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Aenra

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Everything posted by Aenra

  1. Overpower (warrior) Should be becoming available for use when target dodges you; ie dodges your white and/or yellow attacks Currently is only available if a yellow attack (skill) is dodged. Purposefully used weapon with zero skill and did white hits to test it, not one dodge procced it.
  2. Corrupted Ashbringer Everything but the item itself missing. Sounds it plays? Missing entirely. Scripted event that is supposed to start the minute you enter the Cathedral with it equipped? Absent. Becoming instantly hostile/attack on sight with -any- Argent Dawn member upon your equipping it? Also missing. for reference, [URL]http://www.wowwiki.com/Corrupted_Ashbringer[/URL] and for your listening pleasure (do you guys even play all these builds you test? ^^) [URL]https://www.youtube.com/watch?v=n1FvVwvaQtE&mode=related&search[/URL]= these sounds can be heard with ambience up and music off for the entirety of the duration Corrupted Ashbringer is equipped major spoileR: [URL]https://www.youtube.com/watch?v=m3E6W6-rRGA[/URL]
  3. It's also dependable on the mount currently. Some work fine, some don't dismount you in the very same situation others should have and do. btw, the "staying mounted" was added with TBC, i quit before wotlk ever came out, and yet i remember the usual morons sitting at the front end of zeps mounted.
  4. Shield Slam issues (warrior) (duh..) It can't be used unless NPC targetted at has buff for you to dispel. Am not a warrior expert (i know casters), but i think it's a skill you should have been able to use at will, the debuff a secondary effect if/when applicable. If you're sure i'm wrong, disregard this :)
  5. [quote=Aenra]Don't know how it could be, not the one doing the spell writing. Just..coincidence is once, twice is someone telling you something. Usually anyway :) Just to add one more bug, there are currently no lockboxes to practice lockpicking in Zoram Strand. Should have been plenty littered on the shore, and a few more partly submerged along it. edit: since that entails your (eventually) adding them; just to spare you the searching, these would be for leveling the 70-120 range. ie a copy-paste of the ones you'd find in Westfall and Redridge mnt[/quote] ok, travelled to Redridge to try my luck there..only 2 lockboxes???..:) shoulda been littered, but only down at the bottom of the lake
  6. Boats/zeppelin platforms and mounting You reach them mounted, you stay mounted, board mounted. As you were; You dismount and try mounting back, tells you mounts aren't allowed. Low, but annoying after some days straight :)
  7. [quote=Xenithar]I have confirmed that mounting breaks water-walking, but WW is a buff and this is a debuff. Also, why would mounting not break any buffs except WW, or if it is the cause here, why only break this one debuff? Seems illogical. Yes, many quests leave quest items in your inventory right now. I mean MANY quests. Just destroy the items and you're good.[/quote] Don't know how it could be, not the one doing the spell writing. Just..coincidence is once, twice is someone telling you something. Usually anyway :) Just to add one more bug, there are currently no lockboxes to practice lockpicking in Zoram Strand. Should have been plenty littered on the shore, and a few more partly submerged along it. edit: since that entails your (eventually) adding them; just to spare you the searching, these would be for leveling the 70-120 range. ie a copy-paste of the ones you'd find in Westfall and Redridge mnt
  8. [quote=Xenithar]I asked my mom and she claims evocation works. I do not have a mage right now. I may make one if others can reproduce the not working bug. I cannot reproduce the clearcasting bug. Also, blink appears to work here, but if you're on a steep incline I do remember it having issues.[/quote] let me reply your way :) have her upload a video where from zero mana she gains roughly 3,6k within its duration and i will believe you ^^ not what it does. You want it detailed, when you activate it, you gain (in my case) approx. 300 mana instantly..and that's it, animation keeps going, nothing happens wand happened twice yesterday, prior to posting, wand in case was [Doomfinger], and once more today prior to (for now) giving up on the mage.
