Isn't there a way to implement that Tank/Defender pets threat generation/taunt abilities defer to the aggro of a Player tank? I.E. adding an if/then statement that transfers their threat to a (OP) Paladin or guardian fighter in their party?
I'd really caution away from trying to make the game mechanics solve the issue of bad players. These kinds of issues should probably be solved by raid chat. Otherwise, should CW or DC knock-back dailies change to a stun when there's a GWF swinging away at a pile of mobs? Players making bad choices is part of the game. It's also why guilds are useful.
Isn't there a way to implement that Tank/Defender pets threat generation/taunt abilities defer to the aggro of a Player tank? I.E. adding an if/then statement that transfers their threat to a (OP) Paladin or guardian fighter in their party?
I'd really caution away from trying to make the game mechanics solve the issue of bad players. These kinds of issues should probably be solved by raid chat. Otherwise, should CW or DC knock-back dailies change to a stun when there's a GWF swinging away at a pile of mobs? Players making bad choices is part of the game. It's also why guilds are useful.
Firstly, when you pug (and you better get ready for feedback from randomized Queues) your pugs may or may not read chat, may or may not speak your language, may or may not listen to your advice.
Secondarily, players who solo mainly and then occasionally dungeon delve/skirmish often upgrade their one companion to legendary which may be a tank pet, which they have all their gear for. Saying they MUST use what's BIS for groups is elitist.
Thirdly, this isn't a bad player issue like you assume, it's a poor use of a pet that in one instance helps a player tank harder content solo, yet in another becomes a liability to a group. If you must pay so much AD to have it upgraded, why not make it useful in multiple environments.
More simply, and obviously, companions and gear for them can be costly... Encounter/at-will/passive/daily swapping for appropriate situations is free. Apples and oranges.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
2
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
We can get stronghold heroic shards by completing 10 man heroic encounters but the actual reset time for getting them seems off. Some say there is a 20 hour cool down, others say midnight Pacific time and others believe it's just luck. Could the reset time be at 12 noon (local time) the same as everything else in game please.
Thank you and keep up the great squishing! BlackMagi
heroic shards drops on the first big heroic, and nowadays some players can solo it, and yes the reset timer need to be the same time as the daily quests.
0
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
Tank and Defender companions can steal aggro from BIS Paladins using all the threat building encounters and at wills. This has been easily repeatable. Companions should not vie for aggro with a Tank present in the group. Nor should it be able to so easily build more aggro on the invisible, unmeasurable, incalculable threat table.
This is due to an undocumented taunt skill which steals aggro regardless of threat-levels. I agree that this is extremely problematic as soon as you have a real tank in your group and pretty much makes using any defender companion a bad idea. This skill needs to be replaced by some kind of threat generation buff. However, it isn't, stricto sensu, a bug.
Totally legit feedback, and definitely fair game for this thread.
As an aside: Don't worry too much about exactly what counts as a "bug". The important thing is "easy to fix". Part of "easy to fix" is "easy to decide we *want* to fix", so lots of class balance suggestions fail here -- the actual change might be easy, but deciding to make it is part of a bigger picture. However, if something is confusing or doesn't make sense, or if a power does something important but the tooltip doesn't mention it, those are things we want to fix, whether they are technically bugs or not.
But back to the main point -- we need more detail! What companions are stealing aggro? Can you tell us which power is doing it? At very least, we can add a note to the power warning people it will do that (easy fix). Or are these powers that say they are stealing aggro, but people don't like that (now the fix is less clear -- people like taunting pets for solo play -- should we rework them so they still taunt, but not so much? Should we somehow "turn them off" in group play? This is probably something we wouldn't tackle this month, and instead would file away as feedback for later.)
Isn't there a way to implement that Tank/Defender pets threat generation/taunt abilities defer to the aggro of a Player tank? I.E. adding an if/then statement that transfers their threat to a (OP) Paladin or guardian fighter in their party? SO that Tank pets would become useful in a group setting in a vow of enmity sort of way, generating threat for the actual player tank? Then they would have a use in each setting.
Then if there is no tank in the group or the player is soloing, the tank/defender companion returns the aggro to itself. I think that might be an elegant fix, allowing people who've upgraded their defender pets to legendary to make use of them in all settings.
