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Old Aug 29, 2006, 09:50 AM // 09:50   #21
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Quote:
Originally Posted by shardfenix
An exploit is something wrong with the game that makes its effectiveness go up, like iway.
You can use it as an exploit, as some people have tried to explain. You cast the ritual in one place, say around the center of HoH. Then one of the rits run far away and draw the spirit itself away. Now the other team has to look for it in a much bigger area, while the effect stays in place.
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Old Aug 29, 2006, 11:16 AM // 11:16   #22
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I, too, wonder if Anet will be bothered to ever fix the skill bugs that exist in Factions, especially considering that we're two months away from Nightfall.

Another Rt bug (which I reported some time ago) is Defiant Was Xinrae, which repeatedly costs me 35 energy (25 instantly, and 10 more during the cast). Not that it's the greatest Elite to use, but it's there to use, and pretty much useless at that cost.

The two biggest 'bugs' that continue to torment me are the rash of Err 7s (I was in a gvg last night and we had three in about 10 seconds, forcing us to resign) and getting stuck in a variety of maps, especially Isle of Meditation. I'm not griefing to the point where I'm not going to buy Nightfall, but it's pretty clear that Anet needs to address these two old problems.
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Old Aug 29, 2006, 11:37 AM // 11:37   #23
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Quote:
Originally Posted by Denny Pace
I, too, wonder if Anet will be bothered to ever fix the skill bugs that exist in Factions, especially considering that we're two months away from Nightfall.

Another Rt bug (which I reported some time ago) is Defiant Was Xinrae, which repeatedly costs me 35 energy (25 instantly, and 10 more during the cast). Not that it's the greatest Elite to use, but it's there to use, and pretty much useless at that cost.
Are you sure you're not experiencing an 'increase' in costs for all item spells? It costs 25, but you have to hold it in your hands, which means you lose your staff or focus while you hold it. If you're running a staff with a 10 energy bonus, that'd be the most likely cause of your extra energy loss.
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Old Aug 29, 2006, 01:22 PM // 13:22   #24
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If draw spirit isn't used in PvP then why should they fix it?
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Old Aug 29, 2006, 01:32 PM // 13:32   #25
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Quote:
Originally Posted by Count to Potato
If draw spirit isn't used in PvP then why should they fix it?
it will be used in hoh by iway teams im sure of it, lay eoe close to altar and draw it way back to hell where nobody will ever find it, same with frozen soil.
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Old Aug 29, 2006, 03:47 PM // 15:47   #26
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Quote:
Originally Posted by Bellucci
i post here seldomly, so if its old then ignore, if it isnt, then maybe a mod or someone can sticky there is a bug related forum (which i couldnt find here).

First, my explanation of why i need R/Rt:

Here is the deal, a guildmate gave me his B/P build (which is pretty decent). His build, like most B/P's (i assume) uses Favorable winds. Favorable winds sometimes isnt convenient to cast, especially during a fight, and with a 60 second recharge, its not always avilable to cast during a time most convenient to you. With 16 marksmanship, Favorable Winds lasts for almost 3 minutes. Thats where my tweak on an existing B/P build comes in (my build is more for general PvE than B/P group farm). The ritualist has a non attribute skill called "Draw Spirit," in a quarter of a second, you can move favorable winds or any other nature ritual anywhere you like. This is far better than recasting it, or waiting for the dreaded recharge to expire. And with almost 3 minutes life, you can forget about recasting it, just teleport it as often as you want; whenever or wherever. And it only costs 5 energy

In a sense, its like a favorable winds that never expires. You'd also have to replace rebirth with flesh of my flesh for anyone that wants to go R/Rt from a R/Mo


And now, the glitch:

WHen using the Ritualist skill called Draw Spirit on favorable winds, it doesnt teleport the effects of the spirit, just the spirit in its physical form. In other words, if you cast favorable winds at location A and then decide to "draw" the spirit to location B, the spirit gets moved however the effects of the spirit itself stay at location A. In reality, you could have a Favorable Winds ritual 10 miles from where you original casted it, moved by means of Draw Spirit, and you want benefit from its reduced arrow speed and +6 damage unless your in the area in which you originally casted it. Which is funny because the Favorable winds spirit thats giving you the bonus is like 10 miles away.

This really sucks for me because i changed my second profession to Rit for this reason alone. Waste of unlocked skills for my secondary monk profession.

