This is a thread to discuss any bugs/issues with player powers in the new combat system. This isn't to discuss overall class/paragon specific balance to each other.
I'm noticing that features and class feats which do magnitude damage are showing the same between live version and preview. Is this just a tooltip error?
I'm noticing that features and class feats which do magnitude damage are showing the same between live version and preview. Is this just a tooltip error?
Only player at-wills, encounters, and daily powers were boosted.
Changing maps often resets encounter, at-will, and daily powers to a default. Despite checking loadouts several times, it will still happen.
My Cleric has had this happen on an Arbiter loadout and a Devout loadout, and my wife's Paladin has had her Justicar loadout also mess up.
I think that is because they didn't get a proper respec and the game is trying to fix them on map load. I have a forced respec coming in a future build, hopefully that solves it.
Soulweaver's healing abilities are very weak with balance rework (COMBAT CHANGES i mean). Low magnitudes of Revitalize and Soul Storm combined with a lack of outgoing healing and halving of critical severity give us ridiculous values in the ToMM and Zariel (Master) of 90-100k (it's crit) meaning of healing (previously 200-300k). Only Tab works fine. And we still have no buffs for healing at-will powers (Infernal Barrier, for example) in the right-hand weapon (we are offered to strengthen at-will powers cut back in M19). Pls, do something. Raise the magnitudes. Repair the right-hand's buffs.
When I mark myself, it is not visible. - The mark IS visible on live. My Interface/HUD settings are the SAME on preview as they are on live, and are as such:
Yourself: Show your name: Never Show your life: Never
Party Members Show party name: Always Show party life: Always
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When I change either of these self settings to Always, the mark becomes visible. When I change this back to Never, the mark stays visible, and when I mark someone else, and then mark myself again, the mark is visible.
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I have Other Players set to Always for both, and the mark shows up as intended. Even when I change those to Never, it still shows up. (I logged out and logged back in after changing to Never to confirm this).
Ranger encounter Hindering strike is bugged for a long time, in live sometimes it fails and do no damage at all, is random and happens about 10% of the times. But now in preview server looks like fail a lot more, like 50% of the times. I tested it fighting in avernus zone in both cases. Tested in different PCs, reinstalling the game, with various sets of equipment and powers and feats.
I originally posted this in the PC Player Feedback section but this seems the most appropriate place to post this.
I know that things are still subject to change, so I'm providing info that I believe should be addressed.
When the Warlock tries to self-buff they can do this in two ways: Soul Investiture and Soul Sparks.
Soul Investiture is stacked on the Soul Puppet; in ToMM, Zariel etc the puppet quite often dies resulting in a big DPS reduction for the Warlock. I believe that Soul Investiture should stack on the Warlock and not the Soul Puppet. I'm sure you can find another use for the Soul Puppet, such as providing a soul spark to the Warlock when the Soul Puppet attacks, or reducing enemy outgoing damage when near the puppet. There are many options available, stacking Soul Investiture on the puppet and not the Warlock (which the player cannot control) is a player frustration that they cannot resolve.
Soul Sparks are gained in various ways and can take a little while to accrue. Some of the ways that we can accrue them are:
* performing a critical hit * gaining 1 spark for every enemy hit with Eldritch Blast * gaining 1 spark for every dark spiral used
There are other ways. I mention these three specifically as this is dependant on the class mechanic "Hellfire Expertise" which has been replaced by Forte. This is a very detrimental change to the Hellbringer Warlock.
I note that power magnitudes have increased and, proportionally, so have their cooldowns. Hellfire Expertise also provided a 20% recharge speed increase. This has also disappered with Hellfire Expertise.
I'd suggest bringing Hellfire Expertise back for the Warlock.
I note that Soul Scorch is now a magnitude of 12 (up from 9) you need to update Double Scorch to also be 12. It's currently showing as 9 on Preview. I know things are subject to change, just highlighting it.
The magnitude of Vampiric Embrace has not been increased but the cooldown has increased 12.5s on preview (up from 11.1s), I think that the magnitude increase has been missed on this power.
It seems that on some occassions Tyrannical Curse is being cast but the curse is not actually being applied to the target. I can't seem to replicate it though, not sure if this is a bug currently on Live or as a result of the changes; I suspect the former.
Seems our skill bloodletter(barbarian encounter) is not buffed on preview like rest skills. https://zapodaj.net/f3b7a098fe232.png.html Its still 520 basic,920 with feat :O Also our feat overpenetration is useless now like 3/4 feats on our class
I think feats and class features that have a magnitude didnt get their magnitude increased. Examples that I've noticed are: Rogues toxic blade, oppresive darkness and Hunters thorned roots, I assume their is more on other classes but I haven't tested
I'm noticing that features and class feats which do magnitude damage are showing the same between live version and preview. Is this just a tooltip error?
Only player at-wills, encounters, and daily powers were boosted.
