However, if something is confusing or doesn't make sense, or if a power does something important but the tooltip doesn't mention it, those are things we want to fix, whether they are technically bugs or not.
Does this mean you can please, please, finally, remove the lie in the tooltip for Daring Shout that claims it stops working when you're attacked? This has been the bane of people trying to explain how to play GWF to new players for literally years, because every single new GWF I encounter tells me they don't use it because they think it doesn't work when solo. I believed this when I was a new player, and so did everyone else.
It is also either a lie or just poorly communicated how the damage resistance buff on yourself from Daring Shout works. It doesn't seem to depend on how "powerful" the target is, only how many targets you hit at once.
The same goes for all the GWF at-wills that say they do less damage the more enemies you hit. This hasn't been the case for years.
There is an ambient file with an ~15 second loop of a male voice in almost every map in the game who says something like "waking up". The environments in which I have heard the voice there is no one visible onscreen in range who could say such a thing (eg. Batiri Camp in Chult is my most recent discovery of the loop).
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.
Will it be fixed for other cases too with that fix?
I need some more specifics for this. When you say AOEs is it all types of AOEs? Can you give an example that is not daunting light and a place I can reproduce this for confirmation?
These bushes act as real walls. If you are outside, any AoE ability even if it overlaps with the enemy will not damage them (similar to trying to attack the Avatar of Orcus from outside the arena). Even if you use Hallowed Ground outside the bush and then walk into the bush, you do not get the buff, since you are trying to buff someone through a wall. You cannot get line of sight to these enemies without going into the bush, and often times you cannot get line of sight on them even when side the bush, since the bushes can overlap and the "walls" are invisible.
The most notable offending bushes exist in the Chultan temples, including patrol missions. There are some near the Bottled Terror (Fang of Dendar) fight and there are some near the Arachne fight. Most enemies can continue attacking you while inside walls, making this bug particularly deadly for newbies.
Tank and Defender companions can steal aggro from BIS Paladins using all the threat building encounters and at wills. This has been easily repeatable. Companions should not vie for aggro with a Tank present in the group. Nor should it be able to so easily build more aggro on the invisible, unmeasurable, incalculable threat table.
This is due to an undocumented taunt skill which steals aggro regardless of threat-levels. I agree that this is extremely problematic as soon as you have a real tank in your group and pretty much makes using any defender companion a bad idea. This skill needs to be replaced by some kind of threat generation buff. However, it isn't, stricto sensu, a bug.
Totally legit feedback, and definitely fair game for this thread.
As an aside: Don't worry too much about exactly what counts as a "bug". The important thing is "easy to fix". Part of "easy to fix" is "easy to decide we *want* to fix", so lots of class balance suggestions fail here -- the actual change might be easy, but deciding to make it is part of a bigger picture. However, if something is confusing or doesn't make sense, or if a power does something important but the tooltip doesn't mention it, those are things we want to fix, whether they are technically bugs or not.
But back to the main point -- we need more detail! What companions are stealing aggro? Can you tell us which power is doing it? At very least, we can add a note to the power warning people it will do that (easy fix). Or are these powers that say they are stealing aggro, but people don't like that (now the fix is less clear -- people like taunting pets for solo play -- should we rework them so they still taunt, but not so much? Should we somehow "turn them off" in group play? This is probably something we wouldn't tackle this month, and instead would file away as feedback for later.)
I've tried to find the name of the taunt but, if I understand correctly, it doesn't appear on the combat log since it doesn't do damage.
You can start with a young yeti but any companion with the "Defender" tag can steal aggro. They also are immune, or at least highly resistant, to AoE damage which is fine but also not referenced anywhere.
While you are looking at this, could it be possible to make bonding runestones proc on companion abilities which do not deal damage (healing and control skills) ? Many companions are never used because they can't proc bondings, just like defenders aren't used because they steal aggro.
There is a male voice in almost every map in the game as an ambient file with an ~15 second loop who says something like "waking up". In many if not most of the environments in which I have heard the voice there is no one visible onscreen in range who could say such a thing (eg. Batiri Camp in Chult is my most recent discovery of the loop).
