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Shadowmantle PvP Preview Patch Notes NW.14.20140114b.1

panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
New PvP focused stat: Tenacity
Tenacity is a new stat that will be present on existing PVP gear and will make players more resistant to a myriad of different things from players. This new stat affects:
  • Increases Damage Resistance to enemy players and grants an inherent resistance to Armor Penetration to increase overall survivability. This portion is similar to a parallel and additive Defense stat.
  • Further reduced incoming critical hit damage to flatten large spike damage.
  • Increases Control Resistance so players are less likely to become chain held.
The combined effects of these increased resistances helps lengthen PVP fights and make player skill and tactics a much bigger factor than they were before. Players without this stat on their gear will also receive a small inherent benefit as well.

In addition to this new stat we are also reducing the ability of very defensive builds to sustain themselves indefinitely by introducing Healing Depression in PVP combat. In PvP matches, players will receive a debuff that reduces incoming healing and the effectiveness of Temporary Hit Points. This means that while fights will last longer, players will not be able to survive forever with the right combination of healing and regenerative effects.

Classes and Balance
  • The duration of prone is now properly reduced by control resist. In addition, the minimum time a player will remain in a prone state has been reduced. In order to compensate for these changes, some powers have had their base prone duration increased.
  • Guardian Fighter
    • Mark Class Feature: Your most recently tab marked target gains a ""focused mark"" which is not removed when you take damage. Marking a new target with tab moves the focused mark, leaving a normal mark on the older target. Art is not currently final.
    • Guardian Fighter: Anvil of Doom: Now swings down faster, reducing overall time dedicated to attack by .25 seconds.
    • Guardian Fighter: Bull Rush: Lunge distanced increased by 60%.
    • Guardian Fighter: Enforced Threat: Target cap is now 8.
    • Guardian Fighter: Griffons Wrath: Attack animation sped up overall by almost .5 seconds.
    • Guardian Fighter: Guard: Fixed issue causing Guardians to take more block damage from npcs with targeted powers. In addition, player powers that don't originate from the opposing caster or other obvious origin point can now be blocked in any direction. (Such as Icy Terrain, Daunting Light, Smokebomb, Chains of Blazing Light, Flame Strike, Split the Sky, Furious Immolation, Divine Glow, Maelstrom of Chaos's target area. )
    • Guardian Fighter: Iron Warrior: Now also provides additional threat to damage you deal while the buff is active, adding an additional 150% threat.
    • Guardian Fighter: Kneebreaker: Now moves slightly toward target when activating.
    • Guardian Fighter: Knight's Challenge: Converted to a toggle and reduced cooldown. (Will have less cooldown if target is killed, but cannot be toggled off)
    • Guardian Fighter: Lunging Strike: Now also deals 1/3rd of its damage in a cone behind the primary target. You still build full threat against the targets damaged by the cone.
    • Guardian Fighter: Supremacy of Steel: No longer triggers against reactive damage such as Storm Fury.
  • Control Wizard
    • Icy Rays: Power has been adjusted to be more responsive, and the attack animation is now faster.
    • Spell Storm Mage Class Feature - Storm Fury: Damage increased by 50%, but can now only strike a target once per two seconds, and will no longer react to other damage reflects.
  • Hunter Ranger
    • Split the Sky: No longer triggers against reactive damage such as Storm Fury.
    • Aimed Shot: Fixed bug where powers fired during charge up would trigger after the charge, but before the arrow was fired. Now other powers activate after the shot is fired.
  • Trickster Rogue
    • Impact Shot: Power was capable of dealing too much damage from a safe distance. Rather than flat out reducing damage overall, each shot now gains bonus damage based on how many charges remain. Deals around 33% less damage if all shots are used back to back, but with full charges, the first shot is the same damage as before.

UI
  • The Foundry catalog now has the option to hide previously completed and in progress quests and now does so by default.
  • The Foundry catalog now notes if a quest has been previously completed or in progress.
  • The Foundry catalog now paginates entries instead of a long scrolling list.
  • There is an updated art treatment for "New" items.
Post edited by panderus on
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Comments

  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited January 2014
    This is going to the Preview shard shortly, happy hunting!

    There is a feedback thread for the Tenacity stat here: http://nw-forum.perfectworld.com/showthread.php?582751-Cryptic-OFFICIAL-Tenacity-Feedback-Thread&p=7032431#post7032431
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited January 2014
    Interesting changes.

