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  1. #1
    DDO Team - QA Lomizir's Avatar
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    Default U55 Preview 3 (6/7 - 6/9)

    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.


    Hello, folks! Preview 3 of Update 55 for the Isle of Dread is now open as of 1pm EDT on Tuesday, June 7th! It is expected to remain open into the afternoon (EDT) of Thursday, June 9th.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


    Update 55 contains a number of features and quests for our upcoming expansion pack, the Isle of Dread, including loot and the increase of our overall level cap from 30 to 32, along with some minor changes and bugfixes.

    To access the Isle of Dread via the test dojo, use the dimension door to reach the Dread overlook, then speak to The Questgiver: he'll send you to the Isle of Dread proper. You can also enter the Isle of Dread the "real way," by speaking to the Gatekeeper Wulth Sulfork in the Harbor. But be advised - getting to the Isle of Dread the first time is an adventure itself!

    All 12 new quests are now available for your preview, including some additional polish on quests we showcased earlier. Note that the raid will be appearing in a forthcoming Lamannia preview.

    To provide a little more detail on what you can expect to see in this preview, please review the items below:


    Big Picture Notes

    • Isle of Dread Itemization
    • The Level Cap Increase
    • You're getting an early glimpse at the Isle of Dread, so here are some of the things we're working on that you may notice:
      • Most but not all questgivers have text: some NPCs do not have text
      • Some parts of the landscape have relatively few monsters in it. More are on the way
      • Not all monsters have the correct stats or behaviors yet
      • Not all of the quests have been fully decorated or lit yet
      • The village public area is still under construction. Some of its residents haven't arrived yet
      • The music and sound are not fully hooked up yet
      • If you get stuck somewhere, please let us know (and be sure to include a /loc of where it happened)
      • XP and favor have been set and we ask that you please provide feedback




    Bugfixes

    • A large variety of typos in various pieces of content and the UI have been fixed
    • Fixed incorrect DC description for Devour the Soul
    • SLAs in Divine Disciple may now heal undead players
    • The Heighten metamagic will no longer lower your spell DCs
    • Greater Color Spray SLAs are now considered to be spell level 5
    • Quench from Bottled Rainstorm now has a 1s cooldown for safety purposes
    • Removed visual effects from Tidal's on-hit imbue to prevent client lag
    • Several armors have had their max dex bonus corrected to appropriate values
    • The Banquet Hall amenity no longer removes itself while zoning
    • Ottos Stones of Experience no longer tell you that they add Epic Destiny XP
    • Stat damage in dungeons is now restored more reliably
    • Recipe text for augments in the Remnant Vendor are now correct
    • On-hit fire damage from champions now respects its internal cooldown
    • Produce Flame may now be cast directionally
    • Fixed a tabaxi character creation bug (bow backwards)
    • Fixed typos in vampire ascendent shroud
    • FVS grace of battle and knowledge of battle's effect on items now have slightly better effect nomenclature
    • The horseshoe crab shield now has a description
    • The golden orb of death's description now has punctuation
    • Some collectibles are categorized better
    • Resist Energy: Sonic now gets bonus caster levels from air sorcerer correctly
    • Fixed a string table error with the NPC Hada D'Jorasco
    • Horizon Walker's 4th core no longer spells fortification wrong
    • Shadowdancer's Shadowstrike (Melee) has a snappier animation
    • Some old ED ability scripting has been removed from Exalted Angel
    • Runearms with reaper bonuses now work 100% of the time
    • Magus destiny mantle no longer drops on zone transitions
    • Flamestrike now does its proper damage, respects its line-of-sight requirements, and no longer gets supercharged when cast by a monster
    • The 10% bonus to ability score modifier to damage granted by wielding a bastard sword or dwarven waraxe now applies properly regardless of exactly how you're using those weapons
    • Fixed an issue where bonuses to ability score modifier to damage while using a bastard sword or dwarven waraxe would not apply correctly in some circumstances
    • Tabaxi Trailblazer's Attune no longer drops on death
    • Belt of the Ram's ability, Ram's Might, no longer drops on death
    • Eldritch Knight's Subtle Force I now gives its listed sonic resistance
    • Divine Crusader's Consecrate now properly damages non-evil creatures
    • Using the shift key to fast fall now works on monk's Slow Fall
    • LAMANNIA ONLY: Exalted Angel's core 4 abilities (Heavenly Wrath and Heavenly Blessing) now properly scale with level as stated
    • LAMANNIA ONLY: Removed an erroneous prerequisite arrow that had appeared in Magus of the Eclipse during preview 2.



