View Full Version : Ninja Nerf yesterday??
Jarrack
08-19-2011, 06:36 AM
<p>As of yesterday Controlled Rage and Wall of Rage appear to have been nerfed.</p><p>Their reuse timers used to start when the ability was first activated, but now it only starts once the ability has worn off. This means they can no longer be up all the time.</p><p>At first I thought it was a UI problem as I installed an addon yesterday also, but I have since completely reinstalled EQ2 and it is still happening which leads me to believe it was a ninja nerf with no update notes.</p><p>Why ninja nerf like this? Why not state it in the patch notes?</p>
Lempo
08-19-2011, 10:33 AM
<p>lol</p><p>That is not a nerf, it is fixing it to work just like things work for everything else. If it worked that way before it was because it was bugged.</p>
Jarrack
08-19-2011, 11:38 AM
<p>Well it has always worked the other way. (well for the last 18 months anyway).</p><p>Even if it is a so called fix, then it should have been mentioned in patch notes like everything else....</p><p>Plus, how does everything else work like that? I play 7 classes and in all of them the timers start from when you use the abilities not when the abilities have been used and then worn off....</p>
Lempo
08-19-2011, 11:59 AM
<p>I do not have a zerker so I can not say one way or the other. I will send one of our more 'vocal' zerkers a PM though directing them to this thread so they can respond.</p><p>I think you might be mistaken, but you may very well be right. I do not know what other 7 classes you have but to put it in perspective a reuse timers SOLE purpose is to limit he amount of tie a spell/combat art/buff what have you can be up.</p><p>For Warlocks say Null Mail, Sanguine Sacrifice etc. the reuse timers do not start until the spell expires or is cancelled.</p><p>For Bruisers Imdomitable Will, Inpenetrable Will, Closed mind etc. all exhibit the same behavior, as I said if the particualr things you mentioned were behaving this way then it was a bug and was fixed, as to why it was not mentioned in update notes I can not say except for the fact that many things they do are not mentioned in update notes.</p>
Jarrack
08-19-2011, 12:35 PM
<p>Well not really, by default Wall of Rage has something like 30 seconds duration and a 1 min reuse, the only reason I was able to have it up all the time was by spending AA points to increase the duration and reduce the reuse.</p><p>Other abilities that activate a timer ones they have been used up are things like vision of madness which are up ALL the time until they are triggered, no short term buffs on any of my chars act this way.</p><p>The normal way to stop a short term buff being up all the time is by it having a longer reuse timer on it which these abilities had but were negated by the use of AA points.</p><p>However, Splitpaw seems to be in bad shape at the moment and not working properly, so maybe it is something to do with that (chat channels have been up and down, target's target has not work at all today, friendlists vanishing, etc)</p>
Lempo
08-19-2011, 12:41 PM
<p>My reuse is capped on practically everything that matters through AA or focii if not then UT gets me most of the rest in raid.</p><p>My abilites exhibit the same behavior the reduced reuse only allows for it to be up more often.</p><p>I'm not being an A here but I am not sure you have an understanding of exactly what 'reuse timer' means here, if you did you would not seem so insistant that it should be up 100% of the time. If it were intended to be up 100% of the time it would be a persistant buff.</p>
Jarrack
08-19-2011, 01:00 PM
<p>The reuse timer should mean I can reuse an ability x amount of time after casting it ... I can on all of my other short term buffs on all characters which tick out over time rather than being persistant until triggered.</p><p>Example, I have 2min 8 seconds reuse on Battle Frenzy which lasts for 30 seconds. Those 2mins 8 seconds start counting down immediately from using the ability, not 30 seconds after I cast it.</p><p>The only difference with these 2 short term buffs is that we could spend AA points to increase the duration longer so that they were up pretty much all the time (44 second reuse, 42 second duration) at the cost of spending casting time casting it rather than taunting or DPSing.</p><p>These were AA abilities given to Zerkers which allowed this to happen as Zerkers have less defence capabilities than that of Guardians even though guardians apear to have the same DPS capabilities (in this expansion anyway)</p>
Lempo
08-19-2011, 01:09 PM
<p>As I said I do not have a Zerker so I can not say for certain, all I can say is everything I can think of that is similar to this exhibits the behavior that I described. So for now I'll bow out until it is clarified and I can say, "I stand corrected" or "I told you so" <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Bremer
08-19-2011, 01:26 PM
<p>The reuse timers on Controlled Rage and Wall of Rage have started after the buff expires since GU13.</p>
Jarrack
08-20-2011, 10:40 AM
<p><cite>Bremer wrote:</cite></p><blockquote><p>The reuse timers on Controlled Rage and Wall of Rage have started after the buff expires since GU13.</p></blockquote><p>Not for the last 18 months for me ... I have been able to have these 2 abilities up pretty much all the time all the time ever since I changed mains to berserker about 18 months ago (start of SF). I can not speak for how it worked before then.</p><p>Also, before I could just spam the ability until it was up ... now, spamming it toggles the ability off if it is on.</p>
LordSaul
08-22-2011, 03:39 PM
<p>It's been like that for a really, really long time. You've just not noticed.</p>
Jarrack
08-25-2011, 03:30 PM
<p>Seriously, on my game at least, on EU / Splitpaw ... it has NOT been like that.</p><p>They are 2 abilities I use ALL the time and was checking that they were always up when MTing. Also I now notice a difference in the damage I am taking compared to before, even ACT reflects this....</p>
Netty
08-25-2011, 04:17 PM
<p>groupwide started right after klick. ST one have always started after expired im on splitpawn to so you are wrong.</p>
LygerT
08-25-2011, 04:42 PM
<p><cite>Jarrack wrote:</cite></p><blockquote><p>Seriously, on my game at least, on EU / Splitpaw ... it has NOT been like that.</p><p>They are 2 abilities I use ALL the time and was checking that they were always up when MTing. Also I now notice a difference in the damage I am taking compared to before, even ACT reflects this....</p></blockquote><p>then you have been exploiting the ability, it does not work the way you described so what are you exactly asking for by continuing to go on about it? it's obvious it hasn't been able to be up full time for just about everyone else.</p><p>i have never seen them react the way you describe and i have among the highest played amount on this class.</p>
Lempo
08-26-2011, 11:01 AM
<p>As I suspected the OP is just flat out wrong, and from the onset it was apparent that it would turn into this, waste of time here let him continue to think that way.</p>
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