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Wurgel

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Everything posted by Wurgel

  1. for summoned creatures, being up to 29.9 sec without the buffs is... debatable? Most permanent global buffs are for survivability. Does it suck to be 29 sec without buffs, when you only live 30 sec? yes. Does it really matter when you die of "old age" anyways without the buffs? Ehh... As for long lived/permanent summons: here the up to 30 sec rarely has much impact. What is summoned into the fight isn't expected to survive anyways and what is called outside generally lives some time before it sees combat. (I exclude PvP, because [nearly] nobody runs permanent global buffs there) Would i prefer an instant application, or one every few seconds? Sure. But at which point can that cause server lag? As for 30 sec: i wasn't going to go through all potential effects. But everything with a tick-rate (correct me if i am wrong) is 1, 2, 3, 4, 5 or 10 seconds. With 30 being the easiest multiplier of them all, so no ticks will be missed due reapplying. Again, all summons. Corsair bandits, Satanel spawns, Deepfang
  2. Just a thought for a potential workaround. Couldn't you change the duration from permanent to say 30 seconds and automatically reapply it every 30 seconds? That shouldn't cause to much lag and would give summoned units the buffs... at least when they are reapplied. So temporary summons won't get much out of it, but permanent/longlived ones will. (30 seconds was my first thought, that isn't to short and should cover all tickrates)
  3. NAME: Fountain of Rebirth overrides Viridya's healing aura DESCRIPTION: An active Fountain of Rebirth overrides the healing aura Viridya supplies. Squads in range still get her healing aura buff, but no healing ticks. REPRODUCIBILITY: Yes. Both in Forge and ingame. It seems like both healing effects are treated as the same source, with Rebirth taking priority. And considering Viridya heals everything with 667 max-hp stronger then Rebirth, she at least should take priority. Edit: similar effect with Wheel of Gifts. Healing mode doesn't stack with Viridya. At least here, her aura takes priority. Healing Gardens on the other hand fully stacks.
  4. It is a problem of how buffs are applied. ALL currently running global buffs arn't applied to summoned creatures, unless the buffs start after the creature was summoned. As they are clearly affected by later buffs, this can only be a bug.
  5. And here is where i have problems. There are effectively 2 types of units, that differentiate themselves mainly in 2 atributes. "Real" units: - Bound by the unit cap - Can capture / allow playing of cards around them Summoned units (f.e. from Satanel): - Ignore Unit cap - Can't capture / don't allow playing cards Then we have the Corsair: - Bound by the unit cap - Can't capture / don't allow playing cards In short, they turned the units spawned by Corsair into summons (which i absolutly understand) but kept the non-summon restrictions. Worst of both worlds with no upsides. Either the bandits should be able to capture again (can't see that happening) or unbind them from the unit cap like all summons, to get them in line with the rest.
  6. NAME: Corsair capped? SEVERITY: 3 LOCATION: Forge, ingame REPRODUCIBILITY: ALWAYS DESCRIPTION: Corsair's Assistance is bound to the population cap. This prevents usage, when the summoned units would get past the unit cap. This is either a bug or a strange deviations of the normal rule, that summoning units ignores the cap. The closest comparison would be Satanael (T3 units as well), since he also calls multiple squads of S-units permanently, which can be played seperatly as cards and ignore the unit cap.
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