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Cloren
03-05-2007, 08:05 PM
Update one broke one bug and added another! *clap*
Update 1 Fixes in Purple


Bug list:
Personally Confirmed Bugs:


Infuriating Shot III: *Newly broken*As of Update One this move is completely broken. It does only 20 damage compared to the 500 it was doing before.

Brutal Strike VII: Currently does no bonus damage, but also does not cost endurance. The only use it has is to open up finishers if kick is cooling down and you are soloing since its just a normal attack in yellow damage at this point.

Work around: Use it to open up Chains in between kicks.

Kick V: If you miss it puts it on cool down but the faded out graphic doesn't show. This has caused me problems with my Myrmidon's combo.

Work around: Just keep your eyes open for misses.

Grim Determination IV: Mislabeled as III, also like when kick misses it does not show the cool down animation on the button. This makes it frustrating when tanking and trying to keep energy costs in mind.

Work around: Put the actual rank III next to it and usethat to see cool down time.

Rend Armor: Does NOT last the 30 seconds it claims to. It seemingly falls off after 5-10 or at random. This is perhaps one of the biggest issues we have in my opinion.

Ironfoe: Does not prevent some stuns.

Work around: Cross your fingers

Waylay: When it crits it does not open up chains.

Work around: take it off your hotbar.

Durability: Still going down far faster than it should

Work around: Unless you're selling stay away from the AH.

Whirl Wind I: Randomly does not even attempt to hit mobs. If there are 6 mobs around you (it's maximum limit) it might only even try to hit 2 of them. Also there is only one rank of it even though it's a ranked move. *update* I forgot this part, you can't chain past Decimate with a WW, even when you crit Decimate. Also it chains to decimate(and only decimate) even if you don't crit sometimes. I'm guess this is intended though?

Steel Tempest II: Same issues as Whirl Wind.

Reaction Key: If used in Defensive Stance it uses an offensive stance chain and puts you in offensive stance. Both stance lights will be lit up however. Also, if you use the reaction key after using Battle Frenzy to chain Veteran's Furor, Veteran's Furor will replace Battle frenzy on the hot bar until you relog in or switch stances.

Disarm: Works on non humanoids(Yes, a bug that helps us!!!)

Work Around: Uhmm... don't /bug report it I guess? :P

Destroy: The two Halfling Warriors in my guild are unable to Learn this ability from mobs. The Halfgiant warrior is. I'm not sure what's up. Maybe we're too short? :(

Work around: Q_Q~~~~~

Battle Frenzy: Currently it interrupts your parties casting. This was tested with a DISC.

Defensive Block Bonus:*Fixed in Update 1* You don't get one. The tooltip lies!

Personally Unconfirmed Bugs:


Roar of Fury: Haven't tested this personally, but the warrior I'm grouped with says it does nothing.

Battle Frenzy: Accuracy buff is not working.

Shield Wall: The 49 Warrior in my guild is sure this does not work.

Now with those out of the way I can move onto the more subjective problems I feel the warrior class has.


Warrior Issues:

Commands:
Currently I have 5/6 commands at level 48. They are for the most part useless excluding withdraw. I also assume strike now will be worthwhile though I do not have it yet.

Press the Attack II: This ability is active for 8/45 seconds if used every time it's up (that's 5.625% of the time) This equates to a 1.7% (1.6875%) damage increase total if the ability is used every time it is up. I do not see how a 1.7% damage increase to one member is worth my time in the slightest bit. This ability needs to be completely revised.

Charge II: This ability is also active for 8/45ths of the time but grants a bonus to the whole group. If put up every time it is active that is a 1.4%(1.40625%) increase to the entire group(7.03125%).

Withdraw: This ability is very noticeable. There are no hard numbers to compare it to, but right now it works like magic. I would say it's better than a taunt if you have one pesky high aggro member in your party.

Raise The Defenses II: If the 1.something% damage commands seemed worthless to you hold onto your hat. This ability is only active 6/30ths (5%) of the time. That is a 1.75% increase in total mitigation for one person. Unlike the attack counterparts you are not even able to time this to your burst damage. The only way I could even see this remotely useful is 5 warriors chaining it on the MT who is being focus fired.

