Extensive Bug Report - Multiple Broken/Inconsistent Class, Gear, Unique Interactions This is why the Druid is "Bad"

This chain of events starts with the Mjolnic Ring
The ring’s unique effect states that you get “Unlimited Spirit” and X%x damage increase while Cataclysm is active. However, when you use Cataclysm with this ring it does not give you unlimited spirit, it reduces all spirit costs to 0.
This in turn causes multiple effects to break, glitch, and become ineffective with the context of how it should operate.
So now we have an item that is reducing costs to 0 instead of leaving the costs in place as they should be and giving you “Unlimited Spirit” to use them. So with this is mind we move on to the next bit of complexity.

First is the Crown Of Lucion that states each time you use a skill with a resource cost you gain X%x damage and 30% increased resource cost stacking up to 5 times. While Cataclysm is active with Myolnic Ring and Lucion equipped, skills are behaving in a manner incosistent to either of the texts combinations.
Instance 1 - Stone Burst with the Anticline Burst Aspect which states that casting it over 75 spirit will cause it to automatically cast at it’s largest size. It will not generate Lucion stacks AND also randomly generate Lucion stacks but it will refresh any stacks currently active. Also according to Myolnic this skill should still have a resource cost and be able to generate and refresh stacks while having an increased resource cost. Also keep in mind we are tap casting this skill and not “Channeling”.
Instance 2 - Landslide appears to be functioning? with a “0” resource cost and generating Lucion stacks, also considering the fact that it should have a resource cost, but a much higher one, but why is it working?

Now we move on to the next part of the complexity.
Banished Lords Talisman which states that “After you spend 275 of your primary resource your next core skill is garunteed to overpower.”
Now with all of the above in mind heres how “Instance” 1 and 2 are operating.

When we tap our Stone Burst to pop cast it at it’s largest size it will generate a bizzare number of 49 towards the Banished Lords effect number. How is a number being generated if the resource cost is 0? If Myolnic would operate as theoretically intended the resource cost would be roughly 51 IF you had the perk for Raging Stone Burst that increased the cost by 66% and 3 points in the passive Wild Impulses that increases core skill spirit cost by and additional 9%. So now lets multiply that for 5 stacks of Crown Of Lucions effect of 30% increased cost per stack making 51+150%, now we are roughly at 127 ish in theory for one pop cast of Stone Burst. However even with the bizzare number of 49 being generated towards Banished Lords effect it gains no 30% increase of value generated per stack of Lucion thats active. Seems kinda strange to me…

So maybe it’s just related to one instance I thought. Stone Burst is a new skill maybe it has some stuff to be worked out. So I went and tested Landslide with these effects in place.
Landslide is generating a bizzare number of 30 towards Banished Lords for some reason and only for casts after the first. It is also not gaining any increased theoretical effect cost for Banished Lords per stack of Lucion that it is some how generating with 0 resource cost.

Now you consider the potentials of Runes being used with this combination you will see more theoretical broken interactions like for instance the Poc rune which states spend 5% of your maximum resource to gain 5 offering.

You can see what I was attempting to do with these tests but got results that were extremely inconsistent to what was “expected”. I say expected because I ask you all, wouldn’t you expect these interactions to work based upon the lables you were provided as well? To me it seems like a giant web of bugged interactions that needs to be addressed.

I have saved ALL the character information to easily recreate this or provide any additional information if it’s needed.

Thank you all for your time and please consider helping support this thread so maybe we can get some results and make the Druid class better for everyone.
Cheers.

Now for a new set of broken/misleading interactions.
This chain of events starts with the Druid’s Subterranean Aspect which states that, Poison Creeper’s Active also “casts” Landslide in a circle around you. So now we have a clear “casting” context. So this means Poison Creeper is also counting as a Landslide “cast”
Now we add in the Earthbreaker Ring which has 2 effects I observed as inconsistent/broken when using Poison Creeper with Subterranean Aspect.
1 - The chance for Landslide Projectiles to cast twice is not working.
2 - The unique effect of the ring that states “Casts” of Landslide leave behind Tectonic Spikes that deal X damage over 2 seconds is not working.
As a result obviously you cannot benefit from the second part of the rings unique effect either.
Also as one can imagine, this means that tempering for Landslide Projectiles to cast twice is not working with this.

Next we have the Landslides part of the skill tree. If you have the perk Raging Landslide selected that states when you strike and immobilized or stunned enemy, an additional pillar of earth is formed, is also not working with this combination.

Now if you add in the Nature’s Fury Key Passive from the skill tree that states, casting an Earth skill has 35% chance to trigger a free Storm skill from the same category and vice versa, we have a Poison Creeper “casting” Landslide, that is not triggering Nature’s Fury.

Other smaller things that have been discovered so far.
Utility - Aspect of the Agile Wolf, the fourth attack with dash is still not working consistently.

Things I find strange and/or make no sense.
When some pets are modified via aspects or gear they seem to gain additional tags relivant to the modification thats given to them, yet in Poison Creeper’s instance, the Subterranean Aspect doesn’t modify it to an Earth Skill and/or Nature Magic. Seems counter intuitive when compared to the rest. Allowing pets to be modified to actual Storm/Earth skills would allow them some better cross funtionality and perhapes lead to new builds.

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