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Unread 05-11-2006, 10:03 PM   #1
Soffrina

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*** Betrayal ***

- Players can now betray their city at any level.
- You will now slowly work your faction up with the city you are betraying to (or back to the one you originally betrayed) in order to be accepted within the city walls.
- Until such a time as you are accepted as a citizen of Qeynos or Freeport, you will be an Exile and must only operate out of a new underground location known as Haven.
- Haven does not provide the plush lifestyle of Qeynos or Freeport--You'll miss out on some of aspects of the city life such as writs, brokers (though you'll have use of a fence), player housing (apart from Maj'Dul), or city-based rewards.
- Note that all characters, whether they change their class or not, will have their spells set back to the Apprentice I level after betraying.
- Qeynos betrayers should begin their journey with Spockfuddle near the fence in Qeynos Harbor.
- Freeport betrayers should begin their journey with Izzay Meestere in West Freeport.


*** Control Spell Changes ***

Note: All of the control spell changes listed here are subject to change before they go live. In fact, since these notes were written based on data from 05/04/06 and Blackguard will be in LA by the time you read this, much of it has changed before even going to Test. The notes should be a lot more sane by next week when he gets back.

- All short knockdowns and many short stuns that were 2s in duration have been changed to a 1.5s duration.
- All knockdowns and many short stuns that were 3-4s in duration have been changed to a 2.5s duration.
- All knockdown effects will not work on epics.
- Adjusted all root, stifle, stun, mesmerize, and fear durations to have consistent linear progression in durations with level increases.
- There is now a new control state labeled "daze." Daze effects replace pacify effects that were attached to some spells. When a mob is dazed it cannot auto attack.
- Examine information describing control effects should generally be clearer than before.
- All Mesmerize abilities have their own immunity separate from Stun immunity.

Fighter changes:
- Guardian: Crumble - Reduced damage on melee hit portion of the combat art.
- Guardian: Concussion - Increased damage, now reduces casting skills of target instead of power damage.
- Berserker: Stunning Cry - Power cost reduced.
- Berserker: Vanquish - Is now a 6s stifle/root instead of a 6-7s stun.
- Paladin: Glorious Strike effect from Glorious Weapon - Reduced stun duration to 2.5 seconds.
- Monk: Instill Doubt - Changed from a Bruiser to a Brawler ability.
- Bruiser: Intimidate - This combat art line now shares its reuse timer with Instill Doubt.
- Bruiser: The Sucker Punch line now dazes opponents instead of knocking them down.

Scout changes:
- Scout: Cheap Shot - Reduced power cost. Duration is 4s instead of 6s on standard or weaker opponents.
- Dirge: Lanet's Excruciating Scream - Changed into short duration daze effect that causes disease damage when it expires. The amount of damage was reduced. Reuse time increased to 30s.
- Dirge: Garsin's Funeral March - Recast time increased to 45s from 30s. Overall break chance reduced to 25%.
- Dirge: Sapping Shot - Recast time increased to 25s.
- Troubador: Lullaby - Decreased duration and increased reuse timer to 20s.
- Troubador: Bria's Entrancing Sonnet - Now works as a very short-term charm. Reduced casting time to 3s. Has full use of pet commands. Duration greatly reduced. Removed concentration costs. Increased reuse time to 60s.
- Ranger: Thorny Trap - Duration of Root effect has been reduced.
- Brigand: Blackjack - Changed from a 5s stun to a 6s hold direction and root ability. Reduced damage and power cost.
- Brigand: Strangling Throw - Reduced damage.
- Brigand: Double Up - Double Up list auto-adjusts to use abilities appropriate to the brigand's level.
- Swashbuckler: Disarming Grin - Increased recast timer to 45s from 30s.

Priest changes:
- Templar: Sign of Pacification - Increased reuse time to 30s.
- Templar: Prostrate - Reduced casting time to 2.5 seconds, Increased Reuse time to 45s. Reduced power cost.
- Templar: Divine Arbitration - No longer distributes health from dead players in the group.
- Inquisitor: Fearful Conversion - Fearful conversion, has a lower chance to break than it did before and mesmerizes after the fear effect instead of a root.
- Inquisitor: Imprison - Increased Reuse time to 30s. Break chance occurs on damage only.
- Defiler: Primordial Terror - Recast time increased to 45s from 30s. Overall break chance reduced to 25%.
- Fury: Irritating Swarm - Has changed into a stifle and minor snare. It is now on a 60s reuse timer with a 1.5s casting time and shorter duration.
- Fury: Pact of the Cheetah - Also dispels hostile root effects.
- Mystic: Phantasmal Spirits - Reduced duration of Mesmerize to 5s.

