View Full Version : Balance Update: LAST ROUND OF BUGs (hopefully)
chilko
09-14-2010, 08:10 PM
Spells
Unstoppable Madness: Duration modified to 5-10 sec. Resistance modified to 70-90%
Defensive Stance: Armor modified to 50%-150%. Added Damage Resistance 10-25 %
BUGS
BUG FIX: New Premium Items can now be bought by the corresponding races.
BUG FIX: MOB consideration (challenge) is now updated when leaving a party.
BUG FIX: Imps and zombies now work properly and can only be cast from the appropriate range.
BUG FIX: A bug where the character would rotate indefinitely when affected by a CC has been fixed.
BUG FIX: Sanctuary infinite duration has been fixed
BUG FIX: Both the spell book and the quick bar show spell cooldown and out of range restriction as they should
BUG FIX: Normal attack round will not be lost when attempting to launch a spell that cannot be cast because of cool down or range restrictions
BUG FIX: a bug that prevented some archer animations to work as they should was fixed.
BUG FIX: spells now remove Stun as they should
Content:
Magma Golems added to the volcanic area in Ignis.
The Ignis bosses "Gohos" and "Barukhan" have been remodeled according to the new Lich and Zombie design respectively.
Miraculix
09-14-2010, 08:14 PM
BUG FIX: Normal attack round will not be lost when attempting to launch a spell that cannot be cast because of cool down or range restrictions
And "no mana" attack round lost? Is that intended?
EDIT: Also, are the spells-under-camo going to be enabled now or in a next update?
EDIT2: I still cannot buy the new Beard premium items on my bearded half-elf.
doppelapfel
09-14-2010, 08:20 PM
Spells
Unstoppable Madness: Duration modified to 5-10 sec. Resistance modified to 70-90%
Defensive Stance: Armor modified to 50%-150%. Added Damage Resistance 10-25 %
BUG FIX: A bug where the character would rotate indefinitely when affected by a CC has been fixed.
BUG FIX: Both the spell book and the quick bar show spell cooldown and out of range restriction as they should
BUG FIX: Normal attack round will not be lost when attempting to launch a spell that cannot be cast because of cool down or range restrictions
Great! The rest is good too of course but those are the most important things for me :thumb_up:
chilko
09-14-2010, 08:23 PM
And "no mana" attack round lost? Is that intended?
This is another bug, and way more difficult to fix. We will fix it in a future update
EDIT: Also, are the spells-under-camo going to be enabled now or in a next update?[/QUOTE]
This will be included in this balance update. It is not yet on AMUN.
Malevolence
09-14-2010, 08:30 PM
Its looking good Chilko! Grats.
no bug to report just a bug reporting in xD
Miraculix
09-14-2010, 08:35 PM
Re-posting in case you missed cause I added it later with an edit:
Male Half-elf, still no beard premium available (all related items appear as disabled)
Pimousse
09-14-2010, 08:37 PM
Spells
BUG FIX: Normal attack round will not be lost when attempting to launch a spell that cannot be cast because of cool down or range restrictions
And when "target is immune to the spell" attack round lost is a bug or is that intented ?
Anyway, nice to see all thoses bugs fixed :)
Gawyn_Trakkand
09-14-2010, 08:46 PM
And when "target is immune to the spell" attack round lost is a bug or is that intented ?
Anyway, nice to see all thoses bugs fixed :)
if they are immune to spells they are usually immune to attack to (actualy i cant think of a spell that ONLY allows immunity to spells) so the attack round isnt lost you just cant attack.
Only question i have is how far are we from the update can a date be given?
Miraculix
09-14-2010, 08:55 PM
(actualy i cant think of a spell that ONLY allows immunity to spells)
- ANY non-damaging spell on a DI'd target
- Heals/Buffs on a Darkness'd target
...
Gawyn_Trakkand
09-14-2010, 09:08 PM
Ah you're right but i've never known it to take up an attack cycle.
AxXxE
09-14-2010, 09:13 PM
The Trelleborg Save is still at his old position on the map :o
i think this is a bug :D
IgnisGlomp
09-14-2010, 09:39 PM
A Warrior character still has only 45 discipline points and 9 power points at level 50 making it impossible to test anything accurately.
Emnesty
09-14-2010, 10:05 PM
Great. Le'ts test it.
