Balorien Posted July 10, 2023 Share Posted July 10, 2023 I've been testing with Ravenheart, if you summon the ravenships after the wheels of gift been built they do not receive their buffs. If you summon the ships than build the wheels they get it. Link to comment Share on other sites More sharing options...
Carofex Posted July 15, 2023 Share Posted July 15, 2023 This is so with all Creatures, which are summoned and not hard cast. I assume its a well known issue. Link to comment Share on other sites More sharing options...
Wurgel Posted October 18, 2023 Share Posted October 18, 2023 (edited) 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. Edited October 18, 2023 by Wurgel Link to comment Share on other sites More sharing options...
Kubik Posted October 18, 2023 Share Posted October 18, 2023 Yes, it is a bug, but no one have idea how it works, so it is impossible to fix for now 😞 Link to comment Share on other sites More sharing options...
Wurgel Posted October 20, 2023 Share Posted October 20, 2023 (edited) 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) Edited October 20, 2023 by Wurgel Link to comment Share on other sites More sharing options...
Kubik Posted October 20, 2023 Share Posted October 20, 2023 I know 30 is just a number, but that would mean any units spawned woulf be up to 29.9 seconds without the buff. Which seems to me like quite significant time. Link to comment Share on other sites More sharing options...
Kapo Posted October 20, 2023 Share Posted October 20, 2023 (edited) Since there are other buffs and debuffs that work much faster (e.g. Pyromaniac reapplies its debuff over and over without problems no matter how many units), picking a number like 5 or 10 shouldnt be a problem? If there is no other solution, I think what @Wurgel suggested is one, no? There are other units that also dont profit, its not just the Ravenships... also stuff like Sunken Temple Creeps or the Frenzy from the Incubator Edited October 20, 2023 by Kapo Link to comment Share on other sites More sharing options...
Wurgel Posted October 20, 2023 Share Posted October 20, 2023 (edited) 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. Quote There are other units that also dont profit, its not just the Ravenships... also stuff like Sunken Temple Creeps or the Frenzy from the Incubator Again, all summons. Corsair bandits, Satanel spawns, Deepfang Edited October 20, 2023 by Wurgel Link to comment Share on other sites More sharing options...
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