Rubberbanding when using dash moves: relentless avenger and radiant strike both sometimes appear to activate, then fail and you snap back to where you were at the start of the skill animation. Not sure what causes it, possibly being at the extreme edge of the targeting range, but it's a little disorienting in a fight.
Although this is just a guess, I'm pretty sure the reason is that the client thinks you're in range and starts the animation. Then the server does the check and says "Nah-uh! You're too far away! Get back where you belong!" and rubberbands you back. Give this a try to test the theory: stand at the extreme edge of the range; wait there a few seconds; activate the power. My suspicion is that the waiting will give the server and client time to agree on your position before activating the power and you won't get the rubberbanding. Even if that does explain it, I can't think of a good solution to the misprediction that doesn't let cheaters shoot things from too far away. (Never trust the client! It's full of lies!) I think you'll just have to take a few more steps to get closer when you're charging at a poor defenseless demon.
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jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
While facing off against Tiamat if anyone attacks the black head before it fully rises it becomes invulnerable/glitches.
Also at times you will get the victory announcement for defeating Tiamat right when the timer approaches zero but then be unable to open the chest.
Finally not a bug but if I que into a Tiamat run that has already started I most likely won't have the chance to obtain a soul gem; can this be addressed?
its more if player cross the red line before it dissapears that the black head buggs and becommes immune to damage
This myth gets propagated over and over until those who do not know any better begin to start their own groups and propogate it further. Crossing the red line does not bug the Black Tiamat head, it's just an easy reference to say don;t cross the red line.
Attacking the head before it fully rises prevents it from rising at all.
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jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Rubberbanding when using dash moves: relentless avenger and radiant strike both sometimes appear to activate, then fail and you snap back to where you were at the start of the skill animation. Not sure what causes it, possibly being at the extreme edge of the targeting range, but it's a little disorienting in a fight.
Although this is just a guess, I'm pretty sure the reason is that the client thinks you're in range and starts the animation. Then the server does the check and says "Nah-uh! You're too far away! Get back where you belong!" and rubberbands you back. Give this a try to test the theory: stand at the extreme edge of the range; wait there a few seconds; activate the power. My suspicion is that the waiting will give the server and client time to agree on your position before activating the power and you won't get the rubberbanding. Even if that does explain it, I can't think of a good solution to the misprediction that doesn't let cheaters shoot things from too far away. (Never trust the client! It's full of lies!) I think you'll just have to take a few more steps to get closer when you're charging at a poor defenseless demon.
From my experience this is exactly what happens, same with Lunging Strike and Threatening Rush, I'd much rather jump to a location set at encounter/at-will trigger and have a small cooldown if no damage done.
Rubberbanding when using dash moves: relentless avenger and radiant strike both sometimes appear to activate, then fail and you snap back to where you were at the start of the skill animation. Not sure what causes it, possibly being at the extreme edge of the targeting range, but it's a little disorienting in a fight.
Although this is just a guess, I'm pretty sure the reason is that the client thinks you're in range and starts the animation. Then the server does the check and says "Nah-uh! You're too far away! Get back where you belong!" and rubberbands you back. Give this a try to test the theory: stand at the extreme edge of the range; wait there a few seconds; activate the power. My suspicion is that the waiting will give the server and client time to agree on your position before activating the power and you won't get the rubberbanding. Even if that does explain it, I can't think of a good solution to the misprediction that doesn't let cheaters shoot things from too far away. (Never trust the client! It's full of lies!) I think you'll just have to take a few more steps to get closer when you're charging at a poor defenseless demon.
I agree that lag is likely the cause, but I think there is a fundamental issue with all powers that is causing the problem. This actually applies to all powers, but dashes have the most noticeable version of it. If you are following a target with slightly less movement speed than yourself, you will eventually get in range. Your icon lights up, you press the button, you stop to start casting it, and then suddenly you are left wondering why your power stopped casting. This is obviously lag, like you said, however, it happens 100% of the time. There is no lag compensation that we can see when this happens. If I am at the exact range of a power on a target that is moving away from me, and I cast the power, It will always fail because they will be out of range when the message reaches the server. If my power has a range of 80' I must get within 70' to use it, to prevent my target from walking out of range before it reaches the server.
