test content
What is the Arc Client?
Install Arc

A list of game mechanics flaws - A call to the community

denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
edited June 2015 in General Discussion (PC)
Hello everyone

Today I'm posting about the several game mechanical flaws that are in the game, and have been around. Because these bugs have been around for a while I'm not sure if our devs even know about it. First I'll make a short list, and later when I have more time I'll detail a little more down below.

List of mechanic flaws

1. Deflecting control powers reduces their control duration by the deflection severity %.
2. It is possible for players to deflect heals being cast on them.
3. Roots ignore shift dodges. No matter if you dodge or not, powers that root will deal full damage AND root the player even while dodging.
4. Class features that are triggered on critical hits will only trigger in critical hits as well. I.E. Storm Spell is triggered only crits so storm spell will always crit when triggered.
5. The dodge window immunity frame is longer than the animation, both before and after the dodge. If the devs intended the dodge immunity window to be this long then I suggest changing the animation to reflect that. Because it's confusing to time an invulnerability frame if you cannot see it.
6. Multi procs, when something has alot of incoming damage (not high damage, many hits of damage such as DoTs) effects that are triggered on damage sometimes go into 'multi-proc' mode and effectively proc much more than intended. This is true for boons, some enchantments, and some powers - it's always linked to DoT damage multi proc'ing an effect as far as I know.



This thread is intended as 'Mechanics bugs' as such that they are bugs that affect all classes and are within the mechanics themselves, if you know about more of these bugs, throw down some feedback or bump up the thread, you are welcome to. For example, shadow opportunity multi proc is not a mechanic bug, its a class bug, but the multi proc problem itself is a mechanical bug because it also affects boons, and some powers

The goal is to get as many of these bugs together in one thread, as I may not know every mechanical flaws in the game even if I'm an experienced player, this is why I need you all to pitch in :)


Note: I will edit this later on when I have more time, for now there's only basic information and all that
I am the monk, martial skill transcends the battlefield
It is my my life style, my doctrine and my state of mind,
You fight well, but without focus and discipline, you will fall.

More threads by me / Click on it B)
My Support Warlock/Temptation Thread
Post edited by denvald on

Comments

  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,417 Arc User
    edited May 2015
    Is being hit outside of red circle considered as a mechanical bug?
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    edited May 2015
    plasticbat wrote: »
    Is being hit outside of red circle considered as a mechanical bug?

    I would think so yes, which attacks precisely have you experienced this? Aside from the obvious lightning tiamat head, this one is pretty bad :)
    I am the monk, martial skill transcends the battlefield
    It is my my life style, my doctrine and my state of mind,
    You fight well, but without focus and discipline, you will fall.

    More threads by me / Click on it B)
    My Support Warlock/Temptation Thread
  • rgladiatorgladiato Member, NW M9 Playtest Posts: 313 Arc User
    edited May 2015
    plasticbat wrote: »
    Is being hit outside of red circle considered as a mechanical bug?

    I'm not sure if it's mechanical or more graphical. You know how sometimes when you enter a new map it looks all blocky until all the textures load? This has happened to me a few times in the past at the start of a boss fight. What I noticed is the red circle is really a square / hexagon / shape with corners (can't remember exactly). The "red circle" was inside this shape. If I stood outside the circle but inside one of these corners I would still be hit. I can't say if this is still the case but it looks to me that the "red area" is actually a bit larger than what the circle shows.
    Nixon the TR
    Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.
    o1iHDN0.png?1
  • discoricediscorice Member Posts: 371 Arc User
    edited May 2015
    in response to OP, #5 on your list -

    First, we shift dodging classes get hit by a h3ll of a lot more stuff that we've actually dodged than missed by things we haven't dodged, and that's a fact.

    Also: You can not infinitely spam dodges. The stamina cost will not allow for it. HR's in particular.

