Is it deliberate that the White Dragonwing has a spinning, freezing attack that can't be stopped, can't be blocked and basically means you have to run or get hit and/or freeze? I am CW and it doesn't matter what I hit him with when he goes into this attack, nothing stops him or slows him down. It's ridiculous.
Those guys are seriously annoying, but the spinning attack is only temporary. So CC him before he does it or if he does be defensive and move around and wait for him to finish.
Those guys are seriously annoying, but the spinning attack is only temporary. So CC him before he does it or if he does be defensive and move around and wait for him to finish.
He's CC immune right as the red area appears from what I can tell, so no chance to stop it (I might be wrong, but never purposely tried it).
Why don't you just shoot them down ? Most damaging attacks seem effective on them.
There should be many more cc immune mobs like this. It makes things a bit more interesting.
Olaf, freelance guardian fighter.
Enorla, Oh so devoted cleric.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited August 2014
I'll note this to have checked to see if it is WaI sometime tomorrow. If you don't hear back on this here by Tuesday (8-26), please PM me a reminder.
Safe travels,
Archmage Zebular of Mystryl PWE Community Moderator
He's the GWF guy, and GWFs have a CC-immune spinning daily. This one just also has freezing balls that come out.
That's partly correct. But normal GWFs don't freeze, don't have CC-immunity while casting it and sometimes can be interrupted while at the beginning of spinning! So what I see as GWF is the perfect attack, far away from our <font color="orange">HAMSTER</font> daily...
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
He uses the exact same Spinning Strike Daily as GWFs.
You cant stop a GWF while he's doing it, its the exact same here, except this one shoots freeze balls while doing so.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited August 2014
Yeah, I noticed that as a mage, Steal Time, Ice Bolt, Strangle, nor even my Dailies do any CC on these guys while they are displaying their red circle prior to beginning to spin. So.. I really don't think this is working as intended. Especially when they freeze you then immediately re-freeze you again and again.
He uses the exact same Spinning Strike Daily as GWFs.
You cant stop a GWF while he's doing it, its the exact same here, except this one shoots freeze balls while doing so.
The warm-up as you begin to spin (when your character waves his arm in an arc in front of himself) can be interrupted. Once already spinning though? Nay, that cannot be interrupted. It's the same power that the spinning redcaps use, just without the chill, and you can interrupt them during the red circle - just not once they're already spinning. Being unable to interrupt these Cultists has to be a bug.
Well i am absolutley fine with them being strong - i think people are just annoyed that they cant just kill every small group with 1 rotation.
I am enjoying ghost stories solo too...
My problem with him is, that again a Mob do a way better job as a Class's daily!
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited August 2014
I just watched as my Vicious Dire Wolf interrupted them several different times, not only when they are laying the splat but even after they are already spinning. The good little dog bites and knocks them bad, interrupting it. So, something is amiss.
I just watched as my Vicious Dire Wolf interrupted them several different times, not only when they are laying the splat but even after they are already spinning. The good little dog bites and knocks them bad, interrupting it. So, something is amiss.
That pet and it's active has a history of being glitchy and ignoring cc immunity. I don't want to give examples because I'm not sure if they were properly fixed but it does bad things that trivialize some content.
That said, I like the white dragonknight gwfs. I wish we had more mobs like that, where they are dangerous and you don't want to just face tank them. We need more like this and even more complicated harder ones than this. Practice on them learn how to dodge them, don't rely on being overgeared or exploits to beat harder challenges.
Spinny white guy is like a top from hell but he is avoidable as long as you scoot clear before he starts. The entire group is balanced well, especially if you let the black ones change. I personally have the most trouble with Green Arrow girl. Been caught napping with her to many times.
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chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
I think it is WAI and I like it. I think it is cool to have some mobs that actually do something besides just crowding you to death.
These guys are us. The devs are having a laugh! XD
Ya got some of the classes represented who all just seem to do the most annoying things about the class (when you are on the receiving end.) When the GF guy blocks, you just hit him from behind, like you do the Commander in Dread Spire. Then he drops shields and he's a soft target. You need to stop the GWF from getting into his spin, or you have to stay out of his space and cook him.
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
I think it is WAI and I like it. I think it is cool to have some mobs that actually do something besides just crowding you to death.
