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Unread 02-12-2009, 06:21 PM   #1
Alvar
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So after today's patch we can see that this effect Displacement or Transposition that you can find on Soulshattering Band and new Gynok Ring ( all mages, all priests can use) has now 2 different chances to proc. If you wear it on mage you'll see 10% chance to proc, but on healer it's only 5% now instead of 10% before and there was nothing in test update notes about this nerf. Please fix it back to normal 10% proc chance for all classes that can use it, thanks.

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Unread 02-12-2009, 06:50 PM   #2
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It's kinda a logical change, but it's sure gonna annoy a lot of people

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Unread 02-12-2009, 06:53 PM   #3
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Quabi@Antonia Bayle wrote:

It's kinda a logical change, but it's sure gonna annoy a lot of people

people who raid as mages might like the nerf *cough* ^ *cough*

just a heads up, saving dkp wont help you when there are no priests raiding

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Unread 02-12-2009, 07:24 PM   #4
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Logical change? Since when did effects get based on the class of who is wearing and item other then when they can wear it? What the hell is this ninja nerf bs? I wear it for survivability first just like a mage would, you just effectively and unfairly cut that in half for me.

The power proc is a secondary effect for me, even if dispersion gave 0 power I would still wear it. If your trying to resolve what I think you are about the power proc then you need to adjust the other item not the ring cause all this did in that regard was nothing.

Either that or this is a PvP related change (People whining that healers are to hard to kill with it in PvP) that once again affects us PvE players who are the majority of the game. I love how we where promised PvE and PvP changes would be seperate but nope.

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Unread 02-12-2009, 07:45 PM   #5
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All the nerfs are getting too tiring to deal with. This is just another one beating the fun out of the game.

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Unread 02-12-2009, 08:40 PM   #6
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Waitaminutehere...

Are you telling me, that on the heels of todays already frustrating string of junk...

My soulshattering band just got kicked in the nuts... only because I'm a priest?!?!?!?

This truly does test ones ability to keep paying you folks for this fun.

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Unread 02-12-2009, 08:46 PM   #7
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This seems really unnecessary. As it was, it's still a situational tool priests used, and nerfing it just seems unwarranted to me. Eventually you guys are going to add in mechanics to make lower level items weaker/go obsolete, and the level cap will cause items you don't like to be cycled out. It's not really needed to nerf it now.

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Unread 02-12-2009, 08:52 PM   #8
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Completely unnecessary. Neither even have healer stats, so they are already a very situational piece for healers at the raid level, which is exactly what they should be balanced for.

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Unread 02-12-2009, 08:58 PM   #9
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Quabi@Antonia Bayle wrote:

It's kinda a logical change, but it's sure gonna annoy a lot of people

Yes its logical in this way.  "Okay we got a new expansion coming out...lets over blow some of the gear so that when people see it popping up in level chat they are like 'YES I MUST PLAY PLAY PLAY and get that'.  Launch will then appear to be very successful.  However once the investors are placated and the honeymoon period is wearing off lets nerf some of it so we don't have to increase items as much come the next expansion.  This way we can boost/nerf then as well and keep the board happy with how "successful" launch was."

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Unread 02-12-2009, 09:17 PM   #10
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As a wizard, i'll take a lower proc rate if I can have heals on my hotbar.

What you guys should be worried about is how the devs are going nuts with this "cannot be modified by direct means" tag showing up on every item they find now.  Im surprised nobody is agitated with those ninja nerfs.  So now even for mages it's locked at 10%.  They pretty much went overboard on stoneskin in the first place cause they've nerfed all its strong points it once had.

1. ability to reach high proc rates via right group make-up (fixed)

2. Ability to stack with one another nerf pt. 1 (2 identicle stoneskin procs cannot stack) and pt. 2 (2 stoneskin procs period can't stack.

3. DoT ticks being unable to trigger them (fixed with the dmg shield changes)

Stoneskin is already used to getting hit with the bat.. :O

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Unread 02-12-2009, 09:41 PM   #11
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Dakkota@Unrest wrote:

As a wizard, i'll take a lower proc rate if I can have heals on my hotbar.

As if you would use them

What you guys should be worried about is how the devs are going nuts with this "cannot be modified by direct means" tag showing up on every item they find now.  Im surprised nobody is agitated with those ninja nerfs.  So now even for mages it's locked at 10%.  They pretty much went overboard on stoneskin in the first place cause they've nerfed all its strong points it once had.

1. ability to reach high proc rates via right group make-up (fixed)

2. Ability to stack with one another nerf pt. 1 (2 identicle stoneskin procs cannot stack) and pt. 2 (2 stoneskin procs period can't stack.

3. DoT ticks being unable to trigger them (fixed with the dmg shield changes)

Stoneskin is already used to getting hit with the bat.. :O

I am worried about non-existent priest itemization altogether

You think priests were bidding on "mage" gear before today.  Just you wait

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Unread 02-12-2009, 09:48 PM   #12
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Crismorn wrote:

Dakkota@Unrest wrote:

As a wizard, i'll take a lower proc rate if I can have heals on my hotbar.

