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Pins
05-23-2006, 09:07 PM
<DIV>Since, people continually take the damage numbers to mean something, I have gone and found out how low my INT needs to be at 70 to reproduce these terrible numbers, roughly speaking the pictures I took on my lv12 illusionist with whatever INT he has, is equal to 160 INT at Level 70.  I have added my comments on it in red below the spell changes.  Cyan is for before, blue is for after.</DIV> <DIV> </DIV> <DIV><FONT color=#33ccff>Tumor is being changed from a 66% chance to mez a mob for 25 seconds, with a recast of 15s, a cast time of 2s, and a recovery time of 0.5s, the power usage is 184, and does 521-637 damage.</FONT> <FONT color=#3300ff> After the Update it will be a 10.5 second daze, with a recast of 30s, a cast time of 1.5s, and a recovery time of 0.5s, the power usage remains unchanged at 184, and it will do 417-510 damage.  It also will Daze an epic mob for 3.5 seconds, and give it immunity to daze effects for 31 seconds.</FONT></DIV> <DIV><FONT color=#ff0000>This change is, sort of nice, but the recast makes it kinda crappy.  Of course, then we get to the damage, though Tumor only accounts for around 4% of my damage, this is going to drop the damage from it around 50%, thus I will be losing 16 DPS.  </FONT><FONT color=#ffff00>Well, Daze is a really nice thing after playing with it a bit.</FONT></DIV> <DIV> </DIV> <DIV><FONT color=#33ccff>Dazzling Array is being changed from a 4s, 5-target, 0-hate Encounter Stun, with a recast of 15s, a cast time of 1s, and a recovery time of 0.5s, the power usage is 241, it has a 30% Harder Resistability</FONT>. <FONT color=#3300ff> After the Update it will be a 4s, Encounter stun, with a recast of 30s, a cast time of 2s, and a recovery time of 0.5s, the power usage drops to 188, and it now will affect epics and stun them for 1.3 seconds, and give them a 12s stun immunity, though it has a 9% Harder Resistability</FONT>.</DIV> <DIV><FONT color=#ff0000>The cast time, and recast changes make this nearly useless, and a 1.3s stun in an epic setting is also useless, combined with the fact that it now draws hate towards us, also it's going to have a higher chance of being resisted, which means if you go to try to save your tank from that epic encounter, it'll probably end up resisting.</FONT></DIV> <DIV> </DIV> <DIV><FONT color=#33ccff>Lustrous Regalia is being changed from a 25s Single-target Mez, with a recast of 20s, a cast time, that is uninterrutapable/fizzable of 0.5s, and a recovery time of 0.5s, the power usage is 125</FONT>.  <FONT color=#3300ff>After the Update it is a 20s single-target Mez, with a recast of 20s, a cast time, that is uninterrutapable/fizzable of 0.5s, and a recovery time of 0.5s, the power usage is 125, also it effects epics for 6.7 seconds, and gives them a 60 second mesmerize immunity.</FONT></DIV> <DIV><FONT color=#ff0000>This basically makes our secondary mez, more like a mez that we should use only if we're in dire need of a second mez, which basically means why even have this spell?  If I can't use it as a true secondary mez, I really don't see this spell being so great, and 6.7 seconds of mezzing an epic mob is also very little.</FONT></DIV> <DIV><FONT color=#ff0000></FONT> </DIV> <DIV><FONT color=#33ccff>Solar Shower is being changed from a 12s Unlimited target Encounter Stifle/Damage over Time, with a recast of 40s, a cast time of 2s, and a recovery time of 0.5s, the power usage is 449, the damage on it currently tics instantly, and every 2s for 315-385, totalling 7 tics of damage.</FONT>  <FONT color=#3300ff>After the Update it will become a 10s Unlimited target Encounter Stifle/Damage over Time, with a recast of 45s, a cast time of 2.5s, and a recovery time of 0.5s, the power usage remains the same at 449, the damage will still be 315-385, and tic instantly and every 2s, however it will only tic 6 times, also, it will stifle an epic mob for 3.3s, however due to the wording on it, it sounds like it will limit the entire spell to a 3.3s duration on epics, also it will give a 30 second stifle immunity.</FONT></DIV> <DIV><FONT color=#ff0000>Okay, now we're getting to the bigger part of the nerf towards us, we're going to being losing an extra tic of damage on it, stifling for less, and having a longer recast, not to mention the wording on it against epics makes it sounds like it will only end up having a total of 2! tics of damage against epics.  Roughly speaking we will be losing about 20% of the damage from the recast increase, and the lose of the 1 tic of damage vs. heroics.  Solar Shower accounts for 15% of my damage, which would mean it's worth about 120DPS.  After the change, this will be a lose of 24DPS.  </FONT><FONT color=#ffff00>Well, against epics it tics faster, same amount of tics, but in a shorter duration, so no real damage change from the epic duration reduction, though we did lose a tic of damage on it with no damage increase on it <img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" /></FONT></DIV> <DIV><FONT color=#ff0000></FONT> </DIV> <DIV><FONT color=#33ccff>Drain Thought is being changed from a 14s Stifle and Power Nuke with a recast of 25s, a cast time of 2s, and a recovery time of 0.5s, with a power usage of 161, it drains 779 Power.</FONT>  <FONT color=#3300ff>After the change, it becomes a 14s Stifle and Power Nuke with a recast of 25s, a cast time of 2s, and a recovery time of 0.5s, with a power usage of 161, it drains 779 Power, that also stifles epics for 4.7 seconds, and gives them a 42 second stifle immunity.</FONT></DIV> <DIV><FONT color=#ff0000>Okay, no change on this spell except the ability to stifle epics with it, that's a good change.  However, whats with the Power Drain portion of it, is there ever going to be a need for power drains ever since Live Update 13 in a group and/or raid?  It is nearly impossible to drain a mob in the normal amount of time it takes to kill a mob, thus the power draining ability is only useful in PvP, and soloing.</FONT></DIV> <DIV><FONT color=#ff0000></FONT> </DIV> <DIV><FONT color=#33ccff>Forsake Will is being changed from a 11s Stun and Power Nuke with a recast of 30s, a cast time of 2s, and a recovery time of 0.5s, with a power usage of 190, it drains 1080-1320 Power.</FONT>  <FONT color=#3300ff>After the change it becomes a 8s Stun and Power Nuke with a recast of 30s, a cast time of 2s, and a recovery time of 0.5s, with a power usage of 190, it drains 1080-1320 Power, it also stuns epics for 2.7 seconds, and grants them stun immunity for 24 seconds</FONT>.</DIV> <DIV><FONT color=#ff0000>Okay, refer to Drain Thought on the power drain portion.  But now we're seeing another nerf to our "utility", this change seems to tell us that we're not meant to stun at all.</FONT></DIV> <DIV><FONT color=#ff0000></FONT> </DIV> <DIV><FONT color=#33ccff>Empty Mind is being changed from a 50s Single-Target Mes with a recast of 6s, a cast time of 1.5s, and a recovery time of 0.5s, with a power usage of 182.</FONT>  <FONT color=#3300ff>After the change it becomes a 40s Single-Target Mes with a recast of 6s, a cast time of 1.5s, and a recovery time of 0.5s, with a power usage of 182, that can also mes epics for 13.3 seconds, and grant them mesmerization immunity for 120 seconds.</FONT></DIV> <DIV><FONT color=#ff0000>So, a slight nerf here I suppose, it kinda sucks, but I guess this one isn't that bad, I mean it means instead of 8 mobs I can mez with this 1 spell, I can now only mez 6, of course mezing just 6 takes more power, then again why not just increase the power cost instead of reducing the duration?</FONT></DIV> <DIV><FONT color=#ff0000></FONT> </DIV> <DIV><FONT color=#33ccff>Lockdown is being changed from a 51s root with a 5% chance to break on damage, that also triggers a 8.5s stifle(which broke on damage), with a recast of 10s, a cast time of 1.0s, recovery time of 0.5s, and a power usage of 112.</FONT>  <FONT color=#3300ff>After the change it becomes a 46s root with a 5% chance to break on damage, that also triggers a 4.0s stifle(which broke on damage), with a recast of 10s, a cast time of 1.0s, recovery time of 0.5s, and a power usage of 112.</FONT></DIV> <DIV><FONT color=#ff0000>Kinda confused on the stifle portion of this change, the rest of it doesn't really bother me, because it broke before 46 seconds the majority of time when I was using it anyway.</FONT></DIV> <DIV><FONT color=#ff0000></FONT> </DIV> <DIV><FONT color=#33ccff>Phantasmal Resplendance is being changed from a 25 second 4-Target Encounter Mez that doesn't block AoEs, with a recast of 20s, a cast time of 1.5s, recovery time of 0.5s, and a</FONT><FONT color=#33ccff> power usage of 239, with a resistability of 30% Harder. </FONT> <FONT color=#0000ff>After the change it becomes a 20 second Unlimited-Target Encounter that blocks AoEs, with a recast of 15s, a cast time of 2.0s, recovery time of 0.5s, and a power usage of 239, with a resistability of 9% Harder</FONT>.</DIV> <DIV><FONT color=#ff3300>I don't get it.  Shouldn't we have the ability to deal with an Encounter that is equal to a triple-up with as much power as we do a triple-up?  Not to mention, there is no way to use this Mez to cast it again on the encounter, because if we do, we'll end up screwing the mez all up, just like the last time this patch occured, didn't you see this back then?  So not only do we have less control vs. 3 single-ups than a single triple-up, we also have more of a chance of it not even working at all.  </FONT><FONT color=#ffff00>Coercers get an Encounter Mez that works on epics, we do not.  Yet all the patch notes stated that we would, still no change.</FONT></DIV> <DIV> </DIV><p>Message Edited by Pinski on <span class=date_text>05-28-2006</span> <span class=time_text>01:47 PM</span>

