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Thread: Wail bugged?

  1. #121

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    Quote Originally Posted by Eladiun View Post
    If it uses the same randomizing algorithms the rest of the game does it'll likely never work right again.
    But the dice are flat

    *rolls a 1*

    See.

    *rolls a 1*

    Turbine developers have told us it is flat.

    *rolls a 1*

    See! Flat!

    *rolls a 3*

    oh nuts...

  2. #122
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    Quote Originally Posted by justagame View Post
    I just want to confirm that this is definitely affecting Implosion as well, not just Wail. In many cases it affects 0 or 1 mobs, sometimes 2 at most. And by "affect", I mean not even apparent saves or spell resists from mobs -- just nothing. It seems to happen a lot when I'm a group with lots of friendlies around. Just ran a quest with a couple of guildies, and a bunch of hirelings, summons, etc. and half the time it would affect no mobs at all. Very frustrating. So please, while you're looking into this for Wail, please do so for Implosion as well.
    I see that same thing with Implosion. Also, someone was talking about energy burst..Ive been seeing that when I use EB also. For example, last night running through Jungle of K, rounded up a lot of trolls and bursted them. Seems like always one or two will be missed...not saved, just no effect on those mobs that were standing there swing away at me.

  3. #123
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    Quote Originally Posted by Inouk View Post
    It's not as simple as that, because sometimes wail will fail to proc on the first tick, then work fine on the second (same cast, same targets). And as you pointed out Finger seems to work as expected. The problem seems to be on the spell side, not the target side. Although you bring up an interesting point in that MANY things in eGH don't take damage from the SLA either, nor do they take damage from necrotic ray, but they can be fingered and take damage from finger if they save. No SLA ability is another big nerf to a hurting class in eGH.

    Eladrin? Can you look into this also?


    Eladrin, any update on this? I've shelved my primary right now, she's just too frustrating to play.

  4. #124
    Community Member Shmuel's Avatar
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    I'm so glad they implemented all this astral shard give us your money **** instead fo working to fix this bug with a key spell in the actual game.

    Thanks so much for keeping your priorities straight Turbine!
    Shmuel Xadin Xadins Errand Mohnster Yitzhak

  5. #125
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    Quote Originally Posted by Shmuel View Post
    I'm so glad they implemented all this astral shard give us your money **** instead fo working to fix this bug with a key spell in the actual game.

    Thanks so much for keeping your priorities straight Turbine!
    They didn't even fix the chat dialogue, which hits a huge chunk of the players constantly.

  6. #126
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    Quote Originally Posted by Feather_of_Sun View Post
    It didn't.

    That bug was fixed.

    The evidence for that is pretty plain: Wail of the Banshee is actually hitting and affecting enemies. The bug seen on Lamannia was that it did nothing.

    Now, that's not to say it isn't still bugged. If it is though, it's a different issue with the spell.

    We'll look into it. Thanks in advance for submitting bug reports!
    lol ***?

    They sound just like my developers! its fixed (on staging). it works fine (for me) etc etc ad nauseam

  7. #127
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    Seems to be working again.

  8. #128
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by goldgolem View Post
    lol ***?

    They sound just like my developers! its fixed (on staging). it works fine (for me) etc etc ad nauseam
    I think that is the way it is for every company. LOL Just hopefully their bugs have verifications before they roll out to customers.

  9. #129
    Community Member Hirosue's Avatar
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    Default Implosion still not working

    either no effect whatsoever or at best 1 or 2 mobs imploded. I just love to click implosion and see absolutely zero effect and then be on a 60 second cooldown followed by another round of absolutely zero effect.

    So implosion nerffed to effect a maximium of 5 mobs over 10 seconds and then buggs so even that doesnt work properly.

    Archorn , divine punishmnet and blade barrier damage all nerffed at least 2 times.

    Implosion not working

    any reason to play a FVS at all these days ?
    "Player testers have done an excelent job and I really do appreciate the testing done by the players that report the issues which then get ignored ......."

