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  1. #21
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    Plat ED respec still costs too much. I'm not even sure it changed. Of course, I staunchly think it shouldn't cost anything for a bit while we test stuff. So almost any price is far far too much.

  2. #22
    Community Member Ausdoerrt's Avatar
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    Quote Originally Posted by Lynnabel View Post
    This patch does indeed contain considerable amounts of content-related fixes:

    • The following adventure packs and raids have been reopened: Sentinels of Stormreach, Sands of Menectarun and The Phiarlan Carnival.
    • The Lords of Dust - Fixed a coffin breakable that did not properly respond to warlock blasts.
    • Spinner of Shadows - The Spinner will again be debuffed by direct contact with the Spirit of the Silver Flame.
    • The Black Loch - The failed experiment prison doors are now properly attached and open in the proper order.
    • Many objects in quests that should be able to be lit on fire are once more able to be lit on fire.
    • Inferno of the Damned - The torches now respond to spells like Fireball and Cone of Cold again.
    • A certain drow is now less stealthy in Tharashk Arena.


    Although, to be fair, that unbreakable coffin has been unbreakable for years now, so its more of an old bug than a new bug.
    Hey Lynn, the EA wings still don't regen. Very disappointed by the patch, why was this pulled at the last moment? Such an iconic feature of the destiny, made for all purposes useless.
    "People are stupid; given proper motivation, almost anyone will believe almost anything. ... People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true." Terry Goodkind

  3. #23
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    Exalted Angel's 'Angelic Charge' is not recharging,

    live on Sarlona U51.1

    Considering this is one of the key aspects of the destiny, it not functioning
    is a big hassle for anyone who wants to use it for a build.

  4. #24
    Community Member J1NG's Avatar
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    Quote Originally Posted by Dark_Lord_Mary View Post
    Exalted Angel's 'Angelic Charge' was not fixed and is not recharging,

    live on Sarlona U51.1
    This particular "fix" was removed from the notes. Likely was found to not have been fixed, and removed from notes afterwards. However, by that time, many of us read them and thought it was still happening. It's removal likely means we need to wait later before a fix attempt is made again.

    J1NG
    Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
    Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
    Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...

  5. #25
    Community Member Ausdoerrt's Avatar
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    Quote Originally Posted by J1NG View Post
    This particular "fix" was removed from the notes. Likely was found to not have been fixed, and removed from notes afterwards. However, by that time, many of us read them and thought it was still happening. It's removal likely means we need to wait later before a fix attempt is made again.

    J1NG
    OK, so it wasn't my imagination, and this was indeed in the notes. Good to know.

    Would be nice to have a comment on this rather than just have it removed from notes as if it was never there. Or at least put it into "known issues".
    "People are stupid; given proper motivation, almost anyone will believe almost anything. ... People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true." Terry Goodkind

  6. #26
    Developer Steelstar's Avatar
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    Quote Originally Posted by Ausdoerrt View Post
    Would be nice to have a comment on this rather than just have it removed from notes as if it was never there. Or at least put it into "known issues".
    Sorry, been a bit tied up today working on the high-level view of where we are right now with bugs, hadn't gotten back around to this thread yet.

    We'd hoped to have a fix for Leap of Faith recharging in for Patch 1, but it didn't end up working correctly. It should be in for the next major patch.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  7. #27
    Community Member Bjond's Avatar
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    Quote Originally Posted by Nickodeamous View Post
    redid my ED to include Dire charge. This works on everything (at least for the sunder and trip). It does not have the "burst" damage that Drifting Lotus has.
    I was going to suggest Dire for the trip/stun combo, but it has DC issues. It says "20+ability", but if you check the tool-tip DC, it's really "20+mod". All the other DCs I've checked have similar issues.

    It's text that says "highest ability", but tool-tip DC shows "ability mod". Anything that uses "20 + mod + bonus" for a melee or ranged is doomed to never succeed. That's in the realm of 70~80 for fort DCs that caster forum posts are showing needs to be 120~130 for success. IMHO, those are a bit inflated -- my own caster can only reach around 110 and does OK (a few resists, but he's 1st life).

    IMHO, ED abilities for non-casters using "20+mod" might as well be removed. They will never work. They're like the "cc" and "debuf" spells with DCs for rangers and paladins; pointless flavor with no intent to ever make them functional.


    BTW, only did a little testing with Dire on R4 "Make Believe" in Feywild. It did seem to have some effect most times, but the duration was about 0.2s. It was definitely not a solid pre-51 dire-charge stun -- more like a tiny pause. Tool-tip DC is 75, which is FAR too low to ever succeed on anything @ L30. Yet, it still had an effect. So, something is broken -- probably the tool-tip.

  8. 11-19-2021, 02:34 AM


  9. #28
    Community Member Ausdoerrt's Avatar
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    Quote Originally Posted by Bjond View Post
    I was going to suggest Dire for the trip/stun combo, but it has DC issues. It says "20+ability", but if you check the tool-tip DC, it's really "20+mod". All the other DCs I've checked have similar issues.

    [snip]
    Consider, though, that mob saves have been reduced in U51, so this might be intended. My guess is the "20+ability" is a typo in description.

    In my (limited) testing, the new Dire Charge sort of works most of the time but isn't great. So does my Stunning Blow at 10 less DC. I've been assuming that my ~79 DC is just suboptimal, and other people are getting more thanks to past lives, feats and better builds.
    "People are stupid; given proper motivation, almost anyone will believe almost anything. ... People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true." Terry Goodkind

  10. #29
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    Quote Originally Posted by Steelstar View Post
    Sorry, been a bit tied up today working on the high-level view of where we are right now with bugs, hadn't gotten back around to this thread yet.

    We'd hoped to have a fix for Leap of Faith recharging in for Patch 1, but it didn't end up working correctly. It should be in for the next major patch.
    Steel, storm the beaches and the tide turns appears to still be closed on epics, release notes indicate they should be open.

  11. #30
    Community Member Ausdoerrt's Avatar
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    Quote Originally Posted by J-mann View Post
    Steel, storm the beaches and the tide turns appears to still be closed on epics, release notes indicate they should be open.
    It's in the 'known issues' part of the Release Notes.

    VON and Chrono also remain closed
    "People are stupid; given proper motivation, almost anyone will believe almost anything. ... People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true." Terry Goodkind

  12. #31
    Community Member magaiti's Avatar
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    Quote Originally Posted by Bjond View Post
    Anything that uses "20 + mod + bonus" for a melee or ranged is doomed to never succeed. That's in the realm of 70~80 for fort DCs that caster forum posts are showing needs to be 120~130 for success. IMHO, those are a bit inflated -- my own caster can only reach around 110 and does OK (a few resists, but he's 1st life).
    "10-20 + mod + bonus" was always the staple formula for tactical DCs and always worked for builds that bothered to maximize their tactical DCs.
    Casters have to aim for higher numbers because epic mobs have spell saves.

  13. #32
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    Quote Originally Posted by Ausdoerrt View Post
    It's in the 'known issues' part of the Release Notes.

    VON and Chrono also remain closed
    Ah I missed that, just saw that they claimed the sentinels chain is open. Thanks. Was trying to do the saga.

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