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#31
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cheers all the devs putting in the time to make this happen, this look like a great patch for us pvpers, thanks!
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#32
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how large is the "hitbox" for projectiles now? seems to aggro a lot of stuff around the intended target
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Last edited by Victorio; 03-23-2015 at 10:13 PM..
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#33
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damn they nerfed the skipping stone
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#34
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Knee
Jerk Reaction to Shaman Awesomeness! ** After a few tests, tash+malo = shit. Poison rarely lands, CC is completely gone. LET THE MELEE TRAIN BEGIN!!!! | ||
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Last edited by Forthy Walrus; 03-23-2015 at 10:25 PM..
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#35
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"Added actual skill in use, to calculations for damage of clients against NPCs"
This sentence makes no sense wtf are they referring to?
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#36
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#37
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What happened to bolts?? My pet blocks them now and they are pretty much impossible to use.
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#38
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Quote:
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Haynar <Millennial Snowflake Utopia>
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#39
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So by creating collision effects on bolt/ranged weapons this has now caused issue's with sneak pulling / in general. Sneak pulling still does work as long as all mobs present for the pull are in line of sight to the player however when pulling a mob inside of building where says 2 mobs are out of line of sit but there backs are still to you they will stay agro while sneak is on even though social agro should not apply. The result of this in turn to me means that the bolt itself has a large enough hit box associated with it to pull the 4 mobs in total which i have also found to be true if mobs are to close together regardless if there in line of sight of the puller or not they will still link to each other while both backs are turned. I don't believe this to be a classic mechanic and am curious if anyone else can confirm that it was indeed this way in classic.
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#40
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Nilbog: frenzied ghoul camp now has more varied placeholders. Previously it was always bloodthirsty ghouls.
Where was the proof for this? Not trying to say your wrong I just don't ever remember seeing anything other then Bloodthirsty Ghouls as PH's. I never remember say caster mobs spawning there other than roamer.
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