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Hollywood
03-23-2008, 04:08 PM
I could have sworn that recently you condensed the spells/combat arts to move away from the "spam as many buttons as possible" gameplay style we were edging ever closer to.  So after doing that, now you're going to start adding them back again?  It's hard enough to get some priests (and mages with Arcane tbh) to cure effects as it is... If you insist on adding even more effects that have to be cured, bite the bullet and put all of the Cure spells on one key a la the Master Strikes please.

Ravaan
03-23-2008, 04:33 PM
Thanks god I rarely play my healer as it is, I rolled a DPS toon just like everyone else. Though hopefully ill get to 80 with him before all the other healers quit.

Giral
03-23-2008, 04:42 PM
<p>Actualy i like curing people, i am a Healer,thought i was suppose to Cure the sick and Heal the Injured ? </p><p>do healers use the same roots and herbs . potions, etc,,, to Cure everything ? no , so they shouldnt have 1 Cure all Button , thats for Lazy people tell em to use Profit UI with clicky cures or make Macro's </p><p>i also like to De-buff mobs , sure it dont show up in my healing parse , or my dps charts and neither do Cures, but i know that im effecting the outcome of the battle even if others have no clue that im constantly curing/debuffing/healing/Increaseing Group and Raid Dps and Dps'ing myself on my Inquisitor </p><p>So basicly Healers should cure everything with a Wave of there finger? you have 24 people in a Raid with 4 differant effects on them and POOF there all cured ?  thats the most simplistic game play i have ever heard of , We arent Mages that wiggle there finger and Magicily remove Disease's. if we were we would Increase Intelligence instead of Wisdom <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> </p><p>anyway I for one am all for fullfiling my roll as haaler, i dont care about DPS , give that to scouts and mages, i care about Keeping myself,group and raid Alive theu Debuffs,Heals, and Cures and lending a hand by poking a mob if i have a second between all that </p><p>with 1 buton clicky cures, what will a Healer do ? sit there and Click 2 heals , 1 reactive, and 1 clicky cure , and then i assume DPS right ?       does every class in Eq2 have to be centered around DPS ? you have Tanks Parsing on the Low end of T-1 Dps 3 to 5 K , you have Some healer classes also capable of hitting over 3 K , etc,, etc,, </p><p>thanks Dev's for giving me yet One other way to do something else besides DPS . actualy i'd like some More cures  and Heals reactives,wards,even some more Debuffs  you know the things that make me a Healer! </p><p>I so hate everything having to be Dumbed down becuase Healer A,  doesnt freaking cure so ALL the healers that do play there class correctly have to suffer becuase of the Few Noobs out there that dont ,  Your Healers dont Cure, your group or raid Wipes, you wont Progress , thats not everybody elses Fualt and they shouldn't be made to Suffer becuase of the Weak links.        they Need to Learn to play there class, if they think Cures aren't worth Curing when someone has a Feastering wound that you can smell 20 feet away they they Aren't  any kind of Healer i would want to group with     everyone else shouldnt have to have the game made even easier becuase of there lack of ability.    </p><p>Your a HEALER , CURE the Sick  and HEAL the Wounded or Re-Roll to a DPS class </p>

Khurghan
03-23-2008, 06:10 PM
Wow the effect of the addition of a new cure type for my healer will be ...1) Sit around waiting for my UI to get patched2) Patch my UI3) Loose a small amount space on my UI as each person in the group and raid has a new clicky box next to their nameSo the net effect of this change will be some waiting around and a bit less space in my UI ...... really I can think of any number of ways to better spend dev time than this.

Ordate
03-24-2008, 05:06 AM
<p>Devs, what in the world is the point to yet another cure?  Seriously.  I currently have a group cure, 4 specific targeted cures, one cure all... Why in the world do I need a 5th specific cure?  How is this suppose to enhance our "fun"?  It seems to me to be a rather pointless addition that will cause more clutter.  You know, that thing you tossed around a few months back about spell consolidation...</p><p>Further, as it is another cure and it is coming late into the game, that means it won't be effected by AA lines further rendering the usefullness of those classes that have such in their aa lines having an overall less effective line.  Which is scary as most those lines tend to be near pointless.  The chances are since it isn't effected by aa or anything else it will also become the "prefered" debuff of the devs.</p><p>I just can't see any good coming of this.  Can the dev's please share some insight into why this will be a positive change and not just more clutter to an overly full hotbar?  Why do we need a 5th cure when we already have 4 that you can use?</p>

Mariss
03-24-2008, 05:53 AM
Did anybody read the whole statement about the new cure?  It also mentions that there will be a new curse effect in certain encounters.Seems to me there's more immersion being added... is that necessarily a bad thing?

