ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
When attempting to create a new summon, the oldest summon active will now despawn itself to make room.
The exception to this rule are as follows;
- Permanent and Ultimate-sourced summons cannot be replaced by other summons. If you attempt to summon at the cap when only permanent or unique summons are present, the attempted summon will instead fail.
- Non-permanent or unique summons, such as the Betty Netch or corpses directly summoned from Necromantic abilities (like Flame Skull or Bone Armor), can be replaced, but will never attempt to replace an active summons such as Skeletal Mage or Summon Shade.
- Non-combat pets do not influence the cap.
- Companions count towards the limit but cannot be replaced under any circumstance.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
ZOS wrote:
Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
When attempting to create a new summon, the oldest summon active will now despawn itself to make room.
The exception to this rule are as follows;
- Permanent and Ultimate-sourced summons cannot be replaced by other summons. If you attempt to summon at the cap when only permanent or unique summons are present, the attempted summon will instead fail.
- Non-permanent or unique summons, such as the Betty Netch or corpses directly summoned from Necromantic abilities (like Flame Skull or Bone Armor), can be replaced, but will never attempt to replace an active summons such as Skeletal Mage or Summon Shade.
- Non-combat pets do not influence the cap.
- Companions count towards the limit but cannot be replaced under any circumstance.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
This issue was known long before U46 PTS even began so why incorporate a change that would make the bug even more commonplace without fixing it? Why was there no communication the ENTIRE PTS cycle or acknowledgement until after it's too late?
Now you're saying Necromancer players will just have to live with this for 3 months when this change could have waited 3 months until it could be rolled out without issue. That's not okay and this has happened way too many times especially to this class in particular when issues are pointed out but the devs look the other way instead of addressing them until they hit live. Once again....you guys should've spoken up weeks ago. As Joy said extremely bad practice and it seems to be habitual.
Credible_Joe wrote: »As written, corpses should be the lowest priority globally. Everything else should displace a corpse specifically to prevent failed summons from other skills, including from Daedric Summoning and Animal Companions skill lines.
If Blastbones does in fact intentionally share the same priority bracket with corpses, it was not conveyed properly in notes or any other available information resource.
...
In my opinion, what we need most at this point before considering any solutions or further adjustments, is a clearly defined ranked priority list for every summon presently available. I don't think clear communication in either direction is possible before we have that.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
ZOS_GinaBruno wrote: »CameraBeardThePirate wrote: »ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
No offense Gina, but what?
Blastbones is just unusable in PvP now, and that's intended??? That's a joke right?
Nobody said Blastbones being unusable is intended. What's intended is there is a limitation of 5 summons or corpses of summons in PvP areas, but there's a bug where the animation is still playing even if something isn't being spawned. Here's what was outlined in the notes, so nobody has to go digging:Updated the rules and behaviors for reaching the combat pet limit. Previously, reaching 10 summons or corpses of summons would outright prevent the summoning of further pets, regardless of their source or type. This was most likely experienced in cases on a Necromancer where you had a high amount of corpse generating abilities, such as Banner Bearer, Grave Grasp, and Sacrificial Bones – where once you had enough summons and corpses active, your abilities would simply stop functioning (we saw this arise in reports mostly where Blighted Blastbones would fail to activate). With subclassing in mind, we’ve had to go back to this experience and flesh it out, since it is far more likely to reach that cap – as well as introduce a new hard cap in PvP environments, where these experiences could create highly problematic gameplay experiences on lower spec hardware.
- While in a PvE zone, the limitation of 10 pets will remain as is.
- While in a PvP zone, the limitation will now be 5.
CameraBeardThePirate wrote: »...
If the PTS isn't used to fix bugs like this before live, even when those bugs are reported through official channels early on in the cycle, what exactly is PTS used for? Clearly its not used to ensure a class' core ability functions.
Renato90085 wrote: »so,this bug first happen from U44(banner+class set) I think 7 month ago…
and we have many feedback from game /bug or pts
and we still need wait 3month (fast) or don’t know when
A total of 10 month(U47) or 1 year (U48)fix a skill should can work
Hey All, Just wanted to follow up before the day is done. We are exploring options around this issue and will have additional follow up tomorrow.