View Full Version : GU 57 Notes
seamus
07-27-2010, 10:13 AM
<p>I just grabbed these from EQ2Wire:</p><p><strong>QUEST REGIONS OF INTEREST</strong></p> <ul><li>Many quests will now highlight areas on the map to show where updates can be obtained.</li><li>Quests must be active in the quest helper window for their RoIs to display.</li><li>Mousing over a quest in the quest helper window will highlight its corresponding RoIs on the map.</li><li>Quests in the following zones currently support this feature:</li><li>Frostfang Sea, Darklight Wood, Greater Faydark, Timorous Deep, Lavastorm, Kylong Plains, Butcherblock, Steamfont, The Barren Sky, The Bonemire, Tenebrous Tangle, and Sinking Sands.</li></ul> <p><strong>USER INTERFACE UPDATES</strong></p> <ul><li>The overall UI color scheme has been updated to give a more natural feel.</li><li>The clock and compass have been integrated into the mini-map window (the old compass is still available with Alt-N).</li><li>At the bottom of the screen you will now find the Nav bar, which replaces the old experience bar and includes the EQII button and shortcuts to various UI windows.</li><li>New tutorial windows have been created to help ease new players into the game.</li><li>The Marketplace window has been upgraded for easier browsing. An item preview pane has also been added.</li><li>The Welcome window layout has been reorganized to make it easier to read.</li><li>The Inventory and Persona windows were merged to create the Character window (the shortcut key for this window is C).</li><li>The casting, breath and PvP immunity bars have been updated with a new look.</li><li>The hotbar has been reworked and is now easier to manipulate.</li><li>If a new spell is a newer version of an old spell on your hotbar it will replace the older version rather than adding a new button on your hotbar.</li><li>Spell effects that are not able to crit will say “This effect cannot be critically applied” in the spell description.</li><li>You can now freely move any UI window when viewing them in F10 mode.</li></ul> <p><strong>CHARACTER CREATION</strong></p> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul> <p><strong>SPELL VISUAL REVAMP</strong></p> <ul><li>Updated visuals have been added to all PC Spell and Combat Arts.</li></ul> <p><strong>TRAVEL</strong></p> <ul><li>Inner zone travel locations now support path linking. This means when travelling via sokokar/horse/balloon you will be able to select any location in the zone that is an available travel point and let the mount do the rest.</li><li>The KOS cloud pads can now teleport you to any other pad within the same zone.</li><li>Cloud travel around KOS zones can now be done via the Overrealms Tour Agency. They offer tour route services for Tenebrous, Barren Sky, and Bonemire.</li></ul> <p><strong>APPEARANCE SLOTS</strong></p> <ul><li>Weapon appearance slots are no longer restricted to being the same wield style of your equipped weapons.</li></ul> <p><strong>POPULATION</strong></p> <ul><li>Lucan D’Lere has returned to Freeport! His Lucanic Knights have retaken the streets of from the Dreadnaughts and Thexians.</li><li>The hooluk collector in the Barren Sky is now in the Windgazer’s Hideout with the banker. The hooluks have also joined the wider trade community of Norrath and installed a broker and mail kiosk.</li></ul> <p><strong>ITEMS</strong></p> <ul><li>The book, “The Case of the Lost Lute” is now available for purchase from the Sage NPCs in South Qeynos, North Freeport and New Halas if player is a troubador, level 80+ and does not already have the book.</li><li>The “Halasian Weapon Rack” now mounts properly in houses.</li><li>The Vambraces of plated ice have had their stats adjusted to be consistent with similar healer shoulder items in Icy Keep.</li><li>The Band of the Corrupter’s effect Pure Corruption now also procs agility.</li><li>The “Bauble of Holidays Past” description has been made a bit more specific, and the particles should be easier to see.</li><li>The appearance armor sets sold in Erronson’s Fur and Leathers shop in New Halas are now heirloom instead of no trade.</li><li>It is now much easier to change which holiday-themed effect is triggered by The Bauble of Holidays Past.</li><li>Swift Claws from the Claws of Jojo will no longer cause stacking issues with Furious Blows.</li><li>The Seeker’s Disc of Darktruth is now usable by level 80 crafters.</li><li>The Skinbreach Silk Cord should now have resists.</li><li>Band of the Corrupter should now also proc 75 Agility.</li><li>Icy Keep: Many of Vrewwx’s Drops from the Challenge Mode have been adjusted to be more in line with the Difficulty.</li></ul> <p><strong>LON ITEMS</strong></p> <ul><li>Legends of Norrath mounts have all been upgraded to a standard 65% run speed.</li></ul> <p><strong>GUILD HALL AMENITIES</strong></p> <ul><li>The “Guild Hall Kunark Writ Agent” now offers writs to Guild members that are citizens of New Halas.</li><li>Guild hall harvester hirelings no longer spam you with a list of every item they brought back.</li><li>Shiny Tinkerfest Cogs and raw vanilla can now be placed in supply depots.</li></ul> <p><strong>PvP SPELLS</strong></p> <ul><li>“Call of City” spells now properly apply their new reuse and casting speed on PVP Servers.</li></ul> <p><strong>CLASS PROGRESSION / ABILITY CHANGES</strong> <strong>Fighters</strong></p> <ul><li>Fighter heals can no longer critically heal.</li><li>Fighters will no longer automatically receive “Intercept” at level 6.</li><li>Crusaders will no longer automatically receive “Pledge of Armament” at level 17.</li></ul> <p><strong>Berserker</strong></p> <ul><li>Berserkers will no longer automatically receive “Enrage” at level 8.</li><li>Berserkers will no longer automatically receive Mock and Mock II.</li><li>Berserkers now receive “Body Check” at level 8.</li><li>Berserkers now receive “Rupture II” at level 6.</li><li>Berserkers now receive “Reckless Aide” at level 21.</li><li>Berserkers now receive “Destructive Rage” at level 18.</li><li>Berserkers now receive “Abandoned Fury II” at level 16.</li><li>Berserkers now receive “Raging Blow” at level 3 and “Body Check” at level 2.</li><li>Berserker “Perseverance” now has a 60 second reuse time.</li><li>The Berserker ability “Body Check” no longer requires a shield.</li><li>“Wall of Rage” no longer snares the caster.</li></ul> <p><strong>Bruiser</strong></p> <ul><li>Bruisers will no longer automatically receive “Slurred Insult” and “Slurred Insult II.”</li><li>Bruisers will no longer automatically receive “Abuse” at level 8.</li><li>Bruisers will now receive “Shrug Off” at level 21.</li><li>Bruisers will now receive “Smoldering Fists II” at level 16.</li></ul> <p><strong>Guardian</strong></p> <ul><li>Guardians will no longer automatically receive Provoke and Provoke II.</li><li>Guardians will no longer automatically receive “Shout” at level 8.</li><li>Guardians now receive “Bash II” at level 8.</li><li>Guardians now receive “Overpower II” at level 6.</li><li>Guardians now receive “Never Surrender” at level 21.</li><li>Guardians now receive “Battle Tactics” at level 18.</li><li>Guardians now receive “Forward Charge II” at level 16.</li><li>The Guardian ability “Shield Bash” is now “Bash” and no longer requires a shield.</li><li>“Hunker Down” no longer snares the caster.</li></ul> <p><strong>Monk</strong></p> <ul><li>Monks will no longer automatically receive “Silent Threat” and “Silent Threat II.”</li><li>Monks will no longer automatically receive “Challenge” at level 8.</li><li>Monks will now receive “Tranquil Vision” at level 21.</li><li>Monks will now receive “Flow Like Wind II” at level 16.</li><li>All versions of Will of the Heavens can now be cast while the monk is feared.</li></ul> <p><strong>Paladin</strong></p> <ul><li>Paladins will no longer automatically receive “Clarion” and “Clarion II.”</li><li>Paladins will now receive “Wrath Stance II” at level 16.</li><li>Paladins will now receive “Crusade” at level 18.</li><li>Paladins will now receive “Resolute Faith” at level 21.</li><li>Paladin “Judgment” is now a Fist for the Heroic Opportunities.</li><li>“Heroic Dash” no longer requires a shield or symbol to be equipped.</li></ul> <p><strong>Shadowknight</strong></p> <ul><li>Shadowknights will now receive “Devious Evasion” at level 21.</li><li>Shadowknights will now receive “Unholy Strength” at level 18.</li><li>Shadowknights will now receive “Dark Blade II” at level 16.</li><li>Shadowknight “Unholy Strength VI” no longer has a casting time.</li><li>Shadowknight “Malice” is now a Fist for the Heroic Opportunities.</li><li>“Hateful Slam” no longer requires a shield or symbol to be equipped.</li></ul> <p><strong>Scouts</strong></p> <ul><li>Scouts will no longer automatically receive “Evade” at level 6.</li></ul> <p><strong>Assassin</strong></p> <ul><li>Assassins will no longer automatically receive “Murderous Design” at level 11.</li><li>Assassins will now be granted Villainy at level 11.</li></ul> <p><strong>Brigand</strong></p> <ul><li>Brigands now receive “Mug” at level 6.</li></ul> <p><strong>Dirge</strong></p> <ul><li>Dirges now receive “Tarven’s Crippling Crescendo” at level 6.</li></ul> <p><strong>Ranger</strong></p> <ul><li>Rangers will no longer automatically receive “Primal Reflexes” at level 11.</li><li>Rangers will now be granted “Hunter’s Instinct” at level 11.Assassins and Rangers now gain the new spell “Hilt Strike” at level 6.</li></ul> <p><strong>Swashbuckler</strong></p> <ul><li>Swashbucklers now receive “Double-Cross” at level 6.</li></ul> <p><strong>Troubador</strong></p> <ul><li>Troubadors now receive “Vexing Verses” at level 6.</li></ul> <p><strong>Mages</strong></p> <ul><li>Mages will no longer gain “Bind Sight” automatically. It is now a fun spell and can be bought from the class trainers.</li><li>Dispel Magic is now Absorb Magic and now also drains a small amount of power. It no longer has a power cost.</li><li>Summoners will now receive their first version of Vampire Bats at level 10.</li><li>Summoners: “Aqueous Stone” is now “Aqueous Soul” and no longer summons an item that grants water breathing. It now simply casts water breathing on the target.</li></ul> <p><strong>Warlock</strong></p> <ul><li>Warlocks will no longer automatically get “Nullify” at level 10.</li><li>Warlocks will now get “Vacuum Field” at level 4.</li><li>Void Contract now costs less health to cast below level 40.</li></ul> <p><strong>Wizard</strong></p> <ul><li>Wizards will no longer automatically get “Cease” at level 10.</li><li>Wizards will now gain “Ice Spears” at level 4.</li><li>Vital Transfer now costs less health to cast below level 40.</li></ul> <p><strong>Coercer</strong></p> <ul><li>Coercers will no longer automatically receive “Mesmerize” at level 1.</li><li>“Shift Mana” now has a lower health cost at low levels.</li></ul> <p><strong>Illusionist</strong></p> <ul><li>Illusionists will no longer automatically receive “Entrance” at level 1.</li><li>“Extract Mana” now has a lower health cost at low levels.</li></ul> <p><strong>Priests</strong></p> <ul><li>Priests will no longer receive the spell “Summon Food and Water.”</li><li>Priests will now receive “Wrath” at level 6.</li><li>Clerics will now receive “Soothe” at level 30.</li></ul> <p><strong>ALTERNATE ADVANCEMENT</strong> <strong>Clerics</strong></p> <ul><li>Allied Prayers now gives 4% heal potency per rank rather than 3% heal potency and 3% critical chance.</li></ul> <p><strong>Crusaders</strong></p> <ul><li>Legionnaire’s Focus now is 2% heal potency rather than 2% heal crit bonus per rank.</li></ul> <p><strong>Coercer</strong></p> <ul><li>Coercive Healing now affects Chilling Invigoration.</li></ul> <p><strong>Necromancer</strong></p> <ul><li>Lifeburn can no longer be dispelled.</li></ul> <p><strong>QUESTS</strong></p> <ul><li>The quest book “Remembrances – Tel’riia’mil’an’ane’ie” will now update in any zone, not just in the Obelisk of Lost Souls, which should make evil eyes easier to obtain.</li><li>The named nightbloods required for “The Mysterious Drafling” quest should now spawn automatically if you are on the quest, and will not appear at all if you are not.</li><li>New Halas writs have been added to the Moors of Ykesha.</li><li>Writ giver Ankinil Zo’Ro in Butcherblock now offers Gorowyn citizens city writs from level 20.</li><li>Neriak: Players of any evil alignment can now speak with Zintra for the quest “Eight Legs Are Better Than Two.”</li><li>The quest “Exile to Neriak – Sun Dazzled Vamps” now allows you to use the sunstones on any of the T’Rethir vampires, not just priests.</li><li>Players tagging chokidai together for the quest “Keeping Tabs” will now receive updates as a group.</li><li>It is now easier to obtain quest updates for “Caustic Action”, “A Key To The Past”, and “Far Seas Requisition – TS0703-SCO”</li><li>A number of quests in the Sanctum of the Scaleborn and the Feerrott now have a greater chance to obtain the quest item when a creature is killed.</li><li>The quests “The Mystery of the Cursed Tower” and “Watching the Watchman!” should sort properly by current zone in your quest journal.</li><li>“Battle of Ages Past” should now give you the Jin’tu’s gift ability along with the item. If you already have the item all you need to do is use it to receive the ability in your book.</li><li>The quest “To Catch The Sky” now directs you to a new, safer location to catch the piece of sky.</li><li>Mist essences now only drop from cloudmist walkers when you are actually on the quest “The Inhabitants of Cloudmist Isle”.</li></ul> <p><strong>TRADESKILLS</strong></p> <ul><li>Scholars can now make level 10-19 bracelets.</li><li>Representatives of the Ironforge Exchange and Coalition of Tradesfolke are now stationed in New Halas and may have crafting work to offer to players tradeskill level 10 or higher.</li><li>The Totem of Escape and Totem of the Great Chameleon are now usable at level 30.</li><li>Artisans of the 20th rank or higher who are interested in working for the Far Seas Trading Company should seek out trade liaison Cordelia Galeston at the Butcherblock Mountains docks for more information.</li><li>“Pristine” has been removed from all tradeskill equipment as the name was a holdover from when you used to be able to make multiple qualities of the same item. All tradeskill equipment should be title cased as well.</li><li>The tinkered weapons Troll Snot Flinger, Gnarmy, and Tinkered Turkey Launcher now have improved visual effects.</li><li>The names of Vampire Bats, Raging Blow, and Body Check recipes have changed slightly (e.g. Vampire Bats II is now Vampire Bats III) so tradeskillers may wish to double check which level of these spells they are creating for customers.