Jhavhul

Illililili's page

Goblin Squad Member. 140 posts. No reviews. No lists. No wishlists.


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Tyncale wrote:
Neadenil Edam wrote:
Diego Rossi wrote:
Thod wrote:


Rank 1 is sufficient to find iron - actually no training at all is good enough.

But moving from 0 to 1 rank reduce noticeably the time you spend to gather from a node of the right kind.

Every rank reduce the time you spend gathering from a node, but the largest difference is from 0 to 1.
Also the 994 XP for the first 3 ranks of Miner gets you 0.31 CON which is pretty much the cheapest CON boost in the game. It is worth training Miner 3 even if you never mine.

I would love to see more "quickest pathways" to boost a certain Ability. I am currently looking at the 12--->14 Dex gap, while I am only truly interested in longbow and associated skills like Ranged attack bonus, Bow Spec and Archer armorfeat, and not so much in Shortbow, misc rogue and skirmisher skills and/or utilities. Also not interested in a lot of LOngbow attacks either which makes for a lof of unfun choices to spend my xp.

Can someone explain to me again why we have the Ability gates? Aren't the achievement and XP gates enough?

You get 0.031 con, not 10x that amount, and it is 894xp, not 994. Point for point, you get more con for points spend in the first 3 levels of smelting than you do for mining.

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Carbon monoxide or CO2 poisoning? Something heavier than air, or it would have leaked out the window.

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https://www.youtube.com/watch?feature=player_embedded&v=wP3FOdJMcLM

Video from Far Cry 2.

"a landscape that is so unique and unlike anything in gaming today that it is really all players can focus on. Taking place on a virtually recreated 50-kilometer mass of African landscape, playing Far Cry 2 is about the next best thing to actually going on a safari. Trees sway realistically in the wind, and brush fires will actually leave behind charred remains as you progress through the world."

This is what we need in PFO. Landscape that looks good, then starts on fire when we cast fireball spells...

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However, unless your equipment has the same keywords, there is no point ranking them up. So let your gear availability limit how much you spend in any given attack (or defense).

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Kobold Cleaver wrote:
So the Masterwork keyword basically means you get four bonus keywords? Or you get a +20 if you manage to have the matching Tier 2 keyword-bearing attack?

Yes. The T2 Keyword is equivalent to four "minor" keywords.

No, if you have a T2 weapon, at worst you will have +25, +20 from the major keyword and another 5 from the +0 keyword.

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Marchmont is the most central location, however there is a LOT of pvp in adjacent hexes. Maybe next week after the Great Rep Nerf goes through, but not until then

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Tyncale wrote:


I am sure that Heavy armor + Mage will at some point not be very viable anymore as of T2 armor this weekend when you have to try and keep Int and Strength both trained up in order to level, so you will fall behind pure casters and pure fighters.

Fixed

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"Changed implements in tutorial packs from the level 3 version to the level 1 version as intended."

/cry

My shoulder is available for the next 10 minutes for Wizards to cry on after they realize they are forced back into the yellow/green slog.

In other news, AH prices for yellow and green are expected to increase dramatically in the coming week...

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Set cooldown on energetic field to 21 seconds.

This is a big change for PvP. And world travel, unfortunately. Unless the duration has also been extended to 21 sec.

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"Thornguards now attack PCs with the attacker flag and the Thorngurad aggro range has been increased."

Don't hit yourself by accident in town. Assault on one's self is now punishable by death!

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https://goblinworks.com/forum/topic/1460/

IMHO her best bet right now is to grab a staff and train level 1 in Killing Joke, Shadow blast, and any other dark spells that grab her imagination.

I would advise against wearing witch robes right now, unless she is always adventuring with a tank geared character, as soft characters take a lot of damage fast when they get hit.

This may well change in a week or so when T2 starts to become available.

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https://goblinworks.com/forum/new-player-help/

Do some reading on the official forums here, that should answer a lot of your questions.

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Bluddwolf wrote:
Zef Starr wrote:
Bluddwolf wrote:


I thought we made it pretty clear. Defending towers is a waste of time. It is easier to replace lost towers, with newly captured towers.

That's what the NAP was for you numbskull. So we don't have to waste our time sitting at towers. The only people on the server who have come and said they will get better PvP by taking towers is...

