Many mob attacks ignore control immunity. This includes Plaguechanged Maw's throw attack, dragon wing attack and many others. This started happening after one of the patches, not sure which one though, but I'd say it's here for about a month.
Some attacks while blocked with a GF guard still apply a CC effect, but don't deal damage, like the Maw's one mentioned above.
Some both apply CC and deal damage, like every dragon's (in all Lair of the Mad Dragon, Malabog Castle, Karrundax and most likely Castle Never too) wing attack (fly up and push everybody around them away forcefully, knocking them prone). That is regardless of a direction shield is facing while blocking (used to work when pointed at dragon's wings, now does not).
Bug applies to Impossible To Catch control immunity as well - most attacks still end up applying control effects, but seems like not all of them.
This is a terrible bug to be there as it IS game-breaking and should be fixed asap, meanwhile I see no effort put towards resolving the issue which is more than disturbing. What is a use of a tank which can't dodge or block and is being thrown around the whole place like a rag doll?
Another issue which started about the same time is dragon's (applies to all - Caverns of Karrundax, Lair of the Mad Dragon, Malabog Castle and Castle Never too) lack of synchronisation between a client and a server.
Long story short - dragon's breath attacks' red areas are displayed incorrectly before it happens, as the actually damage dealing effect lands elsewhere.
Scenario 1: Let's say there is a party of players including player A and player B. Player A rushes towards a dragon in the beginning of the fight grabbing his aggro. Soon after player B generates enough threat to take over the dragon's aggro, however here is where the bug begins to appear - even through player B holds the aggro firmly, dragon is still facing player A. Both player A and player B see the dragon facing player A and preparing a breath attack, red area appears under player's A feet. All of a sudden however dragon's breath attack somehow hits and kills player B, which is at a completely different position (let's say behind or to a dragon's side) than player A was standing at, towards who (player A) the animation and red area were pointing.
Scenario 2: A player is running around the dragon hitting him. He is keeping his distance with the dragon, which actually causes it to move a step or to. If a dragon is forced to walk he will start properly facing a person he is aggroed to, unless aggro changes to someone else again. Red areas in this case are still a bit off, which is very visible during Lair of the Mad Dragon's last fight. The initial red area that appears while the dragon is preparing his breath attack is sometimes way off, sometimes just a bit, from where it actually landed (which can be seen not only just by receiving damage, but also by acidic ground which is left after his breath attack). Easiest way to see and reproduce this - aggro the dragon and keep running circles around it. You will see it.
Something also has to be done about all the other red areas which always seem to be a little off between the server and the client. This obviously is a synchronisation problem.
Increasing amount of rubberbanding and huge bandwidth usage while playing Neverwinter would also be unheard of in any other game as it occurs to people all around the globe (EU/US/Asia, does not matter).
I am very disappointed by current state of the game and the attitude toward fixing bugs. Almost every patch so far has introduced more bugs than features and fixes summed up.
I can confirm the issue with server-client synchronisation and the problem with fighting dragons because my GF has zero chances to block the prone effect of a Wing Attack.
Hello everyone! At least some of this appears to be on a per power basis that needs to be correctly tagged as a control power to allow immunity/resistance granting powers proper immunity/resistance.
If you see or find any other powers that go through any immunity powers, please list them here and encourage others to do the same. We have internally just updated these and we might still be able to get them out for our next maintenance:
Great Weapon Fighter: Feat: Stunning Flourish
Devoted Cleric: Hammer of Fate
Dragon wing buffet attacks
I will compile a list to have looked at on Monday.
Thank you all for your support!
List of powers not yet addressed:
Plaguechanged Maw's throw attack
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited September 2013
Since the X-pack, I can't remember a time when My GF block has worked on ANY mob's control power. Wing buffet, Ice golems, Plaguechanged Maws, spider boss in CN, anything. Same with my TR using ITC. I haven't bothered trying to PvP (or PvE, come to think of it, he's just a leadership bot now) with my GF as he is completely and totally broken between block not functioning on any CC power and at-wills while blocking not proccing any weapon enchantments.
has a more comprehensive list of CC powers that block does not block, but seeing as how that list presumably includes every single CC power in the game, I have to think this is a problem with Block and not the individual powers.