Hopefully you could write the code in such a way that you could simply copy paste it to all defender companions and... done.
its because of everyone not getting striker pet like coin artist/sellsword, me while doing dailes/dungeon, use air archon like everyone because the RNG from Illusion Gambients still is painfull to drop the speciffic +4 pieces or not drop +4 at all to make my sellsword summoned. not happy with the chance of the +4 drops, +3 doesnt help me at all beside on alts.
0
someonediesMember, NW M9 PlaytestPosts: 1,257Arc User
@balanced#2849 The GF & GWF Grit(heroic feat) - is not working as intended.
It's not heal you with most of healing powers. Also I think the feat cooldown should be much lower (5 sec instead of the 40sec).
Thanks.
Dead 🔪
1
unknowndramaMember, NW M9 PlaytestPosts: 115Arc User
Oathbound Paladin Class Feature. Aura of Solitude When no allies are within 30' you deal 12% more damage and healing .
The issue is that if you play solo and you want a litle boost of damege to do faster your curent daily quests and so on... it works only if you got a augument activ companion and doesnt work whit a normal bonding companion and even if a npcis getting close to you the aura is dissabled.. i dont know if is intended or not..and i want to ask if possible a change to work whit both and and to be active only when you are not in a team/party..thx
2
someonediesMember, NW M9 PlaytestPosts: 1,257Arc User
These powers were not updated since mod 6. They are all broken, bugged, glitched and abandoned. Please fix them.
GWF's just limited in his choice (2 loadouts with 11 powers for all aspects of the game): IBS,HD,BF,SS,TR,Bravery,Destroyer OR DS,HD,IBS/BF,SS,WMS,Destroyer,Wrathful Determination/Steel Blitz
Great Weapon Fighter: Mighty Blade has been slightly altered to be more clear / consistent. Mighty Blade now increases your damage when striking more than 1 target. Mighty Blade's scaling is now 2/4/6/8/10% increased damage. Daring Shout and Threatening Rush should no longer mention Mark-removal. (This is actually fixed in 12b!)
Note: Sure Strike's Combo finisher activating while mid-air is intentional
BUG: Dread Ring and Underdark campaign are shown incorrectly at UI scaling 175% (on 4K monitor). Top boons are shown outside campaign window, some boons are not located at their correct position. But is visible on smaller interface scale change as well. BUG: Instance choice window (accessibe from map) needs horizonal scrollbar when UI scaling 175%. If person is member of guild and a party, some columns are no visible
Feedback: Some companions trigger bonding very rarely under normal play conditions. One of such neverbonding companions is Angel of Protecion (from invoke coins). It alsmot never uses heals, because DPS are either dead or at full health. Only bonding comes from protect power, that executed too rarely to trigger bonding. This makes this companion non-viable for bonding. AFAIR other companion like cleric from (bought by gold or given by quest), do execute powers even if not needed to trigger bonding. Please revise companions to trigger powers in combat at least at bondig proc level, or at least fix Angel of Protection to spam heals, it would have been very good companion if not bonding problem.
Got a couple of this bugs squashed, but since it touches multiple different forum posts, I won't be quoting every single one this time. See all of the changes below!
Control Wizard:
Smolder / Rimefire Smolder should now correctly benefit from Chilling Presence's damage bonus.
Sudden Storm's Arc effect will now properly scale with the Player's stats.
Imprisonment should now correctly grant 1 stack of Spell Twisting.
Trickster Rogue:
Tenacious Concealment has had some changes made to it. This is to ensure that it gets a consistent boost at each rank-up and to fix some bugs with the power itself.
Tenacious Concealment: Now grants 20% Stealth Loss reduction at each rank. (Including rank 1)
Tenacious Concealment: Now grants 5% Stealth Regeneration at each rank. (Including rank 1)
Tenacious Concealment: No longer grants Stealth Regeneration while taking damage.
Tenacious Concealment: Rank 4 should now properly function with the Artifact Off-hand bonus.
Tenacious Concealment: Rank 4 should no longer cause the Stealth Loss Reduction to be worse than Rank 3.
Tenacious Concealment's Artifact Off-hand bonus increased to 20% Stealth Loss Reduction.
Great Weapon Fighter:
Mighty Blade has been slightly altered to be more clear / consistent.
