Guild Management Window, News tab "Search" function is practically useless--I get no results for basic words or terms (eg. "left" the guild, "joined" the guild), Coffer donation type. "Clear" function does not seem to work at all--must delete with Backspace or Del.
Basicially search is working but you need to switch tab few times/open close window etc to search request actually execute. Clear button don't work at all like you said.
While you are in there, if you go, could we get a bit more length to the log, please? Periodically we check to see who is donating what, because its a consideration in promotion, but with search broken and such a short log, plus the fact that most of the donation records make no sense, this is something we have to do every three or four days, and its a time-consuming chore that ends up being basically guessing
Today I saw one of my guild members donated 1,000,000 gold, using copper... if that were true, I'd double promote her! Still, I'd like to go back now and see what kind of donations she has made in the past, yet our log only goes back three days
Another use case, some Alliance members sometimes donate Conqueror Shards to us, which is super awesome and I would love to be able to make sure they get a personal thank you every time... I feel like not doing that is pretty rude and puts our guild in a bad light with helpful Alliance folks
When players join MC they are not brought to the most recent campfire unlocked, particularly the last one.
OP: Bond of Virtue graphics are hard enough to see at the best of times, but they appear to vanish entirely at random times, even though the power is still active. Perhaps a smaller ring around the OP’s feet rather than the pulse to across the ring would make it easier all around?
Post edited by obsidiancran3 on
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
A bug that I'd like to see fixed is the Storm Spell Off hand bonus. I'd say its probably near the top of the most annoying bugs on a wizard.
When the additional strike procs on a storm spell damage, it will overwrite the initial storm spell hit. When it does this the additional strike deals less damage due to it not scaling with SS ranks. This is a bug, if the CW has rank 4 storm spell the additional strike should deal damage of a rank 4 storm spell not rank 1 as it currently is doing. The initial storm spell wont deal any damage. This is because of the internal cool down on storm spell. Maybe remove the internal cooldown on storm spell as it seems that this bug came around the same time storm spell got changed.
Not sure if this is all platforms or just Xbox, but as a guardian fighter if i die in combat with my shield up, i am unable to use scrolls of mass life.
When playing TR, if you use Lurker's Assault and then die before the effect ends, your stealth meter will never regenerate. You will be stuck at 0% stealth for the rest of your play session. To fix this you must actually relog. Rather serious issue. I believe Lurker's Assault may not be the only case where this can happen, but this is the well known and easy to repeat one.
If two TRs have the Shadow of Demise capstone and use a stealthed encounter on the same opponent, they end up sharing the same Shadow of Demise duration. One of the rogues will also "steal" this entire combined Shadow of Demise proc from all the other rogues that contributed to it, since there is only one Shadow of Demise on the target in the first place. This not only messes up the timing of all of the TRs in a group, gimps their damage due to some of them getting short Shadow of Demise durations, but it also means that one TR gets an oddly higher paingiver due to them stealing all the damage.
Pillar of Power cannot crit not matter what, which causes the odd synergy with the Owlbear Cub that everyone is complaining about a nerf for. If this power crits, it will completely remove that synergy, but will likely make up for it with the bonus crit damage.
Powers with Charges (such as Griffon's Wrath, Healing Word, Cordon of Arrows etc) cannot have their cooldowns reduced by Swiftness of the Fox (HR trapper feat), Hastening Light (DC class feature), or anything else that reduces cooldowns by a set amount. These powers also have static values for the cooldowns on their tooltip even though they are affected by recovery.
Wheel of Elements is double mitigated by the 45% reduction in PvP. Warning though, making it purely piercing damage based on the base hit would be far too powerful. Having it be basic damage based on the base damage of the hit would be a decent compromise, since it would only be a nerf on piercing damage power in pve (which means only Shocking Execution).
1. Disable Alliance Title so it doesn't over ride Guild title. It's extremely annoying since you want to promote your own guild, not whomever is at the helm. I refuse to change titles for this reason, and thats a shame. I love collecting them. 2. Legendary Lion mount saddle disappears after summoning. It's annoying in that you don't get what is shown. 3. Heroics glitching out in River District. All Heroics. The enemies simply don't spawn. It makes for time and progress wasted. 4. Dailies in Brynn Shandar glitching out. The lure beasts doesn't spawn and you have to instance hop til you can find one not glitched. 5. Scrolls don't trigger on GF. I believe someone mentioned its when you are downed with your shield up.
