View Full Version : Game Update #36 Feedback
Grimwell
06-28-2007, 03:58 PM
Please share your feedback about <a href="http://eq2players.station.sony.com/en/news_archive_content.vm?id=1220§ion=News&locale=en_US" target="_blank" rel="nofollow">Game Update 36</a> in this thread.
Powers
06-28-2007, 04:22 PM
I still don't like the idea of removing coin weight and auto-changing it. Other than that, looks like a nice update. Looking forward to finally being able to craft a mirror. Powers &8^]
CyriexVTZ
06-28-2007, 05:01 PM
The lack of more than one KoS AA respec is a real disappointment, as I no longer feel free to experiment with all these new changes the Dev's have spent so much time and effort on. The 5 respec /claim items that were recently put to test are sorely missed! And the raid zone's absence, even temporarily is also a very painful blow Given those two factors, I really feel this patch boils down to little more than the dressing room feature..very nice..but I'd rather have waited a few more days for the respec and raiding issues to be properly implemented!
Grimwell
06-28-2007, 05:33 PM
There was supposed to be an item you could /claim that would give you 5 KoS resets. Something went wrong with that, but we are going to get it to ya as soon as we can! So you *will* have more opportunities to reset that particular tree without any added cost. I'll post something to EQ2 Players when I know it's live. Also, the Throne of New Tunaria (Thexian Throne) raid was pulled at the last minute due to some new bugs we found. It will be hotfixed into the game just as soon as the bugs are squashed and not returning from the dead!
Cornbread Muffin
06-28-2007, 05:47 PM
<p>Here is my feedback:</p><p>Please make the Brawler Strength line into something that is worth using at level 70 with good weapons. Anyone with a good legendary or any fabled weapon only has 4 lines to choose from.</p>
Josgar
06-28-2007, 05:50 PM
<span style="font-size: medium">MY THRONE I TELL YOU MY THRONE!</span>
sensie
06-28-2007, 06:11 PM
<p>Was it intended for the brawler AA tree AGI2 (baton flurry) and WIS2 (crane sweep) to be on the same reuse timer?</p><p>Sensie Hwarang 70 monk GUK - Timeless</p>
Bridgeplay
06-28-2007, 06:24 PM
<p>I have two concerns related to GU36.</p><p>One is that caster dps continues to be marginalized. What's the point of playing a Wizard or Warlock with lousy cloth armor and serious aggro issues when some melee classes have comparable or better dps?</p><p>The second is that the devs need to better consider issues of scaleablity. What balances the game for the 1% of people hard-core raiding the current end-game content doesn't always scale down well for everyone else. (See concern #1 for an example of this.)</p><p>On the plus side, I do very much like the post-EOF content that's been added, particularly Unrest.</p>
Thoronve
06-28-2007, 07:08 PM
<p>No 1 and 2 /bugged in-game...</p><p>1- I'm a Ranger (61). The CA 'Point Blank Shot', and the Predator AA Strength2 'Bladed Opening' seem to share the same timer. Former at Adept IV and latter at App3 for me.</p><p>Doesn't matter which I trigger first - the other one goes too. I'm certain this wasn't the case before GU36. I used them both as opening shots on level 44 ^^^ in CT (if that helps)</p><p>2- Love the Dressing Room - useful as a Carpenter (50). However the Erudin globe (29) doesn't show in the dressing room and get a 'You cannot view that in the Dressing Room' message in chat DESPITE the icon changing to the magnifying glass when CTRL is held down.... Most everything else appears ok - although I noticed you cant view (and no icon) the salesman crates etc... the latter is no biggie.</p><p>3- I've looked through every sconce, light, chandelier etc I have and can see no 'help' on determining if they give off light. This is via tooltip as well as examining them (and tooltip for the pristine items at the bottom within the examine just in case). Not bugged as I may be missing something but where does it say that it gives off light?</p><p>4- Never tried it in game before so this may not be new - but from /browser i cannot put text in the message body here - i had to do this out of game.... seems bonkers.</p><p>Thanks for your attention...Next Please!</p><p>Thoronve</p>
sensie wrote: <blockquote>Was it intended for the brawler AA tree AGI2 (baton flurry) and WIS2 (crane sweep) to be on the same reuse timer?</blockquote>Yes. From the Update Notes: <blockquote>Removed most weapon requirements from the second set of achievements of all Class achievement trees, with the exception to shield and ranged weapon requirements. They all share the same reuse time as well. Many of these abilities were slightly improved. </blockquote>
Syndic
06-28-2007, 09:09 PM
I think if AA's are going to share timers with normal CAs/Spells it really should say it in the description for the ability. I'm sure there will be people out there that most likely would not have gone for that ability had they known they would lose another ability in it place. I know it's from the EOF AA's but my Guardian purchased Lay Waste, was quite disappointed to find it shares the same timer with Besiege, I bought specifically becuase it would make a new attack, not just replace an attack with something different.
ke'la
06-28-2007, 11:40 PM
<cite>Thoronve wrote:</cite><blockquote><p>3- I've looked through every sconce, light, chandelier etc I have and can see no 'help' on determining if they give off light. This is via tooltip as well as examining them (and tooltip for the pristine items at the bottom within the examine just in case). Not bugged as I may be missing something but where does it say that it gives off light?</p></blockquote><p> Its in the discription itself at the top of the exsamine window and as such is not part of the tool tip.</p><p>So far I have been able to find 2 differant discriptions they are:</p><p>"This ornamental light fixture gives off only a gentle glow" and</p><p>"A warm light shines brightly from this finely crafted fixture"</p><p>Though when I looked earlier I thought I saw a discription that fits between those too.</p>
mctiger3000
06-29-2007, 12:24 AM
<p>Why was tower of stone "Upgrade" taken out at last min?</p><p>I was acualy feeling some love tward guards from that update.</p>
Frankinfooter
06-29-2007, 01:22 AM
<p>Well my feedback is why do Monk keep getting the short end of every update? It really seems like no one on staff really play this class. I keep waiting for something to change for us Riading Monks, but unless I want to move to a PvP server or solo I might as well hang up my hat.</p><p> Please consider removing the bare handed requirment on the Str AA line. </p><p> Did anyone even test how our DPS stands up to simular equiped Plate Tanks it just dosn't seem right that we get out DPS'ed by Zerkers and Guardians.</p><p> I would love for one of the key development team members to be forced to play a monk as there everyday class so we could get some attention.</p><p> Maybe then someone would understand the issues.</p><p>Waiting for GU#37....</p><p> Tarkin</p>
Frankinfooter
06-29-2007, 01:45 AM
<p>Maybe Grimwell or another developer will comment on the current position of the Brawler/Monk. It would really be nice to see a response to the 25 page post on this issue.</p><p> <a href="http://forums.station.sony.com/eq2/posts/list.m?start=360&topic_id=366834" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=366834</a></p><p> Tarkin</p>
Zabjade
06-29-2007, 02:58 AM
<cite>sahet wrote:</cite><blockquote>sensie wrote: <blockquote>Was it intended for the brawler AA tree AGI2 (baton flurry) and WIS2 (crane sweep) to be on the same reuse timer?</blockquote>Yes. From the Update Notes: <blockquote>Removed most weapon requirements from the second set of achievements of all Class achievement trees, with the exception to shield and ranged weapon requirements. They all share the same reuse time as well. Many of these abilities were slightly improved. </blockquote> </blockquote><p> <span style="color: #00cc00">Brawlers do not have a Shield line, we have the gimped bare-handed line. </span></p><p><span style="color: #00cc00">Probably to prevent Min-maxing, not that it is a problem for Brawlers, even min-maxing we are still the bottom rung choice for tanking <b>below</b> other Fighters, Scouts and even Mage Pets.</span></p>
Ramius613
06-29-2007, 05:20 AM
<p>Is <i>anything</i> going to be done to the brawler STR tree? Chi looks like a viable skill to possibly take, however I don't think its worth spending 22 aa just to get the one skill, and some increased STR as the only benefit of an entire line. Other than that, the Agi line looks to be a good alternative of the STA line. However, I don't think that I will be changing too much from my current setup of 4-4-8 STA, WIS, and INT.</p><p>The Dressing Rooms are cool. Always nice to see what my toon would look like in gear that I will never get, and wonder what I would look like in other class's gear that is wanted on raids.</p><p>The only other problem I have is the second aa abilities all being on the same reuse timer, it would be nice to use all of them in one encounter.</p>
Vifarc
06-29-2007, 05:25 AM
Same. They should have put a looting option 'No copper please'. Powers wrote: <blockquote>I still don't like the idea of removing coin weight and auto-changing it. Other than that, looks like a nice update. </blockquote>
rvbarton
06-29-2007, 05:30 AM
<p>Mystics & Templars have even less defense in PVP now, after the changes, than before.</p><p>I was trying to do my carpet quest in SS yesterday. An even con Assassin was approaching, so I popped my Single Target Master 2 Ward, and the Assassin shut me down to where I couldn't cast a spell for what seemed like forever, (at least 6 seconds), still mowed through my ward, and stacked his dots on me. I have great gear, great resists, and all master 1 spells, and I still died in about 7 second because if I can't cast, I cannot cure, I cannot heal, I cannot ward. I could only attack, and Mystic DPS is pitiful, especially in PVP. I have maxed the CA line in EoF, so my attacks aren't shabby either, but there is simply no balance.</p><p>As a healer in PVP, especially when going solo, I expect to die alot. I'm not asking to win fights, I'm just asking for the ability to give the guy a black eye when they are cutting out my liver and trying to feed it to me.</p><p>Please do something about Healer defense in PVP.</p>
eversilence1
06-29-2007, 05:38 AM
<p>why wasnt that the throne wasnt added to the live servers in gu36 notes?</p><p> seriously u leave it to the forums where we have to dig to find out whats happened</p><p>u knew it wasnt going live so why wasnt it added to the gu36 notes? </p><p>pity u most likely just peeved off alot of pple who had setup raids to find they dont meet the requirements</p>
Luhai
06-29-2007, 06:05 AM
How about reading this thread, like the comment from Grimwell on the first page of this thread? <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" />
eversilence1
06-29-2007, 08:00 AM
<cite>Luhai wrote:</cite><blockquote>How about reading this thread, like the comment from Grimwell on the first page of this thread? <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /></blockquote><p> how about we get told in the game update notes instead of us going to the door and going what the hell</p><p>and having to search and find out we wasted our time due to not being informed properly</p><p>i seen this thread after we had allready grped and got to the door and it wouldnt let us in </p><p>so i was searching forums to see if any quest to get in and came across this </p><p>it would of been simple for soe to put in game update notes wich everyone reads to find out what went on in the game update that the zone wasnt added </p><p>yep we are all left to search thru the forums to see what happened </p><p>soe has allways lacked in informing its customer base ,we are left to try dig round the forums or other players to find out whats happening</p><p>soe needs to get there act togeather on informing us promptly and in such a manor its easy and convienient to find</p>
Zabjade
06-29-2007, 08:13 AM
<span style="color: #00cc00"><b>By it NOT being in the notes</b> you were pretty much informed <b>that it wasn't up</b>. Never assume, that wastes your time. </span>
eversilence1
06-29-2007, 08:23 AM
<p>its like station exchange been told for over 7 months yes we are working to open to outside usa residents then we get told no we are not working on it we wont be opening it to bad basically</p><p> its apity soe leads its player base to believe something then pull it from them</p>
potatotr0ll
06-29-2007, 10:32 AM
My impressions so far. Wizzies and Warlocks got the shaft. Their dps is well below assassins and other scouts already. Nerf to their AAs made it worse. Ammunition issue. Ranger friends of mine cant believe they have to spend a small fortune every time they go out on arrows, since summoned arrows are worthless. On to my issues. I have a bruiser, a brigand, a coercer, and a zerker (the ones i mainly play, all above lvl 60). I like the change to Brawler AGI line stuff, just made it a bit better, nice. STR line is still useless. Most brawlers are still going to go partially STA/WIS/INT and thats sad. We only have 4 AA lines pretty much at high end game. STR line is useless even if Chi is better (still 15 min recast, should be like 3 or 4 min recast then the STR line might be viable). Basiclly, Brawler AA lines were not made any better really, the changes to it will not sway anyone to do anything differently. Rogue AA line. As I was a STR/AGi Brigand (one of the only i think on my server) I didnt get effected by the WIS line nerf. Basiclly, the changes gave me no reason to change anything. The only reason a brigand would change is to get STR/AGI since the other AA lines suck now, even INT line. yes, if a brig has aggro issues, your tank sucks. We have working anti-aggro stuff unlike wizards and warlocks. The INT line is pretty much a waste. So basiclly Rogue AA line changes...worthless, no change. Coercer...No change. Nothing done to Enchanter AAs make me want to change from my original path. I think its the same as every other enchanter AGi/STA lines. Zerker...havent messed with him. Rarely play him and hes not a buckler zerker, so i didnt feel the nerf bat...I dont think. Basiclly put, i am not sure why things were changed to be honest, other than a few random nerfs. Wizzies are screaming their dps sucks even worse now, brigands will be mad about their WIS line, brawlers still have 4 AA lines (STR line is garbage at lvl 70) and warriors will shed a tear for their annoying habit of using a buckler. All in all, useless update except for money changing and dressing room. I know alot of devs worked hard on these changes, but it made no difference what so ever that i can tell. I'd say 95% of the people will keep their same AA spec unless you nerfed a line so bad, its useless to have. My rating on this update: 1 (Critical Failure) Of course just my opinion. Havent tested other stuff other than AA changes, so rest of update might be ok.
DrkVsr
06-29-2007, 10:59 AM
<cite>Powers wrote:</cite><blockquote><u>I still don't like the idea of removing coin weight and auto-changing it.</u> Other than that, looks like a nice update. Looking forward to finally being able to craft a mirror. Powers &8^] </blockquote> <span style="color: #993300">Ah agree, what was the reasoning behind auto-changing your coin? What if you, ah don't know, <u><i>wanted</i></u> to have a couple thousand pieces of copper dragging your pants around your ankle? And if you didn't want to run back to the bank every fight you could easily use the outhouses to change your coinage</span>
Lord Montague
06-29-2007, 11:03 AM
<cite>DrkVsr wrote:</cite><blockquote><cite>Powers wrote:</cite><blockquote><u>I still don't like the idea of removing coin weight and auto-changing it.</u> Other than that, looks like a nice update. Looking forward to finally being able to craft a mirror. Powers &8^] </blockquote> <span style="color: #993300">Ah agree, what was the reasoning behind auto-changing your coin? What if you, ah don't know, <u><i>wanted</i></u> to have a couple thousand pieces of copper dragging your pants around your ankle? And if you didn't want to run back to the bank every fight you could easily use the outhouses to change your coinage</span></blockquote> Yeah, I know what you mean. I've always wanted to just build up a huge massive amound of copper just so that I could have the opportunity to run into a noob begging for coin some day and say "sure, here you go" and laugh at them as the crawl to the bank carring thousands upon thousands of copper. But alas...my dream has been crushed...*sniffles*
Finora
06-29-2007, 11:13 AM
In the effort to make 'commonlands more playable' they just made EVERYTHING solo. That is kind of a lame way of going about things. It wasn't hard at all for a very low level Arasai to get out of Darklight and to Freeport as it was. Making everything in the entire zone solo is just taking things a bit too far.
Catsy
06-29-2007, 11:34 AM
I love the change to coin, and the removal of the weapon/offhand requirements for KoS AAs. I also really like the change to the Druid shapechange AA abilities, aside from the annoying necessity of having more icons on my already-crowded hotbars. What I hate--and I mean absolutely, vehemently HATE--is the change to Hierophant Obfuscation in the Druid WIS line. It has been rendered completely, utterly, USELESS for just about anyone at level 70. It used to be a straight dehate by 10% with 8 points in. This was actually really useful for some people, particularly furies--who generate a lot of agro between healing and nuking, and don't really have an other effective way to dump it beyond one deagro with a long recast and a sometimes-undesirable AOE stifle. It now confers, with 8 points, a 10% chance to avoid hostile spells. This sounds great on paper: a one in ten chance to avoid hostile spells is nothing to sneeze at. The problem is that it's a chance to avoid a <i>Level 70 effect</i>. How many white-con or lower mobs are you fighting at level 70? Some, yes, especially in KoS dungeons. Chances are good you spend a lot of your time either raiding, or (if you don't raid) running zones like Unrest, OOB, Nizara, COV, MMC, and CMM. Over all this content, 99% of the mobs you will run into are yellow or orange to you--i.e., level 71 or above. The purpose of these changes was to improve lesser-used abilities to make them more appealing. How exactly is it an improvement to take a passive ability useful to any priest at any level, and turn it into something that stops being useful when you hit level 70? How is it the least bit desirable to waste points in an ability that only works when you're fighting content weaker than you? It would be better to make this ability scale to Level + 5--e.g., at level 47 it would confer a chance to avoid up to level 52 spells, and at level 70 it could avoid level 75 spells. The description also really needs to be clarified so that the restrictions on what kinds of spells it can avoid makes more sense.
DrkVsr
06-29-2007, 11:39 AM
<p><span style="font-size: small"><span style="color: #993300">What was in the way of some tasty flying morsal to go from DLW to FP? If you were able to get past the undead and wisps to get to the CL zone then you should have had no trouble getting to FP or even the 'friendly' guards at XRoads</span></span></p><p><span style="font-size: small"><span style="color: #993300">LEAVE COMMONLANDS ALONE!!!! Bring back Kizdean Gix or at least tell us what really happened to him. Apart from sending evil Jumpers to the mountains near TS zone (why? it only took you one jump to find out the guards don't like you popping up in their face), what has ever happened to Antonica?</span></span></p>
Uilamin
06-29-2007, 11:56 AM
Clerics and Shamen now such in pvp as they cannot cure more than a single debuff on each type, they cannot heal, and their dps was nerfed too. Suggestions: Remove recast on cures Un-nerf heals or buff dps in pvp by about 50-100%. Cleric AA wise - the wisdom tree is still useless, just completely revamp it from anti-undead. -stamina 5: make it a single target buff and increase the recast. Other AA issues: Templar - make over-confidence only use proc counts on non-fighters. Right now it is useless as it only procs 3 times on the mobs target and only affects non-fighters, however, it will proc on a fighter and just fizzle out. - mana cure: make it useful or replace it, right now is hardly ever is ever procs Inquisitor - Maladroit is so situational it has almost of use, either make the 25% debuff affect all spells the mob is using (so a 25% reduction in aoe damage) or just replace it with a new ability, like a debuff that reduces the time or range of enemy aoes or a daze that affects epic targets. -enhanced fanaticism: actually make the ability do what it says it will do and only affect healing spells cast by target, not all proc and items used -enhanced verdict: have the spell auto-cast itself for the proc instead of requiring the inquisitor to remain stationary and inactive for a few seconds so that the auto-cast when the threshold is hit cannot be interrupted
Myst@Vox wrote: <blockquote><cite>Luhai wrote:</cite><blockquote>How about reading this thread, like the comment from Grimwell on the first page of this thread? <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /></blockquote><p> how about we get told in the game update notes instead of us going to the door and going what the hell</p><p>and having to search and find out we wasted our time due to not being informed properly</p><p>i seen this thread after we had allready grped and got to the door and it wouldnt let us in </p><p>so i was searching forums to see if any quest to get in and came across this </p><p>it would of been simple for soe to put in game update notes wich everyone reads to find out what went on in the game update that the zone wasnt added </p><p>yep we are all left to search thru the forums to see what happened </p><p>soe has allways lacked in informing its customer base ,we are left to try dig round the forums or other players to find out whats happening</p><p>soe needs to get there act togeather on informing us promptly and in such a manor its easy and convienient to find</p></blockquote> You go to the forums to find out about the potential new zone, yet complain when you have to go to the forums to find out the new zone isn't going to be in yet? Your logic is flawed and clearly biased -- and SOE has always made it very clear that nothing on test server is final.
uberscott314
06-29-2007, 01:01 PM
<p>2 questions and an answer for people complaining about brawler str line</p><p>1. Is it entended that the second aa abilities share a re-use timer? I read the update notes as they wouldnt, pls paint me a picture.</p><p>2. I am working on sod rewards if i pick the legendary DW can i pick the fabled 1-hander later? Also if I pick the 1-hander and the wield style change comes to live can i get it swapped for the upgrade DW? I think it was silly to put in the new Epic and then a month later change Wield styles. If i had to pick which one i wanted it would be the wield over the epic but that is me. Wield change is needed. But that also brings up my thought about the delay affecting boths hands and how it kills dw 4s delay weapons.</p><p>The brawler str line was changed away from un-armed EVERYONE wanted it changed back so they did. Brawlers need to come together and try and decide on one thing. Because if half want un-armed and the other half say they will never use that line. Then guess what SoE is going to do, give the half that will use it what they want.</p>
liveja
06-29-2007, 01:15 PM
<cite>DrkVsr wrote:</cite><blockquote><p><span style="font-size: small"><span style="color: #993300">What was in the way of some tasty flying morsal to go from DLW to FP?</span></span></p></blockquote><p>Nothing at all. My eyes bugged a little at the notion that CL had to be made "more playable" for people. There was nothing wrong with it before the change; it's nerfed into the ground, now.</p><p>Bad move, SOE. The rest of the GU, however, I'm liking. </p>
potatotr0ll
06-29-2007, 01:15 PM
<p>From what I have seen, the AA abilities for brawlers currently share reuse timers, but are not supposed to.</p><p> Secondly, from what i have gathered from the community, the general idea is that unarmed should still be usable, but the STR line needs to have more to it to make up for lack of attributes, resists, and procs from having weapons. One post I saw that i liked the idea, said something about making the fist wraps a special item that was more akin to gloves (has stats and resists, but still could put weapon adornemnts on them) but doesnt have dmg rating and such as a weapon, your auto attack, would be bare fisted (using STR line). So basiclly, brawlers would have a good choice other than the standard STA/WIS/INT setup and they would be able to have the bare-fisted look. We know its not hard to have no graphic for a weapon. Fist wraps already have no graphic. Fist of Marr has no graphic (has a sprite animation but ditch it and its empty hand).</p><p> The brawler community tried to explain alot in the test feedback for this update, and instead of listening, the devs seemed to have thrown their hands up and say "Who cares!" then proceded to make Chi better, yet still useless. Not sure why they did that, still doesnt make the lack of id say at lvl 70 (fabled/legendary gear) about 60 STR possibly 50 or so AGi or STA, plus adornment added dmg.</p><p> I think basiclly the Devs got fed up with the random bickering in the test feedback forum. Was the good old warrior/brawler slugfest over who should be able to tank better. That basiclly helped leave us in the state we are currently and have been in since KoS's release.</p><p> Also, they didn't changfe the end ability for brawlers in the INT line. kicks in at 30% health. Wearing leather armor, if you are at 30% health, you dead no matter what bonus to your mit is. Sorry, but 1500 mit means nothing in Unrest if you at 30% health. Even if yu got a ward on yu, only chance you have is a big fat heal, which cancels the bonus to crit chance and mit buff. Several people said make it 50% not 30% and it would be useful. I think the few people that dont take the STA/WIS/INT AA spec and actually go down 2 lines, get the last box in INT line merely to have a title. Definetly sets you apart from other monks and bruisers since they are all specced for raiding and spread their points across 3 trees.</p><p> umm...think that covered your question....not sure forgot what i was talking about <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Well the point is, try again devs, cuz it didnt work, especiially for brawlers and sorcerers.</p>
liveja
06-29-2007, 01:16 PM
<cite>uberscott314 wrote:</cite><blockquote><p>1. Is it entended that the second aa abilities share a re-use timer?</p></blockquote>Yes.
DrkVsr
06-29-2007, 01:32 PM
<cite>livejazz wrote:</cite><blockquote><cite>DrkVsr wrote:</cite><blockquote><p><span style="font-size: small"><span style="color: #993300">What was in the way of some tasty flying morsal to go from DLW to FP?</span></span></p></blockquote><p>Nothing at all. My eyes bugged a little at the notion that CL had to be made "more playable" for people. There was nothing wrong with it before the change; it's nerfed into the ground, now.</p><p>Bad move, SOE. The rest of the GU, however, I'm liking. </p></blockquote> <span style="color: #993300">Moving the orcs to the other side of the river and getting rid of Kizdean Gix (bring him BACK!!!) was the first blow and this is the last blow (why was the orcs moved in the first place when you still have stinky gnolls pretty much covering 80% of Antonica?)</span>
GinFan
06-29-2007, 01:36 PM
uberscott314 wrote: <blockquote><p>The brawler str line was changed away from un-armed EVERYONE wanted it changed back so they did</p></blockquote><p> *cough*bs* "Everyone" meaning you and few others that didn't think it through?</p><p>Changing it back makes it viable only for those going bare handed. Barehanders lose nothing if the restriction is removed and the benefit stays the same; instead they gain the option to upgrade if they ever find a nice weapon. "But I want to roleplay," it doesn't matter how well you hone your body to be a killing machine, if you put on brass knuckles you will hit harder. </p>
Binkley
06-29-2007, 01:39 PM
I understand and support the ideas behind some of the changes to the AA lines, weapons etc. However, there are very clearly places that you “missed the boat”. First, I want to address how the changes to arrows affect rangers. For a long time, Rangers complained about the cost of arrows and poisons. Essentially this made them too expensive to play, especially if the ranger chose to raid. While I agree that there needed to be a differentiation between the arrows, the current change makes the summoned arrows useless. I often used the summoned arrows for solo stuff and easy group stuff but the decrease in distance and damage makes them useless for these applications. Now to the changes to the sorcerer WIS line, decreasing brainstorm by 50% was far too much of a cut. This overcompensates for the additional INT and thus damage someone might gain from an additional item in the offhand. Where a sorcerer falls on the INT/Damage diminishing returns curves exacerbates the problems generated by the loss of base damage from Brainstorm. If a sorcerer is on the right (or wrong based on the sorcerers’ perspective) part of the curve, additional INT gains very little increase in damage. A large problem for most sorcerers is their big hit spells move them up the hate list quickly. The best way to reduce the hate is to cast slowly with consistent damage rather then spike damage from the two or three “big nukes” that generate a lot of hate. The best way to compensate for the loss of base damage will be to cast the “big nukes” early and as often as they are up, increasing the amount of spike damage and hate gain. The very small hate reduction spells simply do not do enough to lower the sorcerer on the hate curve after a big hit with or without critical damage. To choose the INT AA line results in a loss to other skills necessary to achieve sustained high dps (e.g., reduced power cost, faster casting) as well as the increased damage from brainstorm and the increased crit rates. The stamina line also forces the sorcerer to give up important damage and really works best for a solo mage. However, in the endgame there is very little solo content and by that point most people that are still playing enjoy the group and raid content. The STA and INT lines simply do not improve the experience for the sorcerer or the group or raid. Sorcerers provide one thing and one thing only to group and raid activity and that is DPS. For a long time sorcerers have complained about other classes that provide more utility or have better mitigation and hate reduction but provide more dps then the sorcerer. The implementation of the AA trees provided sorcerers a useful fix for this problem that allowed them to compete and still survive. The recent changes have reduced that fix and we return to the time when a wizard or warlock stands back afraid to cast because their armor is almost broken while most in the group or raid have many deaths yet to give up for the cause before their armor is broken. Despite what the Dev’s server wide parse data might show sorcerer’s have to work harder to produce the big dps numbers that other classes produce. I do not think the solution is to reduce the dps done by other classes but to give sorcerers back the opportunity to compete for the big dps numbers. There are of course other solutions to the problem, for example simply providing a spell that enhances the next nuke cast to not only do damage but to also move the caster down the hate list two or three slots. Another would be to give sorcerers a hate transfer nuke. In both cases providing a short recast timer on that spell would allow it to be used with the big nukes two or three casts per encounter and the spike damage issue would be solved. This might make the loss of 4% base damage (approx 1.5k lose of damage on Ice Nova with approximately 650 INT) easier to compensate for by allowing the sorcerer to use the big nukes earlier and more often.
Wingrider01
06-29-2007, 01:42 PM
Myst@Vox wrote: <blockquote><p>its like station exchange been told for over 7 months yes we are working to open to outside usa residents then we get told no we are not working on it we wont be opening it to bad basically</p><p> its apity soe leads its player base to believe something then pull it from them</p></blockquote> They never said that they would definately open up to non-US residences, it was stated that they would try. Want to help the issue? Petition your countries goverment to unify taxation laws, income laws and definitions of virtual property, take a look at international laws regarding these subjects and you will see whay it failed. A company I used to work for has pulled 80 percent of it's overseas business ventures because of similiar issues
Moondance
06-29-2007, 02:00 PM
<cite>Binkley wrote:</cite><blockquote>I understand and support the ideas behind some of the changes to the AA lines, weapons etc. However, there are very clearly places that you “missed the boat”. First, I want to address how the changes to arrows affect rangers. For a long time, Rangers complained about the cost of arrows and poisons. Essentially this made them too expensive to play, especially if the ranger chose to raid. While I agree that there needed to be a differentiation between the arrows, the current change makes the summoned arrows useless. I often used the summoned arrows for solo stuff and easy group stuff but the decrease in distance and damage makes them useless for these applications. Now to the changes to the sorcerer WIS line, decreasing brainstorm by 50% was far too much of a cut. This overcompensates for the additional INT and thus damage someone might gain from an additional item in the offhand. Where a sorcerer falls on the INT/Damage diminishing returns curves exacerbates the problems generated by the loss of base damage from Brainstorm. If a sorcerer is on the right (or wrong based on the sorcerers’ perspective) part of the curve, additional INT gains very little increase in damage. A large problem for most sorcerers is their big hit spells move them up the hate list quickly. The best way to reduce the hate is to cast slowly with consistent damage rather then spike damage from the two or three “big nukes” that generate a lot of hate. The best way to compensate for the loss of base damage will be to cast the “big nukes” early and as often as they are up, increasing the amount of spike damage and hate gain. The very small hate reduction spells simply do not do enough to lower the sorcerer on the hate curve after a big hit with or without critical damage. To choose the INT AA line results in a loss to other skills necessary to achieve sustained high dps (e.g., reduced power cost, faster casting) as well as the increased damage from brainstorm and the increased crit rates. The stamina line also forces the sorcerer to give up important damage and really works best for a solo mage. However, in the endgame there is very little solo content and by that point most people that are still playing enjoy the group and raid content. The STA and INT lines simply do not improve the experience for the sorcerer or the group or raid. Sorcerers provide one thing and one thing only to group and raid activity and that is DPS. For a long time sorcerers have complained about other classes that provide more utility or have better mitigation and hate reduction but provide more dps then the sorcerer. The implementation of the AA trees provided sorcerers a useful fix for this problem that allowed them to compete and still survive. The recent changes have reduced that fix and we return to the time when a wizard or warlock stands back afraid to cast because their armor is almost broken while most in the group or raid have many deaths yet to give up for the cause before their armor is broken. Despite what the Dev’s server wide parse data might show sorcerer’s have to work harder to produce the big dps numbers that other classes produce. I do not think the solution is to reduce the dps done by other classes but to give sorcerers back the opportunity to compete for the big dps numbers. There are of course other solutions to the problem, for example simply providing a spell that enhances the next nuke cast to not only do damage but to also move the caster down the hate list two or three slots. Another would be to give sorcerers a hate transfer nuke. In both cases providing a short recast timer on that spell would allow it to be used with the big nukes two or three casts per encounter and the spike damage issue would be solved. This might make the loss of 4% base damage (approx 1.5k lose of damage on Ice Nova with approximately 650 INT) easier to compensate for by allowing the sorcerer to use the big nukes earlier and more often. </blockquote>I so very much agree here. Its sad I had to work my rear off to remotely keep up with scout classes. Now the Dev's think its fit to take away 4% of my base dmg because they gave me a secondary slot to work with. BIG DEAL. That slot doesnt mean squat. Now Im further behind scout classes when I should be above them in the dmg department. I mean come on we gave up armor for our dmg. What does a scout class give up to be the big DPSer? Nothing. They wear chain armor with higher mit than we do. Give back the Wizards their DPS. Its a shame this happened because now Im so disgusted that I wasted my time getting my wizard to 70 I dont care to play it. I just go play an alt. More thought should have been placed into what was going to happen with our AA and what it was going to cause in the long run instead of just going yeah this sounds good lets do it. Listen to most of your wizards complaining for a change. For that matter just listen to the customers about a lot of things concerning the game. I know you cant please everyone but sheesh try to please some why dont ya. Without all us paying customers you dont have a paycheck.
potatotr0ll
06-29-2007, 02:02 PM
<p>As far as sorcerer's hate gain, I think they should get a 1 minute recast hate transfer spell. On raids and such, casters nuke thru the MT ot OT anyways. Brugand has the ability to use an anti-hate stealth ability. Reduces hate by over 1k (pretty much always loses my aggro). Its on a 1 minute recast timer. All the anti-hate stuff that enchanters and sorcers have look like massive recast timers. 3 min+ recast timers. Whereas Assassin and Swashy have a constant hate transfer. </p><p>Either place as a endline skill for an AA line that isnt used often or just directly give it to them.</p><p>First Suggestion: Just like the "clicky" crit AA spell, next spell will do this... All hate generated from the next spell cast will be transfered to your target (can only be used through implied targetting) So basiclly Mana burn, Ice Nova, Fusion, and all those evil warlock nukes can be cast right after you "clicky" hate transfer. 1 or 2 min recast. 2 min recast max. The drawback of course would be you have to have an implied target. This still wouldnt be as good as assassin's hate transfer. With the hate generated from that one big nuke, you might be able to get off another big nuke or 2 before they peel away, sneeze on you and you die.</p><p>Second Suggestion: hate transfer buff similar to Assassin and Swashy. If Sorcerers are supposed to be top dps, then they should have hate transfer even better than scouts. Plain and simple. There is no reason they shouldnt. Scouts might survive a hit from a lvl 74 epic x4. I say this cuz my brigand has taken a few shots from an epic x4, lvl 74 and survived. Casters in raids like that, lol. No chance, you dead. Even trash in labs will one shot paper armor casters. </p><p>Third Suggestion: Sacrifical Death!!! Give sorcerers an ability to aid the raid group with their most important skill right now, death. If the sorcerer gets aggro, and dies from it then this should happen. Target (mob killing the sorcerer) takes (Hate toward sorcerer X 2 [or x4]) in magic damage. Basiclly, the longer the sorcerer can hold out and produce more and more hate, the bigger splash he casues when he finally eats it. Can call it something like Arcane Feedback or something <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> So basiclly if hate is point for point with damage, a ice nova doing 10k dmg or so, Sorcerer eats it, target takes another 20k or 40k dmg. This should put sorcerers back on the dps boards around scouts.</p><p>With better anti-aggro i think sorcerers will be more apt to not pausing as often between heavy aggro stuff (which pretty much all of it produces too much hate to begin with). less pausing means more dps. Have it down with my brig where i chain cast CAs. Seriously i use about 6 CA's then use an anti-aggro and im good for another 6 chain cast CAs. I have seen sorcerers eat it after a debuff or a dot...after the tank has triple taunted (yes it happens, not sure why).</p><p>hmm losing my place now.... oh well, yeah my suggestions, other than give sorcerer's their 8% back.</p>
Binkley
06-29-2007, 02:17 PM
All of these are interesting suggestions and add the need to use some skill to obtain DPS and still live but they should provide the sorcerer with the opportunity to max their DPS. I wonder how much health a mob would need to survive, Ice Nova=====> Fusion ======> Manburn =====> arcane feedback? I could live with repair costs just to hear the raid party comments after this big explosion. LOL <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />
Cornbread Muffin
06-29-2007, 02:22 PM
<cite>uberscott314 wrote:</cite><blockquote><p>The brawler str line was changed away from un-armed EVERYONE wanted it changed back so they did. Brawlers need to come together and try and decide on one thing. Because if half want un-armed and the other half say they will never use that line. Then guess what SoE is going to do, give the half that will use it what they want.</p></blockquote>Incorrect. Everyone thought the new idea was subpar weakness. A few people wanted it changed back so they can leave their weapon slots empty instead of equipping fistwraps and achieving the exact same look they want for roleplay purposes.
potatotr0ll
06-29-2007, 02:39 PM
<p>I saw no issue with integrating several of the brawler STR AA line ideas. The fist wrap idea I personally thought was good. But any other way you want to go about it, the STR line just needs a bit more. yes, the dps is good for STR line, but as good as another spec with 2 fabled weapons? nope! Basiclly just needed a small something else to it to make it better, and i don't mean make Chi better. Now like i said before, drop Chi down to a much shorter recast timer,a nd we might be in business. 3-5 min recast on the new Chi (no negative effects) and I would definetly switch over. Would be basiclly every other mob in a raid zone or so. With Chi activated you can goto town.</p><p>In conclucion, at lvl 70, STR line sux. Plain and simple. I'm pretty sure the devs can draw info from the databases and compile it about what AA lines are used most or what abiltiies. STR is going to be last on the list for a reason. Of course like I stated before, nothing in this update made any AA line look like it would be as good as everyone's current AA spec. It made no difference. Most people will stick toi what they were using before, even if grudgingly. So basiclly I think the AA change was a massive waste of time for SOE unless they changed things to give people more choices. But the way it stood and still stands, there isnt really much choice. If you want to be the best you can for you class, pretty much all of a certain class go the same way. Most lvl 70 brawlers are 4/4/8 in STA/WIS/INT. Just the way it goes, and the way it will continue you to go, cuz this AA update was a waste of alot of dev's time and alot of SOE's money (the subscription money we pay).</p><p> STR AA line for leveling up, its hands down the best bang for your buck. Don't have to upgrade your weapons. Used it for about 30 levels, and really wished I would have kept it for about 69 levels instead. But the AA lines should not be geared for the grind, should be geared to cover all aspects of the game.</p>
Frankinfooter
06-29-2007, 03:07 PM
<p>Why are people so hung up on the Bare Handed issue. If SoE wants they can make the Str line do something different if too keep this around and still make a a viable AA line for level 70 or Fabled equiped people.</p><p> The bottom line is that something needs to be done to bring brawlers back in line with others DPS. Also like someone had mentioned before that a skill that requires health to be at or below 30% is just crazy.</p><p> Would be nice to see a Red Name responce to this.</p><p> Tarkin</p>
uberscott314
06-29-2007, 03:22 PM
<cite>GinFan wrote:</cite><blockquote>uberscott314 wrote: <blockquote><p>The brawler str line was changed away from un-armed EVERYONE wanted it changed back so they did</p></blockquote><p> *cough*bs* "Everyone" meaning you and few others that didn't think it through?</p><p>Changing it back makes it viable only for those going bare handed. Barehanders lose nothing if the restriction is removed and the benefit stays the same; instead they gain the option to upgrade if they ever find a nice weapon. "But I want to roleplay," it doesn't matter how well you hone your body to be a killing machine, if you put on brass knuckles you will hit harder. </p></blockquote><p>I hate brawlers never will play one, and there wasnt just a few others. read the test forums at all the post about wanting it changed back</p><p>makes no difference to me</p><p>the shared reuse timer is what pisses me off and makes no sense </p>
potatotr0ll
06-29-2007, 03:23 PM
<cite>Frankinfooter wrote:</cite><blockquote><p>Why are people so hung up on the Bare Handed issue. If SoE wants they can make the Str line do something different if too keep this around and still make a a viable AA line for level 70 or Fabled equiped people.</p><p> The bottom line is that something needs to be done to bring brawlers back in line with others DPS. Also like someone had mentioned before that a skill that requires health to be at or below 30% is just crazy.</p><p> Would be nice to see a Red Name responce to this.</p><p> Tarkin</p></blockquote><p>yes, it is basiclly the equivalent to saying that if a sorcerer gets hit with a direct melee hit (not aoe) they will do double dmg until they are full health. Because in raids, if a sorcerer just took a direct hit, means they are dead. not everytime, but most the time yes, they are now taking the place as a sorcerer-skinned rug for the raid instance. </p><p> Notice I didn't say if they get to 30% health, because casters can canablize themselves a bit, and if they struggle (or are a necro) they can get below 30% health on their own. </p>
potatotr0ll
06-29-2007, 03:25 PM
basiclly i would be fine with removal of bare-fisted (no weapons what so ever) AA if they just added in nunchuku or something. Those would be fine. means we can have fighting animations that are a bit different.
thepriz
06-29-2007, 05:48 PM
I would say that my only problem is with coin out updating and weightless. There is already an extremely large pool of money in the game, now we can carry 6 Strong Boxes, and as much money as we can find. It also makes storing money in banks useless on regular servers because there is no need to put money in the bank. Are you making an arcade game or a RPG?
ReturnOfMadness
06-29-2007, 06:47 PM
lol bank been useless since pre dof, besides atleast for me, i could carry all the coin i could find, and between repairs and hunting i would never go overweight ever so the change didnt effect me in the least, just happy for the mages in general who's strength plainly sucks
Skill
06-29-2007, 11:40 PM
<span style="color: #0099ff"><span style="font-family: arial,helvetica,sans-serif"><span style="font-size: small">So far, so good. Like the new dressing room feature. Great idea. Like the lack of debt. Glad I don't have to spend an hour getting killed by guards just to be competetive. Now if you could fix it so that people don't get AA from killing nameds while in groups where they wouldn't normally get XP, we'll be in business. Ran around on my Warlock, Fury, and Bruiser so far. Some quick notes: <b>Bruiser: </b>No major changes. Still about the same. I don't mind that Str AA is weaponless, it is a very viable line till L60-70, when you can get crazy good DW weapons. Not a big deal respecing AA at 70 for a better line. Sure, maybe they could make it viable for 70+, but no big deal. Cool that the other lines have no weapon restrictions now, I can stop worrying about finding a good 2H staff. Like the new AA tree. All in all, Brawler seemed ok. <b>Fury: </b>Love that I can pick my form without swapping weapons. Very nice touch. Thunderspike no longer requires a hammer, not a big deal, but cool I guess. Some decent tweaks across the board. Dmg nerf does not seem too severe. I do have 2 suggestions for Fury though: 1) give cure spells a recast of 2 seconds, maybe 3. 10 seconds is really ridiculous. 2) <b>Make the charm animal AA require only one Con slot. </b>Very few Druids bother with the charm animal AA. It's a pretty cool aa, fun for soloing, and you can get some decent animal friends in certain zones. But who will ever use it if it takes 3 con slots? My 26 Fury, fully buffed, has only one free con slot. To use the animal charm, I have to [Removed for Content] myself by losing 2 good buffs. I know there's the standard, every charm takes 3 slots, but this really needs to be looked at. Charmed pets are pretty weak in general, and we're not even talking about the strongest mobs in the zone. Animal mobs are usually not that powerful. requiring 3 slots is a bit much. This would be a more viable AA line if it went down to 1 con slot. I'd even settle for it being point based, put more points into the skill to reduce the con slot cost. Should do this for Coercers too... <b>Warlock: </b>Very fun. Actually won a few fights in Darklight, In a Duo with an assassin did pretty well. Dmg looked good, I was resisted less, and static shield no longer needs a symbol. Love that I don't have to swap weapons to make sure I have summoned book out. Magi shield is susposed to be non-physical dmg, but it seemed to be working the same, and description was still the same last time I checked. Can't wait to get manashield, looking forward to surviving longer. So far so good. Hoping to run around on my Zerker and Illusionist soon, see how life has changed for them. The sky does not seem to be falling, at least not in T2-3. </span></span></span>
Grimwell
06-30-2007, 01:51 AM
Just a quick update before I log in to (gasp) play... When I left the office today the raid and /claim tickets were in QA for testing. If things went well we will hotfix it in tomorrow. I'll be checking in after I wake up and posting confirmation (if it can be confirmed only - silence means it didn't happen).
melaine_dvarvensplitter
06-30-2007, 01:54 AM
Domino!!!!!! Thank you for increasing the amount of harvesting nodes in SS, I did notice in the one cave off the beach .. name is slipping me at the moment the respawn times for them are slower than the other areas in SS. Thanks so much once again as I can now work on my armorsmithing now that I can find the materials I need. Thank you!!!!!
Josgar
06-30-2007, 01:55 AM
<cite>Grimwell wrote:</cite><blockquote>Just a quick update before I log in to (gasp) play... When I left the office today the raid and /claim tickets were in QA for testing. If things went well we will hotfix it in tomorrow. I'll be checking in after I wake up and posting confirmation (if it can be confirmed only - silence means it didn't happen).</blockquote>Grimwell... playing!?!?!? Blasphemy!
Xalmat
06-30-2007, 01:57 AM
Skillet@Nagafen wrote: <blockquote><span style="color: #0099ff"><span style="font-family: arial,helvetica,sans-serif"><span style="font-size: small"> 2) <b>Make the charm animal AA require only one Con slot.</b></span></span></span></blockquote> That ain't happening, considering the same restriction affects Coercers, the premiere charm class.
SpritRaja
06-30-2007, 03:16 AM
- Coercers can charm anything as long as its not epic. (excepting some name mobs) - Druids can only charm animals most of which suck for dps or taunting. - Necros have a undead charm(there are more undead than charmable animals) and it doesn't cost more than 1 slot concentration
Couching
06-30-2007, 06:54 AM
I am very disappointed in Brawler aa changes. First, for str line, it is really unfair for brawler and other classes. Why? Since there shouldn't be a line for leveling only. It's unfair for brawlers who raid that we have only 4 lines as viable choices. It's also unfair for other classes that they didn't have a line for leveling. So either remove str line out of brawler tree or make one line for leveling purpose for every class. So any player has 4 lines as viable choices if they want to raid and also they can have a line for leveling up. With current design, every other classe can get benefits from 5 lines no matter you are casual or hardcore players except brawler. It is really a major design flaw. Second, comparing to war tree, mitigation tank can boost their avoidances by their class tree but brawler (avoidance tank) can't boost mitigation by brawler tree. Why? It didn't make any sense <b>if mitigation tank can boost their avoidance similar as avoidance tank but avoidance tank can't boost mitigations?</b> Can't you see this logic is flawed? Third, comparing to war and crusader tree, they all get <b>40% chances aoe to hit up to 8 targets from main hand </b>but brawler get weak <b>16% aoe 280-430+ damage proc up to 4 targets</b>. I know that the aoe from main hand won't proc on single target. However, can't you see <b>how unbalance it is</b>? The chances of aoe proc from brawler is way less and also it is a fixed weak damage proc. The aoe proc in war and crusader tree is way superior since it is not only higher chances to proc and also <b>the damage is scaled by your weapon!</b> <b>That's why it is so unbalanced. </b>For example, the parse of the zerker in my guild, <b>the average damage per swing of brimstone hammer is 1.6k in lyceum and 1.3k in DT. </b>(He has better buff in lyceum since he was MT and less buff in DT since he was in different group). You can imagine how powerful it is with 40% aoe skill comparing to brawler 16% 280-430+ damage proc. See the problem here? When RoK comes out, <b>war and crusader will get more powerful weapon and the gap of unbalance will be larger ! </b>Fourth, I am suprised that we have the same sta 3: 24% chances to proc 120-200 damage on single targets. It is really way under powered. Comparing to the other classes tree or any line, it is really worthless. 24% 120-200 single target dd is nothing. You spend 8 points and it gives you 15-20 dps. Seriously, it's a garbage. Last, guardian and berserker already have better aggro control than brawler with basic CAs. Even though, they get very nice boost from their war tree as a viable choice. However, for brawler, we have worst aggro control in all fighters and we get <b>ZERO</b> line to help us. Why? Moreover, in our EoF tree, we get deaggro buff. LOL. We are fighter not scout! Oh, I forgot that even brig and swashy get hate boost from their rogue tree. Why? Why should they need better hate and brawler, as fighter, get deaggro buff? Seriously, it is another major design flaw. <b>It didn't make any sense that brawlers as fighter can't get any hate boost from our tree but rogues get it.</b> I hope Devs can fully understand how brawler tree is screwed after reading my post. It didn't make any sense and the logic is really flawed. I would suggest: <b>Str 2: Remove the bare hand restriction and raise the crushing debuff up to 800+. Str 3: change it to be similar as rogue sta 2. Most fighters have 2 encounter taunts and we have one only. It's definitely reasonable to give brawler a chance to get our 2nd encounter taunt. Str 4: change it to be similar as war tree wis line to get mitigations. Sta 3: Change the garbage single dd to 24% double attack. Now, it makes any sense to spend 8 points on it and on par to other class tree. wis 3: Change it to 40% aoe from main hand as other fighters. It's fair since brawler is fighter. </b> With this modification, finally, brawler can have different path for either tanking or focus on dealing damages as other fighters. A tank specialized brawler can finally be easier to hold multiple adds but still worse on tanking comparing to plate tanks and damage specialized brawler can deal damage on par with other fighters. Edit: One of the major design flaws of current brawler tree is that our single and aoe proc are all damage proc. It really restricts brawler damage comparing to other fighters in progression. <b>There is no progression for us.</b> No matter how good weapons you have, the damage proc is fixed. Comparing to war and crusader, they can get much benefits with progression since the better weapon they have, the extra damages they can benefit in their aoe attack.
DrkVsr
06-30-2007, 07:54 AM
<p><span style="font-size: small; color: #993300; font-family: comic sans ms,sand">Haven't looked in the options, but is there a way to turn off the auto-sort for coins? Ah miss being able to see the money ah make and with it being auto-sorted there are times ah don't even notice an increase</span></p>
liveja
06-30-2007, 10:55 AM
Couching@Crushbone wrote: <blockquote><b>It didn't make any sense that brawlers as fighter can't get any hate boost from our tree but rogues get it.</b></blockquote>I'm a Swashy, & I hate the thought of us getting nerfed -- I'd much rather see the Brawlers get buffed in this regard -- but I agree with this basic point. Apologies to my fellow Rogues, but I call it as I see it.
Seraki
06-30-2007, 11:48 AM
<p>On the Commonlands, nice work. Now do the same for Antonica. You couldn't find a group to do any of those heroics anyway so most people were just passing them by. I cant tell you how many quest I dumped cause I couldn't find a freaking group or partner to do them with. My one exception to this change though was the big griffon in the Commonlands. I mean every zone needs a newbie ganking ringer that shows up now and then. Besides the run for your lives the griffon is coming, is like heritage from old commonlands in EQ 1. Make him heroic again ... or better yet epic 2x like he was in the beginning. </p><p>[one thumb up]</p><p>On the range ammo ... [sigh] this was soooo unnecessary. Way to harass lower lvl players to offset a few fancy geared rangers. I promise you my 44 ranger was already missing enough ! I was so looking forward to changing her from woodworking to jeweler. Now I feel like my ranger has to be enslaved to the woodworking table. Woodworking is not really well balanced vs other trade skills sense there is not a lot of demand for woodworker shields anymore. So make it so one class that is absolutely dependant on arrows so they have to use woodworked ones so they wont miss 2/3 of the time to give woodworking some value?</p><p>[two thumbs down]</p>
Finora
06-30-2007, 12:34 PM
<p>...Woodworking is hugely profitable without the arrows being better than they were =) Just have to know what to sell, and shields weren't it.</p><p>But yeah, the whole arrow thing sucks =( makes me glad my ranger is mostly a solo character who doesn't end up using many arrows anyway.</p>
Lakaah
06-30-2007, 05:37 PM
The dressing room is fantastic, great job on that. Haven't seen it yet, but the Commonlands update sounds good, I hope Antonica is being worked on for the next update <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> AA changes ... I hate the shared re-use timers on the 2nd row abilities, I understand why it is that way, but having to waste points on something I get zero benefit from still sucks. I'd like to see a *full* respec for my AA's. With the change(nerf) to the Conjuror's Enhance: Vehement Stone, I'd really prefer to take 12 points from my Conjuror tree and put them over in the Summoner tree. The upgrade to the Warrior's Agility 3 ability is nice, but would you consider making it affect mobs within the current encounter only? Many areas have wandering non-hostile mobs, and hitting them with my auto-attack due to this ability is no good. I tried it out just before the patch, and I got wandering mobs caught in my attack 5 or 6 times in one evening. That's 5 or 6 times too many to hear my wife fuss about me pulling adds when it wasn't even my fault <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Thanks for the changes to a few of the more insanely annoying book quests. Please keep making changes to these where necessary. Lastly, thanks for the changes to coin weight et al. Sometimes, realism is not worth the irritation. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
lovings
07-01-2007, 01:09 AM
<p>I have a problem with the way that SOE does it content for the average player and this is what i mean.</p><p>Now i or my guild are not the "hard core, fabled out from head to toe" type players/raiders. we are just a average group of folks who like to play EQ. So when the Sword of Destiny questline started we thought...ok we can do this. But this level 68 Heroic quest have now turned into a 70 epic which IMO in garbage because as i said we are aveage players. If we had known that the "end game " of this quest would have been in the 70 epic range a lot of my folks would have not even started the quest and wasted hours and hours of playing in the hopes of getting a weapon. I was lucky enough to group up with a raiding group last night to do SOD and we got to Mistmore castle and the books before they had to leave and for the 6 hours that i was with them i took notice of everything we had to do to get to that part and lets be real here, this quest was NOT made for the causal player. It was made for the Fabled 70's who can go into Mistmoore or Kalidim with a 6 person group with no problems, And that is fine, I have no problem with that. But what I ask is that you make it known right from the BEGINING of the questline. If it starts as a 68 heroic then it should stay around that range.......not jump to a 70 epic range. Most folks know what type of groups they can set up or not and it would IMO make the game run a bit smoother without having a bunch of folks all doing a quest just to find out that they are never going to finsh it because the levels have changed. The RainCaller Bow Hq when you got it, it stated that it was a 60 epic quest so you knew right at the start you would have to deal with a 60 epic hence you could decide if you wanted to spend time on it or not. with the SOD and others like it you dont until you have done quite a bit of the quest. My thoughts cure this is real easy. TAG the quests in the beinging with maybe a (HEC) High End Content or (CP) Casual player content, or even a different color to let a person know what they will be up against. Even now I dont know if i will be able to finsh the SOD because i am not sure 1 how close i am to finshing it since i am at the pages part and 2. if i can get a group that can go into mismoore without dieing 10 times and breaking. My point is that by the time most folks finsh this quest they will be a level 80, finshing a lvl 68 heroic quest for a 67 legendary/fabled weapon.</p>
belwulf
07-01-2007, 01:20 AM
<p>For the creators of the game i dont understand what class set the brawler is fitting under, DPS or tank. We are in the tank subclass, but are expected to be dps even though we are leather armored. I started a monk again because in eq1 they where pure DPS. Now in EQ2 the monks can hardly make it past 1100- 1700dps parsed. If the monk is a dps class then why cant they have the same free hand pick as all the other classes. If the STR line is put into effect in GU37, the brawlers can start dpsing and stop having to tank to be useful in groups and raids. Exuse my punctuation and spelling was in a hurry... From, Bewulf the grumpy </p>
Jrral
07-01-2007, 05:49 AM
<cite>belwulf wrote:</cite><blockquote><p>For the creators of the game i dont understand what class set the brawler is fitting under, DPS or tank. We are in the tank subclass, but are expected to be dps even though we are leather armored. </p></blockquote>Monks and bruisers are avoidance tanks. Monks are the "defensive" half of the pair, oriented towards tanking and avoiding damage at the price of some damage output. Bruisers are the "offensive" half, with higher damage output but less aggro management. Think of them as the avoidance versions of the guardian and the berserker. Bruisers would be more suited to soloing and small groups where the tank also has to do damage, while the monk's suited to full groups where there's enough DPS that they don't have to worry about it. Frankly, though, because of the way avoidance works brawlers don't make good main tanks. They make good off-tanks, but their low mitigation means when they do get hit they get hit hard and the healer often can't keep up with it. Note that off-tank looks like a DPS position when the fight's going as planned, as there won't be any adds and no mobs'll be turning on the caster or healer and the OT just needs to contribute damage and stay #2 on the hate list.
