So I've got my self the new mod 13 Pilgrim Weapon set for my OP, was I happy but that soon fall apart since its got one of the most annoying bugs ever. You get in to combat, wack a few enemys and then when there is nothing around you, you get stuck in combat mode and weapon set is constantly activating even tho nothing is attacking you. Could you pls fix this, it's making me angry that I can't finish quests or pick up quest items to do so, since am stuck in combat.. ugh
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I lost a lot of Dragon Herald zergs thanks to this bug.
Please fix. Thank you.
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Having reviewed the information you supplied, we’ve come to the conclusion that this may be the result of an unreported gameplay bug. Regretfully, we don’t have a resolution for the issue at this time. We are always trying to improve the gameplay experience for all of our games and we appreciate the time you took to notify us of your concern. We would like to resolve the issue as quickly as possible, but, unfortunately some issues require development time from departments outside of Customer Support and cannot be immediately resolved by a Game Master.
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It's disgracefull how they dont even care, us player have to contact devs to see this, their own employess cant even care less lol
Thanks for the weapon set.
The same bug is now present with the armor Rex Amiculum.
We stay in fighting mode during the buff.
Thanks
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
The annoying war drums i hear cause of enemies"near" makes me mute the game sounds a lot, very annoying in long term.
Robert E. Lee
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If the fix isn't coming anytime soon, then please I'd rather the sets proc be disabled in the meantime. I don't care about a conditional 1-10% dmg or w/e atm; its not worth this headache.
<CO docs> .: Petco :. // Base DPS Sheet (needs revision) // PSA on Power Activation Delay
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1. It is affecting the players state of combat whenever there are enemies somewhat close-by up to 100-200ft. It activates once in regular combat and then proceeds to activate 20 times per 1 sec. So you get 20 sec of animation loop. Solution is to defeat the surrounding enemies or manage to unequip one part of the Pilgrim set equipment, which can be tricky since you're constantly returned to the state of combat, so you'd get one fraction of 1 sec to do it properly and you'd have to actually open the inventory and character section and then drag-drop the piece. Extremely annoying when fueling the altars in the lower parts of the City of Omu. Another way to prevent it is to ride a mount, if you're successful with the whole mounting because, again, you get only a fraction of 1 sec to do it.
2. The enemies successfully attack you first during the combat. If this happens, you are bound to wait for it to finish. Even riding a mount will not stop it from the power activation. It will activate whenever you ride close to some enemies. For instance, if you defeat the bears and then proceed to go back to the city of omu and the path along has gorillas and other mobs, it will activate even while you're riding a mount.
TIP :
- During this bug having Boots of the Alpha is a terrible choice since the compy or other dino will aggro bazillion things.
- The Companion will aggro enemies. It might start or prolong any of the aforementioned effects. The chances of the effect enduring for a longer periods of time is to have a companion with a very long threat detection. Not a good thing, at all.
- Use the weapon itself, but for the neck use something else for the time being. That way you do not lose much, but gain a lot in terms of Damage which is the most important aspect anyways.
Another idea is that it could have something to do with the bug that makes the companion aggro other groups regularly, although the player is far away and there is no reason for the companion to act as a wildcard. That mechanic could be in effect independantly from the companion, and only become more recognizable with a summoned companion. And the Pilgrim effect adds its own bug on top of it.
Switching to some other off-hand is usually a good thing for the time being until the fix arrives.
On the surface it is as I said and that was fixed to some extent since the exact power "Pilgrim" doesn't activate on the player anymore on each second. This I noticed to be fixed even before the official fix to the weapons on 15th of March. However there are more pressing issues with the set itself since it works and catches both damage specific powers and the healing specific powers. The weapon is like a bridge that's also a roundabout since each separate proc may proc the thing that proc-ed prior to the 2nd proc. It's this whole procseption and finding the exact cause is tricky business since there are items which may affect any of the 4 aforementioned procs.
Rings of sudden whatever procs are one of the 4 procs, Companions are one of the procs and general distance in relation to the mobs is one of the procs as well as both healing AND overhealing. Those are all separate entities in terms of the power and the Weapon set itself activates whenever you have a combination of the 2 out of 4 procs I spoke about, which in turn can make 3 and 4 together up to the point where you can't turn off the weapon proc unless you completely eradicate all and every threat that's near you.
Although people can be angry and upset about a thing like this please understand that this is completely normal when a game such as this has so many intrinsic powers which affect other powers to the point where finding what causes an unwanted behavior can be like finding a needle in the hay. In this situation, at least to my knowledge, there are 4 hays and needle likes to teleport quite a bit