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Old 06-13-2008, 05:59 PM   #3436 (permalink)
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Quote:
Originally Posted by Mkopec1 View Post
Shit like this can be tracked through logs.
They don't even log chat...
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Old 06-13-2008, 06:20 PM   #3437 (permalink)
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In re: to the Assassin armor...kinda gives me an Immortals vibe from '300'.

And re: to the game...fuck the stupid crafting bug with Weaponsmithing. I get the crafting quest, then it poofs from my quest log and the guy won't speak to me. gg?
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Old 06-13-2008, 06:25 PM   #3438 (permalink)
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I fought some random mob yesterday that could heal itself.

As a Conquerer I have exactly one interrupt that isn't a feat,which is batter and it's I think a 3 second cast before it activates. So whatever I start fighting it, it was a Solo Boss, and at about 25% it starts a heal and I am like oh shit, and it heals to 55% or so. Whatever continue killing and it keeps healing at 25%. Batter is on a 60 second timer.

So I run out and come back in healed and beat down to 25% and batter. It gets up and just re-casts the heal. Fuck. Start over again, wait till 25% , batter the heal, re-cast ,double tap forward and hope it stuns, it does, stun wears off, recast. WTF?

Basically I couldn't kill this mob. the closest I came was battering at the heal then switching to frenzy and I crit on the next attack which took it to 5% and I double tapped for the stun and it didn't proc and She healed.

Before I was specced a little in 2h and I had a couple more stuns available, so I hadn't run into an issue like this,and to be honest outside of groups I never really noticed Mobs healing. This situation infuriated me though because I simply couldn't prevent it. I also tried sitting at range and letting her cast the DD on me over and over till mana was empty but it only took her 3% of the mana bar to fire off a heal.


A player Character has the Hot's and can only cast an actual % based heal spell every 60 seconds right? Not totally sure on that since I haven't played one and I don't typically pay attention to the healing on me in groups cause it just heals so whatever. This is kinda basic shit for an MMO though you don't have mobs Chain heal themselves when you don't give characters abilities that can constantly counter that. I am all for more skill intensive fights even on the solo end but when I have no tool that I can figure out to beat the mob it's really fucking irritating. I could go back and spec into 2h and beat it but WTf? Speccing specifically for fights is a PVP thing. You shouldn't have solo quests for characters that depend on a certain spec to be able to win.

Either I am a fucking dumb ass or this is broken. I don't know, it's the first time outside of raiding that I have gotten angry while playing an MMO. I don't like not being able to kill something,that isn't putting out any kind of DPS at all and that I could conceivably fight for an hour but be unable to kill because the developers forgot to put a recast on a NPC heal. It may as we ll have been an instant cast complete heal for all I could have done to prevent it.
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Old 06-13-2008, 06:37 PM   #3439 (permalink)
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Was that the boss in noble district, outside the gates of the market? I remember fighting for like 5mins on my pom before giving up because I didn't have the dps to finish it, and it couldn't kill me with any kind of healing going either way.

It's the only mob I've ever had this kind of issue with, but after that I was playing a hox, and heals would hardly be an issue if any mob had any. I was pretty much taking 50% of a boss mob in a combo anyway.
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Old 06-13-2008, 08:35 PM   #3440 (permalink)
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Horse lost all credibility when he said Necros were overpowered on level with ToS's. I stopped reading his posts then.
Necros are fucking badass, I don't know why people think they're crap. There was actually a necro the other day who I couldn't kill who didn't even use pets. One of the non-soldier classes I have a ton of trouble with commonly actually. Demo's too, when they fucking root me with my back turned, but pvp tends to be "who gets the jump" like that.

I'm really getting tired of the ToS bullshit. "you'll see when they nerf ur class" "just can't wait til you're nerfed". What the fuck? Ok, go on, nerf me. I'd love for my +10% crit chance talent to, you know, work. I'd happily accept my lightning strike not critting for 4000 if it also stops critting for 900 (see attached). With barbarians still running around with CoS, PoM's going around AE stunning and repulsing for 4k, and other under-appreciated things (BS Wreck Armor, anyone?), I really can't believe the amount of hate ToS's get when all we can really do (aside from solo well in PVE) is blow our load every couple of minutes and hope the dice roll our way. I'd assume it's because we got all FOTMy from the idol stuff, but yeah, it's really unwarranted. Magic damage needs normalization asap. If this means nerfing the maximum amount (which it should), I'm all for it.