  9. [quote=Xenithar]I correctly received the tools, though this was months back. I will ask another rogue on my server to test this. The debuff works here. I am unable to click it away, and damage does not affect it. This one would be a database issue. Quest-related issues are either database (text, goals, etc) or scripts (spawning enemies or items, walking around an area, etc), not core/server. I will ask my rogue to check this also since I already did it and do not remember.[/quote] weird..might have glitched, though even after relogging, she had nothing for me. Try it with an undead, and try it with a high level, case that's what the problem was. To add a few more i forgot :) Quest related items [Fizzule's Whistle], [flare gun] and that cracker sack (forget name) you are meant to use on Polly to steal the treasure do not disappear from inventory after completion of the quests. The debuff btw magically reappears when you hand the quest in and receive the next stage. But it should have stayed on on its own, don't know what broke it. You will probably think i am insisting just for the same of insisting, but this reminds me of the mounting and the water walking buff disappearing. Is there any chance mounting is seen as a debuff/interferes with buffs in the mangos database? Since /mounting and a spell being removed is involved here again i mean.
  10. a few rogue issues (thus far) - low level quest "tools of the trade" in UC sends you to a female NPC standing very close to the quest giver in order to receive your [thieves' tools] from her..said NPC however does not give you anything, she has the standard greeting text she has for everyone else. I personally simply .additemed them, didn't think to go to Orgrimmar, see if there's an equivalent quest there, and if it works or not. Perhaps someone else could give it a try - Picking up Zanzil's mixture for "Possible, but not probable" correctly triggers the infamous 7day debuff (wehre teh preist!!??111!!1), only the thing is..for some reason debuff goes away almost immediately. Don't know if it was my mounting that triggered it, or my falling off the tower's roof, but it was gone literally a second later. Mommy am cured - i think (not sure) that the "foreman fizzule" dwarf that gives you said quest is lacking a few lines in his quest text..he goes straight to telling you about how you should "remember that the poison has now weakened them"; what poison? When? You have yet to even enter said tower before talking to him. Obviously meta-playing it, i know what he's talking about, but he'd have made no sense on his own..too long ago to remember for sure though
  11. a few mage issues Evocation does nothing. Animation/sound plays, nothing happens Blink does not function all the time, you get a 'failed attempt' message at situations where nothing should have prevented it from functioning Shooting with wands wrongly triggers Clearcasting state (if Arcane Concentration is talented)
  12. Life Tap issues Third time editing, apologies..my mind is elsewhere, sorted now :) Naked and untalented, it bugs. Naked and with the equivalent talent (improved life tap in affliction tree) partly slotted, 1/2, it bugs. Naked and with the equivalent talent fully slotted, 2/2, again it bugs. Geared up...it remains bugged :) Namely, something happens because of ...spell dmg bonuses? Something else?.. that makes it: !) cost much greater amounts of health to use, while giving back exactly the mana it is suposed to. Last rank is 420 health for an equal exhange of 420 mana. It actually takes 1k+ of my health to give that 420 mana back! 2) ignore the relevant talent, be it 1/2 or 2/2, and continue to cost exactly the same regardless edit: The Plagueheart Set works as should btw..8-set bonus corrctly reduces the health cost by the percentage stated. Even in our case. So the issue lies in general. Urgent for me, as class + this = useless. Feel free to redefine the priority
  13. Trinkets proccing GCD As per title..if you got two and you proc one, the second one instantly goes on some sort of weird GCD..resembles it anyway. Shouldn't be happening
  14. Weapon damage/related weapon stats affecting Feral Druids looong title..oops As a feral druid, the only thing that -should- matter in terms of what i got in my weapon slot is the stats i gain from it. Raw stats, and raw stats only. Weapon damage, weapon-specific crit chance etc. did not affect feral DPS until a couple of expansions later. Feral is 'unarmed' in vanilla, adding a 2% crit stone on my weapon/staff should make zero difference. Waste of mat. Here however, it actually counts, stacks on top of what i already have. Unfortunately, to give another example, same thing happens with boosting weapon damage. Enchants such as major impact..they actually stack, and boost my feral DPS once i shift. Get you some good gear, enchant your staff with major impact (yes, your staff, lol) and go get some numbers..it's reaaally, really...OP was yesterday :)
  15. (not a bug, but bug related, excuse me if its off topic) Twice you have mentioned "it is a client side", not a server side... a) i have two different clients i can use at will (downloaded a second one just to compare things sometime ago..can't trust torrents) and elsewhere, things i report here work there just fine. With either of them. b) a client side issue entails a situation where a certain/specific patch lacking, 'x' or 'y' issue cannot be resolved. I do not know what 'developer' means in mangos, but both issues you said are "client-wise", ie my fault, did NOT exist in vanilla 1.12.1 What that entails is that by that time, they had been addressed. ie the client i am using should have said solutions incorporated. Yet problems persist. If you do not mind, could you be a bit more specific? Are you implying both of my clients have issues and i need find a new one, or that, again, i do not know what i am talking about? Both issues are bugs, both had been absent in retail. So a reply in the form of "this is a client side issue, we cannot fix it" sounds weird. To me that is, as i said, no offense. Not here to pick fights, i post the issues and keep on testing, no problem.
