Summary: We want to fix the bugs that annoy you the most. Help us out!Hello everyone! A while back, we made some changes to how Weapon Enhancements worked, and the forum feedback thread (
https://www.arcgames.com/en/forums/neverwinter#/discussion/1227227/official-feedback-thread-weapon-enhancement-changes/) turned into a big bugfix fest. We even managed to squeeze in a bunch of bugfixes for things predating the WE changes themselves (including some more or less unrelated ones, like a CW Chill Stack problem). We didn’t manage to tackle everything, not by a long shot, but still there was some good progress, and it seemed well-received in general.
@darthpotater even suggested we should get all the devs involved (at the time it was just asterdahl and me).
Well, now we want to do just that -- get all the devs involved, spend a whole month, and open it up to whatever bugs are the ones you want fixed the most!
Here’s how it works:
* Lasts for the month of October
* You all post bugs on this forum thread
* We fix as many as we can
* We post on this thread as we make the fixes
Of course, we’re NOT going to be able to fix them all, not even close. But hopefully we can fix a lot, and hopefully we can focus on ones that are the worst for you all. (That’s why we’re doing it with a forum thread, rather than just working from our own bug backlog -- we want to hit the ones you care about the most!)
How are we going to pick which bugs to fix? Well, each designer will mostly pick their own (of course we’ll be discussing among ourselves too), based on:
* How annoying is it?
* How easy is it to fix?
So please keep that in mind as you give us suggestions.
Don’t forget that the most important thing that makes something easy to fix is that it’s easy to reproduce, so if there’s anything tricky about getting the bug to happen, please explain that clearly for us!
For this forum thread, we won’t be looking for things that are whole new features. Also unlikely to be chosen are things that are very controversial or where the fix isn’t clear -- for example, “It’s really weird that GFs have a burst damage role in PvP. It seems like the best dps should be attached to more fragile classes” is great feedback, but it’s beyond what we’re looking for here for this month of bug-bashing.
So... what would you like us to tackle?
Comments
I'll be editing this post as we go with any questions that come up about how this is all going to work.
To start with, I'll answer a few questions that I'm imagining people might have:
Q: What about all the existing bug lists?
A: There are a lot of lists out there, and we will be using those if things are quiet on this thread. But we'll be looking at this thread first, so if you have a pet peeve go ahead and post it here, even if it's already on the trello or on @thefabricant's bug list or whatever. The reason for us going to this thread first is we want to hit things that are specifically bothering people a lot now, and many of the other buglists are more of the "exhaustive list" sort.
Q: Why "easy to fix"?
A: Simple -- because we want to fix a lot of bugs! But if some annoying bug turns out to be really hard, we'll record it and decide when best to tackle it in the future. We might decide to tackle a few super-annoying hard bugs this month, but the focus is definitely on volume for now.
Q: When will we see these changes?
A: We're hoping most of them will come the module after the Swords of Chult. (Swords of Chult itself is in its final QA pass, so if we cram a bunch of stuff into it now, QA will kill us. :P )
Q: I don't get it. Aren't you guys fixing bugs all the time?
A: Yes, absolutely! But most of that is focused on the new content we're making. That's what we're playing the most in-house, and that's what QA is testing. Sometimes old bugs that have been around for a long time get forgotten in that push to make new content. You all have let us know that we should be making more of an effort to give those old bugs some love (where "love" in this case means "squashing"). That's what this is about.
Q: Can I post more than one thing?
A: Sure! Just keep in mind that if you post a super-long list, the thing you care most about might get lost in the noise. So it's probably best to focus on the things you care most about. But if you have six things that are really bothering you right now, feel free to post them all!
Q: How can I know what's been fixed so far?
A: We're posting below as we go. And darthtzarr has helpfully posted a tracking thread!
https://www.arcgames.com/en/forums/neverwinter#/discussion/1235050/unofficial-bugfix-october-dev-response-compilation/p1
Don't forget, though, that it will take a while before these changes are visible live (see "When will we see these changes?" above).
Q: Wait, I thought preview forums are for stuff on preview only?
A: Generally, yes. Special exception for this thread: bugs on live are fair game here. We put this thread in the preview forums because it has a "looking to the future, stuff that won't happen for a while" vibe that made it feel better here than in the other forums. But the bugs themselves can be from live (in fact, live is best, because we're looking more to stamp out long-standing bugs, not necessarily new bugs that just started happening -- although we're happy to kill anything we can!).
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Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!Type: Bug/Feedback (Please only choose one)
If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use CYAN. If you are replying to another user's post, please do not color your posts, we will read all of it, regardless of color! You can use BBCode to color your text:
<font color=cyan>This text will display in cyan.</font> <font color=red>This text will display in red.</font>
Examples:
Bug: When I click on a random queue for the first time after opening the queue window the rewards don't display any values.
