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Developer's Update 9/10/04 - Class Lists

BeitragVerfasst: Di 14 Sep, 2004 19:06
von Berion
Developer's Update 9/10/04 - Class Lists Part I
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The top ten class issues lists were updated today as promised. As usual I have split the list in two. Bard, Beastlord, Berserker, Cleric, Druid, Chanter, Mage and Monk will be in today's updates with the rest of the classes getting posted tomorrow. Enjoy.

Just a few minor updates, but if your not a Cleric or a Beastlord don't even bother reading your list, as nothing has changed on it.
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Explanation of the Notes
Bard's List
Beastlord's List
Berserkers's List
Cleric's List
Druid's List
Enchanter's List
Magician's List
Monk's List

Explanation of Notes


Before I post your updated list I would like to give you a little bit of information on the notes I have made on each item.

Currently being evaluated – This means that a few of the development team members are looking into ways to implement the item. This does not guarantee that the item will be implemented; however we may see changes made in the future. The Community Team plans to give updates on these types of items every 2 weeks, even if it’s just a “no change since the last update”

Currently being discussed – This is almost just like being evaluated however these items the development team is totally undecided if they want to implement or how to do so. The Community Team plans to give updates on these types of items every 2 weeks, even if it’s just a “no change since the last update”

Done – This means that the development team has implemented this item and it’s currently on live servers.

Currently on Test server – This means that the development team has implement this item and it’s currently on test server, watch for future updates for implementation on the live servers.

Waiting for community feedback – This means we don’t have enough information to make any type of decision on how to implement. Threads will be started by me to get your feedback.

No changes planned at this time – This means that the development team has decided at this time not to implement this item.

Items that are marked done will be removed from the top 10 issues lists and you as a class will be able to replace those with new issues. Watch for posts on this in the next week, your class correspondents will be helping SOE update your top 10 issues lists with these new items. If your top issues list was less then 10 issues to begin with you will be able to add more issues.

You as a class will have the option to replace items that are marked as “no changes planned at this time” with new items or leave them on the list. Please understand that leaving them on the list does not mean that they will eventually be implemented however it does mean that the class as a whole still feels that these are valid issues and would like implementation eventually. One thing to note, we will not be responding to requests as to why something is classified the way it is.

This post will be locked and updated bi-weekly.


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Bard


No changes made at this time

1) Lower the Fizzle Rate

Currently being evaluated

2) Add in-game twisting function or macros

Currently being evaluated

3) Raise Melee DPS back to 65% of a warrior

Currently being evaluated

4) More type 7/8 instrument augments (LDoN points/ GoD drops, mod must be 1.8+) for placement on armor

Currently being evaluated

5) Increase Puretone's usefulness

Currently being evaluated

6) Better Mitigation

Currently being evaluated

7) The Modifier cap

Currently being evaluated

8) Song Fades as It Lands

Discussions on hold until after the Omens of War Launch

9) Ability to Hold Agro (Taunt)

Discussions on hold until after the Omens of War Launch


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Beastlord


1) Weapon skill caps –
Currently the difference in skill caps does very little as far as beastlord power is concerned. However, it has a very negative effect on weapon selection. HtH weapons are quite rare and if you look at the case of PoP progression you see Battle fists on TZ, pet weapon in fire, followed by wraps on Xegony, then shinai in time. That's it. Now a beastlord who is duel wielding needs two weapons and like most weapons all of these are lore. What happens is you have Beastlords looking to other weapon types such as 1hb and piercing. The problem becomes a weapon that is a clear upgrade for another class might actually be a downgrade for a beastlord. HtH weapons will always be highly desired by Beastlords because of the quality of the weapon. Having 1hb/piercing and 2hb capped the same would simply allow Beastlords to help fill the gaps at times when hth weapons simply aren't available. Also it would make most upgrades much more intuitive. Other classes don't have to ask around before going from a 17 on 20 to an 18 on 20.
2 hand blunt and 1 hand blunt skill cap will be raised to 250 with the 9/14 update

2) Pet buff box –
The recent changes to pets have been wonderful and I think it's safe to say all pet classes are very happy with the changes. What most of us were wondering is if it's possible to have the pet buffs display their remaining time and to also be able to click off pet buffs like we do our own buffs.

Situations where this would be very useful -
Pet haste is a very important buff, but it has a big refresh timer when you first memorize it. If it fades during a fight the beastlord will be in a much harder situation. Spell slots are already pretty limited as it is and not everyone has half a dozen egg timers around to keep up with pet haste, fero, haste, regen, etc.

Hobble of spirit and other buffs that once they land on the pet you can't get rid of them or overwrite. When a paladin lands Brells on the pet there is no way to get vigor on the pet for the extra attack outside of waiting for Brells to fade or dispelling the pet down to the buff you are after. With all the ninja buffing going on, pet affinity and now pets zoning it's simply become more and more common to find a buff on your pet that you simply don't want or that is blocking something you do want from taking hold.
Discussions on hold until after the Omens of War Launch

3) Agro issues –
This is a big beastlord issue that a lot of people don't quite understand. Beastlords are ok with getting agro from high agro spells such as slow and incapacitate. Beastlords are also ok with getting agro when they are simply putting out more damage or doing things that obviously should draw the mob's attention. The problems with beastlord agro become clear in raid situations and many grouping situations though. What you'll have is the beastlord operating in a total DPS role. By that I mean the beastlord isn't on slow duty or de-buffing the mob, but rather is just contributing damage via melee/nukes/dots. In this situation a beastlord is generating far more agro for the damage they are doing than most if not all other classes.

Again the problem isn't when a beastlord is doing 200dps and they get agro over someone doing 150dps. Rather you have situations where a beastlord is actually doing less damage than many other classes, they haven't de-buffed the mob or done anything else to generate agro, yet they are the ones that pull agro off the MT or get summoned and killed first on tank changes. Some would say that the beastlord simply has to do less damage or watch their agro with that tank. However, this same tank that can't keep agro off the beastlord doing X damage is successfully keeping agro off the wizard doing X+100 damage or the rogue doing X+ 50 damage, etc.
Discussions on hold until after the Omens of War Launch

4) Improve pet heals –
Currently healing of Sorsha (62 beastlord heal) is all but unusable by Beastlords. The spell sees some use as the beastlord levels up, but as the beastlord progresses the spell gets used less and less. The main problem with the heal is its 9 second casting time. In almost any situation a beastlord would find themselves wanting to cast a heal on their pet 9 seconds is just far too long to wait. As such many Beastlords simply don't memorize the spell at all.
Currently being evaluated

5) Feral swipe -
Feral swipe is an AA that has a lot of potential, but unfortunately suffers from several issues. The first problem with feral swipe is that its current DPS boost is very minor. In even the best of situations the skill does notably less damage than kick does. The skill being on a one minute refresh is very streaky and it's not unheard of to go 15 minutes without having a single feral swipe land. Also the AA still has a small range issue. The range was increased once, but it wasn't quite enough. There are still monsters that you can melee, but you can't land your feral swipes on. Spacing is extremely important in these cases and as such feral swipe becomes completely useless. Finally, feral swipe takes up yet another hot key space that is getting to be in almost as much demand as spell gem spaces. When a beastlord has pet controls, kick, prot spirit, possibly spells and macros along with other AAs in their hot key bank they simply don't have room to add another button. I know several Beastlords that haven't purchased this skill simply because they have no room to actually activate it well playing.
Currently being evaluated

6) Pet run speed –
This is mainly an issue indoors, but what happens is you have Beastlords with various ranks of AA run speed and swift journey that leads to the pet simply getting left behind sometimes or taking awhile to catch up.
Currently being evaluated

7) Pet spam -
This is an issue for all pet users, but one that could really use some looking into. Currently messages for "backing off" and "holding" are done in /say and with a couple pet classes present the spam quickly becomes annoying. Another pet spam issue is that of bard songs + pet affinity. If a beastlord (or any pet class) has a bard in their group they will constantly get "fade" messages from the songs the bard is singing.

