Thank You, Developers

trophyUpdate 33 Hotfix 1 is arriving as I type this.

The release notes are short, as hotfixes tend to be quick bullet points.

There’s been some important fixes, such as purple and red-named bosses not becoming Champions.

A guildmate had to play the Spinner of Shadows in Epic with a crown on her head–as if she needed any more overpowered abilities!

But less can be more when it comes to patches.

The best news:

  • Handwraps no longer take durability damage.

Obviously I haven’t tested this just yet. But it’s good news. Not because we Monks want special treatment, but because the change of handwraps to non-weapons (with all the downsides that weapons can have against oozes and rust monsters) made the class potentially more expensive to use in early levels. It was also a sudden change that most of us were hardly ready to compensate for, through crafting or other means.

I would’ve also been happy to have Everbright wraps given to new Monks in Korthos as well as Heroic and Epic named Everbright wraps we could find, rather than mucking with sensitive code. But the devs decided to find a global change, and it’s no less appreciated.

It also means that parties once more have a member that can handle oozes without splitting them (in general), damaging their weapons or wasting spell points. Every class has at least one benefit to a party, and Monks benefitted from ooze-bashing, too, especially in lower levels where ki generation is harder.

Now new Monks won’t be as broke as they might have been. Thanks for the quick fix, devs.

Another fix was something I had noticed in gameplay sometimes:

  • Monk Damage Reduction on handwraps will no longer disappear after zoning or resting.

I would notice that, when wearing my Storm’s Harness handwraps, the electric damage wouldn’t be activating. After swapping to another pair of wraps and back, the damage would reappear. Now, I don’t recall resting (I rarely use shrines except for resetting spell points, clickies, or death penalties) when this problem happened.

In related news, I have heard rumors that the Tower of Despair “Incredible Potential” rings might be problematic with the handwrap change. I’ve not yet tested this and will report when I can, but if anyone has a Holy Bursted ring and can verify if the ring still works with the new handwrap format, just shout out.

 

 

Advertisements

7 Comments (+add yours?)

  1. jamesblakeney
    Oct 27, 2016 @ 12:01:23

    I have a holy and unholy rings. Tested with wraps and plain unarmed without wraps. The rings only work without wraps. I believe druids in wild shape can use them as the code is for unarmed use.

    • teachersyn
      Oct 27, 2016 @ 12:14:41

      Just tested and confirmed that, too. I’m wondering if this is something worth reporting, if anything other than to note the change. It’s working as intended since handwraps were once not-weapons and ToD rings shouldn’t work with any weapon. I’m a little torn in that it’s one more reason why people aren’t doing that raid as much. But with augments and other enhancements, the loss of ToD rings is a small one. Time flies like an arrow…

      • mernom
        Oct 28, 2016 @ 02:58:36

        I remember running creeping death, and going ‘WTF man’ when I saw the boss. Luckily it was Heroic, so it’s wasn’t to hard. It may be working as intended code wise, but it’s also meant to work for monks. The small fixes done to handwraps right now will probably pile up to make then mostly like they were before the update, without them being a unique item that requires a unique code to function, as that was probably the main reason for the change, not any of the side effects. On a side note, did anyone test any of the other abilities that did not work with wraps before? Like momentum swing, etc

        On another side note, sting of the ninja got that much stronger as I suspected. The bigger dice means it can apply many stacks at once, and since every new stack causes a damage tic, it can easily do 800 or so damage under optimal conditions. And for only 10 ki…

        • teachersyn
          Oct 28, 2016 @ 09:57:00

          Good observations. I think I may list such changes, expected or not, with epic destinies and how the recoded handwraps may work with them. Haven’t tried Ninja Poison yet but I do have a build designed to maximize Poison damage. That’s probably a post all by itself.

        • mernom
          Nov 04, 2016 @ 10:29:58

          Nice encountered another champ boss after the patch… Still doesn’t work well it seems.

  2. DDOCentral
    Oct 29, 2016 @ 01:30:44

    Reblogged this on DDOCentral.

  3. geoffhanna
    Oct 31, 2016 @ 06:38:16

    Happy for you re: ooze handwrap change 🙂

%d bloggers like this: