maar nu moet me toch wel van het hart dat blizzard echt zuigt op het gebied van het patchen van bug
3 maanden speel ik al en er zijn een paar patches geweest en daar zat bijna niks in aan bug fixes
ik ben zelf een hunter en die hebben een zooi bugs(evenals warlocks die hebben ook een hele grote lijst met bugs)
Skills
• [MAJOR] Aspect of the Hawk, if active when: "logging, changing zones, casting trueshot, some buffs and certain poisons", it remains "active" but the power increase vanishes. If Hawk is deactivated, attack power goes down a corresponding amount, to below normal. This also appears to affect weapons and armor with +attack power, and other effects that add ranged attack power. Removing & re-equiping bow, recasting Hawk fixes. Trueshot Aura and Blessing of Might are affected. Battle Shout may be affected. Weapons with +attack power are affected (Revised Jan 31/05)
• It is reported that both ammunition (loses extra DPS) and Mark of the Wild (loses any talent bonuses) may also suffer from the same problem (Added Feb 10/05) (Please confirm)
• There is a related issue with Blessing of Might: if Aspect of the Hawk is activated while BoM is active, the BoM attack power bonus remains until logging off or dying. (Added Feb 10/05) (Please confirm)
• [MAJOR] Hunter snare traps can be used to break "linked" groups of mobs in instances. This has been confirmed by Blizzard via the guild Conquest as a known bug and is considered an exploit for which players can be suspended. (Comment: so much again for hunters being the ultimate pullers.) (Added Feb 2/05)
• Incorrect sting stacking: Serpent sting will stack. Viper sting will not stack with itself or Serpent. Viper will not stack with Scorpid. (Revised Jan 31/05)
• While riding on a mount with Aspect of the Cheetah on, any hit dazes. (Unsure if this is a bug: Cheetah isn't providing any additional speed, the mount is, so perhaps shouldn't get the daze effect?)
• Scattershot appears to be tied to the autoshot timer; this means that it can't be used until that timer wears off. Should have its own timer: be instant-cast and disable autoshot? Can't be used if autoshot is "on" even if not firing due to close range.
• "If one Hunter has Trueshot Aura up and the other casts it while under the effect of the other's spell, the mana is spent, the sound effect plays, but the spell does not actually cast. If I cast Trueshot Aura while inside somebody else's Trueshot Aura, and then go beyond 30 yards, I lose Trueshot Aura, even though I cast it myself." - Arys (Added Jan 21/05)
• Distracting Shot does not get the 2-6 yard benefit of Hawk Eye.
• Feign death causes loss of kill/quest credit and looting rights, if pet or DoT kills the mob; even if player caused most/all of the damage to the mob.
• Aspect of the Cheetah will result in a daze simply when the player is attacked rather than just hit. The same happens when a spell is resisted. (Added Jan 14/05)
• Flare's tooltip indicates it exposes hidden enemies with 30 yards, for 30 seconds. It only reveals enemies that are in the area of effect when started; not if the walk in following; and the radius is much smaller than 30 yards. (Added Feb 9/05)
• Autoshot is counted as a "spell" for the purposes of Spell Bomb, and the Silence effect caused by Maraudon Basilisks. (Added Jan 23/05)
• After Feigning Death, the mana bar will sometimes appear to stay empty until a spell is used. (Added Jan 19/05)
• Frost trap generates a high number of particle effects and is severely bright, negatively affecting the graphic performance for other players. Maybe tone it down a bit? (Added Jan 21/05)
Talents
• Bestial Swiftness is disabled by any speed-limiting effect (snare) until pet is recalled. Related to general pet-speed bug. (Revised Jan 31/05)
• Improved Scorpid Sting when active incorrectly displays the amount of stamina the target has been reduced. Related: Improved Aspect of the Hawk and Improved Hunters Mark do not show their increased values when active. (Revised Jan 19/05)
• Trueshot Aura may have same bug as Aspect of the Hawk, decreasing base attack power once inactive.
• Improved Aspect of the Monkey doesn't show increased % to dodge when active in the buff tooltip. (Added Jan 25/05)
Pets
• [MAJOR] After being snared, a pet stays slowed or at base character run speed, until dismissed & recalled. Bonus from Bestial Swiftness vanishes. Turning off Aspect of the Pack can have the same effect. (Revised Feb 10/05)
• Hostile Pets: may be an issue with PvP and Contested Zones. Pets sometimes become red and attackable by the friendly faction.
