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Blackguard
09-01-2005, 11:19 AM
<div></div><div></div>If you know of any major issues after Update #13f and have verified them in-game since (that's the most important part to pay attention to, as some things may not have been called out), please post them here. Thanks! <div></div><p>Please only include obvious bugs here and refrain from balance issues or other feedback. </p> <p>Thanks! <span class="time_text"></span></p><p>Message Edited by Blackguard on <span class=date_text>09-01-2005</span> <span class=time_text>12:21 AM</span>

goboy
09-02-2005, 04:19 AM
<DIV>Ok, posted this in the other thread.  Intelligence is not impacting spell damage for my 50 wizard jaly.  Ice Comet adept 3 had the same damage at 51 and 217 int - 2772 to 3388.</DIV> <DIV> </DIV> <DIV>All of my spells were the same.  It appears intelligence bonus is not being calculated.</DIV>

Tadok
09-02-2005, 06:50 AM
<P>Group buffs AE is about 10 inches. Once they drop they are gone untill recast. Weapon Damage ratings are not displaying correctly. My Serrated bone dirk and SSoY are both showing 10.5 damage rating. With the buffs issue testing of the Str effect in combat is next to impossible. </P> <P> </P> <P>Labb Accident</P> <P>Children of War</P>

Blackguard
09-02-2005, 08:13 AM
<div></div>I've cleared out the posts about the Test server login issues. Please post any major issues you encounter in this thread and Palladius will be passing them along. Thanks! <div></div>

Shantee
09-02-2005, 11:05 AM
You can not kill the Large Valetail trout in EL.  It keeps breaking the encounter no matter how far i am in the water.  It's a shallow river, and thinks I am out of the water.  I have a quest that i have to kill them for, I can not complete it til they are killable once again. <div></div>

Shantee
09-02-2005, 11:09 AM
I am playing a lvl 43 monk.  When I group with Necros/Mages.. anything with pets.  The pets out taunt me and tank better than me.  I believe they are way over powered.  I see these pet classes Soloing triple up mobs that are yellow to them, and Heroic.  I can not say much otherwise, but I do know some of the pet classes realize how overly powered their pets are. <div></div>

Kuulei
09-02-2005, 12:00 PM
<BR> <BLOCKQUOTE> <HR> Shantee wrote:<BR>I am playing a lvl 43 monk.  When I group with Necros/Mages.. anything with pets.  The pets out taunt me and tank better than me.  I believe they are way over powered.  I see these pet classes Soloing triple up mobs that are yellow to them, and Heroic.  I can not say much otherwise, but I do know some of the pet classes realize how overly powered their pets are.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Monks have taunt?:smileytongue:</P> <P>I have been out-taunting monks since eq2 went live.  In my opinion they are good dps but they are not tanks :smileyindifferent:</P>

Kaknya
09-02-2005, 05:04 PM
 heh.. yea I always grouped monks in the same cat. as scouts.. heh.. <ul> <li>hmm.. k.. 2 days ago, agedone gave me a rez crystal while we were fighting. yesterday it was still there, and this morning it was still in my activatable slot, </li> </ul>           these are marked as temporary. had the same thing with another temp item not disappearing, but can't remember what it was.. <ul> <li>yesterday I was killing wolves on the trail from the camp, to the alpha wolves close to the lizards. mind you i was only slaying solo content single arrow down woves, if i got more then 1 i died in a couple of blows. these wolves range from 41 to 45.. should i be able to do this as a 31 fury? perhaps because mob resists aren't in the game yet? I wasn't getting resisted at all, tho i WAS getting interrupted quite a bit. I don't see these as being killed for xp since i was barely even getting .5% xp per wolf, most the time i got less then that. ended up going back to zek.. better xp on the yellows. </li> </ul> <div></div>

