It probably should! If Shining Wonder is on you (and not bouncing around), Divine Barrier should remove it. It would be in line with how Divine Barrier functions in general, and having Shining Wonder following you around very much seems like a 'debuff'.
If you're holding W (as most Billy players will) when Rising Ram connects it does not send you up properly. You go half the up you're supposed to go, maybe less. This often results in Bashdown failing to connect as your target is sent significantly higher than you are.
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I cast Chain Gang on Mo & Krill, retain LoS throughout the entire cast and then Chain Gang breaks while I still have line of sight. I even actively pinged Mo & Krill as Chain Gang was breaking.
I'm not sure why this happened. My current thoughts are either the Zipline counts...
I *suspect* this is intended but am reporting it as a bug because there's nothing on the ability which specifies the behavior I'm seeing.
Blasted will, eventually, stop restoring duration on melee hits. I do not know why this is, as it does not say. It seems to be on the 11th heavy melee hit...
It could be that it's adding up all sources of tankbuster- I could reasonably have gotten hit by Tankbuster from three different characters, and it's adding all of them together into one damage instance and crediting it to one character, for some reason. That's what it looks like, actually...
As Warden, I will very often see Tankbuster at the top of my damage-taken-on-death value. Previously I was dismissing this as just Tankbuster being really strong, but having looked at things and done some math Tankbuster seems to be dealing dramatically more damage than it should and I cannot...