Mage changes:
- Wizard, Warlock, Conjurer, Necromancer: Root Spells:
* Have 15% overall break chance instead of 20%
* Only processes break chances when damage is received, not on any hostile act towards the target.
* Duration reduced.
- Wizard: Tongue Twist - Lowers Hate instead of dealing damage.
- Warlock: Interference - Slightly lowers hate with encounter instead of dealing damage.
- Warlock: Gas Cloud - Reduced stun duration to 1.5s. Lowered reuse timer from 15s to 9s.
- Warlock: Dark Siphoning - Reduced casting time to 3s.
- Warlock: Devastation - Removed stun component.
- Necromancer: Fear - Recast time increased to 45s from 30s. Overall break chance reduced to 25%.
- Necromancer: Grasp - Lowered resistibility, reduced casting time to 1.5s, and increased reuse time to 45s.
- Conjurer: Petrify - Lowered resistibility and increased reuse timer to 45s.
- Conjurer: Shattered Terrain - Increased casting time from 2s to 3s, dazes but does not stifle.

- Coercer: Terrible Awe and Illusionist: Phantasmal Splendor:
* Resistibility increased
* Casting time increased to 2s
* Reuse timer increased to 15s.
* Removed number of targets restriction for PvE.
* Removes target from area effects.
* Mesmerize effect can now affect Epic targets.
- Coercer: Stupefy
* Functions as a medium-long duration target area effect stun.
* Resistibility increased
* Casting time set to 2s
* Reuse time is 40s.
* Stun effect can now affect Epic targets.

- Illusionist: Bewilderment:
* Functions as a medium duration target area effect Stun.
* Resistibility increased
* Casting time increased to 1.5s
* Reuse time is 40s.
* Removed number of targets restriction for PvE.
* Stun effect can now affect Epic targets.

- Coercer: Psychic Wail- Increased reuse to 45s. Stun effect can now affect Epic targets.
- Coercer: Channel - No longer distributes power from dead players in the group. Damage reduced.
- Coercer: Ego Shock - Changed Root into target encounter daze that always lands. Reuse timer changed to 30s. Damage reduced. Daze effect will affect Epic targets.
- Illusionist: Illusory Allies - Reduced damage and health of summoned illusions.
- Illusionist: Headache - Changed mez into daze that always lands. Reuse timer changed to 30s. Damage reduced. Daze effect will affect Epic targets.
- Coercer: Amnesia - Stun effect can now affect Epic targets.
- Coercer: Slumber - Mesmerize effect can now affect Epic targets.
- Coercer: Silence - Stifle effect can now affect Epic targets.
- Coercer: Medusa Gaze - Stun effect can now affect Epic targets.
- Illusionist: Sleep - Mesmerize effect can now affect Epic targets.
- Illusionist: Convincing Regalia - Mesmerize effect can now affect Epic targets.
- Illusionist: Overwhelming Silence - Stifle effect can now affect Epic targets.
- Illusionist: Confusion - Stun effect can now affect Epic targets.

Achievement changes:
- Warrior: Belly Smash - Removed additional knockdown effect.
- Predator: Point Blank Shot - Reduced stun duration, recast time lowered to 45s, and damage decreased.
- Bard: Round Bash - Upgrades affect the knockback stun duration. Increased damage.
- Cleric: Hammer Smite - Upgrades affect the knockback stun duration.
- Shaman: Crippling Bash - Upgrades affect the knockback stun duration.
- Summoner: Shockwave - Upgrades affect the knockback stun duration.
- Rogue: Walk the Plank - Added root effect to hold direction.
- Brawler: Eagle Spin - Added root effect to hold direction.
- Bard: Shield Focus - Properly roots bard in place and grants knockdown immunity.


