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#1 |
General
Join Date: May 2006
Location: France
Posts: 325
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It's too easy to walk in this zone with a group stealth or invis, would be better to put all see invis/stealth ability.
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#2 |
Loremaster
Join Date: Dec 2004
Location: Cheeseland, USA
Posts: 14,919
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![]() What the heck is wrong with you? You WANT more challenge? |
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#3 |
Loremaster
Join Date: Dec 2004
Location: right behind you
Posts: 1,802
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dunno if its much of an issue since everyone will want the exp form killing the mobs anyway once rok is out...
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#4 |
General
Join Date: May 2006
Location: France
Posts: 325
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Yes of course I want more challenge, btw the zone seems really easy.
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#5 |
Loremaster
Join Date: Nov 2004
Location: Allentown, PA
Posts: 336
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![]() Cool.... since we're going to nerf the zone for stealth classes... Let's make no taunts work in the zone... that'll effectively nerf the zone to tanks Oh... and let's make it so that no heals work in the zone... that'll take care of the healers... And we can't make sure all damage spells are 100% resisted... that should nerf the finger wagglers... Oh... and let's make pets unsummonable in the zone and make debuffs impossible to land... Did I miss anyone?
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#6 |
General
Join Date: May 2006
Location: France
Posts: 325
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The zone is way too easy, and with stealth pretty fast to clear.
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#7 |
Loremaster
Join Date: Mar 2006
Posts: 1,719
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Why not just hide the loot in the trash mobs. Named only give AA and quest updates. If you want access to the zone's loot table you need to kill everything.
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#8 |
General
Join Date: Nov 2004
Posts: 496
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Ookami-san wrote:
Well, lets see. Taunts are contested skill checks Healers can be stifled. Damage spells can be resisted/mitigated Pets can be killed But stealth should be a get-through-the-zone-free card?
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#9 |
Loremaster
Join Date: Nov 2004
Posts: 1,016
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Haven't been in the zone yet, but I for one do not intend on skipping trash, unless its a quick run. Once Rok comes out, I will not skip anything.
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#10 |
Fansite Staff
Join Date: Nov 2004
Posts: 341
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Ikarri@Lucan DLere wrote:
Ookami-san wrote:I think the issue was that the OP was suggesting making stealth USELESS in the zone, see?Darkhain@Venekor wrote: It's too easy to walk in this zone with a group stealth or invis, would be better to put all see invis/stealth ability.So putting SOME see invis mobs wouldn't be a bad idea but if you make them ALL see invis/stealth than stealth is useless which is what, I believe, Ookami was responding to.
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#11 |
General
Join Date: Nov 2004
Posts: 366
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![]() SOE is aware of the lack of see invis mobs in the zone. I as a scout found it refreshing, but recognize and understand the need for see invis mobs. Although I do hope they don't go overboard with them. I don't think the zone is fully implimented yet, kind of a phase one thing right now imo. Brega - 70 Ranger, Test Server |
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#12 |
Loremaster
Join Date: Jan 2005
Posts: 361
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Novusod wrote:
Why not just hide the loot in the trash mobs. Named only give AA and quest updates. If you want access to the zone's loot table you need to kill everything.Because trash mobs dropping loot is the worst idea ever. Look at Throne of New Tunaria as a fine example of how borked up the random system is. Stealth on some or all mobs is fine. As far as I recall, you couldn't stealth / invis in Nizara or Unrest and if the zone is as easy as they say then either trash sees stealth / invis or we have a new Nektropos Tribulation. |
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#13 |
Server: Antonia Bayle
Guild: Dynasty Reborn
Rank: Member
Loremaster
Join Date: Dec 2005
Posts: 552
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Well, I dont think it will matter for a brawler or well, anyone that can run, those mobs hardly do any dmg, that zone seems WAY to easy..
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 1,151
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Novusod wrote:
Why not just hide the loot in the trash mobs. Named only give AA and quest updates. If you want access to the zone's loot table you need to kill everything.You mean itemize all of the class armor on random mobs in the Plane of Fear so you have to kill all of the mobs to get all of the armor drops? That has never happened before...while they are at it, why don't they put each class'es armor on specific subsets of mobs. Nah... ![]() |
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#15 |
Loremaster
Join Date: Dec 2004
Location: Cheeseland, USA
Posts: 14,919
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The zone is still being reworked. the GM's have it set on easy right now to settle out some things.
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#16 |
Loremaster
Join Date: Feb 2005
Posts: 1,908
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![]() Yeah, stealth is already pretty much useless in EQ2, why should we ever start making exceptions that make it useful? |
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#17 |
Loremaster
Join Date: Jan 2006
Location: Louisville, Kentucky, USA
Posts: 182
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wait, whatStealth is used for special attacks. Since there's group stealth, you can't have it be too useful in dungeon situations, or you just have people using stealth to get to named mobs while ignoring everything else.
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#18 |
Loremaster
Join Date: Nov 2004
Posts: 1,151
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Willias@Unrest wrote:
wait, whatStealth is used for special attacks. Since there's group stealth, you can't have it be too useful in dungeon situations, or you just have people using stealth to get to named mobs while ignoring everything else.Kinda like people using FD to get to named mobs while ignoring everything else. ![]() |
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#19 |
Tester
Join Date: Jun 2006
Posts: 171
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Wilin wrote:
Willias@Unrest wrote:wait, whatStealth is used for special attacks. Since there's group stealth, you can't have it be too useful in dungeon situations, or you just have people using stealth to get to named mobs while ignoring everything else.Kinda like people using FD to get to named mobs while ignoring everything else. So what classes get group FD? I think that is more of the issue here. Not one person, but a group or a raid being able to do it. |
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#20 |
Loremaster
Join Date: Dec 2004
Posts: 458
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Monks get Group FD on a 15 minute timer that has the habit of killing people.
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#21 |
Loremaster
Join Date: Dec 2004
Location: Cheeseland, USA
Posts: 14,919
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It's called Fall of the Phoenix. At master 1, it applies a 90% feign death success rate on each individual member of your group. People can still "Fall to the ground" while others successfully feign. Only monks get this skill, and it's a 15 minute timer. It also last 3 minutes and then you stand up. You can't use it to move an entire group past content.
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 1,151
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![]() I'm not even talking about the monk's group FD. That will get you killed |
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#23 |
Loremaster
Join Date: Feb 2005
Posts: 1,441
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Wilin wrote:
Willias@Unrest wrote:wait, whatStealth is used for special attacks. Since there's group stealth, you can't have it be too useful in dungeon situations, or you just have people using stealth to get to named mobs while ignoring everything else.Kinda like people using FD to get to named mobs while ignoring everything else. While players do use FD to train groups/raids past mobs they don't want to or can't kill, their is always a chance of it failing for those with quick reuse timers or the player being stunned. Stealth and invis both remove any danger at all where the mobs can't see us until we want them to. If you are not a brawler/sk/necro and want to use fd all you have to do is be a tinkerer for a secondary tradeskill. Of course everyone over lvl 30 can stealth or invis with totems so thats even easier for anyone that wants to use them but doesn't have them as a spell/ca ability. |
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#24 |
Loremaster
Join Date: Nov 2004
Location: Allentown, PA
Posts: 336
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Ikarri@Lucan DLere wrote:
Not saying stealth should be a get-through-the-zone-free card, but a little more use of a CLASS DEFINING skill would be nice for a change. How often do you see people complaining the the mobs aren't immune to taunts, or the mobs aren't immune to DD spells or DoTs, or the zone is too easy because it allows conjurers to summon pets, etc.?! I get sick of people without certain skills complaining that it makes things easier for those that have them. Guess what... if my swashy had taunts and could wear plate... it'd be EASIER for me to solo things. In fact, if I could play songs while wearing plate casting massive DDs while my pet pummeled things and I healed myself... that would make it easier too... oh wait... I can't do any of that stuff... so.... let's nerf the zone so no one else can heal, cast, summon, taunt or tank... It'd be a nice change to see certain zones where certain classes or archtypes could shine. You don't tho... because of whiners... it's too easy (cry a river)... people can stealth thru (cry a river)... I want to be a class that doesn't have stealth (whine)... so why should anyone else be able to do things I can't (whine)... So you can't do everything in the game.... SUCK IT UP! That's life. Find a class you like and play it.... if you want to try a different class... do it... just stop the whining! Geez!
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_____________________________________ Life is pain Princess! Anyone who tells you differently, is selling something! |
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#25 |
Loremaster
Join Date: May 2005
Posts: 2,399
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Oakum wrote:
TeeHee! That 4% failure rate gets me into more trouble than anything else in that game. The time I most need my FD is the time when that 4% decides it wants to play. |
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#26 |
Loremaster
Join Date: Nov 2004
Posts: 2,372
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Ookami-san wrote:
Ikarri@Lucan DLere wrote:I kind of see what you are saying. It is annoying how useless the designers have made steath and invis, but do you really see stealth as your CLASS DEFINING skill?
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#27 |
Loremaster
Join Date: Mar 2005
Location: Toronto, Ontario
Posts: 1,257
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![]() I'm sorry but there's no way a zone like this should have no see-invis mobs in it. Not only should it be completely riddled with see-invis mobs, but it should literally be impossible to move through it without taking down a minimum set of required content. "Stealth" is not class defining. If it was, then only ONE or TWO classes would have it. As it stands, all scouts have this ability. It already comes in more then handy in this game without being able to waltz through this instance. I say this as someone with a 70 Dirge, and a nearly 40 Swash. Especially something that is currently top level content in this game. Beyond that, the last thing Scouts need is the ability to walk around in a zone like this without taking aggro. As it stands Scouts are literally the #1 class that tends to not follow the tank, not follow the group .. and get themselves and the group killed by wandering around touching things they shouldn't. Nerf it I say, Nerf it hard.
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#28 |
Loremaster
Join Date: Nov 2004
Posts: 1,151
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Oakum wrote:
Agreed. Don't forget rogues though. They can FD too if specced. |
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#29 |
Loremaster
Join Date: Feb 2005
Posts: 1,908
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![]() I just think it's stupid that the point of stealth is not to be seen, and yet the only occassions where you can't train past mobs, or you'll die....Are the occassions where things see stealth. If that's how it' s going to be they need to rename it to "Stealth attack preparation" since it has no other useful function. |
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#30 |
Loremaster
Join Date: Nov 2004
Posts: 4,032
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![]() The zone is far too easy for release at this point. Difficulty across the board needs to be ramped up. Absolutely there need to be more see-invisibility and see-stealth creatures in here. There should be some level of ...well, fear. With a totem that costs less than a gold, I can currently walk essentially anywhere I want right now with impunity. That's right. In your face (er, whatever) Cazic! I can waltz around your puny Shard without ANY FEAR AT ALL. I'm not scared. I'm not even breaking a sweat. I can dance a jig at the feet of every nastry critter in here. WOOHOO! That's right. WOOHOO!
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