Proposed solution:
*Change the pet messages to be "tells" to the pet owner and allow filters to turn these on and off as the owner sees fit or atleast put them into a different window if they so choose.
*Allow a toggle to turn filter out spells fading off he pet. Make it so short duration "buffs" such as bard songs don't give a message when they fade.
This item will be looked into after the Omens of War Launch

8) Hobble of spirits –
This is an AA for Beastlords that again sees very little use because of a few major issues. First of all the proc buff overwrites relic, but you can't overwrite hobble back again. This would be a non-issue if #2 from above were done, currently though being locked into hobble and losing your other proc for its duration is a problem. Also hobble doesn't stack with relic. The beastlord gives up a lot of damage and a stun to get a semi-reliable snare currently.
Currently being evaluated

9) Tureptan Spirit –
This spell is the result of the KT rune turns in for Beastlords in Gates. The spell is a copy of our level 61 spell "infusion of spirit", but hits the entire group instead of a single player. The >main issue with this spell is that by the time almost every beastlord can acquire it they simply don't need it. The spell was something lower level Beastlords had requested, but for where the spell comes from it has almost no use. Beastlords simply want this looked into and made into something that is at least worth looting the rune for.
Tureptan Spirit is being changed to a heal with the 9/14 update

10) Warder names -
This is actually a two fold issue. Some Beastlords want the ability to name their warder as their warder is a close friend and life long companion. Another issue with the current warder names is that it creates issues with targeting. If you use /tar you are likely to get the Beastlord’s warder and not the beastlord. This can lead to issue with buffs and heals.

Proposed solutions:
*Allow beastlord warders to be named upon reaching a certain level; similar to how surnames work.
*Make it easier for players to properly /tar the beastlord or their warder
This item will be looked into after the Omens of War Launch


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Berserker


No changes made at this time

1. WARCRY – Currently being evaluated

• WarCry is a mess… currently the haste component is broken, it blocks other classes’ discs, and it uses WAY too much endurance.
• To fix: Change the location from Disc box to bard box, lower endurance cost, fix the haste component to work, over-haste, and stack with all over forms of over haste.
2. FRENZY – Currently being evaluated

• Add a Minimum damage and a improved max damage, or add a chance for 4 swings. Personally I think it needs to be doubled in innate effectiveness.
• OR…. Base the damage off weapons
• In general, compare to all other classes, it’s the least useful class specific ability, and our ONLY class specific ability
3. CLASS AA – These will go live on 9/14/04

• This just needs to be done, and put on a rush…. We haven’t seen a single word about this besides, “its in progress” I believe the original idea was to have them released 5 months after Gates.
• GIVE US THE LIST OF AA BEING WORKED ON.
• We hop we can at least match warrior for unique AA. Seeing as they are the standard we seem to have been born from.
4. ITEMIZATION - This is still in progress

• BER only Weapons - Add some BER only weapons similar to other classes. From Ssra to elemental pet weapon to Time level.
• There is simply not enough class specific armor or weapons for the berserker as he progresses through the previous content.
• Create a style of Berserker only type of weapons, perhaps extremely heavy weapons, or specialized throwing weapons.
5. DISCS – Discussions on hold until after the Omens of War Launch

• Cleaving Anger - Currently broken, does absolutely NOTHING, should provide a big increase in the amount of Critical hits a berserker scores, and provide a chance for Crippling hits… currently, broke do to miss coding.
• Sprint - It is silly to have a 1 minute burst of bard speed stuck on a 30 minute reuse timer, who takes 30 minutes to recover from a sprint? Put it on a much faster timer ( I suggest 7 minutes)
6. THROWING - Currently being evaluated

• Throwing is currently the weakest form of damage for berserkers… its currently bugged as well. From my understanding the proc rate on the Tainted Axe of hatred is supposed to be very high… sadly it isn’t.
• Increase the BASE damage of Throwing
• Add a Quiver type of ammo slot bag..
• Lower cost for components
• Perhaps Class AA to improve throwing.
7. Abilities - Discussions on hold until after the Omens of War Launch

• Frenzy and Kick are on same timers, separate them.
• We need a Stun and SNARE on different timers.
• Stun Endurance cost needs to be lowered
• Snare should scale with each new rank (level 8 snare is as good at the level 65 one) I suggest 1 minute, 2 minute, 3 minute set times on each.
• Jolt needs its own timer as well…
8. ENDURANCE REGEN - Currently being evaluated

• Why aren’t there any items with + endurance regeneration.
• The AA for + endurance regeneration doesn’t seem to help my endurance return at all.
• Berserkers suffer the most from endurance use, so there must be a way for us to get better endurance return… I suggest Flowing Thought for endurance
9. NO RAID UTILITY - Currently being evaluated

• Outside of our DPS, we have no special skill to offer to a raid. If we were smart and wanted to be more efficient we would all re roll as rogues to get better DPS and the ability to add a raid.
• I suggest the addition of AE Warcrys, and AE abilities that improve the raid. (Maybe + Accuracy or + Strikethrough)
10. IMPROVED DPS - Currently being evaluated

• I have done much research into the damage comparisons of Rogues, Warriors, Monks, and Berserkers; I have found that Rogues do the most DPS by a large margin… Berserkers do about 60% of what a rogue can do. That means that 1 rogue is worth 2 berserkers, since we have no other utility to offer outside of our DPS. My suggestion is to somehow improve our DPS to at least 80% of a rogue
• By limiting berserkers to 2handed weapons only, you have extremely limited our paths of progression. The quality of 2handers coming out of GoD is also very bad…. They are either too fast, or have no AC. You introduced a lot of 2handers with dumb procs like Guard 3… WHY!?

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Cleric


1. please fix our broken and overpriced aa's
a. turn undead – a level 59 class specific AA that does not work level 55+ mobs. Remove the fear. Fix the cast time to not scale up with level of the aa. The excessive cast time at level 3 makes it less useful than at level 1. Or... completely alter what it is (like what was done to CR) and turn it into a focus effect for undead nukes/dots, or something similar.

(currently being evaluated)

b. divine avatar - either overpriced or underpowered

( currently being evaluated)
2. Move short duration buffs to the song window, i.e. Yaulp, HOTs, Mind Wrack Between Rangers spamming their attack buffs and sk/necros using their recourse taps, "buff management" means clicking off 5 crap buffs every other minute.

(no change planned at this time)(Omens AA ability will permit 30% more buffs in the regular buff window)

3. Reduce or remove regent cost for spells

(ON TEST - scheduled to go live on 9/14)

4. Combine MoK/MoR into one spell leaving the DS in place and adding some noticeable healing effects.

(currently being evaluated)(OoW spells appear to be worked this way, prior spells still being considered)
There are two issues really. Only slot 1 DS are removed - which means that you cannot be certain to have the mobs DS removed even if MoK lands. Further, if a DS is importent you will almost always recant/annul the mob instead as you cannot risk the resists on MoK.

Healing part
To the best of our knowledge the healing part from MoK is roughly 1 hp per 6 delay for main hand hits only (rounded down). Lets run the numbers on that. Take an 18 delay weapon to get an upper limit with nothing lost to rounding. Thats 3 hp per hit. With 100% haste this swings every 0.9 sec. For the sake of the argument lets even assume perfect accuracy and double attack getting 2 hits per round. Thus we get 6 hp per 0.9 sec which totals 40 hp/tick.

