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2 years ago ::
Dec 21, 2010 - 7:52AM
#1
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While the update's not out yet, i figure i'd start a thead a little early to catch all the new/remaining bugs CB and help keep them all in once place. So post them here when you find them. Known Issues
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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2 years ago ::
Dec 21, 2010 - 9:27AM
#2
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Date Joined:
Oct 28, 2010
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A new bug seems to be that, like the Armor choices, a number of magic weapon options are missing due to poor parsing - Spear is being read as the weapon, not the group for a number of weapons.
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2 years ago ::
Dec 21, 2010 - 9:32AM
#3
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Date Joined:
Aug 16, 2007
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Trying to print the character sheet to pdf creates a blank pdf. Also first page of character sheet still defaults to essentials style. Edit: The later seems to work now. It seems they meant it'll default to what choice of sheet you made last time.
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2 years ago ::
Dec 21, 2010 - 9:37AM
#4
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Date Joined:
Jul 28, 2003
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2 years ago ::
Dec 21, 2010 - 9:42AM
#5
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Date Joined:
Apr 16, 2009
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rod expertise does not appear to be adding the to hit bonus for hexblade attacks that are weapon and implement powers (i.e Icy Skewer, Piercing Shard, etc) when rod is equipped in offhand. (works fine on the hexblades implement only powers)
EDIT: oh look at that; it's a "known issue".
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2 years ago ::
Dec 21, 2010 - 9:52AM
#6
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Date Joined:
Jun 13, 2008
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Sentinel Druids don't get their alternate stats added to AC. But I noted this earlier that it didn't appear in the compendium.
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2 years ago ::
Dec 21, 2010 - 10:01AM
#7
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Date Joined:
Jul 28, 2009
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It's good to see that they've acknowledged that Crescent Moon isn't working properly (it's a good power, but both Character Builders fail to get it right).
Also, on one of my characters at least, saving throw bonuses are being displayed in the "Conditional Bonuses" space under Defences as well as in the space under "Saving Throw Mods".
Tibis
Refugee of many worlds
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2 years ago ::
Dec 21, 2010 - 10:01AM
#8
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Date Joined:
Aug 27, 2009
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Just built an Infernal pact Hexblade and the Builder gave me BOTH pact weapons instead of just the Infernal pact one.
Edit:Ah I started as a Fey pact and switched, I see where that is listed under known issues already.
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2 years ago ::
Dec 21, 2010 - 10:03AM
#9
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Date Joined:
Aug 17, 2010
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Beguiling Strands spell. Base push of target is 3 squares. Enchanters get a +2 to the force movement in squares. So the new push in squares of 5 isn't showing on the power card.
Same thing with the Orb Expertise feat the addition squares in force movement isn't showing.
And please please please sort the powers. I mean really...
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2 years ago ::
Dec 21, 2010 - 10:05AM
#10
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Date Joined:
Aug 16, 2007
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Improved Power Strike for Essentials melee classes doesn't seem to be appearing on list of class features (it did prior to stability fix, noticed it disappeared few hours before todays update) for Slayer and Knight. I think it also happens for Improved Backstab for Thief. Just tried it with Scout and it appeared for him, but only one checkbox got added to the power card (I think they gain additional uses more than once?)
Edit: Correction - thieves show three checkboxes for Backtab
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