View Full Version : Patch Message - 30 Sep 2008
Drazzminius
09-30-2008, 12:18 PM
September 30, 2008
Here's a sneak peek at Tuesday's Game Update:
*** Highlights ***
Highlights will be released in the morning.
*** Items ***
- The Raging Taelosian Alloy Axe and the Vengeful Taelosian Blood Axe have been modified. The Strike of Savagery effect will no longer have a chance to proc itself. Instead, the duration of the effect has been increased to 1 minute.
- The tribute value of the mass enchant spells has been adjusted. It is not intended that infinitely purchasable items have a tribute value greater than their platinum cost.
*** Spells ***
- Tears of Qandieal and similar spells can now only be cast on NPCs to address a stability issue. The ability to use it against players will return with our next code update.
*** Upcoming UI Changes ***
- Message to custom UI users: With the next Game Update, we will be releasing several extensive changes to the User Interface (UI). Some of these changes can currently be found on the Test Server and additional changes may be released throughout the week. Please take a moment to visit the Test Server so that you can prepare ahead of time for these changes.
- The EverQuest Team
Drazzminius
09-30-2008, 12:19 PM
September 30, 2008
Here's a sneak peek at Tuesday's Game Update:
*** Highlights ***
Highlights will be released in the morning.
In other words "Not entirely sure if we're gonna cause lots of crashes, but here goes..."
:D
Drazzminius
09-30-2008, 12:30 PM
From the Test Forums at EQ Players:
*** UI ***
* Previously, when right-clicking a gauge it would open up its parent's window. That feature is back.
* Added the ability when using custom UI's to target out-of-zone group members by clicking on their EQType's gauge.
* Using /loadskin with a suspended merc will no longer mess up the unsuspend button in the merc window.
* Updated the world map and added the expansion map to the atlas.
* Added "Leader" to the list of roles in the group window right click menu. Selecting this option will make them the new group leader.
* Modified the spell gem window to auto-resize based on the number of spell gems activated via Mnemonic Retention.
*** Misc ***
* /target will now choose PCs over NPCs when using a partial name.
* If you have a familiar buff (but no familiar) it should no longer destroy any other pets you have when you remove the buff.
*** Files Changed ***
* EQUI_CastSpellWnd.xml
Note: These changes are not going live in the patch tomorrow. The patch to live tomorrow is data only. These changes will be going out to live at a later time.
Message edited by SKlug on 09/29/2008 14:36:02.
encephalitis
09-30-2008, 03:16 PM
From the Test Forums at EQ Players:
*** UI ***
* Previously, when right-clicking a gauge it would open up its parent's window. That feature is back.
* Added the ability when using custom UI's to target out-of-zone group members by clicking on their EQType's gauge.
* Using /loadskin with a suspended merc will no longer mess up the unsuspend button in the merc window.
* Updated the world map and added the expansion map to the atlas.
* Added "Leader" to the list of roles in the group window right click menu. Selecting this option will make them the new group leader.
* Modified the spell gem window to auto-resize based on the number of spell gems activated via Mnemonic Retention.
*** Misc ***
* /target will now choose PCs over NPCs when using a partial name.
* If you have a familiar buff (but no familiar) it should no longer destroy any other pets you have when you remove the buff.
*** Files Changed ***
* EQUI_CastSpellWnd.xml
Note: These changes are not going live in the patch tomorrow. The patch to live tomorrow is data only. These changes will be going out to live at a later time.
Message edited by SKlug on 09/29/2008 14:36:02.
Nothing to wet your pants over, but certainly a nice improvement.
Felicite
09-30-2008, 05:18 PM
The Raging Taelosian Alloy Axe and the Vengeful Taelosian Blood Axe have been modified. The Strike of Savagery effect will no longer have a chance to proc itself. Instead, the duration of the effect has been increased to 1 minute.
Is it true that Berserker Raid DPS just died?
Is it true that Berserkers will no longer have to "berserk" to keep this proc going in chain pull situations.
Is it true that Berserkers have been renamed GenericMeleeDPSv3.
How would you compare this change to the removal of say "pet pulling".
Jebasiz
09-30-2008, 07:05 PM
Is it true that Berserker Raid DPS just died?