Feedback: Hero's Accord is a silly name, name it something else!
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Edit Note: Added missing formatting foot-note for official feedback/report threads. Also, please keep the reports in this thread primarily focused on Bug Reports. Excessive postings of Feedback will be removed as this thread's focus is on Bug Reports. Just to be clear about "Feedback" in this thread: This thread's topic is about Bug Reports, so providing feedback on Bug Reports is okay, as long as it isn't excessive. Providing Feedback on non-bug report issues is off topic. Please refrain from the latter. Thanks!
Thos has been going on for ages now, i picked the augment for 100% stat uptime and its not working.
I think it may be to do with the "adorability" buff, thing its either a 20 or 30 seconds then its suposed to refresh again.
Or it could be that i have eldritches on?
Sometimes our stats drop down then straight back up to where they are ment to be.
Other times the stats drop down for between 10 to 30seconds.
This is no good for those of us that rely on our stats being there at all times hence having an augment
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Chains of Blazing Light cannot hit Tyrannosaur and T-Rex (and potentially other topple-able enemies) on most terrain. It seems to only hit once and then can never hit again on any Tyrannosaur again. It looks like this:
https://plays.tv/video/5988f5391c4996faa5/chains-blazing-light-versus-topple-able-enemies-
Divinity Daunting Light cannot hit compys on some terrain. I was told this is lag related to a slow hitting power, but I have literally never seen it with the much slower, and much smaller Normal/Empowered Daunting Light, and it happens almost every time with Divinity Daunting Light. Also, it happens quite often with the compys standing still and not moving at all.
https://plays.tv/video/598933eaab18d27e30/buggy-compy-
Bushes in chult have giant 3D invisible cubes around them that prevent you from targeting anything standing near them. This is most noticeable in some of the temples. Some of the more obvious ones are near the Arachne spawn point. Sorry no video.
Prophecy of Doom does not reset its cooldown if the enemy dies to damage that is not directly from the final Prophecy of Doom damage proc. If the enemy dies to this damage proc the cooldown is actually reset twice in quick succession.
https://plays.tv/video/58cb4361eabc87a4cd/prophecy-of-doom-is-buggy?from=user
The invisible wall directly before the Hati boss fight is not removed when Hati is killed, preventing anyone who died to Hati from continuing with the dungeon, and they must leave. Extreme priority with random queues.
Prophecy of Maddness Skirmish* phase timer doesn't reset for phase 2 if you reach gold in phase 1. This only happens in one of the PoM versions. This makes phase 2 unwinnable.
Signature [WIP] - tyvm John
2. Guild coffer log doesn't display the correct amount. For example on donating an influence voucher it will show "Player X donated 1 influence (by voucher)" And should display "Player X donated 400 influence (using 1 influence voucher)"
3. Guild join/leave log: On kick the only listing will be "player left the guild" - no listing of who kicked And on invite there is no listing of who invited.
4. TR: Lurker assault -> SF proc -> stealth stuck until complete death (no release) or instance change. (can happen without SF with OP aura, just the mentioned it a very easy to reproduce case)
5. TR: smoke bomb (except vorpal), PotB do not proc weapon enchants, making more or less vorpal the only practical choice.
5. Tomb - falling at last boss can cause a player to respawn at an early campfire instead of the one near the boss start.
A person has a full inventory and they collect from the node all the profession stuff. Bur since their inventory is full, it leaves the one piece of worthless junk in the node. So the next person who comes to the node, does not get the profession stuff. The only thing in the node is the junk item that takes up inventory. This occurs even when you are in your own instance, such as a lair.
Can we have the profession nodes reset when you enter your own instance in a lair? So I can actually get profession resources instead of an inventory full of junk? I don't care so much about public instances. But a private instance should have juicy profession resources for me, not sloppy seconds!
We are searching for slave labor, will pay with food from our farm!
Traxus Atheanes GF
Bastiel Atheanes DC
Ellara Atheanes CW
Keira Atheanes TR
Sarasin Atheanes SW
Jerkface McGee HR
-MANTARA- OP
The loot rolls and vote kick dialog box poping up in the middle of the screen !!
disrupting combat at critical times / getting you killed / blocking your view / disrupting combo / concentration
there should be an option to auto accept /decline loot and never see the box or to be able to alter its properties / location / font size in some way ..// or have the loot roll only display in the dialog chat box as a custom Chanel / tab toggle option
same thing goes for the kick vote ..
2 bugs regarding SW and fury capstone aka Creeping Death:
Gates of Hell doesn't proc it at all, I haven't ever seen it doing that so I'm sure it doesn't work. Get a SW with fury build, curse target and hit Gates of Hell. CD doesn't proc at all. Considering the current state of the class, this needs to be fixed yes or yes whenever you guys (if you ever do) rework it.