</li><li>Karalyn Cinderton in the Steamfont Mountains is seeking assistance from tradeskillers level 30 and higher.</li></ul> <p><strong>GOROWYN</strong></p> <ul><li>Academy of Logistics engineers have completed their changes to the layout of the city of Gorowyn. They sincerely hope that the improved city layout will be easier to negotiate for Gorowyn residents, will promote more tourism to Gorowyn, and will reduce the number of completely lost rangers that the guards keep finding in obscure corners of the city.</li></ul> <p><strong>GREATER FAYDARK</strong></p> <ul><li>The Nursery in Greater Faydark is under attack! New characters starting in Greater Faydark will have to help save the blooms of the Nursery and thwart the plans of the Grobin clan of goblins. Can you help the Matron and her friends ensure the safety of the unborn fae?</li></ul> <p><strong>DARKLIGHT WOOD</strong></p> <ul><li>Hate’s Envy has come under attack by Sablevein elementals! Adventurers starting there will find themselves quickly enlisted to repel the assault before all of Hate’s Envy is razed!</li><li>Thexian invaders continue to cause trouble within Darklight Wood. Members of the Dread Guard are seeking the assistance of adventurers at T’Vatar Outpost!</li><li>Several Nerian citizens have gone missing from Wanderlust Fair. New adventurers emerging from Neriak should speak with Malyl N’Vazin to look into this matter.</li></ul> <p><strong>FROSTFANG SEA</strong></p> <ul><li>New Halas City Faction merchant, Mirva Kilgour, is now selling titles!</li><li>Pilgrims’ Landing is under attack by Ry’Gorr orcs! Adventurers starting there will find themselves being thrust into the fray, very quickly.</li></ul> <p><strong>EMPEROR ATREBE’S LABORATORY: THE FABLED CITY OF KOR-SHA</strong></p> <ul><li>The zone boss Ka’El Ka’Vrish should do significantly less damage when casting Ravage.</li></ul> <p><strong>UNDERFOOT DEPTHS</strong></p> <ul><li>Vaclaz Released (challenge mode): Procs and passive effects will no longer trigger the spreading of the toxic inversion curse.</li><li>Vaclaz and Vaclaz Released: Non-Priests are now given precedence when choosing who will receive keen insight in order to disrupt the roekillik energymaster adds. A priest will only be chosen for this task if there are no other raid members available.</li><li>Energized Taehric Construct (challenge mode): The Construct will try and cast Crippling Judgment on his main target whenever possible, rather than a random fighter. The construct will try and cast Curse of Befuddlement on priests in separate groups, whenever possible, avoiding casting it on two priests in the same group whenever possible.</li></ul> <p><strong>NEKTROPOS CASTLE</strong></p> <ul><li>“The Idol of Mor’Tael” book can now be obtained within Nektropos Castle.</li></ul> <p><strong>PERAH’CELSIS’ ABOMINABLE LABORATORY</strong></p> <ul><li>Arkatanthis the Destroyer: The Benthic adds that challenge group members will try to challenge players unaffected by benthic freeze wherever possible.</li></ul> <p><strong>BATTLEGROUNDS</strong></p> <ul><li>Fixed an issue where sometimes characters could get stuck in a battleground.</li><li>Players who are reviving when a battleground match completes will still get credit for completing the match.</li></ul>
seamus
07-27-2010, 10:18 AM
<p>Can we get clarification on this:</p><p style="text-align: left; padding-left: 30px;"><span >Fighter heals can no longer critically heal.</span></p><p style="text-align: left;">Does this really apply to all fighters? Paladins? Do Zerker 'heals'/regens crit?</p><p>I guess Legionnaire's Focus will be replaced? Allied Prayers?</p>
Silzin
07-27-2010, 10:26 AM
<p>Also what about the changes talked about for the fighters/ Guardians?</p><p><cite>Xelgad wrote:</cite></p><blockquote><p>Greetings Guardians!First off, allow me say that we understand that the class is being outshined at the moment, and we’re working on it. It's going to take more than just one change to get Guardians back to working as a strong class again. I'm not going into details yet, but we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. Even with that, the class is currently lacking in other areas, including threat generation and utility.It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:</p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol><p>We’re looking for feedback on these ideas, and we’re open to boosting Guardian utility even a bit further, especially in heroic content. I want to emphasize that we’re not trying to turn Guardians into plate-wearing Bards or anything of the sort. However, I do want to try to focus this thread on the utility aspect of the class.</p></blockquote>
Cyliena
07-27-2010, 10:33 AM
<p>I just can't wrap my mind fully around this one:</p><p><strong>CHARACTER CREATION</strong></p> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul><p>Some of those I guess you can reason one way or the other, and some simply don't make sense. But honestly, so many classes will now be neutral that it seems almost pointless to not have *all* classes be neutral. What was wrong with how classes were that we now need to have goodly Assassins (lol wut, right?) and evil animal loving Rangers (again, wut?) running around?</p><p>Anyways, that's my pre-coffee mentality. Read the rest but that part really stuck on me.</p>
seamus
07-27-2010, 10:43 AM
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>I just can't wrap my mind fully around this one:</p><p><strong>CHARACTER CREATION</strong></p> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul><p>Some of those I guess you can reason one way or the other, and some simply don't make sense. But honestly, so many classes will now be neutral that it seems almost pointless to not have *all* classes be neutral. What was wrong with how classes were that we now need to have goodly Assassins (lol wut, right?) and evil animal loving Rangers (again, wut?) running around?</p><p>Anyways, that's my pre-coffee mentality. Read the rest but that part really stuck on me.</p></blockquote><p>For me its about options and having the freedom to rp the way I want to rp. I can rp a deliciously evil SK that 'serves' Antonia, well as long as it serves my purposes.</p><p>Do I see many folks playing evil Paladins? No, but that should be a player's choice and shouldn't be dictated to us.</p>
Obadiah
07-27-2010, 10:44 AM
<p>Apparently GU57's subtitle is "Fluff and Fail"</p>
Cyliena
07-27-2010, 10:47 AM
<p><cite>seamus wrote:</cite></p><blockquote><p>For me its about options and having the freedom to rp the way I want to rp. I can rp a deliciously evil SK that 'serves' Antonia, well as long as it serves my purposes.</p><p>Do I see many folks playing evil Paladins? No, but that should be a player's choice and shouldn't be dictated to us.</p></blockquote><p>I'm cool with it if they open it up to all for the RP'ers. But right now it's creating an odd imbalance. Like Ranger/Assassin and Templar/Inquisitor being neutral, but not Swash/Brigand or Mystic/Defiler? Just very confusing. I say either change them all to neutral or leave them how they are. /shrug</p>
Silzin
07-27-2010, 10:48 AM
Or could this not be the full update?.... I.E. more to come next week?
Geothe
07-27-2010, 10:51 AM
<p>wow.</p><p>another fail-tastic game update.I am soooooooo glad we get to wait 3 months between game updates, to enable much more new content and quality updates.... oh wait, its a 3 month wait for absolutely nothing, again.Nice.</p>
Kain-UK
07-27-2010, 10:53 AM
<p>I don't get the class thing either. If they're going to make that many of them neutral, then they should just go the whole hog and make the last 8 neutral too.</p><p>I'm also wondering about the fighter healing... specifically how it will affect Tap Veins and Devour Vitae on my SK (I know the heal part of Reaver no longer crits).</p>
Kunaak
07-27-2010, 10:55 AM
<p>sounds like one hell of a dull update..... zzzzzzz</p>
seamus
07-27-2010, 10:56 AM
<p><cite>Silzin wrote:</cite></p><blockquote>Or could this not be the full update?.... I.E. more to come next week?</blockquote><p>I would think so. They've definitely stated they're looking to improve the situation for Guardians.</p><p>Personally I'm happy with more neutral classes, want them all to be neutral though. I'm happy with the GUI changes and spell enhancements.</p><p>I am concerned with the fighter change regarding crit heals. I play both sk and paladin. Sure the sk could be toned down a bit and this may be the ticket. It'll reduce some solo capability but they'll still be a strong solo class.</p><p>However my Paladin eats up power healing himself because the heals are so inefficient and this could hurt the solo capability of the class.</p>
Obadiah
07-27-2010, 11:13 AM
<p><cite>seamus wrote:</cite></p><blockquote><p><cite>Silzin wrote:</cite></p><blockquote>Or could this not be the full update?.... I.E. more to come next week?</blockquote><p>I would think so. They've definitely stated they're looking to improve the situation for Guardians.</p><p>Personally I'm happy with more neutral classes, want them all to be neutral though. I'm happy with the GUI changes and spell enhancements.</p><p>I am concerned with the fighter change regarding crit heals. I play both sk and paladin. Sure the sk could be toned down a bit and this may be the ticket. It'll reduce some solo capability but they'll still be a strong solo class.</p><p>However my Paladin eats up power healing himself because the heals are so inefficient and this could hurt the solo capability of the class.</p></blockquote><p>I'm sure there IS more to come; if the Guardian changes don't make it in that would be a complete disaster. And there had better be some new content. But everything listed here is fluff, and much of it is fail. The class alignment changes make no sense at all.</p><p>The fighter heal changes are yet another example of what happens when instead of fixing things right away you wait months and months and then totally overreact. They in no way address anything that is wrong with Fighters. They don't tone them down at all. Percent-based heals shouldn't crit, regardless of class. Fair enough. But applying that to ALL heals - reversing crit consolidation - and then cutting in half what's already the weakest heal the Berserker has is just silly.</p><p>Making shield-bash abilities no longer require a shield is a bit silly too, but whatever. I guess we all needed another CA when DWing or using a 2-Hander. <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p>
feldon30
07-27-2010, 11:13 AM
<p><cite>Silzin wrote:</cite></p><blockquote><p>Also what about the changes talked about for the fighters/ Guardians?</p><p><cite>Xelgad wrote:</cite></p><blockquote><p>Greetings Guardians!First off, allow me say that we understand that the class is being outshined at the moment, and we’re working on it. It's going to take more than just one change to get Guardians back to working as a strong class again. I'm not going into details yet, but we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. Even with that, the class is currently lacking in other areas, including threat generation and utility.It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:</p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol><p>We’re looking for feedback on these ideas, and we’re open to boosting Guardian utility even a bit further, especially in heroic content. I want to emphasize that we’re not trying to turn Guardians into plate-wearing Bards or anything of the sort. However, I do want to try to focus this thread on the utility aspect of the class.</p></blockquote></blockquote><p>Guardian Love is between Game Update 57 and Game Update 58. Guessing Sept/Oct?</p>
Brook
07-27-2010, 11:15 AM
<p><cite>seamus wrote:</cite></p><blockquote><p><cite>Silzin wrote:</cite></p><blockquote>Or could this not be the full update?.... I.E. more to come next week?</blockquote><p>I would think so. They've definitely stated they're looking to improve the situation for Guardians.</p><p>Personally I'm happy with more neutral classes, want them all to be neutral though. I'm happy with the GUI changes and spell enhancements.</p><p>I am concerned with the fighter change regarding crit heals. I play both sk and paladin. Sure the sk could be toned down a bit and this may be the ticket. It'll reduce some solo capability but they'll still be a strong solo class.</p><p>However my Paladin eats up power healing himself because the heals are so inefficient and this could hurt the solo capability of the class.</p></blockquote><p> Crusaders I have seen are like 1 person groups, no class should be that powerful. I hope it doesnt hurt them bad but they do need toned down a bit.</p>
Kain-UK
07-27-2010, 11:29 AM
<p><cite>Brook wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><p><cite>Silzin wrote:</cite></p><blockquote>Or could this not be the full update?.... I.E. more to come next week?</blockquote><p>I would think so. They've definitely stated they're looking to improve the situation for Guardians.</p><p>Personally I'm happy with more neutral classes, want them all to be neutral though. I'm happy with the GUI changes and spell enhancements.</p><p>I am concerned with the fighter change regarding crit heals. I play both sk and paladin. Sure the sk could be toned down a bit and this may be the ticket. It'll reduce some solo capability but they'll still be a strong solo class.</p><p>However my Paladin eats up power healing himself because the heals are so inefficient and this could hurt the solo capability of the class.</p></blockquote><p> Crusaders I have seen are like 1 person groups, no class should be that powerful. I hope it doesnt hurt them bad but they do need toned down a bit.</p></blockquote><p>Some would say that necro's are kinda like that due to the fact they can run a tank pet, do decent DPS themselves and heal both themselves and the pet via lifetaps and AA abilities.</p>
seamus
07-27-2010, 11:30 AM
<p><cite>feldon30 wrote:</cite></p><blockquote><p>Guardian Love is between Game Update 57 and Game Update 58. Guessing Sept/Oct?</p></blockquote><p>That's really odd.</p><p>If they're really taking away heal crits from fighters several AA's need to be replaced, at least for SK's and Pal's who get AA's for increasing chance to crit heals and increase heal crit bonus. IOW this is not an insignificant change, (at least I hope they view it that way). Yet they won't address Guardians at the same time?</p><p>TBH they may want to consider eliminating heals from the Paladin completely and compensate with something else. Outside of soloing the heals are not very good and this change would make them all the more weaker.</p><p>I don't think raid Paladins even have the heals hot-keyed. I don't raid but I know that raid specs don't spend AA's on the heals and I can't imagine the heals being useful in that situation anyway.</p>
