GWF sprint enables him to time his utility meter, unlike other classes it doesnt require a fixed amount to be used, therefore it remains unafected (but it is server side as of recent patch because there was an unlimited sprint exploit also..) on a GWF u have to hold down the utility button for it to function not press on/off therefore i would imagine it react's differently.
Sadly i have only 2 character slots so i cant test the GF but gf wil be one of my next chars so im looking forward how they wil patch this once they seriuesly adress this issue and not band-aid fix they did know.
(people seem to forget they fixed this issue in like 2 days after the exploit was known, there is no way this is the "final" fix on this issue, and i imagine they wil have some coding improvements left to do...)
Anybody with mad coding skills in here that can inform me if they could implement a client side movement, with server side "possibility" checks? Like if u use an utility power could the server verify if u are using an amount not posible to gain legitly?
Petram Sacram - I am no devine cleric, i am a Gaurdian fighter in disguise with better threat and supportive spells -
GWF sprint enables him to time his utility meter, unlike other classes it doesnt require a fixed amount to be used, therefore it remains unafected (but it is server side as of recent patch because there was an unlimited sprint exploit also..) on a GWF u have to hold down the utility button for it to function not press on/off therefore i would imagine it react's differently.
Sadly i have only 2 character slots so i cant test the GF but gf wil be one of my next chars so im looking forward how they wil patch this once they seriuesly adress this issue and not band-aid fix they did know.
(people seem to forget they fixed this issue in like 2 days after the exploit was known, there is no way this is the "final" fix on this issue, and i imagine they wil have some coding improvements left to do...)
Anybody with mad coding skills in here that can inform me if they could implement a client side movement, with server side "possibility" checks? Like if u use an utility power could the server verify if u are using an amount not posible to gain legitly?
Thats the same mechanic as with GF. However, the GF does not have the same responsive on/off as the GWF. It's response time is the same as the CW, TR, and DC. If the GWF tab power is server side now as you say, then they can make the GF tab operate the same way.
Well if you guys really feel as though there is something beyond what I posted then we can look into it some. However I made the statement without researching further since there has not been any changes to the shift powers at all as far as I am aware. We have been saving those for the major content patch unless it was critical.
Also, I considered not posting to this thread at all with all the backlash I got. This will certainly be my last.
It is impossible to make the shift powers instant, without any sort of cooldowns, client side predict AND still not have any rubberbanding effects when the client is lagged whilst ignoring lag and not be exploitable. Some things must give to feel responsive in more cases and still live in the world where lag and exploits could exist.
Sorry about the responses you got, but people are right, this is a problem. It's not that we can't block, the thing is that we think we're blocking only to get spat on by some acid-breathing dragon.
I thought my internet was just having an off day or I was just playing extremely poorly or something. This is actually a really game breaking, class destroying bug. It's bad enough that endgame bosses hit so hard they can still damage you through your shield block, now it's impossible to even get the thing up in time. Blocking is literally the most important aspect of being a Guardian Fighter. You cannot mess with it or the class is just completely irreparably broken. Please fix this.
0
rapticorMember, NW M9 PlaytestPosts: 1,078Arc User
edited May 2013
I love how people says devs aren't communicating yet when they do they basically get attacked. This thread is a prime example of why they stick to development and just lurk on the forums. Not saying they need to have their butts kissed but at least try and be civil.
Having said that... Something is definitely different with block since the latest patch. A lot of times I'll have the shield up and still get hit just like it wasn't. Or I'll hit shift to bring it up and it doesn't work as evidenced by the At Will icons not changing. To put it plainly GFs are now broken as our most basic skill is not dependable.
Actually playing a GF in PvP I must everytime press shift and hope I see BLOCKED. If I see I'm taking damage, I must release and hold shift again, but some damage pass throught because of the bug/lag in the GF block, in PvP it's simply gamebreaking (rogue can stun me a lot of times because of this bug)
In PvE, I'm playing only the Foundry quest and lately I have to use a lot more potions because some damage slip through my guard, thanks to this bug.
Craptic, you are doing right (in ruining the game)! GWF: useless. GF: now useless. Cleric: astral shield = easy win. Rogue = overpowered.
Theres actually a short cooldown and activate time on block and other Shift powers. Its better to keep block up than let it down if you are going to need it again so quickly.
