Epidemic: Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.
The wording makes it seem like the condition is removed from the target, when actually it's just spread.
EDIT : A better wording would be:
"All conditions suffered by target foe are spread to foes adjacent to target"
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Originally Posted by Former Ruling
Not every attribute has, or can have, a requirement thats the same as what it raises. Its nothing new. Same reason Healing Staves/wands have Divine Favor requirement. "Inspiration" isn't a valid requirement for wands apparently, so they offer wands for it with two choices of requirement.
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Honestly, it's weird - why Inspiration and not Domination? Why is one attribute elevated over the other? I understand that Divine Favor improves Healing spells (in a roundabout way), but what does Domination do for Inspiration?
It looks like an error, or at least an inconsistency, which is why I posted it.
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Originally Posted by Former Ruling
Deathly/Vampiric Swarm - "flies out slowly" isn't a good way to show that theres a wait inbetween you casting the spell and the damage being done.
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I would leave that description as it is.
Erasculio
Yet another one today. This is what Petra Brauer in Altrumm Ruins tells anyone who clicks his "What must I do?" dialogue option:
If who catches who? The highlighted "they" should be "you" for the sentence to make sense.
Considering how many things I've found already, maybe ANet should seriously consider hiring me as an editor. I mean, I've already sent in the resume
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| Thieves have been breaking into our amber mines and making off with our amber! We need you to collect as much amber as possible before the thieves get to it. If they catch them trying to sneak off with some amber, kill them and take it back. Do whatever it takes! Reinforcements are on the way, but you must hold out until they arrive. It goes without saying, the more amber you retrieve before they join you, the better! |
Considering how many things I've found already, maybe ANet should seriously consider hiring me as an editor. I mean, I've already sent in the resume

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Originally Posted by Aera
Arcane Mimicry:
For 20 seconds, Arcane Mimicry becomes the elite spell from target other ally. It's confusing. The way I read it, it disables target ally's elite skil for 20 secondsl. Suggestion: For 20 seconds, Arcane Mimicry is replaced by target ally's elite spell. |
For 20 seconds, Arcane Mimicry is replaced by target ally's elite skill.
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Originally Posted by Xyngynkynyn
The above description implies that the attacks will be converted to holy damage. Holy damage ignores armor which isn't the case here. Reword it to the effect of:
For 8...18 seconds, target ally's attacks have +20% armor penetration and deal twice the damage on the undead. |
if you change the description to that, without changing the actual skill, things like the necromancers 70 base armor and +10 vs physical damage should affect it, which they don't
something slightly different, but the last time i did the Naphu Quarter (sp?) mission. There is an NPC in the 2 cutscenes, one when you first get to the mission and one when you beat the mission. its supposed to be the same person, but the they are actually 2 different models used. kinda funny.
it has been a while since i played this mission last, so forgive me if its already been fixed.
it has been a while since i played this mission last, so forgive me if its already been fixed.
For those who have just started Factions or haven't played through it at all, there is a minor spoiler below. You've been warned.
This is what Guardsman Pei says in the Vizunah Square (Local Quarter) outpost in response to "Remind me again, what happened in Cantha?" dialogue option:
First highlight should be "Togo sent you to the city"
Second highlight should be "purged the land of the plague's effects"
This is what Guardsman Pei says in the Vizunah Square (Local Quarter) outpost in response to "Remind me again, what happened in Cantha?" dialogue option:
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| You, along with Togo and headmaster Vhang, tracked down and eliminated the source of the plague. You took it upon yourself to inform Yijo's mother of the plague that consumed her son, but it seemed as though she already knew. Togo sent you the city to investigate the sickness, as he is not convinced that your victory at Zen Daijun purged the land of its ill effects. In the meantime, Togo is visiting Raisu Palace to consult with the emperor. |
Second highlight should be "purged the land of the plague's effects"
This one is a bigger spoiler, so I won't quote it. There are several grammatical errors in the text of the last bottle for the "Messages, Messages Everywhere" quest on the Luxon side.
