View Full Version : Hotfix coming soon to correct enchanter issues in the patch
RpTheHotrod
11-11-2005, 07:51 AM
<DIV><EM></EM> </DIV> <DIV><EM></EM> </DIV> <DIV><EM></EM> </DIV> <DIV> <DIV> <P><SPAN>After collecting the feedback, testing in game, and testing the new changes, enchanters are going to receive some fixes to address a few places where they weren't powerful enough.<SPAN> </SPAN></SPAN></P> <P><SPAN>As background, in Update 13, we introduced a new type of damage resistant root that had a chance to break every tick, regardless of whether or not the target was damaged. That type of root was granted to Enchanters and turned out to overpower the classes in one way, which masked other places they weren't powerful enough. </SPAN></P> <P><SPAN>There was a large disparity between soloability between unbreakable roots and using pets before LU16. Our goal is to ensure that both using roots and pets are viable methods of playing without either overpowering the other in all situations. To bring pets in line I made these changes: </SPAN></P> <P><SPAN></SPAN></P> <UL> <LI> <DIV><SPAN>Increased the reliability of the Coercer Charm.</SPAN></DIV></LI> <LI> <DIV><SPAN>Increased some of the offensive and control capabilities of the Illusionist Pet in the next hotfix.</SPAN></DIV></LI></UL> <P><SPAN><SPAN></SPAN></SPAN></P> <P><SPAN>An upcoming hotfix will increase the durations of the roots and decrease their break chances significantly. </SPAN></P> <P><SPAN>In addition, I decreased the tick count on the dots without decreasing their overall damage.<SPAN> </SPAN>They won’t trigger damage checks as often. <SPAN> </SPAN>In playtesting these changes, Treasured-equipped enchanters can definitely take on single up-arrow even-con monsters without the assistance of a controlled pet.</SPAN></P> <P><SPAN>Also, a review of their direct damage capabilities showed that they were paying more power per damage than they should. <SPAN> </SPAN>In some cases, power costs have been reduced, in other cases damage was increased. <SPAN> </SPAN>I also decreased power cost on the Coercer resist debuff and Illusionist offensive debuff and increased their durations to bring them in line.</SPAN></P></DIV> <P></P> <DIV>===========================<BR>Jared Sweatt<BR>EverQuest II Spells and Combat Designer</DIV></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>================================================== =====================</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>The following spell and combat art changes are coming your way in the next hotfix. Thank you for all your feedback regarding the recent changes.<BR><BR><FONT color=#ffcc00><B>*** Spells and Combat Arts ***</B></FONT><BR><BR><B>Ward changes:</B><BR>- The spell lines that begin with Spirit of the Badger no longer generate aggro when their ward effect absorbs damage.<BR>- Stacked wards will now function correctly. Previously, stacking wards that absorbed the same damage type had no effect other than to generate extra hate.<BR><BR><B>Coercer changes:</B><BR>- Mind Splice had its power cost reduced.<BR>- Anguish will now tick every 6 seconds instead of every 4. It will still do the same overall damage, but will reduce the chances that a rooted creature suffering from this effect will break root.<BR>- Damaged Psyche had its duration increase, power cost reduced, and reuse time lowered.<BR>- Unnerving Stare is now less likely to be resisted.<BR>- Simple Minds will now do more damage and cost less power.<BR>- Forced Hesitation will now be less likely to break on damage and had its duration increased.<BR>- Ego Strike will now be less likely to break on damage.<BR><BR><B>Enchanter changes:</B><BR>- Mind Blast had its power cost reduced.<BR>- Cerebral Spasm will now tick every 6 seconds instead of every 4. It will still do the same overall damage, but will reduce the changes that a rooted creature suffering from this effect will break root.<BR>- Daunting Gaze is now less likely to be resisted.<BR>- Binding Light will now be less likely to break on damage and had its duration increased.<BR><BR><B>Illusionist changes:</B><BR>- Phantasmal Ray had its power cost reduced.<BR>- Tormenting Visions will now tick every 6 seconds instead of every 4. It will still do the same overall damage, but will reduce the chances that a rooted creature suffering from this effect will break root.<BR>- Disappointment had its duration increase, power cost reduced, and reuse time lowered.<BR>- Chromatic Storm will now do more damage and cost less power.<BR>- Lock Mind will now be less likely to break on damage and had its duration increased.<BR>- The illusionist pet has greater direct damage and DoT capability (along with a lower reuse timer) and increased stun and mesmerization durations.<BR><BR><B>Warden changes:</B><BR>- Ensnaring Roots will now be less likely to break on damage and had its duration increased.<BR>- Undergrowth will now be less likely to break on damage.<BR> <P><BR><FONT color=#999999>Ryan "Blackguard" Shwayder</FONT></P></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>