They are also all predicted client side, so if theres a bit of latency and you get hit when trying to dodge/block something late it will rubberband you back, but most times it just lets block and roll feel smoother, which is critical for these sorts of abilities to feel and look better in more cases.
Running around in a dazed stance unable to block for a few seconds is making the game look and feel more smoother? Somehow I think it was much smoother prior to the last patch when block actually worked. I've actually quit playing NW until this issue gets fixed as it makes my character near impossible and very boring to play when I can't even do something as simple as block anymore.
It is not working as intended and if it is then you seriously need to rethink how block is intended to work because playing like it is at the moment is terrible.
Also, I considered not posting to this thread at all with all the backlash I got. This will certainly be my last.
I am sorry to hear you have been put off from posting by people's reactions.
We all love the game very much, and with time, we grow attached to our characters.
So when something does not work as we feel it should, and it gets in the way of us having fun, some players will become upset, and lash out at each other, or worse, the developers.
I'd like to apologize for the heated negativity, and thank you for all the work and dedication you and your team put into the game.
Don't let us poopieheads ruin your day.
---
[SIGPIC]Or am I?[/SIGPIC]
This loony is also known as @Derangement.
I am sorry to hear you have been put off from posting by people's reactions.
I can't say I'm that surprised.
Many people on this forum have very toxic ractions to anything that doesn't immedately pander to them. People whine "devs don't talk with us" and then when the devs do the typical reply is in the vein of "you suck". I'd love more direct dev communication, but I don't think that will happen as long as the forum is open to everyone, as every self important **** is going to whine, ***** and moan at any dev trying to explain why things work the way they do.
Theres actually a short cooldown and activate time on block and other Shift powers. Its better to keep block up than let it down if you are going to need it again so quickly.
They are also all predicted client side, so if theres a bit of latency and you get hit when trying to dodge/block something late it will rubberband you back, but most times it just lets block and roll feel smoother, which is critical for these sorts of abilities to feel and look better in more cases.
After the patch, my GF is able to block less, and is taking more damage. If this was intended, that GFs were blocking too much damage and this was a fix, please say so.
Otherwise, this was a mistake, and please fix it ASAP.
I've been having this issue with my GF alt the last couple of days, much like the OP.
The first time you block in a fight, it works. Since it's no longer client-side, the latency can let one hit in perhaps, but the shield does go up. If I drop my guard to throw an attack and quickly block again, no matter how far ahead of the next enemy attack, the shield doesn't actually block anything. In fact, not only will my character be holding her shield up, but she's using her guard at-wills... and yet attacks are still getting through.
Happens 100% of the time if I block something at first, drop guard to do anything else and quickly put it back up. It almost feels like there's a "minimum cooldown time" in place.
Before people suggest it, the attacks that are going through are not DoTs or coming from behind me, and I do have guard meter.
correct its bugged, the people who cant reproduce the bug dont know how to test
I must say, i have not had this issue. Ive seen game lag slow down, well, just everything including block. But cant find issue here mate. However, why my GF cant don most types of arms and armor is quit puzzling and should be addressed asap!!!
Did you actually try to repro the problem as described? If you play DPS GF you probably wouldn't notice it as you aren't playing the class as a tank and thus not blocking frequently enough to see the problem. Try Block>Drop Block>Reblock in succession. That's the simplest test, but it's affecting other combinations as well if you check the reports in this and the four other threads addressing the issue. Sign this if you're having the problem, not to undermine the numerous reports from people stating it's happening. Otherwise you're helping about as much as the people who say PE loading bug is because your comp is too old to run the game. It's like when you're asked "who wants ice cream?" and you say "not me." You're not answering the question properly; you're just making noise. Not only that but you're talking about something completely irrelevant to the thread. Go make your own thread about equips. This is about block being bugged.
0
rs2965Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
Easy to test. Stand anywhere, Protector's Realm, or safe area in a dungeon or zone.
1) Hold down Shift, your shield goes up and stays up, blocking.
2) Let go of Shift, blocking ends.
3) Quickly hold down Shift again. Shield goes up again, but then inexplicably drops, even while Shift is down. Blocking just stops working. Damage incoming. 1 or 2-shot boss with knockdown, dead GF. Wipe.
