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.
I've decided that it would perhaps be better if I used video of someone else doing the shield cancelling properly as I don't think my attempts at crab walking into SB and recreating this phenomenon will ever be accepted due to viewer bias. Also, I don't do it with nearly the style and finesse that Dom, that mythic of GF beasts, exudes. Here he simultaneously knocks my TR on his back and your accusations to the ground with 2 proofs of concept.
We were in Icewindale with no Companions doing 1v1's:
If you have any more objections, feel free to lodge them with those here who can fix the coding issue as the proof of concept is obviously a success.
It's ok, we can all make mistakes and knowledge often comes at the price of realizing we were wrong.
Bug: As proven here GF is able to animation cancel (as all classes do) their encounters, HOWEVER unlike other classes the encounter goes off while they maintain their shield mechanic throughout and do not get dazed or damaged.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
Scourge Warlock shadow slip removes all damage over time effects from my cleric (and I'm assuming other sources as well) making it impossible to kill them. This only started happening since the changes to shadow slip not too long ago.
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.
I've decided that it would perhaps be better if I used video of someone else doing the shield cancelling properly as I don't think my attempts at crab walking into SB and recreating this phenomenon will ever be accepted due to viewer bias. Also, I don't do it with nearly the style and finesse that Dom, that mythic of GF beasts, exudes. Here he simultaneously knocks my TR on his back and your accusations to the ground with 2 proofs of concept.
We were in Icewindale with no Companions doing 1v1's:
If you have any more objections, feel free to lodge them with those here who can fix the coding issue as the proof of concept is obviously a success.
It's ok, we can all make mistakes and knowledge often comes at the price of realizing we were wrong.
Bug: As proven here GF is able to animation cancel (as all classes do) their encounters, HOWEVER unlike other classes the encounter goes off while they maintain their shield mechanic throughout and do not get dazed or damaged.
Yes we all make mistakes thats why neither of those links provided worked. So I had to go directly to your channel and find them.
Your videos you previously provided were not good at all. No bias. Facts. I'm looking for the bug, and you simply were not performing it correctly. I was looking for the GF going in within the first 2 seconds of the SB. Not waiting for when SB no longer worked.
Now, the videos you provided are much better than those previous. I could properly see it with the GF being in the SB which is clearly noticeable.
Like I said before this seems to simply be an interaction with Smoke bomb, and like I said previously this seems to only be on PC. I don't know what exactly causes it, but it's odd none the less. I can only assume higher refresh rates of PC as opposed to console. Or it's simply a coding bug on PC.
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.
I've decided that it would perhaps be better if I used video of someone else doing the shield cancelling properly as I don't think my attempts at crab walking into SB and recreating this phenomenon will ever be accepted due to viewer bias. Also, I don't do it with nearly the style and finesse that Dom, that mythic of GF beasts, exudes. Here he simultaneously knocks my TR on his back and your accusations to the ground with 2 proofs of concept.
We were in Icewindale with no Companions doing 1v1's:
If you have any more objections, feel free to lodge them with those here who can fix the coding issue as the proof of concept is obviously a success.
It's ok, we can all make mistakes and knowledge often comes at the price of realizing we were wrong.
Bug: As proven here GF is able to animation cancel (as all classes do) their encounters, HOWEVER unlike other classes the encounter goes off while they maintain their shield mechanic throughout and do not get dazed or damaged.
Yes we all make mistakes thats why neither of those links provided worked. So I had to go directly to your channel and find them.
Your videos you previously provided were not good at all. No bias. Facts. I'm looking for the bug, and you simply were not performing it correctly. I was looking for the GF going in within the first 2 seconds of the SB. Not waiting for when SB no longer worked.
Now, the videos you provided are much better than those previous. I could properly see it with the GF being in the SB which is clearly noticeable.
Like I said before this seems to simply be an interaction with Smoke bomb, and like I said previously this seems to only be on PC. I don't know what exactly causes it, but it's odd none the less. I can only assume higher refresh rates of PC as opposed to console. Or it's simply a coding bug on PC.
I'm glad you're big enough to admit when you're wrong. That's very adult. On both accounts. Both that GFs can shield cancel as I described and they can do it for ALL their CC as proven both in the videos I provided and done faster and more effectively by Dom. Now the Devs can address the correct information I originally submitted before your disagreements.
Thanks.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
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.
I've decided that it would perhaps be better if I used video of someone else doing the shield cancelling properly as I don't think my attempts at crab walking into SB and recreating this phenomenon will ever be accepted due to viewer bias. Also, I don't do it with nearly the style and finesse that Dom, that mythic of GF beasts, exudes. Here he simultaneously knocks my TR on his back and your accusations to the ground with 2 proofs of concept.
We were in Icewindale with no Companions doing 1v1's:
If you have any more objections, feel free to lodge them with those here who can fix the coding issue as the proof of concept is obviously a success.
It's ok, we can all make mistakes and knowledge often comes at the price of realizing we were wrong.
Bug: As proven here GF is able to animation cancel (as all classes do) their encounters, HOWEVER unlike other classes the encounter goes off while they maintain their shield mechanic throughout and do not get dazed or damaged.
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.
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.
I've decided that it would perhaps be better if I used video of someone else doing the shield cancelling properly as I don't think my attempts at crab walking into SB and recreating this phenomenon will ever be accepted due to viewer bias. Also, I don't do it with nearly the style and finesse that Dom, that mythic of GF beasts, exudes. Here he simultaneously knocks my TR on his back and your accusations to the ground with 2 proofs of concept.
We were in Icewindale with no Companions doing 1v1's:
If you have any more objections, feel free to lodge them with those here who can fix the coding issue as the proof of concept is obviously a success.
