<font color=cyan>One last suggestion on defender taunt companions. Allow the tank (GF,OP) to toggle taunts on and off for both their own companion as well as group/raid companions in an instance. Put it as a toggle on their companion page in the form of a check box.
I think you’ll find this heads off complaints in dungeons when randomized Qs become the norm next mod. This gives everyone the most viable options. No fighting for aggro unless your group or you want pets to taunt. </font>
On ambush rings: "How would you like PVE if all the mobs were invisible?"
just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ... tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
> @bawkru said: > just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ... > tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
The problem here is Pallies don’t have mark or a direct taunt. GFs have superior threat generation. The issue is that the “taunts” that these companions have are hard taunts, they simply need a toggle for that ability. The tank of the party/raid should have the option to turn off hard taunts so they don’t have to lose aggro and be blamed for the teams wipe.
This will happen a lot in random Qs I’ll wager with players of differing knowledge bases, languages, or even desire to change things for the group. I’m hoping to head it off at the pass.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
0
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
> just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ...
> tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
The problem here is Pallies don’t have mark or a direct taunt. GFs have superior threat generation. The issue is that the “taunts” that these companions have are hard taunts, they simply need a toggle for that ability. The tank of the party/raid should have the option to turn off hard taunts so they don’t have to lose aggro and be blamed for the teams wipe.
This will happen a lot in random Qs I’ll wager with players of differing knowledge bases, languages, or even desire to change things for the group. I’m hoping to head it off at the pass.
Pallies have hard taunts.
0
therealprotexMember, NW M9 PlaytestPosts: 526Arc User
One last suggestion on defender taunt companions. Allow the tank (GF,OP) to toggle taunts on and off for both their own companion as well as group/raid companions in an instance. Put it as a toggle on their companion page in the form of a check box.
I think you’ll find this heads off complaints in dungeons when randomized Qs become the norm next mod. This gives everyone the most viable options. No fighting for aggro unless your group or you want pets to taunt.
I bet Gandalf would've traded his beard and staff for the opportunity to switch off Pippin's foolishness in Moria when he taunted all the orcs... ;-)
(What I wanted to say is: if you go with a party, you have to live with their strengths and weaknesses - even a companion not listening to an experienced adventurer and doing "took"ish things. So I'd disagree on a taunt-toggle.)
> @jumpingmorks said: > > @bawkru said: > > > just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ... > > > tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way > > > > The problem here is Pallies don’t have mark or a direct taunt. GFs have superior threat generation. The issue is that the “taunts” that these companions have are hard taunts, they simply need a toggle for that ability. The tank of the party/raid should have the option to turn off hard taunts so they don’t have to lose aggro and be blamed for the teams wipe. > > > > This will happen a lot in random Qs I’ll wager with players of differing knowledge bases, languages, or even desire to change things for the group. I’m hoping to head it off at the pass. > > Pallies have hard taunts.
I thought this might be misunderstood. Inevitably people enjoy arguing the wrong points.
Firstly, I didn’t say we don’t have “hard taunts” I said we don’t have “direct taunts”. I said that defender companions have “hard taunts”.
Seondarily, when a companion hard taunts it swings the boss around to face your party, you can regain aggro, often after your party endured a swing or two.
Thirdly I’m not here to argue the semantics of classes. If you have a point besides a one liner feel free. Otherwise let’s try to stay on point here and avoid wasting text, thanks.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
> @therealprotex said: > One last suggestion on defender taunt companions. Allow the tank (GF,OP) to toggle taunts on and off for both their own companion as well as group/raid companions in an instance. Put it as a toggle on their companion page in the form of a check box. > > > > I think you’ll find this heads off complaints in dungeons when randomized Qs become the norm next mod. This gives everyone the most viable options. No fighting for aggro unless your group or you want pets to taunt. > > I bet Gandalf would've traded his beard and staff for the opportunity to switch off Pippin's foolishness in Moria when he taunted all the orcs... ;-) > > (What I wanted to say is: if you go with a party, you have to live with their strengths and weaknesses - even a companion not listening to an experienced adventurer and doing "took"ish things. So I'd disagree on a taunt-toggle.)