This is our class defining mechanic and it doesn't work as of the last patch. The reason, apparently, was because they moved this mechanic server-side to avoid hacks that were altering client side values. The one thing that Ralf Koster taught about MMO design in 1998 was that "The client is your ENEMY. Never put ANYTHING client side". This is still true 15 years later, it's hard to understand why blocking AND stamina regen were implemented client side. Sure, it is more responsive, but look what happens. The inevitable.
Now that blocking has been moved server side, it doesn't work. That's obviously not a workable solution, so I hope PWE is aware of this issue and is working hard to fix it. Meanwhile, please bump this thread GFs to keep the issue front and center.
Thanks
Edit: given all the confirmation in the latter part of this thread, please note that some of the following posts that deny a problem exists have since confirmed the bug in subsequent posts.
Just checked and confirmed.
I was wondering why I've been having a difficult time of late.
Bro, I need no help with being terrible at playing this class, let's get this fixed.
Many people on this forum have very toxic ractions to anything that doesn't immedately pander to them. People whine "devs don't talk with us" and then when the devs do the typical reply is in the vein of "you suck". I'd love more direct dev communication, but I don't think that will happen as long as the forum is open to everyone, as every self important **** is going to whine, ***** and moan at any dev trying to explain why things work the way they do.
In the case of blocking, things just don't work. Yes, many people tend to have a toxic reaction to dev comments, but in this case it's likely that normally civil people would be ****ed off by the comments. The guy basically came in and claimed that everything was peachy before at least checking if they did or did not break a complete class and adversely affect other classes that rely on timing their class-spesific abilities right. Dev communication tends to be so rare in the average MMO, that when you see it, you'd expect it to be at least meaningful.
His second answer of what amounted to "You people are probably just imagining this, but we'll check when we get to it", doesn't help things much either. I do feel bad for him, but the reactions are his own fault.
Theres actually a short cooldown and activate time on block and other Shift powers. Its better to keep block up than let it down if you are going to need it again so quickly.
They are also all predicted client side, so if theres a bit of latency and you get hit when trying to dodge/block something late it will rubberband you back, but most times it just lets block and roll feel smoother, which is critical for these sorts of abilities to feel and look better in more cases.
This is not the net effect the user feels.
What we are getting is a block that doesn't come up fast enough, doesn't go down fast enough, and has a very strong tendency to not go up at all in some situations---usually situations with large amounts of hits coming in(read:when we need it up).
They do not feel smoother, rather, they feel...........broken.
If I press and hold shift, then release then press again with as little as a half-second - everything works as expected. It is ONLY when pressing and then release/press again (zero delay, literally fraction of a second) that the "break" occurs.
This is probably why the majority of players aren't seeing the breakage. The only reason (I can understand) for this kind of "press/release/press"cycle is if the player changes their mind (released and realized they should't have, so they press again) or the finger "slips" or the finger pressure on the keypress changes, the key loses contact with the circuitry inside the keyboard, then as pressure is reapplied and contact is made again - causing this issue to occur (so subtly that the player is unaware of this as they are focused on combat, etc. - and with other fingers working, this makes complete logical sense that the pressure to hold shift key can change.)
TL;DR: I see it as a two-fold problem: 1) Possible keyboard issue. I would suggest testing with a different (more sensitive) keyboard - and I would say test with a half-second press/release of the key. Anything faster than that brings-up 2) There really IS "breakage" of the mechanic - in the case where the press/release/press cycle is less than a half-second - too fast for the cooldown to kick-in, but also too fast for the blocking mechanic to be maintained.
Its strange that there are 4-5 different topics opened about this after the patch.
So if you speak for the devs it means: 1000's of you are imagining things and whatever it is we wont fix it?
THIS...IS..BS.... It doesn't F'N work as responsive as it used to. You basically have to pre-block a good 2-3 seconds beforehand and cannot drop you guard to do anything inbetween blocks anymore. Stop blowing smoke up our asses. Ty.
If I press and hold shift, then release then press again with as little as a half-second - everything works as expected. It is ONLY when pressing and then release/press again (zero delay, literally fraction of a second) that the "break" occurs.
This is probably why the majority of players aren't seeing the breakage. The only reason (I can understand) for this kind of "press/release/press"cycle is if the player changes their mind (released and realized they should't have, so they press again) or the finger "slips" or the finger pressure on the keypress changes, the key loses contact with the circuitry inside the keyboard, then as pressure is reapplied and contact is made again - causing this issue to occur.
