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Unread 12-05-2009, 03:24 PM   #541
Kyior
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The rediculously long time it takes to cast Oddessy on someone.

Incomparison to the other "travel" spells, such as a druid portal or the new Wizard Spires, Oddessy is vastly neglected, as it takes 20+ seconds to cast, uses nearly 7000 power, and only sends 1 person home, While Druids & Wizards use very little power, casts in under 5 seconds, and can teleport an entire raid force somewhere new.

I think if i'm only able to send 1 person home at a time, and for some reason our Calls are down, I should be able to do so reasonably quick.  

Now that it prompts people "do you want to go home" i'm sure there's no reason to keep it using 50% power and taking 20 seconds to cast.

Would really like to see this get fixed ^^

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Unread 12-05-2009, 05:38 PM   #542
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Not Bugged by much in reallity.  But when a problem arrises that effects  the entire server (like what is happening right now and has been going on for HOURS today)  and the network status is not updated indicating that someon in the SOE headquarters is aware of the problem.   I do not like feeling like the higharchy in SOE really does not care about the paying members of this game.   A little TIMELY communication would be greatly apprciated by all of us.

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Unread 12-06-2009, 01:09 PM   #543
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Yes, I do remember hearing that T9 fighter/scout skills will no longer be using loams...

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Unread 12-07-2009, 05:16 AM   #544
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What bugs me the most:

1. RNG, and no way to boost the chance.

Example ?

Running nearly every day since months through Najenas Tower and not even seeing a Fabled Item drop and others getting Najenas Ring drop the second time they went in there.

Solution ?

None, if you say the RNG is right. Three, which involve Work.a) Killing a certain Zone Boss Named X times gets you a masterchest with a Fabled in it (where X is high enough).b) Less Masters more Fabled Drops (Adjust % Chance if Master Chest comes).c) Put more Fableds on the Blackmarket Merchant with harsher Restrictions (Must have killed said Mob 10 Times ANDdouble the Amount of Shards AND Xchange another Fabled Item of same or higher level -> Questline / Blackmarket).

2. Masterchests which constantly drop Masters now instead of Fabled Items.

Yes. Killing the hardest Boss Nameds and getting a Master, which nobody needs anymore (talk about Research Assistants and a new Expansion in 2 Months). Solution -> See b) above.

Regards, theriatis.

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Unread 12-07-2009, 09:01 AM   #545
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Maddawger1217 wrote:

Ok I've seen a lot of things posted and may have missed this somewhere but... The one thing that’s always bugged me was that mage weapons like wands and staffs never where given a ranged energy bolt attack.

Eh? Imbued crafted wands always used to have this (for as long as I have been playing), and though we lost the ability to make them temporarily they came back, though arcane only, e.g. magic imbued mahogany wand

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Unread 12-07-2009, 10:26 AM   #546
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Mobs healing 2% bugs me the most. 

AOE's that his for 10-12k while your a squishy bugs me the most.  Lower the Damage, increase the frequency to help out the squishy population.  Hard as hell to get up to 14k hp on a squishy.

Dying with purple vision on Ykesha and blowing up the raid BUGS ME THE MOST!!!!.  IF you have any type of vision and die, personally you should not blow up the raid.  You should blow up the raid if you fail to click on something instead.. IMO. 

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Unread 12-07-2009, 11:57 AM   #547
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xXxIceStormxXx7 wrote:

Imbalance in supply and demand of Adept 3 rares
Please fix the scout and fighter Adept 3 spells so that they each have their own rare

Just FYI, as announced at Fan Faire, this is already corrected in the expansion.

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Unread 12-07-2009, 12:00 PM   #548
Kinvore

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Why can't key mobs in TSO instances drop shard keys as a chest instead of body loot?  There's been a few times where groups I was in didn't find the corpse in time before it rotted.

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Unread 12-07-2009, 12:55 PM   #549
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The idea that sharing a rare component to create spells is a good idea.  Silicate loam is already shared.  What is the price of loam in comparison to incarnadine and fire emeralds? 

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Unread 12-07-2009, 12:57 PM   #550
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Also, I would love to open my quest journal and not have the order of the quests be different each time I open it.

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Unread 12-07-2009, 08:30 PM   #551
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BRAWLER RAID MOBS!

Seriously what's the point outside of the occasional one from a lore perspective.  Why do you keep randomly making raid mobs brawlers that totaly screw over scouts and tanks.  I don't think you can understand how much alot of us hate Enraged Haladen.  Not just because the only strat to the fight is forcing tanks to constantly get back mem wiping mobs.  But because after killing them we look and see an awesome 50% hit rate for the fight.

There are at least a dozen other examples of raid mobs that were given a brawler arch type that ruin scouts parses while having no effect on mages.  Exactly what is the point of making mobs like these?