Archae
09-02-2005, 06:16 PM
<P>/respec is not on, cannot test Master II's as im level 46 and get no dings to test.</P> <P>New spells are not in recipe books so cannot be crafted</P> <P>To the monk above, this is susposed to be broke things, not balance.  And as a conjuror, ive never, pre combat or post, had problems pulling agro off a monk.  Conversely, doing my damndest, spam casting, i cannot pull it off a guardian, shrug.</P> <P>Int damage bonus is next to non existant now (not balance, seems bugged, if 5 pts extra damage on a spell is good for +15 int, then it might be ok)</P> <P>Resists still dont seem to have an effect</P> <P>The new line of pet kill spells (Offering) is susposed to kill pet, and grant 160 power and 300 health AoE to all group members, no gains shown, but it does kill pet.  (Is it not susposed to work for caster?)</P>

Edowen
09-02-2005, 06:24 PM
<P><BR> </P> <BLOCKQUOTE> <P></P> <HR> <P>Kuulei wrote:</P> <P><BR>Monks have taunt?:smileytongue:</P> <P>I have been out-taunting monks since eq2 went live.  In my opinion they are good dps but they are not tanks :smileyindifferent:</P> <BR> <HR> </BLOCKQUOTE> <P>Actually, Kuu, yes we monks DO have taunts.  In fact, while I have found the revamp pretty disappointing overall for my monk, the bright spot is that her taunting ability has been much improved. </P> <UL> <LI>she now has an art that has a 50% chance to add significant hate every time she hits a target</LI> <LI>while there is still a big gap between her old grayed out AE taunt (Hand Clap if memory serves) and the new one she gets at 50, she finally does have (or will in a few days) a real taunt-everything-in-the-encounter taunt, just like other tanks.  (Note to devs - monks really need an AE taunt combat art to fill that gap).</LI></UL> <P>People saying (or acting out their belief) that monks can't tank has made me seriously consider not playing Irgul any more, despite the facts that are otherwise and my investment in time in her.  It really hurts when some other fighter, several levels lower, shows up and just assumes he is the tank now and starts taunting away and other people go along with the switch.  I am not going to argue in a group over things like that, and generally am happy to be dps if there is some other fighter in the group who IS better suited to tanking (higher level, for example), but monks can tank just fine if people let us; it's just another style of play.  I will say one thing more, though.  Irgul tanks a lot better when people treat her like a tank and let her build some hate and so on; she has a lot more trouble when people assume she cannot hold aggro and just let loose.  At that point the assumption that a monk can't tank becomes a self-fulfilling prophecy.</P> <P>Edowen</P>

goboy
09-02-2005, 07:13 PM
<BR> <BLOCKQUOTE> <HR> Archae wrote:<BR> <P>...</P> <P>To the monk above, this is susposed to be broke things, not balance.  And as a conjuror, ive never, pre combat or post, had problems pulling agro off a monk.  Conversely, doing my damndest, spam casting, i cannot pull it off a guardian, shrug.</P> <P></P> ....<BR> <HR> </BLOCKQUOTE> <P>Actually, they were posting something I agree is broken - pets.  If pet classes can solo heroic content (easily) then something is probably broken.</P> <P><BR> </P>

Naknek
09-02-2005, 10:46 PM
Cant kill some of the fish in the pond on IoR,  especially the ones that are hovering above the water.   Unless they can be killed with a single hit, the encounter keeps breaking.   Anything less than a fatal hit and their health instantly resets to 100%.  If I can get their hp to zero with one blow from Quick Strike, they are killed and I get the quest update.  I was working on the quest for the scrimshaw token, btw.