Mighty Blade now increases your damage when striking more than 1 target.
Mighty Blade's scaling is now 2/4/6/8/10% increased damage.
Daring Shout and Threatening Rush should no longer mention Mark-removal. (This is actually fixed in 12b!)
Note: Sure Strike's Combo finisher activating while mid-air is intentional
awesome thanks @balanced#2849 for the rework on mighty blade
Bug: As many people noticed before, Hunter Ranger's feat Thorned Roots doesn't benefit from air and earth archon. Same with Seeker's Vengeance which isn't granting bonus to Roots and Careful Attack.
It's quite sad that core feat of Trapper's tree has such weird interactions with buffs and can't benefit from all of them unlike at-will, encounter, daily powers and some other similar feats.
Bug: Ticks of Gushing Wound are consuming melee version of Deft Strike buff from Trapper's tree. To reproduсe: apply GW -> use any ranged encounter power -> melee Deft Strike is consumed by tick of GW, no ranged Deft Strike buff granted.
Every tick of Gushing Wound counts as encounter. IMO it's working as intended coz' Wound is not a DoT but an encounter which trigger many times. I think there is problem with feat, not power. For example, GW's ticks after the first one aren't building/consuming stacks of Aspect of the Serpent.
Bug: Both ranged and melee version of Deft Strikes can sometimes be applied together. No idea what causes it. The only way i can manually get it (but not all times) is to use several melee and ranged encounter powers in a rapid succession.
Deft Strikes feat is broken and can't work properly in some situations. Pls fix or rework it.
The simplest fix I can think of is to give tanking pets a taunt on/off button. That way you can turn it off and use them as simple dps pets if you are in group content.
0
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited October 2017
I am guessing this is intended, but in case it isn't I will report it anyhow. In any event, I wouldn't change it if it is a bug, but I would like it to be clarified.
Abyss of Chaos:
Only scales with power. It does not scale with buffs.
@someonedies start reporting actual bugs and stop turning this thread into a GWF class rework thread. Something being objectively terrible doesn't make it a bug, otherwise I would say stuff like, "imprisonment sucks, it needs a rework." Furthermore, label things that aren't bugs as player feedback.
While you are taking a look at feats, please take a look at the DC's heroic feats. They are awful and have been awful for a long time. There are several feats, such as Domain Synergy, Initiate of the Faith, Battlewise, and Templar's Domain, that are so bad that no one ever takes them. And they are all 5-point feats as well, so even if they weren't so bad, many still wouldn't take them due to their high cost in feat points and the opportunity cost of choosing something else. Please think about reworking some of these feats either to improve their performance, or to lower their cost (and make the other worthwhile feats 5 pts instead of 3 pts) to give the DC more viable options for heroic feats.
Got a couple of this bugs squashed, but since it touches multiple different forum posts, I won't be quoting every single one this time. See all of the changes below!
Control Wizard: Smolder / Rimefire Smolder should now correctly benefit from Chilling Presence's damage bonus. Sudden Storm's Arc effect will now properly scale with the Player's stats. Imprisonment should now correctly grant 1 stack of Spell Twisting.
Yay! You're truly a hero of all wizards )) Now I wonder if Smolder benefits from Elemental reinforcement and Frozen power Transfer... it is so much harder to notice and check than absence of a nearly 50% damage boost.
Thx for fixing the Cordon of Arrow ranged non-crit bug.
Archery Feat bugs:
Broadhead Arrow: The +5% crit chance buff only show up after switching to Range stance. Archers are always on Range stance. Please make it so that the +5% is innate to Range stance and not dependent on stance switching which Archers don't foolishly need or require.
Ghostwalker: +25% stamina regeneration on Ranged stance seems dead. Both Ranged and Melee stance fully regenerate at about 20 seconds or so on my test character. Please check.
Isn't there a way to implement that Tank/Defender pets threat generation/taunt abilities defer to the aggro of a Player tank? I.E. adding an if/then statement that transfers their threat to a (OP) Paladin or guardian fighter in their party?
I'd really caution away from trying to make the game mechanics solve the issue of bad players. These kinds of issues should probably be solved by raid chat. Otherwise, should CW or DC knock-back dailies change to a stun when there's a GWF swinging away at a pile of mobs? Players making bad choices is part of the game. It's also why guilds are useful.