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Unread 12-08-2009, 11:45 PM   #552
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I didn't read all the pages, so this may have been mentioned, but I would love to open my Quest Journal and not have all the tabs open automatically and all the quests displaying. This could be a toggle for those who do like this (and if there is and I've missed it, someone please let me know) and the option to turn it off for those who want them all to defaut to being closed.

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Unread 12-09-2009, 09:25 AM   #553
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Defective aa

There is a mistake in the templar Shadow AA line buffs. Both Peaceful Aggression and Focused Prayers have effects that are contrary to the spell's description.Peaceful Agression is described as the templar "will have longer casting times on heals and also reduced heal effectiveness." Although that is the spell's description, the spell effects lists "increases casting speed of beneficial spells by 30%" as one of the effects. This completely contradicts the aforementioned line of the spell description.Focused Prayers has a similar issue. The description says that "hostile spells will take longer to cast and damage based spells will have reduced effectiveness," but one of the effects listed is "increases casting speed of hostile spells by 20%." Once again, a contradiction.

no 1 under stood in othere post proble why no 1 in this game can heal and i had to make my own healer lol

the dps stance for templar AA end spell increases healing speed and not dps nuke speed

and the healing stance end spell in AA increases nukeing speeds and not healing speeds

sony never replyed ethere guess they dont read thes forums lol 

http://forums.station.sony.com/eq2/...topic_id=463908

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Unread 12-09-2009, 10:09 AM   #554
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Gaealiege@Butcherblock wrote:

The idea that sharing a rare component to create spells is a good idea.  Silicate loam is already shared.  What is the price of loam in comparison to incarnadine and fire emeralds? 

On AB right now, silicate loam is at least 5 plat.  Fire emerald goes for less than 2 plat.  Incarnadine, 25 gold.  Needless to say, it's much more expensive for fighters and scouts to get Expert spells made, than it is for casters and priests.

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Unread 12-10-2009, 09:27 PM   #555
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Having a feign death that claims to work 95% of the time but actually works far less.

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Unread 12-10-2009, 10:35 PM   #556
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Defective aa

There is a mistake in the templar Shadow AA line buffs. Both Peaceful Aggression and Focused Prayers have effects that are contrary to the spell's description.Peaceful Agression is described as the templar "will have longer casting times on heals and also reduced heal effectiveness." Although that is the spell's description, the spell effects lists "increases casting speed of beneficial spells by 30%" as one of the effects. This completely contradicts the aforementioned line of the spell description.Focused Prayers has a similar issue. The description says that "hostile spells will take longer to cast and damage based spells will have reduced effectiveness," but one of the effects listed is "increases casting speed of hostile spells by 20%." Once again, a contradiction.

They work just fine. What's wrong is that they use the word 'speed' instead of 'time'. Read it that way, and it all works spiffy. So you might as well log a /typo report about that.

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Unread 12-10-2009, 10:45 PM   #557
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Not being able to sit in chairs bugs me the most SMILEY

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Unread 12-16-2009, 09:18 PM   #558
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When attacked by a mob while harvesting the auto-attack retains focus on the harvesting node instead of automatically switching to what is attacking you. It bugs me that I must manually target the mob as it seems obvious that most, if not all, harvesting nodes lack weapons.
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Unread 12-16-2009, 10:10 PM   #559
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I just wanted to chime in and let everyone know that I plan on locking the thread at the end of December and starting the process of compiling all the data. 

Last year I completely underestimated how long it was going to take me to compile the information.  So, this year I might be looking for a volunteer to help with that especially since we will still be working hard on the expansion through February.

Keep all the excellent feedback coming!

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Unread 12-17-2009, 06:21 AM   #560
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o Increase melee auto-attack range to be equivalent to melee Combat Art range.

o Fix the old collision bug that allow mobs to step behind a tank that already has his back pressed against a wall.  It shouldn't be a challenge to get the mob to stand in front of you when you have aggro and are in a corner or backed up against a solid object.

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Unread 12-17-2009, 08:57 AM   #561
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It bugs me that the high level necromancer pets feels less necro then the lower tiers.

Possible solution: Let us choose freely which pet appereance we want for our pets, no need for new models and we get more options at the level cap. Might use same feature/code for that other pet class, conjuror.

Squeek!

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Unread 12-17-2009, 09:26 AM   #562
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Fix viability of conjurours and necromancers for groups and raids

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Unread 12-17-2009, 12:44 PM   #563
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  • The stifle and daze effect on the Paladin spell Divine Favor
  • Target level and difficulty limits on tinkered dumbfire pets.  I want to throw cows at Venril Sathir dammit!
  • Excessive materials cost of some limited-charge tinkered items
  • The continuing lack of Euro-server broker listings on Zam (they say it's 'cos SOE don't give them access to the data)
  • Bonuses in boxed and collector's edition copies of the game that aren't available outside the USA
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Unread 12-17-2009, 01:20 PM   #564
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*In most games the first couple levels are supposed to teach you how to play.  IE:  In Portal the very few levels are really just there to get used to the concepts they want to teach you.  They are training your mind for the actual meat of the game so you are thinking in the right direction for the serious puzzles.