In the second paragraph, A kind, patient, woman has one comma too many (the one between patient and woman). Further in the paragraph, the wide, unending Sea is capitalized. It seems much more likely that the Jade Sea had another proper name before the Jade Wind rather than be called "the Sea." Since there aren't any other seas around, changing it to a lowercase "sea" would work.
In the second paragraph, A kind, patient, woman has one comma too many (the one between patient and woman). Further in the paragraph, the wide, unending Sea is capitalized. It seems much more likely that the Jade Sea had another proper name before the Jade Wind rather than be called "the Sea." Since there aren't any other seas around, changing it to a lowercase "sea" would work.
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Originally Posted by Shyft the Pyro
Found another inconsistency in Divine Path. The adepts who give green items for Amulet of the Mists show some items with diverging requirements and benefits. For example, Adept of Illusion carries the following Wayward Wands:
1) Chaos Dmg: 11-22 (Requires 9 Domination Magic) Halves skill recharge of Domination Magic spells (Chance: 20%) Energy +5 (while Health is above 50%) 2) Chaos Dmg: 11-22 (Requires 9 Illlusion Magic) Halves skill recharge of Illusion Magic spells (Chance: 20%) Energy +5 (while Health is above 50%) 3) Chaos Dmg: 11-22 (Requires 9 Domination Magic) Halves skill recharge of Inspiration Magic spells (Chance: 20%) Energy +5 (while Health is above 50%) 4) Chaos Dmg: 11-22 (Requires 9 Illusion Magic) Halves skill recharge of Inspiration Magic spells (Chance: 20%) Energy +5 (while Health is above 50%) Are #3 and #4 supposed to require an attribute that differs from the attribute they enhance? The same problem is present with Adept of Bone and Adept of Light. |
Other examples: There is no Restoration weapon/offhand that requires Restoration, they all require either Spawning, Communing or Channeling.
Also, Healing Prayers and Protection Prayers equipment always comes with a Divine Favor requirement, because Divine Favor is used as the base attribute in any healing or protection based build. Smiting weapons, however, come with a Smiting requirement, because Divine Favor plays no role in Smiting builds.
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Originally Posted by Sephy
Offtopic I guess, but let me explain this. This is not an inconsistency, it is intended to be this way. The Inspiration line of skills is (almost?) never used as the primary focus of a build. Rather, Domination or Illusion are. Inspiration is used for utility mostly.
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Originally Posted by Sephy
Other examples: There is no Restoration weapon/offhand that requires Restoration, they all require either Spawning, Communing or Channeling.
Also, Healing Prayers and Protection Prayers equipment always comes with a Divine Favor requirement, because Divine Favor is used as the base attribute in any healing or protection based build. Smiting weapons, however, come with a Smiting requirement, because Divine Favor plays no role in Smiting builds. |
It's an old issue, I know, and probably one that won't be resolved, but I'd like to hear the "official" stance on this from the developers. If we conclusively know the weapons are intended to work that way, we may grumble but we won't keep thinking it's an error or an oversight.
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Originally Posted by Shyft the Pyro
But could it be that the Inspiration line isn't used because there isn't as much gear to support its use? Why should some lines get an "unfair advantage" over others if all builds should be equally valid?
As I said before, I understand how Divine Favor improves Healing and/or Protection monk builds, and I can even see how Spawning Power would improve various protective spirits that a Ritualist carries. But how does Channeling, which has no protective skills to complement a Restoration ritualist's skill bar, enable a Restoration ritualist to function better? It's an old issue, I know, and probably one that won't be resolved, but I'd like to hear the "official" stance on this from the developers. If we conclusively know the weapons are intended to work that way, we may grumble but we won't keep thinking it's an error or an oversight. |
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Originally Posted by Sephy
Yeah, It's likely that they have been putting weapons/offhands in the game with this obvious flaw for about 14 months now.
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Originally Posted by Shyft the Pyro
Thanks for the /sarcasm, but don't you think the weapons could be improved to be in line with the other professions' items? I mean, the elementalist wands in Divine Path are tied to the appropriate attributes instead of Energy Storage, even though Energy Storage helps elementalists nuke the same way Divine Favor helps monks heal...
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I agree with you though, it wouldn't hurt to change this behaviour, but then again, I can also see why they made it to be this way. Does it really matter?
