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Showing content with the highest reputation on 08/08/2019 in all areas

  1. 8 points
    @thomasblair @jtoddcoleman Recent changes to your targeting system have been great for offensive ability targeting, but they have also largely eroded the integrity behind landing heal spells. Please help: Used to, in Scenario 1, you could land that heal with a left shoulder target easy peasy. You could even land the rescue when the enemy between healer and friendly was almost FULLY eclipsing the healer. Now, with the new targeting, that heal will not miss, but will auto target one of the nearest enemies even though you are clearly targeting a friendly. You'll see whatever target-side animation your heal does happen on an enemy. They do not gain health or benefit from any buffs or hots given by the heal. It gets worse. You'd think Scenario 2 is certain to land. Actually, even at greater Friendly to Enemy distances, that heal will go through the friendly and auto-target the enemy directly behind him with the new targeting system. As shown in Scenario 3a, in order to land that rescue, the friendly must find a path out of the enemies so that 1) there are no enemy within 3 meters and 2) there is no enemy directly behind them. The healer still needs to make a left shoulder heal. If the healer tried to heal the inside shoulder, shown in Scenario 3b, it would instead auto-target to the enemy accordingly. The enemy "snap-to" of heals is quite expansive. It feels to me that every enemy is running around with a 3-4 meter wide hitbox and the spells are auto-targeting to the enemy to whose center your target is closest. This is fine for pew pew. But you need to give your healer spells that same level of intended-target snap-to. They cannot be expected to try and navigate a system like whats currently out there and still be dependably effective. I know that @Hungry has already put up videos showing this, but if necessary, I can make videos to go along with each of these scenarios.
  2. 6 points
    KatzeWeiss

    5.100 LIVE Bug Reports for 8/1/19

    1. Targeted heals and abilities direct cast on friendlies are prioritizing enemy units. Cleric: Tend Wounds Druid: Nature's Avatar, Soothing Winds Field Surgeon Discipline: Rescue, Rehabilitation Friar Discipline: Chain Heal Pixie Discipline: Soothing Winds These abilities will lock onto enemy units if they are anywhere even remotely near the intended target and are almost impossible to land in PVP. I reported this previously with regards to the druid abilities and it was fixed promptly, however it was broken again a patch or two later. 2. There is no feedback sound / animation or flytext when hitting ToL or Bane trees during siege, also missing the feedback on fort walls. We used to get flytext on the trees, but that has been gone for a while and the loss of the feedback animations and sounds is new with 5.100.
  3. 5 points
    Hi ya'll, We are aware of the issue and it's awaiting a fix. I've shared the submitted video's from @Hungry with the team and the issue is known. Thanks!
  4. 5 points
    Additional observations: Spells now all have collision based on their line of targeting. Druid balls will stop if they hit an enemy or friendly non-group member and appear at that location. Druid balls (and other spells such as Fountain of Life) will not land (anchor and fall to the ground) and instead stay anywhere in the air that you target. If a friendly is directly behind you, yes BEHIND YOU, and they are in your field of vision, an AOE healing circle can actually go behind you instead of 30 meters away where you're targeting. As though the line of targeting is the FoV of the window instead of the line of site of the character models first person trajectory. You're targeting an area 30 meters away and an enemy runs through your field of vision at the 15 meter mark? That's where the healing circle lands. Some heals, such as Soothing Winds, seem to work as they used to, or close to it. It might have to do with multi-targeting/chain-targeting, not sure. Archdruids, after putting down a bunch of balls for a bomb, cannot Blight an area because the Blight collides with enemies/friendlies in front of the area and lands out of place. (placing the balls is also a problem, for the same collision-based and z-axis issues described above). If people have more observations I'll add them to this list so the front of the thread stays current and can be used as a summary.
  5. 3 points
    Yumx

    Vanguard Minor Discipline Guide!

