|
Notices |
![]() |
Thread Tools |
![]() |
#1 |
EQ2Achieve.com
Join Date: Nov 2004
Location: Phoenix, AZ
Posts: 5,895
|
![]()
SOE is hosting an EverQuest II Community Summit at the end of this month. Guess who's invited? You guess it, me. I'll save the bragging for another day though, so I can get down to business.As part of the Community Summit (much like the Guild Summit from EQ1) we will have three round-table discussions on Saturday October 1 at SOE Headquarters in San Diego, California. Who knows what the schedule is this early, but you can bet I'll be bringing up things that affect Conjurors.I have a good idea what to bring up, but what I want to know is, what do YOU want me to bring up?You have until September 28th to either post here, PM me, or [email protected]?subject=Community Summit" target=_blank>email me what you want me to bring up at the round-table discussions. Please be as specific and clear as possible.
Message Edited by Xalmat on 09-08-2005 02:20 PM |
![]() |
![]() |
![]() |
#2 |
Join Date: Jun 2005
Posts: 63
|
![]()
If the new test update goes to the live servers. That should be at the top of the list. You know which one I am talking about. The one with making the gameplay so ridiculously hard to where we die on one single blue conned solo mob.
|
![]() |
![]() |
![]() |
#3 |
Loremaster
Join Date: Nov 2004
Posts: 146
|
![]()
Here's a post from beta boards that nicely summarizes current problems (I removed the ones that were just bugs that are supposedly going to get fixed): Pet: Zombie (Tank) Mitigation is to low, takes to much damage against appropriate targets for its level. Making it difficult to impossible to heal during a solo encounter because of the rate the pet losses health against the rate we can transfer life back to the pet.
ConsumptionGreat addition for Necromancers, Recast time is 90 seconds to long
Stun LineCasting times not in line with other class Stun/Stifle based spells/skills
Exchange Life / Transfer LifeCurrent pet healing values are to low compared to health taken from the caster. Spell line does not show the amount of health that is deducted from the caster.
LichDrains health at a rate that is detrimental to the use and function of the spell. Shape changes characters to inconsistent forms and has morphing hair that produces a stretched Gumby effect while in motion
Skin Rot / Death Rot4 second duration doesn’t provide adequate damage over time.
Deathly Pallor (Feign Death)15 minute recast time. Spell has a chance to be interrupted when in motion
Dartain’s Cloaking DebrisHas never worked since introduced into the game.
|
![]() |
![]() |
![]() |
#4 |
Join Date: Dec 2004
Posts: 27
|
![]() Before Combat Revamp the best thing about the Necro profession was the lack of downtime involved since we had such great power taps from our pets. During the Beta Combat revamp our power conversion and pet healing was nerfed all to hell but I didnt complain too much since our pets were beefed up in the process so that the added power and healing werent needed. But after 9/7/05 they nerfed our pets all too Hell in fact they are worse off now than they are on live currently and we also are dealing with nerfed power generation and nerfed healing. So you can see where Im leading here, the necro community has been patiently waiting for the day that we would be brought in line and made into a good profession and for quite some time actually. Out of all the professions the conjurer community was one of the last professions ever to expect any nerfing since we were so far down on the totem pole when it came to powerful professions but here we see it that this revamp has given us a net loss of power instead of a net gain. In order for this to be fixed one or more things needs to happen: 1) Fix our pets mitigation amounts prior to 9/7/2005 or 2) Reinstate our previous power generation capabilities or 3) Give us way more efficient heals when it comes to our pets or 4) Put back the heal component in our pet buffs or 5) Perhaps giving lower level necros a mini-lich to help us regain power faster and heal ourselves faster.
|
![]() |
![]() |
![]() |
#5 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
|
![]()
My primary concern is actually the timing of this meeting. Revamp/DoF releases on the 13th along with the host of changes in LU13. ~ 2 weeks is not enough time for the community at large to really get a feel for anything. I'm not in Beta and don't play on test because there's no way I can give the quality feedback those programs deserve so when it all hits on the 13th that'll be alot to absorb and process and I'll need to see myself relative to others as well. I've posted my concerns already in the Necro combat utility thread I started and El Chup and the test/beta folks who are posting here have posted alot as well but, there's no way I can fully voice my concerns by the time the meeting starts on the 1st, much less earlier since I highly doubt you'll be reading this thread and the conj one right before the meeting. Maybe you will, you seem good like that but you'll excuse me if I have my reservations.It's simply too soon. Heck, the retune wont even be in a fully stable form by the 13th so thats even less time. We're looking at least 2 weeks post DoF launch of patches full of tweaks and changes. Less than a week to go and they decided to effectively eliminate conc use and make other major gameplay changes that will almost certainly make it to live. Necro's especially can expect to be constantly tweaked and retweaked because as it stands now we lack a group wow factor outside of our style(no one touches our style!) rehashing some of my complaints- Heal's are nice and all but in groups it's situational- where are you going without a healer? And couple that with the amount of aggro you'll draw from both dps and healing? and the pet?! not looking that great. FD is awesome-if you raid, otherwise it's a nice little get out of jail free card every 15 minutes.As sacreligious as it sounds I'd rather have conj stoneskin because the recast is shorter and as a non-raiding Necro, a reliable aggro reducer that can be recast fairly fast does me alot more good than the 15 min fd we have. If I'm in a group that just wiped, what are the odds of me being somewhere safe enough to get up? And now rez the group? It would pain me but I'll trade in a heartbeat. Everyone debuffs better than us, more than us, more reliably and with more effect. Our stuns take too long to cast, last too short and are just that, stuns. We are the only Mage that lacks a secondary effect to stuns. Last I saw, every other Mage buffs better too. Pretty much what we bring to groups is style . As nice as style is, utility is better. With conj's groups can go "Wow! Fireseed is nice!","That AoE stifles?! That one Snared?!" chanters... not even starting that, too much to list but Sorc's get weapon procs,debuffs, huge raw damage and very nice group buffs last I saw. I'm a Necro thus number 2/3 on their damage teir, if a sorc is number one outright from his personal damage AND brings more of those wow factor things, where do I fit in?Oh wait! I just got snare back! If I really wanted to spend endless hours snare kiting because of a poor grouping situation I would have stayed in EQ1. It's fun the first time, the 1000 its grating and by the 10k kill you're about ready to shoot yourself...or quit.What even needs to be snared in a group really?Fighing solo mobs thats what the tank pet is for so that leaves kiting heroics and above. Thought the whole point was to make that unrealistic?If so, how long do you think that ability will last?Actually it might because just how many places can you really kite in this game? In groups mobs stand and die so exactly how much good is snaring them? Charm! Yay! oh wait....umm....how many undead are in this game post 50? Haven't seen it as a new line before 50 and all the reports I'm hearing are saying little to no undead are in DoF. And why exactly would I want 2 pets to manage anyway? Especially one thats going to want to kill me and I lack the reliable CC capability to stop it? Those are my current concerns assuming nothing major changes from current test/beta build that I'm aware of. As I said,I play on neither server so I may be off but those complaints are dervied from the statements of our testers and they arent the Chicken Little type.
__________________
I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
![]() |
![]() |
![]() |
#6 |
Loremaster
Join Date: May 2005
Posts: 76
|
![]() I think any posts now would be severly premature as we have very little idea what our class will end up like next week. With the severe changes going on in beta and test daily, it's hard to know what to think. We need to make sure we keep this thread up towards the top, or sticky it so we don't forget about it.
|
![]() |
![]() |
![]() |
#7 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
|
![]()
This is the thread I started- http://eqiiforums.station.sony.com/eq2/board/message?board.id=30&message.id=8885&jump=true but It was rendered somewhat obsolete by this one by El Chup http://eqiiforums.station.sony.com/eq2/board/message?board.id=30&message.id=9042&view=by_date_ascending&page=3 Especially pay attention to Page 3 reply 74 Edit Add: Heh, saw your reply about CoTH in the conj thread and have to ask- make sure Necro twitching never gets brought up either. At least CoTH whoring ended when the fight started. Twtitching is the sorc's baby now and should stay there though I'm personally for seeing such a spell permanently removed. Edit: Misread the recast on stoneskin, I'm keeping FD.
