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I'll add a few. They'll probably be ignored anyway. I have lost faith that any of this will be fixed.
If you use a blood pact while an avatar is engaged with a mob and the mob dies before the blood pact can be preformed, the avatar gets stuck in a 'readying' animation and the timer does not reset. This applies to rage and ward, and all other pet jobs.
Avatars can auto-attack sleeping mobs. There is no justifiable reason for an avatar to ever auto-attack a sleeping mob.
Sadly, the 'Avatar does not obey the assault command if too far away' is not fixable. I talked to one of the SE reps at PAX this year and the problem is that each zone is sectioned off into smaller areas for pathfinding, and thus if you are in one zone and your avatar is in another, it will ignore the command. This would be far too difficult to fix, as it would require rewriting the entire pathfinding algorithm, something I have a lot of familiarity with as a game programmer.
There really is no excuse for the other two though. They should be quick fixes.
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Been noticing a weird issue with a few blood pact: wards where it will only show in the chat log that only my avatar and I have received the effect(s) of the buffs but not the party, despite them actually getting them.
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Can you confirm that you don't have your filters set such that you only see buffs on yourself?
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No chat filters were active on buffs for myself and my party. Some would show, for the full party, but some others, like Fenrir's buffs, hastega from Garuda, and Crimson Howl from Ifrit didn't. This was pre-buffing before the actual fights with no other status ailments that could negate them. Party members confirmed they did received them.
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bumped for obvious reasons
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This probably isn't a big issue, but I've also had occasions where, if I had an avatar out and I was invited to a party, the party would not receive any AoE Ward effects from the avatar unless I released and summoned the avatar again.
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I have 1 that's not really an issue, but how our pet's Blood Pact: Rages should be: They should be doing x3 the damage they are now. Why? I'll turn your vision to WAR, SAM, DRK, MNK, BLM, BLU, DRG, THF, basically any other job that can do decent~awesome DPS and look at what they can do within a 45second time-frame(48~49 if you include the charge time that comes with actually activating the ability). I.E. it's UTTERLY UNFAIR. Yes, we are just about the closest thing to hateless damage, but at these levels does that even matter at this point? And if everyone else dies and your pet was killed at the same time in the process, it's coming for YOU.
As the tyrannical leader of the SE DEV Team preaches, "BALANCE!"
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I was hoping to be able to remove the issue where spirits can't cast tier 5 spells, but I guess they decided not to include that in this update. I did remove the note on storms spells because it seems obvious that they're intended to be SCH specific. Regarding Tarage's info about assaulting and the avatar being too far away, keep in mind that you're able to still retreat your avatar from an extremely long distance, so I don't buy SE's explanation about not being able to fix the assault issue.
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1. I feel the loss of a timer charge for our Blood Pacts when the mob dies or if the pet dies when in the middle of performing a Blood pact is a bit rough. At least if the mob moves out of the way it wont use it up.
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Removed tier 5 spell issue for spirits