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Khyber:
Guild: The A List
Ryvin Lightfingers - Halfling Rogue 10 / Fighter 2
Dunge Drago - Dwarf Fighter 12
Abra Pocus - Human Sorcerer 12
Tygron Olonar - Drow Palidin 10 / Rogue 2
Luar Adenip - Human Bard 12
Geon Olonar - Drow Cleric 12
Lately I've been seeing where it is impossible to come out of sneak mode without clicking the sneak icon again. I've gone into sneak, attacked and hit several times, but stayed in sneak mode doing that weird double weapon attack, but never coming out of sneak. It can be annoying since it reduces the attacks to that one attack and reduces movement to a crawl. I think I have come out of sneak when I was the one hit, but not when I was the one doing the hitting.
Orthons can shoot their barbs at me when paralyzed. Bad deal!! I've had one paralyzed and he still took down over half my HP with machine-gunning his barbs/darts into me. I suppose this may fall under the whole 'chess pieces' bug that lets stoned, held and paralyzed enemies slide around all over the place and occasionally make attacks while in those states.
Dogs and Rats in the Vale will sometimes seem to run away or in totally random directions instead of attacking. I've aggroed a Black Wolf around the Named Hyena area and it ran down the hill, turned and ran up the path to the Named Hyena location, stopped, ran halfway back down and then just stopped till I caught up with it and hit it, then it ran back down and toward the bridge. I kind of lost track of it then because I'd managed to aggro six other things chasing that wolf around. Then it came and joined in the attack. Seems the pathing just went crazy. Oh, it wasn't feared or anything since I was the only one in the area and didn't have a fearsome item on and there was not fear-face over it.
The Devil and Orthon in the Shroud part II do total random aggro. No rhyme nor reason, just blink all over the place and attack whoever happens to be close to where they appear, not necessarily the closest. They even attack people who have never damaged them, they've never seen, hiding in corners in sneak mode. You can get them to stay kinda still if they have only 'seen' one person, but they see a second and its random blink and attack.
No matter where you shoot something from, it and all its friends know instantly where you are, even if it was an attack to their back from behind a wall. I could see things running about in random directions trying to see something attacking, but not making a bee-line to where you are - even if you've moved a lot since the attack. Mobs have no trouble finding you - even if you're invisible, camouflaged and sneaking. Once you've done damage to them, they've got a homing beacon on you. That sucks.
(Manyshot and Deepwood sniper should both be a stance with a shorter cool-down)
It is not about the destination, it is about the journey.
All my Characters Loathe the stupid term " Toon "
Last edited by GrayOldDruid; 07-09-2008 at 11:07 AM.
It is not about the destination, it is about the journey.
All my Characters Loathe the stupid term " Toon "
when trying to use potions in combat sometimes they go off with no problem but other times it triggers the cool down but does not actually consume a potion... is this the way it's supposed to be or is this a bug and by bug I mean big gynormis cockroach eating my head because I can't heal myself bug....
Veknesh your wonder rogue
vekneesh your Bread mage
Gomli the pacifist barbarian.
Are you doing it right at the end of another cooldown? Because I've found that to also be true of wands and spells, and I suspect it's true of many other things as well.
It seems if you attempt to activate something with a cooldown too close to the end of another cooldown, if you "jump the gun" so to speak, you get the cooldown for the action, but not the action itself. I don't think it actually uses the spell points or wand charges, but I could be wrong about that.
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I've had this happen with rage sometimes, where I try to rage, get the cooldown, but don't actually get the rage (nor does it consume a usage, it just blocks my barb from being able to rage. Kind of annoying.
I've had this happen on rage, cast spells, potions, wands, stances, and social skills. If this happens and you notice the thing doesn't get consumed or used then just click it again regardless of the fact that it is displaying a cooldown timer. More often than not it will work.Originally Posted by Kotter
Server - Thelanis
that doesn't help when your in the middle of combat and need that heal to go off to remain alive![]()
Barbarian Rage (from the class feat) turns off the Warforged Brute Fighting enhancement (hate generator stance).
Is this intended?
I'm not sure if this is intended, but it is likely related to the fact that Barbarian Rage also turns off Subtle Backstabbing (which is something that does make sense).Originally Posted by Venar
Server - Thelanis
But it just doesnt make sense with Brute Fighting. This one should be on par with Power Attack.
I completely agree with that, if you are raging then you are likely fighting like a brute.Originally Posted by Venar
I'm just saying that both Brute Fighting and Subtle Backstabbing are enhancement stances turned off by rage and are likely sharing the same coding behavior.
Server - Thelanis
Stunning Blow, Cleave, Great Cleave and Whirlwind Attack all give the maximum attack bonus (i.e. the last attack in your combo chain) when used. Stunning Fist does not, and only gives the 1st attack bonus (i.e. the lowest). It this working as intended, or is this a bug?
Garth
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
Well, the devs DID look at this recently and determined it wasn't as easy a fix as they'd hoped. Before they got to make any serious headway on it, development on Mod 8 started and a host of higher priority tasks took up their time. But it's still on the list, and the devs I spoke to hope to find some time to take a serious look at it. Once again though, it's losing the priority battle.
~Silthe
This isn't a bug, as the change that was made was not intended to include ranged attacks. There is some question as to whether that would be a bit too powerful, so no change was made until we can analyze the effects on the game further. Feel free to start a discussion thread about it if you're interested.
~Silthe