Grimlux
03-24-2008, 06:19 AM
Boohoo... another cure. I wish SOE would release a patch to break Prophet. That way people know the difference between a good healer and a crappy one. Ive been a healer for a VERY long time, and I am fine with seeing something new/different.

Macross_JR
03-24-2008, 09:23 AM
<cite>Praetorate@Nektulos wrote:</cite><blockquote>Boohoo... another cure. I wish SOE would release a patch to break Prophet. That way people know the difference between a good healer and a crappy one. Ive been a healer for a VERY long time, and I am fine with seeing something new/different.</blockquote>And what does using Prophet have to do with not being a good healer?  A good player sees tools at their disposal and uses them.  Some people like the click cures some don't, it doesn't take away from the persons ability to be a good healer.

Circadian
03-24-2008, 09:55 AM
<p>Wow this sucks.</p><p>Who up there at Sony decided there wasn't already enough BS crap to cure so lets add another one?</p><p>And the dude crying about "Break profit so we can see the good healers from the bad ones" ~ you still do math on your abacus? Do you write your elegant words out long hand before you type them into the computer? /eyeroll. Get over yourself already.</p>

Te'ana
03-24-2008, 10:14 AM
<p>I don't use Profit because I can't get it installed on my computer. I just use the standard UI and do a really good job of healing. I don't use macros either, because they make it hard to respond to the specific needs of my group. </p><p>But...............I have no objection to anyone else using macros or Profit, as long as they really do their healing and don't spend most of their time playing Battle Healer/Priest/Cleric, etc. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

ATLDawgy
03-24-2008, 10:19 AM
<cite>Gimbel@Permafrost wrote:</cite><blockquote><cite>Praetorate@Nektulos wrote:</cite><blockquote>Boohoo... another cure. I wish SOE would release a patch to break Prophet. That way people know the difference between a good healer and a crappy one. Ive been a healer for a VERY long time, and I am fine with seeing something new/different.</blockquote>And what does using Prophet have to do with not being a good healer?  A good player sees tools at their disposal and uses them.  Some people like the click cures some don't, it doesn't take away from the persons ability to be a good healer.</blockquote><p>Yes, a good player uses tools at his/her disposal, but EQ2 ships with a default UI created and maintained by the EQ2 devs.  Prophet and all others are 3rd party so any change that the devs make to the game is their perogative and if it "breaks" Prophet or any other UI then oh well, there's no requirement to run those.  The game should not be held hostage by a 3rd party UI.  Heck, after the update with the loot option changes I heard so many people stating that they couldn't loot properly until they did some tweak to their UI.  Maybe the people who maintain these UIs should sit on Test and make sure their UIs work on changes there so that a patch is available when SoE patches EQ2?  Oh wait, coding and maintaining a MMORPG is a fulltime job requiring a team of employees and often times the UI devs are just players like you and I so they might not have time to keep patches as current as the game.  So maybe users of the 3rd Party UIs should consider this before installing them and take the good with the bad.  </p><p>Don't complain about a game change soley because it is not supported by the UI you use.  If a healer understands the mechanics of the game and his/her role, then that healer shouldn't need a 3rd Party UI to do his/her job.  That's the point Praetorate is making.  I can't tell you how many times I've tanked only to have prolonged curable effects just eatting away while the healer attempts to DPS.  The sad part is some of these healers probably run Prophet and still have to be told to cure.</p><p>One other point...maybe a 3rd party UI dev can make an intelligent cure all button that reads the effect on the targetted player and applies the appropriate cure?  I don't design UIs so I don't know if this is possible or practical but typically in programming anything is logically possible if enough planning goes into it.  It's the actual implementation that gets ya.  I'm sure the logging of effects on group members could be used to create such a feature.  If the current log output does not provide enough detail to determine the type of effect on a player, then maybe we could constructively request that the devs add more meaningful and unique verbage to the log output for types of effects placed upon players in the game so that a 3rd party UI dev can implement a "Cure All" button.</p><p>In summary, the EQ2 devs should put as many features in the game as possible.  Keeps the game fresh to an extent.  The UI devs should keep making tools to make it more useful to players who like finding 3rd party tools to "enhance" their play.  For those who are commenting on the number of cures, now that we are up to 5, I personally think you're justified in questioning the direction of cures in the game as it relates to consolidation, so no beef there.  But if the devs don't see it that way, the 3rd party UI cure all option would be the path to explore.</p>

