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moneda

Testers
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Everything posted by moneda

  1. I think it's more so a consequence of their decision to calculate or verify basically everything server side, which results in what feels like "lag" to people more accustomed to any faster paced combat system where at least some things are trusted to the client (for better or worse).
  2. Control + Right-clicking still doesn't autostack non-unique items like it used to.
  3. Using the Spirit Whip minor makes the original and the additional shots from an Archer Ranger hit only 1 target. The following video only shows test dummy testing but it was reproduced on the nearby Underhill also.
  4. Combat encounters (relatively) big** and small, we do 'em all! **Not as big as on the US East server though, that ish is hella bad. πŸ˜†
  5. Look us up if you're willing to put in some work. 🀘
  6. An incredibly special group of people here. Very, very... special.
  7. Gods' Reach needs friendly test dummies that aren't located in the central Sky Point keep.
  8. There seem to be multiple good arguments being made that the base should probably be at least 6. Also that offensive AoE caps should probably change with the "group size" knob.
  9. These three powers all have different values for the bleeds they're supposed to cause but the actual values are all the same.
  10. Templars were once going to use 2-handed maces in addition to their great swords but the animation work wasn't feasible due to time and budgetary constraints. Hopefully it'll get done after launch.
  11. Videos from Alpha 'til Beta: Battle with The Wild Hunt: Recent Beta battles as a Brigand:
  12. πŸ’― πŸ‘πŸΎ βœ”
  13. When every gatherer is either a Duelist or an Assassin I imagine there could be plenty of loot piΓ±atas to track.
  14. For the basis of this thread: nah, let's not do that. Relatedly though, I wonder how long after release we'll have to wait for the tracking system we were told would be implemented oh so long ago. πŸ€”
  15. To crush your enemies, to see them driven before you, and to hear the lamentations of their women.
  16. I'd consider this thread more of a reaction than an overreaction. Considering how many combat changes have gone through without much furor the fact this one didn't is interesting enough. Also, I think it's gotten a bit more scrutiny because the change itself seems like a poor reaction to outcry from people who were mad about mechanics they didn't understand. LOL at any belief this was an attempt at balance. Templars, Knights and Clerics were just oUt Of CoNtRoL eh? 😏
  17. Logged in to my Fury today and yeah, far less interesting to play needing to watch your long animations play out to make sure your "flash cast" Block ability doesn't actually screw you. Also, needing the animations to play out before using Block opens me up further for CC and getting punched in the face which is an unneeded nerf IMO.
  18. I'd like to believe this; otherwise it's just another change that makes combat less interesting and fun but adds nothing.
  19. Dagger Spins aren't a channeled power like Rapid Fire. Any canceling of its animation would break the combo chain.
  20. They're ingredients in valuable potions, and their quality doesn't matter (currently). IIRC Blair said in a previous Q&A they didn't have the tech to restrict drops based on world band, but that they were awaiting it and when they had it they would be tweaking what did and didn't drop from GR and Infected. Without the tech they have to edit each mob/node loot table by hand, and I assume they'd have to duplicate everything; i.e. instead of just "Urgu Champion loot able" they'd need "Urgu Champion GR loot table," "Urgu Champion Infected loot table," "Urgu Champion Dregs loot table," etc. I'm hoping blue body parts get removed from Infected graves too.
  21. Too many replies here with "critiques" proving they didn't watch the video. Also, aside from some members of Vanguard and like 1 guy from Winterblades, I can't name anyone I know for sure could be doing 1v3s with a Slayer.
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