    We in the Vanguard want everyone to improve, and have easily accessible information about the game. With the death of Expansive Mind, Demon's Pact, Fashion Statement and Hand of Glory - we often get asked "Which minors should I go with?". So to help the new players, and refresh the memory of experienced players, we have created a short guide, with the currently available minor disciplines in the game. *Note that we have left out minors such as those who improve songs, and thorns - as we would not recommend them to anyone currently. Enjoy. Remember to click to zoom! _______________________________We are recruiting! Looking for 2x flex players and 1 support player! Check us out here: GUILD THREAD
  6. 3 points
    Yeah it's in a bad place currently, all single target heals are being consumed by enemy bodies. All enemy bodies apparently have priority over your aim/powers, even as a healer.
  7. 3 points
    KatzeWeiss

    5.100 Feedback Reports for 7/30/19

    I'm really liking lower number of outpost camps and towers, and the reduced capture time is very greatly appreciated. Far more likely to encounter people in a zone when there aren't 50 possible places they might be heading to look for PVP. Forts however are flipping way too fast. The defending side used to have a fighting chance against superior numbers with the help of the guards, now with the capture taking only seconds with a marginal advantage in numbers fort battles are far less interesting. All it takes is bringing a few extra people and I can flip a fort right out from under the defenders by rushing the throne room. Almost no fighting even required anymore and that's a real shame.
  8. 3 points
    ZYBAK

    5.100 Feedback Reports for 7/30/19

    The Elementalist "Fire Wall" power needs some serious optimization. The power absolutely destroys your FPS if you are looking through the flames at a low camera angle. This is probably due to the "heat shimmer" graphic effect that makes everything look blurry and distorted when looking through the flames. Seems like a pretty unnecessary effect in a PvP game.
  9. 3 points
    Phr00t

    5.100 LIVE Bug Reports for 8/1/19

    Please fix this landscape collision in Keeps, occurs at most of these similar areas
  10. 2 points
    Capstones are automaticity applies now. So if you’re playing the plate spec you can wear plate without slotting the passive.
  11. 2 points
    - Need a way to see in the inventory or somewhere on the screen what the active buffs are giving my vessel by hovering over them or have another tab of the sorts.
  12. 2 points
    Submitting feedback and bug reports feels about the same as hitting a fort wall, ToL, or bane tree, no feedback whatsoever until it's dead. edit: this is obviously an exaggeration but it does get frustrating not knowing what is seen or not. TY @ACE_FancyHats for adding reactions in the bug threads, it makes a huge difference just knowing that someone read the submissions.
  13. 2 points
    Jewelcrafting feels like the sacrifice values are too low, leading to a very low crafting score for anyone who is a primary jewelcrafter. I have crafted 6 sets of legendary crafting jewelry across most crafting professions Several legendary combat rings, necklaces for testing purposes 20+ sets of epic combat jewelry for the guild I estimate I have crafted in the realm of 125-150 individual pieces of jewelry, mostly epic quality. My crafting score is around 40,000. Our guild blacksmith has crafted similar - armor and weapons for the same number of players, epic and rare qualities. His crafting score is around 400,000. Considering Jewelry is a bit harder to acquire (due to motherlodes for gems) can the sacrifice amount on Rare/Epic/Legendary go up, or some other balance mechanic for the crafting score? As it stands, anyone leveling an epic vessel with Wartribe Artifacts can easily surpass my entire campaign's worth of Jewelcrafting in less than 10 minutes.
  14. 2 points
    KrakkenSmacken

    Thoughts on Tanks?

    Yup, two different interpretations of Todd's spiel is a pretty good way to describe it. It really feels like a very strong case of confirmation bias actually. Fantasy fulfillment does not line up, at least to me, with a goal which has never once been stated or even hinted at by the dev team of "value in every scale of PvP", especially since the linked video had these quotes. That is the polar opposite of "every class should have value in every scale (situation) of PvP". The only way to read it as you have been, is to assume that "situation" is more specific than scale of PvP, which is I think an interpretation that is only going to lead you to continuing disappointment.
  15. 2 points
    Hithar

