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View Full Version : Is the next update going to fix the COA power debuff?


hisawat
01-27-2008, 09:46 PM
I have some high level healers and go to COA sometimes, but the power cost debuff is very annoying.  I think one of devs said they would check or fix it before.I am wondering if the change is going to live with GU42 or not.Any info??

krrr
01-27-2008, 10:12 PM
Why they should "fix" something that is not broken? <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" />

Gladiia
01-27-2008, 10:38 PM
<p>I can't imagine why it would need changing.  It's already one of the easiest (if not the easiest) of the high level instances.  Changing or removing the 100% power cost debuff would make the place cake.  Not a very good idea with the large number of easily taken down, and closely compacted nameds that drop ornate on a very frequent basis imo.</p>

hisawat
01-28-2008, 12:07 AM
Well, I guess you guys are not healers.   Mobs in COA use the debuff too often and it is really annoying.  In fact, one of the devs said it was not intended and would look it up, so I asked if the change would come with GU42.<a href="http://forums.station.sony.com/eq2/posts/list.m?start=75&topic_id=401465" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=401465</a>

jrolla777
01-28-2008, 02:30 AM
i hadn't heard about a change to the power debuff from a dev or whatever. also, isnt the debuff curable?

Sigunn
01-28-2008, 06:25 AM
Yes, it is curable. Its just that healers dont want to cure. I guess.

Belaythien
01-28-2008, 08:24 AM
<cite>Sigunn wrote:</cite><blockquote>Yes, it is curable. Its just that healers dont want to cure. I guess.</blockquote>In theory it is curable. In practice it is not. Mobs use the debuff so often it is not even funny. If you try to cure it you have to devote one healer only to curing. You cannot do anything else if you really want to cure this debuff. Even if you have a group cure it does not help you longer than a few seconds. Trying to cure it makes your group window flash like a strobe, because almost all mobs use it every few seconds and it is group wide.If you really think this buff should be there, just make it a zone wide non-curable debuff. Of course that would be a very flawed attempt at balancing things but as a healer it is VERY annoying to either have to ignore debuffs or waste all your attention and mana curing them.

kahonen
01-28-2008, 09:23 AM
What absolute garbage! It is easily cured. All it needs is some thought and a little timing. I solo-heal CoA with my fury easily, I have done since mid-70s. Just cast Abolishment towards the end of the fight. The rest of the time, leave it! All it needs then is for your tank to wait a few seconds between pulls for you to get a little mana back. That, of course, and a few bits of mana-regen gear. I assume the people whinging do consider changing out gear before going into a zone? Yes, it's a pain but this just makes the rewards more appreciated. The only time it becames more than a pain is if you have a tank that can't pull single mobs, in which case it's a tank problem and not something SOE can change with a nerf. If you are in a group that can't kill heroics at this level before you run out of power, then you really should be considering whether your group should be in there at all. Instead of asking for the zone to be made easier, maybe you need to go get some better equipment or potions etc before you attempt it. Leave the zones as they are. Let's face it, even if you can't cure it, this doesn't stop you doing the zone, it just slows it down. I can imagine the EQ2 of the future. You wander up to the zone in, right click the door and select the looot you'd like from a list. That saves all that nasty time preparing and thinking.

smokedout
01-28-2008, 09:39 AM
i see nothing wrong with the power debuff in CoA,  ive solo healed it with my 80 warden. Zone is fine leave it alone, other wise it will be like the other 90% of RoK and soloable. i have been in groups with a solo cleric and shaman as well. did a run thru las night with a 67/ding'd in zone 68 fury solo healing.

Aphelion012
01-28-2008, 09:39 AM
if you single target pull and your dps doesn't suck & knows how to stun, its not an issue. you can go the whole zone without encountering the curse. and even when it is up... wow group cures are /hardmode i guess. even those healers without a group cure elemental can still handle it easily. so you have to press a button a few more time, big freaking deal... this zone is already super easy, if you have trouble with it step up your game. don't ask for things to be made easier.

smokedout
01-28-2008, 09:42 AM
if they make that zone any easier it will be one sad day in Norrath

Calain80
01-28-2008, 10:17 AM
Nobody said it wasn't doable. Nobody said it should be completely gone. Nobody said the zone isn't easy. It is just that this debuff so so <b>annoying</b>! You cure it and it is directly up again. I even have it happen that the debuff is on the group again before even the <b>recovery</b> timer (not the recast timer, but the 0.5 sec recovery) is over after the cast. I would even love it changed to a a heavy manadrain (1k / 2 sec) that hits a random group member around every 10 -20 sec. So this would be a debuff you must cure, but one where you can do something else during the fight.<b> We don't want it toned down. We just wand it changed to something that is more fun. Even if it is more challenging!</b>

Pelda
01-28-2008, 10:42 AM
They have already said they will change it.  Hopefully the change will go in with this update.

Ama
01-28-2008, 11:08 AM
<cite>krrr wrote:</cite><blockquote>Why they should "fix" something that is not broken? <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>The infernal debuff is broken Krrr cause every mob spams the stupid thing nearly 5 times on the group.  From a fight with 3 skeletons I had nearly 20 messages saying X player has been cured of curse of the crypt raider.  </p><p>A. Make this part of the zone that gets spammed on everyone once every 5-10 minutes. </p><p>B. Make this impairment be spammed once per mob then after that no more.  </p><p>I don't mind a zone being difficult, but it being difficult because of a stupid impairment NO! </p>

kahonen
01-28-2008, 12:19 PM
<cite>Amana wrote:</cite></blockquote><p>The infernal debuff is broken Krrr cause every mob spams the stupid thing nearly 5 times on the group.  From a fight with 3 skeletons I had nearly 20 messages saying X player has been cured of curse of the crypt raider.  </p><p>A. Make this part of the zone that gets spammed on everyone once every 5-10 minutes. </p><p>B. Make this impairment be spammed once per mob then after that no more.  </p><p>I don't mind a zone being difficult, but it being difficult because of a stupid impairment NO! </p></blockquote> Is my fury broken because he can cast Inferiority multiple times in a fight? If you only want the mobs to cast this debuff once in an encounter, how about we maintain balance by only allowing your group to use their abilities once in a fight? Does that sound fair? If you have problems with the debuff when you fight 3 skeletons, don't fight 3 skeletons. I'd suggest this is your problem, not the zone's If the mobs are casting this debuff 5 times in a fight then you are clearly not killing them fast enough. These mobs are mid-70s Heroics! Do you take any DPS when you go there? Once again, I'd suggest this is your problem, not the zone's! How come nobody whined about the zone-wide debuff EVERY NIGHT in Loping Plains? NOTE TO DEVS: Can we please have a right click menu on zone-in doors offering an easy version of all instances?

