When getting into the dungeon chest, it would be great if the top choosable gear option would be picked and you only had to accept (or change the chosen item and accept if you like, so you are not forced to pick that, just a timesaver). In 98+% of the cases the only real deal is the amount of salvage they give and most of the time it's equal.
When scaling the interface over 1.0 the numbers in the scoreboard will flash or cycle in and out making it hard to read. This flashing/cycling appears to occur more quickly the higher the scale. I play on a 34" UW monitor so I like have the interface set to 1.5 and I'm constantly keeping track of the numbers so I know how I'm doing (I'm a newer player).
It's just the numbers for every screen, names are fine.
This isn't a critical bug by any means, but I'm hoping it's a small and easy fix.
GFs are able to use their encounters and time shield canceling their animation so that they do all the damage and never have a moment of vulnerability. I.E. Unlike classes that can dodge cancel their animations the encounter goes off and they still essentially have their shield up the whole time. It's the equivalent of being able to dodge out of Lashing blade while your target still takes the damage. This allows GFs to walk into smokebomb, Bullcharge and have their shield back up before getting the daze from standing in Smokebomb.
THe shield should not be able to be brought back up for the entire length of the encounter power unless it completely cancels the damage procc as well. This brings it in line with other classes.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
When getting into the dungeon chest, it would be great if the top choosable gear option would be picked and you only had to accept (or change the chosen item and accept if you like, so you are not forced to pick that, just a timesaver). In 98+% of the cases the only real deal is the amount of salvage they give and most of the time it's equal.
Last I checked, if you click accept without choosing an option, it gives you the top options, however this is obviously unclear when viewing the chest.
Force 1 of each class in Q's for all PVP. Don't allow multiple of any class on one team in any form of Domination PVP. Solo or regular, private Q is fine because both parties can agree to take 2 of the same class. I promise 90% of class imbalance complaints come from running into 2 of the most OP fotm class (it changes depending on balancing issues) in a party and throwing the match. It's not a skill issue, it's not a gear issue in these types of matches. It's an OP composition of strong classes on a team. If you did this, then there will be a counter to that 1 fotm class on each team. This allows for a much more balanced fun fight.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
The Immovable Object chart when running dungeons counts mitigated damage. This means that tanks are inherently disadvantaged for winning the chart, when they should be the best. The chart should count all damage before mitigation, since that is what really matters.
It would also be great if self-heals were removed from the Healing Done chart. It would be best if self-heals were added to their own chart.
•Brutal Curse feat (from Fury path, tier 5) applies a 8,33% damage buff, instead of the expected 10% damage increase.
Edit: As was deftly explained by @darthtzarr below, Brutal Curse works as an additive bonus, essentially turning Warlock's Curse into a 30% buff, rather than being itself a separate 10% buff; which results in the 1,67% damage difference.
•The following skills don’t procWeapon Enchantments: Lightning: Immolation Spirits Gates of Hell Infernal Spheres Wraith’s Shadow (both as Normal cast and Curse Consume cast) Pillar of Power (procs Lightning only once, despite being an Entity skill) Feytouched: Brood of Hadar Accursed Souls Flames of Phlegethos Tyrannical Curse Immolation Spirits Gates of Hell
•The following skills don’t procAura of Courage: Hand of Blight (when with Lightning enchant) Dreadtheft Wraith’s Shadow (on Normal cast only) Pillar of Power (procs AoC only once, despite being an Entity skill)
•Immolation Spirits: When this skill is re-cast while you already have the Spirits summoned, you lose your current Spirits and on top of that you don’t get to summon new ones. Casting Immolation Spirits while already having the Spirits summoned should refresh the Spirits for the whole duration (or re-summon them), instead of making you “skip 2 Dailies”.
I would like to add my voice to the SW bugs already mentioned by fellow Warlocks and applaud the Devs on fixing so many important issues! May the shadows be with you.
As a suggestion, I'd point out that there is lack of clarity and consistency as far as Entity skills are concerned. Could you list them for each class and also make them work appropriately? That would help greatly in clarifying which skills proc Weapon Enchantments more or less than they should, which is an issue brought up quite a lot on this thread. One such example is Pillar of Power which is an Entity skill but doesn’t multi-proc Weapon Enchantments or Aura of Courage, like some known Entity skills.
Post edited by stathisjoestar on
You may win a thousand fights, but you can only lose one.