It might be possible that we were are allowed to continue moving during all power casts until the "in-range" check was confirmed, but that would likely look very goofy and feel even laggier, however, I feel like this is the issue. We are in range when we cast it (possibly even on the server), but by the time our cast reaches the server we are no longer in range, since we had to stop moving to cast it.
In League of Legends (their net/trust code is probably completely different but it could be relevant for seeing what I am talking about), when an attack is initiated, if it was in range on initiation it is considered in-range for the rest of the cast, regardless of how far away the target gets by the end of the attack. This means that if you could warp across the entire map, even a melee attack started on a target before they warped would still hit them after the warp. link because I don't want the video taking up half my post (yes I know this is a ranged attack on an old version, but the same system is still in place and exists for melee attacks as well)
I have also seen this happen mid-dash when a target teleports or dashes behind a wall. It looks like the dash is valid (since you don't rubberband back to the original location), but you stop near the wall because well... you can't dash through a wall stupid
"Earn the Halfling-Free Diet Achievement" is listed as earned in Chapter 7 of the Maze Engine campaign (Drizzt Do'Urden's Ally quest achievement) when it's actually accomplished in Chapter 8.
Edit: Nemesis of the Kenku says Chapter 8 when it's 7, as well as Howling Expert says 8 when it's 7.
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
• •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 Immolation Spirits Gates of Hell
These should be fixed now.
A couple of notes: Immolation Spheres: will take some more time to figure out because of the nature of this power
Entity based abilities and weapon enchants: The past couple of weeks we have been discussing how weapon enchants should trigger and the intent is that the proc (for enchants that have procs) should fire once on activation of the ability. This means that "entity" based powers should proc initially and no more after that. If there is a case where something needs to work different it should be noted in the tooltip.
I am going to look into the rest of these next, but I wanted to let you all know that I was able to fix a chunk of these today.
@sgrantdev if you do this, the only class which will use these weapon enchantments is GWF and that is it. If you want to completely kill weapon enchant diversity, this sure is the way to do it, since it will be a case of, "if you are a gwf, you can use holy/lightning and if you are anything else, you can use fey, dread or vorp."
The fact of the matter is, there are only 2 situations where using these enchantments is good. The first is if you can proc it multiple times on a single ability and the second is if the ability coefficient of the base skill that constitutes most of your damage is low. GWF spams at wills for most of their damage and for no other class this is the case, so it means they will be the only class that can benefit from them.
As it currently stands as a CW, I will fully admit that the class relies entirely on procs for damage, which, tbh, kind of sucks. This change is pretty much just a nerf to the CW class and that is it, where a large portion of your damage comes from these entity type powers. If you don't like the fact that CW relies entirely on procs for damage, I can understand the reasoning, I don't either, but unless you intend to completely redesign the class so it can actually do damage without procs, this change isn't warranted.
I should not have posted something like that and left, sorry if I upset some of you. Rest assured I am working with Balanced and we will make adjustments where we think they are warranted to make sure there is not a significant loss of damage if any.
Once again sorry for the mic drop yesterday, I just wanted to get the info about the fixes out before I had to leave the office.
Besides that the enchantments worked this way ( 4 years bug ?????) for multiproc powers how unbalanced was this comparing to other classes without multiproc options( great weapon i can think about and guardian fighter ) and you took that decision?
Another question is first you will make the adjustments on the classes then you will apply those changes?
In Benign Order of the Third Eye campaign, the quest needed to advance the second task is supposed to be "Collecting the Past" but is listed as the same as the quest required for the next task, "Assembling the Future"
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.
We think this is fixed as of Module 12. So you should be able to swap titles now without the alliance title overwriting it.
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.
We think this is fixed as of Module 12. So you should be able to swap titles now without the alliance title overwriting it.
