Seemed extremely bugged in my testing. Sometimes it would go off and sometimes it wouldn't. It also seemed to cancel for no reason. I also saw it go into instant cooldown as soon as it was activated. I was kind of suspecting it would be broken when they described it as a toggle that you can't turn off...
Yeah, same here J0shi. If they made it work like Cleric's Prophecy of Doom it would be better. You could use it to quickly take out lower level mobs without worrying as much about wasting it. My best guess is they were thinking you'd toggle it on, hit something with a big shot and then toggle it back off and it would go into cooldown based on how long it was on... That would be an interesting implementation as well since you'd have to time your attacks well but it would be a pain to manage.
Just did some more testing and KC is extremely broken. I was testing to see how the cooldown was when hitting a minion with it and then killing them - it usually went into full-length cooldown but the last time I tried it something broke. KC just sits there pulsing in my action bar as if it had been activated but it's not doing anything that I can see and I can't make it activate anymore. I even tried dragging it off the bar and then putting it back but it's still stuck. I'll try it again later.
That same bug happens with knights valor for me on the live server not sure what causes it but when it does happen you have to log out and log in to fix it.
0
ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
That same bug happens with knights valor for me on the live server not sure what causes it but when it does happen you have to log out and log in to fix it.
Yep, KC is now suffering from the same bug.
And since this bug is apparently un-fixable, I would recommend not changing it at all.
In addition KC does not do anything if you are already under the affect of Villain's Menace. It goes on cooldown and does nothing
I managed to get the same results with KC some hours back in Preview. It would be great if KC didn't get this change. It didn't seem necessary and it was pretty much a nerf rather than a buff to KC, since it is technically getting a rough CD of more than 28 seconds (CD starts after the duration has ended).
If possible, it'd also be great if KV would drop the toggle mechanic as well. Just so that this problem doesn't plague GF's in the future in dungeons. It can be absurdly inconvenient to play dungeons when one of your core skills isn't working properly because of a bug that has been reported for ages now.
Could somebody shed some light on how KC is supposed to work now? I can't get it to toggle in the first place. It just activates for ten seconds and regardless whether I kill my opponent or not it goes to its ~18 sec cooldown.
Could somebody shed some light on how KC is supposed to work now? I can't get it to toggle in the first place. It just activates for ten seconds and regardless whether I kill my opponent or not it goes to its ~18 sec cooldown.
It's just the way the devs intend the "toggle".
You activate it, as long as it's activated you don't see the cooldown but instead a timer of the buff duration.
Once the buff is expired it starts showing the proper cooldown.
AFIK nowhere it's written that it should refresh nor stop the buff expiration if no target is linked or if the target dies.
The "bad" thing is that the proper cooldown is decreased therefore it benefits less from the recovery stat and Fight on feat.
It seems more a nerf than a buff to the skill.
[edit]
Ignore the part where I wonder why it should "refresh" once the target it's killed.
From my testings I can confirm that there's no decreased cooldown once the target it's killed.
Comments
Yep, KC is now suffering from the same bug.
And since this bug is apparently un-fixable, I would recommend not changing it at all.
In addition KC does not do anything if you are already under the affect of Villain's Menace. It goes on cooldown and does nothing
Good to know, sort of.
If possible, it'd also be great if KV would drop the toggle mechanic as well. Just so that this problem doesn't plague GF's in the future in dungeons. It can be absurdly inconvenient to play dungeons when one of your core skills isn't working properly because of a bug that has been reported for ages now.
You activate it, as long as it's activated you don't see the cooldown but instead a timer of the buff duration.
Once the buff is expired it starts showing the proper cooldown.
AFIK nowhere it's written that it should refresh nor stop the buff expiration if no target is linked or if the target dies.
The "bad" thing is that the proper cooldown is decreased therefore it benefits less from the recovery stat and Fight on feat.
It seems more a nerf than a buff to the skill.
[edit]
Ignore the part where I wonder why it should "refresh" once the target it's killed.
From my testings I can confirm that there's no decreased cooldown once the target it's killed.