*drumroll*

YOU.

Oh, what about our crafting speed? Lol, it us easy enough to get enough towers to get that advantage. If not in Aragon, then we build and use market elsewhere.

So, do towers make a difference in crafting speed or not? I have not noticed any differences, and others say tower number does nothing in this regard, what are your experiences?

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Thanks!

So, if you "miss" by 10, you do 80% damage
if you miss by "20", you do 71% damage
if you miss by "50", you do 55% damage
if you miss by "100", you do 37% damage.

One other question:

Attacks, cantrips, and orisons base to hit roll is from the weapon/staff/focus held. How are the attack rolls determined for expendables if I am holding a weapon or staff but have Cleric expendables slotted? Do they use the equipped item? Or do they use the attack roll for a theoretical item of the appropriate type?

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Nightdrifter wrote:

@ Illililili:

Damage factors work exactly the same for expendables as they do for attacks. Keywords work marginally different (7 per match instead of 5, and no majors/minors).

There's also no guarantee of matching 3 keywords. It depends on what Class Feature and level in that Feature you are using.

===============================================

Maximum possible damage with a cleric expendable:

Vengeful Storm: 562 (5.46 damage factor, 9/9 matched with Fire Domain 11)

Harm: 535 (6.53 damage factor, 6/7 matched with Weather Domain 7+)

Symbol of Death: 509 (6.21 damage factor, 6/8 matched with Charm/Fire/Glory/Travel Domain 10+)

This of course assumes 0 resistance on the target and a full hit. Note that with high damage factors damage drops off fast with resistance as D = (1-p)*f*(b-r)

D=damage
p=penalty for not getting full hit
f=damage factor
b=base damage
r=resistance

Trivially:

dD/dr = (1-p)*f*-1 = -f*(1-p)

So as f increases dD/dr gets more negative, ie. the damage drops off faster.

A rule of thumb:

When two attacks do similar damage against 0 resistance, choose the one with a lower damage factor. That is, if they have a different number of matched keywords and damage factors and yet do comparable damage against 0 resistance then the one with fewer matches and higher damage factor will drop off in damage faster than the other as the target's resistance increases. Rogues utilizing sneak attack against low resistance (<10 physical) targets should ignore this rule if comparing pre sneak attack damage.

However, if you have two attacks which target the same defense (fort/ref/will) and the same resistance then (assuming neither has 'precise' or 'penetrating' and both have the same keywords):

The attack more damaging attack against r1 with also be the more damaging against r2.

(Apologies for all the edits!)

How do the fort/ref/will defenses change the final damage? If I have 50/100/150 in the relevant defense, how much less is my damage taken in each of those three cases? Is it the Tier armor base 150 (for T3) plus the defense compared to the attack roll for the expendable?

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Kyutaru wrote:
Illililili wrote:
Pyronous Rath wrote:
What would a dedication bonus entail? Is that for matching spells with a given school of magic? What would be nice is some alpha strike type spells with damage equivalent to the high dps divines and two handed melee but a very high cool down say 30 or something. Also need effective crowd control type spells.

Tell me more about these "high DPS divines"

I must have missed them when I was looking at the Cleric trainer.

Lol, what? They're not at the cleric trainer, they're part of the expendable system. Clerics have the most powerful attacks in the game. I think Harm has something like a x8 multiplier on it.

This is Pathfinder. If you picked Wizard or Cleric, expect to need to use actual spells to do major damage. The cantrips and orisons they give people are simply so we can farm mobs without needing to stop every hour.

But in PVP combat, I bet you will come to FEAR the day when physical armor ignoring clerics spam Firestorms on your army.

Multipliers for expendables do not work quite the same as for Orisons. Harm does the base 40 damage, plus 7 per matched keyword (up to 6), times the multiplier of 6.53.

You will always match 3 keywords, so your damage range on the hardest hitting expendable in the game is (40+3*7)*6.53=398.33 to (40+6*7)*6.53=535.46. It targets reflex, costs 51 power, takes 2.6 seconds to cast, and can only be used once per combat.

So I am expecting it to knock off about a third of the opponent's hit points, if they do not interrupt it, or move out of melee range.

