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Gaige
08-31-2005, 01:38 AM
<DIV><IMG src="http://img40.imageshack.us/img40/8439/newheal4pu.jpg">  <IMG src="http://img326.imageshack.us/img326/4937/healadept36jf.jpg"></DIV> <DIV> </DIV> <DIV>Hmm that's pretty much that lol.</DIV> <DIV> </DIV> <DIV>Oh here are some other changes:</DIV> <DIV> </DIV> <DIV>- Melee auto-attack and combat arts now process the strength bonus properly and should be noticeably higher.<BR></DIV> <DIV>- Examining your damage range on a weapon will now take into account any buffs on your character. However, the damage rating of a weapon is determined by its base damage, not your buffed damage potential.<BR></DIV> <DIV>- The base avoidance on tower and kite shields has been reduced from 20% to 15%.<BR></DIV> <DIV>- Brawlers can now only riposte frontal attacks. They continue to parry and deflect attacks from behind them.<BR></DIV> <DIV>- Brawlers/Monks/Bruisers now have slightly higher base health and slightly lower base power than Warriors/Guardians/Berserkers.<BR><BR><B>Monk changes:</B><BR>- The monk healing line of spells now dispell hostile Disease and Poison effects.<BR></DIV><p>Message Edited by Gaige on <span class=date_text>08-30-2005</span> <span class=time_text>03:02 PM</span>

Kota
08-31-2005, 02:31 AM
nice, they're giving us some hp <span>:smileyhappy:</span> <div></div>

Cwi
08-31-2005, 02:32 AM
All very nice, especially Brawler hp > Warrior hp. <span>:smileyvery-happy:</span> <div></div>

Ribbitz
08-31-2005, 07:00 AM
<DIV>I had to read the HP/Power thing about three times to make sure I wasn't hallucinating. That is very very odd and makes no sense to me whatsoever. Wouldn't a warrior have more hp's than a monk, but a monk be better conditioned to dish out manuevers longer in combat?</DIV> <DIV> </DIV> <DIV>You'd think it'd be the opposite. I'm not complaining, I mean, I love more hp's. But weird.</DIV>

Gaige
08-31-2005, 07:09 AM
I'd imagine a monk would work out his body more and be more conditioned, thus having more stamina.  /shrug

wil
08-31-2005, 07:41 AM
i've been wanting to see our HP get buffed since launch, losing a bit of power is just fine by me <span>:smileyvery-happy:</span> <div></div>

bonesbro
08-31-2005, 09:44 AM
I liked the riposte change the most actually <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div>

bonesbro
08-31-2005, 09:46 AM
<span><blockquote><hr>bonesbro wrote:I liked the riposte change the most actually <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div><hr></blockquote> Hmm.  Just thought of something.  Other patch notes which refer to all brawler subclasses always say "brawlers, monks, and bruisers" and this one only says brawlers.  That would be a good thing to confirm.</span><div></div>

x0rtrun
08-31-2005, 11:47 AM
Giving monks more hp only makes sense. We're the only tank class that takes burst damage. Couple that with our low hp and we weren't very healer friendly. This will offset that a bit. Glad to hear it. I just hope I won't be running oop as fast as I do now. <div></div>

ganjookie
08-31-2005, 12:07 PM
<span><blockquote><hr>bonesbro wrote:<span><blockquote><hr>bonesbro wrote:I liked the riposte change the most actually <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div><hr></blockquote> Hmm.  Just thought of something.  Other patch notes which refer to all brawler subclasses always say "brawlers, monks, and bruisers" and this one only says brawlers.  That would be a good thing to confirm.</span><div></div><hr></blockquote><font color="#ff9900">Agreed!  That would be a nice uograde from brawler to monk/bruiser!</font></span><div></div>

Nemi
08-31-2005, 04:44 PM
<P>Bearing in mind that it's BASE hps only.</P> <P>I'm not totally clued up on Warrior gear, but I assume plate has far more +hp and +sta than leather does, so I'm sure Warriors will still end up with more hps than us.</P> <P> </P> <P> </P>

Dovifat
08-31-2005, 05:25 PM
Somewhere in the Bruiser forum is an old thread by Jezekiell, according to his calculations Brawlers already have higher BASE hp on live.  So don't get too excited. <div></div>

