Potential suggested 'fix', reduce shifting time as much as possible. at least this way, a quick shift or two could fix the problem.
Latest posts made by Chomperchomp
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RE: Wererat Lycanthrope Speed Buff Not Applying
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RE: Wererat Lycanthrope Speed Buff Not Applying
Oh Yikes, that is a mess then.
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RE: Wererat Lycanthrope Speed Buff Not Applying
What if you just made the movespeed increase flat for the 'subrace' application rather than based on which shift they're in. So basically give them barb movespeed, 10% at 4, 20% at seven, regardless of form? IDK much about coding if this is feasible or not, but it seems to me the likely issue is the shifting and it really wouldn't be that much of a buff to just have lycans have the increased move speed in their human form as well.
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RE: Wererat Lycanthrope Speed Buff Not Applying
Ok maybe what you're saying is happening to me too and I haven't noticed. Sometimes I do have the movespeed buff showing in character sheet/top right of screen though, and I know it works SOMETIMES because of running next to people without it.
The extra move speed for me didn't seem like it was capping at 150% even though, it was like, mine was only going to 120 or 130% instead of the 150% you'd normally get from a expedious retreat
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RE: Wererat Lycanthrope Speed Buff Not Applying
The movement speed buff shows up. And generally seems present for hybrid form (unless the claw bug happens where you need to play magical shifting chairs a few times for them to equip properly - when this happens, it seems both move speed and DR dont' activate properly until you shift your way into the claws equipping properly).
Additionally, even when the shift seems to be working, sometimes there seems to be a weird bug with other movement speed items: IE if I drink an expedious retreat, I will run SLOWER than what you'd normally run at if you drank one. This Bug I haven't been able to figure out how to reliably replicate it yet, so can't really give you much to go on here.
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RE: Quest: Abyssal Woods
Have to agree. Even with getting the 'bonus' chests, the reward isn't that great due to the difficulty most people probably experience on it. The gear drops themselves, from what i've seen, aren't worth using for most people, and the consumable drops are only sometimes 'OK' (IE if you get lucky and get a couple of haste potions.
Either up the consumable drops or rework the loot. Personally, my vote would be reworking the loot (Consumables are already so available), make a couple of top end rings/amulets that most people would find usuable due to the higher difficulty.
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RE: Suggestion make PC casted raise dead take less XP from raised person
+1
Don't get me wrong, I like the idea of PC cleric raises having an advantage. I just think that advantage should be obtained via nerfing NPC rezzes.
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RE: Kobold Stronghold Boss Summons
No worries friend. Increased difficulty is generally good IMO! Drown is just too OP! :)
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RE: Kobold Stronghold Boss Summons
Well, TIL. Still don't think this was intended when the boss was buffed based on what changes spiffy made.
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Kobold Stronghold Boss Summons
So, I know @SpiffyMeister recently buffed this boss to do more damage. That's not a problem. It's also summoning big water elementals. That's also not a problem.
What is a problem is said summon casts DC20 drown, which AFAIK unless something is changed on COA even death ward doesn't stop an insta kill from that.
Edit: It does multiple casts of a pulse of drown, which hits everyone in the pulse range.