• If a dead pet is stabled, then removed from the stable, you get an error when trying to revive. Entering an instance or relogging can allow reviving.
• Pets often fall behind a running player, especially with Aspect of the Cheetah on, and disappear.
• If the player jumps down a height where there is a alternate path not requiring a jump, the pet will go the long way. This often means dragging a whole lot of friends with them. Pets instead should follow straight behind the player, even down jumps, instead of seeking an alternate path.
• Clicking "stay" when the pet is running toward the player (for example, after realizing the pet is going to take the long route, as above) doesn't work; it runs to where the player was when stay was clicked, and stays there. (Bug, or simply misfeature. A dog will stay when ordered, why can't a pet in WoW?) (Revised Jan 18/05)
• Pet aggro range: it's been reported that pets can draw aggro from much farther than players. Gnomeregan has been mentioned multiple times; with pets reportedly causing every mob in the instance to aggro & start running at the player.
-Added: Pets cause aggro from flight masters of the opposing side at much farther range than players. (Added Jan 18/05, Revised Jan 21)
• There is an exploit allowing pets to be unattackable on PvP servers, but they can attack opposing players. It may involve the pet-tap bug, shadowmeld, and/or contested/non-contested zone boundaries. (Added Jan 19/05, Revised Jan 21)
• Pet stats such as armor, health, and damage differ between what is shown via Beast Lore, and the stats it has once tamed. (Added Feb 10/05)
• There is a problem with Eyes of the Beast, such that the pet sometimes "rubberbands" back to its starting point beside the player. This may happen a few times before it will actually start moving properly. (More info needed) (Added Feb 2/05)
• Pets that are leveled from a low level will not scale in power relative to pets tamed at high levels. (Disputed. More info needed.)
• Pets sometimes appear to eat an inordinate amount of food. Examine happiness loss rates? (More info needed)
Equipment
• The "Gnomish Mind Control Cap" and Universal Remote are useless to hunters with engineering because it wont work if you have a pet, and all hunters have pets. (Added Jan 18/05) (Disputed as bug.)
General Bugs that particularly affect Hunters
• Tab/TargetNearestEnemy was broken in patch 1.2.1 such that it almost exclusively picks mobs on the upper left quadrant of the screen, and the default range was drastically shortened.
• The macro comand "/assist" appears to have changed/been broken in 1.2.1, such that /assist [petname] no longer works. The F key (default Assist Target) and the script function "AssistUnit()" work normally.
• Players can get "stuck" in combat mode, often in instances. For hunters this prevents laying traps or feeding their pet. (Added Jan 14/05)
Interface
• Ranged attack skills can go from red to white (available) while the player is still too close; and gets an error trying to use them. Appears to be about a half-yard margin. (Added Feb 3/05)
• Ammo DPS is not factored in to the DPS or damage displayed on the character screen. As a result, many players believe it makes no difference. (Added Jan 18/05)
• Can't use gathering skill locators like Find Herbs or Find Minerals while a tracking skill is active. A hunter must either give up one of their class-defining abilities if they're gathering for a trade skill, or gather without the benefit of the Find skill. (Added Feb 4/05)
• Sometimes, the health and mana status bar text will be "stuck on", even with character window closed. Typing "/console reloadui" fixes this. Using interface options to turn on/off status bar text doesn't affect it. Apparently caused by closing the character info window while on the "pet" tab, and losing/dismissing the pet. (Added Jan 18/05, Revised Jan 23)
Design Issues
• [MAJOR] Lack of utility at high levels for instance & raid groups. Possibly some form of crowd control needed. We're supposed to be the "master pullers": we are not. Hunters are currently the "last one picked for the team". (Added Jan 14/05)
• Pet health not visible in group display. Healers especially would like the option to see a mini-status display for other player's pets.
• Track Hidden - as it is, this skill is considered almost useless. Suggestions for improvement include increasing the direct visibility range on all sides, and making it more like other track abilities. If the player could see a hidden entity on the minimap just like other track skills, they could either close distance with them until they're revealed, or use Flare. This might be an optimal balance.