Firstly, when you pug (and you better get ready for feedback from randomized Queues) your pugs may or may not read chat, may or may not speak your language, may or may not listen to your advice.
Secondarily, players who solo mainly and then occasionally dungeon delve/skirmish often upgrade their one companion to legendary which may be a tank pet, which they have all their gear for. Saying they MUST use what's BIS for groups is elitist.
Thirdly, this isn't a bad player issue like you assume, it's a poor use of a pet that in one instance helps a player tank harder content solo, yet in another becomes a liability to a group. If you must pay so much AD to have it upgraded, why not make it useful in multiple environments.
More simply, and obviously, companions and gear for them can be costly... Encounter/at-will/passive/daily swapping for appropriate situations is free. Apples and oranges.
Additionally, what about actual tanks? Is it a bad decision for a tank to run with a tank pet, like a dancing shield?
Actually, despite the force taunt, the Dancing Shield is considered a BiS summoned pet for a tank due to it having the best non-stacking debuff in the game, but to keep it summoned in a dungeon, the tank has to make sure to stand on it to avoid losing aggro periodically, allowing the boss to turn
No other player/pet relationship requires that kind of work to maintain at a cost of the player not being able to fulfill their role correctly, and that has nothing to do with being a bad player
Keeping it simple, turning off the force taunt while in party seems to be the simplest solution for all situations other than accommodating groups that are attempting runs without a tank
Isn't there a way to implement that Tank/Defender pets threat generation/taunt abilities defer to the aggro of a Player tank? I.E. adding an if/then statement that transfers their threat to a (OP) Paladin or guardian fighter in their party?
I'd really caution away from trying to make the game mechanics solve the issue of bad players. These kinds of issues should probably be solved by raid chat. Otherwise, should CW or DC knock-back dailies change to a stun when there's a GWF swinging away at a pile of mobs? Players making bad choices is part of the game. It's also why guilds are useful.
Firstly, when you pug (and you better get ready for feedback from randomized Queues) your pugs may or may not read chat, may or may not speak your language, may or may not listen to your advice.
Secondarily, players who solo mainly and then occasionally dungeon delve/skirmish often upgrade their one companion to legendary which may be a tank pet, which they have all their gear for. Saying they MUST use what's BIS for groups is elitist.
Thirdly, this isn't a bad player issue like you assume, it's a poor use of a pet that in one instance helps a player tank harder content solo, yet in another becomes a liability to a group. If you must pay so much AD to have it upgraded, why not make it useful in multiple environments.
More simply, and obviously, companions and gear for them can be costly... Encounter/at-will/passive/daily swapping for appropriate situations is free. Apples and oranges.
Additionally, what about actual tanks? Is it a bad decision for a tank to run with a tank pet, like a dancing shield?
Actually, despite the force taunt, the Dancing Shield is considered a BiS summoned pet for a tank due to it having the best non-stacking debuff in the game, but to keep it summoned in a dungeon, the tank has to make sure to stand on it to avoid losing aggro periodically, allowing the boss to turn
No other player/pet relationship requires that kind of work to maintain at a cost of the player not being able to fulfill their role correctly, and that has nothing to do with being a bad player
Keeping it simple, turning off the force taunt while in party seems to be the simplest solution for all situations other than accommodating groups that are attempting runs without a tank
My only concern is that there may be tankless groups who Queue intentionally without a tank and use only pets to tank. If they don't have an option to allow pets to tank in groups, they will lose that possibility.
I understand where you're coming from but I would prefer not to limit some people's playing experience but rather make a best for all style of change.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
The Executioner's Black Attire doesn't seem to proc everytime the enemy is not facing the player(at least not on TR's), this happens randomly it can skip an attack at random, for me it seems like it's skipping the strong ones more then the weak ones but I don't have a big amount of logs to do a fair comparison of. Back to the Blade = Executioner's Black Attire proc.
But if I stop attacking it procs just fine, making me think that there's a little cooldown or something, in other words the faster my attacks (including DoT's or any type of damage really) bigger the chance of it to not proc.
I think this is a bug at least on Xbox, When the guild membership is at 150/150 players but less than 500/500 characters, we cannot invite additional characters of the same player.
