T9G: If someone falls from the platform at the last boss and die, and respawn before they hit the ground, they will respawn dead. Respawning again there will send them back to the trap room with NPCs.
Prophecy of Maddness Skirmish* phase timer doesn't reset for phase 2 if you reach gold in phase 1. This only happens in one of the PoM versions. This makes phase 2 unwinnable.
Found and fixed the issue here so the skirmish will properly progress
Awesome! Any chance of fixing the similar-but-opposite problem of Demogorgon Does Not Advance Stage 1 When You Reach Gold?
Prophecy of Maddness Skirmish* phase timer doesn't reset for phase 2 if you reach gold in phase 1. This only happens in one of the PoM versions. This makes phase 2 unwinnable.
Found and fixed the issue here so the skirmish will properly progress
Awesome! Any chance of fixing the similar-but-opposite problem of Demogorgon Does Not Advance Stage 1 When You Reach Gold?
On preview, all bosses dropped Ultimate ench. stones. Now they only drop in chests. They're way too expensive atm - over 1 million a piece. Considering we need 87 of them for everything... Fix the drop chance on bosses, make both chests have a chance to drop 'em. Otherwise we're looking at 80-90 million AD investment JUST for ench. stones. That's stupid.
Point 1: Yes, the bonus will hit enemies around the target and the target itself. In fact, if you test it on dummies, it usually hits 3 of them.
Point 2: Yes, the Bloodthirst bonus hits every 2 sec for 10 seconds.
However, the problem is the scaling. The active bonus is said to be 5x the dmg to targets. However, when I hit the target AND crit for an at will swipe of 50,000, the Lightfoot bonus kicks on and maximizes out at a whopping total of 46 dmg. Yes, that is right. 46. not 460, 4600.... 46. It will tick 5 times and then disappear. It is a non-crit number tick (yellow).
So, there is something wrong with the 5xbonus and a cap that will not let it go above.
OK, I took a look at this one, and what happened was its active bonus (along with the Renegade Evoker's) had been inadvertently lowered as a side-effect of the Great Item Level Rescaling a couple modules back. I fixed that, and both of those ACBs should be doing what they were before (about 4x as much damage).
Also, I tried to make the tooltip a bit clearer. Two points of confusion that have come up here: * The "level based damage" is based on your level, not the thief's. * The numbers in the tooltip saying "2x" damage or "5x" damage or whatever is meant to be relative to other pet qualities. In other words, you'll get damage equal to (base)/(base x 2)/(base x 3)/(base x5) depending on whether the pet is white, green, blue or purple.
Ideally, the tooltip would show you the actual amount of damage, but unfortunately there appears to be a software bug preventing the tooltip logic from displaying that number properly for this particular active bonus. I filed a software request to get that fixed, but in the meantime the tooltip tries to at least say in general terms what's going on.
I know it's kind of old but demogorgon has been around for two mods and we still have to sit around for 2+ minutes after reaching gold in the first phase. Is it possible to have the first phase end when gold is reached?
Demogorgen(master and normal): 1st phase) if you reach gold you have to wait the 5 minute timer out till the end. 2nd phase) If you kill Goristro too quickly and he dies before Silver Award is given he will not grant you Gold Award.
In demogorgon round 1 the timer keeps running out even after you reach gold, then you just need to sit around for 2 mins waiting for it to run out.
Also in round 2 Goristro is bugged where you don't always get credit for killing him. I know this is a well known bug but am not sure if anyone knows the cause or is able to repeat it well.
Demogorgon Trial. Demogorgon First Phase QoL request, pls have the game move on to the second phase once Gold has been reached. As someone who mains a tank it's irritating to tango with him for 2 minutes when the objective has already been reached.
Demogorgon needs to be changed the waiting time after you finish getting gold on phase 1 is uncallled for and pure waste of our time to wait for nothing if we get gold then that should be it move on to next phase same like the skirmishes the waiting time is kinda dumb to say the least and underdark rings aren't even that good to end game players anymore just a secondary choice so yeah i think this should be adressed by devs in future
> @dominious12 said: > Bane no longer shows a countdown to the next time you will regain a charge. Not sure if other multiple-charge powers now have the same issue.
Confirmed same with griffin's Wrath for gf, no countdown visible.
I know it's kind of old but demogorgon has been around for two mods and we still have to sit around for 2+ minutes after reaching gold in the first phase. Is it possible to have the first phase end when gold is reached?