A_K_M
09-14-2010, 10:20 PM
Whoa! Didnt notice we had new premiums. Can anyone post a list or direct me to one? Im in class right now and it wont let me connect to the server. I can always check later too.
_Enio_
09-14-2010, 10:49 PM
I noticed a quite annoying amount of attack cycles lost to "not facing" on my barb (i get a phantom swing sometimes on that too). It always happens when you and your target moves fast around while fighting.
I wonder if a zone with 0.5m radius around yourself where facing doesnt matter would solve this. Im not sure why you removed it in the new position system ( that facing ingore circle is active on live).
Alenox_I
09-14-2010, 11:38 PM
Me and a friend tested a MoD + Stalker and the result was that guards could still hit him because of MoD but he could not be seen.
Malevolence
09-15-2010, 12:05 AM
At least now Fulm max at 50% I see no need for it. maybe people with not so good gear can take advantage of it, but as it stands 50% at 5 skill points is not worth it for me to skill. I can make myself useful other ways as a blunt damage dealer barb. I am looking forward to this update.^^
If everybody and their brother feels the need to waste these points on a after thought skill good on em. Makes room for people who dont want to be sheep. mainly me!
Ulti19
09-15-2010, 12:05 AM
Spells
Defensive Stance: Armor modified to 50%-150%. Added Damage Resistance 10-25 %
That is just pure awesomeness :) thx
_Enio_
09-15-2010, 12:08 AM
Ah you're right but i've never known it to take up an attack cycle.
You can also just be dizzied while smashing a spell key and you wont get out any attack.
_Enio_
09-15-2010, 12:13 AM
On my barb it happens alot that i buff a spell and quick go back out of combat mode - or i go out of combat mode an quick cast some spell that brings me back in and then i have the weapon on my back while being in combat mode leading to no swing animations and no damage numbers and only limited spell animations over my target (in log they appear).
This stuck "out of combat animation" can iirc be forced to happen when you put the combat switch on bar and double press or klick it real fast.
NotScias
09-15-2010, 06:03 AM
Mass Resurrection still rezzes with 0 hp and gives no sanctuary to rezzed people !!!
I hope it's not intended, because one attack/area is enough to instakill the rezzed people...
ice_zero_cool
09-15-2010, 06:52 AM
Mass Resurrection still rezzes with 0 hp and gives no sanctuary to rezzed people !!!
I hope it's not intended, because one attack/area is enough to instakill the rezzed people...
agree, it's nonsense to ress someone could get killed by a lvl 1(0) player in one hit xD
KKharzov
09-15-2010, 07:03 AM
A Warrior character still has only 45 discipline points and 9 power points at level 50 making it impossible to test anything accurately.
Why would you need extra points if you lack the 2 extra skill tree's from a subclass?
If you want points then choose a subclass, simple as that.
mariqri
09-15-2010, 07:15 AM
Unstoppable Madness: Duration modified to 5-10 sec. Resistance modified
this is even more horrible
better restore it to 15 seconds
15 seconds was acceptable we could cast 2 areas outside fort with 15 seconds
but with 10 we can only 1
Raindance
09-15-2010, 07:52 AM
but with 10 we can only 1
I believe that would actually add more fun while defending a fort instead of buffing to the max and area the shit out of everyone. However forts, and in particular doors, should be improved a lot, which is probably NGD's plan after this update.
Arafails
09-15-2010, 08:53 AM
but with 10 we can only 1
And why would you need to cast more than one? Make it a CC area.
Topogigio_BR
09-15-2010, 10:21 AM
I still dont understand why marks still have -25 speed debuff on focus, its not in pair with all speed reduction.
Kaixo
09-15-2010, 10:50 AM
this is even more horrible
better restore it to 15 seconds
15 seconds was acceptable we could cast 2 areas outside fort with 15 seconds
but with 10 we can only 1
Often I can't pass through the door in 10 sec.
Barya
09-15-2010, 11:13 AM
Often I can't pass through the door in 10 sec.
Yea, the door are bugged with targets behind it. You just cannot choose door xD
And, ye, with 5sec on um1 i can run 20m.
Even if it is "one way ticket", it not cover the distance of winter stroke, not countering kiting.
And its always fail around of 1/2 CCs even on 5 level (if i would be so lucky in drop as UM failings id already have full epic equip).
Need "other" mechanism for Ao1 and UM, not destroying fun.
