Companions have no innate Armor Penetration stat which I feel must be a bug. They are adventurers too no? What newbie is going to run out to high level zones with 0 Armor penetration I ask you? They should have at least 60%. Also it gets worse- if you have Armor Penetration on companion gear, it does not affect them.
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minotaur2857Member, NW M9 PlaytestPosts: 1,141Arc User
Timing of when the game thinks you're standing up from knockdown not matching when you do so visually, so you can't activate powers when it appears you should be able to. This combined with the timing and area of red circle attacks not matching the visuals makes giants in SKT an absolute misery for me.
The Pilgrim Armor has some weirdness where certain parts are not dyable with single dyes but will change to a blank white if a dye pack is used. Very annoying if you wanted to be only the darker shades, or if you didn't want white in your gear. Also, the Primary and Secondary sections seem to be switched from what you would expect based on previous armors. It occurs on multiple races (not sure how that works).
FEYTOUCH ENCHANTMENT: entity powers such as Icy Terrain, Thorn Ward, Cordon of arrows, Smoke Bomb and Pillar of Power cause feytouched to have permanent downtime while in combat. Moreover using a Feytouch cause magistrate's patience insigna bonus to stop working. Also additional damage bonus from said enchantment is not granted to the owner in the preview build
TR encounters Smoke Bomb and Path of the Blade do not proc weapon enchantments.
COMBAT ADVANTAGE BONUS DAMAGE is computed as additional critical severity when a critical hit happens. it should be flat damage bonus
The invisible wall directly before the Hati boss fight is not removed when Hati is killed, preventing anyone who died to Hati from continuing with the dungeon, and they must leave. Extreme priority with random queues.
I'd like to second this one please. I'm on console and this is really, really painful and I've been kicked from groups because of this issue.
1
frozenfirevrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,475Community Moderator
Weapon Master's Strike is supposed to increase the damage of at-wills, but it does so from the very first hit meaning at max rank it is actually 30% stronger than the tool tip says it is. It should hit at least once before this starts to take effect and I would say a complete animation makes even more sense.
Duelist's Flurry locks a character in place if you miss your target while the animation plays which can be very frustrating. Oftentimes you are just barely out of combat range while you slash at nothing and cannot move. Please change it so the TR moves forward as with Sly Flourish if out of range and locks on and moves to the target if close enough which as you know happens in a later animation with the skill.
1. The Heroic Feat Impassioned Pleas does not give 6% Divine Call gain, it's more like 1-2% at 3pts.
2. The power Relentless Avenger cannot target enemies if a friendly is in the way. Smite works fine, if they had the same targeting mechanic it would be fine.
Edit - I understand the RA targeting mechanic is down to the Devotion path effect of the skill: "Oath of Devotion: You can now rush to allies, pushing away any foes within 30' of them." This causes the power to prioritise targeting friendlies but again, Devotion pallies also never slot this skill in groups due to the knock-back, as such it is never used at all by them as it serves no purpose.
It would be better off with both paths having a 'target an enemy' only, with an aoe knockdown, but Prot path gets the Taunt & Devo path gets an aoe heal.
Please Do Not Feed The Trolls
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
2
frozenfirevrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,475Community Moderator
Enemies in Chult areas (Soshenstar River especially) can 'hide' in the bushes and become non-attackable (including AoEs), you can attack them again only if they come out or you go in and spam buttons hoping to hit. Please don't play with collisions so much in future
Also, it's quite weird that playing a game with lower settings (disabling High Detail Environment or whatever its called) would give a more preferred experience... Hoping it won't happen again
Do the Dwarf racial abilities do anything? Maybe change them so Cast Iron Stomach you take 10% lesss damage from DoTs. Replace Stand Your Ground with Dwarven Resolve: + 3 % Hit Points
Does the companion Sylph's 50% Resist to Control Effects do anything? I seem to be controlled for the same time as others when I am grouped.
Background: The good Developer Amenar left NW/Cryptic after the Hunter Ranger Revamp. However, most of the Hunter Ranger fix specifically for Archery tree are low hanging fruit. We didn't pressure him on long animation cast time/activation time/ and in depth Archery feat fixes, which he said can only be done post-revamp. Therefore, the Archery revamp remain half finished.
In addition many of the bugs were introduced or got lost in the shuffle. Here are the most pressing ones.
Bugs:
- Forest Meditation (daily): This skill used to cancellable via double movement tap. It's an emergency heal especially for us extremely fragile archers, when inundated with mobs. Alas it was bugged after the Hunter Ranger revamp, and since has been locking players down in place, including our skill bars, making us wholly vulnerable while trying to save ourselves in the first place.
