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View Full Version : Post GU#37 - Enhance: Fanaticism still bugged.


Avirodar
08-01-2007, 09:23 PM
Game Update #37 had the comment: "Enhance: Zealotry: Penalties ignore item triggered effects." (Fanaticism is the level 70 version of Zealotry(50), and is what most regard as a class defining spell.) I am sure all of the Inquisitor community, myself included, appreciate the Devs/Coders attempting to fix the problem. Unfortunately their efforts yielded very little success, and I hope this post will bring such to attention, and inspire further amendments. <i>Enhance: Fanaticism Battle Removes the self-Stifle component of Zealotry and its higher level upgrades. As an alternative penalty while it is active, the Inquisitor's <b>SPELL SECTION of their KNOWLEDGE BOOK</b> all require twice as much power, additional casting time, and heal for much less.</i> That is the official description. It is perfectly clear. The effects/procs from weapons/armor/items are NOT a part of the spell section in our knowledge book. The list has old problems that were fixed, clearly indicated. <span style="font-family: courier new,courier">1] Hoop of Planar Power         - FIXED 2] Necklace of Pain             - FIXED 3] Cherista's Immortality       - FIXED 4] Cloak of Hatred              - FIXED 5] V'Ncenzi's Voluminous Cape   - FIXED 6] Blessed Pauldrons of Wisdom  - FIXED 7] The Dark Countenance         - FIXED 8] Signet of Light from Darkness - hp proc is halved. (ring) </span><span style="font-family: courier new,courier">9] Orb of Truth                  - HP proc is halved. (secondary)</span> <span style="font-family: courier new,courier">10] Stein of Flowing Ichor       - mana proc is halved. (secondary) 11] Chitinous Leather Tunic      - mana proc is halved. (armor) 12] Volantian Mallet of the Seer - mana proc is halved. (weapon) 13] Manastone                    - half mana gain, double activation time. (clickie) 14] Ruinuous heart               - half mana gain, double activation time. (clickie) 15] Scintilla of Essence         - half mana gain, double activation time. (clickie) 16] Signet of Replenishment      - half mana gain, double activation time. (clickie) 17] Honor of Pantrila            - half mana gain, double activation time. (clickie) 18] Power Root                   - half mana gain, double activation time. (clickie) 19] Overflowing Vessel of Fyr'Un - half mana gain, double activation time. (clickie) 20] All Weapon Adornments        - If relevant : Mana gain procs are halved. (weapon) 21] All Alchemist Potions          - Activation time doubled. 22] Alchie Essence of Health       - half hp gain, double activation time. (clickie) 23] Alchie Essence of Regeneration - half hp gain, double activation time. (clickie) 24] Alchie Elixir of Clarity       - half mana gain, double activation time. (clickie) 25] Alchie Elixir of Power         - half mana gain, double activation time. (clickie) 26] All Horse whistles      - Activation time doubled. (clickie) 27] All Carpet mounts       - Activation time doubled. (clickie) 28] Signet of Ethereal Form - Activation time doubled, power cost doubled (clickie) 29] Redemtion of Failure    - Activation time doubled. (clickie) 30] Symbol of Stability     - Activation time doubled. (clickie) 31] Heroic Opportunities    - Any HP/Mana regen/restoration effects are halved. 32] ALL casting speed enhancement modifications - The E:Fanaticism penalty over-rides them all. Use of Facile Grace and Divine Recovery makes absolutely no difference. 33] Chilling Inquest        - Power proc halved. Chilling Inquest procs are NOT A HEAL. If it was a heal, items which give a bonus to healing would make it proc more power per trigger. They don't. So a penalty that affects healing, should have no impact. Fair is fair. 34] Precast Reactive Heals  -  HP recovery is halved. The penalty should not apply in this case, or, by the same "standard", the original (non-enhanced) zealotry/fanaticism would stifle reactive triggers. </span> The majority of Inquisitors agree that only the double mana cost penalty is required, to be reasonable and fair (that can make one group heal/reactive cost up to 1000 power per cast...). The other penalties should be removed, as they are overkill, and with such, all bugs and associated problems with the Enhanced: Fanaticism AA would vanish.

