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Control Immunity still bugged and Client/Server synchronisation still bad.

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  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited October 2013
    Succubus mob with the complete cc immunity have two attacks which cc you through block. One is she casting a red circle um herself to knockback you - same result with and without trying blocking it - and the small circle cast on you, which lift you up into air. Damage is blocked, but not the lift up. It's maybe the same attack she shares with the hellmage(or what she's called) in the CTA.
  • nwnghostnwnghost Member, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    Plaguechanged Raiders' charge attack cannot be interrupted. Not only that, but even if you push them far away from you, you still take damage as if they hit you with their charge.

    Similarly, Giantsouls' Spinning Strike cannot be interrupted (referring to the pre-spin red circle that warns they are about to use it) by anything except Singularity pulling them into its final.

    Enemy shield bash type attacks (fell troll, enforcers, bandits, pirates) cannot be interrupted either using skills that should normally interrupt them (i.e. Slam, Roar)

    Trickster Rogue's Impact Shot root-stuns the target the moment the dagger is thrown as opposed to when the dagger actually hits. THe push and damage effect on the other hand are applied when the dagger hits.
  • krisst0fkrisst0f Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    Are there plans to fix this knockback while blocking bug soon?

    In some dungeons, I spend all my time on my butt, being interrupted over and over... often up to death...

    Since my GF job is to agro all adds, it sometimes cascades and I am stuck in prone over and over...

    Thanks!
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited October 2013
    nwnghost wrote: »
    Plaguechanged Raiders' charge attack cannot be interrupted. Not only that, but even if you push them far away from you, you still take damage as if they hit you with their charge.

    Similarly, Giantsouls' Spinning Strike cannot be interrupted (referring to the pre-spin red circle that warns they are about to use it) by anything except Singularity pulling them into its final.

    Enemy shield bash type attacks (fell troll, enforcers, bandits, pirates) cannot be interrupted either using skills that should normally interrupt them (i.e. Slam, Roar)

    Trickster Rogue's Impact Shot root-stuns the target the moment the dagger is thrown as opposed to when the dagger actually hits. THe push and damage effect on the other hand are applied when the dagger hits.

    I'm stupid or why i can't confirm/disconfirm the point about Gaintsouls? O.o They don't use this skill anymore. o.o
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited October 2013
    Don't they? If you kill them fast enough, they never get around to it.
    Guild Leader - The Lords of Light

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    All posts pending disapproval by Cecilia
  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited October 2013
    Our designer who creates all of our encounters found a number of cases from these reports that should be corrected where the powers were not respecting the CC immunity abilities of players. This should be on Preview on Friday and live next week if all goes well.

    That said, I believe there are also 2 related issues here at play:
    • "Heavy" attacks will still knock the player back when they are blocking, have Impossible to Catch active, etc. Examples are a giants club swing or a dragons wing buffet attacks. This is intentional so you aren't just always safe and still should watch out for incoming attacks. It could however be better communicated that this is the case.
    • Guardian Fighter's block does not make them immune to everything. Debuffs, large hits (as listed above) and attacks 'behind' them should still affect them. The attacks behind them include an AoE attack when the center of that attack is behind the Guardian Fighter, not the source of said attack. Again, this could be better communicated to the player.

    So I will try to track long term fixes to better communicate these particular cases to the player, but I don't think they will be resolved until at least the next Milestone goes live (stay tuned to the news posts for details about the next Milestone).

    When that build goes to preview/live please keep an eye out for any additional abilities that arent respecting immunities with the 2 points listed above in mind.

    Thank you all for your help on tracking this down, there are a LOT of moving parts in MMOs.
  • dardovedardove Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    Milestone = module, right?
  • mezbitmezbit Member Posts: 18 Arc User
    edited October 2013
    Given the developers view on the guardian block mechanic, it will continue to be seen as less desirable/fun than those of the other classes.
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited October 2013
    Don't they? If you kill them fast enough, they never get around to it.

    Fast kill? Lol. Sorry i stand 4+ minutes without any doing at giantsouls and the don't use that spinning skill one time... Can you say which location they use it? I tried it at first gate straight forward above the location(healing bears/search bad Acorns). Then i tried it at fomorer witch hunting place(second gate). The third place was same second gate where you have to burn the storage of alchemy. Maybe they patched this attack away from them?

    @Panderus:
    panderus wrote: »
    ...

    That said, I believe there are also 2 related issues here at play:
    • "Heavy" attacks will still knock the player back when they are blocking, have Impossible to Catch active, etc. Examples are a giants club swing or a dragons wing buffet attacks. This is intentional so you aren't just always safe and still should watch out for incoming attacks. It could however be better communicated that this is the case.

    Is dodge ability involved in this knockback argument? If not it's a disadvantage for some classes. Second: I hope the knockback are only small pushes, or that are they so strong enough that they are able to fly/cc us?
    panderus wrote: »
    • Guardian Fighter's block does not make them immune to everything. Debuffs, large hits (as listed above) and attacks 'behind' them should still affect them. The attacks behind them include an AoE attack when the center of that attack is behind the Guardian Fighter, not the source of said attack. Again, this could be better communicated to the player.

    What is with the debuff of the CW? That freeze you with chill stacks? Okay the debuff is one thing, but it apply the frozen state to us GF, which is normally a CC, so what answer we can expect of this? Bug and fixing this 'CC through Block' or still freeze through block?
    panderus wrote: »
    So I will try to track long term fixes to better communicate these particular cases to the player, but I don't think they will be resolved until at least the next Milestone goes live (stay tuned to the news posts for details about the next Milestone).

    When that build goes to preview/live please keep an eye out for any additional abilities that arent respecting immunities with the 2 points listed above in mind.

    Thank you all for your help on tracking this down, there are a LOT of moving parts in MMOs.

    If you can look at this thread of me: Look at me!

    You can hunt more bugs! ;)
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited October 2013
    I tested giantsouls spinning attack. During the 'cast' they can be cced. During the attack not. That's because of a buff(you see it over them). Maybe similar to the duargar riders.
  • derroizderroiz Member Posts: 0 Arc User
    edited October 2013
    panderus wrote: »
    [*]"Heavy" attacks will still knock the player back when they are blocking, have Impossible to Catch active, etc. Examples are a giants club swing or a dragons wing buffet attacks. This is intentional so you aren't just always safe and still should watch out for incoming attacks. It could however be better communicated that this is the case.

    I assume that if ITC is not supposed to counter wing buffet attack then you mean that a GF is not supposed to be able to block that attack either? So how exactly is he supposed to deal with it then in, for instance, Malabog's Castle, where this attack has enormous Area of Effect?
    Can't dodge it.
    Can't outrun it if tanking the dragon, since he's standing too close at the beginning of the attack.
    Can't block it.
    No other mechanic to soak up the damage or the control effect.

    How it used to be - GF used to have to turn his shield in a general direction of dragon's closer wing. So for example if he was at the dragon's side he had to turn 90 degrees since blocking in a direction of dragon's center didn't do anything. It wasn't extremely difficult but required some awareness.

    How it works now - whatever GF does, if he's tanking the dragon - he will ALWAYS be hit by that attack and loose a huge chunk of his health (50-75% hp, depending on GFs max HP and if attack crit or not, not so much on the defense, since it's pretty similar for all GFs).

    So how exactly does it make any sense? Current state of the game already encourages getting an additional Control Wizard over a Guardian Fighter way too much. From what I understand this change is 100% intentional. So is the aim of the developers to render GFs completely useless? No offense, but this makes no sense to me. Guardian Fighter is my main character, but I can barely ever play him, since he's just no good for the group 90% of the time.
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited October 2013
    The GF have to mention: If the CC-effect don't use a knockback, then the GF shouldn't be able to get pushed back!
  • fondlezfondlez Member Posts: 0 Arc User
    edited October 2013
    Agreed. The "heavy" attack knockback should most certainly not apply to a dragon's wing buffet or it should not affect fighter mitigation/immunity Powers. Something that looks good on paper or DnD rules, but makes no sense and is unbalanced in practice if you actually play the game.

