View Full Version : Fighter Revamp
skidmark
08-23-2010, 05:25 PM
<p>When is the fighter revamp going to happen?</p>
Gungo
08-23-2010, 05:44 PM
<p><cite>Creve@Vox wrote:</cite></p><blockquote><p>When is the fighter revamp going to happen?</p></blockquote><p>Technically speaking the fighter revamp was completely cancelled.</p><p>What SOE intends to do now is do minor updates/tweaks on classes. (buff up plan)I dont think they will ever intend to do a FULL scale revamp ever again.For one it always comes back negative as people overreact and cry about changes even if the majoirty of the changes are good.</p><p>So the most you can expect to see is focused changes like the guardian revamp. Which is tweaks and adjustments to existing abilites.</p><p>After that you can expect mechanic tweaks to ranged combat to help rangers.After that it is likely illusionist changes then probably, monk changes. These changes will happen in waves as they are done and in smaller bite size increments.</p>
Valdaglerion
08-23-2010, 06:12 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Creve@Vox wrote:</cite></p><blockquote><p>When is the fighter revamp going to happen?</p></blockquote><p>Technically speaking the fighter revamp was completely cancelled.</p><p>What SOE intends to do now is do minor updates/tweaks on classes. (buff up plan)I dont think they will ever intend to do a FULL scale revamp ever again.For one it always comes back negative as people overreact and cry about changes even if the majoirty of the changes are good.</p><p>So the most you can expect to see is focused changes like the guardian revamp. Which is tweaks and adjustments to existing abilites.</p><p>After that you can expect mechanic tweaks to ranged combat to help rangers.After that it is likely illusionist changes then probably, monk changes. These changes will happen in waves as they are done and in smaller bite size increments.</p></blockquote><p>Until people start crying about how much love XX class has gotten and their YY class hasnt gotten any, regardless of what is needed to bring XX class up to speed. </p>
Gungo
08-23-2010, 06:36 PM
<p><cite>Artemiz@The Bazaar wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Creve@Vox wrote:</cite></p><blockquote><p>When is the fighter revamp going to happen?</p></blockquote><p>Technically speaking the fighter revamp was completely cancelled.</p><p>What SOE intends to do now is do minor updates/tweaks on classes. (buff up plan)I dont think they will ever intend to do a FULL scale revamp ever again.For one it always comes back negative as people overreact and cry about changes even if the majoirty of the changes are good.</p><p>So the most you can expect to see is focused changes like the guardian revamp. Which is tweaks and adjustments to existing abilites.</p><p>After that you can expect mechanic tweaks to ranged combat to help rangers.After that it is likely illusionist changes then probably, monk changes. These changes will happen in waves as they are done and in smaller bite size increments.</p></blockquote><p>Until people start crying about how much love XX class has gotten and their YY class hasnt gotten any, regardless of what is needed to bring XX class up to speed. </p></blockquote><p>Thats the problem with the system without a need for everysingle class in raids. There will always be a percieved BEST and WORST class because its human nature to judge and label And as long as in all fighters cases t most 3-4 fighters are needed then the 2 worst percieved fighters will always be sitting.</p>
Shredderr
08-27-2010, 04:17 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Creve@Vox wrote:</cite></p><blockquote><p>When is the fighter revamp going to happen?</p></blockquote><p>Technically speaking the fighter revamp was completely cancelled.</p><p>What SOE intends to do now is do minor updates/tweaks on classes. (buff up plan)I dont think they will ever intend to do a FULL scale revamp ever again.For one it always comes back negative as people overreact and cry about changes even if the majoirty of the changes are good.</p><p>So the most you can expect to see is focused changes like the guardian revamp. Which is tweaks and adjustments to existing abilites.</p><p>After that you can expect mechanic tweaks to ranged combat to help rangers.After that it is likely illusionist changes<span style="color: #00ff00;"> then probably, monk changes</span>. These changes will happen in waves as they are done and in smaller bite size increments.</p></blockquote><p>Can you give an idea as to what the monk changes may entail ? Or is it too early ?</p>
Cusashorn
08-27-2010, 05:07 PM
<p><cite>Shredderr wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Creve@Vox wrote:</cite></p><blockquote><p>When is the fighter revamp going to happen?</p></blockquote><p>Technically speaking the fighter revamp was completely cancelled.</p><p>What SOE intends to do now is do minor updates/tweaks on classes. (buff up plan)I dont think they will ever intend to do a FULL scale revamp ever again.For one it always comes back negative as people overreact and cry about changes even if the majoirty of the changes are good.</p><p>So the most you can expect to see is focused changes like the guardian revamp. Which is tweaks and adjustments to existing abilites.</p><p>After that you can expect mechanic tweaks to ranged combat to help rangers.After that it is likely illusionist changes<span style="color: #00ff00;"> then probably, monk changes</span>. These changes will happen in waves as they are done and in smaller bite size increments.</p></blockquote><p>Can you give an idea as to what the monk changes may entail ? Or is it too early ?</p></blockquote><p>February 31st, 2011. He was just speculating, as there aren't any announced plans to revamp any of these classes just yet, and we don't know what the next one may be after the first one actually is. Given the track record that monks get treated in this game, we'll just get more combat animation upgrades and say we're now balanced. :/</p>
