XDoomasX said:Never noticed this on prewious versions but yesterday I was runing baal and one of the oblivion knights casted life tap.Life tap animation stayed until the end of the run, and even baals deceprify could make it go away, also Malahs autoheal didnt make it go away either.
I've had this happen to me a few times in 1.10 too, I recall one specific time with Amp in the Chaos Sanctuary, it's not a new glitch I'm afraidXDoomasX said:Never noticed this on prewious versions but yesterday I was runing baal and one of the oblivion knights casted life tap.Life tap animation stayed until the end of the run, and even baals deceprify could make it go away, also Malahs autoheal didnt make it go away either.
Hongen said:I had a Baal run today with those melee versions of Oblivion Knights, and in Baal's Throne Room, their corpses were revived with each boss pack spawn. And just before their resurrection, these knight corpses would move towards my sorc... Anyone else notice this weird feature/phenomenon?
Jude said:I've read on other forums that there are some weird animation glitches like this in the new patch. For example, a character being poisoned and staying green although no longer losing HP, even after going back to town and jumping out again. Supposedly stayed green until after a save and quit.
Jude
jjscud said:The moving courses is fairly normal for reviving OKs (pre 1.11), I see it all the time baal running. As for the OKs reviving with each boss pack, that would be a serious bug, but it is fairly easy to miss an unraveller or oblivion mage hiding out in the back of the thrown room. The second option seems much more likely, I would hesitate to call it a bug until its been tested alot more.
Hongen said:Ok, probably missed it because I so seldom do Baal runs. As for the reviving thing... although the most likely theory, can Oblivion mages revive Knights? That must be another Throne Room-only thing, right?
would Baal still send his next set of minions if there is already one, and close to him (at the back)!jjscud said:Opps, you're right they can't, so personally, I would still guess an unraveller hiding out in the back.
I believe that i read in a post before 1.11 came out that if some of baal's minions are under the confused curse he will spawn the next batch. They was talking about using the runeword Delirium on the post.Llathias said:would Baal still send his next set of minions if there is already one, and close to him (at the back)!
besides, reviving the Doom Knights exactly as the minions spawn is too much of a coincidence.
there is a spash damage you get when meteor hits the ground my mancer gets it also, unless i'm like half the screen away from where it hitsComage said:I'm not sure if this is a bug, or purely my own mistake:
I was running Hell Meph with my Fishymancer, and my minions were doing the work with my merc and golem as well. There were some blood lords nearby throwing fireballs and Meteors.
I was taking fire damage as well, despite being well out of the fire.
And some things which I observed:
- There was no unique monsters which were LE, FE or CE. In fact, they were only normal blood lords (so it couldn't have been an enemy aura).
- All the while I was taking damage, there was only the recoil animation of my necromancer with the "fire" sound effects. There was no fire damage animation (like the little ball of fire animation that pops out 'within' yourself). So it looked like my necro was recoiling "all on his own".
Is this a bug? Or was that the damage reflected back on me from Meph? Please pardon me if this is my own fault.![]()
WayWardSoul said:there is a spash damage you get when meteor hits the ground my mancer gets it also, unless i'm like half the screen away from where it hits
well from what i see of it, its only the one time when it hits the ground but if if more meteors are used it happens for each one.Comage said:Does splash damage occur every few seconds like a fire aura damage? Or does it happen for only a one-time splash damage?
Because in my case, it's like the meteor comes down, and thereafter I'm still getting regular damage from the fire, even though I am not standing anywhere near it (half a screen away).
I'm pretty sure that I saw this as a common complaint on B.net boards in 1.10, so I think it's just a quirk of the runeword, and not due to the mod.SourImplant said:I didn't see this mentioned yet, but I may have missed it if it was.
I made an Insight runeword (using RWM 1.11) for my merc and noticed a little bug with it. Any time my merc dies, I resurrect him in town and he no longer has the Meditation aura granted by the runeword. If I unequip and then re-equip the item, the aura comes back. Anyone else seen this problem? Could it only be a problem with the RWM, or does it bleed over into 1.11 vanilla too?
I believe it's a problem with mercs and runewords that grant auras while equipped in general, the same happened to me back when I played in bnet in 1.10, and my merc was equipped with a Doom weapon, it has nothing to do with the RWMSourImplant said:I made an Insight runeword (using RWM 1.11) for my merc and noticed a little bug with it. Any time my merc dies, I resurrect him in town and he no longer has the Meditation aura granted by the runeword. If I unequip and then re-equip the item, the aura comes back. Anyone else seen this problem? Could it only be a problem with the RWM, or does it bleed over into 1.11 vanilla too?