Your misinformation isn't helping anyone or anything on this thread.
You cannot walk into a Smoke Bomb, shield up, Bull Charge, then not be CC'd. Thats not possible. you are disabled for the duration of the Smokebomb. If you decide to do that and are unable to shield back up until the disable goes away.
Thats not a bug, It's timing a Mechanic.
Unable to repeat?
Heres 2 different videos, mythbusting being able to shield up, walk into a Smokebomb, Bull Charge, and then shield back up and not be affected by the disable. Contradicting what you said.
However what is a bug though, and what I noticed in these videos is Smoke bomb not keeping it's full duration as it appears to be. It still appears on the ground, but does not last as long as it is indicated to be by the red circle.
Further more, being able to cancel an animation, is something every class can do. Not only that, but all classes can cast an Encounter and then as the action JUST ended they can cancel the rest of the animation.
So I finally freed up some time to record the issue I was originally talking about. If this video link works properly you will see 2 attempts at hitting a TR in SB. The first is how it should look, when attempting to BC inside of SB I get dazed when I drop my shield. The second video I animation cancel my BC standing in SB and kill the TR while not being CC'd. Hopefully this will aid in making clear the issue that exists:
Addendum: Since this was in SH siege 1v1 I showed my companions so that there would be no confusion. They are: Sellsword, Air archon, Earth Archon, Erinyes of belial, and fire archon.
Addendum: Another video example of shield cancelling. No gear except weapons and chest piece. No companions, also TR was alive throughout:
I see what you are talking about. That can't be recreated on Consoles. Seems to be a PC only thing due to higher refresh rates i'm assuming or just simply it's a PC issue. That has never happened on my experience in the past couple of years and even in the videos I showed you, it couldn't be replicated.
Also, when you said in your video description GF's can shield cancel everything CC as if it can be replicated with other powers is not true. This seems to be the only circumstance of this happening.
I attempted to upload some examples of griffon's wrath and front line surge. FLS was significantly more difficult for me as it's a double press so it took a few attempts:
I'd have to practice these more for use them effectively in PVP but I think the recordings at least give the general idea. Most often BC is the CC of choice in PVP so you can push the TR out of the SB and finish your rotation.
Well you also have to realize SB doesn't work properly. I see consistently in the videos that you go in at the END of the SB duation, which if you go to previous quote and videos, you will notice SB duration doesn't last as long as the red circle indicates. So these clips aren't actually true. You are just saying it is because it looks like (omg GF shield broken!!) when in reality it only happens with SB. Like I said, it is really only with SB. You took to long to go into the smoke bomb. Immune immune immune immune, then circle is still there but it isn't actually doing anything.
I'm beginning to think you just like to watch me playing :P. Sylux and I had discussed that sometimes towards the end of the SB the immune doesn't proc. However you can clearly see in some of the videos I'm still taking damage. One thing I wish you would stop doing is accusing.
I'm disseminating the information I have available and attempting to replicate it. There is nothing nefarious here, it's been my experience that I've been knocked out of my SB when I'm playing TR by GFs using BC who shield cancel and aren't affected by the daze. I have presented videos to that effect, I'm still plainly standing in the red circle of an active smokebomb during it's 6 second cycle and taking damage from it plainly in some of the videos. If there is an issue with SB I'd rather that was fixed as well.
However the issue still exists that you can cut off the end of GF animations retain the damage and CC while retaining invulnerability. This is the main point, the rest is anecdotal but I have attempted to do my best to recreate the scenario as politely as possible.
Please, let's try to be constructive and not leap to conclusions about motives.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
edited October 2017
Character Select Screen.
I'd really like the ability to reorder my characters on the character select screen.
This probably requires mroe than a small fix, but a text file we could edit in the short term would be great.
regarding Dark Revelry(DR) on SW i want to explain how this power really works.
Its Affecting Companions and Players and its, as the tooltip states, buffing the Power of everyone by 10% of THEIR Power not of the Power the SW has. So thats where the Problem lies. Its buffing the Pase Power of the Companions by 10% (so if your pet has 2000 power DR buffs your pet by 400 Power) and these 10% are basicly so small that u only notice them unless you do the math.
