Mindslayer:
With conduit sustaining aura's, you can mindlash anywhere on the map and do the damage from the aura's.
Shadowblade:
Posted this before, but if you have points in heightened senses or charm mastery, then ambuscade and remove the points, you get the benefit of the talent, reducing all item cooldowns to 0 and giving huge infravision.
Temporal Warden:
Not sure how to reproduce this, but I have a bugged temporal warden with 700 base movespeed. It has something to do with using precognition with points in the speed talent, possibly similiar to how the shadowblade bug works. Haven't checked if it bugs other talents.
Berserkers:
Might just be the tooltip mislabeled but you can use items while unstoppable is active.
Items:
Mummified Egg Sac: you get experience for killing the spiders it summons
Heroism Infusions: if you are in negative hit points and it runs out, it just sets your hit points to 0 instead of killing you.
Tentacle Totems: the tentacle it spawns can be summoned anywhere on the map, very abuseable
Not sure if I can report this as a bug, but the prodigies have made the game much easier.
I managed to beat the game on insane with my first mindslayer that didn't die right away.
While trying to demonstrate that it got easier, I lost a berserker just before high peak (was much easier than in previous versions of the game), and currently have a shadowblade on high peak 4, trying to beat it again in the next day or so (I used some of the bugs above so fixing them would address some of this problem).
The wands that grant warding are also an issue in my opinion, making the massive damage from freeze much less frightening.
I also ran into some other general gameplay bugs but couldn't identify what caused them, and they had no real impact on playability, but will start collecting them as they're encountered.
[1.0] Quite a few bugs, many gamebreaking
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Re: [1.0] Quite a few bugs, many gamebreaking
Could you expand on that? Does that mean you can, say, target an enemy 50 squares away, and fail to hit with the Mindlash, but the Conduit damage hits them?Mindslayer:
With conduit sustaining aura's, you can mindlash anywhere on the map and do the damage from the aura's.
Re: [1.0] Quite a few bugs, many gamebreaking
Yea, mindlash won't do it's base damage, but you do the aura damage anywhere on the map. 50+ squares away, if you're sustaining 2 aura's you hit for 25 or so twice but don't get the base mindlash damage.
Another bug, shadowstep is the only ability I've found that can get into the treasure room in the ruined dungeon without hitting the orbs. That's how I used to farm gold on insane (killing the creatures from hitting the wrong orb with acid wave runes).
Another bug, shadowstep is the only ability I've found that can get into the treasure room in the ruined dungeon without hitting the orbs. That's how I used to farm gold on insane (killing the creatures from hitting the wrong orb with acid wave runes).
Re: [1.0] Quite a few bugs, many gamebreaking
Okay, just cleared it on insane with a shadowblade.
It's certainly easier, but many of these bugs contribute to that.
Being able to drop aggro so you can rest and have no chance of dying removes much of the thrill of what should be difficult fights.
Both my clears were with thalore's, and the tree's with taunt played a major part. In my opinion they're clearly the strongest race.
There is a bug with the summoned tree's that's difficult to explain, but if there's only room to summon 1 tree, the cooldown on the ability isn't triggered, so they can be summoned indefinitely, it's probably the same with similar summons. The new LOS made this easier, but it's always been in the game. I could draw diagrams for when this is possible, but can't think of a way to explain it outside of a couple paragraphs.
It's certainly easier, but many of these bugs contribute to that.
Being able to drop aggro so you can rest and have no chance of dying removes much of the thrill of what should be difficult fights.
Both my clears were with thalore's, and the tree's with taunt played a major part. In my opinion they're clearly the strongest race.
There is a bug with the summoned tree's that's difficult to explain, but if there's only room to summon 1 tree, the cooldown on the ability isn't triggered, so they can be summoned indefinitely, it's probably the same with similar summons. The new LOS made this easier, but it's always been in the game. I could draw diagrams for when this is possible, but can't think of a way to explain it outside of a couple paragraphs.
Re: [1.0] Quite a few bugs, many gamebreaking
You have so little hp it's mindboggling. One of my chars on Nightmare High Peak got hit going past corner for 1300 instant Freeze with no chance to react. I don't think you would count on luck of not getting such enemies, so how did you avoid any of that? Did you spammed summon in every corner? Only ever explored with Heroism active? Abused Ambuscade?
As for tree bug, I would have to check, but I'm nearly sure it wasn't case with Drake and it's 3 whelps.
As for tree bug, I would have to check, but I'm nearly sure it wasn't case with Drake and it's 3 whelps.
Re: [1.0] Quite a few bugs, many gamebreaking
Track, provided from armor of delving or gloves of the nighthunter is essential. Removes the tedium of using arcane eye a million times. It lets you prepare for fights and ward cold if they're a mage (I really hate how wards trivialize such monsters).