Patsenarion
07-01-2007, 02:00 PM
<p><span style="font-size: small">Just wanted to say how much I appreciate the color coating of the loam rescources. Now if the raw metals could have something similiar done to them that would be great!! =)</span></p>
Couching
07-01-2007, 02:40 PM
Jrral@Unrest wrote: <blockquote><cite>belwulf wrote:</cite><blockquote><p>For the creators of the game i dont understand what class set the brawler is fitting under, DPS or tank. We are in the tank subclass, but are expected to be dps even though we are leather armored. </p></blockquote>Monks and bruisers are avoidance tanks. Monks are the "defensive" half of the pair, oriented towards tanking and avoiding damage at the price of some damage output. Bruisers are the "offensive" half, with higher damage output but less aggro management. Think of them as the avoidance versions of the guardian and the berserker. Bruisers would be more suited to soloing and small groups where the tank also has to do damage, while the monk's suited to full groups where there's enough DPS that they don't have to worry about it. Frankly, though, because of the way avoidance works brawlers don't make good main tanks. They make good off-tanks, but their low mitigation means when they do get hit they get hit hard and the healer often can't keep up with it. Note that off-tank looks like a DPS position when the fight's going as planned, as there won't be any adds and no mobs'll be turning on the caster or healer and the OT just needs to contribute damage and stay #2 on the hate list. </blockquote>If we are tank, why did we get deaggro buffer rather than hate gain buff? It's really silly that a tank with deaggro buff no matter in group or in raid. It's also silly that rogues get extra aggro control from their rogue tree and brawler didn't. Why? Rogues are dpsers and they are not tanks ! <b> Seriously, if brawlers are tanks, give us better aggro control. If we are dpsers, give us better dps to be dpsers. </b>
Jrral
07-01-2007, 03:41 PM
Couching@Crushbone wrote: <blockquote>If we are tank, why did we get deaggro buffer rather than hate gain buff? It's really silly that a tank with deaggro buff no matter in group or in raid. </blockquote>Off-tanking. You grab the add or the mob that the MT lost, then when the MT picks it up you hit your deaggro to make it easier for the tank to grab it. Advice: don't try to tank with a brawler the same way you'd tank with a guardian. It doesn't work. And no, brawlers aren't the best main tanks in the game.
Couching
07-01-2007, 04:02 PM
Jrral@Unrest wrote: <blockquote>Couching@Crushbone wrote: <blockquote>If we are tank, why did we get deaggro buffer rather than hate gain buff? It's really silly that a tank with deaggro buff no matter in group or in raid. </blockquote>Off-tanking. You grab the add or the mob that the MT lost, then when the MT picks it up you hit your deaggro to make it easier for the tank to grab it. Advice: don't try to tank with a brawler the same way you'd tank with a guardian. It doesn't work. And no, brawlers aren't the best main tanks in the game. </blockquote>What you said means nothing and is totally against reality. Brawler didn't have SNAP aggro. What you described is swashy rather than brawler. Moreover, you have no idea of how high end raid is such as avatars or contested mayong. The only job for off tank in high end raid is keeping mobs off dpsers. Nonestop waves of adds till avatar or mayong gets killed. Brawlers have big problem to keep mutliple adds off 3k+ dpsers in high end raids since we have only 1 encounter taunt every 20 sec and very weak aoe CAs. Seriously, man, don't comment something you don't know. It makes you silly.
Spider
07-01-2007, 04:34 PM
<p>my only major complaints are 2 </p><p>one harrowing inquiest doesnt seem to be functioning in pvp for inquisitors </p><p>and the 10 second recast of cures in pvp is TOO long and it gives most classes a disturbingly unfair advantage in pvp since many classescan stack 10-20 trauma's on a player in moments only being albe to cures 1-2 of them every ten seconds makes us extreemly vunerable esspecialy since we cant cure specific traumas </p>
belwulf
07-01-2007, 06:05 PM
<p><span style="color: #990066"><span style="font-size: xx-small"> </span><span style="color: #3333ff">I DIDNT ask what a bralwer class was. my comment was for the game creaters to get back to monk eq 1 basic weight carried to 7lbs or less not 4587lbs!! get back to raw dps and less of tanking. I have about 9.4k hp., 3100miti, and 11000avoid. i tank unrest, nazara and any exp zone you can shake a stick at as well or better then the common plate tank. THATS NOT RIGHT!monks are dps class......if you cant tank as a monk in the tank sub-class thats all you</span></span></p>
Spider
07-01-2007, 06:20 PM
<cite>belwulf wrote:</cite><blockquote><p><span style="color: #990066"><span style="font-size: xx-small"> </span><span style="color: #3333ff">I DIDNT ask what a bralwer class was. my comment was for the game creaters to get back to monk eq 1 basic weight carried to 7lbs or less not 4587lbs!! get back to raw dps and less of tanking. I have about 9.4k hp., 3100miti, and 11000avoid. i tank unrest, nazara and any exp zone you can shake a stick at as well or better then the common plate tank. THATS NOT RIGHT!monks are dps class......if you cant tank as a monk in the tank sub-class thats all you</span></span></p></blockquote>uh bro this is NOT eq1 and here Monks are NOT a dps class and are not listed as a dps class tehy are AVOIDANCE TANKS!!!!!!!
Zabjade
07-02-2007, 01:34 AM
<p><span style="color: #00cc00">And forget the Weight issue as well, <b>I remember in EQ1 my Newbie Monk Armor took me to the Weight limit by itself!</b> Made looting and saving for better equipment very hard to do as if I looted I'd get hit.</span></p><p><span style="color: #00cc00">Come to think of it I remember being slagged by an what appear to be undercons a lot in EQ1</span></p>
Soulhunt
07-02-2007, 02:48 AM
<p>i hope a dev reads this.....</p><p>i play an assassin [main] and there are a few problems that need to be addressed</p><p>stamina 5-impenetrable....12 sec duration with 12 sec recovery therefore u cant use cas during this effect.[as it states in the decription] the problem i have found , is that when i cast this abitliy i can no longer auto attack for the 12 secs either. it just dont make sense that other abilities dont have these restictions but this one does...i should at least be able to auto attack.</p><p>repeated stabbing.... reduces recovery speed by 100% [soe math means it 1/2 ] so my cas which have a .5 sec recovery turns into .25 secs. lol, .25 secs <span style="color: #ff0000">worthless</span>... a blink of an eye is slightly faster then that. this is a big waste. on a side note, it in test it did reduce the 12 sec recovery of impenetrable to 6 secs. it was the only reason i use repeated stabbing. i was told that it was a bug and was fixed before it went live. imho repeated stabbing needs to be changed to something people may actually use...or allow it to reduce impenetrable. as it is now there is NO reason for any assassin to get that skill.</p><p>still having stealth issues with items or procs breaking stealth and a lag time on 'surveillence'.</p><p>lastly, i really hope soe figures out how to truely balance things out and make aa choices useful. if not they will lose atleast on more subscriber...ME!</p><p>SOULHUNTER</p><p>p.s. im not tring to be a whinner but im getting sick of some classes [not just assassin] getting nerfed or useless aa choices that would never be used.</p>
Sykophrog
07-02-2007, 02:56 AM
<p>From Update notes:<b> </b></p><p><b>Cleric </b></p><p>Agility 5 - Holy Shield: Improved reuse speed from 5 minutes to 1m and it now toggles, and casting speed from 2s to 1s. Removed power cost. </p><p>This is bugged on Live (or patch notes are wrong) because the recast timer is 1 minute 30 seconds. And the recast only starts after the duration expires (which is why its toggleable I assume).</p>
DrkVsr
07-02-2007, 07:49 AM
<span style="font-size: small; color: #993300; font-family: comic sans ms,sand">The only 'problems' ah've had with stealth is when grouped and someone else initiates combat somewhere else. What do you mean you have 'issues with items or procs breaking stealth'? That's what happens: you do something and stealth ends, ah've not come across anything that allows you to do an action but remain stealthed (only thing really is the ability that diverts a percentage of the assassins aggro to someone else in the group) maybe you can explain what the problem is as ah just don't see it (but then again, ah don't do PvP)</span>
Rolande'
07-02-2007, 08:44 AM
Not sure if he is referring to apply poison or not. It used to break our stealth when it proc'ed, I am not sure if it still does.
DrkVsr
07-02-2007, 08:53 AM
<span style="font-size: small; color: #993300; font-family: comic sans ms,sand">Oh right, forgot about that, ah tend to apply poison in a quiet spot well away from mobs and not stealthed</span>
Smashkilleat
07-02-2007, 05:54 PM
Charmed pets now insta-reset when they are released or charm breaks, if you bring them beyond their "leash" range. It used to be of course that if charm broke the pet would aggro the charmer. Down side, pet could kill you and/or your party. The plus side was you could root or mez and re-charm the pet, and thus keep it with you indefinitely in the zone. Now, the moment charm breaks, the pet goes scurrying back to its spawn area and you have no chance to re charm. (It gives the "Not an enemy" message). I think especially Coercers, but also other charmers, would like to know if this change is intentional or will be fixed. The change to pet behavior isn't described in the Update Notes, and it seriously undermines the usefulness of charm, especially when soloing. There are two threads on the Coercer forum: <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=369092" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=369092</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=369658" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=369658</a> PowernapLevel 42 CoercerAntonia Bayle Server
Stuge
07-02-2007, 05:54 PM
<span style="font-family: courier new,courier">Are we certain that Divine Aura (end line crusader STA AA) is taking mitigation into account now? I'm not sure. When thrown up in combat it still reports obviously unmitigated damage as what is being absorbed by the stoneskin effect. I'll probably /bug this tonight when I log in.</span>
ArivenGemini
07-02-2007, 06:15 PM
<cite>Smashkilleat wrote:</cite><blockquote>Charmed pets now insta-reset when they are released or charm breaks, if you bring them beyond their "leash" range. It used to be of course that if charm broke the pet would aggro the charmer. Down side, pet could kill you and/or your party. The plus side was you could root or mez and re-charm the pet, and thus keep it with you indefinitely in the zone. Now, the moment charm breaks, the pet goes scurrying back to its spawn area and you have no chance to re charm. (It gives the "Not an enemy" message). I think especially Coercers, but also other charmers, would like to know if this change is intentional or will be fixed. The change to pet behavior isn't described in the Update Notes, and it seriously undermines the usefulness of charm, especially when soloing. </blockquote>I am gonna go out on a limb and say that this was probably intentional. Charmed pets were able to be used to grief other players the old way, a common tactic of certain farmers in living tombs, for example, was to run up to players, break charm and then FD to get the mob to attack the player there. I am glad they fixed this, even though it does make things a touch more difficult for legitimate players.
Darlion
07-02-2007, 06:32 PM
On the Dressing room feature, is it possible to get a character sheet tab so we can see how having those items equiped would change our stats, like damage, mit, avoidance, etc? (Since I mentioned it, is there any chance to have like a brief "/weapon"-like stat added to the character sheet?)
Smashkilleat
07-02-2007, 06:35 PM
<cite>ArivenGemini wrote:</cite><blockquote>Charmed pets were able to be used to grief other players the old way, a common tactic of certain farmers in living tombs, for example, was to run up to players, break charm and then FD to get the mob to attack the player there. I am glad they fixed this, even though it does make things a touch more difficult for legitimate players. </blockquote> FD? I don't know all the classes that well, but IIRC only necros can both feign death and charm...and I don't think their charm is very powerful or long-lasting. A coercer's pet would never attack non-grouped players, even after the pet pasted the coercer out of his robe (a frequent occurrence). Anyway there would seem like a number of ways to stop this kind of griefing without impacting the entire solo game of Coercers -- like I'd settle for a brief "pause" before the pet resets to try and get a charm off or to grab aggro, etc. I really hope this is an unintentional change, because so far, it has been no fun a tall. It seems like a drastic change to fix a tiny problem. Powernap42 Coercer, AB Server
DocFlareon
07-02-2007, 07:28 PM
<cite>Smashkilleat wrote:</cite><blockquote><cite>ArivenGemini wrote:</cite><blockquote>Charmed pets were able to be used to grief other players the old way, a common tactic of certain farmers in living tombs, for example, was to run up to players, break charm and then FD to get the mob to attack the player there. I am glad they fixed this, even though it does make things a touch more difficult for legitimate players. </blockquote> FD? I don't know all the classes that well, but IIRC only necros can both feign death and charm...and I don't think their charm is very powerful or long-lasting. A coercer's pet would never attack non-grouped players, even after the pet pasted the coercer out of his robe (a frequent occurrence). Anyway there would seem like a number of ways to stop this kind of griefing without impacting the entire solo game of Coercers -- like I'd settle for a brief "pause" before the pet resets to try and get a charm off or to grab aggro, etc. I really hope this is an unintentional change, because so far, it has been no fun a tall. It seems like a drastic change to fix a tiny problem. Powernap42 Coercer, AB Server</blockquote> No, that's not what he was talking about. Character A is the evil farming scout, while Character B is a Coercer who has a charmed pet. The scenario goes down like this: B goes into the zone for a quest she has, bringing with her a charmed Rujark orc. A is currently in the zone, farming. A does not want B there stealing his kill. To fix the problem, A goes up to B's charmed orc and slaps him. The orc is now awake and thirsting for battle. B does <b>not</b> want to be killed by the orc, so he falls over feigning death. Orc sees the lady who put him under her spell and decides that <b> SHE MUST DIE!</b> Once the Coercer is dead, the orc trundles back on home, leaving the evil farmer safe and secure.