*** Zone Access Changes ***

- The following zones no longer require an access quest. For many of the quests, there are new rewards attached in place of the old reward (gaining access to a zone):
* The Firemyst Gully
* The Sanctum of Fear
* Bloodskull Valley: The Excavation Site
* The Eternal Gorge
* Miragul's Menagerie
* Icespire Summit
* The Forbidden Sepulcher
* The Trembling Lagoon
* The Obelisk of Lost Souls
* The Darkblade Den of Assassins
* The Serpent's Lair
* The Murkwater Nook
* Maiden's Gulch
* The Vault of Flames
* Nektropos Castle
* The Lair of the Necromancer
* The Vestibule
* Heroic: The Sullon Mines
* Heroic: The Tallon Hording Halls
* Heroic: The Darkened Den
* Icebound
* The Bastion of Flames
* The Cove of Decay: A Treaty for Treasure
* The Ruins of Varsoon

- The following raid zones now have an NPC you must speak with outside of the zone in order to enter:
* Shattered Stillness: Epic - Speak with Relana Everglade in Antonica
* Bloodskull Valley: Maulic's Stronghold - Speak with Amulius Ramio in the Commonlands
* Echoes of Time: Epic - Speak with Overseer Melicinn in the Commonlands
* A Meeting of the Minds - Speak with Taryn D'Vat in the Feerrott
* Commune of K`Dal - Speak with Klogg Bindgear in Lavastorm
* Deathfist Citadel - Speak with Andala Oakenpath in Zek, the Orcish Wastes
* The Deserted Mine - Speak with Gragak Stinkyfeet in Zek, the Orcish Wastes
* The Court of Al'Afaz - Speak with Walheed Raffini in the Pillars of Flame
* The Gates of Ahket Aken - Speak with Muleek Mahaja in the Sinking Sands
* The Cove of Decay: Epic Angler - Speak with Googegguta in the Thundering Steppes


*** Desert of Flames ***

- "A piece of ancient parchment" should drop a little more frequently from individuals in the Pillars of Flame. Rumors exist that the leaders of these people have also begun to carry the parchment more often. The parchment is now able to be traded or sold.


*** Gameplay ***

- You are no longer limited to engaging 5 encounters.
- Charmed players will now cast spells from their knowledge books.
- Corpses of epic mobs now last much longer (unless looted) so the victors can take screenshots.


*** Quests ***

- Group members on the same step of the quests "Ishara's Search" and "Brush with Celebrity" can now enter into the same arena instance.
- Vindain Greenfaith will now give high elves the flask he mentions when offering the quest "Components of Growth."


*** Items ***

- The Empowered Sleeper Totem and Sealed Book of Knowledge quest rewards now have 10 charges each.


*** Zones and Population ***

- The evac point for Permafrost is now within the zone rather than in Everfrost. There is also an additional revive point within Permafrost.


*** Combat ***

- Brigand: An issue that was causing combat art visuals to sometimes be played on the brigand has been corrected.
- Ranger: Surveil - Range lowered to 35 meters from 50 meters.
- Crusader: Lance - Damage over time effect will now stack with other allies.
- Predator: Intoxication - Damage over time effect will now stack with other allies.
- Shaman: Leg Bite - Damage over time effect will now stack with other allies.


*** Spell Changes ***

- Abilities that intercept damage received by an ally will now consider the intercepter's mitigation to that damage. This will allow fighters in raids to make use of their mitigation and resists.


*** Achievements ***

- Bard: Bump's examine info will now indicate its ability to steal from the target.


*** Tradeskills ***

- Tradeskill societies have been removed.

* Players can now enter any of the tradeskill instance zones at any time.
* All your tradeskill society status you have ever earned (not just in your current society) has been converted into personal status points (this will not add status to your guild).


*** User Interface ***

- In the spell effects window, non-beneficial spells will now be displayed before beneficial ones. This will allow you to quickly tell what negative effects you have on you by glancing at the first few icons in your effects bar.
- There is a new macro replacement:%c. This will be replaced with the name of the Icon your mouse is over. This will work on things like Effects, Maintained Effects, Inventory, Equipment, Macros, Hotkeys, Spells, Target Effects, and Implied Target Effects. Examples of usage:

* MACRO: /group I have (( %C )) please cure me!
* MACRO: /group %t has (( %C )) please cure %o!