    5.100 Feedback Reports for 7/30/19

    If range changes are supposed to work with other changes not yet in the game, i don't see se point to put them on live server. At the moment with body blocks, desync and servers performance, having 3m range and also gap closer skills nerfed, makes melees pretty boring imo. Especially when everything else remains unchanged.
  16. 2 points
    One of the most annoying parts of 5.100.
  17. 2 points
    There will be xp for crafting, harvesting, and exploring to round out leveling... basically if you do anything productive you get exp. Remember that leveling is fast and after that it is all about PvP at forts castles and sieges with gear and vessel upgrades (more leveling, more harvesting). More conflict zones, more way to find and ambush other players, more ways to crush, not more ways to play solo.
  18. 2 points
    Oh Gawd, NO! not questing... Leveling is bad enough even when it is fast and easy but set npc questing is an anathema to this playerbase. My "quest" to you is find a good fit guild and they will have lots of "quests" as in tasks for you to do so that they can gear out the guild for PvP and secure its base of operations in a given campaign. .
  19. 2 points
    Looted (from chests) and crafted items of the same type and quality don't stack, such as Bread or Blended Cloth.
  20. 1 point
    @thomasblair@mhalashace@vkromas@ACE_FancyHats Bookmark this thread and come back to it when you're ready to iterate on Minor Disciplines! Minor Disciplines - The Good, The Bad, and The Ugly This post is going to go through all Minor Disciplines available from the Minor Vendor in the Temple in 5.100 patch. I'm going to classify each and every minor into one of 4 categories: Good, Meh, Bad and Ugly Good - This Minor has use in almost every situation on at least 2 classes and synergies well with different builds Meh - This Minor has a good effect, but for whatever reason, you wouldn't use this Bad - This Minor has a very situational effect and doesn't synergize well with any build or class Ugly - This Minor has no idea what it's doing and doesn't need to be it's own Minor Each Minor will be classified based on my own judgement, and you're free to disagree with it. I might also add some of my own suggestions so that a particular minor might see more use if my suggestion were followed. Now that I've explained the rules, let's get started! Alchemy Techniques, Blacksmithing Techniques, Jewelcrafting Techniques, Leatherworking Techniques, Necromancy Techniques, Runemaking Techniques, Stonemasonry Techniques, Woodworking Techniques - Good Gives a Passive that increases your Assembly and Experimentation Caps. You'll want this at the high-end to craft really good gear. Stonemasonry Techniques is the only bad one, since Stonemasonry doesn't need stats currently. It'd also be nice if Woodworking Techniques granted the use of Weapon Weights in their weapons. Armor of Faith - Meh Gives you an active power that increases Personal Damage Modifier by 7% for 15s every 23s. If you're build already makes use of all your passive slots, but not your power slots, then this could be a Minor to take. Though 7% is not a lot, and you're probably better off using Sturdy or a power from a defensive Major, like Rune Caster. It would see more use if it were more potent, like it was when it was first introduced. Attention to Detail - Bad Gives a Passive that increases your Additional Risk Points Value by 1. The description of the Minor says it increases the Percent each Experimentation Point is worth, and the description of Addition Risk Point Value says it does that, but there's no indicator it actually does anything. The messaging is really bad with this Minor Use it alongside Helper Monkey and Risk Management, but once you get to high-end crafting drop it for Leather Scroll Case or a Techniques Minor. Blood Pact - Ugly Gives you an active power that changes your resource to Health for 15s every 45s. There is no situation, ever where this would be desirable. You're just asking to get yourself killed. Just remove this from this from the game. No one will ever run this in any situation Burning Hatred - Bad Gives you a Passive that spawns Health Orbs when you deal damage. It's a weaker version of Blade Master's Blood Price. Burning Hatred heals you for 1.8%-2.2% of your Maximum Health. Most players will nominally be around 10,000 HP, that's only 180-220 HP. A regular lmb does twice that. Blood Price, on the other hand, heals you for 63-77+28% Support Power AND gives you 100 Attack Power. Blood Price heals for roughly the same, but gives you more AP. Why would you take Burning Hatred over Blood Price, given the chance? Burning Hatred needs to be healing for about 5% of max HP, nominally, before it'd be considered. Careless Whisper - Good Gives you a passive that, after 5 lmbs within 12s, Critical Strike and Critical Damage are buffed by 10% for 6s. Good on lmb-heavy builds to increase their damage, plus there's a visible indicator that tells you when