Where are they? Please and Thank You.
Where are they? Please and Thank You.
Since it hasn't been truly announced yet (nothing is in the Service News forum) my guess is that they are trying to determine exactly what fixes to include, or maybe they found a problem.
In today's lunchtime livestream with Severlin, Cordo made it VERY clear the release notes would be posted sometime this afternoon. Cordo even read some of them aloud for the folks watching the stream.
Patience is your friend, people.
EDIT: Speak of the devil. It looks like the release notes were JUST published a few minutes ago.
Exactly what I expected.
Fixes for all the new content.
Nothing for all the old content they broke.
The next round of fixes will be the same thing and
at least half the old content they broke will be fixed 'later'.
This patch does indeed contain considerable amounts of content-related fixes:
- The following adventure packs and raids have been reopened: Sentinels of Stormreach, Sands of Menectarun and The Phiarlan Carnival.
- The Lords of Dust - Fixed a coffin breakable that did not properly respond to warlock blasts.
- Spinner of Shadows - The Spinner will again be debuffed by direct contact with the Spirit of the Silver Flame.
- The Black Loch - The failed experiment prison doors are now properly attached and open in the proper order.
- Many objects in quests that should be able to be lit on fire are once more able to be lit on fire.
- Inferno of the Damned - The torches now respond to spells like Fireball and Cone of Cold again.
- A certain drow is now less stealthy in Tharashk Arena.
Although, to be fair, that unbreakable coffin has been unbreakable for years now, so its more of an old bug than a new bug.
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The following adventure packs and raids have been reopened: Sentinels of Stormreach, Sands of Menectarun and The Phiarlan Carnival.
I thought raids were delayed, is this correct SSG?
Hmmm, this is a troubling read. Whilst the improved Area of Effect is nice, respecting Stun Immunities is where the trouble begins.Grandmaster of Flowers
Drifting Lotus now has its original range and area of effect placement, and now properly respects stunning immunities.
One of the reasons why Drifting Lotus no longer being a Knockdown (for CC) and hailed as acceptable, was whilst the Stun it implemented was of a lower "duration" (not "cooldown", my mistake) it gave us a Stun (CC primarily) on similar targets, and the Helpless damage was nice along with it of course, but was never the meat of what players liked. If this change returns the Stun Immunities, to say Golems, Undead, etc (that Knockdown would have worked on for CC) that previously are immune to Stunning Fist, then not only is this a nerf, but that stun duration is waaaaay too low at 4 seconds now and puts Drifting Lotus (and by extension Orchid Blossom) right at the bottom of melee Epic Strikes. Not to mention that Epic Strike Cooldown is waaaay too long.
If (I didn't test it certainly) the stun was impacting on Bosses, and this change is now respecting that, then fine. If not, then I think you've just killed GMoF.
J1NG
Last edited by J1NG; 11-17-2021 at 06:09 PM. Reason: meaning
Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...
Ditto my thoughts; though it may not kill gmof, but many, will likely use GMOF but choose another destiny, like LD, for the epic strike. Drifting Lotus should be as effectual as other epic strikes so players can make choices out of desire of play and flavor rather than power and effectiveness.
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We are gonna need a dev to comment on this. If the stun no longer affects constructs and undead, that is a major nerf, and is unacceptable. Monks will have no way to stun/knockdown undead if this is the case. We fought to get something similar to dire charge, and they gave us this ability which stuns everything (knowing that they took away mass frog, which kills undead instantly, and removing the knockdown affect, which is CC for undead). I think all we asked for on our posts was that the hitbox be expanded cause stuns aren't landing for anything outside of 1-3 mobs in front, and that's exactly what Lynnabel said would happen.
However, if SSG removed the stun on Undead, this is really bad (I'm hoping it just had something to do with bosses though). Either way, the notes should indicate this.
Lynn,
What gives? What's the story?
Thanks!
Nico
Totally agree & I can't say I've ever seen it stunning red names when I use it so yeah, I can't see any good justification for this.
The devs could have easily commented when we discussed the way the stun worked on lamm. We would have changed our feedback if it was never supposed to be anything other than a normal stun, so I'm really disappointed they did this (though not surprised tbh).
Is this just an isolated coffin, or are all the vertical sarcophagi now breakable by warlocks? It drives me *crazy* that there are things that a warlock has to turn off blast to break. The blast can defeat iron, clay and stone golems yet sarcophagi and vines (diplo immunity, escape plan) are immune. Why don't the bad guys build constructs out of these materials?
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I never expected stun to work on targets who are stun immune and therefore I reclaimed already on Lammania that 4 seconds of stun is not long enough compared to Dire Charge.
However, a stun against targets who are normally immune against stun (for example undead and golems) would be not unprecedented in DDO, for example, Stunning Shield from the Vanguard enhancement (if this was not changed meanwhile) does that.
I can understand that the epic strikes should be different but different should not mean one epic strike is clearly superior to another.
Dire Charge stuns, sunders, and trips for 6 seconds and has only 12 seconds cooldown, and if Drifting Lotus retains its longer cooldown and only stuns targets who are not immune to stun it should last at least 6 seconds and do significant AoE damage to weight out that it doesn't trip and sunder otherwise it is not an option to Dire Charge.
And Orchid Blossom in its current form is also clearly not balanced, it should either do significantly more damage than Drifting Lotus or it should Stun for the same duration.
I don't expect to be able to crowd control monsters equally to a cc caster but a cc ability that has at least the 15 to 6 seconds ratio like the old Dire Charge is in my opinion clearly not too much especially considering that you cannot combine the old Drifting Lotus and Dire Charge anymore.
Well, it's confirmed. You can't stun Undead or Constructs now with Drifting Lotus, have not yet tried Orchid Blossom, but suspect the same. GMoF is now truly a T5 only Tree, as the rest of it is largely passives or can be got other ways (Filigree set for Mantle Knockdown Immunity and Free Movement, or Epic Past Lives for bonus to MRR, etc). And event he T5 can be considered to be questionable without support from the lower Tiers. This makes GMoF now one of the most pointless Trees in Epic Destiny. Avoid.
J1NG
Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...
confirmed here as well. This makes me sick to my stomach.
SSG,
why would you take away the stunning ability on undead and constructs? Now, monks have zero CC. This has to be an oversight.
We all tested Drifting Lotus and the stun was a nice feature that helped us CC undead and constructs (given the lower stun time of 4 seconds). We lost Mass Frog and the knockdown of Drifting Lotus, leaving us with ZERO cc for undead. At least Dire Charge has Sunder AND Trip, which makes it FAR superior.
Come on, what gives!! This is a pretty bad and stealthy NERF again to Monks. Please say this was an error...
Nico
Edit: Further Testing - I redid my ED to include Dire charge. This works on everything (at least for the sunder and trip). It does not have the "burst" damage that Drifting Lotus has. I would say high level, that Dire Charge is better across the board for mid-high skulls. For clearing and speed, say like slayers and low skulls, Drifting Lotus does more DPS on hit (better for that type of trash). Just my 2 cents. I wish we could have multiple layouts instead of re-engineering our EDs if we want to do one or the other.
Last edited by Nickodeamous; 11-18-2021 at 02:19 PM.