i like to play on the edge of deathTorquemadra wrote: ↑Sat Jun 02, 2018 9:26 pmthen take them before you are a picosecond from death, the correct delay will be reinstated on ALL potion items once have gone through the correct values, given they are off GCD a couple of hundred microseconds is appropriate, of couse they could be on GCD and eat much more time.
Patch Notes 2/6/2018
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Re: Patch Notes 2/6/2018
Gwelthas : WL 86 The Eternal Host
Gwelthaz : IB 86 3rd Bitterstone Thunderers
Gweltaz : SL 83 3rd Bitterstone Thunderers
Ashitakah : SW 82 The Eternal Host
Gwelth : marauder 80
Gwelt : BG 81
Gwelthaz : IB 86 3rd Bitterstone Thunderers
Gweltaz : SL 83 3rd Bitterstone Thunderers
Ashitakah : SW 82 The Eternal Host
Gwelth : marauder 80
Gwelt : BG 81
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Re: Patch Notes 2/6/2018
I just want to say I think it is ridiculous that the pet got "fixed" but sticky squigz works 25% of the time if lucky, and was not on higher priority. I think that SH needs better survivability in the current environment, perhaps another escape mechanism entirely. I also think WL is completely ridiculous, I have watched them kill a 2-h plate tank in exactly 3seconds. Which makes the look at a squig and watch it fall over. Some may argue that squigz can survive with guard and heals, need all armor gems, stance dance...just to have a CHANCE at survival is incredibly ridiculous. I wish the priority would change to actually help the only class I truly enjoy in this game and stop the one sided domination of the WL class. I have been whispered by several players who also hate the way SH and WL are(check the logs if you don't believe me). I wish the priorities of the team would have a meaningful change to the quality of life in the video game for the players sticking with it. I also feel that as time progresses many players may leave due to these circumstances and I also think that if I am banned for this post that's disgusting. I am trying to make a non bias, non detrimental comment, to create constructive criticism in order to make the server have a better experience for everyone involved.
- anarchypark
- Posts: 2075
Re: Patch Notes 2/6/2018
ty i have finished quest, got a scroll.
scroll quest line is not on disabled list, you can finish it if u already had it.
not sure for new characters. maybe next event
scroll quest line is not on disabled list, you can finish it if u already had it.
not sure for new characters. maybe next event
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
Re: Patch Notes 2/6/2018
Actually sticky squigs and all other selfpunts were fixed, they don't work while in the air. The days of countering punts and pulls with it are over. This also applies if you jump or step over a small rock. Makes it extremely wonky since the fix applied to situations I hope the devs had no intention of messing with.
Rip Phalanx
Re: Patch Notes 2/6/2018
Quest still can't be completed, as the Uthorin Siegelord is nowhere to be seen. Should I make a new report on bugtracker? The previous one was closed.
Re: Patch Notes 2/6/2018
No its working as we intended. If your not on the ground it would be hard to jump back. And using it to avoid falldamage and the like is also a situation that we wanted to counter and stop.lefze wrote: ↑Sun Jun 03, 2018 2:17 pm Actually sticky squigs and all other selfpunts were fixed, they don't work while in the air. The days of countering punts and pulls with it are over. This also applies if you jump or step over a small rock. Makes it extremely wonky since the fix applied to situations I hope the devs had no intention of messing with.
Re: Patch Notes 2/6/2018
Hey,
already on the patchlist for next friday.
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Re: Patch Notes 2/6/2018
All that is fine, but it introduced so much wonkynes because the terrain isn't flat and there are a lot of miniscule ledges, rocks, logs and other terrain pieces that makes the punts not work where they really should have. And while negating whole punts with the skill was kinda over the top, I see absolutely no reason to not let it counter pulls, but that is for a whole other discussion. The terrain piece thingy really bugs me, just overall makes the fix kinda meh and was the only thing I aimed the previous post at.Natherul wrote: ↑Mon Jun 04, 2018 8:21 amNo its working as we intended. If your not on the ground it would be hard to jump back. And using it to avoid falldamage and the like is also a situation that we wanted to counter and stop.lefze wrote: ↑Sun Jun 03, 2018 2:17 pm Actually sticky squigs and all other selfpunts were fixed, they don't work while in the air. The days of countering punts and pulls with it are over. This also applies if you jump or step over a small rock. Makes it extremely wonky since the fix applied to situations I hope the devs had no intention of messing with.
Rip Phalanx
Re: Patch Notes 2/6/2018
It's actually quite valid regardless of how jumping works in real life, while you can have a very realistic point, fact remains if the game followed the laws of physics it would be a different game. And I repeat that I completely understand why the fix was implemented, and that it does in fact work very well for what it was aimed at fixing, but it also puts weird limits on situations outside of the hopefully intended scope of the fix. You can go try whirling pin after walking over the smallest ledge you can find, it will fail even if you are slightly in the air. And while that is exactly what the fix did, you can't really apply the logic you are applying to game mechanics.Torquemadra wrote: ↑Mon Jun 04, 2018 10:47 pmI bet it bugs white lions that they cant pounce in mid air either but the fact remains the ability will not fail, you cant jump if you arent on the ground. Its not complex and your suggestion that walking over a log breaks it is disingenuous to say the least.lefze wrote: ↑Mon Jun 04, 2018 1:03 pmAll that is fine, but it introduced so much wonkynes because the terrain isn't flat and there are a lot of miniscule ledges, rocks, logs and other terrain pieces that makes the punts not work where they really should have. And while negating whole punts with the skill was kinda over the top, I see absolutely no reason to not let it counter pulls, but that is for a whole other discussion. The terrain piece thingy really bugs me, just overall makes the fix kinda meh and was the only thing I aimed the previous post at.
But I'm not here to argue reality vs game, I'm just saying that the fix does in fact produce unwarranted failed selfpunts, you can deny it on the basis of "you can't jump in the air", but it does fail even when you would think you aren't actually in the air. Takes some amount of timing in most cases, but it does happen rather frequently.
Rip Phalanx
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