the buff is active. Dig In! - Bad Gives you a Passive that increase your Anti-Critical Strike by 25% for 15s when under 25% Health. When you're low health, critical hits aren't what you should be worried about. Considering there are stats that increase raw damage when you're below 35% Health, Dig In! won't prolong your death. Field Surgeon's Rescue is what'll help you. If Dig In! made you immune to crits, or increased Final Mitigations at low health, it'd be a much more viable option. Elven Eyes - Good Gives you +20m Far-sight. Has no Passive or active Power, and Far-sight has general uses, so it's good to take when you've filled out both your Passive Slots and Power Bar(s), and have an empty Minor slot. Eminently Punchable - Meh Gives you a passive which restores resources when hit. At high levels, you don't need to work about your resource management all that often, and you get more resource from support classes. It might be good as a first minor when you're low level and resource management is something you should worry about, but that goes away as you gain levels. Explosive Thorns, Prickly Skin, Protective Thorns, Thornshield - Ugly These 4 Minors all revolve around Thorns, but Thorns damage is laughably weak. It also is functionally the same Retribution, which I'd argue is stronger because Retribution is determined based on your enemy's damage, while Thorns is dependent on some other stat that's not obvious. There's also no way to increase your Thorns, unless you're an Earthkeeper Druid. To make Thorns work, you have to go all into Thorns, but why would you take 3 Minors just to make 1 effect somewhat work? It's lunacy. These 4 Minors are better off as 1 Thorns major, but that still doesn't solve the issue that Thorns damage is weak and can be ignored by other players. Taking these Minors off Thorns and onto Retribution would also make them be more interesting choices. Finish Him! - Bad Gives a Passive that increases Execute Power damage. There's only 2 powers in the game that Finish Him! might work on: Templar's Execute and Ranger's Multipurpose Shot with Slashing Arrows/Quiver. The problem is: Execute only works on low Health Players, and the damage increase is not noticeable enough to tell if it even does anything. It also doesn't help that Slashing Arrows/Quivers give a chance to deal Execute damage. Your target will likely be dead before you can determine if you did Execute damage or if RNGesus said you rolled high on your damage. The messaging on this Minor is just really poor. Found Resources - Meh Gives a Passive that returns 2 Pips if you enter stealth with no Pips. In some ways, it's a weaker version of Agent Provocateur's Preparation Passive. With the current way Zoning works, you always enter a Zone with no Pips. Found Resources makes it so, if you ever engage into a fight with no pips, you can get 2 just by stealthing. Of course you could just wack a mob to get full pips, or if you're running Agent Provocateur, Preparation can give you full pips if you stay in stealth long enough. One of the few Stealth disciplines and something to take if you have full Passives in your other tray(s) Furious - Meh Gives a Passive to Champions that increases their Damage Bonus by 10% at Full Rage. Only usable on Champions and is overshadowed by stronger Passives from Majors Glass Cannon - Good Gives a Passive that increases your Damage Bonus by 10% and decreases your Personal Damage Modifier by 10%. If you're a Ranged DPS and have a pocket healer, the increased damage is not something the worry about. There are ways to counteract the increased damage that make this Passive a good choice. Helper Monkey - Good Gives a Passive that reduces the Assembly and Experimentation difficulty by 10. This helps to make it more likely to get good rolls during Experimentation Last Resort - Bad Gives a Passive that increases your Critical Strike by 25% when you're below 25% health. When you're below 25% health, you're on death's door. Getting more Critical Strike won't get you out of that situation. Might be good in close 1v1s, but those will be few and far between. Plus, it's not hard to hit the Critical Strike Cap, so this Minor will literally do nothing for you in that case. If it was Critical Damage, then you'd maybe see it, but you're still on death's door and you're likely not in a 1v1 where'd getting a Critical boost would turn the tide. Leather Scroll Case - Good Grants the Scroll Case slot. You'll need this to craft Runic Weapons and Horse Shoes Matching Leather, Matching Mail, Matching Plate - Meh Gives a Passive that increases your Support Power by 100 when you're wearing a full set of either Leather, Mail, or Plate. These are not bad Minors, but you likely have better Passives from your Major disciplines that overshadow these Minors and you can't slot it to get the effect. Minor Accompaniment - Bad Gives a Passive that increases Song Damage. Only has use with Troubadour's Consonant Chains and Dirge of Dissonance. This Minor is only bad because Toggle Powers (which Troubadour mostly consists of) are bad with the amount of CC that flys around during fights. You're going to spend most of your time recasting songs rather than engage in the fight. Otherwise, this would be a Meh Minor, as it's usefulness is tied to Troubadour. Mortal Sin - Meh Gives a Passive that increases a target's chance to be critically hit by 2% per stack, can only be used by Confessors and Templars. Because hitting Critical Strike Cap is not hard to do through other means and Minors, there's other Minors that you might want to take instead. Could be useful early game, where you can't get high crit chance, but late game it falls out of favor. Overwhelming Odds - Meh Gives a Passive that increases Resist All by 7% when 3 or more enemies are within 10m. Has general uses, but because most classes can reach their Mitigations Caps, this minor isn't all that. It's good early game, when armor isn't good enough to reach caps, but once that happens, Overwhelming Odds becomes less wanted. If it increased Final Mitigations, rather than Resist All, it would see more use late game. Project Management - Bad Gives a Passive that reduces the cost of a Small Re-roll by 25%. It's completely overshadowed by Helper Monkey, Risk Management, and a Techniques Minor. Only ever use this if you don't need Helper Monkey and/or Risk Management anymore Pound of Flesh - Good Gives a Passive that increases your Damage Bonus by 15% when your target's Health is above 90%. Good for opening bursts to quickly reduce your target's health. If your target is using Sturdy, it quickly gets them below the Sturdy threshold. Somewhat situational since it only has an effect at the beginning of fights, but not a bad pick Resolution - Good Gives a Passive that increase Damage Bonus when 3 or more enemies are within 15m. Will activate in most scenarios to increase your damage. Especially good with melee characters. Risk Management - Good Gives a Passive that increases your Additional Risk Difficulty Reduction by 10. This makes it so higher additional risks are more likely to result in good rolls on the item. Shadow's Caress - Meh Gives a Passive that increases Health Regen by 35 while in Stealth. Another rare Stealth Minor. Considerably weaker than Agent Provocateur's Lay Low. Only run this if you don't have a healer and aren't running Agent Provocateur. Shield Whiz - Meh Causes Shield Fighter's Throw Illusion Shield to bounce off an additional target and gives a Passive that applies a Snare to Throw Illusion Shield. Only had use on one Power in the Game, but it turns it into a ranged Snare, which isn't bad. Plus it combos with Illusionist. Only Meh because it's only useful to one Power on one Major Discipline Sparring - Meh Gives a Passive that increase Basic Attack Damage by 10%. Good early game, but with talents and gear, you can reach the Basic Attack Damage Cap, which makes this Minor useless late game. Spirit Whip - Meh Gives a Passive that bounces your Basic Attack to 2 additional targets with a 50% and a 25% damage fall off. In most situations, your enemies aren't going to be grouped up enough for the attack to bounce, and damage it does won't be felt that much. It'd be much better if there wasn't a fall off, or if it was less severe. Sturdy - Good Gives a Passive that increases Personal Damage Modifier by 33% while above 80% Health. Has universal value. You'd want this on practically every build. The sustain this gives you is great, and you should want to have this in your build. Sustaining Note - Good Gives a Passive that increases Song Duration by 6s. If you're using Bard or Troubadour, you should use this, especially to make twisting easier to accomplish. The Reaper - Good Gives a +0.5 Harvest Power Pip Bonus, giving you a full pip every swing. The only Harvesting Minor, and like Elven Eyes, it only gives stats, no passives. Take it if you're a harvester and your build doesn't need all your Minors or a Profession Harvesting Discipline Song Twisting - Bad Gives a Passive that allows you to twist songs to make a stronger one. Only bad because you'll more than likely be interrupted while trying to twist, causing you to very rarely get it off. If Toggle Powers weren't easily interrupted, this one would be Good for Bard or Troubadour builds Uniform Leather, Uniform Mail, Uniform Plate - Meh Gives a Passive that increases your Attack Power by 100 when you're wearing a full set of either Leather, Mail, or Plate. These are not bad Minors, but you likely have better Passives from your Major disciplines that overshadow these Minors and you can't slot it to get the effect. Weapon Finesse - Bad Gives a Passive that increases your Power Efficiency by 20%. A stronger version of the Mental Fortitude Passive you get by default. Power Efficiency caps at 25%, and it's likely you'll get close to the cap through talents and skills. Only in early game where you're using non-advanced weapons and have low Efficiency would this maybe be worth, but Mental Fortitude is good enough.
  21. 1 point
    Pann