Tyrannical curse is broken in Chult vs certain CC immune enemies, testing shows that, so far, at least both tyrannosurus variants have that issue: Once you cast TC, you use up all your AP but the power simply does not work, if there are enemies around they take no splash damage whatsoever and TC symbol (large Optimus Prime-like curse) does not appear on top of the target either. When I saw the report I tested this and can confirm it is happening on console as well. Originally reported by @nisckis
The follwing one either is a bug or a rather strange programming decision so I will write as both bug and feedback, either way it needs to be looked at as it impacts damage output in a very negative way:
Pillar of Power damage (encounter power) Its damage is lower than that of at-wills (even if considering critically striking).
Feedback:
Pillar of Power damage (encounter power) Its damage is lower than that of at-wills (even if considering critically striking), this substantially limits damage output potential of Hellbringer paragon especially if considering that this encounter will be able to crit so, for endgame SWs, it effectivelly makes Owlbear Cub a goner, reason why the damage of this encounter needs to be tweaked to compensate, otherwise HB SW dps will be lower than that of the one we have in live now, bug fixes to other classes keep widening the gap between them and SW so now it is time PoP damage gets adjusted based on:
1. It is an encounter power exclusive to 1 path (Hellbringer), its potential should be slightly better than that of those available to both much like SoulSorch can beat the rest of single target encounters in a longer - long fight by virtue of being available to use more than the rest.
2. It hits with 15 ticks but it doesn't work like "true" DoT powers as if enemies step outside of it, they will stop taking damage. If this power takes so long to deal damage at least it should do with proper hits, each tick should hit harder than those of the encounter power Dreadteft.
Devs, doing that would would not only make sense (why a paragon exclusive encounter power deals less damage than at-wills is baffling and is factually bad for the class) but it would be a considerable QoL improvement that the few remaining endgame fury SWs would appreciate very much, high crit templocks would as well. Make it happen please.
The simplest fix I can think of is to give tanking pets a taunt on/off button. That way you can turn it off and use them as simple dps pets if you are in group content.
I agree, this is a simple fix. My fear, honestly, is going to be people either not being aware of it, or not speaking the same language, or simply not paying attention while pugging content. The fix I proposed, I think, is heading some negative feedback off at the pass by fixing this now before tanks become highly incensed in random Q. However, If toggling the taunt on/off is the only way to do it, then at least it is a partial fix and I'd settle for it.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
Bug(s): Other Powers which do not scale with the Soul Sight Crystal damage buff, despite these other powers scaling with other damage buffs.
Besides Careful Attack and Thorned Roots...
Smolder (CW) Steel Blitz (GWF and GF) Jagged Blades (GF)
If the devs would like ACT Logs as proof, then I don't mind providing them, though you'll need to give me time to actually get them.
I have not tested TR, OP, SW, or DC powers yet, though I would guess that these classes have things which do not scale with the Soul Sight damage buff.
Thorned Roots, Grasping Roots: -> Damage with incoming from this feat/mechanism isn't buffed from all sources with grants damage buff: - Air Archon - Water Archon - Earth Archon - Orcus set - Wheel of Elements - Seeker's Vengeance - Soul Sight Artifact
Additional resources with might direct in some way to fix it: -> Fire Archon working with Thorned Roots, Grasping Roots
For god sake, do something with Battlehoned. Class feature with grants 400 regeneration is pure joke.
Comments
Secondarily, players who solo mainly and then occasionally dungeon delve/skirmish often upgrade their one companion to legendary which may be a tank pet, which they have all their gear for. Saying they MUST use what's BIS for groups is elitist.
Thirdly, this isn't a bad player issue like you assume, it's a poor use of a pet that in one instance helps a player tank harder content solo, yet in another becomes a liability to a group. If you must pay so much AD to have it upgraded, why not make it useful in multiple environments.
More simply, and obviously, companions and gear for them can be costly... Encounter/at-will/passive/daily swapping for appropriate situations is free. Apples and oranges.
The GF & GWF Grit(heroic feat) - is not working as intended.
It's not heal you with most of healing powers. Also I think the feat cooldown should be much lower (5 sec instead of the 40sec).
Thanks.