It's ok, we can all make mistakes and knowledge often comes at the price of realizing we were wrong.
Bug: As proven here GF is able to animation cancel (as all classes do) their encounters, HOWEVER unlike other classes the encounter goes off while they maintain their shield mechanic throughout and do not get dazed or damaged.
Yes we all make mistakes thats why neither of those links provided worked. So I had to go directly to your channel and find them.
Your videos you previously provided were not good at all. No bias. Facts. I'm looking for the bug, and you simply were not performing it correctly. I was looking for the GF going in within the first 2 seconds of the SB. Not waiting for when SB no longer worked.
Now, the videos you provided are much better than those previous. I could properly see it with the GF being in the SB which is clearly noticeable.
Like I said before this seems to simply be an interaction with Smoke bomb, and like I said previously this seems to only be on PC. I don't know what exactly causes it, but it's odd none the less. I can only assume higher refresh rates of PC as opposed to console. Or it's simply a coding bug on PC.
I'm glad you're big enough to admit when you're wrong. That's very adult. On both accounts. Both that GFs can shield cancel as I described and they can do it for ALL their CC as proven both in the videos I provided and done faster and more effectively by Dom. Now the Devs can address the correct information I originally submitted before your disagreements.
Thanks.
Well like I said your previous attempts to show me were not right, not even close actually.
Glad to see it least 2 videos show me something.
Well the thing is your previous videos were not right and submitting them to the developers wouldn't even be correct. Good representation of the bug would be to fix those links and to show them those 2 videos, since those are the only 2 videos that show it correctly.
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.
I wanted to respond to this as it's a pet peeve of mine.
We actually had a fix for this design-side, but it was a global setting that said "let certain kinds of powers work in the air". It totally fixed Marauder's Escape, and we almost shipped it, until some people discovered on preview that a GWF At-Will was in the same category, and you could float in the air while fighting (which looked more like a very weird kung-fu movie than like D&D).
So, alas, this Marauder's Escape problem must wait for a code fix.
Hi players! Neverwinter art director here! I wanted to drop by and let you know the art team is working on many of your bug reports, as well as some of our own. Here's a quick list of what is finished so far in no particular order:
1. Fixed: Warlock Pillar of Power ability conceals any nearby warning splats 3. Fixed: Oathbound Paladin splat/decal should no longer disappear 4. Fixed: Control Wizard splats shouldn’t hide other splats (such as icy terrain) 5. Fixed: Stormraider Clydesdale should now have the correct spawn fx 6. Fixed: Trickster Rogue run animation stutters when stopping 7. Fixed: Hunter ranger idle pose looking down 8. Fixed: Stag and Drake mount animations stutter and flourishes are not interruptable 9. Fixed: Bushes in Chult have giant 3D invisible cubes around them that prevent you from targeting anything 10. Fixed: Dragonslayer Boots have no visuals Great Weapon Fighter female 11. Fixed: Griefstone Circlet has no visuals on Devoted Cleric Female 12. Fixed: "Layered" male hairstyle has unskinned verts. 13. Fixed: Wild Noble fashion attaching to legs incorrectly 14. Fixed: Rewards: Stronghold: Batiri Masks: Graphical artifacts appear on decoration when placed 15. Fixed: Invisible collision in Sharandar flowers 16. Fixed: Female Halfling clips through tyrannosaur mount 17. Fixed: Spellplague Caverns: Character can get stuck falling behind rock after first boss 18. Fixed: Castle Never has invisible floor collision on either side of first indoor bridge 19. Fixed: Chult: Repeatable Adventures: Interior fog takes a few seconds to appear 20. Fixed: Sea of Moving Ice: Possible to get stuck in half-sunken ship 21. Fixed: Light from entrance is significantly bright in Illithid Enclave 22. Fixed: Players can access unintended area of Pirates' Skyhold 23. Fixed: Some floating collision in Pirates' Skyhold 24. Fixed: Hole in grass terrain present in Pirates' Skyhold 25. Fixed: Control Wizard Teleport rubber-bands and feels unresponsive 26. Added/fixed collision meshes of thousands of environment objects throughout the game, which should improve server and client performance. 27. Added many new animations to our animation library for cutscenes and NPC antics/acting 28. Fixed the Campfire splat so it shouldn’t get culled in complex terrain 29. Fixed the Prayer Circle splat so it shouldn’t get culled in complex terrain 30. Fixed Controller’s IcyConduit splat so it shouldn’t get culled in complex terrain 31. Fixed Devoted’s Bastion of Health splat so it shouldn’t get culled in complex terrain 32. Fixed Devoted’s Divine Glow splat so it shouldn’t get culled in complex terrain 33. Fixed Devoted’s Bastion of Health splat so it shouldn’t get culled in complex terrain 34. Fixed Great Weapon’s SureStrike splat so it shouldn’t get culled in complex terrain 35. Fixed Great Weapon’s Slam splat so it shouldn’t get culled in complex terrain 36. Fixed Guardian’s Into the Fray splat so it shouldn’t get culled in complex terrain 37. Fixed Guardian’s Iron Warrior splat so it shouldn’t get culled in complex terrain 38. Fixed Paladin’s Bond of Virtue splat so it shouldn’t get culled in complex terrain 39. Fixed Paladin’s Vow of Emnity splat so it shouldn’t get culled in complex terrain 40. Fixed Drufi’s Call of Winter splat so it shouldn’t get culled in complex terrain 41. Fixed Storvald’s jump impact splat so it shouldn’t get culled in complex terrain 42. Fixed the Beetle mount’s footprints so they shouldn’t get culled in complex terrain 43. Fixed the Gelatinous cube mount’s footprints so they shouldn’t get culled in complex terrain 44. Fixed some Artifact power splats so they shouldn’t get culled in complex terrain 45. Fixed some critter power splats so they shouldn’t get culled in complex terrain 46. Fixed some armor power splats so they shouldn’t get culled in complex terrain 47. Fixed some merchant splats so they shouldn’t get culled in complex terrain 48. Fixed Warlock’s Gates of Hell targeting fx so it wouldn’t draw long lines on certain terrain textures 49. Fixed Warlock’s Pillar of Power fx so they won’t flicker in and out of sight when a lot of FX are onscreen 50. Fixed an issue where the Catapult death fx for the Siege of Neverwinter would spawn the Catapult at an incorrect size 51. Fixed: Gave the Conjured Horse mount the correct spawn-in fx 52. Fixed an issue where the Armored Bulette’s spawn-in and power fx would spawn the Bulette at an incorrect size
There are more fixes in the works, so we're not done yet! Keep the wonderful feedback coming! Thanks all!