Demogorgen(master and normal): 1st phase) if you reach gold you have to wait the 5 minute timer out till the end. 2nd phase) If you kill Goristro too quickly and he dies before Silver Award is given he will not grant you Gold Award.
In demogorgon round 1 the timer keeps running out even after you reach gold, then you just need to sit around for 2 mins waiting for it to run out.
Also in round 2 Goristro is bugged where you don't always get credit for killing him. I know this is a well known bug but am not sure if anyone knows the cause or is able to repeat it well.
Demogorgon Trial. Demogorgon First Phase QoL request, pls have the game move on to the second phase once Gold has been reached. As someone who mains a tank it's irritating to tango with him for 2 minutes when the objective has already been reached.
Got another annoying bug that really pesters me, and probably everyone else who has experienced this.
Bug: When buying items in the Vault of Piety both Ardent of Favor and Celestial Synergy, the game often bugs out and denies you access to buying anything. Even though you have the sufficient amount of currency provided. You have to usually quit the game all together and fully restart it for you to purchase anything.
Here is a video where I spam the A button showing you what I mean.
When fighting the Dragon Turtle, companions that teleport behind enemies will no longer teleport behind the Dragon Turtle. Here are the specific companions that got the 'look where you are going' lecture. "Mercenary Lightfoot Thief Blink Dog Phase Spider Shadow Demon Owl Xuna" If there are other bosses or fights that you notice these pets having issues with, let me know and I'll get them setup for this as well.
Awesome, does this apply to player powers as well? It is possible to jump through the dragon turtle using Slasher's Mark (HR) daily. I'd imagine this is true for Deft Strike (TR) and Mighty Leap (GWF) also.
#2 is another one for crypticmapolis: Ilyanbruen Armor (bought in Sharandar Store) is massively clipping through left shoulders and right leg on a female Wood Elf HR. (Medium weight, but don't tell anybody!)
#3 Bronzewood weapon enchantment is dealing X % weapon damage as Arcane damage, opposed to all other enchantments dealing X % damage with your powers. This is still not bringing the Bronzewood in line with other enchantments (like Frost). On a 300,000 critical Aimed Shot I deal like 1,500 Arcane damage. *duh*
Blue level 70 gear you get from leveling dungeons' final chest (which a lot of people will run now since it's the only thing they can run) doesn't break into RP nor can you salvage it which makes it all but useless. Either let it salvage or let it be used in refining.
I've investigated the issue and made some progress. I'm still uncertain why quick releasing is causing immediate death, but if this does happen to you, you will now respawn at the correct point; in front of the disc that takes you back to Ras Nsi.
I don't know if the fall is a texture that goes up, or indeed there is a movement down, if it's actual some movement, then it can be similar to how once there were campfire exploits where people jumped to their death from selected spots to end up at a forward campfire. The resurrection system puts (or used to) to the closest unlocked (now it's unlocked) campfire to your death, so if while falling down a person release or end up closer / passing near the early campfire, it maybe registering that one instead the one at the top.
October has not ended. Has not it? Thus another feedback.
When items like identification scrolls, marks, or wards are used from inventory, they should pick most bound item first by default character bound/account bound/unbound.
They do. Do you have a specific example of an item that doesn't? Or a series of commands (or button presses) that lead to the wrong one being used?
When I use GMOPs it doesn't use the BoC ones but the BoE. I have to put the BoE ones on bank/mail to correctly use the unsellables.
It matters what order they are in your inventory if you have a mix. I don't actually have access to preview atm, but try placing the more bound ones to the left, then to the right in the bag and I think you'll get different results.
The last one is used from inventory in my tests (left to right/top to down). I do not remember order for bank (whether it is first or last), so you need to use shared bank slots to be safe, since some refinement items are picked from character bank as well.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
On preview, all bosses dropped Ultimate ench. stones. Now they only drop in chests. They're way too expensive atm - over 1 million a piece. Considering we need 87 of them for everything... Fix the drop chance on bosses, make both chests have a chance to drop 'em. Otherwise we're looking at 80-90 million AD investment JUST for ench. stones. That's stupid.
Based on my (rather limited) data set, I estimate the drop chance from the chests to be something like 10%. Is that consistent with what others are seeing? I would have liked it a bit higher - 10% means 6-7 months of ToNG farming just to get stones for a single character.
On preview, all bosses dropped Ultimate ench. stones. Now they only drop in chests. They're way too expensive atm - over 1 million a piece. Considering we need 87 of them for everything... Fix the drop chance on bosses, make both chests have a chance to drop 'em. Otherwise we're looking at 80-90 million AD investment JUST for ench. stones. That's stupid.