Block has been bugged since the X-Pack: the bug with GF at-wills Aggravating Strike and Shield Bash not proccing any weapon enchantments (like lightning or lifedrinker) has been present since at least launch.
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rragleMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Not sure if this is intended or not, but at Temple of Idris (non-epic) when you are fighting Regent Idris, if you go to Stealth and then activate Impossible to Catch, if Idris hits you with one of her energy balls, these ignore your stealthed ItC and not only you get stunned but you also get damaged.
As I said, I don't know if this is intended or not.
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axer128Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Since the X-pack, I can't remember a time when My GF block has worked on ANY mob's control power. Wing buffet, Ice golems, Plaguechanged Maws, spider boss in CN, anything. Same with my TR using ITC. I haven't bothered trying to PvP (or PvE, come to think of it, he's just a leadership bot now) with my GF as he is completely and totally broken between block not functioning on any CC power and at-wills while blocking not proccing any weapon enchantments.
has a more comprehensive list of CC powers that block does not block, but seeing as how that list presumably includes every single CC power in the game, I have to think this is a problem with Block and not the individual powers.
Block has been bugged since the X-Pack: the bug with GF at-wills Aggravating Strike and Shield Bash not proccing any weapon enchantments (like lightning or lifedrinker) has been present since at least launch.
Umm no. not even close. Comon dude the devs are reaching out here, so let's try to be helpful - and specific.
I've mostly been playing the new content in Sharundar, and for everything in there - shield block and guardians menace daily both block every single piece of CC the new monsters toss. The only bugged one is what Panderus mentioned - dragon wing buffet (And that technically not a new cc, same old dragon ai just slightly modified).
Specific examples:
Cyclops hewer knockbacks/knockdowns: Block and menace stop them
Cyclops casters stun: Block and menace stop it
Fomorian Warrior swing knockbacks: Block and menace reduce it's affect, but doesn't complete stop it.
-- There root stomp: Block and menace properly stop it.
-- There kick: Ignores block/menace
Witch "stomp" attack that turns you into an animal: Block and menace stops it
Redcap Thorn big tree hand knockup: Works fine
Recap Giantsoul root/kb: Works fine
--- There spinning strike daily does push you back while blocking, but the damage is prevented.
Redcap witherers AP drain - Block stops it. If I activate menace during there attack, menace still works. Don't think it stops the actual drain, but being its not a control ability, it seems wai.
Malabogs castle: All of the bosses except the dragon various knockbacks/down/stuns: Works fine. Some use what I call the "massive elite/boss powerful kb rule: where you get pushed still while blocking, but dramatically less than if you were not blocking"
Dragon itself wing buffet is bugged as noted. Dragons breath pushback is partially reduced by blocking - but not much, (and never was, not a new issue).
So no, it's definitely not every single one in the game. While I haven't ran much old content to check, i'm sure it still handles some of it.
I have also checked Gauntlgrym out - working fine against everything there (Blasphemers various knockbacks, Duergar shaman fire blasts, etc).
Done plenty of PvP too. No new issues with Module 1, but the follow previous issues remain:
- GWF Stunning flourish - as mentioned. Block will stop the damage, but you still get stunned. Also ignores menace.
- CW: Ray of Enfeeblement: Ignores shield block. Take full damage and full debuff
- CW: Ray of Frost and some other sources of chill stacks: Partially ignores shield block, take some damage, and full chil stacks. - Due to this a CW well-speced for chill stacks can permanently CC a guardian even if hes blocking and facing him. (If he never uses menace. (Menace does prevent you from getting frozen, but not the stacks))
- Related: Block meter seems to have reverted to it's weaker beta status. As pre Mod 1 I could manage a strong wizard by blocking a lot of his attacks, then getting in close. Now a single magic missile + 6/7 tenebrous procs will fully destroy my shield instantly, in 0.1 seconds. I'd link the patch notes that buffed the shield meter but can't find atm, but the case seems to be that the little patch somehow was reverted. Does not seem intended if you can check on that Panderus while u look at the other shield issues.
So to me it seems most of the new issues are isolated to content in various pre-mod1 dungeons (and the one dragon in malabogs).
PS: Another way to test if these are flagged as "control effect" is to see if shielded resurgence pops up when you block them (if you have that feat).
