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Re: T2 Bugs
Posted: Sat Jun 20, 2015 5:00 pm
by xyeppp
@Devs
Wipe the items from the AH as well.
Re: T2 Bugs
Posted: Sat Jun 20, 2015 8:14 pm
by Khorba
BO guard resurect to fast, cant off-flagrvr
Players in Wb who join S.C. autokik from wb same offline pl after 5min
Re: T2 Bugs
Posted: Sat Jun 20, 2015 9:12 pm
by magter3001
Sook18 wrote:Plzzz add 11+ lvl off hand wepon for Mara. It's nfairly all have off hand Mara not

I will double this, marauders only get main hand weapons. I'm still rolling with a level 9 off hand at level 20 because there are no off hand weapons for them.

Re: T2 Bugs
Posted: Sat Jun 20, 2015 9:30 pm
by PartizanRUS
@Devs keep up this good work in right direction.
Dye items now work on new T2 drops.
Re: T2 Bugs
Posted: Sat Jun 20, 2015 9:44 pm
by Korhill
Sorry if it has been postet already. The WL seems to be bugged again. The pet is way to slow. It is like slowmotion for me. In T2 the distance between me and my pet increases so much that the pet disapears (no horse). Wonder how it is once i have an horse. Kinda hard to roam in pvp since pet gets lost or ist just way behind me.
Summon pet stucks for me sometimes aswell once pet disabears.
edit: Pathing got really worse again. WL seems to got an backfall sadly
Thanks for the great work so far

Re: T2 Bugs
Posted: Sat Jun 20, 2015 9:50 pm
by Zealote
-Witch Elf's Kiss of Agony increases my lvl 19 WEs ini by 19 in rvr, whereas the tooltip says it should be 30 (was 24 at lvl 12 iirc).
-Seems tht f you complete a quest and r-click on the NPC to complete, but then move your char away before selecting reward/clicking ok, it says "Quest Completed" so you lose the reward. Not sure if ya still get the exp though.
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I posted these two pre-patch but just to say it's the same atm:
-DoT dmg doesn't dismount you
-Problem with abilities getting interrupted (think it's if you start before gcd is up). Can happen on any cast but most problematic on channels, e.g. if you use 'Ere we go and then Bunch o' Waaagh straight away, BoW often gets interrupted after the 1st tick and goes on cd. Same happens with WE's Ruthless Assault, so you lose blood lust but only get a couple of hits before it's interrupted.
Re: T2 Bugs
Posted: Sun Jun 21, 2015 9:35 am
by Glorian
Engineer Landmine doesn't work right.
1. Landmine isn't activated by mobs. Some other Engineers told me that the Landmine is activated by enemy players though.
2. After deploying the Landmine I was capable of destroying it, harming it, with Area Damage like from the Shotgunblast, or Fragmentation grenade which I fired on a nearby mob. I have a screen somewhere showing, that I deal 169 Damage to the landmine. That wasn't possible in the old game.
Re: T2 Bugs
Posted: Sun Jun 21, 2015 9:55 am
by Khorba
add Influence bar
Fly master not work you cant back flay ostland ond TC
some time problem to cilk and retake flag
Re: T2 Bugs
Posted: Sun Jun 21, 2015 12:51 pm
by Dharchaon
Khorba wrote:add Influence bar
Fly master not work you cant back flay ostland ond TC
some time problem to cilk and retake flag
Had the same issue a while.
Fixed it by, right-clicking on the main-map on ostland or TC,
while standing near to the flight-master, choose "activate" (in german its "freigeben").
Therefore I was able too fly back from IC to OSTL or TC.
I will try it out again soon.
I came across this issue while sadly get stucked somewhere and ported back into T1, with Lv.12+...chicken-run begun
Try it.
Re: T2 Bugs
Posted: Sun Jun 21, 2015 3:15 pm
by Zealote
Magus:
-The old Resummon bug is back where the ability cd time flashes briefly on the icon but then disappears, and ability just doesn't have an effect. Edit: Doesn't always happen.
-RvR bolster gives daemons access to higher lvl abilities up to 20.
-Each subsequent hit of Rend Winds increases in dmg: one example of dmg numbers was 52, 61, 70. Don't suppose it really matters as long as the total dmg is correct, just wanted to point it out in case it wasn't intended since it's diff to live.
-Blue Horror's "Corruscating Energy" (CE) damages itself. It seems that if you let it activate it automatically while attacking a target, only CE does self-dmg, but if you manually activate it, it also receives dmg from its own normal attacks. This was on lvl 13 magus which shouldn't have access to CE yet - don't know if it's the same for higher lvl magi.
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I tried attaching a screenie of the self-dmg but it's saying "Sorry, the board attachment quota has been reached."