Hi players! Neverwinter art director here! I wanted to drop by and let you know the art team is working on many of your bug reports, as well as some of our own. Here's a quick list of what is finished so far in no particular order:
1. Fixed: Warlock Pillar of Power ability conceals any nearby warning splats 3. Fixed: Oathbound Paladin splat/decal should no longer disappear 4. Fixed: Control Wizard splats shouldn’t hide other splats (such as icy terrain) 5. Fixed: Stormraider Clydesdale should now have the correct spawn fx 6. Fixed: Trickster Rogue run animation stutters when stopping 7. Fixed: Hunter ranger idle pose looking down 8. Fixed: Stag and Drake mount animations stutter and flourishes are not interruptable 9. Fixed: Bushes in Chult have giant 3D invisible cubes around them that prevent you from targeting anything 10. Fixed: Dragonslayer Boots have no visuals Great Weapon Fighter female 11. Fixed: Griefstone Circlet has no visuals on Devoted Cleric Female 12. Fixed: "Layered" male hairstyle has unskinned verts. 13. Fixed: Wild Noble fashion attaching to legs incorrectly 14. Fixed: Rewards: Stronghold: Batiri Masks: Graphical artifacts appear on decoration when placed 15. Fixed: Invisible collision in Sharandar flowers 16. Fixed: Female Halfling clips through tyrannosaur mount 17. Fixed: Spellplague Caverns: Character can get stuck falling behind rock after first boss 18. Fixed: Castle Never has invisible floor collision on either side of first indoor bridge 19. Fixed: Chult: Repeatable Adventures: Interior fog takes a few seconds to appear 20. Fixed: Sea of Moving Ice: Possible to get stuck in half-sunken ship 21. Fixed: Light from entrance is significantly bright in Illithid Enclave 22. Fixed: Players can access unintended area of Pirates' Skyhold 23. Fixed: Some floating collision in Pirates' Skyhold 24. Fixed: Hole in grass terrain present in Pirates' Skyhold 25. Fixed: Control Wizard Teleport rubber-bands and feels unresponsive 26. Added/fixed collision meshes of thousands of environment objects throughout the game, which should improve server and client performance. 27. Added many new animations to our animation library for cutscenes and NPC antics/acting 28. Fixed the Campfire splat so it shouldn’t get culled in complex terrain 29. Fixed the Prayer Circle splat so it shouldn’t get culled in complex terrain 30. Fixed Controller’s IcyConduit splat so it shouldn’t get culled in complex terrain 31. Fixed Devoted’s Bastion of Health splat so it shouldn’t get culled in complex terrain 32. Fixed Devoted’s Divine Glow splat so it shouldn’t get culled in complex terrain 33. Fixed Devoted’s Bastion of Health splat so it shouldn’t get culled in complex terrain 34. Fixed Great Weapon’s SureStrike splat so it shouldn’t get culled in complex terrain 35. Fixed Great Weapon’s Slam splat so it shouldn’t get culled in complex terrain 36. Fixed Guardian’s Into the Fray splat so it shouldn’t get culled in complex terrain 37. Fixed Guardian’s Iron Warrior splat so it shouldn’t get culled in complex terrain 38. Fixed Paladin’s Bond of Virtue splat so it shouldn’t get culled in complex terrain 39. Fixed Paladin’s Vow of Emnity splat so it shouldn’t get culled in complex terrain 40. Fixed Drufi’s Call of Winter splat so it shouldn’t get culled in complex terrain 41. Fixed Storvald’s jump impact splat so it shouldn’t get culled in complex terrain 42. Fixed the Beetle mount’s footprints so they shouldn’t get culled in complex terrain 43. Fixed the Gelatinous cube mount’s footprints so they shouldn’t get culled in complex terrain 44. Fixed some Artifact power splats so they shouldn’t get culled in complex terrain 45. Fixed some critter power splats so they shouldn’t get culled in complex terrain 46. Fixed some armor power splats so they shouldn’t get culled in complex terrain 47. Fixed some merchant splats so they shouldn’t get culled in complex terrain 48. Fixed Warlock’s Gates of Hell targeting fx so it wouldn’t draw long lines on certain terrain textures 49. Fixed Warlock’s Pillar of Power fx so they won’t flicker in and out of sight when a lot of FX are onscreen 50. Fixed an issue where the Catapult death fx for the Siege of Neverwinter would spawn the Catapult at an incorrect size 51. Fixed: Gave the Conjured Horse mount the correct spawn-in fx 52. Fixed an issue where the Armored Bulette’s spawn-in and power fx would spawn the Bulette at an incorrect size
There are more fixes in the works, so we're not done yet! Keep the wonderful feedback coming! Thanks all!