I already suggested "fixed number of first CCs in row 100% resisted with UM" and "fixed damage up to 2xHP - 10xHP soaked under Ao1 / increase health-constitution".
But dont need such a short durations with such a short duration ratios ~1/4.
What player will do in other 3/4 time?
And, fix constitution please. It SUPPOSED to reduce time under kick/stun.
The player with 120 const should be in kicked state x2 time less then with 60 const.
(but if i developed game, id made 60-95 decreasing it twice)
Yes fort doors are bugged and annoying:
- you often can not get in or out, because you select targets inside or outside, BUT not the door. Most ppl click upper corners of door to select it. It is very annoying and hard to make it if there is crowd on door.
- preselecting - partitialy caused by previous bug. If you are in fort and you go outside some enemy can select you. You can go inside very fast, so he will not attack you. When you are inside his selection on you stays. Next time you go out he can attack you INSTANTLY without need to select you. This is widely used by every realm to eliminate defenders of forts. To remove preselection some ppl go in and out very fast or make round inside or around fort tower. Still this bug is annoying and widely used.
Fort doors have to be more solid and easier to select. Preselecting an enemy have to be removed too.
ice_zero_cool
09-15-2010, 11:51 AM
However forts, and in particular doors, should be improved a lot, which is probably NGD's plan after this update.
You should read the blog of regnum (http://blog.regnumonlinegame.com (http://blog.regnumonlinegame.com/))^^
Minorian
09-15-2010, 11:57 AM
- preselecting - partitialy caused by previous bug. If you are in fort and you go outside some enemy can select you. You can go inside very fast, so he will not attack you. When you are inside his selection on you stays. Next time you go out he can attack you INSTANTLY without need to select you. This is widely used by every realm to eliminate defenders of forts. To remove preselection some ppl go in and out very fast or make round inside or around fort tower. Still this bug is annoying and widely used.
I tilt the camera up so I can see over the walls, and when that barb that keeps areaing pops out, CC his ass, and watch him struggle. If it was removed I would be very sad :( Its the only way you can remove enough of the defenders to cap the fort.
I tilt the camera up so I can see over the walls, and when that barb that keeps areaing pops out, CC his ass, and watch him struggle. If it was removed I would be very sad :( Its the only way you can remove enough of the defenders to cap the fort.
And preselecting also prevents the attacker from hitting the door. There's no major advantage to it unless you are 100% certain that an attacker is going to area rush you soon.
Minorian
09-15-2010, 12:23 PM
And preselecting also prevents the attacker from hitting the door. There's no major advantage to it unless you are 100% certain that an attacker is going to area rush you soon.
First, my main is a conju, so hitting the door doesnt do much, I feel much better healing/using my little mental to knock/immobilize people. Second, alot of warriors (Alsius particularly it seems) have a hit and run tactic, pop out, 1 hit, pop in, pop out, 1 hit, pop in etc. etc. where they constantly are going in and out, so youre almost guaranteed to get a good knock in.
There are people which do not hit the door, but only preselect and wait. If that people are more than one when you get preselected and go out you get instantly CC'ed and killed no matter what you do.
In fact classes that is hurt most from preselecting are barbarians and warlocks. With this you can effectively and very fast eliminate most active side of defenders. This is one of main reasons most warlocks to not go to fight on doors this days which is sad.
There is simple solution - when you go in remove selections. It is fair you loose your selection(because you click door), enemies loose theirs(because you go inside).
_Enio_
09-15-2010, 01:02 PM
There are people which do not hit the door, but only preselect and wait. If that people are more than one when you get preselected and go out you get instantly CC'ed and killed no matter what you do.
In fact classes that is hurt most from preselecting are barbarians and warlocks. With this you can effectively and very fast eliminate most active side of defenders. This is one of main reasons most warlocks to not go to fight on doors this days which is sad.
There is simple solution - when you go in remove selections. It is fair you loose your selection(because you click door), enemies loose theirs(because you go inside).
Then the fort holding side would be in an even bigger advantage. Currently selecting someone coming out of a door is a pain. The person coming out hasit way easier to find any random target up close to cast sultar / cast areas without need to target.
Targeting just is still a mess, especially at doors. Hope someone comes up with a nice idea how to fix that..
True selecting on door is a pain. It is easier if attackers stay on sides, so defenders pop in center where is easier to select. I think battles at door have to be made more easier and dynamic, but without using stuff like preselecting. I personally do not like door area spams they are another fun killer.
