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  1. #21
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    Quote Originally Posted by QuantumFX View Post
    So, I found a way to really eff up the TR cache.
    It doesn't seem to need any of those steps. It happened to me and all I did is to close the TR cache once. Whenever you open the bank again after the first time the TR cache won't appear. Closing and reopening the client seems to fix it, though. Hopefully it's just a Lammania issue.

    Cheers,
    NH

  2. #22
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    Default Lost Favor space after doing an epic reincarnation

    Also, do not know if this was addressed anywhere else, but since I have not seen mention of it being a known issue in the preview 2 release notes, here it goes:

    I lost 20 bank space from the first Kundarak favor tier after doing an epic reincarnation. The favor still shows in the patrons tab in the adventure compendium, but the space is gone, and it looks like I cannot get it back by talking to the patron either.

    EDIT: Hah, that's weird. I just noticed an "upgrade" button floating midway down the items list in the character bank. When I click it I get the space back. I'm guessing it's a portion of the bank interface that has not been updated yet, or just was broken by the ER process.

    Cheers,
    NH
    Last edited by NightHiker; 08-16-2022 at 06:40 PM.

  3. #23
    Community Member DRoark's Avatar
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    Default The Lunch Special ...

    Is apparently a soup sandwich. With so many poor decisions, someone's working overtime using fire-extinguishers as fast as Amazon can deliver crates of them.

    I suggest everyone take a break, maybe 6-months, and see what part of the game is actually functional when you come back. Maybe throw a few IRL dice. )

    Here's a design clue from a designer... Archetype = Class Tree that locks out the opposite tree. Period. Don't have to change a thing, only requires three lives to
    cap out, instead of making an entirely new HPL and trying to shoehorn 6 of the same class to "finish", removing the NEW hamsterwheel entirely. Merry X-Mas.

  4. #24
    Hero QuantumFX's Avatar
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    Quote Originally Posted by NightHiker View Post
    It doesn't seem to need any of those steps. It happened to me and all I did is to close the TR cache once. Whenever you open the bank again after the first time the TR cache won't appear. Closing and reopening the client seems to fix it, though. Hopefully it's just a Lammania issue.

    Cheers,
    NH
    I'm guessing you don't work in any sort of troubleshooting role. If you did, you would know that details matter, and I literally put what you described in the "Attempts to fix" section.

    Quote Originally Posted by QuantumFX View Post
    Attempts to fix:
    1. Logout and back in. No change.
    In the future, try recreating the bug before dismissing a report.
    Last edited by QuantumFX; 08-16-2022 at 08:18 PM.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  5. #25
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    Quote Originally Posted by QuantumFX View Post
    I'm guessing you don't work in any sort of troubleshooting role. If you did, you would know that details matter, and I literally put what you described in the "Attempts to fix" section.
    I don't get why the defensive stance. I was just saying that you don't need to reproduce all those steps to reproduce the bug. As long as you close the TR cache, it won't open again unless you close the client and open it again. I'm pretty familiar with troubleshooting, which is why I found pertinent to eliminate unecessary steps from the list.


    In the future, try recreating the bug before dismissing a report.
    I dismissed nothing - I actually confirmed the bug. Also, I said CLOSING the client and OPENING it again fixes the problem, which it does, and not "logging out and back in", which it doesn't.

    Cheers,
    NH
    Last edited by NightHiker; 08-16-2022 at 09:25 PM.

  6. #26
    Hero QuantumFX's Avatar
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    Quote Originally Posted by NightHiker View Post
    I don't get why the defensive stance.
    Not defensive, just tired of people who can't be bothered to follow the steps I've written telling us all how they didn't follow the instructions. I've recreated the bug twice. You could recreate it once if you actually followed the instructions I gave.

    Quote Originally Posted by NightHiker View Post
    Also, I said CLOSING the client and OPENING it again fixes the problem
    No, it does not.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  7. #27
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    Quote Originally Posted by QuantumFX View Post
    You could recreate it once if you actually followed the instructions I gave.
    The bug you described is the TR cache disappearing. Then you only said logging off and back in didn't fix it (nifty editing there, by the way. ). I had the same thing happen to me (TR cache disappearing), and it also had not come back with just logging out and back in. Only when I closed and opened the client it did fix the issue and the TR cache appeared again.

    So based on the information you gave (which you said yourself might contain superfluous steps) and since you had not mentioned at the time that closing and opening the client didn't fix it (whether yout tried it or not), it was reasonable to assume it was the same bug, and therefore could be reproduced with only the one step I mentioned: simply closing the cache once.


    No, it does not.
    If it really doesn't, then it's a similar but different, possibly related bug. Which is what you could have said once you tried my suggested solution and it didn't fix it, instead of being all snarky.