Form a Line I: 1% increase per person total and 5% for the whole group I HAVE AN IDEA however. Perhaps this could be changed to a a longer duration buff which splits the damage between the party (say 5%-15% of damage taken is split up and it lasts for half of its duration or is toggle-able depending on how much it splits.

Misc

Dodge: Lots of items still have dodge on them. I know dodge was taken away from warriors because we don't have any reactions to it, but why not just make it add to our parry or light up parry reactions on warriors as well instead of remove it?

Adamant Foeman II: This move gives you no clue how much hate it reduces.

Enrage II: I think this ability is actually a joke. 25% increased damage at a cost of 20% mitigation. It sounds good until you realize you have to be under 50% health or it will deactivate.

Overwhelm III: Every single time I have used this ability I have GREATLY regretted it. 300 damage and 2 intercepted attacks for 38 endurance. The damage is negligible and it only intercepts half of the attacks Protect does(which is half the endurance).

Riposte VI: Not a bad attack, but the fact that if you use it, it will over write any activated finishers.

A little background information on myself, perhaps to put this post in context with the person writing. Currently I have a level 48 warrior(hopefully 50 within the week). Every single level but one has been grouped with my guild(Pain). A decent proportion of this time I have played as a secondary support/DPS warrior with another warrior tanking. I have also tanked a fair bit as well so I feel I have seen both roles adequately. I've played MMO's since 1998, pretty much as a warrior in every one of them being either an MT or OT. Take this information and lend me credibility as you chose.

Cobalty2004
03-05-2007, 09:55 PM
The basis of the warrior, our abilities, our commands/shouts, and our flavour moves are great.

However the numbers seem to be off on most of them.

Our commands are a great idea, I love the idea. But all I use is withdraw/charge.

Enrage is worthless. I have used it twice since I hit 30. Level 37 now.

So shield wall does not work? Thats like our biggest protection as a warrior? FFS

Battle Frenzy and its upgrade is worthless. (Maybe useful on mobs that con red to the group)

Waylay doesnt do enough damage to justify the refresh.

Warders Bulwark seems more like a spam ability than one that should be used tactically.

Our AE damage is too weak.

Decimates damage should be lowered, Obliterates damage should be upped.

D-Stance should give our 15% block chance.

Primal Fury, Leap Attack, some snaring ability, and Diehard need to be put back in.

Our commands need revised.

Our commands need revised. (Yea I know I said it twice.)


Loving the warrior so far, just needs some tweaks.

Cloren
03-06-2007, 01:18 AM
Enrage is worthless. I have used it twice since I hit 30. Level 37 now.

I've never used it, my healers are too good for it to be usable! :P

Bhazrak
03-06-2007, 01:23 AM
I actually discovered a very beneficial bug for warriors tonight.

You know how hard it is to level up weapon skills? well, just keep spamming Power Attack on and off, and voila, your weapon skill/type will go up. Don't even have to fight a mob. It actually works with any warrior buff, but Power Attack is the only one (atleast that I have so far) that has no cooldown, so you can just spam away with it. Not sure if it's this way for other classes.

Angbor
03-06-2007, 08:14 AM
Excellent summary of bugs.

I have personally encountered the low duration on Armor Chink, the Waylay line not opening up finishers, and Roar of Fury having no effect.

Good work.

Ratama
03-06-2007, 08:32 AM
Cloren's writeup seems to cover most of the burning issues for the Warrior class. I'd just like to add that I think it's due time Warrior's got thrown a utility bone, not just a couple of bug fixes - Neither of our Defensive Fighter brethren need to be brought in line with us, but we definitely need to be brought in line with them.

Hell, I'd settle for a fix to the durability rate. :cry:

Rakhir
03-06-2007, 08:45 AM
Nice write up

I do have a question thou with regard to the Protect I is it meant to break a Psioncists mez by design as i have noticed on a couple of large pulls i have used this in conjuction with the withdraw line to save my healer and the minute i use protect I it breaks Mez on mobs that was probably targeting my healer.

now from the skill desription it just says it make mob target me and doesnt have a damage component so i dont see why it would be breaking mez.

has anyone else noticed this if so maybe worth a mention

muherd
03-06-2007, 12:59 PM
The warrior in my group says that he is knocked out of Defensive stance every time he is stunned. Is this the case with all warriors?