Soulhunt
07-02-2007, 09:18 PM
<p>in responce to people asking about stealth breaking issues...heres some example ive encountered:</p><p>1. when in combat [pvp] potions that do over time increases ...such as health or mana potion.. breaks stealth</p><p>2. damage over time [dots] ... not talking about ones that damage me but rather the ones that are buffed on me from another person in group.when these proc it breaks stealth on occassion.not all but a couple do...unsure of the names of the group buffs atm.</p><p>3. uncertain if apply poison breaks stealth atm. but it wouldnt suprise me if it did.</p><p>4. 'windrazor' weapon procs a pet ... when pet attacks it breaks stealth</p><p>5. surveillence ca ... in pvp it sometimes gets stuck in transition of going stealth...therefore allowing ur opponent to retarget and hit u before a stealth attack can be used. this delay can be 2 sec in duration approx.</p><p>6. <span style="color: #ff0000">indirect</span> aoes that are resisted break stealth.. not sure if this is intentional but if it is, u win see fewer assassins engaging in group/ raid pvp. near impossible to go stealth and get attack off in pvp when ur group/raid pvping with the stealth breaks. i consider myself lucky to get an attack from stealth off in pvp group/raid encounters.even group taunts and non damaging spells from an opposing enemy breaks stealth.<span style="color: #ff0000"> i personally dont think stealth should be broken unless i actually take damage or directly targeted</span>. assassins have 7 cas that require stealth but few ways to actually go stealth...seems to me that as an assassin u got to be perfect in ur timing to get any good results. assassins are very good at parsing in raids, but any assassin u talk to who parses well ,will tell u he works his tail off in order to get a good parse. stealth/postional restrictions of an assassin make the class hard to play as it is, but with these bugs it seems it making it that much harder.[i know some other classes are hard to play too, so dont tell me how this or that class harder.i am just talking about assassins stealth bugs atm]</p><p>7. slip away [non combat stealth]...on occassion, when im out of combat and use this ability to go stealth while my group/raid is in combat, it will break immediatly and throw me into combat. this really sucks in pvp. </p><p>also, when i buff someone who is in combat with group speed increase i get thrown in to combat. i dont think thats right. apply poison and hate transfer does too</p><p>8. hit a stealth move and nothing happens...then after a few secs and other cas later i go stealth for no reason. this rarely happens.</p><p>9. most situations above happen more in pvp then pve, but ive seen it happen in both.</p><p>10. ever see an assassin pull of an aoe in pvp combat? if u did ur lucky, cuase its rare. wish they would take stealth restriction off one aoe. its the least they can do for nerfing decap to a 15 min killing blade. </p><p>awhile back, i made a pvp video and linked it on forums ....in the video u can see some of the above cases i mention actually happen.</p><p>SOULHUNTER</p><p>P.S. assassins and the make up of thier abitlities and cas make them solo types....but i hope soe can figure out how to correct some of these issues....until then im staying solo cause my surviveablitiy is higher. i truely dont understand why ,1 vs 1 assassins can be very formitable opponents, but in group/raid pvp we become [Removed for Content] because of our stealth restrictions.with all the aoes going of in group/raid pvp it almost impossible to to go stealth to do any significant damage.</p>
Life777form
07-02-2007, 09:49 PM
It will still work exactly the same within that leash range so griefing will remain the same, all this really does is mess up coercers.
Selioth
07-02-2007, 11:15 PM
Mob charm + Cures are bugged When a mob charms someone in your group and you cast a cure on him or another group member it puts you into pvp combat, Heals are lowerd and cures are 10sec recast
Montezzo
07-03-2007, 12:24 AM
<p>Perhaps this is addressed elsewhere, and if it has, I am sorry - but what happened to the tradeskill respec? </p><p>I have went to the different trainers, and I dont really see a way to do it.</p><p>Did this feature not hit yet? </p>
Smashkilleat
07-03-2007, 01:23 AM
Ekaunek@Lucan DLere wrote: <blockquote><cite>Smashkilleat wrote:</cite><blockquote><cite>ArivenGemini wrote:</cite><blockquote>Charmed pets were able to be used to grief other players the old way, a common tactic of certain farmers in living tombs, for example, was to run up to players, break charm and then FD to get the mob to attack the player there. I am glad they fixed this, even though it does make things a touch more difficult for legitimate players. </blockquote> FD? I don't know all the classes that well, but IIRC only necros can both feign death and charm...and I don't think their charm is very powerful or long-lasting. A coercer's pet would never attack non-grouped players, even after the pet pasted the coercer out of his robe (a frequent occurrence). Anyway there would seem like a number of ways to stop this kind of griefing without impacting the entire solo game of Coercers -- like I'd settle for a brief "pause" before the pet resets to try and get a charm off or to grab aggro, etc. I really hope this is an unintentional change, because so far, it has been no fun a tall. It seems like a drastic change to fix a tiny problem. Powernap42 Coercer, AB Server</blockquote> No, that's not what he was talking about. Character A is the evil farming scout, while Character B is a Coercer who has a charmed pet. The scenario goes down like this: B goes into the zone for a quest she has, bringing with her a charmed Rujark orc. A is currently in the zone, farming. A does not want B there stealing his kill. To fix the problem, A goes up to B's charmed orc and slaps him. The orc is now awake and thirsting for battle. B does <b>not</b> want to be killed by the orc, so he falls over feigning death. Orc sees the lady who put him under her spell and decides that <b> SHE MUST DIE!</b> Once the Coercer is dead, the orc trundles back on home, leaving the evil farmer safe and secure. </blockquote>Ekaunek, even if what you're describing could happen, it would be a very rare situation, and in any case the griefing would be *only* against Coercers, maybe Troubs. Why would the devs nerf charm in order to save Coercers such a tiny amount of grief? First of all, you could never zone with a pet as you describe. Second, the scenario you're describing could only happen on a PvP server where someone could attack your charmed pet -- not a problem for the rest of us. Third, Coercer *cannot* feign death, so I think you must mean A (the farmer) feigns. Fourth, in order for this entire grief to work, the Farmer has to be able to guarantee charm will break (and FD won't be resisted) or at least wait for it to break (in which case the mob is already aggro against the coercer). But charm breaks all the time, coercers are used to it. No griefing farmers required. All you have to do is slap on a mez/root/stun and recharm, and voila! you're back in action with a killer pet and a farmer in FD. Maybe I'm just too inexperienced or more likely slow to understand how this is supposed to go down, but what you're describing don't make no sense. Besides, even if all this could happen, as Life777form points out below, the new "fix" wouldn't make any difference at all if the pet were still within its leash range.
Zabjade
07-03-2007, 04:08 AM
Living Tombs is full of Undead, and Necros get a Charm Undead and can FD. That is likely what they are refering to.
DrkVsr
07-03-2007, 07:04 AM
Kalath@Nagafen wrote: <blockquote>On the Dressing room feature, is it possible to get a character sheet tab so we can see how having those items equiped would change our stats, like damage, mit, avoidance, etc? (Since I mentioned it, is there any chance to have like a brief "/weapon"-like stat added to the character sheet?)</blockquote> <span style="color: #993300">Would be a nice feature, but the major reason for the request for (and implimenting of) the the Dressing Room was because people got sick of forking out cash for a set of armour and when they equip it find the armour looks horrendous</span>
Dasein-07
07-03-2007, 11:38 AM
I would just like to add one more voice asking for some agro relief for Sorcerers. It is very frustrating to be doing 300 DPS less than the scouts in your raid and still pull agro. Forcing us down the Int AA line will solve our agro but once again reduce our DPS. Let us keep our DPS, and have some form of effective agro transfer.
liveja
07-03-2007, 12:41 PM
<cite>Dasein-07 wrote:</cite><blockquote>I would just like to add one more voice asking for some agro relief for Sorcerers. </blockquote>I'm a Swashy, & I endorse this message.
Felspar
07-03-2007, 01:25 PM
So far I have to say that I like the update quite a bit, aside from one nagging problem. If I have a mob charmed, and the charm breaks the mob will quite often immediately run back to it's spawn point without even giving me a chance to re-charm it. This is quite frustrating as I often try to get a particular type of pet in a given zone. Could the devs comment on this? Working as intended? Bug? Something with a fix in progress?
Kal_Serrak
07-03-2007, 01:47 PM
This is a bit more raid-skewed - The changes in how encounter/group AoE buffs/debuffs cures/dispel now work seems rather boggling. In terms of group buffs, the change in how dispel work allows a groupmate to lose the buff without the group buff dropping off the caster. The only notification is a small status message tucked away in EQ2's voluminous chat system. Before anyone gleams about how other group members have a better chance to keep their buffs, the problem not being considered is the group members who need the buffs lose them and the caster who needs to recast the buff as soon as possible is no longer notified in the concentration/maintained window - which is more prominent on GUIs than a chat line. In terms of AoE Debuffs cast against the the party, the change requires each and every healer to individual cure encounter based effects. The confusion in the change occurs when this requirement is compared against other AoEs that traditionally required individual cures (The beholder-type targets in Deathtoll as a prime example). There is no indication as to why such a change is required when the mechanics were already in place. Additionally, the change only serves to impose greater difficulties on healers when the Debuff involves a long duration stun/stifle effect. The preferred method of dealing with longer duration stun/stifle effects was prohibited long before GU36 in order to protected scripted plot points. However, now the encounter developers are using scripted events in the regular course of the encounter - which prohibits the cure stun/stifle abilities from working as intended. As an example, compare the Stifle effect from the Emerald Hall's Prince (which is curable with cure stun/stifle and cure status) against the Emerald Hall's Tender/Gardener/etc. (which is not curable with cure stun/stifle but is curable through cure status). Specific to Defilers - Shaman Intelligence 4 AA - "Immunities" - the description is adequate for PvP purposes but provides no indication of it's use for PvE content. Previously, the ability provided a substantially improvement at Rank 8 to group & pet spell damage/effect mitigation in PvP and PvE encounters. It now appears to be stripped and reduces the attractiveness of an 'less used' Shaman AA line.
spikeki
07-03-2007, 08:59 PM
<p>Finora, why are you whinning about the cl being more friendly to the levels that play in it. No one groups in CL or in Ant, for that matter no one really groups at ALL on the surface areas since the experience and loot is horrible. The only ppl you see on surface areas are a few ppl that solo or duo, other than that you see ppl harvesting on surface areas. The only time I fight on the surface areas is to kill a npc for a quest update other than that I'm grouping in the dungeon areas for loot, aa exp, and adventure exp. </p><p>When is the last time you heard someone asking for a group to kill on surface areas in the world chat outside of needing help to kill a named mob for a quest update? I would not join a group to kill heroics or non heroics on the surface areas its a waste of group time with little to no rewards. As a result the surface areas are barren of players and that is a waste of content that the casual gamers could be enjoying. Since the update to Common land I have actually seen players there enjoying the content. Other areas should get the same revamp. It is a shame to see no one other than high level toons harvesting on the surface areas that are currently filled with heroic mobs void of groups or the desire of groups kill them. Surface areas without players is wasted content and making them more solo or duo friendly allows many players to enjoy them that otherwise would not adventure there. </p><p>I don't see a problem at all with the revamp of the CL. Why do you Finora? Do you group there? Do you want to group there? Before the revamp of the CL NO ONE grouped in it; instead, they ran through it to areas where they could, one: fight solo or duo in and survive, or two: got groups for fallen gate, wailing caves, storm hold etc. But no one grouped in the common lands because the drops and exp were not worth it, just like all of the other surface areas the search for booty and experience is just not found in these areas and therefore appeal only to the casual players. </p><p>I say good job devs on the CL revamp. There are actually people playing in the CL now enjoying the content and that is a good thing. </p>
Duskwo
07-03-2007, 09:32 PM
I must say from a PvP standpoint, I enjoyed the majority of the pvp changes. However you neglected necromancers once again. You beat them to death with a nerfbat, they are crippled and in wheelchairs. So are their pets. Was hopeing to at least see the run speed normalized with player run speed. Pets that is. A huge chunk of Necro DPS is -still- pretty much poopy in pvp.
Spider
07-03-2007, 10:25 PM
<p>accualy for the pet thing the pet holder need not even fd to make it attack someone all they have o do is make it stay next to the person they want to attack then get far back and release pet and pet will attack first thing it see's aka the person bout to get griefed</p><p>corcers and others with charms ( including charm items) were using this in pvp just to break peoples immunity ( if u fight even pve u loose immunity) as well as simply dropping mobs on afk players in this manor </p>
Life777form
07-03-2007, 11:10 PM
When I moved away from my charmed pet and released it, it would zip back to its spawn spot. Before this update, maybe there was magic distance to be standing away i don't know.
