View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0023588 | Return of Reckoning | Abilities | public | 2024-11-22 16:17 | 2024-11-26 12:34 |
Reporter | leftayparxoun | Assigned To | Zumos | ||
Priority | normal | Severity | major | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Summary | 0023588: [Sorc] - Close Quarters tactic 2 bugs | ||||
Description | Bug 1: The tooltip on all cast abilities is reduced by 50% regardless of if you meet the CQ distance requirement or not Bug 2: The cast of abilities when CQ is active is reduced by 50% correctly, but the ability isn't firing until the full time has passed. The same might be happening on other classes with CQ tactic but I haven't checked. | ||||
Steps To Reproduce | Bug 1: Equip CQ and look at Doombolt tooltip Bug 2: Equip CQ, go close to a mob, fire Doombolt and see that it charges for 1.5s but doesn't fire until 3 total seconds have passed (see image) | ||||
Tags | No tags attached. | ||||
Having the bar cast correctly progressing but holding for another delay at the end of the cast, tested on Sham ( career cast time reduced ) , so it might be larger than a specific tactic issue | |
I can also confirm. Tested all other abilities and they work as intended, but my doombolt refuses to fire at correct timing using close quarters tactic. Shows 1.5 sec cast bar but does not fire until 3 secs. | |
Same with No Quarter SW tactic, that's suppose to reduce cooldown of Festering Arrow and Eagle Eye by 1 second | |
Not the cooldown, but build up time I mean. | |
I can prove this: It's not only CQ tactic bug, but also any cast speed increasing mechs: Focused Mind morale or class mechs (i.e. shamans) Instant skills are ok, channeled are ok too cast time skills: 1. No cast time reducers: cast animations are regular, skill fire a projectile right after cast animation were ended. 2. Any cast time reducers: cast animation got speeded up, but there is a delay in between cast animation were ended and the projectile been fired. So the total skill usage time remains the same as without any cast time reducers. |
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Bug seems aint existing anymore | |
All cast time reductions were bugged for a moment, but have been fixed since. | |
Date Modified | Username | Field | Change |
---|---|---|---|
2024-11-22 16:17 | leftayparxoun | New Issue | |
2024-11-22 16:17 | leftayparxoun | File Added: image.png | |
2024-11-22 16:41 | Paldy | Note Added: 0045335 | |
2024-11-22 17:21 | CrimsinKing | Note Added: 0045338 | |
2024-11-22 19:45 | arEntropic | Note Added: 0045351 | |
2024-11-22 19:46 | arEntropic | Note Added: 0045352 | |
2024-11-22 23:25 | sunnyboyzes | Note Added: 0045359 | |
2024-11-23 15:46 | sunnyboyzes | Note Added: 0045363 | |
2024-11-23 16:18 | Emissary | Assigned To | => Zumos |
2024-11-23 16:18 | Emissary | Status | new => assigned |
2024-11-26 12:34 | Zumos | Status | assigned => closed |
2024-11-26 12:34 | Zumos | Resolution | open => fixed |
2024-11-26 12:34 | Zumos | Note Added: 0045396 |