    Cheers,
    NH

  8. #28
    Community Member Zeklijan's Avatar
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    Not a fan of the aasimar nerf if I'm being honest

  9. #29
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    Quote Originally Posted by Zeklijan View Post
    Not a fan of the aasimar nerf if I'm being honest
    This is one nerf that is completely unneeded. Honestly, for me, this ability is useless in high reapers, unless I use it on a teammate. Going from 7 to 4 is pretty huge. I would be ok losing 2, but 3 is too much to be honest. I feel like this nerf is to make aasimar less desirable to boost sales on cats and dogs. lol

    here is what it should be:

    Core 1: +1 HH
    Core 2: +1 HH
    Core 3: +2 HH (with a recharge every 5 mins (versus 3)

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  10. #30
    Community Member Shedrakzo's Avatar
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    Quote Originally Posted by peng View Post
    I agree that healing hands is a bit OP, and takes a core paladin class feature and turns it into an even better racial feature. How about instead of nerfing the uses per rest into the ground, keep the Aasimar cores the same as on live and change healing hands:

    Healing Hands: You gain the Lay on Hands feature, that can be used once per rest to heal you for ( 10 + *1/2* Character level ) x Wisdom modifier. If you have Lay on Hands from the paladin class, it now heals for ( 10 + [higher of Paladin level or 1/2 Character level] ) x [higher of Wisdom or Charisma modifier]. If you have Lay on Hands from Unyielding Sentinel, it now heals for ( 10 + Character level ) x [higher of Wisdom or Constitution modifier].

    This would still allow people to make extensive use of healing hands without it being OP or outshining paladins, and let items/feats/enhancements/destinies that give extra Lay on Hands uses or let them recharge also work with healing hands.

    Alternatively, if you are set on going from 7 total regenerating uses to 4, move 1 of the uses from the lvl 16 core to the lvl 7 core (so 1/1/1 rather than 1/0/2), and still allow them to regen.

    Better yet, give decent healing options to everyone so classes without good heals don't need to feel pigeonholed into Aasimar. Maybe have the wand and scroll enhancements add 1/2/3 caster levels, scale 33/67/100% and also apply to potions. And/or add better potions. Something. As is, my casters can easily solo r4-6, while my non-caster, non-Aasimar melees often have trouble 'soloing' r1-4 with a hire, and hope that the hire doesn't do something idiotic (which they do most of the time anyway).

    I... might have gotten a bit off-topic there. Time for sleep now.
    I pretty much agree with this. It'd be a great way to rebalance Aasimar while tying its value into both class or destiny ability.

  11. #31
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    Quote Originally Posted by Tolero View Post
    Disable Full Character Effect Overlays: (default False) while true, full character effect overlays on your character will be disabled. Affected visuals:
    Stoneskin
    Barkskin
    Goldskin
    Fire Shield (Cold)
    Fire Shield (Hot)
    Here's the thing .. I think Fire Shield looks awesome. I also like seeing it when I'm wearing items that proc it so I know it's on.

    Personally I don't find it that intrusive and would like it excluded from this list.

    The skin effects are horrible looking, never liked them. I applaud the option to turn them off.

  12. #32
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    Quote Originally Posted by GeneralDiomedes View Post
    Here's the thing .. I think Fire Shield looks awesome. I also like seeing it when I'm wearing items that proc it so I know it's on.

    Personally I don't find it that intrusive and would like it excluded from this list.

    The skin effects are horrible looking, never liked them. I applaud the option to turn them off.
    You like it so much you don't want anyone else to be able to turn it off if they don't like it?
    He left the name, at which the world grew pale.

  13. #33
    Community Member apep1412's Avatar
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    Quote Originally Posted by QuantumFX View Post
    I copied over my Racial and Class Completionist character. I got the feat respec token, but I still don't have the Heroic Completionist feat showing on my character sheet. Also, I unequipped all my items and untrained all my heroic and epic enhancements. I am now showing the following "Feat bonus" to each of my stats:

    STR: +3
    DEX: +6
    CON: +5 <-- This seems weird as Dwarf + Warforged + Racial Completionist should only be +4
    INT: +4
    WIS: +4
    CHA: +6

    EDIT: This is still true after the update/reboot.
    The Charisma also seems odd, as it should only be +5 for Half Elf, Tiefling, Dragonborn, and Racial Completionist. One or the other could have possibly been an Aasimar Bond. Both might indicate Reaper tree cores, perhaps?

  14. #34
    Community Member Karthunk's Avatar
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    Holy Smite, Order's Wrath, Chaos Hammer, and Unholy Blight now deal 1d6+4 damage per caster level.
    Perfectly acceptable.