These guys are us. The devs are having a laugh! XD
Ya got some of the classes represented who all just seem to do the most annoying things about the class (when you are on the receiving end.) When the GF guy blocks, you just hit him from behind, like you do the Commander in Dread Spire. Then he drops shields and he's a soft target. You need to stop the GWF from getting into his spin, or you have to stay out of his space and cook him.
OOooooooohhhhhh next batch of new mobs they make, they need to make a permastealth mob. Give it DF, SS, B&S, CoS, ITC the works. That would be an awesome mob to fight.
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chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
hahaha.. kind of surprised they didn't. Maybe they ran out of time with the deadline they had to deal with.
B&S would be particularly infuriating. LOL! I hope they do it.. =D
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
These are the kind of enemies that should be in dungeons. Instead of the hordes of enemies we get normally.
Only thing better is if they gave the monsters more than one significant ability. ( the Green Dragonwings already have two. The grasping roots area and the aimed shot rainbow laser).
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chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
Totally agree. Can't say how many times I have seen players looking for fewer but smarter/craftier mobs.
..Where you have to watch what they are doing and figure out what to do about it.
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
Is it deliberate that the White Dragonwing has a spinning, freezing attack that can't be stopped, can't be blocked and basically means you have to run or get hit and/or freeze? I am CW and it doesn't matter what I hit him with when he goes into this attack, nothing stops him or slows him down. It's ridiculous.
Oh, how I hate him. He is the first mob I look for and he gets the Constricting Arrow right off the bat with Thorn Ward between me and him. Once he gets close, he gets Rain of Arrows right on his head.
And if that isn't enough to finish him off, BAM! goes the Seismic Shot hammer.
I truly hate him.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X 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
Oh, how I hate him. He is the first mob I look for and he gets the Constricting Arrow right off the bat with Thorn Ward between me and him. Once he gets close, he gets Rain of Arrows right on his head.
And if that isn't enough to finish him off, BAM! goes the Seismic Shot hammer.
I truly hate him.
Your hate is a sign of a well designed enemy. Having every enemy be one isn't good design but scattering them in a dungeon is great.
I didn't think it was possible, but the White Dragonwing has actually gotten worse...this has to be a bug.
Today, every time I encountered one, he went immediately into his spinning attack. There was no windup and no delay, it was instant the very moment he saw me. Maybe it was doing this before and I just didn't notice because I was on a class with ranged attacks, but on a GWF it was a real P.I.T.A.
They are 100% pure awesome with this, and I don't think it's a bug, On a ranged class they see you move towards you a bit, and then start, melee class they see you and you've already moved up next to them so it looks like it's starting faster.
Spinny white guy is like a top from hell but he is avoidable as long as you scoot clear before he starts. The entire group is balanced well, especially if you let the black ones change. I personally have the most trouble with Green Arrow girl. Been caught napping with her to many times.
The green "ranger" types are a particular pain, and IMO a bit worse even than the annoying white GWF's. If there are two of these greens in a group, their snare stacks, effectively rooting you for what seems like an eternity. Meanwhile, between the damage from the rest of the group and the poison DoT that's part of the snare/root, I've been melted in the blink of an eye more times than I can count. I realize these are supposed to be dangerous encounters, but I seriously wonder if they were truly meant to be that brutally efficient, especially for solo players.
I suspect the stacking snare may be a bug, and particularly for warlocks whose Shadow Slip is supposed to be able to get them out of CC situations (for the record, it does not, at least in this example.) The tooltip for Shadow Slip says, in part, "You ignore control effects while shifted."
It's refreshing to see an enemy which is faintly challenging. I admit that I am rolling my eyes a little at the whinging, though. I was able to blast through Ghost Stories with my new then 11k SW without dying once. After the first pull, I knew what to expect, so targeted the most dangerous mob in the pull and frontloaded damage. It was a nice change of pace to have to pay attention a little- most solo content can be done on autopilot (at least on everything but TR, which is just fiddly and tedious ). It makes things more interesting.
It's refreshing to see an enemy which is faintly challenging. I admit that I am rolling my eyes a little at the whinging, though. I was able to blast through Ghost Stories with my new then 11k SW without dying once. After the first pull, I knew what to expect, so targeted the most dangerous mob in the pull and frontloaded damage. It was a nice change of pace to have to pay attention a little- most solo content can be done on autopilot (at least on everything but TR, which is just fiddly and tedious ). It makes things more interesting.
