It should. So should rend. So should lures. So should Expose weakness and bomb and every other buff and DoT in the game, but they don't and that is why I dont believe its a bug.2 level 50 PW's can have very different stats. It should be the strongest one that ranks highest.A level 49 skill will never override a level 50 skill. But in all aspects of the game once the skills are on the same level they are considered equal regardless of the effect they have. If this has been a bug for 6 years that's major but I think it's by design.
Re: Why are we being bothered
#126 years ago it was probably a coding issue with the old engine, with the capabilities of the new engine they should be able to review these design "features" and make a decision whether or not this is as designed. By design a lower skill lever spell will not override a higher level -TRUE. Following the same logic a lower powered skill should not override a more powerful skill.It should. So should rend. So should lures. So should Expose weakness and bomb and every other buff and DoT in the game, but they don't and that is why I dont believe its a bug.2 level 50 PW's can have very different stats. It should be the strongest one that ranks highest.A level 49 skill will never override a level 50 skill. But in all aspects of the game once the skills are on the same level they are considered equal regardless of the effect they have. If this has been a bug for 6 years that's major but I think it's by design.
A n e x a n d e r
Ranger of Avalon
When you are dead, you don't know you are dead. It is difficult only for others. It is the same when you are stupid.
Ranger of Avalon
When you are dead, you don't know you are dead. It is difficult only for others. It is the same when you are stupid.
Re: Why are we being bothered
#13As I did say I agree it 'should' I just don't think it should be labelled as a 'bug' more a 'design flaw'.6 years ago it was probably a coding issue with the old engine, with the capabilities of the new engine they should be able to review these design "features" and make a decision whether or not this is as designed. By design a lower skill lever spell will not override a higher level -TRUE. Following the same logic a lower powered skill should not override a more powerful skill.It should. So should rend. So should lures. So should Expose weakness and bomb and every other buff and DoT in the game, but they don't and that is why I dont believe its a bug.
2 level 50 PW's can have very different stats. It should be the strongest one that ranks highest.
Re: Why are we being bothered
#14Still waiting for my rondel to do initial dmg so it’s actually usefull with more then 4 rondels in a fight
Relentless the best clan around
(Don’t @me)
Proud member of CH since July 2011
Retired
(Don’t @me)
Proud member of CH since July 2011
Retired
Re: Why are we being bothered
#15Call me a noob, but I actually like the way things are right now... If a lure is about to fade on a boss, I don't want to have to try and guess if my focus/icemagic is higher than the person who did that lure, I want to refresh it. If I'm a Druid, I don't want to have to wait for my competition's Vines to expire before I can apply my own, I just want to apply them. 50/50 skills all being able to override each other makes the game smoother, and far more interesting, imo. If this were suddenly enstated, you'd be complaining even more, because you would lose a lure for at least 3 seconds every time the main lure user's lure evaded. That's a big deal against proteus, and an annoyance on other bosses. It's just part of the game, should be left alone. Far bigger things that OTM could be doing right now, like more content, other breaks in the game, etc. This is a minor thing that is debatable whether it's even an issue.As I did say I agree it 'should' I just don't think it should be labelled as a 'bug' more a 'design flaw'.6 years ago it was probably a coding issue with the old engine, with the capabilities of the new engine they should be able to review these design "features" and make a decision whether or not this is as designed. By design a lower skill lever spell will not override a higher level -TRUE. Following the same logic a lower powered skill should not override a more powerful skill.It should. So should rend. So should lures. So should Expose weakness and bomb and every other buff and DoT in the game, but they don't and that is why I dont believe its a bug.
Re: Why are we being bothered
#16Call me a noob, but I actually like the way things are right now... If a lure is about to fade on a boss, I don't want to have to try and guess if my focus/icemagic is higher than the person who did that lure, I want to refresh it. If I'm a Druid, I don't want to have to wait for my competition's Vines to expire before I can apply my own, I just want to apply them. 50/50 skills all being able to override each other makes the game smoother, and far more interesting, imo. If this were suddenly enstated, you'd be complaining even more, because you would lose a lure for at least 3 seconds every time the main lure user's lure evaded. That's a big deal against proteus, and an annoyance on other bosses. It's just part of the game, should be left alone. Far bigger things that OTM could be doing right now, like more content, other breaks in the game, etc. This is a minor thing that is debatable whether it's even an issue.As I did say I agree it 'should' I just don't think it should be labelled as a 'bug' more a 'design flaw'.