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Old 06-13-2008, 08:52 PM   #3441 (permalink)
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Necros are fucking badass, I don't know why people think they're crap. There was actually a necro the other day who I couldn't kill who didn't even use pets. One of the non-soldier classes I have a ton of trouble with commonly actually. Demo's too, when they fucking root me with my back turned, but pvp tends to be "who gets the jump" like that.

I'm really getting tired of the ToS bullshit. "you'll see when they nerf ur class" "just can't wait til you're nerfed". What the fuck? Ok, go on, nerf me. I'd love for my +10% crit chance talent to, you know, work. I'd happily accept my lightning strike not critting for 4000 if it also stops critting for 900 (see attached). With barbarians still running around with CoS, PoM's going around AE stunning and repulsing for 4k, and other under-appreciated things (BS Wreck Armor, anyone?), I really can't believe the amount of hate ToS's get when all we can really do (aside from solo well in PVE) is blow our load every couple of minutes and hope the dice roll our way. I'd assume it's because we got all FOTMy from the idol stuff, but yeah, it's really unwarranted. Magic damage needs normalization asap. If this means nerfing the maximum amount (which it should), I'm all for it.

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I think the proper terms people sjhould be using are fixes/adjustments. Nerfs, really isn't a nerf is something is brokenly overpowered.
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Old 06-13-2008, 09:26 PM   #3442 (permalink)
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Originally Posted by Big W Powah! View Post
I think the proper terms people sjhould be using are fixes/adjustments. Nerfs, really isn't a nerf is something is brokenly overpowered.
Considering the idiot ToS's on the official forums called fixing idols and quicksand (our AE root also had no cooldown, which was absolutely ridiculous) "nerfs", I've pretty much given up in that matter. :P
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Old 06-13-2008, 09:29 PM   #3443 (permalink)
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Considering the idiot ToS's on the official forums called fixing idols and quicksand (our AE root also had no cooldown, which was absolutely ridiculous) "nerfs", I've pretty much given up in that matter. :P
Well, the general mass sheep are fucking moronic shit-flinging monkey-imitators.

That said; Give them a goddamned banana (read: cock) to wrap their lips around and they're happy.
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Old 06-14-2008, 01:31 AM   #3444 (permalink)
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Yea i guess the 10 second stun that doesnt break on damage is totally balanced Mr. ToS. And that's just one of the rediculous ToS skills I'll mention.

Necros are nowhere near as bad as made out to be b/c like all classes there's a fuckton of morons playing them, but they are by no means even close to the same category of what a ToS or PoM brings to the table. I have a single PBAE fear on long cooldown for CC and a long cooldown AOE snare that fortunately due to what I can only assume is a bug effectively has a casting time of 2 seconds. They have now fixed our mana issues (thank god) making them on par with other casters but I don't do anymore damage than a PoM or ToS, I have less CC by a LOT, and I can't heal.

Just as a joke I fought my PoM friend who is 1 lvl above. Me going all out with pets, stacking best dots, AND AOEing on top of him I could barely out damage his heals. If he decided to pot he would outheal my damage. It's a joke. Doing this he would never run out of mana and could leisurely melee me to death if he felt like it. And we know that I bring FAR less to the table in group pvp so what is the point.

