This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
Oh you mean like a dk can pre buff thier dmg and whips??
Or a templar can now pre buff with solar barrage to get 5% on all thier dmg
This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
You can’t cast Runeblades unless you have a enemy targeted. So what you said isn’t possible, unless you plan on going around finding rodents or bugs to try and target.
The fact that you need 4 casts to generate 3 Cruxs is a bad design.
Example:
1) If you cast Runeblades out of combat, the first hit on an enemy does not generate Crux. All followup casts will start to generate Crux.
2) If i attack with a light attack from my staff, hit the target, that obviously puts me in combat and I can cast Runeblades and generate Crux on the first cast.
Doing a light attack out of combat with a staff, and hitting the target, is no different than cast Runeblades out of combat, and hitting the target, both initiate combat and Runeblades should generate Crux ON HIT, NOT REQUIRE COMBAT.
This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
You can’t cast Runeblades unless you have a enemy targeted. So what you said isn’t possible, unless you plan on going around finding rodents or bugs to try and target.
The fact that you need 4 casts to generate 3 Cruxs is a bad design.
This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
You can’t cast Runeblades unless you have a enemy targeted. So what you said isn’t possible, unless you plan on going around finding rodents or bugs to try and target.
The fact that you need 4 casts to generate 3 Cruxs is a bad design.
if crux expires, then why do sorc or warden pets stay? sorc and warden pets should expire like necro pets do. why does the animation effect on pearlescent or ebon or other such sets stay active? those set bonuses should only trigger in combat.
if they're pressing a new rule that effects like this should expire, then they should apply those rules evenly.
it had nothing to do with pre-buffing, and everything to do with players complaining about motion sickness and triangles in towns.
It was an incredibly silly thing to kowtow to and instead of offering a visual toggle fix, they just added a combat requirement.
it had nothing to do with pre-buffing, and everything to do with players complaining about motion sickness and triangles in towns.
It was an incredibly silly thing to kowtow to and instead of offering a visual toggle fix, they just added a combat requirement.
Dagoth_Rac wrote: »it had nothing to do with pre-buffing, and everything to do with players complaining about motion sickness and triangles in towns.
It was an incredibly silly thing to kowtow to and instead of offering a visual toggle fix, they just added a combat requirement.
We do not know how the underlying system works. If "put crux on a timer out of combat" was a faster and easier fix than "disconnect the visual and underlying stat aspects of crux", they may have gone with the faster and easier fix. It was making players physically ill. "Some players can't play Arcanist at all because of real world health effects," is going to take higher priority than, "It requires some players a few extra seconds at start of a fight to min/max their Arcanist."
So the solution was to only make players "physically ill" for 30 seconds at a time?
If they intended to remove the harmful effects, they would have removed the harmful effects.
if crux expires, then why do sorc or warden pets stay? sorc and warden pets should expire like necro pets do. why does the animation effect on pearlescent or ebon or other such sets stay active? those set bonuses should only trigger in combat.
if they're pressing a new rule that effects like this should expire, then they should apply those rules evenly.
This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
You can’t cast Runeblades unless you have a enemy targeted. So what you said isn’t possible, unless you plan on going around finding rodents or bugs to try and target.
The fact that you need 4 casts to generate 3 Cruxs is a bad design.
This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
You can’t cast Runeblades unless you have a enemy targeted. So what you said isn’t possible, unless you plan on going around finding rodents or bugs to try and target.
The fact that you need 4 casts to generate 3 Cruxs is a bad design.
You don't need 4 casts to generate 3 crux.
Agenericname wrote: »if crux expires, then why do sorc or warden pets stay? sorc and warden pets should expire like necro pets do. why does the animation effect on pearlescent or ebon or other such sets stay active? those set bonuses should only trigger in combat.
if they're pressing a new rule that effects like this should expire, then they should apply those rules evenly.
They could apply them evenly and it still not effect Pearlescent Ward. It is a passive effect from armor. Disabling set bonuses outside of combat would be sketchy thing to do, especially since there are many that have applications outside of combat. In the case of Pearl, it wouldnt matter because outside of combat because the bonus doesnt matter. Its just a visual outside of combat.
Sorc and Warden pets require that the pet be slotted on each weapon bar used. A necro may slot 12 unique abilities on their bar.
Nightblades also lose their stacks for Merciless resolve, and they cannot build them outside of combat. They can refresh the ability when it runs out to retain the stacks though. Perhaps that would be a reasonable compromise, however, it seems more like ZOS was reacting to the complaints about the visuals from the class causing folks physical discomfort rather than an attempt to hold them to some sort of standard regarding prebuffs.
Video games typically bypass any ADA legal liability associated with visual queues or scenes with those nice little warnings when you boot up the game. It would have been far easier to address the issue with a warning than muck with an established game system. Publicly traded companies tend to like simple and cheap like that warning. The fact is none of us know what the devs or ZoS' decision making process is except that from the outside it looks like they're shooting from the hip with no coordination or forethought when making these reactionary changes.HidesInPlainSight wrote: »ZoS either risked ADA discrimination claims from those negatively affected by the Crux animation, or they risk liability on false advertisement and bait and switch. Accessibility liability is the number legal concern for the tech industry, because they are very open to legal claims as daily life is integrated with technology more and more everyday. Pick a website at random right now, if it does not show an effort to address accessibility, they are basically open to a number of ADA lawsuits. It is much harder to win a false advertisement / bait and switch case vs an accessibility one.This is to prevent players from prebuffing the crux. If there wasn't the restriction, you could cast flail three times before a fight to get to three crux.
You can’t cast Runeblades unless you have a enemy targeted. So what you said isn’t possible, unless you plan on going around finding rodents or bugs to try and target.
The fact that you need 4 casts to generate 3 Cruxs is a bad design.
You don't need 4 casts to generate 3 crux.