Pulmonary Impact bug?
Pulmonary Impact has been really iffy for us. Sometimes it works and shows up in the combat logs other times it shows in the combat logs but doesn’t seem to apply its damage. I think lag in the game screws with the trait heavily. You know when it lands because it pops an extra 4k damage but it is really odd to see Head Shot do 1k damage, log Pulmanory Impact in the log and the health bar of the target barely move.
“Youre lips are movin and youre complaining about something thats wingeing.”
In what world does PI do 4k for you? max i ever get is like 2,3
Game Designer
P.I. is set to trigger its damage when the mark expires. Currently, the mark removes when the target goes down or dies (by design). As players receive invulnerability when they go down, the damage from P.I. probably just gets negated. I could see allowing the buff to continue on downed enemies in the future.
P.I. is set to trigger its damage when the mark expires. Currently, the mark removes when the target goes down or dies (by design). As players receive invulnerability when they go down, the damage from P.I. probably just gets negated. I could see allowing the buff to continue on downed enemies in the future.
Any thoughts on a 3 year old Sword bug that adds a ~0.5 second precast to any non-instant skill? I’d normally just let this one sit in its own report/thread, but given the amount of time it’s been in the game, and how difficult it was to pin down, I thought I’d mention it. I can give any additional information you need as to the behavior of this bug, and I’ve got another discussion thread and bug report open with more details.
Also, good to see some presence, keep up the communication.
(edited by Ravoku.1852)
Where’s the 10% buff on Withdraw?
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
P.I. is set to trigger its damage when the mark expires. Currently, the mark removes when the target goes down or dies (by design). As players receive invulnerability when they go down, the damage from P.I. probably just gets negated. I could see allowing the buff to continue on downed enemies in the future.
Thank you for the answer. I am glad you are considering adding that feature to the trait, as I really love the concept of P.I
P.I. is set to trigger its damage when the mark expires. Currently, the mark removes when the target goes down or dies (by design). As players receive invulnerability when they go down, the damage from P.I. probably just gets negated. I could see allowing the buff to continue on downed enemies in the future.
Hey Karl! Thanks for the response! Always good to see the red Anet symbol on the forums.! However, I must admit that this is something REALLY REALLY circumstantial and arbitrary. In a way I feel like I’m being trolled seeing as how THIS got a response rather than the other dozen much more valid posts that weren’t just about game design but even bugs. Thanks again for the communication though!
is including the word “bug” in the title of a thread the only way to ever illicit a developer response?
In a way I feel like I’m being trolled seeing as how THIS got a response rather than the other dozen much more valid posts that weren’t just about game design but even bugs.
Best solution for devs → never post on professions forums, because some people feel like being trolled or start to complain every time they see a red mark. Instead, stalk forums and make notes, or ask community managers to highlight for them the most interesting topics.
In a way I feel like I’m being trolled seeing as how THIS got a response rather than the other dozen much more valid posts that weren’t just about game design but even bugs.
Best solution for devs -> never post on professions forums, because some people feel like being trolled or start to complain every time they see a red mark. Instead, stalk forums and make notes, or ask community managers to highlight for them the most interesting topics.
Or, once a week, spend 30 minutes to post in multiple threads? I don’t think 30 minutes out of a 40+ hour week would be too much time to communicate that you actually do care about an entire group of people who play a particular class. Other class forums DO have more red posts than this one.
P.I. is set to trigger its damage when the mark expires. Currently, the mark removes when the target goes down or dies (by design). As players receive invulnerability when they go down, the damage from P.I. probably just gets negated. I could see allowing the buff to continue on downed enemies in the future.
Any thoughts on a 3 year old Sword bug that adds a ~0.5 second precast to any non-instant skill? I’d normally just let this one sit in its own report/thread, but given the amount of time it’s been in the game, and how difficult it was to pin down, I thought I’d mention it. I can give any additional information you need as to the behavior of this bug, and I’ve got another discussion thread and bug report open with more details.
Also, good to see some presence, keep up the communication.
Pulmonary Impact will also break the thief’s stealth. Just because of that, I feel it will not be viable on a D/P build nor any other build that relies on stealth.
#BelieveInKarl!
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.