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  1. #1
    Community Member Pilgrim1's Avatar
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    Default Comprehensive list of Druid Bugs (updating)

    The dev’s have stated that they will be updating the druid class this year, so lets help them out with pointing out the many bugs that are realated to that class. If a dev drops by please make a post saying you read this. It will help motivate us to keep doing this.

    This post will be devoted to bugs affecting caster druids. The second will be for animal form.

    Spells:
    Lvl 2: Roar - the discription implies that it casts an imediate intimidate check, it does not.
    Lvl2: creeping cold - see greater creeping cold (lvl 6)
    Lvl 3: Salt ray - this spell does not grant helpless condition (it should its a stun)
    Lvl 3: sleet storm is not cleared by wind spells.
    Lvl 3: Spike growth will sometimes float in the air. It can also be hard to see through it.
    Lvl 4: Enveloping swarm - maxize/empower and spell power do notimprove the spell dmg.
    Lvl 5: Harrowing pack - knockdown does not trigger on pets or player.
    Lvl 5: Call lighting storm - this does 5d10 dmg/strike when i should be doing (1d5+5 per caster lvl). Can’t Be extended. Does not trigger often enough.
    Lvl 5: Pack aptitude - Only grants +4 to an ability.
    Lvl 6: fire seeds - quicken causes only 2 seeds to fire.
    Lvl 6: Greater creeping cold (and lesser creeping cold): these 2 spells over-right and prvent the wiz/sor spell niaks bitting cold (lvl 5) from applying. Crushing wave (from weapon’s) over-right the damage. Only one druid may cast these spells on a target, a second druid’s spells have no effect. The primal avatar’s winter cold guard overrights/prevents these spells (nead confermation!)
    Lvl 7: Creeping doom - this spell does not have loaded dice. It should use 1d5+5 instead of 1d10. This spell is typed as posion damage when it should be pysical or untyped damage. This spell is over-writen by the primal avatar ability insidius spores. 2 druids may not both have creaping doom on a taget.
    Lvl 7: Word of Balance incorectly requires a spell penitration check.
    Lvl 8: howl of terror - this spell should make the target helpless, it does not. Draconic Presence (in draconic incarnate epic destiny) does not give +3 DC to this fear-bassed spell.
    Lvl 8: ice flowers - it has a 8 second duration but only damages one time, it should hit 4 times.
    Lvl 8: Earthquake is cleared away by wind spells. Earthquake causes other players screans to shake. Some players claim earthquake creates lag effects.

    *Mantle of invulnerability prevents these spells when it should not be: sunburst (lvl 8) and its SLA, Sunbeam (lvl 7), Word of balance (lvl 5) and its SLA, and Wall of fire (lvl 5) - wall of fire is also a lvl 4 wizard spell. *note* i tested these 3 years ago, if they were fixed disrecard this. EDIT: THIS IS FIXED
    *All of the vigor and regeneration spells break invisibility (while normal heal does not).
    *The lightning strikes of druid spells in an environment of mist or fog effects causes the entire screen to brightly flash white.

    Enhancments:

    Season’s hearald:
    * Hierophant does not give the next spell 100% critical chance and 1/10 normal cost when the season change.
    *natures Warden’s 1sec cooldown makes AOE spells less effective.
    *winter’s Heart - 5% chance of effect is punitive. Most druid spells are ranged spells, having the AoE burst center on the caster instead of the target makes this enhancment enefective.
    * Springs researgence can be cast through walls, underwater, and has no casting animation.

    Nature’s Warrior:
    *Alpha Strike does not work with Tree form from primal avatar.
    *most of the ehnacment’s are truly garbage.

    Pets:
    *having a activated ability trained causes the pet to go pasive (unresponsive?) after use.
    *attack rate of pet seams to slow with the use of activated abilities.
    *very few convered (made from handwraps) pet collers work. For example LGS handwraps have no effect.

    Quote Originally Posted by Elfishski View Post
    I'm not sure if these are still the case (last tested just after new handwraps code, but before various patches):
    * Damage type bonuses from collars don't work. A wolf at the moment always does only slashing damage no matter what's on the collar. Silver, Cold Iron, Good, Lawful, extra Piercing on Ivy Wraps converted to collars - none of that applies, and ghostly doesn't work either. You don't even get "Magic" type so anything that has e.g. DR 10/magic (lots of things) won't be taking full damage from your pet. However, "Magic Fang" and "Aligned Fang" spells work fine, and a purchasable stack of adamantine weapon scrolls will be your best ever friend for Good Intentions.
    * Pet equipment: most effects like vorpal, constitution damage on crit, seem to work, though it's a bit hard to tell sometimes. From testing on another character I've never seen a meteoric star ruby proc from a pet attacking using a collar with that in the augment slot so that doesn't seem to work and likely not other augments that rely on a proc effect.