Dead🔪Oathbound Paladin Class Feature.
Aura of Solitude When no allies are within 30' you deal 12% more damage and healing .
The issue is that if you play solo and you want a litle boost of damege to do faster your curent daily quests and so on... it works only if you got a augument activ companion and doesnt work whit a normal bonding companion and even if a npcis getting close to you the aura is dissabled.. i dont know if is intended or not..and i want to ask if possible a change to work whit both and and to be active only when you are not in a team/party..thx
last updated on July 2016 but nothing much has changed during this period.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1218807/mod-9-abandoned-great-weapon-fighter-powers-current-state
Indomitable Strength
Grand Fissure
Roar
Intimidation
Mighty Blade
Wrathful Determination
Reaping Strike
Offhand bonuses
etc etc etc
These powers were not updated since mod 6. They are all broken, bugged, glitched and abandoned.
Please fix them.
GWF's just limited in his choice (2 loadouts with 11 powers for all aspects of the game):
IBS,HD,BF,SS,TR,Bravery,Destroyer OR
DS,HD,IBS/BF,SS,WMS,Destroyer,Wrathful Determination/Steel Blitz
Thank you
Dead🔪BUG: Instance choice window (accessibe from map) needs horizonal scrollbar when UI scaling 175%. If person is member of guild and a party, some columns are no visible
Feedback: Some companions trigger bonding very rarely under normal play conditions. One of such neverbonding companions is Angel of Protecion (from invoke coins). It alsmot never uses heals, because DPS are either dead or at full health. Only bonding comes from protect power, that executed too rarely to trigger bonding. This makes this companion non-viable for bonding. AFAIR other companion like cleric from (bought by gold or given by quest), do execute powers even if not needed to trigger bonding. Please revise companions to trigger powers in combat at least at bondig proc level, or at least fix Angel of Protection to spam heals, it would have been very good companion if not bonding problem.
awesome thanks @balanced#2849 for the rework on mighty blade
In addition to that @rjc9000 had tested a new Soul Sight Crystal. Artifact isn't granting bonus to Roots and CA too.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1234289/do-we-have-to-look-for-a-new-weapon-enchantment
It's quite sad that core feat of Trapper's tree has such weird interactions with buffs and can't benefit from all of them unlike at-will, encounter, daily powers and some other similar feats.
--------------------------------------------------------------------------------------
Bug: Ticks of Gushing Wound are consuming melee version of Deft Strike buff from Trapper's tree.
To reproduсe: apply GW -> use any ranged encounter power -> melee Deft Strike is consumed by tick of GW, no ranged Deft Strike buff granted.
Every tick of Gushing Wound counts as encounter. IMO it's working as intended coz' Wound is not a DoT but an encounter which trigger many times. I think there is problem with feat, not power. For example, GW's ticks after the first one aren't building/consuming stacks of Aspect of the Serpent.
Bug: Both ranged and melee version of Deft Strikes can sometimes be applied together.
No idea what causes it. The only way i can manually get it (but not all times) is to use several melee and ranged encounter powers in a rapid succession.
Deft Strikes feat is broken and can't work properly in some situations. Pls fix or rework it.
Abyss of Chaos:
Only scales with power. It does not scale with buffs.
@someonedies start reporting actual bugs and stop turning this thread into a GWF class rework thread. Something being objectively terrible doesn't make it a bug, otherwise I would say stuff like, "imprisonment sucks, it needs a rework." Furthermore, label things that aren't bugs as player feedback.
Now I wonder if Smolder benefits from Elemental reinforcement and Frozen power Transfer... it is so much harder to notice and check than absence of a nearly 50% damage boost.
Archery Feat bugs:
Broadhead Arrow: The +5% crit chance buff only show up after switching to Range stance. Archers are always on Range stance. Please make it so that the +5% is innate to Range stance and not dependent on stance switching which Archers don't foolishly need or require.
Ghostwalker: +25% stamina regeneration on Ranged stance seems dead. Both Ranged and Melee stance fully regenerate at about 20 seconds or so on my test character. Please check.