Ethelwo
08-31-2005, 06:16 PM
<P>The heal upgrade is nice.</P> <P>On the upgrade to HPs you will still have less HPs after this change then you currently do at whatever level you are. It's just that the base is changing. Everything helps I guess.</P> <P>Reposit change is raight where it needs to be. The problem with reposit is the ability of players to view what % of reposit they have, It isnt a skill and as far as I know It's just a hidden effect. I do know that my L47 monk rarely reposits right now on live. I do not expect any change to reposit to have much of an effect on game play.</P> <P>My big concern is avoidance. It seems that SOE is determined to reduce this effect. Our mitigation isnt going up thats for sure and avoidance is getting nerfed it seems as well. What all this means to the average monk I haven't a clue, but I do know that monks wont be tanks. They still will be a bastered scout class but without the dps.</P> <P>This is the 6th time I have posted the below statement.</P> <P>If SOE couldn't get the combat system right the first time, what in anyones mind makes them believe they can get it right now? </P> <P>The combat system is changing, but that doesn't mean it still won't be broken. This game is coded in such away that fixing one thing breaks another. Some things will always be broken no matter what combat system SOE puts in place. The game was nothing more then a test product and it will remain so. We are all playing to test out SOE developer concepts. Live servers are test servers. When SOE developer concepts don't pan out they will change them again, maybe in 5 years EQ2 will go from the demonstration and valadation phase into the full scale development phase. They game was not ready for release to the public last November nor is it now. You are paying to let SOE test out new concepts. Maybe all this testing will amount to a great game, who knows? Maybe the things they learn in EQ2 will make their next game a decent product, who knows? EQ2 is and will remain nothing more then a test bed product. If you need a stable game then your going to have to find another.</P> <P>SOE should be more forthcoming to those who send them money to test this product. We get hints about what new concepts will be tested next, but SOE still keeps way to silent and shuns the input of its testers. Everyone who plays this game are in fact a tester. Only selected fan bois and gurls are allowed to have an input.</P>

bonesbro
08-31-2005, 06:38 PM
<span><blockquote><hr>ganjookie wrote:<span><blockquote><hr>bonesbro wrote:<span> Hmm.  Just thought of something.  Other patch notes which refer to all brawler subclasses always say "brawlers, monks, and bruisers" and this one only says brawlers.  That would be a good thing to confirm.</span><div></div><hr></blockquote><font color="#ff9900">Agreed!  That would be a nice uograde from brawler to monk/bruiser!</font></span><div></div><hr></blockquote> To be clear: I would prefer riposte to be frontal-only for brawlers, monks, and bruisers.  In a group or solo situation, the ability to riposte a mob behind you is essentially worthless.  However, there are the occasional times where I want to engage a grey mob and keep it alive for a while, and I would prefer not to accidentally kill it. And, because the change applies to NPCs too, it means that it will spare melee classes from ripostes from behind a monk/bruiser NPC.</span><div></div>

JudyJudy
08-31-2005, 06:39 PM
<DIV>I think having the ability to parry and deflect blows in a 360 degree radius is better than sliced cake.  This in itself will prove to be a huge factor in combat - particularly with juggling linked mobs.</DIV> <DIV> </DIV> <DIV>The heal is nice too.  :smileyhappy:</DIV>

NamaeZero
08-31-2005, 06:40 PM
<P>Aren't we cheery?</P> <P> </P> <P>All I know is that all I have to do to notice that I riptoste a lot is to engage in combat with an enemy that's directly in front of me, then stop attacking. I can see whenever I hit, and while it's not a lot, and certainly not enough to kill anything more than 20 levels below me in a reasonable amount of time, it *does* work on live and often enough to happen several times in any serious combat.</P> <DIV> </DIV> <DIV>And with all due respect, your statement that "<EM>If SOE couldn't get the combat system right the first time, what in anyones mind makes them believe they can get it right now?</EM>" is more than a little defeatist. The combat system now is OK, but not great. Saying that there's no chance of them being able to 'do it right' because they didn't get it perfectly the first time.. well... I mean you've never done anything over again yourself? I think we need to see the *finished* changes before we can make sweeping generalizations like this.</DIV>