Based on my (rather limited) data set, I estimate the drop chance from the chests to be something like 10%. Is that consistent with what others are seeing? I would have liked it a bit higher - 10% means 6-7 months of ToNG farming just to get stones for a single character.
It's lower. Like, waaaaay lower. I know people who did about 30-35 runs, nothing. To make the droprate make sense, every boss and both chests in TNG should have 10-20% chance (so basically guaranteed at least 1 over 2 runs).
Edit: with the current price of 1.685 mil AD per ench stone, that's 147 MILLION AD just there.
> @bicyclops#3731 said: > 5. Tomb - falling at last boss can cause a player to respawn at an early campfire instead of the one near the boss start. > > I second what @micky1p00 stated as one of my teammates respawned at the other side of the galaxy after falling at last boss. > > > T9G: If someone falls from the platform at the last boss and die, and respawn before they hit the ground, they will respawn dead. Respawning again there will send them back to the trap room with NPCs. > > @micky1p00m, @jaime4312, @cilginordek, @beckylunatic, @blur, @ravenskya, @jumpingmorks, @lowjohn, @araxelven, @vaness12378, @meirami - I've investigated the issue and made some progress. I'm still uncertain why quick releasing is causing immediate death, but if this does happen to you, you will now respawn at the correct point; in front of the disc that takes you back to Ras Nsi.
Wow, I'm stunned, I was absolutely convinced that this was an intended feature. How come could the rest of the group join the stranded player there? And why would you respawn there to begin with? There's no firecamp at the spot the fallen player gets to. And why would rescuing the player mysteriously "fix" the bug?
I'm happy to see this gone but I'm still doubtful about it being a bug.
> 5. Tomb - falling at last boss can cause a player to respawn at an early campfire instead of the one near the boss start.
>
> I second what @micky1p00 stated as one of my teammates respawned at the other side of the galaxy after falling at last boss.
>
>
> T9G: If someone falls from the platform at the last boss and die, and respawn before they hit the ground, they will respawn dead. Respawning again there will send them back to the trap room with NPCs.
Wow, I'm stunned, I was absolutely convinced that this was an intended feature. How come could the rest of the group join the stranded player there? And why would you respawn there to begin with? There's no firecamp at the spot the fallen player gets to. And why would rescuing the player mysteriously "fix" the bug?
I'm happy to see this gone I'm still doubtful about it being a bug.
It was the failure result of a trap. It was acting as if you walked past a trap without solving it. On top of that, if you took long enough, the mobs would respawn and pull you back to the trap yet again.
HR Bug introduced after swords of chult launch: no recharge countdown timer on Cordon of Arrows anymore. I cannot see when I will next gain one of the (up to 3) charges.
HR Bug introduced after swords of chult launch: no recharge countdown timer on Cordon of Arrows anymore. I cannot see when I will next gain one of the (up to 3) charges.
Exact same bug on GWF Hidden Daggers, cooldown is invisible for the different charges
I have a feeling that bonding runestones do not work properly. I did not notice any change in stats upgrading two of them to the 13th lvl. Even feels like stats got worse. Experimented with companion's enchantments. Replaced 12th Brutal with 12th Azure. Which is 420 > 700 of pet's crit stat (the changes are visible at companion chart). But I have in both cases 23 857 under Companion's gift. Is there a cap? Tried to do the same in character's gear - works fine.
Can we have our panties back? Our swimsuit bottoms from the summer event suddenly have cover ups on them (BOOO!) They are the only way to have attractive shoes while doing a Naked FBI.
I want to be able to dye my burlap undergarments since I can't change them.
Also - there is a serious lack of attractive foot ware, a guild shoe store would be nice, though that's more of a QOL thing.
Founding Member of "Wrong Side of the Stronghold" Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
I've recently tried Tomb of the Nine Gods on CW and both Sudden Storm and Icy Terrain have problems hitting the Defiant Souls. Both of these powers are known to be problematic on different types of terrain. Another example is Icy Terrain does not give Action Points when the terrain isn't flat. I'd appreciate a fix to both Sudden Storm and Icy Terrain being able to hit souls. This will make the last boss fight in Tomb of the Nine Gods a bit easier for us wizards. There are probably more enemies these powers cannot hit, these are just the noticeable ones.
Also a to add to the multiple charges cooldown problem, Ray of Enfeeblement (on Mastery) doesn't show its cooldown either.
Comments
Fix the drop chance on bosses, make both chests have a chance to drop 'em. Otherwise we're looking at 80-90 million AD investment JUST for ench. stones. That's stupid.
