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#361 |
Loremaster
Join Date: Nov 2004
Posts: 34
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![]() I always liked the breeze spell graphic .... the hoola hoop |
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#362 |
Elder
Join Date: Apr 2010
Posts: 3
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![]() You are not the only one. Many people have posted pro's and con's, but SOE mostly doesn't care. Its been a trend of doing something drastic, letting people freak out, then "partly" give a tiny bit back after a few weeks, then the majority of people are happy and act like its all good. Current proof was the XP thing, & the few animation things. Next problem will be mitigation. FartherAbroad wrote:
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#363 |
Loremaster
Join Date: Oct 2006
Posts: 53
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![]() Rollback now ! |
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#364 |
Loremaster
Join Date: Nov 2004
Posts: 146
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![]() Class: Assassin (and probably every scout class) Ability - Anything that puts your into stealth Problem: It appears like you stay in stealth longer than you actually do. As an assassin, I use stealth a lot, especially using concealment (which puts you into stealth after every successful hit). The problem with the new stealths is the particle effects take too long and won't show you if you're immediately knocked out of stealth. In the past, when something hit you out of stealth, your character would immediately turn opaque again and you'd know right away you weren't in stealth, but the effect now . . . lingers, for too long and it appears I'm successfully in stealth, and STILL in stealth, when reality I've been hit by a mob or an AoE (or accidentally double-tapped my insta-cast stealth) and pulled out of stealth. I have 10 seconds to get all my stealth attacks off to get the maximum benefit out of Fatal Followup (a hit that is multiplied by the number of stealth attacks done in the previous 10 seconds). Now, however, I can't rely on knowing visually if I've been pulled out of stealth. I need to be able to chain all my stealth attacks and I cannot react if I don't know I'm not in stealth. Can you please fix this to immediately show, or not show, when I'm in stealth? I don't REALLY need all the fancy particle effects for ANY stealth ability (though the animations are nice), simply being translucent or opaque IMMEDIATELY so I know if I"m in stealth or not is optimal. Thanks. |
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#365 |
Server: Unrest
Guild: Old Timer Guild
Rank: Member
Loremaster
Join Date: Aug 2006
Posts: 2,363
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![]() archikauri wrote:
Talk to wally..... that's his job.... |
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#366 |
Loremaster
Join Date: Oct 2006
Posts: 53
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![]() in my company if a people make this he take the doors imediatly... |
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#367 |
Server: Unrest
Guild: Disciples of Destiny
Rank: Active Raider
Loremaster
Join Date: Aug 2008
Posts: 85
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Thanks for the few fixes I saw from the patch yesterday, namely... Mesmerize animation now persists the duration of the effect -- good. My root (Forced Hesitation) and group mez (Pure Awe) still do not persist, though, and should. And I'm sure wizards will be happy the ice cube is gone...
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#368 |
Server: Venekor
Guild: Blades of Honor
Rank: Master Blade
Loremaster
Join Date: Aug 2006
Posts: 659
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![]() archikauri wrote:
+1 |
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#369 |
Lead Volunteer Moderator
Join Date: Jun 2008
Posts: 3,921
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This post has moved: /eq2/posts/preList.m?topic_id=44532...post_id=5408482 Please be constructive in your post
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#370 |
Loremaster
Join Date: Oct 2006
Posts: 53
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![]() My point is : all spell sorts is hidouus ! Solution : Rollback now ! |
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#371 |
Server: Venekor
Guild: Blades of Honor
Rank: Master Blade
Loremaster
Join Date: Aug 2006
Posts: 659
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![]() archikauri wrote:
Agree. And holy hell what is the sound Inquisitors make now? I lol'd the first time but ewwww... |
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#372 |
Server: Antonia Bayle
Lord
Join Date: Jun 2010
Posts: 33
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![]() archikauri wrote:
