The posting has now been updated to contain the full notes. Several were added since the original release of these notes a couple weeks ago. A section about Combat Ability Responsiveness, Huttball, and then one or two notes in several other sections.
One in particular that I am happy about is:
Soa now frees all players in mind traps before transitioning to his platform phase. Players will no longer be stuck in mind traps during the platforming sequence as a result.
We had a couple times last night where mind trap would occur right at the same time as the platform, that was just annoying.
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That said, those type of workarounds seem beyond what this game is shooting for. If it can't be done in a few attempts with a pug of semi experienced raiders, it's probably over tuned. And frankly, I am OK with that. It's nice to have a game where I don't have to worry about finding 10 hours a week to raid.
Eight man raids too, for whatever reason, are when my graphics seem to function best. It's been the most enjoyable part of the game.
Game plays a shit ton better now and they fixed up and added in more situational animations too.
I also like the new GCD animation for abilities.
N3DS FC - 4854-6436-7121 Wii U FC - Gybano Steam - Mecha Meow
"Here comes a fart! Here comes a fart!"
and it's not one in the notes When you have three stacks of Harnessed Darkness/Shadows you now get a bitchin purple/black flame graphic on your character, no more monitoring your stupid tiny buff bar to check if it's time to Force Lightning
now if they could just make one for Energise, and tell the frakkin NPC to stop knocking me back the second I cast I'd be happy
Check out the blog I wrote for LEGENDARY indie label Flicknife Records:
Blog#4 is upon us! This one is a look back at the history behind the label, and the tracks that made us legendary!
Madness is so much more fun in pvp now. Discharge not having a cd is awesome, and the change is to raze is pretty nice too.