Gladiia
01-28-2008, 12:22 PM
<cite>Amana wrote:</cite><blockquote><cite>krrr wrote:</cite><blockquote>Why they should "fix" something that is not broken? <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>The infernal debuff is broken Krrr cause every mob spams the stupid thing nearly 5 times on the group.  From a fight with 3 skeletons I had nearly 20 messages saying X player has been cured of curse of the crypt raider.  </p><p>A. Make this part of the zone that gets spammed on everyone once every 5-10 minutes. </p><p>B. Make this impairment be spammed once per mob then after that no more.  </p><p>I don't mind a zone being difficult, but it being difficult because of a stupid impairment NO! </p></blockquote><p>But it isn't difficult at all.  It's the place where I've gotten most of my named drop upgrades, because of the ease of the place.  The only difficult part of the zone is the final boss, and even then, only if you are running with a single healer...and still doable.  Annoying?  Maybe.  But only because it is different.  Quite frankly most of the groups I go thru don't generally worry about removing the debuff unless it does happen to be a group with 2 healers.  And generally, even without removing the debuff the group only has to stop 3 or 4 times for a power regen.  </p><p><cite>kahonen wrote:</cite></p><blockquote>NOTE TO DEVS:Can we please have a right click menu on zone-in doors offering an easy version of all instances?</blockquote><p>I kind of thought that clicking on the door to CoA was already hitting the easy mode button.</p>

dpsman
01-28-2008, 12:32 PM
<cite>hisawat wrote:</cite><blockquote>Well, I guess you guys are not healers.   Mobs in COA use the debuff too often and it is really annoying.  In fact, one of the devs said it was not intended and would look it up, so I asked if the change would come with GU42.<a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?start=75&topic_id=401465" target="_blank">http://forums.station.sony.com/eq2/...topic_id=401465</a></blockquote><p>I'm a healer a lvl 80 Warden.</p><p>The zone is cake as it is already, can easily be solo healed. You say it's annoying? maybe pretend like your casting heals instead of cures, or do you not like to cast anything?</p><p>In my opinion the only healers I see complaining are the LAZY ones. Ther last thing this game needs is another WOW dumb down. We used to have real heroics in outdoor zones and real danger "Lost Shards"</p><p>My suggestion to you is bring a second healer that is not lazy with you, that way you can AF on the tank and hit a heal once in a while.</p>

Gungo
01-28-2008, 12:33 PM
The OP and people like him are exactly why this game has so much animosity. People liek him are why we have stupid ideas like nerfing drusella in maidens, nerfing raids, spell consolidation, plat farmers and the like. It is the same reason conc slots never amounted to crap in this game because people like the original poster cried how they couldnt have every buff up all the time and needed to make decisions. They complain and complain and complain how something already easy enough is to tedious and should be nerfed further.

Soulforged_Unre
01-28-2008, 12:38 PM
First: I have solo healed this zone, and no, it wasn't anything special that needed nerfing.That being said, imo this is pretty much the exact same thing as....say:"ZOMG, XX INSTANCE'S MOBS HAVE TOO MUCH HP!!!! MY ASSASSIN IS USING UP TOO MUCH POWER EVERY FIGHT JUST TO KILL THE MOBS!!! ITS SO UNFAIR, AND EVERY MOB IN THE INSTANCE HAS THIS UNGODLY AMOUNT OF HIT POINTS!!!! NERFF!!!!!!"

AdamWest007
01-28-2008, 12:39 PM
<p>This is not about hard vs. easy.  It's about fun vs. boring.  This debuff doesn't make this zone any harder, just tedious.</p><p>For all you non-healers: this is the equivalent of having your target change away from the mob every 2-3 secs.  Sure, you can just TAB over every 2-3 secs to get your target back, but is that fun and challenging, or just tedious?</p><p>For all you healers who say you can cure this no problem: Gratz to you, here are some more tickets from the whack-a-mole machine, now go buy a stuffed animal or something.  I'm here to play EQ2, not Simon Says.   </p>

Soulforged_Unre
01-28-2008, 12:50 PM
<cite>AdamWest007 wrote:</cite><blockquote><p>This is not about hard vs. easy.  It's about fun vs. boring.  This debuff doesn't make this zone any harder, just tedious.</p><p>For all you non-healers: this is the equivalent of having your target change away from the mob every 2-3 secs.  Sure, you can just TAB over every 2-3 secs to get your target back, but is that fun and challenging, or just tedious?</p><p>For all you healers who say you can cure this no problem: Gratz to you, here are some more tickets from the whack-a-mole machine, now go buy a stuffed animal or something.  I'm here to play EQ2, not Simon Says.   </p></blockquote>But...but....you mean that there's actually a debuff in a heroic zone that's bad enough to need curing? /cry.Honestly, you can do almost any heroic instance in the game without needing to touch your cures, and now you're presented with one where you have to take longer breaks in-between combat if you don't cure, and all the *lazy* (there is no true other way to describe them) healers are up in arms that they have to adjust their play-style to different instances.

Morticus
01-28-2008, 01:04 PM
Everyone relax.The debuff curse from the zone is not going away, it's just been changed to be less of a nuisance.  The challenge of the zone hasn't changed either, just the way the curse is handled.  It should be on test now actually, it's going to Live with GU42.

Calain80
01-28-2008, 01:48 PM
<cite>Grainer@Crushbone wrote:</cite><blockquote><cite></cite><p>The zone is cake as it is already, can easily be solo healed. You say it's annoying? maybe pretend like your casting heals instead of cures, or do you not like to cast anything?</p><p><b>No I don't like to cast the heals in the same order over and over. I coose a healer cause I have to react to what happens and change my actions accordingly. What I want to do is debuff during the pull, heal as needed, help the DPS that got agro, cure as needed while refreshing my heals on the MT. In don't want to sit and perma cure as the mobs do not any damage on a good geared tank, so he even wont need any heals.</b></p><p>In my opinion the only healers I see complaining are the LAZY ones. Ther last thing this game needs is another WOW dumb down. We used to have real heroics in outdoor zones and real danger "Lost Shards"</p><p>My suggestion to you is bring a second healer that is not lazy with you, that way you can AF on the tank and hit a heal once in a while.</p><p><b>I'm not lazy. I also had some raids, where my time was greater then time of the MT. (starting casts during pull, keep casting / jousting during the whole fight) As I have already written I don't want it dumbed down. I would love to see it pushed up, but I want it to be fun. It was fun for 5 to 10 minutes the first time I was in to find out what was happening to my power. And it was fun 15 extra minutes to try to clear the group from the debuff as fast as possible, but after that it started to be annoying.</b></p></blockquote>You sound as like you are visiting the zone with a guild / raid based group, but this instance is also for pickup groups that are not full decked out in T7 fabled or even T8 legendary. Why else would you go there if not to gain you class specific legendary set?I also provided an idea to make the instance harder, but more fun (heavy manadrain on single targed with random time). Nobody wants it made easier and if you would really read what we are not lazy but also don't like to hit the same buttons all over without thinking.

