PDA

View Full Version : how will consolidated cures affect....


schim
04-30-2008, 05:37 PM
How will consolidated cures affect AAs such as Templar, Warden, Mystics cure lines.that is all-SchimBlackburrow templar

Galn
04-30-2008, 06:24 PM
<p>That is a good question... A lot of AA effect a certain aspect of the cure and consilidating these will make those AA obsolete, unless they can figure out a way to keep the effects but have them apply as necessary when you cast Cure.</p>

KNINE
05-01-2008, 10:14 AM
/sigh why is this being done.. are we making this game into WOW!? I know the market needs to be more broad but comon..... making it so 12 years can play well is a bit crazy... how bout fix things in game first, then try and come up with some new things.. I enjoy this game tons but making it so I can sip a soda, eat a sub, and just press one button is crazy.... before long all our heals will be together, all our debuffs will be together, etc.... lol /sigh oh well I guess

Tup
05-01-2008, 11:36 AM
<span style="color: #ffcc00;">My understanding from previous comments from Aerlik (hopefully I did not butcher his name) was that these lines would still provide the specified benefit, but only if an affect of that type was cured. I haven't had a chance though to test it out so I'm not sure what was actually implemented with the last push to test.I'll play around with it tonight and post (at least from a warden perspective) if someone else has not already.</span>

Aneova
05-01-2008, 01:06 PM
I'm also messing around with this currently on Test to see how the changes effect the AA lines. Will post results when I am able to find someone to work with.

toenukl
05-04-2008, 12:05 AM
The main question I have is if you want to cure a certain ailment, is there a way to choose? For example, if you need to cure arcane above all else, does it randomly select what to cure? Does it cure everything at once or just one at a time?

Oh
05-04-2008, 12:33 AM
<cite>Nail@Venekor wrote:</cite><blockquote>The main question I have is if you want to cure a certain ailment, is there a way to choose? For example, if you need to cure arcane above all else, does it randomly select what to cure? Does it cure everything at once or just one at a time?</blockquote>THe change is effectivly makeing it so you are simutaniously casting all 4 cures at once. So effecivly you are removing one of each ailment per cast. THE bigger issue/concern is that there are a few encounters where you DO NOT WANT TO REMOVE a partiqular ailment. >.< not sure how that is being resolved.

Lodrelhai
05-05-2008, 06:20 AM
I'm sort of wondering how people missed that an ability named "Cure" already exists.  Specifically, it's a TS reaction art for Binding.  It's been very amusing in Test trying out UI modifications and macros and having the message "Only when crafting" flash across the screen.

Aneova
05-05-2008, 10:04 AM
<cite>Ohiv wrote:</cite><blockquote><cite>Nail@Venekor wrote:</cite><blockquote>The main question I have is if you want to cure a certain ailment, is there a way to choose? For example, if you need to cure arcane above all else, does it randomly select what to cure? Does it cure everything at once or just one at a time?</blockquote>THe change is effectivly makeing it so you are simutaniously casting all 4 cures at once. So effecivly you are removing one of each ailment per cast. THE bigger issue/concern is that there are a few encounters where you DO NOT WANT TO REMOVE a partiqular ailment. >.< not sure how that is being resolved.</blockquote>I'm slightly curious what encounters place a beneficial detrimental effect, besides the Loping Plains curse. I've been playing for 3 years and would never claim to have seen or done everything in the game, so I thought I'd ask.

Sedenten
05-05-2008, 02:08 PM
<cite>Orpheus666 wrote:</cite><blockquote><cite>Ohiv wrote:</cite><blockquote><cite>Nail@Venekor wrote:</cite><blockquote>The main question I have is if you want to cure a certain ailment, is there a way to choose? For example, if you need to cure arcane above all else, does it randomly select what to cure? Does it cure everything at once or just one at a time?</blockquote>THe change is effectivly makeing it so you are simutaniously casting all 4 cures at once. So effecivly you are removing one of each ailment per cast. THE bigger issue/concern is that there are a few encounters where you DO NOT WANT TO REMOVE a partiqular ailment. >.< not sure how that is being resolved.</blockquote>I'm slightly curious what encounters place a beneficial detrimental effect, besides the Loping Plains curse. I've been playing for 3 years and would never claim to have seen or done everything in the game, so I thought I'd ask.</blockquote><p>I believe this would be more for effects where curing an effect would result in something bad happening.  I only really raid regularly in EQ1 and so cannot provide any exact EQ2 examples, but I'll give an EQ1 example that makes sense in this case:</p><p>There's an encounter in EQ1 where people in the raid are randomly hit with one of two AE's (only one, never both).  Both AE's have the same icon, are both flagged as "detrimental", and cure using the same type of cure.  The difference between these two effects is one will kill you in one shot 20 seconds later if not cured.  The other gives you enough hit points to survive a death touch that is going to hit you 20 seconds later (whether or not you cure it).  While this is going on, you have numerous other effects hitting you that need to be cured ASAP, but are different cure types.  Let's say we port this scenario over to EQ2 as an event that has been live for a while and implement the cure changes.  Whereas before a curer could cure ailments minus the one that needs to stay on (or the target will die), now they cannot cure around this one effect that needs to stay on.</p>