graxnip
08-02-2007, 11:00 AM
thanks to the devs for finally addressing some of the problems with this AA and great list trinral, hope with these details some more tweaking can be done with this aa line. all of the above are important - but I myself, ( and i think many other inquisitors ) would love to see an answer regarding points #33 and #34.

inhumanus1986
08-03-2007, 09:44 PM
        I cannot agree more that this issue has certainly been very unimportant to whomever would be in charge of fixing the borked effect.  There are two easy solutions imho.  One, as suggested, go ahead and penalize our power pool and leave the rest alone.  Unless the Inq is uber geared and highly skilled, he/she would be out of power quickly chain casting heals with convert running.     The other suggestion is said with my tongue firmly planted in my cheek.  Take every other healers most useful ability and absolutely penalize the poo out of it till every healer cannot use it effectively or all healers quit the game.  Sanctuary should make all Templar spells cost twice as much power, take twice as long to cast and heal for half as much while having a bug in place for almost a year that halves any mana regen items/procs.  Bolster should have the same penalty applied to it and so on.     We as Inquisitors have zero proc heals while most classes either get a new proc heal through AA or greatly boost their proc heals.  Templars, Defilers and Furies can significantly boosts their dps by AA at no cost to their healing abilities.       I believe the devs are certainly concerned with the balance of the types of classes, but, even if all penalties were removed from our "enhanced" fanaticism, it would neither make us the highest parsing dps healer, and most certainly not the most efficient hps nor heal per power used (most certainly since convert uses power for each person it heals. Please look at this as a concern that has persisted since beta of EoF Inhumanus Nex

Avirodar
08-04-2007, 01:52 AM
Inhumanus, Casting a group heal while fanaticism and convert are active, would cost approx 1000 power (yes, one thousand). There is no Inquisitor in the game that could maintain that cost for any serious fight. That one penalty on its own, is severe. The other two penalties on top of that (cast speed and heal amount), are simply mind boggling. How can they can be attributed to an "enhance" ability? Fingers crossed that the bugs with Enhance: Fanaticism, get fixed sooner rather than later. (It's already been 10 months...)

gizzardgulper
08-06-2007, 08:28 PM
fellow inquis bumping this thread so the devs don't forget about us!

Avirodar
08-09-2007, 11:49 PM
Updated the original post to reflect that with E:Fanaticism active, a group heal can cost closer to 1000 power per cast, not the 800 as originally stated. Now hmm, lets see... Up to 1000 power per heal is not a big enough penalty? There has to be two more penalties that halve the HP of the heal, and make it twice as long to cast, as well?  That is rediculous beyond reason. Who "balances" this stuff? How do I go about getting in contact with a relevant SOE employee, in an attempt to get them to make an effort to fix the bugs with E:Fanaticism (the GU37 fix, only fixed about 15% of the problem)? And even better, hopefully have them reconsider the massive penalties applied, before another year  passes? I hope the lack of evident direction on who to address, with these issues, does not make these forums a convenient curtain for SOE staff to hide behind, and ignore issues they do not want to hear about, or does not suit their agenda.   Sadly, to me, that is what these forums appear to be, based on my experiences to date, in regard to Inquisitor related affairs/problems. The problems with E:Fanaticism were reported in EOF beta, by beta testers, who were infuriated by both being totally ignored, and that no fixes were implemented.  Upon live implementation of EOF, it was reported openly, by a number of Inquisitors, with forum posts, /bug reports, and /feedback. Once again, the Inquisitor community was completely ignored, with the issue never being so much as acknowledged until a recent, and failed, attempt of a fix in GU37. Talk about bad customer service.

Isabelle
08-13-2007, 07:23 PM
I am still waiting for this to be fixed as well.