Completely unaware my ass. Most of those bug reports have been responded to with a gtfo not shit again. Hell there already was a current in game bug report on the forums AND another in the repeat bug section and I think another in the need more info lol
loooooooooooooooooooool
I know I've made at least three properly formatted bug reports about tourbillion/sandspin/etc. and seen over a dozen from other people.
general question for people in charge of bg-wiki.
we know that item level is generally based on where the content comes from..
but why is it that none of the individual weapons actually show their item level? even now its a hassle to figure out where the item came from in order to determine its item level outside of the game..
more will be added eventually.. so it would be far less easy on the surface to say 'oh this weapon is ilvl x because it came from so-and-so content'.
Short answer: POLUtils doesn't have iLevel, we're working on it.
Simply unlocking movement during the raise animation would go a long way towards solving the problem they're describing.
These people still cant fix cure lock, how they gonna unlock movement during raises?![]()
I'm assuming they can figure that out at least, considering ja0wait does it.
Make us unable to cast/target/receive damage/use abilities/items for 5 seconds after raise. Like 'preparing' in Ballista.
Or all movement locking... seriously why does being cast on stop me from moving unless I do a wardrobe change?
From a developer standpoint, since mobs pathing in this game is really primitive and the range of their auto-attacks and movement speed are very low, being able to run continuously without stopping while being able to cast very quick damage nukes or JAs like Quickdraw/Jumps is a bit of a problem. The movement lock was a work around to make it more 'fair' for mobs and more difficult for players to completely avoid taking any damage while dishing out damage in a kite situation. JA0 wait does allow for some hilarious looking weapon skills though. My favorite was running in to Stardiver Pil back when Pil was kinda considered hard. I'd run in, WS and mid WS start running away to avoid Flank Opening and since I'm running away mid-ws and the last hit of Stardiver involves a jump animation, it looked like I stabbed thed mob like 3x then flew away.
They obviously CAN prevent animation lock, but wont...for balance!!!
They should just give newly raised players a 10 second physical and magic shield. Would solve a lot.
I really would not like that, since it would likely stop you from engaging in any action for 10s.
I always hated the raise animation so much in this game. Really don't understand why they never thought about fixing this till just now...
Yes, the animation lock removal is the best solution. Anyone using ja0 right now obviously knows that it's easy to avoid dying again after getting raised.
Or they could just fix tractor.
The real solution here is not to die.
Fixing tractor is definitely the appropriate solution. You shouldn't be invulnerable after being raised, that's silly. They could maybe speed up the frames of the animation to let you move faster, but being totally immune to damage after dying and being weakened wouldn't make any sense and is something that I could envision being taken advantage of in certain situations.
I don't want to be invincible while weakened, I want to be able to raise. In situations where there's a spammy mob this is impossible because my hp goes back to 0 when the animation has barely begun. There is no mistake on my part, it's not my fault if I keep dying again and again, and this is not a good design.