    *pet filigree set “the cry of battle” has no effect on wolf pets.
    *pet enhancment “strength of the pack” cant be used.

    Druid related stuff:
    *charms can not be dismissed with dismiss Charm.

    Primal Avatar issues related to druids
    *Epic Feat Mass Frog
    Quote Originally Posted by SirValentine View Post
    It does make a roll, but there's 2 separate bugs with the roll:

    - It casts with a caster level equal to your number of Epic levels instead of total character levels. So, 8-10, instead of 28-30.
    - Spell Penetration items do not add to the roll. However, the appropriate Feats, Past lives, Epic Destinies, Enhancements, and Ship Buff all do add to the Spell Penetration check.
    *Primal avatar’s oncoming storm knockdown ability does not work.
    *Avatar of nature cleave and attack animiations are inconsistant, some attacks trigger attack animiations and some do not.
    * Tsunami and stormrate DC’s do not scale well as they are lacking evocation bonuses.

    About me: I am playing a max DC caster druid atm. This is my 5th time playing a Caster druid. I have played lots of casters and I have lots of experence with them in difficult content.
    Last edited by Pilgrim1; 02-08-2018 at 12:35 AM.

  2. #2
    Community Member Pilgrim1's Avatar
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    This post is for bugs and issues regarding animal forms

    *Only Improved critical blunt and things that boost critical on a 19-20 work in bear, wolf, or tree form. Not handwrap boosting effects, not weapon bosting effects, not keen eather.
    *Bear forms 3ed attack sequence (rearing on hind legs) is slow, cumbersome, and will easly miss the target.
    *Bear forms discription says it should do bludging and slashing damage, it only does slashing damage thus not bypassing some damge reduction.
    *Shadows cast by animal forms show their human shape.
    *No special attack/dmg stat mods can work in animal form weather applied by feet, enhancment, or weapon.

    Does the [w] aspect of animal forms work correctly? I vaguly recal weapon dice numbers not transfering to animal form in some aspects. Monk die increases do? Anyone know the answer to this?

    TWF issues: TWF off hand attacks works regardless of what is equiped in weapon slots (shield/2hw/single weapon). No enhancments that require two weapons work in animal form (most of the tempest enhancments). No enahancments that increase off hand attack chance work.

    SWF issues: the 50% damage does not work.

    Shield and board: The vangard shield attacks that require you to have a shield do not work in animal form (i assume other shield attacks as well).


    Note:
    I have no idea what the developers intentions are with the ability to use TWF/SWF/shield master line in animal form. They have in the past say this is not working as intended and also said in the past that the ability to do this is the only thing holding up the class. So until we get some direction im going to leave this aspect of animal form off. *edit: actualy, why not add stuff?*
    Last edited by Pilgrim1; 02-05-2018 at 10:56 PM.

  3. #3
    Community Member Pilgrim1's Avatar
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    This post is for suggestions to improve the class.


    Spells - Outdated spells (not buggy but not effective):
    Lvl 2 flame blade - weapon bonus effects are lack-luster. CL cap of 20 reduces epic play options.
    Lvl 3 Snare - consiter making this an AoE effect like web?
    Lvl 4 enveloping swarm - a guard that does almost 0 damage is worthless
    Lvl 5 cold breath - this is not evocation typed so the DC’s are very poor
    Lvl 6 tremor - Poor DC scalling makes this enefective
    Lvl 7 elemental toughness - 5dr is almost worthless, make it scale? 1dr/druid lvl?
    Lvl 7 yaws of winter - DC scalling issues again
    Lvl 8 unstoppable - this spell is so bad, neads a compleate rework. It activly hurts you for casting.
    Lvl 9 anger of the noonday sun - for a lvl 9 spell this is terible. Make it a stacking effect so on each tick it adds to the debuff.

    Sugestions:
    *Add acid rain to the druid list and chain lighting/ball lighting to the druid spell list.
    *Reincarnation takes much longer to cast than divine type reseraction abilites. Bring reincarnation in line with the others.
    *Earth, Air, and cat wildshape forms could be added.
    *Only acid spell is storm of vengeance
    *Epic wild shape feat should be added
    *Tsunami neads some work. Making it a cone stile attack would significantly help the targeting issues this spell has.