Two Feature requests: 1. TH searching for rank would be nice. 2. Alliance. Most Alliances have grown into families. They swap Helm internally to support each other. How about making it possible to swap without having to leave the alliance and then come back? We do this weekly.
2
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Warped magics do no get full effectiveness benefit from debuffs as you can see to my thread .
And a question: infatile compensation ( owlbear cub on preview) the interaction with scourge warlock powers is as intended the lesser procs comparing to live or it is a bug?
DC feature Light of Divinity puts you in combat every time it pulses even out of combat, refreshing Avatar and putting you back in combat mode, making it difficult to mount or interact with chests or NPCs It is also very weak for most DCs who aren't build for maximum heals, which is where it seems it would most useful... DCs that are specced for Healing wouldn't really need to slot this, either, as we all already over-heal These two things make it pretty useless
Entering a queue instance from the Stronghold often relocates player back to the zone they were in before going to Stronghold after the queue instance is completed.
I can answer this one!
Not a bug: Stronghold instances are ephemeral. Empty stronghold instances are destroyed after a reasonably short (<15m) time, and then a new stronghold instance is created when someone enters the SH. And it drops you back to where you were before for exactly the same reasons as if you had joined the queue from any other instanced content, like a dread ring lair or one of the Well Of Dragons minidungeons: It's deleted the previous state of the temporary instance you were in, so if it were to drop you back in that temporary instance it would have to set it up again from scratch and not include your progress.
Admittedly, this matters much less in a Stronghold instance than in, say Thayan Magical Shelter where it might put you in the middle and you'd have to go back and re-destroy the early nodes before going forward to finish it, but that's why. It's also why you can join a new queue from a completed dungeon and you don't get dropped back to the last boss of the dungeon when you finish the new one.
Cant open the door into MSVA with less than 10 people even though you can queue in with less
Fixed. When the fix goes live, the corral will properly require only that all players present on the map are in the corral for it to fire.
Can we get the exact same fix for Demogorgon? If you have less than 10 people in the circle you have to wait the full 5min, even if your group queued with less than 10 people.
DC feature Light of Divinity puts you in combat every time it pulses even out of combat, refreshing Avatar and putting you back in combat mode, making it difficult to mount or interact with chests or NPCs It is also very weak for most DCs who aren't build for maximum heals, which is where it seems it would most useful... DCs that are specced for Healing wouldn't really need to slot this, either, as we all already over-heal These two things make it pretty useless
Another small, but very annoying bug, when I change loadouts and the change include artifact swap, the swapped out artifact plus some equipment ends up in the overflow bag. This will prevent you from giving back quest and all other actions linked to overflow bags. Please fix, it is annoying.
PzkwVI_Kingtiger - GWF
PMS-Extreme - Moffus Debuffos
Tiamat's Toyboy - OP
Rent-A-DC - 1 GMOP per 30 minutes
Officer at Civil Anarchy, Member of Fabled Alliance
Bug that should be REALLY EASY to fix: In the queue menu, Kessel's Retreat and Shores Of Tuern show under the Epic Dungeons category, not the Skirmishes category. They are Skirmishes and the game otherwise correctly treats them as Skirmishes, they just show in the wrong place when you're picking queues.
Ah ok good... I read through the thread you posted and saw someone mentioned it but not that it was replied to by @rgutscheradev If it's already on preview, I'm good
> @lowjohn said: > Bug that should be REALLY EASY to fix: In the queue menu, Kessel's Retreat and Shores Of Tuern show under the Epic Dungeons category, not the Skirmishes category. They are Skirmishes and the game otherwise correctly treats them as Skirmishes, they just show in the wrong place when you're picking queues.
Not exactly. The public queue enforces dungeon party comp requirements for them. Of course this is a worst of both worlds requirement as the reward is not that of a dungeon.
"We have always been at war with Dread Vault" ~ Little Brother
> Bug that should be REALLY EASY to fix: In the queue menu, Kessel's Retreat and Shores Of Tuern show under the Epic Dungeons category, not the Skirmishes category. They are Skirmishes and the game otherwise correctly treats them as Skirmishes, they just show in the wrong place when you're picking queues.
Not exactly. The public queue enforces dungeon party comp requirements for them. Of course this is a worst of both worlds requirement as the reward is not that of a dungeon.