I like the class and think it's pretty balanced, but PoM and ToS are just out of control right now in tems of solo pve (their aoeing is rediculous), group pve, solo pvp, group pvp. I have to be careful fighting 3 mobs 2-3 levels below me soloing as a necro and will end fights at ~30% hp. My PoM friend easily solos 4 mobs 4 levels above him without a dent in mana or health at end of fight. In group PvE a PoM/ToS equal or exceed my damage, have more CC and heal. The nerfbat has to come or else they'll need to buff most of the classes in the game. Fixing the horrendous mana problems is a step in the right direction but isn't going to come close to cutting it.
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Old 06-14-2008, 01:49 AM   #3445 (permalink)
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Quote:
Originally Posted by Rhym View Post
Yea i guess the 10 second stun that doesnt break on damage is totally balanced Mr. ToS. And that's just one of the rediculous ToS skills I'll mention.

Necros are nowhere near as bad as made out to be b/c like all classes there's a fuckton of morons playing them, but they are by no means even close to the same category of what a ToS or PoM brings to the table. I have a single PBAE fear on long cooldown for CC and a long cooldown AOE snare that fortunately due to what I can only assume is a bug effectively has a casting time of 2 seconds. They have now fixed our mana issues (thank god) making them on par with other casters but I don't do anymore damage than a PoM or ToS, I have less CC by a LOT, and I can't heal.

Just as a joke I fought my PoM friend who is 1 lvl above. Me going all out with pets, stacking best dots, AND AOEing on top of him I could barely out damage his heals. If he decided to pot he would outheal my damage. It's a joke. Doing this he would never run out of mana and could leisurely melee me to death if he felt like it. And we know that I bring FAR less to the table in group pvp so what is the point.

I like the class and think it's pretty balanced, but PoM and ToS are just out of control right now in tems of solo pve (their aoeing is rediculous), group pve, solo pvp, group pvp. I have to be careful fighting 3 mobs 2-3 levels below me soloing as a necro and will end fights at ~30% hp. My PoM friend easily solos 4 mobs 4 levels above him without a dent in mana or health at end of fight. In group PvE a PoM/ToS equal or exceed my damage, have more CC and heal. The nerfbat has to come or else they'll need to buff most of the classes in the game. Fixing the horrendous mana problems is a step in the right direction but isn't going to come close to cutting it.
PvE is ridiculous, I agree.

However, right now HoX, Barbarians, some Rangers, Guardians (this should be nerfed) can all 1-shot ToS and have an extremely high win%. Even if ToS jump the above, they only have a win chance if they spec'd 41-feats into Puppet, and that's only versus HoX and Rangers. Against Barbarians and Guardians it's still suicidal to fight 1v1.

In the same timeframe, even a PoM has higher burst potential than ToS on a more consistent basis, and they have a free 7-sec invuln on a 5-min cooldown against the above classes.

Regardless, AoC isn't balanced for 1v1. Casters will have a big disadvantage vs Healers.
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Old 06-14-2008, 08:29 AM   #3446 (permalink)
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New patch notes for this Monday, found on test servers:

General

* You should no longer do the loot animation while swiming.
* The flame on the Torch of Eiglophian will now die after a while.
* Now all spells can be casted with dagger and staff without problems.
* When you train Basic or Advanced Riding, you will no longer be teleported
* Fixed an alignment issue with quest indicators over quest NPC's heads.
* Transition Quest Goal Markers have been updated to fit where the NPC's now stand.
* Locking to raid instances have been fixed. All players participating in a raid will now be locked.
* Fixed problem that would cause the resource manager to hang indefinitely if the client consistantly fails to download a resource.
* Bonus spell damage now increases both minimum and maximum damage, instead of just maximum (average damage will remain unchanged).
* Stat bonuses from items (strength, wisdom, dexterity and constitution) will now properly affect your character (Note that strength now directly affects your DPS, not your attack rating).


GUI

* All Assassin abilities which stack multiple times now have a stack count in the buff GUI.
* All Bear Shaman, Priest of Mitra, and Tempest of Set abilities which stack multiple times now have a stack count in the buff GUI.


