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Talesin

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Everything posted by Talesin

  1. Thats exactly what I am saying. The macro I am using is the start of the Dual Blade combo for Sweep, which starts with One Thousand Cuts. I wanted then for me to activate the macro where it would then take me to a different tray where the rest of the combo would be there in order, making it easy to complete the combo. At first I wrote the macro on my computer then copied and pasted it. But when I started having problems I asked in the help channel where people said that the copy and paste could be the problem. So then I made entirely new macros written entirely in game. The problem persisted. The macro would work a few times and then it would the second part would disappear, as I mentioned earlier. There is really nothing you could see in a screenshot. The macro just removed everything after the $$.
  2. Macros that I have made to manage combos for Dual Blade attacks are not functioning correctly and are disappearing at the $$ point. An example macro that I have is: goto_tray 5$$powexec_name Ablating Strike It will last for some time and function properly but then randomly the part after the $$ will disappear. This does not matter if the macro was copied and pasted or if it was constructed in game.
  3. How about instead of a crash, when the time has come, the Raging character becomes uncontrollable for 10 seconds as the rage gets out of control. The player loses control of their character and it will randomly attack friend or foe. Then after a bit of time he/she comes to their senses and regains control.
  4. Rage was built for Tanks. Tanks had low base damage scale, so it made sense for them. It does not make sense today given the changes. It should have been changed when it was proliferated to Brutes, and when the damage scale of Tanks was changed. Street Justice, IMO, was the devs redo of Super Strength just as Savage Melee was their redo of Claws.
  5. I agree, your solution here would be good, but I don't know if the Devs are capable of such changes in the logic underpinning the way the game's logic works with regards to pets and all mobs in the game. My recharge time solution does work. I made a similar suggestion on another Ourodev server and they implemented the change and it worked out very well. The Umbra Beast ran into melee more frequently (which is its preferred combat posture) and it used its other powers much more effectively. Most other control pets have fewer powers to draw upon, so a change to the logic may not be needed to fix this one issue for this one pet.
  6. It does use its other powers, but it tends to spam Shadowy Binds much too often. It would not be a nerf to increase that power's recharge time because it has plenty of other attacks it can use. It would be a buff to its overall attack flow and would be easy to implement because no complex recoding would be required. For example, it has Claw Rake which has a 3 sec recharge time and a 1 sec animation time. It has Vicious Bite which has a 7 sec recharge time and a 1.4 sec animation time. Changing the recharge on Shadowy Binds would also tend to force the pet to move up to melee anyway.
  7. Currently the Umbra Beast has a 4 second recharging power in Shadowy Binds. This power has a 2.8 second animation time and has an 80 ft. range. It uses this power too often due to those stats, meaning it is locking itself in loops where Shadowy Binds is every other attack. It is not efficient for a pet with 5 attack options. I suggest simply making the recharge on Shadowy Binds to be 10-12 seconds. It should cycle through its attacks better then.
  8. Is there a reason this power does not have a chance to crit on a scrapper? I believe this might be a bug.
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