You’re assuming they’re supposed to take aggro from tanks intentionally. I’m stating it doesn’t make sense. Thus it doesn’t seem to be WAI.
Addendum: I did enjoy the analogy despite disagreeing with the context.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
1
therealprotexMember, NW M9 PlaytestPosts: 526Arc User
I can't find any really good solution fir the taunting pets.
A toggle somewhere would be nice but who is gonna get it? Tank classes only or everyone? Would it disable your pet only or all pets around you? What if I, as an HR want to disable all taunting pets? What if some noob is running around with the "disable all taunt pets" unknowingly active when I want my pet to tank?
I thought of giving tank classes an aura disabling pet taunts but then what if the tank is too weak and needs pets to tank too?
The most logical option would be to replace taunts with increased threat but since they hardly do any damage even a 800% threat increase wouldn't help them steal aggro from anyone. Which probably is the reason why the taunts were introduced in the first place.
Giving them a passive skill decreasing the threat generated by their owner seems like a good idea at first. But then a defender pet would suddenly become a must have for everyone but tanks.
Leaving the taunts and mentioning them clearly on tooltips seems to me the best option for the moment.
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited October 2017
A toggle is a simple solution, and for your own pet only. There is no reason why this type of setting will affect other people. It's up to the user to activate it or disable it when needed. Same as not using repel in PvE... There will be those that disable it and those that will find themselves group-less.
But to be fair, that setting should be visible on the char->companion page (or any other place that's easy to find, with an adequate tooltip /explanation) . So it's easy to explain or shown to people.
Those that run with a tank and want to keep their tanking companion summoned can just disable it, and those that do solo content or run without a tank, can just enable it. And toggle as needed. And better yet, to make it bind-able.
1
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
> just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ...
> tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
The problem here is Pallies don’t have mark or a direct taunt. GFs have superior threat generation. The issue is that the “taunts” that these companions have are hard taunts, they simply need a toggle for that ability. The tank of the party/raid should have the option to turn off hard taunts so they don’t have to lose aggro and be blamed for the teams wipe.
This will happen a lot in random Qs I’ll wager with players of differing knowledge bases, languages, or even desire to change things for the group. I’m hoping to head it off at the pass.
Paladin actually has a taunt and very good one.
Divine call.
Protection: You Taunt all foes in a 30' area and gain 10% increased Damage Resistance for 10 seconds.
But yes companions are a problem since we need to press tab all the time ( gf or op).
When inspecting other players, their companion (I have heard it might be guild boons that aren't counting, not the companion) is not counted towards their item level unless they are in the same instance as you.
When inspecting people not in your instance, it also displays their character model without clothing for the first load. I you close the window and inspect again, they will display with their cloths on.
Item levels in the "Invite From Party" section are completely inaccurate and fluctuate even while just sitting there watching them. I have seen fully geared 9k+ toons be displayed at 0 through 1000 item level on this screen.
While in a boat, your companion is considered unsummoned, and will not follow you into queues. I can't remember at this time if it was fixed or not, but it also doesn't count towards your item level in a boat last I checked, which can prevent your group from queuing.
Post edited by darthtzarr on
Signature [WIP] - tyvm John
3
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
> > just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ...
>
> > tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
>
>
>
> The problem here is Pallies don’t have mark or a direct taunt. GFs have superior threat generation. The issue is that the “taunts” that these companions have are hard taunts, they simply need a toggle for that ability. The tank of the party/raid should have the option to turn off hard taunts so they don’t have to lose aggro and be blamed for the teams wipe.
>
>
>
> This will happen a lot in random Qs I’ll wager with players of differing knowledge bases, languages, or even desire to change things for the group. I’m hoping to head it off at the pass.