Nope. Not for me. Failed all attempts to KB rogues using ITC in pvp.
Same goes for high wis clerics, often fail due to there 10-20% control resist. (In cases such as this, the cleric still goes back a few feet, but doesn't go prone).
Same goes for GWFs in unstoppable - no effect. They are properly flagged as Control abilities.
For what it's worth, my low-level GF was not affected by knockbacks or prone when blocking attacks from trolls in the festival -- both were properly blocked by her shield. It's not the shield-block itself that's broken.
Umm no. not even close. Comon dude the devs are reaching out here, so let's try to be helpful - and specific.
I've mostly been playing the new content in Sharundar, and for everything in there - shield block and guardians menace daily both block every single piece of CC the new monsters toss. The only bugged one is what Panderus mentioned - dragon wing buffet (And that technically not a new cc, same old dragon ai just slightly modified).
Specific examples:
Cyclops knockbacks/knockdowns: Block and menace stop them
Cyclops casters stun: Block and menace stop it
Fomorian knockbacks/knockdowns: Block and menace stop them
Witch "stomp" attack that turns you into an animal: Block and menace stops it
Recap champions big tree hand knockup: Works fine
Redcap minions AP drain - Block stops it. If I activate menace during there attack, menace still works. Don't think it stops the actual drain, but being its not a control ability, it seems wai.
Malabogs castle: All of the bosses except the dragon various knockbacks/down/stuns: Works fine.
Dragon itself wing buffet is bugged as noted. Dragons breath pushback is partially reduced by blocking - but not much, (and never was, not a new issue).
So no, it's definitely not every single one in the game. While I haven't ran much old content to check, i'm sure it still handles some of it.
I have also checked Gauntlgrym out - working fine against everything there (Blasphemers various knockbacks, Duergar shaman fire blasts, etc).
Done plenty of PvP too. No new issues with Module 1, but the follow previous issues remain:
- GWF Stunning flourish - as mentioned. Block will stop the damage, but you still get stunned. Also ignores menace.
- CW: Ray of Enfeeblement: Ignores shield block. Take full damage and full debuff
- CW: Ray of Frost and some other sources of chill stacks: Partially ignores shield block, take some damage, and full chil stacks. - Due to this a CW well-speced for chill stacks can permanently CC a guardian even if hes blocking and facing him. (If he never uses menace. (Menace does prevent you from getting frozen, but not the stacks))
- Related: Block meter seems to have reverted to it's weaker beta status. As pre Mod 1 I could manage a strong wizard by blocking a lot of his attacks, then getting in close. Now a single magic missile + 6/7 tenebrous procs will fully destroy my shield instantly, in 0.1 seconds. I'd link the patch notes that buffed the shield meter but can't find atm, but the case seems to be that the little patch somehow was reverted. Does not seem intended if you can check on that Panderus while u look at the other shield issues.
So to me it seems most of the new issues are isolated to content in various pre-mod1 dungeons (and the one dragon in malabogs).
Sorry your list is false. I tested many mobs and her attacks and block only avoid the damage, not a cc effect.
Here is my list:
Fomorian warriors: swing with his mace push you back. Kick of him push you back too.
Boss of feydark break: One of his Aoe work through block and you are prone.
Giantsouls spin attack push you back through guard.
1th Boss in ToS: Push your back with his arm swing attack.
Powerful ax attack of hewer push you back.
Grast(1st boss FH) his hammer smash at bottom lift you up. If you stand to near center you get smashed into air and then fall down. If you 'only' stand near edge you only lift a bit up.(CC like no shield is up)
Enhanced golem(2nd boss FH): Teleport through with damage hit: Block absorb damage, but you get hard push away...(CC like no shield is up)
Bomb attack of him push you back too.
Ice Golem die phase: You don't get frozen, but you get pushed away if you block. So only 1 of 2 CC-effects avoided.
Winter wolf: His bite attack don't do damage(afaik), but if you don't guard all the time at this attack duration, you got throw by him like you don't guarded this attack.
1st Boss Malabog Castle: His arm swing attack push back too.
Impact shot(the 'I throw a baseball at you YEAH'-skill?) seems to bug if you raise same time shield up to block as that impact hit you. Can't do anything until he has no charge over or he stop it. Normally you should able to go with shield up, but you can't due this skill.