TL;DR: I see it as a two-fold problem: 1) Possible keyboard issue. I would suggest testing with a different keyboard - and I would say test with a half-second press/release of the key. Because anything faster than that brings-up 2) There really IS "breakage" of the mechanic - in the case where the press/release/press cycle is less than a half-second - too fast for the cooldown to kick-in, but also too fast for the clocking mechanic to be maintained.
The same effect happens in PvP if you block, drop it, then are CC'd(even a brief blink, such as what occasionally occurs with villains menace running), then attempt to bring it back up again. Failure to block here is a critical fail situation.
All in all, the whole thing is a critical failure for the class. Movement is badly limited with block active, which necessitates "spot blocking". In addition to this, the near invulnerability of block at lower levels drops to nearly nil at maximum level(which I'm sure most if not all here know), meaning that blocking selective attacks is critical. A situation with a quick block, drop, turn, quick block often fails, and it a pretty common situation since turning fast enough to block both attacks while holding the key will fail(you'll turn too slow).
TLDR: If it's working as intended, it sucks. It makes block an undesirable mechanic that doesn't do what we and our parties need block for in the first place. If it's broken and we should be able to succeed where we are accustomed to do doing so, we'd appreciate a quick fix.
if it really was an ICD problem... than we would have what CW, TR and DC get when spamming their dodge: they dodge... than nothing happen... than after a few moment they dodge again...
INSTEAD when u release and put back up the block what happens is that u actually got the block stance... got your at will changed... got your encounter and mark loked out... BUT don't get the benefit of the block...
SO... even if the ICD (that was not recognized as present until the last patch... but this can be due to it being client side until that patch and that made it more responsive that how it is now...) is there... it still IS broken since the ICD only prevent the application of the dmg absorbition while it doen't prevent the other effects of the block to kick in (at will change and encounter/daily/item restriction...)
SO... the block IS actually broken... being the ICD present or not doesn't change the fact that actually u can have your block UP getting all the restriction that normaly that imply but DON'T get the actual benefit... and this is what I call broken...
Since so many people including Dev's are having such a hard time understanding what this issue is, I made a short video. Excuse the bad quality I didn't bother converting it.
My issue is not so much with block/release/block even though that is a pain also, that is easier to work around.
My problem is what I demonstrate in this video- A COMPLETE failure of blocking(and going total bug mode) after using encounter skills.
I wonder if the people that can fix this are actually aware off this problem.
Since the GW Fighter system is almost thesame and that still works.
It seems like its not so hard to hotfix.
Theres actually a short cooldown and activate time on block and other Shift powers. Its better to keep block up than let it down if you are going to need it again so quickly.
They are also all predicted client side, so if theres a bit of latency and you get hit when trying to dodge/block something late it will rubberband you back, but most times it just lets block and roll feel smoother, which is critical for these sorts of abilities to feel and look better in more cases.
that's total bull-**** and i hope you're well aware of it. how about sending someone who knows what the hell they're talking about here - the issue didn't exist before last patch, so i some degree of difficulty trying to chalk it up to latency and rubberbanding - other things that should have, could have, won't be fixed. As for that bogus cooldown claim, funny that it didn't exist before the patch, hm? Stop making excuses, you're embarrassing yourself and the company you work for. If all you're capable of is half-wit responses that shed no light on the issue at hand and ignore the six or so OTHER POSTS concerning this issue, all having surfaced post-patch, please GTFO and send someone who can offer something insightful. Useless.
EDIT: And now there's someone else perpetuating the delusion that this is a lag/cd/keyboard issue. PWE is such a joke.
I wonder if the people that can fix this are actually aware off this problem.
Since the GW Fighter system is almost thesame and that still works.
It seems like its not so hard to hotfix.
I think they are aware of the problem but are so overwhelmed by the sheer volume of things that need fixing that they are having a difficult time trying to decide where to prioritize things.
Especially since every time they add a hotfix they seem to break more things than they fix.
"Beware the engineers of society, I say, who would make everyone in all the world equal. Opportunity should be equal, must be equal, but achievement must remain individual."
- Drizzt Do'Urden
― R.A. Salvatore
0
teepussiMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Doesnt the answer to whole skill responsiveness really stem from fact that they moved them from working from client side to the server side. So its mostly latency issues now, while earlier you could dodge, block quite easily cause it was from your own client. Ofc people exploited the client side system with hex edit, dont really want to say what it is.