25. Fixed: Control Wizard Teleport rubber-bands and feels unresponsive
I am fairly sure a similar issue exists in the Hunter Ranger dodge mechanic. It often feels like you can cancel the dodge with another dodge, and you end up moving the distance of one dodge, but end up with an empty stamina bar, and then rubberband back to the original location.
Queing for a dungeon while being in an instance of that dungeon will sometimes completly empty your AP. Exemple: Syndrith died in etos, i'm queuing while taking the chest. If I accept that queue while still being in the dungeon, there is a high probability that i'll have no AP at the beginning of the new etos.
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jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Queuing for PoM while still inside PoM (maybe others) when they chest bugs at end of match and cannot be intereacted with guarantees the next chest cannot be interacted with either.
Devoted Cleric - Activating any Daily triggers Level Up
I'm fairly sure this is the Hastening Light animation. It procs on Flame Strike and Anointed Army when you hit enemies with them. It looks and sounds just like a level up. They already mentioned that this bug was fixed internally.
Err, hafta agree with the idea of skippable cutscenes - only so many times I need to see valindra, or lostmauth, etc....give their little speeched. An option to skip would be greatly appreciated, tho is not technically a bug.
The following will soon be skip-able:
- Traveling to Thay - Phantasmal Fortress - Lostmauth's Lair - Wilfred Re-Intro - The Death Forge - Temple of the Spider - Malabog's Castle (4 cutscenes)
The scenes are skip-able on a per player basis. Newer (or nostalgic) players can watch them completely while the vets skip. It will be up to them to wait or move on.
Effort was made to keep the play otherwise AS IS, so scenes will be triggered same as before and entry into boss or mini-boss arenas will remain as is was before this change.
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.
Exploration->'Icespire Mountaineer': Never was able to be completed (already mentioned in 2nd post of 2nd page). Needs to be removed from the journal.
- Quests->'Polices Drunk Orcs': Never worked. I thought I read it was going to be removed long ago, but it's still in my journal, can't be completed. Needs to be removed from journal.
Icespire Mountaineer has never been obtainable, but it already been mentioned in this thread Scrying Gauntlgrym is different - it used to be possible to complete, but then the old Gaultlgrym area was reworked, and the scrying stones do not seem to exist any more, so it became unobtainable. Please remove or put the scrying stones in the Gauntlgrym PvP area.
@beckylunatic - your feedback about fixing some of these rather than removing is noted. I want to look into this if time permits. Otherwise at least we won't have obsolete incomplete-able achievements plaguing player journals.
Five Achievement Sets will soon start tracking your Skirmish and Dungeon performance properly!!
- Executioner (I, II & III) - Living Dead (I, II & III) - Immovable Object (I, II & III) - Paingiver (I, II & III) - Field Medic (I, II & III)
Several of you have mentioned these, but a special shout-out and thanks to @ghostrings#8090 for repeatedly posting and pushing for the fix!
Nick
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Tooltip bug: Ebon Darkness dyepack Throwing this in as I was reminded by the Helmite dye fix in 12b. Ebon Darkness dyepack is described as black and dark silver, but it's more like black and dark browns. I've never seen it turn anything silver/grey no matter what texture/material it was applied to.
If your pet aggros mobs and dies, the mobs will often 'leash' and become untargetable unless you have already inflicted damage on them. This occurs even if the player has moved into combat range. Causes powers to deal no damage and yet still be in cooldown when the mobs become targetable again.
Also happens in rare places with NPCs, like the initial guard spawn in Arcane Reservoir. If the second guard dies when you've jumped into combat but not obtained aggro yourself, they leash. Worse if you're a TR using Stealth.
Not sure if it is a bug or some lame fix . But way back before mod 6 if we took a potion of diminution or unstable potion that would make us small/Tiny it would stay in effect when we was on our mounts . I really miss that and was pretty fun running about all tiny. now when we are tiny we grow back to normal size when on mounts and then go tiny again when unmounted.
The size-altering potions also used to stack with animal transformations but no longer visibly do so. It used to be possible to be a very tiny chicken, for example.
beckylunatic I think you are more familiar with this than I am, but I think that unlocking the ability to speak on a new character sucks, and even the instructional prompt for what you need to complete is misleading (it says you need to complete a subset of things when in fact you need to complete all of them?)
@dupeks ks I would say it's probably intentional to not spell out in explicit detail what is needed, but my understanding is that the instructions indicate you need to do any 3 of 5 questlines, but ANY will not actually do. You MUST complete Blackdagger, which falls after the 3rd storyline from the list if you are playing straight through (not sure if 4th or 5th).
After searching 3 maybe 4 items in a row, all options are greyed out and the search continues without reults until it times out. You have to go back to AH listings you are selling tab, even if you have none, then continue back to what you wish to search for. Another equally annoying bug, or you may have done this deliberately to slow down automated searches from Gateway, which no longer exists.
@jumpingmorks If you mouse over the greyed-out Search button, you can see how long your AH searches need to cool down. Tabbing over and back would just happen to be taking enough time to get you off cooldown.
The Mysterious Merchant gear available on live does not match that on preview. Several pieces are not sold via the MM as they were expected to such as: The Magic Lord's Surcoat, The last warden's breaches, Sandy Assault pants, Jerkin of Lord Roy, and perhaps others.
This isn't a bug. "Missing" items already existed as dungeon drops under a different name, or they will shortly (pants and shirt are rewards from Prince's Folly). It's just players expecting that everything in a preview build will ultimately go live even when they've expressly been told it might not.
