1 - The shortcut keys for my TR are 7 (artifact) 3 4 5 6 (mount), while my HR is 3 (artifact) 4 5 6 7 (mount). Would be nice if they were the same. Note: TR was made before Caturday, HR made after Sharandar (I think).
3 - Chult hunt items do not stack, and worse, are unique. So you can't carry 2 Trex fangs for example. That can't be working as intended.
1. You can change the keybinds in the options ESC > Options >Gameplay > Keybinds
The boat exit in Mantol-Derith has always been extremely difficult to access, as are the boat portals in Port Nyancat Yes, some players think its hilarious to stand in the way, but even when no one is there its hard to get positioned correctly to use it
Storm Spell: Sometimes when it procs on the hit from DOT like Opressive Force, Icy Terrain or Conduit of Ice, it deals much less damage than the other storm spell hits. I'm not quite sure what causes it to deal less damage, https://pasteboard.co/GMSO8Hpj.png All I did was cast Condiut of Ice once.
Storm Spell Off Hand Bonus: Does not adjust to the rank of storm spell, it always uses rank 1 even when the CW has rank 4. Also when it procs on a storm spell hit it will, the additional storm spell strike causes the original to deal less damage because it overwrites it. It does not deal a second strike because there was no first.
CW Teleport: There seems to be a slight pause at the end teleport. Could you please remove it?
Hey everyone,
I've seen a bunch of reports on both Storm Spell and the Control Wizard teleport, so I wanted to chime in here for a minute. Starting with Storm Spell, there were a couple of weird interactions going on here that should now be fixed.
Storm Spell: Should no longer deal reduced damage on ticks (other than the first) for Icy Terrain, Sudden Storm, Conduit of Ice, and Oppressive Force. (The actual problem here was on Storm Spell itself so, if there were other powers with this problem, they're probably fixed as well)
Storm Spell Artifact Off-hand Bonus: The damage done via this bonus should now correctly scale with your current rank of Storm Spell.
Other notes on Storm Spell: The Artifact Off-hand bonus can critically strike, while the base power cannot. This isn't intended, but it's not something I'm going to take away until we can review CW damage. Another thing mentioned was the Storm Spell Artifact bonus working a bit differently than the tooltip states. The intention is for Storm Spell to have a separate 5% chance on crit to proc a lightning strike. This means that you could get 2 strikes on the same hit, or one could proc without the other. I understand that the tooltip may be confusing, so we may take a look at that.
As for Teleport, the weird rubber-band / stay in place ending has been a common complaint, but I think we finally got it. The Teleport power should feel much better to use and shouldn't hold you in place for an extended period of time afterwards!
One last thing for Teleport... (I noticed this while investigating the problems mentioned above) It looks like Teleport required more stamina than you needed to activate the dodge, meaning you couldn't use your shift power even if you had enough stamina to do so while under a certain threshold. This should now also be fixed.
Infiltrators action is multiproccing on bloodbath. This in combination with the offhand features causes multiple buffs. Invisible infiltrator is also multiproccing causing a similar scenario. SoD damage is calculating all damage done to a target, whether the target took the damage or not, and dealing piercing damage to that target based on potential damage, not actual damage taken. This makes dodging the initial damage or using immunity frames a moot point.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
Bullcharge when timed almost simultaneously with ITC can prone the TR while placing ITC on CD with no effects from the ITC. Other forms of CC can also cause this issue, causing ITC to go on CD while receiving none of the benefits.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
CW Mirage weapons proc feats in CW paragon Trees without interaction from CW. The Mirages causing damage proc these feats independent of player action.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
Boon Cold Shoulder has no ICD, causing small DoTs to become completely ineffectual. Especially against classes/paragon paths like SW, Trapper, DPS DC's. It needs an ICD to make these powers viable.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
The shortcut keys for my TR are 7 (artifact) 3 4 5 6 (mount), while my HR is 3 (artifact) 4 5 6 7 (mount). Would be nice if they were the same. Note: TR was made before Caturday, HR made after Sharandar (I think).
@josephskyrim When artifacts were added to the game, they changed the default hotkeying for new characters but didn't change the setup for existing characters and just added the artifact to 7. If you want them to be the same, you can manually rebind the keys in your options, or you can follow a guide to setting up aliases to make a template for your entire account.
Thanks Becky and aerthyn71! I'll go look around for that tinkering option.
CW at wills that require charging such as Storm Pillar and Scorching burst cause the CW to get caught in animation if target is killed or moves out of range. Player is stuck until using another encounter or teleporting to resolve issue.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
Popping wheel of elements on all classes causes a "pause" where player must remain still for a short duration while coded animation of wheel completes. Then player can move and select the proper element.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
7
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Gate out of Cold Run can only be interacted with by one player at a time.
