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Old 02-09-2007, 04:11 PM   #166 (permalink)
Ameraves Loyalheart
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The grouping while in different zones, or group dropping while zoning is a pain. We went from Renton Keep last night, over to Tanvu and had to reform about 5 times. Definitely not game breaking, but quite frustrating none the less.

Also, we are about to start our weapons quests, and I have been reading that the monk quest is broke in a couple of ways. I will quote Tad10, since he seems to know what is wrong, as I haven't yet started it.

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Monk/Disciple (non-Fennir) Tsang Weapon quest is in but fubar. We pick up Dakkar and have a trade-in quest fo Kal'Dakkar with quest guy. However (1) stats are fubar [still using Dakkar stats for upgrades instead of Kal'Dakkar stats] and (2) final quest is fubar because quest guy eats your runestone after final battle instead of returning it to you for ship run. So currently we have an unusable weapon that can't be upgraded --

* * *

Besides fixing the item and the quest Sigil needs to:

(1) Provide a means for those of us with zotted runestones to get it back (also happened to a guy on a dagger upgrade). Basically if you're on the Tseng final weapon quest (which you can only get after you turn in the runestone) you should be able to get a nodrop/norent/notrade/nosell/noetc runestone from the guy to complete it.

(2) Add a shield quest. With the ability to upgrade multiple weapons its a little unfair to the shield-using non-dual wielding types.
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Old 02-09-2007, 05:52 PM   #167 (permalink)
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Memory Leaks fixed = I can play at max without crashing every 45 minutes= wootzorness.

And while we're bitching, Rekk Goblin Grunts are immune to Psion charms and should not be ;p
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Old 02-09-2007, 08:14 PM   #168 (permalink)
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Aside from that, what other MAJOR issues are there? I am more than happy to yell and scream to get things resolved.
Quite a few people have characters they cannot log in - the game crashes as soon as the loading bar after selecting the character reaches 100%.

Even my guild's officers say it's a common issue and alot of people request alts being invited into the guild (not allowing that normally) so they do not lose touch.

---

Since last patch we had quite a few mobs get stuck ... somewhere in the geometry, out of reach for melee, but in range for spells. The mobs did not hit back either. Happened in various areas all over Thestra and Qalia. This is huge when being in a melee heavy group. Sometimes these mobs warp around and cause additional agro.

---

Mobs still vanish during combat every other fight - on any terrain.

---

The CS still is a huge letdown. I can't name a single person who petitioned and got the issue they had resolved.

---

Not so major:

Players stop being able to see each other at times when cloudwalking. Very common issue i.e. inside the volcano on Skrawla Rock. It seems to be somewhat similiar to the elevator issue.
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Old 02-09-2007, 08:46 PM   #169 (permalink)
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I still think there is a heal bugged. It was happening again today (and with mend) and nobody say any type of debuff before it happened.

random shots. the dark area is the tomb of tsang whatever, which I was pretty excited about and it ended up being pretty dull.
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Old 02-09-2007, 09:10 PM   #170 (permalink)
Soygen
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Do you not get a debuff icon when a debuff is on you in VG?
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Old 02-09-2007, 09:22 PM   #171 (permalink)
Ayeshala
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Anyone had Nethe spawn correctly for them? On Gelenia, he somehow got stuck inside Renton's castle on the 2nd floor in a wall...
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Old 02-09-2007, 10:47 PM   #172 (permalink)
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Do you not get a debuff icon when a debuff is on you in VG?
You do. But it seems that some abilities doesn't have one. Silence, for example, which disables one of your spell lines by graying out their icons does not show up in the debuff list. Quite annoying really.
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Old 02-10-2007, 04:25 AM   #173 (permalink)
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Oh and we found out yesterday that there seems to be linked mobs no matter what which is REALLY dissapointing. After splitting lots of other things I was happy to see they were giving monks a chance to be useful. We got a mob solo over and over that was part of a really tough 3 pull (all 22+-4d), but as soon as you'd go to tag the others would come running out of the room. Reminded me of Vindi guards and hopefuly it's not a common thing.
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Old 02-10-2007, 09:27 AM   #174 (permalink)
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I have yet to see anyone mention this in any of the threads about the DSC nerf but I think a big part of why blessed wind was overpowered was when it critted the heal critted as well. So when you crit on nearly every blessed wind it heals for 100+ a tick at level 15. Now that the crits are in line i think the old blessed wind would have been fine. Thats what you get when you change too many things at once. I think it would have been smarter if they fixed the crit bug and then took a look at the class.
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Old 02-10-2007, 10:11 AM   #175 (permalink)
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/agree. The issue with the DSC was that they would crit all the time not that any of their abilities were -- in and of themselves -- overpowered. Crit nerf fine -- other changes unneeded.
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Old 02-11-2007, 08:52 AM   #176 (permalink)
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some community guy from sigil posted on silky venom that the raise in end cost to blessed wind was a bug and will be reverted next patch. Hope that is true. If that is the case and they get our HoT and bonds working on others it will be a start.

