If more than one person goes into a Foundry quest they will be split into different instances at the first map transition after that first that starts the foundry. This bug has been around a long time and has pretty much prevented anyone from being able to play with their friends.
Relogging seems to help sometimes but I think most players would give up after that first party split. Even if you don't have time to address the problems with the editor, fixing this one would be a big help to the Author community.
Find me in game with @DoctorBadger (Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
Please fix the TR class feature Tenacious Concealment. After ranking it up to rank 4, there is far more stealth loss when hit than at rank 3 (used to be no stealth loss when hit b/c of my offhand artifact).
Seeing that I use the artifact offhand for tenacious concealment and that I also use the SoD feat, this is really annoying. Tempted by that extra stealth gain speed listed on rank 4 and got this horrible bug instead that ruined it all...
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demonmongerMember, NW M9 PlaytestPosts: 3,350Arc User
Artifact: symbol of air/wind Problem/bug: does not respect proper cool down once used. At mythic it should be 60 seconds but it is close to 180 seconds.
[SIGPIC][/SIGPIC]
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
Companion active powers are not taken into account on characters stats.
Exemple: Sylphide: +50% Control resist.
ists 50% of the value on Control resistance stat
In this case the tooltip is wrong, and the issue is the same, doesn't appear.
Brewald - GWF 18.3k Eleonore - CW Mof Renegade 17.5k Harlgard le Vieux - OP Prot 18.3k Valrik - DC AC 18.2k Furiela - SW Temp 18.1k
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kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
edited October 2017
Cw Ray of Enfeeblement encounter when put on Tab's (dual rays) do not benefit from cw spell twisting power /cools downs feat properly as do many other cw powers with spell twisting on and off tab (without some creative power swapping workarounds)
Conduit of ice is also very slow / laggy to cast /rooting you ...It need to be ,made more responsive / delay in casting reduced ..
if you are CCed in pvp your shard of endless avalanche disappears (not the current meta ...but still broken)
Almost forgot about two of my "favourites" that have been going for so long you almost forget about em. GWF - Crit chance increase from Weapon Master feat doesn't show in stats General - Crit severity increase from Vorpal doesn't show in stats. (I understand why dread doesn't because it only has limited application but I don't understand why vorpal doesn't)
- Some of the blue press-f-to-interact plants on Soshenstar do not open, so you don't get any item after interacting - *easy fix* In case you missed it, some of the new League's stuff can't be crafted on the professions, the items are not correctly linked with the task to craft them. More infos here https://www.arcgames.com/en/forums/neverwinter/#/discussion/1234751/leagues-assault-josan-leatherworking-task - The Tenser's disk combat power is really long to activate, not sure if intended or not - Demogorgon's gold first phase do not skip directly to the second phase you still have to wait the end of the timer.
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?
@sgrantdev, I made a video for you that gives a basic idea... Forgot to unmute
I hate paying taxes! Why must I pay thousands of dollars in taxes when everything I buy is taxed anyways!
1
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited October 2017
Fey Blessing Enchantment doesn't drop the items into the inventory like Hoard & Quartermaster. Instead it drops on the floor, which adds to severe medical issues, from back injuries to even fatalities due to adventurers fail to keep up with the rest of the party
The enemies right before the Lair of Lostmauth are not the correct level. I believe they are level 30 in a level 70 dungeon. Nobody wants to kill them because they can put your quartermasters enchants on cooldown, but will only give you white/green bags.
When we used to run eLoL all the time, it seemed that those guys were useful to have between two big fights for classes that use attacks to build up their Tab abilities, so to be ready to face LM
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.
A little more detail here (I'm a big rec rock farmer). The merchants move during the course of the Heroic (to attack the monsters that spawn in). If the merchants don't end up where they started the encounter at, the next time the heroic is up it won't trigger.
This can manually be fixed by using enemies to drag the merchants back to their spawn locations, but the merchants should reset to their initial location at the end of the heroic, or the next time the heroic spawns.
The enemies right before the Lair of Lostmauth are not the correct level. I believe they are level 30 in a level 70 dungeon. Nobody wants to kill them because they can put your quartermasters enchants on cooldown, but will only give you white/green bags.
When we used to run eLoL all the time, it seemed that those guys were useful to have between two big fights for classes that use attacks to build up their Tab abilities, so to be ready to face LM
If that were the purpose, a training dummy would be far more effective. I would personally like them updated to level 70, so that they do not waste the cooldown of my QM enchantments on white/green garbage bags. If this were really the purpose, why not just have campfires refill divinity/stealth/calls/stamina etc?
Fey Blessings enchant drop their items on the ground, which may have been intended functionality at the time, but seems like an inconvenient step backwards when compared with some of the newer enchantments like QM and Dragon Hoard
Heroic Encounters in the Drowned Shore area; two of the encounters have bugs:
The Sea Elves HE has a mismatch on the spawn timer for the actual encounter and the elves themselves. Often the encounter will start and the enemies will spawn but not the elves you have to rescue.
I've noticed they appear at an increasing gap, e.g. initially they'll be on time, the next time it starts they'll be (say) 4 minutes late. The next time they'll be later and it'll go on like that until they don't spawn before the end of the HE timer - then it appears to reset. I've never actually bothered timing them but I farmed Drowned weapons on multiple characters so had plenty of opportunity to see this in action.
The other one is the merchant rescue. This happens far less frequently so I'm not sure of the mechanics but it appears the enemies sometimes don't spawn and it can't be completed. Hopefully someone else can provide a bit more detail on this one.
