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Thread: HW bugs

  1. #1
    Community Member Tlorrd's Avatar
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    Default HW bugs

    1. Ddoor does not reset it timers upon leaving a quest after completion. Thus when I run to the next quest and enter ... It's still on timer. Is this WAI?

    2. Scattershot does not reliably fire when targets are on uneven terrain or close proximity. There is no hit or miss ... Just animation and nothing.

    If you have other bugs, list away.
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    The devs got bamboozled by the forum warriors.

  2. #2
    Uber Completionist rabidfox's Avatar
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    Quote Originally Posted by Tlorrd View Post
    2. Scattershot does not reliably fire when targets are on uneven terrain or close proximity. There is no hit or miss ... Just animation and nothing.
    I've noticed that with spells too where I'll drop a full AoE and 1 mob (or zero) will get hit and rest act like nothing happened.

  3. #3
    Community Member DRoark's Avatar
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    Default Hw

    I'd say the sheer uselessness of the marking system is a bug. A single target mark, that you have to get core 4 (21 points), to make it "OK"?
    The mighty opening skill? ...minus TWO armor class. To one target. Seriously? It's as thrilling as an IRS audit.

    Splash a couple points if you need arrows, but there's too much MeH packed in that core to waste time on this tree.
    Last edited by DRoark; 08-07-2021 at 08:36 PM.

  4. #4
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    Banish the Quarry isn't working.

    Take the Opening damage against a creature at 100% of their hitpoints is too niche. It's only applicable when soloing.

    Requiring a target to be marked in order to benefit from Corner the Quarry's immobilization is annoying gameplay. Imagine if you had to mark a target before using Pin or Otto's Whistler . . .

    I'd prefer Dimension Door to be 1 charge/rest instead of an absolute timer so it resets between shrines and quests. The current cooldown is a bit too long. It's a core 5 ability after all, so it's not like it's easy access to acquire. You've got to be all in with Horizon Walker to obtain it.
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    Bump. And please fix HW favor reward so it persists through TR.

  6. #6
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    Quote Originally Posted by Tlorrd View Post
    1. Ddoor does not reset it timers upon leaving a quest after completion. Thus when I run to the next quest and enter ... It's still on timer. Is this WAI?

    2. Scattershot does not reliably fire when targets are on uneven terrain or close proximity. There is no hit or miss ... Just animation and nothing.

    If you have other bugs, list away.
    1. Yes, this is intended.

    2. The firing on this is the same as normal shots, it's just selecting its targets differently. That said, there's definitely some oddness in how bows (and ranged/thrown weapons in general) perform when you try to fire at a target that you cannot possibly hit under the targeting parameters of ranged weapons. Not exactly bugs - The system is doing exactly what it was built to do in those situations - but it's less than ideal, because it's not always clear why you didn't hit what it seems like you were supposed to. We're looking at it.

    Quote Originally Posted by Carpone View Post
    Banish the Quarry isn't working.

    Take the Opening damage against a creature at 100% of their hitpoints is too niche. It's only applicable when soloing.

    Requiring a target to be marked in order to benefit from Corner the Quarry's immobilization is annoying gameplay. Imagine if you had to mark a target before using Pin or Otto's Whistler . . .

    I'd prefer Dimension Door to be 1 charge/rest instead of an absolute timer so it resets between shrines and quests. The current cooldown is a bit too long. It's a core 5 ability after all, so it's not like it's easy access to acquire. You've got to be all in with Horizon Walker to obtain it.
    1. Currently looking into Banish the Quarry.

    2. Take the Opening works as long as you hit them within 1 second of them leaving 100% of their hitpoints, so you have more of a window than it probably sounds. That said, we're fine with it being primarily applicable for soloing, and don't plan to change it.

    3. Having watched over the weekend, quite a few people seem to be executing Corner the Quarry's immobilization without issue; if it doesn't fit your playstyle, don't take it.

    Quote Originally Posted by achaius View Post
    Bump. And please fix HW favor reward so it persists through TR.
    It should persist through TR starting with the next patch, tentatively targeted for this week.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  7. #7
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    So tomorrow is this week.