When fighting Druffi in FBI if hiding behind a "wall of ice" that Druffi created to avoid damage from "Winter's Demise", I believe the power is called, you will die if the ice is too close to any wall. This means if Druffi placed ice next to the walls (even those that do not do damage that have no ice on them) you will die even if playing the mechanic properly. You take damage from hitting the wall and it kills you as though you stood in front of the actual mechanic without an ice shield. Easily repeatable.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
Deflect allows you to also deflect the CC associated with the ability decreasing or completely nullifying its effect. It allows for control resist through stats that are naturally given to certain classes and benefits them more than defense does for classes that rely on that stat innately.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
I just remembered two additional bugs in chult area that are pretty annoying. One is that companions enter a death-loop while crossing those "vegetation bridges", forcing players to resummon. Another one is involving TRex in conjunction with soulforged enchantment, when he charges you and kills you, soulforge enchantment brings you back only to instantly die again. I am using lesser soulforged, if that may have a significance.
Storm Spell: Sometimes when it procs on the hit from DOT like Opressive Force, Icy Terrain or Conduit of Ice, it deals much less damage than the other storm spell hits. I'm not quite sure what causes it to deal less damage, https://pasteboard.co/GMSO8Hpj.png All I did was cast Condiut of Ice once.
Storm Spell Off Hand Bonus: Does not adjust to the rank of storm spell, it always uses rank 1 even when the CW has rank 4. Also when it procs on a storm spell hit it will, the additional storm spell strike causes the original to deal less damage because it overwrites it. It does not deal a second strike because there was no first.
CW Teleport: There seems to be a slight pause at the end teleport. Could you please remove it?
Hey everyone,
I've seen a bunch of reports on both Storm Spell and the Control Wizard teleport, so I wanted to chime in here for a minute. Starting with Storm Spell, there were a couple of weird interactions going on here that should now be fixed.
Storm Spell: Should no longer deal reduced damage on ticks (other than the first) for Icy Terrain, Sudden Storm, Conduit of Ice, and Oppressive Force. (The actual problem here was on Storm Spell itself so, if there were other powers with this problem, they're probably fixed as well)
Storm Spell Artifact Off-hand Bonus: The damage done via this bonus should now correctly scale with your current rank of Storm Spell.
Other notes on Storm Spell: The Artifact Off-hand bonus can critically strike, while the base power cannot. This isn't intended, but it's not something I'm going to take away until we can review CW damage. Another thing mentioned was the Storm Spell Artifact bonus working a bit differently than the tooltip states. The intention is for Storm Spell to have a separate 5% chance on crit to proc a lightning strike. This means that you could get 2 strikes on the same hit, or one could proc without the other. I understand that the tooltip may be confusing, so we may take a look at that.
As for Teleport, the weird rubber-band / stay in place ending has been a common complaint, but I think we finally got it. The Teleport power should feel much better to use and shouldn't hold you in place for an extended period of time afterwards!
One last thing for Teleport... (I noticed this while investigating the problems mentioned above) It looks like Teleport required more stamina than you needed to activate the dodge, meaning you couldn't use your shift power even if you had enough stamina to do so while under a certain threshold. This should now also be fixed.
GWF sigil and Heart of the Dragon artifacts may be animation cancelled or intentionally missed to continuously use the artificer's persuasion buff without putting the artifact on cooldown.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
Comments
3. This is WAI I'm afraid
Yes, some players think its hilarious to stand in the way, but even when no one is there its hard to get positioned correctly to use it
I've seen a bunch of reports on both Storm Spell and the Control Wizard teleport, so I wanted to chime in here for a minute. Starting with Storm Spell, there were a couple of weird interactions going on here that should now be fixed.
Storm Spell: Should no longer deal reduced damage on ticks (other than the first) for Icy Terrain, Sudden Storm, Conduit of Ice, and Oppressive Force. (The actual problem here was on Storm Spell itself so, if there were other powers with this problem, they're probably fixed as well)
Storm Spell Artifact Off-hand Bonus: The damage done via this bonus should now correctly scale with your current rank of Storm Spell.
Other notes on Storm Spell:
The Artifact Off-hand bonus can critically strike, while the base power cannot. This isn't intended, but it's not something I'm going to take away until we can review CW damage.
Another thing mentioned was the Storm Spell Artifact bonus working a bit differently than the tooltip states. The intention is for Storm Spell to have a separate 5% chance on crit to proc a lightning strike. This means that you could get 2 strikes on the same hit, or one could proc without the other. I understand that the tooltip may be confusing, so we may take a look at that.
As for Teleport, the weird rubber-band / stay in place ending has been a common complaint, but I think we finally got it. The Teleport power should feel much better to use and shouldn't hold you in place for an extended period of time afterwards!
One last thing for Teleport... (I noticed this while investigating the problems mentioned above) It looks like Teleport required more stamina than you needed to activate the dodge, meaning you couldn't use your shift power even if you had enough stamina to do so while under a certain threshold. This should now also be fixed.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
One is that companions enter a death-loop while crossing those "vegetation bridges", forcing players to resummon.
Another one is involving TRex in conjunction with soulforged enchantment, when he charges you and kills you, soulforge enchantment brings you back only to instantly die again. I am using lesser soulforged, if that may have a significance.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]