Cloren
03-06-2007, 09:35 PM
The warrior in my group says that he is knocked out of Defensive stance every time he is stunned. Is this the case with all warriors?

I've yet to encounter this issue. Perhaps he is running into the reaction key bug which I have reported in my original post?

I do have a question thou with regard to the Protect I is it meant to break a Psioncists mez by design as i have noticed on a couple of large pulls i have used this in conjuction with the withdraw line to save my healer and the minute i use protect I it breaks Mez on mobs that was probably targeting my healer.

I don't think it's meant to.

Iskiab
03-07-2007, 03:46 AM
Nice write up. If you look at the test update notes I believe the devs recognize that our block isn't increasing with our defensive stance. However they're reducing the % to 5%. At least I think that's a change unless it was from the false update notes post.

Protect does break mez too. This should be fixed imo. If we're mezzing I have to use withdraw instead of protect to get aggro on me.

mrbandersnatch
03-07-2007, 03:53 AM
Good write up. I agree our commands need a major review in order to bring us some parity with the other tank classes.

A couple of additional UI bugs.

- The reaction tool bar is subject to the cooldown effect often leading to reactions being unavailable for mouse clicking for the majority of the cooldown time.
- Clicking on an available reaction button on the reactions toolbar often does nothing and the reaction takes 2-4 clicks to trigger.
- Abilities which share the same cooldown timer show as available when they arnt due to some other ability having been used.
- Some abilities seem to randomly become disabled for minutes or even an entire play session. These tend to end up being one or other abilitity from either the shout or command lines.
- The icons on the reaction toolbar for the opening bridges will often become mixed up and sometimes 1 or other will become perminantly disabled.
- When I level I get an additional slot on the reactions toolbar. Due to playing at a 12x10 resolution this ends up hiding buttons on the right secondary toolbars.

Basically the UI needs some loving.

Ratama
03-07-2007, 08:29 AM
Fantastic patch today:

- Paladin
- Aura of Shielding now actually gives you 40% increases hate instead of a fraction of that.
- Strike of Gloriann now costs 10 endurance
- Vothdar’s Mighty Stoke now costs 10 endurance.
- Stroke of Conviction now costs 10 endurance
- The effects of Vothdar’s Mighty Strike now lasts for 5 minutes, up from 40 seconds.
- The effects of Strike of Gloriann now lasts for 5 minutes, up from 40 seconds.
- Guardian’s Assault now deals direct damage instead of a percentage of weapon damage. Lowered the endurance cost.
- Fixed an issue with Guardian’s assault not applying all of the hate it was supposed to.
- Guardian’s assault now progresses differently to provide a more smooth damage and hate progression. New levels are: 14, 22, 30, 38 and 46. Visit your trainer to learn the latest version.
- Holy Strike now progresses differently to provide a more smooth damage progression. New levels are: 1, 8, 16, 24, 32, 40 and 48. Visit your trainer to learn the latest version.
- Vanquish now deals much more damage and is usable on opponents who are below 15% life.
- Vanquish now costs 10 endurance.

- Dread Knight
- Dread Knights can now throw spears/javelins

- Warrior
- The Defensive Stance tool tip erroneously stated that it increased block chance by 15%. It was actually 5% and not
working correctly. Changed the tooltip and fixed the ability.


I still don't think Paladins deserve a nerf by any means, but how can they allow such glaring balance issues to continue one patch cycle after another? There seems to be a pattern forming.

Hooray for 10% increased chance to block. I definitely hoped for that to get fixed, rather than glaring imbalances in aggro generation and over all utility gaps between the Defensive Fighters to get looked at. :rolleyes:

EDIT: Accidently included the Psionicist notes. Ahem.