• Flare also might need some love: range, size, effectiveness etc.
• Lack of pet abilities - swoop, web, poison, charge, if beasts can do it in the wild, they should be able to as pets. Every animal should get growl plus 3 other abilities it can use from the available pool: eg, spiders get web, bite, and poison. Pets seem unfinished.
• Color Coding Track on the Minimap - differentiate between friendly, neutral, and hostile targets. Make Hunter's Mark easily recognizable even if a Track is active.
• Minimum range - hunters have a "dead zone" between melee and gun/bow range. Possibly reexamine?
• Lack of class specific items, mostly guns & bows. Choice of either should be a matter of preference, not DPS.
• Pets do not scale comparably to the monsters and players at high levels, diminishing or eliminating their value. A level 60 pet should tank a level 60 mob as well as a level 10 pet does a level 10 mob, and be just as useful to a player or group at high levels.
• Lack of high-level food available from drops. Mobs, especially beasts, should drop food relative to their level.
• Many talents, especially outside the marksmanship tree, are considered useless, consistent with many people's assertions that hunter talents were rushed. (Added Jan 18/05)
(Added Jan 31/05: In the interest of being constructive, I'll list talents that have very little/no reason to ever choose them)
Beast:
-Improved Eyes of the Beast: 30-60 seconds on something almost never used. I like it for scouting in PvP.
-Improved Revive Pet: 2-4 secs less casting time? Suggest: 20% less mana use per point, 20% more HP restored when revived.
-Pathfinding: 5% is negligible on a skill people avoid using in the field due to the daze effect, and is superceded by a mount.
-Spirit Bond: because it lasts 30 seconds, this is less effective than first aid. An ongoing aura might begin to make it worthwhile, as well as a portion of damage dealt.
Marksmanship:
-Improved Hunter's Mark, Arcane, Serpent, and Scorpid: Given, talents aren't supposed to be huge increases; but these appear very weak. (More comments from players welcome on this.) For example, with 5 points, Improved Serpent Sting on Rank 8 SS would mean an extra 49 damage over 15 secs. 3DPS.
Survival:
-Instead of addressing these individually, I'll point out that IF a player wants to spec melee, many of the talents might make sense. But they're basically gimping themselves if they do so. Counterattack for PvP builds is the primary justification for using the tree at all.
-Lacerate: fully upgraded at rank 3, it's 133 damage over 21 secs: 6.3 dps.
Because many talents (the rest of the marksmanship tree) are considered essential, most hunters effectively are "cookie cutter" builds. There's a handful of survival builds for PvP, and anything else seems quite rare from reading the hunter forum. My question to the design team is: are alternate builds (Beast Master, Survivalist, Melee Hunter) supposed to actually be viable; and if so, do the talents as they exist support that?
• Trueshot Aura also seems underpowered for a top-tier talent. Suggestions include making it a percentage increase, as it was in Warcraft 3. (Added Jan 18/05)
• Chance to crit for special shots should be agility based not intellect based, due to our dependence on agility as our primary stat. (Added Jan 19/05)
Not Bugs (But sometimes thought to be)
• Aimed Shot does appear to be adding its damage correctly. At higher levels, damage reduction may have more of an effect than expected. (Added Jan 15/05)
• You do not get exp/credit/loot for a mob that your pet alone killed. This is a design decision so players can't leave aggressive pets unattended to kill multiple easy targets. This may be related to the above issue with Feign Death. (Added Jan 15/05)
nu heb ik toen meegedaan aan EQ2 beta test en ben dus eens gaan kijken wat zij doen aan bug fixes en toen schrok ik wel even die hebben dus bug fixes zowat elke dag + toevoegingen aan het spel niet nogmaal meer?
waarom duur het zolang blizzard ? we betalen voor dit spel oa voor het onderhoud aan het spel?(speel al 5 jaar MMOs maar zo langzaam heb ik nog niet meegemaakt in MMO land)
op lage lvl merk je niet zoveel van de bug maar als je righting lvl 50 komt dan merk je het heel goed.
het is niet zo dat ik EQ2 nu zou spelen WoW blijft super maar blizzard zou wel even een schop onder hun kont moeten krijgen.