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#1 |
Well-Known Member
Join Date: Jan 1970
Posts: 0
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The number of times I've died because I've forgotten to turn on the
Could this either 1) Truely be an always on buff that the zones it is not supposed to apply to disables 2) Be automatically applied to zones it IS supposed to be used in 3) be removed entirely and the 'solo' zone be replaced with zones that toons can actually do in the gear they have without an hugely artificial boost I'm sure there are other options to abate the annoyance of this ability.. but those are the only ones I can come up with off the top of my head when it's late and I'm frustrated dealing with bugs and then dying because of the |
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#2 |
New Member
Posts: n/a
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I'm pretty sure I have died more times to forgetting this clicky that everything else combined - including the dreaded lag monster.
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#3 |
Member
Posts: n/a
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I die once every zone....average at least 20 times a day.
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#4 |
Well-Known Member
Join Date: Jan 1970
Posts: 0
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Further note:
This is a group buff.. so it knocks off other group member's version if you're running solo/duo zones with multiple people. This can cause confusion.. and panic ![]() It also causes problems.. if people spread out the people w/o the buff die.. because 'their' buff isn't on and they're out of range of the other person's buff. |
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#5 |
Member
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The range on the buff needs to be increased. There are times when my friend will run off to get a shiny and the buff will drop off one or the other person depending on who clicked the buff 2nd. ~50m is not a large enough gap.
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#6 |
Well-Known Member
Join Date: Jan 1970
Posts: 0
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![]() If only one person does have it... well. the person without it should know to stay close to the person who is keeping them alive ![]() |
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#7 |
Well-Known Member
Join Date: Jan 1970
Posts: 0
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On a related note.. Fount of Power says that player cannot be interupted by movement... jumping, however, DOES interrupt spell casting.
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#8 |
New Member
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THe "only one person in a group is ALLOWED to have the buff at a time" where another person using it will toggle off each others' buff, has the net effect of punishing group where the additional members are actual players moving independently, rather than mercs or just put on follow.
Having the buff be maintainable by everyone but not stacking, or having a range of 200m (enough to get from end to end of the longer rooms in Solusek Ro's tower, would help. |
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#9 |
Well-Known Member
Join Date: Jan 1970
Posts: 0
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There are strats, like So'Valiz, where the players SHOULD separate to do the strat effectively. The room distance is so far that whoever is getting the buff from the other person is likely to die because they get out of range.
Making it so both (all) players can have the buff on would make many things much smoother. |
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#10 |
Member
Join Date: Jan 1970
Posts: 0
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I guess I just don't understand why it is a group buff. Why can't it be a self only buff?
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#11 |
Well-Known Member
Join Date: Jan 1970
Posts: 0
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![]() 1) mercs 2) since the zones are account-wide unlocks, some people may not do the first 2 sig line quest in order to GET the buff. Making it a group buff allows people to... shepard... such alts in the solo/duo zones. |
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#12 |
Active Member
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Yes, definitely need to have this stack if you are duoing something - running oor might cause a death.
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