    Natures Warrior Enhancment sugestions:
    Quote Originally Posted by elvesunited View Post
    There are some good enhancments in Nature Warrior. Alpha Strike, Essence of the Shrike, Vengeful hunter, Fight. But expanding more on Nature Warrior garbage:

    Bestial Nature: +3 Reflex, Fortitude. -2 Will. Fairly weak, but it is a tier 1. The bigger issue is that it is a beast stance. Nature warrior has 4 of them and none of them so strong that it makes sense that you couldn't have them all active at the same time.

    Hide of the Crocodile: 40-60% acid/physical damage reduction for 8 seconds. Cooldown 5 minutes. Ha Ha Ha Ha! Oh that gets me every time. Replace with a constant and much smaller value of acid absorption and PRR.

    Fatal Harrier: Attack speed increase doesn't stack with melee alacrity and tends to be difficult to build up anyway.

    Essense of the Turtle: Essence of the shrike gives temp sp for each critical hit. And given the wolf attack speed is perhaps Nature Warrior's best enhancement. Essence of the turtle does it 5% of the time when you take damage and is a joke.

    Wild Healing: 5% chance of 20 temp hp and temp 20% healing amp upon taking damage. Okay for a Tier 1. Wait it's a Tier 5?

    Celerity: +50 doublestrike for 15 seconds. Cooldown 5 minutes. That's an average of +2.5 doublestrike for 3 AP and it requires you to click a 5 minute cooldown hotkey.
    Last edited by Pilgrim1; 02-03-2018 at 11:15 AM.

  4. #4
    Community Member Xyfiel's Avatar
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    Linked this thread in PC thread.

  5. #5
    Community Member Pilgrim1's Avatar
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    Quote Originally Posted by Xyfiel View Post
    Linked this thread in PC thread.
    Thanks! Ill be updating it as i have some time. Lots more bugs out there!

  6. #6
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    Quote Originally Posted by Pilgrim1 View Post
    Reserved for animal form bugs
    When mentioning the Wolf exploits, be sure to be vague so you dont give people ideas.

  7. #7
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    - Can't dismiss charms using Dismiss Charm feat

    Quote Originally Posted by Pilgrim1 View Post
    *Epic Feat “Mass Frog” fails when a mob has spell resestance without rolling for spell penetration.
    I did multiple runs of testing on Mass Frog in the past. Unless it's changed, while it is definitely broken, it's not quite that simple. It does make a roll, but there's 2 separate bugs with the roll:

    - It casts with a caster level equal to your number of Epic levels instead of total character levels. So, 8-10, instead of 28-30.
    - Spell Penetration items do not add to the roll. However, the appropriate Feats, Past lives, Epic Destinies, Enhancements, and Ship Buff all do add to the Spell Penetration check.
    Last edited by SirValentine; 01-31-2018 at 10:14 PM.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  8. #8
    Community Member Pilgrim1's Avatar
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    Quote Originally Posted by SirValentine View Post
    It does make a roll, but there's 2 separate bugs with the roll:

    - It casts with a caster level equal to your number of Epic levels instead of total character levels. So, 8-10, instead of 28-30.
    - Spell Penetration items do not add to the roll. However, the appropriate Feats, Past lives, Epic Destinies, Enhancements, and Ship Buff all do add to the Spell Penetration check.
    Wow, I did not know that. Updating!

  9. #9
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    Quote Originally Posted by Pilgrim1 View Post
    The dev’s have stated that they will be updating the druid class this year, so lets help them out with pointing out the many bugs that are realated to that class.
    Good idea!

    Quote Originally Posted by Pilgrim1 View Post
    Lvl 5: Harrowing pack - knockdown does not trigger on pets or player.
    This also applies to the epic destiny enhancement from Primal Avatar - The Oncoming Storm - damage procs but pets/hirelings will never knock anything down with it.

    Quote Originally Posted by Pilgrim1 View Post
    Pets:
    *having a activated ability trained causes the pet to go passive (unresponsive?) after use.
    *very few converted (made from handwraps) pet collars work. For example LGS handwraps have no effect.
    If it helps to track it down, I feel like the going unresponsive after use of an active ability might be because they apply the effect to themselves (e.g. bluff themselves as well as enemy and then their AI never recovers).

    Pet enhancement: capstone ability "Strength of the Pack" doesn't work at all (it looks active but can't be moved to a hotbar for them to use, and neither I nor any other hirelings are passively getting a morale bonus to con or anything else).