    Thirdly, shift dodging classes should be hard to hit. That's why they have that mechanic.
    Fear Of A Disco Planet
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited May 2015
    I think i m the only one ok with control being reduced by deflect..if one deflect a skill it makes sense to reduce all its effects namely damage and control
  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    edited May 2015
    discorice wrote: »
    in response to OP, #5 on your list -

    First, we shift dodging classes get hit by a h3ll of a lot more stuff that we've actually dodged than missed by things we haven't dodged, and that's a fact.

    Also: You can not infinitely spam dodges. The stamina cost will not allow for it. HR's in particular.

    Thirdly, shift dodging classes should be hard to hit. That's why they have that mechanic.

    If the devs intended to have dodges this long then I suggest changing the animation to reflect that. Seeing dodge when the player has finished the animation is confusing at best.

    as for spamming dodges, what I meant by that is using them in a row, which is possible, and returns to the above problem of dodge windows being longer than their animation. I will edit the main post to better reflect my opinion

    And your first point of dodging things that haven't been dodged, read point 3, which should be fixed as well IMO.

    There's also that weird animation break for TRs that when you start a dodge roll you bend on your knees somtimes and the animation stops, consumes no stamina and no roll occurs. Idk if that happens for other classes but it's happend to my TR
    I am the monk, martial skill transcends the battlefield
    It is my my life style, my doctrine and my state of mind,
    You fight well, but without focus and discipline, you will fall.

    More threads by me / Click on it B)
    My Support Warlock/Temptation Thread
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,417 Arc User
    edited May 2015
    rgladiato wrote: »
    I'm not sure if it's mechanical or more graphical. You know how sometimes when you enter a new map it looks all blocky until all the textures load? This has happened to me a few times in the past at the start of a boss fight. What I noticed is the red circle is really a square / hexagon / shape with corners (can't remember exactly). The "red circle" was inside this shape. If I stood outside the circle but inside one of these corners I would still be hit. I can't say if this is still the case but it looks to me that the "red area" is actually a bit larger than what the circle shows.

    I am not sure if it is mechanical, graphical or timing, basically, in almost any red circle, I thought I ran out of the red by far (a few steps out of it), I still got the damage (the red number) when the hit animation was shown.

    That is I ran out of the red circle. Stood there. The foe smack down. I got red number.
    So, it could be the red circle is not big enough to cover the affected area and/or the hit already applied before the hit animation finish and/or the red number was a delayed display and/or I got partial damage for not being far enough (instead of full damage).
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    edited May 2015
    Keep it coming
    I am the monk, martial skill transcends the battlefield
    It is my my life style, my doctrine and my state of mind,
    You fight well, but without focus and discipline, you will fall.

    More threads by me / Click on it B)
    My Support Warlock/Temptation Thread
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited May 2015
    You want mechanical flaws or bugs? For me this is two different type of error in the game.

    Bugs
    • Right click on portrait to a team member and "change to same instance" doesn't work for foreign language clients. [Since Start Of Neverwinter]
    • Foreign Language clients have no timer for overload enchantments. [Since This Feature Was Introduced In Neverwinter]
    • Because of a delay between server communication and client some powers get a cooldown while activating and miss the effect. [Since Start Of Neverwinter]
    • The queue stucks sometimes, this means some players have the button "back to instance" while no one is in that instance. [Since Start Of Neverwinter]
    • Sometimes you enter a different Dungeon alone, with or without a group. [Since Start Of Neverwinter, more often since Module 6]

    Design Flaws
    • Cooldown on drops especially Drop-Enchantments. That is dumb. The reason is that players that wanna farm must take in account a cooldown and after a drop sitting at the ground and doing nothing, very annoying and unrewarding. If you wanna encourage the player to play your game set the %-Chance of the enchantments lower or make the rewards of enchantments lower.
    • Cooldown on hourly quests. You are forcing your players to log out of the game or waiting 30-40 minutes to wait for the next set of quests to progress. Literally you say: We don't want you to play the game too often, stay away.
    • New Off-Hand for 15 Linus favor. Totally pointless. You get your Artifact Offhand for free from Knox after reaching level 70 and you can only enter Tiamat at level 70.
    • Participating in Dungeons, especially T2 Dungeons is pointless. After getting T1 Armor you must not go in T2 because the T2 Armor is not worth the trouble and you cannot run dungeons for profit because you need a key every time. Tip: Run Kessells Retreat (Skirmish). You get free chest loot like Rings/Belts which can be salvages for rough astral diamonds and the items are accountbound so you can share them to different characters on your account for profit.