  10. #130
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    Quote Originally Posted by ChiefJustice View Post
    Seems to be working again.
    Can someone confirm this - is Wail of the Banshee fixed?

  11. #131

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    Quote Originally Posted by Mystera View Post
    Can someone confirm this - is Wail of the Banshee fixed?
    Doesn't appear to be based on my playing experience a few hours ago. The difference between wail and FoD was like night and day.

  12. #132
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    Quote Originally Posted by Mystera View Post
    Can someone confirm this - is Wail of the Banshee fixed?
    Not fixed.

  13. #133
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    Huh.
    Something did happen. You seem to get some kills with wail now. Before the patch it appeared to do nothing at all.

    Edit: Did some more testing. Unfortunately, I just had a lucky break before. Still bugged.
    Last edited by ChiefJustice; 03-19-2013 at 08:11 PM. Reason: Revision

  14. #134
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    Default no change

    I'm getting the same results since the patch. Logged into my PM last night and gave wail a try. Sometimes it works, sometimes it just does nothing.

    Any update from the dev team? Throw us a bone here.

  15. #135
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    As suggested I am reposting my two test cases from this thread here in hopes of eliciting new Turbine updates on this issue:

    Quote Originally Posted by hit_fido View Post
    Home Sweet Sewer seems to be an optimal test case for anyone, player or Turbine employee, who wants to try and duplicate what players reporting issues are experiencing. It has exactly six (6) mobs, in a relatively small contained area. The mobs are not "dancers" like kobolds - they wont jump in and out of close range. They swarm and stay as close to you as possible. There are ample spaces that are flat, and there are boxes/steps available for testing whether different height/z levels are affecting the outcome.


    Test scenario 1: remove all guard items; don't aura. run in and gather the six dogs around you on a flat floor space (easy to find, e.g. on the west corridor). Stand still. Wail.

    Expected outcome: 3 ticks where we see two of the dogs either (1) die, or (2) save and enervate/drain; we expect to see zero spell penetration failures.

    Actual outcome: about 2 out of 10 tries, I saw all six dogs die. On every other attempt there were at least 1 or 2 dogs left alive; however in only one or two cases were they level drained. I think I saw a blue hexagon once in all tests; what I did not see were the expected enervation/drain indicators that should have occurred *every time* the dogs saved (which I assume, could only happen on a roll on 20 and should have been very rare anyway).


    Test scenario 2: remove all guard items; don't aura. run in and gather the six dogs around you while standing on the top steps of one of the "holes" in the corridor walls. The idea it to elevate your character above the dogs. Stand still. Wail.

    Expected outcome: 3 ticks where we see two of the dogs either (1) die, or (2) save and enervate/drain; we expect to see zero spell penetration failures.

    Actual outcome: pretty much the same results as scenario 1. Frequently leaving one or two dogs alive, almost always with no observable indication that they had saved or that the drain-on-save effect had occurred.


    Test scenario 3: remove all guard items; don't aura. run in and gather the six dogs around you but run back and forth on flat floor space in a corridor. Turn around, run back to the dogs, then wail on the run. The idea is to duplicate your (presumably) usual behavior in active combat which is movement and jumping over/around mobs.

    Expected outcome: 3 ticks where we see two of the dogs either (1) die, or (2) save and enervate/drain; we expect to see zero spell penetration failures.

    Actual outcome: This time, never saw all six dogs die. Saw a couple drain indicators, no blue hexagons, and generally left either 3 or 4 dogs alive, but sometimes 2 or 5. Now I was careful to stay in the usual range even while moving and jumping - certainly it's easy to stay in almost touch range of at least 2-3 of the dogs but keep moving.


    Conclusion: I realize these tests aren't perfect but they're about as good as anything players can do. Wail is still not working like pre U17. Negative correlation to different relative z levels. Positive correlation to movement while the spell effect is ticking. Positive for save indications not appearing consistently and drain-on-save not applying consistently. Speculating that maybe the random mob picker is sometimes assigning the same mob twice - so that when it dies, it's checked a second time anyway resulting in apparently less mobs being affected?