As if you would use them

What you guys should be worried about is how the devs are going nuts with this "cannot be modified by direct means" tag showing up on every item they find now. Im surprised nobody is agitated with those ninja nerfs. So now even for mages it's locked at 10%. They pretty much went overboard on stoneskin in the first place cause they've nerfed all its strong points it once had.

1. ability to reach high proc rates via right group make-up (fixed)

2. Ability to stack with one another nerf pt. 1 (2 identicle stoneskin procs cannot stack) and pt. 2 (2 stoneskin procs period can't stack.

3. DoT ticks being unable to trigger them (fixed with the dmg shield changes)

Stoneskin is already used to getting hit with the bat.. :O

I am worried about non-existent priest itemization altogether

You think priests were bidding on "mage" gear before today. Just you wait

What's Priest gear?

Hell, I raided RoK through VP and was still wearing 4 pieces of mastercrafted armor when TSO came out. The Shard armor at least gave me something...

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Unread 02-12-2009, 10:57 PM   #13
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This change is unnecessary and more than a little insulting. Like Striothia, I wear the ring, first and foremost, for a little extra survivability, despite the fact that it really has no other redeeming stats for me as a healer. To cut that survivability in half seems to unduly penalize half the classes that can wear it. Healers have been using this for the better part of a year now for slightly more survivability, with almost no impact on game balance. Changing it now just seems arbitrary.

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Unread 02-12-2009, 11:12 PM   #14
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As per the December 6, 2007 patch notes, Dispersion procs are already a lower proc rate for non-mages. I see no reason why Transposition and Displacement should be any different.

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Unread 02-13-2009, 12:10 AM   #15
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Xalmat wrote:

As per the December 6, 2007 patch notes, Dispersion procs are already a lower proc rate for non-mages. I see no reason why Transposition and Displacement should be any different.

Well, that was well over a year ago and if i'm mistaken, all the dispersion gear was mage only except for that Forest Trinket earring (which was a treasured piece anyway).   I just think it's pretty ridiculous that old tier loot is being nerfed to make current tier gear look better.  It's the easy way out instead of creating gear from scratch.  As a healer, I used the Soul Shattering Band as a piece to increase my survivability on some fights, but wasn't a piece I wore all the time in every situation.  I just don't see the point in nerfing this for priests.  This just tells me the devs are running out of ideas to upgrade loot...or the game is getting to the point where the loot effects are way better than the classes themselves.

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Unread 02-13-2009, 12:47 AM   #16
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Not to mention, posting a crappy old nerf doesn't make the crappy new nerf somehow feel better...

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Unread 02-13-2009, 12:49 AM   #17
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For Mages the nerf eliminates the ability for me to survive in pvp, but I guess that was never a goal. We as casters can now only get the effects of one piece. If I am wrong please let me know.
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Unread 02-13-2009, 09:20 AM   #18
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Crismorn wrote:

 just a heads up, saving dkp wont help you when there are no priests raiding

I heard all raiding priests are going to strike until they can get their own stoneskin procs on gear!

Oh wait...

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Unread 02-13-2009, 09:37 AM   #19
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I think this nerf was way over board. Both the nerf to priest and the "cant be modded" BS. Shoulda just fixed the combo with these items and Mortal Coil .Cause that was so broken it was dumb tbh. Love seeing Mt healers on top of the power return parse.

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Unread 02-13-2009, 10:32 AM   #20
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I would like an explanation to "dispersion, displacement, and transposition will not longer stack with each other", as this sentence may have different meanings/implications: - does it mean that dispersion/displacement/transposition will not proc from a stoneskin proc ? (i guess yes) - does it mean that equipping several items with one of those effects will not increase the trigger chance (litterally what it the update notes would mean, but I'm afraid it's true). For instance is equipping 3 dispersion items now the same as 1 dispersion item ? - does it mean that equipping one item with each effects will not increase the chances to trigger a stoneskin proc. For instance the dispersion trigger chance "disappears" when you equip a displacement item ?

I'm asking that because some time ago Fyreflyte said he would change the items to prevent stoneskins from proccing from a stoneskin proc (which would make sense). But I'm now afraid he went much further than that

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Unread 02-13-2009, 12:31 PM   #21
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Ballads wrote:

I think this nerf was way over board. Both the nerf to priest and the "cant be modded" BS. Shoulda just fixed the combo with these items and Mortal Coil .Cause that was so broken it was dumb tbh. Love seeing Mt healers on top of the power return parse.

It's funny you should mention that. I thought the same thing, and I was so excited to use my mortal coil and soulshattering band... but the interrupts from intercepting damage all but prevented me from casting my group ward while share pain was up on the MT. I can't use it on any serious fight.

Maybe it works well for Druids or something. Someone with reasonable cast times.

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Unread 02-13-2009, 12:59 PM   #22
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Funny that you mention that because it was actually a triple combo you would put mortal coil on someone with a choker because then the intercede would be so small it wouldn't interrupt. But after testing last night guess what. Mortal coil intercedes don't proc dispersion gear anymore as well. So its a triple ninja nerf.