Grimlux
03-24-2008, 10:19 AM
<cite>Circadian@Crushbone wrote:</cite><blockquote><p>Wow this sucks.</p><p>Who up there at Sony decided there wasn't already enough BS crap to cure so lets add another one?</p><p>And the dude crying about "Break profit so we can see the good healers from the bad ones" ~ you still do math on your abacus? Do you write your elegant words out long hand before you type them into the computer? /eyeroll. Get over yourself already.</p></blockquote>Actually if you read my post, I wasnt crying at all. I just think it's funny to hear some people say they absolutely cannot cure w/out using Prophet. The game should be hard and you should have to make decisions based on the situation at hand. WoW had a very similar mod that took away the click dispel whoever was around you that needed it. Good riddance.

re1master
03-24-2008, 10:43 AM
T<cite>Praetorate@Nektulos wrote:</cite><blockquote><cite>Circadian@Crushbone wrote:</cite><blockquote><p>Wow this sucks.</p><p>Who up there at Sony decided there wasn't already enough BS crap to cure so lets add another one?</p><p>And the dude crying about "Break profit so we can see the good healers from the bad ones" ~ you still do math on your abacus? Do you write your elegant words out long hand before you type them into the computer? /eyeroll. Get over yourself already.</p></blockquote>Actually if you read my post, I wasnt crying at all. I just think it's funny to hear some people say they absolutely cannot cure w/out using Prophet. The game should be hard and you should have to make decisions based on the situation at hand. WoW had a very similar mod that took away the click dispel whoever was around you that needed it. Good riddance.</blockquote>I don't think anyone says they can't cure without it, but it makes it far easier to be more effective at your job, as in many cases those saved seconds make all the difference.

Circadian
03-24-2008, 11:36 AM
<cite>Praetorate@Nektulos wrote:</cite><blockquote>Actually if you read my post, I wasnt crying at all. I just think it's funny to hear some people say they absolutely cannot cure w/out using Prophet. The game should be hard and you should have to make decisions based on the situation at hand. WoW had a very similar mod that took away the click dispel whoever was around you that needed it. Good riddance.</blockquote>Sorry about that.. That was PRE-AMCIG post. I know better then to hit reply before I light up =)

Morrias
03-24-2008, 01:43 PM
<p>Alright 2 things..</p><p>  The Curse ability is more than likely being added to mobs for immersion, and thus needs a new cure, id bet they have some unique ways of using it with the new named mobs in the SoH too..</p><p>  Profit, doesn't do anything that the default UI couldnt do (except the night vision), just macroing peoples names up and making a new hotbar, would be the same thing.. <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p>

Lyndro-EQ2
03-24-2008, 03:23 PM
Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.

Argyuile
03-24-2008, 03:30 PM
I would love to see at least the single target cures consolidated into a single button.  Curing is far and away my least favorite part of healing.