Loamwave and/or thunderhead enhancement work through block. I can't reproduce the situation, but i can imagine: I shield slam a GWF and then im cced. But he can't do that - because of block his direction and no other player did it. Should be tested by you devs.
I record a avi-video in which i attack 2 fomorian worrier. There you can see that they can push me like i have no shield up. But the file is 396mb big...
My guard has ~5k damage capacity or ~5,8k with shield talent slotted.
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axer128Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Sorry your list is false. I tested many mobs and her attacks and block only avoid the damage, not a cc effect.
Here is my list:
Fomorian warriors: swing with his mace push you back. Kick of him push you back too.
Boss of feydark break: One of his Aoe work through block and you are prone.
Giantsouls spin attack push you back through guard.
1th Boss in ToS: Push your back with his arm swing attack.
Powerful ax attack of hewer push you back.
Grast(1st boss FH) his hammer smash at bottom lift you up. If you stand to near center you get smashed into air and then fall down. If you 'only' stand near edge you only lift a bit up.(CC like no shield is up)
Enhanced golem(2nd boss FH): Teleport through with damage hit: Block absorb damage, but you get hard push away...(CC like no shield is up)
Bomb attack of him push you back too.
Ice Golem die phase: You don't get frozen, but you get pushed away if you block. So only 1 of 2 CC-effects avoided.
Winter wolf: His bite attack don't do damage(afaik), but if you don't guard all the time at this attack duration, you got throw by him like you don't guarded this attack.
1st Boss Malabog Castle: His arm swing attack push back too.
Impact shot(the 'I throw a baseball at you YEAH'-skill?) seems to bug if you raise same time shield up to block as that impact hit you. Can't do anything until he has no charge over or he stop it. Normally you should able to go with shield up, but you can't due this skill.
Loamwave and/or thunderhead enhancement work through block. I can't reproduce the situation, but i can imagine: I shield slam a GWF and then im cced. But he can't do that - because of block his direction and no other player did it. Should be tested by you devs.
I record a avi-video in which i attack 2 fomorian worrier. There you can see that they can push me like i have no shield up. But the file is 396mb big...
My guard has ~5k damage capacity or ~5,8k with shield talent slotted.
My whole list is false because of 1 single item on yours? (fomorian warrior kb) - No.
I just checked tested them thoroughly. They have 3 attacks:
1. Fast kick: Very small knockback - bugged not flagged as control ability, shield/menace has no effect. Shielded resurgence doesn't pop.
2. Huge swing: Big knockback sends you flying normally.
- Blocking or Menace up: You don't go airborn, but get pushed back slightly.
3. Channeled stomp that roots: Block and Menace stop it correctly.
So yea they are partially bugged, but imo only on there weakest attack. The big swing imo is WAI because having your shield up produces a different result.
I consider it the "Giant boss/elite powerful kb effect" - Some huge bosses/elite have special KB that normally send your flying, so block cant fully stop them, but instead keep you on the ground and not pushed back as far. Other examples are Dragon Breath - you'll go flying a gillion meters unblocked, or just a bit (per tic) while blocking.
Also I think villain's menace should keep you firmly in place, as it's meant to be full immunity. But block you could still go back a bit, as it's not like our shields have some magic to make us stay still when a massive creature smacks us.
But for the tiny kickback, yea block should fully negate it. They should only have 1 special powerful KB, for an elite (a boss could have a few).
Giantsouls: Yea there spin pushes you, but block stops the damage. Also not a new CC - Karzog in black lake district uses this same attack, and it will also push you while blocking/menace up.
1st boss in malabog: Not tested carefully, but pretty sure he uses "powerful knockback" rule i mentioned - unblocked you go flying, blocked you stay on your feet but go back a bit.
Impact shot is a stun with 3 charges. So yes if the first charge his you, you are correctly and intentionally not meant to be able to block. Stuns prevent all action like that.
If you block the first shot, it does work fine and prevent the stun.
I'll edit my previous post to include these details.
axer: Knockback is knockback. It doesn't matter how big it is. Threating rush - my at-will - has a small knockback too. I can push mobs over the edge if i use it oft enough. But against immune mobs it don't work. Why? Because it's a cc! And if you get pushed over the edge by them and die, YOU KNOW IT'S CC.
