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Unread 04-21-2006, 10:04 PM   #1
Blackguard

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This thread is for players on Test server to provide bugs and feedback for Test Update #23. Please do not post here unless you play on Test. Use the In Testing Feedback board instead.
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Unread 04-21-2006, 10:34 PM   #3
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Ascent: How will this affect progress in progress (:p) eg. eye farming? Is the 4-group version still contested? Or is it now instanced for those with 4 eyes? Or is it a one shot access quest style thing?
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Unread 04-21-2006, 10:39 PM   #4
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Yeah I too want some more clarification on the Ascent of the Awakened changes.  Are the two halves of the zone still contested?  Do they still function in the same exact way?  Is there any reason to ever go there if I already have deathtoll access?

As it stands right now ascent is a zone full of trash mobs with useless legendary loot and way too many hp used to farm eyes to spawn gorenaire/talendor who have useless fabled loot (a [expletive haxx0red by Raijinn]ing bag?).  I dont know any guilds that care to get eyes or ever spawn these mobs again once they are all set up with deathtoll access.  Hopefully this change makes the zone something worth going into, because right now its a waste of the developer's time to have created it.

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Unread 04-21-2006, 10:47 PM   #5
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A PvP matter; when will there be a changed to city pvp and carnage flag? Currently its dule and boring in the cities. Your forced to sneak in yet you have to actually be seen to be attacked. Not only that but you can't attack anyone who isn't flagged yet they can attack you. You sneak in, wait...wait...wait and you keep waiting for nothing to happen. Your a sitting duck really and its not fun at all. Then theres the carnage flag, the only thing that allows you to attack someone in the city...HOWEVER this isn't being used in the cities ever! Its being exploited and used in the open so level 70's can bypass the level limits of zones and kill someone half there level! Everyone hates carnage flag and almost all of the server would like a open city PvP. The city is in the 8 level range so its not everyone would be free game and sense theres no carnage flag it would be a lot more smoother and balanced.
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Unread 04-22-2006, 02:10 AM   #6
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Please do not post here unless you play on Test. Use the In Testing Feedback board instead.

 

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Unread 04-22-2006, 02:23 AM   #7
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Kendricke wrote:

Please do not post here unless you play on Test. Use the In Testing Feedback board instead.

 




Woot Test server police!

Message Edited by Kurizokun on 04-21-2006 03:23 PM

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Unread 04-22-2006, 02:26 AM   #8
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Kendricke I was not talking to you in any way shape or form, please keep your opinions out of my business.
 
Nobody ever tests the high end raid content on test server so this place is as good as any to try and get a developer clarification.
 
EDIT - Please take your own advice and stay off this thread.

Message Edited by Ishboozor on 04-21-2006 03:27 PM

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Unread 04-22-2006, 03:17 AM   #9
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Ishboozor wrote:
 
EDIT - Please take your own advice and stay off this thread.

I'm on Test Server, first off.  I'm patching right now to check Templar changes out.

Secondly, I wasn't referring to you or anyone else specifically. 

Third, no one says you can't post about changes on Test.  There's a link posted above that leads to a place for non-tester discussion.


 

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Unread 04-22-2006, 03:17 AM   #10
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Kurizokun wrote:

Woot Test server police!

Are you just following me around the forums at this point?


 

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Unread 04-22-2006, 03:33 AM   #11
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Are you just following me around the forums at this point?

No, I was waiting to raid and I was reading up, then I saw your reply with HUGE text.  Thought it was kind of appropriate.

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Unread 04-22-2006, 06:20 PM   #12
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Are tradeskills ever going to be on one system again?  It's been months.  Thats just plain sloppy and it hurts the economy.  I'm very disappointed.
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Unread 04-22-2006, 09:33 PM   #13
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Took my 26 Necro then my 18 SK into Blackburrow. Unfortunately my Necro was to high to take out anything but the spiders, and the SK was too low to make it too far. Didn't see another soul in there the whole time I was on. Kind of hard to test the content without assistance.
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Unread 04-23-2006, 01:14 AM   #14
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Feedback/Comment/Question: Why are proc rates on spells based on their casting timers now? I understand that some casters were able to get extremely high DPS due to fast casting spells and multiple chances to proc (mainly Illusionists that I've heard of). However, with the proc rate change, Troubadors took a HUGE hit on their personal DPS. Our Aria's line had a 30% chance to proc on spells, which included most of our debuffs and nukes, which are all relatively fast casting. Aria's was ALWAYS up for me. Now, the proc rate is so low that I don't use it - I maintain a higher DPS with haste or STR/STA up instead. We were exactly fine the way we were before - casters were the one who needed the change, not Troubadors. Instead, we got hit by collateral damage. Feedback: Troubadors are unique in that some of their attacks have a power draining component in it. (Sandra's, Lore's and Dancing Blade lines). However, the power  drain it does is useless - even on solo mobs, you kill the mobs faster then their power is drained down. I suggest the power drain portion be increased so that it becomes potentially useful? Or just get rid of it altogether and up our damage on the CA's instead. I personally prefer the former to the latter. This observation is based on PvE experiences FYI - no clue how useful power draining for those in PvP. EDIT: Bug: When the group leader is changed, it only shows "is the group leader." The person's name doesn't show. - Volgrant, 66 Troubador on Test.

Message Edited by Zeral498 on 04-22-2006 02:15 PM

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Unread 04-23-2006, 02:36 PM   #15
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Zeral498 wrote:
Feedback: Troubadors are unique in that some of their attacks have a power draining component in it. (Sandra's, Lore's and Dancing Blade lines). However, the power  drain it does is useless - even on solo mobs, you kill the mobs faster then their power is drained down. I suggest the power drain portion be increased so that it becomes potentially useful? Or just get rid of it altogether and up our damage on the CA's instead. I personally prefer the former to the latter. This observation is based on PvE experiences FYI - no clue how useful power draining for those in PvP.
Dirges have power drain on our bow ca and enchanters have power drain too...all of it's pretty worthless atm since heroics/epics have so big power pools and solo mobs die so quickly anyway.
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Unread 04-23-2006, 06:39 PM   #16
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Chefren wrote:

Zeral498 wrote:
Feedback: Troubadors are unique in that some of their attacks have a power draining component in it. (Sandra's, Lore's and Dancing Blade lines). However, the power  drain it does is useless - even on solo mobs, you kill the mobs faster then their power is drained down. I suggest the power drain portion be increased so that it becomes potentially useful? Or just get rid of it altogether and up our damage on the CA's instead. I personally prefer the former to the latter. This observation is based on PvE experiences FYI - no clue how useful power draining for those in PvP.
Dirges have power drain on our bow ca and enchanters have power drain too...all of it's pretty worthless atm since heroics/epics have so big power pools and solo mobs die so quickly anyway.

Okay, so we're not the only classes who have them. :smileywink: But my point still stands. They're really worthless right now, so can they be made useful?
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Unread 04-23-2006, 09:01 PM   #17
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I am going to agree, power drains needs to be upped a bit. Taking away 600 power from an epic does well... nothing.  Taking 300 from a player in PVP does about the same. All power drains need to be doubled to make them semi usefull.
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Unread 04-26-2006, 04:29 AM   #18
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Spell Cast proc baseline seems to be at 2.5seconds, this is extremely high for Coercers who have 16 offensive spells which are 2.0 seconds or less and 3 spells which are 3 seconds.
 
How is the Baseline 2.5 seconds?
 
I bleed my fingers and burn power faster than any other class to do any dps at all, this change is going to keep Summoners and Sorcerers at the top of the DPS and drop Enchanters down another rung or 3 below Priests, Brawlers, Warriors, and Crusaders.
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Unread 04-26-2006, 10:10 AM   #19
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Findarato wrote:I am going to agree, power drains needs to be upped a bit. Taking away 600 power from an epic does well... nothing.  Taking 300 from a player in PVP does about the same. All power drains need to be doubled to make them semi usefull.

Uh wrong, in raid pvp, mana is already scarce enough, a quick drain can put an end to a wizard/warlock's dps for a while, we can only regen 200 at level 60 with an adept 1.
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Unread 04-26-2006, 04:37 PM   #20
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Actually itll drop Illus to Tier3 where they belong, no more 1k dps, thanks SOE.
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Unread 04-27-2006, 07:05 PM   #21
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When is the memory crash error going to be addressed? Its been 4 months now its been known. We get this stupid updates altering content, but no updates to fix this CRITICAL bug many users are experiencing.

Message Edited by StealthM0de on 04-27-2006 08:06 AM

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Unread 04-28-2006, 02:42 PM   #22
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So not really much new thing to say, pretty nice bug fixes. Actually, while whole LU#23 dedicated to bug fixes, would like to see more ironed out or silent improvements, especially on UI reducing 50% performance issue.

Many people would prefer to give up ability to use custom UI as an option to gain 50% FPS back imo.

 

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Unread 04-28-2006, 11:59 PM   #23
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Edit: NM.

Message Edited by copystart on 04-28-2006 01:16 PM

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Unread 04-30-2006, 04:36 AM   #24
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Message Edited by EQ2Playa432 on 04-29-2006 08:37 PM

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Unread 05-03-2006, 01:45 PM   #25
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The Bowels of Bonemire (Quest) Quest Rewards from different cities unfair.. maybe bugged.. need fix asap!!!
 
Freeport Version: aITEM -1139486943 1402063128:Tayil's Grim Greaves/a
 
Queynos Version: aITEM -1138304596 811680384:Murrar's Glorious Greaves/a
 
Please take a look at this item thanks!

 

 

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Unread 05-04-2006, 09:15 AM   #26
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Since I do not yet see a Live Update 23 Feedback anywhere, I will post here.

It said in the Update Notes that the 50 - 60 Collection Writs now require 10 items instead of 20.

I picked up 2 seperate Collection writs, BOTH still require 20 items instead of 10.

Looking at and Deleting several other collection writs from the other factions also still shows 20 items required.

There are from the Qeynos Side.

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Unread 05-04-2006, 02:39 PM   #27
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Maeryth wrote:

Since I do not yet see a Live Update 23 Feedback anywhere, I will post here.

It said in the Update Notes that the 50 - 60 Collection Writs now require 10 items instead of 20.

I picked up 2 seperate Collection writs, BOTH still require 20 items instead of 10.

Looking at and Deleting several other collection writs from the other factions also still shows 20 items required.

There are from the Qeynos Side.




http://eqiiforums.station.sony.com/eq2/board/message?board.id=quest&message.id=111241#M111241
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Unread 05-06-2006, 03:50 AM   #28
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OMG what in the world is going on?!

It's May 6th already, when Darathar is going to be updated with LU23 finally?!!

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Unread 05-10-2006, 02:08 PM   #29
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That is good for your server don't get LU 23,
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Unread 05-11-2006, 05:42 AM   #30
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People still use Windows ME?  Ugh.
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