seamus
07-27-2010, 11:35 AM
<p><cite>Archan@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Brook wrote:</cite></p><blockquote><p> Crusaders I have seen are like 1 person groups, no class should be that powerful. I hope it doesnt hurt them bad but they do need toned down a bit.</p></blockquote><p>Some would say that necro's are kinda like that due to the fact they can run a tank pet, do decent DPS themselves and heal both themselves and the pet via lifetaps and AA abilities.</p></blockquote><p>Agree. I've played my SK since launch and they've almost always been a very strong solo class just not very good for raiding until the past couple of expansions.</p><p>For some odd reason folks are calling SK's out, but many classes are just as strong especially solo. Necro's come to mind and my Swashie is pretty much as strong as my SK for solo.</p>
<p>That does not look like the full GU notes.</p>
Cyliena
07-27-2010, 11:36 AM
<p>Ok, the UI revamp: The experience bar is ugly as sin. Most of all, I really don't want that SC button there. I know how to use the game menu, shortkeys or type /marketplace, but please don't make my experience bar into a Free Realms game dock.</p><p>Maybe I'll start using a custom UI finally. Thanks for trashing the default one that I've used since 2005. =</p><p>For those who can't get in game yet, here's what the <a href="http://eq2.zam.com/Im/Image/171712.png" target="_blank">new exp bar</a> looks like. Only linking since it's a pretty wide image and I don't want to break the post. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Kain-UK
07-27-2010, 11:46 AM
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>Ok, the UI revamp: The experience bar is ugly as sin. Most of all, I really don't want that SC button there. I know how to use the game menu, shortkeys or type /marketplace, but please don't make my experience bar into a Free Realms game dock.</p><p>Maybe I'll start using a custom UI finally. Thanks for trashing the default one that I've used since 2005. =</p><p>For those who can't get in game yet, here's what the <a href="http://eq2.zam.com/Im/Image/171712.png" target="_blank">new exp bar</a> looks like. Only linking since it's a pretty wide image and I don't want to break the post. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>That is quite possibly the most god awful piece of crap I've ever seen.</p><p>SOE and the dev's should allow us to choose between the old style and the new style, with it defaulting to the new style for new players.</p>
<p>Anyone have a screenshot of the full new default setup?</p><p>That XP bar does look rather weird... looks like they're trying to make it more like a regular RPG HUD there, with all those buttons built into it (and wasting screen real estate). The giant "SC" button (the same size as what looks like the start button) is a little blatant as well.</p>
Hirofortis
07-27-2010, 11:54 AM
<p>I like the changes that are coming, and don't mind the classes going neutral. Why they were not all done that way baffles me as well. Of course with all of that, I wonder will they change the betrayal quest so we don't have to loose all our CA's and spells if we wantto live in the other alignment. Heck, I would accept a messs of faction grinding if I did not have to loose all my masters to stay the same lass I already am.</p>
Jaremai
07-27-2010, 11:54 AM
<p>Big XP bar is big. =/</p><p>I hope their updates don't break my custom UI too badly. I'm fond of my small xp bar. And VERY fond of not seeing part of my screen advertising SC.</p>
Obadiah
07-27-2010, 11:55 AM
<p><cite>seamus wrote:</cite></p><blockquote><p><cite>feldon30 wrote:</cite></p><blockquote><p>Guardian Love is between Game Update 57 and Game Update 58. Guessing Sept/Oct?</p></blockquote><p>That's really odd.</p><p>If they're really taking away heal crits from fighters several AA's need to be replaced, at least for SK's and Pal's who get AA's for increasing chance to crit heals and increase heal crit bonus. IOW this is not an insignificant change, (at least I hope they view it that way). Yet they won't address Guardians at the same time?</p><p>TBH they may want to consider eliminating heals from the Paladin completely and compensate with something else. Outside of soloing the heals are not very good and this change would make them all the more weaker.</p><p>I don't think raid Paladins even have the heals hot-keyed. I don't raid but I know that raid specs don't spend AA's on the heals and I can't imagine the heals being useful in that situation anyway.</p></blockquote><p>They did adjust the "Legionnaire's Focus" AA as noted above.</p><p>The changes for Fighters in this GU are solely because of PVP/BGs. Not necessarily related to the Guardian revamp.</p>
Chefren
07-27-2010, 11:57 AM
<p><cite>Kurgan@Everfrost wrote:</cite></p><blockquote><p>The changes for Fighters in this GU are solely because of PVP/BGs. Not necessarily related to the Guardian revamp.</p></blockquote><p>Can't be because they said when PvP launched that PvP balancing was never to affect PvE.</p>
Gargamel
07-27-2010, 12:00 PM
<p>I wouldn't worry about anything they do UI related... its easy enough to turn them off and/or replace them. I'm against any big bulky 'pre made' things. The worst part of "other" MMO's UI is their lame bulky too big and waste of space their hotbars and xp bars are. Nothing like a big static stamp taking up 20% of the bottom of my screen... ugh.</p><p>Thankfully eq2's UI is just an XML file anyone can mess with, and has tons of custom pieces and complete overhauls we can sub in if we want.</p>
Nisala
07-27-2010, 12:02 PM
<p>I have to say, I'm not fond of the new xp bar at all. Not to mention the blatant SC button on it. Bleh. Really, SOE, stop throwing SC in our faces. We know it's there. We'll use it (and I do) if we want to.</p><p>Hoping my custom xp bar isn't broken with this update. *fingers crossed*</p>
Sedenten
07-27-2010, 12:03 PM
<p>I was reading down waiting for the "Belated April Fools" at the bottom of those notes...</p><p>A couple of things I really don't understand:</p><p>1. Fighter Heals no longer critically healing - Which abilities does this change apply to? It seems like a drastic change, though I'm sure there's a particular situation/reasoning in mind with this change.</p><p>2. Neutral Classes Change - A lot of these didn't make sense. Assassins by definition embody evilness, but now they're neutral? Honestly, why not just make all classes neutral? That would allow many more options overall. Besides, even the most "goodly" cities are destined to have evil natured individuals lurking around, just as some of the cesspools of society have those that strive to spread good faith. From a roleplaying perspective, it never really made sense to split up classes by alignments since that only narrows the chance for variety.</p>
Kain-UK
07-27-2010, 12:06 PM
<p>To be honest, if the XP bar goes live like that, without allowing us to change it through a few clicks, I'll probably have mine on permenant auto-hide until I find a better custom one.</p>
Cyliena
07-27-2010, 12:07 PM
<p>I'll take a screen of default ui once I disable eq2maps, give me a few.</p><p>edit: Ugh, looks like Test is locked now. Will post one once it's unlocked.</p>
Loxus
07-27-2010, 12:11 PM
<p><cite>seamus wrote:</cite></p><blockquote><p><strong>CLASS PROGRESSION / ABILITY CHANGES</strong><strong>Fighters</strong></p><ul><li>Fighter heals can no longer critically heal.</li></ul><p><strong>Crusaders</strong></p><ul><li>Legionnaire’s Focus now is 2% heal potency rather than 2% heal crit bonus per rank.</li></ul></blockquote><p>Although I'm not the least bit happy about this, I can see the reasoning and can begrudgingly agree with the change. I still don't like it though. It will bring crusaders more inline with our fighter counterparts. If this is the only nerf crusaders receive, I'd say it's a good change. If, however, you start hacking away at other portions of the crusaders, we're gonna have problems. The goal is balance, not role reversial. Any fighter should be able to hold up equally in a raid or group that requires a tank.</p><p>Fighters (guards and zerks) still need some love mainly on offensive tanking (read: sword and board) / threat generation side with a good dash of utility. </p><p>I believe brawlers should maintain their ability to crit on their heals, and shorten their reuse timers however. I would at least give the crit heals back to them. Heck, I'd make brawlers more hybrid tank/healer then pallys are currently with a great big dash of ultility if they are going to maintain leather armor. Just a thought.</p><p>One question I do have is will this affect SK's ability to crit on the damage portion of their life taps?</p><p>Lastly, why did we have to get this information for "EQ-Wire" and not the official forums? 0.o</p>
Kain-UK
07-27-2010, 12:14 PM
<p><cite>Loxus@Everfrost wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><p><strong>CLASS PROGRESSION / ABILITY CHANGES</strong><strong>Fighters</strong></p><ul><li>Fighter heals can no longer critically heal.</li></ul><p><strong>Crusaders</strong></p><ul><li>Legionnaire’s Focus now is 2% heal potency rather than 2% heal crit bonus per rank.</li></ul></blockquote><p>Although I'm not the least bit happy about this, I can see the reasoning and can begrudgingly agree with the change. I still don't like it though. It will bring crusaders more inline with our fighter counterparts. If this is the only nerf crusaders receive, I'd say it's a good change. If, however, you start hacking away at other portions of the crusaders, we're gonna have problems. The goal is balance, not role reversial. Any fighter should be able to hold up equally in a raid or group that requires a tank.</p><p>Fighters (guards and zerks) still need some love mainly on offensive tanking (read: sword and board) / threat generation side with a good dash of utility. </p><p>I believe brawlers should maintain their ability to crit on their heals, and shorten their reuse timers however. I would at least give the crit heals back to them. Heck, I'd make brawlers more hybrid tank/healer then pallys are currently with a great big dash of ultility if they are going to maintain leather armor. Just a thought.</p><p>One question I do have is will this affect SK's ability to crit on the damage portion of their life taps?</p><p>Lastly, why did we have to get this information for "EQ-Wire" and not the official forums? 0.o</p></blockquote><p>I'm gonna be testing the SK side once mine has copied... they claim the script runs every few hours now.</p>
seamus
07-27-2010, 12:18 PM
<p><cite>Kurgan@Everfrost wrote:</cite></p><blockquote><p>They did adjust the "Legionnaire's Focus" AA as noted above.</p><p>The changes for Fighters in this GU are solely because of PVP/BGs. Not necessarily related to the Guardian revamp.</p></blockquote><p>Thanks, they also list Allied Prayers under Cleric though. This will have a minor effect on SK solo play and is probably a tough hit for Paladin solo play. I imagine most PVE players won't care.</p><p>WOW does this all the time and it's a terrible way to balance a game.</p>
Kain-UK
07-27-2010, 12:18 PM
<p>Ok, so I got patched, tried to login and the server is down... fair enough. Figured I'd try making a character on Test Copy just to look at the UI changes.</p><p>I want to know one thing...</p><p>When EQ2 launched, we picked Fighter, Priest, Mage or Scout. That was removed and we started as our classes. WHY do we now have to select archtype first (fighter, priest, mage, scout) and THEN pick the class? I could be over-reacting a bit, but it feels like we've taken a step backwards a little...</p><p>...though I wouldn't mind class quests again, tyvm. :p</p>
Cyliena
07-27-2010, 12:20 PM
<p><cite>Archan@Antonia Bayle wrote:</cite></p><blockquote><p>Ok, so I got patched, tried to login and the server is down... fair enough. Figured I'd try making a character on Test Copy just to look at the UI changes.</p><p>I want to know one thing...</p><p>When EQ2 launched, we picked Fighter, Priest, Mage or Scout. That was removed and we started as our classes. WHY do we now have to select archtype first (fighter, priest, mage, scout) and THEN pick the class? I could be over-reacting a bit, but it feels like we've taken a step backwards a little...</p><p>...though I wouldn't mind class quests again, tyvm. :p</p></blockquote><p>Really? Didn't think to try and make a new char, that does seem like regression. I guess as adults we don't know how to read when confronted with all class choices?</p>
Obadiah
07-27-2010, 12:21 PM
<p><cite>Koinoo@Crushbone wrote:</cite></p><blockquote><p>I was reading down waiting for the "Belated April Fools" at the bottom of those notes...</p><p>A couple of things I really don't understand:</p><p>1. Fighter Heals no longer critically healing - Which abilities does this change apply to? It seems like a drastic change, though I'm sure there's a particular situation/reasoning in mind with this change.</p><p>2. Neutral Classes Change - A lot of these didn't make sense. Assassins by definition embody evilness, but now they're neutral? Honestly, why not just make all classes neutral? That would allow many more options overall. Besides, even the most "goodly" cities are destined to have evil natured individuals lurking around, just as some of the cesspools of society have those that strive to spread good faith. From a roleplaying perspective, it never really made sense to split up classes by alignments since that only narrows the chance for variety.</p></blockquote><p>It's just too annoying for words that they have time to share with the Guardian community all these changes that are coming and why and take feedback and make changes and blah blah blah. . . but . . . oh by the way all ur healz r no longer crits. What for? I'm guessing they can't tell us because it's for PVP since that's the only thing it affects in any meaningful way, particularly the double nerf of the weakest heal I have. It's easier to make it a ubiquitous change and not give any reason for it whatsoever.</p><p>Like the nerfs in the last GU, I'm assuming we can look forward to locking threads total silence. <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>
<p><span ></span></p><p>This was posted under topic "Broker Borked" in testing feedback:</p><p> "Seems like this update messed up the broker. No one is able to buy. The Buy button is grayed out and when you hover over it, you get a message saying you need to upgrade to a Gold Membership. /boggle</p><p>what the heck is "Gold Membership"?</p>
