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Old 08-07-2007, 04:44 PM  
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Default Re: Spell consolidation

Labs is where I believe I remember someone getting put on trauma cure duty each time they were in there. I could be wrong though, and you're more experienced with these raids for certain. Like I responded to Niber, with my limited experience this is my outlook on the matter. It was very twitchy even AFTER there was a better understanding of the encounters.
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Old 08-07-2007, 05:15 PM  
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Default Re: Spell consolidation

I would agree with the point that I thought all the hyperactive curing that became required beginning in KoS made the game less fun for me as a healer. And one way it could be made more fun, to alleviate those changes, is to reduce cures from 4 to 1 spell.
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Old 08-07-2007, 05:30 PM  
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Default Re: Spell consolidation

most of these posts don't make scene,,,,,spamming buttons does not mean harder...

thats just stupid. EQ1 is the most hard core game out there and trust me there is no button spamming in that game like their is in this game

geesh less button smashing and more game play is better give me a break, go play whack a mole,,if you want to smash buttons
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Old 08-07-2007, 05:43 PM  
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Default Re: Spell consolidation

Let me ask you this, You say spamming buttons does not make things hard. I agree but lets put it this way, would you rather have less to cure and more situations like enfeeblement(you have 2-5 seconds to cure it or it becomes a huge debuff) Or would you rather keep things the way they are and just remove the judgment calls or reaction to trauma ok shift+W arcane shift+e. Have you ever thought that the cures them self do not need to be changed, but the way debuffs & dots are used need to be reworked.
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Old 08-07-2007, 05:59 PM  
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Default Re: Spell consolidation

I don't like the changes at this point, because as the Xanadu Brig said back some pages, our debuffs are attached to various damaging CAs. If they are consolidated, I lose damage CAs. Are they going to add that damage together, as well as the debuffs?

Also, I don't want to be standing around waiting on refreshes on my CAs, auto attacking. A good melee DPS spams better then a bad one. I'm not happy when I'm sitting there doing nothing. Less buttons to spam adds free time I can't use for anything else.
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Old 08-07-2007, 06:49 PM  
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Default Re: Spell consolidation

I wouldnt worry about standing around and doing nothing, I'm sure it's just going to consolidate a Few Abilities and lower recast so your just hitting fewer buttons more often rather than more buttons less often.
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Old 08-07-2007, 07:28 PM  
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Default Re: Spell consolidation

I think a BIG reason for the change to 10 levels is that they are now seeing how mucked up the 14 "level" spell upgrade system worked in a 10 level adv system. Just look at all the CORE healer spells that are 67-70. A lot of them are the "class defining" ones, the wards, the hots, and the reactives. Imagine trying to fight a level 85 mob when most of the healers class defining spells have not been upgraded in a tier.

Of course I guess they could have smashed 14 levels worth of spells into 10 levels, and in fact they might have thought about doing that, but doing so probably made them step back and think "Why do we have so many goddamn spells that are similar anyway?"

Hopefully they can pare back the spells while at the same time implementing something else that keeps the highest levels of combat a "thinking persons" game.
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Old 08-07-2007, 08:47 PM  
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Default Re: Spell consolidation

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Originally Posted by LFG View Post
I honestly don't understand why anyone thinks spamming spells should serve as the basis for skilled raiding.
[analogy] Kinda makes you wonder why we still have cars with a manual transmittion huh? I mean why would people want a car where they have to take the time to shift gears when we have automatic transmittions that would do it for them. I mean without that shifting you'd have more time to really get into the driving right? So why do they still make them and why do a lot of the top end preformance cars only come in a manual? Seems like all the "professional" drivers prefer them for some reason. [/analogy]

My theory on it is some people prefer to have that level of control over something. And being able to micro manage does in fact take skill as it's not something everyone can master. To others it doesn't matter as much and they will happly give up that control for ease of use. My opinion is that we don't need less abilities by combining them but actually MORE tailored to different situations where you have to come up with a strategy of what will work best when & where.
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Old 08-07-2007, 10:17 PM  
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Default Re: Spell consolidation

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Originally Posted by sarafan View Post
[analogy] Kinda makes you wonder why we still have cars with a manual transmittion huh? I mean why would people want a car where they have to take the time to shift gears when we have automatic transmittions that would do it for them. I mean without that shifting you'd have more time to really get into the driving right? So why do they still make them and why do a lot of the top end preformance cars only come in a manual? Seems like all the "professional" drivers prefer them for some reason. [/analogy]

My theory on it is some people prefer to have that level of control over something. And being able to micro manage does in fact take skill as it's not something everyone can master. To others it doesn't matter as much and they will happly give up that control for ease of use. My opinion is that we don't need less abilities by combining them but actually MORE tailored to different situations where you have to come up with a strategy of what will work best when & where.
I used that same argument when they put in the auto-recast thing;it still annoys me and I want a toggle for it. There are ways to do this right, but it has to be seen. it probably wasn't something to state at fan faire because it likely makes it seem bigger than it really will be.
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Old 08-07-2007, 11:08 PM  
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Default Re: Spell consolidation

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Originally Posted by Gori View Post
I think a BIG reason for the change to 10 levels is that they are now seeing how mucked up the 14 "level" spell upgrade system worked in a 10 level adv system. Just look at all the CORE healer spells that are 67-70. A lot of them are the "class defining" ones, the wards, the hots, and the reactives. Imagine trying to fight a level 85 mob when most of the healers class defining spells have not been upgraded in a tier.
I tried bringing this up when RoK was first announced on the official forums and as usual people don't understand how to play the game there.

The general opinion was that it would make no difference in healing ability because we get our single target heals upgraded.

One of the only solutions available I pointed out was a complete reworking of the ability system to ten levels, not fourteen. And now I am seeing it, and the completely piss poor way they are trying to make the abilities more suck-ass-player friendly and am regretting ever saying anything about it, just on the off chance I had seeded the concept.

------------

Widem has an excellent post on the previous page. Cures are not needing to be spammed like people are doing right now. Cure potions, power potions, heal potions can all be used by the individual players, the DPS, Tanks, and healers to counter the need some guilds have of spamming cures.

The only time I ever spam cures is on C-Mayong and I'm getting a slideshow practically, which is not due to the encounter, but due to the terrible server performance we have on BB, despite their claims.
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