Vortexelemental
08-27-2010, 05:08 PM
<p>Revamp ? What Revamp?</p><p>When they start to sell character upgrades on the marketplace? That one?</p>
Landiin
08-27-2010, 05:10 PM
<p><cite>Shredderr wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Creve@Vox wrote:</cite></p><blockquote><p>When is the fighter revamp going to happen?</p></blockquote><p>Technically speaking the fighter revamp was completely cancelled.</p><p>What SOE intends to do now is do minor updates/tweaks on classes. (buff up plan)I dont think they will ever intend to do a FULL scale revamp ever again.For one it always comes back negative as people overreact and cry about changes even if the majoirty of the changes are good.</p><p>So the most you can expect to see is focused changes like the guardian revamp. Which is tweaks and adjustments to existing abilites.</p><p>After that you can expect mechanic tweaks to ranged combat to help rangers.After that it is likely illusionist changes<span style="color: #00ff00;"> then probably, monk changes</span>. These changes will happen in waves as they are done and in smaller bite size increments.</p></blockquote><p>Can you give an idea as to what the monk changes may entail ? Or is it too early ?</p></blockquote><p>I thought the was going to delete that class branch?</p>
Gungo
08-27-2010, 09:03 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Shredderr wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Creve@Vox wrote:</cite></p><blockquote><p>When is the fighter revamp going to happen?</p></blockquote><p>Technically speaking the fighter revamp was completely cancelled.</p><p>What SOE intends to do now is do minor updates/tweaks on classes. (buff up plan)I dont think they will ever intend to do a FULL scale revamp ever again.For one it always comes back negative as people overreact and cry about changes even if the majoirty of the changes are good.</p><p>So the most you can expect to see is focused changes like the guardian revamp. Which is tweaks and adjustments to existing abilites.</p><p>After that you can expect mechanic tweaks to ranged combat to help rangers.After that it is likely illusionist changes<span style="color: #00ff00;"> then probably, monk changes</span>. These changes will happen in waves as they are done and in smaller bite size increments.</p></blockquote><p>Can you give an idea as to what the monk changes may entail ? Or is it too early ?</p></blockquote><p>February 31st, 2011. He was just speculating, as there aren't any announced plans to revamp any of these classes just yet, and we don't know what the next one may be after the first one actually is. Given the track record that monks get treated in this game, we'll just get more combat animation upgrades and say we're now balanced. :/</p></blockquote><p>Um dude guardian changes are heading on test tonight or early next week. They have been posted all over.Ranger changes are heading to test tonight or early next week. They have been posted all over.Monk(brawler changes) have been posted by xelgad and should be on test tonight or early next week.</p><p>To answer his question.. all brawler will now recieve 20% aoe auto atk on cranetwirl as well as the proc. Furthermore brawler will GREATLY benefit from the changes to offhand weapons being allowed to aoe uto atk and flurry considering we are one of the few fighters able to dual wield and only fighter to do it tanking. Furthermore all 2 hand weapons are getting a 10% boost in DR.</p>
Xelgad
08-27-2010, 09:10 PM
<p>Hate to be the bearer of bad news, but only the Guardian, ranged and two handed changes (including Flurry/AE Auto-Attack for offhands and bows) are going to Test tonight or early next week. The other changes are slated for GU57.5 (or 57B, whichever it's being called these days!)</p>
Gungo
08-27-2010, 09:14 PM
<p><cite>Xelgad wrote:</cite></p><blockquote><p>Hate to be the bearer of bad news, but only the Guardian, ranged and two handed changes (including Flurry/AE Auto-Attack for offhands and bows) are going to Test tonight or early next week. The other changes are slated for GU57.5 (or 57B, whichever it's being called these days!)</p></blockquote><p>other then the 20% aoe auto to flurry what OTHER changes do you have planned <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>
Cusashorn
08-27-2010, 09:21 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p>To answer his question.. all brawler will now recieve 20% aoe auto atk on cranetwirl as well as the proc. Furthermore brawler will GREATLY benefit from the changes to offhand weapons being allowed to aoe uto atk and flurry considering we are one of the few fighters able to dual wield and only fighter to do it tanking. Furthermore all 2 hand weapons are getting a 10% boost in DR.</p></blockquote><p>Feel free to call me ignorant but how does automatic AOE attacking benefit our class in any way? I do NOT want to have a 20% chance to attack any other NPCs around me that I don't want to kill.</p>
