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Rothgar
02-04-2010, 01:54 AM
<p>Now that test server has been updated with most of the expansion codebase, I would appreciate any feedback you can give us on combat balance compared to before the patch.  When running dungeons and fighting overland mobs, let me know if it feels like there are any major changes to you or the mob's mitigation or damage output,</p>

Xalmat
02-04-2010, 02:20 AM
<p>Patch notes? <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Zabjade
02-04-2010, 03:27 AM
<p><span style="color: #00cc00;">None that I saw, but it looks like it's also loading SF zones. </span></p>

lostsandman
02-04-2010, 07:39 AM
Stun/silence of solo mobs are out of hand for the solo player. Please remove them from solo mobs. Loosing control of your character is not fun at all. Please take look at this again.

Skeez1e
02-04-2010, 04:16 PM
<p>Chelsith mobs are noticably easier. </p>

Gninja
02-04-2010, 04:18 PM
<p><cite>Drona@Splitpaw wrote:</cite></p><blockquote>Stun/silence of solo mobs are out of hand for the solo player. Please remove them from solo mobs. Loosing control of your character is not fun at all. Please take look at this again.</blockquote><p>Can you be a little more specific?</p>

Sydares
02-04-2010, 04:44 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>Can you be a little more specific?</p></blockquote><p>Moors of Ykesha trolls, for one.</p>

FearDiadh
02-04-2010, 08:22 PM
<p>I guess this goes here.</p><p>Priests need wisdom, fighters need strength and mages need intelligence;  all of these are catrered to by racial traditions but agility was never catered to because it was absolutely useless until now.  I dropped into test and half expected the racial trait 'agile might' for half elves to become an agi buff rather than a str buff.  It was not.  I don't have enough time to create a bunch of different characters to see if some get agi now as a character trait option. </p><p>Have any of the races been changed to give agility?  It is a small thing I know but the reason I ask is that Half elves offer so little to enhance scout abilities since the racial revamp, I was planning to change to a more scout oriented race.</p>

Eriol
02-04-2010, 09:13 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Drona@Splitpaw wrote:</cite></p><blockquote>Stun/silence of solo mobs are out of hand for the solo player. Please remove them from solo mobs. Loosing control of your character is not fun at all. Please take look at this again.</blockquote><p>Can you be a little more specific?</p></blockquote><p>I certainly can: Wyverns in Skyfire Mountains inside of Jarsath wastes.  Absolutely TERRIBLE to try and solo when newly-80 and questing in there.  If you have uber gear, whatever, but my Templar was having a terrible time of it, and I'd think any other semi-squishy classes would too.  Similar applies to melee-casting classes with mobs that spawn swarm pets too (some of the insects in Kunzar) because you're continually interrupted.  Mobs aren't interrupted by simple damage (you need an explicit interrupt or stun spell/ability) so why are we?</p>

Skeez1e
02-04-2010, 09:31 PM
<p>Just ran a Crucible instance - I'd say the players made out better with the transitioning stats than the mobs did.  Offensively, they aren't doing as much damage - as a boxer, it's very easy to heal it now.  I also seemed to resist a lot more of the elemental the knights cast (the pita one that changes to the uncurable arcane fear) as well. </p><p>The one constant seems to be my luck.  It still stinks.</p><p>Edit: Running Scion between making dinner stuff - if I had to guess I'd put an average at about 10% easier running dungeons since patch.</p>

FearDiadh
02-04-2010, 09:54 PM
<p>I ran some parses on the wall in Kunzar Jungle and it looks like there is a problem with ranged auto attack.  Gear for this was the same in both fights</p><p>Auto attack damage averages:</p><p>Ranger using mythical eagles talon and field point arrows: 2004.62 dps</p><p>Ranger using blade of blood and anger and lifespike stilletto of ruin: 2765.17 dps</p><p>I am trying to find what is wrong on the parse but nothing is obvious.  I am not going to speculate at this point.  I hope someone looks into it though, because that is just wrong.</p>