    I think the buffs to Guardian Fighter are well thought out and improve its role in holding threat.
    I would say though that Lunging Strike was already one of the best skills, so not sure making it deal more damage isn't a bit too much.
    Would be great if you could fix Supremacy of Steel double procing Steel Defense feature to grant up to 10 seconds immunity (2nd early activation counts as a daily power new cast too) and adjust weapon damage % for Swordmaster Paragon feats on the Guardian Fighter to deal higher damage due to lower base weapon damage of GF weapons (and Iron Vanguard on Great Weapon Fighter to deal less % weapon damage due to higher base weapon damage of GWF weapons).

    Oh and happy that prone can now be shortened too, Sylph should be a lot more useful in PvE as a result.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited January 2014
    "Increases Damage Resistance to enemy players and grants an inherent resistance to Armor Penetration to increase overall survivability. This portion is similar to a parallel and additive Defense stat.
    Further reduced incoming critical hit damage to flatten large spike damage."

    :D
  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited January 2014
    Woah, that's some buffing to the GF left and right. Not quite sure it'll get you into dungeons more frequently, but certainly eager to test. The DPS increase from Enforced Threat and Lunging Strike alone should be major.

    Also finally an upgrade to the Mark feature. I liked the Permamark idea from the start and glad it prevailed.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited January 2014
    Increased damage for one of the best GF spells (lunging strike)? Uh.
  • imsmithyimsmithy Member Posts: 1,378 Arc User
    edited January 2014
    Awesome , can't wait to check out this new stuff , GF everywhere are going to be happy.

    So will all pvp gear be getting reworked or will the new stat just be added onto the existing stats? (or am I completely misunderstanding whats going on ? lol ) Got so used to only having one set of gear lol better start getting a PvP set together xD
  • arcmoon99arcmoon99 Member Posts: 499 Arc User
    edited January 2014
    So the GFs finally get their true tab skill :)

    also glad to see that PvP is finally getting looked at. All of these changes should make PvP much more enjoyable.
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  • wixxgs1chtwixxgs1cht Member Posts: 430 Arc User
    edited January 2014
    Looking great thus far.

    The only thing I would have loved to see on this list is the ominous Stormstep Action + Forest Ghost (+dot Weapon Enchant) HR-fix. At least in PVP.
  • aeragar47aeragar47 Member, NW M9 Playtest Posts: 79 Arc User
    edited January 2014
    panderus wrote: »
    [*][*]Guardian Fighter: Guard: Fixed issue causing Guardians to take more block damage from npcs with targeted powers. In addition, player powers that don't originate from the opposing caster or other obvious origin point can now be blocked in any direction. (Such as Icy Terrain, Daunting Light, Smokebomb, Chains of Blazing Light, Flame Strike, Split the Sky, Furious Immolation, Divine Glow, Maelstrom of Chaos's target area. )

    So this means that GF's can now block all smoke bomb, IT, and other AOE non-targeted spells? It just sounds weird saying "i can block all around me by holding my shield in front of me."
  • pers3phonepers3phone Banned Users, Neverwinter Beta Users Posts: 0 Arc User
    edited January 2014
    Nice CW "buffs" :)
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited January 2014
    aeragar47 wrote: »
    So this means that GF's can now block all smoke bomb, IT, and other AOE non-targeted spells? It just sounds weird saying "i can block all around me by holding my shield in front of me."
    You could always block them, you just had to face the right way.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited January 2014
    Will this new mark for GFs provide any benefit beyond what a normal mark provides, or is it more about not having the mark get removed simply by taking damage?

    Is there any chance that GFs could perhaps get some sort of increased ability to maneuver - like perhaps a base movement speed buff while not blocking, or when your guard meter is depleted.
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  • twinkjetwinkje Member, Neverwinter Beta Users Posts: 103 Bounty Hunter
    edited January 2014
    So, another TR nerf in the line.

    Deadly Momentum, Devastating Shroud, Brutal Backstab and (to a lesser extent) Overrun Critical, all nerfed at once.
    Oh, and of course also the Vorpal enchantment has been nerfed because the devs want all the rogues to jump on the Bilethorn bandwagon.

    PvP sets have been ninja nerfed as well (no mention in the patch notes that their core stats like arp, hp, etc. got nerfed) so they are less usefull (or more useless?) for PvE. Again, TRs and DCs were basically the only one using their PvP gear for PvE purposes as well.