Hikinami
08-27-2010, 09:34 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>To answer his question.. all brawler will now recieve 20% aoe auto atk on cranetwirl as well as the proc. Furthermore brawler will GREATLY benefit from the changes to offhand weapons being allowed to aoe uto atk and flurry considering we are one of the few fighters able to dual wield and only fighter to do it tanking. Furthermore all 2 hand weapons are getting a 10% boost in DR.</p></blockquote><p>Feel free to call me ignorant but how does automatic AOE attacking benefit our class in any way? I do NOT want to have a 20% chance to attack any other NPCs around me that I don't want to kill.</p></blockquote><p>You can turn off crane twirl when you don't want to smack other things.</p>
Sydares
08-27-2010, 09:43 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>To answer his question.. all brawler will now recieve 20% aoe auto atk on cranetwirl as well as the proc. Furthermore brawler will GREATLY benefit from the changes to offhand weapons being allowed to aoe uto atk and flurry considering we are one of the few fighters able to dual wield and only fighter to do it tanking. Furthermore all 2 hand weapons are getting a 10% boost in DR.</p></blockquote><p>Feel free to call me ignorant but how does automatic AOE attacking benefit our class in any way? I do NOT want to have a 20% chance to attack any other NPCs around me that I don't want to kill.</p></blockquote><p>Ignant, yo. You can turn it off.</p>
Cusashorn
08-27-2010, 10:36 PM
<p>So basically they're going to be adding 20% auto attack to an achievement skill that not every monk uses?</p>
Azzad
08-27-2010, 11:35 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>So basically they're going to be adding 20% auto attack to an achievement skill that not every monk uses?</p></blockquote><p>Its a skill in the AoE tree..so yes, if you want to do more AE attacks you need to take those skills.</p>
Gungo
08-28-2010, 01:18 AM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>So basically they're going to be adding 20% auto attack to an achievement skill that not every monk uses?</p></blockquote><p>Honestly if you are not taking cranetwirl already. You dont care about your dps in the first place and this change is not intended for you.</p>
ke'la
08-28-2010, 01:49 AM
<p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p>So basically they're going to be adding 20% auto attack to an achievement skill that not every monk uses?</p></blockquote><p>Honestly if you are not taking cranetwirl already. You dont care about your dps in the first place and this change is not intended for you.</p></blockquote><p>If you have ever read Cusa's posts he really isn't about dps, he is about his ablity to be an equivlant tank to all the other tanks available.</p>
Cusashorn
08-28-2010, 03:25 AM
<p>^ Yep. Besides, I seriously don't know how cranetwirl can increase dps by that much. It's proc rate is what... 2% at it's first level?</p>
Gungo
08-28-2010, 03:33 AM
<p>Its by far our biggest dps effect. </p>
Wilin
08-28-2010, 11:05 AM
<p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Creve@Vox wrote:</cite></p><blockquote><p>When is the fighter revamp going to happen?</p></blockquote><p>Technically speaking the fighter revamp was completely cancelled.</p></blockquote><p>That's not true. At TSO launch, much of it was cancelled, but alot of it made it into the game with the promise that it would be split into 2 parts. The first part of the fighter revamp came with TSO, the second part is still pending.</p><p>The first part of the fighter revamp brought us super crusaders, the concept of AE vs. single target tanks, and the ruin of the guardian grip on raids.</p>
Gungo
08-28-2010, 11:46 AM
<p><cite>Xelgad wrote:</cite></p><blockquote><p>Hate to be the bearer of bad news, but only the Guardian, ranged and two handed changes (including Flurry/AE Auto-Attack for offhands and bows) are going to Test tonight or early next week. The other changes are slated for GU57.5 (or 57B, whichever it's being called these days!)</p></blockquote><p>Just a fyi, the 20% aoe auto atk has been pushed to test. </p>
Cusashorn
08-28-2010, 11:48 AM
<p>Once Velious comes out, I have a feeling that we'll be able to max out the original brawler tree anyway, so it's only a matter of time. Until then though, i'd rather not that the main focus of a monk rebalance involve strengthening an optional ability.</p>
Gungo
08-28-2010, 12:07 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>Once Velious comes out, I have a feeling that we'll be able to max out the original brawler tree anyway, so it's only a matter of time. Until then though, i'd rather not that the main focus of a monk rebalance involve strengthening an optional ability.</p></blockquote><p>Like I said you can do whatever you like but crane twirl is our largest damage effect already.As a proc it helps both single target and aoe dps. As a true non encounter AOE proc it hits every npc in combat.Since it does that on AOE auto atks it will proc MULTIPLE times. Thus lets say you are in a fight with 4 npcs.Lets say you aoe auto, and lets say you proc crane twirl on EACH npc. This means each npc you are fighting can be hit up to 4x with the crane twirl proc in each auto atk or up to 16 procs in total on a single auto atk. </p><p>Right now crane twirl at rank 10 for me at 76% potency on test is 850-1400damage with a 20% proc rate. Not alot of damage but my potency is low on test and after the change of aoe auto atk procing on offhands this ability will only get better. Not even including the addition of 20% aoe auto on this ability making it better. </p>