Montezzo
07-04-2007, 12:54 AM
<p>So my question once again goes unanswered.. almost like I am not even here... HELLO!!!!!</p>
MrWolfie
07-04-2007, 07:37 AM
<cite>Montezzo wrote:</cite><blockquote><p>So my question once again goes unanswered.. almost like I am not even here... HELLO!!!!!</p></blockquote><p> Please see <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=369020" target="_blank" rel="nofollow">*this*</a> thread for your answer.</p><p>Meanwhile, I'd like to know what's happened to these respec /claim items ~ are they intended only for test or are the live servers getting them too and, if so, when can Splitpaw expect to see them?</p>
<cite>Spider wrote:</cite><blockquote><p>accualy for the pet thing the pet holder need not even fd to make it attack someone all they have o do is make it stay next to the person they want to attack then get far back and release pet and pet will attack first thing it see's aka the person bout to get griefed</p><p>corcers and others with charms ( including charm items) were using this in pvp just to break peoples immunity ( if u fight even pve u loose immunity) as well as simply dropping mobs on afk players in this manor </p></blockquote>yeah there are perhaps a handful coercerer out there which root a charmed pet next to a player, run 500m away to release em... LOL. What arguments more comes over? Sry but Coercerer are the main class of charming Mobs not some necros or troubas which us it as a gimmick so dont nerv the mainclass for think they cant ever do (like fd... lol).
Wingrider01
07-04-2007, 11:58 AM
<cite>MrWolfie wrote:</cite><blockquote><cite>Montezzo wrote:</cite><blockquote><p>So my question once again goes unanswered.. almost like I am not even here... HELLO!!!!!</p></blockquote><p> Please see <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=369020" target="_blank" rel="nofollow">*this*</a> thread for your answer.</p><p>Meanwhile, I'd like to know what's happened to these respec /claim items ~ are they intended only for test or are the live servers getting them too and, if so, when can Splitpaw expect to see them?</p></blockquote><p>Again, there was a response that there where issues with the /claim cards and they would be patched in where the issues where resolved</p><p>Matter of point it is the 4th post down in this thread</p><p>There was supposed to be an item you could /claim that would give you 5 KoS resets. Something went wrong with that, but we are going to get it to ya as soon as we can! So you *will* have more opportunities to reset that particular tree without any added cost. I'll post something to EQ2 Players when I know it's live. Also, the Throne of New Tunaria (Thexian Throne) raid was pulled at the last minute due to some new bugs we found. It will be hotfixed into the game just as soon as the bugs are squashed and not returning from the dead! </p>
Transen
07-04-2007, 01:50 PM
In response to the ninja-nerfing of charms in regards to them breaking causing the mob (when out-of-combat) to reset to it's...reset point. I don't play a necro or coercer. I do play a warden with the Charm Animal AA ability and while it's far safer now when charm breaks to see it run back to it's reset point, it's also frustrating when I went across half a zone to find it only to have it reset on me but if I'm in the middle of combat when it happens, it's aggro is all over the place between me and the mob I had it attacking when charm broke. As for manually breaking the charm to set it reset point to where you uncharmed it, that part still works. Did it at the canyon path in SS that lead from the docks to the desert...it immediately went after me but there was a climbable wall nearby that used to loose aggro and it reset back to where I had broken charm (what can I say, I have my sadistic moments from time to time and those screams are sweet music to my wood-elvin ears. <img src="/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" /> ) I really hope they revert the change of a mob breaking charm out of combat's resetting. I don't mind the danger..I usually have enough time from when charm breaks to cast a mez followed by a recharm.
Catsy
07-04-2007, 02:12 PM
Seconded on the call to revert the charm changes. This is absolutely HORRIBLE from a solo or group coercer's POV. Consider that in any given zone, there are usually only a handful of mobs worth charming--that is, that do any kind of appreciable damage with spells as opposed to melee. These mobs are usually clustered in one specific area. Now consider what happens when you charm one of them and go adventuring. When the mob breaks, it resets and goes all the way back to its spawn point. You have no opportunity to regain control of it at all. If you want the mob back, you have to truck all the way across the zone to where you found it in the first place, then tow it back to where you were to resume adventuring--assuming it doesn't break again along the way. This wastes a tremendous amount of time, during which you're not really playing. If you're in a group, this means that you either have to deal with the complete loss of dps until you find another mob worth charming, or waste your group's time backtracking to go fetch the reset mob again. This one single change has completely ruined soloing as a coercer. Please revert immediately.
Moldylocks
07-04-2007, 06:01 PM
<p>I, for one, think undocumented changes (ninja-nerfs) are a shoddy way to do business. I just have to assume that the Charm "bug" will be addressed and fixed ASAP.</p>
shagr1414
07-04-2007, 09:38 PM
Necro's are stil cannon fodder with zero defense....thx again for nothing Sony. PVP necro is a joke.....and ranger dps has NOt been toned down, I still end up dead in a split second. Even in groups....nice try, but you failed horribly.
re1master
07-05-2007, 02:51 AM
Has there been any news on the 5 free respec card?
DrkVsr
07-05-2007, 08:12 AM
Alexander@Guk wrote: <blockquote>Has there been any news on the 5 free respec card? </blockquote> <span style="font-size: small"><span style="color: #993300">Yes, you are not getting it, neither will anyone else who asks this very same question for the repeated time</span></span>
Troubor
07-05-2007, 09:20 AM
<cite>DrkVsr wrote:</cite><blockquote>Alexander@Guk wrote: <blockquote>Has there been any news on the 5 free respec card? </blockquote> <span style="font-size: small"><span style="color: #993300">Yes, you are not getting it, neither will anyone else who asks this very same question for the repeated time</span></span></blockquote><p> Well, don't hold back now. What's the word on the street? You think we're getting it? Are we getting the 5 free respecs? <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p><span style="font-size: xx-small">(For the record, YES I am joking. :p )</span></p><p><span style="font-size: x-small">The real reason why I'm posting is to give some credit to them making the mage reward for SoD a one hander. But, if a "quick fix" change was wanted, why not leave in a 2h staff, and then do a 1h dagger? I do know a lot of people who wish this was a 1h dagger. For a "quick fix", one could take the Gladius skin and make it half sized or some such.</span></p><p><span style="font-size: x-small">Please no flames as to why you might think this is absurd. :p I do think a half sized Gladius, rebadged a "Ritual Dagger" to give one possible name would look better then a half sized 2 handed staff done as a one hander. Plus, for the few who might actually want a 2h staff, either for looks or because they don't follow conventional wisdom and use it despite not being the best choice (yes, their are people who do that, and no not all of them are inept. :p <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />, this still gives them a choice. Not many tanks will take the 2handed reward other then maybe looks or if they are one of the few who don't have 2 or 3 two handers in their pack, yet it is a choice. Having multiple choices for whatever reasons, practical or otherwise is always nice. Guess to me, have a 2h staff and 1h dagger as possible reward choices for a mage gives more choices for any form of preference.</span></p><p><span style="font-size: x-small">But then again, I'd like to see a spear reward for shamans too, but I digress.</span></p>
potatotr0ll
07-05-2007, 02:14 PM
<p>I will have to agree about charmed pets. Awful change. I do like to see something done about the plat farming necros that constantly kill people in Living Tombs with charmed pets, but thats a totally different thing. Just make the pet automaticlly wait for the necro to stop FD <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Charmed pets can't be fooled by FD, simple answer. That way you dont nerf coercers. I spend anywhere from 10-20 min finding a good pet when I plan to solo. This involves finding what i want, dodging aggro, and finally charming the mob. Once this is done, i spend about 5 min or so to go where I want to Xp or do quests. </p><p>For Example.... last night in bonemire. I goto charm a corpse flame. take my time, cuz all aggro there. finally get a corpse flame cahrmed. invis to cloud station, hop on cloud. halfway to drednever to do some quests...charm breaks. I go back, charm a different corpse flame (can't find the one that ran off). invis to cloud station, goto drednever. I made it this time with my pet YAY HAPPY DAY....NOT breaks charm immediately after I land, flies back home, and i cant mezzs or stun or root or anything. Do it a third time...guess what exact same thing. </p><p> I would rather deal with chances of dying. Or at least make them slower and mezzable.</p><p>Oh yeah, also, Sorcerer aggro issues (HORRIBLE STILL). I see assassins hit for 10k on a mob, wizzy debuffs...guess who gets aggro and dies <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Brawlers STR AA still horrible....</p>
potatotr0ll
07-05-2007, 02:39 PM
I wonder...if this feedback thread has given the devs an idea what to fix or something to completely ignore again. I only say this since every single thing I have gave feedback on since release of this game has been outright ignored lol. Even my /petition and /bug stuff. I'm not quite sure why i keep posting stuff to the forums lol.
Troubor
07-05-2007, 04:26 PM
Fusty@Butcherblock wrote: <blockquote>I wonder...if this feedback thread has given the devs an idea what to fix or something to completely ignore again. I only say this since every single thing I have gave feedback on since release of this game has been outright ignored lol. Even my /petition and /bug stuff. I'm not quite sure why i keep posting stuff to the forums lol.</blockquote><p> Obviously I don't know if this is true or not, but I see a very unofficial "Two to three page rule" with forum posts. Started noticing it when I'd see someone post in a thread about a bug in game that was breaking a quest. A developer may answer a couple times, but usually by page two or three of the thread, even if it's gone on for 8 or more pages, they seem to stop, implying they are no longer paying attention.</p><p>Again, this is me mostly just being cynical and sarcastic, but I'm sure this thread has also seen the "two to three page rule". Moderators may skim over it a couple times a day to see if it violates anything, sure. But developers...maybe, maybe not..but wouldn't be TOO shocked if they don't now.</p><p>(Care to prove me wrong and reply? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> )</p><p>Addendum: And no, I don't think developers have nothing better to do but sift through 8 or more pages of a thread, or keep up with a long one. :p I can just see this reply coming to my post from someone taking it completly seriously.</p>
adolf102
07-06-2007, 09:17 AM
Shadows are still disappearing with GU36, with details as described here: <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=354329" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=354329</a> That been issue unfixed since more then a year. Been since I started playing. Good luck with fixing it in GU37 <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Xilaz
07-06-2007, 10:15 AM
I doubt they even care, they are making their money. That's their bottom line. I doubt they even read any of these forums, they are more for somewhat appeasing the customer than helping. Just my opinion.
CyriexVTZ
07-06-2007, 10:37 AM
In this latest GU, Concealment - Assassin Level 55 'Every hit for 7 seconds will put you into stealth' was modified to receive the '1-8% to next CA' boost as part of the modification to Obfuscation, WIS 4 in the Predator AA lines. Unfortunately, the 1-8% CA boost was attached to Concealements 0.1second 'Combat Stealth' effect, which does nothing other than cast 'Shroud' 0.1 seconds after its triggered. Therefore, the '1-8% to next CA' boost does nothing with Concealment in its current form. I imagine the intended operation was for the CA boost to be attached to the 'Shroud' effect, which is the stealth produced by Concealment each time it triggers. This would be in line with the 1-8% boost now attached to the Stealth effect provided by Surveillance and Stealth Hoping a dev reads this and gets it fixed!
Kirstie
07-06-2007, 03:15 PM
Alexander@Guk wrote: <blockquote>Has there been any news on the 5 free respec card? </blockquote><p> I'm hoping to get it out to live Monday morning next week.</p><p> There has a been a series of very unusual events in trying to get this seemingly simple thing out to live and I do apologize for the delay.</p><p> It is coming though!!!</p><p>- K</p>
Microbolt
07-06-2007, 05:47 PM
<cite>Kirstie wrote:</cite><blockquote>Alexander@Guk wrote: <blockquote>Has there been any news on the 5 free respec card? </blockquote><p> I'm hoping to get it out to live Monday morning next week.</p><p> There has a been a series of very unusual events in trying to get this seemingly simple thing out to live and I do apologize for the delay.</p><p> It is coming though!!!</p><p>- K</p></blockquote> Thanks! Was starting to think we wasn't going to get them :)
Moldylocks
07-07-2007, 10:03 AM
<p>Kirstie, its good to see that the Dev's read this.</p><p>Could we please have official word on whether the current state of Charm was an intended effect or if it is an unfortunate bug that you are working on.</p><p>Even acknowledgement of this issue would do wonders. We're sort of standing alone in the dark here.</p>
adolf102
07-09-2007, 09:04 AM
Sorry for bringing back topic I posted about just few posts above. But as developers actually read this thread <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Is there any chance to get some official word about "Disappearing shadows"? Don't mean to sound peaky. But just one post with some statement, would help to quiet a lot of threads for example in Tech Support forum. And I will be quiet about shadows as well. (For a while at least <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ) And shadows looks cool. And are in game already. Please let us know if you guys are looking into solving problems me and others are having with them disappearing. Thanks and I will post about it again in this thread.
Jesdyr
07-09-2007, 12:58 PM
<cite>Moldylocks wrote:</cite><blockquote><p>Kirstie, its good to see that the Dev's read this.</p><p>Could we please have official word on whether the current state of Charm was an intended effect or if it is an unfortunate bug that you are working on.</p><p>Even acknowledgement of this issue would do wonders. We're sort of standing alone in the dark here.</p></blockquote> I dont understand why we cant get ANY reply for this. If this was truely done to prevent players from dropping MOBs on others, then there are better ways to do it. The current change does not prevent you from dropping mobs on people. What needs to be done is on the termination of the charm, have an instant amnesia "cast" on the MOB by the caster. This would cause the MOB to reset if the caster FD's or just died. Or leave things the way they are and just remove the every 30 sec charm resist check on the mobs (I dont like this.. It would take away some of the fun). Please .. can we have SOME type of reply over on the coercer forum? This issue really hurt coercers. What use to take me 30 min now can take up to 1hr just from having to run across a zone to recharm a MOB.