Items

* Hood of Jagged Barbs has been revamped.
* Polearms should now be the intended size.
* Added new purple rare drops to world loot.
* Conqueror Spear should now look the right size.
* Cimmeria hide light wrist should no longer clip with arms
* Changed reference to Steelsilk to Gossamer Silk in the Full Trade Response.
* Average, Fair, Fine and Superior Meat will no longer end up in the quest inventory.
* Crafting Item: Renamed item "Bloodsilver-studded Boots" to "Bloodsilver-mail Boots"
* The purchase price of vendor-bought alchemy reagents are now one third of what they were.
* Hek'lar's Accursed Dagger will now appear with the correct icon in the player's inventory.
* Fixed an issue with 'Darfari Armbands', they should be visible on female characters and have stats now.
* Crafting Item: Skymetal-studded Wristbands and Bluesteel-studded Wristbands (rare) And should be different from each other.


NPC

* Vistrix' Profanity debuff has been tweaked.
* Ice Cave: Ice worms should now attack correctly.
* Field of the dead: Dusk wolf should reset properly.
* The Acheronian Warlord will drop bossloot armor again.
* The trader in Lacheish Plains has been removed as intended.
* Toirdealbach should now be a more fun and playable encounter.
* The Catacombes: Necromancer Undead should now attack correctly.
* The Champion of the Honorguard now uses its correct abilities again.
* Ethi woke up with his height a bit smaller than what it was yesturday.
* Villa Lentulus: Gurges the Nimble should react normally to players.
* Yakhmar's Cave: Yakhmar should no longer get stuck if it cannot reach its target.
* Kyllikki's Crypt: Kyllikki should reset properly when noone is in her hate list.
* Khopshef Province: Freed Rogue Slave should now use his weapons correctly.


Mounts

* Revamped translation so the blood is displayed relative to horse as well.
* The targetting arrow should now be positioned correctly when targetting a horse, gorilla and Mtilator
* You will half your chance of beeing knocked off the horse from the sides. You cannot be knocked off the horse if the attacker is standing in front of you
* Monsters lower level than you will have a much lower chance of knocking you off the horse. Monsters higher level than you will have a much higher chance of knocking you off the horse.
* Fixed a problem where advanced mount abilities were being given out by the basic training. Mammoth and Rhino owners - Please use /claim again. This will train the attack abilities associated with these two mount types.


Playfields

* Purple Lotus Swamp: Ladders should now work correctly.
* Tarantia Noble: Players should now be able to teleport into the arena by clicking on the door.
* Tarantia Noble: The Arena in Armsman Tavern has been redone. If you are looking for challenging arena fights, you can do so either alone or as part of a group.


Player Cities

* Player Cities will now have the Trader NPC now.
* The stack-size of building materials has been raised to 1000.


Player Characters

Archetype

* New buff counters were added to a number of mage and soldier effects.
* All gathering feats should now have the correct proficiency suffix in their name.
* The Goad ability can be trained and used on a NPC that does not have aggro on you. You must be in combat to use this ability.
* The buffs from rogue general feats Concealment, Distraction and Mountaineer will now be removed from characters when they untrain feats.
* You can no longer enter spellweaving when climbing or swimming. If you are hiding or crouching and enter spellweaving, you will leave that state immediately.


Assassin

* Flesh Rot now applies a separate debuff for each player Lotus Weapons now now applies a separate debuff for each player.


Bear Shaman

* Wreck Armor I+II+III combos now have improved visuals and sound.


Conqueror

* You may now use Incite the Ranks if Fire Weave is running.
*Throat Slash can now only be used with a melee weapon and not a ranged weapon.


Dark Templar

* Soul Barrier's cast time has been reduced from 3 seconds to 1 second.
* Changed the Cooldown of Unhallowed Blight III to 20s.
* Changed the Unholy Debuff to be 5% on all combos. - Changed the duration of the debuff to last for 25s.
* Reduced the Mana cost of the following spells by 50%:
- Aura of Dread Fury (Ranks 1 - 4)
- Aura of Infusion (Ranks 1 - 5)
- Covenant of Pestilence (Ranks 1 - 4)
- Covenant of War (Ranks 1 - 3)
- Covenant of Death
- Covenant of Invulnerability (Ranks 1 - 3)
- Covenant of Vengeance
- Drain Life (Ranks 1 - 5)


Demonologist

* Waves of Flame now inflicts more damage each tick.
* The animation for the Demonologist-spell Unholy Hate has been slowed down by 25%.
* Resolved an minor issue with Demonologist spellweaving not affecting stamina potion effects.