Cusashorn
08-28-2010, 01:40 PM
<p>Hmm. Wow. To be honest, I had just never considered the possibility of exploring AoE DPS. I'm not against the skill, but I've always found other skills to just be a bit more useful for my playstyle.</p><p>I'll load up a DPS profile with my mirror and try it out.</p><p>How the heck do you get 76% potency? I can't find any good gear to get me past 10%.</p>
Maveric_LOL
08-28-2010, 02:28 PM
<p>Hey Xelgad, im glad to see that you have finished the guardian changes. Now thats out of the way, can you get around to ungimping my paladin heals as per your post below which i have quoted for reference.</p><p><cite>Xelgad wrote:</cite></p><blockquote>First, let me reiterate that it's very important to us that abilities scale at a balanced rate. As I posted in the test feedback forum, that was really the primary reason for the heal crit change. It's a waste of time for us to balance abilities for a certain gear level if better gear next expansion is going to benefit some abilities more than others. Overall, I think the change has helped the situation to a degree, but we are still working on fine tuning it. <p>It's very likely that Lay on Hands will become percent based in the future, and we'd like to change some of your other heals as well. However, instead of shifting to more damage reduction/mitigation abilities, we would rather increase heal amount, increase cooldowns, and, perhaps, reduce the casting time of your heals/ward. If we made those changes, casting your heals and ward every time they're up would result in lower total heals per second, but the abilities would be better for countering spike damage.</p><p>Feedback on this general idea would be appreciated.</p></blockquote><p>Source: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=135&topic_id=483464">http://forums.station.sony.com/eq2/...topic_id=483464</a></p><p>Since the nerf i have not bothered to cast my single target or group heal in raid at all after the first time i cast them and watched my hp bar not even move at all. I still cast my ward but thats mostly out of habit as its now 1/3 or less of the value it used to be.</p><p>Its getting kinda old running around with broken heals while waiting on you guys to fix it. If you intend to make changes then get the ball moving please.</p>
Landiin
08-28-2010, 02:32 PM
<p><cite>Maveric_LOL wrote:</cite></p><blockquote><p>Hey Xelgad, im glad to see that you have finished the guardian changes. Now thats out of the way, can you get around to ungimping my paladin heals as per your post below which i have quoted for reference.</p><p><cite>Xelgad wrote:</cite></p><blockquote>First, let me reiterate that it's very important to us that abilities scale at a balanced rate. As I posted in the test feedback forum, that was really the primary reason for the heal crit change. It's a waste of time for us to balance abilities for a certain gear level if better gear next expansion is going to benefit some abilities more than others. Overall, I think the change has helped the situation to a degree, but we are still working on fine tuning it. <p>It's very likely that Lay on Hands will become percent based in the future, and we'd like to change some of your other heals as well. However, instead of shifting to more damage reduction/mitigation abilities, we would rather increase heal amount, increase cooldowns, and, perhaps, reduce the casting time of your heals/ward. If we made those changes, casting your heals and ward every time they're up would result in lower total heals per second, but the abilities would be better for countering spike damage.</p><p>Feedback on this general idea would be appreciated.</p></blockquote><p>Source: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=135&topic_id=483464">http://forums.station.sony.com/eq2/...topic_id=483464</a></p><p>Since the nerf i have not bothered to cast my single target or group heal in raid at all after the first time i cast them and watched my hp bar not even move at all. I still cast my ward but thats mostly out of habit as its now 1/3 or less of the value it used to be.</p><p>Its getting kinda old running around with broken heals while waiting on you guys to fix it. If you intend to make changes then get the ball moving please.</p></blockquote><p>They not broke, they still heal you no?.They are just not as good as before <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p>
Jemoo
08-28-2010, 02:45 PM
The 20% that was planned by Xelgad, according to the post on the ranger forums, wasn't to AoE auto attack or flurry. It was getting rid of the invisible cap to damage on bows and two-handers (increasing their damage ratings). Along with that is the addition of AoE auto attack and flurry ability to bows, not an innate addition but the ability for it to be used. And now adding those to off-hand weapons to keep melee classes happy because a bows AoE/Flurry would be more powerful than the current primary-only use that they have.
