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DavidDemaree

BioWare
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  1. That should not be the case. Force Barrier should be unusable while hindered. If you attempt to use Force Barrier while hindered, you should get a red, center-screen message that says something like, "Can't do that while hindered," and Force Barrier should not activate or go on cooldown. If you find this isn't the case, then please officially report it as a bug in the bug report forum.
  2. Ghost_Spectre, I'm sorry that the poor descriptions in the tooltips have confused you. This works precisely as designed. The Hindered effect is not considered a controlling effect. Controlling effects are considered to be effects that cause you to lose control of your character's ability to move - things like Stun, Blind, Immobilize, and Slow. When Electro Net is used on you, notice that Slowed and Hindered are separate effects. You can use Force Barrier while Slowed, but not while Hindered. The Hindered effect allows you to maintain control of your character while active, but it specifically prevents you from using certain escapes such as the ones already listed in Electro Net's tooltip and Force Barrier. Force Barrier is considered both a defensive cooldown and an escape, since it allows you to completely escape taking damage while it is channeled. If you are Hindered, and find yourself in a situation where you would like to use Force Barrier, then you may use Unbreakable Will/Force of Will to remove the Hindered effect. Then you can activate Force Barrier. Again, I apologize for the poor tooltip descriptions in this regard, as Unbreakable Will/Force of Will tooltips do not state that they remove Hindered (but they do).
  3. In the following particular instances, it is not a bug: In Nightmare Mode, Huge Grenade does in fact deal weapon damage (rather than the spell damage it deals in Story and Hard Modes). This was an intentional change for Nightmare Mode, done to make the encounter more challenging. As for Terminate, it has always been a weapon damage attack in any difficulty mode that it appears, and it would have never worked to Force Shroud it - any such luck to the contrary is a mere coincidence (though probably not uncommon). In other instances while Force Shroud is active and you know that you are being hit by a tech or Force attack, the issue is most likely that players and NPCs always have at least a 5% chance to hit with any ability, regardless of how high your defense is to that type of ability. So while Force Shroud is active, there is always at least a 5% chance that you could be hit by any tech or Force attack. I don't like this anymore than you do. I know it's extremely frustrating to be hit by an ability that, for all intents and purposes, should not have hit you. Unfortunately, fixing this issue is not as simple as it seems, but I'll take a deeper look to see if there is anything we can do about it.
  4. Today is your lucky day! I'm fixing the issue with Sweltering Heat as I type this. As for the other issue reported: [Retractable Blade's bleeding effect disappears after a tick of damage is resisted] - I am not able to reproduce that. Whenever I see a resist, it keeps on ticking (unless it was the last tick of damage). However, if the initial kinetic damage from the blade is resisted, then the bleeding effect will not be applied - that is working as designed.
  5. Thanks for the bug reports! As for the issue I have quoted, that is actually working as designed. The term "movement-impairing effects" refers to snares or slows, and you should notice that those effects are removed when you use Covered Escape. However, if you are rooted or immobilized, you won't be able to use Covered Escape - again that is as designed. Though I do see how the phrasing used is quite confusing, because it seems quite logical that root or immobilization effects "impair" movement. So I'll try to get that phrasing changed before people start trying to stretch "movement-impairing effects" to cover stuns, sleeps, and heck...death also keeps you from moving. As for the other issues reported in this thread, we are looking into them and attempting to get solid reproduction cases so that we can get them fixed.
  6. Howdy folks, Thanks for all the reports regarding shortened TTK! I just wanted to let you all know that we are looking into the issue, and we could use your help - if you feel so inclined. For those of you who feel that you are quickly defeated in PvP, please post the following information: 1. What level is your character? 2. While in a PvP zone and under the affects of bolster, what does your character sheet show for the following stat values? A. Health (while bolstered) = ? B. Endurance (while bolstered) = ? C. Expertise (while bolstered) = ? D. Armor Rating (while bolstered) = ? 3. In that same set of equipment, while you are NOT in a PvP zone and NOT under the affects of bolster, what does your character sheet show for those same values? A. Health = ? B. Endurance = ? C. Expertise = ? D. Armor Rating = ? 4. What kind of equipment are you wearing? Please list any modifications you've made to your equipment (for example, please note if you have added any augments to it or switched out any of the armorings, mods, enhancements, color crystals, etc. - and note what type of augment/armoring/mod/etc. that you have swapped into each slot of each piece of equipment). The more detail you give here, the more likely we will be able to find the issue that is causing your character to be quickly defeated in PvP. For those of you who are critically hitting with certain abilities for over 9000 damage in bolstered PvP situations, please post the following information: 1. Which advanced class is your character that is able to critically hit for over 9000 damage in PvP situations? 2. What level is this same character? 3. Which ability or abilities are critically hitting for over 9000 damage in PvP situations? 4. About how often would you say the above ability or abilities critically hit for over 9000 damage in PvP situations? 5. While in a PvP zone and under the affects of bolster, what does your character sheet show for the following stat values? A. Expertise (while bolstered) = ? B. [Melee/Ranged] Bonus Damage (while bolstered) = ? C. [Melee/Ranged] Critical Chance (while bolstered) = ? D. [Melee/Ranged] Critical Multiplier (while bolstered) = ? E. [Force/Tech] Bonus Damage (while bolstered) = ? F. [Force/Tech] Critical Chance (while bolstered) = ? G. [Force/Tech] Critical Multiplier (while bolstered) = ? 6. In that same set of equipment, how much expertise does your character have while NOT in a PvP area and NOT under the affects of bolster? A. Expertise = ? B. [Melee/Ranged] Bonus Damage = ? C. [Melee/Ranged] Critical Chance = ? D. [Melee/Ranged] Critical Multiplier = ? E. [Force/Tech] Bonus Damage = ? F. [Force/Tech] Critical Chance = ? G. [Force/Tech] Critical Multiplier = ? 7. What kind of equipment are you wearing? Please list any modifications you've made to your equipment (for example, please note if you have added any augments to it or switched out any of the armorings, mods, enhancements, color crystals, etc. - and note what type of augment/armoring/mod/etc. that you have swapped into each slot of each piece of equipment). We know it can be frustrating when changes are made to statistical values that have become accepted and expected, and we thank you for your help and patience as we further diagnose this issue!
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