WAPCE
05-23-2006, 09:38 PM
We also took splash damage from the Summoner balancing in the form of damage reduction to the dumbfire pet (17.5% less damage) according to the update list. That won't show in the spell description and isn't control-related, of course.

eland
05-23-2006, 10:52 PM
<DIV>Of the listed changes, there's really only two which cause me significant concern: the AoE mez (in particular if it blocks itself from being recast) and the Color Shower line's overall damage reduction (especially, but not limitted to, if the damage and stifle are on the same timer for epic encounters)  I think the new Daze effect to Tumor will be more a valuable tool than many of us give it credit for.  It should change the methods for controling damage on heroics, but I don't expect much difference in single target damage control overall.</DIV> <DIV> </DIV> <DIV>The first concern seems like more of a potential bug; it doesn't seem like AoE mez should block itself, and I'd be curious to hear the rationale if it is intended to work like that.  For the second concern, what's needed is a pass after the control changes are finished to modify the raw damage on certain combined damage/control spells that are seeing duration/recast changes, including the Color Shower line.  It does make sense to balance the damage portion of this last, especially if they consider us balanced on live; if the control portions require additional testing and tweaking, then it would be easier to wait until that's settled and do a single pass at the end to adjust damage as opposed to adjusting damage while tinkering with timers.</DIV>

Stealth Status
05-23-2006, 11:26 PM
Thank you Pinski.That is very clear and easy to understand.<div></div>

Stealth Status
05-23-2006, 11:37 PM
Overall These are all pretty [expletive haxx0red by Raijinn]ty nerfs. I agree with Pinski's assesment comments on pretty much all of them.One thing he did not mention that pisses me off, is with immunity timers why the [expletive haxx0red by Raijinn] do we have 2 stuns and two stifles,And as I keep saying----- WE Still are useless with a coercer in the raid!When are the dev's going to address this.Why haven't they given us a raid worth skill. [expletive haxx0red by Raijinn]ty [expletive haxx0red by Raijinn] dps, and repetitive spells with the same effects that cannot be cast again after each other are completely worthless.You get one sleep, one stifle, one stun.So then the other stifle and stun are just worthless low damage spells, or in worse cases, COMPLETELY worthless power drains.I was really hoping for a class defining ability LIKE EVERY OTHER ONE HAS.Give me anything , anything to be usefull in a raid over another combo of classes/bard/coercer.Been alllllll downhill since LU 13. Thank a big [expletive haxx0red by Raijinn]ing lot SOEAre you trying to purposfully spur on betrayals? I thougth we had a CHOICE to play for qeynos.Grrrr.Why don't you stop playing with your loved Dirge's and Brigands and give some other classes something fun to do besides click.<div></div>

Melmoth1820
05-24-2006, 12:30 AM
<DIV>Things I'd like to know:</DIV> <DIV> </DIV> <DIV>1.  Daze prevents a mob from auto-attacking, but I've heard it prevents a player characters from using any hostile spells/cas.  Can anyone confirm or deny this?  </DIV> <DIV> </DIV> <DIV>2.   Has anyone seen a delve of the new Ego Shock (coercer version of our dd/daze)?  Apparently it's going to be the same cast time, same RUT, etc. etc., but the daze will be aoe.  I'm wondering what the balancing feature is (read: what keeps their version from being strictly superior to ours)...does our daze last longer or something?</DIV> <DIV> </DIV> <DIV>3.  Does anyone know if the pvp durations for various cc being adjusted as well?  Stifle and root have the same duration in pvp as pve, so I assume yes in regards to those, but a lot of spells (the mezzes and stuns particularly) already have a seperate, drastically reduced duration for pvp.  Brilliant Regalia for example lasts 10s...I mean, how much shorter can you really make a mez than that?  </DIV>