    War Story of the Week: Galvia

    When I began my work day this morning, one of the first things I saw was a message that Marth had sent last night. It read, "There was a massive fight tonight. Hopefully someone sends you footage, was easily 70v70." I asked around and it was Galvia to the rescue. He was still in the process of getting the video prepped for YouTube, but hurried that along and shared the link. My favorite part of the video is when he admits that he was getting so salty that he switched off the audio. That's not to say that I enjoy Galvia being unhappy, but rather that it's a great sign that the game, even in pre-alpha, can evoke that much emotion. Not all War Stories are success stories, but boy howdy, can those feels be real. What’s been your favorite Crowfall moment so far?
  22. 1 point
    ACE_FancyHats

    5.100 Feedback Reports for 7/30/19

    This is a good point about higher quality vessels and the level lock. I'll pass this on, thanks for sharing.
  23. 1 point
    mandalore

    Vanguard Minor Discipline Guide!

    O it wasn't a dig at you and yours. I've been bitching about how bad minor runes are for healers since they made cleric. The support/utility runes might as well not be there.
  24. 1 point
    It's in the pipeline, but I'm not able to give an ETA for when it will happen.
  25. 1 point
    mythx

    5.100 Feedback Reports for 7/30/19

    When you logout near an enemy outpost a simple camp with fireplace not even a tower you get recalled back to the nearest Temple gate - I believe it should be possible to logout near an enemty Outpost without getting recalled to closest Temple Gate. It took over 10 minutes to run back to the same location through enemy territory a risky path in the NA Campaign to get back to the enemy Outpost to capture it, but I had to log out earlier today since I was busy. I understand if a person logout inside a Fort and it get captured by an enemy faction and he/she get recalled back safely.
  26. 1 point
    Thorough post, covers all of our healer targeting issues, and needs attention. Thanks @Ble for the thorough explanation. @thomasblair @jtoddcoleman Make Healers Great Again --- Or we meme you.
  27. 1 point
    The heal targeting is brutal.
  28. 1 point
    yianni

    5.100 LIVE Bug Reports for 8/1/19

    New character controller has screwed druids the most
  29. 1 point
    Wilbur

    Vanguard Minor Discipline Guide!

    I was testing UW 2 earlier. If I just do basic attack 1, wait, then basic attack 1 again, it hits multiple opponents everytime.
  30. 1 point
    Gal

    Guild "ChubbChubbs" RUSSIA recruiting

    Guild "ChubbChubbs" looking for members http://chubbchubbs.ru Tetris taught us that mistakes accumulate but success disappears and having a long stick helps pretty much. Who are we? We are Russian/English speaking guild of adult players. We have started our guild in 2006 when we were young and beautiful. As all network freaks we were addicted to CS/D2/Q2/Q3/WOW/L2 and etc. Our overall MMORPG experience is more than 15 years. Some of our players participated in most challenging events in different online games but only in WOW we have stated ourselves as a solid, proactive hardcore team leading to success. We have raised our guild from ashes to the top server guild and… we’ve got tired of it Now we state our guild as semi hardcore guild of old friends playing to get some fun and as everything we do we do it on professional level. We’ve just started our recruiting process but it’s a good time for us to learn about each other. As soon as game development process will come closer to release we gonna be more picky. Who are we looking for? First of all you should be a good person … and some more requirements you can find bellow: You must play your class as a god and… a little bit better Guild’s progress is the first Can’t handle stress or sarcasm? Don’t join You should be active with minimum 90% attendance of all guild events You should have alts/professions if necessary according to GM request Subordination is a must What can we offer? Got scared? Well you’ll be all right… may be… So what is the downside of the coin? We offer you: Cookies Sex, drugs, rock ‘n roll Power levelling and max progress Highest possible ranks and top gear No drama, no dog ‘n pony show in our guild events Participation in all game events with professionals who have over 10 years experience in running guilds/raids and etc. Contacts : Name: Alexander ICQ : 158023509 e-mail: crowfall@chubbchubbs.ru
  31. 1 point
    Snorbot