    If anyone else would like to run into Home Sweet Sewer and give it a shot, please post results here.

    Quote Originally Posted by hit_fido View Post
    New test case.

    Black Loch, epic elite - there is always one mob on "patrol" in the opening hallway that can be pulled, stunned/danced, and then wailed. The quest giver is right next to the quest so it's very easy to quickly test this multiple times. I assume the mob's saves are quite high.

    Repeatable scenario: walk in, wait briefly to see the skirmisher mob, pull, and incapacitate with pws or dance. Move directly in front, facing the mob, and actually touching (that is to say, move forward until you bump the mob). Wail.

    Expected outcome: 3 ticks where we see either (1) skirmisher dies, or (2) skirmisher saves and enervates/drains; we expect to see zero spell penetration failures.

    Actual outcome: Over the course of several tests we observe that the single mob in wail range is not being chosen for effects on each tick. The following from the combat log illustrates this nicely:

    (Combat): You are affected by your wail of the banshee
    (Combat): Nearby foes will spontaneously die
    (Combat): you hit Blood Tide Skirmisher with Enervation
    (Combat): Your wail of the banshee effect has been removed from you

    In other words - one mob, three ticks, but only one time was this mob actually affected by wail. In ten tries, I had four (4) casts hit all three times, five (5) casts hit only once, and one (1) cast hit twice. Again, this is with an immobile mob (ahem) and at bump range, casting while stationary and remaining stationary until the wail ends. There was no observable pattern to whether the first, second or third ticks were omitted. Also, and this is unlike the previous test on low level harbor dogs, I never saw a single blue hexagon save indicator, whether the enervate effect occurred or not.

    This can't possibly be working as intended. Power word kill eliminates the mob every single time, so I don't see how there's some special death ward on this mob that prevents wail from functioning properly.

    I realize epic mobs did and/or still do regain drained levels faster but there's nothing I've read that indicates they have a special chance to avoid a drain entirely. The mob has no spell resistance. To rule this possibility out I also tried dancing the mob, and then alternating casts of energy drain and necrotic ray. About 6-7 casts of each with refreshed dances in between yielded expected results: an observable enervation effect on every single cast.

    Community: repeats of this test case are most welcome to rule out user error on my behalf.

    Turbine/Eladrin: please update us on this issue; do you need more data, more bug reports, or something else in order for this to be acknowledged and fixed?

  16. #136
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    Quote Originally Posted by hit_fido View Post
    As suggested I am reposting my two test cases from this thread here in hopes of eliciting new Turbine updates on this issue:
    Great work fido!


    Devs? Come on, it's been forever and this has a huge game impact on a huge # of players, let us know a status here.

  17. #137
    Community Member Nitesco's Avatar
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    It's a total outrage that this is still broken. What would it take for us to get a response? Do I have to start a petition thread and bump it every day?

  18. #138
    Community Member butcheredspirit's Avatar
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    Generally speaking most bugs don't bother me all that much, however this is really annoying.

    Implosion often doesn't work, or only 1 -2 enemies are targeted per cycle.

    Radiant Servant aura often uses a turn yet never triggers, I may have to recast 3 times.

    I notice my radiant burst often will display an animation, use a turn, will go into cool down, it often doesn't even hit me, let alone others.

    Draconic energy burst is the same as the positive burst.


    All these self centered spells are unreliable.

  19. #139
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    Quote Originally Posted by Nitesco View Post
    It's a total outrage that this is still broken. What would it take for us to get a response? Do I have to start a petition thread and bump it every day?
    Just bump this one every day. I'm very annoyed that I have been polite enough to give time for responses, and have several times requested just an update but we're getting nothing.

  20. #140
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    1 month and 10 days later: still bugged

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