Read that again please - 40 hp/tick as the upper limit. Thats the same as the druid/shaman regen spells - but MoK only works for melee, only when fighting, can be resisted and has to be cast on every single mob. This all combines to make the healing part of MoK so small as to be ignoreable.
5. Please give clerics some capability to solo effectively - The ability for a elemental level cleric to be able to solo earn an aa every 2 hours or less, instead of the some 6 hours it currently takes.

(no change planned at this time) [DPS for all classes to be re-evaluated in the future]

6. Increase cleric DPS – both melee and spell

(currently being evaluated) [DPS for all classes to be re-evaluated in the future]

7. Improve undead dots – increase overall damage, reduce chance to fizzle, increase range. ADDITIONAL NOTE: the efficiency of these spells is in question. All other dots that other classes have are more efficient than their similer level DD spells (in most cases better than DD spells that come after the dot as well) is the poor efficiency for cleric dots intended?

(currently being evaluated)

8. Please give clerics a clear 2nd role in an xp group

( NEW (sort of) - resubmitted with specific suggestions)

One posibility (and the most popular choice of the cleric community) would be some additional damage potintial, be it directly from clerics (increase melee or spell damage/effciatncy) or via group spells (group yaulp, improved mok/mor) that allow the group itself to deal more damage. The point being that if a cleric is not healing, then the most logical use of time is adding to the faster demise of the mobs.

The second possibility is some form of additional CC role, or tools to aid in CC, so that clerics can either fill this role, or augment it to be valued in a group beyond healing (a group with 2 clerics should not feel they wasted their time by getting too much healing and not enough of anything else)

9. Make AotZ Stack with Focus, Add DS to Cleric Self buffs (level / 5 sounds fair.) The paladin self buff is quite similar to the cleric self buff. As the paladin buff stacks with focus it seems reasonable that the cleric buff should likewise stack with focus

(currently being evaluated)

10. Improve stun line – increase level caps

(currently being evaluated) [Omens spells still under development]




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Druid


No changes made at this time

1. Improve our healing abilities

(currently being evaluated)[possible upgrades to healing abilities in omens, current abilities will be evaluated after launch]

2. Fix resists on E'ci's Frosty Breath to be similar to Hand of Ro

(currently being evaluated)

3. Charm issues

(currently being evaluated)


- increase CoT cap to match new min. hynid levels in Vxed and Tipt (druids used to be able to charm the lower level animals there, but the recent revamping of those zones to increase XP by boosting mob levels stopped that)
- need OoW charm upgrade spell [possible upgrade with omens]
- tag mobs that should be animals as animals (suggested list of mobs by zone being prepared)
4. Harmony issues

(no change planned at this time) [possible upgrade with omens]
- remove outdoor restriction on harmony (no change planned at this time)
- the aggro/assist radii for harmony should match pacify [possible upgrade with omens]
- need upgraded harmony with higher level cap [possible upgrade with omens]
5. Snare issues

(currently being evaluated)

- druids should share Entrap as AA skill (druids share Innate Camo and similar skills with rangers, and druids get various snares before rangers get comparable spells)
- upgrade to AoE snare with resist modifier and greater speed reduction (so it is not overwritten)
- fewer immune mobs

6. Improved Aggro Management

(no change planned at this time)

- druids need way to deal with excessive aggro from early fast heals in raid situations; OoW spell Thorn Guard has promise but falls far short of what is needed for high end druids in its current form, primarily due to 5000 point cap - debuff and DoT aggro too high 7. More shape changing forms and ideally special abilities for each

(currently being evaluated)

8. Wolf form problems

(currently being evaluated)

9. Pack pureblood/remove curse

(no change planned at this time)

- druids have single target versions, which are insufficient, particularly in the high end game 10. Improved run speed

(currently being evaluated)
- "Spirit of Horse": faster SoW closer to run speed of higher end horse, but w/o lev effects (floating effect of FoE causes motion sickness, excessive lag for many players)
- faster indoor SoW
- revised Spirit of Cheetah spell (druid only, longer duration, no long recast time)



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Chanter


No changes made at this time

1. Reduce npc immunity to spells such as mez, charm, stun and pacify

(partially implemented)

2. Add resist adj to bliss/apathy of the nihil

(currently being evaluated)

3. Self only mana regen - stackable with other mana regen buffs

(currently being evaluated)

4. Add "unable to be mezzed" message BEFORE the mez attempt.

(currently being evaluated)

This would save Enchanters many deaths when trying to mezz too high or Immune mobs. This addresses the issue of having mobs which are named the same, con the same, look the same, but some are mezzable and some are not. At present high end mezzing is a crap shoot and groups/raids solve it by off-tanking. Getting a resist is one thing, casting a spell when you have no idea if it will work of not is entirely another.

5. Provide a stacking mana regen advantage to grouping with enchanters.

(currently being evaluated)

Something like an AA or spell that gives the enchanters current group a rune and mana regen for 1 minute. With KEI having a long duration groups don't really need an enchanter in the group. They can just get KEI or even VoQ and go out to do an LDoN mission. This would give people yet another reason to add an enchanter to their group, even if they already have KEI (which they usually do).

A few classes seem to get a paragon-type spell, except enchanters who are supposed to be the mana regen (power of mind) class. Ours should not only provide nice regen, but a unique effect to compliment one of our abilities, namely rune.

6. Replace Apathy of Nihil with an upgraded faster casting slow as the reward for the Yikta Geomancy Stone.

(NEW)

Shaman received an upgrade to their slow spell in GoD because their combo of debuff/slow took too long to cast and wasnt useful in the current content (GoD). Enchanter face the same problem because while their resist debuff casts fast, it's agro makes using it on inc prohibitive, and the enchanter slow has twice the cast time of the shaman slow.

With the slows given to Beastlords, and the slow upgrade given to shamans in GoD, we can no longer sufficiently fill one of the main niches for which we were regularly invited for groups. A casting time adjustment, or a resist modifier, or both, would put us back in some form of usefulness as far as slowing is concerned.

Apathy of Nihil is unattainable for a level 57 Enchanter. It happens to be the only non level 65 spell from the expansion. Enchanters that can get it find it useless because it is level capped to mobs below what they normally hunt.

7. Fix mez gap between levels 55-61

(NEW)

The Mez gap prevents an enchanter from performing any form of CC during those levels. Rapture at level 59 is severely limited, as it only allows 1 creature to be mezzed due to cast time limitations. Increase the level cap on Glamour of Kintaz to 59, lower Apathy to level 57, and making Apathy of Nihil vender purchasable would all help in fixing the mez gap.

8. Add a questable or LDoN vender purchasable Innoruk's Sarcasm Augment

(NEW)

A questable Innoruk's Sarcasm augment for Enchanters would help reduce the insane amount of aggro that tash causes for those Enchanters that wish to put in the time/effert to improve their characters.

Currently the Innoruk's Sarcasm augment in game comes from and LDoN raid that many people have reported as being broken. So only a handfull of Enchanters have this augment. Enchanters feel that this augment should be more obtainable

9. Add more utility for when Mezzing is not an option.

(NEW)

Currently most enchanters end up nuking more than they do mezzing mobs. This is because most guilds would rather split tank adds than to have the Enchanters keep dying due to a resists on mez.

But Enchanters do not want to be poor Wizards. "Enchanters are the most subtile of spell casters, with little focus on doing damage directly but termendous impact on the world around them."

There are many ways that the Enchanters utility can be improved. Some Enchanters spells could be made into group spells. Group Arcane Rune, Group Boggle, and Group Theft of Thought are just a few examples of group spells that would improve Enchanter utility.

Also Enchanter-only debuffs would be welcomed. An idea thrown around is a debuff that lowers the targets mitigation. Another debuff could be a 5 second Silence type spell so Enchanters have a weapon against caster mobs.