It's possible that the new random queue system now has them properly as dungeons
> @maelys#6320 said: > fix the breast slider please
I believe this is isolated to console only, or at the very least Xbox version. Pc the slider works fine. It doesn't matter what class, race, or body build, it just doesn't work.
Legendary bonus fluctuations, I notice it at random but will always happen when attraining dummies. I watch my hp fluctuate by about 15k. I can see it happen with me and my companion sitting around doing nothing and it also happens during combat and when just the companion attacks while you stand there. Sometimes using an encounter will restore the bonus (though might not be why it returned). Before multiple legendaries mattered it never seemed to happen.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
> Bug that should be REALLY EASY to fix: In the queue menu, Kessel's Retreat and Shores Of Tuern show under the Epic Dungeons category, not the Skirmishes category. They are Skirmishes and the game otherwise correctly treats them as Skirmishes, they just show in the wrong place when you're picking queues.
Not exactly. The public queue enforces dungeon party comp requirements for them. Of course this is a worst of both worlds requirement as the reward is not that of a dungeon.
It's possible that the new random queue system now has them properly as dungeons
In temple of the nine gods, the chult dungeon, the first boss orcus....when you step outside the red cone you still get hit by the knockback (ps4)
I am quite sure this is lag related, however, it's worth noting that the red cone usually shows up at the same time as the knockback. The only way to dodge this attack is to move as soon as you see Orcus look your way.
In temple of the nine gods, the chult dungeon, the first boss orcus....when you step outside the red cone you still get hit by the knockback (ps4)
I am quite sure this is lag related, however, it's worth noting that the red cone usually shows up at the same time as the knockback. The only way to dodge this attack is to move as soon as you see Orcus look your way.
I included it in my list of offending red zones. My interpretation of it is that : 1- the red zone doesn't appear at the right time if at all 2- the skill doesn't account for dodge mechanics (dodge, shift, slide, teleport etc..) if you used one to get out of the red zone and sets you back in 3- the skill disregards control immunity, at least from dodge mechanics, which may be working as intended
Control immunity or not if you dodged out of the zone you shouldn't get hit.
In temple of the nine gods, the chult dungeon, the first boss orcus....when you step outside the red cone you still get hit by the knockback (ps4)
I am quite sure this is lag related, however, it's worth noting that the red cone usually shows up at the same time as the knockback. The only way to dodge this attack is to move as soon as you see Orcus look your way.
I included it in my list of offending red zones. My interpretation of it is that : 1- the red zone doesn't appear at the right time if at all 2- the skill doesn't account for dodge mechanics (dodge, shift, slide, teleport etc..) if you used one to get out of the red zone and sets you back in 3- the skill disregards control immunity, at least from dodge mechanics, which may be working as intended
Control immunity or not if you dodged out of the zone you shouldn't get hit.
Unless it's unavoidable damage. A lot of the attacks in Tomb of the Nine are unavoidable damage (the skull icon), which means they are supposed to be undodgeable. I don't mean they are supposed to be unable to be avoided, I mean that they are designed to go through immunity frames. It's an attack that forces you to obey the mechanics of the boss, rather than being able to just press Shift in the red zone.
But yeah Orcus' cone definitely doesn't display when it should. If it showed up when he turned to look at the target it would be avoidable. The way it works right now, you must know what the "evil glare of impending red cone" looks like to dodge it.
Well I can't give much specifics abt this bug but of late from tomb of the nine gods.. orcus or his damned avatar sometimes doesn't spawn at the start, and if you use the defeat me command to restart, somewhere throughout the battle it will always end being bugged.. maybe at 40%,60% or right at 90%hp of orcus' health.. the only thing I noticed out of place was soulmonger's charge which shows up throughout the fight...... And well that's ras nsi's thing and it should not be showing up against orcus.
There is a problem with loadouts and particularly Shores of Tuern and Lair of Lostmauth. Some single player instances like Briggin's Tomb also have this problem. Some classes to do any damage on boss have to switch loadouts (SW for example). But in order to switch loadout, one has to visit campfire, but eSoT and eLoL campfires are not reachable normally from boss room. Only through death.
Pls do one of the following, or solve problems in some other way:
Make campfire accessible
Generate campfire in boss room for all instances. For some instances there is a long walk back to campfire.
Make loadouts changeable in all instances after they are cleared.