Circadian
03-24-2008, 03:34 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote><p>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  <span style="color: #ff0000;">Then CUT some of the "crap" / non meaningful junk out. its just silly the amount of junk that needs to be cured.  </span>The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.</p><p><span style="color: #ff0000;">You have conditioned curing to be a knee jerk reaction. =/ trying to make it meaningful now is just too little too late.  </span>We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</p><p><span style="color: #ff3300;">How about you ditch the curse for now and work on implementing this first? Too much to ask?</span></p></blockquote>

Zeroimagination
03-24-2008, 03:41 PM
<cite>Praetorate@Nektulos wrote:</cite><blockquote>Boohoo... another cure. I wish SOE would release a patch to break Prophet. That way people know the difference between a good healer and a crappy one. Ive been a healer for a VERY long time, and I am fine with seeing something new/different.</blockquote><p>It's not like the devs are releasing it as some secret surprise.</p><p>While I'm not really looking forward to patching up my eq2 to log into test, I'm sure nearly every UI modder out there like myself will, and will probably release the updates to their UIs while the servers are down for the patch.</p><p>I doubt that you'll ever see some magic patch that makes everyone have to use 2 whole clicks to heal people instead of one and proves that you're better than them.</p><p>Mother9987</p>

Dasein
03-24-2008, 04:08 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote>What will be the effect of this curse and will it keep people effectively out of the fight? In other words, will not getting the curse cured mean I don't get to do anything during a fight?

Windowlicker
03-24-2008, 04:30 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote>Maybe you should look at making the current detriments insta-kill the healer if they don't cure them.  Because as it stands around 90% of them just ignore them.

einar4
03-24-2008, 05:12 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote><p> If it's a "whack-a-mole," that's only because you've designed MOBs and encounters to spam-use Effects rather than have scripted abilities and AI, just as you simplified an increased difficulty of Kunark mobs by setting the damage, Mit, Parry/riposte, and hit numbers of Kunark mobs off the scale.   I could use your logic to say that the very act of healing, buffing, debuffing, using CAs, etc, is just "Whack a Mole," if I shared your cynicism. </p><p> Once players figure out how to deal with this "Curse" effect, then what?  Halitosis effect? Hay Fever effect? Chronic Depression effect? ED effect?  How many effects/cures are you going to add until the game mechanic spirals into absurdity? </p>

Jenarie
03-24-2008, 05:13 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote><p>Could you please consider adding something to the UI so you can actually tell what debuff is on the people in your group?  As it is, all we get is a picture of the TYPE of cure needed and some encounters have, for example, two types of poison (or arcane,etc) dots/debuffs.  So needing to pick between the two as to which needs cured and which doesn't hasn't really been an option... they just all get cured as fast as possible.  Especially since we can't chose which one of the two of the same type we wanted to cure.</p><p>I agree with the person who posted to make what is already used more meaningful.  Fix the "wack-a-mole" before adding to it please.  If it is so minor that it doesn't need to be cured, get rid of it!  It doesn't affect the encounter except to be annoying.  Making the needed debuffs NEED to be cured and taking the rest out would be a fix... this seems pretty random honestly and would seem to ADD to the problem you are citing rather then fixing it.</p>

Seolta
03-24-2008, 05:36 PM
<p>Lyndro, [Removed for Content] are you guys seriously TRYING to [Removed for Content] off your playerbase even further at this crucial juncture?</p><p>Why not put a temporary moratorium on the pointless nerfs and useless PITA additions to the game and fix what's broken/add things that will make people want to continue playing?</p>

FreaklyCreak
03-24-2008, 06:09 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.<span style="color: #009900;"><b>I totally agree with that direction in the game. Making curing an active intelligent decision rather than a reaction is an excellent path. This can work really well without making specialty cures useless(Warden Purity/Tranquility for one.) and actually making them more valuable as a second source of curing. Please please continue with thinking like this Lyndro!!! </b></span></blockquote>

