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View Full Version : Rays can get fixed, but Vampirism is still crap


Compas
07-12-2009, 05:07 PM
<p>Wow, I will admit rays was a very annoying spell, and has frustated me few times interupting a lifeburn or hoard but if he can look at that spell; goodness knows just to review Vampirism to make is semi-useful, heck eve turn it into another lifedrain or even a lifedrain overtime....... sorry wishful thinking.</p><p>Compas</p><p>80 Necromancer</p><p>Unrest</p>

Aeralik
07-14-2009, 03:13 PM
<p>I usually look at the spells on a classes issue list when I do the overall balancing for a class.  Rays is a special case because of how it works.  It's been on my long list for a change for awhile because of its negative impact on gameplay through the interrupt and forced casting mechanism.  Since we are doing broad changes to the summoners in a few months, it doesn't make sense to adjust the spell to how they currently are only to possibly have to adjust it again down the road.  It's something I will look at while I work up that plan but I would prefer to make the summoner damage adjustments all at one time.</p>

Rocc
07-14-2009, 03:23 PM
<p>This is fantastic to hear Aerilick!</p>

Poypoyking
07-14-2009, 04:19 PM
<p>Great to hear, thanks for the reply!</p>

Cly
07-14-2009, 07:18 PM
<p><cite>Aeralik wrote:</cite></p><blockquote><p>I usually look at the spells on a classes issue list when I do the overall balancing for a class.  Rays is a special case because of how it works.  It's been on my long list for a change for awhile because of its negative impact on gameplay through the interrupt and forced casting mechanism.  Since we are doing broad changes to the summoners in a few months, it doesn't make sense to adjust the spell to how they currently are only to possibly have to adjust it again down the road.  It's something I will look at while I work up that plan but I would prefer to make the summoner damage adjustments all at one time.</p></blockquote><p>Please do not only listen to the class issue list. I know, it's quite long for summoners, and even longer for necros, but still there are topics on it that could be neglected (e.g. Vampirism could be deleted and no one would care - but everybody would cry). Please also take your time and start playing a <span style="text-decoration: underline;">raiding</span> necro (because this is the aspect of the game most of the time is spent, and that's where eq used to earn money and fame - and that's the part where the class fails completely... not sharing stats with pet, you know...).</p><p>Do not only read about the issues (there are so many posts...), feel them! And talk to players like Bigron and Sabutai, they really know what's gone wrong with the summoners.</p><p>P.S: Changing the summoners to magic debuffers without fixing the utility issues will not help the summoner class - it will extinct it, especially the necros.</p>

Germs666
07-15-2009, 12:41 AM
<p>Vampirism has been a broken spell for a while. I know in EQOA Power Gale was an awesome spell for necros and having a large DD nuke that gave the group power was an awesome spell and would be great for necro DPS/utility!!</p><p>Just  a thought..</p>

Jgok
07-15-2009, 05:19 AM
<p><cite>Aeralik wrote:</cite></p><blockquote><p>I usually look at the spells on a classes issue list when I do the overall balancing for a class.  Rays is a special case because of how it works.  It's been on my long list for a change for awhile because of its negative impact on gameplay through the interrupt and forced casting mechanism.  Since <strong>we are doing broad changes to the summoners in a few months</strong>, it doesn't make sense to adjust the spell to how they currently are only to possibly have to adjust it again down the road.  It's something I will look at while I work up that plan but I would prefer to make the <strong>summoner damage adjustments</strong> all at one time.</p></blockquote><p>Every time I read the bolded statements, I get a semi-vacant expression of pure joy, and just a little bit of /drool.</p><p>It'll be wonderful to dust off my conjuror and actually feel like I'm contributing to a group for a change. That poor little gnome has been languishing in his SQ apartment for far too long. "OK guys, you want me to bring my conjuror? Bring the paladin? But you already have a tank! Whaddaya mean, the paladin is more useful than the conjuror?"</p><p>Who knows... I may even betray him to necro, and then I'd actually belong in these forums...</p><p>Nah. Zombies are all gooky.</p>

Cly
07-15-2009, 08:51 AM
<p><cite>Jgok@Permafrost wrote:</cite></p><blockquote><p>Who knows... I may even betray him to necro, and then I'd actually belong in these forums...</p></blockquote><p>On the other hand this is the best reason for betraying to a necro - just to become part of our small community <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

Germs666
07-15-2009, 07:34 PM
<p><cite>Aeralik wrote:</cite></p><blockquote><p>I usually look at the spells on a classes issue list when I do the overall balancing for a class.  Rays is a special case because of how it works.  It's been on my long list for a change for awhile because of its negative impact on gameplay through the interrupt and forced casting mechanism.  Since we are doing broad changes to the summoners in a few months, it doesn't make sense to adjust the spell to how they currently are only to possibly have to adjust it again down the road.  It's something I will look at while I work up that plan but I would prefer to make the summoner damage adjustments all at one time.</p></blockquote><p>I hope that you look at the necromancer's damage output seperately from the conjuror's. Since we have so many DoTs and they have DD spells, they can do more DPS. When you say that you are happy with summoner DPS and we just need utility, that just frightens me that we get some blanket fix and still not be wanted since we get outparsed by chanters and wizards,hell our dirge is putting up 10k which I cannot do without Lifeburn and a good healer.</p>