> @beckylunatic said: > > @lowjohn said: > > > Bug that should be REALLY EASY to fix: In the queue menu, Kessel's Retreat and Shores Of Tuern show under the Epic Dungeons category, not the Skirmishes category. They are Skirmishes and the game otherwise correctly treats them as Skirmishes, they just show in the wrong place when you're picking queues. > > > > Not exactly. The public queue enforces dungeon party comp requirements for them. Of course this is a worst of both worlds requirement as the reward is not that of a dungeon. > > It's possible that the new random queue system now has them properly as dungeons > > Or won't enforce roles on them?
Both are doable without a tank but Garakas is really going to be rough that way. With Kessel, it doesn't matter as much because most of his attacks aren't targeted. Because of that, healers are great to have (assuming low geared groups) in KR. Healers in SoT are useful if the group doesn't know the mechanics but not required if they do.
I'd rather see them as Dungeons, not that it will matter to me after 12.5.
"We have always been at war with Dread Vault" ~ Little Brother
Comments
Today I saw one of my guild members donated 1,000,000 gold, using copper... if that were true, I'd double promote her! Still, I'd like to go back now and see what kind of donations she has made in the past, yet our log only goes back three days
Another use case, some Alliance members sometimes donate Conqueror Shards to us, which is super awesome and I would love to be able to make sure they get a personal thank you every time... I feel like not doing that is pretty rude and puts our guild in a bad light with helpful Alliance folks
OP: Bond of Virtue graphics are hard enough to see at the best of times, but they appear to vanish entirely at random times, even though the power is still active. Perhaps a smaller ring around the OP’s feet rather than the pulse to across the ring would make it easier all around?
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
When the additional strike procs on a storm spell damage, it will overwrite the initial storm spell hit. When it does this the additional strike deals less damage due to it not scaling with SS ranks. This is a bug, if the CW has rank 4 storm spell the additional strike should deal damage of a rank 4 storm spell not rank 1 as it currently is doing. The initial storm spell wont deal any damage. This is because of the internal cool down on storm spell. Maybe remove the internal cooldown on storm spell as it seems that this bug came around the same time storm spell got changed.
When playing TR, if you use Lurker's Assault and then die before the effect ends, your stealth meter will never regenerate. You will be stuck at 0% stealth for the rest of your play session. To fix this you must actually relog. Rather serious issue. I believe Lurker's Assault may not be the only case where this can happen, but this is the well known and easy to repeat one.
If two TRs have the Shadow of Demise capstone and use a stealthed encounter on the same opponent, they end up sharing the same Shadow of Demise duration. One of the rogues will also "steal" this entire combined Shadow of Demise proc from all the other rogues that contributed to it, since there is only one Shadow of Demise on the target in the first place. This not only messes up the timing of all of the TRs in a group, gimps their damage due to some of them getting short Shadow of Demise durations, but it also means that one TR gets an oddly higher paingiver due to them stealing all the damage.
Pillar of Power cannot crit not matter what, which causes the odd synergy with the Owlbear Cub that everyone is complaining about a nerf for. If this power crits, it will completely remove that synergy, but will likely make up for it with the bonus crit damage.
Powers with Charges (such as Griffon's Wrath, Healing Word, Cordon of Arrows etc) cannot have their cooldowns reduced by Swiftness of the Fox (HR trapper feat), Hastening Light (DC class feature), or anything else that reduces cooldowns by a set amount. These powers also have static values for the cooldowns on their tooltip even though they are affected by recovery.
Wheel of Elements is double mitigated by the 45% reduction in PvP. Warning though, making it purely piercing damage
based on the base hit would be far too powerful. Having it be basic damage based on the base damage of the hit would be a decent compromise, since it would only be a nerf on piercing damage power in pve (which means only Shocking Execution).
Feytouched enchant needs a lot of fixes. https://www.arcgames.com/en/forums/neverwinter#/discussion/1234400/feytouched-buglist
To be continued ...
Signature [WIP] - tyvm John
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
1. Disable Alliance Title so it doesn't over ride Guild title. It's extremely annoying since you want to promote your own guild, not whomever is at the helm. I refuse to change titles for this reason, and thats a shame. I love collecting them.
2. Legendary Lion mount saddle disappears after summoning. It's annoying in that you don't get what is shown.
3. Heroics glitching out in River District. All Heroics. The enemies simply don't spawn. It makes for time and progress wasted.
4. Dailies in Brynn Shandar glitching out. The lure beasts doesn't spawn and you have to instance hop til you can find one not glitched.
