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ACE_FancyHats

5.8 LIVE Feedback and Bug Reports for 1/3/19

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Rage / Hatred meter fills at an extremely slow speed. Champion is rendered  virtually unable to use rage-based abilities, not an exaggeration. 

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Here are the issues I noticed.

 

i created a Minotaur champion which I leveled to 30 with out spending talent points as I went now I can’t train into a promotion, any promotion class even though I meet the prerequisites.

 

i noticed that when harvesting a resource you can have it targeted but no hit will register. 

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Spring buff not working in EKs either.

Workaround:

  1. Die.
  2. Recover your body.
  3. Wait till invulnerability wears off.
  4. Spring Buff aka Profit!

Changing zones will cause you to loose the buff

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Character Creation
Problem
Selecting through the different Races too quickly piled the characters on top of each other in the preview.
I had to click through each Race again to remove them one by one and then it worked as expected.

Theory
Seeing this problem gave me the impression that the preview characters were being removed when that particular Race was deselected. That's why all the characters remained in the preview until I click on that particular Race and then out of it.

For example:
When you have Human selected, selecting High Elf will then remove Human and add High Elf.
If you then select Centaur, the code will remove High Elf to add Centaur.

Proposed Solution
The way I would do it is to clear the preview and only add the selected Race.

Example:
Regardless of what is currently selected, selecting High Elf will clear the preview completely and then add High Elf.

This way, even if two Races loaded at once, selecting another ensures that the preview is reset and only one Race is shown at a time.
Of course, you can also then detect which Race item is highlighted and only show that Race. Many ways to solve this problem.

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13 hours ago, Unfolded said:

* Reposting this from another thread

 

I think I'm the only one messing around with Ranger at this point:

Archer:

Leather means you die in 3 hits to literally everything.

Boring gameplay. Stand still and do hold down LMB. Fun.

Warden:

Mail armor with no block means you die in 5 hits instead of 3. 

Dagger spin got nerfed to hell, so the class really isn't viable at all.

Brigand:

Leather means you die in 3 hits to literally everything.

Interesting idea with 3 bombs being able to drop from stealth.

 

 

I think the CONCEPT for Brigand is the only one ACE should keep. I honestly think both other promotion needs to be completely reworked.

 

*EDIT* to say this is all team fight play testing. Since I've played Ranger for so long, I know how to 1v1 and haven't had any problems doing so as a Ranger, but I've seen most Rangers just flop over in a 1v1. This doesn't mean anything for the mechanic issues of Ranger right now.

As a newer player trying the Ranger, I have to say my biggest gripes are:

1.) Tray switching is very clunky, annoying, and burdensome. It really disrupts the class from feeling like it can smoothly transition from it's dual "modes" of gameplay. Nor do I feel like there's particularly great incentives to switch between them anyway, so the annoying mechanic just makes me want to sit in one preferred tray as much as possible.

2.) Archery in general is not fun. I do not want to play an immobile turret in a PVP game that places very strong emphasis (IMO) on mobility.

I'd suggest the Design team take a look at what Visionary Realms is experimenting with (admittedly very early) with their Ranger concept in Pantheon: Rise of the Fallen. The long-and-short of the idea is that you use ranged powers to accumulate a resource, jump into melee, quickly dump your resource for spike damage, then retreat back to range.  Crowfall...kinda?...has this mechanic but it doesn't feel central to how the class plays nor does it play out smoothly if tried.

So I think there's more foundational problems with the Ranger design than just what exists in the promotion classes.

Some of my thoughts/recommendations would be:

Base Class

  1. The transition between the melee and ranged trays really must be smoother in my opinion. My preference would be for there to be no separate trays whatsoever. Maybe Rangers just have 1 tray but with 12 actions instead of 10 but they're limited to 6 melee powers and 6 ranged powers on the bar. I'd eagerly sacrifice total number of slotted abilities if it meant I didn't have to spend time and keystrokes tray-swapping.
  2. The melee and ranged powers need to compliment and interact with one another more. Today they feel like very distinct gameplay modes and not a single cohesive class. As a Warden I've found myself using my ranged tray just because as a Ranger I feel like I *should* be using it in some way, not necessarily because I feel like it actually behooves me to do so (outside of like manning walls in a Keep defense). Again, I'd point towards the "build resources with one, dump them with the other" approach.
  3. Please add an intermediate quiver to the game or make Heartwood an optional component to the quiver recipe. Carrying around stacks of arrows just to use base class abilities feels really punitive, especially given how quickly you can run through the 500 max you can stack. Having to spend time re-equipping new arrows mid-combat is not fun, nor is the idea of losing your arrows in your inventory when you die and therefore losing access to a huge chunk of your class powers in a way that no other class is penalized.
  4. Get rid of the slow moving, charged shot, turret playstyle. The game doesn't support it and, personally, I don't think it's a particularly fun concept to begin with. If people want that turret/sniper gameplay I think it definitely belongs as an option in the talent tree rather than a core mechanic to the class.

