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06-30-2009, 02:12 AM
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Fear the Frog
Character: Sosumya
Guild: Paradigm
Server: Unrest
Posts: 1,733
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Re: Whats happening to summoners
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Originally Posted by Sciomar
So now they plan on listening? Sounds like they're blowing more smoke tbh because that's what they said about TSO and look at how the class is now compared to others. I know I sent pm's and reports in to those motherfuckers and not once was anything done. If it's Fyreflyte moving to Unrest then he better damn well pull his head out of his ass and talk to real summoners.
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I don't blame your doubts as they are rightly founded but you would be surprised.. and no not FF.. I won't say more cause he is actually pretty fucking cool and that which he could fix he has fixed in the past.
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06-30-2009, 02:27 AM
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These Things
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Re: Whats happening to summoners
Probably best I not know who then, I don't trust them to follow through with their word on anything unless it's for their or their coworkers' personal gain.
They'll just get to enjoy some pieces of my mind via lvl chat when I can log into an alt there on Unrest.
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Last edited by Sciomar; 06-30-2009 at 02:29 AM.
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06-30-2009, 02:57 AM
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Fear the Frog
Character: Sosumya
Guild: Paradigm
Server: Unrest
Posts: 1,733
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Re: Whats happening to summoners
Quote:
Originally Posted by Sciomar
Probably best I not know who then, I don't trust them to follow through with their word on anything unless it's for their or their coworkers' personal gain.
They'll just get to enjoy some pieces of my mind via lvl chat when I can log into an alt there on Unrest.
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well I'm serious on trying.. you game cause being Troub I've been out the loop on TSO summoning..
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06-30-2009, 07:56 AM
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Character: Yummy
Guild: Nerfed
Server: Blackburrow
Posts: 89
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Re: Whats happening to summoners
How about you get them to fix some simple things first, as a sign of good faith? Here are some issues that have nothing to do with balance, dps or class roles. Hell, even just one of these gettomg attention would be a start.
When you summon a pet, pet buffs show as out of range even though the thing is standing right on top of you, yet these spells appear castable when you don't even have a minion.
Pets still lag behind the owner when running around zones, warping to you when you get to far is a shitty hack, and it's even worse that mobs will do this when pathing is too hard for them. This is especially bad for trying to rebuff on the run after reviving, as the pet falls out of range before you can get three spells on it.
Pet's calculate line of sight for pathing and casting spells differently, often causing them to stand in the wrong spot thinking they'll be able to cast, but failing miserably. Pet pulling mobs from far away can often result in the pet giving up and returning to the owner without warning. That's even if they'll go in the first place as further line of sight issues result on them not starting to attack. Line of sight is even effected by spells like 'Shrink servant' requiring you to keep your pet big to see over small bumps/stairs.
Bloody Ritual and Animist's Transference do more damage to our pet based on +spell damage and base damage modifiers, but fail to yeild more power and health in return.
+spell damage gets converted to 50% +spell, 50% +heal on lifetaps, while +heal amount does nothing to these spells. However +base damage doesn't effect the heal portion of those same spells.
Each tick of lifeburn can still trigger reactive damage and effects like knockback from mobs.
You can't macro "Equip Mythical" followed by "Use Mythical" together and just click once to get your pet up, as the use portion is checked before the equip happens and a "This item is not usable from inventory" message results, this applies to all click-to-activate items, and not just out mythical. (Though I don't have a Trakanon's Gaze, anyone want to confirm that one?)
Raid-wide hearts won't refresh people to three charges, even though the single-target version does.
Pets and dumbfires cannot attack adds on fights like Zarrakon or Thet-em-aua (but at least they can't get raid-wiping curses, don't screw that up to fix this)
Using the /target_pet command will toggle between you and your pet.
When mentoring down, Siphoning of Souls II does not appear to refresh any used temporary spells, possibly instead trying to give lower level ones (have only noticed this since spell renaming, but I could be wrong about the issue entirely.. I do have shitty luck with the random number generators)
While raiding, if you run somewhere, and immediately start casting, you are often interrupted because of the previous movement, server lag? If the client has stopped running, and then casts a spell, that should be reflected in the gameplay appropriately with the correct serialization of events.
Consumables like potions are often not usable if you have some in your bank.
