View Full Version : Bug/class issues list from beta
Bremer
02-13-2010, 10:21 AM
<p>In case anyone likes to continue this list in the hope of fixes for the next expansion after SF, this is my list from the beta board. Nothing on it was adressed and two things are missing:</p><p>With the new mythical buff Open Wounds will not only be useless for raiders, but for everyone (except solo players). And the only classes that benefit from strength are Fighters, making it completely redundant to buff strength for the group.</p><p><cite>Bremer wrote:</cite></p><blockquote><p><span style="font-size: large; color: #ff0000;">BUGS</span></p><ul><li>Every tick of the mana drain of Adrenaline ("Lost Adrenaline") can interrupt you. This means casting Adrenaline on certain encounters wipes your raid, eg when you must click on a lamp post for 2 seconds or the raid will be hit with a fatal AE. This can easily tested by collecting a shiny. If "Lost Adrenaline" runs, you get interrupted or your Focus skill raises.</li><li>Adrenaline says, it prevents 50 % of all damage, but it doesn't reduce for example, the disease damage of Gynok's Deathtouch. If it doesn't reduce all damage, the spell should state that and preferably also say, which damage it doesn't mitigate.</li><li>When you use the clicky Berserk (EoF tree) while Berserk, it cancels the normal Berserk proc (that has 50 % more DPS/haste mod) and furthermore, it prevents Berserk from proccing again for 10 seconds</li><li>The "Ward of Rage" (SF AA) description text refers to a stance requirement, that was removed.</li></ul><p><span style="font-size: large; color: #00ff00;">AA issues</span></p><p><span style="font-size: medium; color: #ff0000;">Biggest concern: Adrenaline AA and Berserk</span></p><p>For tanking Zerkers, "Shot of Adrenalin" will be a must have. But this causes some serious problems with our Berserk proc. Casting "Adrenaline" will reduce most damage (not all, see bugs) theoretically up to 30 seconds. Then "Lost Adrenaline" kicks in, preventing Berserk from proccing, and we have to survive 30 seconds until "Adrenaline" can be cast again. In this 30 seconds</p><ul><li>"Unyielding Will" won't save you from death</li><li>If you die, "Vision of Madness" will only heal you for 1.6 % of your HP (in a raid ~400 hp, meaning dead again)</li><li>The new "Ward of Rage" won't work</li></ul><p>So because we can't proc Berserk, in the 30 seconds we need all our other defensive abilites, half of them don't work. And when those abilites work again, we don't need them, because Adrenaline runs.</p><p>Either "Lost Adrenaline" shouldn't prevent Berserk from proccing or those above named abilities shouldn't be depending on Berserk proccing. Or "Lost Adrenaline" should just reduce Haste/DPS by ~30 and still allow Berserk to proc. So you would have as offset for the gains of Adrenaline less Haste/DPS afterwards, but the abilties depending on Berserk would still work.</p><p><span style="font-size: medium; color: #ff0000;">2nd biggest concern: Our new class AA spell "Battle Frenzy"</span></p><p>"Battle Frenzy" heals you when damaged for 30 seconds for 3.7 % of your total hp. Recast 3 minutes. As this our new spell for this expansion, you'd expect it to be something cool and powerful.</p><p>Raidbuffed with 25k hp that's a ~900 pts heal. A properly equipped cleric's reactive heal, with base modifiers and everything, will heal you for ~1500 HP. 50 % more. And not every 3 minutes, but permanently. And with 2 triggers (single and group reactive).</p><p>TSO raidmobs hit for 10-15k doubleattacks, in SF they'll hit for even more and "Battle Frenzy" will only heal for like 7-10 % of a few hits.</p><p>In its current form, the spell is absolutely zero appealing to a raiding Berserker and adds absolutely no benefit to the class</p><p><span style="font-size: medium; color: #ff9900;">New AAs that need tweaking</span></p><ul><li>Experienced Insight (KoS): The strikethrough effect is nice, but the recast too lang. 3 minutes instead of 5 would be more appropriate</li><li>Aggrevation (EoF): The overall added threat is a bit low, the crit/threat gain should be increased or a small recast reduction should be added</li><li>Total Madness (EoF): Ok for solo play, but for anything else it doesn't adress the issue, that the initial heal is too small to be useful. When mobs hit you for 50 % of your total hp and VoM heals you for 12 %, it makes no difference if VoM triggers or not, you are dead.</li><li>Ward of Rage (EoF): The effect is not overwhelming. With a Berserk proc once every 10 seconds, this will give 25 HPS. Without some kind of effect that can scale from solo to raid play this effect will do nothing except for solo players</li><li>Insolent Cry (EoF):Seems to be completely out of place. We allready have "Gibe" in the shadow tree, that reduces recast and increases threat. You can skill "Gibe" with less points in the tree and with a lower adventure level and it gives more benefit, because "Insolent Cry" only increases threat and doesn't reduce the recast. In its current form, this is not worth spending one single point for any type of player, unless you add some effects.</li></ul><p><span style="font-size: medium; color: #ffff00;">Misc</span></p><ul><li>Vision of Mandess: The initial heal is way too low to have any noticable effect. When VoM triggers you'll die instantly from the very next hit. The initial heal should be increased by at least the factor 5 to make VoM actually work.</li><li>There are only 2 things in the Debilitation line worth getting: "Enhance: Raging Blow" and, to a lesser degree, for raiders "Gut Roar". But except those abilites the entire line gives absolutely zero improvement. It would make no difference, if you'd just offer "Gut Roar" for 16 points. Please consider sth like increasing per point spent the crit bonus by 1 or 2 % and the damage by 2-3 % for all CAs in the line. This would give the people who spend points on the enhancements at least a little benefit.</li><li>The Berserker def stance has by far the lowest aggression value of all fighter def stances. So far this wasn't an issue, because aggression never mattered. But now it does. The value should be brought in line with the other Fighter's stances.</li><li>The Berserker heals (Perseverance from the EoF tree and Blood Rage) should have a heal based either on the damge that triggered it (Blood Rage) or the total HP of the Berserker (Perseverance). The static heal amount is only useful solo/pvp, but not in raids. A % amount would fix that imbalance.</li></ul><p><span style="color: #ffffff;"> </span></p></blockquote>
ZerkerDwarf
02-14-2010, 05:53 AM
<p>Very good points.</p><p>If all this won't get fixed, it will be another one-step-forward-and-a-half-backward for berserkers again.</p>
Shoushin
02-15-2010, 05:44 AM
<p>make that 3/4 step backward. [Removed for Content], i was expecting some more love for my zerk, but it seems like not much changes. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Destria
02-15-2010, 08:25 AM
<p>On an upside of things...atleast we ARE moving forward....even if it is dirt slow, better then some classes in SF.</p>
Obadiah
02-15-2010, 12:24 PM
<p>I would reduce the list to this. Just me. First two things on your BUGS list are the biggest, and they've been around for quite some time. Doesn't affect you MOST of the time, but after being forced to use Adrenaline during a Maldormous Exeter fight in PoF, it sure is frelling annoying when it does. Generally the tank isn't clicking on anything anyway, since things pounding on them tend to interrupt them as well, but when you NEED TO, you're right ... your own abilities shouldn't be interrupting you!!! If they fixed those first two things and added 1% power heal per hit to Battle Frenzy, I'd be very pleased.</p><p>It's not like we're the only ones that have abilities that are only useful against certain types of encounters or in certain situations though. I didn't see anyone complain about our stoneskin from TSO, that is useless in solo content and pretty close to useless in groups.</p><p>It's not accurate to state that Ward of Rage will only heal for 25 HPS. That was true in early beta when Berserk wasn't re-proccing properly because of it, but it was fixed. Since it crits and is affected by +Potency, it heals for considerably more than that.</p><blockquote><p><cite>Bremer wrote:</cite></p><blockquote><p><span style="font-size: large; color: #ff0000;">BUGS</span></p><ul><li>Every tick of the mana drain of Adrenaline ("Lost Adrenaline") can interrupt you. This means casting Adrenaline on certain encounters wipes your raid, eg when you must click on a lamp post for 2 seconds or the raid will be hit with a fatal AE. This can easily tested by collecting a shiny. If "Lost Adrenaline" runs, you get interrupted or your Focus skill raises.