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Unread 02-14-2008, 11:51 PM   #31
StrollingWolf

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How about we take Joe Necro as an example and stay cool, and discuss the topic without attacking each other. Providing feedback in a manner that is constructive and helpful to the developers to fix an issue works better than ranting and flaming each other.

Please keep this in mind in the future and stop with the flaming and bickering. Your input on the issue is more helpful without it.

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Unread 02-16-2008, 01:32 AM   #32
Suraklin

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Anthur@Venekor wrote:
I think the title is a little harsh. SOE never said they fixed it, they just said it "should work". Ok., it doesn't. To my experience we still have the following issues:Pet speed issue:If Necro has a greater runspeed than his pet it will fall behind. This is very easy to see in any huge outdoor zone. Do a run through CL on your 50% horse and let your scout pet follow.Pet pathing issue:Pets have problems finding the shortest path to a target. Especially if target is on a different level than necro/pet. A very nice test environment for this one is the Temple of the Red Lord in Skyfire Mountains. Try to attack a mob one step above or below yourself. You will have killed the mob before your pet gets close to it.Pet on strike issue:Since GU42, I didn't recognize this one as much before, the pet got his own mind. Examples: I land at a sokokar and start runninng but my pet just stays at there doing nothing (pet on follow of course). In a fight the mob stands right beside you and your pet with clear line of sigth but still the pet refuses to attack or needs several attack commands.Those are my experiences. Most annoying one is the last one and I really think it would be best to do a roll back on that "should work" pet fix to pre GU42.
Could be worse than it is. In Vanguard the Necro pet had a bug that when you'd send it to attack a live target it would run off and attack the corpse of the closest corpse you had killed earlier lol.
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Relax...it's just an update for the patch to fix the nerf that nerfed the fix for the update of the patch that broke the fix that was fixed on the previous nerf they called an update...

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Unread 02-19-2008, 07:04 AM   #33
Griffildur
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Supple wrote:

Here's the standard problem with referring to Call of Servant as the workaround for this problem...

1/ Joe Necro is running along dense landscape A.

2/ Joe Necro accidentally body pulls MOB 1.

3/ MOB 1 roots or snares Joe Necro.

4/ Joe Necro orders his tank pet to take MOB 1's attention.

5/ While waiting against the flurry of particle effects, Joe realizes his pet is an indeterminant distance from him. Now he has to decide whether he should use Call of Servant, /yell and run, or just hope the tank pet arrives in time.

6/ Joe Necro, not wishing to run from a fight, uses Call of Servant.

7/ A moment later, the tank pet appears but then runs off.

What happened you ask? The tank pet, for whatever reason, is required to trot back to the point on the landscape where it was Call'd from, and then run back and engage the target. Some kind of bug. If Joe remembers to do so, he can Call his pet and when the pet appears, tell the pet to back off and then attack again. Then it will all work, assuming Joe Necro isn't already dead, and assuming Joe is cool under the pressure. And all this because of a following bug that appears to be impossible to resolve, even after years of active play. Now I ask you, what sort of workaround is that?

I remember reading the "fix" in the update. I laughed. I laughed because I remembered all the other times they claim to fix that and the stairs/elevation bug. Sometimes it would work for a week or two and then break again, ignored for another 6 months or more. Whatever this problem is, they're either unable or unwilling to fix it. So I recommend you all take a lesson from Joe Necro and stay cool under the pressure.

/sarcasm_off

This is a very accurate description of what happens and I've seen it countless times. add to this the fact that sometimes the pet simply won't  attack and you'll have to body or spell pull which in most areas in rok can be deadly. add to this the pathing problems and you get some very unhappy necros.

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Unread 02-19-2008, 07:35 AM   #34
Alienor

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This accusing leads nowhere. I think the bugs with the necro class are by far not as bad as with coercers ort with VG necros.  They are an  annoyance, sure, sometimes crucial, but not always. At least me can live with that and wait.  Sure, some feedback would be nice, but honestly, when do we get feedback at all from SOE (beside Domino)?
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Unread 02-19-2008, 11:30 AM   #35
KBern

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Eh, its like that book, Don't Sweat the Small Stuff, or was it Don't Sweat the Petty Stuff...or Don't Pet the Sweaty Stuff??  well you get my meaning...

For PVP, I can't talk about how this effects them per say, I dont play PVP and one of the reasons why I dont on a MMORPG, too many variables to make it not a level playing field...but hey, thats why you all do it, the bigger challenge!

But for PVE, this is pretty much a non issue.  I don't even think about my pet pathing half the time with recall.  If needed, I just hit the button....It is not game breaking by any means on a PVE server. 

Would be nice to be fixed, but there are bigger things to worry about.

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Unread 02-19-2008, 04:03 PM   #36
Ristan
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I to have experienced alot  of these issues.

If I take off on a long run across commonlands lets say, my pet stops, waaaay behind me, until I stop then it starts running again, just like it USED to do.

In dungoens, small runs ect, then it will keep up until I go over some sort of obstical that I have to path around...(man I hated the jungle).

This really hasn't been fixed.

As for the pet on strike, it seems to happen the most for me with my mage pet.  If it is out of LoS (around a corner, behind a pole, ect) then it will stand there in attack stance and not move to get in Line of site. and it will not cast anything.  I have to manually call it back, run to a place where my pet can see and then send it into attack (anoying on raids if your stuck in one spot).  I'm also finding that if it's on stairs, hills, anything on higher ground it also goes on strike durring these as well...I've had to make a habit of turning on my particle effects just to make sure my caster pet is casting..very anoying...I went back to my scout pet.

Also finding that my mage pet isn't staying ranged about every other fight, even though I've told it to.

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Unread 02-20-2008, 05:37 AM   #37
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Ristan@Crushbone wrote:

Also finding that my mage pet isn't staying ranged about every other fight, even though I've told it to.

I often find that's related to the mage pet trying to get LOS , it tries to run to a spot where it can actually cast.
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Unread 02-20-2008, 11:03 AM   #38
WasFycksir

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Alienor wrote:
This accusing leads nowhere. I think the bugs with the necro class are by far not as bad as with coercers ort with VG necros.  They are an  annoyance, sure, sometimes crucial, but not always. At least me can live with that and wait.  Sure, some feedback would be nice, but honestly, when do we get feedback at all from SOE (beside Domino)?

Sorry Alienor, but it's ALWAYS crucial to have your pet do what it's supposed be doing on a PVP server.

But yeh, you are correct, coercers are all but obsolete at this point.

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