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  1. #1
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60

    Turn 12 and 13 bug?

    So remember how in Turn 7 the adds would spawn and no matter how fast you grab them they would run halfway across the map? Well the same thing is happening in 12 and 13, the Bennus in 12 and the Scourges in 13 ( we have only been to the third one so far) even when hit the instant they are targetable run off and sometimes even hit a healer.

    Please fix this as you did with Turn 7 please! It is really annoying and I'm not sure how you missed that these adds act the same as 7 did before it was fixed. Thank you.
    (0)

  2. #2
    Player
    Barboron's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    630
    Character
    Bar Boron
    World
    Odin
    Main Class
    Marauder Lv 80
    That doesn't happen in T12 for myself unless I am just slow to pick up the adds.
    (1)

  3. #3
    Player PArcher's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    2,580
    Character
    Kytre Ashaer
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Barboron View Post
    That doesn't happen in T12 for myself unless I am just slow to pick up the adds.
    This is true for me as well. My whm even has Med2 and regen up when they spawn.
    (0)

  4. #4
    Player
    Remn's Avatar
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    Aug 2013
    Posts
    447
    Character
    Kizuna Astin
    World
    Cactuar
    Main Class
    Pugilist Lv 50
    it happen sometime with my group.
    our usual suspect is EOS.
    sometime WHM might pull it if he/she just finish casting big AOE heal right when add spawn.
    (0)

  5. #5
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    The point I'm making is that even after I get aggro on them because they first had aggro on a healer they continue to them even though I have hate. That's fine if your healers just happen to not have healed or whatever, but it is the same concept as what was going on in Turn 7 which they acknowledged and patched.
    (0)

  6. #6
    Player
    gamesmart's Avatar
    Join Date
    Aug 2013
    Posts
    525
    Character
    Marcus Deston
    World
    Behemoth
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Makado View Post
    The point I'm making is that even after I get aggro on them because they first had aggro on a healer they continue to them even though I have hate. That's fine if your healers just happen to not have healed or whatever, but it is the same concept as what was going on in Turn 7 which they acknowledged and patched.
    I don't remember them patching anything about it - this is something in the fundamental mechanics of the game as a whole, not just a certain fight. You have to hit them fast before they fully register a healer as having aggro - Rage of Halone or Butcher's Block is too slow to do this, and you need Provoke for the tank swap, so use a combo'd Savage Blade or Skull Sunder for that quick hit.
    (0)

  7. #7
    Player
    Cyrus-Wallace's Avatar
    Join Date
    Aug 2013
    Location
    The Mists
    Posts
    1,357
    Character
    Lucille Wallace
    World
    Siren
    Main Class
    Paladin Lv 90
    Quote Originally Posted by gamesmart View Post
    I don't remember them patching anything about it - this is something in the fundamental mechanics of the game as a whole, not just a certain fight. You have to hit them fast before they fully register a healer as having aggro - Rage of Halone or Butcher's Block is too slow to do this, and you need Provoke for the tank swap, so use Savage Blade and Skull Sunder for that quick hit.
    And I might add, in case of Paladin, using OFF-GCD skills like Circle of Scorn or Spirits Within to fill that time/delay between Savage Blade and Rage of Halone. This way I build a solid emnity on the adds.
    (0)

  8. #8
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by gamesmart View Post
    I don't remember them patching anything about it - this is something in the fundamental mechanics of the game as a whole, not just a certain fight. You have to hit them fast before they fully register a healer as having aggro - Rage of Halone or Butcher's Block is too slow to do this, and you need Provoke for the tank swap, so use a combo'd Savage Blade or Skull Sunder for that quick hit.
    I guess you never played Turn 7 before they patched it then. But yes they did, and its the same concept. The bird or add does not move, BB goes off, then it goes halfway across the map and comes back. Don't worry, I understand how this all works. But once hate is established the monster should be on you and not going anywhere. In T7 now you can do the same thing with a preloaded halone or BB and the add never moves. They just somehow overlooked it for 12 and 13.
    (0)

  9. #9
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Makado View Post
    I guess you never played Turn 7 before they patched it then. But yes they did, and its the same concept. The bird or add does not move, BB goes off, then it goes halfway across the map and comes back. Don't worry, I understand how this all works. But once hate is established the monster should be on you and not going anywhere. In T7 now you can do the same thing with a preloaded halone or BB and the add never moves. They just somehow overlooked it for 12 and 13.
    I'm aware of that problem in t7 but I don't remember reading that they patched it (I do still see tanks having trouble on the pick-up, but that's tank problem not a bug)

    It's the same thing on say, death sentence from t5, twin starts casting DS on the MT, if you provoke off while it's casting it still hits the MT. The add spawns, readies an auto-attack or whatever on it's initial target, and performs it before the next action is q'd on you. Pretty sure there's no bug in that.
    (0)

  10. #10
    Player
    Makado's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    516
    Character
    Makado Kitase
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by whiskeybravo View Post
    I'm aware of that problem in t7 but I don't remember reading that they patched it (I do still see tanks having trouble on the pick-up, but that's tank problem not a bug)

    It's the same thing on say, death sentence from t5, twin starts casting DS on the MT, if you provoke off while it's casting it still hits the MT. The add spawns, readies an auto-attack or whatever on it's initial target, and performs it before the next action is q'd on you. Pretty sure there's no bug in that.
    If that was the case your healers would be getting wrecked because they would be first on hate list every time. I'm trying to get an answer on this compared to turn 7 because it used to be the same way. Our PLD said the same thing, it is exactly how 7 used to be until it was patched. Once you have hate established on you a mob may travel a very small distance if you were late. These take it to extremes.
    (0)

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