Growlsalot
03-07-2007, 09:44 AM
Fantastic patch today:

- Paladin
- Aura of Shielding now actually gives you 40% increases hate instead of a fraction of that.
- Strike of Gloriann now costs 10 endurance
- Vothdar’s Mighty Stoke now costs 10 endurance.
- Stroke of Conviction now costs 10 endurance
- The effects of Vothdar’s Mighty Strike now lasts for 5 minutes, up from 40 seconds.
- The effects of Strike of Gloriann now lasts for 5 minutes, up from 40 seconds.
- Guardian’s Assault now deals direct damage instead of a percentage of weapon damage. Lowered the endurance cost.
- Fixed an issue with Guardian’s assault not applying all of the hate it was supposed to.
- Guardian’s assault now progresses differently to provide a more smooth damage and hate progression. New levels are: 14, 22, 30, 38 and 46. Visit your trainer to learn the latest version.
- Holy Strike now progresses differently to provide a more smooth damage progression. New levels are: 1, 8, 16, 24, 32, 40 and 48. Visit your trainer to learn the latest version.
- Vanquish now deals much more damage and is usable on opponents who are below 15% life.
- Vanquish now costs 10 endurance.

- Dread Knight
- Dread Knights can now throw spears/javelins

- Warrior
- The Defensive Stance tool tip erroneously stated that it increased block chance by 15%. It was actually 5% and not
working correctly. Changed the tooltip and fixed the ability.


I still don't think Paladins deserve a nerf by any means, but how can they allow such glaring balance issues to continue one patch cycle after another? There seems to be a pattern forming.

Hooray for 10% increased chance to block. I definitely hoped for that to get fixed, rather than glaring imbalances in aggro generation and over all utility gaps between the Defensive Fighters to get looked at. :rolleyes:

EDIT: Accidently included the Psionicist notes. Ahem.

And yet again warrior gets the shaft =[
On the plus side - they didnt nerf our mit (or did they?), and at least our broken block % on defensive stance is working, albeit at 5% not 15%.

Angbor
03-07-2007, 12:22 PM
The tooltip change didn't actually happen.

Khaler
03-07-2007, 01:20 PM
Fantastic patch today:


- Warrior
- The Defensive Stance tool tip erroneously stated that it increased block chance by 15%. It was actually 5% and not
working correctly. Changed the tooltip and fixed the ability.

Hooray for 10% increased chance to block. I definitely hoped for that to get fixed, rather than glaring imbalances in aggro generation and over all utility gaps between the Defensive Fighters to get looked at. :rolleyes:



Hmm, do you think the net result was a 10% increased chance to block?

I read it differently, ie it said the tooltip "erroneously stated that it increased block by 15%". So if the tooltip was in error and the "actuall... amount was 5%" and not working, I read that it is supposed to be a 5% chance to block and now works right.

Iskiab
03-07-2007, 01:25 PM
Yes, it's 5% now. I'd rather have a working 5% then a tooltip that shows 15% and doesn't work... but it somehow feels like a nurf nonetheless. I don't mind really.

Is leap attack back in game? Haven't logged in yet.

Venge
03-07-2007, 05:30 PM
It is a 5% increase to block. Tooltip did not recieve its love in time!

Vonster
03-07-2007, 05:57 PM
I think they ninja patched out crit rate, anyone else notice? I was getting Decimate off of kick like 85% and Obliterate off of Decimate like 95%

Infuriating Shot got broked =(

and yea no tool tip change

no graphic on my BP / gloves but my boots got one (I was looking like a Painter from 1941 more then a Warrior from the 1600's =\)

But yea, stoked on crit rate mod~

Cloren
03-07-2007, 05:59 PM
Yeah, this list is pre update 1. I'll update it as soon as I can log in. D:

Venge
03-07-2007, 06:08 PM
Again, glad you like the critical hit rate ;)

Napolleon
03-07-2007, 06:12 PM
if crit stays i am happy with war soloability again, since they took leap attack out it sucks to try and solo

Venge
03-07-2007, 06:14 PM
More tweaking will be coming to our critical hit rates...I'll leave it at that!

Napolleon
03-07-2007, 06:16 PM
all i want is the ability to go and do SOMETHING while lfg/ or my group isnt on

greys= no fun.