Another regarding fort upgrades - can we please get fort upgrades max to level 3. I think level 4 have to be enabled only if invasion timer of realm is started. All other cases level 4 forts and castles are pure fun killer.
Ashnurazg
09-15-2010, 01:31 PM
Is the "Balance Update" called "Update 1.6.3"?
PT_DaAr_PT
09-15-2010, 01:53 PM
On my barb it happens alot that i buff a spell and quick go back out of combat mode - or i go out of combat mode an quick cast some spell that brings me back in and then i have the weapon on my back while being in combat mode leading to no swing animations and no damage numbers and only limited spell animations over my target (in log they appear).
This stuck "out of combat animation" can iirc be forced to happen when you put the combat switch on bar and double press or klick it real fast.
Old bug, still around, never fixed, never will.
http://regnumonlinegame.com/forum/showthread.php?t=41347
Minorian
09-15-2010, 03:53 PM
I personally do not like door area spams they are another fun killer.
Me too, which is exactly why if preselecting was removed (the only real way to stop area spams) I would jump out a window.
Klutu
09-15-2010, 03:55 PM
Not sure if this is a bug or not
Fort Doors
When trying to fight on the door, The auto move kicks in when you want to enter the fort and if you move your directionals it cancels the movement.. I have died countless times because of this
Auto Move/Run shouldn't work on fort doors it screws up fighting
I don't think this is a bug.. just bad implementation of the Auto Move feature
Edit: if anyone can explain this better go ahead I suck at this xD
_Enio_
09-15-2010, 04:03 PM
True selecting on door is a pain. It is easier if attackers stay on sides, so defenders pop in center where is easier to select. I think battles at door have to be made more easier and dynamic, but without using stuff like preselecting. I personally do not like door area spams they are another fun killer.
Let me maybe say different.
If Selection at Door would be fixed it you would barely see any difference to preselect.
You want preselect to be removed in order to be harder to select in front of door.
This is like asking to remove a user created workaround of a bug so you can use the bug properly xD
Preselect isnt a problem. When theres 5 barbs at door and you decide to go out into their range its just right they can attack you instantly.
_Enio_
09-15-2010, 04:20 PM
Not sure if this is a bug or not
Fort Doors
When trying to fight on the door, The auto move kicks in when you want to enter the fort and if you move your directionals it cancels the movement.. I have died countless times because of this
Auto Move/Run shouldn't work on fort doors it screws up fighting
I don't think this is a bug.. just bad implementation of the Auto Move feature
Edit: if anyone can explain this better go ahead I suck at this xD
This auto move-on-interaction should be suppressible.
I have this problem ALL THE TIME when i try to select someone in front of the door while shooting it, i miss and click the door and start running towards it -.-
Enio workarounds are wrong. There have to be no workarounds at all. Clear good design excludes them. I do not mind 5 barbarians and their damage I'm AGAINST situation i'm put in when there is preselect. When defender wants to kill MoD lock outside he selects it no matter how hard it is. When i go to ress dead ally in the melee outside i struggle to select it no matter how hard it is. When i go with a bunch of allies and got killed instantly, because i was preselected, no matter i'm in melee of 20 this is wrong.
IF you preselect you actually put ZERO effort after you do it 1 time. After it you just hit, kill it is peace of cake no challenge no nothing.
So for you defenders have to have hard time to select, but attackers have right to use preselect bug for free and put little or no effort to target or select enemy?
I'm for easier, fluent, fun game. But using preselect is like ganking, like abusing confuse, like using GCD bug before. This is just not right. Make organization so you can select easier - stay at door sides. There can be GCD timer reset on using fort door, so there is penality for using it.
Let me put it in other words - preselect removes from you any possibility to use more skill at door. So if you move properly, hide in crowd etc etc etc you can make enemies life harder. Preselect is like i want to kill "ieti" next time he is out. No matter that i will go out with 5-10 more. I will be dead, because there is easy way to do it - just preselect and wait. Yes you can select others, but you want me, so you abuse a bug.
Getting a random one selected is easy in both cases - defender or attacker. Getting a specific one have to require a skill. And here comes preselect abuse.
_Enio_
09-15-2010, 04:58 PM
...
Well i see "preselect" different. When i would something call a bug it would rather be losing target when going through door, not other way around.