10. Add a resists modifier AA for our Mezzes.

(NEW)

Mezzing is the backbone of the Enchanter class. The whole class is based on crowd control. But as it stands currently, in GoD content, our crowd control ability has been reduced to a crapshoot. In PoP, if a mob resisted our mez attempt, we could take a couple of hits, regain our composure, and at least get through a complete second casting of our mez (regardless of whether it got resisted or not.) With the extreme ramping up of damage being dealt by mobs in GoD, a single resist on an add results almost uniformly in our death. While the hope remains alive that our OoW rune will absorb more HP's than Lucy currently shows, we can't hedge our bets on that. As such, we believe that an addition of a resist modifier to our higher level mezzes would once again make mezzing a possibility at the very least in GoD content.



NOTE: (NEW) items most likley will have no updates until after the launch of Omens


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Magician


No changes made at this time

1) Improve pets -
-Damage ability (DPS upgrade, stats/hit consistency + accuracy /damage crits)
-Survivability/Defense upgrade (SVstats/Mitigation)
-Utility (improved commands/procs/spells)
-Fix our lvl 51 and higher fire pets
Improvements will come with the Omens of War expansion

Further discussions on hold until after the Omens of War launch (new details submitted)

2) Revamp pet focus availability/drop rates -
-Summoners boon -Add quest version in tier 2 or equivalent zones for those w/o LDON
-Minion of darkenss - increase drop rate in Vex Thall, Add a quest in the new laceName>VeeshanslaceName> laceType>PeaklaceType>. Add the focus to Teir 3 PoP mob drops,Ex:
First Sargents Insignia/Orb of Infinite Terror
-Introduce the Mancy (MoE level) pet focus into the elemental planes
-Increase drop rate of MoE
-Or... introduce new pet focus quests/drops/augs in new OoW zones (Pet focus tiers 1-6)


This is a new item, I am sending it along. It is likely that we won't have information on this until after the Omens of War Launch.

3) Fix GoD Nuke Imbalance

This was caused from a missing GoD nuke. Mages were skipped for a GoD spell with a 20% increase to our highest damage nuke FoT. OoW nukes now have a 30% increase to the GoD nuke which we never got. Instead this 30% is being now applied to our old top damage nuke (FoT) 2K nuke, making our new OoW nuke 2600. Because this 30% is applied all nuking classes (including mages), Mages have now fallen far behind. This is should to be fixed. Our new OoW nuke should have 3120 damage (FoT2K + 20% in GoD=Missing bolt in GoD2.6K + 30% = BoJ 3120 in OoW), in order to keep us balanced and even with the other nuking classes. See this link: http://eqforums.station.sony.com/eq/boa ... ge.id=1756
This is a new item, I am sending it along. It is likely that we won't have information on this until after the Omens of War Launch.

4) Improve pet heals –
-Shorter cast times, shorter recast times
-HoT, quickheal, CH spell options
-Have pet focus enhance pet heals
-Increase heal amount


Currently being evaluated

5) Overhaul class specific AA's and Utility Spells -
-Fix Elemental Agility- this AA is broken please fix it. Reduce AA cost by 2/3rds.
-Fix Elemental Forms- Remove the levi component from air form as this weakness (not being able to use Air Form in zones where levi is disabled) does not exist in any of the NPC's or pets in the game and therefore should not be a weakness for a PC.
-Fix Shared health- increase range from contact to Line of sight
-Fix Mend Compainion- Change this to a % heal of the pet's total buffed HP with 75% cap and add a 2nd level with 100% cap (it is currently level of the magician X 33+1)
-Add new Quick Damage AA
-Add new Improved Damage Shield AA
-Add new Pet Convergence AA- innate ability (forces pet to attack one target till target is dead)
-Add new Pet Control AA- innate ability (allows master to move pet with arrow keys) Ex C+arrow
-Enhanced Frenzied Burnout- 2-2.5 minute duration, add 2nd level Cleave 3 and 100% pet crits, add 3rd level Double Damage.
-Enhanced Host of Elements- increase hp make SV immune. Add other elemental forms (water,fire,air)
-Add Healing Adept and Gift, Advanced Healing Adept and Gift
-Add Elemental Fury Mastery- have crits apply to spells
-Add Servant of Ro- 3 new levels, SoR pet charges and explodes on mob for 4500, 5500, 6500 DD.
-Secondary Forte- lower cost from 15 to 10
-Elemental Alacrity- lower cost from 3/6/9/12/15 to 3/3/3/3/3
-Refunds needed on Turned Summoned remove this AA please
-Add new mage spells- Root, AE malosini, Group CoTH, Malos and Pet "kit" spells for targeted summons.
New details have been submitted

6) Update Rains-

Remove the innate resists on Rains, and retune the mana cost on many rains "See http://www.magecompendium.com/editorials/rains.html for details.

This is a new item, I am sending it along. It is likely that we won't have information on this until after the Omens of War Launch.

7) Allow pets to live while the master is invisible –

This will assist us on defense and will also allow us to use Eye of Tallon without killing pet.

This is a new item, I am sending it along. It is likely that we won't have information on this until after the Omens of War Launch.

8) COH useable in more zones

Make CoTH available in all corpse summoning zones. If a small area of the zone is necessary to have both coth/corpse summon blocked for potential exploit reasons then just block that small area of the zone.

Discussions on hold until after the Omens of War Launch

9) Upgrade our summoned items –
-C equipable items should have OoW era focuses, stats and resists.
-Pet only items should have new procs like slow, snarelure and rune.
-Mage summoned augs should be created


New details have been submitted

10) Rathe's Son and the new OoW earth pet – Remove the proximity agro that root causes which makes our earth pet undesirable in groups and on raids. Possible solutions: (1) Replace root with 100% snare which will remove proximity agro but still have the same effect as root plus it will not break on nukes. (2) Re-code pet root with proximity agro component removed

This is a new item, I am sending it along. It is likely that we won't have information on this until after the Omens of War Launch.




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Monk


No changes made at this time

1) Monk mitigation -

Currently being evaluated

2) Monk relative DPS -

Currently being evaluated

3) Monk Itemization

Currently being evaluated

4) Feign Death failure rate. It's a long-standing joke among the class. At 200 skill level, one should not fall to the ground as often as one does. -

The development team is considering lowering the feign death failure rate.

5) Return Kick AA -

Discussions on hold until after the Omens of War Launch

6) Leather armor graphics

Discussions on hold until after the Omens of War Launch

7) Discipline stacking and timer issues. A lot of monks feel throw stone should not be on the same timer as phantom lull and planes walk should not be with healing will. Whirlwind also has a very long reuse timer and its tied to stonestance and earth walk, which are some life saving disciplines while pulling.

Discussions on hold until after the Omens of War Launch

8) Monk epic. It has no Endurance on it. The Berserker Epic does. That needs to be fixed. In fact, all MELEE only epics need endurance added. Endurance is, after all, a melee centric concept.

(Currently being evaluated)

9) Purify Body refresh timer. Purify Soul had its refresh timer reduced many patches ago. Purify Body has not had its refresh timer touched. The cleric and monk version cost the same amount of AA and the same amount of AA to upgrade through the PoP upgrade. The refresh timers should be equal.

Discussions on hold until after the Omens of War Launch

10) Ranged item stats. Monks have to lose stats while pulling due to losing their range item. Some suggestions have been made of using only the ammo slot to throw from. Putting more monk throw able items in game with good stats with a drop rate which makes them a viable pulling tool instead of a rare stat item. More trade skill items with stats so they can be made and sold.

Discussions on hold until after the Omens of War Launch




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Developer's Update 9/10/04 - Class Lists Part II
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OK, the class top ten lists were updated today. I posted half of the classes already in part I and here are the rest of them. Necros, Pallys, Rangers, Rogues, Shamans, Shadow Knights, Warriors and Wizards.

