General Fixed a bug where some corpses would not decay. Fixed a bug where guild members were not showing as 'logged out' when they could exit without camping to character select. Fixed bug where levitations and illusions would persist (and in fact, many other abilities) after being removed. Zolu Sowuf has escaped Mekalia. Item Set Bonus's should now be applied on log in and not require to chunk or die before they take effect. Locked Unifier Chests will now drop very rarely in the world. Abilities Fixed a bug where Inner Light (and other maintained abilities like it) would unexpectedly be removed. Healer's Rez Gem abilities will now target their defensive target's group instead of a single target. Feign death abilities will now last for one hour and display a timer of how long it will last instead of wearing off randomly. The Druid abilities Gillberries, Mottleberries, Roseberries and Sageberries are now defensive targets group instead of single target. The Shaman ability Purging Flames has been removed its effects are now a part of Boon of Hayatet IV and higher. Items Fixed an issue where Butcher's Precision II Equipped Effect required level 41 instead of level 11. Quests Umbral Syndicate Portals will now allow group members to port in when left behind during the quest Griffons of a Feather Ch.5 Crepy Cadaver.
And by the time someone realizes what to do to get in, and finally does get in , the spikes have moved up over the entrance spawn hmmmm
Thanks for not just putting in a quick fix for Lifecleave that would take a potentially very desirable purple weapon and make it meh. I love the idea of what its trying to achieve and really brings some extra group utility for a DK. Hopefully you will get a chance to look at it some more to come up with something. Possible to make it trigger an Aura for 15 seconds with all the effects in it?
Huzzah for Purging Flames. It was about the time to increase its duration. Now we just need hayatets fixed in other ways
Might I inquire as to when we can expect 90% or more of the BBO/latest update bugs to be fixed and CoW released? There are some that are annoying but not game breaking (repairing seems to be more frequent, pet abilities for necromancers are still not persistent, bugged tombstones, etc.). I don't believe that I'm alone in thinking that the community can put up with some of those for a bit longer but would like to see the new content rolled out (if it rolls out without additional bugs).
Update: the patch was changed from 8:00 AM to 1:00 PM PST today. https://forums.station.sony.com/vg/...y-january-7-2014-1-00-pm-pst-for-reals.71066/ Please be sure to continue to give us your feedback on changes and additional bugs you see so that we can continue to improve the game.
Smack my *** and call me Sally! They're fixing the corpses from lagging entire chunks, and fixing FD and IL! Fantastic! Hopefully this will ultimately prevent every single mob in an immediately vicinity from aggroing me every time I heal! Why not cut out the cancer at it's source? Get rid of Hayatet all together!!!
Are the devs aware of the aggro problems in game? I'll be fighting in an area while pulling 2-3 mobs at a time. After awhile(usually when a named spawns in the area) I'll start getting aggro from mobs from multiple rooms away while I'm fighting. Sometimes just a couple extra mobs which is usually not a problem. Many times, it is 8-10 mobs which is a real problem. Basically when I see my encounter window light up like that my options are evac or die. This is making it hard to even get into some dungeons. Much less actually explore them. It is not limited to dungeons either as it I've had it happen a lot in Flordiel lately while fighting the royal guards there. Dungeons I recall this happening in for sure are The Gardens of Xia-Liu and Rakshasa Citadel. There are others but I can't remember the names of them all because I had to move on to somewhere else. Also, I'm finding that I get stuck in combat quite often. Is the "in combat" limitation on /camp really necessary at this point? It's very annoying to have to /quit out and launch the whole game over again just to summon a mount. At least being able to /camp to fix it would make it less frustrating. I get that at release the devs didn't want people camping to clear aggro. After 7 years of not fixing this I believe it's time to give the players benefit of the doubt on this one.
It might get fixed when the corpses despawn, honestly. It only procs when in an area filled with humanoid corpses. They seem to still be registered as being "alive" so it snowballs everyone's aggro radius.
I recall that goat herders near Khal also showed unnatural aggro when I was trying to get to their leaders tent.
If they browsed the boards in the past month they're aware of the aggro. We're attempting to fix some problems, introduced on Dec. 10th? The rez gem changes and stuff like that sound decent. As someone mentioned before, getting blood mage symbiotes to work like necro meat in raids would be a huge relief, it's a lot of stuff to collect, assemble, pass out multiple versions to a raid full of people, try to temember what they want and replace them after each death. Not sure you should be able to camp in combat, but something like die, take on three new mobs, and are still in the original combat, that could be looked at.
The aggro problems are the worst bug recently. As Ragnaroth said, it is making some areas impossible to explore. I hope it is resolved by fixing the corpses, but I'm not sure that is the cause. I've had it happen outdoors with no human corpses lying around (spiders outside Trengal Keep while soloing). Some data: My buddies were exploring Trengal Keep and they were having no aggro issues. I joined up with them, and after killing about 20 things, monsters started coming from all over the keep. Lists of 10 to 15 monsters on the encounter window. I play a disciple, and I was the only melee character in the group, but not the only healer. The common denominator for both the aggro problem instances was me. Even after camping out.