Any chance of getting the "alliance title" to be editable, or to say "Helm Guild Alliance" rather than saying "Member of Helm Guild"?
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.
We think this is fixed as of Module 12. So you should be able to swap titles now without the alliance title overwriting it.
Any chance of getting the "alliance title" to be editable, or to say "Helm Guild Alliance" rather than saying "Member of Helm Guild"?
Yeah, it would be awesome to be able to say that I am part of my alliance without running around claiming that I am part of my helm guild instead.
And on that note, you devs have done a great job looking at combat mechanics bugs and such, but could you please spend a couple days going through the guild UI issues that many people brought up on page 1 -3 of this thread? I understand that UI issues are sometimes more complicated to tackle but I think all of the bugs and issues brought up would easily be fixable by adding a couple extra tags for information to display, the UI itself doesn't need to change.
Guilds are a pretty important part of the game but it really feels like you guys have completely ignored everything we have asked about with regards to getting things working better with the guild management pages and so on.
Being able to search the AH from the main page right after you log in for the first time would also be nice. Currently you either need to click over to the create auction page and then back before you search, or open up the relevant item type tab before searching. So if I log in for the first time in a session and i want to search for preservation wards from the main page it will fail and tell me that there are none unless I a) open the refinement section and search from there or b) change to the create auction page and back to the main page and then hit search and then it will be successful. There are a number of other AH issues that would be nice to have fixed as well if you are interested in hearing about them.
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
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tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
Even if that does explain it, I can't think of a good solution to the misprediction that doesn't let cheaters shoot things from too far away.
@miasmat You could have the server allow for a "grace distance." If client and server disagree about whether the user was in range, calculate MaxGraceDistance = PlayerMovementRate * RunningAverageClientLatency, capping the grace distance at maybe 15% of power range.
"Never trust a UI" is indeed a wise maxim, but "mostly don't trust a UI" might be a better one for games with a client and server connected with non-negligible latency.
Even if that does explain it, I can't think of a good solution to the misprediction that doesn't let cheaters shoot things from too far away.
@miasmat You could have the server allow for a "grace distance." If client and server disagree about whether the user was in range, calculate MaxGraceDistance = PlayerMovementRate * RunningAverageClientLatency, capping the grace distance at maybe 15% of power range.
"Never trust a UI" is indeed a wise maxim, but "mostly don't trust a UI" might be a better one for games with a client and server connected with non-negligible latency.
I just want to point out that a hacker would then gain a 15% range advantage over real players, since they would simply set all their powers to be usable at +15% range, and would then "deal with" the strange latency issues for the range advantage.
That's why you never trust the client
Signature [WIP] - tyvm John
3
tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
Certainly not a good strategy for, say, a home banking app Given suitable development resources, if the vast majority of the player base gain a QOL improvement and hackers can get an advantage, I would tend to make the game more playable for the majority and spend some energy to detect the hacker ("Hmmm every time PVPEmperorGod uses Radiant Strike, he triggers the grace distance calculation, and half the time he's further than the grace distance...").
It takes effort to implement fuzzy logic like this and more effort to detect attempts to exploit. Not sure if it's practical within the development budget, but it's possible.
And on that note, you devs have done a great job looking at combat mechanics bugs and such, but could you please spend a couple days going through the guild UI issues that many people brought up on page 1 -3 of this thread? I understand that UI issues are sometimes more complicated to tackle but I think all of the bugs and issues brought up would easily be fixable by adding a couple extra tags for information to display, the UI itself doesn't need to change.
Guilds are a pretty important part of the game but it really feels like you guys have completely ignored everything we have asked about with regards to getting things working better with the guild management pages and so on.
We definitely are considering those issues as well. However, those are things designers can't fix, so they've had to go to programming, and that's why you haven't heard anything about them just yet.
In general, the fixes that you've been seeing fly by fast and furious have been fixes by designers. They involve just data, and so they are faster to do, and safer. But if code is involved, the designers have had to pass them along, and so those fixes haven't happened yet -- code fixes take longer, and those resources (along with the resources for UI work) are always very precious.
