Latest Preview Patch Changes Hunt Trophy/Lure Functionality, Nerfs Control Wizards

In recent weeks the news around the preview server have cooled off since there were no major patches to report. The latest Lost City of Omu update “NW.95.20180207A.1” however brings a lot of interesting changes to different areas of the game. First and foremost, the Hunt Trophy and Lure item functionality has been changed. The items are no longer unique and players will be able to hold more than one in their inventory. They still don’t stack and can no longer be mailed, but this nonetheless should make farming much more comfortable.

Hunts
  • Hunt trophies and lures have been adjusted in the following ways:
    • These items are no longer unique, as such more than one can be held in your inventory at a time.
    • These items may no longer be mailed.
  • Please note:
    • Hunt trophies and lures do not stack, as such in order to hold on to two of the same lure, you must have two free inventory spaces.
    • Any trophies or lures currently in mailboxes will remain there, however, once they are removed from the mailbox they may not be sent again.

Storm Spell Nerfed

Control Wizards in the meantime have to live with a hefty nerf to one of their main DPS powers. In an attempt to probably move the SS and MoF Paragons closer together, Storm Spell’s damage was reduced by 30% while Rimefire’s and Smolder’s is increased by 50%. That said, Storm Spell had already received a sizeable buff as it will be able to crit in Module 13. So CWs will presumably still deal slightly more damage overall.

The last change we want to single out here is that new Masterwork Rings now hold an item level of 510, and that Stronghold Weapons III match the set bonus of their precursors. This means that Masterworks will remain the best weapon set to own for support type characters. Players had been critical that the set bonus was originally reworked to benefit DPS builds and apparently got heard.

There are a lot more changes in the latest build. So make sure to read through the full patch notes!


What do you think about the changes to Hunt items, the CW nerf and Masterwork tweaks? Share your thoughts on our social channels, in the comments below or the corresponding thread on our message board!

Neverwinter UN:Blogged is always looking for writers to contribute to the blog. If you are an active player and search for a way to spread your opinions, analysis, diaries or reviews to more than 40,000 regular visitors, then don’t hesitate and get in touch with us on our contact page or message board! We are currently especially looking for console and PVP content, but that’s not exclusive. There is no frequency requirement, you post how often you want.

Advertisement
NWO_Unblogged

NWO_Unblogged

We are always looking for people that contribute to this blog. For more information contact us via blog@nwo-uncensored.com or check the forum.

14 thoughts on “Latest Preview Patch Changes Hunt Trophy/Lure Functionality, Nerfs Control Wizards

  • February 10, 2018 at 1:56 pm
    Permalink

    You conveniently do not mention that the Storm Spell dmg reduction is a part of a balance which involves storm spell being able to crit.
    So it’s not a nerf, it’s a further reduction of a big boost.
    Your storm spell will still hit much harder it mod 13.

    Reply
  • February 10, 2018 at 1:57 pm
    Permalink

    Edit: you mention it but in a way that make it look like a nerf, which it is not.

    Reply
    • NWO_Unblogged
      February 10, 2018 at 2:19 pm
      Permalink

      Thanks for your reply. We’ve slightly changed the wording. This was meant to be a news post with no opinion attached.

      Reply
  • February 10, 2018 at 3:40 pm
    Permalink

    I still see mod 13 as a nerf for cws overall, with lightning not multi procing anymore (and yet, it still does for gwf , wtf devs) and now this.

    Reply
  • February 10, 2018 at 5:31 pm
    Permalink

    “Storm Spell’s damage was reduced by 30%”
    “Storm Spell had already received a sizeable buff as it will be able to Crit in Module 13”

    But didn’t they stop Storm Spell from being able to Crit a long time ago?

    “Storm Spell: Shock your target 30% of the time on critical attacks.”
    Ranks 2 to 4 = +10%, +10%, +10% damage

    So, every time you did a Crit, Storm Spell would also Crit IF it procced. They thought THAT was causing an imbalance in damage, so nerfed it to NOT Crit, as at end-game, most CWs have 100% Crit chance, so Storm Spell would proc 30% of the time.

    So this is not a buff, it is a reversal of a previous nerf.

    And now they nerf the damage from it.

    Ranks 2 to 4 = +10%, +10%, +10% damage

    But how much damage did it actually do and how much does it do now? Most of these tool tips do not say what the base damage is at rank 1. Others, like for the TR, say “Stun your target for a short time”, but does not say how long.

    They MUST make the tool tips accurate, clear and unambiguous. It cannot be that hard for an arithmetically literate intern to check the code and write a tool tip to say what it actually does. THEN they can start trying to balance the classes. They MUST gain full knowledge of what the code is doing before they can look around for things to randomly buff or nerf based on player feedback that their class cannot one-shot people in PvP.

    Then, players could create characters based on the Tool Tips and not rely on MMOMinds guides based on broken mechanics like low Crit chance and the Owlbear Cub etc.

    ~

    And when are they going to fix the Heroic Feat, Blighting Power?

    “Blighting Power: Your Cold powers deal an additional 2/4/6% damage to targets affected by Chill”

    But it is actually 6% PER RANK, so that is 6/12/19%.

    Versus Arcane Enhancement: Your Arcane powers deal 1/2/3% more damage.

