Paladin Aura Gifts seems to be over sharing... when it is supposed to give 7k it gives 9k, and it gives back to the Paladin as well (noticed when in group with my DC but that shouldn't matter)
In CN, the death roombas are getting stuck on pets (noticed on fire archon and sellsword) They will sit there during a fight not doing damage to the pet until after the fight, then they kill the pet and start moving again
Paladin Aura Gifts seems to be over sharing... when it is supposed to give 7k it gives 9k, and it gives back to the Paladin as well (noticed when in group with my DC but that shouldn't matter)
In CN, the death roombas are getting stuck on pets (noticed on fire archon and sellsword) They will sit there during a fight not doing damage to the pet until after the fight, then they kill the pet and start moving again
Did you test it without a summoned pet and the OP not taking damage? The pally Power rating increases as they take damage and therefore so does the amount of power they share.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Not sure if they've been mentioned before but I'll post just in case.
Port Nyanzaru patrol quests "Pillaging the Pirates" and "Out-pirate the Pirates" - when fighting mobs on the boats loot can go over the side of the boats and land in the water, it's also possible for players to jump off the boats and die. Some of the spawned mobs have knockback abilities so it may be possible for them to knock you off the boats, though I haven't seen this yet myself.
Also in one of those patrols (I forget which one it is) your companion can't climb the ramp up to the boat at the end, meaning you have to fight the last group of enemies without them, this probably doesn't matter for dps classes, but it's a big hindrance for healers and lower-geared players.
Cannot change loadouts at the campfire in the cult of the dragon slave camp for the campaign daily "Forged in Fire".
Since the beginning of the mod most of the encounters that have charges doesn't show cds so far tested with (DC-Healing word, TR-Impact Shot and Wicked Reminder, HR-Cordon of Arrows https://www.youtube.com/watch?v=aYc3XWzRCjc
Bloody Death doesn't work with the Combat HR Feat Piercing Blade which is over 20% of our damage. So Combat HR's get doubly penalized for being main DPS in ToNG.
Bloody Death doesn't work with the Combat HR Feat Piercing Blade which is over 20% of our damage. So Combat HR's get doubly penalized for being main DPS in ToNG.
To add to this:
It would be better if bloody death was a percentage damage buff then an additional hit. As it currently stands, bloody death favours gf and gwf over other classes.
*edit*
@artifleur I took a closer look at the logs for hr. Sometimes it is doing 75% and sometimes it is doing 50%, which is weird.
The Tiamat heads still don't show up if a player attacks a head moments before it should rise, disabling the whole instance from completion because it bugs and never shows up after that. Bump to this major issue!
@bertrandx, this bug has been fixed but the bugfix may not have hit preview or live yet. Most of the bugfixes are scheduled to be released as part of module 13. Here is the dev post announcing this bug as fixed:
While facing off against Tiamat if anyone attacks the black head before it fully rises it becomes invulnerable/glitches.
Also at times you will get the victory announcement for defeating Tiamat right when the timer approaches zero but then be unable to open the chest.
Finally not a bug but if I que into a Tiamat run that has already started I most likely won't have the chance to obtain a soul gem; can this be addressed?
Noticed that this one has been super high on many players' lists for a while. It looks like it was possible to reproduce on all heads but the black one was just the most common by far due to player strategy. I did a lot of digging and and the safest option was to make the Tiamat Dragon heads untargetable during the entirety of their spawning process (6 seconds or so). This seems to have done the trick!
Ow, great! Thanks. That's what happens when you don't read all the posts of 59 pages of posts, you repeat stuff that has already been said and is no longer relevant. Sorry for that.
Ow, great! Thanks. That's what happens when you don't read all the posts of 59 pages of posts, you repeat stuff that has already been said and is no longer relevant. Sorry for that.
It provides a list of all devs responses and all bugfixes that have been announced.
-- PVP Rogue, --[----- "Your friendly neighborhood spawn of Satan." -----]-- ---------------------------------------------------------------- Main Character: Hurricane Marigolds (Rogue WK & Assassin) Ingame Handle: trgluestickz Discord Name: Hurricane🌀Marigolds#2563 Guilds: She Looked LVL 18 & Essence of Aggression Alliances: Imperium & Order of the Silent Shroud Platform: PC
For the Masquerade of Liars event when you click on some of the pumpkins they will disappear and still give the notice, you have receives a Liar's Charm, but the pumpkin will disappear and give no charms. I would rather not receive a notification if it dissapears than one showing I got the charm and have no item for it.
*Not really a bug but seems like this was over looked*
The Slayer Knight Set is currently impossible to complete. You can get the Slayer Belt of the Xvim from the vendor in Protectors Enclave and the Slayer Ring of the Xvim from the campaign store.
The only way to get the Slayer Amulet of the Xvim Frozen Crystal Lockbox which seems to have been discontinued, is there any chance of releasing this item in a new lockbox or an event?