Finora
01-28-2008, 03:33 PM
<p>I fail to understand all the people defending the debuff in COA. It's not a challenge. It doesn't make the zone hard.  Most of the people posting in favor of keeping it as it is already say they ignore it/don't cure it on most classes/completely nullify it by bringing a stacked group with plenty of stun/interrupt power. That means its pretty pointless and just sitting there, being a minor annoyance, since it is a curable thing and curing is infact something a lot of healers take seriously (thank old KOS zones with debuffs like invalidate and the lower version of that debuff & what not for that =p).</p><p>I just hope that whatever it gets changed to makes it either actually matter or incurable like debuffs in some other zones. Either would make it better than what it is currently.</p>

Rarlin
01-28-2008, 06:39 PM
<cite>Finora@Everfrost wrote:</cite><blockquote><p>I fail to understand all the people defending the debuff in COA. It's not a challenge. It doesn't make the zone hard.  Most of the people posting in favor of keeping it as it is already say they ignore it/don't cure it on most classes/completely nullify it by bringing a stacked group with plenty of stun/interrupt power. That means its pretty pointless and just sitting there, being a minor annoyance, since it is a curable thing and curing is infact something a lot of healers take seriously (thank old KOS zones with debuffs like invalidate and the lower version of that debuff & what not for that =p).</p><p>I just hope that whatever it gets changed to makes it either actually matter or incurable like debuffs in some other zones. Either would make it better than what it is currently.</p></blockquote>/agree  I'm not a healer but it is not a "challenge" factor at all, it's just annoying to have to sit after a few fights even with power regen in your group...

Ravaan
01-28-2008, 06:50 PM
i've boycotted the [Removed for Content] zone till this fixed and the last time i went I just cured myself.

Splor
01-28-2008, 07:34 PM
I wish it was just incurable to begin with. Its annoying, but as a tank I pass around a out of combat power regen totem(puff puff pass anyone?) and spend like 2-3 seconds between pulls. Even at level 75 you can almost clear everything but that last named with no problem. Healers that religiously cure it are nice, but if you just act like it doesnt exist completely you'll clear the zone much faster.

Odalia
01-28-2008, 07:45 PM
Ok it may be anoying but it is fine the way it is I went in there as the primary healer at 73 (dinged from AA on my way there) and only had my 72 spells ( I wasen't expecting the instance and my upgrades were in my mail box /smacks hand bad healer) We had 1 problem where we ended up with 5 mobs and wiped even got the last named, the zone is fine like it is leave it alone.

Obadiah
01-28-2008, 07:49 PM
I can't believe the passion over this. Wild, man. Wonder if the fix is they cast it only once every 10 or 15 seconds, but instead of making everything cost 100% more power, everything costs 400% more power. Less frequent but far more dramatic and exciting.

Tokam
01-28-2008, 08:25 PM
/sighJust go ahead and move the game incrementally towards a beige, banal challengeless wasteland.To give the dev his/her due, s/he did say that the effect of the buff has not been made any less difficult (unlike maidens), merely that instead of spamming heals+cures+dps you will be spamming heals+dps and hopefully watching for a debuff with a larger power drain.

hisawat
01-28-2008, 09:03 PM
<cite>Morticus wrote:</cite><blockquote>Everyone relax.The debuff curse from the zone is not going away, it's just been changed to be less of a nuisance.  The challenge of the zone hasn't changed either, just the way the curse is handled.  It should be on test now actually, it's going to Live with GU42.</blockquote>Thanks Morticus.This is exactly what  I wanted to know.

Ravaan
01-28-2008, 11:22 PM
<cite>Tokamak wrote:</cite><blockquote>/sighJust go ahead and move the game incrementally towards a beige, banal challengeless wasteland.To give the dev his/her due, s/he did say that the effect of the buff has not been made any less difficult (unlike maidens), merely that instead of spamming heals+cures+dps you will be spamming heals+dps and hopefully watching for a debuff with a larger power drain.</blockquote><p>look up the words ... challenge and then look up Tedious. They are not the same thing this power drain didnt make the zone more exciting or challenging it made it more tedious and i know a lot of healers on my server who will not even go to the zone anymore because its so TEDIOUS ... not because "its too hard".</p>

Rattfa
01-29-2008, 07:34 AM
LOL @ all the carebears!I solo healed that zone the other day (as a Fury) and we finished the zone in like 40 minutes, no wipes or deaths. I don't recall any break for power with the exception of the named mobs. It was even a pick up group, no "stacked stifling and stunning classes".I don't understand how (or why) some people can whine so much about something that isnt even an issue, and then the devs actually listen. They change the first name in Maidens so you cannot power drain it anymore (good move) so you actually have to fight it as intended...but then nerf the hell out of the last name. I don't get it. Next thing you know they'll close all the traps in Vaults, because people are stupid, fall down, then cry about it. They'll also nerf the golem ring event in vaults because people burn all their power on the first mob and cry then they get wiped by the name (if they get that far). They'll also nerf the Leviathans in Chelsith so they don't AoE anymore and no longer require you to think for a moment before rushing in and dying. Hell, you don't even need to think, just learn to play.At this rate, anything in this game that requires you to think a little (yes that includes the power drain thingy in CoA because it it's current form it is NOT anything that isnt easily resolved by a little tactics and common sense) is going to get nerfed to hell. Grats for turning the game into EverCarebear.

Kizee
01-29-2008, 10:23 AM
<cite>Rattface@Nagafen wrote:</cite><blockquote>LOL @ all the carebears!I solo healed that zone the other day (as a Fury) and we finished the zone in like 40 minutes, no wipes or deaths. I don't recall any break for power with the exception of the named mobs. It was even a pick up group, no "stacked stifling and stunning classes".I don't understand how (or why) some people can whine so much about something that isnt even an issue, and then the devs actually listen. They change the first name in Maidens so you cannot power drain it anymore (good move) so you actually have to fight it as intended...but then nerf the hell out of the last name. I don't get it. Next thing you know they'll close all the traps in Vaults, because people are stupid, fall down, then cry about it. They'll also nerf the golem ring event in vaults because people burn all their power on the first mob and cry then they get wiped by the name (if they get that far). They'll also nerf the Leviathans in Chelsith so they don't AoE anymore and no longer require you to think for a moment before rushing in and dying. Hell, you don't even need to think, just learn to play.At this rate, anything in this game that requires you to think a little (yes that includes the power drain thingy in CoA because it it's current form it is NOT anything that isnt easily resolved by a little tactics and common sense) is going to get nerfed to hell. Grats for turning the game into EverCarebear.</blockquote>People need to learn how to read. Nobody said the zone was difficult. Most healers boycott the zone because spam curing more than healing in a zone is stupid zone design.Grats to the people that like to play wack a mole but I have enough of spam curing when I raid.