Promotion Classes

  1. Conceptually I like the differentiation you've aimed for, but I think the execution misses the mark.
  2. Following the recommendations I made above, I'd also suggest:
    • Archer: Give them a resource dump in one or more ranged powers, so they can stay at ranged more effectively (though the dumps should still not be *as* strong as the melee dumps, or they might as well just not have melee). Perhaps also allow them to slot more ranged powers simultaneously by sacrificing the ability to slot melee powers. So instead of something like a 6/6 split, they have an 8/4 split in favor of ranged powers.
    • Warden: Give them an active resource generator in one or more melee powers, so they can stay in melee more effectively (though not as strong/fast/frequent as the ranged resource generators, or they have little reason to play the base class game). Again, maybe allow them to slot more melee powers simultaneously en lieu of some ranged powers, essentially the inverse of the archer. Also, as others have noted the ability to wear Mail doesn't really make them durable. They could definitely use more mitigation or lifesteal or something to be able to actually spend more than a few swings toe-to-toe with melee specialists.
    • Brigand: The concept feels a bit like an Assassin wannabe which isn't my cup of tea, but I understand why others may like it. Conceptually I think they could be pushed very hard in the direction of a stealth-based trap layer rather than your typical assassin ambusher. Their "ambush" should be by preparing an area with traps and than laying in stealth to initiate combat on their own terms, then they should play the more "base class" game of a ranged/melee balance. Rather than relying on actual ambush/backstab ability openers.

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Lots of good stuff already reported in this thread.  To which I'll add

  • knight knockdown doesn't knock its targets down
  • knight ultimate doesn't make the knight invulnerable (we get the buff but still take normal damage)
  • you forgot to bring the pitfighter in line with the rest of the classes.  Watch the first fight this video to see how ridiculous a pitfighter is. 

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Posted (edited)

I got stuck in the loading screen to another world after entering a runegate at my faction's beachhead. I closed the game after it had been on the step "Waiting for Avatar" for over an hour.

Edited by Mormonga

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Not sure if skills are meant to take partial points towards an upgrade or not but they are.

A skill costing 1024 points to upgrade can be partially upgraded by 1000 points leaving the remaining 20 something to go. Not a bad plan, but I can forsee people "losing" their points via accidental misclicks and just plain forgetting what they were in the middle of upgrading.

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Just now, Mormonga said:

I am stuck in the loading screen to another world after entering a runegate at my faction's beachhead. It has been on the step "Waiting for Avatar" for over an hour now

I get this one sometimes. CTRL ALT DELETE out and reopen the game. You should land in the new world.

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9 minutes ago, Mikki said:

Not sure if skills are meant to take partial points towards an upgrade or not but they are.

A skill costing 1024 points to upgrade can be partially upgraded by 1000 points leaving the remaining 20 something to go. Not a bad plan, but I can forsee people "losing" their points via accidental misclicks and just plain forgetting what they were in the middle of upgrading.

There is a black circle around the skill that denotes partial training - I use this a lot actually, to remember what I was last working on. I might have several passives on the tree with less-than-full pips so this is an indicator that shows what our target skill is, if we forget. 

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Posted (edited)
4 hours ago, VaMei said:

Spring buff not working in EKs either.

Workaround:

  1. Die.
  2. Recover your body.
  3. Wait till invulnerability wears off.
  4. Spring Buff aka Profit!

Changing zones will cause you to loose the buff

This actually fixes characters to get CCd and generate class resource as well it seemed. 
How the heck did this bug happen though is what I'd like to know.

Being in a group is still causing noticeable performance loss and hitching.
I was Harvesting with a group and noticed that every time I used a pip power or got a doober yield there was a big hitch. I left group and it lessened considerably. 
I wonder if this has something to do with how the animation and sounds are played on every single character in a group when a person uses their pip power or gets a doober.