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    Quote Originally Posted by Steelstar View Post
    2. The firing on this is the same as normal shots, it's just selecting its targets differently. That said, there's definitely some oddness in how bows (and ranged/thrown weapons in general) perform when you try to fire at a target that you cannot possibly hit under the targeting parameters of ranged weapons. Not exactly bugs - The system is doing exactly what it was built to do in those situations - but it's less than ideal, because it's not always clear why you didn't hit what it seems like you were supposed to. We're looking at it.
    Steelstar, in my experience this weekend soloing Saltmarsh, I'd target a mob that was less than 10 meters away (tab into target), I'd be firing and the normal firing would hit as expected, however, when I select Scattershot the animation goes off and appears to go over the head of my targets, even though I've selected a target and hit the target before and after scatter shot and there are multiple targets around my target. I'd say this would happen in close-ish range. For longer range it was working as expected.

    So maybe it's intended to stir up a crowd from afar, drain as many as possible before they get close...I really only used it in the scenario above when I wasn't expecting the mob (b/c Saltmarsh is new).

  9. #9
    Developer Steelstar's Avatar
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    Quote Originally Posted by amessi1 View Post
    Steelstar, in my experience this weekend soloing Saltmarsh, I'd target a mob that was less than 10 meters away (tab into target), I'd be firing and the normal firing would hit as expected, however, when I select Scattershot the animation goes off and appears to go over the head of my targets, even though I've selected a target and hit the target before and after scatter shot and there are multiple targets around my target. I'd say this would happen in close-ish range. For longer range it was working as expected.

    So maybe it's intended to stir up a crowd from afar, drain as many as possible before they get close...I really only used it in the scenario above when I wasn't expecting the mob (b/c Saltmarsh is new).
    Scattershot doesn't pay any attention to what you have targeted. Here's how its flow goes:

    Expend one charge to randomly select up to three different enemies at close range and shoot one arrow at each of them.
    1. When you push the button, you detect all enemies in a short area in front of you, and stuff them all in an array.
    2. If there are more than zero enemies in the array, randomly select 1 enemy out of that list.
    3. We remove that enemy's name from the array.
    4. We attempt to fire an arrow at that enemy.
    5. We repeat 2-4 two more times.

    That said, if the enemy it found is moving or ends up blocked or anything to that effect, arrows can miss, just like any other ranged attack. We'll keep looking into it, like I said we've got some things we're investigating.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  10. #10
    Community Member fatherpirate's Avatar
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    Quote Originally Posted by Steelstar View Post
    Scattershot doesn't pay any attention to what you have targeted. Here's how its flow goes:

    Expend one charge to randomly select up to three different enemies at close range and shoot one arrow at each of them.
    1. When you push the button, you detect all enemies in a short area in front of you, and stuff them all in an array.
    2. If there are more than zero enemies in the array, randomly select 1 enemy out of that list.
    3. We remove that enemy's name from the array.
    4. We attempt to fire an arrow at that enemy.
    5. We repeat 2-4 two more times.

    That said, if the enemy it found is moving or ends up blocked or anything to that effect, arrows can miss, just like any other ranged attack. We'll keep looking into it, like I said we've got some things we're investigating.
    While your at it, can you fix the Shifter racial tree bug that keeps the favored enemy you choose from working?
    thxs

  11. #11
    Community Member Epicsoul's Avatar
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    Quote Originally Posted by Steelstar View Post
    1. Currently looking into Banish the Quarry.
    Would appreciate a follow up on this once it has been looked into. I'm not sure if it's work at all or if applicable mobs are just extremely rare. I've tried of several mobs that I would assume are able to be banished with seemingly no save role.
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  12. #12
    Community Member Tlorrd's Avatar
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    Quote Originally Posted by Steelstar View Post
    Scattershot doesn't pay any attention to what you have targeted. Here's how its flow goes:

    Expend one charge to randomly select up to three different enemies at close range and shoot one arrow at each of them.
    1. When you push the button, you detect all enemies in a short area in front of you, and stuff them all in an array.
    2. If there are more than zero enemies in the array, randomly select 1 enemy out of that list.
    3. We remove that enemy's name from the array.
    4. We attempt to fire an arrow at that enemy.
    5. We repeat 2-4 two more times.