6 years ago it was probably a coding issue with the old engine, with the capabilities of the new engine they should be able to review these design "features" and make a decision whether or not this is as designed. By design a lower skill lever spell will not override a higher level -TRUE. Following the same logic a lower powered skill should not override a more powerful skill.
Yet no one said anything about lures or debuffs. What you've stated are debuffs not self buffs. The issue being addressed is self buffs.
Self buffs being overwritten by weaker self buffs are an issue 100%. Debuffs on bosses are completely seperate - polar opposites in fact.
Elsroth - 220+ Mage - Clan Avalon
There are 10 types of people in this world: those who understand binary and those who don't.
There are 10 types of people in this world: those who understand binary and those who don't.
Re: Why are we being bothered
#17If this is a bug then it works like this for every skill, defensive formation, shield of bark, abundance, incinerate, frostbite, stinging swarm, strangling vines, rend, protective stance, fire attunement, etc... Currently, as long as skills are the same level it doesn't matter if one is much better due to stat and ability variance, they can overcast one another.Sly is correct, the block function prevents UI interactions, it does not prevent in-game mechanics.
The team previously reviewed Calms ability to be used on non group members but decided to keep it as is, we may review this again in time.
Poison weapon overwrite may be a bug, we now have a ticket in for review.
Feel free to pm me about anything or talk to me in game
Fire Mages are where its at
Bob The God
Former EG try hard who’s now relaxing midgame on crom.This Bob guy is a guide? Legitimately?
Fire Mages are where its at
Re: Why are we being bothered
#18Well, not Protective Stance or Attunement unless you change gears in between castings. Those are self-only buffs that you can't cast onto others.If this is a bug then it works like this for every skill, defensive formation, shield of bark, abundance, incinerate, frostbite, stinging swarm, strangling vines, rend, protective stance, fire attunement, etc... Currently, as long as skills are the same level it doesn't matter if one is much better due to stat and ability variance, they can overcast one another.Sly is correct, the block function prevents UI interactions, it does not prevent in-game mechanics.
The team previously reviewed Calms ability to be used on non group members but decided to keep it as is, we may review this again in time.
Poison weapon overwrite may be a bug, we now have a ticket in for review.
There's a compromise here to address Freezerburn's "concerns". OTM can keep skills that you can cast on mobs like lures, swarm, vines, incin, frostbite, rend, etc. But fix the skills that you can cast on players, like poison weapon, defensive formation, bark, etc. I certainly don't like getting my defensive formation overwritten by another warrior in my group when I have more vit and melee ability.
Re: Why are we being bothered
#19imo the best fix is just to make Dot stackable... and then to make debuffs and buffs highest one stays on, a lower tier just restarts the time till the debuff/buff fades away.Well, not Protective Stance or Attunement unless you change gears in between castings. Those are self-only buffs that you can't cast onto others.If this is a bug then it works like this for every skill, defensive formation, shield of bark, abundance, incinerate, frostbite, stinging swarm, strangling vines, rend, protective stance, fire attunement, etc... Currently, as long as skills are the same level it doesn't matter if one is much better due to stat and ability variance, they can overcast one another.Sly is correct, the block function prevents UI interactions, it does not prevent in-game mechanics.
The team previously reviewed Calms ability to be used on non group members but decided to keep it as is, we may review this again in time.
Poison weapon overwrite may be a bug, we now have a ticket in for review.
There's a compromise here to address Freezerburn's "concerns". OTM can keep skills that you can cast on mobs like lures, swarm, vines, incin, frostbite, rend, etc. But fix the skills that you can cast on players, like poison weapon, defensive formation, bark, etc. I certainly don't like getting my defensive formation overwritten by another warrior in my group when I have more vit and melee ability.
Feel free to pm me about anything or talk to me in game
Fire Mages are where its at
Bob The God
Former EG try hard who’s now relaxing midgame on crom.This Bob guy is a guide? Legitimately?
Fire Mages are where its at
Re: Why are we being bothered
#20Sly is correct, the block function prevents UI interactions, it does not prevent in-game mechanics.
The team previously reviewed Calms ability to be used on non group members but decided to keep it as is, we may review this again in time.
Poison weapon overwrite may be a bug, we now have a ticket in for review.
Really???? This is primarily used for griefing. What is the logic behind keeping it as is?
215+ Druid
220+ Mage
220+ Warrior
220+ Rogue
215+ Ranger
220+ Mage
220+ Warrior
220+ Rogue
215+ Ranger