General Bullshit About Today's Patch

Sean

Dalayan Beginner
It goes here. I don't want five hundred threads, and I don't want the buglist full of incoherent ramblings about what your dog ate for dinner and how badly his shit stunk when he left a loaf in your shoe.

Yes, experience against blue cons sucks right now at level 60.

No, I won't tell you where spells come from.

No, I am not your friend.

Yes, I will take retaliatory action if you act retarded in this thread.

There are your ground rules.
 
Currently there is a party of us doing Mielech for exp.

60 Rogue
60 Pally
60 Warrior
60 Wizard

The Rogue see's a severe cut in his DPS, BS' from the 1000 range are down now to around 400 per hit on blue frogloks. I've noticed my DPS on froglok's is down to about 30 with a 19 damage weapon, and around 60-100 on 30 damage weapon. Warrior also noticed a severe lack of DPS on his part, and the Wizard finally is noticing a huge change in the balance of his resists and general DPS. While compared to the DPS/HP of mobs, it's simply not a balanced risk vs reward situation. Our cleric has trouble with mana levels due to the amount of DPS the mobs are pumping out, vs our DPS against it.

I'm not here complaining simply stating what I've seen and saying that indeed balance issues need to be looked at. Sean also as he stated said blue mobs are simply not giving enough experience, It took about 20-25 mins for us to down 5 blue frogs and 1 blue golem, warranting us with 1% of our levels.

Regards,
Darwin
 
Addium with numbers:
Note: DPS Then are based off old DPS numbers that people remember. New are based off DPS reports during Mielech group.

Darwin Then: 70 DPS
Darwin Now: 35 DPS
Skar Then: 166 DPS
Skar Now 84 DPS
Izzn Then: 350+ DPS
Izzn Now: 125 DPS
Erig Then: 90 DPS
Erig Now: 50 DPS
 
60 shaman here, Just got done grouping for 2 hours with a 60 pally/ranger/enchanter in the labyrinth

Observations- (with 190+ charisma)

App. a 25% resist rate on slows on trash mobs(kobold clansmen/hailsmen etc)

cast 1 nuke, partially resisted (292 out of possible 680)

went from sitting during a fight(mob not aggroed on me at that point while sitting) stood up, cast 1 of my 1250pt heals, got aggro for app 5-10 seconds, couldn't sit again for at least 30 seconds

Controlled golem, resisted slow 3 times, finally slowed, group wiped due to using all my mana in healing(while using canni and canni 5 once)
went back and tried it again(this is a mob that we previously had no problem with) cast malo first, about 8 seconds after engage, got aggro on me, died while trying to channel a torpor.
 
Aggro

Well on top of all the obvious dps cuts, I notice some mobs hitting much harder, for sure in akheva mobs were hitting up to 650, normal trash mobs; on a level 60 warrior. {edit parsed DPS}

Khalid [60 Paladin] 34.49
Zanab [Enchanter Pet] 34.45

some fights pet had more than khalid AND pugg [ 60 warrior]

I also Tash at 95% and pull aggro as well as pull aggro slowing mob at 80%.

With 255 charisma, my slow was resisted WITH tash maybe 1/5 times.

Did I mention the a treant in miswoods landing every spell on me, and about kicking my ass while trying to just out run it to erimal? Took me to 40-45% just in that run from druid ring.

The so called *new* jewelcraft trivials are worthless im only 250 jewelcrafter on server and after patch I fail three damn diamond combines in a row? how would I ever make profit losing THREE diamonds plus THREE plat bars. I'm really upset about this too, seeing as I was told JC would recieve a HUGE overhaul. So I think diamond combines should work now, but nah im out 375p in plat bars plus around 1.5k in diamonds I could of sold to the playerbase, or use for epics.

Also I think the normal xp needs to be upped alot, I quit EQlive because of the hours of slow xp end on end, I liked WR for the semi fast pace setting. I would probabaly consider quitting if it isnt upped.
 
shared bank items

I put some stuff in the two shared bank slots cause I ran out of regular bank slots. These items are now gone. Any chance on getting them back?
 