Edit - right now interrupts in PvP are win, so we will see how this plays out when (if) defensive casting is put in.

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I think it is obvious to all that Ryan needs to define "soon" as it is perceived by GW, as other MMO companies have done:

http://www.wowwiki.com/Soon

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Pyronous Rath wrote:
What would a dedication bonus entail? Is that for matching spells with a given school of magic? What would be nice is some alpha strike type spells with damage equivalent to the high dps divines and two handed melee but a very high cool down say 30 or something. Also need effective crowd control type spells.

Tell me more about these "high DPS divines"

I must have missed them when I was looking at the Cleric trainer.

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Stephen Cheney wrote:
The too fast timers are a separate problem that may have gotten fixed for the next patch as well. Apparently a disagreement between two parts of the code cropped up recently and was causing most effects to expend their timers much faster than intended.

This one is pretty funny. I have EF on a 9 second timer when I am running cross country. EF should last 10 seconds. Half the time the buff drops before it is recast, the other half of the time it is still up.

I just thought GW hired some ex Microsoft programmers, and was thus using Microsoft time for their rounds.

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Doc || Allegiant Gemstone Co. wrote:

My understanding is that Energetic is faster than Agile feet because it is a higher rank of the same kind of spell. Quickened (10% boost) versus Hasted (30%) boost.

Either way, I recall reading that one of the designers said they didn't intend for Energetic Field to be used as a travel spell, it is more supposed to be a combat position cantrip.

Regardless of its efficacy however, I feel that a travel spell or something to boost speed will always be mandatory. If they got rid of Energetic Field, then Agile Feet would be manditory. If they got rid of that one too, than an armor feet or travel domain feature that provides a passive speed boost would be mandatory.

"If you can't out fight the predator, then you need to be able to outrun them." ~ Ancient Antelope Proverb.

In theory you are right. In reality, so far the passive speed buffs are very small, pretty much insignificant. Might just be that they are overshadowed by EF, but I don't notice a difference between those with passive buffs and those without.

Once they put in ammo, I think people will still slot EF all the time, but only use it for engaing/disengaging in pvp, instead of continuously. Will make the work larger, which will be annoying.

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https://goblinworks.com/forum/wizard/

Works fine for me.

Also, right now damaging spells suck pretty hard, cantrips do far more damage. So, if you luck out and get Fireball to drop, it will underwhelm you with its power. Wraith's cry is fun, and does a ton of damage, but can get kind of hairy to cast in melee range of mobs.

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That copy is old. So we need GW to update their spreadsheet. How often do they do that?

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Stephen Cheney 01.26.2015 09:41

Game Designer

Yeah, I've been agonizing over it for the past week or two, since it was meant for in-combat positioning not out-of-combat travel. There are some minor tweaks to it in the next patch, but I'm hesitant to nerf it too much since we think ammo consumption will make a really big difference in how it's used. Unfortunately, ammo consumption is still a while out, so it's likely to be another one of those things that people feel is a profound nerf once the balancing mechanics finally come online.

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Nihimon wrote:

What Wizards need right now is a Dedication Bonus.

Also, Energetic Field is on the verge of becoming that thing that everyone takes that the devs always told us they wanted to avoid.

verge? I have not seen any characters without it for over a week.

The only downside to the spell is stopping at every hex boundary and waiting for the buff to fall off so you don't get desynched when you cross into the next hex.

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Who do we ask to get updated spreadsheets for the Copy of PFO Wiki - Official Data?

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Doc || Allegiant Gemstone Co. wrote:
Quote:
Being a part of a company and/or settlement should provide benefits but not exclusive advancement.

That's an interesting concept. I think it's worth exploring -

From what I can tell, effectively, as the game mechanics work right now your ability to train past level 8 is entirely at the leisure of the small group of active settlement owners. Settlements leaders cannot be replaced by force, or voted out, or anything of that nature. They are gods of their settlement.

If they *all* decide in unanimity they don't like you, and deny any company join request that are a part of, you will not be able to use any skill past level 8, whatsoever. Rotter's Hole as a Rep haven is effectively useless in that scope after about 3 weeks.

Keep in mind, while there were originally 33 (?) settlements to choose from, I'd guess only close to half are active right now. Not hard to get a little more than a dozen people to setgree on something, especially if some of those people are scared of dissenting.