Message Edited by Deson on 09-09-2005 04:24 PM Message Edited by Deson on 09-09-2005 05:12 PM Message Edited by Deson on 09-09-2005 05:40 PM
__________________
I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
![]() |
![]() |
![]() |
#8 |
Loremaster
Join Date: Sep 2005
Posts: 100
|
![]() From my experiences on test: 1. Either increase the ammount of power gained from pet, or change the recast to 2 seconds so we can drain him dry for power if we so choose. (After all, as evil necros we see them as tools nots "pets") 2. As stated above, increase our pet's mitigation, hes currently taking a beating. 3. Make our snares useful again by not allowing a chance to break via hostile spells/actions. 4. The master II lifetaps consume health to drain health to heal us..hmm. Message Edited by Shirodan on 09-13-2005 06:57 AM Message Edited by Shirodan on 09-13-2005 06:57 AM
__________________
Pestilence, the gift that keeps on giving. The larger the circle of light, the greater the circumference of the darkness surrounding it. Manis L'teth, 80th Shadowknight |
![]() |
![]() |
![]() |
#9 |
Join Date: Nov 2004
Posts: 65
|
![]()
FIX THE SNARE!!! If it breaks when we do damage, then why even have a snare?? Just take that line away from us and give us something useful. Tired of getting what we wanted forever, then they nerf it to where you dont want it........
|
![]() |
![]() |
![]() |
#10 |
Loremaster
Join Date: Nov 2004
Posts: 74
|
![]() I want them to bring back liquor into the game. Nothing like running naked thru Kithicor drunk as a skunk with no armor on!! So if it is possible please bring back the Juice!!
That is all, AA |
![]() |
![]() |
![]() |
#11 |
Loremaster
Join Date: May 2005
Posts: 76
|
![]() Snare? if it's going to stay in its current form, please just remove it from the game. Pet mitigation - Please add some mitigation to our pets. Mitigation should be impacted by stances or, have it impacted by the quality of the pet spell. Pet armor - Another possible way to add mitigation to the pet. |
![]() |
![]() |
![]() |
#12 |
Join Date: Nov 2004
Posts: 65
|
![]()
if you read my post, then the above post, kinda asking why he referred to my post. I said the exact same thing as he is saying. If they are not going to fix the snare, take it away and give us something in its place.
|
![]() |
![]() |
![]() |
#13 |
Join Date: Dec 2004
Location: Atlanta, Georgia
Posts: 154
|
![]() *Snare: this is rediculous and needs to not break when the mobs take damage or give us something else useful in its place. *Our one and only stun line: Please reduce the casting time, 3 seconds is enough to have us interupted and dead *Lich: heals for too little does too much damage to us *Pets: Either put back mitigation or give the pet much more hp and make our heals heal for much more, they are ineffective as is. *Necrotic Mending line: Raise the duration on this so that we can concentrate on other things besides spam healing. *Warlock pet: Runs out of mana way too fast *Dumbfire pets and rats: Die much to quickly, up the dps on the stench line
__________________
Medievh of Mistmoore 60 Necromancer 49 Jeweler Member of Static |
![]() |
![]() |
![]() |
#14 |
Join Date: Nov 2004
Posts: 89
|
![]() Well, it looks like summoners got the nerf bat hard at the last minute because we could solo heroic +++ mobs. Unfortunately, it looks like that was only possibily with lots of master spells and great gear (in which case it might be arguable that its ok for some really well geared player to do) or by kiting. The funny but sad thing is they nerfed everything else (forcing us to kite more) then nerfed kiting... If the only reason to nerf us was to stop soloing +++ mobs, I think the snare nerf would probably have done it. In which case, SOE can kindly UNDO the other nerfs that are hurting us, since those weren't ever really needed. My opinion! You dont like, go get your own!
|
![]() |
![]() |
![]() |
#15 |
Loremaster
Join Date: Nov 2004
Posts: 290
|
![]()
The removal of mitigation from our pets wasn't aimed at Summoners or players. They removed mitigation from ALL NPCs. This just happens to include our pets. The problem isn't so much that our pets are taking more damage. It's that Necros and Conjurors didn't get a boost to our healing abilties to compensate for the HP increase our pets were given to offset the additional damage they take.However, you shouldn't have any issues at all with soloing at least even con NPCs with no arrows, if you have at least Handcrafted equipment with Apprentice III spells (this is STILL the baseline, contrary to what some have tried to say).***EDIT***I'd just like to add, it didn't take Fabled gear and Master I spells for us to be able to solo Heroic ^^^ targets. As a level 50 Conjuror with mostly Legendary/Treasured gear and Adept I spells (had Adept III pet) I was able to solo level 54 Heroic guards in Maj'dul. This was with no downtime, and the fights lasted less than 30-40 seconds.Yes there were a couple days where we were really hurting as summoners, but they have for the most part, fixed the issues. Now if they can just fix the healing issue to make our respective heals worthwhile, I'll be happy.