Dooming darkness's snare does not work on epics, without stating so.
Harvesting tools were recently moved over to maintained spells instead of spell effects, making it even harder to watch dot durrations with all the items that put continually refreshing pet buffs in the maintained spells, how about giving us an option to hide perticular buffs from both these windows.
How is it that switching arround graphics because pets and dumbfires were renamed was more important than any of these issues?
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Last edited by Yummy; 06-30-2009 at 08:00 AM.
Reason: Fixed a grammar issue, but probably 100 more problems
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06-30-2009, 12:25 PM
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The Spic Invasion has begun...
Character: Apoc/Boudreaux/Sandalwood
Guild: Hi Times
Server: Nektulos
Posts: 64
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Re: Whats happening to summoners
I don't understand why we necros are upset about the proposed changes... they are what we need...
When I was on TSO test, I was one of the first to propose this very idea. I haven't always agreed with how SoE has done things, in fact i've been ultra critical about this game lately, but I think this is definately a positive step in the right direction for us.
Clearly, our class needs definition... and I would much rather be associated with the rouges, than any other class. This proposed change also falls in line with how there are clear definitions within the other archetypes as well.
Even without a great boost to our damage spells, the debuffs will give us a significant boost to overall DPS. We already have some attached to pet buffs, but tying debuffs to damage spells like Brigs will be awesome.
This change is definately going to impact one thing though, and thats aggro. No way in hell is our pet going to be able to maintain aggro from us if we get debuff/damage hybrid spells. In fact, I wouldn't be suprised to see our pets turn into utility for us, making us more mage centric, instead of pet centric. I could also see the pets being beneficial for groups and raids (depending on what pet was up) from a change in the pet buff design.
Naysayers should definately give this change a shot... I think it wil be the shot in the arm this class desperately needs.
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06-30-2009, 01:28 PM
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the Heretic
Character: Lakrohne
Guild: Epic
Server: Guk
Posts: 36
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Re: Whats happening to summoners
Quote:
Originally Posted by Yummy
Pets still lag behind the owner when running around zones, warping to you when you get to far is a shitty hack, and it's even worse that mobs will do this when pathing is too hard for them. This is especially bad for trying to rebuff on the run after reviving, as the pet falls out of range before you can get three spells on it.
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Because you have your speed movement buff(s) on, and your pet does not.
Quote:
Originally Posted by Yummy
Pet's calculate line of sight for pathing and casting spells differently, often causing them to stand in the wrong spot thinking they'll be able to cast, but failing miserably. Pet pulling mobs from far away can often result in the pet giving up and returning to the owner without warning. That's even if they'll go in the first place as further line of sight issues result on them not starting to attack. Line of sight is even effected by spells like 'Shrink servant' requiring you to keep your pet big to see over small bumps/stairs.
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I've never ever had my pet give up. He either will go, or will not. If he will go, he will go a hella long distance.
Also, use /pet melee, and your retarded pet will no longer undermine your dps from not being able to cast.
Quote:
Originally Posted by Yummy
Bloody Ritual and Animist's Transference do more damage to our pet based on +spell damage and base damage modifiers, but fail to yeild more power and health in return.
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Even though it advertises more damage, it doesn't do that much to your pet. Possibly because of resists. Either way, my animist's transference advertises it will damage him for 1097-1508, but really only ever hits him for less than 700.
Raid-wide hearts won't refresh people to three charges, even though the single-target version does.
Quote:
Originally Posted by Yummy
Using the /target_pet command will toggle between you and your pet.
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This is the same as a /target petname command, and since most summoners have the same name as their pets, you're targeting yourself too. Code should be better written than that, I agree.
Quote:
Originally Posted by Yummy
When mentoring down, Siphoning of Souls II does not appear to refresh any used temporary spells, possibly instead trying to give lower level ones (have only noticed this since spell renaming, but I could be wrong about the issue entirely.. I do have shitty luck with the random number generators)
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It does give lower level ones. Which is not a bad thing, because you can farm up a shitload of unstoppable souls for lifeburns. This is intended because your spell is supposed to scale down to your mentor level, it would be ridiculous to get a level 80 spell from a level 50 siphon.