They should have made our heal nerfs self only though IMO, i can understand we were soloing too easy because of blessed wind and the 3 skill chain defensive target heal (i forget the name), but my blessed wind (BW3) went from healing about 800 to healing about 250 (over the course of the hot not at once), that is a huge change and doesnt seem to heal much of anything let alone when it works in a group on 4-5 dotters. I suck at math, but what is that about a 135% reduction in power? And for more cost right now also (hopefully guy on SV was right and it will be changed back to old end cost)

Same with the 3 skill chain heal it now only heals about 30-35% of an equal level good geared tank and takes 3 separate attack skills used uninterupted in order(meaning I cannot cast any heals during this process) taking about 8 seconds and costing 2 jin. This is really not useable at all in groups anymore for me, I cannot justify not being able to cast any heals for that long of a period of time when fighting 4-5 dotters in groups for such a small heal. I could have cast 2-3 heals in that same time for 3-4x amount healed. (sure in a duo or something it is fine still but not in full on groups). Will have to see when i can put my HoT and my bond HoT on them when they both actually work in groups if at that point I can use this again. (these HoT's will be stackable when they work right??? not the blessed winds versions but BW and the bond HoT)

The nerfs should have made the heals, heal for less on the dsc himself IMO and maybe not such a huge nerf to BW? Please fix our HoT and bonds quickly as right now we suck at healing in groups... Than we can judge from there how efficient we are in groups doing our healing job.

How about making BW a % based HoT and the more people who are in your group the higher the % is that it heals? That way it will still suck solo or duo mostly but let us heal decently in groups. Or something just tossing an idea out there to keep us viable in groups without being solo machines. (and yes i know that 6 people can group and not hunt near eachother to get the bonus still. They would have to work out some more tweaks, there is always loopholes to look at) Or just simply make it heal less on us as i mentioned earlier. But the whole idea of a DSC was healing with melee and that is now completely gone (at least until our skills get fixed)

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Last edited by Bongk; 02-11-2007 at 09:06 AM..
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Old 02-11-2007, 09:20 AM   #177 (permalink)
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and takes 3 separate attack skills used uninterupted in order(meaning I cannot cast any heals during this process) taking about 8 seconds and costing 2 jin.
Should be able to heal in between skills on endowment of life chain, or any other endowment for that matter. Crit finishers also do not interrupt the chain. I believe you have something like 8 seconds between moves on the chains to get the next one in. So BW then 8 seconds to do Void Hand, then another 8 to get Cyclone Kick in. Heals and crits in between shouldnt matter. At least that's how it was unless they changed it and I havent noticed =p

But yeah they over nerfed what blessed wind ans EoL heals for in my opinion too.
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Old 02-11-2007, 10:10 PM   #178 (permalink)
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Quote:
Originally Posted by Dashal View Post
Should be able to heal in between skills on endowment of life chain, or any other endowment for that matter. Crit finishers also do not interrupt the chain. I believe you have something like 8 seconds between moves on the chains to get the next one in. So BW then 8 seconds to do Void Hand, then another 8 to get Cyclone Kick in. Heals and crits in between shouldnt matter. At least that's how it was unless they changed it and I havent noticed =p

But yeah they over nerfed what blessed wind ans EoL heals for in my opinion too.
There was no reason to -nerf- them. Change mechanics to make them less effective when casted on yourself, but thats tuning, not an out right nerf.
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Old 02-12-2007, 07:25 AM   #179 (permalink)
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Quote:
Originally Posted by Dashal View Post
Should be able to heal in between skills on endowment of life chain, or any other endowment for that matter. Crit finishers also do not interrupt the chain. I believe you have something like 8 seconds between moves on the chains to get the next one in. So BW then 8 seconds to do Void Hand, then another 8 to get Cyclone Kick in. Heals and crits in between shouldnt matter. At least that's how it was unless they changed it and I havent noticed =p

But yeah they over nerfed what blessed wind ans EoL heals for in my opinion too.
the crit finishers don't interupt them, but any casted heals always break the chain for me. Maybe i need to test that again as i gave up trying before when it didn't work.
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Old 02-12-2007, 07:32 AM   #180 (permalink)
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It's awesome that you're here and relaying concerns and information, but this statement is just scary:

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In all honesty, given the alacrity with which we wrapped up beta, I am suprised at how stable things are.
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