They are not going to roll the spell effects back. They are not going to allow two sets of spell effects. They have posted this multiple times. And just because i'm feeling like getting down to the level of posts like this, i'll repeat myself. They are not going to roll the spell effects back. They are not going to allow two sets of spell effects. They have posted this multiple times. Perpetuating to drown this thread in childish and embarassingly asinine repetitive comments like this (and it's not just the one highlighted) will not change this. Repeatedly posting things in giant letters will not get your way. I don't care how entitled you feel. I don't care how invested in this game you feel. You are contributing nothing other than something that equates to what can be found in child psychology textbooks. If you don't like change, there are wonderful single player games that are stagnant that you can play. The library is grand. They even offer downloadable content for your uberly feared microtransactions. I'm going to say it again, even though very obviously it is being ignored by the plethora of posters that are investing their time whining like little kids rather than contributing something that the developers can use, even if it means *Gasp* MAKING SOME OF THE SPELL EFFECTS LOOK LIKE THE OLDER ONES SOMEWHAT?! WITH THE NEW SYSTEM? HEAVEN FORBID! TO POST IN THIS THREAD WITH THE INFORMATION THAT AMNERYS REQUESTED IN THE ORIGINAL POST! Certainly you can offer something more than a single word argument in big red letters, backing them up a huge +1 as though it makes you feel big and proud to stand by someone who obviously has no constructive argument to give this team, and is doing nothing but waste everyone's time, and the entire purpose of this thread. Here's an Example ~A spell name. ~A class name ~What you would change about it. That does not translate to: ~All Of them ~Wizard ~Rollback Plz One can't even post in this thread to offer any semblance of feedback anymore without getting burried in repetitious posts like the one quoted above. They might as well not even bother. Nor are the devs probably bothering to read tihs thread anymore at all. If your goal is disruption, congratulations, you win at forum posting. You won't get your way, but you get a little gold star for being the loudest. However, I will post this in closing: Maybe, just maybe, you can at least get some of what you want by actually giving the devs what they need to give you something that you want by actually offering something constructive in this thread. However, if you think that posting "ROLLBACK NOW" is enough of an argument? Here is something you can use. It's brown, and doesn't require rainbow text. |
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#373 |
Loremaster
Join Date: Oct 2006
Posts: 53
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![]() Ils peuvent bien dire qu'ils ne ferons pas rollback ou qu'ils ne maintiendrons pas deux types de sorts c'est pas mon problème. Tous les sorts sont moche, affreux, hideux, et j'en passe, que ce soit de ma classe ou des autres classes. Ils ont décidé de changé les trucs pour mettre de la merd.e seul ! Il y'a une communautée qui en majorité n'aime pas cette update. Maintenant si tu veux que je te site tous mes sorts un par un y'a pas de problème... Ca va juste polluer 30 fois plus le forums pour chaque classe. On souhaite un retour aux anciens effets, c'est tout. Dire que l'on demande un rollback est une connerie est autant une connerie. Chacun a sa vision du jeu. Maintenant tant qu'on aura des effets aussi moche on demandera le rollback. Un point c'est tout. Les anciens sorts était très bien. Ils consommais autant de CPU que les nouveaux, et étaits très appréciés. S'ils voulait les refaire, ils prennent le temps et balance pas une grosse merd.e en live en disans mais si on vous écoute on changer un ou deux sorts comme ça... vous ête heureux non ? Si tu aimes les nouveaux sorts c'est bien pour toi. Mais pas nous. Je me ferais pas chier a traduire car ca n'en vaut pas la peine de toute façon ils vendent le jeu en france, ils n'ont qu'a traduire. |
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#374 |
Lead Volunteer Moderator
Join Date: Jun 2008
Posts: 3,921
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![]() Please be careful what is quoted. Thank you! |
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#375 |
General
Join Date: Aug 2010
Posts: 2
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![]() Vosk, people like you are the reason crappy changes stay in games. You are whats known as a hopeless fanboi. If SOE says something, it must be true.... So you put up with crap because 'thats the way SOE made it'. SOE says a lot of things, like 3 month updates going to 6 for "quality content" There will never be mounts in store. There will never be stat objects in store. There will never be flying mounts. Just because they say they won't roll back these crappy changes doesn't mean they won't. If you like them, then post that. Stop commenting idiotically on people that would like the changes reversed. |
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#376 |
Loremaster
Join Date: Nov 2004
Posts: 1,480
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![]() Vosk@Lucan DLere wrote:
They are so horrid, I prefer the old style. Which was better than this trash they have now. Still valid. Sorry.