GFs are able to use their encounters and time shield canceling their animation so that they do all the damage and never have a moment of vulnerability. I.E. Unlike classes that can dodge cancel their animations the encounter goes off and they still essentially have their shield up the whole time. It's the equivalent of being able to dodge out of Lashing blade while your target still takes the damage. This allows GFs to walk into smokebomb, Bullcharge and have their shield back up before getting the daze from standing in Smokebomb.
THe shield should not be able to be brought back up for the entire length of the encounter power unless it completely cancels the damage procc as well. This brings it in line with other classes.
Your misinformation isn't helping anyone or anything on this thread.
You cannot walk into a Smoke Bomb, shield up, Bull Charge, then not be CC'd. Thats not possible. you are disabled for the duration of the Smokebomb. If you decide to do that and are unable to shield back up until the disable goes away.
•Brutal Curse feat (from Fury path, tier 5) applies a 8,33% damage buff, instead of the expected 10% damage increase. Brutal Curse requires that the target is affected by Warlock’s Curse (this mechanic correctly increases the player’s damage by 20%). My own hypothesis is that Brutal Curse is lowered (nerfed) due to such a formula: Brutal Curse = 10 / (1 + 0,2) = 8,33%, where Brutal Curse’s 10% buff is lowered due to Warlock’s Curse 20% buff. Nevertheless, this is not working as intended, or as it is stated in the tooltip; it is an unnecessary 1,67% damage decrease for all (Fury) Warlocks.
The key word here is "additional". Although you are correct, this appears to be the intended result. Here is what is happening.
Warlock's Curse gives a 20% increase. The feat states that Warlock's Curse now grants an additional 10%. This means that Warlock's Curse now gives 30% (20% + 10%) increased damage. This is what "additional" means. If we look at the actual increase of this feat, it is exactly 8.33% more damage than before. Increasing a 20% buff by an additional 10%, doesn't increase your damage by 10%. If the feat had stated "You deal 10% more damage to targets afflicted by your Warlock's Curse" then it would definitely be a bug, however, the way it is stated, it is correctly increasing the 20% from Warlocks Curse by an additional 10%.
This is how it is currently working: 1000 fixed damage before Warlock's Curse (1000) 1200 fixed damage after Warlock's Curse (1000 * (1 + 20%)) 1300 fixed damage after Warlock's Curse with Brutal Curse (1000 * (1 + 20% + 10%))
The result you were expecting was: 1000 fixed damage before Warlock's Curse (1000) 1200 fixed damage after Warlock's Curse (1000 * (1 + 20%)) 1320 fixed damage after Warlock's Curse with Brutal Curse (1000 * (1 + 20%) * (1 + 10%))
GFs are able to use their encounters and time shield canceling their animation so that they do all the damage and never have a moment of vulnerability. I.E. Unlike classes that can dodge cancel their animations the encounter goes off and they still essentially have their shield up the whole time. It's the equivalent of being able to dodge out of Lashing blade while your target still takes the damage. This allows GFs to walk into smokebomb, Bullcharge and have their shield back up before getting the daze from standing in Smokebomb.
THe shield should not be able to be brought back up for the entire length of the encounter power unless it completely cancels the damage procc as well. This brings it in line with other classes.
Your misinformation isn't helping anyone or anything on this thread.
You cannot walk into a Smoke Bomb, shield up, Bull Charge, then not be CC'd. Thats not possible. you are disabled for the duration of the Smokebomb. If you decide to do that and are unable to shield back up until the disable goes away.
Thats not a bug, It's timing a Mechanic.
Simply because you are unable to repeat the timing of this mechanic, because it is difficult, does not mean it's not possible. Please, refrain from using your experience or skill at mechanics as the end all be all of possibilities.
Furthermore, this isn't even the real point. The point is GF's can animation cancel an encounter/daily mid animation timing (all animations have a certain amount of time they are supposed to take) allowing the damage/cc to go off while not experiencing the vulnerability of having the shield lowered. This is the bug, either the animation and the damage/cc should be canceled, or the shield should remain lowered for the entire duration of the animation. Both should not be allowed.