    Gameplay Changes

    • The evil spirit that has been resetting so many bear traps after they've been triggered has been exorcised from DDO for now. Most bear traps will now only trigger once.
    • You may now trade 100 pack ingredients for a Star Fragment, and 100 Star Fragments and 500 Threads of Fate for a Nebula Fragment
    • Enchantment is now an option for Magus T3 DCs
    • Teleport items found within expansion packs have been upgraded! These items are now able to teleport you to all destinations that the other teleport items had access to - this means that if you have one of these items, you'll be able to teleport directly to the locations of all of them. You must own the item associated with the location you are attempting to teleport to. This means that, for example, when using the Sharn Boarding Pass, you'll be able to teleport to the Feywild if you own the Feywild Tuning Fork as a part of your account. However, you do not need to have the Tuning fork with you to do this - which means that carrying one of these items is now equivalent to carrying all of them, potentially saving you inventory space. You may also drag these individual locations from the menu onto your hotbars, so if you need to reach a specific destination often, you can activate them from there instead of from your inventory. The following items are affected:
      • Isle of Dread Treasure Map
      • Saltmarsh Compass
      • Feywild Tuning Fork
      • Sharn Boarding Pass
      • Bottle of Mist
    • The Mysterious Ring in the Sands of Menechtarun adventure pack is now a little cooler!
    • There are new Cannith crafting recipes!
    • Many effects in the game that used to scale with epic levels now scale with the total of your epic AND legendary levels (effects that have changed this way specifically say so in their text)
    • Bonuses to ability score modifier to damage are now described the same way in tooltips for both the Single Weapon Fighting and Two Handed Fighting feats.
    • If you now have bonuses to ability score modifier to damage from Single Weapon Fighting feats AND Two Handed Fighting feats (including the new ML31 specialty feats), only the highest of those two sets applies.
    • Hamstring effects are now considered bleeds and can be removed with effects that remove bleeds such as close wounds and regeneration
    • The dreaded exploding spiders of Sharn have had their hitpoints reduced to 25% of their original value. They also give a little more time before they explode. Blast them before they blast you.
    • Quests:
      • Creeping Death: Some traps have been updated to affect monsters, number of monsters reduced per group
      • The Dragonborn Prophesy Quests ("Black and Blue" and "Newcomers") have had the number of monsters reduced throughout both dungeons including removing several sets of monsters



    UI Changes

    • Items within the Shared Crafting Storage now update their names and descriptions automagically should they be changed in a game update!
    • Item bind status is now displayed on one line in item tooltips
    • Multiple improvements have been made to how weapons display their dice:
      • Base damage rating now factors in your ability score modifier, which makes it a much better estimator of a weapon's relative effectiveness
      • Weapons no longer show dice estimations for their base and critical rolls, instead displaying a simplified view so that it's easier to understand what numbers mean
    • Augments now display much prettier! Their slot types now appear in examination and are color-coded appropriately
    • There is now a separate icon for each Tome of Learning you've consumed
    • Hovering over your character's build type on the character sheet will now display that character's total past lives earned
    • The party display UI no longer makes players with temp HP appear to be at a higher percentage of health than they really are
    • Searching in any search bar no longer also sorts your shared bank and Details+ tab
    • Newly created glamoured shields will now cleanly equip to your cosmetic offhand without reporting that there's an inventory error when trying to double-click them
    • Glamoured items will no longer improperly show their weapon dice or their augment slots
    • Newly glamoured items no longer erroneously display a caster level and have slightly prettier descriptions
    • The Quest Selector UI now has a search bar! This also works for searching by level. You may also now search for a specific level in the Adventure Compendium.
    Last edited by Lomizir; 06-07-2022 at 01:06 PM.