The first boss of MC don't air you up. He only push you back if you don't block. And your "Giant boss/elite powerful kb effect" is false. The Hewer push you same way if you block or not. The fomorian kick too. The 1st Boss ToS same. Enhanced Ice Golem(2nd Boss FH) on teleport too.
Now in PvP the impact shot was blocked, but at first and second shot he cced me.
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axer128Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
The first boss of MC don't air you up. He only push you back if you don't block. And your "Giant boss/elite powerful kb effect" is false. The Hewer push you same way if you block or not. The fomorian kick too. The 1st Boss ToS same. Enhanced Ice Golem(2nd Boss FH) on teleport too.
Absolutely not false. None of those are examples I used.
isnt this a problem of secondary effects in most cases, you block Duelist's Flurry but get 10 stacks of bleed, block Ray of Frost and get Chill stacks or with traps if you block/dodge a poison trap you get no dmg, but if you block/dodge a trap with direct dmg +second effect like poison or root you only avoid the direct dmg, but not the secondary effect.
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tilinifMember, Neverwinter Beta UsersPosts: 5Arc User
edited September 2013
FH 2nd Boss charg, Totemists cc, rooting traps, Dragon wing attacks and front blast, maws throw and all of karrundax but its scream
do ignore any immunity status (like block and 'impossible to catch') and sometimes even dodges.
As well there are stacks on a player that is immune to the attack it selve.
The GF can somehow kick a TR thats 'impossible to catch'.
DC can push some bossmobs for a short range with 'flame strike'.
I tested all of that expecialy TRs 'impossible to catch' and 'duellists flurry'.
DC can push some bossmobs for a short range with 'flame strike'.
DCs are supposed to be able to push minions and some elite mobs a short distance with Flamestrike. That's not a bug unless it's doing it to actual bosses / physically large critters that are otherwise immune to throw/knockback powers. I use Flamestrike and tossed trolls and kobolds around with it in the midsummer festival, but bosses like Smorgy are not affected by it (Gormengeena was affected though). Working correctly as far as I know.
in both case i blocked the aoe, but got the debuff
and i can confirm that Flamestrike can push boss and other kick immune mobs for around 5-10 feet, tried with first 2 boss at Karrundax and pushed the last firegiant down by the campfire infront of Karrundax
After some controlled testing of Impossible to Catch (no real combat, click ItC, player attacks me with said control skill and vice versa) i cannot find anything other than Hammer and Stunning Flourish of players which bypass this. These are due to be fixed in an upcoming patch /yay. ItC in itself works as i would expect. It doesnt work while prone as this would be one of the controls considered outside of "most" controls in the tooltip.
However, what i did find was in the heat of battle (all controlled testing out the window) very frequently when ItC was used, it would go on CD but not give the buff giving the illusion that an incoming CC attack was ignoring it. The black animation also did not work.
Sometimes activation and failure of this skill was in close proximity to an incoming control attack (within 1s) sometimes it was well outside the cast time (ie 3s). Bear in mind having a 3000ms lag time would be extremely obvious in the rest of gameplay. So i can rule out my ISP/location performance being the sole factor. What i am beginning to suspect is server sync and priority of instructions, which is further exasperated during high player volume combat. This could explain why i dont notice the problem in a 1 v 1 situation but find it infuriating in a large scale combat.
I am also finding Lurkers Assault is still being cancelled after activation due to being controlled. Again not in a 1 v 1 scenario but in a large scale combat. ie 5 v 5.
This is possibly related to scenarios where potions go on CD without providing a heal effect.
Thanks for all of your feedback. I will be going through this tomorrrow to make a hit list for the devs on powers to check. I will also inquire about still being hit by other debuffs when blocked, that doesn't sound like it was blocked well and could be better communicated somehow or just flat out blocked.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited September 2013
The spider boss in CN is bypassing control immunity for GWF when Unstoppable as well as Impossible to Catch and Block.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited September 2013
Block is also not working against knockdown attacks from flamespikers, magma brutes, or Gommoth, the boss of Primordial Temple.
I have yet to see an instance of it working against any pre-xpack mob.