1. No enhancing the proc

2. Nerf to the proc for priests

3. Intercede doesn't proc stoneskins now.

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Unread 02-13-2009, 02:07 PM   #23
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Hmmm... interesting. And you tested this? (Our casters don't usually wear their chokers on really tough fights).

My next question is... will shared pain on the MT still have a chance at triggering stoneskins? If it won't... then can Sony please for the love of god remove the interrupt component of shared pain so I can use it for it's original intent? (To assist in lowering MT damage...)

I don't care so much if it won't trigger the stoneskin, but it's still an unusable item (Mortal Coil) in it's current state.

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Unread 02-13-2009, 03:13 PM   #24
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The problem is not in the 'nerf' it is in the jolt to the playerbase when itemisation is so poorly done and maintained.

The customer is able to change an adapt as needed. The game itself mandates this. The problem is the things the customer has used usually do not change, or in this and most other cases, or get addressed at such a latter date.

I posted about this when it came out. I tested on test server, PM'd logs to Devs. I told you step by step how to do this and how it would be used.

Now what we have is further devaluation in the reward system for new customers, and devaluation of the retention of current customers.

Mortal Coil should have been addressed when it was mismanged on the first changes, to prevent stacking and out of group use. Dispersion items should not have had a power return potential, let alone a group power return. That would have left only a chance of the Mortal Coil + Dispersion combo being at best a chance for a brief stoneskin for the mage/healer and a pre-mitigation reduction of 5% melee damage to a target at the risk of interuption of the wearer.

As it is now. Soulshattering band is procing at 2.5% not the 5% due to the same mismanagment that has become a detrimental issue that will only grow. Should I go onto test and /bug it? Should I send PM's and Logs to DEV's? I did my part. Address the core issue here please, not the item itself but the core issues behind it that brought it. Thats free direct response from your customer that some corperations pay millions to gleen from market research as to why their profits are falling.

With the economic times we are in. Can you afford a devaluation in your customers worth for your product?

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Unread 02-13-2009, 03:21 PM   #25
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Maybe the dev team should just get around to acknowledging that stone skins absorbing 100% of an attack is a poorly designed mechanic anyways. Encounter design has to assume for maximum amount of 100% chance to avoid attack defenses. In order to be lethal, the mob has to be able to still deal enough damage to kill the tank with those factored out. The not-so-RNG then rolls up a string of no avoids and high double attack hits and you've got an instadead tank. A significantly more manageable system would be if the various methods right now of 100% blocking a hit simply reduced the hit by some percentage instead. If stone skin dropped the damage of the hit by 50%, shield block 30%, deflection 70% (or whatever) then encounter design doesn't have to meet the requirement of clearing the incredibly high hurdle of 100% avoidance effects. Incoming damage would be somewhat less spikey and it wouldn't really matter if wizards could reach 98% displacement proc rate or not. On a side note, the rampant "this item cannot be modified other than by direct means" flags on items is just getting out of hand. This flag should be reserved for the best and most powerful proc's, and be rare. Not slapped on willy-nilly to every other item that has a proc.
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Unread 02-13-2009, 04:41 PM   #26
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Is most raid content being designed against people who are using (Possibly exploiting) all these items together?

Are we being insta-killed because Sony made all this stuff that allows people to altogether avoid danger? If so, please just remove all of these items from the game and start over. Creating events/scripts/mob AOE's based on the idea that every raid force will be packing the same damage bypassing stuff is just bad design.

In fact, you can take all of the gear off my Defiler except for my Mythical and I'll go back to mastercrafted (Or just play naked) if it will make it easier for you to simply spend time tuning and making my class more fun. None of it is worth the crap you put us through.

P.S.

Slightly off topic, but on a design related note. When you finish the fighter revamp and we have Wizards and Assassins and Swashies that have to watch their aggro meters and not go nuts on DPS... will you also tune the encounters requiring us to burn down adds every 30 seconds? Or should we just plan to get overrun and blow up over and over because we're not able to DPS as much?

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Unread 02-14-2009, 04:02 PM   #27
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On the mortal coil point. it is pretty much the most overpowered item ever when used by a cleric with steadfast.

May aswell tag it mythical and cleric useable only tbh.

Templars should not be able to do 4k dps without pressing a single hostile damage spell whilst topping the power return parse, being practically immune to every aoe from stoneskin procs and still being able to spam heals without being interupted.

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Unread 02-14-2009, 04:58 PM   #28
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Really, if the whole reason both of the rings were nerfed were because of steadfast clerics using mortal coil with them, then the answer would have been to nerf the -power- returned by the rings, not the survivability aspect which is what priests took them for to begin with. I would have rather they give back 0 power and lost it entirely than to go from 15% triggers on the ring to a 5% that can't be modified.

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Unread 02-17-2009, 07:33 PM   #29
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Yech. The extent of this nerf after going alive has made it practically useless. It doesn't feel like it's proccing 5 percent - it feels a lot closer to 2 percent.

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