Is it true that Berserkers will no longer have to "berserk" to keep this proc going in chain pull situations.
Is it true that Berserkers have been renamed GenericMeleeDPSv3.
How would you compare this change to the removal of say "pet pulling".
I think it's altogether different, tbh. They can still dps, they just won't be as good at it. We can't use pet pulling to seperate spawns. Well, necros could..by agro'ing with a pet, and darknessing when a mob gets close enough and then fd'ing and attempting to fd the pet..it'd give you a little more time to get it darknessed, but you're pet(real pet) is going to die more often then not.
Rogues should stagnate pretty hard as well IMO, but since there's so many of them now...I doubt that'll happen.
solithan
09-30-2008, 07:52 PM
LOL they can cry me a river. Now they just need their new disc to cost tons of endurance so they have to med all the time. ehheeh
Drazzminius
09-30-2008, 08:51 PM
now they just need their new disc to cost tons of endurance so they have to med all the time.
rofl
:d
Jebasiz
09-30-2008, 09:46 PM
LOL they can cry me a river. Now they just need their new disc to cost tons of endurance so they have to med all the time. ehheeh
That and have endurance regen scale as poorly as necro lich..That'd be pretty funny if it wouldn't be so damn sad.
Felicite
09-30-2008, 11:18 PM
One number I saw was this could be a 15% drop in sustained DPS. Hey, it's rough being number 1.. I get it.
But the larger issue to me was some one unearthed an original SOE post talking about the design of each Epic click. The Berserker one was designed to be really short term buff that would re-proc itself from combat.. so that you could keep it up as long as you were in combat. This was expressly stated.
Many Berserkers I have read have stated this is part of why Berserkers are fun, that you need to dive into combat quickly (or recklessly.. like you were berserk.. ark ark) and as such it was basically Class defining (which I guess means you aren't real without your Epic 1.5.. but that's very much groupable now, right?).
So, some other Class is getting a core ability changed.. away from the written, stated design.. out of the blue. And your response is "fuck em"? *laugh* I see.
Drazzminius
10-01-2008, 06:41 AM
Anyone want to place bets on an emergency patch?
Maeryn
10-01-2008, 03:04 PM
That and have endurance regen scale as poorly as necro lich..That'd be pretty funny if it wouldn't be so damn sad.but... but... that's what our new endurance wrack is for... :rolleyes:
Jebasiz
10-01-2008, 05:00 PM
One number I saw was this could be a 15% drop in sustained DPS. Hey, it's rough being number 1.. I get it.
But the larger issue to me was some one unearthed an original SOE post talking about the design of each Epic click. The Berserker one was designed to be really short term buff that would re-proc itself from combat.. so that you could keep it up as long as you were in combat. This was expressly stated.
Many Berserkers I have read have stated this is part of why Berserkers are fun, that you need to dive into combat quickly (or recklessly.. like you were berserk.. ark ark) and as such it was basically Class defining (which I guess means you aren't real without your Epic 1.5.. but that's very much groupable now, right?).
So, some other Class is getting a core ability changed.. away from the written, stated design.. out of the blue. And your response is "fuck em"? *laugh* I see.
I played a zerker(on fv no less) and got the 1.5. It's a fun class. That said, having zerkers and rogues SO far ahead of everyone else on burst(and even sustained damage at times) damage is very unhealthy for the game. Everyone else is a second class citizen by comparison, really. I could click the 1.5, sit my warrior on his ass, have the zerker tank 2-3 yellow cons(with a cleric hot and nothing more) and kill them all faster then if I bothered positioning my warrior and letting him auto-attack. I bot'd a shaman, cleric, war and berserker..good combo, but lacked puller. A monk probably would of been better then the zerker long term. The 1.0 for monk turned me off though.
It's to the point where they can't create good raids anymore. How could you? Guild A has 15 rogues and zerkers(combined) guild B has 2 rogues and 1 zerker..they're both raiding current content. Guild A zergs everything to death, guild B bores everything to death. On any event, you're bound to screw one guild over and make it easy for the other..and vice versa. That or Guild A kills so fast that anything that guild B has a shot at..is too easy for guild A(which has been the case since Solteris and SoE creating dps driven content as the entry level raids).