Impossible to Catch/Duelist's Flurry 3rd hit* not working with:
- Hrimnir's icy axe smash attack pushes you far away
- Hrimnir's icy ground pillar attack pushes and makes you jump backward
- Karrundax' fireballs knock you down
* It's not mentioned anywhere but it's a pretty well known fact that it usually provides CC immunity as well so I'm adding it to the list of CC immunity abilities.
I don't know if Valindras Life drain is a CC(should be, because the trapped person can't do anyhing - control power also) and should be blockable. Especially unstoppable from GWF should immune this effect of her attack. I make a thread here:
I don't know if Valindras Life drain is a CC(should be, because the trapped person can't do anyhing - control power also) and should be blockable. Especially unstoppable from GWF should immune this effect of her attack. I make a thread here:
Sharandar: Giantsouls spin attack still knocks back (intentional?)
Temple of the Spider: First boss: "Push your back with his arm swing attack. (intentional?)
"Boss of feydark break: One of his Aoe work through block and you are prone."
Player Powers
Trickster Rogue: Impack Shot: Cant block the attack in time when you see the wind up coming (could be timing).
Devoted Cleric: Flame Strike: Center blast area can still knock enemies and possibly players who are immune unintentionally.
Control Wizard: Ray of Enfeeblement goes through block.
Control Wizard: At least some sources of chill can possibly go through while being blocked (may just be chill stacks, not just the chilled hold effect)
Loamweave Enchantment: proc effect may still go through blocking (maybe other enchantments as well)
Comments
If you see or find any other powers that go through any immunity powers, please list them here and encourage others to do the same. We have internally just updated these and we might still be able to get them out for our next maintenance:
I will compile a list to have looked at on Monday.
Thank you all for your support!
List of powers not yet addressed:
This thread
http://nw-forum.perfectworld.com/showthread.php?486901-GF-Block-doesn-t-block-CC
has a more comprehensive list of CC powers that block does not block, but seeing as how that list presumably includes every single CC power in the game, I have to think this is a problem with Block and not the individual powers.
Block has been bugged since the X-Pack: the bug with GF at-wills Aggravating Strike and Shield Bash not proccing any weapon enchantments (like lightning or lifedrinker) has been present since at least launch.
That's all of the kb's.
As I said, I don't know if this is intended or not.
Umm no. not even close. Comon dude the devs are reaching out here, so let's try to be helpful - and specific.
I've mostly been playing the new content in Sharundar, and for everything in there - shield block and guardians menace daily both block every single piece of CC the new monsters toss. The only bugged one is what Panderus mentioned - dragon wing buffet (And that technically not a new cc, same old dragon ai just slightly modified).
Specific examples:
Cyclops hewer knockbacks/knockdowns: Block and menace stop them
Cyclops casters stun: Block and menace stop it
Fomorian Warrior swing knockbacks: Block and menace reduce it's affect, but doesn't complete stop it.
-- There root stomp: Block and menace properly stop it.
-- There kick: Ignores block/menace
Witch "stomp" attack that turns you into an animal: Block and menace stops it
Redcap Thorn big tree hand knockup: Works fine
Recap Giantsoul root/kb: Works fine
--- There spinning strike daily does push you back while blocking, but the damage is prevented.
Redcap witherers AP drain - Block stops it. If I activate menace during there attack, menace still works. Don't think it stops the actual drain, but being its not a control ability, it seems wai.
Malabogs castle: All of the bosses except the dragon various knockbacks/down/stuns: Works fine. Some use what I call the "massive elite/boss powerful kb rule: where you get pushed still while blocking, but dramatically less than if you were not blocking"
Dragon itself wing buffet is bugged as noted. Dragons breath pushback is partially reduced by blocking - but not much, (and never was, not a new issue).
So no, it's definitely not every single one in the game. While I haven't ran much old content to check, i'm sure it still handles some of it.
I have also checked Gauntlgrym out - working fine against everything there (Blasphemers various knockbacks, Duergar shaman fire blasts, etc).
Done plenty of PvP too. No new issues with Module 1, but the follow previous issues remain:
- GWF Stunning flourish - as mentioned. Block will stop the damage, but you still get stunned. Also ignores menace.