Quote:
Originally Posted by Yummy
While raiding, if you run somewhere, and immediately start casting, you are often interrupted because of the previous movement, server lag? If the client has stopped running, and then casts a spell, that should be reflected in the gameplay appropriately with the correct serialization of events.
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If you had a better machine, I think this would not happen. Theres too much shit going on and its chopping your screen and making your CPU groan.
Quote:
Originally Posted by Yummy
Dooming darkness's snare does not work on epics, without stating so.
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Works on the x2 80 epic blood golem in Unrest
Quote:
Originally Posted by Yummy
Harvesting tools were recently moved over to maintained spells instead of spell effects, making it even harder to watch dot durrations with all the items that put continually refreshing pet buffs in the maintained spells, how about giving us an option to hide perticular buffs from both these windows.
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SOE said they too thought this sucked too and were going to try and do it some other way, but didn't say how.
Quote:
Originally Posted by Yummy
How is it that switching arround graphics because pets and dumbfires were renamed was more important than any of these issues?
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Because this is EQ2 and we pay SOE, not >insert reliable game designing company here<
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06-30-2009, 02:10 PM
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Character: Yummy
Guild: Nerfed
Server: Blackburrow
Posts: 89
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Re: Whats happening to summoners
Quote:
Originally Posted by Lakrohne
Because you have your speed movement buff(s) on, and your pet does not.
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It happens even when the pet has equivilent runspeed buffs.
Quote:
Originally Posted by Lakrohne
I've never ever had my pet give up. He either will go, or will not. If he will go, he will go a hella long distance.
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Happens all the time to our mystic when they try and dog pull trash to the entrance in Yek's inner stronghold.
Quote:
Originally Posted by Lakrohne
Also, use /pet melee, and your retarded pet will no longer undermine your dps from not being able to cast.
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Even that doesn't fix it. It will stand on stairs practically humping the mob but not able to cast on it (Try pulling Sergeant Levik in Karnor's castle for easy reproduceable results).
Quote:
Originally Posted by Lakrohne
Even though it advertises more damage, it doesn't do that much to your pet. Possibly because of resists. Either way, my animist's transference advertises it will damage him for 1097-1508, but really only ever hits him for less than 700.
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Yes, resists mitigate the damage, but it still attempts to do more based on spell modifiers... That shouldn't happen to non-hostile spells. Other mage's self-health-tap power feeds, or our own life transfer don't do this. It's a bug due to health costs comming as "damage."
Quote:
Originally Posted by Lakrohne
Raid-wide hearts won't refresh people to three charges, even though the single-target version does.
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Exactly what I said, and if hearts can be refresed..it's a retarded mechanic (and probably oversight) to not allow Miragul's to do so.
Quote:
Originally Posted by Lakrohne
This is the same as a /target petname command, and since most summoners have the same name as their pets, you're targeting yourself too. Code should be better written than that, I agree.
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Targetting yourself also flips between you and your pet. At least /target works if there is no other players with the name of the pet, but my comment was on "target_pet", and that command should always work as described, and it doesn't regardless of the name.
Quote:
Originally Posted by Lakrohne
It does give lower level ones. Which is not a bad thing, because you can farm up a shitload of unstoppable souls for lifeburns. This is intended because your spell is supposed to scale down to your mentor level, it would be ridiculous to get a level 80 spell from a level 50 siphon.
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Theres really no reason Siphoning II shouldn't refresh T8 spells that you use when mentored down if it's going to use up the higher level spells when you cast them mentored. 2 Unstoppable souls is a shitload? Uhm.. okay.
Quote:
Originally Posted by Lakrohne
If you had a better machine, I think this would not happen. Theres too much shit going on and its chopping your screen and making your CPU groan.
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Wrong, on my end, I've stopped running and have started casting, and get interrupted by the server telling me that's not how it happened. It has nothing to do with performance of the client machine what so ever, which is a moot point regardless as I don't try and play this game on mid or low grade hardware. But maybe you've never experienced it if your reaction time isn't good enough to start casting immediately after you stop moving.
Quote:
Originally Posted by Lakrohne
Works on the x2 80 epic blood golem in Unrest
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That thing is incredibly slow regardless and those creatures like to suddenly change speeds without any intervention (watch the trash pathing in SoH for examples), are you sure it's snared?