Ordate
03-25-2008, 03:57 AM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote><p>First, I appreciate that you took the time to make a reply.  I understand now the direction you are hoping to take with this new cure.  However, I feel that this change is not addressing the underlying issues and will leave a lot of problems further down the line.</p><p>The underlying issues is that as you said, cures are a wack-a-mole.  My further interpertation of what you said and what this cure is trying to accomplish is that you want who and what to cure to be a decission making process.  This goal I find admirable, however, I feel this has several flaws.</p><p>1)  Adding a new cure is not directly addressing the underlying issue.  The other cures will still remain a wack a mole type game.  Even if they are combined into one button.  (If they are still used heavily by the devs) </p><p>2) In all likelyhood you will see this effect replacing the normal cures in pretty much all hard encounters.  As such any AA tree/item/etc that affects cures that is currently live will be majorly impacted by this change.  I can't speak for all the various healers out there.  But for a mystic this will take one of my mystic class aa trees and take it from ick to absolutely pointless.  Further it will deffinately downgrade one line in the shaman tree if the effects from that line does not impact this cure.  (assuming I am correct and this will become the debuff of choice of devs)</p><p>3)  Balance mess - If this becomes a constant horrid debuff that has to be dealt with and assuming SOE does take into consideration that this will mess with classes cure AA trees so they apply the aa's to the new cure... this will cause a change in the current class balance.  Not neccesarily bad but something that would have to be monitored heavily.</p><p>To sum up, I feel that while the idea behind this change is excellent, I fear for it's current implementation.  I think any change in a base game mechanic such as curing needs to be looked at fully and pretty much take the full teams involvement and an entire update to itself.  The far reaching impact of changing cures at this point in the game is far reaching.  And to be blunt, this feels like your setting off 50 nuclear bombs in _____(pick a country) to level an anthill in the US.  While an admirable goal... you're still missing the target.  If there was a pledge that said this won't become the defacto thing that a raider/grouper/solo'er has to cure and that regular cures will stay heavily used and meaningful, I might not be so hesitant.  But seeing how I can see where in theory it is a good idea, I feel the devs will run with this too heavily.  Call this insight from past experiences <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Thanks for the time, I hope you give this idea more thought.  I wouldnt mind to see curing as a decision making process and not just wack a mole.  I just fear it's current design.</p><p>Ordate</p>

Beastmage
03-25-2008, 05:23 AM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote>Curing is like whack a mole is absolutely the best analogy I have heard on the topic, and thus you have identified the problem with curing.The issue stems from a couple things.1) Cures are completely spammable/chaincastable.2) Mobs nowadays throw up lots of "stuff" to be cured.3) It is not possible to pick and cure a single specific effect out of a stack of 5 negetive effects, you must cure them all to be sure you clear that one important one.So some possibilities:A) Change cures to have longer recast timers.B) Clear some of the clutter that mobs and their adds put out, this would be things like "Pin" and whatever other worthless little effects that are just annoying.C) Make it possible to pick and cure a specific effect from the target.D) Make it so that negetive effects of the same type do not stack up, IE you can only have a single trauma on you at a time but you could have a trauma and a noxious on you.Those changes would have quite a few impacts on how encounters are designed and completed.  For example, mass CC like AE fear/stun/stifle would need to be drastically reduced (And your playerbase becomes a little happier because we want to play our toons, not sit CCed for most/all of a battle), but at the same time they become much harder to counteract and deal with (They become important again).Really the way curing has gone is like hyper-inflation.  Important debuffs were spammed off targets, more stuff was tossed out to make curing "harder", players just spammed cures even more, more stuff is thrown out at players, players spam more...... and in the end it has just gotten out of control, you guys need to slow things down, bring the "cure economy" back under control. Instead of adding this new "curse" stuff, why not adjust existing cures into the vision for this new thing?  I'd expect everyone to be happier in the end.

Bodracoran
03-25-2008, 12:48 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote><p>We are HEALERS!, we are not CURERS!</p><p>This cure *explitive* is a major reason for the frustration and lack of healers in the game.</p><p>Adding another cure will not change it from a wack-a-mole game. It will make it worse and make life worse for healers. The only thing that will change is group members will be upset that we chose to cure someone else over them. It will add ANOTHER button to click and generally make the game less enjoyable.</p><p>Adding another cure is defenently a BAD call. Why not listen to your player base for once?</p>