Message Edited by Janl on 09-13-2005 10:28 PM |
![]() |
![]() |
![]() |
#16 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
|
![]()
Ok, now that the changes are Live I have to say ignore my previous post(but not the one wih the links in it, those are good still). I'd like to see Some form of damage sheild or buff added to to our line. Maybe make Horrific mark add a chance to life tap on damage? or power tap? Somehing to make the group go wow! Our heals need adjustment to reflect the new reality of our pets having no mitigation. There's almost no point in bothering to heal the pet when it gets low because you cant really keep up with the damage if you really need to cast it.We may not need to be able to heal heroic/epic damage but even against some even con groups of solo it's just plain worhless to try and heal because it's almost always smarter to just try and burn the mob down.If the pet dies/gets low just recast it because it takes too long to wait for a low pet to get to full-especially since necro heals come from health and the hit just isnt worth it solo(I like the concept of the heals though so no complaint there) Haven't personally seen these next two yet but here are my evals based on reports I read and I'm happily corrected if I'm wrong. Our charm is undead only, if it fails it dots. I'd rather see it coded to dot all mobs with a chance to short charm undead. I've never been a charm fan,unless it's going to redebut in all it's EQ1 (prenerf) overpowered glory, it's just never been worth the risk. It's even less so now since we get a pet for every situation except healer and our pets do pretty freakin well.I also have never been a fan of situational spells since they tend to have a gimicky feel to them and require dev thought to ensure they are useful in those very limited situations, but not overpowered and that it's not just easier to ignore you have that spell since you get along just fine without it most of the time anyway. Our soul line of spells as posted sound very cumbersome. Some change to make them less so would be great like having the spells perma added to the book so they can be perm added to the hotbar. Last concern for this post- Change the art on the Master level Lich. Necro's are all about style and to go from green flaming skelly to just ghost form skelly when you upgrade from adept3 to master...well, I dont care how practical the decision is I'll just stick with lower power regen/proc.
Message Edited by Deson on 09-17-2005 07:54 AM
__________________
I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
![]() |
![]() |
![]() |
#17 |
EQ2Achieve.com
Join Date: Nov 2004
Location: Phoenix, AZ
Posts: 5,895
|
![]()
Looks like people forgot all about this thread. I'm still taking ideas for what to bring up at the Summit.
|
![]() |
![]() |
![]() |
#18 |
Loremaster
Join Date: Nov 2004
Posts: 2,754
|
![]()
I don't think people forgot, I think we are just still figuring out how the game is working. I've got one though, as a summoner I'd like group spells to affect our swarm pets again. Tried it earlier and my rats weren't affected by my group illusion so I'm assuming no other group spell affeects them.
__________________
I will not let Domino break my doom and gloom. I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break my doom and gloom.I will not let Domino break... |
![]() |
![]() |
![]() |
#19 |
Join Date: Nov 2004
Posts: 64
|
![]()
just throwing out an idea. How about a unique spell on a long timer. (15-30min?) that would give a chance to animate any mob that is mid-size or smaller. It could be scalled down so the fighting ability is of the mob is poor but so what? It would be cool. or not have it fight at all, but you could drag it along to syphon the power and health when needed. hehehe.