Maveric_LOL
08-28-2010, 02:58 PM
<p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p><cite>Maveric_LOL wrote:</cite></p><blockquote><p>Hey Xelgad, im glad to see that you have finished the guardian changes. Now thats out of the way, can you get around to ungimping my paladin heals as per your post below which i have quoted for reference.</p><p><cite>Xelgad wrote:</cite></p><blockquote>First, let me reiterate that it's very important to us that abilities scale at a balanced rate. As I posted in the test feedback forum, that was really the primary reason for the heal crit change. It's a waste of time for us to balance abilities for a certain gear level if better gear next expansion is going to benefit some abilities more than others. Overall, I think the change has helped the situation to a degree, but we are still working on fine tuning it. <p>It's very likely that Lay on Hands will become percent based in the future, and we'd like to change some of your other heals as well. However, instead of shifting to more damage reduction/mitigation abilities, we would rather increase heal amount, increase cooldowns, and, perhaps, reduce the casting time of your heals/ward. If we made those changes, casting your heals and ward every time they're up would result in lower total heals per second, but the abilities would be better for countering spike damage.</p><p>Feedback on this general idea would be appreciated.</p></blockquote><p>Source: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=135&topic_id=483464">http://forums.station.sony.com/eq2/...topic_id=483464</a></p><p>Since the nerf i have not bothered to cast my single target or group heal in raid at all after the first time i cast them and watched my hp bar not even move at all. I still cast my ward but thats mostly out of habit as its now 1/3 or less of the value it used to be.</p><p>Its getting kinda old running around with broken heals while waiting on you guys to fix it. If you intend to make changes then get the ball moving please.</p></blockquote><p>They not broke, they still heal you no?.They are just not as good as before <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>When my single target heal takes about a second to cast (which is a long time when in combat), is subject to being interupted and only heals for at most 2.5k in full potency gear when my total raid buffed HP is in the 30 - 32k ish range. then it is no longer worth casting, hell its no longer worth even having on the hotbar at that point and if thats the case then i would say that its broken.</p>
Landiin
08-28-2010, 03:06 PM
<p><cite>Maveric_LOL wrote:</cite></p><blockquote><p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p><cite>Maveric_LOL wrote:</cite></p><blockquote><p>Hey Xelgad, im glad to see that you have finished the guardian changes. Now thats out of the way, can you get around to ungimping my paladin heals as per your post below which i have quoted for reference.</p><p><cite>Xelgad wrote:</cite></p><blockquote>First, let me reiterate that it's very important to us that abilities scale at a balanced rate. As I posted in the test feedback forum, that was really the primary reason for the heal crit change. It's a waste of time for us to balance abilities for a certain gear level if better gear next expansion is going to benefit some abilities more than others. Overall, I think the change has helped the situation to a degree, but we are still working on fine tuning it. <p>It's very likely that Lay on Hands will become percent based in the future, and we'd like to change some of your other heals as well. However, instead of shifting to more damage reduction/mitigation abilities, we would rather increase heal amount, increase cooldowns, and, perhaps, reduce the casting time of your heals/ward. If we made those changes, casting your heals and ward every time they're up would result in lower total heals per second, but the abilities would be better for countering spike damage.</p><p>Feedback on this general idea would be appreciated.</p></blockquote><p>Source: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=135&topic_id=483464">http://forums.station.sony.com/eq2/...topic_id=483464</a></p><p>Since the nerf i have not bothered to cast my single target or group heal in raid at all after the first time i cast them and watched my hp bar not even move at all. I still cast my ward but thats mostly out of habit as its now 1/3 or less of the value it used to be.</p><p>Its getting kinda old running around with broken heals while waiting on you guys to fix it. If you intend to make changes then get the ball moving please.</p></blockquote><p>They not broke, they still heal you no?.They are just not as good as before <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>When my single target heal takes about a second to cast (which is a long time when in combat), is subject to being interupted and only heals for at most 2.5k in full potency gear when my total raid buffed HP is in the 30 - 32k ish range. then it is no longer worth casting, hell its no longer worth even having on the hotbar at that point and if thats the case then i would say that its broken.</p></blockquote><p>Still they are not broke, they are healing. You should ask for getting your heal amount upped or changed to a percentage base instead of QQ about them being broke. If I recall correctly Xelgad said they will be going over the pally's spells and adjusted as needed. </p>
Maveric_LOL
08-28-2010, 03:29 PM