    Angel of Vengeance core abilities no longer provide bonuses to caster level and max caster level
    How it currently is:

    Each core enhancement in this tree grants +1 Caster Level and +2 Max Caster Level with the following spells: Nimbus of Light, Searing Light, Sun Bolt, Cometfall, Divine Punishment, Flame Strike, and Fire Storm.
    Why does this nerf need to happen? Nothing in this list is a broken spell/SLA. If the levels are considered too excess then why not drop the bonus down? The more important question is what is being added to offset this nerf? Are you really taking all this away and calling it complete?

    The spells Bless, Prayer, and Bane all now have a cooldown of 10 seconds.
    I'm just curious what this change is about. Just strikes me as such an odd change to make.

    Reaper Crafting's cost has been reduced to 75 Reaper Fragments.
    I've been running nothing but reaper on my normal server account for roughly three months and this is still unobtainable. Why not drop it to a reasonable number?

    Reaper crafting no longer accepts level 1 or 2 items
    Dropping the number to 75 doesn't bring balance for the people who were not "exploiting" the system with borderlands.
    Last edited by Karthunk; 08-17-2022 at 10:44 AM.

  15. #35
    The Hatchery GeneralDiomedes's Avatar
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    Quote Originally Posted by donblas View Post
    You like it so much you don't want anyone else to be able to turn it off if they don't like it?
    I would personally like the ability to keep Fire Shield effects but turn off the skin effects. If others have this opinion then maybe that's something they look at.

    It's called feedback.

  16. #36
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    Quote Originally Posted by Karthunk View Post
    Perfectly acceptable.


    The spells Bless, Prayer, and Bane all now have a cooldown of 10 seconds.


    I'm just curious what this change is about. Just strikes me as such an odd change to make.

    I think this is to balance the Dark Apostate archetype. All of those spells can now do AOE damage.

  17. #37

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    Quote Originally Posted by Tolero View Post
    Gather Trap Parts: (default True) while true, disabling traps will cause you to gather Trap Parts from them. Turn this off to stop gathering trap parts from traps you disable.
    And there was much rejoicing


    Quote Originally Posted by Tolero View Post
    • You may now dissolve Reaper items at the second Reaper NPC at any amount of reaper points (note: crafting using these ingredients still requires 50 Reaper points)


    This is a great change although I do not see why you still need 50 reaper points just to craft. I imagine the folks that would benefit the most from the this crafting system are those that do not have 50+ reaper points.
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  18. #38
    Community Member Karthunk's Avatar
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    Quote Originally Posted by Pretty_Good_Old_One View Post
    I think this is to balance the Dark Apostate archetype. All of those spells can now do AOE damage.
    Right, forgot about that.

  19. #39
    Community Member majster67's Avatar
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    Quote Originally Posted by Tolero View Post
    [*]There are two new spells:
    • True Seeing, Mass: Cast True Seeing on yourself and your allies. Clr/Fvs 8
    • Freedom of Movement, Mass: Cast Freedom of Movement on yourself and your nearby allies. Clr/Fvs/Drd 7
    How about adding a spelk Jump, Mass? I daresay it will be more helpful on many raids, especially e.g. for medics(and other characters with non-class jump skill), than e.g. True Seeing where those who need it usually have something with TS, and for casters to cast jump separately takes some time and sp. It would be good if this spell(jump, mass) wasn't on too high lvl, so that it would be useful on TS(but the second - Tempest Spine )or VoN5-6. Although I know that on lower levels because of less spells, other spells are more important, but scrolls are even sometimes helpful. Nevertheless, I think it would be a helpful spell.

    And as for scrolls - since you've moved the skills from the old ED Tier5 and 6 to spells, I've yet to see a single scroll with those spells, either in chests or on AH/ASAH. I'm thinking of the likes of Arcane Tempest, Celestial Bombarment etc. Either introduce them into the drop or raise the chance of falling out. Because of the newly added spells only Rend the Soul I see often but of those from the old ED none.
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  20. #40
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    Quote Originally Posted by Tolero View Post
    [*]There are two new spells:
    • True Seeing, Mass: Cast True Seeing on yourself and your allies. Clr/Fvs 8
    • Freedom of Movement, Mass: Cast Freedom of Movement on yourself and your nearby allies. Clr/Fvs/Drd 7

    Since we're reducing the power of the level 4 spells to match their spell level and are in the mood to create some higher level spells, could we get some level 7 or 8 versions of those alignment spells? Greater Holy Smite, Greater Orders Wrath and so forth, the same but with higher damage dice, maybe make them only available to cleric if FVS access is an issue?

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