Originally Posted by
Reapmaster
Agree with all the above, esp with a nerf to the PA badges. On this subject, I'd like to add that:
6. Guardians and Rangers/Scouts have their attack stat capped/their ulti is bugged. On guards for example, once you pop ulti other buffs/auras that increase melee don't work any longer. Easy way to test this: pop ulti THEN use crazy swing. Melee will not increase with the use of CS. This also applies to buffs, auras, etc, (like literally having crit aura off then turning it on during ulti won't boost melee) making their main damage combo (ulti+OS+CS) nerfed in a big way. For reference, I could easily reach 200k+ melee before whereas I cap at about half that now - with a +attack pet, better stats from armor, better title, etc when I didn't have any before.
I've not fully tested this bug yet but if it indeed works like you discribe it's bad and should be fixed
I hear the Half Elf class is also experiencing a very similar bug causing their RA to cap out.
This has been ticketed by so many people since June/July and I don't know why this isn't fixed yet. It worked perfectly earlier this year, meaning a cap/change had been introduced in one of the patches... so the solution is as simple as undoing the line/few lines of code that put the change/cap in. What gives?
7. Fix the damn attackspeed bug. This has existed for years. Classes that have a high enough attack speed can't reliably use skills as it takes sometimes 2-5 seconds before it is activated. I suspect this is due to a discrepancy between the actual attack speed and how fast a character attack can be animated (i.e. in a 5 second window your character dishes out 10 hits but the client has only animated 8, causing a discrepancy where the animation needs to catch up). There is a reliable way to stop character animation though - sitting. It immediately stops the character attack animation and causes a "sit" action. So why doesn't pressing on a skill do the same and stop the attack animation so that the skill can be activated immediately?
The attackspeed bug has been an issue for a very long time, I'm not entirely sure how they could fix this. It's not as easy as you think it is. the game is designed in such a way that the more attackspeed boosts you get the less effective they are. Meaning the number of attackspeed is your interval between consecutive hits, with a percentage wise boost this number becomes less, thus preventing an overflow of attackspeed with a lot of boosts.(example you have 1000 AS, you get 50% boost you reach 500, you get another 50% boost you reach 250, now it doesn't exactly work like that, they have a formula for it, but it does stack in a negative way). The people who designed this game did not expect people to get 40-60% AS wep, 30% AS pet 150%-300% temporary AS buffs 10-40% permanent AS buffs and so on. This causes the system to freak out
Just 2 things that need urgent fixing without requiring a skill balance patch off the top of my mind.