Vonster
03-07-2007, 06:19 PM
Yea, I gave up on soloing like 32+ its just completely inneficient but I don't play this game to solo so not so worried about it...hell I don't even think we should be able to, it was an honor to be able to in EQ and that was because we were geared out of our brains

ANYWAYS stoked on crits, hope to see a little Improvement in our DPS in O-mode, obviously crits will help but I have 3 very good weapons and my highest hit so far is Epic for 10K done that twice, next highest is 6K done that twice most commonly its 2-3K bards shamans hell even clerics have higher highest hits then us =(

Shamans(Bear) got swatted with the bat pretty hard in Update I so I'm less jealous of them and their 21K frenzy crits

none the less I would think the DPS tanks would be big beefy beeftards that can smack the christ out of things

Vonster
03-07-2007, 06:19 PM
More tweaking will be coming to our critical hit rates...I'll leave it at that!

Up or down? plx

Venge
03-07-2007, 06:23 PM
More up. The latest critical hit rate is a start. ;)

Vonster
03-07-2007, 06:33 PM
B-e-a-utiful

Napolleon
03-07-2007, 07:12 PM
nice, any info on extension of our shout/commands so when we can use them again they will be useful?

either longer duration or shorter refresh... we need group utility dammiT! something...anything

Venge
03-07-2007, 08:16 PM
Before I begin I'm going to give a little background information on myself, perhaps to put this post in context with the person writing(myself of course.) Currently I have a level 48 warrior(hopefully 50 within the week). Every single level but one has been grouped with my guild(Pain). A decent proportion of this time I have played as a secondary support/DPS warrior with another warrior tanking. I have also tanked a fair bit as well so I feel I have seen both roles adequately. I've played MMO's since 1998, pretty much as a warrior in every one of them being either an MT or OT. Take this information and lend me credibility as you chose.

I'm going to get the facts out of the way before I move onto opinions

Bug list:
Personally Confirmed Bugs:

Brutal Strike VII: Currently does no bonus damage, but also does not cost endurance. The only use it has is to open up finishers if kick is cooling down and you are soloing since its just a normal attack in yellow damage at this point.

Don't know how this one slipped through!

Work around: Use it to open up Chains in between kicks.

Kick V: If you miss it puts it on cool down but the faded out graphic doesn't show. This has caused me problems with my Myrmidon's combo.

UI Bug. Should be a quick fix.

Work around: Just keep your eyes open for misses.

Grim Determination IV: Mislabeled as III, also like when kick misses it does not show the cool down animation on the button. This makes it frustrating when tanking and trying to keep energy costs in mind.

Had it in line then it fell out. Again a quick fix.

Work around: Put the actual rank III next to it and usethat to see cool down time.

Rend Armor: Does NOT last the 30 seconds it claims to. It seemingly falls off after 5-10 or at random. This is perhaps one of the biggest issues we have in my opinion.

A display bug, it currently lasts the full duration however it drops off for some reason. Had this fixed in beta 5. Will get it again!

Ironfoe: Does not prevent some stuns.

It works. However the stun abilities from NPCs are currently not getting flagged as stuns so our ability can't pick up on them. Will take some work to get it rolling but it is getting the attention.

Work around: Cross your fingers

Waylay: When it crits it does not open up chains.

Lame bug. On it!

Work around: take it off your hotbar.

Durability: Still going down far faster than it should

Getting tweaked with every patch.

Work around: Unless you're selling stay away from the AH.

Whirl Wind I: Randomly does not even attempt to hit mobs. If there are 6 mobs around you (it's maximum limit) it might only even try to hit 2 of them. Also there is only one rank of it even though it's a ranked move.

Flagging issue again.

Steel Tempest II: Same issues as Whirl Wind.

Again, flagging issue.

Reaction Key: If used in Defensive Stance it uses an offensive stance chain and puts you in offensive stance. Both stance lights will be lit up however. Also, if you use the reaction key after using Battle Frenzy to chain Veteran's Furor, Veteran's Furor will replace Battle frenzy on the hot bar until you relog in or switch stances.

UI bug again. Its rather annoying I must say.

Disarm: Works on non humanoids(Yes, a bug that helps us!!!)