- When you are offered a quest with a full quest journal, you will no longer get a dialog box indicating that. Instead, you will get the quest offer window, but the accept button will gray-out until you have deleted a quest.
- Items with a castable ability or ability when equipped will now show applicable durations in the examine info.
- Items that you cannot use due to level or skill will now show the proper values for their effects.
- There is now a "Mute All on Minimize" checkbox in the Sound tab of the Options menu.
- There are now options to "Show Third Party Damage" and "Combat Bubbles" in the User Interface tab of the Options menu.
- Lockout Timers window will now correctly sort by Time Left.
- The maintained spell and effect windows will no longer scroll with the mousewheel, potentially moving your spell off the visible space. Thanks, Actfive


*** UI Files Modified ***

eq2ui_mainhud_effects.xml
eq2ui_mainhud_maintained.xml

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Unread 05-11-2006, 10:39 PM   #2
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- Tradeskill societies have been removed.sniff !
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Unread 05-11-2006, 11:59 PM   #3
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Changement des trouba : charm qui passe de 7min30 à 8sec, recast de 5sec a 1min ... euh serieux virez directement le charm ca gagnera une place dans nos barres de spell parse que la ...
Les mezz qui passe de 40sec avec 5 sec de recast a 20sec avec 20sec de recast ...Alors précédent patch on nerf notre DPS, maintenant on nous rend inutile pour ce qui est de crow control, laissez moi reflechir le prochain on vire nos regen hp/mana et ne servira plus qu'a faire un pauvre dps de templar et lancant des sorts qui font tout juste beau avec des notes partout ?Si une telle absurdité passe en live autant vous dire que ma trouba va se retrouver aux oubliettes, et comme beaucoup de troubas sur le forum trouba je pourrais dire au revoir a EQ2.
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Unread 05-12-2006, 02:18 AM   #4
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en fait toutes les classes qui mezz/stun sont nerfées (à l'exception des enchanteurs qui sont a priori boostés en vu du fonctionnement de leur sorts sur les epic)  SMILEY cotès moine tous nos stun sont nerf :-/lu24 = nerf lu .......

Message modifié par Cirth_Beer le 05-12-2006 12:19 AM

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Unread 05-12-2006, 11:11 AM   #5
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vi, c'est clairement un nerf. je n'ai regardé que les scouts et ça me fait un peu peur....
 
 
je suis POUR les quêtes d'accès !!! remettez en ! n'en enlevez pas. :smileysad:
c'est peut être plus immersif mais ça me gène je trouve qu'avoir des quêtes à faire pour acceder à certaines zones c'est tout de même plus gratifiant que de faire des quêtes pour avoir encore des objets....

Message modifié par Bruinette le 05-12-2006 09:19 AM

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Unread 05-12-2006, 12:22 PM   #6
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paniquer pas pour le LU24 post de blackguard dans la section testing feed back comme koi il va y as avoir des changement en ce qui concerne les control spell car blackguard est actuellement as E3.
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Unread 05-12-2006, 01:30 PM   #7
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- Conjurer: Petrify - Lowered resistibility and increased reuse timer to 45s.
- Conjurer: Shattered Terrain - Increased casting time from 2s to 3s, dazes but does not stifle.
Pff comme si nos timers n’etaient pas asser long.
Et le nerf du seul dot vital pour soloter un gros n’imposte quoi.
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Unread 05-12-2006, 01:31 PM   #8
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Vous inquiété pas même les coercers / weak illu sont nerf :smileyhappy:. Si vous regardez bien temps de recast plus long temps de cast plus long durée moins longue. Dps nerf :smileyhappy:  .Et pour le coup du stun mez qui marche sur epic faut pas réver tous ce qui serait interessant de mez tun seront immune :smileyhappy: un live update comme on les aime quoi.
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Unread 05-12-2006, 01:34 PM   #9
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Enfin le nerf invoc est enorme la.

Les 2 seuls sorts utiles en solo de l'invoc se sont pris le nerf ultime.

