I haven't attempted to run any of the new Mod on preview as I'd like to shave something to enjoy when it comes out But could someone say if the unpopular paralysis effect dished out by the Final Boss in this new dungeon can be mitigated at all using Control Resist ? I don't try to max out anything in my characters but go for things that keep the game fun and entertaining instead. In this case, my CW has a Sylph as his summoned companion because I like having her around when I am playing. Her active bonus is 50% Control Resist which might actually be useful in the new dungeon IF the paralysis affect respects increased levels of Control Resist in the player...I might even dust off his Will 'O Wisp too if this is the case Has anyway checked this out or can @asterdahl chip in with some feedback on whether this was a consideration when the mechanic was introduced ? Control Resist of mobs and bad guys in general has made CC from characters pretty useless for some time, it would have been a nice bit of kharma if players were finally given the option of turning the tables with a similar ability. The consideration being that players can sacrifice some DPS for Control Resist so they have a better chance of surviving this particular fight. Just a thought :-)
@qexotic when I tried using an Elven Battle to mitigate the CC it did nothing for me.
@qexotic when I tried using an Elven Battle to mitigate the CC it did nothing for me.
Ah well, it would have been a nice move if Control Resist had been made significant/useful in this situation. Maybe @asterdahl could chime in to confirm that CR does not mitigate the paralysis effect. IMO if it doesn't, then it should be changed so that it does to give people an option to make use of something other than just DPS improvements in their builds to deal with new mechanics. Death may still be the best form of control (in either direction ) but providing viable alternatives and options keeps the game interesting and challenging
Now that the buffs persist through death, if the party wipes, when you respawn the buff is still on your buff bar, but it grants 0 temp hp, which causes you to automatically fail the instance.
Feedback: Loot. Thanks for unbinding the loot in this dungeon.
Thanks for reporting this. Internally this was fixed, however, there was another issue during periods of high lag where the curses could fall off, that fix broke the original fix for this issue... And now they're both fixed internally and the live build should have the curses working as intended. I apologize for the confusion around these and the issues with them that have been plaugingcursing preview. (Huehue.)
@qexotic when I tried using an Elven Battle to mitigate the CC it did nothing for me.
Ah well, it would have been a nice move if Control Resist had been made significant/useful in this situation. Maybe @asterdahl could chime in to confirm that CR does not mitigate the paralysis effect. IMO if it doesn't, then it should be changed so that it does to give people an option to make use of something other than just DPS improvements in their builds to deal with new mechanics. Death may still be the best form of control (in either direction ) but providing viable alternatives and options keeps the game interesting and challenging
Partial paralysis is currently not affected by control resist, however, we recognize that this is inconsistent with other sources of control and will be investigating potential changes for post release. Thanks for the feedback!
Now that the buffs persist through death, if the party wipes, when you respawn the buff is still on your buff bar, but it grants 0 temp hp, which causes you to automatically fail the instance.
Feedback: Loot. Thanks for unbinding the loot in this dungeon.
Thanks for reporting this. Internally this was fixed, however, there was another issue during periods of high lag where the curses could fall off, that fix broke the original fix for this issue... And now they're both fixed internally and the live build should have the curses working as intended. I apologize for the confusion around these and the issues with them that have been plaugingcursing preview. (Huehue.)
@qexotic when I tried using an Elven Battle to mitigate the CC it did nothing for me.
Ah well, it would have been a nice move if Control Resist had been made significant/useful in this situation. Maybe @asterdahl could chime in to confirm that CR does not mitigate the paralysis effect. IMO if it doesn't, then it should be changed so that it does to give people an option to make use of something other than just DPS improvements in their builds to deal with new mechanics. Death may still be the best form of control (in either direction ) but providing viable alternatives and options keeps the game interesting and challenging
Partial paralysis is currently not affected by control resist, however, we recognize that this is inconsistent with other sources of control and will be investigating potential changes for post release. Thanks for the feedback!
Is there any chance you can apply that to the 2nd Boss in MSP? He can stun my pally through his shield (100% CC resist) which bearing in mind that the pally has no dodge or sprint, makes it very hard to deal with - I resorted to having to run behind him every 2 seconds...
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Zen De Armadeon: OP
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Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Partial paralysis is currently not affected by control resist, however, we recognize that this is inconsistent with other sources of control and will be investigating potential changes for post release. Thanks for the feedback!
Many thanks @asterdahl for confirmation that control resist does not work at this time and extra thanks for continuing to look into whether this can be changed
P.S. Given that you are now aiming to introduce more unavoidable attacks, it is only fair that you also allow ways to mitigate the affects of these. Giving players the option of increasing resistance to a mechanic at the expense of lowering their ability to cause damage would be a logical trade-off to offer to players.
