View Full Version : GU41 misguided nerf bat
Meunayil
12-07-2007, 09:16 AM
As I read the GU41 test update notes I felt the nerf bat was a huge swing and a miss.- The drachanid disguise was apparantly left alone - An item that everyone feels is a hack and needs to be fixed.- The pocket iron golem will be weaker than before - An item that made soloing just a bit easier and I have really not seen any posts of people complaining about.Nice job SOE leave something in game most hate and hurt something most people like ... way to make us happy <img src="/eq2/images/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" alt="SMILEY" width="15" height="15" /><img src="/eq2/images/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" alt="SMILEY" width="15" height="15" /><img src="/eq2/images/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" alt="SMILEY" width="15" height="15" />
Xeronoth
12-07-2007, 09:34 AM
Oh boo hoo, a guy on a quest is using an illusion to walk past me to find a Node and an Update. It's not like you're going to safely walk in there and harvest them nodes yourself. Don't complain about others actually getting use out of the nodes that are well protected against low-DPS / low-Solobility classes. I'd rather have that Harvester go in there and provide more product to the community than to have a shortage on crafted items due to a quibble between two players who are stealing nodes from each other.Besides- it gets very old searching for the sparse nodes in that cave- and when I say sparse- I mean it. Aside from that- you probably don't know the consequences of changing that illusion; IE: People who are searching for the update find it, but break their illusion to get it, and die in the process. (I see that as a real possibility... what can I say? SoE can be Lazy when it comes to fixing things properly.)No comment on the Golem; never used it. Is it a Tinkered item?(I must note, I did use the Illusion to harvest for the first hour or two- but then I completed the quest because I got so bored out of my mind, and now I can't use the illusion anymore; fair tradeoff.)
Meunayil
12-07-2007, 10:48 AM
I am not complaining about the illusion, being that I have 7 crafters that need to go from 70-80 I personally welcome the ability to be able to mine free of aggro. That being said take a look at these forums and read a bit many are complaining about that very ability of the illusion. To me that says it would have been alot more welcome by us if that was fixed.Now for the golem it is a quest reward in Kunzar Jungle. In its current form it is 82^ tank, the thing is beautiful for soloing some of the mobs in Skyfire for other quests. The dang thing is better trained than many tanks ... it turns mobs for ya and everything. Look through the forums here and see how many forums are dedicated to this item. Not nearly as much if any.Just stating that imho they are focusing their attention on the wrong thing.
Galeden
12-07-2007, 12:32 PM
<p>The fix for illusion harvesting was supposed to be released in a hotfix, so it may be seperate from the GU?</p>
Meunayil
12-07-2007, 01:56 PM
As of this morning it still worked for harvesting. Still don't fully agree with the nerf bat hitting the golem. Anyone on test able to tell me how bad they hit him?
Hamervelder
12-07-2007, 02:01 PM
Does the golem have a certain number of charges, a la the golem reward from the Drednever Expedition?
Gungo
12-07-2007, 02:04 PM
<p>The golem was a bit overpowered lol He could solo an even con white mob himself lol. Thats a bit much. </p><p>On the other hand [Removed for Content] cares about the illusion by the time your level 80 most of the cave is grey AND then the few green mobs in there pose no risk ESPECIALLY since they now allow harvesting while agro. </p>
Meunayil
12-07-2007, 02:41 PM
Overpowered or not does it really matter in the grand scheme of things if he can tank an even con solo con mob? The point I was trying to make was that hands down more people were complaining about the disguise than the golem (and he has unlimited charges) to a tune of 5 or more to 1. I was stating that if SOE institutes GU's to add temporary or permanent fixes why pick on one that few complain about and leave 1 that alot of the community complains about.
SaraBH
12-07-2007, 03:07 PM
<cite>Kesugeo@Nektulos wrote:</cite><blockquote>Overpowered or not does it really matter in the grand scheme of things if he can tank an even con solo con mob? The point I was trying to make was that hands down more people were complaining about the disguise than the golem (and he has unlimited charges) to a tune of 5 or more to 1. I was stating that if SOE institutes GU's to add temporary or permanent fixes why pick on one that few complain about and leave 1 that alot of the community complains about.</blockquote>did you every think it mit be harder to fix the spider and thats why its not fixed yet? I mean come on somehow you need to code it so you can still get the update but cant harvest. Seems to be a bit harder to me then lowering the power of a pet a little. But then im not a coder or anything just seems allot more work to fix the Spider thingy.
Pyra Shineflame
12-07-2007, 04:44 PM
I agree since to get the update you have to harvest/inspect. The way coding works is to allow for one class of an ability to be used for different things as too not take as much time, seperating "harvest for update" from "harvest from nodes" might be more difficult.
Rayche
12-07-2007, 06:05 PM
The reward for the Drachnid suit quest was nice enough that I finished it my first time in.There are PLENTY of better spots to mine in other zones. (Perhaps mining as you run through the other zones/quests??)