</li><li>When you use the clicky Berserk (EoF tree) while Berserk, it cancels the normal Berserk proc (that has 50 % more DPS/haste mod) and furthermore, it prevents Berserk from proccing again for 10 seconds</li><li>The "Ward of Rage" (SF AA) description text refers to a stance requirement, that was removed.</li><li><strong><em><span style="color: #00ff00;">"Aggrevation" is spelled incorrectly. (Should be Aggravation) It's very aggravating.</span></em></strong></li></ul><p><span style="font-size: medium; color: #ff9900;">New AAs that need tweaking</span></p><ul><li>Insolent Cry (EoF):Seems to be completely out of place. We allready have "Gibe" in the shadow tree, that reduces recast and increases threat. You can skill "Gibe" with less points in the tree and with a lower adventure level and it gives more benefit, because "Insolent Cry" only increases threat and doesn't reduce the recast. In its current form, this is not worth spending one single point for any type of player, unless you add some effects. <span style="color: #00ff00;"><strong><em>I think I said it before, but I would add DURATION onto it. </em></strong></span></li></ul><p><span style="font-size: medium; color: #ffff00;">Misc</span></p><ul><li>There are only 2 things in the Debilitation line worth getting: "Enhance: Raging Blow" and, to a lesser degree, for raiders "Gut Roar". But except those abilites the entire line gives absolutely zero improvement. It would make no difference, if you'd just offer "Gut Roar" for 16 points. Please consider sth like increasing per point spent the crit bonus by 1 or 2 % and the damage by 2-3 % for all CAs in the line. This would give the people who spend points on the enhancements at least a little benefit. <strong><em><span style="color: #00ff00;"> I don't disagree entirely, but the whole EoF tree is so superior to what it used to be, and these DO provide some benefit for group and solo play. It's a choice ... and largely why I do Perseverance instead of Gut Roar, although I think I'll wind up with all 4 end abilities now. </span></em></strong></li><li>The Berserker def stance has by far the lowest aggression value of all fighter def stances. So far this wasn't an issue, because aggression never mattered. But now it does. The value should be brought in line with the other Fighter's stances. <strong><em><span style="color: #00ff00;">It's an issue; it would be LESS of an issue had I seen ANY gear/adornments that could help close the gap.</span></em></strong> </li><li>The Berserker heals (Perseverance from the EoF tree and Blood Rage) should have a heal based either on the damge that triggered it (Blood Rage) or the total HP of the Berserker (Perseverance). The static heal amount is only useful solo/pvp, but not in raids. A % amount would fix that imbalance.<span style="color: #00ff00;"><em><strong> This dates back to TSO beta where it underwent a very frustrating set of changes. It was initially OP because it had a larger heal amount AND no time limit between procs. So EVERY TIME you dipped below 30% ... PRESTO! The "broad-brush" fix though unfortunately changed BOTH of those factors. It should still limit how frequently it procs, but the heal amount should be doubled at least, approaching what it was before. </strong></em></span></li></ul><p><span style="color: #ffffff;"> </span></p></blockquote></blockquote>
Bremer
02-15-2010, 01:32 PM
<p><cite>Destria@Antonia Bayle wrote:</cite></p><blockquote><p>On an upside of things...atleast we ARE moving forward....even if it is dirt slow, better then some classes in SF.</p></blockquote><p>Wether we are moving forward depends very much on which direction you think Berserkers should progress. If there's another raid mob in SF, that works like Gynok or Ykesha, Berserkers are not one tiny little bit better at tanking them. The only spell we have to deal with it is Unyielding Will on 10-15 min recast. Just as in TSO.</p><p>And about the heal amount of Ward of Rage. When you tank a single mob and use Adrenaline from time to time, I don't think it will heal you for much more than 25 HPS. Even it's 50 HPS, it still doesn't help Berserkers dealing with single targets dealing spike damage.</p>
Koukuhoa
02-16-2010, 01:47 PM
<p>.</p>
Destraum
02-25-2010, 03:38 PM
<p>Also need to add to the Bug List that our new "Whirlwind" clicky from completing the Myth Conversion quest does not stay applied on deaths. It must be re-applied every time you die. Thus the "Until Canceled" status on the buff is incorrect/broken.</p>
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