|
![]() |
![]() |
![]() |
#20 |
Lord
Join Date: Aug 2005
Posts: 13
|
![]()
A lvl 42 Necro here, and here our some of my concerns, Please fix the spells that drain health and give us power from our pet, the numbers are so low that its almost pointless Please fix stun so that its casting time is reduced to at least 2 seconds. Casting time is too long Please add the skele laugh in our illusion spell, it was very disapointing when it was taken out Please remove the clothing that our scout pets and warlock pets have now they are hideous Please fix the snare line, It is worthless. *Please fix the issue that pet classes must do at least 1hp point of damage to get xp! there are times when i group that mobs die so fast that i dont really get a chance to do damage.. (i.e healing pet,other group members or debuffing) also another important issue is that our swarm of rats line, and ghastly stench line don't count as doing "damage" to get xp! Please fix this immediatley, we are casting these spells in the middle of a fight and they should count as doing damage to get that xp we have earned!* * = Most important issue Forgot to add that I noticed our walock pets like to go closer to the mob after casting each spell until they are in melee range please fix this.
Message Edited by darkmagi83 on 09-24-2005 10:28 PM |
![]() |
![]() |
![]() |
#21 |
Loremaster
Join Date: Nov 2004
Posts: 242
|
![]()
Only lvl29 necro but i noticed a couple of things last night. Essence's of Anguish. When I put grisly mark on a mob the essence sometimes gets summoned to a group members inventory. Also the necromatic rune line of spells, not sure if this is even working because it does not show up in the maintained spell bar. The previous version Summoners mark does. Increasing intelligence increases the damage done to our pet in the Bloody Ritual line of spells with no increase in the power gained.
|
![]() |
![]() |
![]() |
#22 |
Join Date: Nov 2004
Posts: 29
|
![]() All I want is customer care, so that when im doing a CS ticket, I will get a response that suits the question. I dont want be handed one more standard reply when I make a petition, we deserve better service than what we are given atm. |
![]() |
![]() |
![]() |
#23 |
Loremaster
Join Date: Nov 2004
Posts: 440
|
![]() Xalmat, i think its important to adress the "no dmg=no xp" issues. The VERY least they can do is add DB pet dmg to me.
|
![]() |
![]() |
![]() |
#24 |
EQ2Achieve.com
Join Date: Nov 2004
Location: Phoenix, AZ
Posts: 5,895
|
![]() Believe me, it will be addressed. |
![]() |
![]() |
![]() |
#25 |
Loremaster
Join Date: Nov 2004
Posts: 440
|
![]() Thanks alot Xalmat. I only hope they will be listening and not place in some strategic coughs and toilet breaks.
|
![]() |
![]() |
![]() |
#26 |
EQ2Achieve.com
Join Date: Nov 2004
Location: Phoenix, AZ
Posts: 5,895
|
![]()
Here's what's currently on my list to bring to the Community Summit. There's still time to have things added/removed, so if you want something added, reply post haste.Summit NotesCritical IssuesThe change requiring 1-damage to get experience NEEDS TO BE REMOVED. This has done absolutely nothing to halt AFK-macro soloing, and yet has had a very negative impact on the legitimate players.Cloth Armor, especially crafted Cloth Armor, has a HUGE lack of Intelligence.Necromancer's Dartain's Cloaking Debris reportedly no longer worksConjuror group illusions (Group Illusion Air and Earth) no longer work.When is the massive memory leak in EverQuest II going to be fixed? EQ2 becomes largely unplayable on systems with 512 megabytes of memory after simply zoning once or twice, or after playing for a scant one or two hours.Related to the above, why are Qeynos zones so much worse for system slowdown than Freeport zones?When is the grape ape graphic for Tellurian Veteran being changed to something else? Suggestions include a dark brown Earth Golem (such as from Illusion Earth Elemental) or the onyx Earth Golem (such as from the Guardian Rook illusion).The Essence Shift line of spells STILL drain more hit points from the pet as player INT rises.In many zones, especially some of the Desert of Flames zones, pet pathing is horrid. Shard of Essence/Dark Heart type summons NEED to show how much HP/power they consume in both the spell descriptions and in the item examination windows. The spell descriptions also need to indicate how many charges the summoned item has.Conjuror/Necromancer specific issuesPets need some form of melee mitigation. In a group with a priest, lack of mitigation causes the pet to take too much damage, making it impractical for a priest to try to heal pets.There's concern about Summoner Heroic Opportunities. Other Mage classes get several spells to trigger their Heroic Opportunities with, but Summoners are limited to a very small number of spells for heroic opportunities.Summoner pet heals are *VERY* inadequate now. They heal a scant amount of hit points on the pet, making them, more than anything, speedbump spells whose power cost might be better spent on a nuke.Scout and Mage class Pets have much too low hit points, making it far too easy for them to die to area damage attacks.The Brand line of buffs needs a serious do-over. Conjurors lack any kind of offense boost via the Brand buffs (instead receiving a minimal defense boost), while Necromancers, Wizards, and Warlocks all receive offense-oriented buffs.Vehement Stone is largely considered useless, especially when compared to the Necromancer equivalent.There's concern that the pet HP to power conversion spells are lowered too much in potency. Is this intended?Why was Tellurian Veteran's name changed to Tellurian Avenger? It makes absolutely no sense to change the name, and has only caused confusion in the community.There's concern that the HP drain on Necromancer Lich is too high compared to the associated Power regeneration.Necromancer stuns do not deal damage, yet Conjuror, Wizard, and Warlock stuns do.The new snare spells granted to Necromancers as part of the combat changes are largely seen as useless. Perhaps these spells should be reconsidered.Conjuror Offering/Sacrifice require power to cast. Considering Offering also outright kills the pet, it makes no sense for Offering/Sacrifice to require power to cast.Summoner stuns need their cast time lowered to 2 seconds instead of 3 seconds.Necromancers seem to have very little sort of group utility compared to Conjurors, short of standard concentration buffs, damage, and resurrection.There's concern that Summoner Mage pets use their power pools too quickly.Swarm and Dumbfire pets die far too easily to riposte damage.Any plans for allowing Pet damage to be filtered differently than "Other's Damage"?Pets have abysmal spell mitigation. Perhaps they should "follow" player resists, much like EverQuest 1 pets do.Are there any plans to finally add Summon Companion?What was the reason for changing the Fire Seed line from a DD/Interrupt to a DoT?Game Balance Issues/QuestionsCloth Armor should be restricted to Mage classes only. Likewise, Leather should be restricted only to Brawlers and Druids, Chain to Scouts and Shaman, and Plate to Fighters, Crusaders, and Clerics only. As such, their stats should be adjusted to reflect the desired statistics for each class.There's concern about tank pets and their AoE taunt abilities. Are they working as intended?It would help a great deal if swarm pets showed their master's names again.Shrink spells, especially for pets, is in large need. Pets are simply too large to try to navigate around in groups and raids, especially in very tight quarters.How are tank pets meant to stack up compared to player tanks?Are there ever plans to allow Mages to equip throwing pouches?Tradeskillers are in *dire* need of assistance at this point in the game. Tradeskill items are, with the exception of rare items, vastly inferior to mob drop and quest items (which are also a LOT more common and easier to acquire). Case of point: Apprentice 4 spells versus Adept 1 spells. With the exception of the low end of the leveling curve, Apprentice 4 scrolls are completely driven off of the market due to the overwhelming presence of Adept 1 scrolls.Stat scaling on tradeskill items is also BADLY in need of a revamp. Right now, the stats on a Rare Formed tier 5 cloth armor are worse than even a common pristine tier 5 cloth item. The stat scaling tree should look like this (Vertical axis represents tier, horizontal access represents quality)Common Rare FabledCrude T1Shaped T1Formed T1Pristine T1Crude T2 Crude Rare T1Shaped T2 Shaped Rare T1Formed T2 Formed Rare T1Pristine T2 Pristine Rare T2Crude T3 Crude Rare T2 Crude Fabled T1Shaped T3 Shaped Rare T2 Shaped Fabled T1Formed T3 Formed Rare T2 Formed Fabled T1Pristine T3 Pristine Rare T2 Pristine Fabled T1Crude T4 Crude Rare T3 Crude Fabled T2Shaped T4 Shaped Rare T3 Shaped Fabled T2Formed T4 Formed Rare T4 Formed Fabled T2Pristine T4 Pristine Rare T4 Pristine Fabled T2Crude T5 Crude Rare T4 Crude Fabled T3Shaped T5 Shaped Rare T4 Shaped Fabled T3Formed T5 Formed Rare T4 Formed Fabled T3Pristine T5 Pristine Rare T4 Pristine Fabled T4And so on. The idea is that the higher the tier, the better the quality. And for each rarity you go up a tier from Common (IE Rare should be equal to Common +1, Fabled should be Common+2, such that a tier 4 rare should have tier 5 stats, and so on.) Crude from one tier should NEVER be worse stats than the pristine from the previous tier (ie a Crude tier 5 should still be better in every way than a pristine tier 4)Plans for the FutureAre there plans for Levitation?Are there plans for adding more Heroic Opportunities?Are Proc percentages accurate? (Especially for spells like Fire Seed)Are there plans to give Summoners more varieties of item summons? Suggestions include summoned arrows, summoned throwing knives, summoned throwing stars, summoned food and drink, summoned weapons and armor (perhaps equivalent to vendor-grade so as to not infringe on other items), and the like.Are there plans to add more Entertainment spells, such as group Fire Elemental, group Water Elemental, and group Zombie illusions? Other suggestions include a Monster illusion for conjuror pets and perhaps a Spectre illusion for Necromancers.Are there plans to add *vastly* different varieties of armor for players to wear? Everything from ragged beggar clothes to formal dresses/gowns could be used for cloth armor alone, for example.Are there plans to add any sort of Liquor or Alcoholic Beverages to the game? Currently the Alcohol Tolerance skill is completely useless.Are there plans to revamp the sky in many zones, especially Qeynos? Skies are not dynamic; no moving clouds; little stellar movement or variety; a bright blur for the sun; clouds do not even come out in Qeynos when it rainsAny plans on adding seasons to EverQuest II zones?Are there plans for more expansions? Will there be level cap increases with each expansion? Since EQ2 supports a level cap of 200, are there eventual plans to reach that level cap? Will there be Alternate Advancement options? Will there be Specialization options? (Ie: one Conjuror could specialize in pets, while another could specialize in buffs, another in spell damage, and another in debuffs)Are there plans on adding more pet variety as far as graphics go? (Necromancer Zombie pets are in *DIRE* need of more variety.) Is it intended for Tellurian Myrmidon to only have one graphic for all three ranks? (Apprentice, Adept, Master)A growing complaint is that the community of EverQuest II is getting largely anti-social. This is perhaps due to the lack of need to group or socialize. Is the dev team aware of this trend, and are there any plans to "address" this?What ever happened to mob-drop quests? They seemed to largely disappear after the Feerrott, and are practically non-existent in the Desert of Flames expansion.
|
![]() |
![]() |
![]() |
#27 |
Loremaster
Join Date: Nov 2004
Posts: 197
|
![]()
Hi Xalmat apologies if this has been addressed, been on holiday for two weeks and couldnt be bothered to read the other posts
![]()
__________________
Ratticus - 70 Ratongan Necromancer (70 Sage) - Synergy Rattius - 70 Ratongan Shadowknight Splitpaw |
![]() |
![]() |
![]() |
#28 |
EQ2Achieve.com
Join Date: Nov 2004
Location: Phoenix, AZ
Posts: 5,895
|
![]()
Sure, added to my list. Could you be more specific as to what's broken about it though?And didn't I read somewhere the devs were looking into it?
Message Edited by Xalmat on 09-26-2005 11:00 AM |
![]() |
![]() |
![]() |
#29 |
Join Date: Nov 2004
Posts: 850
|
![]()
I think the devs said they're actually taking away the clothing on the spell. The problem with this one (and misty image) is that it superimposes hair onto you and in the case of lich, the hair rubberbands all over the place when you move. The clothing part may be what causes the hair problem though. Pretty sure this one is already in the queue though.
__________________
Want to learn about Necromancers? Check out The Necromancer FAQ |
![]() |
![]() |
![]() |
#30 |
Join Date: Nov 2004
Posts: 850
|
![]() Also, the pet not being able to attack anything either blocking its LoS or just in the way between it and the mob has caused many, many frustrating evenings for me. I understand why they changed being able to deploy the pet on any mob that you can target but simple rubble completely blocks a large portion of our damage from landing and it takes alot of motion to get the pet to actually move to a point that he has a clear line of sight. This change is quite infuriating. There are quite a few places (clefts war room being a great example) where you'll go nuts trying to get your pet a line of sight.
__________________
Want to learn about Necromancers? Check out The Necromancer FAQ |
![]() |
![]() |