Finora
12-07-2007, 06:15 PM
<p><b><i>Blech, don't you just hate accidental double posts?</i></b></p>
Finora
12-07-2007, 06:15 PM
<cite>Kesugeo@Nektulos wrote:</cite><blockquote>Overpowered or not does it really matter in the grand scheme of things if he can tank an even con solo con mob? The point I was trying to make was that hands down more people were complaining about the disguise than the golem (and he has unlimited charges) to a tune of 5 or more to 1. I was stating that if SOE institutes GU's to add temporary or permanent fixes why pick on one that few complain about and leave 1 that alot of the community complains about.</blockquote><p>I'm thinking more people are complaining about the disguise than the golem because more people know about it.</p><p>The disguise is one of the first quests you can get in the ROK expansion. The golem one, I'd not even heard about until the past couple of days, and even then didn't know the details. I know a lot more folks would complain about it if more knew the details of it. 82^?? that's REALLY overpowered for a non-charged quest reward. There really is no comparison between the 2.</p><p>One is a minor nuisance (which becomes less so as more and more people level to 80 and can do the same thing without the silly disguise). One that as others have stated might pose a bit of a problem on just how to fix it so people can still use it for the quest. The other is some pretty heavy duty over-powered reward. I imagine minor nuisance that is complicated to fix comes further down the list than obviously overpowered item that can be quickly tuned down to a more resonable rate.</p>
Gungo
12-07-2007, 06:49 PM
<cite>Kesugeo@Nektulos wrote:</cite><blockquote>Overpowered or not does it really matter in the grand scheme of things if he can tank an even con solo con mob? The point I was trying to make was that hands down more people were complaining about the disguise than the golem (and he has unlimited charges) to a tune of 5 or more to 1. I was stating that if SOE institutes GU's to add temporary or permanent fixes why pick on one that few complain about and leave 1 that alot of the community complains about.</blockquote><p>So you are saying that only the squeaky wheel should get the grease?There are many items that people never report but are obviously overpowered that need to be fixed.</p><p>In comparison tinkers get 2 t8 swarm pets which do substantially less damage, can not tank, and unusable on any mob above lvl 80. While i do think at least the higher level rare swarm tinker pet should be at least usable on 80+ mobs the golem was one of the best swarm pets I ever seen. </p><p>On the other hand there was this ring that drops in chelsith that does ~3k damage in an aoe everytime a mob dies. It created a huge chain reaction which usually attributed at least 20% to a sorcerers dps from this one item. It was obviously overpowered. But guess what I have never seen 1 thread about this obviously overpowered item. This item btw is getting fixed. </p>
Deila
12-09-2007, 04:41 AM
<cite>Kesugeo@Nektulos wrote:</cite><blockquote>Still don't fully agree with the nerf bat hitting the golem. Anyone on test able to tell me how bad they hit him?</blockquote><p>I checked the pocket golem tonight. He's.... odd now.</p><p>He summoned as an 80 no-arrow little golem, rather than the 82^ from before. Then I noticed he wasn't attacking.</p><p>A few minutes later, I happened to notice he was still following me around. Examining the item, his description has been changed from a "limited pet that aids the caster" (a dumbfire, from before the change) with the 1 minute duration to "Summons a pet a pocket iron golem", with an Until Cancelled duration - just like a fluff pet. Sure enough, he'd replaced my deity pet as well. Yet he had a level (80), and Focus Anger active on him - which is useless to a pet that will not attack.</p><p>Wondering if his having a level meant he'd die to AEs, I decided to drag him in range of a frontal AE from one of the solo skeletons at Venril's Crown. Once he'd been hit by the AE, he decided to revenge himself the damage and joined in the fighting. After the skeleton was dead, he returned to his passive fluff pet self, and would only join in fights if the enemy somehow affected him (I think he got drug into a fight with Zok the Old when Zok attempted an encounter dispel - little Pocket Golem got mad and helped out again).</p><p>So, right now he's kinda like a vengeful little fluff pet. Sorta.</p><p>I'm trying to get word about which side of this is the bug - was he intentionally converted into a mere fluff pet, and the level, buff, and retaliatory combat actions being somehow left over from his previous dumbfire status, or was the intention for him to simply be reduced from 82^ to 80 (no-arrow), but still function as the dumbfire (1 minute duration, single encounter, 10 minute recast) from before, and his replacing the deity pet (and fluff pet description type, with Until Cancelled) somehow snuck in accidentally? Or is this strange middle state he's in actually intended (which seems the most bizarre possibility, but - y'never know)?</p>
taloron
12-09-2007, 05:00 AM
I was bummed about the pocket golem myself. People defending the spider illusion though lol because you have crafters. Please there are millions of non agro spots to harvest far better then the cave. The reason the cave was so popular was because of a obvious exploit. Yes the illusion is an exploit if you think otherwise you need your head examined. Risk reward. Honestly I hope they are keeping names of people abusing that thing and when its fixed give them all at least a nice little 3 day vacation from the game. Blatantly abusing a game mechanic bug is a clear violation of the terms of agreement you click on everytime you log in.