I won't be drawn into a words battle over mechanics I know to exist. So, test it till you get it right.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
GFs are able to use their encounters and time shield canceling their animation so that they do all the damage and never have a moment of vulnerability. I.E. Unlike classes that can dodge cancel their animations the encounter goes off and they still essentially have their shield up the whole time. It's the equivalent of being able to dodge out of Lashing blade while your target still takes the damage. This allows GFs to walk into smokebomb, Bullcharge and have their shield back up before getting the daze from standing in Smokebomb.
THe shield should not be able to be brought back up for the entire length of the encounter power unless it completely cancels the damage procc as well. This brings it in line with other classes.
Your misinformation isn't helping anyone or anything on this thread.
You cannot walk into a Smoke Bomb, shield up, Bull Charge, then not be CC'd. Thats not possible. you are disabled for the duration of the Smokebomb. If you decide to do that and are unable to shield back up until the disable goes away.
Thats not a bug, It's timing a Mechanic.
Simply because you are unable to repeat the timing of this mechanic, because it is difficult, does not mean it's not possible. Please, refrain from using your experience or skill at mechanics as the end all be all of possibilities.
Furthermore, this isn't even the real point. The point is GF's can animation cancel an encounter mid encounter timing (all animations have a certain amount of time they are supposed to take) allowing the damage/cc to go off while not experiencing the vulnerability of having the shield lowered.
I won't be drawn into a words battle over mechanics I know to exist. So, test it till you get it right.
Unable to repeat?
Heres 2 different videos, mythbusting being able to shield up, walk into a Smokebomb, Bull Charge, and then shield back up and not be affected by the disable. Contradicting what you said.
However what is a bug though, and what I noticed in these videos is Smoke bomb not keeping it's full duration as it appears to be. It still appears on the ground, but does not last as long as it is indicated to be by the red circle.
Further more, being able to cancel an animation, is something every class can do. Not only that, but all classes can cast an Encounter and then as the action JUST ended they can cancel the rest of the animation.
GFs are able to use their encounters and time shield canceling their animation so that they do all the damage and never have a moment of vulnerability. I.E. Unlike classes that can dodge cancel their animations the encounter goes off and they still essentially have their shield up the whole time. It's the equivalent of being able to dodge out of Lashing blade while your target still takes the damage. This allows GFs to walk into smokebomb, Bullcharge and have their shield back up before getting the daze from standing in Smokebomb.
THe shield should not be able to be brought back up for the entire length of the encounter power unless it completely cancels the damage procc as well. This brings it in line with other classes.
Your misinformation isn't helping anyone or anything on this thread.
You cannot walk into a Smoke Bomb, shield up, Bull Charge, then not be CC'd. Thats not possible. you are disabled for the duration of the Smokebomb. If you decide to do that and are unable to shield back up until the disable goes away.
Thats not a bug, It's timing a Mechanic.
Simply because you are unable to repeat the timing of this mechanic, because it is difficult, does not mean it's not possible. Please, refrain from using your experience or skill at mechanics as the end all be all of possibilities.
Furthermore, this isn't even the real point. The point is GF's can animation cancel an encounter/daily mid animation timing (all animations have a certain amount of time they are supposed to take) allowing the damage/cc to go off while not experiencing the vulnerability of having the shield lowered. This is the bug, either the animation and the damage/cc should be canceled, or the shield should remain lowered for the entire duration of the animation. Both should not be allowed.
I won't be drawn into a words battle over mechanics I know to exist. So, test it till you get it right.
While I'll usually agree with you 99% of the time, many animations on all classes can be canceled by tabbing or jumping, so learning which animations can be cancelled and applying this to one's advantage in battle is, I think, a measure of skill, not exploitation (most of the time... when interruptions fire a power but cancel the CD, that would obviously be a bug)
On the other hand, personally, I feel like every skill should have a counter, so to expect that something like smokebomb should always be 100% effective without counter would be expecting what I would consider a bug
I don't know if it had been mentioned but there's an issue in To9G regarding the yuanti that can charm you.
What happens is if you get charmed (may also happen with the fear effect also, hard to tell when often both effects may hit you) after the effect is over, movement gets clunky and lagged until you get charmed or fear again. Seems to occur if the charmer dies as soon as the effect takes over. There's about a 1/2 second delay between movement commands. You're character will turn as normal But it won't let you move until after the delay.
So far we've had it happen about 10 times and anything short of clearing the dungeon doesn't seem to fix it unless you get charmed.