<DIV><FONT color=#ffff00>OHOO ... sounds really not bad to me :smileysurprised:</FONT></DIV> <DIV><FONT color=#ffff00></FONT> </DIV> <DIV><FONT color=#ffff00>But I will wait and see how I can solo after these hotfixes ...</FONT></DIV> <DIV><FONT color=#ffff00></FONT> </DIV> <DIV><FONT color=#ffff00>But at least I m glad that SOE is reacting! </FONT></DIV> <DIV><FONT color=#ffff00>/bow SOE</FONT></DIV>
Flipmode
11-11-2005, 06:34 PM
<DIV>I dont think I want the devs touching our class. Its obvious they dont play one and everytime the touch us the [expletive haxx0red by Raijinn] something up. Im nervous...</DIV>
They are obviously playing us now since they noticed the huge power inefficiencies. You aren't going to see that looking at data. <DIV> </DIV> <DIV>I am happy to see the attention to the class and tht some of these changes show some deeper understanding of our concerns.</DIV> <DIV> </DIV> <DIV>Not sure this will do it but at least they are tryin to do something unlike pre LU13.</DIV>
Miracole
11-14-2005, 10:08 PM
it didn't fix sh*t <div></div>
Tuleri
11-14-2005, 10:27 PM
<P>Somone refresh my memory....what is it I am supposed to do on a raid after buffing?</P> <P> </P> <P>This patch didnt do anything for us agains epics</P>
<DIV>Now really. Great idea to INCREASE my agro with doing more dmage and damage over a longer time!!!! At least you should try to play what you design.</DIV> <DIV> </DIV> <DIV>Illusiory allies for example: Those do sooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooooo much agro and do sooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooo little damage but increase the agro sooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooo much that even 23 tanks and 23 healers cant keep me alive after i cast that spell in a raid. In groups the damage is kinda worthless and not much more but a fun spell with extraordinary crappy graphicbugs. Useability? None.</DIV> <DIV> </DIV> <DIV>Mesmerizes.. sigh.. Encounter Mez (Phantasmal series) is broken on a not successful taunt as well as on successful taunts. Single mez (long terms and the useless short one, both) prevents AoE - superior BUT clears the agro of a tank significantly. So far so good. But what wehn u group with another Petcaster - like a necro? His pet makes Aetaunt - encouner mess no chance, so i use single mess instead, which wipes the agro of the pet who wants to have the agro and immediatly bonks the mezed target - which then jumps me and kicks my butt. Great.</DIV> <DIV> </DIV> <DIV>Ah yeah - the graphics of pets still not working. 2 chances as gnome: Male barbarian or female human.</DIV> <DIV> </DIV> <DIV>Root spells - mine is master 1 - sticks with damage less than about 1000 part of second, without - i tested 50 greyish mobs (level 15) about a 22,5667 chance to stick for 37,5 seconds. The longer the time the less chance. On a yellow mob level 58 i had on 50 trials 22 resists (wow, awesome), 0 sticking for 37,5 sek, at least 1 made it to 15 seks. rest was below 12 seks most of them below 7 seks without damage. (i have 330 Int, 175 Agi now dunno if that is somehow of interest for the developers)</DIV> <DIV> </DIV> <DIV>Nukes - no comment. adept1 makes in level 57 413 dmg which makes the Giants say "oh, its tickling me..". Btw On the mez on Embolism was fooled around, too. Kinda worthless now, too.</DIV> <DIV> </DIV> <DIV>Sap Will - infight Stun for 10 sek. Agro MUCH TOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOO high. Using this in groups senseless, Using in raids "everybody waves good bye to you"</DIV> <DIV> </DIV> <DIV>Summary:</DIV> <DIV>Pet sucks still, damageoutput of both enchanter and pets is by lightyears too low after the nerf. Buffs again were nerfed (Savante). No root, no working usefull mez, buffs lower than from a 50 wizard on INT and do no not stack (Congrats) making an enchanter for a group as interesting as a sandcorn besides the road while travelling though the saharra. So go solo? Yes, but all i can kill are greenish 3down mobs, single. Thanks.</DIV> <DIV> </DIV> <DIV>Gianna</DIV> <DIV> </DIV> <DIV> </DIV>
<P>Thanks for all the 'o's. Edit them please you ruined this the readability of this thread.</P> <P>Illusory Allies is NOT A SWARM PET for DPS. I see other Illusionists using it like this and it is a mistake.</P> <P>IA is like a stun or mez. If grants you 15 seconds to run or get things under control.</P> <P>They are not for DPS.</P> <P>Using them as DPS screws up the tanks aggro and gets people killed.</P> <P>Yes you look cool if you use them frequently, but you played your class poorly.</P>
Mez is rarely needed in EQ2, but dont you get #^%@ when it is needed and it is broken as soon as it is cast? Illusory allies is the revenge of the mezzer on mez breaking tanks. Cast it just to bring that smile back to your face. It is rarely fatal and adds a bit of excitement. It would get old if used often though.
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