Eh, if you're at that much defense, just play around it. Should be a good player by now.
Agreed, that's why its strange. I had a top ten player go down on Perilous who is a great player. The Saarabas is a very very glassy house.
Eh, if you're at that much defense, just play around it. Should be a good player by now.
Agreed, that's why its strange. I had a top ten player go down on Perilous who is a great player. The Saarabas is a very very glassy house.
The new party member stats do not show portraits and sometimes dissapear completely.
bump
Haven't noticed horn of valor proc off of Hakkon's Valor, but could just be me being unobservant.
Haven't noticed horn of valor proc off of Hakkon's Valor, but could just be me being unobservant.
I know i've heard the proc go off. Wasnt paying enough attention to see if it actually appeared on the buff bar.
Haven't noticed horn of valor proc off of Hakkon's Valor, but could just be me being unobservant.
horn of valor does proc, however it doesn't seem to give a damage bonus anymore. to you or your allies, i tested this earlier today using a lv1 reaver and my damage doesn't go up at all after the proc, For me or my brother who was using another character. plus it doesn't show up on the side buff bar.
There is no indicator per say, but it becomes very visible when you put on one of the new pact belts. Immediately my health bar dropped to two bars.
I can get it back up to around 6 or 7 bars when I get the extra 500 health from the passive, so big noticeable difference there.
Unfortunately shortly after it I finally get it up, its gone again.
On XBone and always seem to have 8 bars so I can't really tell. Even with 172 hp it shows 8 bars.
On XBone and always seem to have 8 bars so I can't really tell. Even with 172 hp it shows 8 bars.
I also noticed this as well when I was running it on Elementalist.
Maybe it only responds that way when playing Saarebas.
Throwing elemental mines near any Saarebas causes them to float away, and other projectiles I assume too.
I believe it's ~3 meters. Surprised noone had noticed this until now
Haha yeah we're too busy trying to stay alive. That is masked by other defenses, like shield front defense and turn the bolt.
That info also comes into conflict with first hand experience, such as when the venatori marksmen / templar rolling draw style attack used to be lethal. Maybe that's usually just out of range but... I typically had more constitution than I ever did cunning.
At < 3m either the player or the archer is dead.
I'm at basically max ranged defense, and I've noticed that if you get close to an archer type darkspawn they will hit hard instead of the usual 1 or 2. Not sure if bug or feature.
Good eye
I heard info from secon Hakkon dagger owner that you can't equin both. It's sad(
Sounds like a console / controller issue, as I hear the dagger defaults to main hand.
my staff Yanalis guard on hits is bugged , 50% of the maps it works other nope , and HOK is very unreliable too
This. Actually, it still appeared to work on my Keeper. But Yavanlis on Saraabas was a hit-or-miss (mostly miss) proposition with regard to generating guard. At one point, it appeared she actually lost what little guard she had even though nothing hit her, and I began to wonder if someone didn't mix a "minus" with a "plus" in the coding that causes her to lose rather than gain guard. By my observation, it appeared that Yavanalis' guard generation on Saraabas didn't work consistently with skill-based attacks, although it did generate guard with basic attacks. HOK appeared to work okay, although hard to tell because her skill animations are so atrocious that by the time she actually gets done with waving her arms, the target is typically already dead or moved out of sight.
I like the concept of Saraabas, but the implementation needs A LOT of work still.
This. Actually, it still appeared to work on my Keeper. But Yavanlis on Saraabas was a hit-or-miss (mostly miss) proposition with regard to generating guard. At one point, it appeared she actually lost what little guard she had even though nothing hit her, and I began to wonder if someone didn't mix a "minus" with a "plus" in the coding that causes her to lose rather than gain guard. By my observation, it appeared that Yavanalis' guard generation on Saraabas didn't work consistently with skill-based attacks, although it did generate guard with basic attacks. HOK appeared to work okay, although hard to tell because her skill animations are so atrocious that by the time she actually gets done with waving her arms, the target is typically already dead or moved out of sight.
I like the concept of Saraabas, but the implementation needs A LOT of work still.
HOK is not working correctly all the time. I was on the Saraabas. Since there are no ability rings yet I have 2 HoK rings for 20% plus the staff I was using has 11% for 31% total. I was stuck fighting alone and surrounded by 3 mobs and low on health. Forget the name of the power but it is the melee AoE. I froze the 3 mobs then did the AoE fire attack and killed all 3 at the same time and only got enough HoK for killing 1. No other mobs around that were hitting me, no other players close by that could have killed 2 of them.
HOK is not working correctly all the time. I was on the Saraabas. Since there are no ability rings yet I have 2 HoK rings for 20% plus the staff I was using has 11% for 31% total. I was stuck fighting alone and surrounded by 3 mobs and low on health. Forget the name of the power but it is the melee AoE. I froze the 3 mobs then did the AoE fire attack and killed all 3 at the same time and only got enough HoK for killing 1. No other mobs around that were hitting me, no other players close by that could have killed 2 of them.
You may well be correct, I couldn't kill things with enough consistency to tell if it was working properly or not. I think Ol' Sabs needs another QA pass (or two) to iron out some of these issues.
The ranged/melee defense stat is actually a distance check rather than a melee/projectile check.
That ... actually explains a lot.
That ... actually explains a lot.
I still don't get it. Can someone esplain?
I still don't get it. Can someone esplain?
I still don't get it. Can someone esplain?
When you're within ~3m of the enemy, their damage will be reduced by your melee defense regardless of whether they have ranged or melee physical attacks. Damage from ranged attacks from more than 3m away will be reduced by ranged defense (melee attacks can't hit you at this distance obviously).
When you're within ~3m of the enemy, their damage will be reduced by your melee defense regardless of whether they have ranged or melee physical attacks. Damage from ranged attacks from more than 3m away will be reduced by ranged defense (melee attacks can't hit you at this distance obviously).
Awesome. Thanks.
As far as I can tell host migration is totally broken now. I have left as host in a game, I have had other hosts leave in a game, A host has left in the lobby, in all cases I was booted out of the game and lost connection.
When there are 2 AWs in a game the SP charge tooltip freaks out. It doesnt effect your actual charge though, so not so vad.
This happens with several other things as well even before the update. If you have 2 Elementalists for example, you would see the flashpoint icon even if you just used it but the other Elementalist got a crit. Bit of a PITA is you want to keep firestorm up constantly on wave 4 of FC.
Just had some strange portraits show up/not show up in the last 2 NM matches...

And is War Horn just broken now? I picked up on my Reaver (with the upgrade) this weekend and it doesn't seem to do anything now (over several matches). The animation triggers, but there's no sound or fear effect.