Hey everyone, I'm not a big forum user, so I'll make it simple and quick:
Is the disappearing of the Shard after a stun normal (aka intended) or is it a bug? There was a patch note saying it was fixed, but my shard still disappears when I get hit by:
Repel
Entangling Force
Chill Strike
Flourish
Impact Shot (only from stealth)
some rare skills in PvE
This list is incomplete as I haven't done proper testing, I assume other stuns and maybe some dazes will also make the shard disappear.
So, bug or feature ? Don't forget to quote your source
Comments
I really wish they would take care of this because if I place the shard next to me and then start to get CC'd when the shard explodes it would knockback and prone my attacker, but instead it just dissapears...
We are definitely dominating, and we are always about to win.
As it is now, it is strongly underperforming when facing other CWs - if it ever gets fixed, it may even be too powerful. This is why I am genuinely wondering and asking for someone to explain the situation, I'd love a dev/community manager to be able to confirm what their ideas about that skill are. Maybe the disappearing is indeed intended, and it could probably be explained by some D&D rules. I'm no expert on that matter, but I could see how a wizard needs to be "conscious" to keep anything summoned - in which case a stun making the shard disappear does sound reasonable.
I know this isn't a concern for the vast majority of the playerbase, but please, an enlightened answer would be more than welcome!
I assume given this response and the fact that other Powers once used and have lingering spell effects like Cleric's Chains of Blazing Light or Icy Terrain or TR's Smoke Bomb do not disappear and restart the cooldown simply because you are CC'd that it is fully unintended. But who knows...
Good point you make about chains and smoke, even if the effect of those spells being located and unmovable makes it probably simplier. CW's shard can be moved by an enemy's knockback for example, and this can be used by a proper DC to protect his team wth a divine sunburst. There is a lot of strategy, tactics, and tricks to this skill and its disappearing really saddens me.
(On a side note, as this is probably worth its own thread, about chains,I've noticed the chains not reacting to an enemy player running throught them a few times, and couldn't properly make a deduction of the cause - it may be that a CC-immune character would simply not trigger them, and if this is it, then i'd say it's not a proper behaviour either: the way I see it, the trap should be triggered but the character immune - this is what happens when someone dodges through the chains.)
Something I meant to add to the OP and kinda forgot, but is pretty important and buggy too, and I'm not sure it has ever been brought to the developpers attention:
Two wizards using Shard on the spell mastery slot may not work properly: sometimes both shards will react to a single CW's command.
I can't test properly the conditions when this happens by myself, but I'd be ready to bet that the only conditions are that both shards are casted and within range of use of the wizard trying to move his shard.
I doubt being the only one ever noticing that, and I hope more people will answer here at least to confirm the behaviour and bring some attention to this.
And I'll use the opportunity to thank the devs who let us experience this game, I've had very fun times there and sure hope to have more!
(did I just write a wall of text?)