<p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p><cite>Maveric_LOL wrote:</cite></p><blockquote><p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p><cite>Maveric_LOL wrote:</cite></p><blockquote><p>Hey Xelgad, im glad to see that you have finished the guardian changes. Now thats out of the way, can you get around to ungimping my paladin heals as per your post below which i have quoted for reference.</p><p><cite>Xelgad wrote:</cite></p><blockquote>First, let me reiterate that it's very important to us that abilities scale at a balanced rate. As I posted in the test feedback forum, that was really the primary reason for the heal crit change. It's a waste of time for us to balance abilities for a certain gear level if better gear next expansion is going to benefit some abilities more than others. Overall, I think the change has helped the situation to a degree, but we are still working on fine tuning it. <p>It's very likely that Lay on Hands will become percent based in the future, and we'd like to change some of your other heals as well. However, instead of shifting to more damage reduction/mitigation abilities, we would rather increase heal amount, increase cooldowns, and, perhaps, reduce the casting time of your heals/ward. If we made those changes, casting your heals and ward every time they're up would result in lower total heals per second, but the abilities would be better for countering spike damage.</p><p>Feedback on this general idea would be appreciated.</p></blockquote><p>Source: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=135&topic_id=483464">http://forums.station.sony.com/eq2/...topic_id=483464</a></p><p>Since the nerf i have not bothered to cast my single target or group heal in raid at all after the first time i cast them and watched my hp bar not even move at all. I still cast my ward but thats mostly out of habit as its now 1/3 or less of the value it used to be.</p><p>Its getting kinda old running around with broken heals while waiting on you guys to fix it. If you intend to make changes then get the ball moving please.</p></blockquote><p>They not broke, they still heal you no?.They are just not as good as before <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>When my single target heal takes about a second to cast (which is a long time when in combat), is subject to being interupted and only heals for at most 2.5k in full potency gear when my total raid buffed HP is in the 30 - 32k ish range. then it is no longer worth casting, hell its no longer worth even having on the hotbar at that point and if thats the case then i would say that its broken.</p></blockquote><p>Still they are not broke, they are healing. You should ask for getting your heal amount upped or changed to a percentage base instead of QQ about them being broke. If I recall correctly Xelgad said they will be going over the pally's spells and adjusted as needed. </p></blockquote><p>As you recall, really, did you just not read the entire post or do you just have the memory of a goldfish? I just quoted Xelgad saying they are working on it. Anyway, call it what you like you can debate the wording used, but my point is simply if they are working on changing them they should do so in a timely fashion as they are not acceptable especially in the raid enviroment in the current state. To prolong the current situation will only anooy more people and cost them more subscribers.</p>
circusgirl
08-28-2010, 03:47 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>Hmm. Wow. To be honest, I had just never considered the possibility of exploring AoE DPS. I'm not against the skill, but I've always found other skills to just be a bit more useful for my playstyle.</p><p>I'll load up a DPS profile with my mirror and try it out.</p><p>How the heck do you get 76% potency? I can't find any good gear to get me past 10%.</p></blockquote><p>Yeah, so....it may be in theory "optional" but its definitely the best option. Craneflock is our only really great endline. As for potency, you should be able to get over 10% potency from quested neck-pieces--you don't even have to group to get over 10% on a single piece of armor. The shoulder and neck slots in particular offer large potency bonuses.</p>
Landiin
08-28-2010, 04:12 PM
<p><cite>Maveric_LOL wrote:</cite></p><blockquote><p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p><cite>Maveric_LOL wrote:</cite></p><blockquote><p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p><cite>Maveric_LOL wrote:</cite></p><blockquote><p>Hey Xelgad, im glad to see that you have finished the guardian changes. Now thats out of the way, can you get around to ungimping my paladin heals as per your post below which i have quoted for reference.</p><p><cite>Xelgad wrote:</cite></p><blockquote>First, let me reiterate that it's very important to us that abilities scale at a balanced rate. As I posted in the test feedback forum, that was really the primary reason for the heal crit change. It's a waste of time for us to balance abilities for a certain gear level if better gear next expansion is going to benefit some abilities more than others. Overall, I think the change has helped the situation to a degree, but we are still working on fine tuning it. <p>It's very likely that Lay on Hands will become percent based in the future, and we'd like to change some of your other heals as well. However, instead of shifting to more damage reduction/mitigation abilities, we would rather increase heal amount, increase cooldowns, and, perhaps, reduce the casting time of your heals/ward. If we made those changes, casting your heals and ward every time they're up would result in lower total heals per second, but the abilities would be better for countering spike damage.</p><p>Feedback on this general idea would be appreciated.</p></blockquote><p>Source: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=135&topic_id=483464">http://forums.station.sony.com/eq2/...topic_id=483464</a></p><p>Since the nerf i have not bothered to cast my single target or group heal in raid at all after the first time i cast them and watched my hp bar not even move at all. I still cast my ward but thats mostly out of habit as its now 1/3 or less of the value it used to be.</p><p>Its getting kinda old running around with broken heals while waiting on you guys to fix it. If you intend to make changes then get the ball moving please.</p></blockquote><p>They not broke, they still heal you no?.They are just not as good as before <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>When my single target heal takes about a second to cast (which is a long time when in combat), is subject to being interupted and only heals for at most 2.5k in full potency gear when my total raid buffed HP is in the 30 - 32k ish range. then it is no longer worth casting, hell its no longer worth even having on the hotbar at that point and if thats the case then i would say that its broken.