Did you get a new companion recently?
Some of them can be very annoying. The crab for example makes some noise every 2 seconds. It's unbearable.
While you are looking at this, could it be possible to make bonding runestones proc on companion abilities which do not deal damage (healing and control skills) ? Many companions are never used because they can't proc bondings, just like defenders aren't used because they steal aggro.
My understanding was that that had been fixed/changed a while back already, but that the remaining disparity is that such companions don't proc Protector's Friendship/Camaraderie.
1
checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
Example of an AOE ability that cannot hit mobs based on 'barriers' in chult:
Example 1: In the instance where I need to clear the shore of mobs, near the entrance to the cave, one of the pirates gets is on the other side of the table. I hit Villain's Menace. No damage done to the pirate ON the other side of the table. It is a table. And yet it gives perfect protection.
Example 2: At the Arachne hunt location, there is a witch doctor that is positioned on top of a a pile of treasure next to a fallen tree. The rest of the mob is scattered about. I can kill the other mob easily, but I have to figure out a way to move into wherer the witch doctor is, and be right next to it, before anything will hit.
And yet, fallen logs and bushes don't prevent mobs from reacting to my aggro.
For example, in the Baltiri area, there is a place where 1 mob is divided by a log. I attack on one side of the log, to help the scout, but the mob on the other side aggros (where a shaman is). The Shaman can heal all the mobs on the other side of the log, but my attacks do nothing against it, unless I go to the other side and kill it).
Tank and Defender companions can steal aggro from BIS Paladins using all the threat building encounters and at wills. This has been easily repeatable. Companions should not vie for aggro with a Tank present in the group. Nor should it be able to so easily build more aggro on the invisible, unmeasurable, incalculable threat table.
This is due to an undocumented taunt skill which steals aggro regardless of threat-levels. I agree that this is extremely problematic as soon as you have a real tank in your group and pretty much makes using any defender companion a bad idea. This skill needs to be replaced by some kind of threat generation buff. However, it isn't, stricto sensu, a bug.
Totally legit feedback, and definitely fair game for this thread.
As an aside: Don't worry too much about exactly what counts as a "bug". The important thing is "easy to fix". Part of "easy to fix" is "easy to decide we *want* to fix", so lots of class balance suggestions fail here -- the actual change might be easy, but deciding to make it is part of a bigger picture. However, if something is confusing or doesn't make sense, or if a power does something important but the tooltip doesn't mention it, those are things we want to fix, whether they are technically bugs or not.
But back to the main point -- we need more detail! What companions are stealing aggro? Can you tell us which power is doing it? At very least, we can add a note to the power warning people it will do that (easy fix). Or are these powers that say they are stealing aggro, but people don't like that (now the fix is less clear -- people like taunting pets for solo play -- should we rework them so they still taunt, but not so much? Should we somehow "turn them off" in group play? This is probably something we wouldn't tackle this month, and instead would file away as feedback for later.)
OMG so excited you are looking at this!
Golden. Freaking. Lion.
What a great pet, but every tank hates them in a party, and not just because they are blindingly bright
Put on your Pally Pants and give him a Lion, then stand on the other side of a boss and try to maintain aggro
Every time he roars, the boss will turn... it's a force taunt, and as someone already said, all Defender type pets can and will force taunt, making them persona non grata in any group play
This same force taunt is what makes them an awesome sidekick for soloing, though, so if you could turn it off when in a party, you would have really solved the heck out of a major problem
While your at it, could you look into turning off blowbacks and pushes while in an HE? Or maybe just turn the players that use them in group play off?
kinda j/k
5
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
if multiple player are using air archons boss fight can be a pain on my op, so i go right away to use relentless avenger to keep aggro on me.
lazaroth666Member, NW M9 PlaytestPosts: 1,332Arc User
If any dev could answer the following, we would appreciate it a lot so we can stop asking again and again.
