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Old 11-03-2011, 05:06 AM   #1
_Enio_
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Default [Cruical bug gameplay/balance wise] (Knight-) Auras

First, i want to apology to place this in here but its not enough to place this in some kind of subforum.

As anyone playing this game a lil more serious (teamplay wise) knows, since the update before dual wieldupdate alot of auras (the technically real auras) are broken. They just cease to work after ~1 second. This includes Deflecting Barrier (Knight), Heroic Presence (Knight), Master of Doom (Warlock).


I dont understand why such a cruical bug doesnt get fixed. It should be TOP priority. It kind of disables the whole knight influence on RvR. Which is HUGE considering current armor system and archers dmg scaling on it.


Im not sure why it take so long to fix these non-working auras, please - this is meant as a huge *bump* for all those reports of it in case those got lost. At a place that gets read more frequently. Sorry 'bout it.


Edit: FIXED today! Thank you!
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Fix the Marksman subclass: Suggestion

Last edited by _Enio_; 11-03-2011 at 05:03 PM.
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Old 11-03-2011, 06:22 AM   #2
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As a conjurer mana pylon only works from the second mob my ally kills. I think same bug at all auras, you have to kill someone first if you want auras works on you or mb you need that much time while an ally kill a mob to get it work. Realy annoying bug.
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Old 11-03-2011, 08:00 AM   #3
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Hm no mana pylon works well. Easy to see in fights.

Its DB, Heroic and MoD which dont work.
Or well, work for ~1s and then stop.
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Old 11-03-2011, 03:10 PM   #4
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i've a WM knight and i used to play with a mixed setup of defensive auras/areas and offensive powers. atm i can play only with a full knarb setup and i have to admit that it's becoming boring

seing that heroic and deflecting have to be fixed, i suppose that this is a good moment for changing these spells before they work correctly again

i'd suggest both affecting the caster with a lower effect and duration to make them more dynamic

something like +10/15/20/25/30% protection and +2/4/6/8/10% resist damage for heroic presence (40/60 or 60/90 duration/CD: A LOT less effective vs low damages, a bit stronger against high damages and it would be complementary for the tank role)

and something like +10/15/20/25/30% ranged damage resistance for deflecting barrier (60/90 or 90/120 duration/CD)

with the old auras (and actual areas), knights can support other players, but can't well accomplish their tank role because others characters like barbarians or marksmen have way more defence in rvr instances (NB defensive stance atm is not a reliable defence because it's overpowered against ranged classes that will only CC you and it's totally useless against barbarians that can easily hit you for 1000+ with beast attack/SC or one shot kill you with a mind squasher)
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Old 11-03-2011, 03:58 PM   #5
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May be fixed, check this thread
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Old 11-03-2011, 05:04 PM   #6
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Quote:
Originally Posted by Zas_ View Post
May be fixed, check this thread
Haha thanks, right it works now =)
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Fix the Marksman subclass: Suggestion
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Old 11-03-2011, 06:52 PM   #7
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Quote:
Originally Posted by _Enio_ View Post
Haha thanks, right it works now =)
Enio seems that NGD listens up to your posts. Can you please create threads about other RO's bugs too? Pleaseeeeee
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Old 11-03-2011, 06:54 PM   #8
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Quote:
Originally Posted by isgandarli View Post
Enio seems that NGD listens up to your posts. Can you please create threads about other RO's bugs too? Pleaseeeeee
Haha i doubt that fix was in response to this thread
That mustve just been some indeed funny coincidence here.
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Old 11-03-2011, 11:31 PM   #9
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Quote:
Originally Posted by _Enio_ View Post
Haha i doubt that fix was in response to this thread
That mustve just been some indeed funny coincidence here.
You're in luck, that's worth a try. ^^
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Old 11-04-2011, 12:05 AM   #10
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Quote:
Originally Posted by _Enio_ View Post
Haha i doubt that fix was in response to this thread
That mustve just been some indeed funny coincidence here.
You are right. We have previously received a ticket, but we apreciate your feedback.

Best regards!
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