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SOE will kill off EQ2 before it would naturally die.. 11/10/2004-9/19/2010 - for me ![]() |
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#377 |
Loremaster
Join Date: Apr 2006
Posts: 653
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![]() Despite what other folks said I think this is still a valid topic. I am still going to go with the following spells needs to be looked at: Troubadour/Dirge please give us the floating spells notes back, or make it a fun spell SK please take a look at some of the aoe spells and try and tweak how they look to define the aoe. Warlock Rift spell please please put it back, and take out the neon yellow that is associated with it now. There that's my 2 cents worth, I know its not worth much. |
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#378 |
Loremaster
Join Date: Mar 2010
Posts: 720
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![]() ^ HOLY crap, that was one of the biggest QQ's I've ever seen on this forum, and a QQ about someone else's QQ, lol. Personally I am quite bummed at the new spell effects, they took all the variety and uniquness about casting spells in EQ2 and replaced them with a purple aura, blue aura and yellow aura (at least that's what the majority of my Templar spells are now). It's quite sad, and we KNOW they won't support 2 sets of spell fx (it's not that they "cannot", it's that they "will not", let's get that straight). So let me reiterate the suggestion that maybe we replace some variation of the old spell fx to be similar to the older versions, maybe for some of the class defining spell. Case in point, my reactive heals used to be very very cool sword and shields which gave me a "templar" feeling that I was protecting my target. Now they are different colored vaguely glowy auras which give me absolutely NO sense of being a Templar in the least, they make me feel more like I'm at a rave and am swinging a couple of lightsticks. There, that's a constructive criticism with a suggestion on how to make it more palatable. |
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#379 |
Developer
Join Date: Nov 2006
Location: San Diego
Posts: 2,273
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![]() Please post some specific spell names when talking about changes. I've looked over some of the feedback and its not always easy to determine what spell you're talking about. I looked at the Rift and I've played a Warlock for awhile so I'm familiar with the old one which was just big rocks. Honestly, I like the new one. It shows a glowing rift in the ground which is kinda cool. I understand this is opinion and not everyone will agree thought. As far as the notes for bards, which spells? Some of the new effects still show the notes when you are casting but don't have the persistant note effects constantly playing. These were the types of things that had the biggest performance impact because if it was a group buff like Selo's, the notes were playing on everyone in your group and those effects definitely add up. Please provide some more examples, we aren't beyond making some changes. |
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#380 |
Lord
Join Date: Oct 2009
Posts: 14
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![]() Rothgar wrote:
Unfortunately, I think that it is exactly the graphics intensive persistant note effects that bards are missing so much. I understand that these effects were a good place to look for performance improvement and therefore they likely won't be reinstated as they were but, would it perhaps be possible to give us something along those lines? Maybe a fun spell similar to Lyssa's Perpetual Motion (level 50 dirge fluff spell) that would give us just one set of the constant floating notes? Or perhaps change it so that just one of our self buffs has the effect, rather than giving it to the whole group? Thanks for keeping in touch with us on this one! |
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#381 | |
Server: Crushbone
Guild: Vigilance
Rank: Alternate Characters / Non-Raider
Loremaster
Join Date: Jun 2008
Posts: 263
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![]() Morlinde wrote:
Add myself as another person who'd like this removed, and I don't even play a Dirge. Got back to raiding this week and was surprised at how much I heard this horn sound on our raid nights. I kind of laughed at first, thinking "That's the horn sound they meant!" but unfortunately it got bothersome pretty fast. The Dirge horn sound combined with my Fury's ringing heal sounds made me glad I'd cranked up my tunes on my speakers to drown out the game sounds, heh. I think there's too many "flashy" sounds going on with these new animations in general and all of them together can sound like kind of a clusterfudge of noise moreso than the old sounds/animations. Also like to add that my Swash alt's En Garde animation is kind of laughable with the bowing, though she's somewhat freshly betrayed and does not have this spell mastered. If this animation is the same mastered, I'd really like the old animation back, or maybe even changed to something like the /brandish emote... just not the dainty silly bowing!
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#382 |
Loremaster
Join Date: Dec 2005
Location: Massachusetts
Posts: 702
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![]() The constant bard notes are what people are missing. They worked fine on the 4-year-old Pentium 4 I used to use, even in a raid on high quality settings. I think it had an ATI x850? card in it, which isn't exactly top of the line. Holy Intercession and Vital Intercession for templars are especially class defining and need the sword and shield effect back over the group's (for Holy) and target's (for Vital) heads. Similarly, I think most inquisitors liked the sword/shield effect for Penance and Malevolent Diatribe, though I don't have an inq. The old sound effects were better as well.