Other than the wizard's list (who feel the need to make weekly changes...) no other lists changed besides the Necros. I'll save you the trouble of reading that one though by telling you that component costs for pets will be removed with the 9.14.04 update.
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Explanation of the Notes
Necromancer's List
Paladin's List
Ranger's List
Rogue's List
Shadow Knight's List
Shaman's List
Warrior's List
Wizard's List

Explanation of Notes


Before I post your updated list I would like to give you a little bit of information on the notes I have made on each item.

Currently being evaluated - This means that a few of the development team members are looking into ways to implement the item. This does not guarantee that the item will be implemented; however we may see changes made in the future. The Community Team plans to give updates on these types of items every 2 weeks, even if it’s just a “no change since the last update”

Currently being discussed - This is almost just like being evaluated however these items the development team is totally undecided if they want to implement or how to do so. The Community Team plans to give updates on these types of items every 2 weeks, even if it’s just a “no change since the last update”

Done - This means that the development team has implemented this item and it’s currently on live servers.

Currently on Test server - This means that the development team has implement this item and it’s currently on test server, watch for future updates for implementation on the live servers.

Waiting for community feedback - This means we don’t have enough information to make any type of decision on how to implement. Threads will be started by me to get your feedback.

No changes planned at this time - This means that the development team has decided at this time not to implement this item.

Items that are marked done will be removed from the top 10 issues lists and you as a class will be able to replace those with new issues. Watch for posts on this in the next week, your class correspondents will be helping SOE update your top 10 issues lists with these new items. If your top issues list was less then 10 issues to begin with you will be able to add more issues.

You as a class will have the option to replace items that are marked as “no changes planned at this time” with new items or leave them on the list. Please understand that leaving them on the list does not mean that they will eventually be implemented however it does mean that the class as a whole still feels that these are valid issues and would like implementation eventually. One thing to note, we will not be responding to requests as to why something is classified the way it is.

This post will be locked and updated bi-weekly.


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Necromancer


1. Increase DoT crit percentage for necros to better balance against other classes nukes

(currently being evaluated)

2. Upgrade Mind Wrack

(currently being evaluated)

3. Reduce aggro caused by DoTs when one crits

(currently being evaluated)

4. Reduce DoT resists for mobs

(currently being evaluated)

5. Reduce recast time for Horror

(currently being evaluated)

6. Remove the peridot cost from pets.

(Scheduled to go Live on 9/14)

7. A new spell added to the screaming terror line, or AA's to make the current screaming terror spell effective on mobs greater than 55, to include current and upcoming content. (currently being evaluated)

Necromancers want to retain their group utility and means of filling in for a variety of classes in a pinch. A new mez spell will let us keep this utility that we did have with Screaming Terror. Necromancers feel in no way that a new spell coded similarly to screaming terror that limits us to 1-2 mobs mezzed intrudes on the core capabilities of enchanters and bards. If a new spell is not in the cards, explore other ways of retaining said utility via AA's or some other mechanism.

8. Address the fact that Word of Terris is not effective for a necromancer who solos, or who does not have a class who can debuff the mob in their group.

(currently being evaluated)

Having a spell line that is completely dependant on outside help from a few specific classes is not characteristic of the Necromancer. While many necros feel that the appropriate adjustment would be specifically to address the MR adjust portion of the spell that was previously reduced from -100 MR to no adjustment, we are leaving the request open for you to consider other solutions to the core issue stated above. Also of note is the lack of undead mobs to charm. For example, of 5 different themes in LDoN, 3 of them are populated with undead, and only 1 theme has undead that are charmable. Also not all instances of that theme have the charmable mob in them. While this is not a class issue, and more a content issue, it deserves mention in this context.

9. Consider ways of expanding on / keeping the traditional necromancer utility lines in ways not specifically mentioned in the other items on this list. For example, (one the community specifically requested) A componant free 93% rez AA similar to call to corpse with one use every 72 minutes.

(currently being evaluated)

Some of the items on the list already look at ways to retain the traditional necromancer utility that we have always enjoyed from level 1-55+ (give or take) with our mez / slow / charm / manatap / fear and other lines. While the gains in DPS that necromancers enjoyed in PoP were very much needed, and appreciated, we also miss the utility that we did offer and feel that they were instrumental in a necromancer's ability to be desirable to other classes to get a group. In the case that some of the specific items mentioned above are not slated for any changes at this time, we feel that the utility lines that we have enjoyed in the past are important enough to deserve a separate mention.

10. Add a cold based DoT for necromancer use (currently being evaluated) [Omens spells still under development]

Since Necromancers depend more heavily than other casting classes do on the mob being vulnerable to a wide variety of resists, they would like to see a cold based dot added, extending the concept that we started with chill bones / conglaciation of bone (Cold based DD spells), and to a certain extent Chilling Embrace (even though it is poison based, the flavor text and the fact that it comes from velious gives it a definately cold feel). Many necromancers also would like such a dot to be coded in a way that would further serve to address the problem of short fight durations in GoD fights (we don't see any reason to suspect that this will be changing in Omens).


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Paladin


No changes made at this time

1. Better Mitigation (This is currently being evaluated) (new details submitted)
-There is a too large a disparity between warriors and paladins when it comes to tanking. A warrior in gear inferior to a paladin can and does tank better then the paladin even outside of discipline. While this issue only truly shows itself in high end group content the concern is that this trend will quickly leave paladins in the same straights that warriors were in when they did not have sufficient agro to make them desirable for group content.
-With more and more mobs either higher in level or flagged stun immune we take the full brunt of the damage the mob can dish out. We have no way of mitigating or avoiding any of this damage other then the same AA’s that every single class in the game gets. This issue is for all levels but becomes more of an issue the higher you progress.
-The tanking between a paladin vs all other classes is not great enough. Mitigation should be based on Armor and Defense. A monk or ranger (for example, not picking on them) should NOT be as effective as a Warrior or Knight of similar AC/HP.
2. Better Healing - Discussions on hold until after the Omens of War Launch
-The recast timer on the level 65 and higher spells needs to be looked at. They do not allow for a situation where fast cast heals are needed.
-To get around the recast timer, a lot of paladins are loading 2 or more heals which further reduces our role as a utility player by reducing the number of spell gems available to us.
-It is generally felt that our base heals do not heal for enough to play a role as emergency medic.
Our heal-over-time spells can be very useful but the base heal value per tick is too low and if they get overwritten are a waste of mana. The grey out, being able to cast another spell right away, as well as the recast timer are restrictive.
-During battle paladins, even when tanking, are required to heal their group-mates as well as ourselves. To do this we need to target fast, cast the heal without interruption or fizzle and get back to the correct mob, which their can be multiple. During these times we fizzle and are interrupted too often, and the new AA to continue casting through stuns seems to not be working properly. What this comes down to is we need healing looked at for when we are also tanking.
3. Stuns - Discussions on hold until after the Omens of War Launch
-Long cast time as well as the recast timer needs to be looked at. Because we are casting during battle, we need very fast casting spells or we are interrupted too often, and the long recast means that we have to mem 3 or 4 stuns to overcome agro and recast issues.
-Divine Stun needs to have it’s level limit looked at because of the level limit problems with trash mobs in group content.
-Ancient: Force of Chaos, needs to have it’s level limit looked at because of the level limit problems with trash mobs in group content as well as access to it.
-If a caster gets agro and gets hit even once he has low life agro, that low life agro is higher then stun agro, therefore we can’t get the mob off of the caster fast enough.
4. Void Discipline Discussions on hold until after the Omens of War Launch
-Every melee class EXCEPT for knights has an avoidance disc.
-Knights are the only tank classes that do not have this type of disc. Warriors (heavy raid tank) have Furious/Fortitude, and Rangers (light tank) have Weaponshield. On short fights where the damage intake is high, this gives either of these classes an unbelievable advantage to succeed.
-This type of disc is not unique to one or two classes. It is unique that knights do not already have this.
-It would make sense that since this is not a unique warrior-only type disc, that this ability should be shared from the parent class of both knight classes.
5. Current Disciplines - Discussions on hold until after the Omens of War Launch (New details have been submitted)
-Resistant - Raises all of your resists by 20 for 5 minutes. This is very weak, and from what I read, no one ever uses it. I know I don't
-Fearless - Makes you 100% fear resistant for 1 minute. Not only that, but it is totally superseded by an AA that makes this discipline 100% useless. After getting the Fearless AA, this discipline is never ever used.
-Holyforge - Lasts for 5 minutes, and makes it 3 times more likely to get a crit, crippling blow or slay. The net effect of this is to raise our DPS by 20% which brings us equal to a warrior in DPS. Now this sucker really makes me mad. We are supposed to be the greatest force versus undead and we end up with a discipline that keeps us last or tied for last on DPS versus undead. Very very unhappy with this discipline.
-Sanctification - Makes us immune to most type of harmful spells for 18 seconds. Again 18 seconds, and does not block un-resistible spells. This is worse then useless. Not only do you never use this, how can you ever know when to use it and not blow it. The best use for this spell is during an LDoN instance when you break open a chest. That's it.
None of these disciplines are useful in any meaningful way today. We want ones that are. I'm not being a class rep here, these are toned down and shorter explanations of what the community thinks. Our one defensive discipline lasts for 18 seconds against only spells and our one offensive discipline lasts for 5 minutes versus only undead and does not raise our DPS to the level of a warrior who is second to last on the DPS scale, while we are supposed to be the undead fighters.