Feedback:
Change Dark Revelry so that it buffs Allies by 10% of the Warlocks power. This will incease the buffing potential of the Templock SWs by a bunch and also bring it in line with other Powerbuffing feats and spells like Aura Gifts from OP or the DC power buffs.
Don't know if someone already reported this but using Impossible to Catch wont trigger effects that say that the player needs to use an encounter power, one example of this is the overcharge from relic weapons.
HR BUG Marauders Escape this encounter should dash backwards (50ft), it occurs often that, rather than escape backwards, in a "verticaly direction", it move horizontaly left-right-center on its place finding yourself at the same spot you started, (and no there's no wall or others impedence behind that disallow a backwards move), this can be easily tested and reproduced.
This happens when it is used midair.
While jumping (being in midair) it happens at 100% of the time yes, but while walking it still occurs at 50% of the time aswell.
Your misinformation isn't helping anyone or anything on this thread.
You cannot walk into a Smoke Bomb, shield up, Bull Charge, then not be CC'd. Thats not possible. you are disabled for the duration of the Smokebomb. If you decide to do that and are unable to shield back up until the disable goes away.
Thats not a bug, It's timing a Mechanic.
Unable to repeat?
Heres 2 different videos, mythbusting being able to shield up, walk into a Smokebomb, Bull Charge, and then shield back up and not be affected by the disable. Contradicting what you said.
However what is a bug though, and what I noticed in these videos is Smoke bomb not keeping it's full duration as it appears to be. It still appears on the ground, but does not last as long as it is indicated to be by the red circle.
Further more, being able to cancel an animation, is something every class can do. Not only that, but all classes can cast an Encounter and then as the action JUST ended they can cancel the rest of the animation.
So I finally freed up some time to record the issue I was originally talking about. If this video link works properly you will see 2 attempts at hitting a TR in SB. The first is how it should look, when attempting to BC inside of SB I get dazed when I drop my shield. The second video I animation cancel my BC standing in SB and kill the TR while not being CC'd. Hopefully this will aid in making clear the issue that exists:
Addendum: Since this was in SH siege 1v1 I showed my companions so that there would be no confusion. They are: Sellsword, Air archon, Earth Archon, Erinyes of belial, and fire archon.
Addendum: Another video example of shield cancelling. No gear except weapons and chest piece. No companions, also TR was alive throughout:
I see what you are talking about. That can't be recreated on Consoles. Seems to be a PC only thing due to higher refresh rates i'm assuming or just simply it's a PC issue. That has never happened on my experience in the past couple of years and even in the videos I showed you, it couldn't be replicated.
Also, when you said in your video description GF's can shield cancel everything CC as if it can be replicated with other powers is not true. This seems to be the only circumstance of this happening.
I attempted to upload some examples of griffon's wrath and front line surge. FLS was significantly more difficult for me as it's a double press so it took a few attempts:
I'd have to practice these more for use them effectively in PVP but I think the recordings at least give the general idea. Most often BC is the CC of choice in PVP so you can push the TR out of the SB and finish your rotation.
Well you also have to realize SB doesn't work properly. I see consistently in the videos that you go in at the END of the SB duation, which if you go to previous quote and videos, you will notice SB duration doesn't last as long as the red circle indicates. So these clips aren't actually true. You are just saying it is because it looks like (omg GF shield broken!!) when in reality it only happens with SB. Like I said, it is really only with SB. You took to long to go into the smoke bomb. Immune immune immune immune, then circle is still there but it isn't actually doing anything.
I'm beginning to think you just like to watch me playing :P. Sylux and I had discussed that sometimes towards the end of the SB the immune doesn't proc. However you can clearly see in some of the videos I'm still taking damage. One thing I wish you would stop doing is accusing.
I'm disseminating the information I have available and attempting to replicate it. There is nothing nefarious here, it's been my experience that I've been knocked out of my SB when I'm playing TR by GFs using BC who shield cancel and aren't affected by the daze. I have presented videos to that effect, I'm still plainly standing in the red circle of an active smokebomb during it's 6 second cycle and taking damage from it plainly in some of the videos. If there is an issue with SB I'd rather that was fixed as well.