    Have they fixed that? This is a major cause of imbalance between PvP Insta-Freezers and PvE Ice Mages on the one hand and CWs who would prefer to use Arcane Powers and not rely on Freezing and a broken mechanic. There should not be such an imbalance between builds within the same class and Paragon, like a Renegade who does not want to freeze etc.

    In Mod 10, they finally fixed the Hellbringer 6:2 Fury/Damn SW so she could use Flame Magick and not only Necro to proc her dps feats. So I was delighted as for role-playing purposes that is exactly how I built my HB in Mod 4. I did not want her to have to use Necromancy.

    It’s time to fix the CW as well.

    A person of reasonable firmness would think that the Devs have no clue what they are doing because they don’t know how the code works and what is actually broken with it.

    Cheers!

    Reply
  • February 10, 2018 at 8:02 pm
    Permalink

    STFU!! Any reduction of damage IS A NERF!!!

    Reply
  • February 11, 2018 at 4:07 am
    Permalink

    Are you sure its an overall buff for CWs going into mod13? Did you actually consider the lightning changes at all? For me it looks like an overall nerf when we needed a small buff.

    Reply
  • February 11, 2018 at 9:18 am
    Permalink

    They need to stop nerfing shit and just make harder content some people pay alot of money and alot work hard to get ro where they r at

    Reply
    • February 11, 2018 at 6:53 pm
      Permalink

      I think they need to make things works properly the way they are supposed to and the tool tips to be 100% accurate, clear and unambiguous. They have already shown a failure to understand the difference between damage buff and damage resistance debuff and so on, as none of them actually wrote the original code.

      Then they can work on balancing the classes so that multiple builds are equally viable.

      Then they can work on content that is not “trivialised” by their broken systems and mechanics.

      Maybe even get multi-spawning mobs again, and even bosses being not 100% Immune to CC. 90% should be enough.

      Remember Epic Dread Vault? Those spawning Illthid were a bugger. If we dd not kill the mini-boss quick enough, we would get swamped. I think most end-game players could solo that now.

      Reply
    • February 11, 2018 at 6:55 pm
      Permalink

      Oh, and maybe better AI for end-game dungeons.

      Reply
  • February 11, 2018 at 11:27 pm
    Permalink

    Well it is clear Cryptic just want 1 dps class (GWF) and all the other classes either tank or support. They are intentionally nerfing gwf’s opposition to DPS mod after mod

    Reply
    • February 12, 2018 at 2:40 am
      Permalink

      Yeah, there are endless threads from GWFs to nerf GF, for example. But Cryptic made GF that way, probably without realising. Conqueror dps is the only path really worth taking, or a hybrid with a few feats from other paths.

      CON bonus used to apply to Max hp, including gear. But since one of the reworks (Mod 6?), they made it apply to only BASE hp. All classes at CON 10 get 23,540 hp at level 70, except OP who gets 10% more for no apparent reason. OPs also get 5% hp per point of CON with Steadfast, and CON is still worth stacking for OP due to the extra damage from Aura of Courage (and Radiance when solo) for the Oath of Protection Tank, plus other things that scale with their hp, like Power from getting hit.

      But for the GF, 4% x (CON-10) of 23,450 hp is negligible compared to what is on gear now, and they don’t get more damage from CON. And their APG from CON is hardly worth it considering the Dailies GFs have. So people stack STR + DEX or STR + CHA, as the ArPen is better with DEX and they always have bonus combat advantage damage against marked enemies with CHA, so do not have to reposition themselves at all. Plus the past buffs to a lot of their damaging powers, we have a dps Guardian we could not really have had in Mod 2. It was always touted as a tanky, highly survivable class with slow, low damage attacks, but always had the threat and aggro. Not true for a long time.

      Same thing with TR. As they always Crit and have Combat Advantage in Stealth, DEX is not as important as it should be as a Primary Attribute. They get more dps from STR and the same Deflection chance and more CAB from CHA. Very had to Perma-Stealth now, though. Maybe with 24000 Recovery?

      They broke both classes and made their Primary Attributes pretty much irrelevant.

      They *almost* did it with AC DC, as a high INT/CHA AC could not hit or heal as hard as a high STR/WIS DO, but could cast encounters twice as fast and have AA up 100% years before the Bonding power loop, even with modest stats and gear and modest Power Share and short-term damage immunity which was always on.

      ~

      I’d like to see what would happen if the Devs announced that they just noticed that GWF gets +6 AC bonus butt naked from nowhere for no apparent reason that no other class gets, and so they are removing it.

      And also that they will stop the non-damaging multi-Mark Encounter Daring Shout from proccing multiple Lightning arcs that always Crit in a huge area, even without Steel Blitz.

      My IV makes use of this bug to enormous benefit. And how her Hidden Daggers can do 200k crits when solo and only self-buffed, considering her modest gear and boons, is a mystery.

      Pitchforks, Torches, Wailing and Gnashing of teeth.

      Reply
  • February 12, 2018 at 10:13 am
    Permalink

    I’m just here to see if the hunt changes meant drop rate. Horrible drop rates. I certainly hope they allow players to use the shared bank space at least. I make lures on alts for one to run… some day when I try for the rings again.

    Reply
  • February 15, 2018 at 8:18 am
    Permalink

    So what. Go Fey.

    Reply

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.