Prrasha
05-05-2008, 04:27 PM
...which really just shows there's too much game-mechanic ridiculousness in some encounters. I have a noxious cure spell.  It's selective enough to remove the toxins from the air which are causing me damage, but leave the ones that the warlock put there to damage my foes. I have an arcane cure spell.  It's "smart" enough to remove the altered mental state of being charmed or confused, but leave the altered mental state of being in a berserker rage. I have a trauma cure spell.  It's versatile enough to fix a dazing clout to the head, a horrible bleeding wound, vines entangling my feet, or even just being knocked on my behind. Now these amazingly smart, selective, and versatile spells are removing a beneficial effect just because a dev said "this obviously beneficial effect will be flagged as detrimental"?  /boggle.  Really builds my sense of immersion in the world, it does.  (And yes, you can say "it's magic, it can do whatever it wants."  Well then, there can be encounters that are unbeatable because you can't handle curing effects with the spells given to you.  It's magic, eh?  Guess the mob is just more magical than you...) If consolidating cures forces the devs to remove this type of game mechanic, I say "woot!"  Bring on strategy that follows the logic of the game's design.

denmom
05-05-2008, 07:18 PM
<cite>Orpheus666 wrote:</cite><blockquote><cite>Ohiv wrote:</cite><blockquote><cite>Nail@Venekor wrote:</cite><blockquote>The main question I have is if you want to cure a certain ailment, is there a way to choose? For example, if you need to cure arcane above all else, does it randomly select what to cure? Does it cure everything at once or just one at a time?</blockquote>THe change is effectivly makeing it so you are simutaniously casting all 4 cures at once. So effecivly you are removing one of each ailment per cast. THE bigger issue/concern is that there are a few encounters where you DO NOT WANT TO REMOVE a partiqular ailment. >.< not sure how that is being resolved.</blockquote>I'm slightly curious what encounters place a beneficial detrimental effect, besides the Loping Plains curse. I've been playing for 3 years and would never claim to have seen or done everything in the game, so I thought I'd ask.</blockquote>I don't raid, but from what I've read there's encounters in Shard of Hate raid zone where if you remove the poison/disease/toxin it can cause some really nasty effects which will wipe the group.I'm not sure on anything outside of SoH, tho.  At least I've not encountered any in the 4 yrs I've played a Warden.Hm, one thing I thot of...Maiden's has a teleporting mob that'll put a nasty on someone in group but I don't know if that can be removed or if anything nasty does happen if it is.  Never tried, anyhow.  It's always so chaotic in the mad dash back to the mob.

biffenbob
05-05-2008, 08:30 PM
I hope this is the place to ask.  But with the new cures on test.  Are cure pots still the same?  Or are they also one super pot now?

Pogopuschel
05-06-2008, 05:33 AM
<cite>Prrasha wrote:</cite><blockquote>...which really just shows there's too much game-mechanic ridiculousness in some encounters. I have a noxious cure spell.  It's selective enough to remove the toxins from the air which are causing me damage, but leave the ones that the warlock put there to damage my foes. I have an arcane cure spell.  It's "smart" enough to remove the altered mental state of being charmed or confused, but leave the altered mental state of being in a berserker rage. I have a trauma cure spell.  It's versatile enough to fix a dazing clout to the head, a horrible bleeding wound, vines entangling my feet, or even just being knocked on my behind. Now these amazingly smart, selective, and versatile spells are removing a beneficial effect just because a dev said "this obviously beneficial effect will be flagged as detrimental"?  /boggle.  Really builds my sense of immersion in the world, it does.  (And yes, you can say "it's magic, it can do whatever it wants."  Well then, there can be encounters that are unbeatable because you can't handle curing effects with the spells given to you.  It's magic, eh?  Guess the mob is just more magical than you...) If consolidating cures forces the devs to remove this type of game mechanic, I say "woot!"  Bring on strategy that follows the logic of the game's design.</blockquote>Except that the post you are referring to was an example from EQ, not EQ2.All detrimentals in EQ2 are actual detrimentals, which in the case of e.g. one Shard of Hate mob means that "if you leave it on, it's bad, if you cure it, it gets much much worse". Taking that away would make the encounter trivial (as in "just like dozens of others&quot<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />, and is a great idea if you want to make the game boring.