09-23-2009, 08:43 AM | #171 |
Master
Join Date: Oct 2007
Location: france
Posts: 397
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I just have some test with my lock, i can cast a spell WITHOUT removing my finger from the forward/backward key. It stops me, cast the spell and i continue to move BUT to do it i must press left or rigth at least one time, the time i press forward/backward.
If i stand and just press forward/backward and try to launch a spell, i go in combat mode but it don't stop me. I don't know what the "normal" should be, but we have a bug here. |
09-23-2009, 09:31 AM | #172 |
Apprentice
Join Date: Feb 2009
Posts: 66
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This is not a major problem but archer "shot sound" is heard as the archer is still aiming. Playing the sound at the good time would be a way for archer to know they can move again.
Last edited by Gourmandine; 09-23-2009 at 11:43 AM. Reason: correcting mistake |
09-23-2009, 09:32 AM | #173 |
Pledge
Join Date: Mar 2009
Posts: 19
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Damage per second for Archer normals is still nerfed on Amun. I'm still getting the same numbers as I was earlier in the week. Normals are only getting approximately 77%-87% (depending on the range 30 long bow I use) of the damage per second on Amun as they are on Ra. Is this intentional? |
09-23-2009, 09:37 AM | #174 |
Master
Join Date: Sep 2008
Location: Stockholm
Posts: 541
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I like the update from 11:33 AM GMT+1 on Amun
Casting berserk when running
I am very happy about those fixes. That's a good job NGD, thank You. |
09-23-2009, 09:50 AM | #175 | |
Baron
Join Date: Apr 2009
Location: Montana, U.S.A.
Posts: 690
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Quote:
Howl and Deafening Roar are still bugged and will not cast while moving using movement keys (and probably a few more are like that too). However, I can confirm that TFB and Berzerk now do cast while moving using movement keys.
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09-23-2009, 09:56 AM | #176 | |
Apprentice
Join Date: Feb 2009
Posts: 66
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Quote:
Even with a slow bow, moving backward after a shot cancel the next shot as the archer is beginning a new shot straight away. Making the attack speed 100% faster means divide all duration by 2, not almost remove time between shots and let shot duration as long as it was before. This way, grinding will be a pain (especially with actual mobs evasion rate). |
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09-23-2009, 10:09 AM | #177 |
Initiate
Join Date: Jul 2008
Location: Land of snow and frozen beards
Posts: 183
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and yet with all these bugs and complaints they choose to go live
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drunken old dwarf |
09-23-2009, 10:51 AM | #178 | |
Master
Join Date: Dec 2007
Location: New York
Posts: 279
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Quote:
Hopefully they fixed/updated most of the things already for the patch and they just haven't told us.
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This is a lie.
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09-23-2009, 11:07 AM | #179 |
Master
Join Date: Jan 2008
Posts: 357
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Yes, i was very surprised when i saw that the updates is going to be today. Not even close to ready, so much to work out and so many bugs still there. I know you guys want to try to keep a schedule and all, but we are on such a good roll there with this update. Many of us feel its not ready, lets spend some more time working on bugs and correcting gameplay issues before we go live.
Also, i have noticed that you stop while moving a LOT more while holding the 'W' key, especially in combat mode mode.
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09-23-2009, 11:08 AM | #180 |
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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One annoying thing I found, which isn't a huge problem, but if you attack with a melee weapon, then cast a melee spell afterwards, you "half swing" for the next spell, then do whatever animation that spell has. Example: I attack with a normal hit using a sword, then press SC immediately after the normal hit is completed. On my next animation, I start to swing my sword, then the normal attack animation abruptly stops and I twist around to cast SC.
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Tags |
balance, phase, spells, testing |
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