Quote:
Originally Posted by Lakrohne
SOE said they too thought this sucked too and were going to try and do it some other way, but didn't say how.
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And yet, they haven't done anything about it... Item dev complained there was a ton of items he would have to adjust. Instead, they could easily just implement 1 system on the maintained window to allow you to toggle hide certain effects, and not have to touch any of the items. It's also what they could have done with Flowing Thought.
Quote:
Originally Posted by Lakrohne
Because this is EQ2 and we pay SOE, not >insert reliable game designing company here<
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Okay, I give.. you got that one right.
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06-30-2009, 02:22 PM
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L337 Poster
Character: Deson
Guild: Unbound
Server: Lucan
Posts: 4,719
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Re: Whats happening to summoners
Quote:
Originally Posted by Apocryphea
I don't understand why we necros are upset about the proposed changes... they are what we need...
When I was on TSO test, I was one of the first to propose this very idea. I haven't always agreed with how SoE has done things, in fact i've been ultra critical about this game lately, but I think this is definately a positive step in the right direction for us.
Clearly, our class needs definition... and I would much rather be associated with the rouges, than any other class. This proposed change also falls in line with how there are clear definitions within the other archetypes as well.
...
Naysayers should definately give this change a shot... I think it wil be the shot in the arm this class desperately needs.
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So let me get this straight, instead of getting them to fix our already abundant yet unusable utility, we should be perfectly content with them robbing someone else in a half assed attempt to force people to want us? Between franchise lore and the skills already in EQ2, there is no reason we need to steal the debuffs from Rogues to be useful or desired.
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Quote:
Originally Posted by Locke
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06-30-2009, 02:37 PM
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Character: Yummy
Guild: Nerfed
Server: Blackburrow
Posts: 89
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Re: Whats happening to summoners
Quote:
Originally Posted by Apocryphea
I don't understand why we necros are upset about the proposed changes... they are what we need...
When I was on TSO test, I was one of the first to propose this very idea. I haven't always agreed with how SoE has done things, in fact i've been ultra critical about this game lately, but I think this is definately a positive step in the right direction for us.
Clearly, our class needs definition... and I would much rather be associated with the rouges, than any other class. This proposed change also falls in line with how there are clear definitions within the other archetypes as well.
Even without a great boost to our damage spells, the debuffs will give us a significant boost to overall DPS. We already have some attached to pet buffs, but tying debuffs to damage spells like Brigs will be awesome.
This change is definately going to impact one thing though, and thats aggro. No way in hell is our pet going to be able to maintain aggro from us if we get debuff/damage hybrid spells. In fact, I wouldn't be suprised to see our pets turn into utility for us, making us more mage centric, instead of pet centric. I could also see the pets being beneficial for groups and raids (depending on what pet was up) from a change in the pet buff design.
Naysayers should definately give this change a shot... I think it wil be the shot in the arm this class desperately needs.
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Our class was perfectly defined as it was. We had less utility than sorcerers, thus we could DPS better (given a lot of support from other classes and the cost of having to keep an eye on our pet). I didn't sign up to be utility, changing class roles 5 years into the game is not the way to fix things. Especially at the request of morons what couldn't hack it.
Any summoner that lost their raid spot or got kicked from groups did so because of thier inability to play, not thier class's lack of potential. SoE is not likely to attach debuffs to any meaningful damage spell, but force us to use debuffs instead of doing good damage (The change to dumbfires (which they're thinking of adding debuffs to) mean they won't be procing things like CoB, Deathly Netherbolt, etc anymore). I could see them enhancing Siphoning of Soul by adding magic damage debuffs while not increasing the casting range on the spell. Yes, that's definately what I want... having to run into AE range, let the good times roll.
Force guilds to recruit more worthless players that failed as summoners. And while they're at it, make sure they're unable to DPS so even the shitty players look decent in comparison, Another excellent idea from SoE's mechanics dev.
All you horrible ass players should stop complaining and asking to be needed in raids and kill yourselves, stop ruining shit for the rest of us.
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06-30-2009, 02:46 PM
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L337 Poster
Character: Deson
Guild: Unbound
Server: Lucan
Posts: 4,719
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Re: Whats happening to summoners
Wait, I thought dumbfires lost group procs years ago? Am I really that bad that I missed that?
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Quote:
Originally Posted by Locke
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