Just some idle pontificating...

From watching the boards and the NAP discussions over the past week I would venture that you would have an easier time herding cats than you would getting all the settlement leaders to agree on anything.

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This is upsetting me quite a bit, and I want to vent.

I consider GW behavior over the last week to be unacceptable. Why?

1. Officially, GW has a stated policy of "No Griefing".

2. However, as of today's patch, the best camping spot in the game is new player quest mobs. Watch new players come over, get their random expendable, then gank said player for a 75% chance of an Expendable drop, which is FAR higher than the usual 1 in a 1000 chance from killing PvE mobs. This will, of course, leave new players to the game with a VERY BAD initial experience; AND rewarding this sort of behavior by griefers is a direct contravention of GW's own policy.

3. In addition, the expendable hand out is given, not per account, but per new player; anyone with half a brain will see how that is also exploitable. This particular exploit I consider to be much less detrimental to the long term health of the game than number 2.

3. These particular idiocy(s) were posted on the bug boards for the test server. Instead of fixing the problem(s) and delaying the patch, GW has instead chosen to delete threads and attempt to cover up the issue. WTF are you thinking? Are you trying to copy other MMO's failures? I still remember UO, and how they pushed forward buggy patches, and reading about all the bugs on third party sites like Dr Twister. Why in the name of all that's holy would you not delay a patch with obvious exploits until the exploits were fixed? Do you not see how your game's reputation can be irreparably harmed by such blatant stupidity?

If GW is going to claim their game is "crowdforged" then they had damn well better listed to the "crowd" and fix the exploitable bugs the "crowd" finds before they push this poorly thought out programming onto the live server.

And then come up with an internal policy stating that patches will not be pushed to the live server EVER when there are known exploits being added to the game with said patch.

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Martin Sheaffer wrote:
Do they need to be attack cantrips or will any work? She has lightning arc but it won't let her slot it.

Lightning Arc is her best ranged spell, but Touch of Darkness (melee range) will do a lot more damage per hit. She must be holding a focus in her hand to slot these spells.

If she is holding a focus, and not able to slot these, have her change weapons by pressing the ~ (tilde) key. Then slot the spells.

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Jakaal wrote:
Nihimon I'm cool with that being a replacement if you could post buys for 0c.

What would the point be? When you post an item to the AH the AH will sell that item to the highest Buy Order listed. To fill a "buy for 0" you would have to fill every other listed order for that same item first.

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Doc || Allegiant Gemstone Co. wrote:

I'd rather see GW implement the survey feature to the launcher app like they mentioned in a previous blog post. Provide a list of 10 known issues, and have people check boxes for 5 before they log in.

I've seen it used in other crowd-forgey style games and it is an effective way, IMHO, to get a good snapshot of the population's opinion, rather than the opinion of the vocal or influential minority.

I'm of the same sentiment as Midnight (btw I'm starting to become a big fan, lol).

Basically, I'm in favor of anything that doesn't further increase the influence of the entrenched Alpha Aristrocracy.

IMHO they should list the top 30 known issues (10 each from programming, art and gameplay/balancing), and have players pick the top 3 to be focused on.

Goblin Squad Member

Hmm. How long until the next edition? If heals/buffs being modified by Features is in the game, then you need a Feature that will help newbies, such as Luck or Protection.

In the current game state, you are really best off telling new Clerics to grab a longbow, the Bow Feature from the Skirmisher? trainer (adds 5 to precision) and killing things with a bow. Just wear Evangelist armor (which also adds to ranged skill) and you can skill call yourself a Cleric.

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Gaskon wrote:
Lemkii Twins wrote:
I think my issue right now is the level of Sameness around the map.

No one wants dwarven buildings and dwarven guards more than Forgeholm. Everytime I see a thornguard in my settlement, I wish for the day we don't have to rely on humans to guard our buildings.

But additional art assets are in a far backseat to bug fixes and gameplay improvements.

I doubt that. GW has 21 staff, a bunch of them have to be artists. Most artists can't program worth jack, so they will be working on art assets while the programmers fix bugs.

Once the programmers have time from bug fixes, then all of the artists completed art upgrades can be added to the game with (hopefully) little hassle.