In the spirit of Faster Campaign Progression for Alts, could I please be allowed to use some of the thousands of otherwise unnecessary pieces of Black Ice I already have to progress through the IWD Campaign on my GF that skipped it over until now?
I understand the original point was probably to slow progression, but if they WANT the black ice and I HAVE the black ice, can't I just give it to them? There is absolutely nothing else in the world I would need the stuff for otherwise
Calling this a bug simply because it doesn't work like the Underdark Campaign, where the campaign currency can be simply spent on campaign progression
While I'll usually agree with you 99% of the time, many animations on all classes can be canceled by tabbing or jumping, so learning which animations can be cancelled and applying this to one's advantage in battle is, I think, a measure of skill, not exploitation (most of the time... when interruptions fire a power but cancel the CD, that would obviously be a bug)
On the other hand, personally, I feel like every skill should have a counter, so to expect that something like smokebomb should always be 100% effective without counter would be expecting what I would consider a bug
Many classes can perform animation cancels with one or two abilities. The GWF can sprint cancel FLS and it is possible to make it proc, however noone uses FLS as it was nerfed into oblivion. All classes can animation cancel or dodge at the last second of an animation sometimes cutting it short. This however is different. If you have 3 encounters, all of which cause CC that can all be very quickly animation canceled and return to immunity this is much different. The GF can animation cancel the majority, if not all, of his abilities.
The difference is important even though any time you can animation cancel and still get the effects it's technically not WAI. You should either use the ability or not, cutting the animation short while still getting the effects isn't stated anywhere to be the intent. Shield returns the GF to immunity to CC and very little received incoming damage sans the all important moment of vulnerability. The best GFs take full advantage of this.
That said, I'm not calling anyone an exploiter or that using these mechanics are an exploitation, I'm simply reporting them as they are. If the devs choose to leave these mechanics in play it is their prerogative. I wish people would simply stop arguing with each other and let the Devs decide.
It takes up space and time here when we debate, especially when it is unfriendly which is completely unnecessary. (This last bit was not directed at you preechr)
On ambush rings: "How would you like PVE if all the mobs were invisible?"
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checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
Reposting this bug request a third time, in case it gets lost in the shuffle:
Please fix the PvP Campaign Progression bug for Ice Wind Dale PvP, Resurrect Allies. If you resurrect an ally in either zone (Dwarf Valley or Ice Wind Pass) inside the PvP area while everyone was marked for PvP during BID (or not), the resurrect ally does not count towards a progression on the boon. If you are in the same party and repeat it, it still does not count. If you try to resurrect an ally of the same faction outside the PvP zone, but still marked for PvP, it does not count. Basically, the achievement does not register any resurrection of any faction based PvP ally.
#1 - SKT - Chill of Winter Damages are in tooltips are: 10 000 / 12 000 / 14 000 At rank 1 your damages are locked at 7500 (suppose the issue stay present for other ranks)
#2 - SKT - Frozen Reflection Damages are in tooltips are: 5000 / 6000 / 7000 At rank 2 your damages are locked at 4500 (suppose the issue stay present for other ranks)
Because those are boons which deal a direct, flat amount of damage, they are affected by the fact that you do less damage to targets that are a greater level than you. This is intended and by design.
#13 The Cloaked Ascendancy boon Aura of Hope states “boosts AP gain for all allies within 25 feet for 10 seconds”. It actually lasts 4 seconds and works only for yourself.
#13 The Cloaked Ascendancy boon Aura of Hope states “boosts AP gain for all allies within 25 feet for 10 seconds”. It actually lasts 4 seconds and works only for yourself.
This has been fixed to last for 10 seconds.
Is the "only for yourself" part working as intended?
[color=red]If your pet aggros mobs and dies, the mobs will often 'leash' and become untargetable unless you have already inflicted damage on them. This occurs even if the player has moved into combat range. Causes powers to deal no damage and yet still be in cooldown when the mobs become targetable again.
There is a spot on the Great Bear Iceberg in SoMI where Ice Mephits spawn. For point of reference, it is above the Frost Giant standing with 2 wolves on a ramp down to the lowest elevation area. Just below the mephit spawn area on a chunk of ice is a misplaced texture which creates an angled crevice that 1 imp often falls into and becomes untagetable. A player falling in is unable to 'land' and remains in a falling state until they change instance or die.