lostsandman
02-05-2010, 09:27 AM
<p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Drona@Splitpaw wrote:</cite></p><blockquote>Stun/silence of solo mobs are out of hand for the solo player. Please remove them from solo mobs. Loosing control of your character is not fun at all. Please take look at this again.</blockquote><p>Can you be a little more specific?</p></blockquote><p>I feel that I  get stunned/rooted/silenced everywhere in SF whenever I try to run around and look at the zones! In particular kobolds in kerra, Pheep's way etc.</p><p>This is also pain in moors as well.</p><p>This kind of things happens in ROK as well but not to this extent.</p><p>My general point was solo mobs aimed at solo players should not have these control effects.</p><p>Hopefully you can fix this.</p><p>Thank you <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Master71
02-05-2010, 10:43 AM
<p>Where are the release note?</p><p>To know what is a bug and what's not...</p>

Ahlana
02-05-2010, 12:03 PM
<p><cite>Drona@Splitpaw wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Drona@Splitpaw wrote:</cite></p><blockquote>Stun/silence of solo mobs are out of hand for the solo player. Please remove them from solo mobs. Loosing control of your character is not fun at all. Please take look at this again.</blockquote><p>Can you be a little more specific?</p></blockquote><p>I feel that I  get stunned/rooted/silenced everywhere in SF whenever I try to run around and look at the zones! In particular kobolds in kerra, Pheep's way etc.</p><p>This is also pain in moors as well.</p><p>This kind of things happens in ROK as well but not to this extent.</p><p>My general point was solo mobs aimed at solo players should not have these control effects.</p><p>Hopefully you can fix this.</p><p>Thank you <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>I think people forget that this thing has been around forever... run a lowbie through the original zones.. Almost EVERY mob has either stun or root (pin).</p><p>I think the control given to solo content throughout the entire game is a bit much. It is something that needs to go away. Not every mob needs to stun/stifle/root. Often you see it on mobs that you are like [Removed for Content], where did that thing even learn magic lol.. ahh well</p>

Yimway
02-05-2010, 03:14 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>Now that test server has been updated with most of the expansion codebase, I would appreciate any feedback you can give us on combat balance compared to before the patch.  When running dungeons and fighting overland mobs, let me know if it feels like there are any major changes to you or the mob's mitigation or damage output,</p></blockquote><p>Priest wisdom is affecting CA damage, but not autoattack damage.  STR is still impacting autoattack.</p><p>The idea was to consolidate stats, then auto-attack needs to be remedied.</p><p>Personally, the whole stat change should just be scrapped in my opinion, but if your going forward with it, it needs to be consistent end-to-end.</p>

Xalmat
02-08-2010, 10:02 PM
<p>Just soloed Shard of Fear. I can't say for certain but I believe the mobs were hitting for less than they were on Live against my pet. All in all though I definitely found it easier as a Conjuror.</p>

timetravelling
02-08-2010, 10:50 PM
<p>Have you tried the solo mobs in Moors and Jarsath post-update? Kander made a pass through those zones and removed a huge # of the control effects.</p>

GeoffBlack
02-08-2010, 11:55 PM
<p>No test update notes?</p>

denmom
02-09-2010, 12:34 AM
<p><cite>Jack@Lucan DLere wrote:</cite></p><blockquote><p>I guess this goes here.</p><p>Priests need wisdom, fighters need strength and mages need intelligence;  all of these are catrered to by racial traditions but agility was never catered to because it was absolutely useless until now.  I dropped into test and half expected the racial trait 'agile might' for half elves to become an agi buff rather than a str buff.  It was not.  I don't have enough time to create a bunch of different characters to see if some get agi now as a character trait option. </p><p>Have any of the races been changed to give agility?  It is a small thing I know but the reason I ask is that Half elves offer so little to enhance scout abilities since the racial revamp, I was planning to change to a more scout oriented race.</p></blockquote><p>On beta the races with scout packages had Str changed to Agi.</p><p>Ratonga and Dark Elf I know have that change.  My Swash and Paladin I copied over both had their Str changed to Agi.</p>