Brood of Hadar seems to proc CD only with the first hit, the following ones (Brood of Hadar's Bite) don't seem to proc CD at all which is one of the reasons why it's subpar.
- Feytouched:
Unless I am not up to date about this enchantment, it is broken as the dps bonus from it doesn't work at all. Besides, even before it bugged out, entity powers such as Icy Terrain, Thorn Ward and Pillar of Power cause feytouched to have permanent downtime.
- T9G
I second what @micky1p00 stated as one of my teammates respawned at the other side of the galaxy after falling at last boss.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Great move! Would you guys please take a look at https://trello.com/b/cSitD7BS/neverwinter-community-issue-tracker if you haven't already?
Speaking of which, Baphomet's Wall of Stone seems to affect players who got out of the splat before the power activates, unless they do it as soon as the Red zone appears.
There was an undocumented change at the Mod 4 release where TR run animation now has a very jerky stop, which appears to be an exaggerated version of what the Warlock does. Moving the rogue short distances gives the appearance that your avatar is stumbling or tripping.
The Epic Dungeon chest in Castle Never only allows one player to interact with it, unlike other chests. Additionally, the exit portal spawns so close to the chest that it is possible to accidentally leave when trying to click the chest.
Also from Castle Never, Navigate the Darkness/Gather Your Party doesn't often trigger correctly. Many times, players have to repeatedly leave and re-enter the final room to get the Death Spheres cutscene to play. Occasionally, the cutscene plays and barrier disappears before all players have reached the final room.
It also has bunch of other bugs with abilites that spawn entities.
T9G: If someone falls from the platform at the last boss and die, and respawn before they hit the ground, they will respawn dead. Respawning again there will send them back to the trap room with NPCs.
But... in any skill node that used to be able to drop refinement, the removed refinement items were not replaced with anything. The way I describe it is skill node loot that used to use two table lookups to determine loot now only uses one, so if it rolls you a "treasure" class item, that is all you are getting (insignia is a separate y/n). I may not have the mechanics of it exactly right, but this is how it looks.
I don't think we can call this a bug. It's an anti-bot change that was implemented in an unsatisfactory fashion.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
A happy return to Weapon Enchantments (the rework that started it all)
- Feytouched enchantment not working on preview (hopefully this is being worked on): https://www.arcgames.com/en/forums/neverwinter#/discussion/1234400/feytouched-buglist
- Bronzewood stacking issues on preview (hopefully also being worked on): https://www.arcgames.com/en/forums/neverwinter#/discussion/1232902/bronzewood-stacking-preview
- Various "support" WE stacking bugs (Julia said these were being worked on too maybes hee hee): https://www.arcgames.com/en/forums/neverwinter#/discussion/1232480/weapon-enchantment-stacking-bugs
- The single target effect of the Lightning Enchantment doesn't crit. https://www.arcgames.com/en/forums/neverwinter#/discussion/1230340/lightning-burst-does-not-crit
- For DCs, weapon enchantment overwriting repurpose soul feat, reducing it's effectiveness. https://www.arcgames.com/en/forums/neverwinter#/discussion/1229327/weapon-enchants-overwriting-repurpose-soul
- Also for DCs, certain powers just don't seem to work with some weapon enchantments. https://www.arcgames.com/en/forums/neverwinter#/discussion/1230336/bilethorn-with-slow-powers
An uncertain future into bonding behaviorhttps://www.arcgames.com/en/forums/neverwinter#/discussion/1230337/holy-avenger-with-slow-powers
- The bonding feedback thread is a lot to wade through, but the biggest concern I have is the proc behavior intended for Companion's Gift.
- It appears Companion's Gift has been implemented as a mechanic where it is up a certain amount of time (the cooldown), for which stats are "snap-shotted" and the gift buff is not refreshed. Once it ends, the gift falls off and must be re-proc'ed. It may also have some strang re-snapshotting available during the first few seconds of the effect.
- This behavior is unpredictable and favors fast-attacking companions. It also results in bizarre interactions with stat buffs that the companions may have. Since the gift is long, properly timed coordination can result in unintended duration for stat increases. On the flip side, slower attacking companions develop a short but not insignificant gap in gift uptime between the gift falling off and re-procing, which was not present before the rework.
- If the intent was to allow for stat consistency in bondings (as I believe should be the case, given the need to balance stats like arpen and crit carefully), then the behavior should be reverted to Companion's Gift being refreshed during it's duration, with stat increases being re-"snap-shotted" at a higher frequency to prevent both issues discussed above.