I don't think most folks are "whinging" (sic)...this is a place to report bugs, or suspected bugs. Enough people, including a mod, has indicated there may be an issue with one or more of the Dragon Cult mobs. Individuals who care enough are coming here to provide anecdotal data to the devs so they can make a determination.
When they're behaving "properly", I don't find the new mobs particularly problematic. It's when they exhibit behavior that doesn't quite pass the sniff test that causes folks to come here with their findings. I don't find it particularly challenging to be stun-locked and have a pool of around 23K hit points melt away in a matter of a couple seconds. That "smells" broken to me, and to enough other people. If it's working-as-intended, then so be it. Adapt and overcome, and all that. But if someone doesn't report it, it has a greatly diminished chance of being discovered and, if indeed broken, then fixed.
I don't think most folks are "whinging" (sic)...this is a place to report bugs, or suspected bugs. Enough people, including a mod, has indicated there may be an issue with one or more of the Dragon Cult mobs. Individuals who care enough are coming here to provide anecdotal data to the devs so they can make a determination.
Is it deliberate that the White Dragonwing has a spinning, freezing attack that can't be stopped, can't be blocked and basically means you have to run or get hit and/or freeze? I am CW and it doesn't matter what I hit him with when he goes into this attack, nothing stops him or slows him down. It's ridiculous.
It is QQing, plan and simple. Yes, if it comes towards you, you either have to burn it before it gets to you or *gasp* move slightly. Melee has to actually sing for their supper and be a little agile- pick your targets and unload with malice aforethought- for once. It's refreshing. Instantly assuming that an enemy can't be trivially facerolled on autopilot, and requires a little repositioning must be a bug seems quite a lot like a whinge to me.
When they're behaving "properly", I don't find the new mobs particularly problematic. It's when they exhibit behavior that doesn't quite pass the sniff test that causes folks to come here with their findings. I don't find it particularly challenging to be stun-locked and have a pool of around 23K hit points melt away in a matter of a couple seconds. That "smells" broken to me, and to enough other people. If it's working-as-intended, then so be it. Adapt and overcome, and all that. But if someone doesn't report it, it has a greatly diminished chance of being discovered and, if indeed broken, then fixed.
If you get "stun locked" by this mob, then you really must be just standing there staring blankly. This listless repining makes kittens sad. If it gets "fixed" due to lazy people who want to play one-handed, the game will be slightly diminished as a result. Mildly dangerous mobs are a nice change of pace.
Oh, and they're a lot less annoying than those Greenscale Trappers
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theskymovesMember, NW M9 PlaytestPosts: 60Arc User
First off, the word is "whine", not "whinge". While we're at it, there is a big difference between "lose" and "loose", as well as "then" and "than". English--learn it and love it.
It is QQing, plan and simple. Yes, if it comes towards you, you either have to burn it before it gets to you or *gasp* move slightly. Melee has to actually sing for their supper and be a little agile- pick your targets and unload with malice aforethought- for once. It's refreshing. Instantly assuming that an enemy can't be trivially facerolled on autopilot, and requires a little repositioning must be a bug seems quite a lot like a whinge to me.
If you get "stun locked" by this mob, then you really must be just standing there staring blankly. This listless repining makes kittens sad. If it gets "fixed" due to lazy people who want to play one-handed, the game will be slightly diminished as a result. Mildly dangerous mobs are a nice change of pace.
Oh, and they're a lot less annoying than those Greenscale Trappers
Okay, there are several points here:
1. First, you assume too much sir (or madame). I have 8 level 60's, and have actually leveled a number of others to 60 and subsequently deleted them. Each of them is what I consider to be "comfortably kitted-out" with gear...not necessarily top-of-the-line, but not shabby by any stretch. I have not, and do not, listlessly play any of them. I actively play them to the best of my ability. There is no "staring blankly" going on, I assure you.
2. Certain classes have varying degrees of built-in ease-of-use based on their skills and the way they synergize. There are also cases of situational expertise. For example, I personally have less success on the Trickster Rogue when soloing, but excel when in a group (not because I'm being carried, but because I can focus my attention on a single target at a time...TR's are not inherently adept at handling groups of mobs, particularly elites.) Those same cases that may give my TR pause can be handled with aplomb on my CW, HR, or SW who are designed from the ground up to handle groups of mobs.