Well if you guys really feel as though there is something beyond what I posted then we can look into it some. However I made the statement without researching further since there has not been any changes to the shift powers at all as far as I am aware. We have been saving those for the major content patch unless it was critical.
Also, I considered not posting to this thread at all with all the backlash I got. This will certainly be my last.
It is impossible to make the shift powers instant, without any sort of cooldowns, client side predict AND still not have any rubberbanding effects when the client is lagged whilst ignoring lag and not be exploitable. Some things must give to feel responsive in more cases and still live in the world where lag and exploits could exist.
Comments
Sadly i have only 2 character slots so i cant test the GF but gf wil be one of my next chars so im looking forward how they wil patch this once they seriuesly adress this issue and not band-aid fix they did know.
(people seem to forget they fixed this issue in like 2 days after the exploit was known, there is no way this is the "final" fix on this issue, and i imagine they wil have some coding improvements left to do...)
Anybody with mad coding skills in here that can inform me if they could implement a client side movement, with server side "possibility" checks? Like if u use an utility power could the server verify if u are using an amount not posible to gain legitly?
Thats the same mechanic as with GF. However, the GF does not have the same responsive on/off as the GWF. It's response time is the same as the CW, TR, and DC. If the GWF tab power is server side now as you say, then they can make the GF tab operate the same way.
Sorry about the responses you got, but people are right, this is a problem. It's not that we can't block, the thing is that we think we're blocking only to get spat on by some acid-breathing dragon.
P.S.: Major content patch? Whenwhenwhen.
Having said that... Something is definitely different with block since the latest patch. A lot of times I'll have the shield up and still get hit just like it wasn't. Or I'll hit shift to bring it up and it doesn't work as evidenced by the At Will icons not changing. To put it plainly GFs are now broken as our most basic skill is not dependable.
In PvE, I'm playing only the Foundry quest and lately I have to use a lot more potions because some damage slip through my guard, thanks to this bug.
Craptic, you are doing right (in ruining the game)! GWF: useless. GF: now useless. Cleric: astral shield = easy win. Rogue = overpowered.
Running around in a dazed stance unable to block for a few seconds is making the game look and feel more smoother? Somehow I think it was much smoother prior to the last patch when block actually worked. I've actually quit playing NW until this issue gets fixed as it makes my character near impossible and very boring to play when I can't even do something as simple as block anymore.
It is not working as intended and if it is then you seriously need to rethink how block is intended to work because playing like it is at the moment is terrible.
I am sorry to hear you have been put off from posting by people's reactions.
We all love the game very much, and with time, we grow attached to our characters.
So when something does not work as we feel it should, and it gets in the way of us having fun, some players will become upset, and lash out at each other, or worse, the developers.
I'd like to apologize for the heated negativity, and thank you for all the work and dedication you and your team put into the game.
Don't let us poopieheads ruin your day.
[SIGPIC]Or am I?[/SIGPIC]
This loony is also known as @Derangement.
Many people on this forum have very toxic ractions to anything that doesn't immedately pander to them. People whine "devs don't talk with us" and then when the devs do the typical reply is in the vein of "you suck". I'd love more direct dev communication, but I don't think that will happen as long as the forum is open to everyone, as every self important **** is going to whine, ***** and moan at any dev trying to explain why things work the way they do.
After the patch, my GF is able to block less, and is taking more damage. If this was intended, that GFs were blocking too much damage and this was a fix, please say so.
Otherwise, this was a mistake, and please fix it ASAP.
Thank you.
Just checked and confirmed.
I was wondering why I've been having a difficult time of late.
Bro, I need no help with being terrible at playing this class, let's get this fixed.
In the case of blocking, things just don't work. Yes, many people tend to have a toxic reaction to dev comments, but in this case it's likely that normally civil people would be ****ed off by the comments. The guy basically came in and claimed that everything was peachy before at least checking if they did or did not break a complete class and adversely affect other classes that rely on timing their class-spesific abilities right. Dev communication tends to be so rare in the average MMO, that when you see it, you'd expect it to be at least meaningful.
His second answer of what amounted to "You people are probably just imagining this, but we'll check when we get to it", doesn't help things much either. I do feel bad for him, but the reactions are his own fault.