 

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Unread 05-12-2006, 02:44 PM   #10
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ben tout le monde prend son coups de nerf SMILEY pas cool SMILEY
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Unread 05-12-2006, 03:25 PM   #11
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Non, moi je suis pas nerfé !
Et je fais quoi dans la vie ? NPC, je répond la même phrase tout le temps a chaque fois que l'on me dit bonjour SMILEY
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Unread 05-12-2006, 04:07 PM   #12
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Merci le PvP effect.

 

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Unread 05-12-2006, 04:42 PM   #13
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Ca par contre c'est bien cool quand on a des perso craft only : -> Items that you cannot use due to level or skill will now show the proper values for their effects.
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Unread 05-12-2006, 07:33 PM   #14
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temps de cast plus long et reuse timer j appel pas trop ca un nerf pour les illu as cote des avantage que l on retire car on pourra toujours maintenir 3 mez as la fois au lieu des 6 mez que l on as actuellement  sans pouvoir mez des epic.

et le faites de ne pas considere les mez comme des stun permattra de pas les rendre immune sur des mez juste car il sont immune stun  va rajouter un peu de  possibilite pour les differente srategie  je hic cest ceux qui s amuse as cassez les mez la sa sera beaucoup moins drole.

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Unread 05-12-2006, 07:41 PM   #15
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I included some balance changes (read: nerfs) to Conjurors and Necromancers in the update notes for last night's Test push. I was just informed that these changes actually did not make it to Test, and were reverted before leaving internal servers. So, nothing to see here. Sorry if I caused any panic for those of you who read the notes about Conjuror and Necromancer pet changes.

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Unread 05-13-2006, 03:39 AM   #16
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Hmm... :smileysad: les stuns aident les bagarreurs a tanker (vi vi nous sommes des tanks, pas des wannabe scouts).Apres les AA qui boostent notre dps, le nerf (pas enorme, mais un nerf quand meme) de notre capacité a tanker, apres ca sera quoi ? Une reduction d'aggro et comme ca y aura 2 classes de scout en plus ? :smileytongue:
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Unread 05-13-2006, 01:28 PM   #17
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attention on va chopper un truc qui va changer notre méthode de jeu ! les mouks  (la fusion entre un moine et un scout) vont avoir fear SMILEY
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Unread 05-13-2006, 03:36 PM   #18
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Cirth_Beer wrote:attention on va chopper un truc qui va changer notre méthode de jeu ! les mouks  (la fusion entre un moine et un scout) vont avoir fear SMILEY

Vi, deja qu'avec le fear ils veulent nous fusionner avec les bruisers (vi je sais on m'a dit que les monk avait fear dans eq1).Une nouvelle classe de scout hybride qui peut fear/tsunami/teleport punch/knockout combo ?Ils nous manqueraient plus qu'un de-aggro et on se transformera en rogues...:smileyvery-happy:
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Unread 05-16-2006, 08:26 PM   #19
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- Note that all characters, whether they change their class or not, will have their spells set back to the Apprentice I level after betraying.Ha c'est la phrase qui m'interresse SMILEYQuand on choisi de ne pas changer de classe nos spells reviennent quand meme en apprenti 1 ? Pourriez-vous vous renseignez Soffrina svp ?Je dis soffrina car oui j'ai bien compri la pharse et visiblement ca repasse en app1 donc si un joueur me répond je suppose qu'il va me répondre ca SMILEY alors que soffrina peut demander SMILEY Merci d'avance SMILEY
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Unread 05-16-2006, 08:51 PM   #20
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XoNiReAl wrote:
- Note that all characters, whether they change their class or not, will have their spells set back to the Apprentice I level after betraying.

Ha c'est la phrase qui m'interresse SMILEY
Quand on choisi de ne pas changer de classe nos spells reviennent quand meme en apprenti 1 ? Pourriez-vous vous renseignez Soffrina svp ?

Je dis soffrina car oui j'ai bien compri la pharse et visiblement ca repasse en app1 donc si un joueur me répond je suppose qu'il va me répondre ca SMILEY alors que soffrina peut demander SMILEY

Merci d'avance SMILEY


D'abord je dois parler à Blackguard qui a disparu d'ici depuis l'E3, le salon est très fatiguant :smileysad: mais il doit faire une apparition demain et pas aujourd'hui...

Message Edited by Soffrina on 05-16-2006 01:51 PM

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Unread 05-17-2006, 01:43 PM   #21
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C'est sur que le pauvre Blackguard doit etre overbooké. Preparer et faire l'E3, coordonner le developpement, regler les problemes que les GM ne peuvent pas faire, bannir des gens.... Franchement, avec les qq millions que SoE ramasse chaque année, pourquoi ne pas repartir au mieux les taches en embauchant du personnel ? N'importe quelle entreprise performante sait qu'elle ne peut tout faire reposer sur une seule personne.
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Unread 05-17-2006, 03:18 PM   #22
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Le reset des sorts en app1 meme pour les joueurs qui ne changent pas de classe serait afin de rendre équitable la trahison dans le sens ou certains personnages n'ont pas le choix de changer de classe ou non, alors que d'autres si. (ex un troub qui trahit peut rester troub ou devenir dirge, alors qu'un defiler qui trahit doit passer mystic)Donc pour équilibrer tout le monde, que tu changes de classe ou non tu payes le prix de ta trahison, et tout le monde est logé à la même enseigne.Enfin c'est ce que j'ai compris des débats sur les forum US.
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Unread 05-17-2006, 04:06 PM   #23
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Singman a écrit:
C'est sur que le pauvre Blackguard doit etre overbooké. Preparer et faire l'E3, coordonner le developpement, regler les problemes que les GM ne peuvent pas faire, bannir des gens.... Franchement, avec les qq millions que SoE ramasse chaque année, pourquoi ne pas repartir au mieux les taches en embauchant du personnel ? N'importe quelle entreprise performante sait qu'elle ne peut tout faire reposer sur une seule personne.



Soe me fait souvent penser à un agglomérat de petites pme indépendantes SMILEY
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Unread 05-17-2006, 07:13 PM   #24
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Humm je comprend pas vraiment ce que tu veux dire Falkounet, je suis inquisiteur moi, si je trahi je pourrais soit etre templar soit rester inquisiteur. Alors qu'un defiler qui trahit doit passer mystic ? Non il a le chois justement^^ Ce qui marche pour le troub marche pour les autres classe^^ Si tu change de classe, tu change de sorts, tu perd t'es masters, etc.. C'est normal... Si justement tu peux choisir de ne pas changer de classe ca laisse le choix à la personne de soit perdre ces sort, soit pas, si c'est pour se retrouver avec des sort app1, un inqui devient templar pi on en parle plus.... Je vois pas trop l'interet...Si j'étais lvl petit au dessous de 57 ca ne me poserait aucun probleme de trahir pour etre mis en app 1 vu que mes sorts seront par la suite update... Mais voilà je suis lvl 70 et je suis équipé en adepte 3 et masters ! Perdre mes masters ? Toutes mes moonstones ? oOJ'étais tout content de voir que je pouvais rester inqui apres la trahison car tamplar nan merci SMILEY et que : voilà le coeur de mon probleme :Les CT T7 ne sont pas les memes coter queynos et freeport ! Alors que c'était le cas dans les tiers précédent... Je comprend que sur goronaire (et a mon avis c'est pour ca qu'ils ont fait ca), ca ne pose pas problemes, bien au contraire ca évite les camp de spots des CT tout en fesant les leurs par un alignement. Mais sur le serveur PVE ce n'est pas du tout pratique car les guildes sont mixtes !! J'aide une personne de ma guilde a faire les CT car c'est beaucoup plus rapide à 2, normal, seulement qu'une des 2 personnes valide ! En gros nous sommes dans notre guilde, crée le 22 mars (c'est dire si on chain...), lvl 35, si j'avais fait mes CT en meme temps que l'autre personne nous serions au moins 37 je pense. La personne en question a 915000 points de statu guilde alors que j'en ai seulement 164000 (CT que j'ai fait le temps que l'autre personne aille rechercher une tournée), faire nos CT chacun de notre coter n'est pas interressant sinon j'irais pas dans une guilde pour jouer avec d'autre personnes hein SMILEY et c'est ceux que je fait...  Le statu guilde ne me dérange pas en soit je m'en fiche de n'avoir que 164000 car les autres de la guilde savent quel est mon réél investissement dans la guilde, la ou ca me pose probleme c'est que pour un travaille fourni on avance 2 fois moins vite, et en plus je ne gagne pas de points de faction, donc po de zoli meubles itou SMILEY . On pourrait alterner 1tournée FP, une queynos, mais en fait on s'est rendu compte qu'on perdait plus de temps et que ce n'était pas la bonne méthode pour faire monter la guilde. C'est donc pour ca que je veux trahir SMILEY Mais si les dev veulent bien nous remettre les meme CT Queynos/FP ca me va aussi SMILEYVoilà pourquoi  je m'interresse tout particuliairement à cette quete de trahison SMILEY Je rale pas hein , j'informe SMILEY Si rien n'est changé on continura comme ca pi voilà hein^^ Quand les dev font un truc c'est qu'ils ont de bonnes raisons SMILEYBon ba vivement que Backguard revienne, briseur de rêves SMILEY , il me fait languir en plus SMILEY !
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Unread 05-17-2006, 07:54 PM   #25
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Sinon Soffrina, vous savez pour quand elle est prévue la LU 24 svp ? SMILEY
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Efoy - Fury 80 / Evanshalee - Illu 80 / Diankor - Mystic 80 / Medina - Templier 80 / Saeka - Trouba 80 / Tinou - Gardien 70
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Unread 05-17-2006, 08:06 PM   #26
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Chausson wrote:
Sinon Soffrina, vous savez pour quand elle est prévue la LU 24 svp ? SMILEY