Ultulus
10-01-2008, 05:57 PM
I have heard that because of stacking issues that were removed, this has potential to INCREASE that 1 minute of burst DPS... that being said.. it isnt a 15% decrease... more like 10% since they lose 2/3rds of their buff basically.
Ultulus
10-01-2008, 05:58 PM
honestly, they should have just gimped it and let them have it for fun... made it 5% instead of 15% and called it good =P
Felicite
10-01-2008, 07:02 PM
It's to the point where they can't create good raids anymore. How could you? Guild A has 15 rogues and zerkers(combined) guild B has 2 rogues and 1 zerker..they're both raiding current content. Guild A zergs everything to death, guild B bores everything to death. On any event, you're bound to screw one guild over and make it easy for the other..and vice versa. That or Guild A kills so fast that anything that guild B has a shot at..is too easy for guild A(which has been the case since Solteris and SoE creating dps driven content as the entry level raids).
And our Omen's robe click was were relationally power wise. And we all said "hey, I understand this is overpowered, so please change it"?
I buy your argument.. Warlocks are kinda in this boat in WoW. They are top DPS on almost everything, so they are not getting all the love in the expansion that other DPS classes are.
But I think SOE needs to discourage melee DPS, then. Higher AC, AoE Rampage, lower Resists.. any or all of these would tip the scales back towards casters, huh?
Jebasiz
10-01-2008, 08:43 PM
The omens robe got nerfed once. It's still really good, /shrug. It's also got availability issues, like..just about anyone can get a berserker 1.5(there's one fight that takes more then a group..and that's arguable). I don't think 1 group could clear anguish up through AMV, simply due to the tormentors being a pain in the ass. Anguish was kind of odd. It's easy to go thehre and get gear for anyone now..but there's really no to very little point, besides a few augs and maybe 2-3 clicks(we're not the only one that would want a jayruks vest).
Increasing the AC of mobs would slow rogue and zerker dps by a good amount, it'd also toss monk, ranger, bard and bst dps right into the shitter..so I don't view that as a viable solution. AE ramp, just puts a load on healers nowadays, it doesn't 'back anyone off'...well, not much anyway. Resists were actually managable lately. Really, necro problems start with beta testing and devs being around atypical guild structures all the time. It doesn't really have to do much with rogues and zerkers being overpower, but moreso..content being misrepresented. A 5 min fight for 130kdps guild is a lot longer for the typical guild..the tools to sustain people for 5 mins are fine..for 15..not so much.
Grouping, and EQ is a group-based game(tm), is just fubared. Some classes are just useless, while others seem to be a requirement to do anything. WoW at least has some interchangability..so does AoC and just about any other MMO out there. EQ only does if the content is trivial for the ranger or mage or whoever is going to step in and fill a role that they're pretty poor at if it's in a challenging environment. That's just bad core design.
Felicite
10-01-2008, 09:31 PM
Increasing the AC of mobs would slow rogue and zerker dps by a good amount, it'd also toss monk, ranger, bard and bst dps right into the shitter..so I don't view that as a viable solution.
People play those other classes?
AE ramp, just puts a load on healers nowadays, it doesn't 'back anyone off'...well, not much anyway.
Right, but if you make it nasty enough you'll have guilds stacking less melee.. 'cause they couldn't keep them alive.
I am done.. from the outside all I saw was the unhappy people.
Jebasiz
10-01-2008, 09:34 PM
Increasing the AC of mobs would slow rogue and zerker dps by a good amount, it'd also toss monk, ranger, bard and bst dps right into the shitter..so I don't view that as a viable solution.
People play those other classes?
AE ramp, just puts a load on healers nowadays, it doesn't 'back anyone off'...well, not much anyway.
Right, but if you make it nasty enough you'll have guilds stacking less melee.. 'cause they couldn't keep them alive.
I am done.. from the outside all I saw was the unhappy people.
Ya..possibly. Most would just bitch and moan until rampage gets nerfed before other guilds ever see it. THEN, they could say how they beat it when it was tough, and everyone is teh suck. Which is a comedy of errors that repeats itself every expansion and always has.
It's nice to see on the board fel =).
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