Galeden
01-29-2008, 12:37 PM
<p>When I first experienced the zone, I had kind of hoped the debuff was something you were supposed to solve, like something you had to do in the zone to stop it from happening, or something you got along the way to stop it.  Hmm just curious of what you might think of my idea.  What if you had to do some event at the beginning, which gives one or two items that cancel the debuff.  The event could be anything really, to make it a bit more random instead of always going to the same type of roll, they could even be in 6 clickable boxes, each person gets one to choose, so you couldn't choose who got it.  The debuff should also then be made a permanent non curable debuff, so the others have to deal with it.  What do you all think?  Would make it a bit more interesting and fun in my opinion, while not getting rid of the difficulty.</p>

Gladiia
01-29-2008, 12:49 PM
<cite>Galeden wrote:</cite><blockquote><p>When I first experienced the zone, I had kind of hoped the debuff was something you were supposed to solve, like something you had to do in the zone to stop it from happening, or something you got along the way to stop it.  Hmm just curious of what you might think of my idea.  What if you had to do some event at the beginning, which gives one or two items that cancel the debuff.  The event could be anything really, to make it a bit more random instead of always going to the same type of roll, they could even be in 6 clickable boxes, each person gets one to choose, so you couldn't choose who got it.  The debuff should also then be made a permanent non curable debuff, so the others have to deal with it.  What do you all think?  Would make it a bit more interesting and fun in my opinion, while not getting rid of the difficulty.</p></blockquote>Something along those lines could indeed be interesting. 

Vinh
01-29-2008, 12:51 PM
<cite>Morticus wrote:</cite><blockquote>Everyone relax.The debuff curse from the zone is not going away, it's just been changed to be less of a nuisance.  The challenge of the zone hasn't changed either, just the way the curse is handled.  It should be on test now actually, it's going to Live with GU42.</blockquote>thank you!

Rattfa
01-29-2008, 12:51 PM
<cite>Kizee@Befallen wrote:</cite><blockquote><cite>Rattface@Nagafen wrote:</cite><blockquote>LOL @ all the carebears!I solo healed that zone the other day (as a Fury) and we finished the zone in like 40 minutes, no wipes or deaths. I don't recall any break for power with the exception of the named mobs. It was even a pick up group, no "stacked stifling and stunning classes".I don't understand how (or why) some people can whine so much about something that isnt even an issue, and then the devs actually listen. They change the first name in Maidens so you cannot power drain it anymore (good move) so you actually have to fight it as intended...but then nerf the hell out of the last name. I don't get it. Next thing you know they'll close all the traps in Vaults, because people are stupid, fall down, then cry about it. They'll also nerf the golem ring event in vaults because people burn all their power on the first mob and cry then they get wiped by the name (if they get that far). They'll also nerf the Leviathans in Chelsith so they don't AoE anymore and no longer require you to think for a moment before rushing in and dying. Hell, you don't even need to think, just learn to play.At this rate, anything in this game that requires you to think a little (yes that includes the power drain thingy in CoA because it it's current form it is NOT anything that isnt easily resolved by a little tactics and common sense) is going to get nerfed to hell. Grats for turning the game into EverCarebear.</blockquote>People need to learn how to read. Nobody said the zone was difficult. Most healers boycott the zone because spam curing more than healing in a zone is stupid zone design.Grats to the people that like to play wack a mole but I have enough of spam curing when I raid.</blockquote>You do not need to spam cure in that zone. FACT! If everyone in the group uses the abilities that are available to them, then you dont need to cure a thing. It's called tactics. Why are you people so narrow minded to not see anything else but your own blinkered outlook and defeatist outlook. Waah waah I have to spam cure because I'm too dumb to to actually understand the way this effect works, and I'm going to whine and moan until they fix it because I want to be a carebear and not work for anything. Good group tactics and teamwork make this effect not appear. And it if does, it is rare. Your argument is with spam curing...yet you dont even have to. SPAM CURING IS NOT NECESSARY.YOU learn to read kthx.

Rattfa
01-29-2008, 01:14 PM
<cite>Galeden wrote:</cite><blockquote><p><b>When I first experienced the zone, I had kind of hoped the debuff was something you were supposed to solve, like something you had to do in the zone to stop it from happening, or something you got along the way to stop it.</b>  Hmm just curious of what you might think of my idea.  What if you had to do some event at the beginning, which gives one or two items that cancel the debuff.  The event could be anything really, to make it a bit more random instead of always going to the same type of roll, they could even be in 6 clickable boxes, each person gets one to choose, so you couldn't choose who got it.  The debuff should also then be made a permanent non curable debuff, so the others have to deal with it.  What do you all think?  Would make it a bit more interesting and fun in my opinion, while not getting rid of the difficulty.</p></blockquote>Funnily enough, stuns and stifles stop it from happening, which most group setups will have in abundance.

Obadiah
01-29-2008, 01:46 PM
<cite>Rattface@Nagafen wrote:</cite><blockquote>They change the first name in Maidens so you cannot power drain it anymore (good move) so you actually have to fight it as intended...but then nerf the hell out of the last name. </blockquote>It's not <b>that</b> bad on the last named is it? I thought they were just making her remove DoTs when she went into her cage? That's not a huge deal, IMO. When I've had problems, remembering not to have DoTs up had nothing to do with them. It's always been people mistiming casts, idiot tanks (i.e. Me) not unequipping their weapon and therefore riposting, or leaving some damage proc item or another on. I wish I was farther along in levelling on Test. I'm excited to see what could be changed here and no one's telling. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" width="15" height="15" /> I can't get enough watching people on both side of the argument completely miss the point of the<i><b> other </b></i>side. (Not you, Rattface, I'm just saying in general)"The zone is tedious because of all the spam curing""You don't have to spam cure""The zone is tedious because of all the spam curing"or"The zone isn't hard""No, it's just tedious""The zone isn't hard"I will miss these intellectually stimulating discussions. Keep them coming and let's enjoy this, the final week of them. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" />