TIA
Actually, despite the force taunt, the Dancing Shield is considered a BiS summoned pet for a tank due to it having the best non-stacking debuff in the game, but to keep it summoned in a dungeon, the tank has to make sure to stand on it to avoid losing aggro periodically, allowing the boss to turn
No other player/pet relationship requires that kind of work to maintain at a cost of the player not being able to fulfill their role correctly, and that has nothing to do with being a bad player
Keeping it simple, turning off the force taunt while in party seems to be the simplest solution for all situations other than accommodating groups that are attempting runs without a tank
I understand where you're coming from but I would prefer not to limit some people's playing experience but rather make a best for all style of change.
Back to the Blade = Executioner's Black Attire proc.
https://imgur.com/0uziwZJ
https://imgur.com/X1CtRb0
https://imgur.com/oPApeUA
But if I stop attacking it procs just fine, making me think that there's a little cooldown or something, in other words the faster my attacks (including DoT's or any type of damage really) bigger the chance of it to not proc.
https://imgur.com/Yq5UMi3
OP - Sunshine: 16000 IL
Casual Dailies
Bug:
Gates of Hell and Immolation Spirits not proccing weapon enchantments, this is a serious issue, especially for Hellbringer.
PoP not proccing Holy Avenger.
This was originally reported by @rjc9000
Tyrannical curse is broken in Chult vs certain CC immune enemies, testing shows that, so far, at least both tyrannosurus variants have that issue: Once you cast TC, you use up all your AP but the power simply does not work, if there are enemies around they take no splash damage whatsoever and TC symbol (large Optimus Prime-like curse) does not appear on top of the target either. When I saw the report I tested this and can confirm it is happening on console as well. Originally reported by @nisckis
The follwing one either is a bug or a rather strange programming decision so I will write as both bug and feedback, either way it needs to be looked at as it impacts damage output in a very negative way:
Pillar of Power damage (encounter power)
Its damage is lower than that of at-wills (even if considering critically striking).
Feedback:
Pillar of Power damage (encounter power)
Its damage is lower than that of at-wills (even if considering critically striking), this substantially limits damage output potential of Hellbringer paragon especially if considering that this encounter will be able to crit so, for endgame SWs, it effectivelly makes Owlbear Cub a goner, reason why the damage of this encounter needs to be tweaked to compensate, otherwise HB SW dps will be lower than that of the one we have in live now, bug fixes to other classes keep widening the gap between them and SW so now it is time PoP damage gets adjusted based on:
1. It is an encounter power exclusive to 1 path (Hellbringer), its potential should be slightly better than that of those available to both much like SoulSorch can beat the rest of single target encounters in a longer - long fight by virtue of being available to use more than the rest.
2. It hits with 15 ticks but it doesn't work like "true" DoT powers as if enemies step outside of it, they will stop taking damage. If this power takes so long to deal damage at least it should do with proper hits, each tick should hit harder than those of the encounter power Dreadteft.
Devs, doing that would would not only make sense (why a paragon exclusive encounter power deals less damage than at-wills is baffling and is factually bad for the class) but it would be a considerable QoL improvement that the few remaining endgame fury SWs would appreciate very much, high crit templocks would as well. Make it happen please.
Bug(s): Other Powers which do not scale with the Soul Sight Crystal damage buff, despite these other powers scaling with other damage buffs.
Besides Careful Attack and Thorned Roots...
Smolder (CW)
Steel Blitz (GWF and GF)
Jagged Blades (GF)
If the devs would like ACT Logs as proof, then I don't mind providing them, though you'll need to give me time to actually get them.
I have not tested TR, OP, SW, or DC powers yet, though I would guess that these classes have things which do not scale with the Soul Sight damage buff.
Creeping Frost (Thaum Feat), Warped Magics(Thaum Feat), Abyss of Chaos (Rene Feat) and Shattered Strike (Opp Feat) are not effected by Chilling Presence(Class Feature).
Thorned Roots, Grasping Roots:
-> Damage with incoming from this feat/mechanism isn't buffed from all sources with grants damage buff:
- Air Archon
- Water Archon
- Earth Archon
- Orcus set
- Wheel of Elements
- Seeker's Vengeance
- Soul Sight Artifact
Additional resources with might direct in some way to fix it:
-> Fire Archon working with Thorned Roots, Grasping Roots
For god sake, do something with Battlehoned. Class feature with grants 400 regeneration is pure joke.