Is there an ETA on when that might be fixed or looked into? Under Spell.cs you should just be able to change it from true to false. public virtual bool DelayedDamageStacking { get { return true; } } //In reality, it's ANY delayed Damage spell Post-AoS that can't stack, but, only //Expo & Magic Arrow have enough delay and a short enough cast time to bring up //the possibility of stacking 'em. Note that a MA & an Explosion will stack, but Edited: Guess you guys already fixed it on test
Is this why sometimes my skills get stuck and I can't use them even once the timer expires until I try to cast a spell or something?
dunno... but when that happens to me... sometimes i can just do a last target and it resets for me... or at least i am able to use another skill afterwards.
What was happening I believe is when one person drops explode on someone the timer starts, but if two people explode on someone the timer starts on one explode but wasn't starting the timer on the second explode so when two explosions are dumped on someone at the same time only one was doing damage.