>
> Pallies have hard taunts.
I thought this might be misunderstood. Inevitably people enjoy arguing the wrong points.
Firstly, I didn’t say we don’t have “hard taunts” I said we don’t have “direct taunts”. I said that defender companions have “hard taunts”.
Seondarily, when a companion hard taunts it swings the boss around to face your party, you can regain aggro, often after your party endured a swing or two.
Thirdly I’m not here to argue the semantics of classes. If you have a point besides a one liner feel free. Otherwise let’s try to stay on point here and avoid wasting text, thanks.
So you argue against semantics using semantics, whereas all I said was Pallies have hard taunts.
2
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ... tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
I liked this post but I thought I would highlight it as I thought it was an elegant and simple solution to implement at least in the short term
PROBABLY should start a new thread on this outside of the bug reports thread, since @rgutscheradev already said they would be putting more thought into this, just not right now
<font color=red> I have a thread that I have posting on at least once a mont for almost a year now asking to have the titles system fixed. I have been placing as top healer on my Templock almost evertime and have never recieved the Field Medic title. I had submitted over 50 snapshots showing it had been completed and its been put off to the side for longer than I had expexted. At thos point its an on going joke within my alliance that those that have gotten it will equip it to mess with me or make jokes about why I havent gotten it yet. This is all in fun but after a year of wait I figures they could at least unlock it on my account or something. Thank you for listening and I hope you can help. </font>
Did somebody say that potions should be able to be bought in stacks of 99 instead of 20?
I'm sure I read it in this thread somewhere right? That's changed now.
I can see the follow up question coming, and unfortunately the current answer is no, we can't make all of the different things you want to buy in bulk available to buy in bulk. We are looking into it, but if an item has multiple costs (example guild marks and some green vitriol), it doesn't work right with our bulk buying UI. And this isn't a small change. Also, the buying in bulk is on an item level, not a store level. Meaning if an item is sold in multiple stores, and in one of those stores it costs more than one currency, it can't be bought in bulk in any of them.
That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
Regarding my earlier bug report to Gates of Hell, SW Hellbringer daily power.
Pillar of Power, No Pity No Mercy, Tyrannical Threat debuff, and Flames of Empowerment were used for this tests. The GoH effectiveness stays at 110%, so as if only Pillar of Power debuff counted. https://i.imgur.com/YdzKFUp.png
When we feat in offhand no pity no mercy it counts in an extra debuff, so it lists GoH at 115,9% effectiveness which is PoP+NPNM. https://i.imgur.com/lL5W2fV.png
On the last one, we try TT, NPNM feated, FoE slotted, PoP and the highest effectiveness of GoH is at 119,9% https://i.imgur.com/jOcB4Mj.png
Using these examples we can clearly see difference in dailies effectiveness, for TT it can reach 150%, for GoH it hardly pass 120% effectiveness. We can also see that given same circumstances, some powers reach expected effectiveness, while GoH stays behind, which leads again due to this to SW underperformance.
The companion 'Lightfoot's' active bonus does not work.
Several people have reported this. But I've just given a fresh character a Lightfoot Thief on my machine and it works fine. So there must be some kind of weird interaction going on here. Can anyone tell me more?
Keep in mind the active bonus doesn't affect the target, just those nearby. You should see it in the combat logs as "Bloodthirst".
When inspecting other players, their companion (I have heard it might be guild boons that aren't counting, not the companion) is not counted towards their item level unless they are in the same instance as you.
If I'm remembering right when inpecting someone's companion you could never see the gear their are using, only the enchants... Or maybe I was just unlucky and all ten 15k+ people I tried that on in Chult didn't have any companion gear?
Did somebody say that potions should be able to be bought in stacks of 99 instead of 20?
I'm sure I read it in this thread somewhere right? That's changed now.