    GF can now block smoke bomb just raising their shield wherever they are looking at (probably at their feet) while marking a rogue to death because we can't drop off their perma-mark from us, no matter what.

    Nice one, we really missed it.
  • facexcontrolfacexcontrol Member Posts: 281
    edited January 2014
    Ohhh **** :D


    FINALY WE GOT OUR BUFF hehe


    All this potential finaly getting to work as one :D

    BRING IT
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited January 2014
    twinkje wrote: »
    So, another TR nerf in the line.

    Deadly Momentum, Devastating Shroud, Brutal Backstab and (to a lesser extent) Overrun Critical, all nerfed at once.
    Oh, and of course also the Vorpal enchantment has been nerfed because the devs want all the rogues to jump on the Bilethorn bandwagon.

    PvP sets have been ninja nerfed as well (no mention in the patch notes that their core stats like arp, hp, etc. got nerfed) so they are less usefull (or more useless?) for PvE. Again, TRs and DCs were basically the only one using their PvP gear for PvE purposes as well.
    How badly were they nerfed? I'm downloading the patch now and its going to take another good 30min+ for it at this rate. Also, do you mean in PvP or their actual bonuses were nerfed (the TR skills).
  • pedrolympypedrolympy Member Posts: 2 Arc User
    edited January 2014
    So Tenacity is only showing up on PVP gear? **** I just spent all my glory like 5 minutes ago....
  • tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited January 2014
    aeragar47 wrote: »
    So this means that GF's can now block all smoke bomb, IT, and other AOE non-targeted spells? It just sounds weird saying "i can block all around me by holding my shield in front of me."

    It's because I'm Batman.

    Having tenacity only on PvP gear is kinda lame though. Makes the already narrow gear choice even narrower.
    RIP Neverwinter 26/06/2014
  • imsmithyimsmithy Member Posts: 1,378 Arc User
    edited January 2014
    twinkje wrote: »
    So, another TR nerf in the line.

    Deadly Momentum, Devastating Shroud, Brutal Backstab and (to a lesser extent) Overrun Critical, all nerfed at once.
    Oh, and of course also the Vorpal enchantment has been nerfed because the devs want all the rogues to jump on the Bilethorn bandwagon.

    PvP sets have been ninja nerfed as well (no mention in the patch notes that their core stats like arp, hp, etc. got nerfed) so they are less usefull (or more useless?) for PvE. Again, TRs and DCs were basically the only one using their PvP gear for PvE purposes as well.

    GF can now block smoke bomb just raising their shield wherever they are looking at (probably at their feet) while marking a rogue to death because we can't drop off their perma-mark from us, no matter what.

    Nice one, we really missed it.

    UGH! so there's a bunch of undocumented changes? why is it so hard for them to actually list all the new changes in the patch notes....
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited January 2014
    imsmithy wrote: »
    UGH! so there's a bunch of undocumented changes? why is it so hard for them to actually list all the new changes in the patch notes....

    He's considering a buff to everyone else to be a nerf to TR.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited January 2014
    Any chance GF will receive a free respec when these changes hit live? These are pretty big changes that will affect feat and power choices in critical ways.
  • shiralacshiralac Member, NW M9 Playtest Posts: 139 Arc User
    edited January 2014
    panderus wrote: »

    In addition to this new stat we are also reducing the ability of very defensive builds to sustain themselves indefinitely by introducing Healing Depression in PVP combat. In PvP matches, players will receive a debuff that reduces incoming healing and the effectiveness of Temporary Hit Points. This means that while fights will last longer, players will not be able to survive forever with the right combination of healing and regenerative effects.


    Will the system be able to tell which bulds are defensive and which are not? or will it just blanket all builds with this?

    If the later, then Rigteousness + Healing Depression = time to make a No Fight PvP channel for DCs.
    There is no such thing as Pleather Armor.
  • ranncoreranncore Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 2,508
    edited January 2014
    GF daily Villain's Menace no longer grants any form of CC immunity on the test shard, and all forms of CC penetrate Block.
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited January 2014
    imsmithy wrote: »
    UGH! so there's a bunch of undocumented changes? why is it so hard for them to actually list all the new changes in the patch notes....