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
Fey Blessings enchant drop their items on the ground, which may have been intended functionality at the time, but seems like an inconvenient step backwards when compared with some of the newer enchantments like QM and Dragon Hoard
Also when running through a dungeon you can't tell what is going to trigger the Need/Greed or what you can just pick up if you have a Fey on
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
1. Bug: On patrol, "A l'abordage" in french, companions stay stuck on the raft.
2. For the armor enchantement, Bloodtheft transcendant, could you do something to reduce the visuel effect? It's too... red and plastic visual effect. It's absolutly impossible du see the armor under that.
3. In addition of all your reductions on Ostoria gear, could you add the possibility on rusted armors to be used for changing appearance witout restoration?
Post edited by brewald on
Brewald - GWF 18.3k Eleonore - CW Mof Renegade 17.5k Harlgard le Vieux - OP Prot 18.3k Valrik - DC AC 18.2k Furiela - SW Temp 18.1k
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.
The developers read everything posted. Please don't double-post.
Drake mounts can't cancel their spacebar animation and get stuck in terrain constantly.
I'm posting on the behalf of one of our animators. He has done a pass on the mounts listed below, and fixed their flourish(spacebar) animations so they are now cancel-able/interrupt-able:
Drakes Gas Spore Whirlwind Axebeaks Striders
This pass includes our up-and-coming mounts as well, so yay!
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
The Shadow Demon active companion bonus seems to turn on and stay on for periods of time, rather than blocking a single hit, which has been seen to cause one-shot reflection wars in open world pvp.
In tong on avatar of orcus battle. When you die and soulforged resurrects you your companion disappears from battle you can dimiss them but they are not in battle. In the same battle when you have hunter ranger in your party using or not The Bloody Death the boss focus on them and tank mostly and its so apparent that dc want to stand with tank and not hr
Comments
some cw problems with some of the enchants and owlbear cub.
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feytouched do not proc from ice knife.
"
holy avenger proc 2 times from ice knife.
i am not sure what make the enchantments proc more than once but i remember a post from dev
to say about " entities " well with ice knife might be hidden entities as well.
for those two enchantments the same situation is on live too.
INfatile compensation do not proc at any hit of icy terrain.
On live server it proc at any hit.
Relogging seems to help sometimes but I think most players would give up after that first party split. Even if you don't have time to address the problems with the editor, fixing this one would be a big help to the Author community.
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ
After ranking it up to rank 4, there is far more stealth loss when hit than at rank 3 (used to be no stealth loss when hit b/c of my offhand artifact).
Seeing that I use the artifact offhand for tenacious concealment and that I also use the SoD feat, this is really annoying. Tempted by that extra stealth gain speed listed on rank 4 and got this horrible bug instead that ruined it all...
Problem/bug: does not respect proper cool down once used.
At mythic it should be 60 seconds but it is close to 180 seconds.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
Conduit of ice is also very slow / laggy to cast /rooting you ...It need to be ,made more responsive / delay in casting reduced ..
if you are CCed in pvp your shard of endless avalanche disappears (not the current meta ...but still broken)
GWF
- Crit chance increase from Weapon Master feat doesn't show in stats
General
- Crit severity increase from Vorpal doesn't show in stats. (I understand why dread doesn't because it only has limited application but I don't understand why vorpal doesn't)
- Some of the blue press-f-to-interact plants on Soshenstar do not open, so you don't get any item after interacting
- *easy fix* In case you missed it, some of the new League's stuff can't be crafted on the professions, the items are not correctly linked with the task to craft them. More infos here https://www.arcgames.com/en/forums/neverwinter/#/discussion/1234751/leagues-assault-josan-leatherworking-task
- The Tenser's disk combat power is really long to activate, not sure if intended or not
- Demogorgon's gold first phase do not skip directly to the second phase you still have to wait the end of the timer.
Primal armor set is supposed to be account binded, but:
Primal Helm and Arms are character bound
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
In pvp player's can walk away and not get hit.
In pve monsters are dead before we strike. Added damage over time is just too low with slow attack speed as well.
(Solution): increase attack animation speed please.
This can manually be fixed by using enemies to drag the merchants back to their spawn locations, but the merchants should reset to their initial location at the end of the heroic, or the next time the heroic spawns.
Signature [WIP] - tyvm John
Signature [WIP] - tyvm John
The Sea Elves HE has a mismatch on the spawn timer for the actual encounter and the elves themselves. Often the encounter will start and the enemies will spawn but not the elves you have to rescue.
I've noticed they appear at an increasing gap, e.g. initially they'll be on time, the next time it starts they'll be (say) 4 minutes late. The next time they'll be later and it'll go on like that until they don't spawn before the end of the HE timer - then it appears to reset. I've never actually bothered timing them but I farmed Drowned weapons on multiple characters so had plenty of opportunity to see this in action.
The other one is the merchant rescue. This happens far less frequently so I'm not sure of the mechanics but it appears the enemies sometimes don't spawn and it can't be completed. Hopefully someone else can provide a bit more detail on this one.
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
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
On patrol, "A l'abordage" in french, companions stay stuck on the raft.
2. For the armor enchantement, Bloodtheft transcendant, could you do something to reduce the visuel effect? It's too... red and plastic visual effect. It's absolutly impossible du see the armor under that.
3. In addition of all your reductions on Ostoria gear, could you add the possibility on rusted armors to be used for changing appearance witout restoration?
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
My primal arms are BoA.
We are searching for slave labor, will pay with food from our farm!
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
After verification, this bug appear only on OP. This issue was present on dragonflight gear too.
GWF, CW and DC haven't this bug.
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
Drakes
Gas Spore
Whirlwind
Axebeaks
Striders
This pass includes our up-and-coming mounts as well, so yay!
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
In the same battle when you have hunter ranger in your party using or not The Bloody Death the boss focus on them and tank mostly and its so apparent that dc want to stand with tank and not hr