I can see the follow up question coming, and unfortunately the current answer is no, we can't make all of the different things you want to buy in bulk available to buy in bulk. We are looking into it, but if an item has multiple costs (example guild marks and some green vitriol), it doesn't work right with our bulk buying UI. And this isn't a small change. Also, the buying in bulk is on an item level, not a store level. Meaning if an item is sold in multiple stores, and in one of those stores it costs more than one currency, it can't be bought in bulk in any of them.
That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
@noworries#8859 There is only 1 major thing that sticks out in my mind and that is gmops and smops. Currently they are sold as individual items and a lot of the time, you want more than 1 of them. It would be great if we could buy up to 99 at a time.
> @noworries#8859 said: > Did somebody say that potions should be able to be bought in stacks of 99 instead of 20? > > I'm sure I read it in this thread somewhere right? That's changed now. > > > I can see the follow up question coming, and unfortunately the current answer is no, we can't make all of the different things you want to buy in bulk available to buy in bulk. We are looking into it, but if an item has multiple costs (example guild marks and some green vitriol), it doesn't work right with our bulk buying UI. And this isn't a small change. Also, the buying in bulk is on an item level, not a store level. Meaning if an item is sold in multiple stores, and in one of those stores it costs more than one currency, it can't be bought in bulk in any of them. > > That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
How about lockboxes from wonderous bazaar. Currently they are bought individually and for someone that likes to purchase 1-2k for lockbox opening every time glorious are released buying them this way is quite tedious.
Did somebody say that potions should be able to be bought in stacks of 99 instead of 20?
I'm sure I read it in this thread somewhere right? That's changed now.
I can see the follow up question coming, and unfortunately the current answer is no, we can't make all of the different things you want to buy in bulk available to buy in bulk. We are looking into it, but if an item has multiple costs (example guild marks and some green vitriol), it doesn't work right with our bulk buying UI. And this isn't a small change. Also, the buying in bulk is on an item level, not a store level. Meaning if an item is sold in multiple stores, and in one of those stores it costs more than one currency, it can't be bought in bulk in any of them.
That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
Another would be the items found in the crafting merchants for just guild marks. Several of the alchemy ingredients (such as Aqua something) are purchased in bulk... one at a time.
> @noworries#8859 said:. > > That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
Fomorian Concoctions for Gold Crescents comes to mind as something that ought to purchasable in bulk. Vanguard Scrip and Lair keys as well.
"We have always been at war with Dread Vault" ~ Little Brother
> just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ...
> tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
The problem here is Pallies don’t have mark or a direct taunt. GFs have superior threat generation. The issue is that the “taunts” that these companions have are hard taunts, they simply need a toggle for that ability. The tank of the party/raid should have the option to turn off hard taunts so they don’t have to lose aggro and be blamed for the teams wipe.
This will happen a lot in random Qs I’ll wager with players of differing knowledge bases, languages, or even desire to change things for the group. I’m hoping to head it off at the pass.
Paladin actually has a taunt and very good one.
Divine call.
Protection: You Taunt all foes in a 30' area and gain 10% increased Damage Resistance for 10 seconds.
But yes companions are a problem since we need to press tab all the time ( gf or op).
There's no need for a toggle, just have scaling on the taunts - An OP or GF hard taunt should have a higher scale than any companion so if there's competition between the two, the actual tank wins every time.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Tomb of Nine Gods trap activation cinematics, teleporting one and passage crumbling one are showing party members incorrectly. I noticed in my run that it doesnt show Dragonborn race and instead shows another copy of one of the team members. Wonder what would it show if all 5 members were Dragonborn
Did somebody say that potions should be able to be bought in stacks of 99 instead of 20?
I'm sure I read it in this thread somewhere right? That's changed now.