Atonement quest in Dwarf Valley trolls respawn so rapidly that it is impossible to harvest nearby black ice more than once before trolls respawn. This is probably a result of an attempt to deal with ninjas before the idols were finally made persistent.[/color]
Post edited by pitshade on
"We have always been at war with Dread Vault" ~ Little Brother
Abyss of Chaos, Warped Magics, Creeping Frost and Shatter Strike do not benefit from Chilling Presence.
Warped Magics - I'm sure that the 'ignores half of your targets resistance' doesn't work as described by the tooltip.
Conduit of Ice, Steal Time and Smoulder - These do not benefit from Orcus Set.
Ray of Enfeeblement (Mastery) - Either casts does not benefit from Spell Twisting.
Icy Rays (Mastery) - When slotted onto the mastery slot directly from the power selection window, this does not benefit from Spell Twisting.
Chill Strike & Magic Missile - These have a small half a second delay between the strike hitting the target and then dealing damage.
Icy Terrain: - Does not generate any Action Points when cast on an uneven terrain.
Icy Terrain & Sudden Storm - These powers do not always work on dummies due to terrain differences. This makes it hard to test these powers in controlled conditions.
Disintegrate's Tooltip - the actual damage this power deals does not reflect the damage described on the tooltip.
Maelstrom of Chaos' Tooltip - Does not describe the area size of this power.
Furious Immolation's Tooltip - Does not describe the area size of this power.
Imprisonment's Tooltip Text - The text to describe what the additional ranks do, does not follow the same font and size as other tooltips. I have screenshotted what Imprisonment's tooltip looks like compared to another power's tooltip: https://pasteboard.co/GOJEMgj.png
Rapid Strike often skips some hits and has a buggy animation. In this screenshot, the character executes the rotation correctly the first time, then it often skips some hits (I am using fixed damage weapons). The rotation should be: 1st hit -> 1254.4 damage 2nd hit -> 1254.4 damage 3rd hit -> 1411.2 damage 4th hit -> 1960.1 damage
Not sure if it's been fixed yet, but I remember seeing that the CW's encounter Icy Rays on mastery sometimes wasn't dealing 50% increased damage to a single target. And as mentioned above, when it is on mastery slot it doesn't benefit from spell twisting unless you use it on a non mastery slot, then equip it to mastery. This has to be done every time instance is changed.
When fighting Ras Nsi in Tomb of Nine Gods, sometimes a "teleport" occurs and places you at the end of the platform and if you were holding forward button you will most likely fall down. It occurs without tilting of the platform. I have it recorded if a dev wants to take a look for more details.
When getting into the dungeon chest, it would be great if the top choosable gear option would be picked and you only had to accept (or change the chosen item and accept if you like, so you are not forced to pick that, just a timesaver). In 98+% of the cases the only real deal is the amount of salvage they give and most of the time it's equal.
Last I checked, if you click accept without choosing an option, it gives you the top options, however this is obviously unclear when viewing the chest.
Upon a few quick run, neither eGWD or any of the Valindra chests are doing what you say (in PC). It does not even let you click on the accept button without choosing an item.
Comments
When getting into the dungeon chest, it would be great if the top choosable gear option would be picked and you only had to accept (or change the chosen item and accept if you like, so you are not forced to pick that, just a timesaver). In 98+% of the cases the only real deal is the amount of salvage they give and most of the time it's equal.
When scaling the interface over 1.0 the numbers in the scoreboard will flash or cycle in and out making it hard to read. This flashing/cycling appears to occur more quickly the higher the scale. I play on a 34" UW monitor so I like have the interface set to 1.5 and I'm constantly keeping track of the numbers so I know how I'm doing (I'm a newer player).
It's just the numbers for every screen, names are fine.
This isn't a critical bug by any means, but I'm hoping it's a small and easy fix.
THe shield should not be able to be brought back up for the entire length of the encounter power unless it completely cancels the damage procc as well. This brings it in line with other classes.
Signature [WIP] - tyvm John
It would also be great if self-heals were removed from the Healing Done chart. It would be best if self-heals were added to their own chart.
Signature [WIP] - tyvm John
10%damage increase.Edit: As was deftly explained by @darthtzarr below, Brutal Curse works as an additive bonus, essentially turning Warlock's Curse into a 30% buff, rather than being itself a separate 10% buff; which results in the 1,67% damage difference.