    That said, if the enemy it found is moving or ends up blocked or anything to that effect, arrows can miss, just like any other ranged attack. We'll keep looking into it, like I said we've got some things we're investigating.
    ok good to know ... so if you ONLY have 1 enemy and use scattershot and one of its arrows hits the enemy ... there other two arrows will most likely hit none since that's enemy's name is removed from the list ... thus use manyshot in this scenario.

    Also when using this in a group of mobs that are scattered (pun intended) since it doesn't use targeting system, you may not be able to single out the champ or reaper to get one hit at least.

    The other interesting part of your description is "at close range" ... what does that mean exactly ... at Point blank range (which is variable due to different class cores)? or a static range # ... is there a cap on that range? Is the range a cone shape or AOE circle to select targets? Will it select targets behind you if they are close?

    Thanks.
    Quote Originally Posted by Nachomammashouse View Post
    The devs got bamboozled by the forum warriors.

  13. #13
    Community Member jsm123's Avatar
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    Quote Originally Posted by Steelstar View Post
    Scattershot doesn't pay any attention to what you have targeted. Here's how its flow goes:

    Expend one charge to randomly select up to three different enemies at close range and shoot one arrow at each of them.
    1. When you push the button, you detect all enemies in a short area in front of you, and stuff them all in an array.
    2. If there are more than zero enemies in the array, randomly select 1 enemy out of that list.
    3. We remove that enemy's name from the array.
    4. We attempt to fire an arrow at that enemy.
    5. We repeat 2-4 two more times.

    That said, if the enemy it found is moving or ends up blocked or anything to that effect, arrows can miss, just like any other ranged attack. We'll keep looking into it, like I said we've got some things we're investigating.


    Definitely a Bug

    I just tested Scattershot on a dummy in my guild's airship. It's definitely not consistent. The range is in fact quite close to get a reaction out of a target, approximately 2/3 of Abundant Step's travel distance. This is fine and all if it interacts well with multiple close targets, but the problem I'm seeing is that even if I stand completely still and unload my Scattershot charges on the target (tested with varying unload times), only some of them actually do damage to the dummy. The shots that don't do damage don't even roll for a hit even though the dummy is obviously flinching as if it were being hit. There's also the distinct splash effect that happens when an arrow normally hits a target. It seems there is certainly a bug with Scattershot. I wouldn't expect this to be a feature.

    Perhaps targeting needs to be a part of the skill's logic. The system used for targeting has been pretty spot on for a long time aside from server/client desync issues, but that is a If the target is close enough, push it to the array first and check for two more enemies within a maximum distance of the target. Push those two enemies to the array. Then pick up with step 3 in your list, but instead of choosing a random enemy in the array, just pop the enemies from the array in order. If the target isn't close enough, don't spend any charges (because it would expend a Manyshot charge too if it did). Instead, display a message that the target is too far away.

    Another approach, if you have the capability, would be to use the targeting system for the entire interaction. So, whatever enemy was the first target is stored in a separate variable, and as each untargeted enemy is removed from the array, target that enemy before firing an arrow (the first enemy in the array should already be targeted since it was the original target). Once the array is empty, if the original target is still alive and isn't targeted, retarget it; otherwise, do nothing.

    Scattershot seems like it would be a really nice option to spread out Manyshot damage to multiple enemies instead of one, but it needs to be more reliable. The way it is now doesn't give a good user experience.



    Do They Both Add Charges?

    The description of Scattershot says, "This feat gives 3 charges, you regain 1 charge every 12 seconds you don't use Scattershot or Manyshot." This sounds like taking Scattershot adds 3 more charges on top of what Manyshot gives. If a player already has Manyshot, no charges are added. Is the intended functionality that Scattershot gives 3 charges just as Manyshot gives 3 charges and that if the 3 charges are already present from either skill, no more are added?
    Last edited by jsm123; 03-25-2022 at 05:16 PM.

  14. #14
    Community Member jsm123's Avatar
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    I'm switching back to Arcane Archer. Horizon Walker needs a quite a bit of work in my opinion. Especially to make it worth the purchase from the DDO Store. There are definitely some good ideas, but several seem too tedious or less powerful than they should be. The enhancements that need work are:

    -----------------------------------------------------------------------------------------------------------

    Mark Target

    - This has an issue with being too tedious. During solo play, it's nearly impossible to keep marking every target before you attack it. There needs to be some way for it to work without having to constantly switch targets manually. As for the benefits of Mark Target, they would be nice if the mechanic didn't give me carpal tunnel.