Ironcleaver
03-25-2008, 01:12 PM
I honestly believe that this could make things more interesting; I am very much looking forward to the new Curse Cure and the encounters that will be needing it. Since we are on the subject of Cures, I play a raiding Templar and there are a few items I'd like to bring to light. These areas of concern effect all templars, raiding or not. • Templar enhanced AA cures. Adds a reactive heal that will trigger if the subject is infected with the same type of curable detriment. Are these working as intended? After using such enhancements for months, I do not recall ever seeing the reactive effect trigger, even with the same detriment type landing on the target. Suggestion: Would it be possible to replace the "heal" reactive with a tiny number of "cure" reactives? Meaning if the subject is infected once again it is reactivaly cured? To counter the base cure casting time could be slightly increased. Still fits the "templar reactive theme", but replaces healing with curing. This will help reduce the "whack-a-mole" feel. • Manacure AA ability. I believe I've seen this ability fire off a few times but it is extremely rare. It can be placed on anyone in the raid, most often a mage of some-type. Suggestion: I really have two different ideas for this ability to make it more meaningful. First, keep it an "until canceled" effect that is group wide. When up there is a 5% (just an example) chance to cure a detriment right as it lands. -or- Second, a temp buff that lasts 30 seconds with a long recast time (again just an example) that will cure all detriments as they land on anyone in the group, but with each cure costing the templar power. Both of these versions would only effect standard detriments. • Base cures. I know this is a long shot. But, what about returning group cures to all priest classes once again, in some form or another? Even if gained though the use of AAs, this too would help with the "whack-a-mole" curing issues. ~ Iron.

dancemice
03-25-2008, 02:32 PM
<p>Don't suppose you want to make the AA templar cure line work in the near future?</p><p>-B-</p>

moppet
03-26-2008, 01:44 AM
I don't usually post on the forum mainly because there is always some wonderkind that needs to brag about how great they are and there is no problem etc etc.  But the last thing we need is more curing at least in the raiding zones.  I am constantly spamming cures now and to add yet more seems to be overkill.  Sure I am a healer but spending 4 hours staring at a target names and hitting the right cure over and over is getting to be very old very fast.  I am a healer and I certainly will try to do my best.  But, it is getting very discouraging and after leveling 3 healers I think its time to roll a mage. 

Trojenn
03-27-2008, 03:48 PM
<p>Ok quick short and simple.... other words use some logic and commen since to figure this one out...</p><p>T1-T4 has been cleared.. right... </p><p>Trakanon has been killed right..... </p><p>Ok with that above stated that would more than likely meen that the Cure Curse spell is going to be used in one spot right.. Now ask yourself again were is this one spot going to be at.. Awh yes Shard of Hate.. Ok...</p><p>Now secondly, has anyone ran SoH that has posted in above posts... If so disregard as you have probably figured this one out already... if not, then were do you think this new cure is going to come in play at.. yes, were getting warmer.. SOH. </p><p>Now for somethings i noticed in above posts. People complaining about having to think inteligently about who there going to cure... </p><p>IE: OMG there it is cure cure cure..(3min recast... target was-> a necro) 40 secs later the MT has it on him.. OMG cure cure cure, its not up for 2 mins 20 secs. Bam raid wipes. So thinking inteligently about who your curing is an important thing. and spam curing everyone in your raid is kinda stupid... IMHO anyways..</p><p>Oh and the new curse does inable you useless untill it is cured and it so far has only been found in SoH so anyways maybe just maybe ya might rethink your reasoning about why this is such a bad idea..</p>

Jenarie
03-27-2008, 07:02 PM
<p>I think what bothers me about this is not that they are adding another cure.  That is fine.</p><p>What bothers me the most is that a dev admits that curing is currently wack-a-mole and then adds to it instead of fixing what is already perceived as wrong (by him).</p><p>Fix how all cures work first and then add to them if needed.  Cures have been adressed in the past as a problem but no solution has ever been found and so nothing has been done.  I personally have no real problem with the current situation but adding MORE to an already insane twitch fest doesn't seem to accomplish the goal he stated.</p>

Belaythien
03-28-2008, 06:42 AM
<cite>Seolta@Unrest wrote:</cite><blockquote><p>Lyndro, [I cannot control my vocabulary] are you guys seriously TRYING to [Removed for Content] off your playerbase even further at this crucial juncture?</p><p>Why not put a temporary moratorium on the pointless nerfs and useless PITA additions to the game and fix what's broken/add things that will make people want to continue playing?</p></blockquote>Despite the high expletive count, this is exactly what's wrong with EQ2 and its development. There are too many annoying and boring aspects since RoK. Recent GUs often have a feeling of "we just do it to annoy you or because we need to work on something .. anything really". New and improved annoyances aren't going to keep people playing, when there's so much broken and frustrating content.For now this curse may only be used in rare cases but if it turns out to be an adequate player-killer, it will be used in future content more often.