  2. #2
    Community Member
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    Default

    Using the shift key to fast fall now works on monk's Slow Fall

    thanks!!!
    Nico

  3. #3
    Community Member Dragbon's Avatar
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    Default Monster Dodge Bypass

    I have been hearing things about an "Accuracy" buff for mobs that will give dodge bypass but have not gotten any dev to post about what it is. Can a dev please explain what the dodge bypass is and how it will be implemented and then the reasoning behind this move?
    Dragxon Dragbon Dreadclaw Frass
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  4. #4
    Community Member Atremus's Avatar
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    Default Max Slayer Count

    Will the slayers go beyond 3,000 in this wilderness? The quest panel reveals no information. It only shows count/0
    Characters: Celemia / Tukson / Thau (Broken link) / Atremus

    “A pessimist is one who feels bad when he feels good for fear he'll feel worse when he feels better.”

  5. #5
    Community Member Bjond's Avatar
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    Quote Originally Posted by Lomizir View Post
    The evil spirit that has been resetting so many bear traps after they've been triggered has been exorcised from DDO for now. Most bear traps will now only trigger once.
    Does this mean that "exploded" bear traps can no longer be disarmed? If so, please do NOT change them.

    It's really hard reigning in a party on the few quests with one-shot traps already; eg. druid's curse or tracker's trap. Having bear traps require the same party restraint is a horrific nerf to trapping. It's especially bad considering how buggy NIH/Watchful and similar feats are. They often don't find things they should and don't throw up a UI status icon to show there's an unfound trap (when the icon would be present without NIH).

    Quote Originally Posted by Dragbon View Post
    I have been hearing things about an "Accuracy" buff for mobs that will give dodge bypass but have not gotten any dev to post about what it is. Can a dev please explain what the dodge bypass is and how it will be implemented and then the reasoning behind this move?
    I've heard noise about this and would also like some data. It seems like a direct nerf purely to light and cloth melee DPS. My tank would grumble, but can adapt. My ranged won't care. My caster is already a pin-cushion. Cloth & Light melee would become completely unplayable.

    If the intent is to make tower shields viable for tanks by making the extra dodge not matter from a large, there are better ways to do it (such as improving them to be better than large).

  6. #6
    Community Member J1NG's Avatar
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    Default

    Quote Originally Posted by Bjond View Post
    Does this mean that "exploded" bear traps can no longer be disarmed? If so, please do NOT change them.
    From what I can tell, the Bear Traps remain there to be disarmed by any trapper. The change only prevents them from triggering again and holding the player there if they failed their save/stat check and move in any direction even just a little. Which can be a problem in some cases because players may survive by may have a REALLY hard time getting out of a trapped area full of those bear traps. There was a few quests where they dropped basically 20 odd of them or something like that into a small area, making it silly hard to get around (as you move forward, get hit, move back get held, then this keeps rinse and repeating). With this change, someone with ultra high reflex saves and evasion and run over an area, trigger them, and let the others just walk over them. Or at least, lets players slowly make their way forward at the very least.

    Quote Originally Posted by Bjond View Post
    I've heard noise about this and would also like some data. It seems like a direct nerf purely to light and cloth melee DPS. My tank would grumble, but can adapt. My ranged won't care. My caster is already a pin-cushion. Cloth & Light melee would become completely unplayable.

    If the intent is to make tower shields viable for tanks by making the extra dodge not matter from a large, there are better ways to do it (such as improving them to be better than large).
    Not entirely sure what the goal is at the moment, as it could be anything since we have no idea "how much" Dodge the bypass is even intended to be at the moment because it bypasses ALL Dodge at the moment. Hinting it either pulled this buff from the Killing Time Lord of Blades, or Monster Champion "old version" Dodge bypass buff (both of these ignored ALL dodge, no matter HOW MUCH you had, 10%, 55%, 95%, 99%, 100%, 325%, or 9001%). There was a time on Live where the Dodge bypass was working and giving a certain % points bypass instead (but I have no idea what happened to this version of the buff).

    If we know what the intended bypass was, we'd have a better idea what its intention is and where the Devs may be wanting to go with it.

    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...

  7. #7
    The Hatchery
    2014 & 2016 DDO Players Council
    Dandonk's Avatar
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    Default

    Quote Originally Posted by Dragbon View Post
    I have been hearing things about an "Accuracy" buff for mobs that will give dodge bypass but have not gotten any dev to post about what it is. Can a dev please explain what the dodge bypass is and how it will be implemented and then the reasoning behind this move?
    Yeah, if this is really a thing, then it's a really bad move.
    DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.

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