Update 73.1 Release Notes

mikarddo

Well-known member
What nerf? 10 range power for 5% Doubleshot. Where is the nerf? Patience was not working as intended, so that is a legal fix for people who were abusing a bug.
Call it whatever you like. The fact is that the fix/change to Patience has a negative impact on Inq dps. The the real meat on the plate no matter what label is used
 

J1NG

I can do things others can't...
The weirdness with the new aggro and blindess towards a target, appears to have relation to Invisibility with Stealth and when you were detected.

Preliminary tests suggest that when detected, any existing "blindness" towards you is nullified entirely, meaning if you were invis'd and stealthed, you need to drop either both or one or the other before re-applying it before you can have a chance at dropping aggro. Have yet to test exactly what is required.

If you rely purely on distance with existing stealth skills, you will maintain aggro if you can not exit the distance required for echoes to no longer be viable for enemies to chase you (even if you drop into invis/stealth-whatever you were not detected in first). And as said prior, the distance for this is way too large even for a stealthed character that can move with all the speed availabe. So this is basically once detected, you can't lose aggro.

Likely this echo detection requires an adjustment to a smaller distance. Because that distance from the entry to A Sharn Welcome to 1.5 arches or more before you can lose aggro is silly huge. And possibly something needs to be done about the detection and how to lose that detection after being detected, because right now it appears to be that once detected, you can't rely on getting distance alone; you need to apply a different "blindness" to the enemy (stealth or invis) before you have a chance to drop it.

And I haven't even gone into the "actual" blindess stuff this change brings forth...

J1NG
 

Phaedra

Well-known member
What nerf? 10 range power for 5% Doubleshot. Where is the nerf? Patience was not working as intended, so that is a legal fix for people who were abusing a bug.
The 5% double shot was supposed to be a previous gain to make up for the previous nerf to attack speed. (The fact that inquis was still over performing at cap should be a separate conversation, but this change gave up 10 RP for nothing and fixed the non-functional 5%ds that was supposed to make up for the loss of attack speed)
 

Vua

Mostly A Douche
The 5% double shot was supposed to be a previous gain to make up for the previous nerf to attack speed. (The fact that inquis was still over performing at cap should be a separate conversation, but this change gave up 10 RP for nothing and fixed the non-functional 5%ds that was supposed to make up for the loss of attack speed)
And yet we all know that the nerf didn't go nearly far enough, but I'm glad they're taking a measured approach instead of nuking it. Make small adjustments and see how it works out.
 
I tried the new quest Toil and Trouble a few times since I want some of the promised named items from there. But I got nothing so far.

Has anyone got anything already? I don't want to pay for the "reroll" before making sure the new named gear is there indeed...
I just ran the heroic version on Cormyr and got the cloak, so it looks like named items are dropping.
 

Fisto Mk I

Well-known member
Because of Patience which was a bug?

Surely this means push hard for buffs - though apparently noone was playing them before the bug fix....
Seems you're confusing direct nerf with bugfix. Devs never says that Patience was bugged, they just nerf all crossbows applying Patience twice now. 8)
 

Halidor

New member
I tried the new quest Toil and Trouble a few times since I want some of the promised named items from there. But I got nothing so far.

Has anyone got anything already? I don't want to pay for the "reroll" before making sure the new named gear is there indeed...
I got "The Hags Waist Wrap" for a belt slot. It is for a magic using class with three slots. One Moon, one Clear, and one Green. It had a Illusion bonus, Magic Resistance, and something else. I don't know if there are multiple options. I only got it the once.
 

Jasparius

Well-known member
Seems you're confusing direct nerf with bugfix. Devs never says that Patience was bugged, they just nerf all crossbows applying Patience twice now. 8)

Patience says it lowers attack speed by 10%. It wasnt doing this with xbows. Now it does this with xbows.

That is a bug fix.
 

vryxnr

Well-known member
Something gone done broke. In Mark of Death, and the Abbot now teleports the whole party back to the central platform every 30 seconds even when there are people in the middle of the central platform. I suspect Temple of the Deathwyrm might also be broken as Auggie has a similar mechanic (not testing that as it takes too long to get to that point).
 

Blerkington

Well-known member
The weirdness with the new aggro and blindess towards ...
Thanks for doing your testing and providing this information. It's very useful.