    I'm not sure if these are still the case (last tested just after new handwraps code, but before various patches):
    * Damage type bonuses from collars don't work. A wolf at the moment always does only slashing damage no matter what's on the collar. Silver, Cold Iron, Good, Lawful, extra Piercing on Ivy Wraps converted to collars - none of that applies, and ghostly doesn't work either. You don't even get "Magic" type so anything that has e.g. DR 10/magic (lots of things) won't be taking full damage from your pet. However, "Magic Fang" and "Aligned Fang" spells work fine, and a purchasable stack of adamantine weapon scrolls will be your best ever friend for Good Intentions.
    * Pet equipment: most effects like vorpal, constitution damage on crit, seem to work, though it's a bit hard to tell sometimes. From testing on another character I've never seen a meteoric star ruby proc from a pet attacking using a collar with that in the augment slot so that doesn't seem to work and likely not other augments that rely on a proc effect.
    Nistafa on Khyber

  10. #10
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    Spring resurgence has no casting animation or range.
    It does not work thru walls.

    Seasons repeat itself before moving on.
    Seasons seems to stack upon themselves possibly creating lag issues.

    Caster Druids have a reputation for lag issues.

    Call Lightning Storm is a self-buff and hence should have Extend applied to it.
    Call Lightning Storm does not strike often enough to be useful.
    Call Lightning Storm seems to possibly have an untested unverified buff from Stormrage.
    Witnessed Call Lightning strike quicker ~ every few seconds when cast during Stormrage.

    Reincarnation is too slow casting compared to Resurrection.

    Mass Heal is too slow casting compared to Mass Regeneration.

    Gust of Wind does not clear Sleet Storm.

    Wolf enhancement trees are old style.

    Wild Shape Earth and Air Forms are missing.

    Druids only have one acid based spell: Storm of Vengeance.

    Epic Wild Shape Feat should exist.

    Atavar of Nature should require some form of wild shape to access.
    Even if such were granted by Primal Atavar.

    Season's Herald Capstone provides a +2 DC bonus to Transmutation Spells yet Druids lack any good Offensive Transmutation Spells save these rarely used ones:
    http://ddowiki.com/page/Entangle
    http://ddowiki.com/page/Quench
    http://ddowiki.com/page/Snare
    http://ddowiki.com/page/Spike_Growth

    Tsunami needs to be improved with a wider path and better targeting.
    Tsunami blows away Earthquakes making it less desirable unless the Devs want to support a noncloud variations of druids.

  11. #11
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    Note:
    I have no idea what the developers intentions are with the ability to use TWF/SWF/shield master line in animal form. They have in the past say this is not working as intended and also said in the past that the ability to do this is the only thing holding up the class. So until we get some direction im going to leave this aspect of animal form off.
    Two weapon fighting works in animal form even if the druid is not equiping two weapons in his inventory. It's even supposed possible using ranger class splash to use single weapon fighting and two weapon fighting feats at the same time! While the debate goes on if one should be able to use weapon feats in animal form if you've equipped the correct weapon or shield combination. ( I vote it should, It will just destroy to many builds if it doesn't ) The ability to get the benefits of a weapon feat when you're not even equipping the right items will definitely go.

    Nature’s Warrior:
    *Alpha Strike does not work with Tree form from primal avatar.
    *most of the ehnacment’s are truly garbage.
    There are some good enhancments in Nature Warrior. Alpha Strike, Essence of the Shrike, Vengeful hunter, Fight. But expanding more on Nature Warrior garbage:

    Bestial Nature: +3 Reflex, Fortitude. -2 Will. Fairly weak, but it is a tier 1. The bigger issue is that it is a beast stance. Nature warrior has 4 of them and none of them so strong that it makes sense that you couldn't have them all active at the same time.

    Hide of the Crocodile: 40-60% acid/physical damage reduction for 8 seconds. Cooldown 5 minutes. Ha Ha Ha Ha! Oh that gets me every time. Replace with a constant and much smaller value of acid absorption and PRR.

    Fatal Harrier: Attack speed increase doesn't stack with melee alacrity and tends to be difficult to build up anyway.

    Essense of the Turtle: Essence of the shrike gives temp sp for each critical hit. And given the wolf attack speed is perhaps Nature Warrior's best enhancement. Essence of the turtle does it 5% of the time when you take damage and is a joke.

    Wild Healing: 5% chance of 20 temp hp and temp 20% healing amp upon taking damage. Okay for a Tier 1. Wait it's a Tier 5?

    Celerity: +50 doublestrike for 15 seconds. Cooldown 5 minutes. That's an average of +2.5 doublestrike for 3 AP and it requires you to click a 5 minute cooldown hotkey.