Also, a cosmetic bughttps://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12983606
https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12981268
- Displaced Fate boon always adds "bloodtheft" armor visual:
And finally, titleshttps://www.arcgames.com/en/forums/neverwinter#/discussion/1232219/maze-engine-boon-displace-fate-causing-permanent-bloodtheft-visual-effect
- Titles no longer work for doing "thing X" or being "top something" Y number of times in queued content of all sorts and for completing legacy armor sets:
Bonus feature requesthttps://www.arcgames.com/en/forums/neverwinter#/discussion/1227372/broken-titles-system
- Open all option for boxes
Edit: Expanded a little bit sorry :Phttps://www.arcgames.com/en/forums/neverwinter#/discussion/1232122/please-consider-open-all-for-boxes
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
This is highly annoying because Smoke Bomb is so widely used, TR AOE DPS is so weak, and you Devs clearly designed Lightning Enchant as the #1 AOE weapon enchant.
General Game Pet Peeves
I will edit this post more if more ideas come to mind.There is no [Friend Log on Notify] for Xbox Players. PS4 and PC have this feature where you are able to see when a friend has logged on.
Garb of the Wild Noble fashion does not properly attach the mid section to the legs.
Shadow Demon in Open World PvP.
https://xboxclips.com/The+Guiido/ed21480f-dcd8-4d50-a292-f2251d84df0f
Guardian Fighter Bugs
*This list below shows the biggest and most annoying bugs of the GF, with video proof to help you understand the bug, and the problem with the Power/Feat. Anything that has no video I described as with much detail as I could so that you can identify the problem easier.
Shield: When in Combat, Shield consistently goes up and down when the player is wanting to go into a defensive position and hold their shield up. It usually happens when an enemy player is about to use a Daily, or a move like an Encounter. It also happens in PvE when an enemy is going to knock you back or when you you are facing multiple mobs at once. It seems to also happens similarly in PvP especially when facing multiple enemies at once or even just one sometimes. When being Knocked or Prone, the Shield takes forever to get back up. These bugs have been around for awhile and really hinders a GF survivability especially during those situations when you need your shield up the most.Mark: Tab Primary Mark Focused Target's consistently lose there mark and sometimes you need to spam the Tab to keep it on. This is very annoying especially when trying to hold agro or trying to keep a Primary Focus Mark on an enemy player. It is EXTREMELY frustrating.
Strength Focus: How is the effectiveness of "Strength" increased? The video here clearly shows no ability score stats were increased, how exactly is it supposed to work because I have reports of people using it and then not using it and not really seeing a difference in damage or any attribute in Strength.
https://www.xboxclips.com/The+Guiido/59163b84-cb8c-49a1-b3ab-0f4c73158fca
Armor Specialization: Similar to above, how is the effectiveness of "Armor Class and Defense" increased? This video here shows no Armor Class was increased from before, and there was no increase in Damage Resistance in anyway, nor was there an increase in AC in anyway.
https://www.xboxclips.com/The+Guiido/f8ae7dbf-e8b1-4ecf-bf83-2b0945906e56
Jagged Blades: Does not proc correctly. When using an Encounter or Daily, and even Atwill Powers sometimes Jagged Blades do not proc onto an enemy like it should. This is a serious bug that has not been fixed for quite some time.
⚠Villain's Menace: Does not make you CC immune. This has been for a while. You are still able to be Prone, Knocked, Pushed, Stunned, Dazed, Disabled, Rooted, Paralyzed, and Interrupted and also says (You cannot use this power). Also the Damage Resistance you gain while in the buff is not able to be seen as a stat. I know it is a buff, but for clarity reasons it should be a stat you are able to see on your Character Sheet. The cast time is a huge issue as it takes very long to cast, and can easily be interrupted by CC. A QoL change would to change it so it also has a quicker cast time.
This video you will see a TR's Dazing Strike Temporarily put my Encounter Powers on a 1 second cooldown, Villains Menace stops working within the first second it was casted, and Dazing Strike is Locking Aggravating Strike, Crushing Surge, and any Atwill from doing its action. It locks you in place not being able to cast the move.
https://xboxclips.com/The+Guiido/cd6b2fa9-b83d-40ce-8f01-456668306936
Indomitable Strength: Range issue: Uses the Players Action Points and does the animation, but the enemy is not Knocked or Prone, nor are they even hit with the move.
https://xboxclips.com/The+Guiido/6b3e8f30-0f18-4589-8430-f81c02c30b4b
Also @sgrantdev#8718 was looking into this issue, but I thought it would be worth it to also show you since this can also be a good opportunity for you to check it out and get it fixed.
Guardian Fighter
TLO
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1221446/the-future-of-the-gf/p1 Existing Problems Still In The Guardian Fighter
https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/12984912m
Feat Changes I'd like to see in The Guardian Fighter
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Drake mounts can't cancel their spacebar animation and get stuck in terrain constantly.
Neverwinter Census 2017
All posts pending disapproval by Cecilia