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  [2.68] The plushie twink that wasn't
Posted by: WhiteHaired - 12-26-2022, 04:33 PM - Forum: Bug Reports - No Replies

My friend and I were killing stuff when we both got over-encumbered. He traded me some of his stuff to hold whilst we went back to sell our stuff off.

I was able to return everything but an Alraune plushie, however trying to trade it back to him (the same character!) for some reason says the Alraune Plushie was twinked and gives an error message.

The trade occurred around 11am est 26th Dec on thewhitehairedgirl.slot2 if that helps.


[Image: hgA8zLX.png]
All other items were returned without issue it's only the plushie, for some reason.

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  Sigrogana's Ban on Dynamic Objects*
Posted by: Shadbase - 12-25-2022, 08:54 PM - Forum: Bug Reports - Replies (6)

You cannot place a a feast table, campfire, or any new dynamic object introduced in Korvara's update ANYWHERE in the Great Six. Not houses, not exterior maps (I.E. Cellsvich Forest or Gate), not the world map. It just returns "System: Error: You cannot place dynamic objects on this map."
This is a bug more-so on the case of feast tables and campfires, which where before Korvara's update, but it does extend into the new ones as well. This is likely caused by the changes from a hotfix on Korvara's first week, where Korvara had the same issue.

This was in QoF suggestions at first since we thought maybe you couldn't put them into player homes, but then we tried putting them outside and got the same error and figured this was now a bug and not an intentional oversight.

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  V.2.68 Full Emote Bubble
Posted by: WaifuApple - 12-25-2022, 02:11 PM - Forum: Bug Reports - Replies (1)

Once upon a time, a fix was done to opening up the text box to write big posts with it in stuff like say and emote, to allow the white bubble that informs people you're writing to appear for this - and this was nice for making it so that you wouldn't have to manually do so, avoiding people thinking you just weren't there.

This change, however, does not seem to have made it to doing the same in emote-full, and I consider this a bug because I feel like that wouldn't be intended behaviour.

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  Rework and buff of flat stat bonuses.
Posted by: Raigen.Convict - 12-24-2022, 10:17 AM - Forum: Balance Fu - Replies (8)

I think that the remaining skills that provide FLAT stat bonuses should no longer be affected by diminishing returns in exchange for a nerf to a number of their numbers... Like eastern wind... And Arbalests skill bonuses... These have plagued classes for far too long and gone UNUSED due to diminishing returns simply returning like... +1 out of a +5 buff.

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  2.68 Wilder Rodeo
Posted by: Raigen.Convict - 12-24-2022, 09:50 AM - Forum: Bug Reports - Replies (1)

Wild Ride when used with a shotgun that knocks enemies away on hit will sometimes hit the riding target and push them in a weird direction thereby ending the wild ride prematurely. It will also push them to the sides occasionally turning your wild ride into a wild snake.

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  [v.2.68] Avoid Eviter
Posted by: JamOfBoy - 12-23-2022, 02:12 AM - Forum: Bug Reports - Replies (6)

Eviter means avoid. That's the joke in the title.

Eviter, even when toggled off, overwrites other parry skills. They overwrite their checks entirely, meaning if you have Eviter equipped...

Bullet Barrier? Bullet Avoider.
Know No Pain? Sorry, you're Avoiding No Pain.
Ring Of Pearls? Evasion only. Better Avoid those blows.
Ice Point Guard? I've run out of jokes

I tested this with Desperado's Bullet Barrier, and I only started triggering Bullet Barrier when I had unequipped Eviter. I had a weapon applicable to parry with Eviter, but naturally Eviter doesn't work on guns.

I'm posting this as a bug report because I have (admittedly vague) memories of multiple parry skills working where applicable.

If I can't parry with one parry skill, why can't I parry with the other? Considering Demon Hunter is home to two parry skills, it'd be awkward if they conflicted too - I'm almost sure they don't (please correct me). I can't see any reason why Eviter should intentionally work like this.

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  Custom plain
Posted by: adamkad1 - 12-22-2022, 11:36 PM - Forum: Suggestions - Replies (7)

What title says, it would be nice if 'plain' talent was customizeable. Show things to someone and then hide them right away? Show your armor without showing weapons? etc. Could do nice for RP. Maybe non rp too.

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  RP Ping
Posted by: Trexmaster - 12-22-2022, 03:58 AM - Forum: Quality-of-Life (QoL) - Replies (10)

Simply put, have an option that pings your game window if you get an IC post, that way if you're doing something on the side you don't have to constantly watch your screen to catch the moment someone posts at or near you.

This would be immensely helpful to avoid people walking up to you, posting, then not pinging you before leaving thinking you're AFK, among many other benefits.

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  Monoclassing buff
Posted by: Poruku - 12-21-2022, 01:40 AM - Forum: Balance Fu - Replies (11)

Trait - specialization

If your main class and sub class are the same, gain +2 to all stats except APT.

I think monoclassing is an interesting part of the game that is quite difficult to pull off because it's very far from being remotely viable, even taking into account the existance of things like aquamancer monoclassing stuff. A very generic buff that makes it at least worth considering is something that is imo missing from the game. There are a lot of people that might want to monoclass if it made sense, but instead just destiny and grab whatever second class has the best passives.

The best solution would be to add monoclassing buffs to every class, but that would take a long time.

I think this stat buff is fine enough to not be op but still be interesting. +2 to all except APT is 20 total stats. Considering something like hexer subclass can give you +6 total stats and a buff for +8, along with 10% hp, it feels in line to me. It's a bit hard to find something that will benefit every build in the game but I think it can be something simple like this.

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  Matador Vs Monster
Posted by: WaifuApple - 12-20-2022, 09:03 PM - Forum: Suggestions - Replies (6)

Simply put - when dungeoning as a DH - more specifically a Matador focused DH, the fight is usually over before you truly get any mileage out of your skills. This is because it takes a little bit to get rage energy stored up - at which point the battle's already over.

Can Matador start with 50 rage energy in fights against monsters, to allow builds that focus on that side of DH to have fun with it more consistently in dungeons? I'm not asking for this to make them stronger, I just find Matador skills to be fun to use, and want them to be more easily usable out of the gate in PvE.

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