• The following skills don’t proc Weapon Enchantments:
Lightning:
Immolation Spirits
Gates of Hell
Infernal Spheres
Wraith’s Shadow (both as Normal cast and Curse Consume cast)
Pillar of Power (procs Lightning only once, despite being an Entity skill)
Feytouched:
Brood of Hadar
Accursed Souls
Flames of Phlegethos
Tyrannical Curse
Immolation Spirits
Gates of Hell
• The following skills don’t proc Aura of Courage:
Hand of Blight (when with Lightning enchant)
Dreadtheft
Wraith’s Shadow (on Normal cast only)
Pillar of Power (procs AoC only once, despite being an Entity skill)
• Immolation Spirits:
When this skill is re-cast while you already have the Spirits summoned, you lose your current Spirits and on top of that you don’t get to summon new ones. Casting Immolation Spirits while already having the Spirits summoned should refresh the Spirits for the whole duration (or re-summon them), instead of making you “skip 2 Dailies”.
I would like to add my voice to the SW bugs already mentioned by fellow Warlocks and applaud the Devs on fixing so many important issues! May the shadows be with you.
As a suggestion, I'd point out that there is lack of clarity and consistency as far as Entity skills are concerned. Could you list them for each class and also make them work appropriately?
That would help greatly in clarifying which skills proc Weapon Enchantments more or less than they should, which is an issue brought up quite a lot on this thread.
One such example is Pillar of Power which is an Entity skill but doesn’t multi-proc Weapon Enchantments or Aura of Courage, like some known Entity skills.
You may win a thousand fights, but you can only lose one.
You cannot walk into a Smoke Bomb, shield up, Bull Charge, then not be CC'd. Thats not possible. you are disabled for the duration of the Smokebomb. If you decide to do that and are unable to shield back up until the disable goes away.
Thats not a bug, It's timing a Mechanic.
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
Warlock's Curse gives a 20% increase. The feat states that Warlock's Curse now grants an additional 10%. This means that Warlock's Curse now gives 30% (20% + 10%) increased damage. This is what "additional" means. If we look at the actual increase of this feat, it is exactly 8.33% more damage than before. Increasing a 20% buff by an additional 10%, doesn't increase your damage by 10%. If the feat had stated "You deal 10% more damage to targets afflicted by your Warlock's Curse" then it would definitely be a bug, however, the way it is stated, it is correctly increasing the 20% from Warlocks Curse by an additional 10%.
This is how it is currently working:
1000 fixed damage before Warlock's Curse (1000)
1200 fixed damage after Warlock's Curse (1000 * (1 + 20%))
1300 fixed damage after Warlock's Curse with Brutal Curse (1000 * (1 + 20% + 10%))
The result you were expecting was:
1000 fixed damage before Warlock's Curse (1000)
1200 fixed damage after Warlock's Curse (1000 * (1 + 20%))
1320 fixed damage after Warlock's Curse with Brutal Curse (1000 * (1 + 20%) * (1 + 10%))
which isn't correct for the wording of the feat.
Signature [WIP] - tyvm John
Furthermore, this isn't even the real point. The point is GF's can animation cancel an encounter/daily mid animation timing (all animations have a certain amount of time they are supposed to take) allowing the damage/cc to go off while not experiencing the vulnerability of having the shield lowered. This is the bug, either the animation and the damage/cc should be canceled, or the shield should remain lowered for the entire duration of the animation. Both should not be allowed.
I won't be drawn into a words battle over mechanics I know to exist. So, test it till you get it right.
Heres 2 different videos, mythbusting being able to shield up, walk into a Smokebomb, Bull Charge, and then shield back up and not be affected by the disable. Contradicting what you said.
https://xboxclips.com/The+Guiido/7fb7f9b6-ffa9-43db-9b09-a2944c405d1d
However what is a bug though, and what I noticed in these videos is Smoke bomb not keeping it's full duration as it appears to be. It still appears on the ground, but does not last as long as it is indicated to be by the red circle.
Further more, being able to cancel an animation, is something every class can do. Not only that, but all classes can cast an Encounter and then as the action JUST ended they can cancel the rest of the animation.