Archers need that quick heal, cancel double tap and Marauder's Escape out of there.
- Stillness of the Forest (feat) and Bonding Companion catch-22. The Stillness of the Forest supposedly (this alone is suspect with so many non crit Aimed Shots) should give us added crit chance when >25 ft distance and commensurate bonus ranged damage.
But the Companion do not get the extra range we get from Aspect of the Falcon (class feature) and do not attack. Hence, either lose the bonus and Companion attack or get the bonus and Companion do not attack.
In addition, the Aspect of the Falcon off-hand bonus and Hunting Hawk companion bonus are also range dependent.
Give our Companion the Aspect of the Falcon aggro range bonus whenever a player is in combat, so it actually engage in combat and not be out of aggro range and not activate our Bonding Runestones.
- Cordon of Arrows - This has been reported before, does not crit at long range.
When a companion falls in some crevice, void or pool of freezing water they disappear for good until you resummon them, which you can't during a fight.
Companions should always reappear near you after a few seconds when they die, no matter how they died, until you unsommon them.
Many SW and HR offhand artifact class features don't work. Flames of Empowerment (SW) is one off the top of my head.
Changing a custom title causes the Alliance (Helm Guild) to display over the character, even though the 'Use Alliance Tag' box is not checked. Checking and unchecking the box corrects this, but there isn't any way for a player to know without being told.
"We have always been at war with Dread Vault" ~ Little Brother
If a TR dies while in Lurkers Assault, and is raised or uses a scroll, the stealth bar will be bugged and no longer refill eliminating the use of stealth until death or relog.
Lilia Drakon - PVE Executioner TR She Looked Lvl 18
Great Weapon Fighter: 1) Adjust WMS rotation duration (reduce the duration by a fraction of a second) The skill loop(rotation) is interrupted even if you not use sprint (no video here).
Legacy bug was here: https://www.youtube.com/watch?v=7PMBlRFduUc
HARD FIX here:"Weapon Master's Strike can no longer be prematurely cancelled to strike faster than intended."
https://neverwinter.gamepedia.com/Patch_NW.10.20131120a.14#Great_Weapon_Fighter
2) Hidden Daggers: Cancelling skill with sprint = guaranteed loss of the stack with no effect(buff).
Mark - Introduced in Patch_NW.25.20140728a.11 Mark: Mark effects will now taunt foes briefly as well as place the player at the top of the threat list and are no longer removed when damage is received. Mark: Now provides 20% increased damage on the target for the Great Weapon Fighter.
The bonding feedback thread is a lot to wade through, but the biggest concern I have is the proc behavior intended for Companion's Gift.
It appears Companion's Gift has been implemented as a mechanic where it is up a certain amount of time (the cooldown), for which stats are "snap-shotted" and the gift buff is not refreshed. Once it ends, the gift falls off and must be re-proc'ed. It may also have some strang re-snapshotting available during the first few seconds of the effect. https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12983606
This behavior is unpredictable and favors fast-attacking companions. It also results in bizarre interactions with stat buffs that the companions may have. Since the gift is long, properly timed coordination can result in unintended duration for stat increases. On the flip side, slower attacking companions develop a short but not insignificant gap in gift uptime between the gift falling off and re-procing, which was not present before the rework.
If the intent was to allow for stat consistency in bondings (as I believe should be the case, given the need to balance stats like arpen and crit carefully), then the behavior should be reverted to Companion's Gift being refreshed during it's duration, with stat increases being re-"snap-shotted" at a higher frequency to prevent both issues discussed above. https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12981268
But we have this already the companion refreshing almost all the time and we have those stats and on live. What changes is that the power buff may hit the companion when the player will already the companion gift ( and i think i repeat i think that is the intention the power buff to not be permanent on a companion).
Shadowborn - This feat states that it is buffing our next attack, however any damage is calculated as the next attack including at will hits, Bleed ticks or Smoke Bomb ticks. Due to this it is wasted most of the time.
Smoke Bomb (SB) - This power does NOT proc weapon enchantments, and does NOT grant Combat Advantage against enemies under control from it. Also, it’s buggy with its interactions with Feytouched. Sometimes it will proc the +18% damage, and sometimes not. Also, it is buggy when dealing damage to test dummies as it stops hitting them altogether after a short time.
Impossible to Catch (ITC) - If struck as it is enabled or if pressed in conjunction with a dodge, ITC will fail to work although it will go on cool down.