Personally, I would like to see guild cloaks (with guilds able to create or send to GW their own emblems) as the next large art project.

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Nihimon wrote:
Tyncale wrote:
Same with Bandits: I am a guy who would pay the ransom, so would honor a SAD. If I was so stupid to run into them in the first place. . But if you put Bandits in, but not SAD, then you take away options and choices for the guy on that side of the equation, in order to adapt.

With the proper setup, Stand & Deliver is already possible.

You spot a traveling merchant. You slow him and beat him down until he stops - either voluntarily or when he starts to bleed out. At that point, you carefully keep him healed but still bleeding out and have a conversation with him. "You can either give us what we want and walk away with the rest undamaged, or we can kill you and take everything that's left, damaging all your gear in the process."

I expect the more civilized lands will use a variation of this with poachers - at least if they're feeling generous. If you're adamant about protecting a particular resource, you might give them the opportunity to trade you all their gear and all their inventory, then kill them anyway to make sure they're not trying to hide anything. The honorable folks will give all of the gear back, undamaged. They might even give back some or even most of the resources and direct the poacher to the appropriate trade hub.

This might be possible if toons didn't bleed out faster than their helpers can: finish the queued action, switch to heal bar, target the bleeder and cast heal. So far, we are able to save about 1 toon in 20. On a good day.

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Andius the Afflicted wrote:

@KarlBob

EVE is a well designed game with consistent growth and a constant influx of new players. From the very beginning there will be hundreds or thousands of players at or near your skill level. And of course you can carebear it up in high sec or join faction warfare if you don't feel ready to compete in 0.0. Also unless you're talking Titans the training time to max a single build is far, far shorter.

EVE also makes ship variety into a HUGE deal. For instance a ship designed to be optimal at taking down enemy battleships may not be just poor at taking down frigates. Due to turret tracking speeds it may find itself entirely incapable of even scratching them. This is a fact that helps a lot of newb's out by both assisting them in avoiding many of the super powerful players and creating highly useful roles for weaker players in fleets.

The issue with PFO is at this point I see chances more likely than not PFO will never see the kind of growth EVE does, and even quite likely that fairly soon in the population growth will grow stagnant and cease to happen. That's based on my original projections that no less than 2000 accounts would see semi-active use for a standard gaming week during the first month.

If that happens you have a higher vet to newb ratio resulting in less competitors on your level. That makes things far worse than EVE. Also a wizard may not be ideal against a rogue or whatever rock paper scissor dynamics this game has but you will hit them, so twinked vets can kill any form of newb. And of course the game isn't really friendly to those who want to stay inside the safe areas for any prolonged period of time while they wait to get competive.

If newb's find themselves consistent prey for vets they will not stick around to get on a competitive level and the longer to reach that level the truer that statement is.

It's just an issue you are going to run into the way this game is designed. And one I can see by the attitude of this community will result in a "good riddance" to...

I agree that emulating EVE, and having a large "centralish" area that is safe from PvP will likely be needed in the long run.

Inside that area, a simmering dispute between the rulers of TK and the other large city over a couple of hexes in the middle of the two; with new players able to pledge allegiance to either faction for one month blocks, and thus only be vulnerable to PvP while in those contested hexes is likely a good idea for a year or 2 down the road. Once a character has above X skillpoints, then the rulers refuse further allegiance oaths, and tell those characters to go make their own way in the world.

Would give newbies a safe area and a place to learn PvP against opponents that are not in T2+

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Page 61, last para:

as well a Freeholder

change "a" to "as"

Stongback needs to be slotted as a Defensive.

change spelling to "Strongback"

Goblin Squad Member

Page 61, 2nd last para:

you loose items in the bin for good.

change to "lose"

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Page 41 top:

Crafting and Refining start at 456 experience points

Should be 382 points now.

Goblin Squad Member

Top of page 35 you have:
Primary - Fire Bolt, Agile Feet

Modify to:
Primary - Lightning Arc (or Holy Lance), Agile Feet

Lightning Arc does the most damage of the low level Cleric Orisons. Holy Lance does less, but does Holy damage, which is less likely to be resisted. The fire and cold spells do much less damage.

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Bottom of page 33 you have:

Assignment:
Go train the following, according to your role.