Shantee
09-02-2005, 11:56 PM
As far as pets, monks and taunts go.  Monks do get taunt.  Mine are all Adept1 or better. (darn stones are just very stingy to me).  I have a group taunt as well.  But not a AE one that hits all mobs with in the area.  I was just reporting the pets are over powered and used the monk as an example due to it's what I currently play.  She is a lvl 43 Monk.  I have a extremely hard time getting back any mobs I loose agro on. But I can usually get it back with in a few taunts (not always)  with a pet, i can never get it back, even from the start of a fight.  I don't believe a pet should be able to hold agro while his owner can cast to their hearts content and never agro the mob off it.  There is no risk in it.  They can fight higher mobs due to this. <div></div>

BMark
09-03-2005, 03:05 AM
I solo'd a blue^^^ with a rogue as well. I don't think its classes being overpowered, but instead the level of skills (adepts, masters) and player skill (what? oh yea, player skill matters a bit more recently)

BMark
09-03-2005, 03:07 AM
<BR> <BLOCKQUOTE> <HR> Shantee wrote:<BR>As far as pets, monks and taunts go.  Monks do get taunt.  Mine are all Adept1 or better. (darn stones are just very stingy to me).  I have a group taunt as well.  But not a AE one that hits all mobs with in the area.  <BR><BR>I was just reporting the pets are over powered and used the monk as an example due to it's what I currently play.  She is a lvl 43 Monk.  I have a extremely hard time getting back any mobs I loose agro on. But I can usually get it back with in a few taunts (not always)  with a pet, i can never get it back, even from the start of a fight.  I don't believe a pet should be able to hold agro while his owner can cast to their hearts content and never agro the mob off it.  There is no risk in it.  They can fight higher mobs due to this.<BR> <BR> <HR> </BLOCKQUOTE><BR>until you've actually played a pet class, you have no idea of the risk. I've gotten aggro a lot as a necro, and when I do, I'm dead in 1-3 hits. It's sort of a science one has to master, nuke enough to kill the mob, but not enough that it notices you. Intelligent use of roots and stuns help too.  its especially bad on necro because pet heals take my health <p>Message Edited by BMark on <span class=date_text>09-02-2005</span> <span class=time_text>04:13 PM</span>

Shantee
09-03-2005, 03:23 AM
I'm quite aware of the practice of playing a pet class.  Having to be careful of how much you nuke or your dead.  But as it stand at the exact moment, on the pet classes I have seen.. granted they are all higher than lvl 30, mostly 40, they can nuke and not have to care due to the pets taunt holding agro no matter what. I didnt' come here and blindly post.  I have never had a problem with pets til the last few patches.  I have talked to some of the pet classes and they agree, that their pets are way over powered. <div></div>

Kadurm
09-03-2005, 03:31 AM
<P>Ok folks, this is supposed to be where we post broken things with the latest update, not talk about rather or not a monk has a decent taunt.</P> <P>I have noticed that the new line of master2 traits (got this on3 at 50) as a heal that was capable of max 1239 points of heal. After this last patch, that same heal now only does a max of 1057. This is even listed in the description of the spell. I know that the int damage bonus is not working as intended or not at all atm..but what part of the patch was to bring heals down across the board almost 200 points. Same thing with templars...</P> <P>Is there something about the damage bonus bork that is affecting heals? Dont think it would list it in the description if it was, And I know descriptions done fluxuate with the skill of the player do they?. This master 2 spell heals for a grand total 139 points less than the adept 3 version of the same spell that I replaced with the master2 trait.</P> <P>Still have yet to recieve the rest of the traits and abilities owed for lvls 10-49 that were taken from us.</P> <P>Also, not sure if this has made it to the powers that be yet, so I will post it here.</P> <P>The epic mob Ragnar the Angler..( I think that is the name) in CoD has a broken ring event... we cannot get the fight started as of late because the fish that are supposed to start the fight when agroed are on land and keep breaking the encounter as soon as attacked. We were all standing in the water plenty deep enough trying to pull them from the land to the water. No go on that plan either. So as it stands now, that epic run is off the calendar till either the fish are moved back to the water or the new law on water baded mobs is changed back to the original.</P><p>Message Edited by Kadurm on <span class=date_text>09-02-2005</span> <span class=time_text>06:35 PM</span>

