Official Bug Report Thread
4 pages • Page 4
The warping is problem in the game, period. Though it does seem a little worse on BI.
EDIT:
Ok, several things.
1) Power Leak and Power Spike have been interrupting summons on my rit. however I'm taking 0 dmg from either spell.
2) Need to wait several moments before casting (on all char) this has been a problem for a little while. You stop and start to cast, then suddenly you take a stepforward even though you hands are near the mouse or movement keys. Your spell "breaks" and while you can still use it you have just lost the required energy. This has been happening way too frequently with my monk and large energy spells like aegis and heal party. Most monks simply can't afford to loose this energy, and we can't always afford to wait, to see if we are going to take that extra step, before casting.
EDIT:
Ok, several things.
1) Power Leak and Power Spike have been interrupting summons on my rit. however I'm taking 0 dmg from either spell.
2) Need to wait several moments before casting (on all char) this has been a problem for a little while. You stop and start to cast, then suddenly you take a stepforward even though you hands are near the mouse or movement keys. Your spell "breaks" and while you can still use it you have just lost the required energy. This has been happening way too frequently with my monk and large energy spells like aegis and heal party. Most monks simply can't afford to loose this energy, and we can't always afford to wait, to see if we are going to take that extra step, before casting.
Just some feed back, with the skills of the Assassin a lead attack followed by a offhand attack followed by another attack. With is that skill set is it possible to separate lead, offhand and follow up after off hand into their own grouping. Other wise you are doing a lot of checking to see if it’s a lead, offhand or follow up attack
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the assassin deadly arts skill Crippling Dagger states that it cripples a fleeing opponent. but it does not cripple the opponent. i also reported this in game. i tried it at least 30 times today on fleeing opponents, stationary opponents, dead opponents, opponents running towards me. it does not cripple at all. this is easily evidenced by the lack of the condition arrow on their life bar. and that they do not slow down. it became quite frustrating and i feel like it was 1000 faction wasted. looked like such a COOL skill.
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Quote:
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Originally Posted by Zehnchu
Just some feed back, with the skills of the Assassin a lead attack followed by a offhand attack followed by another attack. With is that skill set is it possible to separate lead, offhand and follow up after off hand into their own grouping. Other wise you are doing a lot of checking to see if it’s a lead, offhand or follow up attack
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major bug
i'm using the free code for the preview event since my regular acct is full.
and i find it very annoying that i cannot unlock "res sig" at the priest of balthazar. it should be under no attribute skills, but it's not in any of the lists.
i'm so sick of being stuck w/ "flesh of my flesh"!
i'm using the free code for the preview event since my regular acct is full.
and i find it very annoying that i cannot unlock "res sig" at the priest of balthazar. it should be under no attribute skills, but it's not in any of the lists.
i'm so sick of being stuck w/ "flesh of my flesh"!
1) Not being able to complete the Iron Mines Mission/Bonus
2) In Tombs - we spawned, stepped out, and the casters were on the stairs... and taking massive damage. Nothing was in the aggro circle. Just before an ele died - the Insanities appeared like magic and were floating in the air - wiping out the casters. That wasn't fun.
3) Bridges - if you are on a bridge, and there is something under the bridge attacking you with an axe or sword, it can hit you.
4) In Tombs - level 4 any area that had columns and stairs nearby would cause people to "stick" there and not be able to move, would be even worse if they were in a corner.
5) Lots of lag - especially in the PvP areas - but I expect that's from massive numbers of players.
2) In Tombs - we spawned, stepped out, and the casters were on the stairs... and taking massive damage. Nothing was in the aggro circle. Just before an ele died - the Insanities appeared like magic and were floating in the air - wiping out the casters. That wasn't fun.
3) Bridges - if you are on a bridge, and there is something under the bridge attacking you with an axe or sword, it can hit you.
4) In Tombs - level 4 any area that had columns and stairs nearby would cause people to "stick" there and not be able to move, would be even worse if they were in a corner.
5) Lots of lag - especially in the PvP areas - but I expect that's from massive numbers of players.
Are spirits considered "allies"? I tried healing sprits with both Ritualist and Monk heals and while I did cast the spell, it had no effect on the spirit's health.
However, the weapon spell that gives about 4 regeneration and a 50% chance to block attacks does seem to give the spirit regeneration. I haven't tried other regeneration spells.
Can spirits not be healed, or is this a bug?
However, the weapon spell that gives about 4 regeneration and a 50% chance to block attacks does seem to give the spirit regeneration. I haven't tried other regeneration spells.
Can spirits not be healed, or is this a bug?
Quote:
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Originally Posted by Grimm
Are spirits considered "allies"? I tried healing sprits with both Ritualist and Monk heals and while I did cast the spell, it had no effect on the spirit's health.
However, the weapon spell that gives about 4 regeneration and a 50% chance to block attacks does seem to give the spirit regeneration. I haven't tried other regeneration spells. Can spirits not be healed, or is this a bug? |
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I was having a district bug yesterday too. I would go to a town and my menu would only show the district I was in, the auto district and the international district. I would have to tell my husband what district I was in and he would have to change districts to come to me. It doesn't seem to be happening now so hopefully it has been fixed.
I posted this in Riverside, but I think it should go here also:
Bloodstained Boots do NOT work!
The description on the boots has changed, but they still do NOT trigger on ANY corpse spells. I am utterly certain. With the reduction, minions should cast at 2.25 seconds. And EVERY minion I raised took 3 seconds to raise.
Bloodstained Boots do NOT work!
The description on the boots has changed, but they still do NOT trigger on ANY corpse spells. I am utterly certain. With the reduction, minions should cast at 2.25 seconds. And EVERY minion I raised took 3 seconds to raise.