I think feats and class features that have a magnitude didnt get their magnitude increased. Examples that I've noticed are: Rogues toxic blade, oppresive darkness and Hunters thorned roots, I assume their is more on other classes but I haven't tested
This will be a massive effective nerf to the Hunter paragon, where a lot of damage comes from roots, please reconsider.
Possible bug on warlock "curse bite": In tooltip says "this power has two charges" when i use first two hit this has two charges, but from the third one it only has one charge every 10 seconds. (This happens in live too)
Radiant Rank 14 used in Defense gives 1,080 HP Radiant Rank 15 used in Defense gives 13,200 HP - likely supposed to be 1,320 but all of my Radiant rank 15 look this way on test this morning.
Radiant Rank 14 used in Defense gives 1,080 HP Radiant Rank 15 used in Defense gives 13,200 HP - likely supposed to be 1,320 but all of my Radiant rank 15 look this way on test this morning.
This is a known bug. They have a fix for it and will be rolling it out soon.
Radiant Rank 14 used in Defense gives 1,080 HP Radiant Rank 15 used in Defense gives 13,200 HP - likely supposed to be 1,320 but all of my Radiant rank 15 look this way on test this morning.</
Feedback - Enc / Daily / Mounts that provides decreased damage taken What will be the use of encounters like Fighter's "Iron Warrior" and Paladin's "Absolution" that provide a -20% damage taken? They don't seem to have an impact anymore if you are capped on Defense (90%). It would be sad for these encounters to become obsolete.
Barbarian's "Enduring Shout", which provides +20% HP, seems to be a much better solution in the new system now.
The same goes for basically every Encounter / Daily / Mount that provides decreased Damage taken (Griffon, Shield of Faith or Hallowed Ground). All these have no use on tanks if they are capped on the 90% Defense. Artifically keeping your Defense down for these cases also doesn't seem to be a nice solution.
Nero - Palacetamol - Essence of Aggression
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Feedback - Enc / Daily / Mounts that provides decreased damage taken What will be the use of encounters like Fighter's "Iron Warrior" and Paladin's "Absolution" that provide a -20% damage taken? They don't seem to have an impact anymore if you are capped on Defense (90%). It would be sad for these encounters to become obsolete.
Barbarian's "Enduring Shout", which provides +20% HP, seems to be a much better solution in the new system now.
The same goes for basically every Encounter / Daily / Mount that provides decreased Damage taken (Griffon, Shield of Faith or Hallowed Ground). All these have no use on tanks if they are capped on the 90% Defense. Artifically keeping your Defense down for these cases also doesn't seem to be a nice solution.
griffon reducing outgoing damage its other category.
In the Cleric Arbiter the Daunting Light magnitude is the same in preview as in live (280). I don't know if this is intended or not, but I thought the magnitudes of the powers would be increased with this update.
Burning Light deals 400 - 800 damage on preview. Burning Vengeance mentions that "Burning Light now deals up to 600 magnitude ..." so does this feat nerf the encounter or only a typo?
BUG?? Cleric Base healing output Capped at 50% power Any additions to Power above 50% is not increasing the base level of heals
I have done extensive testing the last being 8:15pm Pacific Time 12th Dec 2020
Testing on Friday 11th December I got the following result
I tested at intervals of 57%, 64%, 72% Power all resulted in a max not critical heal of soothe at 41,312.80
I again test it today Sunday 12th Dec 2020 PT I tested at intervals of 61%, 69%, 77% Power all resulted in a max not critical heal of soothe at 41,681.60
Is this intentional? If so then I don't see a need to increase base power above 50% as it seem like it is a cap.
I also tested Critical Severity to see if it was also capped by Critical severity chance. Testing showed that critical heals increased as critical severity increased as expected.
Further things to potentially Test, Does increasing Base Power above 50% effect Critical Healing output? Is there any issues with Critical Strike chance above 50%
This will probably end the way I don't want it but here we go
The Justicar feat unyielding champion says that divine champion and divine palisade now block up to 75% of your total maximum HP.
Divine Champion is doing 75% Divine Palisade is doing 60%
Please make Palisade do 75% as stated in the tooltip. It seems that while lowering the HP percentage from the regular block and GF dig-in the Justicar feat got hit. I'm using the last unlocked feat to make it 75% so making it stronger than the other unfeated sources of block should be fine.
Fighter Encounter "Enforced Threat" tooltip states it gives -10% awareness to affected mobs. If mob awareness is 0, tooltip and/or power needs adjustment.
Comments
Crescendo seemed to have its damage reduced to 1200 mag (down from 1600) , even though it was supposed to be increased with this patch.
My Cleric has had this happen on an Arbiter loadout and a Devout loadout, and my wife's Paladin has had her Justicar loadout also mess up.
And we still have no buffs for healing at-will powers (Infernal Barrier, for example) in the right-hand weapon (we are offered to strengthen at-will powers cut back in M19).
Pls, do something. Raise the magnitudes. Repair the right-hand's buffs.
Sorry for my English.
SW from Drider.