Not sure if anyone has reported this and/or I am the only one with this issue but I am unable to read the numbers on the paingiver screens as soon as they show up they scroll to the right and off the screen.
One of a multitude of issues that crop up when you customize UI scaling. They've been reported quite a lot.
granted someone can have 10 of some lower power / attack Item and keep cycle using multiples of them ... cause they are not flagged as unique(you can only have 1 ) once equipped like hunt items . so technically it is exploitable
Well, actually... multiple instances of the same quick slot item can share a cooldown. In the first year of Summer Festival, I bought 3 water balloons for a single character because they had individual cooldowns. The following year, new water toys were added, and the balloons were changed to share a cooldown. You could still use all 3 quickslots for water toys, but you'd have to have 1 of each.
So there's existing code to make multiple of the same item not exploitable.
(Up to bottom page 37. Draft getting uncomfortably long.)
Err, hafta agree with the idea of skippable cutscenes - only so many times I need to see valindra, or lostmauth, etc....give their little speeched. An option to skip would be greatly appreciated, tho is not technically a bug.
The following will soon be skip-able:
- Traveling to Thay - Phantasmal Fortress - Lostmauth's Lair - Wilfred Re-Intro - The Death Forge - Temple of the Spider - Malabog's Castle (4 cutscenes)
The scenes are skip-able on a per player basis. Newer (or nostalgic) players can watch them completely while the vets skip. It will be up to them to wait or move on.
Effort was made to keep the play otherwise AS IS, so scenes will be triggered same as before and entry into boss or mini-boss arenas will remain as is was before this change.
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
@becklunatic switching tabs gives me instant cooldown, otherwise I have to wait for the last search to time out which I have never had the patience to time.
kreatyveMember, Neverwinter Moderator, NW M9 PlaytestPosts: 10,545Community Moderator
edited October 2017
Bug: The last building in The Monini Crypts during the Dragon Attack quest in Neverdeath Graveyard will not let you exit the building after rescuing Zami. You currently have to use "Defeat Me" in order to get out of the building. This appears to be occurring on all platforms. It may just be occurring if you do the quest in a party. Further testing may be needed.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
Err, hafta agree with the idea of skippable cutscenes - only so many times I need to see valindra, or lostmauth, etc....give their little speeched. An option to skip would be greatly appreciated, tho is not technically a bug.
The following will soon be skip-able:
- Traveling to Thay - Phantasmal Fortress - Lostmauth's Lair - Wilfred Re-Intro - The Death Forge - Temple of the Spider - Malabog's Castle (4 cutscenes)
The scenes are skip-able on a per player basis. Newer (or nostalgic) players can watch them completely while the vets skip. It will be up to them to wait or move on.
Effort was made to keep the play otherwise AS IS, so scenes will be triggered same as before and entry into boss or mini-boss arenas will remain as is was before this change.
Awesome! Could we ask for a few more? These are particularly annoying as well if you could give them the same treatment.
Soshenstar River - First Visit (cinematic camera view of the whole river) Valindra's Tower - Traveling to Thay Valindra's Tower - All boss intros Kessell's Retreat - Boss intro Castle Never - More of Neverember's lackeys Castle Never - 1st and 2nd Boss intros Master Svardborg - Intro (is skippable but has a strange delay before it can be skipped) Shores of Tuern - Boss intro Epic/Normal Cragmire Crypts - All boss intros Epic/Normal Grey Wolf Den - All boss intros Neverdeath Graveyard - Charthraxis Ebon Downs - Vartilingorix Icewind Pass - Merothrax Rothe Valley - Venfithar Whispering Caverns - Vilithrax Throne of the dwarven gods - Final Boss The Theft of the Crown quest - Nashers steal the crown (there are other quests in this line with unskippable cutscenes. They make these quests torture on alts)
Companion Augmentation packs and Fortification packs (dropped from lockboxes) normally drop up to 3 rank 7 enchantments. During 2x enchantments they only drop up to 4 rank 7 enchantments. Bug reported by PS4 player that is too lazy to login to a forum account
Signature [WIP] - tyvm John
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
I can see the follow up question coming, and unfortunately the current answer is no, we can't make all of the different things you want to buy in bulk available to buy in bulk. We are looking into it, but if an item has multiple costs (example guild marks and some green vitriol), it doesn't work right with our bulk buying UI. And this isn't a small change. Also, the buying in bulk is on an item level, not a store level. Meaning if an item is sold in multiple stores, and in one of those stores it costs more than one currency, it can't be bought in bulk in any of them.
I hope the bulk buy of crafting materials for guild marks applies to all the things (except the ones you can also get with gold). That seriously made me wanna cry.
Here's a slightly weird bulk buy inquiry though. Enchants bought with Seal of the Adventurer have a low quantity for how many you can get at once, due to the seal cap. But their slider still goes to 99, even though it's impossible to afford that many. A cap of 20 would make the slider more usable here even though 20 is still higher than needed.
Charts from the Stronghold Generalist would be nice to have a slider.
Some enchants like the Loamweave still can't be upgraded, even though you don't need a second enchant.
Maybe it's "as intended" but there was a Trans Loamweave on the AH at one time. So you could upgrade them in the past.
This was only because of an exploit. None of the enchants from packs are intended to be anything more than a starter/something for alts you're not serious about equipping.
Bug: The rewards pack suggests as per campaign but on opening, iInstead of Basic Astral Diamond Voucher, the Basic Gold Voucher is offered. Not as expected.
All sources of AD vouchers were purposely removed (because crafted AD crates are so easy to accumulate), so a fix for this issue would be to the tooltip, not the voucher choice.