Kizee
01-29-2008, 02:36 PM
<cite>Rattface@Nagafen wrote:</cite><blockquote><cite>Kizee@Befallen wrote:</cite><blockquote><cite>Rattface@Nagafen wrote:</cite><blockquote>LOL @ all the carebears!I solo healed that zone the other day (as a Fury) and we finished the zone in like 40 minutes, no wipes or deaths. I don't recall any break for power with the exception of the named mobs. It was even a pick up group, no "stacked stifling and stunning classes".I don't understand how (or why) some people can whine so much about something that isnt even an issue, and then the devs actually listen. They change the first name in Maidens so you cannot power drain it anymore (good move) so you actually have to fight it as intended...but then nerf the hell out of the last name. I don't get it. Next thing you know they'll close all the traps in Vaults, because people are stupid, fall down, then cry about it. They'll also nerf the golem ring event in vaults because people burn all their power on the first mob and cry then they get wiped by the name (if they get that far). They'll also nerf the Leviathans in Chelsith so they don't AoE anymore and no longer require you to think for a moment before rushing in and dying. Hell, you don't even need to think, just learn to play.At this rate, anything in this game that requires you to think a little (yes that includes the power drain thingy in CoA because it it's current form it is NOT anything that isnt easily resolved by a little tactics and common sense) is going to get nerfed to hell. Grats for turning the game into EverCarebear.</blockquote>People need to learn how to read. Nobody said the zone was difficult. Most healers boycott the zone because spam curing more than healing in a zone is stupid zone design.Grats to the people that like to play wack a mole but I have enough of spam curing when I raid.</blockquote>You do not need to spam cure in that zone. FACT! If everyone in the group uses the abilities that are available to them, then you dont need to cure a thing. It's called tactics. Why are you people so narrow minded to not see anything else but your own blinkered outlook and defeatist outlook. Waah waah I have to spam cure because I'm too dumb to to actually understand the way this effect works, and I'm going to whine and moan until they fix it because I want to be a carebear and not work for anything. Good group tactics and teamwork make this effect not appear. And it if does, it is rare. Your argument is with spam curing...yet you dont even have to. SPAM CURING IS NOT NECESSARY.YOU learn to read kthx.</blockquote>It's tactics to ignore the debuff all together? <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /> I am sure thats why the bothered to give those mobs that debuff then..... to be ignored.BTW....the dev said he wasn't going to make the zone easier....just lest tedious. Hopefully he puts in a debuff that you HAVE to cure but doesn't happen nearly as offen.

Cakassis
01-29-2008, 04:36 PM
"The debuff curse from the zone is not going away, it's just been changed to be less of a nuisance. The challenge of the zone hasn't changed either, just the way the curse is handled. "Making the debuff incurable would seem to make the zone less tedious without reducing the challenge.  Giving the whiners what they ask for FTW.

Obadiah
01-29-2008, 05:01 PM
<cite>Kizee@Befallen wrote:</cite><blockquote><cite></cite>It's tactics to ignore the debuff all together? <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /> I am sure thats why the bothered to give those mobs that debuff then..... to be ignored.BTW....the dev said he wasn't going to make the zone easier....just lest tedious. Hopefully he puts in a debuff that you HAVE to cure but doesn't happen nearly as offen. </blockquote>No, but stuns, stifles, resist gear, power regen gear. . . those might apply as tactics. Our solo healer ignores them altogether unless he personally is low on power. It's still the fastest instance in RoK in my experience, so I'm not sure "tedious" could ever really apply.

Kizee
01-29-2008, 05:21 PM
<cite>Kurgan@Everfrost wrote:</cite><blockquote><cite>Kizee@Befallen wrote:</cite><blockquote><cite></cite>It's tactics to ignore the debuff all together? <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /> I am sure thats why the bothered to give those mobs that debuff then..... to be ignored.BTW....the dev said he wasn't going to make the zone easier....just lest tedious. Hopefully he puts in a debuff that you HAVE to cure but doesn't happen nearly as offen. </blockquote>No, but stuns, stifles, resist gear, power regen gear. . . those might apply as tactics. Our solo healer ignores them altogether unless he personally is low on power. It's still the fastest instance in RoK in my experience, so I'm not sure "tedious" could ever really apply. </blockquote>Most healers ignore debuffs altogether but it bugs the crap outta me seeing any sort of impairment on anybody in the group.

Calogrenant
01-29-2008, 06:12 PM
<p>A challenge is an adversity that requires your physical and intellectual abilities to defeat. Most people like challenges, because the reward goes beyond the material benefits, ie, a better salary, or in the game, an ornate or exquisite chest, because it gives a sense of accomplishment. Overcoming tough challenges changes the person. In this case, as a player.Drusilla was an example of a tough challenge. Required you to be on your toes, pay attention to your already experienced partymembers instructions on your first few times, and to the mob every single moment you got to fight it. It did really require some planning and careful management.If it left some classes out it should've been modified accordingly, not just nerfed.Now, the Crypt of Agony's debuff unfortunately, doesn't fall into the "challenge" category. As most people said, it falls into the "tediously boring" one.This is because it requires no skill whatsoever, no ability, no special knowledge, no particular experience, to routinely use your F keys and the appropiate spell hotkey/mouse click to best it. There is absolutely no reward, no sense of accomplishment, no improvement or practice acquisition in hammering keys non stop to get rid of it.Just as the same challenge you could say a person working in a Ford assembly line had back in the 50's, riveting the same piece, every single day of their working life until they quit.So its modification is indeed a good idea.Hope it helped note the difference.</p>

Razak
01-29-2008, 07:39 PM
As a healer, I gotta say I like how CoA currently is... CoA is currently second favorite instance of mine behind Chelsith largely because it is so dog gone easy and the loot tends to be great (I average 2 masters a time in it plus at least 1 set piece of some sort). It's the only instance at this point in the game (being that not many are well geared yet) that I can feasibly solo heal with a brawler tanking (I'm a defiler btw). The healers that complain about the debuff are making the mistake of curing it lol I don't cure it except for the tank... Now this being said, what I have really started to dislike of late are the players I've been going to CoA with who insist on cures for the entire group and/or a second healer to do so. This instance can easily be done in about half hour (from zone in) with a decent tank with only a single healer... this to me is a quick zone and bringing a second healer and/or curing the entire group will slow down this zone to the point of idiocy... you are essentially taking one player out of the group completely... now I've done CoA with 5 people in the group several times, and you can still do it fairly quickly, but if all you got is dps in the group, it is cake... I don't know why you feel the need to make a cake zone easier...

Kizee
01-29-2008, 09:28 PM
<cite>Razakius@Mistmoore wrote:</cite><blockquote>As a healer, I gotta say I like how CoA currently is... CoA is currently second favorite instance of mine behind Chelsith largely because it is so dog gone easy and the loot tends to be great (I average 2 masters a time in it plus at least 1 set piece of some sort). It's the only instance at this point in the game (being that not many are well geared yet) that I can feasibly solo heal with a brawler tanking (I'm a defiler btw). The healers that complain about the debuff are making the mistake of curing it lol I don't cure it except for the tank... Now this being said, what I have really started to dislike of late are the players I've been going to CoA with who insist on cures for the entire group and/or a second healer to do so. This instance can easily be done in about half hour (from zone in) with a decent tank with only a single healer... this to me is a quick zone and bringing a second healer and/or curing the entire group will slow down this zone to the point of idiocy... you are essentially taking one player out of the group completely... now I've done CoA with 5 people in the group several times, and you can still do it fairly quickly, but if all you got is dps in the group, it is cake... I don't know why you feel the need to make a cake zone easier...</blockquote>Saying you like Chelsith says alot right there.<img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /> That has to be the worst risk vs. reward dungeon in the game. Lets waste 1-2 hours of someones time for all wood.