LU 24 est prévu pour mercredi de la semaine prochaine
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Unread 05-17-2006, 09:23 PM   #27
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XoNiReAl wrote:
Humm je comprend pas vraiment ce que tu veux dire Falkounet, je suis inquisiteur moi, si je trahi je pourrais soit etre templar soit rester inquisiteur. Alors qu'un defiler qui trahit doit passer mystic ? Non il a le chois justement^^ Ce qui marche pour le troub marche pour les autres classe^^ Si tu change de classe, tu change de sorts, tu perd t'es masters, etc.. C'est normal... Si justement tu peux choisir de ne pas changer de classe ca laisse le choix à la personne de soit perdre ces sort, soit pas, si c'est pour se retrouver avec des sort app1, un inqui devient templar pi on en parle plus.... Je vois pas trop l'interet...



et non ce n'est pas la meme chose selon les classes.

certaines sont issues de Freeport d'autres de Qeynos, et enfin certaines sont communes.

Par exemple si vous etes un paladin (donc de Qeynos) et que vous voulez trahir afin de venir dans Freeport, vous deviendrez un SK

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Unread 05-17-2006, 10:06 PM   #28
XoNiReAl

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Arf oui mauvaise interpretation de la phrase SMILEY Ouainnnnnnnnnnnnnnnn SMILEY
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Unread 05-18-2006, 03:44 AM   #29
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XoNiReAI wrote:
Quand on choisi de ne pas changer de classe nos spells reviennent quand meme en apprenti 1 ?
 
Désolée de cette délai....tu es correct, même si tu changes pas de classe tes sorts /spells reviennent en Apprentice 1



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Unread 05-18-2006, 04:15 AM   #30
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Test Update 17/5/06

 

*** Betrayal ***

- Maintained spells will now drop when your class changes upon betrayal.

 

*** Kingdom of Sky ***

- You will now be locked out of Halls of Seeing upon entry for 15 minutes instead of 5 days until you kill something within.

- The princes in the Barren Sky will no longer travel as far away from their initial points before breaking away from combat.

 

*** Items ***

- The Empowered Sleeper Totem and Sealed Book of Knowledge now heal a fixed amount of health and power, respectively. Their out of combat casting time has been slightly increased. These items no longer have only 10 charges (Test change only).

 

*** Combat ***

Fighter changes:

- Brawler: Instill Doubt: Reduced fear duration, reduced power cost. Increased Resistibility. Lowered overall break chances.

- Bruiser: Intimidate: Increased Reuse timer to 60 seconds. Increased Resistibility. Reduced Mesmerize duration and power cost.

- Guardian: Entrench: Root component no longer affects Epic targets.

- Guardian: Sentry Watch: Death prevention correctly does not process on the caster, only allies in the group.

