Should be fixed after yesterday's restart.
yessir, fixed!
Should be fixed after yesterday's restart.
yessir, fixed!
Crane master passive still not working correctly.. come on Daneos, please fix this shit. Make it work like it should!
I've had some people say it works.
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- the batterys of UD5 still does not work
- 1 quest ud2 no work
- the mobs allways scroll the wall (example UD3 and RP1)
- speed aggro is bugged (no works correctly in party),
- skills whith cast are bugged too,
- The end exp of the TMQ is sometimes bugged
- the TMQ jetpack stays on the back after making the quest
- respawned mobs beetles in BID1 and CC50 no work correctly whith eggs
- Areas with green puddles should give poison like burn in lava (for BID1 and CC50)
- The central boxes in the floors of the CC dunjeon (green, purple, etc.) can act on the one that breaks like on the whole group.
- Aoe skill animations do not always work (example skill Whirlwind dark warrior)
- Dragon buffs disappear when entering an instance after having disconnected
- exp parchemeins' time ends before the end of the actual time indicated
- rp bug: when sometimes you use a skill with rp and he just stays there doing the rp effect but never does skill
- Why does not the bot check system still work like the TW version?
- Why can we still run launcher on the same computer multiple times?
- The points of M.Att or E.att do not increase when upgrading sub-weapons
- TMQ jewelery that does not have stats
- In a dungeon, if a member of the group has a disconnect, the other members lose the buffs of the one who disconnected (not good in CC dungeon)
- The healer can give party heal by selecting a monster
as well as EP and LP regen
- During a change of floor in the CC dungeon, sometimes players do not reappear in front of the door but stay in the middle of the room
- 13 sec. stun from Lvl 7 Mobs -> should be 6 sec. same goes for Poison from lvl 6 Bee.
- if you got DC in dungeon and you relog u used to be still in dungeon and your party had 15 sec. to reparty you in oringial. Only then u got teleported outside.
- sometimes mobs you have to kill don't count on your quest although you are in "range" happens in TMQ1 and 2 very often to me.
- if youu click on a player/NPC or a mob that walks away from you you sometimes get ????? crash!
- lvl 2 quest from Namek -"go to popostatue" don't give you the lvl 2 shirt it should give you - yeah big loss i know(but still a bug)
- sometimes when you make a party and try to enter UD it gives you a "Failed to Invite" error. All members must leave party then and you must make a new one..
- objects you need for quests sometimes do not resprawn after collect them once. Change channel and go back to old channel and they are back.
- Great Tree Quest should not have all 8 mobs standing there allready. You needed to "summon" them!
- Some gloves are invisible
- Some part of the tunnel with the TP on Mushroom South map is "untextured" - was in original too, but only TW i guess in HK it was fine if i remember..
- Speedhacking still possible because no "game guard" or atleast some protection against it.
- In the original monsters doesn't ignore wall, not even single structures
- In the original they respected every single structure and you could even mob all monsters and hide behind one of that structure and force all monsters to run around it to attack, making all of them stack
- Same in dungeons, where monsters respected walls. Here they're just ignoring walls and attacking you behind them
- (STICKY) Pre Open Beta Official Big BUG LIST
- Weapons and armor must wear out as fighting and not just after death
- The timers buff timers, debuff, xp boost, etc .... are not fair
.................................... And so long, the list will be too long..................................
Lot of bugs are again in beta. Why?
Are We in open beta really? or in Alpha!!
I will complete the list as my PVE guild finds
Daneos should come and try his game outside the development server !!!!!
Is this some bugs and your cry list. Please mind yourself some of the "bugs" as you delightfully call them aren't bugs. Some of it works as intended. Please update that list with actual bugs.
I've had some people say it works.
doesn't boost skill base damage of skills that have a DoT like it should. Can you check it maybe? It should increase basic damage and DoT damage of skills that have a DoT like Dodon Ray.
doesn't boost skill base damage of skills that have a DoT like it should. Can you check it maybe? It should increase basic damage and DoT damage of skills that have a DoT like Dodon Ray.
The passive doesn't boost the power of the skill itself. Just the DOT damage.
The passive doesn't boost the power of the skill itself. Just the DOT damage.
Wrong! It always boosted base AND Dot! Check this video.. It was just badly translated from dbo.com
You can see on this vid:
that it gives the passive bonus to base and DoT damage..Wrong! It always boosted base AND Dot! Check this video.. It was just badly translated from dbo.com
You can see on this vid:
that it gives the passive bonus to base and DoT damage..
Er...Dodon Barrage doesn't deal direct damage.
Er...Dodon Barrage doesn't deal direct damage.
Not Barrage! Dodon Ray! Or MysticalCrane Typhoon. Watch the Vid in slowmo and you see it. He has passive at lvl 2 because +8sec duration. So it should give +14% boost of DoT AND damage. Here i made a quick pic of it.
By the way, dodon barrage got a boost too! The amount of physical defence decreased went from 400 to 455!
Also fix SM dmg because they currently deal half the dmg Fighters does, GC CD on his main buffs, buff Demon Wave, and fix Ulti's resistance.
Also fix SM dmg because they currently deal half the dmg Fighters does, GC CD on his main buffs, buff Demon Wave, and fix Ulti's resistance.
Oh, and make Life Steal on SKs energy based. XD
But in all seriousness balancing needs to be taken seriously, so I think it's best to keep the hardcore changes for later while Daneos is focused on fixing bugs.
Also fix SM dmg because they currently deal half the dmg Fighters does, GC CD on his main buffs, buff Demon Wave, and fix Ulti's resistance.
No one ask anything for plasmas u.u
They exist too guys
No one ask anything for plasmas u.u
They exist too guys
I wasn't being serious with my post, but yes Plasma Majins need improvements as well. It's just not the time.
No one ask anything for plasmas u.u
They exist too guys
Yeah that cast time reduction is like minus a split second on cast time maxed? I don't know what that's all about..
Oh, and make Life Steal on SKs energy based. XD
But in all seriousness balancing needs to be taken seriously, so I think it's best to keep the hardcore changes for later while Daneos is focused on fixing bugs.
What are you on about? These recent bug fixes have to do with balance/PvP for a better Budokai.
What are you on about? These recent bug fixes have to do with balance/PvP for a better Budokai.
Yes, but it's still not what I consider "hardcore balancing."
I wasn't being serious with my post, but yes Plasma Majins need improvements as well. It's just not the time.
yeah i imagined that, but i found it really funny that no one mention plasmas neither seriously or joking
it's like they doesn't exist or something </3
ps: sorry for my english
Yes, but it's still not what I consider "hardcore balancing."
Okay so what is "hardcore balancing"? All balancing will be really for the most part is change of numbers but that also doesn't mean it's not a big change.
Okay so what is "hardcore balancing"? All balancing will be really for the most part is change of numbers but that also doesn't mean it's not a big change.
I don't mean the actual changes, but the deep thought and testing with these buffs, nerfs, and compensations. A balancing phase of the development if you will.
what's a plasmas?
I don't mean the actual changes, but the deep thought and testing with these buffs, nerfs, and compensations. A balancing phase of the development if you will.
We are in a balance phase though hence last weeks update. We will continue to see balance changes in this cap just not in a fast pace.
- Balance
- When your character possesses offensive property, it will now work against monsters without property.
- Counter Attack passive success rate has been decreased from 80% to 50% (it was too overpowered for SM).
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