The Chult Hunt armour "Martyr's Plackart" does not accept the vast majority of supposedly suitable transmutation options. It can be used as a transmute, but the only armour that I have found it will accept as a transmute is Morlanth's Shroud, hinting that it might be due to inconsistencies in class requirements for it, as both these armour pieces are universal class and the other ones I tried were for DC, and one for GWF. It can be dyed with no issues.
It's a bit of a shame, as I like the stats and not the look. :c
@asterysm Items that don't specify a class can only be transmuted to any other item that doesn't specify a class. If you bind it, then it *should* work with anything the character it's bound to is permitted to equip (as it has gained a class marker).
After running the game client for some time rare mobs in Chult stop rendering as rare and instead look like normal, which makes hunting more difficult. This was noticed by several people for Batiri and Eotyrannus mobs. After running the same game client for some time (several days) rare mobs of some (maybe all) types no longer look different from the regular mobs. Killing such mobs could still give you a trophy. Switching map instances does not help. Force restarting the game does resolve the issue.
That would seem to fall under the category of other types of visual performance degradation that can occur over time (or rapidly under some circumstances).
Is there a fix coming for companions running off and engaging enemies that are nearby but ones that I have not yet engaged? I just finished doing my Chult dailies and having my companion seek out anything nearby to kill after I have just finished dealing with another group of enemies is driving me absolutely batty.
If you do not complete Common Cause and leave it in your journal when the daily quest timer resets, it becomes incompletable as the new day's dailies do not match the previous day's objectives. In order to be able to do Common Cause again, one must then abandon Common Cause, which flags it for cooldown making you wait to pick it back up until the next daily reset to happen, forcing the player to loose out on another day of being able to do Common Cause.
It has been this way as long as I can recall. Over this time, there have been a lot of complaints, confusion, and discontent over this issue.
If possible, please make it work like this: If you have Common Cause in your journal when the daily reset occurs, or upon logging in after daily reset has occurred, it will update with that current day's Common Cause objectives. If that is too much work, perhaps simply make it so if you abandon it, you can pick it back up right away.
Technically, the old Common Cause can be completed on any subsequent day provided the randomized daily quest matches.
Common Cause in Neverdeath exhibits unique behavior in that if you carry it over, it does add the second randomized daily to the list of quests you can complete. As level 60+ Common Cause is actually fulfilled by completing three quests in the list, Neverdeath can be completed while skipping Ghost Stories. IMO, if all iterations of Common Cause were changed to do this, it might lead to some unintended lair skipping, but the cost to the player is that they can only complete Common Cause every other day max, so I think it's a fair trade even.
I do agree that the daily quest randomization has been a cause of much confusion.
Cockatrice on PS4 - active ability doesn't root anything
General consensus on PC after a lot of argument over whether it worked or not is that it does, but it's really hard to tell, particularly because root specifically prevents movement but not attacking. I am not sure of the Crab, but same with Terror enchant. It does root, but you really need to know exactly what you're looking for to see it at all.
Bug: The last building in The Monini Crypts during the Dragon Attack quest in Neverdeath Graveyard will not let you exit the building after rescuing Zami. You currently have to use "Defeat Me" in order to get out of the building. This appears to be occurring on all platforms. It may just be occurring if you do the quest in a party. Further testing may be needed.
Probably just in a party? I observed nothing odd when I ran through Neverdeath within the last month. At least I don't think I signposted out of that one.
Awesome! Could we ask for a few more? These are particularly annoying as well if you could give them the same treatment. [snipped list]
The ToD dragon cutscenes are used to move players into a starting position. When cutscenes are being used to mask that something is happening, it's harder to just let you skip them, I'm pretty sure. This is the original reason given why so many can't be skipped, because they're being used mechanically as well as for setting.
Comments
Visually these pets do nothing, can we have confirmation that something is actually happening behind the scenes?
We were in Icewindale with no Companions doing 1v1's:
https://youtu.be/VNNHYIW77Wg
and one more so he can flourish in my defeat and your acceptance:
https://youtu.be/uWDALZ9siBw
If you have any more objections, feel free to lodge them with those here who can fix the coding issue as the proof of concept is obviously a success.
It's ok, we can all make mistakes and knowledge often comes at the price of realizing we were wrong.
Bug: As proven here GF is able to animation cancel (as all classes do) their encounters, HOWEVER unlike other classes the encounter goes off while they maintain their shield mechanic throughout and do not get dazed or damaged.
Your videos you previously provided were not good at all. No bias. Facts. I'm looking for the bug, and you simply were not performing it correctly. I was looking for the GF going in within the first 2 seconds of the SB. Not waiting for when SB no longer worked.
Now, the videos you provided are much better than those previous. I could properly see it with the GF being in the SB which is clearly noticeable.
Like I said before this seems to simply be an interaction with Smoke bomb, and like I said previously this seems to only be on PC. I don't know what exactly causes it, but it's odd none the less. I can only assume higher refresh rates of PC as opposed to console. Or it's simply a coding bug on PC.
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
Thanks.
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
We actually had a fix for this design-side, but it was a global setting that said "let certain kinds of powers work in the air". It totally fixed Marauder's Escape, and we almost shipped it, until some people discovered on preview that a GWF At-Will was in the same category, and you could float in the air while fighting (which looked more like a very weird kung-fu movie than like D&D).
So, alas, this Marauder's Escape problem must wait for a code fix.