Rattfa
01-29-2008, 09:33 PM
<cite>Kizee@Befallen wrote:</cite><blockquote><cite>Kurgan@Everfrost wrote:</cite><blockquote><cite>Kizee@Befallen wrote:</cite><blockquote><cite></cite>It's tactics to ignore the debuff all together? <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /> I am sure thats why the bothered to give those mobs that debuff then..... to be ignored.BTW....the dev said he wasn't going to make the zone easier....just lest tedious. Hopefully he puts in a debuff that you HAVE to cure but doesn't happen nearly as offen. </blockquote>No, but stuns, stifles, resist gear, power regen gear. . . those might apply as tactics. Our solo healer ignores them altogether unless he personally is low on power. It's still the fastest instance in RoK in my experience, so I'm not sure "tedious" could ever really apply. </blockquote>Most healers ignore debuffs altogether but it bugs the crap outta me seeing any sort of impairment on anybody in the group. </blockquote>Then you are making the tedium for yourself. It's you that's the problem, not the zone. Go in with a half decent group and you dont need to cure because the debuff doesnt hit hardly ever. Go in with a crappy group and you can cure a selection of critical classes (ie. tank and yourself) and ignore the rest. No tedium there. Just because you have a hard on for curing all impairments, doesn't mean it is necessary to complete the zone quickly.

Tyrion
01-30-2008, 08:02 AM
<p>Funny how many folks cannot understand that tedium does not equal challenge. Generally, these same people defend camping mobs for 12 hours, or spending half that amount of time retrieving shards or corpse running. Somehow, annoying facets of gameplay that in <u>no</u> way challenge you are actually considered an integral part of the game! *coughs* An investment of time should encompass gameplay that is wholly enriching and brimming with quality; not pointless time-sinks (camping & original shard running) that literally have you falling asleep at your keyboard.</p><p>Seriously, I have an 80 Templar and have solo healed this zone before. There is no adequate adjective to describe how truly monotonous it is to click my Cure Elemental button one thousand times. This would be a perfectly fun zone for a healer without the debuff, or rather what the devs have planned, which I assume to be a modified version of said debuff that is less tedious, less annoying, and more urgent to deal with. Or what I'm really trying to say is...you might actually have to cure at the right time (*gasp* a challenge!)....as opposed to <b>ALL</b> the time! </p>

Obadiah
01-30-2008, 11:22 AM
<cite>Tyrion wrote:</cite><blockquote><p>Funny how many folks cannot understand that tedium does not equal challenge. Generally, these same people defend camping mobs for 12 hours, or spending half that amount of time retrieving shards or corpse running. Somehow, annoying facets of gameplay that in <u>no</u> way challenge you are actually considered an integral part of the game! *coughs* An investment of time should encompass gameplay that is wholly enriching and brimming with quality; not pointless time-sinks (camping & original shard running) that literally have you falling asleep at your keyboard.</p><p>Seriously, I have an 80 Templar and have solo healed this zone before. There is no adequate adjective to describe how truly monotonous it is to click my Cure Elemental button one thousand times. This would be a perfectly fun zone for a healer without the debuff, or rather what the devs have planned, which I assume to be a modified version of said debuff that is less tedious, less annoying, and more urgent to deal with. Or what I'm really trying to say is...you might actually have to cure at the right time (*gasp* a challenge!)....as opposed to <b>ALL</b> the time! </p></blockquote><span class="postbody">"The zone is tedious because of all the spam curing""You don't have to spam cure""The zone is tedious because of all the spam curing"I love it.You know, I wonder if this debuff had never existed at all if there would be a single complaint about the zone being too easy. Yet it exists, and even though it can be avoided and doesn't make the zone take a minute longer than it would otherwise ... the zone is somehow horribly tedious as a result ... despite being the fastest RoK instance. </span>

Deggials
01-30-2008, 11:42 AM
As a Defiler i have no group cure elemental/arcane so was a pain when u cure and it comes back 3 secs later. The only reason i boycott CoA is not the power drain aspect of the debuff but the health drain part of it, since it is forcing me to expend double the power to ritual+cannibalize it is taking double the health as well (48% life) and curing self before those 2 spells have very little effect (u get 1 out of 10 without debuff).  4k+ damage in one shot is a bit much to expect if u arent getting hit and are trying to get your power back up.

Shenyen
01-30-2008, 12:09 PM
It's funny, that 3/4 of those who say the debuff in CoA needs to stay the way it is, are furies, wardens etc. - healers with the right group cure for that zone - if it would have been an arcane debuff, it's very likely that they would have opened this thread. As a healer - a templar, which means no elemental group cure - i want to cure my group as good as possible - ignoring the debuffs because it doesn't matter that much feels like not healing the tank, because he has high mitigation and is supposed to get hurt.The debuff in CoA isn't a challenge, i learned how to press 4 buttons continuously as a Paladin in DAoC, it just sucks that the effect you just cured a second ago on your whole group (with a single cure) is back and will return again ever and ever.

Soulforged_Unre
01-30-2008, 12:55 PM
<cite>Shenyen wrote:</cite><blockquote>It's funny, that 3/4 of those who say the debuff in CoA needs to stay the way it is, are furies, wardens etc. - healers with the right group cure for that zone - if it would have been an arcane debuff, it's very likely that they would have opened this thread. As a healer - a templar, which means no elemental group cure - i want to cure my group as good as possible - ignoring the debuffs because it doesn't matter that much feels like not healing the tank, because he has high mitigation and is supposed to get hurt.The debuff in CoA isn't a challenge, i learned how to press 4 buttons continuously as a Paladin in DAoC, it just sucks that the effect you just cured a second ago on your whole group (with a single cure) is back and will return again ever and ever.</blockquote>Imo, i'll take a defiler with speed cures over a warden or fury any day in CoA.