Shadow of Demise (SoD) - This capstone in Executioner tree doesn't register the owner correctly. If more than one TR applies SoD to the same target only one TR gets the credit for the damage. Also, during the SoD 6 seconds up time, some damage is not calculated in. For example, weapon enchantment except Vorpal and damage from Aura of Courage.
Lilia Drakon - PVE Executioner TR She Looked Lvl 18
checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
1. Ice Wind Dale PvP Achievement: Resurrecting Allies. It is completely broken. 2. Primal Ring 1% bonus not stacking if you have 2 rings. 3. Villain's Menace does nothing if it follows encounters too quickly, and yet uses up the AP. 4. Legendary Bonus not consistently applying 5. Stuck in combat crouch mode too long after fight, prevents mounting (performs mount attack instead) 6. Knight's Valor gets stuck in ON position, even though it looks off. Must remove the encounter to turn off (annoying when you have to interact with anything [F gates or chest], and sometimes when you are out of dungeons/skirmishes [PE with KV on and it looks off to the player]
Smoke Bomb (SB) - This power does NOT proc weapon enchantments, and does NOT grant Combat Advantage against enemies under control from it. Also, it’s buggy with its interactions with Feytouched. Sometimes it will proc the +18% damage, and sometimes not. Also, it is buggy when dealing damage to test dummies as it stops hitting them altogether after a short time.
Addendum:
Path of the Blade itself literally procs no weapon enchants, not even Vorpal Critical Severity or Feytouched buff.
Comments
Armor Enchantment Visual can't be disabled. (And for the love of sanity, shadowclad sound too)
Also it gets worse- if you have Armor Penetration on companion gear, it does not affect them.
TR encounters Smoke Bomb and Path of the Blade do not proc weapon enchantments.
COMBAT ADVANTAGE BONUS DAMAGE is computed as additional critical severity when a critical hit happens.
it should be flat damage bonus
Weekly cap on Seals of the Brave doesn't work.
'Death's Blessing' is classified as a feat and doesn't give IL.
Several dungeons still don't put you at the latest campfire when you join in the middle.
Alliance Guild Rosters show empty pages.
Tome of Ascendence's 'Illusion' supposedly doesn't apply any debuffs.
Several titles from the new achievements are missing.
Mounts often don't show up in collections even when used.
Items like Adorable Pocket Pet pause their cooldowns when switching instances while in bag.
As becky already stated, mounts like Drakes and Gas Spore can't cancel their flourish animations, this is a major hindrance.
Inferno Gauntlets are not available for CWs
Please change it so the TR moves forward as with Sly Flourish if out of range and locks on and moves to the target if close enough which as you know happens in a later animation with the skill.
Another HR's bugs:
- Seeker's Vengeance isn't working with trapper's Roots and Careful Attack on Preview.
- Bonus from air and earth archon also isn't working with Roots (fire archon is ok).
- Bug with dodge immunity frames.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1232497/hr-iframe-dodge-out-of-sync-with-the-animation
1. The Heroic Feat Impassioned Pleas does not give 6% Divine Call gain, it's more like 1-2% at 3pts.
2. The power Relentless Avenger cannot target enemies if a friendly is in the way. Smite works fine, if they had the same targeting mechanic it would be fine.
3. It would also be utterly amazing if RA could be changed to a knock-down instead of a knock-back which sends enemies flying in all directions (as such it cannot be used in groups). It's already been listed here:
https://www.arcgames.com/en/forums/neverwinter#/discussion/1233390/avoiding-certain-powers-in-specific-fights
Edit - I understand the RA targeting mechanic is down to the Devotion path effect of the skill: "Oath of Devotion: You can now rush to allies, pushing away any foes within 30' of them." This causes the power to prioritise targeting friendlies but again, Devotion pallies also never slot this skill in groups due to the knock-back, as such it is never used at all by them as it serves no purpose.
It would be better off with both paths having a 'target an enemy' only, with an aoe knockdown, but Prot path gets the Taunt & Devo path gets an aoe heal.
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
Also, it's quite weird that playing a game with lower settings (disabling High Detail Environment or whatever its called) would give a more preferred experience... Hoping it won't happen again
Does the companion Sylph's 50% Resist to Control Effects do anything? I seem to be controlled for the same time as others when I am grouped.
In addition many of the bugs were introduced or got lost in the shuffle. Here are the most pressing ones.
Bugs:
- Forest Meditation (daily): This skill used to cancellable via double movement tap. It's an emergency heal especially for us extremely fragile archers, when inundated with mobs. Alas it was bugged after the Hunter Ranger revamp, and since has been locking players down in place, including our skill bars, making us wholly vulnerable while trying to save ourselves in the first place.
