Since 1.05 is already fixing lots of the really abusive things (tentacle range, spider/crystal farming, mucus through walls, etc), figured I'd make a list of all the bugs/exploits that are on a similarly imbalanced tier that I know of in case the devs wanted to make a clean sweep of them. These are the ones that occurred to me off the top of my head, will add more if I remember them.
General Exploits
1) Persistent effect stair cheesing. The old change where enemies heal up and whatnot fixed most of it, but there is still quite a bit of stair abuse possible. Mostly it's persistent effects such as Gravity well, Maelstrom, Earthquake, Traps, etc. These don't disappear when you go up stairs and rest, so you can just keep going down and throwing one, go up, repeat. You can just layer an absurd amount of stuff like that, which is pretty abusive.
Also, enemy boneshields won't regenerate, so can pop down strip a couple off, go rest up, repeat.
2) Horrible AI pathing that's ab-usable. Hachem_Muche seems to have isolated and probably solved this issue in an addon he recently posted here: http://te4.org/games/addons/tome/npc-ta ... provements
Class Specific Exploits
1) Paradox mage temporal clone has infinite range/goes through walls, similar to how tentacle was.
2) Gravity trap damages/sucks people in through walls
3) Somewhat lesser of an impact, but still clearly a bug: Thalores can summon trees without using their cooldown in certain situations. Namely if you're in a little cubby hole where there's only 1 empty square in LOS and you summon trees there, it'll summon only 1 tree and not use the cooldown.
List of Outstanding Game-Breaking Bugs/Exploits
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- Uruivellas
- Posts: 744
- Joined: Thu Nov 18, 2010 6:42 pm
Re: List of Outstanding Game-Breaking Bugs/Exploits
I posted a fix for most of these at http://forums.te4.org/viewtopic.php?f=42&t=38467grmblfzzz wrote: 1) Persistent effect stair cheesing. The old change where enemies heal up and whatnot fixed most of it, but there is still quite a bit of stair abuse possible. Mostly it's persistent effects such as Gravity well, Maelstrom, Earthquake, Traps, etc. These don't disappear when you go up stairs and rest, so you can just keep going down and throwing one, go up, repeat. You can just layer an absurd amount of stuff like that, which is pretty abusive.
This isn't the only thing that can be scummed off. Other buffs like Deflection, Time Shield, etc. can be worn down, and charges from Blocking, etc. used up. There is a certain amount of risk for this kind of scumming, though, any non-instant ability used opens up the possibility of being moved off the stairs by various abilities -- Battle call, etc., or of being disabled and not being able to use the stairs.grmblfzzz wrote:Also, enemy boneshields won't regenerate, so can pop down strip a couple off, go rest up, repeat.
Re: List of Outstanding Game-Breaking Bugs/Exploits
This isn't the only thing that can be scummed off. Other buffs like Deflection, Time Shield, etc. can be worn down, and charges from Blocking, etc. used up. There is a certain amount of risk for this kind of scumming, though, any non-instant ability used opens up the possibility of being moved off the stairs by various abilities -- Battle call, etc., or of being disabled and not being able to use the stairs.[/quote]grmblfzzz wrote:Also, enemy boneshields won't regenerate, so can pop down strip a couple off, go rest up, repeat.
Yeah, I personally think that there's enough risk involved with this strategy so as to make it not really relevant.
The DoTs, on the other hand...well, Circles and Moss are instant. I don't think it's a big issue(important enemies are rarely close enough to the stairs to really abuse that with), but it is an issue.
Re: List of Outstanding Game-Breaking Bugs/Exploits
Add to the list the Celerity speed bug. As it stands any chronomancer can set their move speed to whatever they want it to be (into the thousands or millions, although going past permanent 500% is kinda a bad idea), by floating points into and out of Celerity while swapping around move speed enhancing gear.
Suggestion for quick-fix:
Make Celerity unable to have points taken out.
Suggestion for slightly-less-quick-but-better-fix:
Make Celerity's move speed calculations stack like all other move speed buffs. Then probably nerf it a little bit to compensate.
Suggestion for real fix:
I'm not sure how this works out in the code, but I've tested this effect on abilities like the Yeek +global speed and they don't work: So apply whatever methods are currently preventing this exploit from working on global speed to move speed. Haven't tested it at all on attack/casting/minding speeds.
Suggestion for quick-fix:
Make Celerity unable to have points taken out.
Suggestion for slightly-less-quick-but-better-fix:
Make Celerity's move speed calculations stack like all other move speed buffs. Then probably nerf it a little bit to compensate.
Suggestion for real fix:
I'm not sure how this works out in the code, but I've tested this effect on abilities like the Yeek +global speed and they don't work: So apply whatever methods are currently preventing this exploit from working on global speed to move speed. Haven't tested it at all on attack/casting/minding speeds.
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- Uruivellas
- Posts: 744
- Joined: Thu Nov 18, 2010 6:42 pm
Re: List of Outstanding Game-Breaking Bugs/Exploits
I'm pretty sure the Celerity speed control issue is fixed in the repository.
(I don't remember all of the ways to invoke it.)
(I don't remember all of the ways to invoke it.)