Now that Pillar of Power and Slam are able to crit, can you please take a look to the GWF feat Deep Gash or in the worst scenario, explain why it shouldn't crit?
Any word about the feat Mighty Blade not affecting most encounter powers described as 'cone' or 'cylinder'? Are these not considered as AoE too?
But back to the main point -- we need more detail! What companions are stealing aggro? Can you tell us which power is doing it? At very least, we can add a note to the power warning people it will do that (easy fix). Or are these powers that say they are stealing aggro, but people don't like that (now the fix is less clear -- people like taunting pets for solo play -- should we rework them so they still taunt, but not so much? Should we somehow "turn them off" in group play? This is probably something we wouldn't tackle this month, and instead would file away as feedback for later.)
Dancing Shield has a hard taunt. Pretty much all defender companions do.
You still need to fix campfires, the one before the second boss of MSP don't let you change from loadout.
I've replaced all old Respawn fires with updated versions that have the loadout changer volume, in both MSP and classic SPC. May have also added a mimic or two... Fix will be in an upcoming module. Cheers!
Go ahead, click on the chest...
12
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Body Paint Fashion is considered a Fashion Hat, instead of Upper Body.
Not entirely sure if this was intentional, but i've always wanted to wear "body" paint on my character but couldn't because I wear a mask on my fashion. Could possible options be looked into for people who wear stuff on their head?
Designed this way intentionally, to be worn with the South Seas fashion, but also show up with various other fashions that show bare arms and so forth. Optimally, more body paint fashions would be created that use the torso slot and can be worn with a conventional hat or mask.
But back to the main point -- we need more detail! What companions are stealing aggro? Can you tell us which power is doing it? At very least, we can add a note to the power warning people it will do that (easy fix). Or are these powers that say they are stealing aggro, but people don't like that (now the fix is less clear -- people like taunting pets for solo play -- should we rework them so they still taunt, but not so much? Should we somehow "turn them off" in group play? This is probably something we wouldn't tackle this month, and instead would file away as feedback for later.)
Dancing Shield has a hard taunt. Pretty much all defender companions do.
IIRC, the Rimefire Golem is one of the only defender companions that doesn't taunt, or so I've heard. I can't stand the gawdawful noise it makes so I've never ever so much as equipped one, so I can't verify.
You still need to fix campfires, the one before the second boss of MSP don't let you change from loadout.
I've replaced all old Respawn fires with updated versions that have the loadout changer volume, in both MSP and classic SPC. May have also added a mimic or two... Fix will be in an upcoming module. Cheers!
by "all" did this include the campfires at the entrances to the Chultan temples in the Soshenstar river? The campfire at the entrance to each of these doesn't allow swapping loadouts.
Signature [WIP] - tyvm John
1
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
HR: dodging after Cordon of arrows will cancel the damage but will use a charge. Instead of normal animation canceling
HR: dodging after Cordon of arrows will cancel the damage but will use a charge. Instead of normal animation canceling
This happens with most "charge" based powers. The power is completely canceled with no effect, but still consumes the charge immediately instead of waiting until after the power has actually activated to consume the charge. Healing Word and Hidden Daggers being two of the powers I tested.
I apologize for douple post. I did not see the formatting and the pages of responses did not show acknowledgement of the post (understandibly).
On XBox:
Bug: Disable Alliance Title so it doesn't over ride Guild title.
I want to promote my own guild, not whomever is at the helm. I love collecting the titles and would love to be able to use them.
Bug: Legendary Lion mount saddle disappears after summoning.
Bug: Heroics glitching out in River District. All Heroics. The enemies simply don't spawn. It makes for time and progress wasted.
Bug: Dailies in Brynn Shandar glitching out. The lure beasts doesn't spawn and you have to instance hop til you can find one not glitched.
Bug: Scrolls don't trigger on GF. I believe someone mentioned its when you are downed with your shield up.
Two Feature requests:
Feature/Feedback: TH searching for rank (enchantments) would be nice.