Archers need that quick heal, cancel double tap and Marauder's Escape out of there.
- Stillness of the Forest (feat) and Bonding Companion catch-22. The Stillness of the Forest supposedly (this alone is suspect with so many non crit Aimed Shots) should give us added crit chance when >25 ft distance and commensurate bonus ranged damage.
But the Companion do not get the extra range we get from Aspect of the Falcon (class feature) and do not attack. Hence, either lose the bonus and Companion attack or get the bonus and Companion do not attack.
In addition, the Aspect of the Falcon off-hand bonus and Hunting Hawk companion bonus are also range dependent.
Give our Companion the Aspect of the Falcon aggro range bonus whenever a player is in combat, so it actually engage in combat and not be out of aggro range and not activate our Bonding Runestones.
- Cordon of Arrows - This has been reported before, does not crit at long range.
TIA
When a companion falls in some crevice, void or pool of freezing water they disappear for good until you resummon them, which you can't during a fight.
Companions should always reappear near you after a few seconds when they die, no matter how they died, until you unsommon them.
Changing a custom title causes the Alliance (Helm Guild) to display over the character, even though the 'Use Alliance Tag' box is not checked. Checking and unchecking the box corrects this, but there isn't any way for a player to know without being told.
At least for HRs some with AOEs the target help aims behind the target, alot.
Could you fix it so the AOEs drop on target when using AOE target help.
Thank you.
Using this power locks you up for a moment, like the user is stunned.
This Daily is pretty clitchy, many times it wont activate properly.
Plant Growth
Sometimes when activated it shows the animation twice and the sound also can be heard twice. Also has activation issues.
She Looked Lvl 18
Here is my Blog
The skill loop(rotation) is interrupted even if you not use sprint (no video here). 2) Hidden Daggers: Cancelling skill with sprint = guaranteed loss of the stack with no effect(buff).
Please review sprint ability cancellation overall,
Thanks
3) Bunch of GWF tooltips needs a typo FIX, like https://forum.arcgames.com/neverwinter/discussion/1221876/steel-grace-resolve
4) Mark mechanic should be declared as a mechanic OFFICIALLY (Like GF Mark):
Dead🔪Shadowborn - This feat states that it is buffing our next attack, however any damage is calculated as the next attack including at will hits, Bleed ticks or Smoke Bomb ticks. Due to this it is wasted most of the time.
Smoke Bomb (SB) - This power does NOT proc weapon enchantments, and does NOT grant Combat Advantage against enemies under control from it. Also, it’s buggy with its interactions with Feytouched. Sometimes it will proc the +18% damage, and sometimes not. Also, it is buggy when dealing damage to test dummies as it stops hitting them altogether after a short time.
Impossible to Catch (ITC) - If struck as it is enabled or if pressed in conjunction with a dodge, ITC will fail to work although it will go on cool down.
Shadow of Demise (SoD) - This capstone in Executioner tree doesn't register the owner correctly. If more than one TR applies SoD to the same target only one TR gets the credit for the damage. Also, during the SoD 6 seconds up time, some damage is not calculated in. For example, weapon enchantment except Vorpal and damage from Aura of Courage.
She Looked Lvl 18
Here is my Blog
1. BUG: Guild bank deposit issue
2. Mail editor is extremely unfriendly.
3. Respec tokens should be changed to infinite respec for a day
4. https://www.arcgames.com/en/forums/neverwinter#/discussion/1208222/bugs-in-message-filtering-in-chat-and-in-other-places
5. And for the module 12: server-side lag when a big number of enemies simultaneously agro on a player causes character death (aka pinned by agro-lag). This most often happens with batiri or compy mobs, when 2-3 groups of monsters agro all at once but due to the computational/networking lag in that case player does not notices the attack until he is rubber-banded back to the place where he was dismounted and finds himself killed by a huge surrounding crowd of enemies.
2. Primal Ring 1% bonus not stacking if you have 2 rings.
3. Villain's Menace does nothing if it follows encounters too quickly, and yet uses up the AP.
4. Legendary Bonus not consistently applying
5. Stuck in combat crouch mode too long after fight, prevents mounting (performs mount attack instead)
6. Knight's Valor gets stuck in ON position, even though it looks off. Must remove the encounter to turn off (annoying when you have to interact with anything [F gates or chest], and sometimes when you are out of dungeons/skirmishes [PE with KV on and it looks off to the player]
Guild--And the Imaginary Friends
Path of the Blade itself literally procs no weapon enchants, not even Vorpal Critical Severity or Feytouched buff.