Splor
01-30-2008, 06:38 PM
<cite>Charons@Unrest wrote:</cite><blockquote><cite>Shenyen wrote:</cite><blockquote>It's funny, that 3/4 of those who say the debuff in CoA needs to stay the way it is, are furies, wardens etc. - healers with the right group cure for that zone - if it would have been an arcane debuff, it's very likely that they would have opened this thread. As a healer - a templar, which means no elemental group cure - i want to cure my group as good as possible - ignoring the debuffs because it doesn't matter that much feels like not healing the tank, because he has high mitigation and is supposed to get hurt.The debuff in CoA isn't a challenge, i learned how to press 4 buttons continuously as a Paladin in DAoC, it just sucks that the effect you just cured a second ago on your whole group (with a single cure) is back and will return again ever and ever.</blockquote>Imo, i'll take a defiler with speed cures over a warden or fury any day in CoA.</blockquote>I agree completely. My record time through that zone is 24 minutes, and I dont think we cured that crap once. It adds challenge to the not so well geared group because power becomes an issue. You people that 1 foot up over that are just being punitive about the debuff. If it was incurable you'd accept it as part of the map and it would no doubt add difficulty as keeping power up would be seriously an issue if you run into any kind of battles that go wrong. The fact that its curable makes it easy in that the highest amount of power consumed is on a pull, but thats also where the most stuns, stifles, interrupts will be. If your geared good the zone shouldnt take more than 30 minutes. If your new to the zone and arent the best gear having that debuff on you constantly will not only challenge the people in the group, but it would make the healers decide whether or not they want to be [Removed for Content] retentive about cures or just keep the most important people cured. If you want the zone to not be tedious then ask for mobs to be buffed up or maybe given a script. As it stands the zone is simply tedious because every single one of the mobs has the exact same pull, setup, debuff, kill. Next mob. Setup, debuff, kill. Hell ask for some interesting content adds, not to make a zone easier than it already is.

Signal9
01-31-2008, 09:33 AM
<cite>Splorch wrote:</cite><blockquote><cite>Charons@Unrest wrote:</cite><blockquote><cite>Shenyen wrote:</cite><blockquote>It's funny, that 3/4 of those who say the debuff in CoA needs to stay the way it is, are furies, wardens etc. - healers with the right group cure for that zone - if it would have been an arcane debuff, it's very likely that they would have opened this thread. As a healer - a templar, which means no elemental group cure - i want to cure my group as good as possible - ignoring the debuffs because it doesn't matter that much feels like not healing the tank, because he has high mitigation and is supposed to get hurt.The debuff in CoA isn't a challenge, i learned how to press 4 buttons continuously as a Paladin in DAoC, it just sucks that the effect you just cured a second ago on your whole group (with a single cure) is back and will return again ever and ever.</blockquote>Imo, i'll take a defiler with speed cures over a warden or fury any day in CoA.</blockquote>I agree completely. My record time through that zone is 24 minutes, and I dont think we cured that crap once. It adds challenge to the not so well geared group because power becomes an issue. You people that 1 foot up over that are just being punitive about the debuff. If it was incurable you'd accept it as part of the map and it would no doubt add difficulty as keeping power up would be seriously an issue if you run into any kind of battles that go wrong. The fact that its curable makes it easy in that the highest amount of power consumed is on a pull, but thats also where the most stuns, stifles, interrupts will be. If your geared good the zone shouldnt take more than 30 minutes. If your new to the zone and arent the best gear having that debuff on you constantly will not only challenge the people in the group, but it would make the healers decide whether or not they want to be [I cannot control my vocabulary] retentive about cures or just keep the most important people cured. If you want the zone to not be tedious then ask for mobs to be buffed up or maybe given a script. As it stands the zone is simply tedious because every single one of the mobs has the exact same pull, setup, debuff, kill. Next mob. Setup, debuff, kill. Hell ask for some interesting content adds, not to make a zone easier than it already is.</blockquote><p>At this point, I'm almost hoping that the resolution is to make the debuff a zone-wide, incurable effect at about 75-80% of the durrent power drain value.  Splortch is right, it'll just be accepted like the Loping Plains debuff at that point.</p><p>Btw, the last 2 times in, the skellies were casting the debuff through stifle.  Not sure if this was a deliberate change, but most of my group noticed being hit far more than normal with the debuff.  Still finished in under an hour with a pick-up healer.</p>

Finora
01-31-2008, 10:22 AM
<cite>Kurgan@Everfrost wrote:</cite><blockquote><b></b><span class="postbody">"The zone is tedious because of all the spam curing""You don't have to spam cure""The zone is tedious because of all the spam curing"I love it.You know, I wonder if this debuff had never existed at all if there would be a single complaint about the zone being too easy. <span style="color: #cc6666;"><b>Yet it exists, and even though it can be avoided and doesn't make the zone take a minute longer than it would otherwise ... the zone is somehow horribly tedious as a result ... despite being the fastest RoK instance. </b></span></span></blockquote><p>And the highlighted portion you hit the problem with the debuff. It's absolutely pointless. You'd have to be a REALLY horribly geared, horrible pulling group to have any real issues with the debuff. Even poorly equipped groups routinely completely ignore the fact that the debuff exists. Which makes having it in its current form just plan silly.</p><p>I'm glad the devs are going change it. When a zone mechanic is that pointless it SHOULD be changed in some form. Changing it so people either HAVE to cure it or can't isn't going to affect the difficulty of the zone really. </p>

Kizee
01-31-2008, 12:43 PM
It would be great if it didn't happen as offen but if you didn't cure it in a couple of seconds the whole groups power would be drained to 0. <img src="/eq2/images/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" width="15" height="15" />

drasklin
01-31-2008, 04:01 PM
<cite>kahonen wrote:</cite><blockquote>What absolute garbage! It is easily cured. All it needs is some thought and a little timing.I solo-heal CoA with my fury easily, I have done since mid-70s. Just cast Abolishment towards the end of the fight. The rest of the time, leave it!All it needs then is for your tank to wait a few seconds between pulls for you to get a little mana back. That, of course, and a few bits of mana-regen gear. I assume the people whinging do consider changing out gear before going into a zone?Yes, it's a pain but this just makes the rewards more appreciated. The only time it becames more than a pain is if you have a tank that can't pull single mobs, in which case it's a tank problem and not something SOE can change with a nerf.If you are in a group that can't kill heroics at this level before you run out of power, then you really should be considering whether your group should be in there at all. Instead of asking for the zone to be made easier, maybe you need to go get some better equipment or potions etc before you attempt it.Leave the zones as they are. Let's face it, even if you can't cure it, this doesn't stop you doing the zone, it just slows it down.I can imagine the EQ2 of the future. You wander up to the zone in, right click the door and select the looot you'd like from a list. That saves all that nasty time preparing and thinking.</blockquote><p>1)  It's not a fun zone for a healer</p><p>2)  The loot table sucks for healers so why would we even go unless out of charity.</p>

Vorlak
01-31-2008, 05:11 PM
so whats it like on test server... the dev posted its been changed some in the terms of less annoying but still the same challenge. can we get some actual test players feedback, my char isnt high enough to get in here yet.