Devilsbane
12-09-2007, 07:39 AM
<cite>taloron wrote:</cite><blockquote>I was bummed about the pocket golem myself. People defending the spider illusion though lol because you have crafters. Please there are millions of non agro spots to harvest far better then the cave. The reason the cave was so popular was because of a obvious exploit. Yes the illusion is an exploit if you think otherwise you need your head examined. Risk reward. Honestly I hope they are keeping names of people abusing that thing and when its fixed give them all at least a nice little 3 day vacation from the game. Blatantly abusing a game mechanic bug is a clear violation of the terms of agreement you click on everytime you log in.</blockquote><p>When I played DnD if a player used a quest item in this way they would be rewarded not punished. In most online games, table top, etc it is a given that illusions allow players to perform actions without getting aggro. It is sad that EQ decided against using common sense and not include this part of illusions in the game. Instead they rely upon a problematic faction system. How every guard in every city knows my alignment dampens my whole emersion of the game. <img src="http://forums.station.sony.com/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" width="15" height="15" /></p>
Valena
12-21-2007, 05:39 AM
Fixing the Spider Illusion should be easy. Just make it a 3 charge item to allow for an accidental death or two.
<cite>Inque@Splitpaw wrote:</cite><blockquote>Fixing the Spider Illusion should be easy. Just make it a 3 charge item to allow for an accidental death or two.</blockquote>Well the fix for the Illusion is it drops you out of the illusion if you try and harvest.. so the "exploit" has been fixed.
Shint
12-21-2007, 03:38 PM
I've never come across the spider form quest.I just go there and kill if i want to harvest. The Brute caves in Kunzar forests are just as good though, for harvesting. shrug.
thepriz
12-22-2007, 06:28 AM
<cite>taloron wrote:</cite><blockquote>I was bummed about the pocket golem myself. People defending the spider illusion though lol because you have crafters. Please there are millions of non agro spots to harvest far better then the cave. The reason the cave was so popular was because of a obvious exploit. Yes the illusion is an exploit if you think otherwise you need your head examined. Risk reward. Honestly I hope they are keeping names of people abusing that thing and when its fixed give them all at least a nice little 3 day vacation from the game. Blatantly abusing a game mechanic bug is a clear violation of the terms of agreement you click on everytime you log in.</blockquote>While I would agree that the risk is removed to harvest in this area, this really is not an obvious exploit. You point out that there are many places to harvest that are non-agro. So with this in mind there really is no risk involved to harvest. If there are places that you harvest and get a the same items that have no risk then using an illussion to accomplish the same thing is not an exploit to get the harvested items.That is the problem with people these days, if someone figures out how to overcome obsticals in the game using illusions or such are called exploiters. I look at it and see someone who is intelligent and resourcefull. These type of people should be rewarded not punished.Now I would agree that it is an exploit because the illusion was given to do a specific quest. And I would figure that the the person who received the illusion would be in trouble with the person whom he is performing the quest for because he took to long.Illusions should be able to get you passed mobs/NPCs in the game. That is one of the things that is really missing in this game. The game needs to let people use the magic and skills they have to overcome obsticals in the game. That is what makes a good game. Maybe someday we will see a game take this into account.
Rainmare
12-22-2007, 10:36 PM
the exploit part was that the illusion was on a one hour timer, made you immune to aggro in a place that has, despite a previous posters claim, probably at least 15+ nodes in it. there's usually 2-3 nodes per large room, of which there is 4, and then there are nodes in the hallways. what people would do is simply not turn in the quest at all, and only leave the cave once an hour to refresh thier illusion. keeping a quest unfinished to abuse a mechanic that lets you harvest aggro free in a place your not supposed to I consider abusing/exploiting an unintentional game mechanic.Though I don't have the iron golem pet, it is a shame he got hit with a nerf louisvile slugger. hopefully he was only intended to lower in level and the fluff side effect is a bug that will be fixed.
steelblueangel
12-24-2007, 05:05 PM
<p>It would be easy to fix the spider form by simply placing a timer on the quest. The time could be set for 2 hours and would begin a count down from the moment the quest was taken. After the 2 hours the suit would no longer be valid and the quest whether completed or not could not be taken again. 2 hours would allow more than enough time to complete the quest and if the suit was being used just for harvesting then they would be limited in the amount of time they could harvest rather than using the suit for what the quest intended it to be used for. </p>
<cite>steelblueangel wrote:</cite><blockquote><p>It would be easy to fix the spider form by simply placing a timer on the quest. The time could be set for 2 hours and would begin a count down from the moment the quest was taken. After the 2 hours the suit would no longer be valid and the quest whether completed or not could not be taken again. 2 hours would allow more than enough time to complete the quest and if the suit was being used just for harvesting then they would be limited in the amount of time they could harvest rather than using the suit for what the quest intended it to be used for. </p></blockquote>That's a terrible solution. What if the cave is full of people that are the opposite faction, so you can't get into it to finish the quest? Or what if you suddenly need to leave and don't have time to close the game? Every other timed quest allows you to retake it.
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