    Why? Because the huge size of the aoe - basically roomwide - means there is nothing at all a fighter can do, especially a GF. A GWF can just about sprint away from the attack, assuming they have not just had to run away from another attack already (*). But a GF would be able to do nothing regardless of whatever mitigation they use.

    In the meantime, the dodging classes can use their immunity both during and immediately after the dodge to easily be completely unaffected by the knockback of this attack! While ranged classes, have the luxury of being able to move along the very edges of a room.

    (*) I am assuming that if a "Heavy" attack can go through a GF's Shield that the same is true with GWF's Unstoppable. Otherwise this is even more unbalanced for what is essentially just different sides of the same class.

    ===

    Separately, I noted last week in another thread that for unknown reasons, I was being constantly Repel'd by a CW while fully in Villain's Menace in a Domination PvP match. These were not Repels while activating VM or at the end of VM. This means that Client/Server synchronization was highly unlikely to be a factor. So, I do not understand how this was possible and I believe it is a bug because it has happened to me once again since that time (though not throughout an entire match like last time).
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited October 2013
    @Panderus: Can you please update your post with new error powers reported by players, devs looked at power x and what power bugged out is verified by devs please? I know that's maybe difficult to have it up to date, but it would help player a lot and would let them see that you know the reports. It must not every day updated, but once a week it would fine or not?

    Can you response if it's a bug, that chill stacks freeze a GF guarding Ray of Frost-attack because Chill fire in case of 6 chillstacks? If you say no it's not a bug, why unstoppable GWF don't get freezed then too?

    Second: Ice Rays root you(immobilize) independent if you guard the attack or not. The immobilize shouldn't happend because you guard it!
  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited November 2013
    I find out a new cc go through block:

    The attack 'Chaoshammer' from the ork Eye of Gruumsh cc you through block:

    The first picture show how i blocked an attack before(so it's not a lagissue):

    GqXjNtF.jpg?1

    The second show the impact with the inability to do anything(you see that the skills of at-wills are the one from guarding):

    MV1LqTS.jpg?1

    The third show that the at-wills! go to the non-guard at-wills(and im finally lying on ground):

    TMnNPme.jpg?1

    Doesn't matter that the shown monsters aren't the explained mob. Im there in a foundry, that only changed the skin - not the attack itself of the origin monster.

    Oh i have to mention: THANK YOU VERY MUCH! The fix of enhanced rimefire golem worked on his teleport attack! It was so a wonderful fun, able to fighting him and to guard this attack without the fear to get smashed down by him! Go ahead with these fixes!
  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited November 2013
    Greenscale Trappers CC through both Block and Villain's.
  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited November 2013
    The Formorian Warlord in Arcane Reservoir can daze you through Villain's.
  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited November 2013
    The Scion of Corruption in the Feydark Breach dazes through both Villain's and Block.
  • pitshadepitshade Member Posts: 5,665 Arc User
    edited November 2013
    Those are both just renamed Totemists. But yeah, its the reason I dread doing Reservoir with my GF unlike any other char, even my blue geared second mage.
    "We have always been at war with Dread Vault" ~ Little Brother
  • j0shi82j0shi82 Member Posts: 622 Arc User
    edited November 2013
    pitshade wrote: »
    Those are both just renamed Totemists.

    Didn't recognize but true. Unstoppable also doesn't help with those.
  • pitshadepitshade Member Posts: 5,665 Arc User
    edited November 2013
    On a GWF, just sprint behind him when he starts an AOE and keep attacking. Still a nuisance but not nearly as bad as the GF has. My dwarf GF managed to run between his legs once and avoid the attack and sometimes can run away but usually she gets stuck in the cleave animation and can't move.
    "We have always been at war with Dread Vault" ~ Little Brother
  • katbozejziemikatbozejziemi Member, NW M9 Playtest Posts: 856 Arc User
    edited February 2014
    So this is the big thread, huh? Doesn't seem like anything has been done with any of this so far.

    A vast majority of attacks that send you prone are not properly recognized as control powers and do not trigger the heal from the active bonus of the pig companion (Heal 1% of your max HP every second you are controlled).

    Seriously, knockdowns are the biggest bull**** in this game, there should be an universal ability for every class that lets you get up faster once in a while, like in Tera.
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