TuxDave
05-24-2006, 12:55 AM
<DIV><EM>Why haven't they given us a raid worth skill. [expletive haxx0red by Raijinn]ty [expletive haxx0red by Raijinn] dps, and repetitive spells with the same effects that cannot be cast again after each other are completely worthless.<BR><BR>You get one sleep, one stifle, one stun.</EM></DIV> <DIV><EM></EM> </DIV> <DIV>We were never supposed to be major DPS people so nerfing my DPS is of trivial concern to me.  As for the daze/stifle/stun combinations.  Assuming 3 sec effects on Epics w/ 30 recast timers, for every 10 seconds of combat, you can get 3 seconds of one of those effects.  You get to nerf an epic 30% of the time.  In between those times you can cast devitalizing gazes, mana flow and tribulations.  I would say that with these changes I will actually get to do something productive in raids instead of my standard AFK stance.</DIV>

Stealth Status
05-24-2006, 01:01 AM
Yes,You make a good analysis.... IF you were soloing a raid mob.That math only works if NO other class has a stifle/sleep/or stun. We know for a fact they all do.<div></div>

Impetus
05-24-2006, 01:14 AM
Enchanter classes will be the only ones allowed to cast control spells on epics, according to a recent post by Moorgard. <div></div>

Barobra
05-24-2006, 01:35 AM
<BR> <BLOCKQUOTE> <HR> Stealth Status wrote:<BR>Yes,<BR><BR>You make a good analysis.... IF you were soloing a raid mob.<BR><BR>That math only works if NO other class has a stifle/sleep/or stun. <BR><BR>We know for a fact they all do.<BR> <BR> <HR> </BLOCKQUOTE><BR>I thought the idea was that only enchanters could do that and others could not.

TuxDave
05-24-2006, 01:46 AM
<DIV><EM>Enchanter classes will be the only ones allowed to cast control spells on epics, according to a recent post by Moorgard.</EM></DIV> <DIV><EM></EM> </DIV> <DIV>As far as I know that's true.  If anything you may get some problems when there's more than one illusionist in a raid.  Then... I dunno, someone's gonna be seeing lots of immunes.  Heh.</DIV>

Pins
05-24-2006, 02:44 AM
<BR> <BLOCKQUOTE> <HR> TuxDave wrote:<BR> <DIV><EM>Why haven't they given us a raid worth skill. [expletive haxx0red by Raijinn]ty [expletive haxx0red by Raijinn] dps, and repetitive spells with the same effects that cannot be cast again after each other are completely worthless.<BR><BR>You get one sleep, one stifle, one stun.</EM></DIV> <DIV><EM></EM> </DIV> <DIV>We were never supposed to be major DPS people so nerfing my DPS is of trivial concern to me.  As for the daze/stifle/stun combinations.  Assuming 3 sec effects on Epics w/ 30 recast timers, for every 10 seconds of combat, you can get 3 seconds of one of those effects.  You get to nerf an epic 30% of the time.  In between those times you can cast devitalizing gazes, mana flow and tribulations.  I would say that with these changes I will actually get to do something productive in raids instead of my standard AFK stance.</DIV><BR> <HR> </BLOCKQUOTE><BR>So, then why bring a second enchanter to a raid?  What is the second enchanter to do, absolutely nothing besides a few devitalizing gazes, tribultion, and mana flow?  That is not going to be fun to be the second enchanter on a raid.

Pins
05-24-2006, 02:48 AM
<BR> <BLOCKQUOTE> <HR> Melmoth1820 wrote:<BR> <DIV>Things I'd like to know:</DIV> <DIV> </DIV> <DIV>1.  Daze prevents a mob from auto-attacking, but I've heard it prevents a player characters from using any hostile spells/cas.  Can anyone confirm or deny this?  </DIV> <DIV> </DIV> <DIV>2.   Has anyone seen a delve of the new Ego Shock (coercer version of our dd/daze)?  Apparently it's going to be the same cast time, same RUT, etc. etc., but the daze will be aoe.  I'm wondering what the balancing feature is (read: what keeps their version from being strictly superior to ours)...does our daze last longer or something?</DIV> <DIV> </DIV> <DIV>3.  Does anyone know if the pvp durations for various cc being adjusted as well?  Stifle and root have the same duration in pvp as pve, so I assume yes in regards to those, but a lot of spells (the mezzes and stuns particularly) already have a seperate, drastically reduced duration for pvp.  Brilliant Regalia for example lasts 10s...I mean, how much shorter can you really make a mez than that?  </DIV><BR> <HR> </BLOCKQUOTE> <P><BR>1) It only prevents them from auto-attacking, right now pacify is bugged on NPCs and causes them to stop doing anything at all.</P> <P>2) It has a longer cast time, a longer re-use, does the same damage, and i think it's about the same duration, however a higher power cost.</P> <P>3) No idea.</P>