</p></blockquote><p>Still they are not broke, they are healing. You should ask for getting your heal amount upped or changed to a percentage base instead of QQ about them being broke. If I recall correctly Xelgad said they will be going over the pally's spells and adjusted as needed. </p></blockquote><p>As you recall, really, did you just not read the entire post or do you just have the memory of a goldfish? I just quoted Xelgad saying they are working on it. Anyway, call it what you like you can debate the wording used, but my point is simply if they are working on changing them they should do so in a timely fashion as they are not acceptable especially in the raid enviroment in the current state. To prolong the current situation will only anooy more people and cost them more subscribers.</p></blockquote><p>They prolonged looking at tweaking the guard for 2 years even though they knew about their issues so you might be in for a long wait. I do hope they adjust Pally's heals up some and it don't take 2 years but your heals are far from being broke.</p>
Cusashorn
08-28-2010, 04:23 PM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p>Hmm. Wow. To be honest, I had just never considered the possibility of exploring AoE DPS. I'm not against the skill, but I've always found other skills to just be a bit more useful for my playstyle.</p><p>I'll load up a DPS profile with my mirror and try it out.</p><p>How the heck do you get 76% potency? I can't find any good gear to get me past 10%.</p></blockquote><p>Yeah, so....it may be in theory "optional" but its definitely the best option. Craneflock is our only really great endline. As for potency, you should be able to get over 10% potency from quested neck-pieces--you don't even have to group to get over 10% on a single piece of armor. The shoulder and neck slots in particular offer large potency bonuses.</p></blockquote><p>Really? Must have stealth added them after I already completed everything then.</p>
circusgirl
08-28-2010, 08:35 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p>Hmm. Wow. To be honest, I had just never considered the possibility of exploring AoE DPS. I'm not against the skill, but I've always found other skills to just be a bit more useful for my playstyle.</p><p>I'll load up a DPS profile with my mirror and try it out.</p><p>How the heck do you get 76% potency? I can't find any good gear to get me past 10%.</p></blockquote><p>Yeah, so....it may be in theory "optional" but its definitely the best option. Craneflock is our only really great endline. As for potency, you should be able to get over 10% potency from quested neck-pieces--you don't even have to group to get over 10% on a single piece of armor. The shoulder and neck slots in particular offer large potency bonuses.</p></blockquote><p>Really? Must have stealth added them after I already completed everything then.</p></blockquote><p>Nope, they've been in since launch. I remember seeing 12 potency on a quested neck and being glad that nonraiders would finally upgrade their Bloodthirsty Chokers. Even the mastercrafted shoulders have a decent amount of potency on them--I think they might have 6% or 8% or so.</p>
<p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p>They prolonged looking at tweaking the guard for 2 years even though they knew about their issues so you might be in for a long wait. I do hope they adjust Pally's heals up some and it don't take 2 years but your heals are far from being broke.</p></blockquote><p>you've gotta be kidding me... a 3.5k heal thats interruptable and has a 1.5s castime when i'm sitting at 40k hp isn't broke?... thats a joke and a half.</p>
Xelgad
08-30-2010, 12:21 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Xelgad wrote:</cite></p><blockquote><p>Hate to be the bearer of bad news, but only the Guardian, ranged and two handed changes (including Flurry/AE Auto-Attack for offhands and bows) are going to Test tonight or early next week. The other changes are slated for GU57.5 (or 57B, whichever it's being called these days!)</p></blockquote><p>Just a fyi, the 20% aoe auto atk has been pushed to test. </p></blockquote><p>Indeed. Seems it will be going with the guardian changes after all.</p><p>Sorry for the incorrect information.</p>
circusgirl
08-30-2010, 02:34 PM
<p><cite>Xelgad wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Xelgad wrote:</cite></p><blockquote><p>Hate to be the bearer of bad news, but only the Guardian, ranged and two handed changes (including Flurry/AE Auto-Attack for offhands and bows) are going to Test tonight or early next week. The other changes are slated for GU57.5 (or 57B, whichever it's being called these days!)</p></blockquote><p>Just a fyi, the 20% aoe auto atk has been pushed to test. </p></blockquote><p>Indeed. Seems it will be going with the guardian changes after all.</p><p>Sorry for the incorrect information.</p></blockquote><p>huzzah!</p>
Cusashorn
08-30-2010, 02:47 PM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p>Hmm. Wow. To be honest, I had just never considered the possibility of exploring AoE DPS. I'm not against the skill, but I've always found other skills to just be a bit more useful for my playstyle.</p><p>I'll load up a DPS profile with my mirror and try it out.</p><p>How the heck do you get 76% potency? I can't find any good gear to get me past 10%.</p></blockquote><p>Yeah, so....it may be in theory "optional" but its definitely the best option. Craneflock is our only really great endline. As for potency, you should be able to get over 10% potency from quested neck-pieces--you don't even have to group to get over 10% on a single piece of armor. The shoulder and neck slots in particular offer large potency bonuses.</p></blockquote><p>Really? Must have stealth added them after I already completed everything then.</p></blockquote><p>Nope, they've been in since launch. I remember seeing 12 potency on a quested neck and being glad that nonraiders would finally upgrade their Bloodthirsty Chokers. Even the mastercrafted shoulders have a decent amount of potency on them--I think they might have 6% or 8% or so.</p></blockquote><p>What makes the Bloodthirsty Choker so great anyway? I could never see any good reason to ever use it - <strong>as a fighter </strong>- so I never had any interest in getting it.