Also, I tried to make the tooltip a bit clearer. Two points of confusion that have come up here:
* The "level based damage" is based on your level, not the thief's.
* The numbers in the tooltip saying "2x" damage or "5x" damage or whatever is meant to be relative to other pet qualities. In other words, you'll get damage equal to (base)/(base x 2)/(base x 3)/(base x5) depending on whether the pet is white, green, blue or purple.
Ideally, the tooltip would show you the actual amount of damage, but unfortunately there appears to be a software bug preventing the tooltip logic from displaying that number properly for this particular active bonus. I filed a software request to get that fixed, but in the meantime the tooltip tries to at least say in general terms what's going on.
Despite the boss' attacks hitting you, Combat Superiority is not placed on Withers.
(If it actually is applied, then the Combat Superiority icon doesn't actually appear on the boss' debuff bar).
Addressed! The first phase will advance as soon as Gold is achieved. Taking a look at the Goristro Gold reward issue next.
> Bane no longer shows a countdown to the next time you will regain a charge. Not sure if other multiple-charge powers now have the same issue.
Confirmed same with griffin's Wrath for gf, no countdown visible.
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
Bug: When buying items in the Vault of Piety both Ardent of Favor and Celestial Synergy, the game often bugs out and denies you access to buying anything. Even though you have the sufficient amount of currency provided. You have to usually quit the game all together and fully restart it for you to purchase anything.
Here is a video where I spam the A button showing you what I mean.
https://xboxclips.com/The+Guiido/9e09e9cf-3258-477f-ba99-22b0c7f92904
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
#2 is another one for crypticmapolis: Ilyanbruen Armor (bought in Sharandar Store) is massively clipping through left shoulders and right leg on a female Wood Elf HR. (Medium weight, but don't tell anybody!)
#3 Bronzewood weapon enchantment is dealing X % weapon damage as Arcane damage, opposed to all other enchantments dealing X % damage with your powers. This is still not bringing the Bronzewood in line with other enchantments (like Frost). On a 300,000 critical Aimed Shot I deal like 1,500 Arcane damage. *duh*
1.Tyranical Curse does not effect Trex, KOS heroic, TO9G bosses(was told), and hunt bosses. It just consumes the TC and you just waste it.
2. Crabs in Chult can't be marked by Warlocks.
The resurrection system puts (or used to) to the closest unlocked (now it's unlocked) campfire to your death, so if while falling down a person release or end up closer / passing near the early campfire, it maybe registering that one instead the one at the top.
(just guessing here, but maybe it will help)
Edit: with the current price of 1.685 mil AD per ench stone, that's 147 MILLION AD just there.
> 5. Tomb - falling at last boss can cause a player to respawn at an early campfire instead of the one near the boss start.
>
> I second what @micky1p00 stated as one of my teammates respawned at the other side of the galaxy after falling at last boss.
>
>
> T9G: If someone falls from the platform at the last boss and die, and respawn before they hit the ground, they will respawn dead. Respawning again there will send them back to the trap room with NPCs.
>
> @micky1p00m, @jaime4312, @cilginordek, @beckylunatic, @blur, @ravenskya, @jumpingmorks, @lowjohn, @araxelven, @vaness12378, @meirami - I've investigated the issue and made some progress. I'm still uncertain why quick releasing is causing immediate death, but if this does happen to you, you will now respawn at the correct point; in front of the disc that takes you back to Ras Nsi.
Wow, I'm stunned, I was absolutely convinced that this was an intended feature. How come could the rest of the group join the stranded player there? And why would you respawn there to begin with? There's no firecamp at the spot the fallen player gets to. And why would rescuing the player mysteriously "fix" the bug?
I'm happy to see this gone but I'm still doubtful about it being a bug.
Signature [WIP] - tyvm John
I did not notice any change in stats upgrading two of them to the 13th lvl. Even feels like stats got worse.
Experimented with companion's enchantments. Replaced 12th Brutal with 12th Azure. Which is 420 > 700 of pet's crit stat (the changes are visible at companion chart). But I have in both cases 23 857 under Companion's gift. Is there a cap?
Tried to do the same in character's gear - works fine.
I want to be able to dye my burlap undergarments since I can't change them.
Also - there is a serious lack of attractive foot ware, a guild shoe store would be nice, though that's more of a QOL thing.
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
Also a to add to the multiple charges cooldown problem, Ray of Enfeeblement (on Mastery) doesn't show its cooldown either.