Edited by Scorn

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I still have no General chat tab 90% of my logins, and when I do I eventually loose connection for some reason then back to logging in without it working again. Running repairs does not help, this has been an issue for a very long time. I have been having and seeing others report the same issue through 5.7 and 5.8 Please fix this before running an official campaign, I cant chat.

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Posted (edited)

@ACE_Jackal as chat:

eu down - unable to join US on unlocked char

edit: now it is displaying as locked to eu [was saying unlocked earlier/in video]


43 minutes ago, Crebain said:

I still have no General chat tab 90% of my logins, and when I do I eventually loose connection for some reason then back to logging in without it working again. Running repairs does not help, this has been an issue for a very long time. I have been having and seeing others report the same issue through 5.7 and 5.8 Please fix this before running an official campaign, I cant chat.

try typing /join general

doesn't always work, but it can.

Edited by Tinnis

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Any chance of fixing the near complete brokenness of this patch. Everything seems de-synced or not working. I know that happens with patches sometimes. 

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SO I have to ask. The middle line (secutor) for knights has an ability called "board and board"
unknown.png

It procs your shieldbash (great!). However, the final power in this tree gives you Shieldmansip.

unknown.png

Which makes all shield abilities proc Shieldbash… Why would anyone ever take board and board when it is basically a redundant skill?

Another gripe I have is that an obvious secutor talent is in the swordsman line.

unknown.png

Comon!! that is so a Shield Knights skill!! DO any swordsman even take this?

Thank you,

BD

 

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Not able to enter Balderon EU campaign. No error message just nothing happened on clicking enter world after faction just, endless loop of back to faction choice screen. 

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Posted (edited)

Ranger Bugs

  • In Combat charging the auto attack ability will do no damage on first shot, and then continue to charge and fizzle on each part of the combo
    •  Rapid fire does this a lot as well
  • A lot of times using Pinned Down does nothing, even showing the reticle right under a person
    • This is also very clunky as random blade of grass can throw aim off based on terrain too easily
  • Flare Arrow has a target reticle that is castable affair, but the aoe thing drops PBAOE on yourself. I’m not sure if this is a continued flare effect or if it’s the burn effect. What is this?
  • Forest Step (Warden) fails more often than not. Even with a straight shot path to target. Very very obnoxious when trying to pop stealthers.
    • Additionally, popping the 2nd part of the combo never seems to pop a slow on anyone. “Could” be this current campaign broke dizzying.
  • All melee combos are too slow/clunky feeling (also using Blade Master)
  • Quivers are unlimited durability too. Though I can't find it in me to feel bad about this bug right now. Arrows aren't a mechanic I think Rangers should have to micromanage.

 

Ranger Feelings

  • Archer feels too weak. It’s way too hard to try and deal damage as a stationary turret. The charge on the auto attack power is waaaaaaay too slow.
    • Maybe change this so that the first 3 second charge does an Aimed Shot which procs what Double Shots should.
    • Double shots never ever seems to go off much, making Archer even more clunky
  • Ranger is supposed to be the scout. I feel like this should have been the Archer’s specialization. In Shadowbane Scouts were often built as bow users, and if not that they were unarmed.
    • Not only this but Ranger should be able to stealth. I feel Alertness and stealth should be part of Archer. Keeping them as a snipe, less scrappy Ranger.
  • Warden right now feels the strongest by the simple fact all the melee abilities gives more options of damage dealing that is much easier to apply to the enemy. You can add things like Blade Master to flesh this out even more.
    • If not for the clunkiness of swapping bars this would feel much better. As was mentioned, though. Feels like you go into bow mode sometimes because you feel like you should. Though there are times that the range abilities are needed so I don’t think this is necessarily bad picking your reasons.
    • Something that makes the interchange between the too have a bit of reason wouldn’t be remiss. Though I don’t want too feel like a Druid where I have to use one just to use the other and that’s how the Warden’s damage is balanced around.
  • Brigand is something I haven’t played around with much. But I feel like a stealth sapper would have a better feel here. Maybe give a Brigand only buff that lets you place traps at range.
    • Does this spec allow you to place more than your 3 traps multiple times? If it’s not treading too much on bomb druid, I feel rewarding a player for setting up a mine field would be a good playstyle.
    • Let it keep stealth as well. Archer and Brigand are the squishier specs, and right now you’re dead long before you can deal significant damage. These changes maybe allow to get a nice setup or opener to soften and then try and outplay win the fight.
Edited by Navystylz

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