Obadiah
01-31-2008, 05:30 PM
<cite>Vorlak wrote:</cite><blockquote>so whats it like on test server... the dev posted its been changed some in the terms of less annoying but still the same challenge. can we get some actual test players feedback, my char isnt high enough to get in here yet.</blockquote>QFE. None of mine are either. Can't wait 6 more days. PLEASE! I have the Lost premiere to keep me distracted tonight, then it'll be right back to "Hmmmm. Wonder what they did with that CoA debuff everyone was harping about." <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" />

Obadiah
01-31-2008, 05:33 PM
<cite>drasklin wrote:</cite><blockquote><cite></cite><p>1)  It's not a fun zone for a healer</p><p>2)  The loot table sucks for healers so why would we even go unless out of charity.</p></blockquote>Fully mastered already?

drasklin
01-31-2008, 06:59 PM
<cite>Kurgan@Everfrost wrote:</cite><blockquote><cite>drasklin wrote:</cite><blockquote><cite></cite><p>1)  It's not a fun zone for a healer</p><p>2)  The loot table sucks for healers so why would we even go unless out of charity.</p></blockquote>Fully mastered already? </blockquote>Mostly mastered, but that doesn't matter.  This is a game and I pretty much do what is fun.  If I want masters I earn coin and buy them and won't do boreing zones I hate just to get them.

Razak
02-05-2008, 12:25 PM
<cite>Shenyen wrote:</cite><blockquote>It's funny, that 3/4 of those who say the debuff in CoA needs to stay the way it is, are furies, wardens etc. - healers with the right group cure for that zone - if it would have been an arcane debuff, it's very likely that they would have opened this thread. As a healer - a templar, which means no elemental group cure - i want to cure my group as good as possible - ignoring the debuffs because it doesn't matter that much feels like not healing the tank, because he has high mitigation and is supposed to get hurt.The debuff in CoA isn't a challenge, i learned how to press 4 buttons continuously as a Paladin in DAoC, it just sucks that the effect you just cured a second ago on your whole group (with a single cure) is back and will return again ever and ever.</blockquote>I think it is funny that 99% of those who say the debuff in CoA should stay are those who actually try to cure the entire group lol. I agree with Signal almost except it is cheap... make it zone wide and uncurable and it'd be better. Then the people who like to cure just can't and the zone will be fine again. Seems like a silly way to make it so board trolls stop whining though, they should just stop curing it. As an added note, you don't need the defiler speed cure or the group cure in this zone... why? STOP CURING IT!!! Seriously, if your group is hitting 0 power after 5 seconds... I think you might be over-doing it a tad... just bring a power class and drinks anyway, they help. I don't even rarely go below the 50% mark that often and i have constant pulling and NEVER cure myself, and constantly castin too (quite often dps cause the tank rarely takes much dmg in this zone except on nameds).My general point on this zone is that it isn't difficult as is. It is already the easiest instance in RoK and it doesn't need to be hit with the big giant easy stick that everyone seems to like to have this game hit with. It isn't tedious unless you make it so. It isn't slow, the loot isn't bad. Yes there isn't a really interesting dynamic to it, it is mostly a straight forward kill everything in the zone type of place, but that is fine to have from time to time, you need those. And no the healer loot in this zone isn't particularly good, but that isn't a CoA problem. That is mostly due to some idiot developer deciding that leather is all any healer needs and that we are all druids without the dps.And btw, you are right Chelsith isn't good on the loot unless you get a lot of the side nameds up which is rare and even then the wood drop is so bad in RoK instances that this might not guarantee decent loot. And the sacks are annoying as heck, but it is a really cool zone IMHO both in looks and in humor and I enjoy it thoroughly... not only that I think the killing the tentacles to get to the last one isn't a bad dynamic, and neither is the globs poppin in and killing you in the blob. But I hate the pits in vault, Court would be fine if it weren't for the access you need to get the entire group & the posts even though loot there is the worst in the game it is fast, and maidens is just too hard in pickup groups and not because of drusella it is fine with people you know that can do it but that doesn't happen with me a lot anymore.

TREiBER666
02-05-2008, 12:59 PM
it is cureable but not challenging.it doesnt make the zone more hardcore.it is simply anoying.every dev should KNOW that.

Shenyen
02-06-2008, 06:47 AM
It seems they changed the debuffs in this zone, last time i went there, the elemental debuff was still there, but it was cast less often than before, instead there is a new arcane debuff i didn't notice before, 15dps decrease.That's okay, this won't make the zone harder nor easier (as everybody is saying that the elemental debuff can be ignored anyway), but it gives me a chance to cure that [Removed for Content] debuff once and it shouldn't reappear again during that fight.Would have been okay to make it incurable, too, but the way it has been just sucked, that was just a sisyphean task - i know i don't have to roll that rock up that hill, but seeing it lying there on the ground annoys me.

Rattfa
02-06-2008, 07:15 AM
I went to there yesterday with a couple of Manaleak items equipped and DPS'd like crazy (I was 2nd healer) Aside from using my group cure when it was up, I didnt need to cure at all. Most people didn't drop below 60-70% power, except me and I just used animal form to regen up again.I just simply to not get why people are whining so hard about this.

darkax
02-06-2008, 10:26 AM
<p>get a bard or chanter.... good bye</p>

Drager
02-06-2008, 10:30 AM
i remember hearing a dev say they would be modifying the buff to make it less tedious that is all i know so ya they will be

Gorhauth
02-06-2008, 05:39 PM
<cite>Rattface@Nagafen wrote:</cite><blockquote>I just simply to not get why people are whining so hard about this.</blockquote>The part that I don't understand is that people are complaining about a zone getting <i>nerfed</i> when their argument against the nerf is to totally ignore the debuff?  Isn't a nerf a change that makes something weaker?  If the debuff is so worthless that the people who don't want it nerfed totally ignore it, it sure doesn't seem like a nerf to me.Of course, there are people who will whine about anything.

Jeepned2
02-13-2008, 12:37 AM
Ran through last night to see what the big stink was. No one in group ever got below 85% mana. Not sure now what the complaint is.  And yes, I am a Coercer, good luck at finding one.

LowfyrWildforge
02-15-2008, 02:53 PM
<p>    The power buff is the reason why it's called the Crypt of <i>Agony.</i>  <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>    Well, I'm kind of kidding, but not really.    Generally I just cure the tank, and then everyone else after the fight is over. </p><p>Edited to add: And the conjurors and necros, since I'm always asking them for hearts and shards. <img src="http://forums.station.sony.com/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /></p>

Calogrenant
02-25-2008, 06:29 PM
<cite>Shenyen wrote:</cite><blockquote>It seems they changed the debuffs in this zone, last time i went there, the elemental debuff was still there, but it was cast less often than before, <b><i><u>instead there is a new arcane debuff i didn't notice before, 15dps decrease.</u></i></b></blockquote><p>This is because somebody in your group, or even you, had an item with "Fallout" or "Lesser Fallout" on it, a proc that supposedly got fixed on the last patch (haven't checked yet), but by when you wrote this, it was still affecting the group as well as the mob.Cheers</p>