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1. You can buff and heal dead players.

2. You can cast Erase on mobs,characters should be only servitors and also never landed this skill even on wolf who is blue for me.

3. If you use two skill in a row it cast withouts shots, for example as cardinal i cant spam major gruop heal or i need to move after i use every skill same with all mages. Its "L2off" stuff or just lags from server side?

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  • 4 недели спустя...

First one is not that bad, i believe it's kinda funny. Maybe big clans take advantage of that in wars and stuff, if they have proper macros and powerful EE's. But that's not that bad, just normal gameplay.

2. and 3. buffs are nasty and need to be solved as fast as possible. I already told this on my opened thread :)

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I will come, on short, with a wide list of buffs and recommendations:

List of bugs:

 

1. Dogs can now pick up herbs. Good job, nice!

Problem here is that he can't "pick up" in a fast combat situations, and if it's in combat he can't pick up at all ! The dog should also be able to "pick up" any kind of item which has a weight and also be able to carry him.

It's normal to not be able to use it, but NOT NORMAL to not be able to pick from the ground or carry it :)

So the dog (pet) pick up have a nasty bug on this. It's about "pick up" settings and "pick up" speed. For dog, these 2 parameters need to be at least on "VERY FAST".

 

2. The way in which the buffs works on pets. This is a major one, a BIG one!

In game we have alot of servitor and pets. Almost all kind of animals.

a) First of all: Any kind of buff in which you can buff OTHER CHARACTER it should work in the same way on any kind of summon (pet/servitor) which meet the required conditions of respective buff (party buff, single target buff etc.) !

b) All the summon's (pets/servitors) should work the same on these buff issues. Also on hers (and here you solve the necessity of pets to pick up herbs, meaning not necessary anymore). If you make the herbs work the same for both: pets and servitors, the wolf, g wolf, don't need anymore to "pick up" herbs. Because both of u (u and the summon) get the effects of the herb (heal, mana, abilities of the herb). This one would be really nice for a smooth farm.

c) let me explain a little about the buffs and pets/servitors:

Any kind of summon is a type: heavy tank type, light type or robe type (magic). According to the type of the summon some specific buffs should also work properly:

Wolf, g. wolf and fenrir are the light types of pets (on short, daggers). It's normal: A dog run fast, bite fast (so in my opinion should have an even bigger atk speed, like a very fast weapon on a character) :) Therefore the "Hard tanning" buff for light armor, from the dwarf, should strengthen the p-def of a g. wolf, fenrir. I checked, it's not working that way :( It's necessary to be corrected fast.

The other types of summons should work with proper types of buffs regarding p-atk and p-def of their armors and weapons.

It's obvious that the dog has a light type armor and a bladed weapon. Therefore the "bladed buff" from dwarf for p-atk works nice on a dog.

Other kind of summons can have similar or different problems which i don't know them yet. We should let people tell us here what kind :)

 

3. Summons summoned outside or in a dungeon, entering with summons opened in a dungeon:

They disappear and need to be re-summoned when entering in a dungeon.

Or the window with his life and buff details is not appear on the screen when you summon him (regardless you do it in a dungeon or not) .

In this very moment you can correct this by restarting the character, or even sometimes need to restart the whole window game, but it's a DRAG !

All these summons bugs work mostly in a combo when a dungeon is involved, and it's really nasty for the game-play.

 

Dex rules as always, i just do some recommendations to rule even better !

Thx in advance if you take in consideration these real game-play problems ;)

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Just recommendations, which are not involving bugs or game-play mechanics:

In the key parts of the map where are mobs involved in key class change, transfer, noblesse kind of quests, farming kind of quests of interest (zero hour, ketra molars, etc.) i would recommend a drastically increase of mobs numbers, to avoid, as much as we can, farming bottlenecks. 3x more mobs for ketra / varka and 5x more for the Shrine of Loyality, for example. Some would say are to many mobs, but a small party would need that density on order to farm efficiently. If the mobs are placed on average equal distance probability from one/another, this wouldn't be as big of an issue, i'm sure of it.

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Thank u all the community if you take these clarifications into consideration. I just thinking for the improvement of the game-play based from in-game experience, in special for solo and small parties groups :)

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For shrine of loyalty mobs, the increase in numbers of about 5x or evem 7x would be really good, and a decrease in spawn time to 10s would be nice. They are really few mobs there.

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