  16. Winterspring frostsaber lacking 'special animation' (pressing space) sound Footsteps sound like they did in vanilla, all good, so does the summoning sound. Nothing audible when you press space however. Should have been the same sound the more easily obtainable kitties have. And by the way Xeni, no offense, but if you start with the vanilla had no sounds thing...(it did have sounds)...do not feel offended if i do not reply :) [in case anyone wants a recap: kodos lack all sounds qiraji tank lacks 2/3, footsteps and /space winterspring saber, as above the rest i have so far tried behave like they did back then. What an effing surprise, they had sound! wiii....]
  17. 'Swipe' druid skill does not distinguish bear from cat form Can be used even when you are a cat, default is -[I]only[/I]- when in bear or direbear. Note that the tooltip does state so, (correctly), but the warning appears in white even when you are reading it while in cat form for example. Rather than in red as it should have. Attempting to equip it..works just fine, just like it would if you were a bear :)
  18. About that faerie fire (feral) It works fine, i think the guy mentioning it before got confused because it correctly says (in red letters if when you are reading this you are not in a compatible form) that it requires one of the three feral forms to activate. There is however a different issue: Everything works fine, in practice too, except the actual talent box in the feral tree remains grey..even though you learned it and you can use it, the equivalent talent box is greyed out, like no point there is spent. Issue persists even after relogging. Minor, but still.
  19. Enchant Cloak: Stealth description You select it in your profession tab, Currently reads: Permanently enchant a cloak to give a increase to stealth Should have read: Permanently enchants a cloak to give a slight increase to stealth
  20. Missing item tooltip information Item ID 23073 (Boots of Displacement) tooltip incorrectly shows no armour information. Boots do have armour, database does both see and add said armour in the overall. Just a tooltip issue.
  21. Improved Berserker Rage tooltip If specced for it, tooltip does not update to include the change made by the relevant talent (Fury tree), namely that it now generates 10 rage in addition to all else.
  22. Night Elf racials 1) Shadowmeld seems to work as it should, except its 'animation'/'visual stance' seems to bug. Namely, even after it is deactivated, either by you or a mob, tried with both, you are still stuck in that weird pose with one hand stretched outwards. Disco queen! Engaging in combat, /sitting, nothing breaks it for me. Gotta log out 2) Whisp only works visually. In practice it does nothing, my speed is any a corspe's speed, no change
  23. Weird issue, camera and actual placement you set the smart pivot to 'Off' in the interface options and go on any elevator, try looking 90 degrees upwards while it's going up. I guarantee you you will fall of it once it stops ascending, even though you were standing perfectly still :) happened to me once in UC, thought baaah, stupid elevator. Just happened again in 1k needles elevator. You can reproduce it, just takes a number of efforts, in order to set the where you are looking at "just so"
  24. Falling distance/fall damage ratio Needs some adjustment, it is currently overly lenient; A very easy way to empirically 'find' what it was like in vanilla is to try falling from small heights while mounted. Any fall distance that causes your mount to /neigh in pain is also a fall distance that can cause you damage. Currently jumps/falls that could harm you do nothing to you. Sorry i'm not more specific, obviously got no clue in terms of actual numbers. Definitely evident though.
  25. Mob level difficulty colours As it currently stands: a 48 level mob is green to a lvl 60 player. Anything lower than 12 levels becomes grey. In our case, 47 As it should have been: a 52 level mob is green to a lvl 60 player. Anything [I]lower than 8 levels [/I]becomes grey. In our case, 51 As an extra (and i know, unnecessary note, do mind that ammendment of the above should also be followed by the relevant aggro range alterations) Just to make sure i was not going crazy, i checked the vanilla wow wiki to verify. edit n2: Even more importantly, the difference in how much they hit you for, how less their chance of evading/blocking your attacks, your extra chances for a crushing blow against them, your increased damage, et al.
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