0_o

:censored: :sadf: :brow: :? :censored: :censored: :censored:


Firstly we all know melee and caster dps went down the shitter, ill get logs from waz and khalid from seb velks and akheva posted...This lack of dps leading to alot of the agro problems.
Secondly the rate at which critical melee hits go off are lolf atm, I can count the crits I had occur from pugg from tanking all night on my 2 hands.
3rd Mobs are hitting for WAAAAY too much in akheva, trash mobs are now very crappy xp with the skinner box basis of risk vs. reward. This may be applied to lack of sustained DPS, but also to the higher need of HPS and the lack of DPS to cover the heightened agro from more heals needed.
4th...Non-melee damage is not being registered as such.
5th...I'ma chop off daemuls head for gating on us in akheva cause she's the most worthless cleric I have ever laid eyes on. :mad:
6th Warrens paws turn in is now the most beneficial xp , with Risk vs. Reward.... Will add more later :brow:


______________________________________________

Lokdar Lorduk 60 oracle
Guildleader of Ruin

"I am illiterate" :finger:
 
I gotta say, this patch had a lot of surprises in it. Not going to say something about DPS and aggro since that's already covered, but, man, seriously, you have to tell us that feign death is no longer a 100% mem wipe.

Causing a train simply because noone informed you isn't fun.

This is important and shouldn't fall under the "general balance tweaks here and there" category.

Edit: Just to clarify: The change itself is ok, it's the information policy that could be improved "here and there".
 
Anti-summon spell "Banishment" no longer hits for what it should. Before patch it was about a 1200 dd for 325 mana against summoned creatures, now it is a pathetic 1000 dd for 325 mana AND a LONG RECAST. This is WORSE than my mages general Seeking Flame of Seuker spell and costs 5 mana MORE! Mages are supposed to have greater power against summoned creatures, this spell is now COMPLETELY USELESS! It takes Bane Enhance 3 to get the dmg back up to 1200


Then there is the other problems with bad mob resisting. 3/5 spells are either resisting fully or only hitting for <30% of max.

Mage pets (atleast) have suffered a huge decline in power due to bad aggro, mob buffing, whatever reason. Mobs I could kill in deepshade by healing pet once now require a min of 3 heals and my pets health decreases faster it seems. This is with "Greater Vocaration" btw.

Healing aggro is flawed again. Healing my pet at 50% while it is fighting a single mob transfers aggro to me now and makes it impossible for me to med in battle.

I malosini'd a clay golem at 60% and stole aggro from our warrior. I had not cast previously in that fight.

Mobs have entirely too many hp's now. Froglok casters in mielechs (sorc/nec/enc) now seem to have as many hp as regular Froglocks did prepatch. On a related note my party of 60's almost wiped on a single froglock blademaster.

Some spells are registering damage as "You punch the XXXX for XXXX DMG!"
 
Yep, noticed the FD change as well. It seems it's 0% memory wipe, as after 4 times in a row I continued to get aggro.

Game is borked right now : (
 
I was part of a group that was hunting in Miel's Depth last night. The biggest thing I noticed was that aggro management was almost impossible. This was with me casting my aggro and de aggro buffs on tanks and casters. I noticed little to no change in aggro control with aid of these spells. Healers would still get aggro even when casting minor healing spells (not CH). Even with aggro buff, it would take the main tank about five seconds to get the mob off a healer or caster. This usually resulted in the caster/healer being at half life or less from hits. These were approx 55 plus mobs. While I'm not questioning the working of the spells themselves. I simply wished to point out that even with the aid of these, DPS/Taunt from the melees was not enough to keep the mob off the casters/healers.
 
FD is probably similar to live now, a xx% (30ish) mem wipe. Meaning you can have some bad luck and keep aggro for 10 feigns or be lucky and get a mem wipe at the first feign.

From a realistic point of view this is nonsense. Either a mob believes your feign or it doesn't (like, a bat always believes your feign, whereas a guard never does). However, from a technical pov this is great, because it makes FD less reliable (gotta add though: It's already unreliable enough with all those fails).
 
I forgot to add the fixed FD memory into the bug list. It was needed, really. FD pulling was too easy on raid encounters and whatnot.
 
OK, first of all like mentioned above the exp is moving WAY to slow. Even at 47 exp is moving terrible with a group of 55's hunting in their level areas. Seconadly on my mage, my mages pet was getting aggro from a mob without me casting anything, and out aggroing with a level 55 warrior and 54 monk all stomping it. And this is with /pet taunt off on. And with my druid, soloing is now completely not worth the time. Not only do mobs seem to be heavier hitting/more hit points, but 1/4 of my spells actually land on them with a charisma of 165. I was looking forward to this patch being easier on soloing class to not only promote people playing them and people utilizing quading, charming, root/rotting etc. techniques, but to give some variety to the usual (heal...nuke...heal...sit.....nuke....heal....sit) routine grouping gives us. I'm not even going to mention Mages chances right now of soloing. So summed up:

More exp, Less aggro, and reduce those sucka's hp's and chance of spells landing on them....please?
 