Oh
03-28-2008, 07:47 AM
<p>I'm currently fine with yet another cure being added to my bars. Not sure where I will put it, but i will manage.</p><p>I am also more/less fine with the wack a mole cureing i need to do. Basically my thought process is first and formost heal/cure the tank, and throw out group heals as need be. NOW once that is undercontrol I will bother with curing the rest of the group/raid, after that throw dots/nukes as power permits.</p><p>Also PLEASE PLEASE DON'T REMOVE the instant recast time on the existing cures, the new cure sure fine, but if you remove it on the existing cures that will cause you to have to rethink and redo certain encounters lower seb comes to mind with the fearing debuff that i swear happens every few seconds.</p><p>Also your comment on having to "think" about who to cure, frankly that logic is already done. if it isn't the tank and it's a long time to recast then everyone else is SOL cause only the tank will get it. IF there is more then one healer (ok it's a raid there is more then one healer) then the healers will be next in line depending on what the actual curse does OR they might be SOL too if the curse is cast often enough that we can't afford to even do that. SOO yea this is really "thinking" about when/who to cure....</p><p>As to making a 1 button cure for the 4 existing curses /shrug that would be nice, definatly would free up a few of my buttons, but if it has any sort of a long cooldown/refresh time it will be put on a back bar and i will still use the existing ones. There is currently too much garbage buffs being thrown by mobs to not have it be an instant cast, fix that then the non instant cast isn't an issue.</p>

Terron
03-28-2008, 12:49 PM
This change sounds like it will good to me.A different type of cure that behaves differently sounds good.I would not want to see curing simplified, but I would like the need to spam cures reduced.That could be done by having a cure grant immunity to most effects of that type for short period, maybe 3 or 4s.

Oakum
03-28-2008, 01:38 PM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote><p>I do  not mind more immersion but like others, I am concerned about the proliferation of must have hot keyed spells. </p><p>I wouldn't mind the consolidation of the old single target cures, BUT charmed pets being broken free by arcane cures needs to be removed first. I can't use purity to cure dots on my pets, for example, because it will break it free every time, even if their is no arcane dot/debuff on the pet.  </p>

Circadian
03-31-2008, 04:57 PM
<cite>121 dirtybird wrote:</cite><blockquote><p>Ok quick short and simple.... other words use some logic and commen since to figure this one out...</p><p>T1-T4 has been cleared.. right... Trakanon has been killed right..... </p><p>Ok with that above stated that would more than likely meen that the Cure Curse spell is going to be used in one spot right.. Now ask yourself again were is this one spot going to be at.. Awh yes Shard of Hate.. Ok..</p></blockquote><p>Did you ever stop to think that everyone was aware of this and rather then stating the obvious they just jumped right to the meat of it all? No kidding new cure when a new zone comes out.. HUMM I wonder what its used for? <img src="http://forums.station.sony.com/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>Adding another CURE is pointless, ridiculous and does NOTHING for emersion.</p><p>/em offers some people in this thread knee pads.</p>

DiotrumFGK
04-03-2008, 07:33 AM
<p>I'm glad I moved away from my mystic in raiding because curing and getting ridiculous.  Trak is bad enough, but the new addition is redunant and offers nothing "new" imo.</p><p>I also agree adding more spells to a default UI that can do nothing to ease the pain (as with profit) is doing nothing for classes that are rare enough as it is.  All this does is take away from a healers ability to do anything outside of cure/ward/heal.  Debuffs, support and occasional DPS are the only thing that will fall to the side.  Why force 6 unique individual classes to play the game in the exact same manner? </p>

ReficulFonwaps
04-06-2008, 02:52 AM
We pulled a mob in SoH that did an AoE curse. Entire raid had curse, cure curse was single target and on 60 second timer. You do the math, raid wipe. Unless maybe they make a cure curse potion....

