No patch notes today
, that is making my job easier, last post got a lot of feedback so the list expanded A LOT, but before we start I want to thank
@hustin1 and
@zhar01 for helping expanding the list
, as well as many other posting their feedback hereunder the previous list
DungeonsLair of Mad Mage:
- Boreworm does not listen to aggro, even tho aggro indicator shows red it still attacks random teammate, it it's not supposed to listen to aggro, then it should be grayed out
- Muscle Contraction caused by Scaladars cannot be removed by purging skills casted by healing classes
Castle Ravenloft
- Sisters of Fury sometimes they iggnore aggro indicator, attacking one player of their choice, even if they kill their target, they will await its ressurection to kill it once again
- Second sister of fury, sometimes its health bar does not appear like boss bar and it looks like epic minion.
- Strhad - sometimes when whole party dies doing last boss fight, some members are put in bossfight once again (almost instantly), when they die, the sword dissapears.
- Strhad - Sword did not appeared in the center in the first phase.
Fangbreaker Island
- Permafrost pillars affect anyone who bumps into/gets too close to them as if they had been originally captured by it's spawning.
Kessell's retreat
- Cannot use "Kessell's key" to claim bonus chest after defeating last boss
Dread Vault (Tales of Old)
- If you neglected to talk to Nipsy after finishing Dread Vault, the quest is now stuck in your tracker and you cannot abandon it.
Merchant Prince Folly
- T-rex life is way to high for intermediate queue
Dread Legion
- Sometimes dread legion does not play the music
Other
- Prophecy of madness / Malabog castle - Too hard for newcomers
Enemies
- Polar bear riders in the Sea of Moving Ice are sans bears.
- Young remorhazes in the northwest part of Cold Run have an absurdly high aggro radius.
- Itsy-bitsy red spiderlings in the River District behave like Deathjump Spiders, complete with absurdly high red area radii.
- Frost Giants on ships in the Sea of Moving Ice are often in the water alongside their assigned ship instead of being on it.
- Vampires and Greater Vampires in Vanrakdoom **always** dodge your first attack, no matter what.
- The final group of enemies in the AI Noble Extraction quest before you enter the boss room have either significantly higher HP or significantly higher defense than all other enemies.
- The mimic in the AI basement has "Mimic" overhead, and is always a mimic
Heroic EncountersBarovia
- Merchant missery (above the city on minimap) - Last phase starts after enormous ammount of time
River District
- In the area of the treasure ship, if you're standing on the large wooden pier area you cannot dodge.
Expeditions
- On the map where you have to break wood boards, sometimes mob is stuck between textures (or something else), party is in "constant" fight and cannot progress further this unlocks after some time
- Almost on the end of the map there is portal (and you can find relic near it), mob stucks between portal, cannot be killed, team cannot progress further due to the fact, that they are in combat
QuestsLegacy Campaigns
- Dread Ring - Dread Spire daily quest does not count as mission
Icewind Dale - Icewind Pass
- On the quest where you have to kill undead giant, if you forggot to do it, you have to restart the quest (if you even try to help someone kill their, it still would not count)
ClassesWarlock
- Soul Puppet - Sometimes it does not follow warlock to boss fights (for example boreworm on lomm, he stays before the doors)
- Soul Sparks - After death or near death state warlock looses all of them thus making him unable to heal/deal damage after death
Warlock Soulveaver
- Lingering Sustain - Instead of healing 125 magnitude over 15 seconds it should heal 125 magnitude EACH second over 15 seconds (could be nerfed)
Cleric Devout
- Searing Javelin - When targeted monster dies during animation it deals no damage to passing enemies.
- Intercession - Sometimes do not proc
Barbarian Swordmaster
- Unstopable (tab) - does not work versus soul golems (undermountine / lomm) knocks backs, or silence caused by net catch (those giants monsters in undermountine)
Barbarian Sentinel
- Daring shout is garbage
Barbarian Sentinel, Paladin, Fighter
- Shield does not block knock backs from soul golems (undermountine / lomm)
- Mixed companion slot (utility / defense) does not lists utility powers (works perfectly for defense powers)
ItemsEmpowered Chain of Scales
- You need some effort to collect all scales (including campaign progress) and this item was not scaled after mod 16 should give atleast 10k power right now
Companions
- Epic Polar Bear Cub have wrong tooltip saying that he increases outgoing healing by 2% while it gives more
OtherBinds
- powerslotexec 1 and/or powertrayexec 1 which should bind right mouse button skill, is not doing it.
(if anyone got idea how to bind, warlock healing atwill please let me know XD)
- Guards in the River District salute "Neverwinter Guard!", i.e. themselves.
- Dig site guards in the River District are often nowhere near their assigned dig site.
Comments
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
Born of Black Wind: SW Level 80
Instant smolder on wizard make 50% dmg not 75%.
Repel give 0,09 AP.
Rapid recovery on wizard gice 0% recovery not 100%.
Much of what is listed is either probably WAI or visual or minor bugs. Just 3-4 bugs of a nature that should be fixed.
It is important to remember that time spent fixing bugs is time not spent creating new content. NW got a rather small developer team now, would you rather have new content or all minor bugs fixed?
On the map where you have to break wood boards, sometimes mob is stuck between textures (or something else), party is in "constant" fight and cannot progress further this unlocks after some time
Almost on the end of the map there is portal (and you can find relic near it), mob stucks between portal, cannot be killed, team cannot progress further due to the fact, that they are in combat"
Yes its a bad bug - but usually Pets or AOE attacks can kill the stuck mobs. Summon pets and they can kill the stuck mobs.
OR if one of the party uses the /killme command the stuck mob resets to a position where its killable.
But heck yes these are really annoying bugs
> All tank classes are missing 40% hp bonus from companions and guild boons.
^^^This
I'm trying to get into ToMM, have all my stats capped, but can't because the most I can get my hp to is 630k (with food buffs). I maxed hp on all my armor, radiants 13-14, still need to get my comp's to legendary (cause lets face it, ToMM is the buy to player's dungeon) and my guild doesn't have the hp boon. Before this was broken, I was able to get over 700k hp at least. Please make this a priority, it's not just affecting 1 class, but all the tanking classes.
1. Port Nyanzaru: mounted guards don't have mounts.
2. Lonelywood intro: boss troll looks like a normal Fell Troll.
3. Tending the Shrine: boss troll looks like a normal Fell Troll.
4. House of the Crocodile: enemies in the 2nd chamber still often get stuck behind a wall.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
2. Dragonsoul Thanin (Ancient Treasures quest boss) looks like a Pit Fiend.
3. Portal to Tuern intro: the Ritual Focus that you're supposed to destroy follows you around.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
2. Fragment Expeditions - the leader of the party selected for a loot mode "free for all", participants did not receive the granted pants/shirts.