Just like with the powers and combat fixes, there are way more requests in this thread than we can do during these 4 weeks, so it will definitely be pick and choose. But those things are being looked at. I know for a fact that at least some of the guild management requests are being worked on right now -- we know how vital guild leaders and officers are to making things run smoothly, so we absolutely want to do things to make their life better!
Post edited by rgutscheradev on
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
@darthtzarr they could always just you know... Add servers in countries other than the USA (A completely unreasonable request, I know.)
• •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 Immolation Spirits Gates of Hell
These should be fixed now.
A couple of notes: Immolation Spheres: will take some more time to figure out because of the nature of this power
Entity based abilities and weapon enchants: The past couple of weeks we have been discussing how weapon enchants should trigger and the intent is that the proc (for enchants that have procs) should fire once on activation of the ability. This means that "entity" based powers should proc initially and no more after that. If there is a case where something needs to work different it should be noted in the tooltip.
I am going to look into the rest of these next, but I wanted to let you all know that I was able to fix a chunk of these today.
I'm confused. You stated earlier in this post that you will be fixing the bug with Smoke Bomb and Path of the Blades like abilities for the TR so that they work properly with Lightning/Dread etc. and then you change these Weapon Enchants to not work with abilities like Smoke Bomb and Path of Blades etc. outside of their initial "Entity" ability?
There's a missing bit of logic to this scenario that I hope is just an oversight or a miscommunication as to the future of Weapon Enchantments.
Smoke bomb and PotB were fixed and work as described above. After looking into SB, PotB, and Careful Attack we felt that we needed to make sure that weapon enchants worked consistently and predictably across the board. As a general rule, multi-proccing is not the desired result of a triggered effect like weapon enchants. In special cases it should be noted on the power in some way. An example of a special case would be channeled spells because you are locked into that spell as long as you are using it.
We understand that other changes will need to be made to support fixing this longstanding issue and we are actively looking into make those changes but fixing the core issue is a key first step. Along with this we will look at weapon enchant power and look at classes that have become reliant on multi proccing. Our goal will be decoupling them from this behavior so they are not limited to only abilities that can cause triggers every quarter of a second.
Hopefully this clarifies the confusion mentioned above and settles any uneasiness you may be having.
<font color="red">In ToNG if a GWF goes unstoppable simultaneously with being charmed, feared, or CC'd by the shadows his unstoppable becomes unusable until he either dies or goes to character select. I'm guessing it has to do with those abilities not respecting unstoppable (intentionally unavoidable CC) therefore if both occur at the same time it overrides and bugs the ability to use unstoppable.</font>
Post edited by kreatyve on
On ambush rings: "How would you like PVE if all the mobs were invisible?"
•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
All of these should now be working properly. Will look at the aura of courage stuff first thing tomorrow. I am looking into something else atm.
Why classes that multiproc enchantments will get a compensation once changes are made but with SW you guys have refrained commenting on changing Power damage (deals sub-atwill damage)? Fixing it so it crits but leaving its damage unchanged will make SW perform worse than on live in that regard. Why as soon as someone asked about compesation for CW you guys answered real fast but when asked for SW compensation there is simply no answer?
<font color=cyan>Certain aspects of the UI are optional extras such as the netgraph. They bring up an additional overlay to the UI that give certain information to the player. However unlike other UI components they are unable to be moved. Allowing all components, optional or not, to be movable would be very helpful to players who have specific UI setups to their preference.</font>
On ambush rings: "How would you like PVE if all the mobs were invisible?"
And on that note, you devs have done a great job looking at combat mechanics bugs and such, but could you please spend a couple days going through the guild UI issues that many people brought up on page 1 -3 of this thread? I understand that UI issues are sometimes more complicated to tackle but I think all of the bugs and issues brought up would easily be fixable by adding a couple extra tags for information to display, the UI itself doesn't need to change.
Guilds are a pretty important part of the game but it really feels like you guys have completely ignored everything we have asked about with regards to getting things working better with the guild management pages and so on.
We definitely are considering those issues as well. However, those are things designers can't fix, so they've had to go to programming, and that's why you haven't heard anything about them just yet.
In general, the fixes that you've been seeing fly by fast and furious have been fixes by designers. They involve just data, and so they are faster to do, and safer. But if code is involved, the designers have had to pass them along, and so those fixes haven't happened yet -- code fixes take longer, and those resources (along with the resources for UI work) are always very precious.
Just like with the powers and combat fixes, there are way more requests in this thread than we can do during these 4 weeks, so it will definitely be pick and choose. But those things are being looked at. I know for a fact that at least some of the guild management requests are being worked on right now -- we know how vital guild leaders and officers are to making things run smoothly, so we absolutely want to do things to make their life better!
I really appreciate the reply. Knowing more about what is going on behind the scenes and that this stuff is being looked at makes me feel much better. I know that you can't get to everything but it was just discouraging to feel that you were taking all the easy stuff from one area and (seemingly) leaving the easy stuff in another area.
Thanks
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
Destroyer(GWF) offhand artifact class feature is bugged.
I've tested it, and for me it's working correctly. The only issue I see is it doesn't show the speed increase on your character sheet, and that's due to how the power is currently set up. But the speed is being applied.
Purchasable profession recipes (like Chult and Masterwork III, didn't check with MW III but most likely similar) are allowed to be bought multiple times. You lose the currency but don't get any benefit from repeated purchases. Considering we have 8 purchasable professions, it's easy to forget what you already bought and buy the same thing again. So please make it a one-time purchase (either remove the item or block it after buying).
Both of these stores will no longer let you buy multiples.
1. (Drow) Mercenary 2. Lightfoot Thief 3. Shadow Demon 4. Phase Spider 5. Probably there are more, either teleporters or those which grant CA by positioning without teleport.
Teleport destination is behind the Turtle and behind Turtle is only water so they die as soon as they enter combat. If that teleport destination could be moved to the sides instead to the back, just for Turtle, it would make these companions an option.
When fighting the Dragon Turtle, companions that teleport behind enemies will no longer teleport behind the Dragon Turtle. Here are the specific companions that got the 'look where you are going' lecture. "Mercenary Lightfoot Thief Blink Dog Phase Spider Shadow Demon Owl Xuna" If there are other bosses or fights that you notice these pets having issues with, let me know and I'll get them setup for this as well.
Other TR bugs: Shadowborn - This feat states that it is buffing our next attack, however any damage is calculated as the next attack including at will hits, Bleed ticks or Smoke Bomb ticks. Due to this it is wasted most of the time.
You are correct, this feat is mostly wasted since it gets 'used' on any damage; also, since it's increases stats, it doesn't really fit in with our other stat increasing feats, since this is a one-hit buff.
As such, this feat was discussed among our team and we've decided to rework Shadowborn: Whenever you enter stealth, your next encounter or daily power deals an additional 5/10/15/20/25% damage as physical damage.
Two major reasons for this change is: First was to give y'all a clear, visible use of Shadowborn, so that this feat will no longer be wasted on DoT's or other unintended damages. The second reason for this change was so that this feat is more consistent with our other damage increasing feats. For us, having your stats rapidly flux for only one attack isn't a clean nor practical way to handle this feat.
We know there may be some discussions and concerns over this, but please note that this isn't going to be the end-all, be-all of Shadowborn. As we had promised y'all, Trickster Rogues are the next class up for a class balance. As such, during our balancing time, Shadowborn will be reviewed a second time to make sure that this change was the correct move for the TRs. This current change will be reviewed by our team, and by y'all, and we will make any further necessary changes based on how the new function of Shadowborn works for everyone.
• •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 Immolation Spirits Gates of Hell
These should be fixed now.
A couple of notes: Immolation Spheres: will take some more time to figure out because of the nature of this power
Entity based abilities and weapon enchants: The past couple of weeks we have been discussing how weapon enchants should trigger and the intent is that the proc (for enchants that have procs) should fire once on activation of the ability. This means that "entity" based powers should proc initially and no more after that. If there is a case where something needs to work different it should be noted in the tooltip.
I am going to look into the rest of these next, but I wanted to let you all know that I was able to fix a chunk of these today.
I'm confused. You stated earlier in this post that you will be fixing the bug with Smoke Bomb and Path of the Blades like abilities for the TR so that they work properly with Lightning/Dread etc. and then you change these Weapon Enchants to not work with abilities like Smoke Bomb and Path of Blades etc. outside of their initial "Entity" ability?
There's a missing bit of logic to this scenario that I hope is just an oversight or a miscommunication as to the future of Weapon Enchantments.
Smoke bomb and PotB were fixed and work as described above. After looking into SB, PotB, and Careful Attack we felt that we needed to make sure that weapon enchants worked consistently and predictably across the board. As a general rule, multi-proccing is not the desired result of a triggered effect like weapon enchants. In special cases it should be noted on the power in some way. An example of a special case would be channeled spells because you are locked into that spell as long as you are using it.
We understand that other changes will need to be made to support fixing this longstanding issue and we are actively looking into make those changes but fixing the core issue is a key first step. Along with this we will look at weapon enchant power and look at classes that have become reliant on multi proccing. Our goal will be decoupling them from this behavior so they are not limited to only abilities that can cause triggers every quarter of a second.
Hopefully this clarifies the confusion mentioned above and settles any uneasiness you may be having.
I think the thing that is understandably frustrating, from a TR perspective, is that the reason we've been frustrated regarding the new weapon enchants working with our abilities, is this whole time they have been useable by other classes in the same way. Then, finally, we get you to make our encounters work, we expect them to work the same as it has been which would actually help us a little bit. But, before they even go to preview, you all nerf the whole interaction.
Meanwhile, a lot of other classes are getting bugs fixed that will actually increase their damage, and here the TR is...again. Left behind and forgotten with no word about a class rework in, what, a couple of months?
Every time we feel like we might be getting somewhere, we get the rug pulled out from under us. That has left an awful lot of TRs- good TRs and longtime loyal players- with, what I am going to generously call, a healthy skepticism of the devs stated intention of helping the class out.
What is the deal with giving TRs the tiniest anything to help with our class?
Or, to be more specific, how is letting the WEs proc on only the first tic of smokebomb or PoTB supposed to help TRs in any way, besides create a whole lot of angry players who got excited about maybe using the WEs, and getting the rug yanked out from under us again?
Edit: @ctatumdev#6113 I posted this before I saw your post regarding Shadowborn. My point regarding the WEs stands, but thank you for giving us a little bit of a nod that the rework is still on the radar. Eventually.
Post edited by sirjimbofrancis on
Lilia Drakon - PVE Executioner TR She Looked Lvl 18
The reason everyone is talking that the multiproc with weapon enchants is so important is that It will fix the damage output of classes like TR and SW. There may not even be need for a rework of those classes.
Now when using shadowborn will this make every tic of smokebomb or path of blades get the 25%? These two powers are our biggest concern because pob seems very neglected as I stated earlier how each hit does not pass on DOTs or weapon enchant hits and is staple of a Sabo build. Smokebomb is slotted by almost every TR.
Put the weapon enchant multiproc on preview or just try it out. If it seems overpowered than we can look at that. If it does work it may mean you have your enchant balance like you want and may not have to balance the TR at all seeing how this could even help the weaker whisperknife as well.
Just trying to make your job easier while getting a quick favorable result. Thank you.
Also we are trying to help you do what you said you wanted and help you make money. That's why we were upset on how the bonding nerf was handled as well. You need all runestones, enchants armor and weapon to be on equal footing. This will make the sale of coal wards skyrocket. Also bring augments to bonding companions level. That will increase sale of augments on the Zen store. But I digress.
Yes we can benefit from a multi proc enchantment but you could benefit more if it works and more people would make varieties of enchants. Because right now PC and Xbox have old Tradehouses that have no shortage of vorpal and the influx of new players is too low to have less supply than demand. Ps4 is catching up as well. So take a chance. You have made decisions that you had to change later. This change could help the game economy and technically a new way for more players to generate AD and be more invested in the game and like i said increase real money sales of coal and pres wards. Give it a shot.
Comments
Sudden Storm and Icy Terrain cannot hit the defiant souls in Tomb of the Nine Gods
Even if that does explain it, I can't think of a good solution to the misprediction that doesn't let cheaters shoot things from too far away. (Never trust the client! It's full of lies!) I think you'll just have to take a few more steps to get closer when you're charging at a poor defenseless demon.
Attacking the head before it fully rises prevents it from rising at all.
It might be possible that we were are allowed to continue moving during all power casts until the "in-range" check was confirmed, but that would likely look very goofy and feel even laggier, however, I feel like this is the issue. We are in range when we cast it (possibly even on the server), but by the time our cast reaches the server we are no longer in range, since we had to stop moving to cast it.
In League of Legends (their net/trust code is probably completely different but it could be relevant for seeing what I am talking about), when an attack is initiated, if it was in range on initiation it is considered in-range for the rest of the cast, regardless of how far away the target gets by the end of the attack. This means that if you could warp across the entire map, even a melee attack started on a target before they warped would still hit them after the warp.
link because I don't want the video taking up half my post
(yes I know this is a ranged attack on an old version, but the same system is still in place and exists for melee attacks as well)
I have also seen this happen mid-dash when a target teleports or dashes behind a wall. It looks like the dash is valid (since you don't rubberband back to the original location), but you stop near the wall because well... you can't dash through a wall stupid
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Edit: Nemesis of the Kenku says Chapter 8 when it's 7, as well as Howling Expert says 8 when it's 7.
Another question is first you will make the adjustments on the classes then you will apply those changes?
And on that note, you devs have done a great job looking at combat mechanics bugs and such, but could you please spend a couple days going through the guild UI issues that many people brought up on page 1 -3 of this thread? I understand that UI issues are sometimes more complicated to tackle but I think all of the bugs and issues brought up would easily be fixable by adding a couple extra tags for information to display, the UI itself doesn't need to change.
Guilds are a pretty important part of the game but it really feels like you guys have completely ignored everything we have asked about with regards to getting things working better with the guild management pages and so on.
Being able to search the AH from the main page right after you log in for the first time would also be nice. Currently you either need to click over to the create auction page and then back before you search, or open up the relevant item type tab before searching. So if I log in for the first time in a session and i want to search for preservation wards from the main page it will fail and tell me that there are none unless I a) open the refinement section and search from there or b) change to the create auction page and back to the main page and then hit search and then it will be successful. There are a number of other AH issues that would be nice to have fixed as well if you are interested in hearing about them.
We are searching for slave labor, will pay with food from our farm!
"Never trust a UI" is indeed a wise maxim, but "mostly don't trust a UI" might be a better one for games with a client and server connected with non-negligible latency.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
That's why you never trust the client
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It takes effort to implement fuzzy logic like this and more effort to detect attempts to exploit. Not sure if it's practical within the development budget, but it's possible.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
In general, the fixes that you've been seeing fly by fast and furious have been fixes by designers. They involve just data, and so they are faster to do, and safer. But if code is involved, the designers have had to pass them along, and so those fixes haven't happened yet -- code fixes take longer, and those resources (along with the resources for UI work) are always very precious.
Just like with the powers and combat fixes, there are way more requests in this thread than we can do during these 4 weeks, so it will definitely be pick and choose. But those things are being looked at. I know for a fact that at least some of the guild management requests are being worked on right now -- we know how vital guild leaders and officers are to making things run smoothly, so we absolutely want to do things to make their life better!