Ama
04-06-2008, 11:07 AM
<p>Sadly I see this as a small "point" along the game since we are about due for a revamp.  It was in DoF that we got a combat revamp and we received an "upgrade" if you can call it that about the time of EoF leading into RoK.  </p><p>Problem imho is the developers really need to sit down and plot out the game.  I am really disgusted by revamps and it only shows a lapse in the thinking of the original game.  A "Minor" revamp is fine to me upgrading a portion of the game, but when you have to tweak huge entire elements to the game then it becomes aggrivating.  </p><p>Why do we need a cure curse? Why can it not follow the simple elemental, trauma, noxious, arcane lines? </p>

Wingrider01
04-06-2008, 01:47 PM
<cite>Khurghan wrote:</cite><blockquote>Wow the effect of the addition of a new cure type for my healer will be ...1) Sit around waiting for my UI to get patched2) Patch my UI3) Loose a small amount space on my UI as each person in the group and raid has a new clicky box next to their nameSo the net effect of this change will be some waiting around and a bit less space in my UI ...... really I can think of any number of ways to better spend dev time than this.</blockquote>Why would you lose space on your UI? unless you are not utilizing a UI that has the cure/heart/shard ability coded into the group/raid xml files

Chay
04-14-2008, 11:00 AM
<cite>Lyndro-EQ2 wrote:</cite><blockquote>Right now cures are a wack-a-mole game.  Due to the way that our existing detriments work it is far too easy to cure them for them to be at all meaningful.  This is why many high end encounters had non-dispellable buffs.The curse detriment cure will have a longer reuse and cast, so you'll have to think a little more carefully about who gets cured and when.  We want to use curses in places where we want a detriment to be cureable, but for the curing of it not to be a trivial matter.We are considering consolidating some of the cures into a single button, but if we do it may not make this round.</blockquote>I don't cure like I'm playing whack-a-mole. I see the effect, I use the cure. Just like when I see the damage, I use a heal. Or if I see something I need to kill, I attack. I'm pretty sure that's how you all built the game to be played. Pointing a finger at curing as whack-a-mole is a bit simplistic and narrow minded. And self serving.If you're going call anything whack-a-mole wouldn't you have to include every aspect of the game that involved mashing buttons? I see no need to consolidate cures. Or heals or debuffs. Buffs you can consolidate if you must (if it frees up concentration slots).

raxerex
04-14-2008, 03:35 PM
<p>as a 80 temp. i cure a lot (just like all the healing classes) so no i do not like another cure button to hit, </p><p> BUT now they add on a 1 min re-use timer to it. this i liked even less.</p><p> So i'm in SoH and the curse AOE hits and i cure myself, and then i have to wait? Ya i understand the joust and stay at max range to avoid the AOE but if 2 peeps get hit, one i cant cure, and will most likley die. </p><p> please, better vision is needed in puting in this kind of tool, the make curse a single hit, and our cure is ok. or make it a AOE and our cure a instant recast, it doesnt even have to be group wide. </p>

Harg
04-28-2008, 04:49 PM
<p>The existing cures work fine, leave them alone.  (And please stop whining about them.)  Removing some of the spam effects like Reproaching Discante, as someone said, would sure be nice though.  They don't do much to debuff anyone, and they're just not worth the trouble to cure.  I think all that spam contributes to some healers becoming lazy about casting their cures.  That, and a proliferation of DPS parsers.</p><p>Regarding Curses, I liked the way they were implemented for EQ1, I think around the time LDoN released.  If you earned enough LDoN points (translates into faction for EQ2) you could buy the basic cure, or if you earned more you could buy the greater cure.  Alternately, there was a rare drop from high end mobs.  Everyone else simply could not cure curses, period.  </p><p>This model would be fun to play around with, so long as they don't abuse the casting of Curses by mobs.  An AE-wide Curse sounds ridiculous, but a single target random cast of Curse sounds like fun.  Do I cure it from that Ranger doing my DPS?  Or do I hold off in case it hits my MT next??</p>

Jacien
04-28-2008, 06:12 PM
<cite>Chayna wrote:</cite><blockquote><cite></cite>I don't cure like I'm playing whack-a-mole. I see the effect, I use the cure.</blockquote>hahahaahahahahhhahahahahahahahThere is a game often found in arcades...it's like a table with like 9 large holes in it. You drop a quarter into the slot, pick up this large padded mallet...then wait. A plastic mole will rise up out of one of the holes...your job? Wack it.I see the mole, I wack the mole.