Say, you get stunned for 10 seconds, if you have +10% control bonus, you will get stunned for 10.1 second, if you got Transcendent Elven Battle the stuns are reduced by 80% so the stun will last 9.2 second. The feel you will get is, that split second you are able to act faster than others.
Strange maths here. Control Bonus only affects the recipient of a characters CC abilities, so why would having +10% control bonus increase the amount of time a stun affects you when you are hit with one ? Also, if Elven Battle reduces stuns by 80% then the 10 second stun should only last for 2 seconds not 9.2. 80% of ten seconds has never been 0.8 seconds
Now that the buffs persist through death, if the party wipes, when you respawn the buff is still on your buff bar, but it grants 0 temp hp, which causes you to automatically fail the instance.
Feedback: Loot. Thanks for unbinding the loot in this dungeon.
Thanks for reporting this. Internally this was fixed, however, there was another issue during periods of high lag where the curses could fall off, that fix broke the original fix for this issue... And now they're both fixed internally and the live build should have the curses working as intended. I apologize for the confusion around these and the issues with them that have been plaugingcursing preview. (Huehue.)
@qexotic when I tried using an Elven Battle to mitigate the CC it did nothing for me.
Ah well, it would have been a nice move if Control Resist had been made significant/useful in this situation. Maybe @asterdahl could chime in to confirm that CR does not mitigate the paralysis effect. IMO if it doesn't, then it should be changed so that it does to give people an option to make use of something other than just DPS improvements in their builds to deal with new mechanics. Death may still be the best form of control (in either direction ) but providing viable alternatives and options keeps the game interesting and challenging
Partial paralysis is currently not affected by control resist, however, we recognize that this is inconsistent with other sources of control and will be investigating potential changes for post release. Thanks for the feedback!
Is there any chance you can apply that to the 2nd Boss in MSP? He can stun my pally through his shield (100% CC resist) which bearing in mind that the pally has no dodge or sprint, makes it very hard to deal with - I resorted to having to run behind him every 2 seconds...
If you're referring to petrifying gaze, that ability is intentionally unavoidable via standard control resistance and will not be changed. All gaze attacks may be avoided by looking away. If you angle your character perpendicular or completely away from the source, or alternatively—walk past the source, you will be unaffected.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Now that the buffs persist through death, if the party wipes, when you respawn the buff is still on your buff bar, but it grants 0 temp hp, which causes you to automatically fail the instance.
Feedback: Loot. Thanks for unbinding the loot in this dungeon.
Thanks for reporting this. Internally this was fixed, however, there was another issue during periods of high lag where the curses could fall off, that fix broke the original fix for this issue... And now they're both fixed internally and the live build should have the curses working as intended. I apologize for the confusion around these and the issues with them that have been plaugingcursing preview. (Huehue.)
@qexotic when I tried using an Elven Battle to mitigate the CC it did nothing for me.
Ah well, it would have been a nice move if Control Resist had been made significant/useful in this situation. Maybe @asterdahl could chime in to confirm that CR does not mitigate the paralysis effect. IMO if it doesn't, then it should be changed so that it does to give people an option to make use of something other than just DPS improvements in their builds to deal with new mechanics. Death may still be the best form of control (in either direction ) but providing viable alternatives and options keeps the game interesting and challenging
Partial paralysis is currently not affected by control resist, however, we recognize that this is inconsistent with other sources of control and will be investigating potential changes for post release. Thanks for the feedback!
Is there any chance you can apply that to the 2nd Boss in MSP? He can stun my pally through his shield (100% CC resist) which bearing in mind that the pally has no dodge or sprint, makes it very hard to deal with - I resorted to having to run behind him every 2 seconds...
If you're referring to petrifying gaze, that ability is intentionally unavoidable via standard control resistance and will not be changed. All gaze attacks may be avoided by looking away. If you angle your character perpendicular or completely away from the source, or alternatively—walk past the source, you will be unaffected.
Maybe I'm just too laggy, I don't get much of a warning (big orange eye) before it hits me
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Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
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Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Comments
plaugingcursing preview. (Huehue.) Partial paralysis is currently not affected by control resist, however, we recognize that this is inconsistent with other sources of control and will be investigating potential changes for post release. Thanks for the feedback!Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
P.S. Given that you are now aiming to introduce more unavoidable attacks, it is only fair that you also allow ways to mitigate the affects of these. Giving players the option of increasing resistance to a mechanic at the expense of lowering their ability to cause damage would be a logical trade-off to offer to players.
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Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox