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Unread 04-22-2006, 02:17 AM   #1
Daneelia

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Could someone possibly tell me why the Inquisitor AE stun was removed?  I can't figure it out, it not only stopped aggro on the Inquisitor, it reduced the hate and allowed the tank to regain aggro.  Is this a bad thing?  I don't know how many inquisitors actually used this spell, but I found it extremely useful in groups, not.  It has saved entire groups and raids from total wipes on occasion.  Ah, I see, perhaps it gave clerics too much power and we can't have that, can we.  /sighAlso, racial invis has been redone again. It once again roots the caster so we have no hope of getting past anything.  Goodbye soloing, back to LFGGuess we have to get a group to do writs, harvest and get quests done once again.  =(There was also a nerf to the AA ability, can't remember what it was exactly, a nerf of 50%Teodio .... Level 70 Inquisitor / 60 Armorsmith on TestJerika .... Level 34 Fury / 8 Future Tailor on TestDaneelia ... Level 22 Dirge / 60 Provisioner on Test
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Unread 04-22-2006, 02:53 AM   #2
menelaus109

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My stun and deaggro seems fine The change to the AA ability was wording only, previously it said 'reduces casting times by 100%' now it it say 'reduces casting times by 50%' the effect is still the same as it cuts cast times in half The 'reduces casting times by 100%' was a little ambiguos, it referred to the minimum cast time a spell could be reduced to which was half its original cast, it doesnt and never meant that spells were cast instantly on a plus note detect good now works, shame they couldnt have taken a look at verdict instead
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Unread 04-22-2006, 02:59 AM   #3
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Daneelia wrote:

Could someone possibly tell me why the Inquisitor AE stun was removed?  I can't figure it out, it not only stopped aggro on the Inquisitor, it reduced the hate and allowed the tank to regain aggro.  Is this a bad thing?  I don't know how many inquisitors actually used this spell, but I found it extremely useful in groups, not.  It has saved entire groups and raids from total wipes on occasion.  Ah, I see, perhaps it gave clerics too much power and we can't have that, can we.  /sigh

What spell / art / ability are you referring to? I didn't catch anything like this in the Test Update Notes


Also, racial invis has been redone again. It once again roots the caster so we have no hope of getting past anything.  Goodbye soloing, back to LFG

Guess we have to get a group to do writs, harvest and get quests done once again.  =(

Just use a totem of the chamelon. 15 minute self-invis.  BTW, did you actually experience this in the test server? Because I didn't see anything in the notes - are they missing the change?


There was also a nerf to the AA ability, can't remember what it was exactly, a nerf of 50%

Not a nerf. They were properly wording that the time is cut in half. It still functions the same on timers.

Teodio .... Level 70 Inquisitor / 60 Armorsmith on Test
Jerika .... Level 34 Fury / 8 Future Tailor on Test
Daneelia ... Level 22 Dirge / 60 Provisioner on Test




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Unread 04-22-2006, 05:34 AM   #4
Jaradcel

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*headdesks*>>Inquisitor:- Detect Good will now work properly.What the heck? Of all the spells to fix, why Detect Good? Can someone on test actually tell me what on earth it does now? Oohhh glowy? *mutters, mumbles*
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Unread 04-22-2006, 05:59 AM   #5
Daneelia

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The spell line I referred to as the AE stun and hate reducer is Digression, it has been completely removed.  The effect was to stop the mob from hitting the healer and allow the tank to regain aggro without the entire group wiping out.As to the AA line, I agree, it was a graphics change only.  That was not my main problem.I can also live with using totems, that is not a huge deal to me.  The missing Digression line is a very big deal.  It helps entire groups, not just the Inquisitor.Detect good?  Who knows, I never wasted my money on this so-called "fun" spell.  Totally useless as what the heck difference does it make if someone is good or evil unless you happen to be on PvP.  Aha. there it is, its a PvP change!  /rudeOn normal and test server, you can pretty much tell whether someone is good or evil by their race / class.  Despite being able to betray, the class is a dead giveaway I believe.Not everyone plays on PvP, why not make the changes to PvP servers only?  I have no idea.Ok, just my 2 cents.  I was wondering how other inquisitors felt about the removal of Digression line.Teodio etc.
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Unread 04-22-2006, 08:14 AM   #6
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I'd be very surprised if the devs removed the Distract line from Inquisitors, considering that all priests have a similiar line of the sort. WHen you say 'removed', do you mean it is not in your spellbook? On Test? Live?

I'd be more inclined this is a bug than anything else.

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Unread 04-22-2006, 06:23 PM   #7
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Yes, it seems as though the entire digression line has been removed from our spell books. At least on the test server. I can only hope that this is a bug or an oversight of some drastic measures.

I agree that this is very bad if this is going to be intentional, as I use the hate reducer to give the tank a chance to regain agro on single mobs or even grouped ones.

Going to post this issue in the testing forums as well in hopes that it never makes it to the live servers. That would be bad.

More to come~

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Unread 04-22-2006, 09:47 PM   #8
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You haven't played on a pvp server, have you SMILEYIt's pretty obvious who is "good " and who is "Evil" by... say... the player CONs (like an NPC) and the aggro outline to the name.This isn't a pvp change. It's a fix to a broken spell. A tiny fix, I'm sure, that took a line of code or three. I very much doubt some guy slaved away for hours to fix it, when he could be doing something else - so why complain? Some people enjoy messing around with the fun spells - I'd feel pretty powerful on a nightmare with unholy aura and an unholy adept following me around...
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Unread 04-22-2006, 10:14 PM   #9
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Are you referring to the digression line or the detect good line?  I'm not knocking detect good, I don't have it, so have no opinion about it whatsoever.  My concern was with the stun / hate reducer.  Disorientation at level 69 to be specific.  I also have no problem with fun spells, I have Unholy adept and I like it fine.As it turns out, several priest lines came up missing and testers are currently working with QA's to find and fix this.  That is what test server is all about.  I created this post to find out if any other Inquisitors found it useful.  No need to get upset.  =)
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Unread 04-23-2006, 12:10 AM   #10
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Istaril wrote:
- I'd feel pretty powerful on a nightmare with unholy aura and an unholy adept following me around...



Its got its merits. Add that with the pope hat and you get alot of WOWS! in the outlying towns..hehe
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Unread 04-23-2006, 04:07 AM   #11
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This is what I usually get: "Love the horse/carpet man, and that's a really cool hat! But whats with the love sparklies?"
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Unread 04-23-2006, 08:31 AM   #12
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Hahahahah, above post is sooooo true^^ -Daenath X'Deus 70 Teir'Dal Inquisitor, Nektulos 38 Teir'Dal Inquisitor, Nagafen
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Unread 04-25-2006, 06:23 AM   #13
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Daneelia wrote:
The spell line I referred to as the AE stun and hate reducer is Digression, it has been completely removed.  The effect was to stop the mob from hitting the healer and allow the tank to regain aggro without the entire group wiping out.

As to the AA line, I agree, it was a graphics change only.  That was not my main problem.

I can also live with using totems, that is not a huge deal to me.  The missing Digression line is a very big deal.  It helps entire groups, not just the Inquisitor.

Detect good?  Who knows, I never wasted my money on this so-called "fun" spell.  Totally useless as what the heck difference does it make if someone is good or evil unless you happen to be on PvP.  Aha. there it is, its a PvP change!  /rude
On normal and test server, you can pretty much tell whether someone is good or evil by their race / class.  Despite being able to betray, the class is a dead giveaway I believe.

Not everyone plays on PvP, why not make the changes to PvP servers only?  I have no idea.

Ok, just my 2 cents.  I was wondering how other inquisitors felt about the removal of Digression line.

Teodio etc.


Here is your answer on the Digression Line: http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=123#M123
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Unread 04-25-2006, 07:19 AM   #14
Daneelia

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There's really no need to be rude you know.  The reason its being fixed is because the inquisitors on test brought it to the attention of the QA's and the matter was attended to.  There's no reason to space your words as though speaking to a simpleton.  As stated, it was a test only matter.  Thank you for the link, but I was already aware of the fix.
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Unread 04-26-2006, 03:47 AM   #15
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Err... the spacing of the answer is a bug on the forums.  Just happens sometimes.  Don't take it the wrong way. :smileysurprised:

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Unread 04-26-2006, 04:37 AM   #16
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Daneelia wrote:
There's really no need to be rude you know.  The reason its being fixed is because the inquisitors on test brought it to the attention of the QA's and the matter was attended to.  There's no reason to space your words as though speaking to a simpleton.  As stated, it was a test only matter.  Thank you for the link, but I was already aware of the fix.



:smileysad:I wasn't trying to be rude, Daneelia, just trying to link the fix to allay any concerns you may have had. I'm not sure why you'd think I was talking down to you - the paragraph justification on my response is (for some reason) changed to 'full justify' instead of 'left align', so the words stretched out. I'm glad the fix was made. I know it was on test, too. I guess no good deed goes unpunished?:smileysurprised:
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Unread 04-28-2006, 10:48 AM   #17
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LOL, I haven't been here for days and was so shocked to see the original post.
Heck, I bought Disorientation master only 5 mins ago and it's going to be removed? No kidding!
Thank god it was just a stupid bug :smileywink:
 
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Unread 04-29-2006, 10:27 AM   #18
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Detect good is useless.

It only works if you are grouped with the person. So it doesn't work on PVP, and why would it mean anything on a PVE server?
And it would be useful on a PVP server if it could be used anytime on anyone. There are situations you don't see a red outline around opposing faction players.

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Unread 05-01-2006, 07:35 PM   #19
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menelaus109 wrote:My stun and deaggro seems fine The change to the AA ability was wording only, previously it said 'reduces casting times by 100%' now it it say 'reduces casting times by 50%' the effect is still the same as it cuts cast times in half The 'reduces casting times by 100%' was a little ambiguos, it referred to the minimum cast time a spell could be reduced to which was half its original cast, it doesnt and never meant that spells were cast instantly on a plus note detect good now works, shame they couldnt have taken a look at verdict instead
Actually just to let you know, it is a nerf. 100% Spell Haste cuts your timers in half, while 50% Spell Haste will cut off 25% of your cast timers. I have checked this as an Illusionist with my AAs, and the comparison between 50% and 100% Spell haste(both of which I can achieve by myself) is easily seen.
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Unread 05-01-2006, 10:02 PM   #20
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Interesting Pinski, i was under the impression that there were no changes to the actual effects just the description As it stands right now (on live) the description says 'reduces cast times by 100%' the actual effect is to reduce cast times by 50%, ie 2 seconds to 1 second From what i understood of the changes the change was simply to the description to make it more obvious that spell cast times were reduced by 50% even though the description stated 100% If this is indeed a nerf and cast times are no longer reduced by 50% then ill be an unhappy inquisisitor Anyone on test confirm this?
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Unread 05-02-2006, 01:59 AM   #21
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I have this question in to the QA personel on test. They are trying to get ahold of the developer in charge of this change to see what the intentions were for it...be a description change or an actual change in effects. Havent heard back at this time, so I dont know if it's still up for discussion or QA just forgot...*which they are prone to do from time to time* I will strangle,abuse,torture, maim or pester him till he finds out.

 

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Unread 05-03-2006, 09:44 PM   #22
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Kadurm wrote:

I have this question in to the QA personel on test. They are trying to get ahold of the developer in charge of this change to see what the intentions were for it...be a description change or an actual change in effects. Havent heard back at this time, so I dont know if it's still up for discussion or QA just forgot...*which they are prone to do from time to time* I will strangle,abuse,torture, maim or pester him till he finds out.


Please let us know what the results are of this inquiry.
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Unread 05-03-2006, 10:20 PM   #23
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Patch has hit live and I can't get in game right now.  Any verification on what has actually been done to Divine Recovery?  Simple wording change in spell description or a nerf to the spell affect?  Thanks

Message Edited by Percuvil on 05-03-2006 02:21 PM

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Unread 05-03-2006, 11:23 PM   #24
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Just tested with  DR > Fanatical healing : base cast with Facile Grace lvl 8 = 2.6 sDR up = 1.8sbut I don't remember what was the casting time before LU23  XD
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Unread 05-04-2006, 03:17 AM   #25
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Ssinurn wrote:


Kadurm wrote:

I have this question in to the QA personel on test. They are trying to get ahold of the developer in charge of this change to see what the intentions were for it...be a description change or an actual change in effects. Havent heard back at this time, so I dont know if it's still up for discussion or QA just forgot...*which they are prone to do from time to time* I will strangle,abuse,torture, maim or pester him till he finds out.

 



Please let us know what the results are of this inquiry.



I finally got an answer from the QA person and from what they were telling me was the typical "This is working as intended". So I threatened him with physical torture unless he told me that the "intended" part meant.

Will have to get him to email me the exact equasion that they use in EQ2 to come up with the examples he was giving me.

Basically what I was told was than a percentage was not an actually addition or subtraction of base damage or time, but was based on ticks or rounds per action.

So a 50% reduction in timer would not actually lower the casting time the way we would think that it does, but allows for that same action to take place 50% more often in a given time allotment. (which if you ask me is the same as lowering the casting time, but this is QA I'm talking to *shrug*)

Sorry I cannot offer more info at this time, I'm still after him on it.

More to come.

Message Edited by Kadurm on 05-03-2006 06:17 PM

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Unread 05-04-2006, 05:17 PM   #26
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Think I found an answer to my own question and a pretty good explanation of the situation here:

http://eqiiforums.station.sony.com/eq2/board/message?board.id=13&message.id=24562

Also heard that the Enameled Kiteshield of the witchdoctor received a stealth nerf.  Can't confirm it right now.

Message Edited by Percuvil on 05-04-2006 10:32 AM

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