The achievement for doing 100 Major HEs does not advance when you do a Major (ie, "medium sized") HE. I'm not easily able to check the Minor HE or Epic HE achievements since I finished them in Mod 3, but I suspect they're probably also broken, and that this breakage is closely related to why the Paingiver/Immovable Object/etc achievements were broken. (Those other achievements are listed as fixed earlier in this thread)
BUG: Crit Chance wrongly calculated. My HR has a critical strike value of 12720, the tooltip says it contributes to crit chance 31.8%. My HR has a WIS value of 23, which contributes according to the tooltip 13% to crit chance. Adding 31.8% and 13% makes 44.8% crit chance. However, my HR has only 43.8%, 1% is missing.
Are you counting the campfire bonus of +1 to all attributes? Without that, you're crit chance will drop by the missing 1%
I calculated the values under the same conditions. Even if I was under influence of the campfire, it should add two numbers correctly.
Paladin Aura Gifts seems to be over sharing... when it is supposed to give 7k it gives 9k, and it gives back to the Paladin as well (noticed when in group with my DC but that shouldn't matter)
In CN, the death roombas are getting stuck on pets (noticed on fire archon and sellsword) They will sit there during a fight not doing damage to the pet until after the fight, then they kill the pet and start moving again
currently this is wai due to the fact pali's share with companions and companions share with pali and yes having a DC there matters ALOT because u and pali give each other power which is then shared to companion then shared back to u. also yes the green balls in CN are very very buggy they get caught in all kinds of places for different reasons i have had balls just sit there for no reason at all taunting me to go threw it, they trap companions for extended times, and normally by the time u get to last mob pull next to boss door no one has a companion it is still stuck on first or 2nd ball or they are busy fighting the mobs next to the 2nd ball because they run threw them and agro them even tho the player went the other way to avoid them.
The description for the Chutlan Shirt and Pants are those for the shirt and pants from the Mysterious Merchant in Test. Could do with updating to sound like they actually come from Chult
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Can we (as in me!) get a new skin for Guard Drake, I'd like to see one with the same colors as Moonshadow Dye Pack
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
The achievement for doing 100 Major HEs does not advance when you do a Major (ie, "medium sized") HE. I'm not easily able to check the Minor HE or Epic HE achievements since I finished them in Mod 3, but I suspect they're probably also broken, and that this breakage is closely related to why the Paingiver/Immovable Object/etc achievements were broken. (Those other achievements are listed as fixed earlier in this thread)
The Major HE Achievment does work but only the Major HE's in IWP/DV count.
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Power Points:
A fill all option if you have 124/124 power points, it takes a good 5 minutes to populate every power point nad it's tedious.
7
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
VIP Signpost:
It's always struck me how mundane this is in such a magical world. I'd like to see when you summon Signpost that a ring of magial fey mushrooms (with fey sparklies of course!) map the perimeter of what is currently the size of the cirle.
Or it could be druid stones (with fey sparklies of course!), they could be small stones or big ones, or somesuch.
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
edited October 2017
Ras Nsi Fight:
Am hoping someone can fill in the gaps here as I haven;t done this fight too many times.
As a GF, sometimes my Aggravated Strike moves me forward even though I am tanking right in front on boss. It doesn;t always happen which is why am hoping someone can give more details.
bug: FBI stuff last boss sometimes hits the invisible wall at the entrance of the bridge and it restarts the whole fight last boss also has very poor showing for its skills most of the splats that should be on the ground dont show or only show at the last .5 seconds making impossible for some if not all melee to get away from it
the dragon turtle slams multiple times in a roll and some times will cancel slam also also on this fight certain companions try to follow the turtle out into the water when he starts swimming also on this fight companions attack the stones that fall making it near impossible for u get a chance to try to hit the turtle
on first boss if die during the fight u will sometimes have to relog just so u can get past the invisible wall u use to get into the fight also this bosses skills have no splat(red circles) or only peaces of its splat on the ground
Since the beginning of the mod most of the encounters that have charges doesn't show cds so far tested with (DC-Healing word, TR-Impact Shot and Wicked Reminder, HR-Cordon of Arrows https://www.youtube.com/watch?v=aYc3XWzRCjc
GWF Hidden Daggers too. Extremely annoying! Please let us know if this is a bug or a WAI change.
#1 Alchemy Healing Potions After adding the Potion of Exalted Healing to the Alchemy recipies (thanks for that): the Distilled Potion of Grand Healing is now holding the symbol of the Exalted Potion of Healing. There is also no option to distill the Potion of Exalted Healing.
#2 Masquerade Artifact [Illusionist's Mask] Upgrading my (epic) level 99 [Illusionist's Mask] resulted in a (legendäry) level 99 [Illusionist's Mask], ready to upgrade, but it can't be upgraded further. My Artifact was level 99 and ready to upgrade before the refinement changes, but since several people are reporting the same issue here: [Link] I do not assume it has something to to with it. If an item cannot be upgraded further the empty upgrade slot gets filled with whatever upgradable item was used within the refinement window last until relogging.
While you are at it, maybe you could make a mythic version, where you become a spooky monster for 10s? It's a shame it can't be used later on due to not being upgradable to Mythic.
Scrolls of mass life obtained through chests do not work. These scrolls are account bound and will not stack with others of course. Put away normal scrolls in the bank so it has no choice but to use the account bound ones and still does not work. Only choice is to discard. So legegedary keys that obtained this loot is wasted. This is on PS4 in my case not sure about other platforms.