Thanks for any "official" feedback
Heres a better reason for R/Rt. Brutal Weapon. Mine gives +11 damage for 14 seconds and Barrage doesn't remove it.
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Old Aug 29, 2006, 03:51 PM // 15:51   #27
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do i hear aspenwood?
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Old Aug 29, 2006, 03:56 PM // 15:56   #28
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While I wish they would fix this, it can come in handy to lay down a spirit near a big group of enemies then draw it away so that the effect is near them, but the spirit is less likely to get killed by enemies.
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Old Aug 29, 2006, 07:48 PM // 19:48   #29
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Wow, this is a very nice feature, which should be corrected in the near future.

Although many haven't picked up on this, I can see a Draw Spirit ritualist becoming invaluable to a team focused on Ranger spirits. It almost eliminates the rangers' need to trap around the spirits in order to preserve them, as a kiting ritualist can just simply keep moving them out of battle range.
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Old Aug 29, 2006, 08:19 PM // 20:19   #30
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I wonder if Urgoz knows about this...
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Old Aug 30, 2006, 03:42 AM // 03:42   #31
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Quote:
Originally Posted by KamikazeChicken
That small fact about Draw Spirits has been known for quite awhile, and Anet has done nothing besides ignore it. :\
Do you people ever think that they are working on it or dont know whats wrong with the skill(s)?
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Old Aug 30, 2006, 04:30 AM // 04:30   #32
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How could they NOT know whats wrong? THEY MADE IT.

But yes, I can understand that Anet has MANY problems/events/expectations that they must complete. This bug might be lower on the list.
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Old Aug 30, 2006, 07:18 AM // 07:18   #33
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Quote:
Originally Posted by Carl Butanananowski
How could they NOT know whats wrong? THEY MADE IT.
Errr? Sure. People made the program. People created the skills. That doesn't mean that they know or remembered about skill X in regards to skill Y. There shouldn't be any bugs either since they know it's there since they made it, and can fix it right away :0

The cruel cold fact is that the developers are people, they don't remember everything, they might not remember to test skill X with skill Y when you have hundreds and hundreds of skills. They don't have time nor possibly creativity to find some of the bugs, they might slip past the initial testers and QA people, and be found by players later on. Initial tester group of 50 doesn't have all the ideas and creativity of a mob of 500,000 players.
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Old Aug 30, 2006, 07:39 AM // 07:39   #34
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very interesting bug indeed.

i dont remember if i tested it right awhile ago but its too late atm to try,
"retreat!" is still bugged is it not? no effects and it doesnt even work... am i wrong?


they really need to fix these little pressing bugs before nightfall or forget the team going back to an old chapter... i assume. which is foolish.
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Old Aug 30, 2006, 09:06 AM // 09:06   #35
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Quote:
Originally Posted by shardfenix
An exploit is something wrong with the game that makes its effectiveness go up, like iway.
"exploit (it)!!!!" - command

"that is a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing exploit." - reference to what he posted

i hope it is clear.
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Old Aug 30, 2006, 10:01 AM // 10:01   #36
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I dont see FW spirit expioit stated by the OP as something that will change how B/P teams work, since a experience team will always have both FW and Winno up most of the time and the only reason as much as always to go R/Mo is for one of the most useful spells in the game: Rebirth.
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Old Aug 30, 2006, 10:12 AM // 10:12   #37
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This bug has been around since the beta weekend, and as far as I am aware was widely known and reported by multiple people then. If it wasn't reported then you have to worry about the quality of the Alpha testers.

It does have a big impact on PvP, especially GvG where positioning is key. Lay a Natures Renewal down by the flag stand where it can potentially cripple the other team, and then draw it way into your backline where they can't take it down. This forces them to pull back out of range, and thus lose ground and flagstand controll.

WTB Fix.
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Old Aug 30, 2006, 10:21 AM // 10:21   #38
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theres a few different ways that this could extremely bug pvp, both in gvg and heros ascent. it should be fixed.
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Old Sep 16, 2006, 05:24 AM // 05:24   #39
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Default Draw Spirit - Broken

Draw Spirit is a cool looking skill, it should enable you to make your spirit set-up mobile so you can follow your group.

However, the skill is broken. It teleports the physical spirit, but not the effects that go with it. This bug was first brought to my attention by someone stating that Favourable Winds didn't work with Draw Spirit, but I have since tested and confirmed that is does not work for any spirits (excluding attacking ones).


(the blue dot is where I made the spirit)

That image shows the bug quite well. The spirit is there, but my character does not have its effects on her.

This bug may not be very important, but it makes the skill basically uselesss.
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Old Sep 16, 2006, 05:26 AM // 05:26   #40
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OLDDDDDDDD News.

Already posted in several topics :\

Everyone thought they'd fix it with the skill balance, no go.
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