    I just logged into preview and he only means about tenacity; the feats themselves are untouched. So, nothing was really nerfed more than the other guys are far as damage goes in pvp.
  • imsmithyimsmithy Member Posts: 1,378 Arc User
    edited January 2014
    ranncore wrote: »
    He's considering a buff to everyone else to be a nerf to TR.
    I just logged into preview and he only means about tenacity; the feats themselves are untouched. So, nothing was really nerfed more than the other guys are far as damage goes in pvp.

    Ahh ok lol , it's half one in the morning here and I really couldn't be bothered to download the patch then try to figure out whats changed , thanks for the heads up lol.
  • rittzbitzrittzbitz Member Posts: 116 Bounty Hunter
    edited January 2014
    imsmithy wrote: »
    Ahh ok lol , it's half one in the morning here and I really couldn't be bothered to download the patch then try to figure out whats changed , thanks for the heads up lol.

    The three features he mentions all have to do with increased critical chance and severity. It's not as if other classes don't have features or set bonuses that deal with criticals and their severity, it's just the rogue has more than other classes so will probably feel that change the most.

    It's an indirect nerf, if anything.

    I'm most curious about the righteousness + healing depression question. If they do stack.. wow.. just wow... I'm glad I stopped PvP'ing.
  • blahblahseanblahblahsean Member Posts: 94
    edited January 2014
    Just tested some things on the PTR:
    • Regeneration and Lifesteal seem to heal for the full amount still. This combined with the increased survivability from tenacity makes people COMPLETELY unkillable. It's also a little funny that both regeneration and lifesteal heal for more than a dedicated healing class (the cleric). ~1700 regeneration is giving me 1974 hp ticks every 3 seconds whereas a cleric's healing word is around 600 every 3 seconds (and ~350 every 3 seconds on the cleric).
    • Healing Depression and Righteousness should not stack in the way that it currently does. Clerics heal themself for basically nothing now which makes direct heals even more useless and makes damage resistance abilities (such as astral shield, exalataion, blessing of battle, etc.) even more valuable. As mentioned above, regeneration/lifesteal currently heals for more than a dedicated healer can.
    • All forms of CC-immunity seem to be completely non-functional for all classes (ITC, Villian's menace, GF's block, etc.)
    • The T1 PvP gear does not have tenacity on the helm and arms. This seems like a huge oversight considered the t2 PvP gear already has double the tenacity per piece making the t2 set have about 3 times the tenacity as the t1 set.
    • Clerics will be forced to use their PvP sets in PvP now but they have the worst itemization of any set in this game by far. Consider changing the lifesteal to a stat that isn't completely worthless for a cleric in PvP (such as additional defense, regeneration, or maximum HP).
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited January 2014
    Just tested some things on the PTR:
    • Regeneration and Lifesteal seem to heal for the full amount still. This combined with the increased survivability from tenacity makes people COMPLETELY unkillable. It's also a little funny that both regeneration and lifesteal heal for more than a dedicated healing class (the cleric). ~1700 regeneration is giving me 1974 hp ticks every 3 seconds whereas a cleric's healing word is around 600 every 3 seconds (and ~350 every 3 seconds on the cleric).
    • Healing Depression and Righteousness should not stack in the way that it currently does. Clerics heal themself for basically nothing now which makes direct heals even more useless and makes damage resistance abilities (such as astral shield, exalataion, blessing of battle, etc.) even more valuable. As mentioned above, regeneration/lifesteal currently heals for more than a dedicated healer can.
    • All forms of CC-immunity seem to be completely non-functional for all classes (ITC, Villian's menace, GF's block, etc.)
    Way too late now to fix these before it launches...
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited January 2014
    aeragar47 wrote: »
    So this means that GF's can now block all smoke bomb, IT, and other AOE non-targeted spells? It just sounds weird saying "i can block all around me by holding my shield in front of me."

    Yeah Im not particularly liking that either. thats kind of the only way to deal with a GF.
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited January 2014
    Im not really liking the tenacity thing. It pretty much now requires you to have to pvp with pvp dedicated gear now. And now limits itemization for characters now that work on certain kinds builds and playstyles.
  • slushpsychoslushpsycho Member Posts: 657 Bounty Hunter
    edited January 2014
    pers3phone wrote: »
    Nice CW "buffs" :)

    lol it is kind of a buff, icy ray is a good skill. Storm fury though yeah not really.
This discussion has been closed.