  12. #12
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    A Druid (or any other casting class) has 20 +5 (or +0) druidic caster levels.
    This is a bug since logically any Spellcasting Class with 20 class levels and 10 epic levels has 30 spellcaster levels.


    This could be easily solved by increasing Epic Destiny Levels from level 6 minus 1 xp upward to level 10.
    The fact that the MotU creators left Epic Destinies at 1 xp short of level 6 instead of at the beginning of level 5 indicates their intention to increase Epic Destiny Levels at a future date.
    The fact that the MotU creators granted players 24 epic destiny points which is the value of having level 6 in epic destinies (4 x 6 = 24) indicates their intention to increase Epic Destiny Levels at a future date.


    By adding power +4 epic destiny points to spend per four additional levels, the Devs would be justified in correcting the error of granting all epic destinies points to spend as soon as a player hit level 20.
    Epic Destiny points could be awarded to spend (yes trees would get reset upon reincarnations) at the rate of 4 per Epic Level earned (provided Epic Levels >= Epic Destiny Levels.
    to be the Lesser of Epic Destiny Levels Earned or Epic Levels Earned.

    This would make leveling up less boring, the end game more rewarding, more epic destiny xp to earn, more fate points to spend towards twists, and more challenge at lower epic levels where dungeons actually seem less challenging.
    Last edited by Silverleafeon; 02-02-2018 at 05:15 AM.

  13. #13
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    Enhancements such as Feeding, Bluff, Ect...anything other than straight buffs seem to greatly slow down a wolf's attacks.
    Making the wolf pause is probably a bad thing.

    So if you are redoing the Wolf Tree someday, consider leaving off distractive enhancements.
    Or at least consider that Players may label thus as "trap builds".

  14. #14
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    While Earthquake seems to be considered a cloud spell that can be blown away, thematically an earthquake in real life could never be blown away by a gust of wind spell. Also thematically it would make a lot of sense allowing a real life cloudkill spell to be blown away by gust of wind.


    A few of the Player vs Player disagreements result from:

    A Sorcerer casting Fireballs unto a Wizard's Webs.

    A Sorcerer casting Cylconic Blast unto a Druid's Earthquakes.

    A Druid casting Greater Creeping Cold unto a target affect by Niac's Biting Cloud.

    Any toon casting Tsunami thru any "cloud type spell: such as Dancing Ball, Acid Fog, ect...

    A Cleric/Favored Soul/Wizard/Sorcerer casting SM 8 to bring forth an Air Element who casts Gust of Wind that Slows and Removes Clouds.

  15. #15
    Community Member Pilgrim1's Avatar
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    Updated to this point!

    I took some liberty in your guys responces on weather to put them in sugestions or bugged aspects. Feel free to disagree!

    Since im hear anyone know how to bold and Underline and Italize text? I think it will help with formating as the posts get longer.

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    Body of sun is a health hazard.

  17. #17
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Pilgrim1 View Post
    I have no idea what the developers intentions are with the ability to use TWF/SWF/shield master line in animal form. They have in the past say this is not working as intended and also said in the past that the ability to do this is the only thing holding up the class. So until we get some direction im going to leave this aspect of animal form off.
    My completely unsubstantiated speculation is they will nerf the known exploits like TWF, buff Natural Fighting feats and Nature's Warrior tree (probably with a bunch of crit and Melee Power bonuses while shapeshifted), then receive months of abuse on the forum from all the wolf players outraged that SSG nerfed their favorite builds into DPS oblivion by fixing all the bugs they've been saying for years they would eventually fix.
    Retired Build Engineer. Everything was better back in our day. Get off my lawn.

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    Hmm...seems like this thread is turning from a bug list into a "things that should be buffed" list. Not that that's not useful, but they're separate topics.

    EDIT: Sorry, I missed that you had a Suggestion post. It's clear enough.
    Last edited by SirValentine; 02-03-2018 at 09:29 PM.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  19. #19
    Community Member Pilgrim1's Avatar
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    Quote Originally Posted by SirValentine View Post
    Hmm...seems like this thread is turning from a bug list into a "things that should be buffed" list. Not that that's not useful, but they're separate topics.
    Im trying to keep the first 2 posts focused on bugs and let the 3ed post be about suggestions. Do you think I made it clear enough? Should I reformat it?

    I would deffently like to keep the first part as bug-focused as possible.

  20. #20
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    Quote Originally Posted by Kriogen View Post
    Body of sun is a health hazard.
    +1

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