Feature/Feedback: Alliance. Most Alliances have grown into families. They swap Helm internally to support each other. How about making it possible to swap without having to leave the alliance and then come back? We do this weekly.
These bushes act as real walls. If you are outside, any AoE ability even if it overlaps with the enemy will not damage them [...] You cannot get line of sight to these enemies without going into the bush, and often times you cannot get line of sight on them even when side the bush, since the bushes can overlap and the "walls" are invisible.
The most notable offending bushes exist in the Chultan temples
One of the chultan temples has a small group of palm-trees and bushes at the top of a large stair-case, as the first room you encounter. (I believe it also has a nature skill node.) On that map, there sometimes spawns a skeletal archer in the bushes in the way described here. I've tried all of the CW powers I regularly slot to try to hit the skeleton and nothing hits him. His arrows, however, do hit me. I confirm that neither Icy Terrain, nor Steal Time, nor Oppressive Force will damage him. Neither can I target him with at-wills or single-target encounter powers. CW has no taunting skills, so I have to walk behind a corner where he can't shoot me to draw him out. I don't think I've tried the area-effect repel to try to push him out, but that's the only other thing I can think of.
The off-hand bonus for Terrifying Insight either turns off for a split second every so often, or is applied twice for a split second every so often. I haven't tested which one it is, but I am guessing it works just like the artifact neck/waist set bonus bug that was causing them to be applied twice for a split second.
Devoted Cleric's off-hand Artifact Power Terrifying Insight no longer double stacks.
Vampiric Embrace does not provide temp hp on my SW with Curse Consume. Not sure when it stopped providing Temp HP as it isn't a power I have used regularly. I know it works for other SWs but just not for me and some others.
Scourge Warlock's Vampiric Embrace now correctly adds Temp HP with Curse Consume.
Dragon's Thirst boon shows in the Character Sheet giving 1% more for each tier of the boon than the boon description (ie. 3/4/5% gives 4/5/6% on Character Sheet).
Tyranny of Dragon's boon Dragon's Thirst tooltip now correctly states 4/5/6%
Masterwork II waist/neck set bonus does not proc when using Bane to bless an ally on devotion OP. Bane does not benefit from cooldown reduction when "Judge" is activated.
Oathbound Paladin's Bane, when in the Devotion path, will now properly trigger encounter-based powers when targeting allies, like the Judge feat or Masterwork II Neck/Waist's Set Bonus.
Not sure if this is intended but the survivor's wraps bonus uses both Anointed Army and Transcendent barkshield charges making them unusable
this would be a situation where you have conflicting mechanics and it is a trade off IMO. Do you want the bonuses from the survivor's wraps or do you want to use AA/barkshield. Personally I think it is good that the trade off exists, I know that some GFs use survivor's wraps to proc shield warriors wrath to max stacks more easily which is another interesting way to use them.
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
Just for clarification on bug reports on this forum. Do you go back and read all since your last response? Do you only respond to those that are fixed? Should we repost if we have not got a response? Or if there is no response does that mean what we posted is too big, unfixable or not a priority? Just wanting to make sure If what some of us post is not a valid bug and to just move on. Thank you.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Bugs in EE HEs Something frequently goes wrong with Protect the Merchants in Reclamation Rock and it either fails to end or clean up properly. I'm sketchy on the details of this one.
With Aquatic Elf Abduction in Drowned Shore, the elves spawn late, which means players who arrive when the encounter spawns kill the mobs and then are left bewildered as there are no elves to free (for the next 5-10 minutes, at least).
Comments
It is also either a lie or just poorly communicated how the damage resistance buff on yourself from Daring Shout works. It doesn't seem to depend on how "powerful" the target is, only how many targets you hit at once.
The same goes for all the GWF at-wills that say they do less damage the more enemies you hit. This hasn't been the case for years.
The most notable offending bushes exist in the Chultan temples, including patrol missions. There are some near the Bottled Terror (Fang of Dendar) fight and there are some near the Arachne fight. Most enemies can continue attacking you while inside walls, making this bug particularly deadly for newbies.
