Showing Posts For Gegbot.3492:
I can’t confirm this right now, but I’m almost certain using the “Airship Exit” button when in an overflow and your main server is no longer full, it will automatically flip you to main. This incurs double loading times again.
Kind staff, spend 20 seconds of your time to inform your customer that you’ve at least seen the thread. Thank you.
Not really expecting a fix on this, but would be nice if someone could confirm that nothing will change.
Rush will fail to connect (run in place) if the hitbox of the mob is to large (eventually you’ll learn to see if the red circle is too big). It is still possible to hit the attack assuming you stand inside the red circle. The problem lies in the running part which assumes it was successful as soon as you reach the edge of the hitbox, while the attack part still needs to be within melee range to start.
As to the running into a seemingly random direction, Rush acts like projectile attacks in its initial targeting. If a target moves in a direction, Rush will be targeted in front (as to intercept the target assuming it keeps moving the same way). If the target uses a quick movement skill (like Leap skills), Rush can send you running to a far off land, trying to intercept a perpetually leaping target (which obviously stopped leaping a long time ago). Rush only uses the current facing direction if a non-aggressive target (or no target at all) is selected.
I’d sell it back if I could.
I feel the same way. Shame really. :/
“Not a bug.” – implies you know the intent of the designer (which I doubt obviously). Personally I see no reason to punish players with the loading times. At the very least don’t force the double load time, push the player down to the ground as they log off if a solution can’t be found to distinguish between a gold and silver ticket holder.
There are a number of issues related to this utility skill and it’s interaction with traits and other abilities. I wouldn’t be surprised if I only found some of them, but these are the ones I’ve found thus far:
- Burning Retreat does not list itself as a fire field. (it is)
- Ring of Fire only lasts for 5 seconds rather than the listed 6. Confirmed with a stop watch and casting arcane wave just as it passes 5s, no might gained.
- Burning Fire (Adept fire) does not work with the axe. Tooltips are also unaffected.
- Pyromancer’s Alacrity (Master fire) does not affect any of the skills with the axe.
- Pyromancer’s Puissance (GM fire) does not work with any of the abilities on the axe.
- Persisting Flames trait (GM fire) does not increase the duration of the fire fields created by Burning Retreat nor Ring of Fire. The fury gain works fine since it’s related to gaining Might and not the particular fire field.
Depending on the developers intent, the interaction with the skill and the regular fire traits may not be bugs but rather the intended behavior. It would however go a long way of improving the usefulness of the utility, which frankly, I’ve never seen used, anywhere.
Also I’d suggest making the default attack be a physical projectile.
As I’m writing this, when running the Angvar’s Trove guild puzzle, we are in the “Light the ancient spirit totems with a sacred flame” section and noticed some of the totems were already lit. No interaction is possible, regardless of having the correctly lit torch. They stay lit permanently, they don’t go out at all. We’ve waited and restarted the whole puzzle event but the totems are still lit.
This is on Far Shiverpeaks.