Latest changes with patch

Spiritplx

Dalayan Elder
So anytime I equip my shield for my secondary weapon it resets my attack delay and then some. I know why this change was put in, and do not understand the reasoning behind it. If bards are unlazy enough to click items in and out to maximize their modifiers, I really do not see this being overpowered. What is the difference between doing this and a tank switching out a weapon for a shield to maximize AC/HP? Warriors use their CMal gloves in a similar manner (to click) and then swap out their "real" gaunts for stats. Why should bards be penalized for doing the same thing? If you have a DoT going, and switch out your shield, you can potentially lower your DoT damage anyways, so I really do not see much of an issue in leaving it how it was. I thought switching items in and out was playing a class effectively, not "exploiting" or breaking rules. I know it was JUST changed, so I really do not see it being changed back just yet. Can this be looked into a bit more and reviewed again to see if this change really was necessary?

Thanks much!

And Allielyn.... :(
 
Um, yeah, that's obviously not "exploiting" but using your items and playing your class at maximum efficiency.
 
Swapping instruments to be able to fight at the same time as having instruments is why this was changed, but it should not happen with a shield.
 
It is a shield with an instrument mod (Shield of Crystallized Music). Is it still supposed to stop attacking just because it has an instrument modifier?
 
So this causes a delay anytime I equip or unequip any item on me that has an instrument mod. Is this how it is supposed to work?
 
this is just another sad set back for bards in SoD.
At least thats how i see it having played a bard on live.

Just to explain my comment:

On live you could make a big difference if you played a bard to its fullest. being it the difference from a 3- to a 4-song twist, or the ability to switch out instruments while twisting ur songs, meleeing half of the time and using ur instrument mods to make ur mezzes more effective/reliable the other half of the time. While I understand that there might be client restrictions thats not really a reason to make the bard class a less enjoyable class to play.

I mean it doesnt overpower ALL bards, its just the ones that are willing to put in more energy to maximize their effectivity that are being bonked once again

just my 2cp
 
I guess my biggest issue is that I do not understand how this is different from other classes switching out equipment to maximize efficiency. Casters can swap their foci in and out to obtain the benefits of each spell (Companion Health/Str and Reagent Conservation come to mind here). I think all this does is penalize the players who are trying to put extra effort into their character even though it goes unnoticed. I still think it should be reconsidered.
 
Because foci boosts you what, 10%?

Bard instruments boost you what, 300%?
 
Monance said:
this is just another sad set back for bards in SoD.
At least thats how i see it having played a bard on live.

Just to explain my comment:

On live you could make a big difference if you played a bard to its fullest. being it the difference from a 3- to a 4-song twist, or the ability to switch out instruments while twisting ur songs, meleeing half of the time and using ur instrument mods to make ur mezzes more effective/reliable the other half of the time. While I understand that there might be client restrictions thats not really a reason to make the bard class a less enjoyable class to play.

I mean it doesnt overpower ALL bards, its just the ones that are willing to put in more energy to maximize their effectivity that are being bonked once again

just my 2cp

Yes, a class being overpowered is not an issue if they have to click a bit to be overpowered. Solid argument.
 
Well, WARRIORS get to switch in gloves that make them use one of their main ablities (agro) without getting their attacks reset, we are talking about what? A 400 % raised effectivity ?

I fail to see the difference in that. But maybe i am blind and dumb n stuff.

That being said. You quote my whole post yet you fail to deliver with your reply
 
Monance said:
Well, WARRIORS get to switch in gloves that make them use one of their main ablities (agro) without getting their attacks reset, we are talking about what? A 400 % raised effectivity ?

I fail to see the difference in that. But maybe i am blind and dumb n stuff.

That being said. You quote my whole post yet you fail to deliver with your reply

Asides from the fact that this is the worst comparision in the history of the internet, the gloves were nerfed a long time ago. You're not entirely up with the times are you?

(400% raised aggro from gloves lollllll)
 
i never said the gloves gave 400 % agro, learn to read (i wrote effectivity.. which is EFFICIENCY btw, sorry for that, no native speaker/typer here) you can switch em in without resetting ur weapon delay, and its far more reliable than the warriors lousy innate agro (hehe), hence the 400 % estimate (which of course is just a big exaggeration to make a point)

sure u could now argue that its not overpowering.. but my pea brain tells me that "theoretically" you shouldnt be able to use an item effect on a mob and then switch to another item for stats, if the same thing counts for bards. And yeah, bring the mockery, warriors, Im not trying to get u nerfed or anything this is just to make a point.

I do understand its ur sandbox and bleh, but logic stays logic, if you dont believe me ask Mister Spock ;)

the main thing, and here im quoting Felyn, is

I think all this does is penalize the players who are trying to put extra effort into their character even though it goes unnoticed. I still think it should be reconsidered.

And you cant deny the fact that you can switch in Companion Health/Strength, Duration Increment, other Pet Foci, Reagent Conservation, right before you cast the respective spell, and then change right back, to gain maximum potential, this change just gives the shaft to ONLY bards out there.

I rest my case
 
Monance said:
i never said the gloves gave 400 % agro, learn to read (i wrote effectivity.. which is EFFICIENCY btw, sorry for that, no native speaker/typer here) you can switch em in without resetting ur weapon delay, and its far more reliable than the warriors lousy innate agro (hehe), hence the 400 % estimate (which of course is just a big exaggeration to make a point)

sure u could now argue that its not overpowering.. but my pea brain tells me that "theoretically" you shouldnt be able to use an item effect on a mob and then switch to another item for stats, if the same thing counts for bards. And yeah, bring the mockery, warriors, Im not trying to get u nerfed or anything this is just to make a point.

I do understand its ur sandbox and bleh, but logic stays logic, if you dont believe me ask Mister Spock ;)

the main thing, and here im quoting Felyn, is

And you cant deny the fact that you can switch in Companion Health/Strength, Duration Increment, other Pet Foci, Reagent Conservation, right before you cast the respective spell, and then change right back, to gain maximum potential, this change just gives the shaft to ONLY bards out there.

I rest my case

400% increase in aggro efficency = 400% increase in aggro. So yes, you said that. Don't exaggerate if you want to make an equivalency argument.

Companion strength was never designed to be something you should have to equip at all times, nor was reagent conversation. Instruments were. The reason only bards got the shaft is that the problem was only with bards.

Also trying to argue that having a clicky that generates aggro is the same thing as abusing a loophole to use your instrument at all times = :psyduck:
 
why do i even bother argueing with you, all you do is insult me.

edit: thats really all that needed to be said
 
Monance said:
why do i even bother argueing with you, all you do is insult me.

edit: thats really all that needed to be said

Point out specifically where I insulted you.
 
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