Wraith_Sarevok
07-03-2012, 07:00 AM
Right, so bear with me on this one...
Legendary Dreadnought has to be my all-time favorite Epic Destiny and it just really irks me that major bugs are holding it back. So as you can imagine, I'm trying everything that I can to get the developer's attention that they might come and fix it up for us.
I haven't had a chance to try out the latest Lamania build yet. All of these bug reports come directly from live U14. Either I've tested them myself or I've gotten reports from reliable friends and sources. Without further ado, here is the list that I'm compiling:
* Unstoppable (required 8): (Active Cooldown: 3 mins) Activate to remove all Crowd Control effects currently restraining you. This ability can be used while helpless.
Bug: Testing shows that this ability is broken. It works while being held, but it cannot be selected when under any of the other CC effects. We tried using it while being ability drained to 0, danced, dazed, petrified, stunned, tripped, and webbed. We could never select the ability. The game just kept telling us that we can't use it because we're helpless.
* Action Boost: Unmovable: (required 12): (Active Cooldown: 2 mins 15 secs) Activate to gain a +20 Action Boost bonus to to Fortitude and Balance saves for 60 seconds. This ability can be used while helpless.
Bug: Testing shows that this ability can't be used while helpless. It works under normal conditions or while being held, but it cannot be selected when under any of the other CC effects. We tried using it while being ability drained to 0, petrified, and stunned. We could never select the ability. The game just kept telling us that we can't use it because we're helpless.
Action Boost: Thick Skinned: (required 16): (Active Cooldown: 3 mins) Activate to take 25% less damage from all sources for 30 seconds. This ability can be used while helpless.
Bug: Testing shows that this ability can't be used while helpless. It works under normal conditions or while being held, but it cannot be selected when under any of the other CC effects. We tried using it while being ability drained to 0, petrified, and stunned. We could never select the ability. The game just kept telling us that we can't use it because we're helpless.
* Combat Brute (required 20): (Passive) You gain +1[W] damage with melee weapons and deal +50% damage to helpless opponents while any Action Boost is active.
Bug: Testing shows that the +50% damage component isn't working. When activating a non-damage ability boost against a helpless opponent, you only see a slight increase in damage... like 20-30 points at the most. This is consistent with the +1[W] damage and I believe that part is working. +50% damage should be a massive increase and we're not seeing that at all. The combat log just reports a string table error as the ability description.
* Sundering Swing (min level: 20 - Prereq: Improved Sunder) (3 rank - 1 AP): (Active Cooldown: 1 min) For the next 9 seconds, all attacks you make apply an Improved Sunder effect on hit.
Bug: The ability isn't working for unarmed attacks. It's not applying the -3 fortitude penalty that Improved Sunder normally applies regardless if saved against. The debuff icon doesn't appear in the examine window.
* Legendary Tactics (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] to DC's of all tactical feats.
Bug: Testing shows that this bonus isn't applying to the knockdown DC of Lay Waste.
* Momentum Swing (min level: 20 - Prereq: Cleave) (3 ranks - 1 AP): (Active Cooldown: 1 min) Tactical Melee Attack: Perform an attack with +5[W] damage and +[1/2/3] critical threat range. Cleave attacks have a [15/30/50]% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Power Attack active to perform this ability.
Bug: The animation is broken when used by a half-orc wielding a greataxe or maul. The character makes what looks like three short swings and then has their attack completely disabled for 2 seconds. There is no workaround for this. You cannot auto-attack, cleave, or activate any abilities while stuck in this bugged downtime. All other two-handers have been tested and work fine.
* Tactical Genius (min level: 20 - Prereq: Combat expertise) (1 rank - 2 AP): (Active Cooldown: 5 mins) Activate to clear the cooldowns of all Tactical feats.
Bug: The ability isn't working at all. Cooldowns do not clear.
* Master's Blitz (min level: 20) (1 rank - 2 AP): (Active Cooldown: 5 mins) The Master's Blitz counter increments each time a Tactical Feat is successfully used. When the counter reaches 50, you gain ability to use Master's Blitz. Activate: For 15 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill an opponent while under the effects of Master's Blitz, you gain an additional stack of the melee damage bonus and restart the duration. If you are below 50% health when you first activate this ability, you start with two stacks of increased damage instead of one. The damage bonus stacks up to 10 times, and decrements by 1 each time you do not kill a worthy opponent within 15 seconds.
Bug: The duration is 10 seconds instead of 15. The timer freezes at 0:00 on the hotbar whenever a damage stack expires, preventing you from seeing exactly how many stacks or how much time you have left. The examine window still works and this can be used as a workaround, but this bug is still very annoying. The dodge bonus is incorrectly subject to the armor cap of whatever armor you are currently wearing. This means that almost no classes will get any benefit from the dodge bonus because it's always capped by their armor. This also violates the rule set down by the developers that temporary sources of dodge bonus should always ignore the armor cap.
