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View Full Version : Surprise fix in the update?



Babekeke
09-25-2012, 01:56 AM
Blood Pact: Ward abilities will no longer be interrupted if the monster you are targetting is defeated.

I hadn't seen anything mentioned about this before now (except us asking to fix it), but, here it is^^

Daniel_Hatcher
09-25-2012, 02:06 AM
Yet still BST's will remain broken.... /sigh

Mirage
09-25-2012, 02:15 AM
Good news, everyone!

Caketime
09-25-2012, 02:16 AM
Yet still BST's will remain broken.... /sigh

Game balance at work, sir.

Daniel_Hatcher
09-25-2012, 02:49 AM
Game balance at work, sir.

That's one word for it.

Llana_Virren
09-25-2012, 06:59 AM
Yet still BST's will remain broken.... /sigh

They just need to delete pet jobs altogether. This is an MMO. Solo elsewhere.

Nawesemo
09-25-2012, 07:10 AM
That's one word for it.

Actually, its five.

Arcon
09-25-2012, 07:17 AM
Yet still BST's will remain broken.... /sigh

Same as SMN's BP timer reset on mob death.

Babekeke
09-25-2012, 03:05 PM
Same as SMN's BP timer reset on mob death.

Referring to rage I assume?

Arcon
09-25-2012, 04:19 PM
Referring to rage I assume?

Ward as well, unless I missed something?

Daniel_Hatcher
09-25-2012, 07:29 PM
They just need to delete pet jobs altogether. This is an MMO. Solo elsewhere.

In the same process they'd need to delete other jobs that also break this tradition. Such as: DD's that are able to Tank.

Pet jobs shouldn't be required to be solo jobs, this is the fault of SE, if they made pets useful in party/alliance situations then they wouldn't be, also players make it so by not inviting them to anything due to there being others jobs that do it better.

Sargent
09-25-2012, 08:03 PM
To my knowledge, we still lose the timer if the mob dies before Blood Pact: Rage goes off, so SMN is still in the same boat as BST on that. This only affects support abilities which shouldn't be interrupted when the mob dies anyway.

Babekeke
09-26-2012, 04:37 AM
Ward as well, unless I missed something?

That's what this whole thread is about... they just fixed it. Though the quote is that "Blood Pact: Ward abilities will no longer be interrupted if the mob dies before the action goes off", this may only actually apply to enhancing wards, not offensive wards.

Arcon
09-26-2012, 06:03 AM
That's what this whole thread is about... they just fixed it. Though the quote is that "Blood Pact: Ward abilities will no longer be interrupted if the mob dies before the action goes off", this may only actually apply to enhancing wards, not offensive wards.

I thought they fixed Ward being interrupted when the mob dies, not timers being reset, unless I misinterpreted that. So timer reset should still be broken for both Rage and Ward.

Camiie
09-26-2012, 08:02 PM
I don't see why they should get kudos for this. They fixed what never should have been broken to begin with, and it took them a decade to do so.

Flyinghippress
09-26-2012, 08:34 PM
I thought they fixed Ward being interrupted when the mob dies, not timers being reset, unless I misinterpreted that. So timer reset should still be broken for both Rage and Ward.


Previously when you used a BP:Ward and the monster died before it went off, the move would be stopped and the timer reset. Now when you use a BP:Ward and the monster is killed before it goes off, the move will still go off.

With BP:Rage, if the monster is killed before the ability goes off, the timer is reset and the ability obviously doesn't go off. The fix they made to BP:Rage months ago was that if you used the ability and your avatar was out of range, it wouldn't reset the timer like it used to.

Herby
09-26-2012, 10:52 PM
Previously when you used a BP:Ward and the monster died before it went off, the move would be stopped and the timer reset. Now when you use a BP:Ward and the monster is killed before it goes off, the move will still go off.

With BP:Rage, if the monster is killed before the ability goes off, the timer is reset and the ability obviously doesn't go off. The fix they made to BP:Rage months ago was that if you used the ability and your avatar was out of range, it wouldn't reset the timer like it used to.

Don't forget that there are also monster-targeted ward pacts! I think he is right when saying the timer reset is still there for monster targeted ward pacts.

Arcon
09-27-2012, 07:34 AM
Don't forget that there are also monster-targeted ward pacts! I think he is right when saying the timer reset is still there for monster targeted ward pacts.

This is what I meant. I know they fixed one thing, but there's still another and (in my opinion) more serious matter they need to focus their attention on.

Kysaiana
09-27-2012, 08:44 AM
It's cool that they fixed Wards stopping when a mob dies. But it's lame that you still lose Rage timer when a mob dies. Same goes for healing breath on wyvern, adventuring fellow spells, and TP moves on BST pets. Fixing one part of the issue is nice and all, but why are the rest ignored? It's kinda like plugging up a small leak in a dam when next to it is a huge hole.

Mirage
09-27-2012, 09:04 AM
I'm starting to think that avoiding enemy-targeted pet skills from being wasted is impossible without rewriting half the server software. They've simply painted themselves into a corner and can't get around it.

I dunno about them, but that would be too awkward for me to admit to it, at least!

SNK
09-27-2012, 09:06 AM
They just need to delete pet jobs altogether. This is an MMO. Solo elsewhere.

The butthurt is strong with this one.~

Nakts
09-27-2012, 01:12 PM
Can we get the same fix for wyvern's healing breath?

HimuraKenshyn
09-28-2012, 06:34 AM
My favorite is when the mob dies right before your pet gets off a heal that drives me nuts.....