- Guardian: Guardian Sphere: Intercept no longer assists pets in the group.

- Guardian: Sentinel: Reduced some of the higher level chances at intercepting damage. Can only be used on Priests or Mages.

- Fixed an issue that caused damage transferred by interpose spells to not be affected by wards, mitigation, stoneskin or pool conversions.

Scout changes:

- Dirge: Sapping Shot: Recast time increased to 25s. Power drain changed to Root.

- Swashbuckler: Cold Throw: Small reduction in damage.

- Troubador: Bria's Entrancing Sonnet: Reduced casting time to 2.5s.

- Troubador: Singing Shot: Stifle duration set to 6 seconds.

- Troubador: Swindle Essence: Damage increased.

Priest changes:

- Fury: Call of Storms: Each Stormbolt cannot be interrupted and has an increased chance of striking compared to before.

- Inquisitor: Invocation: Removed Stifle Effect, Power cost reduced. 50% to interrupt target.

- Templar: Sign of Pacification: Increased reuse time to 30s. Casting time increased to 1.5 seconds. Daze effect does not break early.

- Templar: Smite: Removed Daze effect. Reuse timer lowered to 2.5 seconds. Power cost reduced.

- Warden: Verdurous Journey: Removed upgrade information and spell scrolls.

Mage changes:

- Coercer: Despotic Mind: Casting time reduced to 1.5 seconds.

- Coercer: Mind Bend: Restored stun duration to 4 seconds. Casting time reduced to 1.5 seconds. Reuse time increased to 30 seconds.

- Wizard: Ring of Cold: Has 18% chance of breaking when receiving damage.

- Warlock: Bony Grasp: Has 12% chance of breaking when receiving damage.

 

*** Achievements ***

- All Achievements that provided increased casting speed with increased rank received a boost.

- Brawler: Eagle's Fury: Reduced melee critical chance.

- Cleric: Divine Aura: Stoneskin effect now works properly.

- Crusader: Divine Aura: Stoneskin effect now works properly.

- Rogue: Abilities that have an empty offhand requirement also check that the primary weapon is not 2-handed.

 

*** Tradeskills ***

- Due to rising economic pressure from the larger crafting guilds such as the Ironforge Exchange and the Coalition of Tradesfolke the smaller societies within the districts and villages have consolidated their operations in order to continue to compete. Following the merger, only these societies remain:

* Nettleville Hovel: The Elusive Commonwealth

* Starcrest Commune: The Luminary Cache

* Graystone Yard: The Stalwart Township

* Castleview Hamlet: Charter of the Truthbringer

* Willow Wood: Wayfarer's Stockpilers

* The Baubbleshire: The Deductive Directory

* Big Bend: The Ransacker's Annex

* Stonestair Byway: The Brokerage of Nepeta Cataria

* Temple Street: The Circle of Vaniki

* Beggar's Court: The Ring of Wanderlust

* Longshadow Alley: The Dark Bargainers

* Scale Yard: The War Hagglers

- With the new changes to recipes no longer requiring subcombines, the cities of Freeport and Qeynos have been forced to do inventory and sell or reforge many of their overstocked supplies. Until this is finished, they will not be giving out any new work orders for crafted items. Both Lucan and Antonia apologize for the inconvenience this may cause some business owners and thank you for your patience until this matter is resolved.

- The tradeskill trainers have been moved outside each of the tradeskill instances. These trainers will give new crafters their initial training and first set of recipes if they did not learn their skills on the Outpost of the Overlord or the Queen's Colony before sailing to the city.

- Tradeskill-related harvestables now have a chance to give multiple items in a single harvest. As your skill increases over the maximum skill for that 10 level range, you increase your chances at getting rares and multiple item harvests.

- Changed Gem/Precious Metal harvest rare drops to be more inline with what other classes drop rates are instead of being twice as common.

- Common loam is now a little less common for the level 60-70 range, as it is not used as frequently as metal.

- Changed the 60-70 Harvesting nodes that drop Heritage harvests so they don't interfere with normal drop rates for rares. You will now get your normal harvest chance even if you gain one of the heritage harvest rares.

- Harvesting nodes for fungus / alchemy have been removed from the game.

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