In games where we dont aim with a crosshair we have to specify our targets. Its an UI thing. Wether you do it via directly selecting with mouse, selecting on a list, selecting via macro on name (eg. wow) - its just an UI mechanics.
It should ideally have no impact on gameplay, best select mechanics would be controlled by mind - it would allow the user to use the game-designed actions (which have their built in rules and tradeoffs already) with the smallest impact from Input limitations.
Eg.: When i see someone come out of camo in my front i and my instant idea is to start cast freeze it ideally should start that moment to cast it.
So instead of increasing problematic mechanics limitations i suggest to try to remove em as much as possible (in this case - dont lose targets while going through doors instead of the other way around).
Mashu
09-15-2010, 04:59 PM
I am sure barbarians at door have better things to do then wait with preselecton for conjurer.
Also Your colleges should protect You, if You are a conjurer!! Finally if You feel that You are preselected "Steel skin", "Sanctuary" waste their time. They will change target and will be exposed longer.
Also conjurer can preselect someone from fort and then go out to resurrect, so it's not a bug. If that would not be possible, I would stop playing my conjurer.
I just want to point that with this you can kill key targets easy, which should not happen. It is like there are 20 man team, but you kill Bulgaro or Jakob or Syrtisa. No matter they put all effort i.e. they do not go alone, so you have to put more effort to kill them and they can be supported better in crowd.
Preselecters just do not care for usual targets they want specific key target. This is pure assasination made easy. If team is organized this should be hard. Problem with preselect is that you can gank easy specific target.
_Enio_
09-15-2010, 05:18 PM
Preselecters just do not care for usual targets they want specific key target. This is pure assasination made easy. If team is organized this should be hard. Problem with preselect is that you can gank easy specific target.
I dont understand this, its no difference to coordination on open field. When 5 marks decide to focus fire one target, why isit different at door when some barbs decide to focus fire some lock with MoD who is about to jump out? Anyway we should move this into a different thread. Feel free to bump the one we had that same discussion already longer ago :P dont remember the thread title..
Mashu
09-15-2010, 05:18 PM
I just want to point that with this you can kill key targets easy, which should not happen. It is like there are 20 man team, but you kill Bulgaro or Jakob or Syrtisa. No matter they put all effort i.e. they do not go alone, so you have to put more effort to kill them and they can be supported better in crowd.
Preselecters just do not care for usual targets they want specific key target. This is pure assasination made easy. If team is organized this should be hard. Problem with preselect is that you can gank easy specific target.
Yes so it makes game more strategic, not just hazardous. "Lets go out and see how lucky I am with selecting".
Also conjurer can preselect key target and resurrect or heal it.
NotScias
09-15-2010, 05:22 PM
A Warrior character still has only 45 discipline points and 9 power points at level 50 making it impossible to test anything accurately.
[18:41] <Scias> chilko, please fix lvl50 warriors discipline/power points
[18:41] <robo> <chilko> we think there are more serious issues.
:superpusso:
Ryan_Carmon
09-15-2010, 07:42 PM
Another bug i found at the amun tests is, that there is no rezz animation if the server has a high traffic (maybe it's just because my pc was on 100% memory+cpu but fps at 18-20)
Seher
09-15-2010, 08:02 PM
Another bug i found at the amun tests is, that there is no rezz animation if the server has a high traffic (maybe it's just because my pc was on 100% memory+cpu but fps at 18-20)
Same here. (Rezzed at realm wall, by the way, maybe that's got something to do with it)
_Enio_
09-16-2010, 05:11 AM
I want to suggest to give Confuse a better visible animation.
I often just do not spot it on my mates until they yell "conf" because the semi transparent small thingie around the head just isnt easy to spot, especially when theres a bit range in between you.
For me thats the biggest issues with that spell in RvR environment.
An Animation like Darkness has would be much better and make it easier to dispell.
Zordak
09-16-2010, 07:27 AM
If you cast a spell on a target that dies during your cast time, the spell will be lost.
While theres many occasions where this can certainly be avoided by cancelling the cast, for a healer this is very annoying. Usually you want to avoid that death and therefore dont cancel your spell.
This situation was annoying with "the old heal" is better with the new one, but incredibly worse for the life saviour spell with its 3s cast time. Specifically since its designed for this very situation.
Spells lost this way go in cooldown and you loose the mana.
I am not sure if its a bug or not - nevertheless i think its an issue that should be adressed.
edit: dispell does not work under sanctuary, which should at least be in the spell description (if its intended). it also does not work on others when the caster sufferes from darkness.