I can see the follow up question coming, and unfortunately the current answer is no, we can't make all of the different things you want to buy in bulk available to buy in bulk. We are looking into it, but if an item has multiple costs (example guild marks and some green vitriol), it doesn't work right with our bulk buying UI. And this isn't a small change. Also, the buying in bulk is on an item level, not a store level. Meaning if an item is sold in multiple stores, and in one of those stores it costs more than one currency, it can't be bought in bulk in any of them.
That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
@noworries#8859 There is only 1 major thing that sticks out in my mind and that is gmops and smops. Currently they are sold as individual items and a lot of the time, you want more than 1 of them. It would be great if we could buy up to 99 at a time.
Ostorian Rings when you trade for Protector Seals, but since you can only buy them in a max quantity of 4 at a time, it's not that big of a deal
Comments
I think you’ll find this heads off complaints in dungeons when randomized Qs become the norm next mod. This gives everyone the most viable options. No fighting for aggro unless your group or you want pets to taunt. </font>
tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
> just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ...
> tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
The problem here is Pallies don’t have mark or a direct taunt. GFs have superior threat generation. The issue is that the “taunts” that these companions have are hard taunts, they simply need a toggle for that ability. The tank of the party/raid should have the option to turn off hard taunts so they don’t have to lose aggro and be blamed for the teams wipe.
This will happen a lot in random Qs I’ll wager with players of differing knowledge bases, languages, or even desire to change things for the group. I’m hoping to head it off at the pass.
(What I wanted to say is: if you go with a party, you have to live with their strengths and weaknesses - even a companion not listening to an experienced adventurer and doing "took"ish things. So I'd disagree on a taunt-toggle.)
> > @bawkru said:
>
> > just let taunting companions lower the agro of the player that summoned it by like 20-40%... that way the player simply has less agro than the companions and anything that adds agro or taunts like gf or gf marks will always be above the companions this way ...
>
> > tho i would check and make sure that this cant be exploited and i know that is the problem with 99% of these fixes is u need a month or 2 to make sure stuff dont get exploited some way
>
>
>
> The problem here is Pallies don’t have mark or a direct taunt. GFs have superior threat generation. The issue is that the “taunts” that these companions have are hard taunts, they simply need a toggle for that ability. The tank of the party/raid should have the option to turn off hard taunts so they don’t have to lose aggro and be blamed for the teams wipe.
>
>
>
> This will happen a lot in random Qs I’ll wager with players of differing knowledge bases, languages, or even desire to change things for the group. I’m hoping to head it off at the pass.
>
> Pallies have hard taunts.
I thought this might be misunderstood. Inevitably people enjoy arguing the wrong points.
Firstly, I didn’t say we don’t have “hard taunts” I said we don’t have “direct taunts”. I said that defender companions have “hard taunts”.
Seondarily, when a companion hard taunts it swings the boss around to face your party, you can regain aggro, often after your party endured a swing or two.
Thirdly I’m not here to argue the semantics of classes. If you have a point besides a one liner feel free. Otherwise let’s try to stay on point here and avoid wasting text, thanks.
> One last suggestion on defender taunt companions. Allow the tank (GF,OP) to toggle taunts on and off for both their own companion as well as group/raid companions in an instance. Put it as a toggle on their companion page in the form of a check box.
>
>
>
> I think you’ll find this heads off complaints in dungeons when randomized Qs become the norm next mod. This gives everyone the most viable options. No fighting for aggro unless your group or you want pets to taunt.
>
> I bet Gandalf would've traded his beard and staff for the opportunity to switch off Pippin's foolishness in Moria when he taunted all the orcs... ;-)
>
> (What I wanted to say is: if you go with a party, you have to live with their strengths and weaknesses - even a companion not listening to an experienced adventurer and doing "took"ish things. So I'd disagree on a taunt-toggle.)
You’re assuming they’re supposed to take aggro from tanks intentionally. I’m stating it doesn’t make sense. Thus it doesn’t seem to be WAI.
Addendum: I did enjoy the analogy despite disagreeing with the context.
Arguments for both options, let a dev decide if it is a bug or not.
