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Shifting trauma: It's currently by design that this doesn't count as a kill for you. You may or may not be able to talk Santa Zulg into changing that.
Black wineskin: FNCR.
Owaza: Yeah, mobs can potentially flee midway. They aren't subject to the same lag rules that PCs are.
Morosa demons: Work that way by design.
Mob that duos: Is working fine; your understand of how duo works is imperfect.
Long range devils: Yep, by design.
Fend: Isn't quite as good as you think, but has still been downgraded.
Trap affect stacking: Doesn't seem like it should be possible from a glance at the code, so a log would be appreciated.
Stone of frost and conglaciation: Fixed.
Adrenal surge: Yes, by design.
Swing: Working correctly; it doesn't work exactly the way you think it does.
Boneshatter weirdness: FNCR.
Potions: Keywords that aren't what you want them to be are not a bug.
Silence, cabalguards, and applicants: FNCR.
Pummel special: Still exists, but if for some reason you're not very good at pummeling or not very good at pummeling a certain target you might never see it, and it's rare in the best of times.
Spamming vs. eagle: Not sure what your problem is, but I know that other people can make what you're trying to do work.
Area spells: Yes, they can hit your groupmates in some kinds of rooms, including the one you were in.
Shove: I'm going to call that one by design for now.
Bloodlust: Is working correctly; you're still affected by it, you just can't tell that you are because of another one of your affects.
Nexus priests: Yep, you're the catcher.
Balance of the sisters + double whirl edge: Fixed.
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