Ok, I was trying out Mieleth Depth (Seb) tonight, on killing 6 mobs (3 player group) I gain a whopping 1% exp on 60->61, when solo I gained a whooping 13% exp dept back (only did that to test).
Ï think mobs give WAY too low exp now. They resist a bit too much.
Oh a other thing, when I was running through bancak mines a mob aggroed my clr, he was WAY green and hit my clr for 150 / hit.
That is kinda hard isn't it, should a greenie hit a level 60 for 150 hits ?
Lower dmg done by mobs a bit, raise the exp, lower resist rate and finaly lower mob hp's. Not did we only get lower DPS, allso mobs have MORE hp and lower level than earlier.
 
The mobs you are killing are giving the same XP before. They just have a lower apparently level, but a level 50 mob would give the same XP as a level 54 mob before. Doesn't seem that way because of your perception of a nerf. :) Damn psychological effects.

Also, at the same time of these changes, we got 61-65 so people started getting normal XP instead of AA (which is considerably faster). Don't let that fool you into thinking that normal XP is slower than you think. You won't see as much gain as you did with AA.

XP debt does seem worse now.

DPS/HP of mobs may be a little off.

The balance isn't complete yet, don't think I'm trying to discount what you are saying. Just I want you to make sure you realize that there are lots of variables going into this.
 
Nuralia, i haven't been getting AA XP for *that* long, and this does seem to be going at Live speed. Honestly, that doesn't bother me though. I can deal with XP being slow.


The resists are what's killing me. Kathgar and i went to DN yesterday to check our soloing abilities post-nerf.

By the way, love the new port in point to West Wastes =) It takes us two tries to get down there (Actually, the second time, i used West Portal and it Translocated Izzn...)

Get to DN, med up, drop invis and start taking down one rat in DN. Ok, they summon now, can't very well solo anymore here, but... *shrugs* im sure that'll get ironed out in a few patches.

He partially resists me. Twice in a row. Now, i was still buffed from going to mielech the night before (Read Doomie's and Chamelion's post.) So i had max Charisma. No BLUE mob should be resisting me twice in a row.

The night before that, was the same thing in mielech's. I probably got 10-12 good full damage nukes in the *Entire* night. From what i'm reading... Charisma has absolutely NO effect anymore, because it sounds like Gloworm lands more full nukes than i do from his previous post.

Im not sure reducing melee dps is the way to go to support longer fights. Because Honestly, this nerf to support longer raids is affecting *everyone*, and that's kinda unfair. I still believe that if you want longer raid encounters, leave DPS the way it was and up the Max HP on High Level Raid Mobs.

What FJ said about the mob in Bancak is true... did a double take when i saw that.

And the final thing... Experience Debt. In a Pre-Nerf Raid setting (about 20+ people), i'd get my XP debt back in about 10-20 minutes. With 2 groups linked, i got 3% per kill. It took me two *hours* to recover my xp debt. that, in my eyes is absolutely ridiculous.

Aggro... um, i hate to say this, I didn't really have a problem with Aggro (At least, no more than usual :p )
. The one time i got it, i manaburned at 80% on a named.

One final thing. IS Alter Plane: Fire *REALLY* necessary? There is already a necklace that ports to this location.
 
Alvaron Belasar said:
One final thing. IS Alter Plane: Fire *REALLY* necessary? There is already a necklace that ports to this location.

No, it is not necessary, but it helps so guilds without ToT necklaces (which only drop off named now) can get into ToT a lot easier. It's just another way for people to get into ToT and faster.

Resists are a two edged sword, to be honest. I think NPCs need their resists lowered, but the code itself is fine. Remember, resists MEAN something now, so PCs will resist spells more often (which is GOOD! :D). Mobs have a lot of resists now, and probably could use rebalancing.
Oh, and cha makes a difference in my experience with bard Chants. It's just that mobs on average have higher resists than PCs.
 
I'll just repeat this again.

The intention of this patch was not to slow AA experience. If it really was slowed, it will be adjusted to be at the previous rate.

Thank you.
 
My main problem with last patch is that resist are upped greatly and high CHA aint helping much.
The good thing with patch was that the lvls of mobs got lower but still same exp. So I could theoreticly kite better mobs without summon. But that aint an option anymore since now I cant even kite the mobs(SV bats) that I did before patch(way to much resists). And btw they are not worth it anymore either, since a previous patch who changed the 50-54 mobs exp (1% AA per bat now).
 
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