- CW: Ray of Enfeeblement: Ignores shield block. Take full damage and full debuff
- CW: Ray of Frost and some other sources of chill stacks: Partially ignores shield block, take some damage, and full chil stacks. - Due to this a CW well-speced for chill stacks can permanently CC a guardian even if hes blocking and facing him. (If he never uses menace. (Menace does prevent you from getting frozen, but not the stacks))
- Related: Block meter seems to have reverted to it's weaker beta status. As pre Mod 1 I could manage a strong wizard by blocking a lot of his attacks, then getting in close. Now a single magic missile + 6/7 tenebrous procs will fully destroy my shield instantly, in 0.1 seconds. I'd link the patch notes that buffed the shield meter but can't find atm, but the case seems to be that the little patch somehow was reverted. Does not seem intended if you can check on that Panderus while u look at the other shield issues.
So to me it seems most of the new issues are isolated to content in various pre-mod1 dungeons (and the one dragon in malabogs).
PS: Another way to test if these are flagged as "control effect" is to see if shielded resurgence pops up when you block them (if you have that feat).
-Epic Dread Vault Crushed.
Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
Nope. Not for me. Failed all attempts to KB rogues using ITC in pvp.
Same goes for high wis clerics, often fail due to there 10-20% control resist. (In cases such as this, the cleric still goes back a few feet, but doesn't go prone).
Same goes for GWFs in unstoppable - no effect. They are properly flagged as Control abilities.
-Epic Dread Vault Crushed.
Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
Sorry your list is false. I tested many mobs and her attacks and block only avoid the damage, not a cc effect.
Here is my list:
Fomorian warriors: swing with his mace push you back. Kick of him push you back too.
Boss of feydark break: One of his Aoe work through block and you are prone.
Giantsouls spin attack push you back through guard.
1th Boss in ToS: Push your back with his arm swing attack.
Powerful ax attack of hewer push you back.
Grast(1st boss FH) his hammer smash at bottom lift you up. If you stand to near center you get smashed into air and then fall down. If you 'only' stand near edge you only lift a bit up.(CC like no shield is up)
Enhanced golem(2nd boss FH): Teleport through with damage hit: Block absorb damage, but you get hard push away...(CC like no shield is up)
Bomb attack of him push you back too.
Ice Golem die phase: You don't get frozen, but you get pushed away if you block. So only 1 of 2 CC-effects avoided.
Winter wolf: His bite attack don't do damage(afaik), but if you don't guard all the time at this attack duration, you got throw by him like you don't guarded this attack.
1st Boss Malabog Castle: His arm swing attack push back too.
Impact shot(the 'I throw a baseball at you YEAH'-skill?) seems to bug if you raise same time shield up to block as that impact hit you. Can't do anything until he has no charge over or he stop it. Normally you should able to go with shield up, but you can't due this skill.
Loamwave and/or thunderhead enhancement work through block. I can't reproduce the situation, but i can imagine: I shield slam a GWF and then im cced. But he can't do that - because of block his direction and no other player did it. Should be tested by you devs.
I record a avi-video in which i attack 2 fomorian worrier. There you can see that they can push me like i have no shield up. But the file is 396mb big...
My guard has ~5k damage capacity or ~5,8k with shield talent slotted.
My whole list is false because of 1 single item on yours? (fomorian warrior kb) - No.
I just checked tested them thoroughly. They have 3 attacks:
1. Fast kick: Very small knockback - bugged not flagged as control ability, shield/menace has no effect. Shielded resurgence doesn't pop.
2. Huge swing: Big knockback sends you flying normally.
- Blocking or Menace up: You don't go airborn, but get pushed back slightly.
3. Channeled stomp that roots: Block and Menace stop it correctly.
So yea they are partially bugged, but imo only on there weakest attack. The big swing imo is WAI because having your shield up produces a different result.
I consider it the "Giant boss/elite powerful kb effect" - Some huge bosses/elite have special KB that normally send your flying, so block cant fully stop them, but instead keep you on the ground and not pushed back as far. Other examples are Dragon Breath - you'll go flying a gillion meters unblocked, or just a bit (per tic) while blocking.
Also I think villain's menace should keep you firmly in place, as it's meant to be full immunity. But block you could still go back a bit, as it's not like our shields have some magic to make us stay still when a massive creature smacks us.