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Uguv - Templar/Armorer/Transmuter Pequeno - Dirge/Alchemist/Tinkerer Reeep - Brigand Arbre - Warden/Sage Flippyfloppies - OP SK Amplify - Troubadour Slege Mistmoore |
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#383 |
Loremaster
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
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![]() You DO NOT need to add bard notes to EVERYONE in the group. I think bards themselves will be fine if it was just persistant on them. As people have suggested make it a fluff spell or just make the new note effect persist on the bard ONLY. If you are worrying about raid lag the inclusion of 4 players having notes is alot easier to manage then 24 people having notes. Give troubadors a persistant GOLD note and give DIRGES a persistant BLUE note. |
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#384 |
Server: Guk
Guild: Defenders of the Light
Rank: Count
Loremaster
Join Date: Feb 2008
Posts: 1,938
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![]() Rothgar wrote:
RE Rift: but the rocks are little pebbles now before they were huge boulders. |
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#385 |
Loremaster
Join Date: Mar 2005
Posts: 3,200
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![]() I know that I am a bit late to the topic, but I wanted to post this. I haven't been able to log in since the changes much at all due to Real life being what it is. However I logged in tonight to play my Templar and I have to say that I LOVE the new spell effects on her! I found myself watching the effects more then the health of me and my partner You have no idea how happy I was to NOT see that HUGE flying Red hammer come out every single time.. and my Beam spell is amazing! Thankyou! I can't wait to see what has been done with my other classes |
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#386 |
Server: Butcherblock
Guild: House of Fallen Shadows
Rank: Empress
Loremaster
Join Date: Nov 2004
Posts: 509
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![]() Rothgar wrote:
I like the rift in the earth from the new spell effect for Rift, but the rocks falling from the sky are now so small as to be almost funny. As a dirge, not having my persistent song effects is really annoying... I even had these back in EQ1, so I'm at a loss as to why they'd cause too much overhead in this day and age. Maybe just tone them down, and reinstate them? |
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#387 |
Loremaster
Join Date: Nov 2004
Posts: 992
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![]() RE: Rift I do like the added glow coming from the cracks in the ground -- especially at Master level. HOWEVER, the rocks need to be larger. They aren't noticeable amidst the chaos (but leave the chaos in, yeah? |
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#388 |
Loremaster
Join Date: Apr 2006
Posts: 653
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![]() Rothgar wrote:
Warklock: OK I will have to respectfully disagree with you about rift. We used to get huge rocks. Now we get small pebbles. Also that neon yellow hurts my eyes and if your unlucky enough to get it turned at the correct angle it can wash out your screen to where you can't see anything. So with that I have to respectfully say that I would prefer the old rift. Also worth note i have the master spell and i get few pebbles, I saw somebody with expert spell today and he filled the screen with pebbles so there is a possibility you got the wrong visual with the wrong tier. Also fighting a boss today and he used the old rift on us so the bosses get to use the old rift and I have to use the new one. Troubydoor. Yes Selo's it used to give us a swirling blue note. Also Daelis Dance of blades gave us a gold and Bria's Inspiring Ballad. Don't kill the messenger gives the dirge a blue note swirling around but somehow that was removed from the version on troubadour. Now I have frame rate on my screen those notes did about 3 maybe 4 frame rate difference. How about a fun spell to where i can stick the notes back on myself, I do hear what your saying however I never heard anybody complain about it. So if you don't want to add those for group a fun spell yes please that does not take a concentration slot would make my trouby happy. Wizard: Magma chamber what can I say no large hammer flying across the screen I loved that, been in the game since day one, now it looks like a small fire, SK OK as I said AOE spells. Thanks for fixing doom judgment that nice big round black cloud is nice to have back. Now please take a look at the effects for the following AOEs. Cleave Flesh, Death Cloud, Unending Agony, Insidious Whisper, and Grave Sacrament, These effects just are horrible, and when you look at them they really dont define the area of the AOE. Any old school sk's remember when this use to call you a limited pet, before it got turned into a taunt? Grave Sacrament has to be the worst of the new spells for sk, that hold your weapon in the air with a rid cicle thing yea not cool. So Rothgar if you would please review the spells that I have highlighted in read, and see what you think please. Thanks in advance. I really not trying to be unreasable, its just when you change things that have been very static for the past 2.5 years it takes a while to get used to the new stuff and really the some of the new stuff does not look as good as the old stuff. I understand you say to help performance, but really some of the new spell casting ones makes you holster your weapon and shield, and I think that might be why I have noticed lower number in act one the auto attack across the board for all my toons that use auto attack. |
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#389 |
Loremaster
Join Date: Mar 2010
Posts: 779
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![]() I can say for a fact that your weapon animation has nothing to do with your swinging. I've had toons hit at a .5-.6 delay and were swinging inbetween swings in the combat log (you have double attacked xxx while my weapon is behind me) However, abilities that stealth have an un-needed Houdini act where you completely vanish, and it makes it harder to tell if you're stealthed or not (assuming you don't just stare at your hotbar like a goober) |
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#390 |
Loremaster
Join Date: Nov 2004
Posts: 135
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![]() Please bring back the old predator Stealth and Stalk animations and accompanying sound effects.That is all. |
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