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We understand that other changes will need to be made to support fixing this longstanding issue and we are actively looking into make those changes but fixing the core issue is a key first step. Along with this we will look at weapon enchant power and look at classes that have become reliant on multi proccing. Our goal will be decoupling them from this behavior so they are not limited to only abilities that can cause triggers every quarter of a second.
Hopefully this clarifies the confusion mentioned above and settles any uneasiness you may be having.
Why classes that multiproc enchantments will get a compensation once changes are made but with SW you guys have refrained commenting on changing Power damage (deals sub-atwill damage)? Fixing it so it crits but leaving its damage unchanged will make SW perform worse than on live in that regard. Why as soon as someone asked about compesation for CW you guys answered real fast but when asked for SW compensation there is simply no answer?
Thanks
We are searching for slave labor, will pay with food from our farm!
"Mercenary
Lightfoot Thief
Blink Dog
Phase Spider
Shadow Demon
Owl
Xuna"
If there are other bosses or fights that you notice these pets having issues with, let me know and I'll get them setup for this as well.
As such, this feat was discussed among our team and we've decided to rework Shadowborn:
Whenever you enter stealth, your next encounter or daily power deals an additional 5/10/15/20/25% damage as physical damage.
Two major reasons for this change is: First was to give y'all a clear, visible use of Shadowborn, so that this feat will no longer be wasted on DoT's or other unintended damages. The second reason for this change was so that this feat is more consistent with our other damage increasing feats. For us, having your stats rapidly flux for only one attack isn't a clean nor practical way to handle this feat.
We know there may be some discussions and concerns over this, but please note that this isn't going to be the end-all, be-all of Shadowborn. As we had promised y'all, Trickster Rogues are the next class up for a class balance. As such, during our balancing time, Shadowborn will be reviewed a second time to make sure that this change was the correct move for the TRs. This current change will be reviewed by our team, and by y'all, and we will make any further necessary changes based on how the new function of Shadowborn works for everyone.
Meanwhile, a lot of other classes are getting bugs fixed that will actually increase their damage, and here the TR is...again. Left behind and forgotten with no word about a class rework in, what, a couple of months?
Every time we feel like we might be getting somewhere, we get the rug pulled out from under us. That has left an awful lot of TRs- good TRs and longtime loyal players- with, what I am going to generously call, a healthy skepticism of the devs stated intention of helping the class out.
What is the deal with giving TRs the tiniest anything to help with our class?
Or, to be more specific, how is letting the WEs proc on only the first tic of smokebomb or PoTB supposed to help TRs in any way, besides create a whole lot of angry players who got excited about maybe using the WEs, and getting the rug yanked out from under us again?
Edit: @ctatumdev#6113 I posted this before I saw your post regarding Shadowborn. My point regarding the WEs stands, but thank you for giving us a little bit of a nod that the rework is still on the radar. Eventually.
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Now when using shadowborn will this make every tic of smokebomb or path of blades get the 25%? These two powers are our biggest concern because pob seems very neglected as I stated earlier how each hit does not pass on DOTs or weapon enchant hits and is staple of a Sabo build. Smokebomb is slotted by almost every TR.
Put the weapon enchant multiproc on preview or just try it out. If it seems overpowered than we can look at that. If it does work it may mean you have your enchant balance like you want and may not have to balance the TR at all seeing how this could even help the weaker whisperknife as well.
Just trying to make your job easier while getting a quick favorable result. Thank you.
That's why we were upset on how the bonding nerf was handled as well. You need all runestones, enchants armor and weapon to be on equal footing. This will make the sale of coal wards skyrocket. Also bring augments to bonding companions level. That will increase sale of augments on the Zen store. But I digress.
Yes we can benefit from a multi proc enchantment but you could benefit more if it works and more people would make varieties of enchants. Because right now PC and Xbox have old Tradehouses that have no shortage of vorpal and the influx of new players is too low to have less supply than demand. Ps4 is catching up as well. So take a chance. You have made decisions that you had to change later. This change could help the game economy and technically a new way for more players to generate AD and be more invested in the game and like i said increase real money sales of coal and pres wards. Give it a shot.