3. While it was conceded that the White Dragonscales can be annoying, they were the not the target of my original ire. If you read my original reply in its context, I wrote:
The green "ranger" types are a particular pain, and IMO a bit worse even than the annoying white GWF's.
The Whites actually can stun-lock you to an extent, particularly if you manage to get hit by two or three of their freezing snowballs in a row (and they apparently stack the timer each time they hit.) However, the real issue are indeed the Greens. If two spawn in a group, and their snares overlap, they can and will root you, abilities such as Shadow Slip notwithstanding. A single snare will slow you down a bit (again, despite certain skills that are supposed to mitigate CC), while two will lock you up solid for upwards of 6-8 seconds. During this time, there is a poison proc on the snare, and the two overlapping procs appear to stack, very rapidly draining your life bar. Taken in conjunction with the damage that is happening in your vicinity, I've literally gone from full health to dead in under 2 seconds with absolutely zero recourse or remedy.
Now if that's the way it's supposed to work, then so noted and accepted. Folks will learn to handle such encounters gingerly. The suspicion among many however is that this may be, at best, overly aggressive and at worst buggy. As active community members, we can dutifully report our impressions and await some sort of confirmation from the developers: it's either WAI or it's not.
Comments
He's CC immune right as the red area appears from what I can tell, so no chance to stop it (I might be wrong, but never purposely tried it).
There should be many more cc immune mobs like this. It makes things a bit more interesting.
Enorla, Oh so devoted cleric.
Safe travels,
Archmage Zebular of Mystryl
PWE Community Moderator
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
That's partly correct. But normal GWFs don't freeze, don't have CC-immunity while casting it and sometimes can be interrupted while at the beginning of spinning! So what I see as GWF is the perfect attack, far away from our <font color="orange">HAMSTER</font> daily...
You cant stop a GWF while he's doing it, its the exact same here, except this one shoots freeze balls while doing so.
The warm-up as you begin to spin (when your character waves his arm in an arc in front of himself) can be interrupted. Once already spinning though? Nay, that cannot be interrupted. It's the same power that the spinning redcaps use, just without the chill, and you can interrupt them during the red circle - just not once they're already spinning. Being unable to interrupt these Cultists has to be a bug.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Sounds painful.
Hope he doesn't put them in direct contact with anything metal .
I am enjoying ghost stories solo too...
My problem with him is, that again a Mob do a way better job as a Class's daily!
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
That pet and it's active has a history of being glitchy and ignoring cc immunity. I don't want to give examples because I'm not sure if they were properly fixed but it does bad things that trivialize some content.
That said, I like the white dragonknight gwfs. I wish we had more mobs like that, where they are dangerous and you don't want to just face tank them. We need more like this and even more complicated harder ones than this. Practice on them learn how to dodge them, don't rely on being overgeared or exploits to beat harder challenges.
These guys are us. The devs are having a laugh! XD
Ya got some of the classes represented who all just seem to do the most annoying things about the class (when you are on the receiving end.) When the GF guy blocks, you just hit him from behind, like you do the Commander in Dread Spire. Then he drops shields and he's a soft target. You need to stop the GWF from getting into his spin, or you have to stay out of his space and cook him.
Roland Mac Sheonin GF | Tarron Direheart SW |
OOooooooohhhhhh next batch of new mobs they make, they need to make a permastealth mob. Give it DF, SS, B&S, CoS, ITC the works. That would be an awesome mob to fight.
B&S would be particularly infuriating. LOL! I hope they do it.. =D
Roland Mac Sheonin GF | Tarron Direheart SW |
Only thing better is if they gave the monsters more than one significant ability. ( the Green Dragonwings already have two. The grasping roots area and the aimed shot rainbow laser).
..Where you have to watch what they are doing and figure out what to do about it.
Roland Mac Sheonin GF | Tarron Direheart SW |
Oh, how I hate him. He is the first mob I look for and he gets the Constricting Arrow right off the bat with Thorn Ward between me and him. Once he gets close, he gets Rain of Arrows right on his head.
And if that isn't enough to finish him off, BAM! goes the Seismic Shot hammer.
I truly hate him.
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
Your hate is a sign of a well designed enemy. Having every enemy be one isn't good design but scattering them in a dungeon is great.
They are 100% pure awesome with this, and I don't think it's a bug, On a ranged class they see you move towards you a bit, and then start, melee class they see you and you've already moved up next to them so it looks like it's starting faster.
The green "ranger" types are a particular pain, and IMO a bit worse even than the annoying white GWF's. If there are two of these greens in a group, their snare stacks, effectively rooting you for what seems like an eternity. Meanwhile, between the damage from the rest of the group and the poison DoT that's part of the snare/root, I've been melted in the blink of an eye more times than I can count. I realize these are supposed to be dangerous encounters, but I seriously wonder if they were truly meant to be that brutally efficient, especially for solo players.
I suspect the stacking snare may be a bug, and particularly for warlocks whose Shadow Slip is supposed to be able to get them out of CC situations (for the record, it does not, at least in this example.) The tooltip for Shadow Slip says, in part, "You ignore control effects while shifted."
Will /danceseductive for ZEN. :cool:
When they're behaving "properly", I don't find the new mobs particularly problematic. It's when they exhibit behavior that doesn't quite pass the sniff test that causes folks to come here with their findings. I don't find it particularly challenging to be stun-locked and have a pool of around 23K hit points melt away in a matter of a couple seconds. That "smells" broken to me, and to enough other people. If it's working-as-intended, then so be it. Adapt and overcome, and all that. But if someone doesn't report it, it has a greatly diminished chance of being discovered and, if indeed broken, then fixed.
Will /danceseductive for ZEN. :cool:
I strongly beg to differ:
It is QQing, plan and simple. Yes, if it comes towards you, you either have to burn it before it gets to you or *gasp* move slightly. Melee has to actually sing for their supper and be a little agile- pick your targets and unload with malice aforethought- for once. It's refreshing. Instantly assuming that an enemy can't be trivially facerolled on autopilot, and requires a little repositioning must be a bug seems quite a lot like a whinge to me.
If you get "stun locked" by this mob, then you really must be just standing there staring blankly. This listless repining makes kittens sad. If it gets "fixed" due to lazy people who want to play one-handed, the game will be slightly diminished as a result. Mildly dangerous mobs are a nice change of pace.
Oh, and they're a lot less annoying than those Greenscale Trappers
whinge
intransitive verb
British
: to complain fretfully : whine
/my pedantry is bigger than yours
Okay, there are several points here:
1. First, you assume too much sir (or madame). I have 8 level 60's, and have actually leveled a number of others to 60 and subsequently deleted them. Each of them is what I consider to be "comfortably kitted-out" with gear...not necessarily top-of-the-line, but not shabby by any stretch. I have not, and do not, listlessly play any of them. I actively play them to the best of my ability. There is no "staring blankly" going on, I assure you.
2. Certain classes have varying degrees of built-in ease-of-use based on their skills and the way they synergize. There are also cases of situational expertise. For example, I personally have less success on the Trickster Rogue when soloing, but excel when in a group (not because I'm being carried, but because I can focus my attention on a single target at a time...TR's are not inherently adept at handling groups of mobs, particularly elites.) Those same cases that may give my TR pause can be handled with aplomb on my CW, HR, or SW who are designed from the ground up to handle groups of mobs.
3. While it was conceded that the White Dragonscales can be annoying, they were the not the target of my original ire. If you read my original reply in its context, I wrote:
The Whites actually can stun-lock you to an extent, particularly if you manage to get hit by two or three of their freezing snowballs in a row (and they apparently stack the timer each time they hit.) However, the real issue are indeed the Greens. If two spawn in a group, and their snares overlap, they can and will root you, abilities such as Shadow Slip notwithstanding. A single snare will slow you down a bit (again, despite certain skills that are supposed to mitigate CC), while two will lock you up solid for upwards of 6-8 seconds. During this time, there is a poison proc on the snare, and the two overlapping procs appear to stack, very rapidly draining your life bar. Taken in conjunction with the damage that is happening in your vicinity, I've literally gone from full health to dead in under 2 seconds with absolutely zero recourse or remedy.
Now if that's the way it's supposed to work, then so noted and accepted. Folks will learn to handle such encounters gingerly. The suspicion among many however is that this may be, at best, overly aggressive and at worst buggy. As active community members, we can dutifully report our impressions and await some sort of confirmation from the developers: it's either WAI or it's not.
Will /danceseductive for ZEN. :cool: