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Unread 07-03-2005, 06:35 PM   #1
Sapperlight

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Severely Affects Gameplay
 
1.  Buffs not stacking
Veil of the Forest and Forester's Instinct no longer stack.  Tolan's and Veil may work together, though.  This was broken in the last patch.  It was fixed for some other classes, but not for us.  As it was not intended, the effect on Rangers is significant and needs to be addressed.
 
2.  Longshank Delay
Longshank has a 1.0 second delay before the stealth effect registers, which precludes the casting of other CAs that require stealth.  This was fixed for the other spells in the line by reducing the delay to 0.1 seconds, but Longshank was missed.  This is a longstanding problem.
 
3.  Master I Quality
Dance of Leaves Master 1 Buffs 4 LESS defense than Adroit Apprentice 1, which is huge since Defense = level.
  Adroit Adept 1: Agi +5, Parry +7, and Def +9
  Dance of Leaves Adept 1: Agi +7, Def +4, and Parry +8
 
Further examination of Dance of Leaves
  Adept I - inc agi by 8; inc defense by 4; inc parry by 8
  Master I - inc agi by 9; inc defense by 4; inc parry by 9
 
Surveil - I was expecting more threat reduction from the adept 3
  Adept 1 - reduces threat by 184-307 and grants level 52 stealth with 46% slow to the caster.
  Adept 3 - reduces threat by 187-313 and grants level 53 stealth with 46% slow to the caster.
 
Snipe
  Appr IV - decrease agi by 18 and defense by 10 - manacost = 60
  Master I - decreases agi by 18 and defense by 11 - manacost = 70
 
Feral Instinct does not scale at all from app1 to app4 to master 1.  It has had the same duration, recast, agi bonus, and dps increase at each of those levels.
 
Natural Instincts App 1 has the same stats as the Adept I version. 
 
I think the CA Focus of Fire replaces still increases bow/ranged by 1-5 more points then Focus of Fire does as well. [still researching this one]
 
Ensnare App 1 has the same stats as Master 1.
 
4.  Surveil Locks when Used in HO
The title says it all.  If you use Surveil to complete an HO, it will lock out for the delay, then stay greyed out until you zone or relog.  There were other skills that did this but were fixed; this is the only holdout.
 
5.  Change in Chance to Hit
One other thing I have noticed since the latest big patch is that I seem to miss a lot more in combat then I did before. I used to rarely miss if at all and now I can fire off about 4 CA's with the bow and sometimes NONE of them will hit. What gives? My equipment has not changed much if at all during this period.  This is also evident in the completion of HOs, where the concluding HO will 4-5 applications before 'sticking'.
 
Moderately Affects Gameplay
 
6.  Movement Buff from Forest Line
Does the Veil of the Forest line actually give a 5% movement bonus like it claims?  Player data indicates that it only works while in combat and that it only stacks with sprint, yet the description indicates it should enhance overall movement.  This buff should improve all movement, to include invis, but doesn't.
 
7.  Sneaks/Stalks
Also when we use any sneak it cancels all of our movement buffs. I use the 40 special skill (Holly's Stalking Trap) with no movement speed penalty and it drops to normal run speed regardless of buffs.
 
Holly's Stalking Trap claims in the description to give see invisable/stealth bonus as huntsman's trap did, but has no spell line for it.
 
Stalk Prey - Unlike the other sneaks in the line, this does not add to our ability to see stealth and invisible. In addition, stalk prey does not give a buff on termination. It says, "Casts Stalker's Boon on termination. Increases piercing of caster by 4." However, when I cast a buff while in stalk with stalk prey, it says, "YOU try to burn YOURSELF with Stalker's Boon but YOU resist." And
I get no buff.
 
In comparison, Huntsmen's Trap does indeed cast Trapped on me which, according to the examine window for Huntsman's Trap, is supposed to "Casts Trapped on termination. Casts Ensnare on caster. When target is struck this spell will: by 35%". When I examine the Trapped buff that is placed on me when I cast a buff while stealthed with Huntsman's Trap, it says "Augmentation placed upon a person that lowers their running speed." So I think this one is messed up too, or something is not clear. Is my run speed being lowered?
 
8. Snares
The General Non-functionality of all ranger snares, breaking on Damage, and not showing up in the maintained spells window. Some of these do not even work.
 
Entrap - Says refreshes ranger if hit but nothing like that is listed in the effects.
 
The new snare from Splitpaw doesn't seem to match its description.  I have yet to see it perform a "Perfect Snare", which to me implies a Root.  Instead, it snares for a short duration.
 
9. Focus Fire
This Line of Skills Buff "BOW" yet with LU11, Bow skill is not even listed in our skill list since it is an auto leveling skill. Please change it to buff ranged skill or do something else.
 
10. Primal Reflexes
Lvl 39 Skill that Greys out as soon as you get it. Let's hope they fix this in the upcoming combat changes.
 
11. Piercing CAs
The combat arts 'Culling the Herd', ' Deadly Reminder', 'Survival of the Fittest', and 'Crippling Blade' are all locking into doing piercing damage.  This means that no matter what weapon/arrow you have equipped they still won't do damage to a pierce immune mob.  Puts a big hurt on the dps when fighting these types of mobs.  I can maybe understand why Deadly Reminder is like this but don't see the reasoning for the others.
 
12. Poison disappearing on death.
This may be intentional, but it would be nice if it were reconsidered.  Food/drink was mostly fixed to stay after death, so why not poison.  Poison can be as much or more of an expense as food/drink so it should work in the same manner.  I'd be a lot happier to pay for T5 rare poison if I knew for sure I'd get 12 hours or 200 procs outta it instead of being one shot killed by riposte
damage because some epic mob turned for 2 seconds during a fight.
 
It also seems to disappear when you zone sometimes, but it is infrequent and could be timer related.
 
13.  Combat art stacking.
I can say that this is perhaps the most annoying problem with the game and affects almost every class.  The 'Would Not Take Effect' problem has to be fixed in the combat revamp, if not sooner.
 
Slightly Affects Gameplay
 
14.  Spring Animation Missing
The jumping, spinning attack animation is gone from the Pounce/Spring/Natural Selection line.  The animation was cool, so it would be nice to see it back.  The AoE does work, though.  This started before the patch.
 
15.  Text on Abilities Missing
The text on many spells is missing.  Specific examples include Tanglethorn, Long Shank, and Veil of the Forest.  The part that's missing is the spell effect; the part that's present says, "by 25%" or whatever it is for that spell.  The effects seem to work, it's just the text.  This came about during LU11.

Specifically:
-Tanglethorn - Says it also stuns target in description but does not have a stun effect listed.
-Culling of the Herd - Says it Interupts Target in description but does not have a intterupt effect listed.
-Storm of Arrows - It seems to grant an Encounter Wide Intterupt but this is not listed in the description or Effect.
 
16. Animation Changed
Longshank/Crippling Blade or Tanglethorn combo--The animation is different now. After finishing the 2 CA combo you still appear invis and drop into the sitting position for a second or two.
 
Message Edited by Sapperlight on 07-05-2005 06:12 AM

Message Edited by Sapperlight on 07-08-2005 07:24 AM

Message Edited by Sapperlight on 07-11-2005 07:12 AM

Message Edited by Sapperlight on 07-19-2005 07:13 AM

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Unread 07-03-2005, 09:22 PM   #2
Somethiing

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The Veil of the Forest/Forester's Instinct/Tolan's Talent stacking have been fixed.
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Unread 07-03-2005, 10:14 PM   #3
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5.  Text on Abilities Missing
The text on many spells is missing.  Specific examples include Tanglethorn, Long Shank, and Veil of the Forest.  The part that's missing is the spell effect; the part that's present says, "by 25%" or whatever it is for that spell.  The effects seem to work, it's just the text.  This came about during LU11.


 

 

Specifically:

Tanglethorn - Says it also stuns target in description but does not have a stun effect listed.

Culling of the Herd - Says it Intterupts Target in description but does not have a intterupt effect listed.

Storm of Arrows - It seems to grant an Encounter Wide Intterupt but this is not listed in the description or Effect.

 

Also

Dance of Leave Master 1 Buffs 4 LESS defense than Adroit Apprentice 1. Which is Huge. Since Defense = level.

Snares - The General Non functionality of all ranger snares, breaking on Damage, and not showing up in the maintained spells window. Some of these do not even work.

Focus Fire - This Line of Skills Buff "BOW" yet with LU11, Bow skill is not even listed in our skill list since it is an auto leveling skill. Please change it to buff ranged skill or do something else.

Primal Reflexes - Lvl 39 Skill that Greys out as soon as you get it. Let's hope they fix this in the upcoming combat changes.

 

 

There, Now I realize and I am HOPING most of this gets adressed in the combat changes, but it is still usefull to point out the bugs incase they miss them

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Unread 07-03-2005, 10:51 PM   #4
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Not sure if these are what you would call bugs, but they really need to be fixed in my opinion.

 

1. The combat arts 'Culling the Herd', ' Deadly Reminder', 'Survival  of the Fittest', and 'Crippling Blade' are all locking into doing piercing damage.  Which means that no matter what weapon/arrow ya have equipped they still won't do damage to a pierce immune mob.  Puts a big hurt on the dps when fighting these types of mobs.  I can maybe understand why Deadly Reminder is like this but don't see the reasoning for the others.

 

2. Poison disappearing on death.  Well food/drink was mostly fixed to stay after death, so why not poison.  Poison can be as much or more of an expense as food/drink to it should work in the same manner.  I'd be a lot happier to pay for T5 rare poison if I knew for sure I'd get 12 hours or 200 procs outta it instead of being one shot killed by riposte damage because some epic mob turned for 2 seconds during a fight.

 

3.  Combat art stacking.  I can say that this is perhaps the most annoying problem with the game and affects almost every class.  The 'Would Not Take Effect' problem has to be fixed in the combat revamp.

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Unread 07-04-2005, 12:57 AM   #5
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ChaosUndivided wrote:

Focus Fire - This Line of Skills Buff "BOW" yet with LU11, Bow skill is not even listed in our skill list since it is an auto leveling skill. Please change it to buff ranged skill or do something else.



Steady Aim, Take aim, Focus of Fire.
 
What exactly is the purpose of these?  So you can use a Bow that is higher than your max bow skill?  Mega lame.  The animation is kinda kewl though, for a useless skill.
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Unread 07-04-2005, 09:12 AM   #6
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List of top annoying stuff (well, might be stuff i am just using in a bad way, enlight me if it s the case please)

- Stacking: why can t they start from where they finally ended in EQ1 ? Starting over and over from the same situation is stupid. And there is a LOT of things in eq2 which had been worked out in eq1 but fell back to the bad old situation. Have debuff not stacking in effect but can be used if other effect on same spell and have all damage dots stacking. Simple. Took you 4 years to learn that in eq1, start from there plz.

- I very often end with tracking, surveil not working at all. Only relogging fix it. Well, add to that the stuck in combat mode.

- Tracking: movement keys shouldn t move the selection, at the very least not if i am not mouse over the tracking window. The selection keeping jumping from time to time for no apparent reason so i end half the time tracking the wrong mob making me have the waypoint window open at all time which is annoying.

- Have makeshift arrow replenish the ammo slot 1 rst if such arrows are equiped. All that in fight arrow management is just fun killing.

- When NOT in combat mode let us use clickable item from the inventory. Again, all that item rolling is boring and has no reason to be.

- Let us resize bags ... i want to see something. Currently just managing the bag position is hell. Btw, they still not remember from a session to another where they should be. Well, i don t know for other classes but i have to keep a bag open at all time to replenish arrow, switch weapons and clickables (maybe add a shealth sp? like in eq1 so we can save some configuration ?).
 
- Let us store hotkeys bar. I am crafter, that s 5 bars. i have 4 bars full of stuff for my daily adventurers needs. Now you throw mentor in and you see that i need to store hotkeys (prolly one per tier).
 
Sorry i digressed a bit from the "ranger bug" subject but all these points are just ruining my fun. At the very best i can hope playing 30 mins without running in one or another of these very annoying stuff.
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Unread 07-04-2005, 09:40 AM   #7
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Huugr wrote:
 
- Let us store hotkeys bar. I am crafter, that s 5 bars. i have 4 bars full of stuff for my daily adventurers needs. Now you throw mentor in and you see that i need to store hotkeys (prolly one per tier).
 


http://eqiiforums.station.sony.com/eq2/board/message?board.id=tips&message.id=1779
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Unread 07-04-2005, 06:27 PM   #8
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3.  Movement Buff from Forest Line
Does the Veil of the Forest line actually give a 5% movement bonus like it claims?  I have yet to see any difference, but it's possible that the improvement is too low to notice.  This buff should improve all movement, to include invis, but doesn't.
 
 
I have tested this and it does not add any speed to movement.
 
Also When we use any sneak it cancels all of our movement buffs. I use the 40 special skill with no movement speed penalty and it drops me straight to normal run speed regardless of buffs.
 
I for one would really like this fixed, as it is now we can't keep up with the mages when we invis.
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Unread 07-04-2005, 08:20 PM   #9
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Holly's Stalking Trap (or whatever its called), lvl 40 special training, claims in the description to give see invisable/stealth bonus as huntsman's trap did, but has no spell line for it. Btw, the lvl 20 special stealth also stopped speed buffs while it was cast, i think this may be intended as it doesn't claim to allow bonus.... very dependent on how you read it
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Unread 07-04-2005, 08:36 PM   #10
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Veil of the forest gives you a 5% sprint speed buff not overall movement buff SMILEY
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Unread 07-05-2005, 05:49 AM   #11
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Somethiing wrote:
The Veil of the Forest/Forester's Instinct/Tolan's Talent stacking have been fixed.


Somethiing, can you tell me exactly which ones stack for you?  I know for a fact that Veil of the Forest and Forester's Instinct do not stack for me.  At least, there is no change in my Persona window, and there used to be.  I don't have Tolan's, so maybe that one is working.  Thanks.
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Unread 07-06-2005, 09:55 PM   #12
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I've updated the list with your input.  Anything else?
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Unread 07-06-2005, 11:42 PM   #13
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First I would like to say thanks for posting this. I was going to start a similar thread but just have not had the time and I don't think it would have been as complete as your post SMILEY

Here are my additions, I apologize in advance for anything that has been posted already.

Longshank Crippling Blade or Tanglethorn combo - The animation is different now. After finishing the 2 CA combo you still appear invis and drop into the sitting position for a second or two.

I'm not sure if these are bugs or supposed to be this way but I expected more form my adept 3's.

Surveil - I was expecting more threat reduction form the adept 3

Adept 1 - reduces threat by 184-307 and grants level 52 stealth with 46% slow to the caster.

Adept 3 - reduces threat by 187-313 and grants level 53 stealth with 46% slow to the caster.

Snipe

Apprentice 1 & 2 and Adept 3 are all the same...

Reduces Agility by 18 and defense by 10

As mentioned earlier in the thread Adroit and Dance of Leaves have issues.

Adroit Adept 1 - Agi +5, Parry +7, and Def +9

Dance of Leaves Adept 1 - Agi +7, Def +4, and Parry +8

I think the CA Focus of Fire replaces still increases bow/ranged by 1-5 more points then Focus of Fire does as well. I believe I have Adept 1 for both of those but am not 100% certain on this one.

One other thing I have noticed since the latest big patch is that I seem to miss a lot more in combat then I did before. I used to rarely miss if at all and now I can fire off about 4 CA's with the bow and sometimes NONE of them will hit. What gives? My equipment has not changed much if at all during this period.

Solas @ Befallen Level 50 Ranger
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Unread 07-07-2005, 12:10 AM   #14
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It dawned on me today to come make this exact same post.  The only things I see missing from the list that I had made are:

Entrap - Says refreshes ranger if hit but nothing like that is listed in the effect.

Feral Instinct - I dont know about you guys, but this skill didnt scale at all from app1 to app4 to master 1.  It has had the same duration, recast, agi bonus, and dps increase at each of those levels.

Stalk Prey - Unlike the other sneaks in the line, this does not add to our ability to see stealth and invisible. 

Message Edited by CheeseEoC on 07-06-2005 01:14 PM

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Unread 07-07-2005, 07:36 AM   #15
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ok, the 5% speed buff from veil of the forest DEFINITELY works its just that its in combat, and it stacks with nothing except sprint
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Unread 07-08-2005, 02:36 AM   #16
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hi, spell balance bug: spell: snipe stats of appr IV = decrease agi by 18 and defense by 10 - manacost = 60 stats of master I = decreases agi by 18 and defense by 11 - manacost = 70 spell: dance of leaves stats of adept I = inc agi by 8; inc defense by 4; inc parry by 8 stats of master I = inc agi by 9; inc defense by 4; inc parry by 9 very useful upgrade this master spells SMILEY

Message Edited by OrelliK on 07-07-2005 03:32 AM

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Unread 07-08-2005, 06:46 AM   #17
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In addition to not giving us see invis and see stealthed, stalk prey does not give a buff on termination. it says "Casts Stalker's Boon on termination. Increases piercing of caster by 4". However, when I cast a buff while in stalk with stalk prey, it says "YOU try to burn YOURSELF with Stalker's Boon but YOU resist." And I get no buff. In comparison, Huntsmen's Trap does indeed cast Trapped on me which, according to the examine window for Huntsman's Trap, is supposed to "Casts Trapped on termination. Casts Ensnare on caster. When target is struck this spell will: by 35%". When I examine the Trapped buff that is placed on me when I cast a buff while stealthed with Huntsman's Trap, it says "Augmentation placed upon a person that lowers their running speed." So I think this one is messed up too, or something is not clear. Is my run speed being lowered?
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Unread 07-08-2005, 05:36 PM   #18
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OrelliK wrote:
hi, spell balance bug: spell: snipe stats of appr IV = decrease agi by 18 and defense by 10 - manacost = 60 stats of master I = decreases agi by 18 and defense by 11 - manacost = 70 spell: dance of leaves stats of adept I = inc agi by 8; inc defense by 4; inc parry by 8 stats of master I = inc agi by 9; inc defense by 4; inc parry by 9 very useful upgrade this master spells SMILEY

Message Edited by OrelliK on 07-07-2005 03:32 AM


I personally think they need to take a real hard look at the master line. I don't think any of them do as much as they should for the rarity of the drop...
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Unread 07-08-2005, 05:39 PM   #19
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My triple fire master 1 was a nice upgrade, but a lot of our buffs other than VotF and Foresters Instincts arent even worth upgrading SMILEY
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Unread 07-08-2005, 06:25 PM   #20
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Updated to this point.  Buffs still not stacking for me, which could be the reason for the decrease in chance to hit.
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Unread 07-09-2005, 03:04 AM   #21
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I'm only 27 so a lot of this stuff doesn't apply to me yet, but i was checking ca upgrades the other day and noticed that app1 natural instincts  did the exact same thing as the adept I version.  so you'd pay to upgrade nothing.  I thought it might be duration or something and since it was only about 20s (because nobody ever upgrades it i guess) i bought one, and used it thinking maybe the duration changed, but nope nothing.  I thought the point of skill upgrades was that they do something better than the previous version.  Guess i could be wrong there though.
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Unread 07-11-2005, 06:13 PM   #22
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Updated with the hopes that a red name actually reads it and shows us some love.
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Unread 07-11-2005, 07:02 PM   #23
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Spring is next to useless as-is.  At most I've managed to hit 2 targets from a group and I'm not entirely sure that 2nd wasn't hit by swipe.
 
This is our only line of AE attacks and only hitting one target means I should have just used my best backstab for twice the damage.
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Unread 07-11-2005, 11:56 PM   #24
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5.  Change in Chance to Hit
One other thing I have noticed since the latest big patch is that I seem to miss a lot more in combat then I did before. I used to rarely miss if at all and now I can fire off about 4 CA's with the bow and sometimes NONE of them will hit. What gives? My equipment has not changed much if at all during this period.  This is also evident in the completion of HOs, where the concluding HO will 4-5 applications before 'sticking'.

 
I have also noticed this, but was wondering if I was just imagining things.  In my opinion this is a huge issue.  I seem to get parried or blocked much more now.  For multiple shot bow CAs where a miss on the first arrow stops the whole chain this can be devastating to our dps.  Triple fire is my biggest damage output CA right now and it is not uncommon to see it do absolutely no damage.  It can be very frustrating when kiting to use the CA and see no damage done 2 or 3 times in a row.  I've also noticed the number of HOs I'm able to complete drop considerably because I will miss with 3 different CAs.  I'm not sure what happened and unfortunately I don't know any way to back this up with numbers, but in my opinion this has drastically lowered my damage output when soloing.
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Unread 07-12-2005, 05:05 PM   #25
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Yes, I've noticed this as well... like you say, no firm evidence to back it up though. Quite often now I can start a HO, then have it time out because 3 or 4 melee CAs have totally failed to hit. I wonder if they've increased mobs chance to deflect/parry for some reason?
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Unread 07-12-2005, 05:21 PM   #26
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I read another thread about CA's missing a lot, and I agree 100%!!  I noticed it first with ranged CA's/kiting, then with HO's.  It's not rare for me to miss 1-2 attempts to complete an HO now and especially noticed that it's made it very difficult to complete a cheapshot ==>stealth==> back/flank attack combo!!  SOE is making it really tough for us to put on a show anymore!!
 
Edit: Sapper, that is an outstanding list, and thanks to everyone else who have identified these problems!  Now... if we could just get a dev to at least acknowledge that they're aware of these....

Message Edited by Haladeth on 07-12-2005 06:25 AM

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Unread 07-12-2005, 06:26 PM   #27
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First of all, thanks @ Sapperlight for this posting.
I think the best way to tell the devs is writing a /bug report.
You can copy&paste #1 post into /bug and hope.
 
There are some really important things, that must be fixed.
 

5.  Change in Chance to Hit
One other thing I have noticed since the latest big patch is that I seem to miss a lot more in combat then I did before. I used to rarely miss if at all and now I can fire off about 4 CA's with the bow and sometimes NONE of them will hit. What gives? My equipment has not changed much if at all during this period.  This is also evident in the completion of HOs, where the concluding HO will 4-5 applications before 'sticking'.

 

8. Snares
The General Non-functionality of all ranger snares, breaking on Damage, and not showing up in the maintained spells window. Some of these do not even work.

 

12. Poison disappearing on death.
This may be intentional, but it would be nice if it were reconsidered.  Food/drink was mostly fixed to stay after death, so why not poison.  Poison can be as much or more of an expense as food/drink so it should work in the same manner.  I'd be a lot happier to pay for T5 rare poison if I knew for sure I'd get 12 hours or 200 procs outta it instead of being one shot killed by riposte
damage because some epic mob turned for 2 seconds during a fight.

 
I hope this will be changed. It would be very nice and would help me alot.
 
I write every two or three weeks a bug report about this, i use many rare Poisons and it costs me a very high amount of gold. ^^
 

11. Piercing CAs
The combat arts 'Culling the Herd', ' Deadly Reminder', 'Survival of the Fittest', and 'Crippling Blade' are all locking into doing piercing damage.  This means that no matter what weapon/arrow you have equipped they still won't do damage to a pierce immune mob.  Puts a big hurt on the dps when fighting these types of mobs.  I can maybe understand why Deadly Reminder is like this but don't see the reasoning for the others.

 
I can accept this. Compared to Wizards/Warlocks we should be happy. ^^

 

Message Edited by Memory01 on 07-12-2005 07:28 AM

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Unread 07-15-2005, 03:38 PM   #28
Sapperlight

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Thanks for the feedback everyone.  I'll start a thread later today about the spring/pounce line.
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Unread 07-15-2005, 06:03 PM   #29
Neumann

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anyone still notice that a t5 poison sometimes poofs when ya zone?
app1 of ensnare is the same as master 1
the new splitpaw skill is totally useless, hasnt even rooted for me once and snare lasts less then 2secs
ive used natural selection quite a few times during raids and when it procs a snare i lose over half me mana pool.
and the snares that are intergrated with our attacks - crip blade, longshank, nat select, hollys all have a very very short duration, (less then 10secs)
anyone ever see the stun effect work on tanglethorn? if it did work whats the point of it cus itll get broken the instant it works cus either me or the other 5 peeps in my group break it.
 
 
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Unread 07-15-2005, 06:18 PM   #30
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Great list, Sapperlight. Personally, I'd move #5 (the decrease in chance to hit) up to #1. That IMO is the most important "bug" with our class right now, it affects every CA, all the time. I'm so much less effective in combat - especially soloing - that I'd like this to get immediate attention, or at least give us a f'in explanation.

I just PM'd a link to this thread over to Blackguard, and asked him to confirm that they've seen our list and are aware of these issues. I also requested some response on the constant-misses bug, so hopefully we'll get some kind of idea about whether we're going to be stuck in our crippled state indefinitely.  SMILEY

Message Edited by Jay42 on 07-15-2005 10:28 AM

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