Other notes about Holyforge - It is the only discipline that requires you to get specific AA's to increase your chance of even getting a crit, cripple or slay. Paldins do not get crits till they buy an AA for critting. And Holyforge only gives you a three times chance of getting a crit, cripple or slay, and the Fury of the Ages AA does not get factored into the equation. So, while it does increase your chance for a crit or cripple it does not increase your chance while Holyforge is running. Why do we have a discipline that is linked to our AA's? This is all very frustrating.

6. Power versus undead - Discussions on hold until after the Omens of War Launch

Paladins are the 'most powerful class against the undead'. We have a good arsenal of abilities versus the undead. Sadly as you advance past level 60 the amount of undead in the game becomes almost laughable. Give us content on which to utilize our toolset. Otherwise the tools are a waste of time and effort. 7. Shields

Solution: tied to both Sks and Pallies. Change one of their discs to increase damage mitigation and/or prevent spell damage when used with shields in off hand for short durations. Also add or tweak current AAs to allow for more damage mitigation /ac only when equipping a shield in the off hand. Perhaps allow shields some way to block riposte damage through an AA ability.

7. Shields - Currently being discussed

Solution: tied to both Sks and Pallies. Change one of their discs to increase damage mitigation and/or prevent spell damage when used with shields in off hand for short durations. Also add or tweak current AAs to allow for more damage mitigation /ac only when equipping a shield in the off hand. Perhaps allow shields some way to block riposte damage through an AA ability.

8. Lack of undead - Discussions on hold until after the Omens of War Launch

Planes of power saw a dearth of undead in the expansion. Discord has almost NO undead whatsoever that I have seen from start through Ikkinz and I expect more of the same from Omens. Why give us a power focus and then give us NOTHING to utilize it on? An advantage is NOT an advantage if it is functioanlly useless.

9. Lull. (This is something that will improve in future expansions.) We should probably discuss replacing this with a new item, however that is entirely up to you as a class, unless we can get some more details on how it should be improved list you did with the Stun and heal descriptions.

Disappears totally at level 55

10. Lay on Hands - Currently being evaluated

PLEASE make it impossible to blow Lay Hands on corpse or a mob!!!! And while you're at it, make it possible to see how long before it's available like with an AA ability.


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Ranger


No changes made at this time

Ranger -

1. Increase DPS Currently being evaluated

2. Increase avoidance

Currently being evaluated
• Riposte and Dodge caps closer to those of rogues
• Riposte damage from mobs with dual weilding rangers
• Possibility to move this closer to being in line with the Omens release
3. Improve Archery

Currently being evaluated
• Improve Archery pre Archery Mastery and Endless Quiver (Discussions on hold until after the Omens of War Launch)
• Fix the mods on Bows - (Discussions on hold until after the Omens of War Launch)
• Add a minimum damage (This is being considered as an AA)
• Improve GoD archery proc AA’s (Dev notes - consideration is being made on reducing the reuse timer)
• Add an auto fire for archery (There aren’t any plans to add this type of ability to the ranger class.)
4. Improved heals

(Currently being discussed) (New details have been submitted)
• Analyze ranger heals in comparison to our parent class
• Heal size needs to be increased to provide any use in current content
• Heal size in comparison to total ranger (and other class) current hit point levels
• Ranger healing progression - Currently a level 29 druid heals as well as a level 61 ranger
• Casting times on ranger heals needs to be reduced as well
• Possibility this has been combatted some with Omens release
5. Improved Disciplines

(Currently being discussed) (New details have been submitted)
• Reduction in reuse time of ranger (and all hybrid) disciplines - Currently 67 minute reuse
• Add a melee discipline for rangers
• Request the termination of ranger discs and abilities being farmed to other classes
6. Improved Track

(Discussions on hold until after the Omens of War Launch) (New details have been submitted)
• Some sort of unique ability that rangers can offer to a raid or group
• Special spell or ability that can be MGB'd
• General group desirability for the ranger class
• General raid desirability for the ranger class
• Paladins have LoH, Mages have CoH, Rogues are CR masters, and Rangers are?
• Rangers need their definition from the devs
• Request for the termination of rangers' spells and abilites farming to other classes
7. Class unique skills that make Rangers desirable for groups and raids

(Discussions on hold until after the Omens of War Launch) (New details have been submitted)
• Some sort of unique ability that rangers can offer to a raid or group
• Special spell or ability that can be MGB'd
• General group desirability for the ranger class
• General raid desirability for the ranger class
• Paladins have LoH, Mages have CoH, Rogues are CR masters, and Rangers are?
• Rangers need their definition from the devs
• Request for the termination of rangers' spells and abilites farming to other classes
8.Improve the Harmony line of spells (Discussions on hold until after the Omens of War Launch) (New details have been submitted)
• Remove the outdoor only restrictions
• If remaining indoor only, increase level limit and change to resemble our original version of harmony
• Can be coupled with longer cast times and shorter durations
• Guaranteed upcoming expansion upgrade (druids have an upgrade currently, rangers do not)
9. Ranger Buff Problems

(Discussions on hold until after the Omens of War Launch) (New details have been submitted)
• Combination of buffs in Protection of the Wild should add more ranger self buffs
• Desireability of Strength of Tunare in regards to Brells and Spiritual Vigor
• Stacking issues with PotW and other buffs (Brells, Damage shields, etc)
• Druid "replacement" buff as compared to Paladin and Beastlord parent class substitute buffs
• Issue of so many other ranger self buffs (Nature's Percision, Cry of Thunder, Eagle Eye, Wolf form etc)
• Lack of any caster desirable buff
• Issue of so many other ranger self buffs (Nature's Percision, Cry of Thunder, Eagle Eye, Wolf form etc)
• Force of Nature stacking issues and lack of upgrades
• Diminishing returns on high level attack creating less need for Spirit of the Predator line spells
• Call of Rathe stacking issues with click effect items (Fiery Might, Vengeful Guard, Frostweaver's blessing, etc)
• Feral Form has a 40% speed increase which actually slows rangers with run 5
• Comparing Rangers Omens buffs to other hybrids and all classes', Omens buffs
10. Ranger Direct Damage Spell Issues