JNewby
08-31-2005, 10:41 PM
<BR> <BLOCKQUOTE> <HR> Gaige wrote:<BR> <DIV><IMG src="http://img40.imageshack.us/img40/8439/newheal4pu.jpg">  <IMG src="http://img326.imageshack.us/img326/4937/healadept36jf.jpg"></DIV> <DIV> </DIV> <DIV>Hmm that's pretty much that lol.</DIV> <DIV> </DIV> <DIV>Oh here are some other changes:</DIV> <DIV> </DIV> <DIV>- Melee auto-attack and combat arts now process the strength bonus properly and should be noticeably higher.<BR></DIV> <DIV>- Examining your damage range on a weapon will now take into account any buffs on your character. However, the damage rating of a weapon is determined by its base damage, not your buffed damage potential.<BR></DIV> <DIV>- The base avoidance on tower and kite shields has been reduced from 20% to 15%.<BR></DIV> <DIV>- Brawlers can now only riposte frontal attacks. They continue to parry and deflect attacks from behind them.<BR></DIV> <DIV>- Brawlers/Monks/Bruisers now have slightly higher base health and slightly lower base power than Warriors/Guardians/Berserkers.<BR><BR><B>Monk changes:</B><BR>- The monk healing line of spells now dispell hostile Disease and Poison effects.<BR></DIV> <P>Message Edited by Gaige on <SPAN class=date_text>08-30-2005</SPAN> <SPAN class=time_text>03:02 PM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>weak... still apparent what moorgard plays eh</P> <P> </P>

JNewby
08-31-2005, 10:43 PM
<BR> <BLOCKQUOTE> <HR> willd wrote:<BR>i've been wanting to see our HP get buffed since launch, losing a bit of power is just fine by me <SPAN>:smileyvery-happy:</SPAN><BR> <BR> <HR> </BLOCKQUOTE><BR>of course it cause power is useless.. I wouldnt be to happy tohugh it is just gonna make raiding hard when the guard has less hp

Gaige
09-01-2005, 12:25 AM
<BR> <BLOCKQUOTE> <HR> bonesbro wrote:<BR><SPAN><BR>To be clear: I would prefer riposte to be frontal-only for brawlers, monks, and bruisers.  In a group or solo situation, the ability to riposte a mob behind you is essentially worthless.  However, there are the occasional times where I want to engage a grey mob and keep it alive for a while, and I would prefer not to accidentally kill it.<BR><BR>And, because the change applies to NPCs too, it means that it will spare melee classes from ripostes from behind a monk/bruiser NPC.</SPAN><BR> <HR> </BLOCKQUOTE> <P>That is exactly what they did, and why they did it.</P> <P></P> <HR> JNewby wrote: <P>weak... still apparent what moorgard plays eh</P> <HR> <DIV> <P></P>I dunno, I think we are fairing pretty well with the changes, maybe even a bit better than bruisers.  Although some recent changes have more than helped their community as well.<BR></DIV> <P><SPAN class=time_text></SPAN> </P> <P>Message Edited by Gaige on <SPAN class=date_text>08-31-2005</SPAN><SPAN class=time_text>02:51 PM</SPAN></P><p>Message Edited by Gaige on <span class=date_text>08-31-2005</span> <span class=time_text>02:51 PM</span>

JNewby
09-01-2005, 01:49 AM
<BR> <BLOCKQUOTE> <HR> Gaige wrote:<BR> <BR> <BLOCKQUOTE> <HR> bonesbro wrote:<BR><SPAN><BR>To be clear: I would prefer riposte to be frontal-only for brawlers, monks, and bruisers.  In a group or solo situation, the ability to riposte a mob behind you is essentially worthless.  However, there are the occasional times where I want to engage a grey mob and keep it alive for a while, and I would prefer not to accidentally kill it.<BR><BR>And, because the change applies to NPCs too, it means that it will spare melee classes from ripostes from behind a monk/bruiser NPC.</SPAN><BR> <HR> </BLOCKQUOTE> <P>That is exactly what, and they they did it.</P> <DIV> <BLOCKQUOTE> <HR> JNewby wrote:<BR> <P>weak... still apparent what moorgard plays eh <HR> <P></P></BLOCKQUOTE>I dunno, I think we are fairing pretty well with the changes, maybe even a bit better than bruisers.  Although some recent changes have more than helped their community as well.<BR></DIV> <P><BR> </P> <P>Message Edited by Gaige on <SPAN class=date_text>08-31-2005</SPAN> <SPAN class=time_text>01:27 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>I am happy to hear that... just weird how some classes get buffed while others are nerfed

zabor
09-01-2005, 01:52 AM
that's probably because some were overpowered (guardians) and some where useless (mystics)