Herald of Xotli

* Resolved a issue with "Blood Pit" so it will always spawn if you successfully kill a minion with the "I Eat Your Heat" combo.


Necromancer

* You no longer lose the Cannibalism spell when investing the second feat.
* Vile Insight now gives the intended Unholy Specialization as reflected in the description.
* Plauged Heart Curse will now correctly increase in damage with more feats trained.
* Parasitic Soul Swarm now inflicts more damage each tick.
* Pestilential Blast now has an additional skull visual.


Priest of Mitra

* Revoled a problem with the priest of mitra spellweaving ability.
* Repulse has had its base damage lowered slightly and contribution from bonus magic damage increased.
* Cleansing Fire now has a slightly lower manacost and now scales correctly across all levels.
* The damage bonus applied to Repulse, Cleansing Fire, and Lance of Mitra from Force of Will has been lowered to the correct amount.
* The damage bonus from Improved Repulse has been significantly increased


Ranger

* The buffs from ranger stances Shattering Stance, Piercing Stance, Fire Stance and Sniper Stance will now be removed from characters when they untrain feats.


Tempest of Set

* Brutal Lightning Strike should no correctly increase the critical strike chance of Lightning Strike.


Tradeskills

* Obsidian has been renamed to Feldspar.
* Orichalcum has been renamed to Duskmetal.
* Tigereye Gems will now end up in the resource inventory.
* Skinning Trainer will now tell you were to get skins.
* Your harvesting will no longer get interrupted by someone outside of the resource and building playfields.
* Resource nodes can now always be harvested while their health is at 10%.
* The Weaponsmith Trainer now gives the cooldown warning when the cooldown is in effect.
* The dialogues of the Resource Gatherer Trainers and Crafter Trainers now check if the player has the appropriate feats set on them, in addition to quests. If the player has the quest to gather resources or craft, but has lost the feat that enables him to do so, the feat is now retrained (to the correct tier).


Quests

* Dealing with Dila: Dila should now attack.
* Hunting the Spider: Quest can now be completed.
* The Lost Scouts: Waypoint to Dairmad was fixed.
* Oasis of Zaara: Waypoints for quest were fixed.
* In Defense of Beauty: Quest can be completed now.
* Flowers of the Snow: The flowers way markers were adjusted.
* Paetus and the Nemedian Crown: Waypoint for Armsman's Tavern was fixed.
* Wanted posters should now give proper feedback if the player already has the quest or does not meet the requirements.
* Rahim & Lord Camillus: had it's journal text modified, as he doesn't stand near the Armsman's Tavern.
* Death to the Undead: Indicators for minimap were displaying to small. This has been resolved.
* The Mark of Acheron: Players will now be able to experience the destiny event in the Field of Chiefs.
* The Mark of Acheron: The Mark of Acheron is permanently removed when performing the Medallion Ritual now.
* Soul Chamber: If you die in the soul chamber you now lose the tablet in your quest inventory.
* Destiny Quest: The quest rewards 'King Conan's Tribute' & 'King Conan's Esteem' are no longer tradeable.
* The Lost Bottles: Wine bottles will now have a blue flame indicating you can interact with them.
* Tradeskill Quests: You can now delete all tradeskill quests but tradeskill progression quests.
* Tradeskill Quests: Resolved various level requirement issues with the quests.
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Old 06-14-2008, 08:43 AM   #3447 (permalink)
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Those are kinda meh patch notes.
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Old 06-14-2008, 09:31 AM   #3448 (permalink)
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Those are kinda meh patch notes.
They still have 2 days to add more stuff.
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Old 06-14-2008, 09:33 AM   #3449 (permalink)
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for a twice weekly patch it doesnt seem bad.
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Old 06-14-2008, 09:37 AM   #3450 (permalink)
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They really need to add this content they were taking about in the 35+ range and the 50+ range.
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