(Discussions on hold until after the Omens of War Launch) (New details have been submitted)
• Casting time and melee damage reduction issues
• Recast times standardizing mana usage for rangers to the point of mana pools being trivial
• Resist rates as compared to other classes
• With Omens nukes being added rangers will have to memorize way too many DDs all with recast timers
• Overall damage added from ranger direct damage spells
• Lack of a "mana dump" abililty for rangers with high mana pools
• Comparing Omens Hybrid nukes to Omens ranger nukes



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Rogue


No changes made at this time

1. Add a better way to drag a corpse then using a hotkey for /corpse and spamming it, permit ability to drag more then one corpse at a time (currently being evaluated), increase range of /corpse (DONE), some way for a group or raid (leader perhaps) to mass /consent (DONE)

2. Minimum bs damage should scale with weapon / Scale Chaotic Stab with weapon damage

(currently being evaluated)

3. Let sneak/hide invisibility remain on when zoning, LD or signing in like the spell does

(currently being evaluated - likely to be implemented)

4. Implement a way for a rogue to have the possibility to evade the damage from a DS or a check to resist the damage

(currently being evaluated) [proposed AA in Omens]

5. Add daggers and armor available between those from Luclin and those from Elemental PoP and increase availability

(currently being evaluated)

6. Assassin’s Strike is still not effective enough for the endurance cost, should be effective on double and triple bs if used when these work and damage cap made higher

(currently being evaluated)

7. Make the attempt to triple BS on a different check from double and attempt more often

(currently being evaluated)

8. Shroud of Stealth should make it so monsters see a rogue much more rarely then it does

(currently being evaluated)

9. Poisons (no change planned at this time) - perhaps a revision for the future on this
Integrate all old world poisons into the PoP poison system (including the ability to make 10 dose vials with the 10-15 min durations)
Make poisons more viable by modifying the resist checks so they aren't so easily resisted.
Add new, interesting, and more powerful poison recipes. Extremely powerful, but extremely rare poisons would be a nice addition.
Add an upgrade to the poison mastery AA that would allow increased durations, effectiveness, and the ability to poison others weapons.
Reduce the time investment required to collect components for lesser or more common poisons. Possibly through a better yield in combines or more components being made purchasable.
Add the ability to poison thrown weapons.
10. Traps and lockpicking (no change planned at this time) - perhaps a revision for the future on this
Add the ability to permanently, or at least greatly increase the time that a trap stays disarmed after a successful attempt. This is the most tedious and irritating thing about traps. It's no fun to have to stand in the same place spamming a key to keep a trap disarmed. This would be a great AA.
Add the ability to "see" traps via a target ring. Perfect idea for an AA.
Add the ability to "mark" traps (once identified by a rogue) for others to see. Rogue specific or possibly raid/group leader AA.
Make traps/locks have more of an impact in some (don't over do it ! =P) raid and group situations. If traps could be seen, and/or marked by a rogue, making them a lot more unforgiving would add an element of danger that a skilled rogue could take pride in overcoming.
Add the ability to "set" traps after obtaining the highest level of trap AA (this would add signifcant value to an aa that is currently considered useless). Snare, DD's, root, dispel, etc. It could require tradeskill components (such as tinkering, smithing , or tailoring) to increase the usefulness of said tradeskills and help with balance.
Allow rogues to identify/disarm ALL traps and pick any lock in LDoN. Rogues are the masters of these two abilities, not to mention they are class defining skills. Sharing the abilities with other classes isn't an issue, but reducing the effectiveness of our own makes absolutely no sense.

Ky


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Shadow Knight


No changes made at this time

1. Knight tanking is too far behind Warriors and too close to non tanking classes.

(currently being evaluated)

2. SK's are supposed to be tied as the 2nd best tank but have the lowest damage avoidence of all melee classes.

(currently being evaluated)

3. SK spellbook needs to scale to evolving content better.

(currently being evaluated) [some Omens spells still under development]

4. It is currently too tough for us to channel spells.

(currently being evaluated)

5. Deathpeace is no longer sufficent as an FD tool.

(currently being evaluated) [proposed AA for Omens]

6. Our spell based aggro needs fixed and designed to scale.

(currently being evaluated)

7. Knight DPS while not meant to be the highest should be higher than Bards. Far more progressed SK's can be KS'ed by Bards with ease from sheer lack of DPS on our part.

(currently being evaluated) [DPS for all classes to be re-evaluated in the future]

8. A method to reduce damage allowing us to compete with Paladin stuns

(currently being evaluated)

9. Removal/Refund of SCS or a toggle added to it.

(currently being evaluated)

10. Short duration/short reuse partial damage reduction discipline.

(NEW)

NOTE: (NEW) items most likley will have no updates until after the launch of Omens


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Shaman


No changes made at this time

1. Fix Shaman healing! We need larger, more efficient single target blast heals to deal with GoD mobs as well as group heals (perhaps group HoT is more in line with our class) to help in raid situations (MGB Option would be very helpful).

(currently being evaluated) [possible upgrades to healing abilities in omens, current abilities will be evaluated after launch]

2. Improve shaman DPS and burst DPS.

(currently being evaluated) [DPS for all classes to be re-evaluated in the future]

3. AE Malos or lose the insane recast delay on Malos.

(currently being evaluated) [possible upgrade to Malos with omens]

4. Make FA less of a hassle, 25 minute duration, 5 second recast.

(currently being evaluated)

5. An upgrade or addition to Cannibalization, allowing (at the same ratio), greater or more frequent conversions of HP to Mana.

(currently being evaluated) [possible upgrade with omens]

6. Add direct combat effects to all of our level 60+ stat buffs.

(currently being evaluated) [Omens spells still under development, current abilities to be evaluated after launch]

7. Reduce DoT aggro!

(currently being evaluated)

8. Endurance regen buff.

(currently being evaluated)

9. Reduce the cost of alchemy components.

(currently being evaluated)

10. MGB Shrink.

(currently being

BeitragVerfasst: Di 14 Sep, 2004 19:35
von Chili
Jo die Warrior habts weggelassen :(
Typisch!!!!!

BeitragVerfasst: Di 14 Sep, 2004 19:43
von Fanorn
Wizard fehlt auch, mach dir nix draus :cry:

BeitragVerfasst: Di 14 Sep, 2004 19:44
von Berion
Auf einmaligen wunsch )) fg

Warrior


No changes made at this time

1. balance bash damage to the weapon

(currently being evaluated)

2. increase skill caps for piercing

(currently being evaluated)

3. reimplement the ability to /disc to see the refresh timer on discs

(currently being evaluated)

4. allow us to increase stamina to 350

(currently being evaluated)

5. increase the effectiveness of duel wielding weapons

(currently being evaluated)

6. Add a shield disc or shield usefulness

(no change planned at this time) [possibly addressed in Omens - partially anyway] The following are helpful suggestions as to what can be adjusted to shields to make them something desired. Above all, when it comes to shields, we want the option to use them for a noticeable benefit.
Adjust the effect of Furious Bash, to make it either a standard proc, or a percentage hate modifier. The concept isn't to make shields as good at aggro as dual wielding or using a 2 hand weapon, but to make them a viable option with some tangible benefit.

Add Shielding or block to shields

Warrior shields result in a larger DPS decrease than knight shields do based on the nature of knight weapons vs. warrior weapons. A warrior equipped shield should add a +damage modifier to his/her main hand weapon so that when using a shield, the DPS balance continues to exist.

Shields equippable by tanks should exceed dramatically the stats gained with an offhand weapon. 30AC and 50hp arent' enough benefit to the loss of aggro and damage that occurs when a shield is equipped
7. improve stun from kick/slam

(currently being evaluated)

8. Melee Focus Effects: The current level of melee foci are too limited. There are no mage summonned melee foci, and melee foci were not retroactively placed on older gear. The current list of foci is also too limited in what it acheives when compared with caster foci.