1. Fixed: Warlock Pillar of Power ability conceals any nearby warning splats
3. Fixed: Oathbound Paladin splat/decal should no longer disappear
4. Fixed: Control Wizard splats shouldn’t hide other splats (such as icy terrain)
5. Fixed: Stormraider Clydesdale should now have the correct spawn fx
6. Fixed: Trickster Rogue run animation stutters when stopping
7. Fixed: Hunter ranger idle pose looking down
8. Fixed: Stag and Drake mount animations stutter and flourishes are not interruptable
9. Fixed: Bushes in Chult have giant 3D invisible cubes around them that prevent you from targeting anything
10. Fixed: Dragonslayer Boots have no visuals Great Weapon Fighter female
11. Fixed: Griefstone Circlet has no visuals on Devoted Cleric Female
12. Fixed: "Layered" male hairstyle has unskinned verts.
13. Fixed: Wild Noble fashion attaching to legs incorrectly
14. Fixed: Rewards: Stronghold: Batiri Masks: Graphical artifacts appear on decoration when placed
15. Fixed: Invisible collision in Sharandar flowers
16. Fixed: Female Halfling clips through tyrannosaur mount
17. Fixed: Spellplague Caverns: Character can get stuck falling behind rock after first boss
18. Fixed: Castle Never has invisible floor collision on either side of first indoor bridge
19. Fixed: Chult: Repeatable Adventures: Interior fog takes a few seconds to appear
20. Fixed: Sea of Moving Ice: Possible to get stuck in half-sunken ship
21. Fixed: Light from entrance is significantly bright in Illithid Enclave
22. Fixed: Players can access unintended area of Pirates' Skyhold
23. Fixed: Some floating collision in Pirates' Skyhold
24. Fixed: Hole in grass terrain present in Pirates' Skyhold
25. Fixed: Control Wizard Teleport rubber-bands and feels unresponsive
26. Added/fixed collision meshes of thousands of environment objects throughout the game, which should improve server and client performance.
27. Added many new animations to our animation library for cutscenes and NPC antics/acting
28. Fixed the Campfire splat so it shouldn’t get culled in complex terrain
29. Fixed the Prayer Circle splat so it shouldn’t get culled in complex terrain
30. Fixed Controller’s IcyConduit splat so it shouldn’t get culled in complex terrain
31. Fixed Devoted’s Bastion of Health splat so it shouldn’t get culled in complex terrain
32. Fixed Devoted’s Divine Glow splat so it shouldn’t get culled in complex terrain
33. Fixed Devoted’s Bastion of Health splat so it shouldn’t get culled in complex terrain
34. Fixed Great Weapon’s SureStrike splat so it shouldn’t get culled in complex terrain
35. Fixed Great Weapon’s Slam splat so it shouldn’t get culled in complex terrain
36. Fixed Guardian’s Into the Fray splat so it shouldn’t get culled in complex terrain
37. Fixed Guardian’s Iron Warrior splat so it shouldn’t get culled in complex terrain
38. Fixed Paladin’s Bond of Virtue splat so it shouldn’t get culled in complex terrain
39. Fixed Paladin’s Vow of Emnity splat so it shouldn’t get culled in complex terrain
40. Fixed Drufi’s Call of Winter splat so it shouldn’t get culled in complex terrain
41. Fixed Storvald’s jump impact splat so it shouldn’t get culled in complex terrain
42. Fixed the Beetle mount’s footprints so they shouldn’t get culled in complex terrain
43. Fixed the Gelatinous cube mount’s footprints so they shouldn’t get culled in complex terrain
44. Fixed some Artifact power splats so they shouldn’t get culled in complex terrain
45. Fixed some critter power splats so they shouldn’t get culled in complex terrain
46. Fixed some armor power splats so they shouldn’t get culled in complex terrain
47. Fixed some merchant splats so they shouldn’t get culled in complex terrain
48. Fixed Warlock’s Gates of Hell targeting fx so it wouldn’t draw long lines on certain terrain textures
49. Fixed Warlock’s Pillar of Power fx so they won’t flicker in and out of sight when a lot of FX are onscreen
50. Fixed an issue where the Catapult death fx for the Siege of Neverwinter would spawn the Catapult at an incorrect size
51. Fixed: Gave the Conjured Horse mount the correct spawn-in fx
52. Fixed an issue where the Armored Bulette’s spawn-in and power fx would spawn the Bulette at an incorrect size
There are more fixes in the works, so we're not done yet! Keep the wonderful feedback coming! Thanks all!
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
Signature [WIP] - tyvm John
I hope the GWF main hand weapon stuck in a but(t) sees a fix. (Male Human GWF).
Queing for a dungeon while being in an instance of that dungeon will sometimes completly empty your AP.
Exemple: Syndrith died in etos, i'm queuing while taking the chest. If I accept that queue while still being in the dungeon, there is a high probability that i'll have no AP at the beginning of the new etos.
Ty @agilesto for reminding me of this.
Signature [WIP] - tyvm John
In response to numerous complaints about repetative cut-scenes not being skip-able...
Example: The following will soon be skip-able:
- Traveling to Thay - Phantasmal Fortress
- Lostmauth's Lair
- Wilfred Re-Intro - The Death Forge
- Temple of the Spider
- Malabog's Castle (4 cutscenes)
The scenes are skip-able on a per player basis. Newer (or nostalgic) players can watch them completely while the vets skip. It will be up to them to wait or move on.
Effort was made to keep the play otherwise AS IS, so scenes will be triggered same as before and entry into boss or mini-boss arenas will remain as is was before this change.
Thanks to @hawk0828, @preechr@2215, @beckylunatic , @artifleur and more for calling this out!
@beckylunatic - your feedback about fixing some of these rather than removing is noted. I want to look into this if time permits. Otherwise at least we won't have obsolete incomplete-able achievements plaguing player journals.
Five Achievement Sets will soon start tracking your Skirmish and Dungeon performance properly!!