</p><p>Regardless, it's too late for me to get any of that gear back now (I'm not gonna petition for it), now that I know how much more important Potency is suppose to be over all other stats. I wish someone had told me this way back at the start of the expansion. I also had to balance out double attack and crit bonus with my gear upgrades too. I'd rather have nothing less than 100% DA and Crit chance, and most gear I found hampered those in some way. I've got 130% crit chance and would love to give 30% of it up for bonus or potency, but that's just not how my gear is.</p><p>I'm still using T2 Void armor because I haven't found very much that is any better, or anything that gives an added taunt proc (Nerve Pinch). That Mark armor is good, but only 4 pieces of armor, and [Removed for Content] expensive too.</p><p>I still think that adding a 20% AOE to an optional choice should not be the main decision for helping out Monks. They better have other stuff that's just as good if not better for non-achievement related skills. Gotta be fair for everyone, and not just help those who choose to all be the same.</p>
Gungo
08-30-2010, 02:56 PM
<p>The reason aoe auto atk is on the wis acheivement line is because A) It already is the AOE dps lineB) It needs to be a toggable effectC) Everyother fighter gets AOE auto atk in thier class AA line.</p>
Chunkaliscious
08-30-2010, 04:24 PM
<p><cite>Jeal@Unrest wrote:</cite></p><blockquote><p><cite> </cite></p><p>you've gotta be kidding me... a 3.5k heal thats interruptable and has a 1.5s castime when i'm sitting at 40k hp isn't broke?... thats a joke and a half.</p></blockquote><p>Id love to have that base cast time on my wards/heals as a mystic.</p>
Yimway
08-30-2010, 05:06 PM
<p><cite>Jeal@Unrest wrote:</cite></p><blockquote><p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p>They prolonged looking at tweaking the guard for 2 years even though they knew about their issues so you might be in for a long wait. I do hope they adjust Pally's heals up some and it don't take 2 years but your heals are far from being broke.</p></blockquote><p>you've gotta be kidding me... a 3.5k heal thats interruptable and has a 1.5s castime when i'm sitting at 40k hp isn't broke?... thats a joke and a half.</p></blockquote><p>I agree, more of the paladin heals should be self only and instant cast time. The amounts though, I think are close to reasonable, but the cast times and interruptions on self heals doesn't fit the class lore or function well.</p>
Jooneau
08-30-2010, 08:27 PM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote>Yeah, so....it may be in theory "optional" but its definitely the best option. Craneflock is our only really great endline. As for potency, you should be able to get over 10% potency from quested neck-pieces--you don't even have to group to get over 10% on a single piece of armor. The shoulder and neck slots in particular offer large potency bonuses.</blockquote><p>Crane Flock is nice, but it isn't our only great endline. We also have Chi.</p>
Nektulos_Rishi
08-31-2010, 05:58 AM
<p>*deleted*</p>
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Jeal@Unrest wrote:</cite></p><blockquote><p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p>They prolonged looking at tweaking the guard for 2 years even though they knew about their issues so you might be in for a long wait. I do hope they adjust Pally's heals up some and it don't take 2 years but your heals are far from being broke.</p></blockquote><p>you've gotta be kidding me... a 3.5k heal thats interruptable and has a 1.5s castime when i'm sitting at 40k hp isn't broke?... thats a joke and a half.</p></blockquote><p>I agree, more of the paladin heals should be self only and instant cast time. The amounts though, I think are close to reasonable, but the cast times and interruptions on self heals doesn't fit the class lore or function well.</p></blockquote><p>if the amounts are reasonable then your stoneskins should only block incoming damage if its less than 10k</p>
Landiin
08-31-2010, 10:06 AM
<p><span style="font-size: small;"><span style="font-size: 11px;"><strong><em>n/m</em></strong></span></span></p>
Autheas
08-31-2010, 10:52 AM
<p><cite>Xelgad wrote:</cite></p><blockquote><p>Hate to be the bearer of bad news, but only the Guardian, ranged and two handed changes (including Flurry/AE Auto-Attack for offhands and bows) are going to Test tonight or early next week. The other changes are slated for GU57.5 (or 57B, whichever it's being called these days!)</p></blockquote><p>Glad to see I'm not the only developer out there who can't figure out what the next version of the software is going to be called.</p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>
Aerinn
08-31-2010, 11:13 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p><cite>Artemiz@The Bazaar wrote:</cite></p><p>Thats the problem with the system without a need for everysingle class in raids. There will always be a percieved BEST and WORST class because its human nature to judge and label And as long as in all fighters cases t most 3-4 fighters are needed then the 2 worst percieved fighters will always be sitting.</p></blockquote><p>Sounds like a good case for combining some classes + making neutral aligned, or giving the very similar classes virtually identical abilities (maybe different names for RP purposes).</p><p>Troubadirge, bronk, Demystic, Wizlock, Wardy, Brigbuckler, Templisitor, Collusionist ... or the traditional class if you like to stick with something more commonly known:</p><p>Bard, monk, shaman, sorcerer, druid, rogue, cleric and enchanter.</p><p>As I see it, however, there are options. You may not need one of every class, but I'd hope/expect that raids need at least one of each archtype. Then, the class within the archtype should be up to the scenario/playstyle/RP/etc. That being said, there's no forced alignment restrictions on groups so the scenario above is happening when there is a gap between the classes within an archtype.</p><p>As for the revamp to fighters...dps isn't secondary...it's a big help to keeping aggro as a tank. Bless the AE changes!</p>
Brildean
09-01-2010, 12:40 PM
<p>I'm just hoping the change in mitigation doesn't make it to live and its just an error with a mechanic change.</p>
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