|
Notices |
![]() |
Thread Tools |
![]() |
#1 |
Community Relations
Join Date: Nov 2005
Location: La Jolla, CA
Posts: 6,938
|
![]() *** Betrayal *** - Players can now betray their city at any level.
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. Fighter changes: Scout changes: Priest changes: Mage changes: - Coercer: Terrible Awe and Illusionist: Phantasmal Splendor: - Illusionist: Bewilderment: - Coercer: Psychic Wail- Increased reuse to 45s. Stun effect can now affect Epic targets. Achievement 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 following raid zones now have an NPC you must speak with outside of the zone in order to enter:
- "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.
- You are no longer limited to engaging 5 encounters.
- Group members on the same step of the quests "Ishara's Search" and "Brush with Celebrity" can now enter into the same arena instance.
- The Empowered Sleeper Totem and Sealed Book of Knowledge quest rewards now have 10 charges each.
- The evac point for Permafrost is now within the zone rather than in Everfrost. There is also an additional revive point within Permafrost.
- Brigand: An issue that was causing combat art visuals to sometimes be played on the brigand has been corrected.
- 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.
- Bard: Bump's examine info will now indicate its ability to steal from the target.
- Tradeskill societies have been removed. * Players can now enter any of the tradeskill instance zones at any time.
- 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. * MACRO: /group I have (( %C )) please cure me! - 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.
eq2ui_mainhud_effects.xml |
![]() |
![]() |
![]() |
#2 |
Custom Avatar
Join Date: Nov 2004
Location: Storms
Posts: 2,336
|
![]()
- Tradeskill societies have been removed.sniff !
|
![]() |
![]() |
![]() |
#3 |
Loremaster
Join Date: Nov 2004
Posts: 103
|
![]()
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.
__________________
![]() |
![]() |
![]() |
![]() |
#4 |
Custom Avatar
Join Date: Nov 2004
Location: Storms
Posts: 2,336
|
![]()
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)
![]() Message modifié par Cirth_Beer le 05-12-2006 12:19 AM |
![]() |
![]() |
![]() |
#5 |
Loremaster
Join Date: Nov 2004
Posts: 237
|
![]() 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 |
![]() |
![]() |
![]() |
#6 |
General
Join Date: Jan 2005
Posts: 63
|
![]()
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.
|
![]() |
![]() |
![]() |
#7 |
Join Date: Dec 2004
Location: Grise Pierre
Posts: 566
|
![]() - 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.
__________________
Pruut le nain Par Rallos Zek ce soir le sang vas couler a flot. |
![]() |
![]() |
![]() |
#8 |
Loremaster
Join Date: Dec 2004
Posts: 42
|
![]()
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.
|
![]() |
![]() |
![]() |
#9 |
Join Date: Dec 2004
Location: Grise Pierre
Posts: 566
|
![]() Enfin le nerf invoc est enorme la. Les 2 seuls sorts utiles en solo de l'invoc se sont pris le nerf ultime.
__________________
Pruut le nain Par Rallos Zek ce soir le sang vas couler a flot. |
![]() |
![]() |
![]() |
#10 |
Custom Avatar
Join Date: Nov 2004
Location: Storms
Posts: 2,336
|
![]()
ben tout le monde prend son coups de nerf
![]() ![]() |
![]() |
![]() |
![]() |
#11 |
General
Join Date: Nov 2004
Location: Bordeaux (33)
Posts: 2,180
|
![]() 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
![]() |
![]() |
![]() |
![]() |
#12 |
Join Date: Dec 2004
Location: Grise Pierre
Posts: 566
|
![]() Merci le PvP effect.
__________________
Pruut le nain Par Rallos Zek ce soir le sang vas couler a flot. |
![]() |
![]() |
![]() |
#13 |
Loremaster
Join Date: Aug 2005
Posts: 135
|
![]()
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.
__________________
Sibanac, Bouquiniste de luxe. Abysss, Boucher charcutier. Kragga, Ravaleur de facades. |
![]() |
![]() |
![]() |
#14 |
General
Join Date: Jan 2005
Posts: 63
|
![]() 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. |
![]() |
![]() |
![]() |
#15 |
General
Join Date: Jan 2005
Posts: 63
|
![]()
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.
Ryan "Blackguard" Shwayder
|
![]() |
![]() |
![]() |
#16 |
Loremaster
Join Date: Jan 2006
Posts: 449
|
![]()
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:
__________________
(sorry for the bad english) Lanari the Jade Tiger - lvl 70 Monk - Storms Server Lovely Cirth ![]() |
![]() |
![]() |
![]() |
#17 |
Custom Avatar
Join Date: Nov 2004
Location: Storms
Posts: 2,336
|
![]()
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
![]() |
![]() |
![]() |
![]() |
#18 |
Loremaster
Join Date: Jan 2006
Posts: 449
|
![]() 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:
__________________
(sorry for the bad english) Lanari the Jade Tiger - lvl 70 Monk - Storms Server Lovely Cirth ![]() |
![]() |
![]() |
![]() |
#19 |
Loremaster
Join Date: Feb 2005
Posts: 45
|
![]()
- 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
![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#20 |
Community Relations
Join Date: Nov 2005
Location: La Jolla, CA
Posts: 6,938
|
![]() 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 |
![]() |
![]() |
![]() |
#21 |
General
Join Date: Nov 2004
Location: Bordeaux (33)
Posts: 2,180
|
![]() 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.
|
![]() |
![]() |
![]() |
#22 |
Loremaster
Join Date: Nov 2004
Posts: 103
|
![]()
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.
__________________
![]() |
![]() |
![]() |
![]() |
#23 |
Custom Avatar
Join Date: Nov 2004
Location: Storms
Posts: 2,336
|
![]()
Soe me fait souvent penser à un agglomérat de petites pme indépendantes ![]() |
![]() |
![]() |
![]() |
#24 |
Loremaster
Join Date: Feb 2005
Posts: 45
|
![]()
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
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#25 |
Loremaster
Join Date: Mar 2005
Location: Albi (Tarn)
Posts: 358
|
![]()
Sinon Soffrina, vous savez pour quand elle est prévue la LU 24 svp ?
![]()
__________________
Co GL de la guilde < Léviathan > Efoy - Fury 80 / Evanshalee - Illu 80 / Diankor - Mystic 80 / Medina - Templier 80 / Saeka - Trouba 80 / Tinou - Gardien 70 |
![]() |
![]() |
![]() |
#26 |
Community Relations
Join Date: Nov 2005
Location: La Jolla, CA
Posts: 6,938
|
![]()
LU 24 est prévu pour mercredi de la semaine prochaine |
![]() |
![]() |
![]() |
#27 |
Forum Moderator
Join Date: Jan 2006
Posts: 316
|
![]()
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
__________________
![]() |
![]() |
![]() |
![]() |
#28 |
Loremaster
Join Date: Feb 2005
Posts: 45
|
![]()
Arf oui mauvaise interpretation de la phrase
![]() ![]() |
![]() |
![]() |
![]() |
#29 |
Community Relations
Join Date: Nov 2005
Location: La Jolla, CA
Posts: 6,938
|
![]() 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 |
![]() |
![]() |
![]() |
#30 |
Community Relations
Join Date: Nov 2005
Location: La Jolla, CA
Posts: 6,938
|
![]() 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. |
![]() |
![]() |