Z.
I believe this is a bug. Similar to how you can kill yourself with Ambitious Sacrifice.
_Enio_
09-16-2010, 08:37 AM
I believe this is a bug. Similar to how you can kill yourself with Ambitious Sacrifice.
Indeed there seems to be no further check on the end of the cast.
Myxir
09-16-2010, 10:05 AM
The speed penality should be added to the description of stalker.
Raindance
09-16-2010, 03:27 PM
I don't know if this has been reported already or if this is even a bug and it could just be a feature, but when your target enemy is knocked down and you try to use Dizzy, Cannot Attack or Immobilize spells such as Meteor, Burst of Wind or Stunning Fist, their CC effect won't work. I know it has been like this for a long time so is this just a feature?
Also, I have noticed Burst of Wind's dizzy effect doesn't work properly, I could be wrong in this one though.
Gawyn_Trakkand
09-16-2010, 04:44 PM
I dont think that is a bug raindance and if it where DONT FIX IT the ammount of CC you'd get whilst knocked would be insane
Agreed. The first knock will most likely mean your death.
Malevolence
09-16-2010, 04:53 PM
Agreed. The first knock will most likely mean your death.
Yes I if you are knocked and the person knows what hes doing more or less you are dead no if ands or buts about it. Not much skill involved, its more about luck and initiative. A bit lame.
doppelapfel
09-16-2010, 06:03 PM
I don't know if this has been reported already or if this is even a bug and it could just be a feature, but when your target enemy is knocked down and you try to use Dizzy, Cannot Attack or Immobilize spells such as Meteor, Burst of Wind or Stunning Fist, their CC effect won't work. I know it has been like this for a long time so is this just a feature?
Also, I have noticed Burst of Wind's dizzy effect doesn't work properly, I could be wrong in this one though.
If they would work on knocked target ccchains would be horribly easy, especially now that knocked players cant resist.
Dracice
09-16-2010, 07:55 PM
i have problem on amun , sometimes i cant cast spells on kicked ppl (or normals), more in this vid: http://www.youtube.com/watch?v=sMla9L5I7Io watch in HD and FS
Miraculix
09-16-2010, 11:48 PM
BUG #1
Damage from normal hits is displayed in yellow font but damage from spells is still displayed in old format, red font
BUG #2
When any spell is resisted, the "Resisted" text comes with a very big delay above the target's head.
Hamster_of_sorrow
09-17-2010, 01:31 AM
if you cast zombies on a mob then accedentally deselect the mob while its casting, the spell casts but there is no effect, it still uses mana and cooldown.
_Enio_
09-17-2010, 03:04 AM
Bug:
Deactivating of Offensive/Defensive Stance makes you stop moving for no apparent reason.
Castingbeast
09-17-2010, 08:37 AM
I dont know if its a bug or not only one thing I know, its really annoying.
Many times I see knights 'blocking' spells like meteor magma blast etc.... Its ok when they block attacks but 'blocking' spells? What for is 'resist' there then? :imstupid:
Block shouldnt affect spell resistence imo.. :)
UtgharKnight
09-17-2010, 09:08 AM
I dont know if its a bug or not only one thing I know, its really annoying.
Many times I see knights 'blocking' spells like meteor magma blast etc.... Its ok when they block attacks but 'blocking' spells? What for is 'resist' there then? :imstupid:
Block shouldnt affect spell resistence imo.. :)
Yeah, I hate that too =/
Blocks shouldn't work on normal hits either, because what for is 'evade' there then? :imstupid:
Block shouldnt affect evade chance imo.. :)
VandaMan
09-17-2010, 02:10 PM
I dont know if its a bug or not only one thing I know, its really annoying.
Many times I see knights 'blocking' spells like meteor magma blast etc.... Its ok when they block attacks but 'blocking' spells? What for is 'resist' there then? :imstupid:
Block shouldnt affect spell resistence imo.. :)
Doesn't bother me that some spells can be blocked... but I'd like to see you try and block lightning with a huge metal shield.
Hamster_of_sorrow
09-17-2010, 02:59 PM
Doesn't bother me that some spells can be blocked... but I'd like to see you try and block lightning with a huge metal shield.
he is wearing a rubber suit under the armor, so the electricity gets routed through the armor into the ground. meteor is the one i dont understand. a rock that size coming in from space would destroy just about everything on the map.