My view is that the use of 'echoes' makes exactly zero sense, is proven (twice now) to be a failed approach, and should be scrapped entirely.

But I suspect we will be stuck with this new system well into the 2030s if the level of attention devoted to stealth play up until now is any guide.
 
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Marshal_Lannes

Well-known member
Dual shot and repeating crossbows would benefit from a 50% damage reduction. Hopefully, we will get closer to that threshold in bringing them in line with other ranged styles in the next update or two, because, this does nothing to even speed bump up the out-of-control Inquisitive meta.
 

Svirfneblin

Well-known member
Blood Component is still way too underpowered to be worth the hit point penalty. It would be a different story if we were talking +3d6 Blast dice and +3d6 Pact dice.
Adding Pact Dice to the Core would be more in line with the intent of the original 10% faster, but one die of each is a bit stingy, not exactly Christmas.

At cap, with the two Warlock Epic Feats, I have 18 Blast 25 Pact dice, w/o any equipment boosts to Pact. Adding one Blast die is underpowered, should be 1.8 Blast Dice. No Pact Dice when should be 2.5. Hmmmm.... a bit light there. Especially when speed can proc other stuff more often.
 

Fisto Mk I

Well-known member
Patience says it lowers attack speed by 10%.
It's correct.
It wasnt doing this with xbows.
It's incorrect. I don't test Dual XBows specifically, but test both GXBows and repeaters before U73.1, and Patience correctly decrease attack speed by 10%.
Now it does this with xbows.
No. Now it applied twice - 1st to attack speed, 2nd - to reload speed.
That is a bug fix.
It is clearly nerf, not bugfix. Even devs don't say about bugfix, only about "adjustment" to Inquisitors/Repeaters builds playstyle.
 

mikarddo

Well-known member
It's correct.

It's incorrect. I don't test Dual XBows specifically, but test both GXBows and repeaters before U73.1, and Patience correctly decrease attack speed by 10%.

No. Now it applied twice - 1st to attack speed, 2nd - to reload speed.

It is clearly nerf, not bugfix. Even devs don't say about bugfix, only about "adjustment" to Inquisitors/Repeaters builds playstyle.

Hmm. I see the following words used about xbows
Firing Speed
Reload Speed
Attack Speed

As far as I can tell Attack Speed refers to both Firing and Reload Speed. If so, a 10% reduction to attack speeds should apply to both Firing and Reload Speed

If so, thats not applying it twice but applying it to both parts.

I am no expert though so if anyone has links to a correct explanation of what the words mean by all mean please post such a link. Just claiming I am wrong us fine too but not really a strong argument
 
Thanks for the warlock buffs, def a step in the right direction. that 10% speed thing still being in there had been bugging me for years, special thanks for finally taking care of that. gotta agree with the majority though in saying that warlocks need a bit more. particularly in single target dmg and the ability to heal. i like to play casters and hybrids, and warlock was actually my fav caster in concept back in the day, but it's just too underpowered compared to the others. aside from the single target dmg being too low with spells, it has no good way to heal itself and has kinda weak survivability for solo reaper content compared to what the other casters can do. druids/blightcasters heal good. sorcs/wizards can use warforged for great healing potential, wizards can also turn undead and heal that way. divine caster classes heal good. i know warlock can technically turn undead too and heal that way, but doing negative pact dmg with no way to remove immunity means that my hits always heal undead, and there's TONS of undead in the game, i literally had to have my pact off like half the time while playing, and it was really annoying to have to turn it off and on over and over all the time every time any undead showed up. it was without a doubt the least fun warlock i've played, even though it could heal a little. people seem to agree for the most part i think that the aoe dmg is ok for them, so maybe just up the dmg on the single target forms a little more to like 160-180%. can easily just tweak that stat for a quick fix for single target dmg potential. would love to see them get some kind of a real ability to heal themselves though like all the other casters already have. anyway, thanks for focusing on the warlock a bit!
 

Aelonwy

DDO's Cosmetic Fashionista

General changes​

  • Double Rainbow has also had several effects removed from it's random matrix including an effect that could break the melee damage array of many monsters (including bosses), and effects that could spawn incidental woodland animals that would follow the target around and linger past it's death.

But... but the random woodland creatures was such a fun, whimsical feature of this effect?! I am really going to miss this effect. 🥺
 
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