    My 2 cents...
    plat.png
    Platypus wielding a giant hammer, your argument is invalild!
  • noetic2noetic2 Member Posts: 150 Arc User
    edited May 2015
    I wonder what "flaws" mean. Game mechanics working as intended, but not the way some players feel they ought to work? Game mechanics working as intended but with unforeseen negative consequences? Bugged game mechanics?

    Making Roots dodgeable seems to me to be an arbitrary demand. Roots are DOT damage. Make them dodgeable, then why not all DOT damage dodgeable? Same for HRs' demand to add ARP to Roots. Not unreasonable, but rather arbitrary.
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited June 2015
    I thought every DOT Damage is dodgeable.
    plat.png
    Platypus wielding a giant hammer, your argument is invalild!
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited June 2015
    I understand the concerns with the dodge thing, but I think this came up a long time ago in beta. The "immunity" frames you get after the dodge are an artifact of the actual dodge mechanic. Meaning for whatever reasons there was a "recovery" period between the dodge animation and when you could start moving again, so the immunity frames were added so that characters weren't rendered helpless after they dodged.

    So I'm not sure if that's something they can actually fix. In PvE, you can learn to use it to your advantage to "dodge into red", and in PvP you just have to time your attacks for a second after you see a dodge animation end (or wait to see if they "double dodge" which people usually do :))
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    edited June 2015
    noetic2 wrote: »
    I wonder what "flaws" mean. Game mechanics working as intended, but not the way some players feel they ought to work? Game mechanics working as intended but with unforeseen negative consequences? Bugged game mechanics?

    Making Roots dodgeable seems to me to be an arbitrary demand. Roots are DOT damage. Make them dodgeable, then why not all DOT damage dodgeable? Same for HRs' demand to add ARP to Roots. Not unreasonable, but rather arbitrary.

    We're not only talking about HR. Try Icy Ray on the wizard spell list.

    It's not about DoT damage because other non DoT roots are affected the same as ranger roots.
    I am the monk, martial skill transcends the battlefield
    It is my my life style, my doctrine and my state of mind,
    You fight well, but without focus and discipline, you will fall.

    More threads by me / Click on it B)
    My Support Warlock/Temptation Thread
  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    edited June 2015
    ironzerg79 wrote: »
    I understand the concerns with the dodge thing, but I think this came up a long time ago in beta. The "immunity" frames you get after the dodge are an artifact of the actual dodge mechanic. Meaning for whatever reasons there was a "recovery" period between the dodge animation and when you could start moving again, so the immunity frames were added so that characters weren't rendered helpless after they dodged.

    So I'm not sure if that's something they can actually fix. In PvE, you can learn to use it to your advantage to "dodge into red", and in PvP you just have to time your attacks for a second after you see a dodge animation end (or wait to see if they "double dodge" which people usually do :))

    This are both things I do on a regular basis, however I think it's dumb, and confusing, for good reasons I believe.
    I am the monk, martial skill transcends the battlefield
    It is my my life style, my doctrine and my state of mind,
    You fight well, but without focus and discipline, you will fall.

    More threads by me / Click on it B)
    My Support Warlock/Temptation Thread
  • noetic2noetic2 Member Posts: 150 Arc User
    edited June 2015
    karakla1 wrote: »
    I thought every DOT Damage is dodgeable.
    I'm really not sure, but it doesn't make a lot of sense. Dodge poison after it's been administered? Dodge bleeding out?
Sign In or Register to comment.