(currently being evaluated)

9. Taunt. Success rate, particularly the steep decline vs. Yellow/Red mobs, is too low and too unreliable, and an "out of range messgae" should not result in a greyed out taunt button.

(currently being evaluated)

10. Endurance Regen: We need endurance regen from Spells and/or items. Modrods should provide an endurance benefit equal to the mana benefit. Also, change + Endurance only augments to +Endurance regen.

(currently being evaluated)


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Wizard


1) Manaburn - A wizard can currently spend their entire mana bar to do a little over 9k damage in 5 seconds - leaving the wizard completely helpless and out of mana afterwards. At the same time Ancient Strike of Chaos - our best fire-based nuke can crit for over 8k using less than 1 bubble of mana and taking 1 more second to cost. The damage cap on manaburn should be removed (with the exception of PvP), and it should be returned to its pre-nerf state.

Currently being evaluated.

Dev notes - Ideas have been floated around on how to fix the issues with Manaburn, the hope is to implement those before the Omens of War launch.

2) Pillar Spells - Wizards grew up quad-kiting for a living. It is an insult to the class and the game that we are forced to fight level 70 monsters in Plane of Fire with a level 51 spell (Pillar of Frost). This line of spells - which is quite possibly the most used by wizards - has not had a meaningful update since KUNARK. New pillar spells should do in the 1500-1800 damage range (which is a lower ratio in terms of pillar versus nuke than the kunark pillars were compared to sunstrike). Mana cost should be higher to compensate for increased dmg output, however it is crucial that cast time remain low as this is a KITING spell and if it can't be cast in under 4 seconds, it is of no use.

No changes planned at this time.

3) Mana Pool Buffs - There is currently a cap on mana received via buffs at 750. At the moment, this cap mainly affects Wizards because of the additional mana provided by familiars. In OoW it will likely apply to other classes as well because of the new Clairvoyance spell adding 400 mana. Is there any real reason for this to be capped?

This is a revised item, from the 8/27 update it has been sent along. It is likely that we won't have information on this until after the Omens of War Launch.

4) Low/Mid Level Wizard Damage - While melee have every expansion gained numerous new weapons available at the lower levels that are markedly better in dealing out damage, casters have essentially remained static, casting the same spells they have always cast since the beginning. Slightly larger mana pools and minimally better mana regen hasn't really helped this too much. This has led to a situation where they are outdamaged in both the long and short term by melee, especially Wizards because there is no pet damage to fall back on (which can be helped with newer 'trash' weapons or pet only weapons in much the same way as melee). Suggestion would be to perhaps revisit the spell lines of lower and midrange casters to give some updated spells, perhaps available off harder encounters of those levels to alleviate the situation.

This is a revised item, from the 8/27 update it has been sent along. It is likely that we won't have information on this until after the Omens of War Launch.

5) Long term damage - While Wizards can currently do pretty good short term damage for the most part, they suffer when it comes to long term damage in groups because their damage is all mana based. Some ideas may be help with mana regen in places where this is a problem, or an extended line of spells that address this problem (lower dps, but higher efficiency).

This is a revised item, from the 8/27 update it has been sent along. It is likely that we won't have information on this until after the Omens of War Launch.

6) Teleporting issues
a) Add an AA that prevents leaving group mates behind for Teleport and Evacuate spells - Currently being discussed
b) The base time and mana cost on some port spells seems rather excessive (Knowledge Portal as a level 39 spell for 600 mana and 24 seconds being one of these, porting to Hate, a higher level spell, is only 300 mana and 10 seconds).
c) Some method of removing the requirement for fragments being used for translocates. Removing the reagant requirements from Hate/Sky with the same method would also be appreciated.
d) More useful locations that aren't 1 zone or less away from PoK.Ports to Barindu are being added to the 9/14 update, further updates will be discussed in the future (after the Omens Launch)

e) Decession - Make Decession a bit more 'raid' friendly by either allowing it to work on anyone in a raid or giving a short timer TL box when cast on someone outside of your group (it needs to retain the no box ability inside your group in either case).


This is a new item, from the 8/27 update it has been sent along. It is likely that we won't have information on this until after the Omens of War Launch. See above some items have notes.

7) AA Issues
a) Frenzied Devastation - Should be changed to make it more useful. Some suggestions would be making it last longer, removing the increased mana cost, increasing the chance to crit to close to 100%, or making the crits reflect focused damage instead of base damage. Currently, the doubled mana cost for the chance at an extra crit over an extremely short period seems excessive for most anything besides AEing given the unreliable nature of crits, especially given that at max crits you would crit at least 1 of the casts in the time period anyway.
b) Ward of Destruction - The damage done by the spell even at the max level is extremely low and the static nature of it also makes the damage output even less reliable.
c) Familiars - Should be more of a reason to use the GoD familiars, currently they are only used on short fights where you don't have a Bard because of the lack of mana regen and resists as well as the fact they are only dedicated to one resist type. It would also be nice if the other AA familiars were changed to the same 1 minute recast and instant cast as these. - Discussions on hold until after the Omens of War Launch
d) The cost of some of the AA also seems excessive compared to previous ones of the same level. Also, some AA that cross classes (like Secondary Forte) seem to reflect a cost that is not tied to the usefulness for a given class, but seems to be tied to the cost for whatever class it is best suited for. (All Gates AA costs will be evaluated after Omens launches - See Rashere's comments in the 8/25 Live Chat)
e) Strong Root - Shorten recast timer and make it so Greater Fetter doesn’t overwrite it. - Discussions on hold until after the Omens of War Launch


This is a new item, from the 8/27 update it has been sent along. It is likely that we won't have information on this until after the Omens of War Launch.

8) Rain spells - The primary problem here is resists and mezzes. You can't use a rain spell in a group because you will break mezzes. You can't root a mob and cast a rain spell because it will break the root. Rain spell also seem to have a built in 20% resist rate which seems rather excessive.

Discussions on hold until after the Omens of War Launch

9) Aggro problems - As spell damage goes up, aggro also increases. And so does mob damage output. So the penalty for gaining aggro for any reason can often be almost instant death. Currently Maelin's legs are the only real method used for aggro control at the high end, and they put Wizards roughly where they should be in terms of overall damage, while allowing some capability to maybe escape death when the MT goes down. But as spell damage goes up, they will become more of a limiter on how much dps rises because aggro is still going to be the main limitation, which would essentially leave Wizards in the same spot (concussion is a fixed amount, it doesn't scale in the manner that Evade can if you get too high on the list and there is no version of Wizard 'Escape'). Going back to spell based Concussion doesn't really solve the overall problem, it just increases the chance that Wizards will die when the MT does while likely lowering overall dps.

This is a new item, from the 8/27 update it has been sent along. It is likely that we won't have information on this until after the Omens of War Launch.

10) Resists - Wizards were supposed to be able to have an innately better chance of landing spells than any other class because all of our damage is based on mana, and resists affect both our short term and our long term damage (a resist, unlike a miss, is not something you can recover in the long term because it has a cost, the mana you used is already spent and did nothing but increase your aggro). When the resist change went in, this was basically handled under the new system by giving some of our spells a resist modifier, but not all. Magic spells, for example, do not share the resist modifier that fire and cold spells get. Also, as you level and go further into the high end of an expansion, the resists also tend to get worse. It would be nice to Look into whether or not the resist modifiers on the current spells are where they should be and seeing if the penalty for being resisted is perhaps too high as well. Magic based spells should get the resist adjustment the other spells have as well.

This is a new item, from the 8/27 update it has been sent along. It is likely that we won't have information on this until after the Omens of War Launch.