waswas-f
03-22-2005, 11:36 PM
I play a necro on the test server (befallen). We have asked for fixes to be made for the last few months for casting timers, and bugs. I see you have updated the live code to "fix" all of these issues we have brought up. Thanks. Here is some feedback about these changes, it affects necros and other classes as well I am sure:Pets. They now poof on a click of the pet spell. Thanks! I have 9 spell hotbars that I use -- if I click on it by mistake my pet poofs. Would not be that bad except for that the pet recast timer now starts when the pet poofs, so I have to wait 30 seconds from the time it visits null to recast even though I cast the pet spell 2 hours earlier (the timer should have refreshed off 1:59:30 ago). So I need to be more careful about clicking on the pet spell by mistake. Ok what about when my pet runs off into a wall and decided to take a week long vacation at zoneloc 0,0,0? 30 sec recast. Or with this awesomely debugged new patch if i happen to do /pet back off the pet goes invulnerable and is not controllable (btw this is probably being exploited on servers as I write this as mobs continue to swing at the invauln pet). Sorry mr. enchanter I cant stop my pet from attacking something that he should not be now -- not even by mashing pet back off 3000 times.Pet Buffs. Gah, we were complaining about the mana usage issue (they suck necros dry of power cause all effects the pets get use huge amounts of power on the necro as they go off -- even if the pets not in combat). So, your buff timer fix hits these too, we have to wait to cast these buffs every time we do -- they cant be updated on the pets without the recast timer going off. Mind you that the issue still exists where the buffs will get necros down to 0 pow quickly in groups and the second that happens the pet buffs drop. Almost every other buff we have same crap.I am begging you, from a person that likes this game and wants to see it better to actually take some time and think abut and test these fixes before they go live.For instance a "good" way to fix the timers would have been to umm fix them:* Make the reuse timer start counting from the time the spell is cast.* Make buffs (and uhh anything) be able to overwrite itself without toggling the buff off.* Add special cases that actually fix the issue you are trying to fix, If there is a spell that you only want to be castable once (on one target at a time) make the cast object check to make sure it is not actively on any target _except_ the one you are casting it on -- and if it is being cast on the same target that already has the spell effecting it the by all means let the dang thing cast and refresh.I am really really starting to get tired of poorly thought out quick fixes to issues. Stop upgrading my bugs.Think, Design, Produce, Test, Fix, Push. Chant it at each other until you are blue in the face.Signing off from test server Befallen,-Waswas<p>Message Edited by waswas-fng on <span class=date_text>03-22-2005</span> <span class=time_text>10:37 AM</span>