seamus
07-27-2010, 12:22 PM
<p><cite>Archan@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Loxus@Everfrost wrote:</cite></p><blockquote><p>Although I'm not the least bit happy about this, I can see the reasoning and can begrudgingly agree with the change. I still don't like it though. It will bring crusaders more inline with our fighter counterparts. If this is the only nerf crusaders receive, I'd say it's a good change. If, however, you start hacking away at other portions of the crusaders, we're gonna have problems. The goal is balance, not role reversial. Any fighter should be able to hold up equally in a raid or group that requires a tank.</p><p>Fighters (guards and zerks) still need some love mainly on offensive tanking (read: sword and board) / threat generation side with a good dash of utility. </p><p>I believe brawlers should maintain their ability to crit on their heals, and shorten their reuse timers however. I would at least give the crit heals back to them. Heck, I'd make brawlers more hybrid tank/healer then pallys are currently with a great big dash of ultility if they are going to maintain leather armor. Just a thought.</p><p>One question I do have is will this affect SK's ability to crit on the damage portion of their life taps?</p><p>Lastly, why did we have to get this information for "EQ-Wire" and not the official forums? 0.o</p></blockquote><p>I'm gonna be testing the SK side once mine has copied... they claim the script runs every few hours now.</p></blockquote><p>I really don't see this having much effect in raid content. I just don't see why they'd keep Paladin heals though, without crit they are very weak even for solo. They're already useless for raid content.</p>
OmniAzure
07-27-2010, 12:25 PM
<p>I use DrumsUI and a few other custom pieces that I like over his including Seagoat's experience bar. When I logged onto test before it was locked the only piece that did't work was the maintained spells window. It gave an error saying that it wasn't compatible and needed to be updated. The rest of my custom UI pieces still worked just fine. EQ2 map was still working as well, it didn't however reflect the changes to the mini-map including RoIs and the direction indicators built into the new mini-map window. I don't really like the new XP bar, and I've never been a fan of the default hotbars but over all I like the new default UI. I still won't be using it though. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p>On a related note, I created a new character to see what the new tutorial windows looked like and I really liked them. They look like they are for geared more towards people that are new to MMOs in general rather than EQ2 speficially, but they are in your face enough that new players can't miss them and will have no excuses for missing some of the more basic information.</p><p>Edited for Quote fail. This is in reply to the poster worried about the UI refresh breaking their custom UI pieces.</p>
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p><cite>Archan@Antonia Bayle wrote:</cite></p><blockquote><p>Ok, so I got patched, tried to login and the server is down... fair enough. Figured I'd try making a character on Test Copy just to look at the UI changes.</p><p>I want to know one thing...</p><p>When EQ2 launched, we picked Fighter, Priest, Mage or Scout. That was removed and we started as our classes. WHY do we now have to select archtype first (fighter, priest, mage, scout) and THEN pick the class? I could be over-reacting a bit, but it feels like we've taken a step backwards a little...</p><p>...though I wouldn't mind class quests again, tyvm. :p</p></blockquote><p>Really? Didn't think to try and make a new char, that does seem like regression. I guess as adults we don't know how to read when confronted with all class choices?</p></blockquote><p>Actually it sounds like a good idea to me (caveat: I'm only going based off the fact you have to pick, I haven't seen it in-game yet). For existing players, you know what you want so it's just an extra click, but for new players getting a small list of archetypes to initially pick from and then select a class can be a good thing. The old chose-as-you-go for adventuring where you picked over the first 20 levels was actually a good thing IMHO (it let you try before you buy as you leveled up), and it started the same way with you picking an archetype (a role, basically).</p>
Vesai
07-27-2010, 12:29 PM
<p>The neutral class change has me pretty [Removed for Content] off tbh. Now every dps other than 2 are included in Anashti miracles main is a swashbuckler I live in exile for anashti which is fine since I chose this. Alot of the "good" classes have taken this route for the blessings/miracles. With this change the only 2 dps classes that will have to remain in exile for this is conj and swash. Does not make sense to me that either all are not neutral and it now excludes like 8 classes? </p>
Telis
07-27-2010, 12:32 PM
<p>Okay, this a mix bad of likes and dislikes to me.Classes:Assassin and Inquisitor neutral? Seriously? Illusionist and COERCER?! This is breaking game lore right at the core at the moment. Brawler I could understand, even Rogues going neutral would make some sense, but these others are changing the rules of the game which make no sense now. What's the reason behind this?UI:UIs change a lot over a game's lifetime. If a UI designer is quick, they'll rework the current one to work with the changes, no biggie.No group skills till 20:Okay, I see the reason, and yet I don't. A lot of people solo up to that level, but many others, myself included, actually group 5 to 20 on a regular basis when it comes to alts, new friends, new characters, etc. Neutering the grouping aspect of the game for newcomers is a poor decision, especially when it comes to players who look to group content to enjoy the game.Weapon Apperance Slot Changes:WOOO! Okay, I'll admit, I'm crazy about this! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />Spell Animation Revamp:Cleaner, nicer, prettier. Easier to play with less flashes around the mob.Travel Change:Saves time, makes sense at least.</p>
Sands
07-27-2010, 12:36 PM
<p><cite>seamus wrote:</cite></p><blockquote><strong>CHARACTER CREATION</strong> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li></ul></blockquote><p>I wonder if they'll allow the classes that just became neutral the ability to switch alignments without losing Expert/Master spells at least one time since this change was put in.</p>
<p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><strong>CHARACTER CREATION</strong> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li></ul></blockquote><p>I wonder if they'll allow the classes that just became neutral the ability to switch alignments without losing Expert/Master spells at least one time since this change was put in.</p></blockquote><p>Why would they? The other classes that are neutral have not had that ability.</p>
seamus
07-27-2010, 12:43 PM
<p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><strong>CHARACTER CREATION</strong> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li></ul></blockquote><p>I wonder if they'll allow the classes that just became neutral the ability to switch alignments without losing Expert/Master spells at least one time since this change was put in.</p></blockquote><p>.... wait for it ..... coming to the market exchange .... alignment potions!</p><p>I would be surprised if they aren't available when GU 57 goes live.</p><p>They should change the betrayal quest such that you don't lose expert/masters if you chose the same class. This would keep a free option available.</p>
seamus
07-27-2010, 12:46 PM
<p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p>Why would they? The other classes that are neutral have not had that ability.</p></blockquote><p>Because this is a major game change, very similar to revamping AA trees. I know many folks that chose a favorite class and stuck with it despite not liking their faction. Besides its another opportunity to make cash.</p><p>On the other hand I know folks that didn't even bother with a class they wanted to try because of its faction.</p>
Madmonte
07-27-2010, 12:47 PM
<p>Man that's crazy....fighter heals no longer will crit? Ouch, sorry zerkers, because when they asked for feedback from guardians we talked about guards not having passive heal abilities.</p><p>On the other hand, I think in that same thread, 90% of it was talking about boosting guards WITHOUT nerfing the other classes...</p><p>Is tap veins considered a heal and SKs are mostly immune from this? If so that actually just further distorts the balance...</p><p>If I were SOE I'd consider scrapping this entirely...just give guards something to bring them in line instead...otherwise you'll just end up totally screwing paladins and zerkers.</p>
Deson
07-27-2010, 12:51 PM
<p>Commented on the Priest and auto-grant thing already and still think they are ill thought out.</p><p>Pre- lim review of the new stuff:</p><p>It would be nice to know where the fighter changes are aimed. Right now they look terrible (unless restricted to PvP) but, if there are others changes to come it may not be so bad.</p><p>Classes should just be all neutral and it should have been that way since the PvP changes. At this point it's a ridiculous dance around the idea that serves little purpose but frustration. Likewise, given the triviality of betrayal and alignments, the ability reset penalty should just go away. if that penalty went away, then you could at least partially justify keeping some classes/races alignment locked but able to betray where they want to go. If there is to be a penalty, have it applied to a full out class switch so that if you decide to switch back the penalty is there.</p><p>New UI lhas a few gawdy feature from what Ive seen so far. Hoping at least some elements from the default can remain the same.</p><p>Love the auto hotbar replacement, hate the reality that sometimes the new spell is far worse than the current.Hoping there is a waiting plan to adress that.</p>
Sands
07-27-2010, 12:52 PM
<p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><strong>CHARACTER CREATION</strong> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li></ul></blockquote><p>I wonder if they'll allow the classes that just became neutral the ability to switch alignments without losing Expert/Master spells at least one time since this change was put in.</p></blockquote><p>Why would they? The other classes that are neutral have not had that ability.</p></blockquote><p>The other classes started out that way, no? They're just now changing something that may have influenced someone's choice of class to play for several years.</p><p>Not mine, but just saying that it could be an option.</p>
Wasuna
07-27-2010, 12:53 PM
<p>While I'm never a fan of nerfs, the fact is that some fighter classes are more powerful compared to current content than any class has ever been before. Confirmed instances of multiple fighter classes solo clearing the easy group instances in THIS EXPANSION!! Not the old stuff, the current stuff.</p><p>The fighter classes that have done this are the ones that can heal in various modes. The fighter classes that can not do this are the ones that can not heal. I didn't see this coming but I guess if you look at things there is a direct correlation.</p>
Kain-UK
07-27-2010, 12:55 PM
<p><cite>Madmonte wrote:</cite></p><blockquote><p>Man that's crazy....fighter heals no longer will crit? Ouch, sorry zerkers, because when they asked for feedback from guardians we talked about guards not having passive heal abilities.</p><p>On the other hand, I think in that same thread, 90% of it was talking about boosting guards WITHOUT nerfing the other classes...</p><p>Is tap veins considered a heal and SKs are mostly immune from this? If so that actually just further distorts the balance...</p><p>If I were SOE I'd consider scrapping this entirely...just give guards something to bring them in line instead...otherwise you'll just end up totally screwing paladins and zerkers.</p></blockquote><p>I happen to be on my SK right now...</p><p>Tap Veins and Devour Vitae both have a heal component to them. Specifically mine say the following:</p><ul><li>Devour Vitae VI</li><li>Inflicts 1525-1834 disease damage on target</li><li>Heals caster for 1114-1332</li></ul><ul><li>Tap Veins III</li><li>Applies Tap on termination.</li><li>Inflicts 3751 disease damage on target</li><li>Heals caster for 1782</li></ul><p>I am assuming they are considered heals, and will be testing this once the server is up.</p>
Madmonte
07-27-2010, 12:59 PM
<p><cite>Archan@Antonia Bayle wrote:</cite></p><blockquote><p>I happen to be on my SK right now...</p><p>Tap Veins and Devour Vitae both have a heal component to them. Specifically mine say the following:</p><ul><li>Devour Vitae VI</li><li>Inflicts 1525-1834 disease damage on target</li><li>Heals caster for 1114-1332</li></ul><ul><li>Tap Veins III</li><li>Applies Tap on termination.</li><li>Inflicts 3751 disease damage on target</li><li>Heals caster for 1782</li></ul><p>I am assuming they are considered heals, and will be testing this once the server is up.</p></blockquote><p>Cool man let us know...but either way I don't honestly think they should do something like this without nerfing the content, the goal was to equal out the tank classes for the current content, not make the current content harder because 5 classes of tanks got nerfed and one didn't.</p>
Vortexelemental
07-27-2010, 01:00 PM
<p><cite>seamus wrote:</cite></p><blockquote><p>I just grabbed these from EQ2Wire:</p><p><strong>QUEST REGIONS OF INTEREST</strong></p> <ul><li>Many quests will now highlight areas on the map to show where updates can be obtained.</li><li>Quests must be active in the quest helper window for their RoIs to display.</li><li>Mousing over a quest in the quest helper window will highlight its corresponding RoIs on the map.</li><li>Quests in the following zones currently support this feature:</li><li>Frostfang Sea, Darklight Wood, Greater Faydark, Timorous Deep, Lavastorm, Kylong Plains, Butcherblock, Steamfont, The Barren Sky, The Bonemire, Tenebrous Tangle, and Sinking Sands.</li></ul> <p><strong>USER INTERFACE UPDATES</strong></p> <ul><li>The overall UI color scheme has been updated to give a more natural feel.</li><li>The clock and compass have been integrated into the mini-map window (the old compass is still available with Alt-N).</li><li>At the bottom of the screen you will now find the Nav bar, which replaces the old experience bar and includes the EQII button and shortcuts to various UI windows.</li><li><strong>New tutorial windows have been created to help ease new players into the game.</strong></li><li>The Marketplace window has been upgraded for easier browsing. An item preview pane has also been added.</li><li>The Welcome window layout has been reorganized to make it easier to read.</li><li>The Inventory and Persona windows were merged to create the Character window (the shortcut key for this window is C).</li><li>The casting, breath and PvP immunity bars have been updated with a new look.</li><li>The hotbar has been reworked and is now easier to manipulate.</li><li><strong>If a new spell is a newer version of an old spell on your hotbar it will replace the older version rather than adding a new button on your hotbar.</strong></li><li>Spell effects that are not able to crit will say “This effect cannot be critically applied” in the spell description.</li><li>You can now freely move any UI window when viewing them in F10 mode.</li></ul><span style="color: #ff0000;">You know I was just talking on test about those only a couple of weeks ago. Glad to see someone had the same idea.</span> <p><strong>CHARACTER CREATION</strong></p> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul> <p><strong>SPELL VISUAL REVAMP</strong></p> <ul><li>Updated visuals have been added to all PC Spell and Combat Arts.</li></ul> <p><strong>TRAVEL</strong></p> <ul><li>Inner zone travel locations now support path linking. This means when travelling via sokokar/horse/balloon you will be able to select any location in the zone that is an available travel point and let the mount do the rest.</li><li>The KOS cloud pads can now teleport you to any other pad within the same zone.</li><li>Cloud travel around KOS zones can now be done via the Overrealms Tour Agency. They offer tour route services for Tenebrous, Barren Sky, and Bonemire.</li></ul> <p><strong>APPEARANCE SLOTS</strong></p> <ul><li>Weapon appearance slots are no longer restricted to being the same wield style of your equipped weapons.</li></ul> <p><strong>POPULATION</strong></p> <ul><li>Lucan D’Lere has returned to Freeport! His Lucanic Knights have retaken the streets of from the Dreadnaughts and Thexians.</li><li>The hooluk collector in the Barren Sky is now in the Windgazer’s Hideout with the banker. The hooluks have also joined the wider trade community of Norrath and installed a broker and mail kiosk.</li></ul> <p><strong>ITEMS</strong></p> <ul><li>The book, “The Case of the Lost Lute” is now available for purchase from the Sage NPCs in South Qeynos, North Freeport and New Halas if player is a troubador, level 80+ and does not already have the book.</li><li>The “Halasian Weapon Rack” now mounts properly in houses.</li><li>The Vambraces of plated ice have had their stats adjusted to be consistent with similar healer shoulder items in Icy Keep.</li><li>The Band of the Corrupter’s effect Pure Corruption now also procs agility.</li><li>The “Bauble of Holidays Past” description has been made a bit more specific, and the particles should be easier to see.</li><li>The appearance armor sets sold in Erronson’s Fur and Leathers shop in New Halas are now heirloom instead of no trade.</li><li>It is now much easier to change which holiday-themed effect is triggered by The Bauble of Holidays Past.</li><li>Swift Claws from the Claws of Jojo will no longer cause stacking issues with Furious Blows.</li><li>The Seeker’s Disc of Darktruth is now usable by level 80 crafters.</li><li>The Skinbreach Silk Cord should now have resists.</li><li>Band of the Corrupter should now also proc 75 Agility.</li><li>Icy Keep: Many of Vrewwx’s Drops from the Challenge Mode have been adjusted to be more in line with the Difficulty.</li></ul> <p><strong>LON ITEMS</strong></p> <ul><li>Legends of Norrath mounts have all been upgraded to a standard 65% run speed.</li></ul> <p><strong>GUILD HALL AMENITIES</strong></p> <ul><li>The “Guild Hall Kunark Writ Agent” now offers writs to Guild members that are citizens of New Halas.</li><li>Guild hall harvester hirelings no longer spam you with a list of every item they brought back.</li><li>Shiny Tinkerfest Cogs and raw vanilla can now be placed in supply depots.</li></ul> <p><strong>PvP SPELLS</strong></p> <ul><li>“Call of City” spells now properly apply their new reuse and casting speed on PVP Servers.</li></ul> <p><strong>CLASS PROGRESSION / ABILITY CHANGES</strong> <strong>Fighters</strong></p> <ul><li>Fighter heals can no longer critically heal.</li><li><span style="color: #ff0000;">I don't get this. We consolidated crit... and now our heals just *won't* crit? That's balance for you.</span></li><li>Fighters will no longer automatically receive “Intercept” at level 6.</li><li>Crusaders will no longer automatically receive “Pledge of Armament” at level 17.</li></ul> <p><strong>Berserker</strong></p> <ul><li>Berserkers will no longer automatically receive “Enrage” at level 8.</li><li>Berserkers will no longer automatically receive Mock and Mock II.</li><li>Berserkers now receive “Body Check” at level 8.</li><li>Berserkers now receive “Rupture II” at level 6.</li><li>Berserkers now receive “Reckless Aide” at level 21.</li><li>Berserkers now receive “Destructive Rage” at level 18.</li><li>Berserkers now receive “Abandoned Fury II” at level 16.</li><li>Berserkers now receive “Raging Blow” at level 3 and “Body Check” at level 2.</li><li>Berserker “Perseverance” now has a 60 second reuse time. <span style="color: #ff0000;">Again? You did this a year ago then reverted it to 30 and now it's back?</span></li><li>The Berserker ability “Body Check” no longer requires a shield.</li><li>“Wall of Rage” no longer snares the caster.</li></ul> <p><strong>Bruiser</strong></p> <ul><li>Bruisers will no longer automatically receive “Slurred Insult” and “Slurred Insult II.”</li><li>Bruisers will no longer automatically receive “Abuse” at level 8.</li><li>Bruisers will now receive “Shrug Off” at level 21.</li><li>Bruisers will now receive “Smoldering Fists II” at level 16.</li></ul> <p><strong>Guardian</strong></p> <ul><li>Guardians will no longer automatically receive Provoke and Provoke II.</li><li>Guardians will no longer automatically receive “Shout” at level 8.</li><li>Guardians now receive “Bash II” at level 8.</li><li>Guardians now receive “Overpower II” at level 6.</li><li>Guardians now receive “Never Surrender” at level 21.</li><li>Guardians now receive “Battle Tactics” at level 18.</li><li>Guardians now receive “Forward Charge II” at level 16.</li><li>The Guardian ability “Shield Bash” is now “Bash” and no longer requires a shield.</li><li>“Hunker Down” no longer snares the caster.</li></ul> <p><strong>Monk</strong></p> <ul><li>Monks will no longer automatically receive “Silent Threat” and “Silent Threat II.”</li><li>Monks will no longer automatically receive “Challenge” at level 8.</li><li>Monks will now receive “Tranquil Vision” at level 21.</li><li>Monks will now receive “Flow Like Wind II” at level 16.</li><li>All versions of Will of the Heavens can now be cast while the monk is feared.</li></ul> <p><strong>Paladin</strong></p> <ul><li>Paladins will no longer automatically receive “Clarion” and “Clarion II.”</li><li>Paladins will now receive “Wrath Stance II” at level 16.</li><li>Paladins will now receive “Crusade” at level 18.</li><li>Paladins will now receive “Resolute Faith” at level 21.</li><li>Paladin “Judgment” is now a Fist for the Heroic Opportunities.</li><li>“Heroic Dash” no longer requires a shield or symbol to be equipped.</li></ul> <p><strong>Shadowknight</strong></p> <ul><li>Shadowknights will now receive “Devious Evasion” at level 21.</li><li>Shadowknights will now receive “Unholy Strength” at level 18.</li><li>Shadowknights will now receive “Dark Blade II” at level 16.</li><li>Shadowknight “Unholy Strength VI” no longer has a casting time.</li><li>Shadowknight “Malice” is now a Fist for the Heroic Opportunities.</li><li>“Hateful Slam” no longer requires a shield or symbol to be equipped.</li></ul> <p><strong>Scouts</strong></p> <ul><li>Scouts will no longer automatically receive “Evade” at level 6.</li></ul> <p><strong>Assassin</strong></p> <ul><li>Assassins will no longer automatically receive “Murderous Design” at level 11.</li><li>Assassins will now be granted Villainy at level 11.</li></ul> <p><strong>Brigand</strong></p> <ul><li>Brigands now receive “Mug” at level 6.</li></ul> <p><strong>Dirge</strong></p> <ul><li>Dirges now receive “Tarven’s Crippling Crescendo” at level 6.</li></ul> <p><strong>Ranger</strong></p> <ul><li>Rangers will no longer automatically receive “Primal Reflexes” at level 11.</li><li>Rangers will now be granted “Hunter’s Instinct” at level 11.Assassins and Rangers now gain the new spell “Hilt Strike” at level 6.</li></ul> <p><strong>Swashbuckler</strong></p> <ul><li>Swashbucklers now receive “Double-Cross” at level 6.</li></ul> <p><strong>Troubador</strong></p> <ul><li>Troubadors now receive “Vexing Verses” at level 6.</li></ul> <p><strong>Mages</strong></p> <ul><li>Mages will no longer gain “Bind Sight” automatically. It is now a fun spell and can be bought from the class trainers.</li><li>Dispel Magic is now Absorb Magic and now also drains a small amount of power. It no longer has a power cost.</li><li>Summoners will now receive their first version of Vampire Bats at level 10.</li><li>Summoners: “Aqueous Stone” is now “Aqueous Soul” and no longer summons an item that grants water breathing. It now simply casts water breathing on the target.</li></ul> <p><strong>Warlock</strong></p> <ul><li>Warlocks will no longer automatically get “Nullify” at level 10.</li><li>Warlocks will now get “Vacuum Field” at level 4.</li><li>Void Contract now costs less health to cast below level 40.</li></ul> <p><strong>Wizard</strong></p> <ul><li>Wizards will no longer automatically get “Cease” at level 10.</li><li>Wizards will now gain “Ice Spears” at level 4.</li><li>Vital Transfer now costs less health to cast below level 40.</li></ul> <p><strong>Coercer</strong></p> <ul><li>Coercers will no longer automatically receive “Mesmerize” at level 1.</li><li>“Shift Mana” now has a lower health cost at low levels.</li></ul> <p><strong>Illusionist</strong></p> <ul><li>Illusionists will no longer automatically receive “Entrance” at level 1.</li><li>“Extract Mana” now has a lower health cost at low levels.</li></ul> <p><strong>Priests</strong></p> <ul><li>Priests will no longer receive the spell “Summon Food and Water.”</li><li>Priests will now receive “Wrath” at level 6.</li><li>Clerics will now receive “Soothe” at level 30.</li></ul><span style="color: #ff0000;">You already know how I feel of this from before, it's just unnecessary. Especially now that you put in the auto upgrade replacement for hotbars.</span> <p><strong>ALTERNATE ADVANCEMENT</strong> <strong>Clerics</strong></p> <ul><li>Allied Prayers now gives 4% heal potency per rank rather than 3% heal potency and 3% critical chance.</li></ul> <p><strong>Crusaders</strong></p> <ul><li>Legionnaire’s Focus now is 2% heal potency rather than 2% heal crit bonus per rank.</li></ul> <p><strong>Coercer</strong></p> <ul><li>Coercive Healing now affects Chilling Invigoration.</li></ul> <p><strong>Necromancer</strong></p> <ul><li>Lifeburn can no longer be dispelled.</li></ul> <p><strong>QUESTS</strong></p> <ul><li>The quest book “Remembrances – Tel’riia’mil’an’ane’ie” will now update in any zone, not just in the Obelisk of Lost Souls, which should make evil eyes easier to obtain.</li><li>The named nightbloods required for “The Mysterious Drafling” quest should now spawn automatically if you are on the quest, and will not appear at all if you are not.</li><li>New Halas writs have been added to the Moors of Ykesha.</li><li>Writ giver Ankinil Zo’Ro in Butcherblock now offers Gorowyn citizens city writs from level 20.</li><li>Neriak: Players of any evil alignment can now speak with Zintra for the quest “Eight Legs Are Better Than Two.”</li><li>The quest “Exile to Neriak – Sun Dazzled Vamps” now allows you to use the sunstones on any of the T’Rethir vampires, not just priests.</li><li>Players tagging chokidai together for the quest “Keeping Tabs” will now receive updates as a group.</li><li>It is now easier to obtain quest updates for “Caustic Action”, “A Key To The Past”, and “Far Seas Requisition – TS0703-SCO”</li><li>A number of quests in the Sanctum of the Scaleborn and the Feerrott now have a greater chance to obtain the quest item when a creature is killed.</li><li>The quests “The Mystery of the Cursed Tower” and “Watching the Watchman!” should sort properly by current zone in your quest journal.</li><li>“Battle of Ages Past” should now give you the Jin’tu’s gift ability along with the item. If you already have the item all you need to do is use it to receive the ability in your book.</li><li>The quest “To Catch The Sky” now directs you to a new, safer location to catch the piece of sky.</li><li>Mist essences now only drop from cloudmist walkers when you are actually on the quest “The Inhabitants of Cloudmist Isle”.</li></ul> <p><strong>TRADESKILLS</strong></p> <ul><li>Scholars can now make level 10-19 bracelets.</li><li>Representatives of the Ironforge Exchange and Coalition of Tradesfolke are now stationed in New Halas and may have crafting work to offer to players tradeskill level 10 or higher.</li><li>The Totem of Escape and Totem of the Great Chameleon are now usable at level 30.</li><li>Artisans of the 20th rank or higher who are interested in working for the Far Seas Trading Company should seek out trade liaison Cordelia Galeston at the Butcherblock Mountains docks for more information.</li><li>“Pristine” has been removed from all tradeskill equipment as the name was a holdover from when you used to be able to make multiple qualities of the same item. All tradeskill equipment should be title cased as well.</li><li>The tinkered weapons Troll Snot Flinger, Gnarmy, and Tinkered Turkey Launcher now have improved visual effects.</li><li>The names of Vampire Bats, Raging Blow, and Body Check recipes have changed slightly (e.g. Vampire Bats II is now Vampire Bats III) so tradeskillers may wish to double check which level of these spells they are creating for customers.</li><li>Karalyn Cinderton in the Steamfont Mountains is seeking assistance from tradeskillers level 30 and higher.</li></ul> <p><strong>GOROWYN</strong></p> <ul><li>Academy of Logistics engineers have completed their changes to the layout of the city of Gorowyn. They sincerely hope that the improved city layout will be easier to negotiate for Gorowyn residents, will promote more tourism to Gorowyn, and will reduce the number of completely lost rangers that the guards keep finding in obscure corners of the city.