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Knight's Valor Bug: Double Cooldown.

todesfaelletodesfaelle Member Posts: 1,370 Arc User
Not sure if this is intended or not but Knight's Valor appears to have 2 stages of cooldowns. First is while the buff is active and after that is over it will go on a separate cooldown. So basically you won't be able to use it for 20 seconds after using it the first time.

Tanking would be a whole lot funner and easier if it didn't have this unnecessary mechanic, or the many bugs associated with this skill. Would be great if one of our devs could chime in on this for us. :)
Post edited by Unknown User on

Comments

  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited November 2013
    I think that's intended, but it's sure a source of irritation because it's inconsistent with how other skills work. Into the Fray also goes on cooldown instantly while the buff is active and the list goes on.

    Would be better to add the duration to the cooldown to clear things up.

    On the other hand: I like that there's a timer for this skill. Normally a buff is indicated only by an icon and you have no indication whatsoever how long it will last.
  • todesfaelletodesfaelle Member Posts: 1,370 Arc User
    edited November 2013
    I was thinking the same thing. I don't understand why it has to work differently from Into the Fray or Iron Warrior. The timer is nice indeed but completely unnecessary in my opinion. We have the buff timer we can hover our mouse pointers on the buffs section of our character icons. That should suffice for keeping track of the buff. Though that's just one guy's opinion.

    I really hope this skill can be put in line with the other buff skills the GF has. Currently, the non-tank path is favored for GF's in PVE because of the many limitations we encounter by taking the path of a tank or support. Far less rewarding than taking Conqueror.
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited November 2013
    I personally don't think that's a bug.

    It works exactly like Shard of the Eternal Avalanche, where the cooldown begins when the ball explodes rather than when you first summon the ball.

    It would be rather OP to have KV uptime of 100%, which would be fully attainable if the cooldown started the moment the skill was used.
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited November 2013
    nwnghost wrote: »
    I personally don't think that's a bug.

    It works exactly like Shard of the Eternal Avalanche, where the cooldown begins when the ball explodes rather than when you first summon the ball.

    It would be rather OP to have KV uptime of 100%, which would be fully attainable if the cooldown started the moment the skill was used.

    Shards can be used a few times while it's active. Second it do damage + CC. KV only intercept 50% of the teamdamage. So comparing these two skills is a bit illogical. But yes it's false, because with every rank up, you have 2s more duration, but the more duration result in a longer cooldown total. And 100% uptime you wouldn't have because the normal Cooldown is 6s + 12s = 18s. With all reduction of CD it's then ~13-15s. So with a duration of 10s on R3 you have 3-5s CD left and not 100% uptime. So your statement is in this case not true.
  • fondlezfondlez Member Posts: 0 Arc User
    edited November 2013
    I am not certain why this particular skill works this way. Unlike Shard, there is no spell effect you have an option to apply a secondary effect. That said, it could be either,

    A. Visual timer - a sort of old school traditional MMORPG interface and fairly unnecessary given both the self-buff and spell visual on every party member.

    B. Stat partition - the split in portions of the cooldown could be that devs want one part of the cooldown affected by character stats and the other unaffected or only affected by the rank of the Power (I have no idea if this applies in practice since I have never tested it).

    The cooldown mechanic wouldn't matter to most players at all, if only the skill did not bug.

    Fixing this skill will be increasingly important because the upcoming AP gain removals may force many players to reconsider other paragons and playstyles. In time, due to the presence of the new dps paragon and buffing of GWF, players of the existing paragon may feel relegated to mostly damage soaking, utility and even more niche roles. KV is key to many such roles.
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