Signature [WIP] - tyvm John
Companion active powers are not taken into account on characters stats.
Exemple:
Sylphide: +50% Control resist.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
You can start with a young yeti but any companion with the "Defender" tag can steal aggro. They also are immune, or at least highly resistant, to AoE damage which is fine but also not referenced anywhere.
While you are looking at this, could it be possible to make bonding runestones proc on companion abilities which do not deal damage (healing and control skills) ? Many companions are never used because they can't proc bondings, just like defenders aren't used because they steal aggro.
Some of them can be very annoying. The crab for example makes some noise every 2 seconds. It's unbearable.
Example 1: In the instance where I need to clear the shore of mobs, near the entrance to the cave, one of the pirates gets is on the other side of the table. I hit Villain's Menace. No damage done to the pirate ON the other side of the table. It is a table. And yet it gives perfect protection.
Example 2: At the Arachne hunt location, there is a witch doctor that is positioned on top of a a pile of treasure next to a fallen tree. The rest of the mob is scattered about. I can kill the other mob easily, but I have to figure out a way to move into wherer the witch doctor is, and be right next to it, before anything will hit.
And yet, fallen logs and bushes don't prevent mobs from reacting to my aggro.
For example, in the Baltiri area, there is a place where 1 mob is divided by a log. I attack on one side of the log, to help the scout, but the mob on the other side aggros (where a shaman is). The Shaman can heal all the mobs on the other side of the log, but my attacks do nothing against it, unless I go to the other side and kill it).
Guild--And the Imaginary Friends
Golden. Freaking. Lion.
What a great pet, but every tank hates them in a party, and not just because they are blindingly bright
Put on your Pally Pants and give him a Lion, then stand on the other side of a boss and try to maintain aggro
Every time he roars, the boss will turn... it's a force taunt, and as someone already said, all Defender type pets can and will force taunt, making them persona non grata in any group play
This same force taunt is what makes them an awesome sidekick for soloing, though, so if you could turn it off when in a party, you would have really solved the heck out of a major problem
While your at it, could you look into turning off blowbacks and pushes while in an HE? Or maybe just turn the players that use them in group play off?
kinda j/k
Now that Pillar of Power and Slam are able to crit, can you please take a look to the GWF feat Deep Gash or in the worst scenario, explain why it shouldn't crit?
Any word about the feat Mighty Blade not affecting most encounter powers described as 'cone' or 'cylinder'? Are these not considered as AoE too?
Fix will be in an upcoming module.
Cheers!
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Signature [WIP] - tyvm John
Signature [WIP] - tyvm John
On XBox:
Bug: Disable Alliance Title so it doesn't over ride Guild title.
I want to promote my own guild, not whomever is at the helm. I love collecting the titles and would love to be able to use them.
Bug: Legendary Lion mount saddle disappears after summoning.
Bug: Heroics glitching out in River District. All Heroics. The enemies simply don't spawn. It makes for time and progress wasted.
Bug: Dailies in Brynn Shandar glitching out. The lure beasts doesn't spawn and you have to instance hop til you can find one not glitched.
Bug: Scrolls don't trigger on GF. I believe someone mentioned its when you are downed with your shield up.
Two Feature requests:
Feature/Feedback: TH searching for rank (enchantments) would be nice.
Feature/Feedback: Alliance. Most Alliances have grown into families. They swap Helm internally to support each other. How about making it possible to swap without having to leave the alliance and then come back? We do this weekly.
We are searching for slave labor, will pay with food from our farm!
Something frequently goes wrong with Protect the Merchants in Reclamation Rock and it either fails to end or clean up properly. I'm sketchy on the details of this one.
With Aquatic Elf Abduction in Drowned Shore, the elves spawn late, which means players who arrive when the encounter spawns kill the mobs and then are left bewildered as there are no elves to free (for the next 5-10 minutes, at least).
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Demiliches and summoned zombies (tested from Deathlock summons) don't count as Undead for Dead Reckoning quest in Soshenstar River