    Eye of Accuracy vs Walker Training I vs Walker Training II

    - These three enhancements are kind of the same but different. Eye of Accuracy is practically +3 Attack for 3AP. Walker Training I is +1 Damage and +1 Attack for 1AP. And Walker Training II is +2 Damage and +2 Attack for 1AP. I don't really understand why Eye of Accuracy costs 3 AP just for +3 Attack and Walker Training I gives one less of each attack and damage than Walker Training II. You're pretty much wasting AP in the later game if you keep the first two. Make these three like other enhancement chains in other trees like Thief Acrobat's Acrobat Staff Training so that it would be Walker Training I, II, III, etc which would each give the same +X damage and +X attack for the same X AP. Then end the chain with a nice cap enhancement like Feywild Attunement.

    Hunter's Focus

    - I actually like this enhancement a lot. It's a unique idea for gaining Archer Focus, but when you solo or you happen to end up by yourself in a raid or high level quest, 6 seconds is a long time. Typically enemies will be in your face before it triggers. It might be a good idea to shave off some of that time. Perhaps give it 3 tiers that can be invested into where the times are 6/4/2 seconds.

    Scattershot

    - Scattershot is another really good idea, but it's not super consistent. If you're barely just out of range, it uses a charge which also comes from Manyshot since they are shared with one another. In my opinion, they should have separate charges or both Scattershot and Manyshot should add 3 charges when they're picked up to give 6 charges or 8 with the level 20 core. As it is right now, only one of the additional 3 charges applies. The tree, seemingly as a Scattershot and Manyshot focused tree, is pretty much not worth it because after all is said and done, you only get 2 more charges which comes from the level 20 core. That's a bit weak. I could see this tree allowing almost constant Scattershot and Manyshot use if done right. Since Horizon Walker doesn't have as much damage potential as Arcane Archer and Deepwood Sniper, I think it would be a great idea.

    Haste and Dimension Door

    - This might be the best Haste I can think of. It lasts almost 7 minutes with Extend Spell, but with Horizon Walker being a universal tree, some classes, mainly caster classes, already have Haste and here it is mandatory if you want the level 20 core. Also, Dimension Door is the worst version of itself I can think of and it requires level 18. It has the same issue that Haste has in that there are many other ways to get Dimension Door, better versions of it at that. Make the Dimension Door only on a five minute cooldown or just one use per rest and make both Dimension Door and Haste non-core enhancements so they are optional. It's a universal tree after all and should be usable with pretty much any class on characters that want a powerful ranged tree. Just move the enhancements around a little so that more powerful ones are in the cores.

    Take the Opening

    I agree with others who have said it. At 100% HP is a bit too strict. It should be like First Blood, above 90% HP.

    Corner the Quarry

    This should just stun when enemies fail the dc. It's already hard enough using Mark Target, but you also have to roll a vorpal to get the stun. It isn't like you're stunning an entire group of enemies. This is only stunning your marked target so give us a way to reliably stun that target.

    Ability I & II and Horizon

    Horizon gives +2 to all abilities which is great. I could see Ability I & II giving more of a choice to match it. Since Dexterity seems to be a focus of the tree, make it so Dexterity can be chosen for both or a different ability in each where if you choose Intelligence in Ability I, for example, you would have to choose a different ability upgrade in Ability II and vice versa.

    -----------------------------------------------------------------------------------------------------------

    Conclusion

    All in all, Horizon Walker should be on par with Arcane Archer and Deepwood Sniper, and it should be truly universal where almost any class can utilize it. As it stands now, it is lacking quite a bit. The other enhancements not mentioned here seem to be really good in my opinion. I would just fix the weak ones that don't feel that great and rearrange Haste and Dimension Door with some of the other enhancements to make them optional. A good idea may be to swap the 3rd core Haste with Scattershot since Scattershot is such a unique skill and should certainly be a focus of the tree in my opinion. Make Improved Marking the 3rd core and Scattershot the 2nd core. Then you could swap the level 18 core Dimension Door with Powershot and make it the 4th core and Dauntless Marking the 5th core.
    Last edited by jsm123; 03-27-2022 at 12:20 AM.

  15. 04-04-2022, 04:38 PM


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