In EQ this is generally assumed to be taught by other players aside from some UI stuff and they very basics.  Sadly right now it is so hard to find early groups and solo play is so different from group play that you often level up your character one way and need relearn to play them once you can actually start getting into groups.  I've sort of had to relearn my SK, Assassin and Mystic as I've finally started to find the occasional low level group.

This is one reason I support more pets or at least pets for solo play at the low levels so people are not going in totally cold to group play.  No need for this stuff once you get to level 80 but from levels 1-50 some pets or higherlings or something to let you simulate the sadly lacking group content would be really helpful for noobs like me.  Guess it isn't a big concern as the number of new players must be pretty low but I just thought I would mention it.

*The general suckiness of 2h-weapons.  Both they and their adornments need a serious upgrade.

*The general suckiness of the summoners.  I usually love these guys in other games but here they are really dull and unfun.  I recomend looking at The Druid from Diablo 2, The Minion Master from City of Villains and Necro/NPC Hero system from Guild Wars are good examples of minion based classes IMO.  I know we're not talking apples to apples here but I really enjoyed those minion classes (they were my favorite in their respective games right from the word go!) but here I just can't get into the summoner classes.  The pets are really, really boring!  They just don't do enough, their is very little in the way of pet managment which is usually what these classes are about, the small number of pets/quality of pets are under whelming, and generally the PC's contibution to the fight is just okay.  I just feel like you could replace the summoner pets with road cones and they would have about the same effect.  I don't know what was different in EQ1, maybe the combo of access to life taps, fear, debuff and utility spells most right from the get go but necro's much more enjoyable.

*The upgraded shaman pet doesn't look as cool as the normal one.

*The UI could use some work, particularly for healer type.

Just my opinions as a noob.

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Unread 12-17-2009, 03:36 PM   #565
Ashlie
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What really bugs me is having my bank boxes resize and reposition themselves. There seem to be 4 box slots that are consistant in resizing and/or repositioning themselves. The are bank slots 8, 9, 10, and shared bank slot 8. All four of these resize themselves to the default 42 size. Below are pictures of how I set it up, with the way they change:

My set-up:

What they look like when I log in after having them set as above:

If I don't log out, but zone or close then re-open the bank, the second row get's shifted:

Sometimes more drastically then others:

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Unread 12-18-2009, 08:18 PM   #566
Jacra
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I've another gripe ... EQ2 house decoration system is great and I was very happy about the recent item and room number increase. But that is very little especially with the increased influx of house items as reward and the 100 new items are already used up again. I have suspicion that several of my books are still old and count as one item but ... 300 items and many (many!) of them books which are very hard to place inside shelfs ... I'm not going to sort them one by one to find the item-counting ones.

So ... please add a window that shows what items are counting and which are not or add that to the list of the placed items as a column AND add the item max number to the rent-a-room frontpage one sees BEFORE buying the apartment or house.

And the second thing: Why is Gorowyn evil and does not allow to have housing bought by Qeynos citizens?!? Kelethin housing (sorry me) is not very nice, the rooms are all round, small and low ceilings with very few windows. Qeynos 5 room houses are in my opinion awefully designed with that huge space loss to ... tadaaa ... cellars. I'm sorry but the stuff I place in EQ2 in my apartment is not as in real life trash I want to hide somewhere and thus put it into the cellar!

Redesign the Qeynos residencies please, at least one of them, to have more upstairs and bright rooms and a nice outside area (for the new stables!). And either make Gorowyn (would just be fair, Freeport has Neriak already) neutral in housing too or add something with big apartments(residencies for the same price that are airy and nice in layout for Qeynos too!

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Unread 12-19-2009, 05:26 PM   #567
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Not having the option to have people see my toon as i designed it.

If i make a toon in soga i want people to see it as soga , if i make a toon in original i want people to see it in original.

People spend alot of time getting there toon how they wish for it to be seen and it deserves the option to be seen as you wish.

It would also add some nice variety into the characters we group/raid with etc.

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Unread 12-21-2009, 01:31 PM   #568
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What bugs me the most is the complete and total lack of solciting feedback on EQ2players BEFORE changes are made.... it was free.... then they changed it to a pay service with less functionality - without telling us or asking us what we want. Now, its changed again, and yes, its free again but with signgificantly less functionality and useability. A while back we were promised a lot more dev feedback ,interaction and communication. We didnt get it. Particularly with EQ2players.

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Unread 12-22-2009, 03:40 AM   #569
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- Add in the ability to not see any players outside your group and/or raid, much like you can already do with player names/guild affiliation

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Unread 12-22-2009, 10:39 AM   #570
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Karnos@Nektulos wrote:

o Increase melee auto-attack range to be equivalent to melee Combat Art range.

QFE

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