When I mark myself, it is not visible. - The mark IS visible on live. My Interface/HUD settings are the SAME on preview as they are on live, and are as such:
Yourself:
Show your name: Never
Show your life: Never
Party Members
Show party name: Always
Show party life: Always
-----------------
When I change either of these self settings to Always, the mark becomes visible. When I change this back to Never, the mark stays visible, and when I mark someone else, and then mark myself again, the mark is visible.
-----------------
I have Other Players set to Always for both, and the mark shows up as intended. Even when I change those to Never, it still shows up. (I logged out and logged back in after changing to Never to confirm this).
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
I know that things are still subject to change, so I'm providing info that I believe should be addressed.
When the Warlock tries to self-buff they can do this in two ways: Soul Investiture and Soul Sparks.
Soul Investiture is stacked on the Soul Puppet; in ToMM, Zariel etc the puppet quite often dies resulting in a big DPS reduction for the Warlock. I believe that Soul Investiture should stack on the Warlock and not the Soul Puppet. I'm sure you can find another use for the Soul Puppet, such as providing a soul spark to the Warlock when the Soul Puppet attacks, or reducing enemy outgoing damage when near the puppet. There are many options available, stacking Soul Investiture on the puppet and not the Warlock (which the player cannot control) is a player frustration that they cannot resolve.
Soul Sparks are gained in various ways and can take a little while to accrue. Some of the ways that we can accrue them are:
* performing a critical hit
* gaining 1 spark for every enemy hit with Eldritch Blast
* gaining 1 spark for every dark spiral used
There are other ways. I mention these three specifically as this is dependant on the class mechanic "Hellfire Expertise" which has been replaced by Forte. This is a very detrimental change to the Hellbringer Warlock.
I note that power magnitudes have increased and, proportionally, so have their cooldowns. Hellfire Expertise also provided a 20% recharge speed increase. This has also disappered with Hellfire Expertise.
I'd suggest bringing Hellfire Expertise back for the Warlock.
I note that Soul Scorch is now a magnitude of 12 (up from 9) you need to update Double Scorch to also be 12. It's currently showing as 9 on Preview. I know things are subject to change, just highlighting it.
The magnitude of Vampiric Embrace has not been increased but the cooldown has increased 12.5s on preview (up from 11.1s), I think that the magnitude increase has been missed on this power.
It seems that on some occassions Tyrannical Curse is being cast but the curse is not actually being applied to the target. I can't seem to replicate it though, not sure if this is a bug currently on Live or as a result of the changes; I suspect the former.
https://zapodaj.net/f3b7a098fe232.png.html
Its still 520 basic,920 with feat :O Also our feat overpenetration is useless now like 3/4 feats on our class
In tooltip says "this power has two charges" when i use first two hit this has two charges, but from the third one it only has one charge every 10 seconds. (This happens in live too)
Radiant Rank 15 used in Defense gives 13,200 HP - likely supposed to be 1,320 but all of my Radiant rank 15 look this way on test this morning.
What will be the use of encounters like Fighter's "Iron Warrior" and Paladin's "Absolution" that provide a -20% damage taken?
They don't seem to have an impact anymore if you are capped on Defense (90%). It would be sad for these encounters to become obsolete.
Barbarian's "Enduring Shout", which provides +20% HP, seems to be a much better solution in the new system now.
The same goes for basically every Encounter / Daily / Mount that provides decreased Damage taken (Griffon, Shield of Faith or Hallowed Ground). All these have no use on tanks if they are capped on the 90% Defense. Artifically keeping your Defense down for these cases also doesn't seem to be a nice solution.
Burning Light deals 400 - 800 damage on preview.
Burning Vengeance mentions that "Burning Light now deals up to 600 magnitude ..." so does this feat nerf the encounter or only a typo?
Cleric Base healing output Capped at 50% power
Any additions to Power above 50% is not increasing the base level of heals
I have done extensive testing the last being 8:15pm Pacific Time 12th Dec 2020
Testing on Friday 11th December I got the following result
I tested at intervals of 57%, 64%, 72% Power all resulted in a max not critical heal of soothe at 41,312.80
I again test it today Sunday 12th Dec 2020 PT
I tested at intervals of 61%, 69%, 77% Power all resulted in a max not critical heal of soothe at 41,681.60
Is this intentional? If so then I don't see a need to increase base power above 50% as it seem like it is a cap.
I also tested Critical Severity to see if it was also capped by Critical severity chance. Testing showed that critical heals increased as critical severity increased as expected.
Further things to potentially Test,
Does increasing Base Power above 50% effect Critical Healing output?
Is there any issues with Critical Strike chance above 50%
These are Tests I will run in the next few days
The Justicar feat unyielding champion says that divine champion and divine palisade now block up to 75% of your total maximum HP.
Divine Champion is doing 75%
Divine Palisade is doing 60%
Please make Palisade do 75% as stated in the tooltip. It seems that while lowering the HP percentage from the regular block and GF dig-in the Justicar feat got hit. I'm using the last unlocked feat to make it 75% so making it stronger than the other unfeated sources of block should be fine.