This is not the net effect the user feels.
What we are getting is a block that doesn't come up fast enough, doesn't go down fast enough, and has a very strong tendency to not go up at all in some situations---usually situations with large amounts of hits coming in(read:when we need it up).
They do not feel smoother, rather, they feel...........broken.
If I press and hold shift, then release then press again with as little as a half-second - everything works as expected. It is ONLY when pressing and then release/press again (zero delay, literally fraction of a second) that the "break" occurs.
This is probably why the majority of players aren't seeing the breakage. The only reason (I can understand) for this kind of "press/release/press"cycle is if the player changes their mind (released and realized they should't have, so they press again) or the finger "slips" or the finger pressure on the keypress changes, the key loses contact with the circuitry inside the keyboard, then as pressure is reapplied and contact is made again - causing this issue to occur (so subtly that the player is unaware of this as they are focused on combat, etc. - and with other fingers working, this makes complete logical sense that the pressure to hold shift key can change.)
TL;DR: I see it as a two-fold problem: 1) Possible keyboard issue. I would suggest testing with a different (more sensitive) keyboard - and I would say test with a half-second press/release of the key. Anything faster than that brings-up 2) There really IS "breakage" of the mechanic - in the case where the press/release/press cycle is less than a half-second - too fast for the cooldown to kick-in, but also too fast for the blocking mechanic to be maintained.
The same effect happens in PvP if you block, drop it, then are CC'd(even a brief blink, such as what occasionally occurs with villains menace running), then attempt to bring it back up again. Failure to block here is a critical fail situation.
All in all, the whole thing is a critical failure for the class. Movement is badly limited with block active, which necessitates "spot blocking". In addition to this, the near invulnerability of block at lower levels drops to nearly nil at maximum level(which I'm sure most if not all here know), meaning that blocking selective attacks is critical. A situation with a quick block, drop, turn, quick block often fails, and it a pretty common situation since turning fast enough to block both attacks while holding the key will fail(you'll turn too slow).
TLDR: If it's working as intended, it sucks. It makes block an undesirable mechanic that doesn't do what we and our parties need block for in the first place. If it's broken and we should be able to succeed where we are accustomed to do doing so, we'd appreciate a quick fix.
INSTEAD when u release and put back up the block what happens is that u actually got the block stance... got your at will changed... got your encounter and mark loked out... BUT don't get the benefit of the block...
SO... even if the ICD (that was not recognized as present until the last patch... but this can be due to it being client side until that patch and that made it more responsive that how it is now...) is there... it still IS broken since the ICD only prevent the application of the dmg absorbition while it doen't prevent the other effects of the block to kick in (at will change and encounter/daily/item restriction...)
SO... the block IS actually broken... being the ICD present or not doesn't change the fact that actually u can have your block UP getting all the restriction that normaly that imply but DON'T get the actual benefit... and this is what I call broken...
My issue is not so much with block/release/block even though that is a pain also, that is easier to work around.
My problem is what I demonstrate in this video- A COMPLETE failure of blocking(and going total bug mode) after using encounter skills.
http://www.youtube.com/watch?v=jBsjVQe5T5w&feature=youtu.be
Since the GW Fighter system is almost thesame and that still works.
It seems like its not so hard to hotfix.
http://www.youtube.com/watch?v=CJ_gMsL8KHU&feature=youtu.be
that's total bull-**** and i hope you're well aware of it. how about sending someone who knows what the hell they're talking about here - the issue didn't exist before last patch, so i some degree of difficulty trying to chalk it up to latency and rubberbanding - other things that should have, could have, won't be fixed. As for that bogus cooldown claim, funny that it didn't exist before the patch, hm? Stop making excuses, you're embarrassing yourself and the company you work for. If all you're capable of is half-wit responses that shed no light on the issue at hand and ignore the six or so OTHER POSTS concerning this issue, all having surfaced post-patch, please GTFO and send someone who can offer something insightful. Useless.
EDIT: And now there's someone else perpetuating the delusion that this is a lag/cd/keyboard issue. PWE is such a joke.
I think they are aware of the problem but are so overwhelmed by the sheer volume of things that need fixing that they are having a difficult time trying to decide where to prioritize things.
Especially since every time they add a hotfix they seem to break more things than they fix.
- Drizzt Do'Urden
― R.A. Salvatore
Called it.