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
On the other hand, personally, I feel like every skill should have a counter, so to expect that something like smokebomb should always be 100% effective without counter would be expecting what I would consider a bug
What happens is if you get charmed (may also happen with the fear effect also, hard to tell when often both effects may hit you) after the effect is over, movement gets clunky and lagged until you get charmed or fear again. Seems to occur if the charmer dies as soon as the effect takes over. There's about a 1/2 second delay between movement commands. You're character will turn as normal But it won't let you move until after the delay.
So far we've had it happen about 10 times and anything short of clearing the dungeon doesn't seem to fix it unless you get charmed.
I understand the original point was probably to slow progression, but if they WANT the black ice and I HAVE the black ice, can't I just give it to them? There is absolutely nothing else in the world I would need the stuff for otherwise
Calling this a bug simply because it doesn't work like the Underdark Campaign, where the campaign currency can be simply spent on campaign progression
The difference is important even though any time you can animation cancel and still get the effects it's technically not WAI. You should either use the ability or not, cutting the animation short while still getting the effects isn't stated anywhere to be the intent. Shield returns the GF to immunity to CC and very little received incoming damage sans the all important moment of vulnerability. The best GFs take full advantage of this.
That said, I'm not calling anyone an exploiter or that using these mechanics are an exploitation, I'm simply reporting them as they are. If the devs choose to leave these mechanics in play it is their prerogative. I wish people would simply stop arguing with each other and let the Devs decide.
It takes up space and time here when we debate, especially when it is unfriendly which is completely unnecessary. (This last bit was not directed at you preechr)
Please fix the PvP Campaign Progression bug for Ice Wind Dale PvP, Resurrect Allies. If you resurrect an ally in either zone (Dwarf Valley or Ice Wind Pass) inside the PvP area while everyone was marked for PvP during BID (or not), the resurrect ally does not count towards a progression on the boon. If you are in the same party and repeat it, it still does not count. If you try to resurrect an ally of the same faction outside the PvP zone, but still marked for PvP, it does not count. Basically, the achievement does not register any resurrection of any faction based PvP ally.
Guild--And the Imaginary Friends
Signature [WIP] - tyvm John
There is a spot on the Great Bear Iceberg in SoMI where Ice Mephits spawn. For point of reference, it is above the Frost Giant standing with 2 wolves on a ramp down to the lowest elevation area. Just below the mephit spawn area on a chunk of ice is a misplaced texture which creates an angled crevice that 1 imp often falls into and becomes untagetable. A player falling in is unable to 'land' and remains in a falling state until they change instance or die.
Atonement quest in Dwarf Valley trolls respawn so rapidly that it is impossible to harvest nearby black ice more than once before trolls respawn. This is probably a result of an attempt to deal with ninjas before the idols were finally made persistent.[/color]
Abyss of Chaos, Warped Magics, Creeping Frost and Shatter Strike do not benefit from Chilling Presence.
Warped Magics - I'm sure that the 'ignores half of your targets resistance' doesn't work as described by the tooltip.
Conduit of Ice, Steal Time and Smoulder - These do not benefit from Orcus Set.
Ray of Enfeeblement (Mastery) - Either casts does not benefit from Spell Twisting.
Icy Rays (Mastery) - When slotted onto the mastery slot directly from the power selection window, this does not benefit from Spell Twisting.
Chill Strike & Magic Missile - These have a small half a second delay between the strike hitting the target and then dealing damage.
Icy Terrain: - Does not generate any Action Points when cast on an uneven terrain.
Icy Terrain & Sudden Storm - These powers do not always work on dummies due to terrain differences. This makes it hard to test these powers in controlled conditions.
Disintegrate's Tooltip - the actual damage this power deals does not reflect the damage described on the tooltip.
Maelstrom of Chaos' Tooltip - Does not describe the area size of this power.
Furious Immolation's Tooltip - Does not describe the area size of this power.
Imprisonment's Tooltip Text - The text to describe what the additional ranks do, does not follow the same font and size as other tooltips. I have screenshotted what Imprisonment's tooltip looks like compared to another power's tooltip: https://pasteboard.co/GOJEMgj.png
Ray of repetition causes multiple copies of text in various fonts colors to appear unsummoned.
1st hit -> 1254.4 damage
2nd hit -> 1254.4 damage
3rd hit -> 1411.2 damage
4th hit -> 1960.1 damage
This is Rapid Strike animation:
https://youtube.com/watch?v=1dNtFHkXecs&feature=youtu.be
Aaand I just got kicked out of Preview server, so that's all for now