Ever since the sea of moving ice patch the graphics don't render for "Chapter 4: The Helm of Bruenor Battlehammer". This makes the quest unplayable and thus blocks the ability to unlock the Maze Engine Campaign. As it blocks progression to The Maze Engine it is a serious game breaking issue. The same graphics glitch…
Same here also the zone with similar "blurring" effects in Dreadring is bugged. Seems to have been since the most recent patch. Pretty bad as it blocks the Maze Engine campaign entry point. I'm on PS4 so it is not an issue with unsupported hardware or anything like that.
Yep I can only earn AD on my main character now through Auction trading or Zen trading, and the odd one off solo quest. Dungeons, Skirmishes, and PVP now are not delivering group rewards. This is a very broken state for the game. Unsatisfactory. Ironically I have to play my DPS oriented Alts to generate AD now while my…
I am having the exact same problem with my Devoted Cleric. As it is a support class it is pretty game breaking. Inviting players and removing doesn't fix the issue for me either.
I'm getting this with an AMD DX11 card so it's not NVidia specific. Seems fine running in DX9 mode but borks when running in DX11. I think it's just lousy DX11 coding.
The problem with this approach is that it adds an extra layer of difficultly for maintenance for PVP players only - PVE players strongholds will be intrinsically better maintained and progressed as a result regardless of having put less work into it. This is assuming the resources required are available through PVE content…
In some ways I'm finding GF harder as they're slow and you need to really anticipate what mobs are going to do. However they are very durable and specced right do okay damage soloing. If you make a mistake on a GF you don't pay too heavy a price. My Trickster is far more mobile but one slip up can cost dearly. I think a GF…
It would be nice to be able to set traps that could one shot players - make the trapping skill actually matter. That would mean they would need to add a manual way to scale trap difficulty not just % based.