</li></ul> <p><strong>GREATER FAYDARK</strong></p> <ul><li>The Nursery in Greater Faydark is under attack! New characters starting in Greater Faydark will have to help save the blooms of the Nursery and thwart the plans of the Grobin clan of goblins. Can you help the Matron and her friends ensure the safety of the unborn fae?</li></ul> <p><strong>DARKLIGHT WOOD</strong></p> <ul><li>Hate’s Envy has come under attack by Sablevein elementals! Adventurers starting there will find themselves quickly enlisted to repel the assault before all of Hate’s Envy is razed!</li><li>Thexian invaders continue to cause trouble within Darklight Wood. Members of the Dread Guard are seeking the assistance of adventurers at T’Vatar Outpost!</li><li>Several Nerian citizens have gone missing from Wanderlust Fair. New adventurers emerging from Neriak should speak with Malyl N’Vazin to look into this matter.</li></ul> <p><strong>FROSTFANG SEA</strong></p> <ul><li>New Halas City Faction merchant, Mirva Kilgour, is now selling titles!</li><li>Pilgrims’ Landing is under attack by Ry’Gorr orcs! Adventurers starting there will find themselves being thrust into the fray, very quickly.</li></ul> <p><strong>EMPEROR ATREBE’S LABORATORY: THE FABLED CITY OF KOR-SHA</strong></p> <ul><li>The zone boss Ka’El Ka’Vrish should do significantly less damage when casting Ravage.</li></ul> <p><strong>UNDERFOOT DEPTHS</strong></p> <ul><li>Vaclaz Released (challenge mode): Procs and passive effects will no longer trigger the spreading of the toxic inversion curse.</li><li>Vaclaz and Vaclaz Released: Non-Priests are now given precedence when choosing who will receive keen insight in order to disrupt the roekillik energymaster adds. A priest will only be chosen for this task if there are no other raid members available.</li><li>Energized Taehric Construct (challenge mode): The Construct will try and cast Crippling Judgment on his main target whenever possible, rather than a random fighter. The construct will try and cast Curse of Befuddlement on priests in separate groups, whenever possible, avoiding casting it on two priests in the same group whenever possible.</li></ul> <p><strong>NEKTROPOS CASTLE</strong></p> <ul><li>“The Idol of Mor’Tael” book can now be obtained within Nektropos Castle.</li></ul> <p><strong>PERAH’CELSIS’ ABOMINABLE LABORATORY</strong></p> <ul><li>Arkatanthis the Destroyer: The Benthic adds that challenge group members will try to challenge players unaffected by benthic freeze wherever possible.</li></ul> <p><strong>BATTLEGROUNDS</strong></p> <ul><li>Fixed an issue where sometimes characters could get stuck in a battleground.</li><li>Players who are reviving when a battleground match completes will still get credit for completing the match.</li></ul></blockquote>
Cyliena
07-27-2010, 01:04 PM
<p><em><span ><strong>If a new spell is a newer version of an old spell on your hotbar it will replace the older version rather than adding a new button on your hotbar.</strong></span></em></p><p>Hmm, nice for some but some Grandmasters and all that are better than newer abilities, and usually upgrades of previous abilities are better until you can upgrade the new one. So that can potentially be aggravating.</p>
Vortexelemental
07-27-2010, 01:07 PM
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p><em><span><strong>If a new spell is a newer version of an old spell on your hotbar it will replace the older version rather than adding a new button on your hotbar.</strong></span></em></p><p>Hmm, nice for some but some Grandmasters and all that are better than newer abilities, and usually upgrades of previous abilities are better until you can upgrade the new one. So that can potentially be aggravating.</p></blockquote><p>Ya that was my only issue when I had thought of it, but I assumed the server could do a quick damage comparison and leave the highest one there, and then put up a message box saying this spell does more damage than your newer one blah blah blah.</p><p>Now the only question is if they thought of the same thing =p</p>
CoLD MeTaL
07-27-2010, 01:08 PM
<p>YAY! for battlegrounds screwing up the PvE experience, yet again. </p><p>/shakes fist at the $OE person in charge of ordering this Faildate</p>
Brook
07-27-2010, 01:09 PM
<p>Gold Membership?</p><p>Sounds almost like they are about to go Free to Play</p>
GrunEQ
07-27-2010, 01:13 PM
<p><span style="font-family: comic sans ms,sans-serif; color: #cc99ff; font-size: small;">To me Swashy and Brigs should be neutral, with Rangers and Assassins being good/evil, as I see you are doing one set of each major profession staying alined. </span></p>
Kain-UK
07-27-2010, 01:13 PM
<p><cite>Brook wrote:</cite></p><blockquote><p>Gold Membership?</p><p>Sounds almost like they are about to go Free to Play</p></blockquote><p>That's exactly what my g/f said when I told her...</p><p>I'd be fine with that for my second account.</p>
Avianna
07-27-2010, 01:14 PM
<p>So my 2c, Fighters were supposed to get a little balance, right? So they nerf the rest of the fighter class by making our heals even less useless than they are even now yet the SK heals (that happen as part of an attack remain the same). How is this what we were asking for? Might as well just eleminate all fighter classes other than SK cause guess what; that is all people are gonna play in game anyways! You have just taken the most powerful class by far and given them even more of an advantage! [Removed for Content] Mate? Where is this guardian love that we were promised would happen with GU57? not there? My guardian has been patiently waiting for a bit of SOE love for a long time and I am coming to the realization that that is just not gonna happen that SOE simply wants SK's to be the one and only tank/fighter class in the game and stuff like this proves it. I'm gonna go delete my guard that I have had since launch now and roll an SK. Later all</p>
<p>To me, the rogues seem to be more neutral sounding than predators. How can "swashbuckler" and "brigand" be good/evil compared to a "ranger" and "assassin"?</p><p>Just do away with the whole good vs. evil concept that is very outdated compared to the way it was when the game launched. This whole Qeynos vs. Freeport squabble never really took off into a fullblown knockdown, dragout war anyways.</p><p>If someone wants to roll a high elf necromancer from Freeport or a troll templar from Qeynos...what's the big deal? We end up being in guilds together and raiding together anyways to take down mobs that are not aligned to any city.</p><p>Just let any race start as any class in any city, and be done with it.</p>
<p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><strong>CHARACTER CREATION</strong> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li></ul></blockquote><p>I wonder if they'll allow the classes that just became neutral the ability to switch alignments without losing Expert/Master spells at least one time since this change was put in.</p></blockquote><p>Why would they? The other classes that are neutral have not had that ability.</p></blockquote><p>The other classes started out that way, no? They're just now changing something that may have influenced someone's choice of class to play for several years.</p><p>Not mine, but just saying that it could be an option.</p></blockquote><p>Right, but what is changing? Going from alignment restricted --> unrestricted impacts the class negatively in what way to where they'd need to swap alignments? They're in the same situation as anyone that made an old neutral class did before and that anyone that makes any neutral class now -- if you want to change alignment it's going to cost you your masters. I don't agree with that policy (I would prefer alignment be completely separate from class/masters), but giving an exemption to only certain people is illogical.</p>
Finora
07-27-2010, 01:25 PM
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>Really? Didn't think to try and make a new char, that does seem like regression. I guess as adults we don't know how to read when confronted with all class choices?</p></blockquote><p>Apparently some don't. In the past 6 months I've run across 2 seperate people who thought defilers were dps classes. I've seen one person who thought inquisitors were a tank/crusader type class. That seems to be a point of confusion for at least some folks who either got info directly from ill informed friends or forumposts they only half read.</p><p> We all know about the fury wannabe wizards. Maybe if they had to click PRIEST first then FURY it'd help drive it home that yeah, you are supposed to heal. (not picking on furies in general, I know several very good furies, I do also know of several really aggravating ones).</p>
Rageincarnate
07-27-2010, 01:27 PM
<p>I can understand the nerfing of tank heals. Seriously.. the zerker heals where quite a bit op. </p><p>Was it in line with sk's? I have no clue. I'm not an expert like everyone else here.</p><p>Now you have to actually take a healer when you run heroic content for something other then cures <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> was my first thought.</p><p>Seriously, it wont be that bad. You just wont be throwing down 8k hps parses as a tank anymore.</p><p>No need to erage , i wont reply to this thread anymore i promise. Just my 2c</p>
Avianna
07-27-2010, 01:37 PM
<p><cite>bluedego wrote:</cite></p><blockquote><p>I can understand the nerfing of tank heals. Seriously.. the zerker heals where quite a bit op. </p><p>Was it in line with sk's? I have no clue. I'm not an expert like everyone else here.</p><p>Now you have to actually take a healer when you run heroic content for something other then cures <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /> was my first thought.</p><p>Seriously, it wont be that bad. You just wont be throwing down 8k hps parses as a tank anymore.</p><p>No need to erage , i wont reply to this thread anymore i promise. Just my 2c</p></blockquote><p>I'm not angry cause as a tank I got nerfed I'm angry cause as a tank class we asked for balance between the classes and the rest of us got nerfed while SK's are still right where they were with even more of an advantage. while guards are still at the bottom of the fighter totem without ANY of the love they were promised would happen with this update. It stinks and is NOT at all what the player base and community has been asking for.</p><p>Where is a dev to comment on how they made the most powerful class in the game right now (the SK) even more powerful by nerfing those around him but leaving him just the same?</p><p>Where is a dev to comment on why the guardians did not recieve the love that they were promised?</p><p>Case and point SOE did not listen to their player base and make the corrections that the people who play this game daily (the player base) actually requested! Instead they went in the complete opposit direction.</p>
Brook
07-27-2010, 01:40 PM
<p><cite>Avianna@Butcherblock wrote:</cite></p><blockquote><p><cite>bluedego wrote:</cite></p><blockquote><p>I can understand the nerfing of tank heals. Seriously.. the zerker heals where quite a bit op. </p><p>Was it in line with sk's? I have no clue. I'm not an expert like everyone else here.</p><p>Now you have to actually take a healer when you run heroic content for something other then cures <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /> was my first thought.</p><p>Seriously, it wont be that bad. You just wont be throwing down 8k hps parses as a tank anymore.</p><p>No need to erage , i wont reply to this thread anymore i promise. Just my 2c</p></blockquote><p>I'm not angry cause as a tank I got nerfed I'm angry cause as a tank class we asked for balance between the classes and the rest of us got nerfed while SK's are still right where they were with even more of an advantage. while guards are still at the bottom of the fighter totem without ANY of the love they were promised would happen with this update. It stinks and is NOT at all what the player base and community has been asking for.</p><p>Where is a dev to comment on how they made the most powerful class in the game right now (the SK) even more powerful by nerfing those around him but leaving him just the same?</p><p>Where is a dev to comment on why the guardians did not recieve the love that they were promised?</p><p>Case and point SOE did not listen to their player base and make the corrections that the people who play this game daily (the player base) actually requested! Instead they went in the complete opposit direction.</p></blockquote><p>Where did they promise they would have the guard changes ready this LU?</p>
<p><cite>Avianna@Butcherblock wrote:</cite></p><blockquote><p>I'm not angry cause as a tank I got nerfed I'm angry cause as a tank class we asked for balance between the classes and the rest of us got nerfed while SK's are still right where they were with even more of an advantage. while guards are still at the bottom of the fighter totem without ANY of the love they were promised would happen with this update.</p></blockquote><p>Look at the patch notes: it fits in a single post. That alone makes it very unlikely that this is the full GU. Not to mention the lack of any new heroic zone or any new raid zone. There's no way that this snippet of patch notes is the entire GU, not with 2 months to work on it.</p>
Amphibia
07-27-2010, 01:45 PM
<p><cite>seamus wrote:</cite></p><blockquote><p><strong>CHARACTER CREATION</strong></p> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul></blockquote><p>Good change but come on, why not just go all the way then and make <strong>all</strong> classes neutral? And let us switch alignement without losing master spells...</p>
Vesai
07-27-2010, 01:47 PM
<p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Avianna@Butcherblock wrote:</cite></p><blockquote><p>I'm not angry cause as a tank I got nerfed I'm angry cause as a tank class we asked for balance between the classes and the rest of us got nerfed while SK's are still right where they were with even more of an advantage. while guards are still at the bottom of the fighter totem without ANY of the love they were promised would happen with this update.</p></blockquote><p>Look at the patch notes: it fits in a single post. That alone makes it very unlikely that this is the full GU. Not to mention the lack of any new heroic zone or any new raid zone. There's no way that this snippet of patch notes is the entire GU, not with 2 months to work on it.</p></blockquote><p>Right it's what this forum is for. I am really hoping they will reconsider the alignment changes this kinda stinks atm please if you are going to make so many neutral go all the way or please keep the lore intact.</p>
