- Frequent host/client desync when using mobility skills such as battering ram or phoenix dive. Inconsistencies with the results of these actions as the correct effects are applied but avatars do not change place, resulting in very strange scenarios where a character can friendly fire his teammates while not being in a position to do so (i.e.: phoenix dive)
As a potential example :
- Player A targets a group of skeletons with Phoenix Dive.
- Following the Dive, he sees himself still standing at the same place. Player B sees him at the intended location, right in the middle of the skeletons. The skeletons have been damaged.
- Player A decides to fall back because the Dive seemingly failed to connect. On his screen, he moves back, everything's normal. On player B's screen, character A suddenly teleports to wherever A intended to go.
This behaviour seemed to happen a lot more with Rushes skills though.
- After rushing into a group of zombies standing next to B, A sees himself standing midway through the intended trajectory, or at least somewhere potentially safe. B sees him right there, next to the zombies ( and to B ).
- A decides to launch a nuclear Phoenix Dive strike, thinking he won't hit B since the game visually tells him he won't hit B. However, he IS actually next to B, resulting in B being damaged ( and killed, as it happened ) by the friendly Phoenix fire.
It may be of importance to note that this issue isn't one sided or dependent on the fact you're the client or the host : it's like the data are split in half and each half sent to one player only...
* On the topic of friendly fire : there seems to be some inconsistencies as to which skills will damage allies. Rushes have no effect on allies, neither does Arrow Spray, despite the red, visual indicator being displayed around the allies. Phoenix Dive and spells will do friendly fire.
It almost looks like pure physical skills won't damage friendlies while skills doing elemental damages will.
Because Flying Carpets are overrated.
- Melees are too hard, sometimes I lose health.
I concur.
I chose the fighter archetype with Lone wolf and Raistlin again as starting traits, but the pros hardly outweighed the cons this time. Too much AP per turn ( 20! ) not enough HP. I doubt either of us ( knight + fighter, no real heal except for potions ) would have died had I not taken Raistlin. Even with a seemingly crippling disadvantage such as no ranged damage and no heal, the game as it is was a walk in the park.
*Being able to use multiple ranks of a seemingly identical skill seems weird. It's possible to chain Rush with Battering Ram before unlesshing a double Whirlwind ( ok a weak one and a strong one ). Was that intended? Aren't those skillbooks meant to be upgrades ?
*On the topic of skills, this mlaybe because it's still a beta, but rangers really do have waaay less available skills than warriors and mages.