Mindgamer
09-03-2005, 06:58 AM
<P>Please check the QH harbor crashes post above this one started by me, this has only happened post patch that I'm aware of and I travel through that specific path several times daily. Has happened four times in past two days to me alone. Agedone is currently trapped in QH unable to login.</P> <P>Second issue is the ten level con system which I am personally opposed to, after spending an entire day submerged under swarms of group spiders while trying to harvest in Feerott at level 47, and acquiring a whole 20 percent xp for killing hundreds...no thats not an exaggeration....thats just pure frustration. That con system needs to be returned to five levels, or you folks will get to listen to the music from live servers, cuz they wont be happy one bit. Just my two coppers....</P> <P>Agedone, 47th Mystic, TESTy Bear</P> <P> </P> <P> </P>

Archae
09-04-2005, 09:57 PM
<DIV>If i use my fire pet, it is easy to pull taunt off of it, and it doesnt taunt groups unless i make it attack each thing in the group</DIV> <DIV> </DIV> <DIV>If i use my tank pet, its hard to pull taunt off of it, and it taunts groups, but it does pitiful damage.</DIV> <DIV> </DIV> <DIV>I think its well balanced.</DIV> <DIV> </DIV> <DIV>I am holding off saying they are overpowered till we get the next patch and until resists come back online properly.</DIV> <DIV> </DIV> <DIV>Also, the only things i can overtank right now are melees, and at 47, i cannot tank a ^^^ white or yellow with my pet, while at 37 they can.  Definitely gets much harder.</DIV> <DIV> </DIV> <DIV>Healer ^^^'s are about impossible for everyone.  And caster ^^^'s in general are about 5-8x harder than melee ^^^'s right now.</DIV>

goboy
09-05-2005, 04:42 PM
<DIV>Logs are switching locations.  </DIV> <DIV> </DIV> <DIV>The first time I logged on with Jaly last night, log was in /testserver/logs directory.  </DIV> <DIV> </DIV> <DIV>The second time, /testserver/logs/test</DIV> <DIV> </DIV> <DIV>The third time /testserver/logs</DIV> <DIV> </DIV> <DIV>It is making parsing challengning to say the least.</DIV>

Kwoung
09-05-2005, 09:23 PM
<P>Logs are switching directories on me as well, sometimes the /logs directory, sometimes it creates a new directory /Logs/Test and puts them there. It seems to be currently using /Logs/Test since I deleted all the log files and thats where my curreent one popped up.</P> <P>Concure on Buffs also, they drop when out of range and never come back, plus the range is very very short. Even if they go the full 10m, that isn't enough for raids and even in a regular group the puller will be buffless during pulls with that short a range. The range should be tripled at the very least.</P> <P>Healing mobs heal way to often for way to much and regen mana faster than they use it. This make killing regular healing mobs insanely annoying and killing epic healing mobs impossible in many cases. Mob healing should have the same limitations as player healing, 100k+ hitpoint mobs that complete heal every time they get to 30% health is just annoying. I can understand complete healing, as maybe the design is we need to kill them X number of times before they finally die, but as it sits now, X = infinite in many cases, so they never actually die.</P> <P>Rez bug.. we had 2 players in our raid yesterday die, had the rez timer run out and they were then unable to be rezzed or release afterwards, a quick relogging didn't help them. One was afk, the other went LD just after dying. The fix was for them to /quit to desktop and wait 10+ minutes for the game to completely dump them before returning to game.</P> <P>Epic mobs that AE for insane amounts. In Spirits of the Lost, after clearing the basement a new mob popped in our path back to the top (forget his name), but he basically wiped our entire raid in a single AE. We tried a few different strategies against him to no avail and ended up having to call the raid off because there was no way past him to get back to the courtyard and continue without losing our corpses. Not sure if we just need a better strategy, better gear, buffs that are actually working or what.. but we tried getting him facing away from all but the tank and all the other normal strategies, to no avail.</P>