_Arwen_
09-17-2010, 03:43 PM
Perhaps its time for a new spell modifier: "Can't Be Blocked"
This would be applied to a VERY LIMITED number of skills. For example: Golem Fist (You can't really block a giant rock falling on you...), Shield Pierce (Duh... as the name implies it goes through shields) and a couple other PURE DAMAGE (non-cc) spells. It may add more strategy to what skills you use when for both knights and other classes.
Hamster_of_sorrow
09-17-2010, 03:47 PM
Perhaps its time for a new spell modifier: "Can't Be Blocked"
This would be applied to a VERY LIMITED number of skills. For example: Golem Fist (You can't really block a giant rock falling on you...), Shield Pierce (Duh... as the name implies it goes through shields) and a couple other PURE DAMAGE (non-cc) spells. It may add more strategy to what skills you use when for both knights and other classes.
great idea. i would just like to add one spell to the list. ripost. if you read the description, it entails making use of an enemy's mistake. therefore, blocking would not make sense (it gets resisted half the time anyway).
VandaMan
09-17-2010, 04:40 PM
Perhaps its time for a new spell modifier: "Can't Be Blocked"
This would be applied to a VERY LIMITED number of skills. For example: Golem Fist (You can't really block a giant rock falling on you...), Shield Pierce (Duh... as the name implies it goes through shields) and a couple other PURE DAMAGE (non-cc) spells. It may add more strategy to what skills you use when for both knights and other classes.
Along with that I'd like to add "Can't Be Resisted." How the hell do you "resist" something like dual shot, shield pierce, south cross, gutting... and so on?
LoL ! If you wanna play with the words then ... How about Cremation ?
Delete char ? xD :lol:
PS : Slap me for 5 magz
Malevolence
09-17-2010, 04:49 PM
Along with that I'd like to add "Can't Be Resisted." How the hell do you "resist" something like dual shot, shield pierce, south cross, gutting... and so on?
This is how they resist go to 35 secs in. xD
http://www.youtube.com/watch?v=Qcm-9Jvn46c
http://www.youtube.com/watch?v=QjU1ziVyEeQ
_Enio_
09-17-2010, 05:18 PM
Youre all so good at derailing threads..
Minorian
09-18-2010, 11:19 AM
Along with that I'd like to add "Can't Be Resisted." How the hell do you "resist" something like dual shot, shield pierce, south cross, gutting... and so on?
Those types of spells shouldnt be resisted, but evaded.
Hamster_of_sorrow
09-18-2010, 06:36 PM
im still getting lots of evades. on amun, i killed a few mobs, one even evaded 4 times in a row. i had a similar problem on horus. i dont know if it was meant to be fixed, but if so, it has not changed.
Do Onslaught effect stacking is fixed on Amun? Anyone tested this?
It will be good to remove this old bug too.
mariqri
09-20-2010, 07:51 AM
chilko
please take a look at recharged arrows visual bug
we cannot see the blue hands anymore
_Enio_
09-20-2010, 10:55 AM
Spells cancelled by crowd control or hits still do not go into half-CD. I hope you manage to add this to the update!
Hi Community,
We've made a final decision about this issue.
In the next version or hotfix we will add a penalty of half the cooldown when the casting is cancelled by a crowd control spell or for those spells that can get cancelled with a hit (like Camouflage or Revive Pet).
This will give a fair penalty and enough time for the one that cancelled the spell to make its attack using this cancel tactic.
Regards,
doppelapfel
09-20-2010, 04:22 PM
If you do this pls make brain piercing also usefull by making spells cancelled by it getting 100% cd and making it castable anytime in the attack cycle (maybe lower dmg then).
_Enio_
09-20-2010, 09:47 PM
There seems to be another BUG related to def and offstance. When you try to cast offstance directly after defstance cast (or defstance after offstance cast) it just wont start casting . With 5+ seconds in between the casts it generally works without problems.
_Enio_
09-20-2010, 10:19 PM
Theres a BUG with Precise Block. When i cast it while moving it doesnt stop me, i can run around with it active. PB cancels then as soon as i stop moving. When i cast it while standing it cancels itself as soon as i start moving (all fine with that).
Actually would be considerable to allow moving while PB ? its nice :P
Could be cancelable by launching a normal hit or a spell.
tikinho
09-20-2010, 10:22 PM
I have no idea if someone else has reported this bug but its one of the annoying stash bugs. Sometimes you take an item out of stash then you try to stash it back but you can't and the only way to stash it is to relog...