<p>Do you realize with the change to 100% procs you totally demolished the fury end-line AA Animal Form? It's kinda crappy now when it wont proc powerup from dbl attacks.. Dunno if this was intended or not but I find myself hardly using animal form anymore beause of it.. :/</p>
Kirstie
07-10-2007, 02:34 PM
<cite>Moldylocks wrote:</cite><blockquote><p>Kirstie, its good to see that the Dev's read this.</p><p>Could we please have official word on whether the current state of Charm was an intended effect or if it is an unfortunate bug that you are working on.</p><p>Even acknowledgement of this issue would do wonders. We're sort of standing alone in the dark here.</p></blockquote><p> There is an unfortunate bug with charm although without details its hard to know exactly what you're referring to.</p><p> We do have a fix for this unfortunate bug and I'm hoping to get it out live tomorrow morning.</p><p> - K</p><p> Edit: Just so we're all clear what we're talking about here and I don't feel like I'm talking in code, this is what I'm prepping for a hotfix:</p><p> Mobs will no longer race back to their home point when charm breaks.</p>
Wrapye
07-10-2007, 03:03 PM
Kirstie wrote: <blockquote><p> There is an unfortunate bug with charm although without details its hard to know exactly what you're referring to.</p><p> We do have a fix for this unfortunate bug and I'm hoping to get it out live tomorrow morning.</p><p> - K</p><p> Edit: Just so we're all clear what we're talking about here and I don't feel like I'm talking in code, this is what I'm prepping for a hotfix:</p><p> Mobs will no longer race back to their home point when charm breaks.</p></blockquote>*DING DING DING*
Wytie
07-10-2007, 03:08 PM
<cite>Kirstie wrote:</cite><blockquote><cite>Moldylocks wrote:</cite><blockquote><p>Kirstie, its good to see that the Dev's read this.</p><p>Could we please have official word on whether the current state of Charm was an intended effect or if it is an unfortunate bug that you are working on.</p><p>Even acknowledgement of this issue would do wonders. We're sort of standing alone in the dark here.</p></blockquote><p> There is an unfortunate bug with charm although without details its hard to know exactly what you're referring to.</p><p> We do have a fix for this unfortunate bug and I'm hoping to get it out live tomorrow morning.</p><p> - K</p><p> Edit: Just so we're all clear what we're talking about here and I don't feel like I'm talking in code, this is what I'm prepping for a hotfix:</p><p> Mobs will no longer race back to their home point when charm breaks.</p></blockquote>there is also pvp issues with Charm & mobs, when an epic mob charms our MT in exile we damage him putting the Raid into pvp combat thus reducing our effectiveness. Also Charm classes are using it to exit combat, they can charm there target after engaging and evac in pvp combat, or worse.... A group can run up charm the Raid tank of a raid that is fighting a contested and since hes charmed evac and remove the Raids tank to the evac spot leaving the raid without that person. Some of these things are from Charm tinker items some are from god ability and outhers are just the charm spell itself.
Rastaah
07-10-2007, 03:15 PM
<p>Hey Wytie not sure if I misunderstand but from reading your complaints my first comment that came to my head was "Its a pvp server, you can not expect to fight contested mob's without risks of pvp totally ruining the raid".</p><p>If you are complaining about a legit exploit, sorry, thats just how I read it. If you ever played World of Warcraft you know part of the 'competition' on pvp servers is raiding without pvp interference, ie....I can not count how many times we were wiped on our way to MC etc by smart enemies who laid in wait for us as we were to enter our instance....</p><p> In WOW however its a priest who mind controls as opposed to calling it charm. Also people would do other various horrible things to wipe your raid, all legal under PVP ruleset.</p><p>Just part of the whole 'welcome to the jungle' theme. </p><p><img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>(it seems just one part of your post was referring to the part I discuss above, the other 2 things seem like bugs, but charming your MT is and should be 100% legal in pvp )</p>
SoulsHarvest
07-12-2007, 12:39 PM
<p>It seems to me that ever since this Game has been in development, Classes are exaggerated and then Extremely Nerfed afterward. Is there some reason we can't leave the game as it is being played for longer than a month. I mean honestly! Every Few seconds another nerf or fix is coming out for some class, which almost always leaves the class less satisfied with the game them they were before it was "<b>Fixed</b>"</p><p>I am of course Least Appreciative of the most recent Nerfs to Procing on Ranged, the reduction in the effectiveness of arrows, and the upcoming change of dual wields to one handers! Right now I have 2 adornment procs that go off in a fight, in addition too 2 weapons that proc in melee combat. The loss of the dual wield takes me down to one lousy proc, and one adornment. Even if you raise the individual weapon it won't add up to the same dps as what DUAL WIELDS produce.</p><p>As Far as other Classes complaining about the RANGER and ASSASSIN doing way more <b>DPS </b>stuff it! That was the only purpose of both those to Classes. A Ranger has no group buffs, the Assassin only has <b>2 mods </b>that effect anyone other than himself. So if these aren't doing Massive DPS, Why bring them to a raid. </p><p>Wiz and warlock hrm... have group wards, procs, group int buffs, and already do massive damage etc.. etc..</p><p>Necro and Conj hrm... conj mitigation buff, they both have heals, necro gets to FD, Conj has Coth, both do massive damage, and have procs</p><p>Illusionist/Coercer hrm.... this is a long list lets some it up though to Haste/DPS mods (insane mods by the way) they do a good amount of damage about 3% of a raids damage per fight, mana regen, one has hate transfer, etc.. etc..</p><p>There are only 2 Classes that I see have any right to complain, The Brawlers. They don't get enough taunts to be able to effectively hold agro against a Raid geared DPS Class. And they don't deal enough DPS to compete on the dps board. They have a few benefits that get them on raids, IE Feign Death and Avoidance. But come on, is that really enough to make that class fun to play as a character? Thats like a jack of all trades but master of none! </p><p>So in Conclussion Leave the game as is, Someone will always Gripe and Moan! If you don't keep "Fixing" the game, eventually it will all settle out!</p>
Mystfit
07-16-2007, 10:49 AM
** and the upcoming change of dual wields to one handers! Right now I have 2 adornment procs that go off in a fight, in addition too 2 weapons that proc in melee combat. The loss of the dual wield takes me down to one lousy proc, and one adornment. Even if you raise the individual weapon it won't add up to the same dps as what DUAL WIELDS produce. ** I thought it was all weapons would change to one-handed, but a dual-wielder would be still be able to use two.
Ticien
07-16-2007, 11:19 AM
Its a little late for me to be replying to this update but ive been out of the loop for a bit on the game...I have to say that I am really disappointed with the money changes. One of my favorite things about EQ was always the attention to detail, and one of those details was teh fact that very few (if any) other games actually make money have weight. It seems to me that if im carrying around 1500 copper coins they should weigh me down some. I am also unsure about how my copper can magically turn into silver or gold now in my inventory, therefore completely negating any need for a money slot in the bank...if people were throwing away money because they couldnt carry it all they must have not been to town or bought anything in about 30 levels...I am usually really pleased with the way you guys balance the game out and make sure that everyone has a good experience, but this just seems like an oversimplification of a system that was already working fine.
xpraetorianx
07-18-2007, 03:30 AM
yeah i got some feedback..... stop messing with the Tunarian Throneroom Zone and not telling anyone... how do you expect anyone to learn the zone when its changed EVERYWEEK... what is this now... Version 3? Crying out loud......
Ookami-san
07-18-2007, 03:40 PM
<p>I'm EXTREMELY disappointed in the "tweaking" of the rogue AA lines. </p><p>1) Setting the timers of all of the 2nd teir abilities to the same timer was a masterstroke of un-needed nerfness.</p><p>2) Lowering the double attack rate for the WIS line effectively makes putting 22 points in an AA line the same as dual wielding with no AAs. You broke it... plain and simple. Add that to the fact that you also took the giant nerf bat to 100% procs (like swashy's Inspiration) on double attacks and you just hamstrung swashy fencers. I personally re-speced from STR/WIS to STR/AGL. No point now.</p><p>3) Changes to the STA and INT line were a feeble attempt to correct broken AA lines. Rogues are dps'ers. Anyone who groups or raids doesn't want to be a paper tank (STA line) that STILL can't tank as well as the worse REAL tank. And 99% of rogues already know how to manage their aggro to a point where they don't need the INT line.</p><p>How about this... revamp them. From scratch. </p><p>Make the INT line geared more towards poison and and CA damage. After all, that's what a smart rogue is going to do... know when and where to strike for the max effect. Perhaps even the ability to share our poison with others?!</p><p>Make the STA line more about grouping... give rogues some group buffs... perhaps a chance to proc a back attack if flanking or behind. Something that would make them more useful in a group or raid. If anything, FD deserves to be in STA... not INT.</p>
Taiken
07-18-2007, 09:38 PM
There was no fix to the brawler class. Fix the brawler class - it's broke.
Ookami-san
07-19-2007, 10:44 AM
<cite>Ookami-san wrote:</cite><blockquote><p>Make the STA line more about grouping... give rogues some group buffs... perhaps a chance to proc a back attack if flanking or behind. Something that would make them more useful in a group or raid. If anything, FD deserves to be in STA... not INT.</p></blockquote><p> The more I think about this... it's probably best to leave the STA line using the buckler, but gear it more towards the soloer. Forget the taunts, etc. and instead focus on defense, parry, deflection, riposte, etc. And the final ability of STA SHOULD be FD... together with the STR line, it would make the rogue an EXCELLENT soloer.</p><p>You might consider then using the INT line to make the rogue more group/raid friendly. I still think a group buff to allow the party members a Avast Ye type back attack proc would be a WELCOME addition and really improve the rogue's usefulness on a raid. As it is... swashbucklers are one of the ONLY classes that do not have a group buff (no... I don't count Pathfinding).... I think an AA line that allowed us to say... poison another's weapon or share poison or group backstab proc or something along those lines would be much better than the current line.</p>
I don't know if this has been posted before but there are some serious issues with the shaman AA lines: Int-D - is the Immunities ability even confirmed as working? And if so do you feel this is a viable fourth level ability in a line when all it does is offers chances of immunity against RACE and CLASs NPC skills? Just how many mobs you face utilise these to the capacity this is intended for? I bet the point is here that the skill is working but because there are so few things for it to work against, it looks like it isnt. I suggest you alter this so there is a chance that it offers immunity against any 'special' against an NPC and tweak the % chances to make it balanced. Hence immunity! Int-E - Once more - like the above line, did you intend this only for PvP players? Because D & E are great on PvP servers and next to useless on PvE servers - just how many mobs actually have status buffs on them to be dispelled? This means Scourge in its new incarnation is rather useless! Please make it actually do a large nuke like it did previous but without the dog dying! This is the damage line after all - and allow the nuke to be on a resonable recycle timer. Stamina LINE: - You will find the stamina line is the least used line in the entire group - hardly anyone spects Int-D/E because they are considered broken but as for Stamina: Sta-B - change to daze instead of stun? Did you actually feel this skill was overpowered... few people chose to spec Sta before the change and now there is even less use. Sta-B offered a decent skill for the class to stun (and defilers have absolutely no stun/root/mes abilities whatsoever in any situation outside Agi-B Phalanx!) but now thats removed?! Sta-D - improvement of cures is truly questionable - is this a 4th tier shaman ability? Please compare to the other lines - Str has the impressive pet warding, Agi has the boosts to heal crits, Wis has the recast timer boost and Int has the broken but potentially powerful immunities (when you get it working against abilities that npcs actually use at higher levels!). But Sta-D is so weak compated to them! Sta-E - the weakest fifth ability by FAR - if you get Int-E working, it will be an impressive nuke. Str-E offers a chance to group avoid an AE, Agi-E offers selfhaste, double attack procs, Wis-E offers a jesters cap but what about Sta-E? This whole unconcious health boost needs to go - in a raid if you are hit hard at that point, you are simply going to die and the chances of you coming back from bleed are very low. Likewise in a group if someone is bleeding, the benefit of pulling them back is not worth a Sta-E ability! Please change this to some sort of conscious health boost instead then or some unique HOT ability or something! Wis-E - why is it that this can not be cast on the Ritualist? Bards can use the ability on themselves - shamans are one of the slowest casters in the game, giving them the ability to get this but only cast it on other people? If you think this will unbalance, you need to allow it to be cast on oneself but increase the timer for self casts. That will balance it out but allow the shaman to use it in a pinch! Please consider these changes - the Stamina and Int abilities are pretty serious - look in your database to see just how many people are choosing those specs.
TheSpin
07-19-2007, 12:56 PM
<p>I just want to say that I don't see any problems with the adjustments made to rogue aa.</p><p>All 2nd tier abilities for all classes were put on the same timer so it's not a class specific nerf.</p><p>And I am a rogue (68 brigand) so I'm not just disagreeing for the sake of disagreeing.</p><p>If you don't remember, they basically 'gave' us a few more AA in a LU not too long ago when they reduced the cost of the end line ability....in order to max two lines previously you would have to go 44448, now you can go 46482 or some similar combination. You seem to forget these 'gifts' very quickly. That's 6 extra AA points per tree if you want to max out two trees.</p>
Buttcliffe
06-13-2008, 09:39 AM
<cite>adolf102 wrote:</cite><blockquote>Sorry for bringing back topic I posted about just few posts above. But as developers actually read this thread <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" /> Is there any chance to get some official word about "Disappearing shadows"? Don't mean to sound peaky. But just one post with some statement, would help to quiet a lot of threads for example in Tech Support forum. And I will be quiet about shadows as well. (For a while at least <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" /> ) And shadows looks cool. And are in game already. Please let us know if you guys are looking into solving problems me and others are having with them disappearing. Thanks and I will post about it again in this thread. </blockquote> Please FIX Shadows
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