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overlordchin.7583

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Everything posted by overlordchin.7583

  1. In CM it is possible for both the player and enemy mobs to teleport through the floor/ceiling using infiltrators shot, shadow step etc. I was attempting to blink past the mobs with infiltrators shot to skip trash while soloing the dungeon on path one in the basement. I instead appeared in the entryway to the mansion and had 4 enemies suddenly appear from the sky and land next to me. The same ones I was trying to skip. While I realize this is mostly dead content and nobody seems to give a crap about the old dungeons, I post this in hopes they will get some tlc at some point. Issues at play here: AI mobs should not be capable of teleporting or chasing all the way back to the beginning of the dungeon area. They should leash in instances like this. The ceiling isnt properly sealed allowing players to teleport through it which seems undesirable at best and exploitable at worst.
  2. its it not increasing on the tool tip or the actual skill duration? Or both?
  3. The encounter can be a painful one if you are using a burst oriented build or one that is squishy enough to not clear it on the first try and have to repeat the process. Perhaps you should bring a friend or guildmate along with you for support to make it a little easier to clear? I realize that doesn't solve what you view as a fundamental design flaw, but perhaps it could help you work around it? I can't speak for anet but I doubt there is a lot of demand for them to go back and rework this encounter.
  4. The dual wield skills "Measured shot", "Shadow shot", "Unload" all use the standard pistol sound effects when wielding the crossbow(Unload is only impacted if the crossbow is in the off hand). Skills 4 and 5 "Head shot" and "Black powder" have the distinctive "click" sound of the crossbow firing a bolt. This also impacts other dual wield skills where the pistol is not the primary weapon. If the pistol is held in the main hand it is NOT impacted by this issue. IE repeater works like a champ (and sounds pretty insane too). Side note pistol whip is not impacted by this as there is no actual shot involved. This is by no means game changing or anything but does seem like an unintended bug / oversight. I am assuming the code was written to handle all explicit pistol skills but dual wield skills likely falls outside of the code logic if I had to wager a guess. Should in theory be a straight forward bug fix assuming the object properties are exposed to where you can see what the offhand is holding in a dual wield scenario.
  5. I have a large wide screen monitor and my resolution is set to 3440 x 1440. Inside the game client things are scaled correctly and look normal. At the character select screen however it appears zoomed in on a lower resolution. It seems like it does not render at 3440 X 1440 and as such generating a new character / choosing a character can be awkward especially when trying to generate a new character and not being able to properly see the appearance resulting in a less than ideal user experience
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