_Enio_
09-20-2010, 11:14 PM
Bug: When you mount a horse and directly ride off once you are up you very often get a setback like demonstrated here: Youtube Video (http://www.youtube.com/watch?v=5I4YyTyq1C4)
Veoh89
09-20-2010, 11:45 PM
Bug: When you mount a horse and directly ride off once you are up you very often get a setback like demonstrated here: Youtube Video (http://www.youtube.com/watch?v=5I4YyTyq1C4)
this BUG exists just in alsius... ignis or syrtis can ride off without problems
Hamster_of_sorrow
09-20-2010, 11:54 PM
this BUG exists just in alsius... ignis or syrtis can ride off without problems
happens to me every time i get on my horse. im from ignis so its not just alsius.
_Enio_
09-20-2010, 11:54 PM
this BUG exists just in alsius... ignis or syrtis can ride off without problems
Haha funny, maybe its just the Light horse that has a bugged casting time clientside?
Edit: Or not as Hamster got the same problems in Ignis.. nvm this Post.
_Enio_
09-21-2010, 12:00 AM
BUG: Combat mode Bug (Warriors only)
Video demonstration: Youtube Video (http://www.youtube.com/watch?v=qgy-1aTzpyo)
If you read the following, skip the first 20s of the Video:
Goin into combat mode with the key specified in options delays in between switches.
Pressing it out of combat mode fast twice results in ending up in combat mode as the 2nd press gets ignored.
However when you toggle the combat mode with the icon (either direclty out of emotes window or from bar) this delay does not occur. You can toggle really quick in between combat modes that way.
The problem occurs when both modes mix.
In this Example i start in combatmode, then get out of combat vie the KEY i specified in options and WHILE the animation is running i press the ICON to get back in combat mode. Then im bugged.
This also happens when you go out of combat via KEY and directly hit a spell that brings you back in combat instantly.
When bugged the target does not see your hits in combat log, only when you go out of this bugged mode
they appear all at once. Also, this bug is not only clientside, other players see you bugged aswell.
The source of the Bug appears to be the delay when toggling combatmodes with the KEY specified in options.
Veoh89
09-21-2010, 12:12 AM
happens to me every time i get on my horse. im from ignis so its not just alsius.
hmm strange... never happent to me or a clanmate yet
i also never heard about that from a syrtis player... just from alsius
maybe just coincedence
_Enio_
09-21-2010, 12:17 AM
hmm strange... never happent to me or a clanmate yet
i also never heard about that from a syrtis player... just from alsius
maybe just coincedence
Does castspeed affect mount up time? (Since i got some, maybe its related to this) However i recall to have tested it without, not sure now though. Anyway, would be nice to see this fixed as its really really annyoing.
Edit: Happens reliably with zero +castspeed aswell.
Veoh89
09-21-2010, 12:30 AM
i testet it with my knight and lock, no setback
also with 2 different mounts and cast bonus
i also asked a clanmate... no setback
MalaTempora
09-21-2010, 11:19 AM
Theres a BUG with Precise Block. When i cast it while moving it doesnt stop me, i can run around with it active. PB cancels then as soon as i stop moving. When i cast it while standing it cancels itself as soon as i start moving (all fine with that).
Actually would be considerable to allow moving while PB ? its nice :P
Could be cancelable by launching a normal hit or a spell.
Enio, reading you is always good :D
Why not permit to just "WALK" (not run, just the slow walk) with precise block activated??
that could be fun and could have some rightness! ("when i run i can't PB, but
if i carefully walk i can :D")
_Enio_
09-21-2010, 12:35 PM
Thanks :)
A speed penalty would work aswell, whatever. Was just a suggestion as it just is fun to use nicely timed to block some nasty cc you antizipated, however with the "cannot move" penalty its way less powerful vs range as it is vs melee.
_Enio_
09-21-2010, 01:24 PM
BUG: The "Not Facing" problems with warriors still occur quite reliably in fights with moving targets.
I recorded a small video reproducing that exact problem on an immobile target
here: Youtube Video (http://www.youtube.com/watch?v=z-UoellkxDk)
Im still convinced a small radius circle around you where facing doesnt matter would solve this, however maybe NGD has a more "elegant" solution to this annoying issue.
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