Dyeana
09-07-2005, 02:09 AM
<P>Agree the 10 level green zone is pure fustration, especially when trying to gather for tradeskills.  Having mobs that low don't give appreciable exp.  </P> <P> </P> <P>Qeynos Harbor still seems to cause a lot of folks problem, crashing.</P> <P> </P> <P>Tradeskill buffs still seem to be a turkey shoot trying to get a pristine sometimes, many times it is near impossible to get pristine.   Countering the buffs does not seem to work many times.  Also tradeskilling drops out the food and drink icons, making you waste good food to keep a power or HP recovery going at the proper rate.  With exp sliding down as you level up, this is very fustrating.  Tradeskill exp need looked at and evened out over the range of crafting from 1 to 50, not 4 percent for a less than 10, 2 percent for 10 to 20, 1 percent for 20 to 30, a half percent for 30 to 40 and a quarter percent from 40 to 50.  Minor problem with books which a person can use being red on the merchant, only turning white once bought and scribed.  even seen some I already had scribed being red on the merchant.  </P> <P> </P> <P>While focus is not too hard to raise, it will be very fustrating to many  making the change straight from being able to kill a mob to not being able to fight at all due to the low focus.  folks need warned, or give them a focus skill close to the max for their level so they cant get it maxed fast to continue fighting.  As it sits now, making the changes where all will not be able to kill even grey mobs will fustrate them and cause a lot of complaints.  The change needs to be fairly seemless so folks who killed one mob yesterday can at least kill the lower rating of the same level mob.  </P> <P> </P> <P>Dye</P>

Proudfoot
09-07-2005, 05:51 AM
<span><blockquote><hr>Tadok wrote:<p>Group buffs AE is about 10 inches. Once they drop they are gone untill recast. Weapon Damage ratings are not displaying correctly. My Serrated bone dirk and SSoY are both showing 10.5 damage rating. With the buffs issue testing of the Str effect in combat is next to impossible. </p> <p>Labb Accident</p> <p>Children of War</p> <div></div><hr></blockquote>Quoting this as it is a <b>MAJOR </b>issue. Group buffs don't work for the GROUP, kinda redundant atm. The instant you move even as far away as /follow mode, you'll lose the party members buff and it will not come back on. Its not an icon issue either, as you will not get the benefits either (based on examining player stats while in range of members). Please get this fixed. Tested with 30+ Fury grouped with 30+ Necromancer</span><div></div>

Kwoung
09-07-2005, 06:19 AM
Actually a minor issue, but when I got the mail icon in my buff bar yesterday, the associated tooltip did not come with it. So basically, holding my mouse over my mail icon said it was player food, over the food said it was drink and right on down the line... none of the icons had the correct info when you moused over them and the final icon had no info when you moused over. <p>Message Edited by Kwoung on <span class=date_text>09-06-2005</span> <span class=time_text>10:48 PM</span>

Kwoung
09-07-2005, 09:50 AM
<P>Minor again...</P> <P>But the harvests in Feerrott seem to have an increased propensity to spawn inside trees partially, making them unharvestable as you get the "That item is out of reach" message.</P>

goboy
09-07-2005, 03:54 PM
<DIV>Major bug,</DIV> <DIV> </DIV> <DIV>This actually existed before 13f and I have bugged it, started a thread, and talked with Palladius.  </DIV> <DIV> </DIV> <DIV>Ice Flame (wizard spell) can be used to kill non-aggro mobs with zero risk.  If you stand out of mellee range and cast ice flame, the mob will not move towards you.  If you get into mellee range the mob will attack and follow.  Basically you can stand out of mellee range and burn down the mob.</DIV> <DIV> </DIV> <DIV>This also works on aggro mobs as long as it is timed well.  If Ice flame lands between hits and you back off before the next mellee attack, they cannot move forward.  </DIV> <DIV> </DIV> <DIV>I do not know how this affects casting mobs - but any mellee mob can be killed easily.</DIV> <DIV> </DIV> <DIV>This bug will not take long for live wizards to figure out.  Please fix this before release to avoid the inevitable emergency patch.</DIV> <DIV> </DIV> <DIV>Originally posted on 8/27</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=tpriv&message.id=2288" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=tpriv&message.id=2288</A></DIV>