Developers please fix these bugs!
Legendary Dreadnought has to be my all-time favorite Epic Destiny and it just really irks me that major bugs are holding it back. So as you can imagine, I'm trying everything that I can to get the developer's attention that they might come and fix it up for us.
I haven't had a chance to try out the latest Lamania build yet. All of these bug reports come directly from live U14. Either I've tested them myself or I've gotten reports from reliable friends and sources. Without further ado, here is the list that I'm compiling:
* Unstoppable (required 8): (Active Cooldown: 3 mins) Activate to remove all Crowd Control effects currently restraining you. This ability can be used while helpless.
Bug: Testing shows that this ability is broken. It works while being held, but it cannot be selected when under any of the other CC effects. We tried using it while being ability drained to 0, danced, dazed, petrified, stunned, tripped, and webbed. We could never select the ability. The game just kept telling us that we can't use it because we're helpless.
* Action Boost: Unmovable: (required 12): (Active Cooldown: 2 mins 15 secs) Activate to gain a +20 Action Boost bonus to to Fortitude and Balance saves for 60 seconds. This ability can be used while helpless.
Bug: Testing shows that this ability can't be used while helpless. It works under normal conditions or while being held, but it cannot be selected when under any of the other CC effects. We tried using it while being ability drained to 0, petrified, and stunned. We could never select the ability. The game just kept telling us that we can't use it because we're helpless.
Action Boost: Thick Skinned: (required 16): (Active Cooldown: 3 mins) Activate to take 25% less damage from all sources for 30 seconds. This ability can be used while helpless.
Bug: Testing shows that this ability can't be used while helpless. It works under normal conditions or while being held, but it cannot be selected when under any of the other CC effects. We tried using it while being ability drained to 0, petrified, and stunned. We could never select the ability. The game just kept telling us that we can't use it because we're helpless.
* Combat Brute (required 20): (Passive) You gain +1[W] damage with melee weapons and deal +50% damage to helpless opponents while any Action Boost is active.
Bug: Testing shows that the +50% damage component isn't working. When activating a non-damage ability boost against a helpless opponent, you only see a slight increase in damage... like 20-30 points at the most. This is consistent with the +1[W] damage and I believe that part is working. +50% damage should be a massive increase and we're not seeing that at all. The combat log just reports a string table error as the ability description.
* Sundering Swing (min level: 20 - Prereq: Improved Sunder) (3 rank - 1 AP): (Active Cooldown: 1 min) For the next 9 seconds, all attacks you make apply an Improved Sunder effect on hit.
Bug: The ability isn't working for unarmed attacks. It's not applying the -3 fortitude penalty that Improved Sunder normally applies regardless if saved against. The debuff icon doesn't appear in the examine window.
* Legendary Tactics (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] to DC's of all tactical feats.
Bug: Testing shows that this bonus isn't applying to the knockdown DC of Lay Waste.
* Momentum Swing (min level: 20 - Prereq: Cleave) (3 ranks - 1 AP): (Active Cooldown: 1 min) Tactical Melee Attack: Perform an attack with +5[W] damage and +[1/2/3] critical threat range. Cleave attacks have a [15/30/50]% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Power Attack active to perform this ability.
Bug: The animation is broken when used by a half-orc wielding a greataxe or maul. The character makes what looks like three short swings and then has their attack completely disabled for 2 seconds. There is no workaround for this. You cannot auto-attack, cleave, or activate any abilities while stuck in this bugged downtime. All other two-handers have been tested and work fine.
* Tactical Genius (min level: 20 - Prereq: Combat expertise) (1 rank - 2 AP): (Active Cooldown: 5 mins) Activate to clear the cooldowns of all Tactical feats.
Bug: The ability isn't working at all. Cooldowns do not clear.
* Master's Blitz (min level: 20) (1 rank - 2 AP): (Active Cooldown: 5 mins) The Master's Blitz counter increments each time a Tactical Feat is successfully used. When the counter reaches 50, you gain ability to use Master's Blitz. Activate: For 15 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill an opponent while under the effects of Master's Blitz, you gain an additional stack of the melee damage bonus and restart the duration. If you are below 50% health when you first activate this ability, you start with two stacks of increased damage instead of one. The damage bonus stacks up to 10 times, and decrements by 1 each time you do not kill a worthy opponent within 15 seconds.
Bug: The duration is 10 seconds instead of 15. The timer freezes at 0:00 on the hotbar whenever a damage stack expires, preventing you from seeing exactly how many stacks or how much time you have left. The examine window still works and this can be used as a workaround, but this bug is still very annoying. The dodge bonus is incorrectly subject to the armor cap of whatever armor you are currently wearing. This means that almost no classes will get any benefit from the dodge bonus because it's always capped by their armor. This also violates the rule set down by the developers that temporary sources of dodge bonus should always ignore the armor cap.
Developers please fix these bugs!