However the issue still exists that you can cut off the end of GF animations retain the damage and CC while retaining invulnerability. This is the main point, the rest is anecdotal but I have attempted to do my best to recreate the scenario as politely as possible.
Please, let's try to be constructive and not leap to conclusions about motives.
Nobody is "leaping to conclusions" I saw exactly the way you performed your "tests", and saying it for how I see it. What you've been doing with SB was kind of iffy in some ways, i'd like to see videos of going into the SB early on instead of when it's not even up anymore. A lot of your videos especially with going into the Smoke bomb, last couple of seconds is not spreading disseminating information, it is spreading misinformation. And yeah pretty much. SB both in our clips doesn't last like it should.
SB needs to be fixed and those weird interactions (which I have no idea how thats happening because i'm not on PC) with Smokebomb and the shield was rarely ever performed by me on Console. If SB worked like it should for the duration of the circle, you really wouldn't be able to perform this at all. Even though you are just going in when SB simply doesn't work anymore.
And on your second point. We already went over this. Animation canceling and ending animation's early is something every class is capable of.
So, show me videos where you go in early on, i'd much rather see those submitted to the developers then the ones you have been providing.
1. While Shadow of Demise was fixed when it comes to interaction when 2 or more TR's are present, the damage from Aura of Courage and damage from weapon enchantments is not calculated in final damage of Shadow of Demise.
2. Duelist's Flurry. There has been few hidden changes to this at-will, it was never mentioned in patch notes. Every DF refreshes the damage which was not the case before. Intentional or not? While testing it we had trouble to make it crit by going into stealth when we are about to stack the 10th bleed, which was doable before. Crit was totally random.
3. Number of Bleed stacks is shared when more TR's are present, damage is not. If one TR stacks 10 Bleeds on target the other TR needs to stack just 1 Bleed and he will get damage ticks equal to 10 Bleed stacks.
4. Reported long ago, DF's Bleeds stack up to 11 times, instead of 10. While two of us were testing it, one of us had damage oscillation, in our specific case, damage of 10 Bleed stacks was changing between 3047 and 3352. Other TR didnt have this issue and we are not sure what may have caused it, it could have been the hidden 11th bleed.
5. Reported in TR threads, not sure about details since havent tested myself. Saboteur capstone stacking(?) and buffing Dailies as well. Whisperknife's Vengeance's Pursuit repeatable activation by spamming the button. Bloodbath double triggers class features. Razor Action's damage is Piercing. Intended?
6. Impossible to Catch (ITC) doesnt trigger the effect but goes on cooldown if activated during dodge or soon after it.
What has been decided about classes that rely on multi proccing weapon enchants? How are they going to deal similar amounts of damage without weapon enchantments multi proccing?
Currently on Preview server Transcendent Feytouched buffs 36% damage for 10 seconds, then 18% for 10 seconds; Unparalleled Feytouched buffs 40% damage for 10 seconds, then 20% for 10 seconds. This happens every time you proc the buff. I didn't check the other ranks.
2
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Currently on Preview server Transcendent Feytouched buffs 36% damage for 10 seconds, then 18% for 10 seconds; Unparalleled Feytouched buffs 40% damage for 10 seconds, then 20% for 10 seconds. This happens every time you proc the buff. I didn't check the other ranks.
Hi, I found that in the Tomb of the Nine Gods dungeon, 2 things, one bug and one mechanic that makes it hard for Guardian Fighters.
The bug is that when you fall while Acererak is pulling you, that when you release you respawn at the wrong campfire.
The other thing that i found out was that the ability that Ras'Nsi uses, the burning one, deals too much damage for Guardian Fighters to withstand. I do understand that Tong bosses needs to be hard, and it is, for that i think it's a good dungeon. It's focused on mechanics, and if you follow them you will have a much better time than brute force. But, for example, if you don't take the burn damage another class will have to take it resulting in death.
Here's a bug. 110 mbps download, 50mbps upload , 16ms ping, wired connection, cache cleared, Xbox power cycled, queued solo in dungeon. Lllaaaaaaaaaaaagggg. Sorry to be dramatic but if it something wrong on my end I'll own up to it. I have played lag free on a slower connections. What gives?
I've tested 2 more companions with bonuses to damage (all at rank 35). - Repentant Dragon Cultist isn't working with Thorned Roots. - War Boar is giving bigger bonus to Roots than in tooltip.
Trickster Rogue (TR) - Executioner feat Shadowborn states 'Entering stealth increases the Power rating of your next attack by 20/40/60/80/100%.' This feat cannot be used correctly as boons such as frozen deflection, mount insignia such as Magistrate's Patience, glyphs which causes damage, or any damage which occur while entering stealth removes Shadowborn effectively.
I suggest reworking Shadowborn to 'Entering stealth increases your base power rating by 20/40/60/80/100%' This will fix the issue around the current Shadowborn effectiveness. The inclusion of stating base power is because this is how the current feat functions, however please change if this is a bug and is to applied for the TR whole power including buffs.
Currently on Preview server Transcendent Feytouched buffs 36% damage for 10 seconds, then 18% for 10 seconds; Unparalleled Feytouched buffs 40% damage for 10 seconds, then 20% for 10 seconds. This happens every time you proc the buff. I didn't check the other ranks.
Known issue: For a short period after applying Feytouched to a weapon, its bonuses are doubled. This will very likely be fixed later, so strategies built off re-slotting these will be rendered obsolete.
@asterdahl hello is it possible to fix damage leaderboard in regards mof cw damage counting as ss damage when both are in party or dealing damage to the same target thanks. makes it harder for my cw to join dungeon runs.
Cockatrice on PS4 - active ability doesn't root anything
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
0
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
@asterdahl hello is it possible to fix damage leaderboard in regards mof cw damage counting as ss damage when both are in party or dealing damage to the same target thanks. makes it harder for my cw to join dungeon runs.
That i think is correct since that damage is a result that the other control wizard refresh that smolder. Unlike for carefull attack and gushing wounds while the hit is the result of an ally attack the credit goes to hunter ranger. And to be fair on cw also the credit goes to cw from abyss of chaos when the attack that triggered was from ally.
> @darc12345 said: > Trickster Rogue (TR) - Executioner feat Shadowborn states 'Entering stealth increases the Power rating of your next attack by 20/40/60/80/100%.' This feat cannot be used correctly as boons such as frozen deflection, mount insignia such as Magistrate's Patience, glyphs which causes damage, or any damage which occur while entering stealth removes Shadowborn effectively. > > I suggest reworking Shadowborn to 'Entering stealth increases your base power rating by 20/40/60/80/100%' This will fix the issue around the current Shadowborn effectiveness. The inclusion of stating base power is because this is how the current feat functions, however please change if this is a bug and is to applied for the TR whole power including buffs.
It's already been fixed among these pages to mod a 25% Dmg increase on your next encounter from stealth. All power increase from this was removed and it will no longer be wasted on dot dmg, bleeds.
Currently on Preview server Transcendent Feytouched buffs 36% damage for 10 seconds, then 18% for 10 seconds; Unparalleled Feytouched buffs 40% damage for 10 seconds, then 20% for 10 seconds. This happens every time you proc the buff. I didn't check the other ranks.
Known issue: For a short period after applying Feytouched to a weapon, its bonuses are doubled. This will very likely be fixed later, so strategies built off re-slotting these will be rendered obsolete.
It's not for a short period though. I've been trying hard for some days to get rid of this double buff and it's still there. Maybe they rendered those strategies obsolete by making the double buff permanent
3
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Cloaks are still disabled when mounting.
When @beckylunatic and others brought this up last @nitocris83 believed she had found a solution to the issue on why they were disabled.
Heard from multiple people that switching to dragonborn you cannot get all racial abilities. Some say you only get 3% not the 3% crit or both. Could this be looked at? If it is the case it can be fixed. Or at least verified that it does work and more people will buy the dragonborn. Thank you.
Bug : when i sit on my mount my hair gets bugged. (race: Human, Gender: Male, Class: GWF) Bug : Dragon bone weapons for GF doesn't even show up. Bug : Biggrin (IWD weekly boss) animation (please note the Helmet) since you can't skip the cut-scenes it is indeed very very annoying.
> @jumpingmorks said: > Cloaks are still disabled when mounting. > > When @beckylunatic and others brought this up last @nitocris83 believed she had found a solution to the issue on why they were disabled.
Cloaks we're disabled when mounted when somi (or somewhere around that mod) was released on purpose. I believe it was because they were bugged and "floated" above your characters head when viewed at a distance by other players. It was in the patch notes but I don't think they ever stated if they intended on fixing it or not.
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Heard from multiple people that switching to dragonborn you cannot get all racial abilities. Some say you only get 3% not the 3% crit or both. Could this be looked at? If it is the case it can be fixed. Or at least verified that it does work and more people will buy the dragonborn. Thank you.
It's been mentioned in this thread, unfortunately I don't know of anyone who can confirm this or confirm how it happens or if at all it does. I think it was @checkmatein3 who mentioned to me it might be due to Dragonborn who race reroll to change their stats.
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
> When @beckylunatic and others brought this up last @nitocris83 believed she had found a solution to the issue on why they were disabled.
Cloaks we're disabled when mounted when somi (or somewhere around that mod) was released on purpose. I believe it was because they were bugged and "floated" above your characters head when viewed at a distance by other players. It was in the patch notes but I don't think they ever stated if they intended on fixing it or not.
The floating necks first appeared about ToD and Tiamat if I'm not mistaken, from there it never got fully resolved and many believed disabling them was just a quick fix.
Comments
I'm disseminating the information I have available and attempting to replicate it. There is nothing nefarious here, it's been my experience that I've been knocked out of my SB when I'm playing TR by GFs using BC who shield cancel and aren't affected by the daze. I have presented videos to that effect, I'm still plainly standing in the red circle of an active smokebomb during it's 6 second cycle and taking damage from it plainly in some of the videos. If there is an issue with SB I'd rather that was fixed as well.
However the issue still exists that you can cut off the end of GF animations retain the damage and CC while retaining invulnerability. This is the main point, the rest is anecdotal but I have attempted to do my best to recreate the scenario as politely as possible.
Please, let's try to be constructive and not leap to conclusions about motives.
Character Select Screen.
I'd really like the ability to reorder my characters on the character select screen.
This probably requires mroe than a small fix, but a text file we could edit in the short term would be great.
regarding Dark Revelry(DR) on SW i want to explain how this power really works.
Its Affecting Companions and Players and its, as the tooltip states, buffing the Power of everyone by 10% of THEIR Power not of the Power the SW has.
So thats where the Problem lies.
Its buffing the Pase Power of the Companions by 10% (so if your pet has 2000 power DR buffs your pet by 400 Power) and these 10% are basicly so small that u only notice them unless you do the math.
Feedback:
Change Dark Revelry so that it buffs Allies by 10% of the Warlocks power. This will incease the buffing potential of the Templock SWs by a bunch and also bring it in line with other Powerbuffing feats and spells like Aura Gifts from OP or the DC power buffs.
SB needs to be fixed and those weird interactions (which I have no idea how thats happening because i'm not on PC) with Smokebomb and the shield was rarely ever performed by me on Console. If SB worked like it should for the duration of the circle, you really wouldn't be able to perform this at all. Even though you are just going in when SB simply doesn't work anymore.
And on your second point. We already went over this. Animation canceling and ending animation's early is something every class is capable of.
So, show me videos where you go in early on, i'd much rather see those submitted to the developers then the ones you have been providing.
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
=> GWF stamina needs 2 sec to begin its regeneration contrary to the CW
=> Tenser's Floating Disk combat power and Eye of the Giant are too long to activate
=> The wall between the bridge and the final platform on Kabal's Trial doesn't disappear immediatly when you finish the adds on the bridge
2. Duelist's Flurry. There has been few hidden changes to this at-will, it was never mentioned in patch notes. Every DF refreshes the damage which was not the case before. Intentional or not?
While testing it we had trouble to make it crit by going into stealth when we are about to stack the 10th bleed, which was doable before. Crit was totally random.
3. Number of Bleed stacks is shared when more TR's are present, damage is not. If one TR stacks 10 Bleeds on target the other TR needs to stack just 1 Bleed and he will get damage ticks equal to 10 Bleed stacks.
4. Reported long ago, DF's Bleeds stack up to 11 times, instead of 10. While two of us were testing it, one of us had damage oscillation, in our specific case, damage of 10 Bleed stacks was changing between 3047 and 3352. Other TR didnt have this issue and we are not sure what may have caused it, it could have been the hidden 11th bleed.
5. Reported in TR threads, not sure about details since havent tested myself.
Saboteur capstone stacking(?) and buffing Dailies as well.
Whisperknife's Vengeance's Pursuit repeatable activation by spamming the button.
Bloodbath double triggers class features.
Razor Action's damage is Piercing. Intended?
6. Impossible to Catch (ITC) doesnt trigger the effect but goes on cooldown if activated during dodge or soon after it.
7. Duelist Flurry skips the hits because of lag.
What has been decided about classes that rely on multi proccing weapon enchants? How are they going to deal similar amounts of damage without weapon enchantments multi proccing?
The bug is that when you fall while Acererak is pulling you, that when you release you respawn at the wrong campfire.
The other thing that i found out was that the ability that Ras'Nsi uses, the burning one, deals too much damage for Guardian Fighters to withstand.
I do understand that Tong bosses needs to be hard, and it is, for that i think it's a good dungeon. It's focused on mechanics,
and if you follow them you will have a much better time than brute force. But, for example, if you don't take the burn damage another class will have to take it resulting in death.
I've tested 2 more companions with bonuses to damage (all at rank 35).
- Repentant Dragon Cultist isn't working with Thorned Roots.
- War Boar is giving bigger bonus to Roots than in tooltip.
I suggest reworking Shadowborn to 'Entering stealth increases your base power rating by 20/40/60/80/100%' This will fix the issue around the current Shadowborn effectiveness. The inclusion of stating base power is because this is how the current feat functions, however please change if this is a bug and is to applied for the TR whole power including buffs.
Signature [WIP] - tyvm John
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
Unlike for carefull attack and gushing wounds while the hit is the result of an ally attack the credit goes to hunter ranger.
And to be fair on cw also the credit goes to cw from abyss of chaos when the attack that triggered was from ally.
EDIT:
Never noticed the Root on Trans Terror either, on anything.
> Trickster Rogue (TR) - Executioner feat Shadowborn states 'Entering stealth increases the Power rating of your next attack by 20/40/60/80/100%.' This feat cannot be used correctly as boons such as frozen deflection, mount insignia such as Magistrate's Patience, glyphs which causes damage, or any damage which occur while entering stealth removes Shadowborn effectively.
>
> I suggest reworking Shadowborn to 'Entering stealth increases your base power rating by 20/40/60/80/100%' This will fix the issue around the current Shadowborn effectiveness. The inclusion of stating base power is because this is how the current feat functions, however please change if this is a bug and is to applied for the TR whole power including buffs.
It's already been fixed among these pages to mod a 25% Dmg increase on your next encounter from stealth. All power increase from this was removed and it will no longer be wasted on dot dmg, bleeds.
Cloaks are still disabled when mounting.
When @beckylunatic and others brought this up last @nitocris83 believed she had found a solution to the issue on why they were disabled.
Bug : Dragon bone weapons for GF doesn't even show up.
Bug : Biggrin (IWD weekly boss) animation (please note the Helmet) since you can't skip the cut-scenes it is indeed very very annoying.
> Cloaks are still disabled when mounting.
>
> When @beckylunatic and others brought this up last @nitocris83 believed she had found a solution to the issue on why they were disabled.
Cloaks we're disabled when mounted when somi (or somewhere around that mod) was released on purpose. I believe it was because they were bugged and "floated" above your characters head when viewed at a distance by other players. It was in the patch notes but I don't think they ever stated if they intended on fixing it or not.