But for the tiny kickback, yea block should fully negate it. They should only have 1 special powerful KB, for an elite (a boss could have a few).
Giantsouls: Yea there spin pushes you, but block stops the damage. Also not a new CC - Karzog in black lake district uses this same attack, and it will also push you while blocking/menace up.
1st boss in malabog: Not tested carefully, but pretty sure he uses "powerful knockback" rule i mentioned - unblocked you go flying, blocked you stay on your feet but go back a bit.
Impact shot is a stun with 3 charges. So yes if the first charge his you, you are correctly and intentionally not meant to be able to block. Stuns prevent all action like that.
If you block the first shot, it does work fine and prevent the stun.
I'll edit my previous post to include these details.
-Epic Dread Vault Crushed.
Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
The second boss in Frozen Heart, the ice golem guy all his specials knock me over during villains menace, probably not tagged properly
The first boss of MC don't air you up. He only push you back if you don't block. And your "Giant boss/elite powerful kb effect" is false. The Hewer push you same way if you block or not. The fomorian kick too. The 1st Boss ToS same. Enhanced Ice Golem(2nd Boss FH) on teleport too.
Now in PvP the impact shot was blocked, but at first and second shot he cced me.
-Epic Dread Vault Crushed.
Characters (Dragon): Axer (60 Guardian, Leader of Crush It!), Controller (60 Wizard), Warlocker (60 Warlock)
do ignore any immunity status (like block and 'impossible to catch') and sometimes even dodges.
As well there are stacks on a player that is immune to the attack it selve.
The GF can somehow kick a TR thats 'impossible to catch'.
DC can push some bossmobs for a short range with 'flame strike'.
I tested all of that expecialy TRs 'impossible to catch' and 'duellists flurry'.
Hope you get it fixed.
DCs are supposed to be able to push minions and some elite mobs a short distance with Flamestrike. That's not a bug unless it's doing it to actual bosses / physically large critters that are otherwise immune to throw/knockback powers. I use Flamestrike and tossed trolls and kobolds around with it in the midsummer festival, but bosses like Smorgy are not affected by it (Gormengeena was affected though). Working correctly as far as I know.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
in both case i blocked the aoe, but got the debuff
and i can confirm that Flamestrike can push boss and other kick immune mobs for around 5-10 feet, tried with first 2 boss at Karrundax and pushed the last firegiant down by the campfire infront of Karrundax
First boss of spellplague: His fly a bit high in the air and come down smash me down through guarding.
However, what i did find was in the heat of battle (all controlled testing out the window) very frequently when ItC was used, it would go on CD but not give the buff giving the illusion that an incoming CC attack was ignoring it. The black animation also did not work.
Sometimes activation and failure of this skill was in close proximity to an incoming control attack (within 1s) sometimes it was well outside the cast time (ie 3s). Bear in mind having a 3000ms lag time would be extremely obvious in the rest of gameplay. So i can rule out my ISP/location performance being the sole factor. What i am beginning to suspect is server sync and priority of instructions, which is further exasperated during high player volume combat. This could explain why i dont notice the problem in a 1 v 1 situation but find it infuriating in a large scale combat.
I am also finding Lurkers Assault is still being cancelled after activation due to being controlled. Again not in a 1 v 1 scenario but in a large scale combat. ie 5 v 5.
This is possibly related to scenarios where potions go on CD without providing a heal effect.
I have yet to see an instance of it working against any pre-xpack mob.
[TicketCreated] Successfully submitted ticket ID #2,007,313.
Join Date: Aug 2009 | Title: Devslayer
Impossible to Catch/Duelist's Flurry 3rd hit* not working with:
- Hrimnir's icy axe smash attack pushes you far away
- Hrimnir's icy ground pillar attack pushes and makes you jump backward
- Karrundax' fireballs knock you down
* It's not mentioned anywhere but it's a pretty well known fact that it usually provides CC immunity as well so I'm adding it to the list of CC immunity abilities.
http://nw-forum.perfectworld.com/showthread.php?491671-Valindras-Lifedrain-still-bugged-through-Block-and-Soulforged
Because their attack seem to have another bug maybe too.
Yea, there are a few exceptions to the immunities such as this, though I will call it out just in case.
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