Modify:
Assignment:
Go train the following to level 1, according to your role.

Goblin Squad Member

On page 33:

Cleric: @ Temple, train Glory Domain

It is generally more useful for new Clerics to train either Luck domain or Protection domain(not right now, but when Domain/Enhancement is implemented).

Luck will help with Buffs, and your biggest low level Direct Damage spell (lesser Inflict); when trained to level 3 it will add to Heals. Luck also increases your offensive punch with every ability you use.

Protection will help with Heals and Buffs right at level 1, and will help a little bit protecting you slightly from enemy casters.

Glory does not help with heals or low level damage spells, but it does help with buffing spells and general defense; at level 3 it adds punch to Holy Light. So it isn't bad, but it should not be the choice of a new player.

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On page 15, for your minimap, your text says #6 is another player, but there is no number 6 on the displayed minimap.

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Nihimon wrote:
Illililili wrote:

No one can craft T2 yet. Right now dedicated crafters are L5, and saving points for L6.

Pure gatherers can gather T2 mats right now. Perhaps that is what you were thinking of?

Yep, truly dedicated Crafters/Refiners will have the XP to buy Rank 6 tomorrow shortly after server downtime.

They'll be able to buy Rank 7 (Tier 2) a little before server downtime on the 22nd.

All but those of us who created our DT before the xp backdating fix was put in. We will be hours behind... forever.

Or until this is fixed.

When is this going to be fixed?

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Next item - Feature Cleric Fire Domain. Level 1 trains keywords Creating, Calling.

What spell in game uses "calling"? I don't see any. I'm thinking it might be a bug, and should be "compelling."

Look into the flame... The fire compels you... make more fire!!!

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No one can craft T2 yet. Right now dedicated crafters are L5, and saving points for L6.

Pure gatherers can gather T2 mats right now. Perhaps that is what you were thinking of?

Goblin Squad Member

Engineer stuff is not in the game yet, so pointless right now. you can save your points until it is implemented though, and thus have an advantage.

For the rest, something that complements your main might be useful.

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Thanks, I didn't realize that chart's tab extended further than I could see on the google drive. For anyone else in that boat here is the xp amounts:

L1spells increase 0.005 stat
L2 spells increase 0.016 stat
L3 spells increase 0.037 stat
L4 spells increase 0.066 stat and have 11 stat prereq.

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Do Expendables add to stats? If so, does anyone have a table that shows the level of expendable and the bonus to the stat it adds?

I looked, and did not find this information on any of the GW google drive sheets.

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Gol Phyllain wrote:
What i think the OP might be talking about is how if you que up an action that you do not have the stamina for and then you start moving your character will stop moving and use the ability as soon as it has the ability to do so. That is supper annoying and should go away as soon as possible.

This.

This combined with the double durability loss bug has cost me almost three suits of armor in the past week.

Even funnier is pressing F1 and minor cure to try and heal yourself, THEN stopping to cast, casting the queued damage spell on yourself, while also letting the mobs catch up to you to pound on you again.

Also hilarious is having a group member get knocked unconscious, and while they are bleeding out you target them, press minor heal, then have your queued damage spell go off...

Fix this already.

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Stephen Cheney wrote:

Yep, +0 ammo will make your ranged attacks continue to work like they do in the ammoless world we live in now. Higher plus ammo is pure bonus over how things work now.

It does break the paradigm, but in a minor way. And it was better to support the +0 to +5 crafting paradigm than to keep the damage paradigm pristine :) .

Longbows are going to pretty insane for damage if this is the case. Or are you going to do the same for spells as well?

Goblin Squad Member

Nihimon wrote:
Jakaal wrote:
I did notice that there seems to be an anti spam CD that can proc? I was hitting Agile Feet on my porter when running things back and forth between 2 settlements and after a while I got hit with a CD of several minutes on the spell.
I believe this is a bug that's triggered when you cast, for example, Energetic Field while transferring to another hex.

Warning - once this bug is ineffect, you are actually half dc'd. Sometimes the spell APPEARS to come back, and it APPEARS that you can cast other spells, when you press buttons the pretty glowy shows up, but the spells have no hp effect on either yourself for cures or enemies for damage.

Once this happens you need to relog to resync your character.

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