    5.100 LIVE Bug Reports for 8/1/19

    Another woodworking / staff construction bug: the runic staff recipe is available without any recipe scroll equipped.
  32. 1 point
    Bug: Running while mounted in invisibility mode (with Illusionist major discipline)
  33. 1 point
    Blackpete

    Passive training Question

    Thank you for the clarification!
  34. 1 point
    PopeUrban

    Passive training Question

    Race and Class trees were removed. Class functions were reworked in to the talent tree system, and race functions were reworked in to base stats and possibly future updated to the talent tree system.
  35. 1 point
    oneply

    5.100 LIVE Bug Reports for 8/1/19

    On test I made myself 3 of those (pre knee jerk crybaby nerf to rats/HEs) for like 20% and got nothing. It has never worked. My guess is just like the old total re roll cost reduction being reworked into risk reduction, the partial will be redone as well. Hopefully something useful with the nerf and all screwing over baguette rat crafters.
  36. 1 point
    Snorbot

    5.100 LIVE Bug Reports for 8/1/19

    Hunger crystals can drop their items on top of the crystal where it's not possible to reach them, even with double-jump.
  37. 1 point
    Zirone

    5.100 LIVE Bug Reports for 8/1/19

    There are no Runemaker Thralls in the Keep. (i am on Chaos EU, donno if that madders)
  38. 1 point
    The stats Inspired Critical Hit Chance, Inspired Critical Hit Damage, Inspired Bonus Thorns and Inspired Bonus Lifesteal are all capped at 30, while the command skill tree gives you up to 100 of each.
  39. 1 point
    @Staff Well that I can't explain, except that the combat log still isn't 100% accurate
  40. 1 point
    Staff

    5.100 LIVE Bug Reports for 8/1/19

    in the battle bzra was pretty close and was the one who got melted too but shisky didnt take 6k+ damage, bzra died really quick though i couldnt imagine he spent more then maybe a second near my death orb
  41. 1 point
    Essence Burning as a Stormcaller is definitely a bug, but the glowy orb you drop when you die is labelled as "Essence Burn" in the combat logs when it does damage to people who touch it; I'm assuming that's what's happening in the screenshot there.
  42. 1 point
    oneply

    5.100 LIVE Bug Reports for 8/1/19

    Idk what they broke from the first 5.100 patch, but these issues have gotten progressively worse with every patch update. I couldn’t get impale and the like to miss the first couple days. Now I can spam it 6+ times before pips are consumed.
  43. 1 point
    Staff

    5.100 LIVE Bug Reports for 8/1/19

    my stormcaller was essence burned for the first time ever, people with me also said i killed someone else with my essence burn, it says i hit others in the pic but the damage definitely hit me
  44. 1 point
    ZYBAK

    5.100 LIVE Bug Reports for 8/1/19

    The Explosive Thorns minor discipline doesn't appear to be working.
  45. 1 point
    Yesterday we have farm the camp R8 in normal map (not Campagne), a camp like legionnary camp, and try to kill a King npc; but at 3 minutes of fighting, king stop and bug; it was impossible to tuch him again, he don't move and do any thing for one hour, (we leave the place , he was always bugged) Sorry don"t have screen shot; To fix; and maybe had a refresh timer for npc's in camps.
  46. 1 point
    So this skill no longer DCs me when I try to learn it, but when I click to learn it I still cannot get any pips into it.
  47. 1 point
    The new animation for standard bearer has given me one seizure, and also hypnotized me into joining the guild hax.
  48. 1 point
    hello, i reached the level 13 and i die at the same time. i didn't have the talent and attributes points. was in the level 3 areas. i tried to disconnect/reco but no changes. good evening
  49. 1 point
    Snorbot

    5.100 LIVE Bug Reports for 8/1/19

    IF you have crafted bread in your bank and gathered (from trade chest) bread in your inventory or vice-versa, right-clicking the stack of bread in the bank swaps places with the bread in inventory instead of moving the stack to inventory. Really since they're both common-quality bread they should probably stack with each-other.
  50. 1 point
    Angier

    God's Reach Vs The Infected

    You choose an archetype and a god independently from each other. We don't even know if you actually get to choose the god you will be fighting for in The Infected (it might be random / your guilds choice / predetermined at character selection / different each campaign).
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