A toggle somewhere would be nice but who is gonna get it? Tank classes only or everyone? Would it disable your pet only or all pets around you? What if I, as an HR want to disable all taunting pets? What if some noob is running around with the "disable all taunt pets" unknowingly active when I want my pet to tank?
I thought of giving tank classes an aura disabling pet taunts but then what if the tank is too weak and needs pets to tank too?
The most logical option would be to replace taunts with increased threat but since they hardly do any damage even a 800% threat increase wouldn't help them steal aggro from anyone. Which probably is the reason why the taunts were introduced in the first place.
Giving them a passive skill decreasing the threat generated by their owner seems like a good idea at first. But then a defender pet would suddenly become a must have for everyone but tanks.
Leaving the taunts and mentioning them clearly on tooltips seems to me the best option for the moment.
It's up to the user to activate it or disable it when needed. Same as not using repel in PvE... There will be those that disable it and those that will find themselves group-less.
But to be fair, that setting should be visible on the char->companion page (or any other place that's easy to find, with an adequate tooltip /explanation) . So it's easy to explain or shown to people.
Those that run with a tank and want to keep their tanking companion summoned can just disable it, and those that do solo content or run without a tank, can just enable it. And toggle as needed. And better yet, to make it bind-able.
Divine call.
Protection: You Taunt all foes in a 30' area and gain 10% increased Damage Resistance for 10 seconds.
But yes companions are a problem since we need to press tab all the time ( gf or op).
When inspecting people not in your instance, it also displays their character model without clothing for the first load. I you close the window and inspect again, they will display with their cloths on.
Item levels in the "Invite From Party" section are completely inaccurate and fluctuate even while just sitting there watching them. I have seen fully geared 9k+ toons be displayed at 0 through 1000 item level on this screen.
While in a boat, your companion is considered unsummoned, and will not follow you into queues. I can't remember at this time if it was fixed or not, but it also doesn't count towards your item level in a boat last I checked, which can prevent your group from queuing.
Signature [WIP] - tyvm John
</font>
I'm sure I read it in this thread somewhere right? That's changed now.
I can see the follow up question coming, and unfortunately the current answer is no, we can't make all of the different things you want to buy in bulk available to buy in bulk. We are looking into it, but if an item has multiple costs (example guild marks and some green vitriol), it doesn't work right with our bulk buying UI. And this isn't a small change. Also, the buying in bulk is on an item level, not a store level. Meaning if an item is sold in multiple stores, and in one of those stores it costs more than one currency, it can't be bought in bulk in any of them.
That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
Keep in mind the active bonus doesn't affect the target, just those nearby. You should see it in the combat logs as "Bloodthirst".
> Did somebody say that potions should be able to be bought in stacks of 99 instead of 20?
>
> I'm sure I read it in this thread somewhere right? That's changed now.
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> I can see the follow up question coming, and unfortunately the current answer is no, we can't make all of the different things you want to buy in bulk available to buy in bulk. We are looking into it, but if an item has multiple costs (example guild marks and some green vitriol), it doesn't work right with our bulk buying UI. And this isn't a small change. Also, the buying in bulk is on an item level, not a store level. Meaning if an item is sold in multiple stores, and in one of those stores it costs more than one currency, it can't be bought in bulk in any of them.
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> That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
How about lockboxes from wonderous bazaar. Currently they are bought individually and for someone that likes to purchase 1-2k for lockbox opening every time glorious are released buying them this way is quite tedious.
Signature [WIP] - tyvm John
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> That covers a lot of the buying in bulk requests. I'm sure there are still a few items out there that cost just 1 currency and are something that should be sold in bulk, but currently aren't. Those can be adjusted on a case by case basis.
Fomorian Concoctions for Gold Crescents comes to mind as something that ought to purchasable in bulk. Vanguard Scrip and Lair keys as well.
Xael De Armadeon: DC
Xane De Armadeon: CW
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