<p>The changes to fighter heals and perseverence are nonsensical. If it's a problem in BG or pvp restrict it to that. But for many of us that understand the game and have been playing since inception deserve an explanation. Were the mobs complaining that fighters were healing too much? lol</p><p>How do u go from restricting crit, crit bonus, mod, etc to spells, CAs or heals to making them available to all forms then back to restricting them again. Very schizophrenic and inconsistent.</p><p>Changes for the sake of change is not commendable. This should be seriously reconsidered.</p>
MurFalad
07-27-2010, 01:49 PM
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>I just can't wrap my mind fully around this one:</p><p><strong>CHARACTER CREATION</strong></p> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul><p>Some of those I guess you can reason one way or the other, and some simply don't make sense. But honestly, so many classes will now be neutral that it seems almost pointless to not have *all* classes be neutral. What was wrong with how classes were that we now need to have goodly Assassins (lol wut, right?) and evil animal loving Rangers (again, wut?) running around?</p><p>Anyways, that's my pre-coffee mentality. Read the rest but that part really stuck on me.</p></blockquote><p>This, the warriors ability to shield bash without a shield and the addition of orcs attacking at Halas felt unneeded to me, the rest of the changes I either don't have an opinion on or seem good to me (I like the flight paths being linked - perfect for setting off on a long journey and nipping off to get a drink <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />).</p><p>For the class changes I find the assassins to be a bit of a stretch and Dirges not fitting as good (although I guess there are some pretty depressing music acts around so maybe it works), but I guess we'll see a reason for these changes coming along.</p><p>I just feel though that its taking some of the uniqueness/RP elements away from the game, I'd hope because we are getting something to make what is there more meaningful (like making being good or evil matter more) to compensate. I guess a reason will appear somepoint.</p>
<p>If thats our full 3 monthly update thats pathetic paint it anyway you want thats terrible if nothing else is added .</p>
S_M_I_T_E
07-27-2010, 01:54 PM
<p><cite>seamus wrote:</cite></p><blockquote><p><strong>CHARACTER CREATION</strong></p><ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul></blockquote><p>This makes sense for the game as it stands now. No reason to thin out new people all over the place, Darklight wood was/is very well done and they spent a ton of time on New Halas. </p><p>It only makes sense to consolidate starting areas to up the player density and to not artifically keep content away from someone just because they want to be a coercer or assassin. From a <em>lore perspective</em>, I'm with everyone else here going 'huh' but from a <em>game perspective</em> this is the right decision. </p><p>The keeping of the 8 locked down also makes quite alot of sense as well as I don't see Antonia letting necromancers wander the street or Lucan letting the do-gooder pallys roam town going about their business. Some of the new neutral classes would fit in quit nicely in the background being 'slightly' evil in a good city or 'closet good' in a evil one in many fantasy novels quite plausibly. The 8 lockouts can't hide their aligments from their npc neighbors.</p>
Sands
07-27-2010, 01:59 PM
<p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><strong>CHARACTER CREATION</strong> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li></ul></blockquote><p>I wonder if they'll allow the classes that just became neutral the ability to switch alignments without losing Expert/Master spells at least one time since this change was put in.</p></blockquote><p>Why would they? The other classes that are neutral have not had that ability.</p></blockquote><p>The other classes started out that way, no? They're just now changing something that may have influenced someone's choice of class to play for several years.</p><p>Not mine, but just saying that it could be an option.</p></blockquote><p>Right, but what is changing? Going from alignment restricted --> unrestricted impacts the class negatively in what way to where they'd need to swap alignments? They're in the same situation as anyone that made an old neutral class did before and that anyone that makes any neutral class now -- if you want to change alignment it's going to cost you your masters. I don't agree with that policy (I would prefer alignment be completely separate from class/masters), but giving an exemption to only certain people is illogical.</p></blockquote><p>Nowhere did I say that it was a negative impact. Just that someone might have chosen one of those classes over another because of the alignement of those classes, and now that alignment is no longer a restriction.</p><p>It's not the same situation as the old neutral classes because you had the choice right from the get go as to which alignment you were going to follow. If there was a disclaimer tied to those classes at launch that said, 'Hey fellas we might change the alignement restrictions someday for this class.', they might have chosen to play differently. Then you could argue that they knew what they were getting into ahead of time, just like the original neutral classes.</p><p>Alignment is/was a huge deal for anyone in a roleplaying guild, and might have been restricted to their options of what to play depending on what type of roleplaying they were involved in.</p>
Kreton
07-27-2010, 02:02 PM
<p><cite>seamus wrote:</cite></p><blockquote><p><strong>CHARACTER CREATION</strong></p> <ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker</li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul></blockquote><p>Why are you removing most, but not all, alignment restrictions? It makes no sense to give freedom of choice to nearly all classes but 8 now. Remove deity alignment restrictions so these restricted classes at least get access to all blessings and miracles.</p>
S_M_I_T_E
07-27-2010, 02:05 PM
<p><cite>dawy wrote:</cite></p><blockquote><p>If thats our full 3 monthly update thats pathetic paint it anyway you want thats terrible if nothing else is added .</p></blockquote><p>Correct me if I'm wrong but don't the developers:</p><p>1) Make expansion packs</p><p>2) Make hotfix content</p><p>3) Make Live Updates</p><p>4) Play the game and test their stuff / find bugs</p><p>5) "Manage" bickering, cheating, curruption, sloth, etc. drama in-game</p><p>Simultaneously?</p>
MurFalad
07-27-2010, 02:09 PM
<p><cite>S_M_I_T_E wrote:</cite></p><blockquote><p>This makes sense for the game as it stands now. No reason to thin out new people all over the place, Darklight wood was/is very well done and they spent a ton of time on New Halas. </p><p>It only makes sense to consolidate starting areas to up the player density and to not artifically keep content away from someone just because they want to be a coercer or assassin. From a <em>lore perspective</em>, I'm with everyone else here going 'huh' but from a <em>game perspective</em> this is the right decision. </p><p>The keeping of the 8 locked down also makes quite alot of sense as well as I don't see Antonia letting necromancers wander the street or Lucan letting the do-gooder pallys roam town going about their business. Some of the new neutral classes would fit in quit nicely in the background being 'slightly' evil in a good city or 'closet good' in a evil one in many fantasy novels quite plausibly. The 8 lockouts can't hide their aligments from their npc neighbors.</p></blockquote><p>Actually that makes a lot of sense gameplay wise with limiting where you can roll a character, I never noticed this myself only playing Frogloks <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p><p>A little bit of RP lost for a lot of gameplay added, I still would like to see a bit more of a divide put between good and evil though.</p>
Deson
07-27-2010, 02:11 PM
<p><cite>seamus wrote:</cite></p><blockquote><p><strong>TRADESKILLS</strong></p> <ul><li>The Totem of Escape and Totem of the Great Chameleon are now usable at level 30.</li></ul></blockquote><p>All the newb friendliness and still no stacking totems?</p>
Gaige
07-27-2010, 02:14 PM
<p><cite>S_M_I_T_E wrote:</cite></p><blockquote><p>Correct me if I'm wrong but don't the developers:</p><p>1) Make expansion packs</p><p>2) Make hotfix content</p><p>3) Make Live Updates</p><p>4) Play the game and test their stuff / find bugs</p><p>5) "Manage" bickering, cheating, curruption, sloth, etc. drama in-game</p><p>Simultaneously?</p></blockquote><p>Sure now but they didn't use to, when EQ2 started it had a "live" team and an "expansion" team. Now they barely have a team, which is why we see such terrible updates even with three times as much time.</p><p>Good thing they laid off some more people a couple weeks ago!</p><p>However F2P is coming and its going to save EQ2, just you watch SmokeJumper tell us that!</p>
Jaremai
07-27-2010, 02:20 PM
<p><cite>Gaige wrote:</cite></p><blockquote><p>However F2P is coming and its going to save EQ2, just you watch SmokeJumper tell us that!</p></blockquote><p>This is my morbid fear. Followed by Aeria purchasing the rights.</p>
<p><cite>Sands@Antonia Bayle wrote:</cite></p><blockquote><p>Nowhere did I say that it was a negative impact. Just that someone might have chosen one of those classes over another because of the alignement of those classes, and now that alignment is no longer a restriction.</p><p>It's not the same situation as the old neutral classes because you had the choice right from the get go as to which alignment you were going to follow. If there was a disclaimer tied to those classes at launch that said, 'Hey fellas we might change the alignement restrictions someday for this class.', they might have chosen to play differently. Then you could argue that they knew what they were getting into ahead of time, just like the original neutral classes.</p><p>Alignment is/was a huge deal for anyone in a roleplaying guild, and might have been restricted to their options of what to play depending on what type of roleplaying they were involved in.</p></blockquote><p>I have nothing against RP (and do it from time to time), but the number of people that absolutely have to play a class that is restricted from changing alignment is infinitessimal, while a change to allow just those newly unrestricted classes to change alignment extends far beyong that group. You can still request people of certain alignment (eg "Evil-only Warlocks") for RP purposes.</p>
Gaige
07-27-2010, 02:33 PM
<p>EQ2 Extended =</p><p>Dave Georgeson is a liar and I quit. I'd rather burn $15 a month than support SOE.</p>
<p>Maybe this is the full GU after all =/</p>
Morrias
07-27-2010, 02:57 PM
<p>Smallest GU ive ever seen them put out and they had so long to do it.. Not a single thing for anyone who has owned the game more than a month..?</p><p>Oh and Georgeson flat out lying to us about free to play.. how nice <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
BigEv1984
07-27-2010, 04:04 PM
<p>The changes to figher heals seriously needs to be scrapped. It honestly makes no sense unless they are basing thiis solely upon pvp. The changes to zerker this expansion until now were some much needed loving and to take some of it away at this point makes absolutely no sense.</p>
Obadiah
07-27-2010, 04:14 PM
<p><cite>Inioch@Oasis wrote:</cite></p><blockquote><p>The changes to figher heals seriously needs to be scrapped. It honestly makes no sense unless they are basing thiis solely upon pvp. The changes to zerker this expansion until now were some much needed loving and to take some of it away at this point makes absolutely no sense.</p></blockquote><p>I agree. I was looking forward to perusing these boards and enjoying them in a less-jaded, post-Gaige world, but now I have to quit too. <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p>
Nevynmysti
07-27-2010, 04:30 PM
<p><cite>seamus wrote:</cite></p><blockquote><p>I just grabbed these from EQ2Wire:</p><p><strong>QUEST REGIONS OF INTEREST</strong></p><ul><li>Many quests will now highlight areas on the map to show where updates can be obtained. </li><li>Quests must be active in the quest helper window for their RoIs to display.</li><li>Mousing over a quest in the quest helper window will highlight its corresponding RoIs on the map.</li><li>Quests in the following zones currently support this feature:</li><li>Frostfang Sea, Darklight Wood, Greater Faydark, Timorous Deep, Lavastorm, Kylong Plains, Butcherblock, Steamfont, The Barren Sky, The Bonemire, Tenebrous Tangle, and Sinking Sands.</li></ul><p><span style="color: #cc99ff;">IS this supposed to make Map Updater mod add on absolete??</span></p><p><strong>USER INTERFACE UPDATES</strong></p><p><span style="color: #cc99ff;">Replied to these in the forum just covering this topic.</span></p><p><strong>CHARACTER CREATION</strong></p><ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker <span style="color: #cc99ff;">Absolutely insane! Especially for Ranger/Assasin and Templar/Inqy. Swashy/Brig would be way better here then Ranger/Assasin. I prefer the way they were instead.</span></li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul><p><strong>TRAVEL</strong></p><ul><li>Inner zone travel locations now support path linking. This means when travelling via sokokar/horse/balloon you will be able to select any location in the zone that is an available travel point and let the mount do the rest.</li><li>The KOS cloud pads can now teleport you to any other pad within the same zone.</li><li>Cloud travel around KOS zones can now be done via the Overrealms Tour Agency. They offer tour route services for Tenebrous, Barren Sky, and Bonemire.</li></ul><p><span style="color: #cc99ff;">I still say interzone should of been like it was before the changes. I don't need a freaking MAP popping up everytime I need to travel btw Teren's Grasp and Highton. A simple list would be sooooo much more useful, cleaner and quicker inter-zone!</span></p><p><strong>LON ITEMS</strong></p><ul><li>Legends of Norrath mounts have all been upgraded to a standard 65% run speed. <span style="color: #cc99ff;">Yay!</span> </li></ul><p><strong>GUILD HALL AMENITIES</strong></p><ul><li>The “Guild Hall Kunark Writ Agent” now offers writs to Guild members that are citizens of New Halas.</li><li>Guild hall harvester hirelings no longer spam you with a list of every item they brought back. <span style="color: #cc99ff;">YAY!!! YAY!!!