- Executioner (I, II & III)
- Living Dead (I, II & III)
- Immovable Object (I, II & III)
- Paingiver (I, II & III)
- Field Medic (I, II & III)
Several of you have mentioned these, but a special shout-out and thanks to @ghostrings#8090 for repeatedly posting and pushing for the fix!
Nick
Throwing this in as I was reminded by the Helmite dye fix in 12b. Ebon Darkness dyepack is described as black and dark silver, but it's more like black and dark browns. I've never seen it turn anything silver/grey no matter what texture/material it was applied to. Also happens in rare places with NPCs, like the initial guard spawn in Arcane Reservoir. If the second guard dies when you've jumped into combat but not obtained aggro yourself, they leash. Worse if you're a TR using Stealth. The size-altering potions also used to stack with animal transformations but no longer visibly do so. It used to be possible to be a very tiny chicken, for example. @dupeks
ks I would say it's probably intentional to not spell out in explicit detail what is needed, but my understanding is that the instructions indicate you need to do any 3 of 5 questlines, but ANY will not actually do. You MUST complete Blackdagger, which falls after the 3rd storyline from the list if you are playing straight through (not sure if 4th or 5th). That's been gone so long I completely forgot it used to cost more using the UI than going in person. @jumpingmorks If you mouse over the greyed-out Search button, you can see how long your AH searches need to cool down. Tabbing over and back would just happen to be taking enough time to get you off cooldown. This isn't a bug. "Missing" items already existed as dungeon drops under a different name, or they will shortly (pants and shirt are rewards from Prince's Folly). It's just players expecting that everything in a preview build will ultimately go live even when they've expressly been told it might not. This was completely intentional and described in the game and/or blog posts about the event.
It's irrelevant under the 12b refinement changes. They already released patch notes indicating lumens will convert into global RP. One of a multitude of issues that crop up when you customize UI scaling. They've been reported quite a lot. Well, actually... multiple instances of the same quick slot item can share a cooldown. In the first year of Summer Festival, I bought 3 water balloons for a single character because they had individual cooldowns. The following year, new water toys were added, and the balloons were changed to share a cooldown. You could still use all 3 quickslots for water toys, but you'd have to have 1 of each.
So there's existing code to make multiple of the same item not exploitable.
(Up to bottom page 37. Draft getting uncomfortably long.)
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Further testing may be needed.
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
Soshenstar River - First Visit (cinematic camera view of the whole river)
Valindra's Tower - Traveling to Thay
Valindra's Tower - All boss intros
Kessell's Retreat - Boss intro
Castle Never - More of Neverember's lackeys
Castle Never - 1st and 2nd Boss intros
Master Svardborg - Intro (is skippable but has a strange delay before it can be skipped)
Shores of Tuern - Boss intro
Epic/Normal Cragmire Crypts - All boss intros
Epic/Normal Grey Wolf Den - All boss intros
Neverdeath Graveyard - Charthraxis
Ebon Downs - Vartilingorix
Icewind Pass - Merothrax
Rothe Valley - Venfithar
Whispering Caverns - Vilithrax
Throne of the dwarven gods - Final Boss
The Theft of the Crown quest - Nashers steal the crown
(there are other quests in this line with unskippable cutscenes. They make these quests torture on alts)
That would be great too thanks again.
Signature [WIP] - tyvm John
Signature [WIP] - tyvm John
Here's a slightly weird bulk buy inquiry though. Enchants bought with Seal of the Adventurer have a low quantity for how many you can get at once, due to the seal cap. But their slider still goes to 99, even though it's impossible to afford that many. A cap of 20 would make the slider more usable here even though 20 is still higher than needed.
Charts from the Stronghold Generalist would be nice to have a slider. This was only because of an exploit. None of the enchants from packs are intended to be anything more than a starter/something for alts you're not serious about equipping. I do not believe the visuals not displaying while mounted is intentional. Sometimes they show on the mount's feet. It's glitchy. All sources of AD vouchers were purposely removed (because crafted AD crates are so easy to accumulate), so a fix for this issue would be to the tooltip, not the voucher choice. @asterysm Items that don't specify a class can only be transmuted to any other item that doesn't specify a class. If you bind it, then it *should* work with anything the character it's bound to is permitted to equip (as it has gained a class marker). That would seem to fall under the category of other types of visual performance degradation that can occur over time (or rapidly under some circumstances). Should already be greatly improved in 12b. Technically, the old Common Cause can be completed on any subsequent day provided the randomized daily quest matches.
Common Cause in Neverdeath exhibits unique behavior in that if you carry it over, it does add the second randomized daily to the list of quests you can complete. As level 60+ Common Cause is actually fulfilled by completing three quests in the list, Neverdeath can be completed while skipping Ghost Stories. IMO, if all iterations of Common Cause were changed to do this, it might lead to some unintended lair skipping, but the cost to the player is that they can only complete Common Cause every other day max, so I think it's a fair trade even.
I do agree that the daily quest randomization has been a cause of much confusion. General consensus on PC after a lot of argument over whether it worked or not is that it does, but it's really hard to tell, particularly because root specifically prevents movement but not attacking. I am not sure of the Crab, but same with Terror enchant. It does root, but you really need to know exactly what you're looking for to see it at all. Probably just in a party? I observed nothing odd when I ran through Neverdeath within the last month. At least I don't think I signposted out of that one. The ToD dragon cutscenes are used to move players into a starting position. When cutscenes are being used to mask that something is happening, it's harder to just let you skip them, I'm pretty sure. This is the original reason given why so many can't be skipped, because they're being used mechanically as well as for setting.
Neverwinter Census 2017
All posts pending disapproval by Cecilia