T2 Bugs

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Zealote
Posts: 456

Re: T2 Bugs

Post#111 » Mon Jun 22, 2015 7:37 am

Tesq wrote:-Root do no give complete immunities to cc, ppl rooted can still be stag etc; root should grant immunities to all cc, please fix fast fast this madness.....
[]
I thought they were supposed to be separate immunities (as it seems to be now): one for root+knockback, the other for stagger/silence/knockdown/disarm?
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Tesq
Posts: 5713

Re: T2 Bugs

Post#112 » Mon Jun 22, 2015 8:20 am

Root always gave you immunities to all, this change make you unable to move 50% of time.
Ppl are take advantege of this atm.......root should grant you a 40sec (depend of root) clear seconds of immunites to all cc that's how it worked. Yest was almost impossible reach orders, while every 20 sec you get both root/stag on rotation.
Why no one wonder why so much ppl play engi on order side? cos they are pro? dont make me laught......

Don't wanna make this now a thread on immunities but if stag was nerf to 3 second there is a reason. Implement this type of immunites make only frustrating play and do not reward an intelligent good use of cc .
Moreover make only viable stag and root as atm you gain immunity for all cc of that type so stag is better than silence disarm and etc.
This make ppl only use stag/root, only those and alternatively, it break the fight and make all the whole war a "only moral" game. Moral should be decisive but when it became only a moral fight cos cc break too much the fight there is something wrong.


other bugs:
-rend sould: when you have general coldown and the skill is in coldown if it press just before the skill coldown end, it go in coldown with out being used.
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Bozzax
Posts: 2651

Re: T2 Bugs

Post#113 » Mon Jun 22, 2015 8:39 am

(1.3.0b patch)
Disable family = Knockdown, Stun, Disarm, and Silence (immunity 10 x duration)
Movement family = Root, Knockback and Pull (30s immunity)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Luth
Posts: 2840

Re: T2 Bugs

Post#114 » Mon Jun 22, 2015 9:31 am

This.
If someone doesn't exactly know which CC is countered by which immunity, he can also use common sense:
Incapacitated by a CC = unstoppable immunity
CC affects/forces movement = immovable immunity
No immunity on snare except mDPS archetype ability.

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Tesq
Posts: 5713

Re: T2 Bugs

Post#115 » Mon Jun 22, 2015 9:38 am

Bozzax wrote:(1.3.0b patch)
Disable family = Knockdown, Stun, Disarm, and Silence (immunity 10 x duration)
Movement family = Root, Knockback and Pull (30s immunity)
i know the family but root proc both on official, it wasn't possible being stag after being root.................
but as i said i dont wanna make this a immunites thread, for me just atm immunities do not do what they are suppose to do, cos being able to be both root and then stag alternatively every15- 20 sec with not controll is an abuse of cc.
Last edited by Tesq on Mon Jun 22, 2015 9:50 am, edited 1 time in total.
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noisestorm
Posts: 1727

Re: T2 Bugs

Post#116 » Mon Jun 22, 2015 9:49 am

Bullshit tesq. Absolute bullshit. Do us a favor and show me a Video where you cannot get staggered/stunned after a root. See you again in that case: never.

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Glorian
Posts: 5007

Re: T2 Bugs

Post#117 » Mon Jun 22, 2015 10:55 am

@Engineer Landmine:

As reported earlier by me the Landmine has the following defects:

1. Isn't activated by MOBs
2. Can be destroyed by Area Damage, by myself.

What I tested yesterday was that activation by Destros and Root works in PvP.
Sometimes the Root doesn't work (two shamans running away, landmine explodes, no change in their speed)
Sometimes a whole group of Destros was rooted for about 2 seconds. It damaged and rooted 5 to 6 Destros which tried to storm. I also saw the tiny marker under their portrait that they are in that condition.

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Tesq
Posts: 5713

Re: T2 Bugs

Post#118 » Mon Jun 22, 2015 10:55 am

my bad seems you had right checked some videos
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Ligemar
Posts: 65

Re: T2 Bugs

Post#119 » Mon Jun 22, 2015 12:53 pm

Mandred's lord disappeared.

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Renork
Posts: 1208

Re: T2 Bugs

Post#120 » Mon Jun 22, 2015 12:59 pm

Tesq wrote:Root always gave you immunities to all, this change make you unable to move 50% of time.
Ppl are take advantege of this atm.......root should grant you a 40sec (depend of root) clear seconds of immunites to all cc that's how it worked. Yest was almost impossible reach orders, while every 20 sec you get both root/stag on rotation.
Why no one wonder why so much ppl play engi on order side? cos they are pro? dont make me laught......

Don't wanna make this now a thread on immunities but if stag was nerf to 3 second there is a reason. Implement this type of immunites make only frustrating play and do not reward an intelligent good use of cc .
Moreover make only viable stag and root as atm you gain immunity for all cc of that type so stag is better than silence disarm and etc.
This make ppl only use stag/root, only those and alternatively, it break the fight and make all the whole war a "only moral" game. Moral should be decisive but when it became only a moral fight cos cc break too much the fight there is something wrong.


other bugs:
-rend sould: when you have general coldown and the skill is in coldown if it press just before the skill coldown end, it go in coldown with out being used.

Were we playing the same game? Root did not give immunities to all at all.

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