If a player dies in Gate Guard Tavern instance, they don't respawn at the campfire inside, but at the entrance door. Makes one wonder why there even is a campfire then.
"Switching Loadouts, forcing respects (QA is researching)" I had this issue with my cleric's devout loadout, I set it up after new mod reset, switched to set dps loadout, then had to set devout's up again, this time it turned to be permanent after testing it with several loadout switchings.
It seems that sometimes skill animations get skipped, seemingly at random, especially of the skills which require charging. Might be a side-effect of Avernus zone lag, though.
Avernus: - in 90% of cases, there is no timer showing by HE icon, - the HE with incorrectly spawning mobs is Summoning Circle - it seems that sometimes the circle start with spawning Barlguras instead of Manes; also it seems to be getting bugged if more than one circle is getting cleared from spawns and when more than one…
Their bags remain "unbound to account" most likely because they have been in the AH BEFORE the change to the bags was made. Once bought, they will probably instantly bind to the buyer's account too.
Don't expect them to do anything about it, I have at least 3 toons bugged like this for 2 months+ already, with bug reports and tickets made, and of course no fix.
And it's even "better" today: 2 130 ms 30 ms 35 ms war-bng8.neo.tpnet.pl [83.1.4.205] 3 23 ms 130 ms 25 ms war-r4.tpnet.pl [80.50.157.5] 4 20 ms 20 ms 22 ms war-r1.tpnet.pl [194.204.175.61] 5 40 ms 37 ms 36 ms war-b2-link.telia.net [213.248.89.85] 6 84 ms 41 ms 156 ms ffm-bb2-link.telia.net [213.155.134.212] 7 * 138 ms 42…
The lag spikes are still very much felt, e.g. way too often my travel signpost expires before the possibility to interact with it ever shows. This is the tracert I did, the hop 11 timing out is a constant feature on all tracerts I did. 2 21 ms 24 ms 25 ms war-bng8.neo.tpnet.pl [83.1.4.205] 3 23 ms 24 ms 20 ms…
So mod 16 overhaul was being explained as an attempt to stop the power creep, from what I remember. And the mod 16 dungeon is 20k ilvl requirement. Then the mod 17 trial came and is 24k ilvl requirement. And with the mod 18 they plan to introduce the 35k ilvl req dungeon. Please explain how it makes the power creep slow…
Yea, it is just so annoying! I dismissed a +50% blacksmith today to hire +25% (different) one, but instead got +125% one (yet another one) which I dismissed several days ago to hire the 50% one... This system is just ridiculous.
My DC has issues dealing with partial paralysis too (and in PVE), esp. in the Yuan Ti variant of Merchant's Folly - they just packed too many controlling mobs in there (warriors, Venomshots, Dancers, Mind Whisperers, etc.) never thinking about consequences for the players...
Yes, you can say peridots are equivalent to green gear, but in RP value only, since peridots don't require identification scrolls before being able to convert to RP and takes way less bag slots than green gear. Which is likely why people don't complain about peridots pickup (btw, I don't think those drop from mobs at all)…
I just don't understand why they didn't even change loot drop rolling so that levelling players get more chance to obtain gear their level from rolls than lvl 70s they get pitted with in levelling dungeons. I think some bias in rolls with this respect would be more than welcome. They could also change loot roll settings…
No, those first scales you need to pick up too, from what I remember. But from my experience, they only ever dropped if you're soloing Fane (at least to that 1st miniboss which drops the scales).
Yeah, so much for "connectivity issue has been resolved" - NOT. I rubberband all over the place and get disconnected every 2 minutes or so. It was better on weekend after the major collapse but I'd say it all came back today. The tracert to patchserver is full of * starting from: 10 * 262 ms 261 ms…
I've never seen anyone do Camp Vengeance HE in Soshentar, start it sometimes - yes, ever complete - no. Just a bad design (too many stages, unclear first part requirements) & location decision (all zombies switching to HE difficulty when HE comes up making one of quests undoable in a given instance).