Why am I being damaged by noxious gas when I have my godbreaker or sandmask head on?
Why is it that I have to kill myself just to ensure the gas resistance is working, or equip non gas resistant helms then re-equip gas helms for the buff to work? Or leave the area?
If I take my sandstone mask off then on again in a noxious area the buff isn’t giving me protection. This has been happening for a while but it’s still not dealt with? This looks to be a very simple fix though?
Can someone not just run the gas damage through a boolean first to check if the player has the buff on before inflicting the damage??? Just can’t see this one taking more than a few minutes to sort lol
I think the new horse following distance (screencap) is perfect. Thank you for the change.
I haven’t encountered that scenario. What I think is annoying is if you equip the mask while standing in gas (also screencap), you will stop taking damage but the debuff still tries to stack and the green fog around the screen edge still remains. The only way to stop it is to exit the gas area.
I really start to thinking to leave this game forever… everytime more bugged than before… with the last update, falling damage is gone. Now people can make 1 kilometer height tower and jump without any damage, also riding an horse.
Destiny of this game is only poo in this way… players are tired… really tired…
I agree. Thanks bbtech. I am not sure what would be the ideal number either. I generally prefer to pitch the ideas to Funcom, and then leave the numbers game and finer details to them. However, I will make a point on this one. Currently our Vitality raises by 8 hp for each ‘tick’ we invest into Vitality. I suggest as a starter that we raise this from 8 hp/tick up to 10 hp per tick. This will mean that if we invest up to Vitality 30: the ‘fierce vitality’ perk (as most players do), we will go from having 440 hp, up to 500 hp even. To me personally that does not seem too excessive, but by the same token it will go such a long way in helping some of us.
It doesn’t sound too excessive to me either, but I know some of the PvP crowd has mentioned in the past they are working with a more delicate balance. Hopefully one of them can weigh in on this topic. Using the method you suggested, at 10 HP per attribute point, it would scale from 200 to 700 HP, with 500 being the point I think many players will stop - seeking the passive health regen. What if we shift that passive regen perk by 50 HP. Make the scale range from 150 to 650. Instead of having the original 440HP at that point, there would be 450HP, almost identical. So it preserves the pivot point, and the larger differences are seen towards the low and high ends of the scale for those who do or do not invest points into Vitality.
It may be a matter of playstyle, but the way I often make my build is to put 31 points into Vit. That gives me the passive regen perk, and if I need to fight a boss and “tank up”, I can equip a set of vitality buff armor to reach 40 points for the next perk and increased HP. With either method, I would still see impressive gains to HP when I needed them. We’re playing with a fine balance here. The perfect system allows the player to feel challenged but not overwhelmed. I personally don’t care if the thrall is the hero or the player is the hero, but Funcom have said the player should be the hero. To do that, I think a larger HP pool is required so they’re not running around in circles trying to heal while the thrall does everything. The player needs to feel empowered without feeling OP.