Looking at getting it changed to work on all... ;)

Work Around: Uhmm... don't /bug report it I guess? :P

Destroy: The two Halfling Warriors in my guild are unable to Learn this ability from mobs. The Halfgiant warrior is. I'm not sure what's up. Maybe we're too short? :(

Flagging issue.

Work around: Q_Q~~~~~

Battle Frenzy: Currently it interrupts your parties casting. This was tested with a DISC.

Rather odd one. Never encountered it. Will look into myself.

Defensive Block Bonus: You don't get one. The tooltip lies!

Post patch, its in. 5%.

Personally Unconfirmed Bugs:


Roar of Fury: Haven't tested this personally, but the warrior I'm grouped with says it does nothing.

That warrior is correct!

Battle Frenzy: Accuracy buff is not working.

It is working. However currently, it takes no "real noticable" effects.

Shield Wall: The 49 Warrior in my guild is sure this does not work.

How so? How does it not work? Need a bit more information on it.

Now with those out of the way I can move onto the more subjective problems I feel the warrior class has.


Warrior Issues:

Commands:
Currently I have 5/6 commands at level 48. They are for the most part useless excluding withdraw. I also assume strike now will be worthwhile though I do not have it yet.

Describe how they are useless.

Press the Attack II: This ability is active for 8/45 seconds if used every time it's up (that's 5.625% of the time) This equates to a 1.7% (1.6875%) damage increase total if the ability is used every time it is up. I do not see how a 1.7% damage increase to one member is worth my time in the slightest bit. This ability needs to be completely revised.

Only a 1.7% damage increase?

Charge II: This ability is also active for 8/45ths of the time but grants a bonus to the whole group. If put up every time it is active that is a 1.4%(1.40625%) increase to the entire group(7.03125%).


Withdraw: This ability is very noticeable. There are no hard numbers to compare it to, but right now it works like magic. I would say it's better than a taunt if you have one pesky high aggro member in your party.

Its getting its tweaks. Currently lowers your targets aggro by 99%. Even into the negatives.

Raise The Defenses II: If the 1.something% damage commands seemed worthless to you hold onto your hat. This ability is only active 6/30ths (5%) of the time. That is a 1.75% increase in total mitigation for one person. Unlike the attack counterparts you are not even able to time this to your burst damage. The only way I could even see this remotely useful is 5 warriors chaining it on the MT who is being focus fired.

Form a Line I: 1% increase per person total and 5% for the whole group I HAVE AN IDEA however. Perhaps this could be changed to a a longer duration buff which splits the damage between the party (say 5%-15% of damage taken is split up and it lasts for half of its duration or is toggle-able depending on how much it splits.

Misc

Dodge: Lots of items still have dodge on them. I know dodge was taken away from warriors because we don't have any reactions to it, but why not just make it add to our parry or light up parry reactions on warriors as well instead of remove it?

In the works.

Adamant Foeman II: This move gives you no clue how much hate it reduces.

Also in the works.

Enrage II: I think this ability is actually a joke. 25% increased damage at a cost of 20% mitigation. It sounds good until you realize you have to be under 50% health or it will deactivate.

In the works.

Overwhelm III: Every single time I have used this ability I have GREATLY regretted it. 300 damage and 2 intercepted attacks for 38 endurance. The damage is negligible and it only intercepts half of the attacks Protect does(which is half the endurance).

This is getting attention as looking to change rescues to work on duration instead of set number of hits.

Riposte VI: Not a bad attack, but the fact that if you use it, it will over write any activated finishers.

Via UI?

Rulan
03-08-2007, 01:23 PM
More tweaking will be coming to our critical hit rates...I'll leave it at that!

I'd definitely prefer increased crit rate than one ability that everyone relies on for crits. Makes things more dynamic and skill based as opposed to button mashing.

Cobalty2004
03-08-2007, 01:48 PM
I'd definitely prefer increased crit rate than one ability that everyone relies on for crits. Makes things more dynamic and skill based as opposed to button mashing.

I would like it though if we didn't have these ubah crit abilities like shield bash and kick, but was more spread out.

Granted I spam kick and shield bash just for the chance to stun, but jeez.