking At-will damage.
In the picture is not counting the bonus of the valindra set and there are no potions as can be seen. 78% bonus control + 11% bonus damage with + 6% bonus on encounters powers and some say the class needs buff?
There are tips on how to build a decent build in multiple places, but some focus only on tests versus still targets and their results
Vengeance's pursuit now has a 10 seconds cooldown
...the main issue of this encounter power is that it is a damaging encounter which is permanently trying to attack allies. Forget the cooldown - we cannot use it in the group content anyway. Any attempt of using this power in a packed area results just in an error message (I do not remember exactly) "cannot target an ally". (the second "jump in" action)
This somehow applies in general: First make sure the power works, then tweak it. Tweaking it when it is unusable... is silly.
We used to have in old mods for each class distinct appearance, where is the styling element in the game
Also I have another question with T3 Gear adjusted to give better bonuses than New Dungeon (Seal Gear)
What is the incentive to run the new dungeon that is bugged and frustrating at Maze Phase?
This is your sense of progression really guys , you can do better than that
Essentially Here is the plan of what you guys need to do
131,312*0.4=52,524.8
131,312*0.6=78,787.2
Block (40%)
[18:32][Combat (Self)]Your Block absorbs 52525 damage from Halaster's Arcane Blast
Divine champion (40%)
[18:33][Combat (Self)]Your Divine Champion absorbs 52525 damage from Halaster's Arcane Blast
Divine palisade (40%)
[18:34][Combat (Self)]Your Divine Palisade absorbs 52525 damage from Halaster's Arcane Blast
Feated Divine champion (60%)
[18:37][Combat (Self)]Your Divine Champion absorbs 78788 damage from Halaster's Arcane Blast
Feated Divine palisade (60%)
[18:38][Combat (Self)]Your Divine Palisade absorbs 78788 damage from Halaster's Arcane Blast
Tooltips for the mechanics are still wrong (say 50%/50% when unfeated and 50%/75 feated) but if this was the intended behavior then it feels wrong to have an unfeated tab at 40% while everyone else gets 60% with their tab for "free". Having to use a feat to get the same 60% as everyone else feels wrong^2.
Also, frost enchantment on live is bugged and actually makes enemies faster, might want to check if that bug carried over to preview since devs were adjusting enchantments.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
And by the way do devs plan to fix stronghold glyphs?Fey ones doesnt works at all..no 10% dmg boost no 10% dmg reduction..
Steal Time went from 18 to 15 seconds - Staple skill of the paragon... wait time now reduced so players don't have to wait for recharge between encounters... which slowed them down compared to many other classes.
Lightning Bolt went from 14 to 12 seconds - This skill was underpowered and had feats synergizing with it, so will definitely expand paragon flexibility.
Logically, the alternative feat should be as powerful, and a huge boost of smolder is definitely the way to go.
Anyway base dps of smolder is way too low. All powers got higher magnitudes but smolder (ticks still have 20 magnitude), meaning its relative dps drops to 1-2%.
Fanning the flame is far too weak. It has the longest cd and the lower magnitude at the same time. Although it is a single target spell, it is useless against bosses. The pre mod 16 version was good and didn't deserve any nerf.
And yes, again, Making Fireball single target on mastery doesn't make any sense. This role should be for Fanning the flame. No one will use Fireball on mastery, Icy Rays is better because it's control and triggers shatter Strike.
The nonsense Chilling Advantage feat is still there, removing chill stacks is a malus, and adding rimefire instead is useless (chill stacking already adds rimefire).
Carthago delenda est.
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
-swap rain of arrows/swords with fox cunning/shift and rework fox shift/cunning to the pre mod 16 state (without the need to ground-target it).
I know there are few ppl who wants this change.
And still no fix for ray of enfeeblement either.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
How can be reduced if its magnitude is 650 ?
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
> they increased some encounters magnitudes on preview due to the comabat rework...
Thank you I did not read the previous patch note
This 770 magnitude will be a buff or a nerf in comparison of the current mod19 after all these changes however ? I am a bit scared of keep playing cleric if he is gonna get nerfed, i would like to keep the dps part of him
I know Also i cant wait for the drummy wizard changes... in the end they will put some mags up and shorten some cooldowns.... And this class needs total rework... how many times people feedback that all the feats on thaumaturge with smolder in tooltip dont work with rimfire smolder (Swath of Destruction and Combusive actions). How many times peole mention that Arcane Power Field in arcanist path doesnt work properly ?? This class suffers so much, and i dont mind the lack of DPS that doesnt matter for me... What i care of the most is properly working class, with not bugged mechanics
Maybe one day.... maybe...