</span></li><li>Shiny Tinkerfest Cogs and raw vanilla can now be placed in supply depots.</li></ul><p><strong>CLASS PROGRESSION / ABILITY CHANGES</strong><strong>Fighters</strong></p><ul><li>Fighter heals can no longer critically heal. <span style="color: #cc99ff;">Seems awefully silly when Paladins use them in raids!</span></li><li>Fighters will no longer automatically receive “Intercept” at level 6.</li><li>Crusaders will no longer automatically receive “Pledge of Armament” at level 17.</li></ul><p><strong>Scouts</strong></p><ul><li>Scouts will no longer automatically receive “Evade” at level 6. <span style="color: #cc99ff;">This could be bad, very bad <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></span></li></ul><p><strong>Mages</strong></p><ul><li>Mages will no longer gain “Bind Sight” automatically. It is now a fun spell and can be bought from the class trainers.</li><li>Dispel Magic is now Absorb Magic and now also drains a small amount of power. It no longer has a power cost.</li><li>Summoners will now receive their first version of Vampire Bats at level 10.</li><li>Summoners: “Aqueous Stone” is now “Aqueous Soul” and no longer summons an item that grants water breathing. It now simply casts water breathing on the target. <span style="color: #cc99ff;">About Time!!</span></li></ul><p><strong>ALTERNATE ADVANCEMENT</strong><strong>Clerics</strong></p><ul><li>Allied Prayers now gives 4% heal potency per rank rather than 3% heal potency and 3% critical chance. <span style="color: #cc99ff;">We need more Potency but not sure if its a good idea at the cost of critical chance <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></span></li></ul><p><strong>TRADESKILLS</strong></p><ul><li>Scholars can now make level 10-19 bracelets. <span style="color: #cc99ff;">Yay!!!!</span></li><li>Representatives of the Ironforge Exchange and Coalition of Tradesfolke are now stationed in New Halas and may have crafting work to offer to players tradeskill level 10 or higher. </li><li>The Totem of Escape and Totem of the Great Chameleon are now usable at level 30.</li><li>Artisans of the 20th rank or higher who are interested in working for the Far Seas Trading Company should seek out trade liaison Cordelia Galeston at the Butcherblock Mountains docks for more information. <span style="color: #cc99ff;">Yay!! More quests = Fun FUn FUN!!!</span></li><li>“Pristine” has been removed from all tradeskill equipment as the name was a holdover from when you used to be able to make multiple qualities of the same item. All tradeskill equipment should be title cased as well.</li><li>The tinkered weapons Troll Snot Flinger, Gnarmy, and Tinkered Turkey Launcher now have improved visual effects.</li><li>The names of Vampire Bats, Raging Blow, and Body Check recipes have changed slightly (e.g. Vampire Bats II is now Vampire Bats III) so tradeskillers may wish to double check which level of these spells they are creating for customers.</li><li>Karalyn Cinderton in the Steamfont Mountains is seeking assistance from tradeskillers level 30 and higher. <span style="color: #cc99ff;">Yay!! More quests = Fun FUn FUN!!!</span></li></ul></blockquote><p><span style="color: #cc99ff;">So yeah, here is my two cents on things <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span></p>
<p>I doubt their ROIs and POIs will replace EQ2MAP. I haven't seen it in action, but my guess is that it will just help to declutter EQ2MAP and let some of the rest of the info be more visible. We've had a problem with quest POI clutter for a long time now.</p>
DragonGem
07-27-2010, 04:41 PM
<p><cite>Nevynmysti wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><p><strong>CHARACTER CREATION</strong></p><ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker <span style="color: #cc99ff;">Absolutely insane! Especially for Ranger/Assasin and Templar/Inqy. Swashy/Brig would be way better here then Ranger/Assasin. I prefer the way they were instead.</span></li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul></blockquote></blockquote><p>QFE</p>
Telis
07-27-2010, 04:59 PM
<p><cite>DragonGem wrote:</cite></p><blockquote><p><cite>Nevynmysti wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><strong>CHARACTER CREATION</strong><ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker <span style="color: #cc99ff;">Absolutely insane! Especially for Ranger/Assasin and Templar/Inqy. Swashy/Brig would be way better here then Ranger/Assasin. I prefer the way they were instead.</span></li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul></blockquote></blockquote><p>QFE</p></blockquote><p>/signed</p>
Cyliena
07-27-2010, 07:10 PM
<p>I promised a screenshot earlier of the new default UI stuff, didn't get to get one because of Test being locked. So here's one from their f2p server, looks exactly the same: <a href="http://i25.tinypic.com/21nnx45.jpg" target="_blank">linky</a></p><p>(as a side note, I turn off as many frames as possible, and the maintained spell window isn't showing because I didn't have any yet on that char)</p>
Cusashorn
07-27-2010, 07:24 PM
<p>For the love of all that is good, somebody force me to stop playing this game before it starts to affect my mental health and make me do something that I will regret. The anger surging through me because of the character creation class change is indescribable right now. Super Street Fighter 4 is the only thing keeping me from breaking my computer monitor right now.</p>
prusso1970
07-27-2010, 07:31 PM
<p>James Bond is an assassin .. ;-D</p>
Dyeana
07-27-2010, 07:59 PM
<p>Can we set the auto spell update not to update?</p><p>If a new spell is a newer version of an old spell on your hotbar it will replace the older version rather than adding a new button on your hotbar.</p><p>I rarely have new spell replacements with me. hate having the hotbar update, just to stop playing to find and replace it with the old spell/combat art which is still better that the upgrade in most cases at this point.</p><p>THanks,</p><p>Dye</p>
gourdon
07-28-2010, 12:13 AM
<p><cite>Telis@Antonia Bayle wrote:</cite></p><blockquote><p><cite>DragonGem wrote:</cite></p><blockquote><p><cite>Nevynmysti wrote:</cite></p><blockquote><p><cite>seamus wrote:</cite></p><blockquote><strong>CHARACTER CREATION</strong><ul><li>More classes are now neutral.</li><li>Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker <span style="color: #cc99ff;">Absolutely insane! Especially for Ranger/Assasin and Templar/Inqy. Swashy/Brig would be way better here then Ranger/Assasin. I prefer the way they were instead.</span></li><li>Good: Swashbuckler, Mystic, Conjurer, and Paladin</li><li>Evil: Brigand, Defiler, Necromancer, and Shadowknight</li></ul></blockquote></blockquote><p>QFE</p></blockquote><p>/signed</p></blockquote><p>The problem with this thinking is it shouldn't be only about good and evil. It is about which classes could go either way or those who are covert in nature. While Swash/Brig are scouts, they have a very overt nature. Swashbucklers wear their hearts on their sleeves and brigands walk up to you and take your money by force. Shadowknights and Paladins are knights for causes and the Necromancer is just too obvious with that undead minion. The Mystic, Conjurer and Defiler might make sense as neutral, but I would guess that the Defiler is a bit too obvious in much the same way as the Necromancer is and the other two are the "good" balance to them.</p><p>People need to realize that characters don't walk around with a stamp on their forehead, but their behavior might still give them away. The Devs got this one pretty right, though one could quibble about a few, especially conjurer.</p>
Armawk
07-28-2010, 12:30 AM
<p>The auto spell replacement is one of those things that is fabulous in some circumstances and disastrous in others. Someone gets a master then levels up and get much less effective instantly? Thats nutso.</p>
Kain-UK
07-28-2010, 05:57 AM
<p>This will make people happy... I said I was going to test out SK healing.</p><p>Tap Veins and Devour Vitae do not crit anymore... at all. However, Mana Sieve can still crit (it's our power heal).</p>
Ahlana
07-28-2010, 10:22 AM
<p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>I promised a screenshot earlier of the new default UI stuff, didn't get to get one because of Test being locked. So here's one from their f2p server, looks exactly the same: <a href="http://i25.tinypic.com/21nnx45.jpg" target="_blank">linky</a></p><p>(as a side note, I turn off as many frames as possible, and the maintained spell window isn't showing because I didn't have any yet on that char)</p></blockquote><p>Tell me there is a way to change that monstrosity of an XP bar back to something akin to what we have now.. That thing is absolutely horrible and has no place on my screen.</p><p>I like the default UI as it is now.. nice and clean.. seems with that big Station Cash button there that the changes are mostly for F2P players <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Kain-UK
07-28-2010, 12:07 PM
<p>You can shrink it, but you can't get rid of all the crap either end of it. >_<</p><p>My old "EQ2" button is still present on test too. I'd rather have that and remove all the crap at either end of the XP bar, tbh.</p>
Cyliena
07-28-2010, 12:48 PM
<p><cite>Ahlana wrote:</cite></p><blockquote><p><cite>Cyliena@Everfrost wrote:</cite></p><blockquote><p>I promised a screenshot earlier of the new default UI stuff, didn't get to get one because of Test being locked. So here's one from their f2p server, looks exactly the same: <a href="http://i25.tinypic.com/21nnx45.jpg" target="_blank">linky</a></p><p>(as a side note, I turn off as many frames as possible, and the maintained spell window isn't showing because I didn't have any yet on that char)</p></blockquote><p>Tell me there is a way to change that monstrosity of an XP bar back to something akin to what we have now.. That thing is absolutely horrible and has no place on my screen.</p><p>I like the default UI as it is now.. nice and clean.. seems with that big Station Cash button there that the changes are mostly for F2P players <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>The only way I "got rid" part of it was by sliding it over until the right side button crap was off my screen then locking it there. I have kids who sometimes hijack my computer when I step away, so the last thing I need is a huge SC button screaming "click me!". : Really if that exp bar stays in, I'll finally start using a custom UI (or at least a UI piece for that part).</p>
Undorett
07-28-2010, 01:03 PM
<p>This update has no meat. Many of the changes in it were already posted on either the test or live servers, no new heroic or epic zones, and no real class balancing (except the horrible fighter heal change). Update 57 is the biggest thumbs down since the bug smash update of '09.</p>
<p><cite>Undorett wrote:</cite></p><blockquote><p>no new heroic or epic zones</p></blockquote><p>There is a new heroic zone, it's just not being released to test yet. It's a Guk-type zone for T9 with both a normal and smash-your-face-in challenge mode. It's being revealed (in normal mode form) at Fan Faire which is why it's not on test.</p><p>As for raid zone, not sure there.</p>
seamus
07-28-2010, 04:46 PM
<p><cite>Undorett wrote:</cite></p><blockquote><p>This update has no meat. Many of the changes in it were already posted on either the test or live servers, no new heroic or epic zones, and no real class balancing (except the horrible fighter heal change). Update 57 is the biggest thumbs down since the bug smash update of '09.</p></blockquote><p>This update is primarily about F2P. The new ui, the new spell effects, low level area updates, etc.</p><p>Dunno why the fighter nerf is in it. The more I think about it and its affect on non raid toons I am really disappointed with this so-called fix.</p><p>I think we can all agree that fighter healing is out-of-whack <strong>for toons with top end gear</strong>. This fix disproportionately hurts non raid, non top-end players which appears to me to be primarily an itemization problem.</p><p>Over the years I have been really impressed with the improvements this game has experienced and I consider it one of the best MMO's available. But I am really let down by the seemingly half-arsed nature of the patch.</p><p>I mean the new XP bar? A blatant attempt to shove the SC button in our face. BTW I've used that button quite often, more then I should. But no Auto Attack bar?</p><p>In any case, Roth and crew could you seriously reconsider the fighter nerf and hold off on it.</p>
Outkasted2006
07-29-2010, 09:10 AM
<p>Took time to read every single post. I have played since launch. I have a lot I want to say after reading all of this. Probably 50 paragraphs. Instead I'll leave it at this SOE:</p><p>Really?</p>
Ebaej
07-29-2010, 11:25 AM
OMG what a freaking joke of a update. Are you trying to get people to stop playing this game ?
EQPrime
07-29-2010, 01:18 PM
<p><cite>Undorett wrote:</cite></p><blockquote><p>Update 57 is the biggest thumbs down since the bug smash update of '09.</p></blockquote><p>Agreed. This update has about as much for your current subscribers as the time you had an intern fix 100 typos and called it an update last year. We used to get much more in the 30 day updates than we're getting in this sad excuse for a LU.</p>
Stormwraith
08-18-2010, 12:48 PM
<p><cite>Yaevin@Antonia Bayle wrote:</cite></p><blockquote><p>This will make people happy... I said I was going to test out SK healing.</p><p>Tap Veins and Devour Vitae do not crit anymore... at all. However, Mana Sieve can still crit (it's our power heal).</p></blockquote><p>Happy??? No, not happy. Why screw up all the other fighter classes just to fix one. That is like shooting all the healthy people so that the one sick patient does not infect them. Put my server back up so I can go play and complain more!</p>
Landiin
08-18-2010, 03:49 PM
<p><cite>Stormwraith wrote:</cite></p><blockquote><p><cite>Yaevin@Antonia Bayle wrote:</cite></p><blockquote><p>This will make people happy... I said I was going to test out SK healing.</p><p>Tap Veins and Devour Vitae do not crit anymore... at all. However, Mana Sieve can still crit (it's our power heal).</p></blockquote><p>Happy??? No, not happy. Why screw up all the other fighter classes just to fix one. That is like shooting all the healthy people so that the one sick patient does not infect them. Put my server back up so I can go play and complain more!</p></blockquote><p>How does this fix one? You sir are not even thinking strait. This even hardly scratches your class but then by your comments I couldn't expect you to understand that.</p>
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