5. Scrolls don't trigger on GF. I believe someone mentioned its when you are downed with your shield up.
Two Feature requests:
1. TH searching for rank would be nice.
2. Alliance. Most Alliances have grown into families. They swap Helm internally to support each other. How about making it possible to swap without having to leave the alliance and then come back? We do this weekly.
Warped magics do no get full effectiveness benefit from debuffs as you can see to my thread .
And a question: infatile compensation ( owlbear cub on preview) the interaction with scourge warlock powers is as intended the lesser procs comparing to live or it is a bug?
Guild--And the Imaginary Friends
It is also very weak for most DCs who aren't build for maximum heals, which is where it seems it would most useful... DCs that are specced for Healing wouldn't really need to slot this, either, as we all already over-heal
These two things make it pretty useless
Not a bug: Stronghold instances are ephemeral. Empty stronghold instances are destroyed after a reasonably short (<15m) time, and then a new stronghold instance is created when someone enters the SH. And it drops you back to where you were before for exactly the same reasons as if you had joined the queue from any other instanced content, like a dread ring lair or one of the Well Of Dragons minidungeons: It's deleted the previous state of the temporary instance you were in, so if it were to drop you back in that temporary instance it would have to set it up again from scratch and not include your progress.
Admittedly, this matters much less in a Stronghold instance than in, say Thayan Magical Shelter where it might put you in the middle and you'd have to go back and re-destroy the early nodes before going forward to finish it, but that's why. It's also why you can join a new queue from a completed dungeon and you don't get dropped back to the last boss of the dungeon when you finish the new one.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1232826/deflect-procs-that-go-off-without-deflects-and-mysteriously-entering-combat
I could be wrong
Signature [WIP] - tyvm John
Signature [WIP] - tyvm John
If it's already on preview, I'm good
> Bug that should be REALLY EASY to fix: In the queue menu, Kessel's Retreat and Shores Of Tuern show under the Epic Dungeons category, not the Skirmishes category. They are Skirmishes and the game otherwise correctly treats them as Skirmishes, they just show in the wrong place when you're picking queues.
Not exactly. The public queue enforces dungeon party comp requirements for them. Of course this is a worst of both worlds requirement as the reward is not that of a dungeon.
Signature [WIP] - tyvm John
> fix the breast slider please
I believe this is isolated to console only, or at the very least Xbox version. Pc the slider works fine. It doesn't matter what class, race, or body build, it just doesn't work.
Legendary bonus fluctuations, I notice it at random but will always happen when attraining dummies. I watch my hp fluctuate by about 15k. I can see it happen with me and my companion sitting around doing nothing and it also happens during combat and when just the companion attacks while you stand there. Sometimes using an encounter will restore the bonus (though might not be why it returned). Before multiple legendaries mattered it never seemed to happen.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Signature [WIP] - tyvm John
1- the red zone doesn't appear at the right time if at all
2- the skill doesn't account for dodge mechanics (dodge, shift, slide, teleport etc..) if you used one to get out of the red zone and sets you back in
3- the skill disregards control immunity, at least from dodge mechanics, which may be working as intended
Control immunity or not if you dodged out of the zone you shouldn't get hit.
But yeah Orcus' cone definitely doesn't display when it should. If it showed up when he turned to look at the target it would be avoidable. The way it works right now, you must know what the "evil glare of impending red cone" looks like to dodge it.
Signature [WIP] - tyvm John
Pls do one of the following, or solve problems in some other way:
> > @lowjohn said:
>
> > Bug that should be REALLY EASY to fix: In the queue menu, Kessel's Retreat and Shores Of Tuern show under the Epic Dungeons category, not the Skirmishes category. They are Skirmishes and the game otherwise correctly treats them as Skirmishes, they just show in the wrong place when you're picking queues.
>
>
>
> Not exactly. The public queue enforces dungeon party comp requirements for them. Of course this is a worst of both worlds requirement as the reward is not that of a dungeon.
>
> It's possible that the new random queue system now has them properly as dungeons
>
> Or won't enforce roles on them?
Both are doable without a tank but Garakas is really going to be rough that way. With Kessel, it doesn't matter as much because most of his attacks aren't targeted. Because of that, healers are great to have (assuming low geared groups) in KR. Healers in SoT are useful if the group doesn't know the mechanics but not required if they do.
I'd rather see them as Dungeons, not that it will matter to me after 12.5.