Comments
In CN, the death roombas are getting stuck on pets (noticed on fire archon and sellsword)
They will sit there during a fight not doing damage to the pet until after the fight, then they kill the pet and start moving again
Yeah, I know these aren't bugs I should be reporting probably, but they ARE bugs I guess...
http://neverwinter.xyz/Babylon/download/file.php?id=43
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Port Nyanzaru patrol quests "Pillaging the Pirates" and "Out-pirate the Pirates" - when fighting mobs on the boats loot can go over the side of the boats and land in the water, it's also possible for players to jump off the boats and die. Some of the spawned mobs have knockback abilities so it may be possible for them to knock you off the boats, though I haven't seen this yet myself.
Also in one of those patrols (I forget which one it is) your companion can't climb the ramp up to the boat at the end, meaning you have to fight the last group of enemies without them, this probably doesn't matter for dps classes, but it's a big hindrance for healers and lower-geared players.
Cannot change loadouts at the campfire in the cult of the dragon slave camp for the campaign daily "Forged in Fire".
https://www.youtube.com/watch?v=aYc3XWzRCjc
Guild:
Dragon Server-Essence of Aggression
Drider Server- TheWolves
youtube channel
Bloody Death (the red buff/debuff) adds extra attacks for 75% of the original damage for most classes but only 50% for Hunter Rangers.
You can blame @thefabricant for testing it.
Bloody Death doesn't work with the Combat HR Feat Piercing Blade which is over 20% of our damage. So Combat HR's get doubly penalized for being main DPS in ToNG.
It would be better if bloody death was a percentage damage buff then an additional hit. As it currently stands, bloody death favours gf and gwf over other classes.
*edit*
@artifleur I took a closer look at the logs for hr. Sometimes it is doing 75% and sometimes it is doing 50%, which is weird.
You should look at this thread:
https://www.arcgames.com/en/forums/neverwinter#/discussion/1235050/unofficial-october-bugfix-dev-response-compilation
It provides a list of all devs responses and all bugfixes that have been announced.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
The Slayer Knight Set is currently impossible to complete. You can get the Slayer Belt of the Xvim from the vendor in Protectors Enclave and the Slayer Ring of the Xvim from the campaign store.
The only way to get the Slayer Amulet of the Xvim Frozen Crystal Lockbox which seems to have been discontinued, is there any chance of releasing this item in a new lockbox or an event?
Thank you
also yes the green balls in CN are very very buggy they get caught in all kinds of places for different reasons i have had balls just sit there for no reason at all taunting me to go threw it, they trap companions for extended times, and normally by the time u get to last mob pull next to boss door no one has a companion it is still stuck on first or 2nd ball or they are busy fighting the mobs next to the 2nd ball because they run threw them and agro them even tho the player went the other way to avoid them.
A fill all option if you have 124/124 power points, it takes a good 5 minutes to populate every power point nad it's tedious.
It's always struck me how mundane this is in such a magical world. I'd like to see when you summon Signpost that a ring of magial fey mushrooms (with fey sparklies of course!) map the perimeter of what is currently the size of the cirle.
Or it could be druid stones (with fey sparklies of course!), they could be small stones or big ones, or somesuch.
Am hoping someone can fill in the gaps here as I haven;t done this fight too many times.
As a GF, sometimes my Aggravated Strike moves me forward even though I am tanking right in front on boss. It doesn;t always happen which is why am hoping someone can give more details.
last boss sometimes hits the invisible wall at the entrance of the bridge and it restarts the whole fight
last boss also has very poor showing for its skills most of the splats that should be on the ground dont show or only show at the last .5 seconds making impossible for some if not all melee to get away from it
the dragon turtle slams multiple times in a roll and some times will cancel slam also
also on this fight certain companions try to follow the turtle out into the water when he starts swimming
also on this fight companions attack the stones that fall making it near impossible for u get a chance to try to hit the turtle
on first boss if die during the fight u will sometimes have to relog just so u can get past the invisible wall u use to get into the fight
also this bosses skills have no splat(red circles) or only peaces of its splat on the ground
things i noticed just from tonight run
When you gotta do everything all by yourself...
After adding the Potion of Exalted Healing to the Alchemy recipies (thanks for that): the Distilled Potion of Grand Healing is now holding the symbol of the Exalted Potion of Healing. There is also no option to distill the Potion of Exalted Healing.
#2 Masquerade Artifact [Illusionist's Mask]
Upgrading my (epic) level 99 [Illusionist's Mask] resulted in a (legendäry) level 99 [Illusionist's Mask], ready to upgrade, but it can't be upgraded further. My Artifact was level 99 and ready to upgrade before the refinement changes, but since several people are reporting the same issue here: [Link] I do not assume it has something to to with it. If an item cannot be upgraded further the empty upgrade slot gets filled with whatever upgradable item was used within the refinement window last until relogging.
While you are at it, maybe you could make a mythic version, where you become a spooky monster for 10s? It's a shame it can't be used later on due to not being upgradable to Mythic.