TuxDave
05-24-2006, 04:06 AM
<DIV><BR> <BLOCKQUOTE> <HR> Pinski wrote:<BR> <BR> <BLOCKQUOTE> <HR> TuxDave wrote:<BR> <DIV><EM>Why haven't they given us a raid worth skill. [expletive haxx0red by Raijinn]ty [expletive haxx0red by Raijinn] dps, and repetitive spells with the same effects that cannot be cast again after each other are completely worthless.<BR><BR>You get one sleep, one stifle, one stun.</EM></DIV> <DIV><EM></EM> </DIV> <DIV>We were never supposed to be major DPS people so nerfing my DPS is of trivial concern to me.  As for the daze/stifle/stun combinations.  Assuming 3 sec effects on Epics w/ 30 recast timers, for every 10 seconds of combat, you can get 3 seconds of one of those effects.  You get to nerf an epic 30% of the time.  In between those times you can cast devitalizing gazes, mana flow and tribulations.  I would say that with these changes I will actually get to do something productive in raids instead of my standard AFK stance.</DIV><BR> <HR> </BLOCKQUOTE><BR>So, then why bring a second enchanter to a raid?  What is the second enchanter to do, absolutely nothing besides a few devitalizing gazes, tribultion, and mana flow?  That is not going to be fun to be the second enchanter on a raid.<BR> <HR> </BLOCKQUOTE><BR>Agreed as I posted earlier that the 2nd enchanter in the raid isn't going to be doing much more than he used to be doing pre LU-24.  Unless the encounter involves getting mobbed by tons of adds, then he can help assist the other one in mezzing them.  Beyond that.. meh.  :smileyindifferent:</DIV>

Belizarius
05-24-2006, 04:20 AM
<P>Many, MANY thanks for posting this information Pinski.</P> <P>I pretty much endorse your analysis.</P> <P>There is one area that's not really a nerf.  As mentioned elsewhere we have the potential to overlay stifle and Daze, to give a stun-equivalent damage reduction (unless Daze is subject to break-on-damage).  So overall, we'll be able to 'stun' a mob for longer.</P> <P>The nerfs on resistability bother me, as those tend to be spells that are supposed to be used to save a group from wipes.  You usually only get one shot at them.</P> <P>I really hope the AE mez only removes the target from damage spells, which would be fine, and not AE mezzes and taunts, which would suck.</P>

Methriln
05-24-2006, 06:09 AM
 Thanks for the post Pinski

Impetus
05-24-2006, 09:32 AM
<div><blockquote><hr>Belizarius wrote:<div></div><p>The nerfs on resistability bother me, as those tend to be spells that are supposed to be used to save a group from wipes.  You usually only get one shot at them.</p><hr></blockquote>Especially considering that it's against a group, which means more chances for resists.Let's say I'm working with a 10% resist rate. I'll be able to mez one mob cleanly 90% of the time. Four mobs would be more like 66% of the time. And that's with a 10% rate. What if they were high orange (a situation where you might need mez) and you had a 33% resist rate? You'd have only a 20% chance of cleanly mezzing four mobs.</div>

Melmoth1820
05-24-2006, 11:45 AM
<P><EM>1) It only prevents them from auto-attacking, right now pacify is bugged on NPCs and causes them to stop doing anything at all.</EM></P> <P>Well crap, I'm significantly less exited about my inc daze.  It's nice that I don't have to hold it back if I want to use it for damage until my target is mez immune, but then again they're lowering the dps via dmg/recast anyways.  I guess I will cross my fingers that you're mistaken or pray they don't fix it.  ><</P> <P>I mean, really, people barely ever hit with autoattack in pvp.  Against cloth, you run in and dump your entire wad of cas to kill them asap, and melee vs. melee you dance in and out of range inbetween cas.  Unless I'm missing something (entirely possible) I can see a couple (literally two) very situational uses for it, but yeesh, pretty lame!</P> <P>I'm insanely exited to see stun and mez timers seperated, and that's so huge that it outweighs all the negatives (tho if you don't play on pvp it won't even affect you, in which case, wow, I feel bad for you guys), but everything else in this patch looks pretty bad.  A lot of things seemed pretty nice or at least a fair trade-off at first glance, but after finding out things like, how the stifle on root now breaks on dmg, etc. etc. ....meh. </P> <P>Edit:  Unless fixing resists in pvp is part of their upcoming plans (might be, a lot of casters are qqing), I seriously wonder if I'll ever use aoe mez in pvp now that it's resitability is worsened.  Players at higher levels are hitting 5-7k resists to spells.  I'm not 70, I don't know if it's truly as bad as people say, but fighting 50s is such a huge huge difference (getting resisted-wise) than what it was like in the earliar levels and I'm attributing it to people's gear having more resists on it as the tiers increase.   Master 1-2 spells used to stick to ojs reliably and even low reds more often than not, but now they barely stick to oj players, and yellows are resisting like the reds used to...in 20 levels it might get a whole lot worse.  Point is, if spells with 30%+ anti-resistance are having that much trouble sticking, will aoe mez stick at all in pvp?</P> <P><SPAN class=time_text>Sorry if I sound like I'm qqing, just voicing a couple of concerns in case any devs happen to pass through.  ^ ^</SPAN></P><p>Message Edited by Melmoth1820 on <span class=date_text>05-24-2006</span> <span class=time_text>01:11 AM</span>

Barobra
05-24-2006, 05:26 PM
<DIV>I could see in certain t7 raid situations where more then 1 enchanter would be useful. Particularly in situations where there are 2 or more mobs with a named. The 2 enchanters could mez the 2 adds with empty mind (or coercer equivalent). You wouldn't want to use ae mez cause the duration is too short. And of course they are immune afterwards.</DIV> <DIV> </DIV> <DIV>This would be a good strategy in certain situations. While the MT is gaining agro on the big guy your offtank is getting agro on one of the adds without taking any dmg....hes ready he grabs the one hes constantly taunting while the other add(s) is still mezzed...</DIV> <DIV> </DIV> <DIV>I see where us mezzing can be useful.</DIV> <DIV> </DIV> <DIV>Most of this is just speculation still though. Us yelling or whinning either way may end up being useless cause they will change it all again. Remember, none of this is set in stone. None of it has gone live. Before you start going on a flame war remember that.</DIV>

Pins
05-24-2006, 09:25 PM
I've been thinking about these changes some more, and just realized something. I bet that they're going to forget about our pet, and leave it the same as it is. And we'll still be gods of soloing heroics, but hey who knows, maybe they'll remember it this nerf-round. Because we're still chuggling along on the unbreakable root train <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Belizarius
05-25-2006, 06:50 AM
<BR> <BLOCKQUOTE> <HR> Barobrain wrote:<BR> <DIV>...</DIV> <DIV>Most of this is just speculation still though. Us yelling or whinning either way may end up being useless cause they will change it all again. Remember, none of this is set in stone. None of it has gone live. Before you start going on a flame war remember that.</DIV> <BR> <HR> </BLOCKQUOTE> <P>Yeah but what's the alternative?</P> <P>Say nothing, until bad changes go live, and <EM><STRONG>then</STRONG> </EM>start whining?</P> <P>We <EM>want</EM> them to change the stuff we're not happy with <EM>before</EM> it goes out.</P> <P>Anyway, I'm pretty sceptical about the value of our new potential raid functionality, but I haven't come up with a better suggestion yet.  Stunning/stifling/dazing an epic for a small part of the time, may make one of us per raid feel useful but it doesn't change the fact that your raid has to keep the MT alive for the rest of the time anyway, so is probably insignificant.  The durations will be too short and the cast times too long imho to save a raid when things go bad.  Mezzing epics, <EM>maybe</EM> to recover if a pull goes wrong /shrug.</P> <P>But apart from the possible issues with Color Shower line DPS, at least it's not taking anything away.  So I'm focusing more on the control changes.<BR></P>

Barobra
05-25-2006, 04:58 PM
The alternative is say something and say alot. Just try to say it without sounding like pinski :smileyhappy:.

Pins
05-25-2006, 06:17 PM
Yah, well when you've been posting for over a year, you get [Removed for Content] off way too much about stupid changes <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />